S1E6 - S01E006: “Mama’s” Got a Brand New Bag

Transcript
Speaker A:

It.

Speaker B:

Gather your sword and board and get ready for adventure, because it's time for pain campaign.

Speaker C:

Three, two, one. Let's roll.

Speaker B:

We welcome you back to our unmitigated disaster for a DND campaign with friends, we ask the question of what happens when we combine a coming of age summer camp with DND and the dice of fate. Well, we are going to find that out here yet again. Let's get started. From the murky bottoms of time before time, following a rare mushroom instead of stone, we have Mike playing Goldor Firebeard, the honest to goodness dwarven druid.

Speaker D:

Good evening, everybody.

Speaker B:

Good morning. Good evening. And top of the morning to you, sir. When this war forge lays its hands upon thee, you better hope for some divine intervention, because wood and metal still has pain and emotion, especially when there's little squirrels running. By Mike Levine is Tr 33, the war forge Paladin.

Speaker E:

Hello, my friends.

Speaker B:

Soon to be oathbreaker. When tracking is needed across a path that seems lost or an arrow needs to find its target that seems too far away, we look no further than Bridget, our tiefling ranger, Bella, who hates plants but loves adventure, and who would rather pull out her bow than engage in pointless conversations. And I am Michael Height, off key raider rock. As always, whether I have my mandolin or my automatone. I play seven, the bard. But it's not about me. I'm going to pass it off to our good friend Liam, the DM, and he's about to get us back into action. All right, well, before we pass it along to Liam, how about a little story from abard? So, in our last episode, our young adventurers bid farewell to their families to begin their way to pyreglo docks. With no tickets available and two days until the start of camp, our travelers have to get to Gnarltooth island. Unfortunately, we've committed to an undesirable path forward. The haunted ship seems like the best option when you only have two not so great choices, eh? The reward's not bad. A trip to camp, discounted rides and naming rice for the boat. With some luck and a little bit of guidance, our heroes climbed aboard the ship with their rope skills. But things got creepy real fast. In this episode, the party must rely on one another for strength and support. Will TR 33 find out more about his past? Will they clear out the dock? Will they destroy the timespace continuum? Because in this episode, mama's got a brand new bag. Now for Liam.

Speaker C:

Well, welcome back, everybody. So we once again find ourselves on this haunted ship left by Lesterap Finehorn the hero who was called to action before he could settle matters of this ship in the pyroglow harbor. So I just want to clarify something because I made a slight error in your description of your surroundings. So I'll repeat those for you and also our viewers. So you are still on really the upper deck of this ship. Let me get my pointer tool here. So if you look at this upper portion where the wheel and the mess would be, this is like the upper level and then you see these stairs that go down. So if you're looking at this hatch in the middle, this rusty, wet old hatch that is dripping water into the deepest steps of the ship. To the left of that is a barred door over here and to the right of that is what you can currently see right here. So this small circle is part of the structure of the ship right here. So you're looking into the right of this opening here and you're still kind of like on the lower part of the upper deck.

Speaker B:

Like the mezzanine.

Speaker C:

Yes. We got fancy words tonight, people, fancy words.

Speaker E:

I'm going to just say let's all open the door to our left.

Speaker B:

I'm also going to say if you say leeward side, I don't know what side that is.

Speaker E:

I'm going to say starboard side but I wouldn't know where the starboard side is because I don't remember much.

Speaker B:

All right. Do you want to detect evil there.

Speaker C:

Budy, or what do you think of the ship?

Speaker D:

On the left of the diagram is the abdomen.

Speaker B:

Are there any. That's pretty good.

Speaker E:

Thank you, my trusty dwarf.

Speaker C:

And then.

Speaker D:

Oh, no, Gulder does not know ships.

Speaker C:

Okay. The stern is not on the right. Sorry. Yeah, I was going to say the bow is the front and then the stern is the back.

Speaker B:

For this session of campaign we discussed the size of the ship.

Speaker C:

Thank you.

Speaker B:

All right, let's see. Should we detect ships are worse than me?

Speaker C:

So you are trying to get through this door to the left you're saying? Yeah.

Speaker E:

I say, hey, guys, I take a look at my group, my fellow friends here that I consider family and I say, hey, let's take a look at that door, see if we can open it up. What do you guys think?

Speaker B:

Go for it, man.

Speaker E:

Okay. I will be the sword and shield for you just in case there's any baddies back there or just a massive wood.

Speaker B:

It's fine.

Speaker E:

I will try to open the door.

Speaker C:

Okay, so you go to open the door and it does open successfully. So let me unfog this area for you. All.

Speaker B:

Oh, it's that way.

Speaker C:

A little bit more. Hold on. And there we go. Okay, so you enter a room that is of the general same musty old decrepitness as the other parts of the ship, but this one has more items in it. It seems to be a little bit of like a holding cargo room. But if you all can make me quick. Perception checks.

Speaker D:

1320 517.

Speaker E:

Seven.

Speaker B:

Who's going to make the good roll tonight, baby?

Speaker E:

Successful.

Speaker C:

Already as high as 25 and even as low as seven, you can all tell that the cargo in this room seems to be of a little more of, like a higher caliber. Everything is really neat, a little bit more ornate. All the stacks of previous cargo are full, you see on a table, like some maps and things. This certainly would have been a room for someone important.

Speaker B:

Can we do.

Speaker C:

Yeah, I'm sorry, say that again.

Speaker A:

Can I look at the map? What is the map of?

Speaker C:

The map is displaying an island in the center, surrounded by water, and it is actually labeled noral tooth island. Once tr. Oh, I was gonna say once tr. 33. And Bella enter the room, you hear a faint noise coming from the north of where Bellis is, and another spirit emerges from the wall. So this spirit appears to be a dwarf. Stout, muscular, with naval tattoos and a braided red beard, she has what appears to be rings going all across her knuckles, some studded with gems and things like that, others just what would you assume to be like? Gold? Ornate, based on the. Even with the spiritual appearance of the spirit, unlike the other spirit, this one starts kind of, like, clambering towards you very slowly.

Speaker B:

Oh, cool. It's an undead spirit of a dwarf that should be on a boat in the first place. Vicious mockery.

Speaker C:

Please.

Speaker E:

Bellips backwards slowly.

Speaker C:

So, no, you can absolutely use vicious mockery. How are you using vicious mockery?

Speaker B:

Wait a minute, what's your insult? Is this a bad idea? Guys, does this seem like a threat?

Speaker D:

All right, I stepped forward. I stepped forward in front of tree. I'd say, be gone, foul spirit. You're blurring the line between life and death.

Speaker B:

Your own one and only warning, spirit, if you don't want to make gold or med.

Speaker D:

And I brandish my chilele, which is still enchanted. From upstairs on the deck.

Speaker C:

She furrows her eyebrows and goes, please roll.

Speaker D:

Initiative.

Speaker B:

Should have just gone for.

Speaker E:

I'm just going to say, maybe you should have tried talking. Just saying.

Speaker B:

We just did 21.

Speaker D:

I rolled an eight, so that's all I'll be doing anytime soon.

Speaker B:

21.

Speaker C:

You got 21 at Bellas?

Speaker A:

13.

Speaker C:

And tree.

Speaker E:

Hole whopping five.

Speaker D:

I'm like, tree those.

Speaker C:

You got to the new bar. You got five next time.

Speaker B:

Yeah, it's true.

Speaker D:

That's right.

Speaker E:

We got to get some real dice to get better numbers here because this is not fun.

Speaker D:

Keep lowering the bar for you.

Speaker B:

I know.

Speaker E:

Seriously, my numbers stink.

Speaker C:

Give me all one segundo here. All right. Seven.

Speaker B:

I would like to cast vicious mockery and maybe make a commentary on what's a good dwarf doing on a boat, middle of the ocean. No good dwarves, no dwarfs in general should be on the boat. My friend here is even nervous. But look at you. You're not even a real dwarf.

Speaker C:

Sure. So what is the saving throw again for that?

Speaker B:

It's a great question. Wisdom, saving throw. It says, attack save. Wisdom 13.

Speaker C:

Wisdom, saving throw 13.

Speaker B:

Yeah.

Speaker C:

All right. You absolutely succeed in, if anything, really. You can see this dwarf becoming infuriated, but in its eyes, you also see the hurt of the effect of the words that you actually have on it. And it's just like trying to mask that hurt with anger. And you can absolutely tell that this is an effective strategy against this spirit.

Speaker B:

I'm sorry, dear spirit. The only dwarf that I care about goes with the last name of Firebird.

Speaker C:

And then do you want to roll for damage, please?

Speaker B:

Yes, sir. One d four, psychic damage. I'm going to take out my sharp, pointy new dice from Bellieth.

Speaker A:

Be careful.

Speaker B:

You squeeze me, kind of cut your hand.

Speaker C:

Yeah.

Speaker A:

Really?

Speaker B:

That's a three.

Speaker C:

Okay. And I believe I also have disadvantage on my next attack roll, correct?

Speaker B:

Yes, sir.

Speaker C:

Okay. All right.

Speaker B:

That will bring us as a bonus action. Can I throw bardic inspiration? What do you think? Should we go for TF 33? You know what, actually, I'm going to go for Goldor because he's got spells going on here. I'm going to give gold, I'm going to turn to Goldor, look him straight in the eyes, say, you're the only dwarf that I care about in the ship.

Speaker C:

Excellent.

Speaker B:

You rock too hard for one hand.

Speaker C:

Excellent.

Speaker B:

Bardic inspiration for you, sir. Why does he keep saying that to me?

Speaker C:

Goldor looks like he's got a little more pep in a step. Anything else, master seven?

Speaker B:

I just want to wink at everybody.

Speaker C:

Please do not sue us. Dimension 20. All right with that, Bellis.

Speaker B:

What would Harold do?

Speaker A:

That's the real question. I'm going to just back up.

Speaker B:

Like how? You have to separately drag Harold and bring him.

Speaker E:

Have no fear, Bella, for I am here. Stay behind me.

Speaker B:

I didn't know I could drag other players. I'm sorry. I just like totally took him and I just put him right.

Speaker C:

Boop.

Speaker B:

That's his favorite.

Speaker A:

Can I just use my action to help whenever the next person that goes?

Speaker C:

Yeah. So you're looking to help Goldor?

Speaker A:

Yeah.

Speaker C:

All right, so Goldor, you're going to give him help. Yeah. Goldor, you're going to have advantage on your next attack.

Speaker D:

Excellent.

Speaker C:

All right.

Speaker D:

I don't know what I'm going to be able to do that's going to actually do damage to it. Are undead usually vulnerable to necrotic damage?

Speaker C:

If you would like to make an intelligence check on your turn, you may. I will do that. In the meantime, when it's my turn, it is the spirit's turn. So she is going to float over here and she's going to attempt to swipe at the is Harold on a shoulder right now?

Speaker A:

If you kill my rat right now, I'm gonna be so mad.

Speaker B:

There's gonna be one less dwarf and spirit in this world in about 5 seconds.

Speaker A:

No, Harold's in my pocket.

Speaker C:

Okay.

Speaker A:

He like hangs out in my pocket.

Speaker C:

All right, so she's gonna swipe at your right shoulder with disadvantage.

Speaker B:

This dwarf is hurting animals.

Speaker E:

You wouldn't like me when I'm angry.

Speaker C:

Okay, so as this dwarven spirit ambles over to you, she kind of looks like revving up her arm, kind of like in a popeye fashion. But as she's doing so, she's just like, I got this. But the words from seven's vicious mockery are still, like in the back of her head and she just completely misses and you can see tears just like welling up in the spirit's eyes.

Speaker B:

Harold comes out, I'm like, guys, this.

Speaker A:

Is kind of sad. Maybe a little sad.

Speaker B:

Maybe we should just take this spirit out of its misery.

Speaker C:

All right. The spirit will going to use a remaining move to move back here and also gonna float up in the air 5ft.

Speaker A:

If it moved away for me. Do I get it?

Speaker C:

Yes, you do.

Speaker B:

Can you first wind up like Popeye?

Speaker C:

Five does not hit. And then with that, it is going to be golder's turn. Golder, if you are deciding to make this check, you can make it with advantage, but that is going to be your action for the turn.

Speaker D:

In that case, I'm going to not make that check. Now, I'm going to presume that necrotic damage is not going to hurt and I am going to think I need to swing it with my shale because I don't think I got anything else here that's going to do anything harmful to ghosts?

Speaker C:

Sure. Just move towards.

Speaker D:

I'm not sure that my chile is going to do much to it.

Speaker C:

And don't forget, you get to roll with advantage. Yes.

Speaker D:

Now, do I choose to roll with advantage first or do I roll once, say, wow, that stinks, and roll the second time.

Speaker C:

Yeah, roll twice no matter what, in case you crit. Got you. Yes.

Speaker D:

Got you. All right, so I'm going to be attacking with Charlie. There we go. All right, I'm going to roll. I rolled an eleven and a 14.

Speaker C:

What was the higher one? I'm sorry?

Speaker D:

The 14 was the higher one.

Speaker C:

A 14 does hit, so please let me know what the damage is.

Speaker D:

All right, the damage is five points of damage. It is bludgeoning damage, but it is a magical weapon if that's something that's important.

Speaker C:

Okay, so this spirit is looking very weak right now. Very weak. Would you like to do anything else for your turn?

Speaker D:

I don't think I've got any bonus actions that I can do. That's not going to do it. Nobody needs healing. No, I don't think there's anything else here that's worth doing. I think I'm done.

Speaker C:

Okay, that's going to be TR 33 then.

Speaker E:

So TR 33 makes his move over to the desk with the map. Leaps on top, gets.

Speaker B:

You're doing acrobatic check.

Speaker C:

I will allow that to be part of the movement, but you must make an acrobatic check with me. We're all like, and please do it.

Speaker A:

He really just thought he was going to let that go.

Speaker C:

Yeah. I won't even say with disadvantage, but go ahead. You know what?

Speaker B:

Just commit. Commit to it.

Speaker E:

I believe in my acrobats here.

Speaker C:

You look so 16.

Speaker B:

Wow, 16.

Speaker C:

Yeah. You take a few running steps and you leap onto this desk and you actually ruined that map and any information it may have contained. Dang. Oh, look, if it isn't the consequences of my actions.

Speaker B:

You didn't even have to roll for damage for the map.

Speaker C:

That was really the one time he rolls high. The one time he rolls high?

Speaker A:

Yeah. Great.

Speaker C:

Trying to look cool doing this.

Speaker B:

Every paladin ever.

Speaker E:

All right, I'm on the table. I stomped on the map.

Speaker C:

Don't worry, budy.

Speaker B:

You got this. You got this.

Speaker E:

I look at the spirit and I say, before I smite you, maybe we could talk this out.

Speaker B:

You're going to burn your entire bear is.

Speaker C:

I want to pause you real quick. I want to pause you real quick. This speech is going to count as an action with how long it sounds is going to be. So do you like this to be your action? Oh, my God. Choices. Yeah, go for it.

Speaker E:

I'm going to go with it.

Speaker C:

Go for it.

Speaker E:

All right, so I look at the spirit and I want to use a persuasion.

Speaker C:

Yeah, absolutely. But tell me your speech again.

Speaker E:

So I look at the spirit and I say, hey, spirit, you seem to be crying a lot and there's something wrong and I feel like we could help you and this may have started on the wrong foot. So before we end you, maybe we.

Speaker A:

Can work it out.

Speaker B:

Gold or get that healing ready.

Speaker A:

I cannot roll for you to roll.

Speaker C:

Roll your persuasion, please. Roll your persuasion. All right, guys, here we go. Come on, baby.

Speaker B:

Signs of zombie.

Speaker C:

18.

Speaker B:

Undead dwarf.

Speaker C:

Wow, 18. Come on, the spirit.

Speaker E:

What do we got?

Speaker C:

Cracks a smile, you see some rotting teeth, some teeth missing? I love to, but unfortunately I have to kill you first.

Speaker E:

Well, guys, that didn't go the way.

Speaker C:

I thought it was going to be here.

Speaker D:

And say the 18 year old, for persuasion, persuade goes to kill you so that you can sit down and have a nice chat.

Speaker B:

Okay, that's good.

Speaker E:

Guys, hold on. I need to turn to my group and just say I messed up.

Speaker A:

We go. Yeah, we know, we know.

Speaker B:

Before, were you talking to us or are you talking to the ghost? Because it seems like you and the ghost are doing a nice job destroying.

Speaker C:

The map before it becomes seven's turn. You hear swishing from behind you, seven. And the half elf spirit that you defeated, or you thought you defeated at the top of the ship appears next to you.

Speaker B:

Oh, hey.

Speaker C:

And great, let me roll for initiative.

Speaker B:

Okay, I have to take up one of those spell slots now.

Speaker C:

All right, so the half elf from before is back, who seems to be a little more lies in their movements. With that said though, it is still seven's turn.

Speaker E:

I think we have to kill one of these spirits.

Speaker B:

I really don't want to burn any spell spots right now. All right, I'm going to do another vicious mockery. Yeah, I'm going to do vicious mockery and then I'm going to use my other turn to step away. Am I open up for a prone attack if I step, can I step back? Or will I be opening myself for an attack? If I move, like there, either of.

Speaker C:

These pieces, you will bring an attack of opportunity.

Speaker B:

So if I go up here, if I move away from.

Speaker C:

Actually, no, if you go here and then. No, because that's still away from. Yeah, so if you move beyond these two squares, then they'll get an attack on opportunity of Neil.

Speaker B:

I guess I'll just move closer. Hello. I'm going to go.

Speaker C:

You don't have to. What's it called? You're 5ft away already. Like the square. However, vicious mockery. I'm going to leave this up to you. But with your current range, you would be rolling at disadvantage. Even though it's a verbal spell, you.

Speaker B:

Still have to be closer.

Speaker C:

No, you have to move further away, at least 10ft.

Speaker B:

Oh, further away?

Speaker C:

Yeah.

Speaker B:

Oh, I see. You're saying, okay, burn a spell slide. Okay, sorry. I think I need an instruction. Where do you see that? In a spell description.

Speaker C:

So it's not in the spell description, it's a mechanic of DND. If a spellcaster is trying to cast a spell within 5ft within melee range of an enemy, you roll disadvantage.

Speaker B:

Oh, so any spell. Yeah, so if I move, unless the.

Speaker C:

Spell is like a meal spell.

Speaker B:

Oh, I don't have any meal.

Speaker C:

This one is not.

Speaker D:

Some spells are like, you literally got to reach out and touch them or hit them with something so those don't get a disadvantage. But everything else works at range. And if you do it too close, then you do it at disadvantage.

Speaker B:

Okay, so would command would be the same situation?

Speaker C:

I believe so. Let me see. It is technically any non melee I.

Speaker B:

Can see within range. Target must succeed on a zoom through. It just says within range. So there's within range. So it's almost like there's like a sweet spot.

Speaker C:

No, command. Command would still work. Well, actually. Hold on, I'm stupid because it doesn't matter, because I'm making a saving throw.

Speaker B:

Yes, stupid. You're the best. You're the best DM ever.

Speaker C:

I keep forgetting that you're not making you make cast mischief mockery. Because I'm making a saving throw.

Speaker B:

Hold on, this is good. This is good to know because I didn't know this. So I'm learning just like maybe a few people are listening.

Speaker C:

So I'm sorry, I just realized you're not making an attack roll. So it's only when you make an attack roll. So you can use vicious mockery at.

Speaker B:

That range because it's different. Oh, because it's not like, okay, it's like a fireball. I'm doing like a.

Speaker C:

No, because you're not rolling for an attack. I'm rolling in defense.

Speaker B:

Cool.

Speaker D:

Yeah. You're not trying to actually hit him.

Speaker B:

Should I do command and have one ghost fight the other ghost?

Speaker C:

I believe so. Let me just. Command might not.

Speaker E:

It's one.

Speaker B:

Maybe I can't do that. I can't say attack and point to the other ghost.

Speaker D:

You can say it, but they may not do it.

Speaker C:

My Internet is being super slow for some reason.

Speaker D:

I don't think.

Speaker B:

While your Internet is catching up. Is this a terrible idea, guys?

Speaker E:

I think that's a cool idea, but.

Speaker B:

It may not actually work because it gives you an example of approach. Drop. Flee. Gravel, halt. You're talking to an animal.

Speaker E:

I'm going to say we kind of need something that may work. Just because I messed up. My turn.

Speaker C:

Okay. The only thing I will say is read command very carefully, make sure you've opened up the full effect, and read it very carefully.

Speaker D:

I'm looking it for you right now to see if I can help you figure this out. You can see.

Speaker B:

Oh, undead. No good. No bueno.

Speaker D:

There we go.

Speaker B:

Yeah, we're going to.

Speaker D:

There you go.

Speaker B:

I'm going to go for vicious mockery. Let's just go for the good old fashioned. Okay, I dealt with you once. Time to do it again.

Speaker C:

How do you try and insult the spirit?

Speaker B:

I guess you didn't go away the first time. Let's make it happen this time around.

Speaker A:

Stick. Insult, burn.

Speaker C:

The spirit goes.

Speaker B:

Bard, burn.

Speaker C:

You got.

Speaker B:

No, this is what you.

Speaker C:

My arse makes funnier noises than that.

Speaker B:

Good. On your way out. You can do that.

Speaker D:

Oh, it's a pirate ghost.

Speaker B:

Why does your arse make so much noise?

Speaker C:

Yay, pirate ghost.

Speaker E:

Now, when he says, hey, is he.

Speaker B:

Talking about you over there, dwarf? This guy always talk about his arse.

Speaker C:

She goes, would you like to do anything else, seven.

Speaker B:

Might be the first time in my life I might be at a loss of words. You know what? Time to take you and your dirty arse and get out of this ship.

Speaker E:

I like that one.

Speaker C:

So, Bellat's turn.

Speaker B:

Oh, it didn't take. We didn't get the vicious macario.

Speaker C:

No, that's why it was like you were unfunny.

Speaker A:

You just stopped. That's what happened.

Speaker B:

Sorry, guys. Made me laugh.

Speaker A:

Um. Okay.

Speaker B:

I failed you all.

Speaker A:

I have a long bow, so, like, if I shoot either one of these things, it's with disadvantage. Right.

Speaker C:

I think you can technically shoot spirit B. Okay. Right. That's 10ft. 510. Yeah.

Speaker A:

Okay. Do I get advantage on that? Because he's being flanked?

Speaker C:

Sure.

Speaker A:

Engaged. That's what I mean.

Speaker B:

These guys, back to it. Right.

Speaker A:

Okay. I guess I'm just going to shoot it, because I don't know what else to do.

Speaker C:

Yeah, go for it.

Speaker B:

See, my unfunny was a good distraction.

Speaker A:

Nine.

Speaker C:

So with a nine, you poise to let loose an arrow, but it just sails right above its head.

Speaker A:

Okay.

Speaker D:

Above its head is better than adjacent to it.

Speaker B:

Exactly.

Speaker A:

Is this, like, box thing that's here? Is it up against the wall or can I move behind it to get, like, half cover?

Speaker C:

This box is against the wall, but what I would say is if you kind of want to try to fit in between the box and the barrel here, that's fine.

Speaker A:

Yeah, I'll do that.

Speaker C:

Go for it.

Speaker A:

That's it.

Speaker C:

All right, that will be now. Spirit beast, turn.

Speaker D:

Liam, if spirit beast starts their action within 5ft of me, my halo of spores can inflict one to four necrotic damage. Unless it succeeds. A constitution save of 13. I know, right?

Speaker C:

Very nice. Good stuff.

Speaker A:

It's going to be immune to.

Speaker C:

No, we'll find out if it rolled the dirty 20. So the spores, you can see them almost like as if you were dropping paint or something on an invisible thing. Like, you see the spores, like, molding to its shape, but then just kind of fall away into nothingness.

Speaker D:

Well, I only would have done one point of damage anyways.

Speaker C:

So Derpy is simply going to just try to take a swipe at Tree's head. I'm assuming seven does not hit. Tree.

Speaker E:

Armor class is 19. Okay.

Speaker C:

The dwarf is a little bit laughing about how you dumped up on the table and ruined the map in its laugh. It missed you.

Speaker B:

Great. Tasha's hideous laughter works when we're not trying.

Speaker C:

That's also going to bring us to spear. A spear a is now kind of like almost competing with seven. So it's going to move right over here and it's going to take a swipe at 713 to hit.

Speaker B:

Cool. My armor class is 13.

Speaker C:

Okay, so that is a hit. So that's going to be three points of damage. It's going to rake its claws across your shoulder.

Speaker B:

Oh, thanks.

Speaker C:

And they're freezing.

Speaker B:

Oh, fantastic.

Speaker E:

Oh, no, he's got freezing damage.

Speaker B:

Thank you, tree. You're doing great, Ben. All right, don't worry, we're doing great.

Speaker C:

All right. And now it is back to Goldor.

Speaker D:

All right, then I'm going to smack spirit a here in front of me with my shalet.

Speaker C:

Go for it.

Speaker D:

I don't think a six is, though.

Speaker C:

A six does not hit.

Speaker D:

Not only does a six not hit, it's a natural one.

Speaker C:

Oh, it's a natural one. So what's going to happen is you're going to swing at it and the spear is going to kind of just kind of fly above and around you. And you're going to step forward over here. Almost falling into. Falling down this ladder here.

Speaker D:

Okay.

Speaker C:

Spark exploration. And I'll say, to avoid opportunity, attack went, like, through this wall and around like that.

Speaker D:

Oh, well.

Speaker C:

Anything else on your turn, Goldor?

Speaker D:

No, I think that's quite enough. I don't have a good bonus actions to do so.

Speaker C:

All right, tree.

Speaker E:

Have no fear, my Goldor friend. I will save you.

Speaker D:

Not sure I need saving, but okay.

Speaker E:

I look at spirit B and I use smite. Divine smite.

Speaker D:

Smite.

Speaker E:

So, divine Smite says when you hit with a melee weapon attack, you can expend one.

Speaker D:

Have you considered talking to the wi. Goose?

Speaker E:

Listen, I tried that, and it didn't work.

Speaker C:

I mean, Smite's old villain. Good.

Speaker D:

But I didn't consider talking to it. I might listen to reason.

Speaker E:

I tried talking to it. It did not want to talk to me. It wanted to kill me.

Speaker B:

Tree, Golder might have some great arguments here.

Speaker C:

Where are you reading your divine?

Speaker E:

It's under other.

Speaker C:

So when you hit with a mealy weapon attack, you can expend one spell slot to deal two d eight extra radiant damage to the target. Plus one d eight for east. Okay.

Speaker E:

And plus one d eight against friends feet. 21.

Speaker B:

Very different.

Speaker C:

Okay, please roll to hit.

Speaker E:

I have a war hammer.

Speaker B:

I believe in you. I believe in you.

Speaker E:

So, as D 20, I reach behind my back to grab my Warhammer, because I tried talking to the spirit, and the spirit did not want to have anything, so I brought down the Warhammer, and instead of smashing its head, I kind of pointed it the spirit, and out came this radiant light. What was that beam?

Speaker C:

Oh, yes. So don't forget to send in your spell slot and tell me how you were. So, what kind of weapon do you have again? Yes. The Warhammer. All right, so tell me what a divine smited Warhammer attack looks like with the divine smite effect on it.

Speaker E:

Wait, I didn't kill the spirit. It just disappeared.

Speaker C:

Okay. Ha.

Speaker E:

I told you, my little friend, I would save you.

Speaker C:

So, yeah.

Speaker E:

I was talking to Goldor because he was right next to me.

Speaker C:

The white, kind of like. But you, Bella, you too. And it dims down again. The spirit is gone.

Speaker D:

I think you may have.

Speaker B:

What floor did he go to now?

Speaker D:

So that extra smite damage probably wasn't.

Speaker C:

You could have rolled any amount. It would have depleted the current hit.

Speaker E:

I shall end my turn. And I look towards spirit a because it's coming. The rain.

Speaker B:

Dead again.

Speaker D:

I think you may have called you.

Speaker A:

A fiend did you just call me little?

Speaker B:

Do you call me a friend?

Speaker D:

To do an extra two d eight damage to something that was already going to be dead?

Speaker B:

I think he called you a friend. We're all little compared to him.

Speaker C:

I think that is going to be anything else. All right, mark off a small slot and then with that it'll be, I believe, seven's turn again.

Speaker B:

All right, I'm going to do better this time. I'm going to turn to spirit a and tell him that your ugly face makes a good argument against raising the dead. And I'm going for another round of.

Speaker C:

And you're going for what?

Speaker B:

Vicious mockery.

Speaker C:

Cool. Oh, yeah. So this thing receives roll for damage first.

Speaker B:

I did. Pick it up slowly.

Speaker C:

Okay. Very pointy.

Speaker A:

Careful.

Speaker B:

God, dangerous weapon. All right, that's oh four.

Speaker C:

Okay, so what I'll say is, as the spike of psychic damage of your words is piercing this thing's head, you notice, since you're pretty up close to it, that its spirit form is less cohesive than it was the first time you looked at it. And it fades away even sooner this time. But before it does, it says, sounds like only delaying the inevitable. You will keep coming until you are dead.

Speaker B:

All right, see you next time.

Speaker D:

We probably go deeper down, down this ladder over here.

Speaker E:

Didn't you fall down that ladder, come back?

Speaker D:

And I almost fell down the ladder.

Speaker E:

Well, I'm saying if he's down there already, we could be like, hey, is anything down there?

Speaker B:

You're going to shout down to him.

Speaker C:

If they're inclined to. So just before you go down, I will say that there is another door right here.

Speaker B:

Wait, can I cast, press the digitation on the map.

Speaker C:

Sure you can, but it won't fill in the holes that are in it. So let me give a couple of quick descriptions and questions and then you guys can decide. So after the battle is done, since you now have time to now acclimate yourself to this room, you notice that the door over here is a lot more ornate, made of sterna stuff, all in, no pieces missing. Doesn't look like it's about to fall apart, so you just see a ladder going down next to it. But with that said, would you like to do anything, including investigating trying that door going back, what do you guys.

Speaker B:

Think is like a captain's quarters?

Speaker D:

It's probably like a captain's quarters.

Speaker E:

I say try the door as well.

Speaker C:

Sure.

Speaker B:

Can you cast detect evil Mike on TR 33 on the other side of the door.

Speaker E:

Is that a thing I can divine sense it.

Speaker B:

Does that burn a slot or.

Speaker E:

No, I have two more slots.

Speaker D:

Yeah.

Speaker A:

Can I just see if it's unlocked?

Speaker C:

Yeah. So the door is locked.

Speaker A:

Damn.

Speaker C:

If you have thieves tools, the picklocks.

Speaker B:

And your proficiency, you can TR 33 smash the door down. Like, is that a thing or.

Speaker C:

You don't need proficiency, but it helps. Yeah.

Speaker E:

Can I just take my war hammer and bash the door down?

Speaker C:

Yeah, go ahead. Go for it. Make an attack roll.

Speaker E:

All right. I walk up to this door and say, the almighty shall bring damage to your face.

Speaker B:

You don't have to talk to the door. It's fine.

Speaker C:

You just hit it.

Speaker B:

I get it. I'm sorry. You're doing great.

Speaker C:

You got to swing here.

Speaker E:

A whopping eight.

Speaker C:

Yeah, your Warhammer just clings right off this thing. It didn't even look like you were trying.

Speaker B:

So the door has a keyhole of some sort?

Speaker C:

Oh, yeah, absolutely.

Speaker B:

Can I do an investigation? Or is it investigation check to kind of check out the situation?

Speaker C:

Yeah. Do you want to checking out the room or are you checking out the door?

Speaker B:

I've been checking out the room to see if there's maybe like a key in here somewhere.

Speaker C:

Or maybe anyone who likes to make an investigation check. You may.

Speaker D:

Natural 20.

Speaker B:

Whoa.

Speaker C:

Oh, very nice. Anyone else want to make an investigation check just in case?

Speaker B:

I just got a 13th.

Speaker E:

I will investigate as well. Let's do it. I got a twelve.

Speaker B:

Goldor is rolling hot tonight.

Speaker C:

All right, so, Goldor, we're going to start with you because I think this will be the most helpful. You are taking a look around the desk that tree stepped on. And you noticed that there was something underneath it that hadn't been damaged. You would see footprints. Okay. And you go over and you find another page of the diary, which I will post in chat. Before you read it.

Speaker B:

Do you want to rip that in half, Mike, before you read it?

Speaker C:

No. I will be right back. So you guys can either read aloud while I'm gone, but I'm going to be right back. I'm sorry, I got to. No worries.

Speaker B:

So you jumped up, you landed on the desk, and you somehow managed to miss a new artifact. That's exciting.

Speaker C:

Look at you. See?

Speaker B:

Tier 33. Thank you for protecting the note with your feet.

Speaker C:

My friends.

Speaker D:

I've found a note.

Speaker C:

Let me read it to you.

Speaker D:

Day two. Last night, the crew reported eerie sounds emanating from the lower decks. I suspect it's the cargo, though. Some whisper about the woman's strange habits. When scrubbing the deck. She stares out at the sea for hours, lost in her own world. We must keep a vigilant watch.

Speaker E:

Spooky guys.

Speaker A:

A woman.

Speaker B:

Yeah, I was saying the same thing. One of the ghosts was male.

Speaker C:

Oh.

Speaker B:

So do you think we're going to roll into a room and we're just going to be seeing this spirit just staring off into space, ignoring us?

Speaker E:

Probably. I think we should roll into the next room and I'll try to open this door.

Speaker B:

Oh, because we're not technically in the lower decks yet.

Speaker C:

Right?

Speaker A:

Is there anything in these barrels and stuff that we could open or see what's in them?

Speaker C:

Yeah, absolutely. If you want to open the barrel. I'm trying to think here, so you have to pry them open. But if you want to make a strength check or use like a weapon for leverage, you can.

Speaker D:

They're not labeled.

Speaker E:

Shall we use my warhammer?

Speaker C:

They're not labeled.

Speaker D:

Ale or grog or something like your.

Speaker B:

Warhammer might be a little bit too strong.

Speaker E:

Yeah, I messed this up already. I'm going to go with what you guys say this time.

Speaker A:

I have a minus two to strength, so I'm not going to be any use. If somebody wants to try and like.

Speaker C:

My short sword, I'll say it's something that you would know is not beyond your typical ken.

Speaker E:

I will go over. I have a plus three to strength athletics here, so I will do that. And I rolled a.

Speaker B:

Oh God.

Speaker C:

I rolled the five.

Speaker A:

Maybe it is. Maybe it is out of our wheelhouse.

Speaker C:

Oh my God.

Speaker E:

Was I able to pry it open?

Speaker C:

You were going out when you were laughing. What was the number?

Speaker E:

A five?

Speaker C:

Yes. Even with a five, you were able to pry it open. So you pry it open and for an instant you see what appeared to be like dried fruits and things like that. But all of a sudden with the exposure to the air, they kind of start going like, they start kind of almost like going bad and dissolving before your eyes.

Speaker E:

So they've definitely been there for a while.

Speaker A:

Can I try and unlock this door? With thieves tools?

Speaker C:

Yeah. Do you have proficiency?

Speaker A:

No.

Speaker C:

Okay, roll. What is it? A dexterity check for me, please.

Speaker A:

Just like straight up dexterity?

Speaker C:

Yes. Let's see. Yeah, dexterity.

Speaker A:

You ah, net.

Speaker C:

With a 20. Yeah. You unlock this door. Give me 1 second.

Speaker B:

Way to go. I'm impressed.

Speaker C:

Unfogging it. Is that working?

Speaker E:

It's working.

Speaker C:

Okay, great.

Speaker E:

Oh yeah. That looks like a captain's quarters.

Speaker B:

Yeah. Sword in the distance.

Speaker D:

It's got a fancy rug.

Speaker C:

Okay, so as you open the door, let me get a description and then you can decide if you would like to enter. So the captain's quarters are, from what you can tell from the open door, is a neatly arranged room showing a very practical life of a seafarer. Dominating the room is an elaborate and ornate rug and on top of which is an imposing desk with navigational maps and a logbook. And the captain's what seemingly looks like what would be a diary. But you can't tell from that far away. There is a few chests in the room. There's a spyglass on the table. The bed is made with precision. However, you see on the middle of the rook a skeleton with a note in one hand and a small stoppered bottle next to him on the floor.

Speaker A:

Where's the skeleton?

Speaker C:

Middle of the road.

Speaker B:

Got you. I just don't want to step on that rug. I feel like that thing. For all we know, there could be a hole in it. It could lead us right to the full.

Speaker A:

Does anyone have like mage hand or something to grab the note or the bomb? If anybody. I don't know if anybody.

Speaker E:

I have no fear. Oh, I may have jump on it like that. Hold on.

Speaker A:

Jesus Christ. Break the whole body.

Speaker B:

We got a crunch.

Speaker A:

Ribs go flying.

Speaker D:

Don't you have a furry friend who could probably go out and.

Speaker B:

Oh my God, imagine Harold could do that?

Speaker E:

No, I have a.

Speaker A:

But if this rat steps on the rug and it dies or explodes, I'm blaming you.

Speaker E:

That would be really cool.

Speaker B:

What are the limitations of Preston vegetation? Clean or slow chill?

Speaker C:

Well, with pressed vegetation, you can at least make them taste good afterwards.

Speaker B:

Oh, that's dark.

Speaker A:

Yikes. Does anybody have Magne? Because if not, I will try and send my rat to get. Okay, can I try and get Harold to like go? I just want the note, I don't want the bottle.

Speaker C:

Yeah, sure. Do you have speak with small animals or anything like that?

Speaker A:

I don't, but my animal handling is pretty good.

Speaker C:

Yeah, make me an animal handling check and you go ahead.

Speaker A:

14.

Speaker C:

Yeah, absolutely. And then Harold. I made Harold roll an intelligence check to see if he was to Harold, roll the net. 20.

Speaker A:

Oh my God, my rat's a genius. Yes.

Speaker C:

So what do you tell Harold?

Speaker A:

I'm like. I whisper to him like, hey, bud, paper in that guy's hand. You're going to grab it and then you're going to run as fast as you can back to me. And I say, go.

Speaker C:

Also. Where is Harold? He was.

Speaker A:

He was in my pocket. Oh, he's under me. There he is.

Speaker C:

Oh, here we go. All right, so Harold starts going over, he grabs note, scampering up this box back up to Bellieth.

Speaker A:

That whole time, Harold was me, Bridget.

Speaker C:

But scared for Harold.

Speaker B:

I was waiting for that skeleton to come back to life and just grab him.

Speaker A:

Yeah, I know.

Speaker C:

Okay, so the letter, that's impressive. I am going to send it into the chat.

Speaker B:

That was pretty impressive, Harold.

Speaker C:

Do you all feel like for dramatic effect, if it goes to one person first or do you all like it in the chat?

Speaker B:

Doesn't matter.

Speaker D:

The chat is good.

Speaker B:

We're just glad Harold's okay.

Speaker A:

Honestly, it's all that matters right now.

Speaker B:

Can Goldor like poke the rug with his chilele to see if there's like a. If it gives a little bit, like to see if it like to see if it's safe to walk on or.

Speaker D:

Bottle of blessed oil?

Speaker C:

You can ask Goldor that.

Speaker B:

Maybe we should look at the note first.

Speaker D:

Yeah, I'll take a look at that note first. Enclosed in this parcel is a stoppered bottle of blessed oil. Draw the following diagram on the back of any door to prevent most nefarious portals from being able to enter domain.

Speaker C:

For at least an hour.

Speaker B:

Blessed oil.

Speaker C:

What?

Speaker B:

Draw the diagram. The back of indoor.

Speaker A:

Who is drawing that, like on anything? Start there.

Speaker B:

I know you want to do that.

Speaker D:

With like a water painting on a moving ship.

Speaker E:

Yeah, I actually took a couple of art classes in high school.

Speaker D:

Take a religion check to see if I recognize the church of Lithender. Oh, I don't think I do a religion check. I only got a five, so I don't think I do.

Speaker B:

Is that a history check? Maybe a religion check.

Speaker D:

What do you think it's specifically religion?

Speaker C:

I would say a religion check. Yes. If anyone wants to make.

Speaker B:

All right, I want to do a religion check.

Speaker D:

I do not recognize the church of 20.

Speaker B:

Not net 19.

Speaker C:

All right, so seven, while you're more of a student of history, you pay attention to, I would say like your historical surroundings. So you might remember on your way to seeing, let's see. Hector Applewater, the new liaison you passed by a church and the church assemble was a son and it was called the church of, um. And you know that the symbol of their creed is the sun. And that is the extent of what you would know.

Speaker A:

Can I make some sort of check to figure out what blessed oil is or if I would know what it is?

Speaker C:

Are you asking how to obtain it or like.

Speaker A:

No, just like literally what is it?

Speaker C:

Yeah, go ahead.

Speaker B:

Nefarious.

Speaker C:

Make me a religion check.

Speaker A:

21.

Speaker C:

Yeah. You all, including yourself, would have a general knowledge that clerics of different religions are able to fuel their magical power and blessings into liquids and things like that. And so if you were to, for example, draw a diagram with that oil, you could enact certain effects.

Speaker B:

Is there a way of figuring out, based on the size of the oil and the drawing, how the number of times that a person might be able to use it, like the quantity or the. I guess if you were trying to think of a number of uses.

Speaker C:

So from where you're standing, like none of you went into the room, right?

Speaker B:

Not yet.

Speaker E:

Not yet.

Speaker C:

You're all looking through. I will say you probably have a good enough view on the oil. Let me see your. That. We can just avoid a roll here. Passive investigation. I will say, bellis, with your passive investigation ability, you would know that that would probably be enough for one enactment of the diagram.

Speaker A:

This symbol is not on the door that we just opened. Right.

Speaker C:

Well, you have not seen. It's not on the front of the door.

Speaker A:

Okay, so the back. Okay, it could be on the back.

Speaker B:

I wonder how long it lasts. 1 hour. It's hit 1 hour. Right. So even if it was on the back of the door, it maybe would.

Speaker C:

Have long faded out for an hour.

Speaker D:

And then it came in and killed him.

Speaker B:

Interesting.

Speaker C:

Like we got a tree.

Speaker B:

He wants to go inside the door.

Speaker E:

Well, yeah, I mean, I have a spell here.

Speaker C:

I will say that as the room looks, I will say, like, a little bit of the area around where the skeleton is looks a little bit more disheveled, like as if this person was in a rush.

Speaker B:

Can we do an investigation check?

Speaker E:

So I have a spell. It's called. I don't even know how to pronounce this. Let me see.

Speaker A:

Thomaturgy.

Speaker E:

Thomaturgy. Thomaturgy. Yeah. So it can instantaneously cause an unlocked door or window to fly open or slam shut.

Speaker B:

You can the whole time.

Speaker E:

Unlock, store, unlock. Yeah. Create an instantaneous sound that originates from a point of your choice within range. Just as a rumble or thunder, the cry of a raven or ominous whisper, cause a harmless tremors in the ground, cause flames to flicker, brighten or dim. Or your voice booms up to three times.

Speaker B:

More like a gandalf kind of thing.

Speaker E:

Yeah, it's kind of like a wizardy, scary thing to do. Or we can use it. Or we can use it to maybe set off a trap or something. Maybe if we make noise in the room. Some ghosts here might as well. Yeah. So you want to do that?

Speaker C:

Sure.

Speaker E:

Why not? Which one do we do, though? Flames. Well, actually, I can do three. If you could cast a spell multiple times, you could have up to three of the 1 minute effects.

Speaker B:

You're going to burn a spell slot though, right?

Speaker A:

I was going to say, does it burn a spell slot for you?

Speaker B:

Is it a cantrip? I think summer curd is just a cantrip. Is it just a concentration?

Speaker E:

Yeah, it says tags control.

Speaker A:

You could just do it?

Speaker E:

Yeah, I could just do it. All right, so I guess we'll create an instantaneous sound that originates from a point of your choice. So let's do a sound for the furthest point here.

Speaker A:

Over.

Speaker B:

Where do you want to go? To the furthest point in the room by the desk. It looks like there's a sword on top. Or do you want to do.

Speaker E:

Yeah, why not? Let's do it. Yeah, that's fine. Let's do it over there. Let's see what happens.

Speaker C:

What kind of sound are you making?

Speaker E:

I have a rubble of thunder, the cry of a raven, or an ominous whisper. Let's do thunder. Let's make some noise, baby.

Speaker C:

All right, we're here. You make a sound for anyone who's been at sea. They know the terrors of the sea storms. And after you make the noise, you see the following spirit appear. Oh, yeah, I picked a good move. So you see a very calm, very formal posture. Tall, gaunt man with what would have been piercing blue eyes, neatly trimmed gray beard. The face is absolutely weathered from mirrors at sea, and he carries himself with an air of stern authority. He locks eyes with tree and you see, of course, scowl appear on his face. You see a knowing scowl. There is a flicker of recognition in this spear's face. He knows you, tree, he sees. At the same time, your mind momentarily fades to black and you're transported your mind to another time, another place. And you are young, much younger than you ever remember being in your current body. You're a sapling and you hear and you see. You must pay. Our next time we'll leave nothing but ashes as you see the now in full color and alive, the captain in front of you, what you presume to be Captain Harrogate after that letter. And a stern voice echoes across a small farm, his gaze stern and unyielding. He looks around, his eyes settling on the animals. I'll take the pig, he declares, pointing towards a chubby, amiable pig that you know is named Snuffles, your constant companion and your dearest friend. Snuffle, who has always been at your side, looks up with you with trusting eyes, oblivious to the danger. You can feel your heart pounding, a mix of anger and helplessness washing over you. Despite your silent pleas, your parents, with heavy hearts hand over snuffles to Harrogate. You watch tears streaming down your cheeks as your best friend is being taken away. In that moment, a vow forms in your heart. A vow as strong and unbreakable as the oldest oak tree. What do you say about a loss of words? You just talked about my real life.

Speaker B:

Wait, what do you live? Charlote's Webb.

Speaker C:

What's happening right now? I just broke back memories.

Speaker A:

I would imagine trees, just like hysterical crying, like oil or something or SAP.

Speaker B:

Wait, when you look down, are you human right now or is he. Can you tell? I guess you can't hear us. We're just, like, in your background.

Speaker C:

He can't hear you.

Speaker E:

Yeah, I'm like, in my mind. I'm in my mind and I see this, like if. As if it were real life right now.

Speaker B:

Correct.

Speaker E:

And this guy just took snuffles.

Speaker B:

Remember your best friend's name, snuffles.

Speaker C:

I'll say. You can feel this vision fading. You have moments left to make a reply. What vow? What words do you say as snuffles is being taken away from you?

Speaker E:

I say if you take him, I vow to defend any animal for the rest of my life.

Speaker C:

And with that, the vision fades and you're being brought back to the present. The distant memory lingers, buoyant and powerful. And somehow there is moisture gathering towards where your eyes would be. Something that's never happened to you before. You didn't even know you were capable of tearing.

Speaker B:

Make your own water, please.

Speaker C:

Roll for initiative, dude.

Speaker B:

We're going to take care of this guy.

Speaker C:

Amazing.

Speaker B:

Tree, you okay, buddy? You look like you're leaking.

Speaker C:

I don't know what just happened.

Speaker B:

We don't know what just happened either. You okay, budy? You kind of blinked out for a minute.

Speaker C:

I think I'm okay because I just rolled a 712.

Speaker A:

Nine.

Speaker B:

Oh, sorry. I didn't roll.

Speaker E:

I watched some baggage with you.

Speaker B:

It's like I'm watching a TV show. Sorry. Where is it? Ten.

Speaker C:

So, tree, you are actually up first. What do you do?

Speaker E:

All right, so first I turn to my group and I say, guys, I don't know what happened. I'm just so lost. But I think I had a vision of what I once used to be. And I think I know this guy. He took something from me.

Speaker C:

He took my snuffles.

Speaker B:

Make a decision. Are we killing this guy or what?

Speaker E:

I don't know. I think I should talk to him. I think I know him.

Speaker B:

Go. Just do something.

Speaker A:

Who just said the quietest?

Speaker C:

Oh, my God. That's all I heard.

Speaker A:

That was so funny.

Speaker B:

It's Ray. I don't think he wants to talk to you.

Speaker A:

There is the quietest. Oh, my God.

Speaker B:

I think Harold said something.

Speaker E:

All right. You're right. You know what? I have to look beyond tree.

Speaker B:

What did you vow to be? Protector of animals? Yes. You look as if you've been upset by that.

Speaker D:

He took your snuffles.

Speaker B:

We don't know the story of what happened, but you look upset. And if you're upset, we've probably for a good reason. It's time to take care of this smiting.

Speaker D:

I think you need to smite him.

Speaker E:

I'm just kind of a holy guy. I think being a good.

Speaker B:

Being so kind with time right now.

Speaker E:

You know what?

Speaker B:

This is the longest 6 seconds I've ever seen.

Speaker C:

Yeah.

Speaker B:

I'm going to attack.

Speaker E:

All right. I'm going to attack. I'm going to attack.

Speaker D:

It's a well considered attack.

Speaker E:

And this guy has really made me mad. Now that I've talked it out with my friends, all the talking is over. I am going to divine Smite him. And I am going to use my divine smite. And I am going to roll now.

Speaker B:

Here we go. Are you freaking serious?

Speaker C:

Who'd you roll, tree? I'm going to say you can roll with advantage. Based from coming out of that memory and making your vow roll again.

Speaker B:

Burn against versions.

Speaker C:

Okay.

Speaker D:

I think the divine Smite is only used if he hits him. So like, he doesn't have to declare first.

Speaker C:

It's when he does hit. There we go. Tell me how you're striking this, Captain Tree. Okay.

Speaker E:

I reach behind my back again. I pull forward my war hammer. I aim it towards him. And I think about all that emotion and snuffles. And I release a wave of light energy towards his face to punch him right in the face.

Speaker C:

Wait, are you punching him or are you hitting him with a Warhammer? Well.

Speaker E:

So the light is doing the metaphorical punch.

Speaker A:

Yes.

Speaker C:

What is it? Light. Light is both like a sound and physical particle. What is it?

Speaker B:

This episode of campaign is called Light Punch.

Speaker E:

It's just so really what happens is when I pull punch tree.

Speaker C:

At him.

Speaker E:

Just rays of light come from the Warhammer and just kind of like poke through him. Because he's a ghost, so to kind of destroy him sort of like Ghostbusters.

Speaker C:

If you think about it, you just got advantage.

Speaker B:

And this is how you're going to use it.

Speaker C:

Your hammer, in all of its glorious light, comes down onto this captain. He raises his arms in an X, trying to deflect it, but you can see that the light is starting to slowly overpower him. You can see his very essence starting to fade away. As he's starting to fade away, he looks back at the diary on the table. And after he looks, there's little resistance left. And the rest of your hammer just goes straight through him, cleaves him down the middle, and in a similar fashion to the other spirits, he fades away.

Speaker B:

Wow. You just. Light punched him, right?

Speaker A:

Metaphorically.

Speaker C:

Light punched copper band. So he.

Speaker A:

He did. We see him, like, look at the diary as if. Like he was, like, looking, like, at something important or was it just like a look back?

Speaker C:

Yeah, like it was something important.

Speaker E:

All right, guys, I cleared the room. I think you could do the rest.

Speaker A:

Yeah, great.

Speaker B:

We'll just take her.

Speaker A:

Clean up.

Speaker C:

Clean up at aisle five. I will say, despite your very tough swing, the stopword bottle was not destroyed in this process. He was standing right over his skeleton, by the way.

Speaker A:

All right, can I walk in? And I want to look at the diary. I want to know what this guy was looking at.

Speaker B:

I kind of want to look around at the room and the storage and stuff. It just looks like there's some things in the room.

Speaker C:

So diary is here.

Speaker E:

I totally envision myself standing there, like, all proud. And then Bellieth and seven, just like. All right, get this guy out of the way. Like, this guy just needs to move.

Speaker B:

Good job. Light punch. Can you tell us about what's in a room? Like, the weapons?

Speaker E:

I'm just going to take a.

Speaker C:

There's, like a short sword on the table with, like, a little bones. Cross guard. But the rest of the room is kind of described as very neat bunch of navigational tools. Typical things you find in a captain's quarters.

Speaker B:

Does anything seem of value or weapons that seem important?

Speaker C:

There's two lock chests in there.

Speaker A:

Seems important.

Speaker B:

I know somebody who's got some lock picking skills.

Speaker C:

Seven. Make me a quick intelligence roll.

Speaker B:

Real quick intelligence roll. All right. Plus zero, I guess. Okay, hit the keyboard. 14.

Speaker C:

Yeah. So you just are recalling that you made a promise to Captain Allara that any loot that is on the ship is split 50 50. So keep that in mind.

Speaker B:

Okay.

Speaker E:

Captain Alara doesn't need to know how much.

Speaker B:

Before you even get your oath, you're going to be breaking it.

Speaker E:

I'm sorry. That was evil. That was evil. I had a moment of weakness, guys.

Speaker B:

I'm sorry. Light punch can I call you light punch? You got to get under control, man. Do the right thing.

Speaker A:

I want to read the diary.

Speaker B:

Yes, that's a great idea.

Speaker C:

Sure. It's just so many emotions going through many of the first third of the book that's actually filled out. It's just like, just typical. Sailed here, sailed there. Weather this, weather that. But as you get towards the end, you notice a couple of pages ripped out. Basically you find the two spots over the ones that were missing and then you see the following three entries at the back of the diary. It's going to be a little bit of reading here, folks. You broke into this room quicker than I thought.

Speaker A:

Can we assume that this is day like three, four and five of the day two page that we found?

Speaker C:

Yeah, it comes right after. So, yeah, you see the place where the two pages were missing. Then you see this labeled day three, four five from leaving Gnarl tooth as the first day explained.

Speaker A:

Should I read it out loud?

Speaker C:

Yeah, I mean, if you want the other people to.

Speaker A:

Okay, I'm going to read it out loud, especially for, like, we're recording this, so they're not going to know what we're even looking at. Okay, so I'm going to read. So, day three. The sea grows rougher as a storm looms on the horizon. That woman, she seems almost excited by the brewing tempest whispering to the winds. The crew's unease grows. They speak of bad omens. Discipline must be maintained by any means, but I cannot help feeling a sense of foreboding. And then. Day four. We've weathered the storm. Well, that was a quick storm. We've weathered the storm, but the aftermath is unnatural. The woman has disappeared, sketchy, leaving behind only faint markings along the walls of the ships. Ew. A symbol, unfamiliar and ominous. I've ordered them to scrub away, but the blasted things are still there. Sketchy. We sail on, but heavy dread hangs over us. Day five. A thick fog engulfs us and the crew speaks in hush tones of cursed voyages, for it seems. Garen. Is it Garen? Garen has been taken in the night. The hell is Garen? We've searched the ship and found nothing of him but an ominous feeling while examining the bilge and dared not venture into its depths or into its full depths. Visions of the missing woman haunt my waking dreams. We're not alone on this ship. Something dark and malevolent lingers. If these are my final words, know that something beyond the realms of man stalks these decks. I hate every second of that.

Speaker B:

Yeah, seriously, in the book is the symbol in there somewhere that they reference?

Speaker C:

No.

Speaker A:

Did we notice any symbols when we got on this?

Speaker C:

As far as you can tell, you have not come across such symbols yet.

Speaker B:

Can we look in this room? So we would have noticed it in this room already that we're in now. We would have.

Speaker C:

Do you want to make an investigation? Sure.

Speaker A:

Nat 20.

Speaker C:

Okay, so with a nat 20 a, I will first say that you notice there's no sign behind the door and you see no other things etched into this room, no other symbols. But you notice something strange about the skeleton. The reason why the stopward bottle wasn't in the skeleton's other hand is that the skeleton is missing. It would be imperceptible through just glancing over it. But the skeleton is missing bones.

Speaker B:

Would it make sense to us about what bones are missing? What that means?

Speaker E:

Is he missing?

Speaker A:

Going to be some, like, voodoo ritual shit.

Speaker B:

Because you're accurate, along with definitely will, what's in the chest. Oh. Do we need to put this thing back together? Maybe the missing bones, that was a big leap from where we were currently.

Speaker C:

Bell. Just remind me. Thieves tools. Do you get a certain amount or do you just have thieves tools?

Speaker A:

I have one and I think if I fail, they break.

Speaker C:

It could break.

Speaker A:

But if it doesn't fail, then I could keep using it.

Speaker C:

Yeah.

Speaker B:

Are the chests small? Like, could we take the chest with us or are they big enough where you'd have to open them up to see what's inside?

Speaker C:

They're big enough where it would be cumbersome to just carry around, but you can absolutely try to open.

Speaker A:

I'll try and open it with my. They're locked. Right.

Speaker C:

So, yeah, you see a smaller one underneath the bed here and a slightly bigger one over here?

Speaker A:

Go for the bigger.

Speaker B:

Is there anything we could do, like a help action or anything like that, or. There's nothing we can do for this.

Speaker C:

Well, tell me how you would help.

Speaker B:

Can I use Preston dentistation to make the light in the room a little bit brighter for her to see?

Speaker C:

Sure.

Speaker D:

She's making a skill check. Yeah, I can cast guidance on her.

Speaker C:

Sure.

Speaker D:

That gives you an extra one tour on your skill check.

Speaker A:

That's a d four.

Speaker D:

Yeah, it's a d four.

Speaker A:

And am I being helped? Do I roll with advantage?

Speaker C:

I'll say. Sure.

Speaker A:

Ah. What is it? What was I doing? Oh, dexterity. Right.

Speaker C:

Yeah. 1414 does not succeed. And as you're trying to jimmy the lock, your pick snaps.

Speaker E:

Can I try to open the one underneath me that I'm.

Speaker C:

Are you trying to brute force it.

Speaker E:

Yeah, brute force.

Speaker C:

Go ahead, try to hit it. Roll two. Attack.

Speaker E:

Wait, do I swing with my warhammer.

Speaker C:

Or do I use strength? If you're trying to punch it, use strength. If you're trying to hit it with your Warhammer. You do a normal warhammer doing a.

Speaker B:

Heavy punch or a light.

Speaker E:

Punch for the warhammer.

Speaker C:

Yeah. So you swing at it, and you definitely make a mark on it. It looks slightly less like the integrity is holding up, but it's still closed and locked. Like, you chip at it, it's slightly damaged.

Speaker B:

Break the lock.

Speaker E:

My swing. Well, that was a fail.

Speaker A:

Can I search the room to see if there's keys in here?

Speaker B:

It's a pretty good idea.

Speaker C:

Yeah, absolutely. Make me. Actually, you rolled a net 20 on investigation before, right? I'll say that the coat of the captain is, like, hanging up somewhere, and you rifled through it, and you just found, like, a key to the captain's quarters. And you see. Let's see, you have one other key on there.

Speaker A:

All right. I try the key on the big lock first.

Speaker C:

I'm sorry. There would be three keys on there total. Three keys.

Speaker A:

I try one of the three keys on. Can I tell? Is one, like, large? Is one small? Would I be able to tell?

Speaker C:

Yeah, I'll say. You see one that's clearly larger, that's not too large. You see one that should go with the door and then the other for the chest. And so you open it up, and as you look inside, it's like gems.

Speaker A:

And paintings and paintings.

Speaker B:

It's a big, tiny chest.

Speaker A:

Okay. Just gems. I'm taking the gems that's just without.

Speaker B:

Question, anything on the paintings that looks. Anything. Those paintings over there.

Speaker C:

It'S a couple of sea paintings. Like, really nice. You see, like a little tentacle leaping out of one. Like, not leaping out of the painting, but from the sea. Any symbols you can add? No symbols you can add two tiger eye gems to your inventory ballast. And if you all can give me just a minute to help my dog out.

Speaker B:

Thanks, budy. You're my dog, too. I wonder if I could do. Yeah, it's ridiculous. I want to do an arcana check on those, like the weapons room. Aren't you guys a little bit curious about if there's anything worth picking up?

Speaker A:

Yeah. I'm also going to unlock the other chest when it gets back.

Speaker B:

So we're looking in this room here, and there's, like, a sword also has a skull for a handle, a piratey looking sword on one side, a pirate's eyeglass. And like a good old fashioned swashbuckling rapier in one corner with what looks like a top of a pot or a jellyfish on a table. I don't know what that is. Do you see that one looks like a donut. Oh, it's a pirate donut, obviously. Is that a cup? A mug?

Speaker A:

Do we think it's important of what bones are missing? Should we try and figure that out?

Speaker B:

Yeah, I was thinking that. Would any of us have any knowledge as to. Are we like, oh, you're missing your third rib. Does that mean something?

Speaker A:

Yeah. Does it matter?

Speaker D:

Yeah, I do have ranks, and that's amazing.

Speaker A:

Okay.

Speaker B:

All of a sudden, golder is like, hold on a second. Let me just grab my grey's anatomy book.

Speaker D:

Sorry.

Speaker C:

He has trouble getting downstairs. Sure. And belth. I'm sorry. In addition to the two tiger eyes, you can also add hematite to your inventory.

Speaker B:

And add a cursed gemstone to your.

Speaker D:

Liam. I'm going to investigate this and see if I can figure out what bones are missing. I have ranks in medicine, so does that.

Speaker C:

You see the femur missing. Okay. And you also see the entire right hand past the elbow missing.

Speaker D:

So the femur. But not.

Speaker C:

Say again.

Speaker D:

I said the femur. The lower leg.

Speaker C:

Correct.

Speaker A:

I'm going to unlock the other box, too.

Speaker B:

Yeah. Can I look under the rug, too, while we're doing all this too? See if there's any carpet rug?

Speaker C:

Yeah, if you want to look under the rug, you can. You find mold.

Speaker B:

Oh, thank you.

Speaker A:

Awesome tree.

Speaker B:

There's something down there for you.

Speaker C:

So there is actually a classification of actual harmful mold in D and D. So you have not found the harmful mold, just regular mold.

Speaker B:

And then do an arcana check. Also, when we're done with that on the weapons in the room.

Speaker C:

Yeah, sure.

Speaker B:

17.

Speaker C:

Yeah. The weapons seem normal. You see, like, the one short sword on the table that was next to the diary. And you see another rapier on the other corner where you're standing.

Speaker B:

Nothing special about those weapons.

Speaker C:

No.

Speaker A:

Is there anything in the other box?

Speaker C:

Oh, I'm sorry. Okay, so you have two keys that are pretty similar in size. I'll say. One is kind of, like old and rusty kind of looking, and the other is a little more silver. Which one do you try?

Speaker A:

What does the box look like?

Speaker C:

Well, now it looks very scuffed after tree hit it, so you can't tell the condition it was in before he hit it.

Speaker B:

You have chosen wisely.

Speaker E:

Why do I keep messing?

Speaker B:

Don't look at it that way.

Speaker A:

It's okay. Bud, it's fine. I'm going to try the silver one.

Speaker B:

Don't worry. Light punch. We got this.

Speaker C:

Sure. So, you put the key into the keyhole and you are trying to unlock it. You can tell based on your experience that this is the right key. But after tree hit it, something with the mechanism is off. You're going to need to make a strength check to fully pry it open.

Speaker A:

I'm going to flip out.

Speaker C:

Okay.

Speaker A:

I'm making a strength check. I'm going to make it and I'm going to fail at it because I have a negative two, but it's fine.

Speaker B:

Wait, can I be a sister? Is that a thing?

Speaker C:

Yeah, you could try to help. You can try to help open it. No gold or. It's only like once per day. Oh, you have the. I'm thinking the new guidance. I'm sorry, you're right. I'm thinking, dnd one guidance, you can go ahead.

Speaker D:

So I could do cast guidance on you? You can pretty much assume anytime skillshack, where you're not like some type somebody trying to kill you or something, that I. Cascade.

Speaker A:

Okay, we didn't do terrible. Hold on. Okay, so 17.

Speaker C:

It's going to be 1 second. 17. And did you. Hold on. Okay, so the current guidance is unlimited per day?

Speaker D:

I'm sorry?

Speaker B:

Unlimited guidance?

Speaker D:

No, I was just checking guidance to guidance. It's a cantrip.

Speaker C:

No, my other group uses the new guidance where you could use it at range on, like this one, but you can only cast on one of the same creature per day, so. I didn't remember.

Speaker B:

Press station to fix a lock or. No, I can't do that. Can I unscuff it? Can I.

Speaker C:

The way it's damaged?

Speaker A:

No.

Speaker C:

Actually you can repair small things, but either way. So you rolled a 17 before the guidance bellas? Or did you add the guidance?

Speaker A:

Added guidance. And then I subtracted two. I had a 19 and then minus two to strength. So, 17.

Speaker C:

You failed to open it.

Speaker B:

Is it silly to cast precedation? Now?

Speaker C:

Read me precedation's repair effect question.

Speaker B:

It says. Actually, I don't. Sorry. It says, bell, did you roll with.

Speaker C:

Advantage since you're being helped?

Speaker A:

No, I didn't.

Speaker C:

Oh, okay. Yeah, I think seven was helping you.

Speaker A:

That would be worse.

Speaker B:

Okay, I don't see a repair description.

Speaker A:

I don't think Preston.

Speaker C:

Okay. There wasn't. No, it can manifest a small object.

Speaker B:

You can create a non magical trinket or illusionary image. It could fit in your hand. Unless. Until the end of your turn.

Speaker C:

Okay, so Bellif and seven. I'll say like you're feeling kind of like your arms a little bit like on fire after trying to open the chest. But if someone else wants to also try, they can. So tree and Goldor have yet to attempt the chest.

Speaker D:

I'll try.

Speaker B:

Time for a little mushroom magic, baby.

Speaker C:

We'll pretend tree is helping you out. You can roll with advantage.

Speaker D:

Excellent. Just slight of hand check.

Speaker C:

No, just strength check. Trying to pry it open after the lock was broken.

Speaker D:

Yeah, it's not going to help me much. I'm going to cast guidance. Yeah, find guidance. I'm going to make my strength check. It's a six.

Speaker B:

Light punch. Light punch.

Speaker C:

Was that with advantage?

Speaker D:

Seven? Oh, no, I get advantage. Wait, that's right. Hang on. Thank goodness. I got advantage. That lets me roll. Even I can't do it. It's too much for me.

Speaker B:

I think Tree said he wants to try.

Speaker C:

Okay, if Tree would like to try on his own when he comes back, he can. I don't want to roll. If anyone could attempt this twice in a row without, like, hurting themselves, it would be tree.

Speaker B:

Quote of the day. We don't give up. We keep trying.

Speaker C:

So I'm thinking that once tree comes back, do you guys want to keep going or call it a night? Because this would be like a good breaking point. After tree comes back to open this.

Speaker D:

Potentially good breaking point, I should probably start heading up to bed. I'm starting to fade fast.

Speaker C:

Yeah, you've been with that said, if it's a time thing, I could have someone roll on behalf of tree. No, I'm sorry you broke up there. What was that?

Speaker D:

It's not a time thing I can wait for.

Speaker C:

Yeah. Yeah.

Speaker B:

I feel bad. Taking a fate of trees rolls into our own hands.

Speaker C:

Oh, Bellas, I don't know if you checked, but you should be able to add paintings to your inventory. I'll say check if it's indie beyond.

Speaker B:

It should be funny because Bella's like, I don't care what the gems, I.

Speaker C:

Mean, they're worth ten goals.

Speaker B:

I don't give a crap.

Speaker A:

No, just painter supplies.

Speaker C:

No.

Speaker B:

Okay, can she investigate? You want to investigate the paintings while we're waiting for him?

Speaker A:

I can add a custom item.

Speaker C:

Hold on.

Speaker B:

You should add a custom item as like paint by number.

Speaker A:

Just like one, two.

Speaker B:

Yeah, like Cyan. Four. Oh, damn. It's like a little kid's book. That's like.

Speaker A:

A Disney.

Speaker B:

You're interested in art? Exactly.

Speaker A:

How to draw a cow.

Speaker B:

Congratulations, you picked your first art book. You're going to need three brushes, one cup of water.

Speaker A:

This is how you draw a line.

Speaker E:

Hey, guys, sorry, I'm back.

Speaker B:

We were waiting for you to.

Speaker E:

I am back.

Speaker B:

Try to attempt to this box here and try to open it up. How's that for description?

Speaker E:

All right.

Speaker B:

Yes.

Speaker E:

Let's do it. Shall I use my strength and try.

Speaker C:

To rip it open? Yeah. Goldor, are you casting guidance?

Speaker D:

Yes, I'm going to.

Speaker E:

Okay. And then I'll do a strength.

Speaker C:

I got an 1111. And did you add guidance?

Speaker E:

I did not. How much is guidance?

Speaker D:

Roll it. T four.

Speaker C:

Okay. It wouldn't, wouldn't make a difference. Pass either way. Is anyone trying to help tree one last time?

Speaker B:

We're all like just. Yeah.

Speaker C:

Okay, so tree roll. This is the last roll before you have.

Speaker E:

Okay. Strength.

Speaker C:

Strength. And you still have not used your.

Speaker B:

Guidance away from me. Casting command on the box.

Speaker C:

16. Okay, roll for guidance. 16.

Speaker E:

Plus. How do I roll for guidance? Okay.

Speaker C:

I'm like hoping for you guys. Yeah.

Speaker E:

The only thing is I can't find a d four.

Speaker B:

Get a d eight and divided by two. I don't know what to tell you. Is that even a thing?

Speaker E:

Usually I just. Where is the D four button?

Speaker A:

There should be like a little like.

Speaker B:

The bottom left corner.

Speaker A:

Yeah. Like a d 20 looking symbol in the corner.

Speaker E:

Oh, yeah, there it is.

Speaker B:

Got it.

Speaker E:

All right, D four, rolling.

Speaker B:

Three.

Speaker C:

That brings you to 19, correct? Yeah. Okay, with a 19, you all finally pry this chest open. Seriously, beg the Lord. You see some coins and you see a small bag.

Speaker A:

A bag.

Speaker B:

A bat.

Speaker C:

Yeah.

Speaker E:

A bag. So I'm going to take my warhammer, I'm going to Smith.

Speaker A:

Oh my God.

Speaker C:

Could you stop hitting things to attack, please?

Speaker B:

No. Can we try to grab him and stop him?

Speaker C:

This is the best outcome you can roll up to attack? Oh my God, that's hilarious. That is so funny.

Speaker A:

Immediately starts hitting stuff.

Speaker C:

I'm going to hold you this. I gave the party like ten tries on this. You may roll to attack. All right, I'm going to scream. Thank you.

Speaker B:

Light punch.

Speaker A:

Rolling that one, please.

Speaker E:

Nine.

Speaker C:

With the nine, you miss and.

Speaker B:

You.

Speaker C:

Shatter one of the azureites in the.

Speaker B:

Chest of shatters his warhammer.

Speaker D:

That one's cut of your cut.

Speaker C:

Um, yeah. So altogether in that particular chest there's about 20 gold pieces, 20 shards of azerite. There's 200 silver pieces and 300 copper pieces.

Speaker E:

We didn't need the azrate. It was looking at me weird.

Speaker B:

So you look at me as right.

Speaker C:

Does anyone want to examine the bag or take the gold and the coins?

Speaker A:

I'll take it.

Speaker E:

I'll take it all.

Speaker C:

Just hit it.

Speaker A:

You've lost your privileges of taking.

Speaker B:

I'm going to kind of have to agree with pellets right now.

Speaker C:

For your own safety.

Speaker A:

Then. Almost something else. And now this. I'm done.

Speaker B:

So you're actively trying to hurt our party.

Speaker E:

I have to say, every time. Every time we play, there's always something that happens with me.

Speaker C:

Last.

Speaker E:

Episode, it was the seagulls.

Speaker B:

Well, at least we know that you could take out a gem with your warhead. Is there anything wild and crazy about this bag or this chest?

Speaker A:

Is there anything inside?

Speaker B:

Symbol?

Speaker C:

Yes. No. It's just, like, very decorative. It's like one of those patterns where it's, like, you can make out, like, shapes of, like, things and faces, but, like, it's not really that. What's the word for that? It's like parodilia or something.

Speaker B:

Like clouds and seeing doggies.

Speaker C:

Yeah, exactly.

Speaker B:

For doggies.

Speaker C:

Okay.

Speaker A:

I take the bag, too. Because it's pretty.

Speaker B:

Yeah, exactly. Okay, so nothing else is in this room right now that we've seen that seems of. Are there any drawers in the desk or anything else that we haven't checked?

Speaker C:

Nothing of significance?

Speaker E:

I think we should move on from this room, guys. What do you think?

Speaker C:

Bella, are you putting the coins in your inventory or in the bag?

Speaker B:

I was going to say, do you want to put half in your inventory and put the other. Keep the other half in the bag.

Speaker A:

Yeah, whatever. I mean, unless somebody else wants to take some of it. I don't care.

Speaker B:

Doesn't matter.

Speaker A:

Like, I need some money. Sorry.

Speaker B:

I just call money we find in our adventures funny money, because it doesn't have any significance to me. Watch it.

Speaker C:

Like, curse. As you put some of the money into the bag, you notice that you don't hear a clink at the bottom and you see pretty bad holding, like, almost, like, disappear. You can do an arcana check?

Speaker B:

Yes. Arcana check.

Speaker C:

Anyone can do an arcana check if they want to go.

Speaker A:

Yeah, go with the 19th, because I just rolled two.

Speaker C:

So, seven. You heard about this from Val. You recognize this? To be a bag of holding an item that can hold up to 500 pounds but not exceeding 64 cubic feet. The bag itself is roughly 2ft in diameter at the mouth and 4ft deep on the outside. The bag itself weighs 15 pounds, but will always weigh that, regardless of whatever you put in it. Up to 500 pounds. Should it have been overloaded, pierced or torn, it would have been ruptured and destroyed.

Speaker B:

Oh, you mean, like, hit by a warhammer? Down. Wait, can we check inside the bag?

Speaker C:

My face, when he was like, I rolled to attack this, I was like, no, we just did all of that and you destroyed.

Speaker B:

I have no words. Light punch. Sit this one out. Is there anything inside the bag? Can we look inside to see if there's other items that maybe would be inside of it?

Speaker C:

Yeah, absolutely. You start sifting through it and you find a spell, scroll of water breathing and a potion of fire breath.

Speaker B:

Well, those completely have a love dichotomy there. Wow.

Speaker C:

To think, when this entire mission is all over, I'll give you a full accounting of the things that you have taken.

Speaker A:

Okay. I was going to say how as well. How does that work? So if I'm keeping the bag of holding, how do I know what's in the bag?

Speaker C:

So you would add things to your inventory and you can move it to the bag of holding.

Speaker A:

Cool.

Speaker B:

That is amazing.

Speaker C:

Kind of like when you can say, like, move things to my bag versus my equipment.

Speaker A:

Yeah. Okay.

Speaker C:

Yeah.

Speaker B:

Wow, to think we almost accidentally ripped it.

Speaker E:

Shall we move on?

Speaker C:

We're going to call it here for tonight. But as you all just make this discovery, the captain returns. And with that, we will end for tonight.

Speaker B:

Oh, Capitan.

Speaker A:

Oh, captain. My captain.

Speaker B:

Oh, captain.

Speaker A:

Maybe we should try reading in that poem and he'll stop.

Speaker B:

Oh, maybe we could say, raise your hand if you're the best, captain. All right, well, that's going to do it for this episode of campaign as our mighty adventurers make their way through another exciting adventure of opening doors, opening boxes and ripping maps. We'll see you next time. Good Lord. Please join us next time as our adventures jump into more chaos. As we make our way through Captain Follia's haunted vessel, will we gain access to Camp Shimmer Lake? Let's first make it out of this one alive. So hold on to your emotional support, Rats, because this journey is just getting started. We will see you next time. Campaign is produced by Levine, Orlip, Liam, Bridget and myself, Michael Height. I edit and mix our show. Our intro voice recording was done by the one and only Coltrane. Music used in this podcast was sourced by the Fanaticals 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.

Camp Pain #006: “Mama’s” Got a Brand New Bag

Welcome to our sixth episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM as they make their way further into a haunted vessel to secure a boat to Camp Shimmerlake. After some guidance, we hoist ourselves up onto the haunted ship only to find some really creepy suprises. What will our adventurers find deeper into the ship? Does TR33 find more information about his past? What's with the pigs?

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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