S1E15 - S01E015: The Goonies 'R' Good "A Flumph"

Transcript
Gather your sword and board and get ready for adventure, because it's time for pain campaign. Three, two, one. Let's roll. We welcome you back to our unmitigated disaster of a d and D campaign with friends. We ask the question of what happens when we come out of coming of age summer camp with d and D and the dice of fate. Well, we're gonna find that out here. Let's get started. From the murky bottom of time before time, following a rare mushroom instead of stone, we have Mike playing gold or firebeard, the honest of goodness dwarven druid who is old enough for a beard and knows how to use the shileleh.
Speaker B:That's me. Hire buddy.
Speaker A:When this Warford lays his hands upon thee, you better hope for some divine intervention, because wooden metal still has pain and emotion, especially when there's a little seagull flying by. Mike Levine is TR 1333, the warforged paladin.
Speaker C:What's up, everybody?
Speaker A:When tracking is needed across a path that seems lost or an arrow needs to find his target that seems too far away, we look no further than Bridget playing belleth. Our tiefling ranger who hates plans, loves adventure, and would rather pull out our bow than engage in pointless conversation.
Speaker D:Hi.
Speaker A:Hi. And I'm Michael Hite, off key and rated rock as always, I play seven, the bard. But it's not about me. I'm going to pass it off. Liam, take us away.
Speaker C:You read in the canopy hole where tails and tunes really blend and barge, their ancient songs extend on the stage, both old and new. Seek your clue where spotlights view oh.
Speaker A:It'S time to rock.
Speaker D:Your time to shine.
Speaker A:It's about that time. This is it.
Speaker C:This is it. Your moment.
Speaker A:It's just like.
Speaker D:What did it say?
Speaker A:School of rock.
Speaker C:Uh, where tales and tunes freely blend and barge, their agent songs extend on the stage, both old and new. Seeker clue where spotlight feel.
Speaker D:Okay, I'm sounding like an auditorium or something.
Speaker A:Is there like a. What's that called? Like a theater? Yeah, what's that called? Like an outdoor theater? Like a.
Speaker B:Like an amphitheater?
Speaker D:Do we see a sort of campfire song?
Speaker C:You don't remember seeing anything like an amphitheater, and you don't remember seeing a theater on your way in. But if you want to go back to camp and walk around, you. Good.
Speaker A:We'll look for something that. Yeah, is there anything that comes up, like. Yeah, let's look around, maybe see if there's, like, a spotlight or something. Like a light or something with a lot of steps or a lot of seats.
Speaker C:So I'll say you as a barber know spotlights are on a musician or actor when they're inside.
Speaker A:It's time to find a theater.
Speaker C:The theater.
Speaker A:The theater.
Speaker C:Okay, so you follow the path and the signs back to camp proper where like, that fountain was in the middle and the library is really the direction that you have not explored yet. Is going northwest, more towards.
Speaker A:Do you guys wanna go?
Speaker C:Sure.
Speaker A:To sed Lake.
Speaker C:Okay, so you start walking that general direction. You notice that there's a. So you're passing the fountain. And I think I maybe explaining last time, but north of fountain seems to be like a, you know, like a mess hall type of area, like a cafeteria type of deal. And that's like further north. But as you're heading northwest, you first pass a building that is very. It's large, spherical and metallic, with seemingly like, no apparent entrance.
Speaker A:Oh, great.
Speaker C:You can hear some faint noises inside, but it doesn't strike u seven as, like a theater. So with that, would I assume you guys, would you tell the group, keep moving or check out the building.
Speaker A:I think this is where we need to be. I feel like we need to.
Speaker D:In this. In the building.
Speaker C:7Th feels like this wouldn't be a theater.
Speaker A:It would not be.
Speaker C:Would not be a theater.
Speaker A:Seven feels like this would not be a theater. These are not the droids you're looking for. Could you read the clue one more time?
Speaker C:Yeah. Where tales and tunes freely blend and bards or agent songs extend on the stage both old and new. Seek your clue. Where spotlights view.
Speaker A:Speak, friend, and enter. I just feel like there's. I can't help but feel like this. Playing music would open this somehow to go inside.
Speaker C:If you want to play some music.
Speaker A:Can I play a song?
Speaker C:Yeah. What do you play?
Speaker B:Bust out of tune.
Speaker A:Yeah. Hit us, baby. One more time. All right, I'm gonna play. I want to play, like, an old song that I know from my. From my childhood and maybe something a little more modern that I kind of.
Speaker D:Came up with, like row, row, row your boat or. What are we talking here?
Speaker A:That's a great title for a song. We're doing a row for this?
Speaker C:No.
Speaker A:Okay.
Speaker D:Just saying.
Speaker C:Just play.
Speaker D:Nothing's gonna happen.
Speaker A:Just sing song from, you know, from, you know, pass down from. And my family, like some old folk song, whatever. And then try playing something just modern that I came up with.
Speaker C:You do that, and as you do, it ends. Nothing happens. But remember how I said you can hear some faint sounds?
Speaker A:Yeah.
Speaker C:You all think you hear a scream.
Speaker A:Oh, people really like it.
Speaker D:I really thought that was gonna be, like, a snow white moment and all these animals were gonna come out of.
Speaker A:All right, so people don't like it. Do we know where the scream came from? Can we. Can we figure inside this metallic circle herb sphere.
Speaker C:So you guys have spent now a few minutes here.
Speaker A:Keep going. Okay.
Speaker C:Okay.
Speaker A:All right, let's give it a little. I'm gonna knock on and walk away.
Speaker D:All right. All right, cool.
Speaker A:All right. I think they're good in there.
Speaker C:The building kind of, like, mildly vibrates when you hit it.
Speaker D:It's hollow. Hollow.
Speaker C:Sorry, I know hollow.
Speaker D:Bat girl.
Speaker A:Wait, wait. Tree, tree.
Speaker B:Yeah.
Speaker A:You want to. Just. Before we go. You hit with the warhammer.
Speaker B:Yeah, sure.
Speaker A:Let's just. I'm all for it.
Speaker B:I'm all for doing some hidden as I'm doing shape here.
Speaker A:Let's do it.
Speaker B:All right. So I whip out my war hammer.
Speaker A:Yes, I know. I can't wait.
Speaker D:I don't like your face. Roll a one, please. Roll a one. This would be the time.
Speaker A:Does this kind of remind me of goonies when, like, when he's like. Hey, hey, chunk, hold this for a second. Yeah, yeah. All right.
Speaker B:So with the wrath of the holy paladin gods, I smite this door.
Speaker A:And before it happens, I just say, if it goes badly, I'm sorry.
Speaker D:Who are you saying sorry to? Oz?
Speaker C:Do you remember that time that thor threw his hammer against Captain America's shield?
Speaker B:Yes.
Speaker C:That's what happens to you and your whole body. And you, like, you bounce back from this building. A lot more vibrations coming off of it around the street. It's a large building. You're not able to see around the entire circumference. Ow. The wizard that you met upon entering, Master Eldrin, comes by. He's like, what in the blazes are you doing?
Speaker D:Sorry, he tripped and fell. He's very clumsy. And he just knocked into the building really quick. I'm so sorry. No, we're just walking past a new trip over. We're going.
Speaker A:Can you put us in the right direction for the amphitheater?
Speaker C:That way.
Speaker A:Thank you. Father. Walk away.
Speaker D:We just walk away. There we go.
Speaker A:Father actually fucking him. Um, I mean, tree. Okay, so. Ouch.
Speaker D:We're dragging tree behind us.
Speaker A:I think we woke up the wizard. You.
Speaker C:The lake is now in, like, oops. Fuller view. It is aptly named Camp Shimmer Lake. The water has, like, almost, like, fluorescent, like. You would recognize this, like, florescent algae on the surface of it. Before you get you know, too close to the lake. And still closer to Camp Central is a building that's, like, half, like, looks like it could be like a. Like a well built tavern on the outside or like a music symposium. And also above the doors, you see, like the.
Speaker A:I think it's this one.
Speaker C:Instead, you see the comedy and tragedy masks overlaid above the doorway.
Speaker A:That's probably not it.
Speaker C:The doorway is also a large stone slab.
Speaker A:Huh.
Speaker C:That's the only thing that seems off of that.
Speaker A:Is it like a door?
Speaker C:So let's say you all approach, and as you approach, rather than a traditional door, it starts lifting downward, inwards into this space, kind of like a drawbridge.
Speaker A:Can we all wait? Oh, okay. Does it seem safe to walk on?
Speaker C:Yeah. So you let it finish going down, and you walk in, into a, on the inside, once you have, like, the structures in there, it's, like, very hexagonal building. And the drawbridge reaches inside, and you have dim lighting. You have two stories. There's a balcony, and the second story with even dimmer lighting. On the first floor are a bunch of seating with a bar near the right corner where you've entered. And in the center, where the spotlight shines is a raised dais, or, like, stage where sits a chair, a chest, and a harp.
Speaker A:Ooh, it's time to. Are there, like, sit down?
Speaker C:Yeah, there's, like, audience seats in the room.
Speaker D:I sit in one of the audience seats.
Speaker C:You would.
Speaker A:I feel I'm playing oldie but goodie. I'm gonna go grab a seat, grab the harp, and start playing row, row of your boat.
Speaker B:Okay. I follow suit and sit up next.
Speaker A:To you as we're playing the harp.
Speaker C:So you get onto the. You're going into the stage, you're beelining for it. You get on the stage. As soon as you get on the stage, tree tries to follow, but can't get onto the stage after you. There's a core spotlight can only be on one person.
Speaker A:Oh, it's me.
Speaker C:It was obviously whoever got on there first. I'm glad it wasn't for you all. I'm glad it wasn't. Tree.
Speaker A:You find a tree, boots me off the stage, I will follow through with.
Speaker C:What you said the moment that you said you started to try row, row, row your boat.
Speaker A:Great.
Speaker C:Just on google for me what the first note of row, row, row your boat is.
Speaker A:Oh, um, this will actually, um, c.
Speaker C:Okay, um, give me one moment.
Speaker A:Don't worry. If you play the next wrong, the next note wrong, Annie, we're all gonna be flat. Nice thank you. Rushing apart by goonies.
Speaker C:Where did you sit, Bella? Each.
Speaker A:Oh, is each position a different note on the scale?
Speaker C:Like, comparing to the entrance? Like, where did you decide to sit?
Speaker A:Oh, my God.
Speaker C:This is like a hexagonal building.
Speaker A:Oh, my God.
Speaker C:Stage is like a small center thing.
Speaker D:Like in the middle.
Speaker C:In the middle, yep.
Speaker D:So, like, wherever he walked onto the stage, I sat like, three rows back from right where he walked on.
Speaker C:Would you say more left or more right?
Speaker A:When you say his face does. You took three rows back, remember, you've brought against Brisian. I don't know. That means left.
Speaker C:Left.
Speaker A:Okay, the other left.
Speaker C:All right. What were you doing with all this? Where were you walking, heading?
Speaker A:I was a bird. I wasn't sitting anywhere.
Speaker D:Spider.
Speaker B:I walk in, sit up in the front. Oh, he said hexagonal to the right. Hexagonal or octagonal?
Speaker C:Hexagonal. Wait, hold on. Actually, hold on.
Speaker A:The seven notes, how many sides? Wait, a seven?
Speaker D:Is it a stop sign or.
Speaker C:Wait, what?
Speaker A:Seven notes in a scale, right?
Speaker C:Oh, wait, I'm sorry.
Speaker A:Eight. It's eight.
Speaker C:I'm sorry.
Speaker D:So stop signs.
Speaker B:Eight notes in an octave.
Speaker C:Yeah.
Speaker A:Is eight in an octave okay?
Speaker D:Because it's an octave.
Speaker A:Oct.
Speaker D:So eight.
Speaker A:Yeah, but it. So, all right, if it's eight notes in an octave, if we have to.
Speaker D:Run around this building and try and hit notes, I'm gonna be pissed.
Speaker A:I'm just marking.
Speaker C:I'm working because, yeah, I was looking at certain corners before.
Speaker A:Something else I'm a little more concerned of, like, hurting you guys, hurting someone.
Speaker C:But anyway, I need everyone except Bella. And seven makes a dexterity saving throw.
Speaker B:21 eight.
Speaker A:I'm here. And we walked in. Did you walk in towards the bottom or the south part of the. How did we walk in?
Speaker C:You were right behind him, like. So. The way I envisioned this, based on the way you told me you entered, is that you're in quadrant one. Gold. Or is in quadrant four, because he went to his right when he entered. Tree is, like, in between one and four. Right behind seven entering stage. So you're still making a dexterity saving throw, but you're gonna have an easier time because you're closer to the state for balance and the non volume side. You rolled an eight, you said yes. Okay, so that entire quadrant of floor collapses.
Speaker A:Holy moly.
Speaker B:I'm gonna wish I was a spider.
Speaker C:That's good. Yeah, that's good. That's good. Yeah.
Speaker A:Yeah, exactly. I'm sorry.
Speaker C:I don't know why I thought I gave you a labeled one.
Speaker D:No, you're fine.
Speaker C:So the four collapses in quadrant four. We'll stay the whole floor. The whole floor.
Speaker A:Holy sh.
Speaker D:You just nearly killed someone.
Speaker C:It's true. And Goldor, you fall 40ft.
Speaker B:Why 40ft.
Speaker C:Do you have. I don't think. I think if anything's in the bag of holding, but, like, I don't think you have it, gold, or you're gonna take. Eight damage.
Speaker B:Eight damage.
Speaker D:40Ft down.
Speaker A:Oh, my God.
Speaker D:He's 40ft down.
Speaker C:40Ft down.
Speaker B:Okay, don't worry, we got him.
Speaker C:And they're. Oh. And the reason for the damage is that they're not spikes, but like, almost like small protruding studs, if you will. Like rounded studs, which are still not fun to fall on. Almost like rounded bolts. Okay, so with that, would anyone else like to investigate the room?
Speaker A:Yeah, I want to look for some notes or anything.
Speaker D:I think Bella sits up and is like, don't play anything else.
Speaker A:I think you're right. I would have pointed Bella to say, I think you're absolutely right. Could we look for some music or something around that?
Speaker C:So, yeah, you see a piece of warm sheet music in front of you.
Speaker A:Who would have thought?
Speaker C:Seven. And you see.
Speaker A:Sorry, golder.
Speaker C:Based on. Based on the. The way, like, the. The bars and the staff are, like, written. Is that the correct terminology? Yes. That there should be a total of six notes played, but only one note is present in the current version of the sheet you have in front of you. It is the note b. Coming. What would appear if you measure up, like, the beats. Cause it's in the measure of four.
Speaker A:Four.
Speaker C:Or however the terminology is, is a b. The third note would be a b.
Speaker A:Okay.
Speaker C:And you would know which note entering that is on the harp.
Speaker A:The third note is a b.
Speaker C:Right. But you don't know what the other five notes are.
Speaker A:Can I tell what notes are not. Yeah, I was gonna say, but one of them could be circumental, but not the first one. Wait, but is there any in. Is there any sort of, like. What do you mean? I don't know what the rest of them are, like. Is there, like, a smudge? Is there something missing? Is it like. Is there something hidden?
Speaker C:They're just missing?
Speaker A:They're missing. Okay.
Speaker C:I will say. Just in the meantime, before we think more about that, did you want to try to get out of the hole?
Speaker A:I can see that being a good thing.
Speaker B:Well, I was gonna throw down my rope to him, which is. The rest of. It's just a normal eight sided room. Other than that, is it, like, you.
Speaker C:Mean like the floor, like the whole.
Speaker B:The walls and the.
Speaker C:Yeah. So, um, you notice as you look around like there isn't the level of debris that you think there would be. Like now that you are paying attention to it and this is just be naturally getting through your path to perception. Like none of the chairs or the wooden floor is like there.
Speaker A:Oh, so it's like a magical, like things didn't fall down with you. Right.
Speaker B:All right, I'm gonna use my wild shape and turn back into a spider and climb back up and climb back up the wall.
Speaker C:Yeah.
Speaker A:Oh, that's good.
Speaker B:Instead of hanging out on the floor, like hang out on the wall.
Speaker D:So we need, so this is not a seed of.
Speaker A:Oh, wait, if we could figure out where the bee is. Oh, nevermind that.
Speaker C:Does anyone want to do an investigation? Check on the room?
Speaker A:Let's all do that.
Speaker C:Okay.
Speaker D:Can he get off the stage?
Speaker C:Uh, you can try.
Speaker D:I was just asking.
Speaker A:Yeah, he gets stage.
Speaker B:My spidey senses are failing. There.
Speaker A:There's no way he up the stage. I feel like I'm gonna walk up and hit like donkey to a wall or someone come doing investigation. Somebody else will get pick up.
Speaker D:I'm rolling too.
Speaker C:Tree's investigating the bronze pieces. Yeah.
Speaker B:Then this is hard.
Speaker D:Seven.
Speaker A:I've been doing seven and then we're rolling for what? Investigation. Okay. All right. This thing is. Let's go for these. That one. This looks like a room with seven sauces.
Speaker C:You are solely focused on the truck. You're like, this is the answer. You rolled a seven.
Speaker B:I rolled a six, I think six.
Speaker C:Three. Do you want to try?
Speaker B:Sure.
Speaker A:Can't get any lower than a one. Oh, you can. You get a zero.
Speaker C:Can I borrow your pen?
Speaker B:16.
Speaker D:Oh, I think you like put all your bad numbers on all of us.
Speaker A:Yes. That's what the guy did to us. Curse our.
Speaker C:But if it. It's not going to. Come on. Feel the noise. No, you can still tell what Rocky voice.
Speaker A:It would be pretty cool if it was like an 8th rock song.
Speaker D:I mean like I have like the scale in front of me.
Speaker C:No, no. I have the anchor key on the back.
Speaker D:No, no. Yeah.
Speaker C:And I want to give you the front.
Speaker D:Like face was in the middle. It is, but where's the e?
Speaker A:Every good boy goes, does fine.
Speaker C:I meant like in terms of like the bars. Like the note b. Not in the middle going up in the middle.
Speaker D:Going left right here.
Speaker C:B like it's the third note in order of playing. Not.
Speaker D:Yeah, no, no, no.
Speaker C:I know.
Speaker D:Okay.
Speaker C:Okay. I need you guys, to be honest, can you see through this to the notes? I cannot. No, no. You see through that, through the note. Okay, you're gonna. So on the 16, you see on each of the, on the one of the corners of the fourth quadrant, you see, I'm gonna read descriptions of all these in a second, a variety of creatures. And then on the ceiling, you see the last two. I'm gonna give this to you all to view, and I'm gonna read out descriptions for the viewers.
Speaker A:The type of animal, there is a letter. They start with, oh, wait, what's the, what is the third one? A beholder.
Speaker B:This is a beholder.
Speaker A:It's a third one.
Speaker C:That's like, okay, it's a third beholder.
Speaker A:It's a b. Yeah.
Speaker C:Griffin G. So the, the quadrant that goldor fell through, you have an elongated fish like creature with a mouthful of sharp teeth and row of bony ridges down its back. Its skin appears slick and is moth green and whites, resembling the murky depths from which it hails. It has long, sinewy tentacles that extend from beneath its gaping maw, and its tail is long and powerful with a finned end reminiscent of ancient aquatic predators. The one in the quadrant that bells went to sit is a floating creature resembling a jellyfish, with a soft, spongy body, seemingly translucent based on the way it's painted, like a flat, saucer like body, numerous tentacles gently draping downwards. Two eye socks extend upward, each ending in an eye that gazes with a calm demeanor. The body is a pale, fleshy color with hints of soft blues and purples, giving it an almost ethereal look. Next in the second quadrant. So the opposite corner where bell was sitting, a floating spherical body with a large central eye and numerous smaller eye socks extending from the top, ending each in an eye. Then you have in the next corner, a creature with the head of a lion, goat and dragon, with its body a mix of lion and dragon features, daily tail, furry mane, and the hindquarters of a large goat. Then you have a hulking reptilian creature. This is the one on this one on the ceiling. That is more on the side where goldr fell, a hulking reptilian creature with thick, segmented body covered in blue gray scales. Its head is crowned with a frill of sharp red spikes, and its maw rustles with an array of jagged teeth. The beast has eight powerful legs, each ending in large clawed feet. And its glowing eyes are deep set and menacing and seem to exude power. Lastly, on the ceiling of the right hand side, more where bell is sitting is a noble looking beast with the rear body of a lion, including its tail. And the front body including its wings and head are of an eagle.
Speaker D:Oh, thank you. That's all that was going to be.
Speaker C:So you were sharing some ideas before seven?
Speaker A:Yeah.
Speaker D:Can we make history checks or something to see if we know what these creatures are called?
Speaker C:I will say you can all make either history or nature text.
Speaker A:Alright, let's see. Like that.
Speaker D:Can we choose?
Speaker C:You can choose. And if you know what they are, then you just know what they are. Like if you know.
Speaker D:I know. We know. We know. Three, four of them.
Speaker C:Okay. Which ones don't you know?
Speaker D:The top two.
Speaker C:The top.
Speaker A:Yeah, the top. Weird jellyfish. Happy one.
Speaker D:A griffin and a basilisk. And then a. What did you say this was?
Speaker B:It's a chimera and then a blur.
Speaker A:I want to do. You said a history or whatever. Nature history.
Speaker C:Goldberg. You can actually roll me with a man with adventure.
Speaker D:Yes, I did. 24 history.
Speaker C:24 history. Okay, one moment. I was gonna let Goldwater finish his role.
Speaker B:1818.
Speaker C:Great. So with you said a 24. 24. You recognize the more the top left picture the more snake fish like picture. Yes. Top left. You know that that is an aboleth. Let me just turn my headphones back on. Here we go. That is an aboleth. And you recognize this because these live in some of the water sources near where your father was mining and had to be aware of the local ecosystem and potential dangers doing things with the lake or essentially terraforming the land. Goldorm, you don't have to share the backstory of this, but for you, when you were trapped in the cage, sure you came across an eccentric, what's known as a flump.
Speaker A:A fluff.
Speaker C:So flumps are of great intelligence, wisdom. They possess advanced knowledge on like things like religion, philosophy, mathematics. But this one they're usually. They usually live in like organized groups. This one was on its own in the mountain, kind of outside its usual area. They usually live like in the core flux in this world is known as like the cavity. But this one was inside the mountain. And it would occasionally speaking to you telepathically. Goldor. It would occasionally help you in the mountain to survive.
Speaker A:I want to have a familiar.
Speaker D:He's so cute. He's so cute.
Speaker C:Look how cute he is.
Speaker D:He's so cute.
Speaker B:He is.
Speaker A:He's pretty cute. Can I cast press the digitation to make a flumps a small flumps that Bridget called. Sure.
Speaker C:It'll last 1 hour.
Speaker A:Me a flumps? It's hard to say. Flumps.
Speaker D:Do we, like, do we know that it's like quadrant 1234? Does that, like, were you just telling me because it was 1234, like, in terms of the.
Speaker C:That was, that was for the fall, the four following purposes.
Speaker D:So it doesn't matter necessarily.
Speaker C:No. What I will say that is that the chair of the harps person is facing towards the doorway.
Speaker A:The stone, the chair is facing towards the doorway, meaning one.
Speaker C:Oh. Which is all now fully drawn back up. And you don't see a way to draw it back now.
Speaker A:Okay, so. Oh, great. This really is feeling very, it feels like, it feels like, guys. All right.
Speaker D:I mean, I don't want to just go like, 123456. But you said b was in the third.
Speaker A:The frateralities are coming, guys. The. If b was a third.
Speaker D:Yeah, but there's two b's.
Speaker A:There's two b's. Okay. That's okay, though, because it. The basilis is on the ceiling.
Speaker D:Yeah.
Speaker A:Is the basilisk above something?
Speaker C:It would be above you more or less. Like, it's on the left because, like, where I am.
Speaker D:No, but like. But on that side. Right.
Speaker C:So what on your side is the griffin.
Speaker A:What's quote unquote collection? What? Run.
Speaker C:Give it up.
Speaker A:One.
Speaker B:Yeah, because he's looking the other way.
Speaker A:Do you think this goes like. I don't know if this goes. This thing goes like.
Speaker C:Oh, I will also, if you want, I can mark on your, your map where each one is.
Speaker D:These are the quadrants. The numbers are on top.
Speaker C:Yes, please.
Speaker D:Do I put the numbers on, like, the pictures of, like, what quadrant they were in?
Speaker A:So there we were standing in front of the quadrants. Do you think it's better to be like, for Goldor's sake, is he better off just staying where he is right now? It's hard to fall down if you've already fallen.
Speaker B:Climb up the wall, turn back into a spider. I'm gonna climb up the wall.
Speaker C:Two centers are on the seat.
Speaker A:Okay. Sorry. Okay. Oh, you keep, that's kind of. It's okay. I have a precise.
Speaker C:I bought new ones, and I don't like the new ones.
Speaker A:Oh, yeah, I'm sorry.
Speaker C:No, no, they have like, a, like a edged cap and then, like, the.
Speaker A:Thing, like, pokes into your hands, like.
Speaker C:No, it has, like, the ball on it, so you have to take it off and it, like, it's dry.
Speaker A:What? Yeah, that's not appreciated.
Speaker C:They mess with the formula. The formula's good and they mess with the formula.
Speaker A:That's what happens.
Speaker C:Anyway, enough pen talk.
Speaker D:Move that around.
Speaker A:Pen talk. Oh, hello. So now, wait, so this is the chair. The chair.
Speaker D:Oh, it's like a.
Speaker A:The chair is facing that way. This way. Right. It's facing the door. Right. Or where the door was standing.
Speaker D:Facing them.
Speaker A:And then. Wait, what did you mark. Oh, the things are. So one is flump. Like the biggest accent. So what you say is one is fluff. So is flump. Hey, fluff. So if one of these are the quadrants here.
Speaker C:Right quadrants have the way. I did the cons because you were supposed to have that. That has nothing to do with anything.
Speaker D:Yeah. So don't.
Speaker A:Oh, don't. Don't. Quadrant. Okay.
Speaker D:And he said the chair is facing the now closed door.
Speaker C:Yeah. So to your left, seven right is the avalanche. To your right is the flump.
Speaker A:Wait, so my left is the avalanche. To right is a flump.
Speaker D:So is the third one, then back a second, then beholder.
Speaker A:The beast here. Wait, say that one more time. Oh, the right. Okay, so you're saying behind you, to.
Speaker C:The right is the beholder mural.
Speaker A:So that's three.
Speaker C:Then behind you to the left is the chimera on the ceiling. To the. To your left, on the ceiling, please, is the basilisk.
Speaker A:This is so confusing.
Speaker C:We can use this room as a model if you want. Like this room. I can point to corner.
Speaker A:I just. I'm just trying to figure out the starting point. Which direction you go up from there. Is it clockwise or counterclockwise or neither?
Speaker C:You could try a note and see what happens.
Speaker A:Oh, last time I did that.
Speaker D:So wait, where's the one that starts.
Speaker A:With the abilisk is four. It's number four here. That helps you. Where's the abelisk?
Speaker C:The aboleth.
Speaker A:Sorry? The aboleth.
Speaker C:So if I'm you.
Speaker A:Yes.
Speaker C:The aboleth is there.
Speaker A:So forward and left.
Speaker C:Forward and left.
Speaker A:So if I'm facing door, that means it's in. It's near the fluff.
Speaker C:No, it's the opposite wall.
Speaker A:Oh, the opposite wall.
Speaker D:So, like, it's like if you're facing the direction that you're facing, it's that way.
Speaker A:Okay, so what order puts the third one at b? You want to try that? All right, let me try.
Speaker D:I played a c before, and four is the one that fell.
Speaker A:Oh, well, that's true, but it was the wrong order no matter what anyway. Oh, and a. Oh, and four. What are the first one, if that's a?
Speaker C:The number four has nothing to do with.
Speaker D:No, I know, but the one above the one with the a.
Speaker A:You played a c, and I'm gonna play a first.
Speaker D:Play a first.
Speaker A:A first.
Speaker D:Wait, hold on. Before he plays a, I move.
Speaker C:Oh, yeah.
Speaker A:Wait, hold on a second. Oh, I have an idea. I have an idea. Why don't you guys.
Speaker D:Wait, wait.
Speaker A:Okay, hold on a second. Would it make sense for you to stand where the one fell already?
Speaker D:I wanna stand wherever tree was standing. Cause he didn't fall.
Speaker A:But I didn't play an a that time.
Speaker C:No, tree had to wobble onto your.
Speaker D:Oh, he was on mine.
Speaker C:Yeah.
Speaker A:Wait, where did you not fall before.
Speaker D:I was standing on.
Speaker A:So maybe slump. Should you stand on the floor?
Speaker C:You're in the flump corner.
Speaker D:Yeah.
Speaker A:Do you want to. It sounds like I've been troubled. I'm standing to the fluff. Do you want to. Do you want to stand where you were standing?
Speaker D:I guess.
Speaker A:All right, I'm playing an a.
Speaker C:As you play an a lowers ever so slightly. Get out of here. Awesome. Nailed it.
Speaker A:Okay. Goonies always make mistakes. Just don't make any more. All right.
Speaker C:Oh, shit.
Speaker A:So what's next? It would be an f. F. It is. F. It is.
Speaker C:The door lowers further than a b.
Speaker A:Then a b further.
Speaker D:See, now this is where we get sketchy. So a c. Wait, further.
Speaker A:Okay.
Speaker D:And now what do we do about the two on the ceiling?
Speaker A:Wait, so what do we got? Which one did we hit so far?
Speaker D:That's the kicker.
Speaker A:We did the.
Speaker D:We're on the basilis and the griffon. Which one? Both of them are on the ceiling. Do we just keep going in a circle?
Speaker A:Wait, what are they? What are the.
Speaker D:I know I can't ask you.
Speaker A:I'm sorry. What are they above? What's the basilisk above?
Speaker C:Basilisk is more to your left, and the griffin is more to your right.
Speaker D:So we went this way. We went this way, and now we're back here.
Speaker A:If you went up and you started to. Oh, God.
Speaker D:At basculus and Griffin. So basculus.
Speaker A:So b or g, right?
Speaker D:B would come first. If we're gonna go. Keep going in a circle.
Speaker A:Well, I hope I'm. I better be right. Otherwise we're all gonna be b first. Let's go for b.
Speaker C:The door lowers, then g. Oh, my God.
Speaker A:Then g before the fratellis get here.
Speaker C:And the door fully lets down and the chest that was next to you opens.
Speaker A:I hope it's a flumpkin.
Speaker D:I hope it's a mini flump.
Speaker C:You get the last two pieces of bronze.
Speaker A:Holy shmolies.
Speaker C:No way. I thought we had all the pieces.
Speaker B:Short. Two pieces.
Speaker C:There's a note.
Speaker A:If it says, better drink your ovaltine, I'd be so mad.
Speaker C:Wait, I thought it was only seven pieces.
Speaker D:Oh, my gosh.
Speaker C:Assemble the pieces and return to the coliseum.
Speaker D:All right, so figure it out.
Speaker A:Should we start booking it, or should we assemble.
Speaker D:Put them together here and then.
Speaker C:All right, I'm working on it.
Speaker A:Should you do, like, a. I know this is, like, we have a physical puzzle in our hand right now. Are there any checks or anything else, like a speed of the process or anything? We noticed?
Speaker C:Um, I mean, irl the way I cut it, like, the black borders are on the front.
Speaker B:Yeah. Well, at least you know it's not upside down.
Speaker C:Yeah. Come on.
Speaker B:Or live. You get over here, you and me.
Speaker C:I was trying to think of a better way to do this puzzle, but.
Speaker A:Uh, that g thing could have been, uh. That b and g thing could have been tragic. I.
Speaker D:That's.
Speaker C:Yeah, that was close. But I was like, oh, he's gonna.
Speaker A:Do a g. I think one of my character faults, I think, is I just go for it. Yeah.
Speaker D:If you're gonna ask me, Liam, how long this takes? About an hour and a half.
Speaker A:I was like, I hope Liam doesn't want me to sing a real song. Oh, my God. This is gonna be really rough. Like, I immediately go in. There must have been some sort of important clue.
Speaker D:I immediately play river, or your immediately play a circum.
Speaker A:You're like, I don't know if that was the best course of action. Imagine if it was actually. If it was.
Speaker C:I was like, now I have to play with the freaking noted.
Speaker A:Oh, my God. How funny would it have been if that was actually, like, it just so happened to be the right order.
Speaker D:We would have been like, what do we do now?
Speaker A:We just. Real fast. What were the notes in order? The right ones.
Speaker C:Oh, a, FDA.
Speaker D:B, C. B, G. Like living on a prayer.
Speaker A:Yeah. Oh, it's, like, crazy and crying and amazing. Um, let's see. Wait. What's this? Um. Whoa. We're halfway there. Whoa. All of a sudden, Goldr Falls. I'm so sorry. Hey, remember that time I almost killed Goldor? Cause I thought ro ra your boat was a good idea. Oops.
Speaker C:Matt, could you imagine? I think we're missing a piece.
Speaker A:Are we missing a piece? Yeah, right here.
Speaker C:That wasn't me.
Speaker B:You left it there.
Speaker C:Just to be fair, you guys left it there.
Speaker D:It was out from behind the DM screen. It wasn't me.
Speaker C:I gave it. Let me walk it. That's why it wasn't working. All right, we got the idea.
Speaker D:It looks like a volleyball. We're fine.
Speaker C:I'm like, we're missing a piece.
Speaker A:Do we come in 8th place? All right, this is exciting. This is exciting, guys. This is good.
Speaker C:You put the bronze pieces together, we'll say it took you, like, a minute or something like that.
Speaker A:It's a hot minute.
Speaker B:That's a very optimistic minute.
Speaker C:A hot minute. You put it together, it starts glowing and multiplies four times.
Speaker B:Oh, the four of us.
Speaker C:And their powers come by. As it stops glowing, it reveals on top warforged piggies. And you see a pig construct as the symbol. And you see in the bottom, heroes in training of camp shimmerly.
Speaker A:Oh, Mandy. You know what's amazing about this? Like, this just ties into Tree's oath in such a dirty way. What did you say the name was? Warforged piggies.
Speaker D:With an ie.
Speaker A:War forged piggies. What's that Ozzy Osmond song? The war pigs.
Speaker D:Yeah.
Speaker A:Nice. Yeah. Let other parties know that when the war forged piggies coming.
Speaker D:Like, WPS.
Speaker A:Like, yeah.
Speaker D:WFP. WFP.
Speaker A:Don't be ashamed.
Speaker D:WFP.
Speaker C:Just because I do want it to be something that's agreed upon as a team. If you would like to change your mind before we leave today, you can. For the team name in the history.
Speaker A:Of any name given, something oddly appropriate.
Speaker C:Okay, so.
Speaker A:Oh, man. That's. Maybe that's the.
Speaker D:We couldn't have named ourselves something cool like the mighty. Nein. Like, from critical role or hell's bells.
Speaker A:You know, the good thing is we have no problem. No one in the history of any popular tv show or anything is gonna think we copied them.
Speaker B:I'd like AI to generate that name.
Speaker A:The funniest thing about it is it's not even. That is warforged. The fact that it. It's like, not war pigs. It's war forged piggies. Terrifying.
Speaker C:Okay, so you all head back towards the coliseum where this look, Bramble foot congratulates you as the first to return.
Speaker D:That seems impossible with your completed badges.
Speaker C:No, we reckon the way the badges get together.
Speaker A:Wow, that's.
Speaker D:That's. That shouldn't be.
Speaker C:You see on your side, some feet behind Bramblefoot cunin looking visibly distraught and angry.
Speaker A:Good. We'll see more of that.
Speaker C:Bramblefoot wizards to you. Thought he could split up his team and get the bronze pieces quicker.
Speaker D:Yeah, I was gonna tell you that that's what they did, but I'm glad you figured it out yourself. I hate that guy again. He's a rat right here for me. A dirty rat. A greasy rat. If you would.
Speaker C:Would you like to receive your rewards in front of everyone else, or right.
Speaker D:Now in front of just him?
Speaker A:In front of everyone?
Speaker D:In front of just him and his party.
Speaker C:We can wait for his party to fully return.
Speaker A:I'm gonna tell this guy we don't need to stand up for her. We got her back. But she could handle you on her own, no problem.
Speaker D:I go, yo, greaseball, and I show him my badge. I'm like, yeah, Mickey Mouse is canon in D and D?
Speaker A:I mean, this point, I don't know what's cannon was that anymore? Oh, that's really funny.
Speaker C:So Bramblefoot literally puts on a show just for cunin good. Congratulations, warforged piggies. Each of you has shown remarkable ingenuity, dedication, and teamwork.
Speaker A:Not talking to you over there, buddy.
Speaker C:Just us completing your challenge.
Speaker D:This is gonna turn on us somehow.
Speaker A:The price of your camp has gone up threefold.
Speaker C:For each of you. Your bill has a question. I will pick a specific reward that can aid you.
Speaker A:Yes.
Speaker C:Sick to gold or firebeard? Go.
Speaker B:Meet me first.
Speaker D:No.
Speaker A:No.
Speaker C:She pulls out her own bag of holding armor of fungal spores.
Speaker A:Ooh.
Speaker C:You may add this item immediately to your inventory, and it will piece your.
Speaker A:Hand into her bag of holding a.
Speaker C:Plot of may you use your fungal to destroy your enemies. To Bellus to give you an eagle's eye view. Armor of weightlessness.
Speaker A:Whoa.
Speaker C:What? That?
Speaker D:Sick.
Speaker A:Weightless.
Speaker D:Weightless. You hear that, grace ball? Weightless.
Speaker A:I swear to God, if I get a kazoo, I would be so madden.
Speaker C:To tree.
Speaker A:Yes. Here we go. This is gonna be amazing.
Speaker C:Who loves his friends dearly?
Speaker A:Yes.
Speaker C:And we'll go to any lengths to protect them. Yes.
Speaker B:I got an axe, right?
Speaker A:Got a Band aid.
Speaker C:The boomerang shield.
Speaker D:Can I please.
Speaker A:Captain. We called captain.
Speaker C:Come on.
Speaker B:Weightless.
Speaker C:Cool armor. You already have armor that's better than.
Speaker B:Can I assume it's. It's.
Speaker C:A weapon, like you can.
Speaker B:Liam? Can I assume that it's hide armor and not the spiked or the skill?
Speaker C:You can. Whatever. Is at least one version better quality of the one that you're currently wearing.
Speaker D:Gotcha. Ten that I could choose from to you.
Speaker C:You should choose the one of the level that you're currently wearing.
Speaker D:I don't. I don't think I'm wearing any.
Speaker C:I'm just confused. Whatever. Whatever. Cause there is a version that would help. Like, if there's a closed version you can do. Like, whatever version helps you the most. If there's like if you do like a closed version.
Speaker A:Tree.
Speaker C:That's fine.
Speaker A:I mean, tree.
Speaker B:Yeah.
Speaker A:She could fly.
Speaker C:I just. I'm confused. A boomerang.
Speaker A:Why? Is it because you can't fly?
Speaker B:It's a boomerang shield. Why would you want your shield to leave you and come back?
Speaker C:You just want your shield stay with you at all times.
Speaker B:It's like Captain America.
Speaker A:Tree. Tree.
Speaker B:That's trusted.
Speaker A:Tree. You'll never have to worry about your bet. Your shield leaving you again. It'll never leave you, baby.
Speaker C:Tree. If I recall from scrying upon your challenges today, you were only able to hit fuck so close. You're not great at hitting things far away.
Speaker A:You're. You know what you are? You're this created hitting far away.
Speaker C:This gives you the opportunity to hit your enemies at a distance while still protecting yourself and others. Okay, I liked it.
Speaker A:Okay.
Speaker B:Sounds a little bit better.
Speaker C:I'll take it. And whether you hit or miss, it returns instantly to your hand. Ooh.
Speaker A:All right.
Speaker B:Does it also defend as well?
Speaker C:Yep. It gives you the same bonuses as a shield.
Speaker A:No, it's really cool. You know what that is? It's almost as cool as fungal armor of flight armor.
Speaker C:And to you seven. Do your. I presume based on my scrying. Your friends know your secret now.
Speaker A:They do.
Speaker C:And this young gentleman here, they do.
Speaker A:And I will use it only for necessities.
Speaker C:I present you this ring with. And you see a gem in it. The ring is not the special part. It's the gem, okay? It's called the fabulous gem.
Speaker A:Right now, guys, some might even say how feeling while we're in this gem.
Speaker C:And let me warn you, we will know if you use it against us.
Speaker A:Okay?
Speaker C:You can use an action to magically create a pile of coins worth no more than 100 gold in an occupied space within 10ft of yourself. The pile must appear on a surface that can support it and after 1 hour, they vanish regardless of where they are. It can only be used once per day. You can make counterfeit coins the other power which I think will interest you. As a bonus action, you can magically change the appearance of your clothing and armor. You can change the style, color and apparent quality of what you are wearing and can make it appear as you are wearing different garments entirely. In either case, these changes wrought by magic fail to pass physical inspection. Though if someone touches you, they can tell that you're not wearing the appropriate clothing.
Speaker A:So if I could just clarify. So if I was to shape change, not only could I look the way I want to, but the clothing or armor would follow as well, correct? That's. I want to tell you thank you for this gift. I will not use it against you.
Speaker C:So why don't you all take a short rest, and we're gonna have our first camp. Campfire. A little past the archery range that you roll out before, okay? We'll meet you there at sundown.
Speaker A:I'm glad we don't have any enemies.
Speaker C:Now, as you go to leave, you see tree. You recognize the. The gazer that you saw in the arch rink before coming out from behind Keenan's back?
Speaker A:Over there. Over there.
Speaker B:Look. That's the thing I saw.
Speaker A:Could we talk to it?
Speaker D:Hmm?
Speaker A:Can we? Is it close enough to talk to it, or. You say he just remembers it like he sees it.
Speaker C:You all see it? You can all see it.
Speaker A:Can we communicate with it?
Speaker B:I bring them all over. Guys, guys, guys, follow me. And then we ask it a question.
Speaker A:You. You. I saw you. I saw you back there. What are you doing?
Speaker B:You staring at me and my friends.
Speaker A:You could also approach. Sure.
Speaker C:The gaze cuny goes. Leave it alone. It's mine.
Speaker A:Shocking. Oh, you're a little spicy.
Speaker D:Interesting. Is it? Now?
Speaker B:I'll just take my armor over here.
Speaker D:Are you spying on us?
Speaker A:Guess the spying didn't really help you, did it?
Speaker C:You think these magic items will make you heroes? Will make you better?
Speaker D:I'm sorry, do you have one? Cause that's weird. I didn't think he gave you one.
Speaker A:You know, another odd thing as well.
Speaker C:It would have been nice, but I already have magic items. And with that, he disappears and reappears. As far out as you can see. The exit of the colosseum?
Speaker A:Yeah, I walk normally. I don't know. Edo sick.
Speaker C:He's already out of here.
Speaker D:Can I ask the. Is the witch wizard lady still here?
Speaker C:Druid?
Speaker D:Yes. Can I ask her? Because I still have, like, a curse thing on me. Right. Like, from him.
Speaker C:Oh. It appears you have been hexed.
Speaker D:Yeah.
Speaker C:And she cast the spell magic on you.
Speaker D:Great. Thanks.
Speaker A:Is that. Is that something that goes against any sort of camp rules or anything, to hex another camper?
Speaker C:Well, we don't know if he hexed you. Possibly he's a warlock, but I say he did.
Speaker A:I'm saying, general, would it. Would it be like malfeasance? Is it.
Speaker C:Is there some sort, as long as no harm done. Well, and you need evidence to back it up. But nothing he did.
Speaker A:But if someone. If a camper was to do that, is that punishable in any way?
Speaker C:We encourage competition as long as it's not egregious or harmful.
Speaker A:Okay, good to know. Thank you.
Speaker C:You're welcome. See you later at the campfire.
Speaker A:See you later at the campfire.
Speaker C:See you all.
Speaker A:See you later.
Speaker C:If you need to, you can all take a short rest. I think only Goldor needs to. Sorry, Goldor.
Speaker A:Sorry for dropping you, actually.
Speaker C:Did anyone take a short rest from after the boar fight?
Speaker B:I don't think I did.
Speaker C:Well, if you did, you can. You can all take a short rest now then.
Speaker A:I don't know if we barely had time for that, but we're gonna be.
Speaker C:Done to five minutes though.
Speaker A:Okay?
Speaker C:Oh, I see.
Speaker A:Sorry.
Speaker C:Attunement requires you to spend a short rest with it. Yeah. So if you need to attune the.
Speaker A:Armor, you can attune and equip it, you know what?
Speaker D:And then if something says, like, touch a creature to cast the spell, the creature can be me.
Speaker C:Right? Yeah.
Speaker A:Wait, can you wear the armor and then can harald flow with you?
Speaker D:Harold's in my pocket at all times, so I have now levitate at a second level spell and jump as a flow.
Speaker C:What did you end up choosing as the armor class? Like, the same armor class that you had before?
Speaker D:Yeah, it didn't, it didn't change it because heavy, if I did medium armor, it would have. Yeah, had disadvantages.
Speaker C:So you were in light or no armor?
Speaker D:Like, technically I was no armor.
Speaker C:Okay. So yeah, that's fine.
Speaker D:Yeah, so I was at 14.
Speaker C:It's essentially like a shirt then for you it'll be like a shirt. Yeah.
Speaker A:I think we're just gonna call this episode war pigs.
Speaker C:So now you're gonna have, like, essentially a two pronged fungus attack. So instead of just as a bonus reaction, you can always kind of like, keep up that two pronged.
Speaker A:Wait, does that, does it provide him any sort of, like, resistance or any sort?
Speaker C:He has a better armor class now.
Speaker B:Slightly better armor class.
Speaker A:Feels like Elden ring. You would have gotten some sort, sort of like, you know, like, what did the spore armor do in elden ring? What does it do?
Speaker C:Something essentially, he's that much more of like a little bit of a tank.
Speaker B:It's like a little extra, you know.
Speaker A:Oh, nice.
Speaker B:A little extra oomph if something comes through.
Speaker A:Oh, that's kind of nice.
Speaker B:Yeah.
Speaker C:All right, so you all head down to the campfire later. It's near dusk. Nearly the entire camp is there. As you're entering like this, like, clearing. There's a large bonfire in the middle. There's like a little scaffolding that there's what Bramblefoot is standing up on to address the camp. And you see to the left. So you're entering really kind of from.
Speaker D:The, it's like Thor's big.
Speaker C:You're kind of entering from the right because it's already very crowded. So you're kind of be gonna buy, be the back of like the, the crowd here for now, but you can see all the way to the more to the left side. There is a large table with a variety of s'mores necks. And the s'mores are all in the shapes of a variety of the, not only the different types of creatures, whether in books or on murals that you saw today, but also other ones, other campers probably experience. They're all like little shapes of creatures. Like, you see like a beholder one, you see a flump, you see a flump one, you see an aboleth one, you see a little piggy in one of them. And you see to your left. So in between that table and you is q nin and three other human boys.
Speaker D:Are they greasy too?
Speaker C:They are very greasy. One is wearing like dark clothes, dagger at the hip, kind of like a hood up, pleasant. Another is wearing robes that some sort of either sorcerer or wizard would wear. And then the last one has two swords, they're wearing hide armor, they have two swords along their back, tall, very muscly. And so Bramblefoot starts greeting the crowd like, I hope everyone's had a great first day with a scavenger hunt. And as she's talking, um, as she's talking, qnin and his, uh, cronies, that's.
Speaker B:A lot less disturbing than I came.
Speaker C:Up with, are starting to take like, balls of mud and using the gust cantrip to throw them at you.
Speaker A:I'm gonna use presented prestidigitation and clean us up.
Speaker C:They keep going. They start now molding the earth underneath you to make you have uneven flooding.
Speaker B:I'm gonna use.
Speaker C:And what are you doing?
Speaker B:I am going to scare the Jesus out of them.
Speaker C:So how are you? Yeah.
Speaker B:I am going to hold on. I was just wanting to see what the. Was it light or the ground?
Speaker C:Um.
Speaker D:I was gonna say, whatever you're gonna do, I'm also gonna do it, cuz I also have Thomas.
Speaker B:Yeah, we're gonna double this up and scare them because we're about that. This is about to go down and I just wait.
Speaker A:No, no, grown up, whatever. No, I'm in the back of like.
Speaker C:A large camp crowd. It's like dark out brown foot is like a dressed the campers right now. Like pretend like that you're teaching you. Like the two kids in the back that are like, no, they're like, like.
Speaker D:Shooting spitballs at you or something. Like.
Speaker C:But it's like, just like Adam. Yeah, it's like these at first moments, like you would want to stop and interrupt your, whatever you're doing.
Speaker B:So yeah, just, I'm just gonna, I'm gonna echo my voice. I'm just gonna like, like yell across and make it seem like doom is upon them if they continue to mess with us.
Speaker A:Okay.
Speaker C:And you're voice booms too.
Speaker A:Okay.
Speaker D:If he's gonna do that, then I'm gonna at the same time make an ominous whisper appear next to them and go run.
Speaker A:Oh, that's good. All right, I, and I want to do command and do eat and have eat the mud.
Speaker C:You do what?
Speaker A:Command and have them eat.
Speaker C:Eat what?
Speaker A:The mud.
Speaker C:Okay.
Speaker A:Two targets.
Speaker C:So, uh.
Speaker A:It says I could do one additional target as a second level.
Speaker D:If you cast it as a second level spell.
Speaker C:Do you have a second level spell slot to cast out?
Speaker A:Do have a second last pill slot? Seems like a waste, but sure.
Speaker C:So are you going for Q and we now know as a warlock, are you going for the rogus, the guy, the fighter type of guy or the wizard or sorcerer throw in the mud. It's really a combination of all them. Like using their cantrips to like make this happen.
Speaker A:Yeah. Fun. What do you think, human?
Speaker C:Probably not the fighter, the rogue looking one. So probably so cunin and the rogue.
Speaker A:Cuban and the rogue.
Speaker C:Okay, okay.
Speaker A:I'm like Hollywood, hope you know that.
Speaker C:So a, let me narrate the next series of events.
Speaker D:Shut up and let me talk.
Speaker A:Don't do cat during this all.
Speaker C:What I would like first, actually, what's gonna help me here is your Dex mod.
Speaker A:My Dex mod. Actually a plus two.
Speaker C:Command. What command is this? Is this command of saving throw, by the way, actually need to know that first.
Speaker A:Oh, save over wisdom 13. Oh, I probably should have done.
Speaker C:Oh, no.
Speaker A:Worlds not wisdom, is it? Okay, there's like controller.
Speaker C:Okay, union succeeds. But the, what was the other one you targeted?
Speaker D:The rogue.
Speaker C:The rogue. The rogue fails. So first watch, not first plus two decks.
Speaker D:What about decks?
Speaker C:Yeah, I'm just using this as like a quick way to like two. What your, we'll say charisma is after that.
Speaker A:Charisma is a plus three.
Speaker C:Are you specifically waiting to do yours after his though?
Speaker D:Yeah, like, like when his is happening. Like right after. I want to just go run.
Speaker C:Okay, so we're gonna resolve the rogue eating mud first.
Speaker A:Run, douche.
Speaker C:Then as you're yelling. What are you yelling?
Speaker B:I'm yelling doom is upon you.
Speaker C:Okay, so your reasons in a booming voice. Everyone coming out of the woods, coming out of the woods, looking down, reading with.
Speaker D:Technically, though they don't know that he did it.
Speaker C:Potions in his hand not taking the path that you took is torn flame tongue and he's got several different, like potions, things like that in the sand. You hear him uttering work for this. This is stupid. Why can't they just lead me to it? And as you yell, your.
Speaker A:Doom is upon you.
Speaker C:Torn, like shakes up and drops all the port potions he was holding on the smurfen.
Speaker D:Oh, we don't get to eat s'mores now.
Speaker A:Oh, you still can eat them.
Speaker D:They're gonna turn alive.
Speaker C:S'mores come to life, start becoming larger and larger and larger into their almost their life size counterparts.
Speaker A:Tree that look delicious.
Speaker C:And you can also tell that they're extremely aggressive.
Speaker D:Oh, well, they were just about this.
Speaker C:Series events causes the entire camp to go into panic and shock and start dispersing through the woods. Grandma Foot says counselors and masters to me, we need to take care of this. Menagerie of creatures are dispersing. However.
Speaker A:Okay.
Speaker C:As all the campers run except for the root, there's a rogue that while he's eating mud because command can't put them in, like direct danger necessarily. He's like slowly, like stopping. Forget mud. Eating it. And then like susie's done. He's like stopping, picking up more mud. So he's running away, but, like he's doing it in, like in a mud.
Speaker B:Eating cut away polite.
Speaker A:You don't eat while you're walking through a buffet. My goodness.
Speaker C:Uh, one large s'more remains remains in the area.
Speaker A:Uh oh, I got dibs.
Speaker C:All the directors and other masters have dispersed to take care of the majority of them.
Speaker D:God, I hope it's the flub or whatever it's called. The flub.
Speaker A:It's gonna be like one of those things like Ghostbusters, like don't stay put.
Speaker C:Marshall event, you are fighting the s'mores version of the Chimera.
Speaker A:I want to flump too.
Speaker C:As it wars with its line goaded and dragon head. That's going to do it for this time in campaign for next session. You all can level up going into this fight and equip your new gear.
Speaker A:Thank you for listening, everyone. This has been another exciting adventure as us four adventurers made our way into a series of challenges where we found out that there are not seven, but eight different notes in an octave. And with that said, row, row, row, your boat almost left us flat. But we look forward next time. Next adventure as we take on the marshmallow with their new upgraded gear, some fantastical armor, a couple rings, and a shield not made by Marvel. That's it. We'll see you next time. Thanks for listening. Bye bye. Well, that's gonna do it for this episode of campaign. We have so much left to go. See you next time. Campaign is produced by Levine, Orlip, Liam, Bridget, and myself, Michael Haidt. I edit mixer show our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced by Fanatical's 2023 music bundle featuring Dark Fantasy studio. If you like campaign, we hope you'll consider going to our show notes and supporting the show. Doing so helps us put out more shows just like this one. Thanks for listening, and we'll see you next time. Oh, man. We're gonna have to apologize to a lot of different properties this episode. Oh, my God. That was cool.
Speaker C:Well, your run may have actually helped save people.
Speaker D:What?
Speaker C:The way you ordered your run may have actually helped save people.
Camp Pain #015: The Goonies 'R' Good "A Flumph"
It's our 15th episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM in the second part of their scavenger hunt. When Comby's son pulls shenanigans with The Warforged Piggies... we have more to deal with. Listen to the second part of our camp scavenger hunt and find out why Seven should perhaps think before he sings! You'll have to listen to find out!
In the Sunfire kingdom of Valdoria, our adventurers attend a relatively mundane school named Pyreglow Preparatory Academy. The land has once again become plagued by creatures, abominations, and other nefarious forces in the wake of the great vanishing, which occurred almost a year ago when all the heroes were rushed off on an assignment and never returned. Ever since, a new generation of heroes have been vying to rise to the call and save the land. The only problem is, they need training.
Wannabe heroes flock to camps and training centers across the land, but none surpassed the famed Camp Shimmer Lake. Our Camp Pain sessions are a bi-weekly Dungeons & Dragons game hosted by Michael Heit from Hey Other Parents, Food & Fury, and Snackzeroth Podcasts. Our unfortunate teens are at a crossroads in this campaign world created by the extraordinary DM Liam, and also stars Bridget, Orlep, and Levine, along with the occasional guest-appearances. Players and Dungeons Masters might say that it's an original disaster of a 5e podcast! Each episode title is a pun reference to a real song or band. If you are looking for a serious adventure, this might not be for you. Otherwise, buckle in for laughs and excitement for our adventures.
Camp Pain is produced by Liam, Bridget, Orlep, Levine and me, Michael Heit. I edit and mix our show. Our intro voice recording was done by the one and only Koltrane. Music used in this podcast was sourced from Fanatical’s 2023 Music Bundle featuring Dark Fantasy Studio. My son Ethan is our official Cartographer for maps used in our sessions. We are using Dungeons & Dragons 5E for this season of Camp Pain on DnD Beyond. In this Podcast we are a mix of friends who are here to have some fun and do some D&D our way. Some of us are seasoned players and others are a little new to the game. We hope you will enjoy hopping along as we set off on this adventure together.
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