S1E3 - S01E003: Baba “O-Fiery”

Transcript
Dungeon Master

It.

Seven of The Nite Wood

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 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.

Guldor Firebeard

Good evening, everybody.

Seven of The Nite Wood

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.

TR33

Hello, my friends.

Seven of The Nite Wood

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 conversation.

Bellith Thornton

Hi.

Seven of The Nite Wood

And I am Michael height, off key raider rock. As always, whether I have my mandolin or my automatone, I play seven, the bard. So just hang tight. All right. Welcome back to another episode of campaign. We're so glad that you could join us. So far, this is our third episode. We've been getting some great feedback on our first two, and we hope that you'll stick around for some more. Now, as the bard in the group, it only feels right that seven the bard kind of gets you back into the flow of things. Maybe I don't grab at the loot, the automatone or the mandolin this time, but, hey, how about a little story? So our fine adventurers made their way out of their homes in an effort to go to camp Shimmerlake and get their rid of assistance to make sure that they can get into camp. But as it turns out, that wasn't as easy as they hoped. To get a rid of assistance, they need to assist. So they met a man named Glow Kindle at a fine, fine brewery with a rat problem. If we could take care of these rats, he'll give us a rid of assistance. Turns out the rats are not normal sized rats. They're rats of unusual size. So after one almost took off tree's leg. Fortunately, he's war forged, hard as can be, and it chipped the rat's tooth. But that wasn't the biggest problem. The problems got bigger and bigger as the rats moved on. And then we heard something die from another room, only to find out that they were booby traps. And these traps, as it turned out, were solved by no other than Belleth and Goldorf firebeard, who found a way to determine what the poem meant with the floor and got us to safety only with seven, myself almost falling back and getting sliced in half. Fortunately, through my acrobatically terrible stunts, I was able to make myself not die. But that isn't the biggest problem we have, because the biggest problem we have now is deciding which door we would enter. One is hot to the touch and one is locked. So it doesn't seem like either or is really a great option. So in this episode of campaign, we're going to make our way into these doors or one of the doors, find out what's behind, take care of this rat problem. Hopefully the problem stopped with the rats. We can go back upstairs, get our rid of assistance and move on with our lives. If we keep them, what's our party going to do? We're going to find out in this episode of campaign. Just hang tight.

TR33

I mean, let's be honest. Let's be honest. The open door is usually never the good door, right? So let's touch the warm door and see what happens.

Seven of The Nite Wood

Is there anything you can do to lean up against the door to hear if there's anything coming from the other side.

Dungeon Master

Of the warm door or the other?

Seven of The Nite Wood

Either or? Yeah, in general, like a door. Can you get close enough to listen in to see if.

Dungeon Master

Yeah, give me 1 second. Let me check my notes here.

Guldor Firebeard

I'm going to guess the warm door is probably not where we want to go.

Seven of The Nite Wood

I could see that it'll be a compelling argument.

Bellith Thornton

Probably right.

TR33

I think you guys are wrong.

Bellith Thornton

To be fair, I have some.

Dungeon Master

From the unlocked door, you hear the very faint sound of sloshing water.

TR33

Oh, you know what, treason.

Guldor Firebeard

All I'm looking for is a good cloud of water.

Seven of The Nite Wood

I like how you almost borderline have almost like an alcoholic problem, but it's really about water. So you have a little bit of sickness and you're like, I suddenly change everything I believe in because I hear it might be water that way. So ignore all prior conversations and arguments.

Bellith Thornton

Liam, I have a question. So I have like a lock picking toolkit situation or like thieves tools, I guess you call it. So would I be able to unlock the door? But I want to do it subtly, sneakily. If I unlock the door, I don't want anything on the other side to know that I unlock the door.

Seven of The Nite Wood

Do you use that sound ability that you have to mask sound?

Bellith Thornton

No, it just creates sound.

Dungeon Master

So I would make you do two separate checks. I would make you do the regular check with your lock picking set and then a slide of hand check to do it stealthily.

Bellith Thornton

Okay. I'll see what everybody else wants to do first. We can't agree with door to go with picklocks.

Dungeon Master

That would be more like. Yeah. If you look under your character sheet, there should be like a page with, like, languages and proficiencies. Okay.

Bellith Thornton

No, I don't.

Seven of The Nite Wood

Action spells.

TR33

Hey, do you guys think I should use divine sense to kind of sense what's behind the door?

Seven of The Nite Wood

Do you have a evil can? You have a limited number of times you could do that?

Bellith Thornton

I was going to say you have a limited number of.

Dungeon Master

He gets, I think, three per.

TR33

Three per long rest.

Dungeon Master

Yeah.

Seven of The Nite Wood

Might not want to burn all your.

Bellith Thornton

That's up to you.

Dungeon Master

They attempt it, but I got to read through to see if it would actually yield anything.

Seven of The Nite Wood

Where is it? Attunements? What's that called?

TR33

Would it yield anything? If I were to use.

Dungeon Master

I mean, I can't tell you that without you using it, right. Yeah.

TR33

I mean, listen, we're kind of nervous about the door. We want to know if there's good or evil behind that door, so why? I think the perfect opportunity is the other door.

Seven of The Nite Wood

Yeah. Wild and crazy idea. How about this? How about we open the other door? And if you're really inspired, later on we could come back to this door.

Guldor Firebeard

Spending an ability.

TR33

I feel like it's a trap.

Guldor Firebeard

Do I go through this door or not? We could just go through the other door.

Seven of The Nite Wood

Warm.

Dungeon Master

A lot less dangerous.

Bellith Thornton

I just opened the other.

Seven of The Nite Wood

I'm just going to say, just go for it.

Dungeon Master

You open the other door. All right.

Bellith Thornton

I throw it open.

Dungeon Master

Unfogging. Here, hold on.

Bellith Thornton

Bellieth has zero patience.

Seven of The Nite Wood

Watches like Mephisto is behind this door.

TR33

Bellieth, move.

Seven of The Nite Wood

Oh, my God. At first I felt like I saw something far different. What is that? Monster.

Dungeon Master

All right, so you open the door. It creaks very loudly in the center of a small room ahead of you is a large stone well topped with a wooden handle and the rotten remnants of a heavily frayed rope that descends into the shaft. In the far right corner, the ceiling has collapsed slightly, and a narrow shaft of weak sunlight shines through the narrow hole. To the far left is a plain wooden table crusted with dirt, dust, and laden with old plates, buckets, and other strange pieces of tableware. So as the creak of the door finishes, you hear a noise coming up through the well. Everyone, please enter the room. I'll let you position yourself within the first four spaces and then roll for initiative.

Bellith Thornton

Well, I mean, I would be in front, because I walked through this like I am the one that opened the door.

Seven of The Nite Wood

I kind of almost want to try. I don't even know if this is something I could even do. Can I try to make a.

Bellith Thornton

What is that?

Dungeon Master

Is that an eyeball? God.

Bellith Thornton

Hate that. For us, personally.

Guldor Firebeard

Eyeballs. Excellent.

Seven of The Nite Wood

So, Liam, when we come into this room, you said we could have choice of position a little bit. Is that an opportunity where we could try to stealth or not really within.

Dungeon Master

The first four spaces? I will say that because of the creaking door, it would be very hard to enter here stealthily.

Seven of The Nite Wood

Okay, I'm not going to bother. Okay, cool.

Dungeon Master

All right. Can you all please let me know your initiative numbers when you have a chance? And I'll tell you what's going on after that.

TR33

I rolled the two.

Guldor Firebeard

The 13.

Seven of The Nite Wood

Initiative is a straight roll, right?

Guldor Firebeard

Yes, but you have an initiative bonus.

Dungeon Master

Yours is plus two. Sorry, the only person that has more than two is Bella.

Seven of The Nite Wood

I roll the 920. None that.

TR33

I got 13.

Dungeon Master

Okay, so as you are stepping into the room here and you hear a scuttling sound from inside the well, when the well shatters, the first thing you see are antennas moving frankly from side to side, followed by a massive pincer like mouth as it exits. You count two. 4610, 20, 5100. Plus lakes skittering all about excitedly looking for its next meal. And these three giant centipedes are quite sure they found it.

Bellith Thornton

I don't like bugs.

Seven of The Nite Wood

Are there any dead rats in the room?

Dungeon Master

There are, not surprisingly, rather the rats.

Seven of The Nite Wood

There's three of them.

Dungeon Master

So there are three of them. First, in initiative order is going to be height.

Seven of The Nite Wood

I am going to answer cast sleep or dissonant whispers. I'm going to go for sleep. I think I need to get a little bit closer.

Dungeon Master

Okay.

Seven of The Nite Wood

I think you have enough range from where you are. Do I? Okay, cool. So sleep. All right. I'm going to go for it. So it's going to burn. Slot. The spell sends creatures to a magical slumber roll. Five, D. Eight. The total number is how many hit points of creatures the spell can affect. Creatures with 20ft of you choose within range are affected in ascending order of their current hit points. So obviously not hitting my party, just hitting the yucky right.

Dungeon Master

You broke up there. You were saying numbers. Were you just reading the effect or did you roll sorry.

Seven of The Nite Wood

Yeah, it says I didn't roll anything yet. So do I roll the says? Okay, see, this is why I should have bought more dice. Five. D. Eight. All right, so got my eights. One of these. Fantastic. All right. Four. 5714. 22. Wait, how many? How many was it? Five. Okay, 22. And then 25. 27.

Dungeon Master

Okay, so all three giant centipedes, sort of like half fall over asleep out of the well. Half their body is in the well. Half their body is like leaning over the lip of the well and they're all asleep.

Seven of The Nite Wood

Is a Well. I guess we can't really tell from here. The well is really far down or not.

Dungeon Master

If you got closer, you'd certainly able to tell.

Seven of The Nite Wood

Is that kind of like my full turn?

Dungeon Master

You can still move. Let me just give you the official. Let's see here. Okay, so you have 1 minute. If the sleeper takes damage, the spell ends or someone uses an action to shake or slap the sleeper awake, then they wake up. Okay. All right, so we will now officially resume and you have 1 minute for you all to kind of decide what you're going to do.

Seven of The Nite Wood

All right, so basically three slugs are asleep. Nothing's been hurt yet, and now we're down here in the dungeon with three slugs.

Guldor Firebeard

I tend to think that even though it wakes them up, if we attack them, I think we can pretty much coup across them.

Dungeon Master

So for hitting them while asleep, you don't do extra damage. But if you do enough damage to kill them, then they just die. They don't wake up having an opportunity to attack it. If you do enough damage to actually kill them, then they would die. But if you don't kill them, they'll wake up.

Guldor Firebeard

I would suggest that we all take.

Dungeon Master

Trail before they all wake back up again.

Guldor Firebeard

Like go up and hit one hit.

TR33

Or maybe since I have a lot of armor, I can kind of position myself next to all of them and maybe kind of do the same thing we did to the rats before.

Bellith Thornton

Yeah, like gang up on one. Yeah, because if you hit other ones and it wakes up, we're going to screw ourselves.

Guldor Firebeard

Hopefully they'll be dead after we don't hit them.

Seven of The Nite Wood

Well, how far down is it? Like, could you.

Guldor Firebeard

Oh, we could just push them down.

Seven of The Nite Wood

That's what I was thinking.

Guldor Firebeard

And then they die from the falling damage.

Seven of The Nite Wood

Yeah, they have no way to save themselves. They're just like, oh, I feel like.

Guldor Firebeard

Figure out how we could do that.

Seven of The Nite Wood

That's true. Well, maybe Mike could kind of warhammer them from the side, like playing a nice round of golf.

Bellith Thornton

Who's up in it.

Dungeon Master

So height, if you're ending your turn, like I said.

Guldor Firebeard

Which one? Do we want to take turns hitting.

Dungeon Master

Them or do we want to push the well?

Seven of The Nite Wood

I'll follow your lead, guys, why don't.

Guldor Firebeard

You push the first one of the well and see what happens?

Dungeon Master

Okay, so, orlip, it is your turn anyway. So go right ahead.

Guldor Firebeard

I'm going to walk up and I'm going to push him into the well.

Dungeon Master

Okay, so a, you can see that as you approach the well. I'll tell you this before you knock him in, you can see that the well is 50ft deep with 10ft of water.

Seven of The Nite Wood

Oh, water.

Guldor Firebeard

They may not die with the water down there. I say hit him instead, then. So I'm going to whack my guy with that. I'm going to whack my guy with my chile.

Seven of The Nite Wood

Love that word.

Dungeon Master

Yeah, I'll just say roll for damage.

Guldor Firebeard

I roll eight points of damage.

Seven of The Nite Wood

Okay, wait, can we position ourselves to attack the same one?

Guldor Firebeard

Yeah, I don't think so.

Dungeon Master

So you hit this centipede so hard that its carapace just absolutely cracks and dies.

Guldor Firebeard

Excellent. I think we do the same thing with the other two.

Dungeon Master

Okay, well, that was your turn. So that is going to go to. Unless there's anything else you want to do or move. That'll be tree's turn.

Guldor Firebeard

I'm good to go from there.

TR33

All right, so I'm going to move position myself right here and go for this guy. Give him a nice whack.

Dungeon Master

Go ahead and roll for damage.

Seven of The Nite Wood

All right, rolling for damage.

TR33

I roll a eleven.

Dungeon Master

Okay, so just like the other one that Goldor hit, you take your warhammer and crack this thing like a lobster. All right. And then is there anything else you would like to do?

TR33

I'm going to look over to my buddies in the corner and be like, you're up, Bella.

Dungeon Master

That's you?

Bellith Thornton

Yeah, I'm not getting near these things. I don't do bugs. I'm just going to take a shot at it from a distance with my bow. Roll. Right.

Dungeon Master

I will say a rolled hit since you're doing a distance.

Bellith Thornton

Yeah, I'm good. I rolled an 18, so I assume that is fantastic.

Dungeon Master

Roll for damage.

Bellith Thornton

Six, seven, eight.

Dungeon Master

Again. This thing pierced, actually, if you want to tell me, how does this arrow pierce through this giant centipede?

Bellith Thornton

You know when you put, like, meat on a skewer? That's what it does. Just straight through, as if it's the last piece on the skewer that you're going to eat.

Dungeon Master

So you make a kebab out of. Yeah. So you make a kebab out of this thing and with that, the last centipede dies. Okay, so first tell me, is there anything else you want to do in this room? All three centipedes are dead. One or two of them fell back into the well.

Guldor Firebeard

I would think we'd search the room.

Dungeon Master

Yeah.

TR33

I mean, my health is still at seven. Can I heal myself with one of my spells?

Dungeon Master

We're going to talk about that in a second. So I would say do any investigating you want and then we'll take care of that.

Guldor Firebeard

Yeah, take a short rest, probably.

Dungeon Master

Yeah. And we're going to level up as well.

Seven of The Nite Wood

Wow.

Guldor Firebeard

Well, I'm going to do an investigation.

Bellith Thornton

Yeah, I roll the twelve. Investigation twelve.

Guldor Firebeard

I roll the four, which is not going to find me very much. I probably don't even notice the dead.

Dungeon Master

Piece that we just.

Seven of The Nite Wood

All right, insight doesn't do anything. This is a straight up investigation, I guess, right? Eight.

Dungeon Master

And Bellas, what are you looking for?

Bellith Thornton

I want to look for stuff on the tables that are on the corners and then tree.

Dungeon Master

What was your role?

TR33

Where's the investigation? Check again. It's just a regular role.

Dungeon Master

Right? On your skills page or area, you should see investigation in the plus number.

Bellith Thornton

It's like in the long box in the middle.

TR33

I got a 17.

Dungeon Master

So, Orlip, you noticed nothing of note in this room to you, this is all a bunch of old malarkey. There's no mushrooms. Therefore it is not interesting or worth your time. That's. Christ. Seven. You have a likewise nature of thinking. Like, you don't see anything that's useful to your music career. You don't see anything historical. Here you are just like, this is like the most boring room in a wizard's freaking tower that I've ever seen.

Seven of The Nite Wood

Can I also look down the well? Is that something that is a separate.

Dungeon Master

Yeah, you can look down the know a couple dead centipede carcasses and water bellith with your role. Looking at the tables, you notice a set of silver plates that you realize from your experiences. So, Bellath, you notice a set of silver plates that have some value. From your experience and knowledge of lavish things, you would estimate these plates to be worth around 50 gold pieces. That's a lot of gold. Due to their age and pure silver.

Bellith Thornton

Do I recognize anything about the plates? Or is it just like. They're expensive and I know they're expensive.

Dungeon Master

They're expensive and you know they're expensive, but there's also like a little sun symbol in the middle.

Bellith Thornton

Okay, I'm going to take them.

Dungeon Master

Okay. Are you saying or do anything that would like. Are you letting the others know? Are you stealthily putting them away? Like your gear?

Bellith Thornton

I think I'm going to take me. Bellis is going to take them to save for later, but I think I'm going to make it kind of known that I'm taking them. But in a way that's like, oh, these will match my ones at home. Like that type of vibe, but only to everybody else. You know what.

Dungeon Master

We do?

Seven of The Nite Wood

We know that we also see the symbol that she sees or no.

Dungeon Master

Yeah, you can see if you were close enough, you can see there's a symbol of the sonnet. But basically the way, if I'm interpreting this correctly, basically you're like, oh, how cute are these? These are going to go perfect with. You were saying my other set at home, these are nothing of.

Seven of The Nite Wood

Bella. Does the symbol look like the one outside from the fire painting?

Bellith Thornton

No, but it looks like the ones that I have at home. I'm just taking them because they're pretty.

Seven of The Nite Wood

Can we tell that? Can we see if, I mean, I don't care if she keeps the plates. I'm just trying to figure out if they match the.

Dungeon Master

Normally we would say you wouldn't know, but. So Val, you're going to either make a persuasion or deception based on the one that you're actually doing, and then seven, you're going to roll an insight check against that.

Seven of The Nite Wood

Oh, like the dice of doom are we taking out. Wait, so I'm taking an insight way. I can't wait, can I do deception play?

Dungeon Master

You're rolling insight because you're trying to determine if she's like telling the truth is what you were saying. Right?

Seven of The Nite Wood

It's like a battle to the death of persuasion. All right, this is a plus three for insight. All right, here we go. I just want to know the simple keep the plates, man. Oh, I hit my hand. Sorry. One time. Nine plus twelve, deception.

Dungeon Master

Okay, so seven, as far as you know, these are just like deception jank old plates that belve has decided to collect.

Seven of The Nite Wood

Bellis, do those plates look strange to you in any way or, I mean.

Bellith Thornton

Like I said, like three times now they just match my plates at home. I just want my plates. Okay.

Seven of The Nite Wood

Cool. You could probably have more people over the house now that you've got such a nice set of plates.

Dungeon Master

And I will say lastly, with trees 17, he notices in the glint of like the little ray of sunshine here. Little golden glint.

Seven of The Nite Wood

From where?

TR33

Hey, guys, right where I'm all right. I think there's something over here.

Seven of The Nite Wood

Wait, you see that coming up in the corner?

TR33

Yes.

Bellith Thornton

Did we all see it or did just he see it?

Dungeon Master

He notices. Are you drawing attention to it now, tree? Sorry, I'm confused.

TR33

Oh, yeah, I'm trying to. Hey, guys, look. There's something over here. Let's go check it out.

Dungeon Master

Okay, so you all walk up to it. Tree, are you there first or you let other people check it out?

TR33

I'm there first because I notice it.

Dungeon Master

Okay. You see a golden key buried what would have been on top of a now collapsed table from the rubble. All right, so you discover this golden key that seemingly looks like it would match the door that was warmed to the touch. With that, I will say you all can a level up to level two. And if you so desire, you can take a short rest.

Seven of The Nite Wood

Short rest it is. You guys cool with that?

Dungeon Master

So luckily, d d beyond has a built in feature where you can select a short rest. And I believe you only have one right now. If you level up to two and then short rest, you'll have two hit die to refill your hit points with on the short rest.

Guldor Firebeard

It probably makes sense to level up first then, doesn't it?

Dungeon Master

Yeah.

Bellith Thornton

If I don't need to take a short rest, do I have to take a short rest?

Dungeon Master

No.

Guldor Firebeard

All right.

Seven of The Nite Wood

Where do we do that?

Guldor Firebeard

Going to move myself up to hit manage next to your character portrait in the upper left.

Seven of The Nite Wood

Okay. Manage. Okay, cool.

Guldor Firebeard

Manage levels and whatnot.

Dungeon Master

Yeah.

Seven of The Nite Wood

Manage character level. Oh, where it says manage character levels. That makes sense. Okay. What a concept.

Dungeon Master

So you're going to put yourself to two. It's then going to present you with the new options that you get. A level two. Some of us spellcasters may get more spells you can add to your repertoire. A level two. So I'll say this, you can take whatever quick options look appealing to you and you could always change them later. I'll give you that freedom.

Guldor Firebeard

Yes.

Seven of The Nite Wood

If a creature has bark inspiration die from you and cast spell that restores hit points or deals damage, a creature can roll that die and choose a target affected by the spell. Magical inspiration. It says optional class feature that just automatically comes to me.

Dungeon Master

Yes, we have activated optional class feature. So you now have that feature.

Seven of The Nite Wood

You can add half your proficiency bonus rounded down to an ability check. What insanity song of rest being a level. Second level. You can use soothing music or auration to help revitalize your wounded Alice. So I could use. I could take my. I could take our rest and then use music to heal them.

Dungeon Master

What ability is that that you're reading?

Seven of The Nite Wood

Song of rest, second level, beginning of second level. You can use soothing music or auration to help revitalize your wounded allies during a short rest.

Dungeon Master

Yeah.

Seven of The Nite Wood

If you or any friendly creature who can hear your performance regains hit points at the end of the short rest by spinning one or more hit dice, each of those creatures regains an extra one. D six hit points.

Dungeon Master

Yeah, absolutely.

Guldor Firebeard

You basically get extra hit points.

Dungeon Master

Basically, I'll say everyone gets the full hp and it looks like it's some sort of feature or trade of your class. So I think it's probably going to be like an ability you can use a certain amount of times a day. It's not like, necessarily a spell. Doesn't look like it. Okay. We'll find out once you save. Do me a favor. Go up, click where it says known.

Seven of The Nite Wood

Known. Okay. Add spells.

Dungeon Master

Yeah. Go to add spells. Okay. So now see how it says known spells. Four out of five of them, you could add one new spell from the list. So ones that say learn, you could add.

Seven of The Nite Wood

Okay.

Dungeon Master

And I'll let anyone change any of their spells because we're doing the leveling on the fly here.

Seven of The Nite Wood

Oh, I think I like it. I might go for hideous.

Bellith Thornton

Laughter Liam, I also have a question for you.

Dungeon Master

What's up?

Bellith Thornton

Your personal opinion, DM opinion on taking good grace as a spell? Because I know people ban that spell because it's.

Dungeon Master

A. I'm not banning it.

Bellith Thornton

Okay.

Dungeon Master

I loved that spell as a druid early on when I played a druid. It could be so good, especially if you abuse it. I absolutely don't mind. As of right now, I'm not banning anything unless you become, like, a clear DPS engine that's outshining everyone. Then I'll either bring everyone up to that field or tweak some things.

Seven of The Nite Wood

What does that spell do?

Bellith Thornton

Basically a good berry. Like, when you cast it, you get like ten berries in your hand, and if you give them to somebody, they regain one hit point per berry. Yeah.

Dungeon Master

Really?

Seven of The Nite Wood

Do you think based on all of you guys'good english knowledge, should I go for an Aoe? Like, would it be smarter to take thunderwave versus taking Latasha City's? LAUGHtER.

Guldor Firebeard

I don't know.

Seven of The Nite Wood

Do we have any? I don't really think we have a lot of aoe action.

Guldor Firebeard

You don't?

Dungeon Master

Just to put it in a different way for you, you kind of did work.

Seven of The Nite Wood

That was nice.

Dungeon Master

Yeah. You have, like, a pseudo aoe.

Seven of The Nite Wood

Might be nice if we get ambush right. So aoes do, like, a little bit less damage, but it's more spread out.

Dungeon Master

Right.

Seven of The Nite Wood

And then, like, a more direct hit, because I kind of see Bridget as, like, kicking butt with, like, one snap of an attack versus, like, I think I'm gonna. Because Tasha City's left or would take somebody out of combat, right?

Guldor Firebeard

Yeah, pretty much.

Seven of The Nite Wood

And then, man, you know what? I'm gonna.

Guldor Firebeard

Mike, I can take thunderwave to be.

Seven of The Nite Wood

Oh, you can too?

Guldor Firebeard

I'm not sure I can take thunderwave.

Seven of The Nite Wood

What do you think still matters with spell slots, right?

Guldor Firebeard

Yeah, it's definitely worth it for me to take.

Seven of The Nite Wood

All right. I don't want to take six years in a day. I'm going to go for. Oh, featherfall. We could just jump down the well. I think I'm going to go with.

Guldor Firebeard

Yeah, I'll go for it. I got it.

Seven of The Nite Wood

All right, cool. Let's do that.

Dungeon Master

Levine, were you good? Leveling up? Fantastic. That's what I like to hear.

Seven of The Nite Wood

Mike or Bridget, do you guys get any new abilities or spells? Is that what the berry thing got?

Bellith Thornton

Yeah, I get two spells.

Dungeon Master

I'm quite happy everyone can set themselves to full HP. Don't do a long rest because that will reset your spell slots. But absolutely reset yourself to full HP.

Seven of The Nite Wood

What do you click?

Dungeon Master

What's next between heights? Song of healing goodness. Song of rest. Okay. Oh, yeah, that just happens anytime you do a short rest. There's no limit. No limit.

Seven of The Nite Wood

Well, in that case, enjoy the soothing sound of your hit points coming back.

Dungeon Master

All right, so you guys are in this room right now. Are you heading out?

Guldor Firebeard

Yeah, I think we have to head into the hot roof, into the fire.

Seven of The Nite Wood

Room, out of the cauldron.

Dungeon Master

Into the fire?

Guldor Firebeard

Yes. All right, I'll walk the other door. And even though it's warm. Yeah, I'll open the door. What the hell? Okay, so we're something that happens. I'll die a horrible death.

Seven of The Nite Wood

Do we want to send somebody? You want to go first?

Guldor Firebeard

Okay, sure. It looks very warm. It looks pretty.

Seven of The Nite Wood

Don't turn the lights off.

Dungeon Master

My bad. Hold on. What the heck did I just do?

Seven of The Nite Wood

It was like one of those things where you got to remember everything you saw.

Dungeon Master

There we go.

Guldor Firebeard

There we go.

Dungeon Master

We're Gucci.

Guldor Firebeard

Okay, we're good.

Dungeon Master

All right, so the door opens onto what might once been a lab or workroom. To your left sits a moldering desk and then the shattered remnants of alchemical glassware, while the center of the room is dominated by a set of tall bookcases arranged back to back. All around, however, are scorch marks and signs of countless small fires. The air is filled with the smell of smoke and burned meat. The wooden furniture is blackened and burned in places, while what may have once been a pile of books has been reduced to ash, singed traces of what may be webbing hanging from the ceiling. As you enter, you feel something crunched beneath your feet. Glancing down, you realize it's the charred hindquarters of a giant rat.

Guldor Firebeard

Yay.

Seven of The Nite Wood

Toasty.

Guldor Firebeard

Well, that's Delightful.

Dungeon Master

All right, so feel free to enter the room. Yeah.

Seven of The Nite Wood

I was going to say we do a check, we look around a little bit.

Dungeon Master

Yeah. Everyone make me a perception check.

Bellith Thornton

1424.

Dungeon Master

Someone rolled a 24.

Bellith Thornton

Yeah, that's me.

Dungeon Master

And then what was the next highest?

Seven of The Nite Wood

I think I'm good.

Guldor Firebeard

17.

Dungeon Master

I think.

Seven of The Nite Wood

Then maybe me for 14.

Dungeon Master

Okay, so as you all peer around, attempting to find what could have caused all this damage, you begin to hear a scuttling sound just above you. Who rolled the lowest? I'm sorry, tell me one more time. Okay.

Seven of The Nite Wood

Tree rolled the four.

Dungeon Master

All right, so, Levine, you feel something drip on you and burn your skin, your wooden skin. You look up to see what, and as you do, the entirety of the ceiling begins to glow. No, not the ceiling. The creature itself. What appears to be magma, like blood, courses through its veins. Of its eight legged abomination that's latched onto the ceiling, the tip of its abdomen glows brighter and brighter as it releases an onslaught of burning webs at you. So while I just roll for this quick damage against Levine, everyone, please roll for initiative.

Seven of The Nite Wood

Can we? I got a nasty plan. I don't think it's gonna work, though. Oh, it's big. Well, imagine if we run into the hallway, skip across those paintings and let the thing fall.

Dungeon Master

Oh, Jesus. Okay, Levine, take three damage. Levine. I am sorry, but you are also restrained, my friend.

Seven of The Nite Wood

Why did it have to be bugs?

Dungeon Master

Okay, so, Levine, you are restrained. As an action on your turn, you can make a strength check to break out of this burning webbing around you. Okay, again, because this is our first session, and you're also still learning. I'll say. Just the strength check is not the only solution to getting rid of that webbing that binds you. But you could certainly take a strength check on your turn.

TR33

I rolled a four.

Dungeon Master

Can everyone please give me their initiative order?

Guldor Firebeard

I got a seven, so I'm going.

Bellith Thornton

I also got a seven.

Seven of The Nite Wood

What's the initiative? Initiative 1417.

Dungeon Master

It. Okay, and then we roll for.

Seven of The Nite Wood

Burning death.

Dungeon Master

Oh, wow. Okay. All right, so that's going to be seven. Up first. But before it does, I'm going to make a quick roll here. All right. The spider leaps up to the webbing. So all over the ceiling is webbing. It leaps up here. It looks like it's trying to almost blend in with the webbing here, but it doesn't quite succeed. So you can see it quite clearly on the ceiling right over here and height. It is your turn.

Seven of The Nite Wood

Is there any way to quickly tell if that's like fire or poison or if this thing is fiery?

Dungeon Master

This thing is fiery. Its blood is like magma.

Seven of The Nite Wood

Okay, I'm going to go right for it. I'm going for Tasha's hideous laughter.

Dungeon Master

Okay, how's that work? Bring me the effect.

Seven of The Nite Wood

Creature choice that you see within range perceives everything as hilariously funny. Blah, blah, blah. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an intelligence score of four or less isn't affected. Please, God. At the end of the turn, its turn. And each time it takes damage, the target can make another wisdom saving throw. The target has advantage on the saving throw. If it's triggered by damage on a success, the spell ends.

Dungeon Master

Go ahead and try to cast it if you wish.

Seven of The Nite Wood

And it does. So I just roll d 20.

Dungeon Master

Is it roll or is it just a DC saving throw?

Seven of The Nite Wood

It looks like it's a DC saving throw.

Dungeon Master

What's the flavor of you casting the spell?

Seven of The Nite Wood

So I grab my loot, I stare at it and my eyes glow green and kind of like wavy. Energy kind of comes out in front of me like a blur.

Dungeon Master

So the energy reaches the spider, but nothing happens, burning almost like liquid webbing continues to drip down its mouth and its pinchers. Go.

Seven of The Nite Wood

Heard the good ones lately?

Dungeon Master

Yoink. And is there anything else you want to do on your turn? You can still move.

Seven of The Nite Wood

I'm just going to kind of move behind this bookshelf over here.

Dungeon Master

Okay. All right. That means tree is up next to tree. Do you intend to make a strength check to get out of these restraints or do you want to take a different tact? Or you can speak to someone. Livian, we can't hear you. Oh, there you're.

Seven of The Nite Wood

Quickly throw Bridget and Bardig inspiration before. I'm sorry about that.

Dungeon Master

Is that a bonus action?

Seven of The Nite Wood

Yeah.

Dungeon Master

Then yes.

Seven of The Nite Wood

All right. I have two hands in the air. You rock too hard for one hand.

Bellith Thornton

One before.

Seven of The Nite Wood

1D. Where is that? Zero. All.

Dungeon Master

Sorry.

Seven of The Nite Wood

Where the heck did it go? I'm so sorry. Actions.

Bellith Thornton

Bonus action.

Seven of The Nite Wood

The spells.

Dungeon Master

Right.

Seven of The Nite Wood

Oh, there it is. As a bonus action, I got a 16.

Dungeon Master

All right, so, Levine, you were saying?

TR33

I'm going to ask Belle because she's a ranger. Maybe she knows how to get me out of this.

Dungeon Master

So, just to describe again what's happening to you, you are essentially webbed up like Spider man will web up a villain. Right. You're wrapped in burning webs. You are restrained.

TR33

Okay, I'm burning, and I'm restrained.

Seven of The Nite Wood

Good for a tree.

Dungeon Master

I don't like fire.

TR33

All right, so then I'll just use a strength check, and I'll try to break out of it.

Dungeon Master

Yeah, go for it. So you can click on the strength button on your character sheet or the modifier for it, I believe.

TR33

Oh, God, I rolled a seven.

Dungeon Master

Okay, so you try to push out of the webbing, but because of the fire, it hurts too much to try to push out of it. So, as a restrained creature, your speed becomes zero, and you can't benefit from any bonus to your speed attacks. Attack rolls against. You have advantage, and your attacks have disadvantage. And you have disadvantage on dexterity saving throws. Okay.

Seven of The Nite Wood

Wow.

Dungeon Master

So I will say that if you still want to say something before your turn ends, you absolutely can.

TR33

Can I heal myself?

Dungeon Master

You use your main action to try to break out of the thing. But if you would like to ask someone for assistance on their turn, you can state those desires.

Seven of The Nite Wood

Now.

Dungeon Master

Can anybody heal me? Guys, I'm burning here.

Guldor Firebeard

How much healing do you need?

TR33

I'm down to half.

Seven of The Nite Wood

Health.

TR33

Almost eleven. And I have 20.

Dungeon Master

Wait, did you heal at the beginning of the. After the short rest?

TR33

I thought I did.

Dungeon Master

Yeah, you should be at 17. Health.

Guldor Firebeard

Yeah, you should be at full hit points, I think. Unless he hits you again.

Dungeon Master

No, I only hit him for three damage. He should be at 17.

TR33

Then I'll be at 17. I'm sorry.

Dungeon Master

Yeah, no worries. Okay. Just making sure.

TR33

Okay, so then in that case, then we will continue. I will end my turn.

Dungeon Master

All right, up next is. I know this one. It is Bellis.

Bellith Thornton

I want to move to the corner of the room. So items, I think 25.

Dungeon Master

Awesome.

Bellith Thornton

Then I'm going to cast Hunter's mark on it.

Dungeon Master

Okay. How does that work again?

Bellith Thornton

Yeah. So it's concentration, first of all. And I get an extra one d six damage if I hit it.

Dungeon Master

Fantastic. Go for it.

Bellith Thornton

And then that's it.

Seven of The Nite Wood

Make another skewer.

Bellith Thornton

Oh, that's a bonus action. Didn't even realize. So I could still make an action, right?

Dungeon Master

Yeah, you can still try to attack it.

Bellith Thornton

I'm going to take my longbow and try and snipe this thing. 815 does it.

Dungeon Master

15 does hit.

Bellith Thornton

Yes. Three. 8910, 1112 points of damage.

Seven of The Nite Wood

Oh, wait, what is this? Magical inspiration? Is that something that, sorry, it just came up in my list. It says if a creature has bardock inspiration die from you and cast a spell that restores hit points or deals damage. The creature can roll that die and choose a target affected by the spell, add the number rolled as a bonus to the hit, points gained or damage dealt. So she could choose if she wants to use that for extra damage. Is that how that works?

Bellith Thornton

I think if I choose to use.

Seven of The Nite Wood

Bardic like you burn it basically, yeah.

Bellith Thornton

Which I didn't.

Guldor Firebeard

So you can use the bardic inspiration.

Bellith Thornton

Yeah, but I didn't.

Dungeon Master

Yeah, you could use the bardic inspiration in a different way.

Bellith Thornton

Yeah.

Dungeon Master

You're giving your allies the option to do that.

Seven of The Nite Wood

Okay.

Guldor Firebeard

So you could roll it to additional damage.

Seven of The Nite Wood

That up to you.

Dungeon Master

Yeah. First tell me that and then we'll go to the descriptions of actions.

Bellith Thornton

Wait, what? Say that again.

Dungeon Master

Are you using the bardic inspiration?

Bellith Thornton

No, just twelve points.

Dungeon Master

Okay, great. So yeah, one of your arrows, or your arrow rather goes through the joint of one of its legs and also starts cutting the webbing that as it passes through the leg. And now you have this. Basically the arrow shaft basically went like three quarters of the way through. So only about a quarter of the arrow is showing and the rest of it pierced right through the leg. And you hear this thing make a high pitch, almost like a scream. But instead of a scream, it's like the steam that you hear from like a teapot going off and it.

Seven of The Nite Wood

To, we need to get out of this room. Like, is this going to blow?

Dungeon Master

Bellus, would you like to do anything else?

Seven of The Nite Wood

So what check would we want to, is there a check that we could do on an external that could dictate if this thing seems to be a possible threat, like it might blow up.

Dungeon Master

Or you could do like an investigation. That would be an action.

Seven of The Nite Wood

That's an action. Okay. Let's just be the exterminators and take care of this. This is interesting. This wasn't actually originally in the agreement with master bartender.

Guldor Firebeard

All it was look behind the hole, see what's there. Turns out there's something else.

Dungeon Master

Okay.

Seven of The Nite Wood

I really want to drag this thing back to the room and throw something on the ground.

Dungeon Master

So Bell, if there's nothing else you want to do, then that'll be Golder's turn.

Bellith Thornton

Yeah, I'm good.

Seven of The Nite Wood

Yeah, we haven't really seen Golder, like really do his thing yet. This is kind of excited.

Guldor Firebeard

There we go. Now, thunderwave.

Dungeon Master

Thunderwave. Okay, awesome. Go for it.

Guldor Firebeard

Thunderwave is he gets a constitution save.

Dungeon Master

Constitution save. All right.

Guldor Firebeard

My save DC is 13 and I roll.

Dungeon Master

Yeah. This spider failed that save. So what's happening?

Guldor Firebeard

13 points of damage and he gets pushed away 10ft.

Dungeon Master

All right, so that's like that much because he's a big boy. Okay. He is on the ceiling. I'll say. Even with the pushback of the forest he's still like clinging onto the webbing. But he was pushed back. Okay. All right. Anything else on your turn?

Guldor Firebeard

Actually, you know what? I only moved 15ft. I'm going to move up closer to him.

Dungeon Master

Sure.

Guldor Firebeard

If I move here. Yeah, I'm going to move up to there.

Seven of The Nite Wood

All right.

Dungeon Master

Okay, sounds good. All right, that's going to be the spider's turn. Okay.

Guldor Firebeard

When he starts his turn within 10ft of I get a reaction.

Dungeon Master

Okay.

Guldor Firebeard

It's one of my new abilities, actually. So I have a halo of around me. This is true. Within 10ft of me, it gets a tuition saving throw, DC 13. And if it fails, you take four points damage.

Seven of The Nite Wood

Sick.

Dungeon Master

Okay, I think I caught all that. I'm making a DC saving through with 13. I failed and I'm taking. How much damage?

Guldor Firebeard

Three points of damage.

Dungeon Master

Three points of damage. Okay. All right, so this thing falls to the ground. It's alive, but it looks like it's on. It's like its last legs here. This thing is like wobbling. But it is going to make its way over to seven here. I will say it probably took the most secured route possible. So it's probably going to avoid an opportunity of attack here, Goler. But it's going to hop on this table and it's going to try to bite seven.

Guldor Firebeard

Whoa.

Dungeon Master

Does 13 hit?

Seven of The Nite Wood

That's basically my armor class.

Dungeon Master

Yes.

Seven of The Nite Wood

So 13 armor class.

Guldor Firebeard

If you have a 13 armor class.

Seven of The Nite Wood

13 armor class.

Dungeon Master

If 13 is your armor class, then meets beats. So that attack would succeed.

Seven of The Nite Wood

And then for my legendary action, I would like to not do anything.

Dungeon Master

Okay, you're going to take four damage and then you're going to make me a constitution saving throw.

Seven of The Nite Wood

So first do the four damage. Do that. So just type it in. I guess that works.

Dungeon Master

Yes.

Seven of The Nite Wood

Okay. And then, WHOOP. Don't do that. What is that? Okay, and then what was the constitution?

Dungeon Master

Constitution saving throw.

Seven of The Nite Wood

Constitution saving throw. All right, guys, been a pleasure. That would be a natural four.

Dungeon Master

So as its pincers sink into your body, part of its fire essence from inside its body leaps out and starts scorching you around the skin where its pincers have entered, and you're going to take an additional three points of damage.

Seven of The Nite Wood

All right, for the record, taking care of bugs was never part of the agreement.

Dungeon Master

So this thing again is wobly. It's on the table. It's literally on its last legs here, it looks like. And with that, seven, it is going to be your turn. But I think we should wait for bridge to come back. Did she leave? She get disconnected? There she is.

Seven of The Nite Wood

All right, I think. Should I burn my last spell slot? I'm going to do dissonant whispers.

Dungeon Master

What are you going to do?

Seven of The Nite Wood

Dissonant whispers I've had enough of this big bug.

Dungeon Master

Read me the description of that spell.

Seven of The Nite Wood

It says you get into a rock position, you kick ass, you take names, you whisper a discordant melody that only the creature of your choice can range, can hear, racking with terrible pain. The target must make a wisdom saving throw on a failed save. It takes three d, six psychic damage and must immediately use its reaction, if available, to move as far as its speed allows, away from you. The creature doesn't move into an obvious, dangerous ground, such as fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

Dungeon Master

All right, I'm going to wait for Oralip to rejoin us before I tell you the results of the role I just made from your spell.

Seven of The Nite Wood

You cast a spell using a spell slot of a second level. I only have first level spell slots. Right.

Dungeon Master

Okay, we have Corlette back. Awesome. All right.

Guldor Firebeard

Yes, I am back.

Dungeon Master

So first, tell me the flavor of your spell seven.

Seven of The Nite Wood

I stare out into it and play some of the most terrible notes that my instrument can muster and just have a kind of a little bit of a smiley grin on my face as my eyes glow with a little bit of green.

Dungeon Master

So this abominable creature, after hearing your dissonant chords, its body starts contorting in the most odd shapes, and from within, the steam starts pouring out and it burst and dies.

Guldor Firebeard

All right.

Seven of The Nite Wood

I was really hoping you were going to say this thing. Explode and explode. Whoever's standing within 50ft of it, yeah.

Dungeon Master

Okay, so let me delete this off the board. All right.

Seven of The Nite Wood

Anything in the room.

Guldor Firebeard

Investigate the room and see if we find anything here.

Seven of The Nite Wood

Sure, Moly.

Dungeon Master

Everyone make me an investigation check real quick.

Guldor Firebeard

Oh, I don't see anything. I don't even notice the giant dead spider. I rolled a three.

Seven of The Nite Wood

I got a 1417 nice.

TR33

19.

Dungeon Master

Okay, so anyone who rolled above a 15 will notice that as you take a look around, most of the books and equipment are charred, falling apart, and completely unusable. However, there's an undamaged, completely intact book right here. So anyone who rolled above a 15 can come over here.

Seven of The Nite Wood

If you rolled under, you can't do an Arcana check.

Dungeon Master

You'll be able to if you want to.

Seven of The Nite Wood

Okay.

Dungeon Master

After. So it's a book. Do you guys do anything with it? Yeah, absolutely.

Bellith Thornton

Can I open it? Yeah, like, see what it is.

Dungeon Master

You open the book.

TR33

Do I still have the restraints on me?

Seven of The Nite Wood

Liam, imagine he's, like, left him like that.

Dungeon Master

No, they fizzled away with the death of the spider. So you open the book, and the same symbol of the sun is in the upper right hand corner. And you see listed here instructions on how to detect magic, how to identify, and how to arcane lock. This is a wizard spell book. And so even if I would say those of you who cast spells, even though you know, you would be able to learn spells from this, you know this has value. Okay. Other than that, there's nothing else of use of this room as it is all charred and burned. With that, there is one more room left.

Seven of The Nite Wood

We should probably bring that book with us.

Guldor Firebeard

We should grab the book and take it with us. I'm going to walk over and I'm going to investigate the door and see.

Seven of The Nite Wood

How Mike's like, let's just go.

Guldor Firebeard

Let's go see if there's anything unusual, anything trap, like, around this door before I try to open it.

Seven of The Nite Wood

Just hope that's with your perceptions.

Dungeon Master

There is nothing unusual.

Guldor Firebeard

Excellent. Then I'll open the door and take a look at what's behind the door.

Dungeon Master

So you enter this room. The rear wall of this room is lined with sturdy looking wooden shelves. Clearly, these were once laden with bottles and glass vials, but some of them, over the years, have been reduced to glittering shards and glass. On the floor, there is a flicker of movement among the wreckage, and you see a small black rat drinking some liquid on the floor. It's drinking out of a dark blue bottle. Does anyone want to take a closer look? Sure.

Guldor Firebeard

I'll take a closer look.

Dungeon Master

Yeah.

Bellith Thornton

Can I make an animal like handling check? See if I can like you make me an animal handling gold or you.

Dungeon Master

Want them to do some sort of check?

Guldor Firebeard

I'm sorry?

Dungeon Master

You want them to do a check, Goldor.

Guldor Firebeard

Yeah, I was going to.

Dungeon Master

You're going to do an arcana check?

Guldor Firebeard

Yeah, I'm going to see if I can't figure out what he's drinking.

Dungeon Master

Great.

Bellith Thornton

I got a 20. Okay, not nat, but kind of check.

Guldor Firebeard

Is a nine, so not really terribly good.

Dungeon Master

All right. Is anyone else doing anything else?

Seven of The Nite Wood

I guess double downing on arc animal handling isn't.

Guldor Firebeard

I would say, yeah.

Seven of The Nite Wood

I'm going to investigate the room.

Guldor Firebeard

Search the room.

Dungeon Master

Okay, so roll me the investigation, and then I'll resolve all the skills right at that point.

Seven of The Nite Wood

It's a great day. Nice. That would be a three.

Dungeon Master

Okay, so, Goldor, as you're approaching, I'll say that you can clearly detect that the liquid is drinking is of magic, but you don't quite know what. However, as you look closer and as Bella also approaches to grab the rat, which she does very successfully, very calmingly, the rat stops drinking and cuddles up in her hand. You notice that the broken bottle the rat is drinking from has the torn remains of a white label affixed to it. The writing on it reads shin of enlargement. You also see another bottle next to it that says essence of fire elk. And the rest of the label is ripped off. The rest of the label gets cut off.

Seven of The Nite Wood

So a spider and a rat walk into a room larger and get fiery.

Dungeon Master

Okay.

Guldor Firebeard

That explains a lot.

Dungeon Master

Levine, did you want to do any checks?

TR33

I guess investigation.

Dungeon Master

Go ahead. Go for it. And I'll say, bella, if you still want to make an investigation, since you haven't yet, you can.

TR33

I got a 20.

Seven of The Nite Wood

Whoa. Hey. Now.

Bellith Thornton

14.

Dungeon Master

Okay, so you both notice that there are still three. Sorry. Four intact bottles on the shelf. One is labeled potion of healing. Another is labeled potion of invisibility. One last one. A potion of vitality. The last bottle, really a jar is different. It instead contains a fungus. It's labeled present for everyone from Gnarl Tooth island. Dangerous. Do not handle with care. Or rather, handle with care.

Bellith Thornton

Do not handle with care.

Seven of The Nite Wood

Carelessness. You found the right party.

Guldor Firebeard

That's my favorite. Fuck out of fungus. All right.

Seven of The Nite Wood

Invisibility, vitality. And what was the other one?

Dungeon Master

Healing. Invisibility.

Bellith Thornton

And I want to take the invisibility one.

Seven of The Nite Wood

I think I know which one is invisibility.

Guldor Firebeard

Take a closer look at the jar of fungus. Can I take a medicine check to see if it's useful for any kind of healing?

Dungeon Master

I would say you could probably make me more of a nature check. Sure. Are you doing that?

Seven of The Nite Wood

Check.

Dungeon Master

Go ahead.

Guldor Firebeard

Not going to do as well. I get a twelve.

Dungeon Master

The only thing that you would know from your experience is that any other fungi, fungi that you've seen that resembles the way this looked. This is like, almost like a tentacle looking red fungus. You would note that this isn't used typically for medicinal purposes. This is used for harmful, nefarious purposes.

Guldor Firebeard

Even better.

Dungeon Master

Okay.

Guldor Firebeard

I'm going to hold on to that while I can investigate it a little bit more.

Dungeon Master

Yeah, absolutely. Okay, so I'll say again for the potions, we can make note of them and decide who can add what to what inventory next time. I'm going to put it on pause there and we'll circle back with Kindle next session and go from there with the ridiculous all that.

Seven of The Nite Wood

Plus, Bridget is going to need another half an hour to put her dice away. Listen, I respect that. Listen, my little pile here, I want it to grow. So I think we're going to stop here for this episode. Please join us next time as our adventures jump into more chaos. So our episodes come out in Fridays every two weeks. So we'll see you in a couple of weeks for episode four. So we're having a lot of fun. Thank you for the warm reception. We've gotten some emails, we've gotten some comments, and it's all awesome. We really, really appreciate it. We hope you'll enjoy episode three and we'll see you in a few weeks for episode four. Campaign is produced by Mike Levine, Liam McManus, Mike Orala, Bridget Vesio and me, Michael Height. I edit and mix our show. Our intro voice recording was done by the one and only Coltrane. Music views in this podcast was sourced from Fanatical's 2023 music bundle featuring dark fantasy studio. If you like our show, we hope you will consider going to our show notes and supporting the show. Doing so helps us put out more shows like this one. Thanks for listening and we will see you next time. Bye.

Camp Pain

Welcome to our third episode of Camp Pain! Follow Bellith Thornton, Guldor Firebeard, TR33, Seven of the Nite Wood, and Liam the DM as they find the secrets of what is causing the monstrosities inside the brewery. Does it stop with ROUS? Maybe there is something far more sinister at play that isn't at all what the group was expecting! Is it getting hot in here?

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.

Links

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Contact Us: E-Mail [email protected]

Support The Podcast Patreon is currently being set up for donations. Thank you for the interest in supporting the show. Please see the link below to our Tip Jar. If you don't have the means to do so, we ask that you share with friends and family!

Special Thanks: Richard Jansen-Parkes and Winghorn Press for getting our adventure started with their one-shot, “A Most Potent Brew,” found here: https://winghornpress.com/adventures/a-most-potent-brew/. Thanks for all the Rats!

Support Camp Pain: An Actual Play Podcast by contributing to their tip jar: https://tips.pinecast.com/jar/camppain