OSRIC, Shadows of the Pale Ep12
After the melee with the guards, the characters scatter after an ambush of missile fire from the mine's defenders, and push their way further into the underground to rescue the villagers in the clutches of the enemy warband...
Shadows of the Pale is our house written Season 4 OSRIC mini(?) campaign where we play the amazing third edition of the OSRIC rule set. (retroclone of the first advanced edition of the worlds most well known role playing game, available through Mythmere games, or free pdf from DrivethruRPG) This story is set in the fabled World of Greyhawk fantasy setting, on the border between the Duchy of Tenh and the Theocracy of the Pale; and features wilderness exploration, a tense political backdrop, and the creeping long arm of the ominous Empire of Iuz...
Featuring:
Bryan (AKA Doc) as Reyes Monin, fighter, displaced noble, straight ahead action enthusiast, likes being big, seeker of treasure and XP.
Rodney as Pindar, Fighter/mage, pureblooded half-elf, second rank spear wielder, deviser of many plans, knower of moon phases.
Shawn M as Merrick Thornleaf, Fighter/thief, Halfling, scout, Agent provocateur against The Pale, devils advocate, roller of ones.
John A as Theron, Elven Mage, mule owner, onetime seeker of Gelatinous Groundhogs, puts a big C on his CG alignment.
Eric as Edric, Human Cleric. either does not know or will not disclose his favored diety, reluctant yet ineffective healer, often the first into the fray.
Shawn G as GM, deviser of plots that might be deadly if he rolled better in combat, awkward NPC portrayer. Edits and produces whatever this is.
Please visit our sponsor, and publisher of OSRIC, other wonderful RPGs and The Tome of Adventure Design, Mythmere Games!
sign up to be notified of their new Backerkit campaign for the World of Jordoba!
https://www.backerkit.com/c/projects/mythmere-games/the-world-of-jordoba/pre-launch
#ad&d #Osric #OSR #ttrpg #actualplay #rpg #Dnd #oldschoolrpg #tabletoprpg #retrogaming #greyhawk
1 SPEAKER_07: This time on Retro Rollcast.
SPEAKER_01: All right, roll your damage.
The damage die.
Oh.
Max die.
SPEAKER_07: Thought that was an eight.
SPEAKER_03: Okay, cool.
SPEAKER_07: Ten.
SPEAKER_03: So you do ten points of damage to the orc.
He dies.
It does six points of damage to you.
What?
I know, right?
SPEAKER_06: Do this all day long.
SPEAKER_03: Not a problem.
SPEAKER_05: Still two hundred and shake it off.
SPEAKER_02: I got a cleric.
The orc goes, I can do this for one more round.
SPEAKER_03: Hey, Sean here.
Quick word before we start this week's episode.
This season of Retro Rollcast, we're playing Osric, which is
published by Mythmeer Games.
You can get free PDFs of the Osric system on Drive-Thru RPG.
But if you want to get actual excellent quality hardbound
books for the new Osric version, including the landscape versions
excellent for reference at the table, you can visit
MythmeirGames.com.
While you're there, you can check out other good stuff like
adventures, source books, the Swords and Wizardry system, and
for use with any fantasy game, the Tome of Adventure Design,
Tome of World Building, and the Namicon.
Once again, Mythmeergames.com or copy the link in our show notes.
Thanks again.
Now back to the adventure.
Welcome back to Retro Rollcast.
And we are here once again at our friends at Lazarus Games,
enjoying the summer air conditioning until September
time when we move back into the attic of Doom.
If you are out there listening to us and you appreciate what it
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Like, subscribe, keep doing what you're doing.
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And I was gonna say we can't do it without you, but we have we
pretty much have always done it.
But we know you're out.
We can just hear and we know you're out.
Release out into the void.
But we aren't.
You guys are listening, and we do appreciate you.
We are back, and in the last episode, we have crept into the
mines near the village at the base of the mountain.
The this bunch of guys have made their way past the glyph.
Bunch of guys they have managed to overwhelm three distracted
guards as they were making their way into the orc mines.
And they have heard some moving around and some disturbance
behind the iron door at the end of the corridor.
Yeah, not distracted enough.
So we're just going to identify the characters and get their
first actions at the same time.
Closest to the iron door and directly across the table from
me is Sean, and what is your character going to be doing
next?
Merrick Thornleaf is heading for the door.
SPEAKER_04: Okay.
I want to look and see if there's like mechanisms to open
the door, if it's opening, is it locked?
Is there a lock?
Etc.
SPEAKER_03: Okay.
And you can do that.
And you are Merrick Thornleaf, halfling fighter thief, as we
have just discussed.
Something like that.
So the the door is iron, somewhat rusted.
It does have a a latch, somewhat crude, that you can you can lift
up and open the door.
It does not appear to be locked.
Okay.
But you don't know without testing it whether it's barred
on the other side or anything of that nature.
But it would open away from you.
But it is not currently opening.
Is n well, are you trying the latch?
Well, no, but like I don't see it swinging open.
No, you don't see it swinging open.
Okay.
And you're right next to it.
In the room are Edric Pindar and Reyes.
Oh, just so the stated goal is to not allow the door to open.
That's what I'm doing.
Okay.
So you're making sure the door doesn't open.
Right.
Prevent reinforcements from coming through the door.
So you are standing there with your 30 pounds of halfling back
behind it.
Oh, badass, yeah.
45 pounds.
I can be a wedge.
SPEAKER_04: Oh, that's right, he's a stout.
SPEAKER_05: You can walk over and help me.
SPEAKER_04: 54 pounds, thank you.
You had a big breakfast.
No, it's a normal breakfast.
SPEAKER_03: So in the room and having dispatched the orcs, we
will start with Pindar.
What are you going to be doing, Rodney?
SPEAKER_04: Did we know that there was a scratching sound at
the door?
Not necessarily.
You guys saw the the orc pull the rope.
But we didn't hear anything.
He didn't hear anything.
Okay.
Well, seeing that, I go out into the hallway and about ten feet
in front of the door, and Pindar being a fighter, he will set his
spear to receive a charge in case anything rushes out the
door.
SPEAKER_03: Okay.
So your halfling friend is holding onto the latch, keeping
the door from being open, and you're setting up ten feet
behind him with a spear level.
Ready to get my attack on anything that rushes out.
Okay.
Eric, you control Edric, the human cleric of Still haven't
found out.
And what are you going to be doing?
SPEAKER_05: Edric is going to step out into the hall as well.
Notice that the door is being attempted to be held shut, and
we'll try to help with that.
SPEAKER_03: So you're going to rush forward and assist the
half-way.
I will in embracing it.
Merrick embracing it, yes.
And Reyes.
SPEAKER_04: Does anybody actually want to kill the orcs
in that room?
They're already dead.
They're dead.
I thought he was still engaged.
I killed it.
SPEAKER_03: God, don't you even listen to the episode?
Not him.
He just assumed that he hadn't.
Yeah.
That's fair.
Yeah, he assumed I missed.
So, Brian, aka Doc, what's Reyes doing?
SPEAKER_07: So the room we're in is basically just like a small.
SPEAKER_03: It's like 15 by 15.
Okay, nothing else here.
There's a wooden table, there's a rack of some crude orcish
shields and spears.
There is a rope that that disappears into a hole in the
ceiling.
SPEAKER_07: On my way out, I'm gonna pull the rope again.
Yeah.
unknown: Why?
SPEAKER_03: Okay.
Maybe they'll think it's a that's the uh the counters.
The all clear.
Yeah, the all clear.
So you pull the rope and you can feel that like there's a pulley
up there and it goes somewhere.
You can feel the tension on the rope as you pull it.
There's like a there's like a definite like point that it ends
at and then springs back.
SPEAKER_02: All right.
SPEAKER_03: I don't know what that means.
SPEAKER_05: Like it's a latch.
Yeah.
He just took it from level yellow to red.
SPEAKER_06: That might be.
And also in the back to green.
SPEAKER_03: Also in the hallway now behind Pindar and his
leveled spear is Theran the elf.
Tiran.
Okay, so you're gonna search the room?
Yeah.
Okay.
There is a few coins on the table, some dice.
There is a small like barrel of ale in the one corner, and some
empty tankards and and bottles upon the table.
There's the rope that's been mentioned.
The three orcs that are dead or wearing crude leather armor,
they do appear to have some belt pouches.
SPEAKER_05: Snag some belt pouches.
SPEAKER_03: Do they all have Pokemon cards?
So you go around and open up the belt pouches.
They all have the piece of wood with Rizak written on it and
orcish.
That you can read.
That you can suddenly read, and you find a tow grand total of
between all of them of nine gold.
Man, what are you gonna do with all that five gold you found?
SPEAKER_04: You found 20 on the um somebody talking about it.
SPEAKER_05: I found a key, right?
SPEAKER_04: I only found a key on the key.
But I just wanted to make sure you knew for experience point
purposes, right?
Those 20, that's 2200 experience points.
SPEAKER_05: I gotta give my gold up for experience?
SPEAKER_04: Yeah.
No.
SPEAKER_05: It's based on first edition.
SPEAKER_06: You give it to the old XP.
You give it to the fighter in your party.
SPEAKER_07: The one with the highest strength.
They carry all the gold.
SPEAKER_03: Well, I think you have to roleplay that.
The role plate shaken to the elf mage down for his load of money.
SPEAKER_04: He's got a strength of 16.
He actually is the one carrying all the gold.
SPEAKER_00: We can probably armor one armor up important.
SPEAKER_04: Because you're carrying all that armor and he's
not.
Make me big dude.
It only works for a little while.
And I can't any longer today do that for you.
Once a day.
Sorry.
How far do we get the treasure?
How long does the spell last?
40 minutes.
SPEAKER_03: Okay.
So your elf is going through the room.
The rest of you are either shoring up the door or waiting
for the anticipated rush at the doorbeat.
It does not happen.
SPEAKER_04: Told you when I rang that bell, they they heard some
scratching, but I don't know.
SPEAKER_03: Yeah, you heard the some heavy scratching on the
floor.
Civilian like you almost felt it more than heard it?
But you haven't heard anything since.
Stickers back there.
SPEAKER_05: There was talk of a purple worm, right?
All right, let's open the door and oh, yeah.
SPEAKER_04: What is that?
We know there's creatures in here.
Yeah, I forgot about it.
Yeah, burrowing creep.
But he wouldn't be right behind the door.
Yeah, why would he be behind the door?
SPEAKER_05: Right.
SPEAKER_04: It'd probably be right under our feet waiting to
Well, if it burrows, then it doesn't need to be behind the
door.
The DM remembered that was talked about.
He didn't forget why.
SPEAKER_05: He's making notes now.
He's like, oh yeah.
SPEAKER_04: He seemed frantically looking at these
iPads now.
So he's like, purple worms.
SPEAKER_05: There are creatures in here.
There's no purple worms in Austrian.
SPEAKER_04: That's right.
That's right.
It's not just like DD or anything.
So no, there couldn't possibly be any.
All right.
So nothing is happening nothing's trying to open that
door?
I think we should.
As far as we know.
All right.
I will unset my charge preparation and get ready to I
don't know.
Whatever we're doing now, it's not stealthy anymore.
We don't know what the rope did.
Maybe it was just a it unlocks the door.
Orders lunch.
Right.
It unlocks the door.
Because that's what the works are going to do when they get
invaded.
They're going to unlock the door and leave the pull string to
unlock the door right here on the outside of the door.
SPEAKER_07: Well about we try to open the door and see what
happens.
Oh I'm waiting.
I will try to open the door and see what happens.
SPEAKER_03: Okay.
So you uh you get Edric and Merrick to stand aside.
Yes, I well, no, I'm going to try to open it while they're
holding it to prove how they are.
He's going to launch that.
So you hold the latch open and you push the door.
It has a little bit of momentary hesitation and then it creaks
open, swings about to a 90-degree angle.
And beyond, you can't see what's anything to the left of the
door.
The gaping maw of the but the room beyond is very well lit.
There are torch skyces along the walls.
It's it's what looks to be a 20-foot-wide mine corridor comes
at a 90-degree angle from where you're where the door just
opened up.
Across the way at a 30-degree angle, you see a door on the
other side of the room.
So at 10 o'clock?
At yeah, like 11.
unknown: Okay.
SPEAKER_03: 11 o'clock.
And to the right hand side, you can see that the 24th corridor
ends 10 feet further on down the hallway from where you are.
Just a dead end.
SPEAKER_04: I wasn't doing a very good job mapping that.
I was busy trying to find something.
That's okay.
We're lost anyway.
SPEAKER_03: Right, there's a big point here.
SPEAKER_07: We're in like 10 feet.
SPEAKER_03: And again, you can't see anything to the left.
Literally, you just have gone down the straight corridor.
Left of the open door.
But fully lost.
Muurther beyond the left-hand wall than the So there's three
exits out of this room.
Is what I heard.
Well, the corridor extends in the one direction but not the
other, and then you see the door at 11 o'clock clock across the
hallway.
SPEAKER_04: It extends in one direction.
SPEAKER_03: Extends out to the left.
SPEAKER_04: I don't does it turn 90.
Perpendicular to perpendicular to your current corridor.
Yeah, so it's a T.
SPEAKER_05: But what's in this room?
Is there anything in the corridor?
SPEAKER_03: Dirty mine floor.
Okay.
Tracks dust.
And the corridor is stone and hewn and held up by timbers and
cross pieces.
SPEAKER_04: I thought you heard something out here.
SPEAKER_03: I heard scratching, but it was very like opened the
door.
SPEAKER_04: Deep.
Like meaning a very like I felt it more than I heard it.
Maybe they released the worm.
Yeah.
Maybe.
So we have a left corridor and a right corridor and an opening at
about eleven o'clock approach.
The right corridor doesn't go very far, right?
SPEAKER_03: It ends?
To the right, it ends ten feet.
Alright.
SPEAKER_04: And then a left it continues.
And approximately generally, these corridors are width, 10
feet, 8 feet, 5 feet, 20 varies, 20.
SPEAKER_03: The one that you have been following is about
eight feet wide.
This one is 20 feet wide.
Oh, so it's very simple.
So what are the walls?
SPEAKER_04: Are the walls like clean?
SPEAKER_03: Are they ragged?
Like what made this pickaxes?
Okay.
And shorn up with timber.
It's pretty.
It's mine.
But there is a doorway, a closed doorway.
Yep.
Wooden make across the 11 o'clock block across the hall.
SPEAKER_04: I think we need to open that door.
Yeah, what was that?
I don't know.
Anyway, yeah, I think that's probably I like going through
doors because we can close them behind us too.
I like opening doors because I don't I want to find out what's
behind it.
SPEAKER_03: Well, Reyes, Merrick, and Edric are at the
front.
So what are you three doing?
Walking towards the door.
So you're crossing the hallway towards the door.
Yep.
Okay.
The two of you.
Me?
I will Merrick and Edric first.
Karen is still ransacking the orc room.
Go ahead.
Looking down the corridor to the left, there's nothing visible.
You'd have to step around the door to do that.
He's crossing the hallway.
Well, as soon as he's still like a little bit more.
Or you could swing the door all the way to the wall and you
swing the door all the way to the wall.
The room is completely lit up with torches the whole way.
And it's about 70 feet in length.
At the end of the corridor, you see jumbled up boulders at the
one end.
Okay.
With some dark, like shadowy alcoves.
Further on down in the room, like about fifty feet further
beyond the door that he's heading to is another door on
that same wall across the corridor.
And well, that's all you can see from this.
So the jumbled-up boulders are like a collapse or like a
fortification?
It doesn't it looks intentional.
Okay.
It looks like somebody piled stuff.
Tailings pile.
Speed bump.
And there may or may not be some some dark, shadowy alcoves in
that collapsed area.
SPEAKER_06: May or may not.
SPEAKER_02: May.
SPEAKER_03: Probably not.
And that's how far down the hallway?
70 feet.
I'm gonna scout that direction.
So you're gonna head that direction.
Edric, what are you doing?
Trying to hide.
SPEAKER_05: Stepping through the doorway into the hallway and
staying prepared for the eventual doom.
Doom and gloom and orcs and worms and just being prepared.
Okay.
SPEAKER_04: The next layer of guards.
SPEAKER_05: Whatever you dig up as you search around for stuff.
SPEAKER_04: So I flush stuff out.
Yes.
SPEAKER_05: We booted it on the edge.
SPEAKER_04: Okay.
So you went across, Sean, you went across the hallway into
that other room.
Well, he went down the main corridor.
I pushed the door all the way open and then headed down that
wall.
The main corridor.
Yes.
That's let's refer to it as the main 20-foot corridor.
SPEAKER_03: Well lit.
So 20 feet down the main corridor, and you didn't see it
from the doorway, but once you start going down, there is a
small alcove, and there's a door inside that on the left-hand
wall.
How big's the door?
It's a regular sized door.
Like okay.
Wooden well wooden egg.
And we'll get back to that in a minute.
Pindar and Theron, you're done searching the room.
What are you guys doing at this point?
All right.
SPEAKER_04: So he went down the hallway.
Where'd Reyes go?
I'm going across to the door across the door.
And Edric, you went across to the door too?
SPEAKER_05: No, I just stepped inside the main hallway.
SPEAKER_04: So I'm going to I'm going to go across the main
hallway to the left side of the door where Reyes is standing.
And I sh should be looking down the hallway behind Merrick.
So I should be able to see the halfling walk down the corridor
at least for a little while.
And then I will keep watching that direction.
And behind us, that wall that you said terminated.
Right.
Is it just like some like a wall where they just stopped digging?
SPEAKER_03: Yeah, it looks like they're done excavating in that
direction.
It's rough hewn.
Okay.
And the ceilings are eight, ten, eight feet.
SPEAKER_01: Okay.
SPEAKER_03: Fair end.
SPEAKER_05: And I head across the hall there out of the room
and just I'll notice the doors over there and walk over there
with them.
Okay.
SPEAKER_03: All right.
So you're sort of in the middle of the hallway.
You're going down the left-hand side of the hallway, and you get
you three are over by the door.
SPEAKER_04: Right.
I'm on the right side of the hallway, but on the left side of
the door.
SPEAKER_03: You feel the scraping one more time.
And it seems to come from the end where the jumbled up rocks
are.
You feel the scraping.
Which means you're not surprised.
I'm sorry, the end you look behind me?
Yeah.
At the end of the halfway.
At the end of the hallway.
No, not the 10-foot end, the 70-foot end hall.
SPEAKER_04: Okay, gotcha.
I didn't know there was an end to it.
Closest to the halfling.
SPEAKER_03: Correct.
Okay.
Bye.
Boulet.
So you you feel the scrape, so you are not surprised.
But I need actions and initiative.
Surprised by what?
Eaten by a purple.
Yeah.
How can I tell you what I'm doing if I don't know what's
happening?
Exactly.
SPEAKER_05: You can go, that's an action.
You're not surprised by the thing.
SPEAKER_03: You feel something bad is about to happen because
you hurt the scrape again.
Did I jump into the alcove?
It's coming from the direction of the boulders.
Of the boulders.
Jump into the alcove with the mandor.
Okay, so you're jumping into the alcove.
Reyes.
Incoming.
SPEAKER_07: Yeah, I'm turning away from the door and going
towards the noise.
SPEAKER_03: Okay.
SPEAKER_07: At what speed?
SPEAKER_03: Full movement.
Okay, so you're you're sprinting towards the towards the jumbled
up boulders.
Yep.
Okay.
Pindar.
SPEAKER_04: Well, I was going to set for a charge, but since
Reyes ran off, I will run off about 10 feet behind him.
And we'll translate that for you.
Since I have no one to hide behind.
Yeah, he's going to maintain hiding ability.
So you're now my shadow, is what you're saying.
I'm an extra attack for you every round.
He hides behind your chainmail skirt presentation.
SPEAKER_05: I just followed you on that one.
You suddenly like, I'm in the open.
Quick.
SPEAKER_04: I designed this character to fight as the second
fighter in a hallway behind a fighter just like you.
Let me know my moment to show what I am doing.
I got one job, man.
One job.
And it ain't to stand there and take a hit.
Because there's only one of those that I can take.
So let's see.
Is it going to be an umber Hulk?
Is it going to be a dragon?
SPEAKER_03: So Theoran, I didn't get an action from you yet.
Boulet.
SPEAKER_05: I'm going to wait there by the door and kind of
watch what happened.
SPEAKER_03: So you're still by the door that you were the
original.
SPEAKER_05: Yeah, they're to that room there.
SPEAKER_03: Okay.
SPEAKER_05: And are getting ready.
All right.
SPEAKER_03: Roll initiative.
Who's rolling?
SPEAKER_05: There it is.
It is a good job.
SPEAKER_03: Oh, Edric, I don't think I got it.
I'm just standing there.
You're just standing there.
I'm getting ready.
He's praying.
SPEAKER_05: I'm praying.
I'm chanting.
SPEAKER_03: Alright, so you guys are going on segment one.
Whatever is going to happen is going to happen on segment six.
SPEAKER_05: So we have a segment to do nothing.
SPEAKER_03: So on segment one, Merrick, you leap into the
alcove with the door in it.
Yes.
You run towards the towards the boulders.
And as you get closer, you can see that there's there are
several like about foot to two foot holes at like chest height
on the end there that seem to be engineered.
And something is moving around behind it.
You get about you get up to about 20 feet away from the
jumbled boulders.
So you're about abreast with the second door on the on the right
hand side of the hallway.
SPEAKER_06: So I can see him.
SPEAKER_03: Well, he's behind you.
You pass him.
Okay.
Okay.
Hey, he ducked into a doorway, you're headed towards the wall.
You're behind him.
Theron, you are hanging out by the door, and Edric, you're
standing there.
Which was the wrong move.
It's completely a bad idea.
You hear a very loud sprung.
Sprung.
And that actually hits an armor class of negative one.
Oh, it's a trap.
It's a trap.
Oh, a trap.
SPEAKER_04: It's a trap.
SPEAKER_03: It's a trap.
SPEAKER_04: Just in case Admiral Akbar wasn't clear enough.
SPEAKER_03: We both said it at the same time.
And a spear at very high velocity, as if it was launched
from a ballista.
As if.
What's the damage of a ballista?
It's probably a little bit for 10 points of damage.
SPEAKER_05: This is what you said.
SPEAKER_03: Who got that?
SPEAKER_05: You're not talking to me, are you?
We take it.
So he's like, I see that go by.
I'm like, pinned to the wall now at this point.
You grab it with your hands and stop it.
SPEAKER_03: Out of the smaller holes.
Oh god.
Launch arrows.
Oops.
I want it to go back in the room.
That one doesn't hit my shield up.
That helps.
The one on Pindar will hit an armor class of four.
No.
Yes, it will.
The one on Theorem.
The one on Theorem doesn't even make its way past the wall.
That's very terrible.
SPEAKER_05: I'm standing at a door between two doors.
How am I getting shot at the end of the day?
SPEAKER_03: There were two actually launched at Merrick,
but he's short in cover.
He's ducked out of the way.
SPEAKER_05: He just stood there and these are coming to the
city.
SPEAKER_04: The short end of the long haul.
Something like that.
SPEAKER_05: Worst trap ever.
SPEAKER_03: I believe.
And the last one on well, actually, the last one launched
at Theran does hit an armor class of one.
Yep, that'd be in the butt, Bob.
SPEAKER_05: No, I get ten.
SPEAKER_03: And that does four points of damage.
SPEAKER_05: I shake it off.
I tell it no.
SPEAKER_03: Cool.
Well, write it down.
Oh.
SPEAKER_05: Just remember.
I'm going to do like wait, I'm going to do like Eric and just
make my own sheet up here.
We're supposed to keep track of damage.
SPEAKER_04: Is that Yes?
No, only received.
Only received.
Not given.
He keeps track of damage you've given.
You keep track of damage you've received.
SPEAKER_03: Okay.
We are going to start round two.
So declarations and we'll roll for initiative after after the
declarations.
So Reyes.
I see arrows coming from the pile of rocks.
Yes.
From holes within the piles of rocks.
SPEAKER_04: I feel like Sean's getting revenge for me on our
Friday 2e game.
This isn't really nothing to do.
I feel like this is an awfully complex set of defenses for a
silver mine.
SPEAKER_03: So there's a door.
There's a door to your right, yeah.
SPEAKER_06: And I'm going to bust through that door.
SPEAKER_04: Okay.
Like literally just Kool-Aid in front of the door.
Yeah.
I'm going to need some more details because I'm a little
confused.
All right.
Let's pretend this Osric player guide me is this like long
hallway.
And we came in approximately parallel with the dragon's eyes
here on the southern end.
Yep.
So there's a door here on the same side, right about the head
of the guys tier.
And that's where Merrick is.
And that's where Merrick is.
And there's a door over here, right approximately the elbow of
the dragon.
That's where we were.
Down here, there's a pile of rocks.
SPEAKER_03: Right.
And there's another door.
SPEAKER_04: Another door here, about where the water by the
base of the water.
About 20 feet away from where the pile of rocks is.
So we and is this door and that door are they across from each
other?
Not particularly.
Okay.
Well, which door did Reyes run to?
This one.
The one furthest on down.
SPEAKER_07: Yeah.
My thinking is this is the way to where they're hiding.
SPEAKER_04: Yeah, yeah, that's fine.
I I go out there and yeah, I go with him, and if he bursts
through the door, I follow him.
If not, I slam into it and make my own attempt.
Oh, yes.
SPEAKER_03: So you're crashing into the door.
If you are prepared to crash through the door, but you're
gonna follow him if he goes through.
Yes.
But only Okay.
I'm crashing into it if he doesn't.
Merrick, you're in an alcove with a door.
With a door, and you're safe from arrow fire where you're
because you're is the door locked?
I'm gonna check it.
So your action is you're gonna try to open the door.
No, I said I'm gonna check it and see if it's locked.
So you're going to check it and see if it's locked.
Okay.
That's your action.
Without opening.
You're opening the heads.
So that that's what you're going to be doing this round.
You go.
All right.
You're down the hall by that door.
SPEAKER_05: I'm going to open the door and try to make sure
nothing's in there.
So you're going to open up that door and go through it.
SPEAKER_03: We're going to open up the door.
SPEAKER_05: I'll poke my head in at least before I go charging
in.
SPEAKER_03: Edric, you're sort of standing outside the original
door.
Yes.
And you have a very large gaping ballista wound.
This is the first I believe this is the first time in my entire
DD history that I've ever shot a character with a ballista.
Wow.
I'll bet it feels good.
SPEAKER_05: If the ballista allows me, I go back through the
door when I came in.
Oh, yeah.
SPEAKER_03: The ballista bolt has a rope on it.
No, I'm just going to make a shape and drone them all.
It's a spear.
SPEAKER_05: And I'm going back in the door I just came from,
and I'm going to heal myself.
SPEAKER_03: He's getting reeled in.
So you're casting a spell moving back.
I'm going to move back and cast heal.
All right.
Let's roll initiative to see what segment all this happened.
I went through the roll.
SPEAKER_04: Oh, okay.
He rolled a one, but you rolled a one too.
Why couldn't you roll a one?
What else would you roll or last attacks?
SPEAKER_07: The roller of one.
I didn't attack last round.
SPEAKER_04: We haven't even made it into combat yet, Doc.
We haven't even tried to get through our door yet.
I'm getting there.
SPEAKER_03: Okay.
So it's gonna happen.
You guys are going on segment one, but so is missile fire from
the alcoves.
Oh, so there's like archers behind there.
Yeah.
Ooh.
That one hits an armor class of zero on him.
We know that will work.
I'm very sorry.
The one on Pinder doesn't hit anybody.
Unless his chainmail is special.
Yes.
How special is that?
The one on Theron.
Oh, well, that will hit an armor class of eight.
What's your armor class?
Ten.
I have no armor.
No decks for the case.
You didn't get like a ring of protection from the initial haul
or anything.
SPEAKER_04: No, they all told him everything that gives them.
Who has the ring of protection then?
SPEAKER_05: Who went?
Where is it?
That's good.
Let's give the ring of protection to someone that has
armor.
Merrick very sheepishly raised his.
SPEAKER_03: Okay, one point of damage to you.
Well, we rolled for it.
But we did it.
No, we didn't.
I'm pretty sure that you are less than an AC eight.
Yes.
So more arrows, Ricochet hits him.
The one that hits you does three points of damage, Doc?
Reyes, you jump towards the door while you're taking incoming,
and you put your shoulder in and you go completely through the
door.
That's exactly what I was trying to do.
It shatters, you go, oh yeah.
Oh yeah.
SPEAKER_04: You didn't even let him roll his burst through the
most people won't get that reference in our audience.
SPEAKER_03: It's a flimsy ass door.
Okay.
Well, they're all like that.
SPEAKER_05: They have it in there.
The whole end.
SPEAKER_03: Yeah.
And you guys spill into a room that's about 10 feet deep and
about 30 feet wide.
It goes off to the right hand side.
So the the wall is basically on the same level as you come in
through the door, and then the room opens out to the right.
To the right.
That's probably it's not the right one.
Shit.
And then straight ahead is like an opening, and you see darkness
beyond, and there's some smells.
SPEAKER_04: Smell.
This is even a word.
SPEAKER_03: There's some smells.
How many smells?
No, the room is clean.
There's no furnishing.
But it smells.
There's no anything, but across the way there's a there's an
there's a smelly opening.
There's definitely some smells.
The bathroom.
Merrick, the door that you are at is not locked.
Okay.
So you check the latch and the latch operates.
You don't open the door unless you want to.
You can add that on to the action if you wish.
Sure, why not?
Okay.
So you open the door and smell it inside you see a long row of
several bunks along one wall.
There are some small chests.
There's piles of dirty rubble.
And there is two orcs across the room with spears looking like
they're about to head in your direction.
Alright.
Theron, you were going into the to the room where you are, and
you are able to open the door and get in.
Hold on.
SPEAKER_04: I would just like to ask a question.
This is for my own sense.
Yeah, we opened every fucking door.
You went into all of the possible exits of this room,
yes.
All at once.
Yeah.
We're all trying to get out of the way of arrows.
I'm like, look at I'm looking at this map.
I'm like, wait a minute.
He's going down that that one that was almost across.
He popped back where we came.
That's probably the safest option.
He's opening a door into the orc bedroom.
We've opened the door, maybe into their bathroom.
And now all of us are essentially by ourselves with an
encounter.
Except you and me.
We're together.
Let's just keep going.
Let's do that.
SPEAKER_05: If you'd let him tell me what I ran into, there
might not be another encounter.
SPEAKER_04: Good.
All right.
No, I just wanted to make sure that the same page here.
Really?
All on the same page.
100%.
100%.
Yeah.
SPEAKER_03: Okay.
SPEAKER_07: It's almost like we don't even need to discuss plans
anymore.
SPEAKER_03: Okay.
So, Theoran, you open the door and rush in to get out of the
hail of arrow fire, and you find yourself in an armory.
So there are up against the wall, there's a a number of
orcish spears.
There are some javelins there.
There is a like an open large trunk of some sort, and it
appears to be full of helmets and armor bits.
The room itself is 30 by 30, and it's just jumbled with all
manner of orcish implements of destruction.
But are there any caltrops?
That's the important question.
On the floor.
SPEAKER_04: On the floor, yeah.
SPEAKER_03: It's funny you mentioned.
There's no cow traps.
There are.
I really should have put some cow traps in the street.
Should have.
Yes.
I'm disappointed.
Right here.
So you're in uh you're in this like armory room theorem.
Edric, you duck hurting very much.
SPEAKER_05: What's the probable medical procedure to take out
the stuff?
It's just the rustle.
Get out of the fire of arrows, making it clear.
I'm good.
Rub some dirt on it.
I'm going to uh why are you rolling?
You took offense to those dice being.
SPEAKER_03: I'm rolling to heal myself.
I roll for many reasons.
Anyway, I heal spell myself.
Breathing heavily, you like back up against the I pull out the
what did I get hit with?
Ballista.
Ballista bull.
SPEAKER_00: Yeah.
SPEAKER_05: Well, it got you on the side.
And then I have now what?
A big jump in contestine liver things hanging out.
Well, it's probably what?
Like I know you'd think.
No way.
A ballista's big.
SPEAKER_04: Oh no, it's not.
You guys are crazy.
SPEAKER_06: Yeah.
They're literally siege engines.
So do you know how long?
They're probably that big around.
unknown: Yeah.
SPEAKER_06: We'll think of this out.
SPEAKER_03: Anyway, go on.
For round three, you two are in an empty room with a smelly
opening across the way.
You are in uh what looks to be a barracks, and there are two orcs
on the other end that look like they're about to rush you.
Theron, you're in an empty armory.
And Edric, you're back in the original corridor.
I am.
Safe and sound.
Don't forget that part.
So actions?
This is a tough one.
SPEAKER_04: This is we have a lantern, you and I.
One of us would have had to have had the lantern.
It's my lantern, but you need it.
Let's go.
Even though this is everything was lit in the main corridor,
the rest of it was not.
Yeah, it's a darkened room.
This room is dark.
SPEAKER_07: Okay.
Yeah, I'm gonna turn around then.
If I see no obvious way, my goal was to get behind the orcs
shooting the ballista and arrows.
So if this curves to the right, I know it's not to the left.
I'm gonna go back out to the main room.
SPEAKER_03: So you're gonna walk out into the main room?
SPEAKER_04: I would not suggest going out there, Reyes.
Oh, yeah, because there's arrows and shit.
SPEAKER_06: Right.
And a ballista probably reloaded by now, right?
Yeah.
SPEAKER_04: Yeah, just run right out there, buddy.
That's why we're in here.
SPEAKER_07: Yeah, I'm gonna hang out, I think.
It seems to be the safer option.
Well, I do gotta investigate the stink, though.
SPEAKER_06: That's just that's too tempting.
All right, so you're gonna head out towards that that opening.
SPEAKER_04: The stink, yes.
All right, Pindar.
Wait, yeah, he's going to where now?
He's going to open.
SPEAKER_03: I know you like to be in the second rank.
SPEAKER_04: Yeah.
Let's go.
Rank is the word.
Yeah.
I'll go for a little bit longer.
With them guys.
I'm sick.
No, with them guys.
I don't like that group anyway.
I'm not quite there yet.
Cleric is weird.
Yeah, but he's got healing powers.
Yeah, but he's weird.
Barely.
So weird.
unknown: He's so weird.
SPEAKER_03: How many ones do you need, Doc?
You're just hanging out, Pindor?
No, I'm fine.
I'll follow Reyes.
Following Reyes.
Okay.
All right, Merrick.
Two orcs.
SPEAKER_04: How far are the orcs?
50 feet.
That's a big room.
It is a big room.
SPEAKER_03: So 50 feet, that's like which I described, they're
sort of at the end of the room.
Three-quarters of the way down on the right hand side, from
your perspective, there looks to be another door.
Which probably goes back behind the barricade where they're
shooting from.
SPEAKER_04: Okay.
SPEAKER_03: So I'm going to shoot my bow because they're 50
feet away.
Alrighty.
So you're getting out your bow and attacking.
Yeah.
You're in you're in the armory by yourself.
SPEAKER_05: I'm going to look out the door, try to grab Edric
with his bolt in him and drag him into the room.
SPEAKER_03: Well, he's already all the way across the hall,
back in the original corridor.
All right.
Hey, dumbass, get in here.
So you're going to yell, hey, dumbass, get in here.
Yes.
At Edric.
Okay.
Edric?
SPEAKER_05: I hear someone yell, dumbass.
Hey, dumbass, do you think?
He realizes it's immediately him.
Um get in, loser.
We're dumbass.
That's me.
I respond to dumbass.
Yes.
Get in, loser, we're leaving.
Here's my soothing voice.
I soothing.
I am taking this time to stay where I am because people are
shooting things down the corridor.
They're standing in the corridor.
That's where I that's yeah.
I'm just staying where I am, ignoring the request to Okay.
SPEAKER_03: All right.
All right.
So initiative.
I rolled last time.
unknown: I'll roll.
SPEAKER_03: Go for it.
Six.
SPEAKER_04: Good job.
Okay.
What the fuck, dude?
No, it's fine, because maybe they'll have to shoot their
arrows before they're going to be around.
SPEAKER_03: Or a nine.
I'm not sure.
I think it's a segment.
Alright, so segment one actions.
You're shooting your bow.
Yes.
One of the orcs in the room with you is also shooting a bow.
Okay.
The other one looks like it's gonna charge.
Okay.
I'm shooting the one with the bow.
You got this.
Okay.
So simultaneous bow fire, go.
SPEAKER_04: They hit in the middle.
Yeah.
Two arrows.
I hit a negative three already.
Okay, that hits.
SPEAKER_05: Shot through him into the other one.
SPEAKER_04: Two points of damage.
Good job.
SPEAKER_03: You're not special.
That is not enough.
The arrow coming back your direction misses you.
SPEAKER_01: Okay.
SPEAKER_03: But on segment four, the other orc runs forward with
a blood-curdling scream and swings at you with a hand axe.
He can run 50 feet and attack.
And charging he can.
Oh.
Wow.
I didn't know that either.
But that was a six, so that will almost certainly not hit you.
Okay.
But you are now in melee with an orc.
With an orc.
SPEAKER_04: Hey Reyes, I heard a blood curling scream behind us.
Did it sound like a hairling?
SPEAKER_03: No, it sounded like an orc.
Sounded like an orc.
So Reyes, you and Pindar are assaulted by two sensory inputs.
One is the shout of melee behind you, and the other is the smell
that gets even worse and worse as you get make your way towards
the towards the opening.
I got a bad feeling about this.
Uh-uh, Reyes.
Ain't no way I'm going in that hole.
No way.
And it is it's darkness beyond, but the closer you get there,
the smelly is.
Is it a smell I recognize?
Yes.
You make the smell yourself many times per day.
Okay.
Only yours is taken away.
Many times for day?
Many times.
SPEAKER_04: Possibly more than one time.
I'm going to turn around and get more fiber brothers.
SPEAKER_03: Well, you don't have to do the thing to make the
smell.
SPEAKER_04: That's fair.
Right.
That's fair.
Yep.
Potion gas is forming all.
All right.
So I don't have it.
I gave it to him.
SPEAKER_03: I have it.
I gave the potions away.
What?
And uh, of course, Theara and you yell across the quarter, get
in here.
It's cool in here.
And Edric's like, nah, man.
Nah, I'm staying here.
I'm taking these ballista bolts.
I got it.
SPEAKER_05: I'll toss him a shield out.
Okay.
SPEAKER_04: Next round.
SPEAKER_05: All right.
Am I throwing back at him?
SPEAKER_04: So I guess it's either rush back across the
side.
Pin cushion or poop?
One of the two.
Honestly, I'd rather be a pin cushion than go down.
I'm not down to poop.
I'll take my chances with a ballista.
But yeah, you definitely hear the clash of arms.
Yeah.
Well, apparently the halfling doesn't make a lot of noise.
You heard a twang and a yell.
Yeah.
And a lot of whooshing of missing.
Well, and the guy charged and missed, so you heard that.
We're gonna attack.
I'm gonna attack in another direction.
Yeah, I think this is a attack in another direction.
Yeah, well, I was attacking this direction, and now you're
turning around.
Congrats, you found the head.
SPEAKER_06: There's poop.
We found poop.
There's poop.
Come screaming, poop dark.
We're all charging.
SPEAKER_05: Do an insanity check.
SPEAKER_07: I am leaving the poop cavern and heading over
towards the combat cavern.
SPEAKER_05: Okay, at what speed?
Wow.
Combat over poop.
Are you walking?
Yes, he's gonna walk.
SPEAKER_00: I was actually gonna slash cross-style hallway.
Turning to look at the As I get in front of the rocks and I
strike a pose.
SPEAKER_03: Well, put it this way.
This round, your normal movement would put you.
Well, actually, I don't know that you could you could double
move and get to the opening where Mary goes.
SPEAKER_07: My movement's crap.
SPEAKER_03: You can normal move to the edge of the room that
you're at, where the door you Yeah, don't let your movement
end in the middle of the hallway.
Just saying.
I'm gonna stop at the edge.
SPEAKER_04: Okay, and I assume, Pindar, you're can we get all
the way through the hallway?
He's hiding behind the screen.
What's that?
Can we get all the way through the hallway?
No.
I stop at the opening and that way I'll rush through next
round.
SPEAKER_03: Okay.
SPEAKER_05: I'm guessing what he's writing.
SPEAKER_03: I hope it's not a poop.
All right.
Merrick, you're in combat, so that somewhat dictates your
action.
Theron, you your friend is not listening to you.
Theron looks very perplexed.
He does.
He's confused.
SPEAKER_05: They're passing notes.
SPEAKER_04: Love notes.
The note probably says use a sleep spell on the guys behind
the robot.
No, I didn't think of that.
It's a way smarter than it was.
SPEAKER_05: I'll go wand out and aim at some rocks.
What's that?
No.
I'm gonna aim the lawn down and aim at some rocks.
You are a bad person.
Throw the diet yourself.
SPEAKER_06: No, use your damn sleep spell and it works behind
American.
You're in combat.
Shut your mouth.
Okay, so you're you're going to do that.
SPEAKER_02: You're going to aim the wand at the rocks.
SPEAKER_05: All right.
SPEAKER_02: Love it.
SPEAKER_05: Edric.
I can't wait until it's just a I'm going to uh run across to
where the wizard has told me to go.
Okay, so apparently you don't know what he's doing.
No, it might be safer to be behind And then you're gonna
sprint.
I'm gonna sprint.
Okay.
Sixty percent chance to pass.
Let's roll this.
All right, initiative.
Initiative.
Someone roll a good number.
Because I have to run before they do anything.
Great number.
Ah, that's not good.
SPEAKER_03: Oh, okay.
Okay.
I rolled a six.
Oh.
So round one or segment one actions is an arrow.
SPEAKER_04: An arrow.
Aren't you specialized?
To get two attacks?
No.
You're not specialized in your no.
Oh.
You're not specialized in any weapons?
SPEAKER_03: No.
Say it again.
An arrow ricochets off with some stonework.
What kind of fighter are you?
And you guys go on fighter thief.
You guys go on your because they rolled a six for initiative.
Yeah, so we're rushing across, charging into the No, I am.
No, you guys were getting to the door this time.
Oh, that was this time.
Okay, all right, I gotcha.
So we're here.
You guys get to the door.
Merrick, you can I'm gonna kill the guy that's in melee with me.
Alright.
SPEAKER_04: I mean, you should be a decent fighter, right?
Yeah.
Fighter.
Should be alright.
Spider.
He's no um let's see.
I hit armor class negative one.
Okay, that hits.
Do some damage.
SPEAKER_03: For six points?
How can I die?
And that is just enough.
The d6.
So you you make quick work of the orc in front of you who dies
gurgling with blood coming out of his mouth.
Is he getting the hang of it?
SPEAKER_05: Wish I could be there.
SPEAKER_03: What gurgling?
He didn't use a frying pan.
SPEAKER_04: Oh, sorry.
I'm basically just gonna like as I see him collapse, I'm gonna
push his body forward and use him as cover to get into the
room.
We are not playing cyberpunk.
Okay.
All right, John Wick.
That's right.
You're like miss tall.
Yeah.
So I should easily be able to take cover behind the body of a
dead orc.
SPEAKER_05: You said you were gonna drag it.
SPEAKER_04: Or lift it.
SPEAKER_05: No, it's it's I stabbed him.
He's dying.
SPEAKER_03: I'm just like pushing so I can get behind him.
Okay.
So you kill the orc and you like grab him a little bit.
It's harder for you to you'd have to like hit the deck to get
really behind him.
SPEAKER_01: Okay.
SPEAKER_03: But Theran, instinctively, you know that
whatever it is this wand does is bad.
You can do it nine times.
Good.
Make it eight.
At once?
Can you do it nine times at once?
So I'm gonna have to keep track of this because I know you
motherfuckers won't.
He always has one.
SPEAKER_04: I will make sure that it's kept track.
Okay.
I think it's out of charges right now.
It's to your advantage to make sure it depends on it.
All nine gone.
It's good he has it because I'd never use it.
I wouldn't either.
I'd be too scared.
I do want to give it too.
SPEAKER_03: I'm gonna go with no.
Okay, so you level your wand at the largest opening.
And speak the word.
Roll me a percentage die.
I think it was 83.
It's a good number.
A rhinoceros appears in the hole.
It's a good number.
Right in the hole.
So, Edric, you're running across the hallway.
You're sprinting.
I'm running across the hallway.
Arrows flying, but they miss you.
Yes, this can't be.
It's good.
You plunge into the room.
I do.
And Theron is right in front of you, pointing the wand.
Pointing the wand.
And he disappears.
SPEAKER_05: And I'm like, what are you doing?
Gone.
SPEAKER_04: Vanishes.
Thiran disappears.
SPEAKER_05: All right.
SPEAKER_04: Okay.
Well, that problem.
What problem says?
Did he become invisible or did he teleport?
You don't worry about that.
SPEAKER_02: Is he now behind the wall?
SPEAKER_04: I believe the the correct response was Theorience.
Don't worry about us.
He didn't know anything happened.
SPEAKER_03: You hit the spell, and well, your arm disappears,
which causes you a little bit of concern.
Everything has a blue tinge now.
You go transparent.
Okay, next round.
Oh, actually, no, there's one more round, but one more segment
of missile fire at Merrick.
And that will actually hit an armor class of five.
Missed.
Plus, he's got cover.
He's covered.
Yep.
Body cover.
Picking my bow back up.
Okay.
All right.
And next round.
Charging across the corridor.
Oh, yeah.
You and you two are charging across the corridor into the
room with it.
SPEAKER_04: Wait, why do they feel Scooby-doo-ish here all of
a sudden?
I'm going to shoot the orc.
He's running from one side.
SPEAKER_02: We're running back.
He's disappeared.
He disappeared.
SPEAKER_03: He's under a dead body.
No one knows it.
Yeah.
All right, Theron, what are you doing this round?
I'm going to stop.
I'm trying to figure out what the hell just happened.
Well, you know at this point you've turned invisible.
Oh, okay.
You are invisible.
It's actually not a bad thing.
I, however, not a useful thing.
You know that you would it you would be invisible until you do
something.
Until you attack.
Right.
SPEAKER_05: So you cast the hole and start heading back down
towards the hall.
SPEAKER_03: So you're gonna walk right down the middle of the
room.
SPEAKER_05: Slip out there and stay up down the stay against
the wall and then move further down against the side of the
wall that you're on.
SPEAKER_03: Okay.
All right.
Gets him down the hallway.
Heck, you're in an empty grenade in one of those holes.
It's called with a lot of spears and helmets and and I saw him
disappear.
And you saw him disappear just as you reached him.
SPEAKER_05: Assumption is he made himself invisible.
I guess we'll see.
I don't really care, actually.
Wow, your only supporter is you and your guy.
Wow.
My hearing didn't disappear.
Something happened.
Are we sure?
Yeah, we don't know.
Is it feasible to run across the hall to the room everyone's in
in a quick, dashy kind of way?
You probably could do that.
Yeah.
Probably.
SPEAKER_04: I mean charge down the same hallway that we're
charging across.
SPEAKER_05: Yeah.
SPEAKER_04: Yeah, of course.
They always end up in the same room eventually.
SPEAKER_03: Yeah, you actually have not as far to go as they
do.
SPEAKER_05: Okay.
SPEAKER_03: No shit.
SPEAKER_05: I will try that without being shot at.
SPEAKER_03: Oh, I can't guarantee that last time.
SPEAKER_05: I understand that, but all right.
That's my intention.
Just grab a shield in there.
You probably already have a shield.
Do I run into this one as I grab two shields out in the hallway?
Okay.
Initiative.
SPEAKER_03: Two.
SPEAKER_04: Hey, that's pretty good.
All right.
SPEAKER_03: I'll take that.
Bad guys on three.
SPEAKER_04: Yes.
SPEAKER_03: Segment one actions missile fire, both from Ju and
from New York.
A natural 20.
Very good.
Nice.
Right between the eyes.
They hit armor class five.
He missed.
Yeah.
SPEAKER_05: With a 20, like he should hit his the arrow and it
should bounce it back and hit the gun.
SPEAKER_04: Do we do what?
SPEAKER_05: What's his arrow in the air?
Yeah, two double dice, yeah.
SPEAKER_03: 11 points.
It should be a John Wick kind of thing.
All right, you and takes him right in the throat.
Cool.
And he falls back the bow clatters to the floor.
SPEAKER_04: Man, I wish I could have seen that.
SPEAKER_03: It would have been cooler.
SPEAKER_04: But it never happened.
No, as far as I know.
SPEAKER_03: And right behind you, first a cleric appears.
Dun da dungeon.
Just in time.
I'm here.
What's going on?
As soon as he drops, heading to the door.
These two guys, they smell a little funny.
They always do.
But they smell funny differently.
SPEAKER_04: Like magic armor smell.
Not the half-L.
My sabbatons might have feces on the back.
SPEAKER_03: And you were able to get across the hallway before
their initiative.
SPEAKER_04: So they didn't go.
They didn't get a shot at you.
SPEAKER_03: Excellent.
Theron, you walk out of the room and you walk down the hallway,
and you see everybody converging on that one room, but you're
there unseen in the main hallway.
I follow them.
SPEAKER_05: So you're I'm gonna come up to them there.
Check out the room.
Poop room check.
Always from behind.
SPEAKER_03: You should always should check the poop room.
SPEAKER_05: Okay.
I mean, you know.
We're good now.
You're good.
Caught riding mid-drink there.
SPEAKER_04: Yeah, that was close.
That was real close.
Pindar almost lost it.
There was almost a color spray.
SPEAKER_02: Yep.
All right.
SPEAKER_03: So got a little up my nose there.
You guys all managed to be in the in the barracks room with
Merrick.
Now that everything's in the barracks with Merrick?
Not everything.
SPEAKER_04: Well, I heard there was an opening on the far wall.
There's a door on the right side heading down.
SPEAKER_03: At this point, there's no combat.
Okay.
But four of you are present here.
Can we start a camp?
All right.
Yeah.
SPEAKER_04: Hey, where's Don't care.
Leave him.
He disappeared.
Fair enough.
I know he has the invisibility spell.
SPEAKER_05: I was running towards him, and as soon as I
got there, he disappeared.
So he's around somewhere, right?
We're going to resurrect our Marco Polojo.
I said I don't got time for this.
And you're going to follow the group and just keep opening the
doors for him.
SPEAKER_04: It'll be all right.
It's my unseen servant.
Take care of himself.
Don't worry.
Gonna quick search pouches.
Is there where's his body?
Let's loot his body.
Do these works have tokens or the same types of tokens?
SPEAKER_03: Same types of tokens.
SPEAKER_04: Okay.
I don't loot the bodies, I go to that opening in case.
SPEAKER_03: Find another nine gold.
Nice.
And of course they have daggers and axes and potty odor.
Ammo if you need more ammo.
So they have the Pokemon cards, the little pieces of wood with
Razmataz on it.
Beyond the door that you hear shouting and orcish.
SPEAKER_04: Is that a there was a door in this room, not an
opening.
Okay.
I go to that door.
That was my goal anyway.
Does it look similar to the door I busted through earlier?
It's a little bit better made than that.
Ah, dang it.
This probably goes.
Try it again.
SPEAKER_05: You can do it.
Wherever they're firing.
SPEAKER_04: Try hard enough.
We can throw that door.
Just see if it's unlocked.
Yeah, but that's crazy.
Yeah, but kicking doors down is pretty rad.
Until you fail.
Yeah, I know.
And then you just look like an idiot.
SPEAKER_05: Go back to the armory, get a spear, and wedge
it in the door.
SPEAKER_04: Oh, just trap them in there.
What?
Did I hear somebody?
Why are you here?
SPEAKER_05: This is Edric's God speaking.
That's crazy.
SPEAKER_04: You sound just like just like earrings.
SPEAKER_05: I like it.
That soothing voice.
Did anyone else hear that?
SPEAKER_06: So what I'm gonna do is crush up some chalk and throw
it in the general direction, and I heard him fulking.
SPEAKER_05: And you pulled this chalk out of wet orpice?
I have chalk on my character.
Yeah, he has chalk.
I think he used it already.
I have chalk.
SPEAKER_04: You have caltrops.
Your chalk got wet.
I am throwing caltrops.
Ironically, so do I.
I have a lot of stuff that I really have encumbered.
SPEAKER_05: Yeah, what didn't you have?
Well, now.
Can this wand summon your wagon?
We don't know, but it's it seems like about the wagon, maybe.
I can't I always think about the wagon.
SPEAKER_07: Just think about the wagon really hard while you
wait.
SPEAKER_05: Point the wand at something.
SPEAKER_06: At somebody, not me.
You're not pointing at me.
SPEAKER_03: Okay.
So you're you finished searching the barracks room and you're
hearing sounds of something beyond the door.
Is the door locked?
It doesn't appear to be locked.
Might be stuck.
I'm gonna unstuck it.
So you're gonna go through a roll door.
SPEAKER_05: Does anybody have a wooden token?
SPEAKER_03: The unstucker.
I have one.
SPEAKER_05: I have three.
There you go.
I'll give you one.
Wow, there's one on your choice.
SPEAKER_04: Seeing it fly out of nowhere.
Yeah, no, but no way I caught that.
SPEAKER_03: Okay, roll a D6.
Hits him in the head.
Two.
Okay.
SPEAKER_07: Minor test on a one and two.
Okay.
It's not one, through, three for you.
No, it's one and two.
SPEAKER_03: It's one and two.
All right.
Oh, that was your test.
Roll another D6.
SPEAKER_05: Oh, oh.
Do something else.
This is bracing the door.
What?
Okay.
That's not good.
SPEAKER_03: Okay, so you put your you get a little bit of a
running start, put your shoulder in, and a little bit harder to
do than the last door, but you pledge the doors open.
On the other side, looking slightly surprised, are seven
orcs.
Two of them appear to be armored in scale mail, and they're
carrying battle axes and shields.
Behind those are three orcs carrying spears, and behind that
is two orcs carrying bows.
They seem they like they were somewhat waiting for somebody to
come through, but the actual force of your entry in into the
room startled them.
Startled them.
So you have one segment of surprise.
How big is this room?
Charge in.
Don't it is 30 by 30.
We get to do that.
And there's another door on the far side.
SPEAKER_04: All right.
I heard that somebody wanted to cast sleep.
Yeah.
It was disembodied, but I heard it.
SPEAKER_07: I heard somebody tell me not to charge in.
So I'm just gonna stand there in the door.
SPEAKER_05: I'm just gonna listen to the voice from coming
through the door.
SPEAKER_07: All right.
Well, I'll still I'm gonna make myself a human door.
SPEAKER_06: I'll stand behind you and yeah.
Okay, so you're not moving in.
Nope, I'm standing in the doorway.
SPEAKER_03: Are you so you're not moving in and not getting
into combat?
Right.
That's what he said.
Correct.
Okay.
And you're standing behind him and not getting into combat.
Ready to stabby stab.
Merrick.
SPEAKER_04: Jeez.
SPEAKER_03: I'm not doing anything.
SPEAKER_04: I'm just I'll probably still get your pocket.
SPEAKER_03: Sleep, casting sleep.
You're casting speed.
What's the casting time on that?
One segment or fast or something.
That's what we want.
SPEAKER_05: Find a little book again.
SPEAKER_03: Keep the little book with you.
I got it already.
Keep the description in front of you.
It's fast.
It is fast, so it goes off.
Edric, what are you doing?
I am not entering combat.
Okay.
Alright, so you bust through the door and the two groups stare at
each other.
Aha.
You cast the magic incantation.
Where are you casting it?
There's 33 ranks of orcs.
SPEAKER_05: Casting right there at the front big group there.
SPEAKER_03: At the first rank of the two big orcs.
Okay.
And well, how does the sleep spell work in this edition?
SPEAKER_05: They just fall asleep.
SPEAKER_03: No saving throughs.
SPEAKER_04: 15 foot radius.
Right.
Damn it.
The the number of affected is based on hit dice.
So it's not based on total number of d4s rolled.
So for one hit dice or less category, he rolls four die four
dice for sleep.
If it's one hit die to two, it's two d4.
Two or more is one d4, three to four is one d2.
And that's the number affected.
Okay.
So I mean what hit dice are they?
If there are creatures with different hit dice in the area
of effect, each his hit dice category is rolled four
separately.
So if two of them are three hit dice, there he rolls a one d2
and he counts that many.
And if the rest are one hit dice, he rolls 44 to catch that
total.
If so, if and if there's anything in between, every
category gets their own total number rolled.
So man.
You can put a lot to sleep.
SPEAKER_03: Even better than one hit dice monster are affected
with no saving throw.
Okay.
All right, roll that.
There you go.
Here's two more.
Borrow mine.
Oh, you only needed one.
That's good stuff.
12, 12.
Okay.
So all right, and roll the one for three hit dice monsters.
SPEAKER_04: So one d2.
SPEAKER_03: Why do we have to roll for a three dice?
SPEAKER_04: So an odd or even essentially.
Or high low.
So high it's two, low is one.
SPEAKER_03: Oh.
Okay.
So all of the orcs in the room, except for the biggest one, grow
drowsy and drop.
Who's this one?
Oh.
SPEAKER_05: Maybe if we wait, he'll follow the case.
Until DCC died.
SPEAKER_03: Maybe we can put the big thing.
The biggest one charges.
All right.
First person in the doorway.
The best D4.
SPEAKER_05: Oh, no, I'm visible.
SPEAKER_03: I never and that will hit an armor class of zero.
SPEAKER_04: He got me.
Now, when you charge, we get to attack, right?
Isn't how was that thing that you tried to work on us that
time when you get charged?
SPEAKER_06: Yeah, how did you try to focus over last time?
We're going to use that on you this time.
SPEAKER_04: Yeah, remember that?
Wow.
Here we go.
How do you really feel?
Don't hold back.
Don't no, there was something with being charged.
If you you can swing.
SPEAKER_03: You still get the swing.
Right.
You guys would get a swing at the same time.
I thought you got the hit first.
Yeah, you do.
SPEAKER_04: Yeah.
That's what I thought you said that because you tried to use
that against us.
SPEAKER_03: Right.
So you can both attack.
You didn't say you were setting your spear.
I did not.
Okay.
SPEAKER_04: No, I'm not saying that because that would give me
double damage.
Right.
It would.
unknown: I don't know.
SPEAKER_04: Damn it.
Only chance I've ever had.
I've tried setting the spear so many times.
Set it.
This cool gimmick.
I can't pull off.
All right.
So the two of you roll your two hits.
It specifically says if the defender has a longer weapon,
the defender attacks first.
Well, you would definitely.
Yeah.
SPEAKER_03: I hit AC2 with a long sword.
With a long sword.
But that's about the same size as a I can't fall down, but I
acted like I could.
SPEAKER_04: You can punch the wall and my body reacted like I
could.
SPEAKER_03: Somebody in the next game in the room is like, what
the hell?
Yep.
What is going on there with that retro roll cast group?
Must be a LARPing group.
I missed.
Or someone's having a seizure.
Yeah, or that too.
SPEAKER_04: What rolled a hit?
I did.
I hit AC really.
AC2.
God, yeah.
SPEAKER_01: Okay.
All right, roll your damage.
The damage die.
SPEAKER_04: Oh, max.
SPEAKER_07: Same number.
Good job.
12th round.
10.
Thought that was an eight.
SPEAKER_03: Okay, cool.
10.
So you do 10 points of damage to the orc.
He dies.
It does six points of damage to you.
What?
I know, right?
SPEAKER_06: I can do this all day long.
SPEAKER_03: Not a problem.
SPEAKER_05: Still have 200 hips.
Shake it off.
SPEAKER_02: I got a cleric.
The orc goes, I can do this for one more round.
I got one more.
SPEAKER_03: One more.
SPEAKER_02: Gonna make it count.
SPEAKER_03: Alright, next round.
One orc left.
Many sleeping orcs.
Alright.
Stab Michael stabbed him.
So you two are stabbing.
Yeah.
Merrick, anything?
No, they're having fun.
I'm going to let them have their fun.
Alright, Theran.
You can finally cast sleep, and it was amazing.
It was.
SPEAKER_05: We're having combat in the middle.
SPEAKER_03: You can't get past it.
SPEAKER_04: Coup de garage.
He just wants to kill him.
I'm not going to wake up.
And besides.
I'm going to get the wand.
SPEAKER_03: No, you should charge, man.
You should really charge.
Eight charges left.
I know a whole thing.
Those chargers are all going to be gone by next episode.
SPEAKER_05: He grabs the wand and everyone goes, I ready my
dagger.
We haven't even seen charging at the if I can do that card.
All right, roll initiative.
We get all good stuff.
Who's rolling?
Can I roll?
Yeah, sure.
Three.
SPEAKER_04: Mediocre.
SPEAKER_03: All right, you guys go first.
I'll take a three all every time if we could.
Yeah, or Sean does roll like butt.
I beat you guys the last couple of rounds.
Did you fumble, Doc?
SPEAKER_07: No, I just only hit AC six.
SPEAKER_03: I'm glad these orcs did six points of damage.
That was more than I expected.
Especially after the sleep spell went off.
SPEAKER_04: He had a 50% chance with this being all orcs dead
with no.
SPEAKER_03: I hit armor class negative power for four points
of damage.
And dead.
So you skewer the orc.
After it takes a massive swipe from his sword, you skewer him
with your spear.
I hit it in armor class.
That's the way it's supposed to work.
This is how we drew it up.
That's it.
SPEAKER_04: And the only sound you hear is that of snoring
orcs.
I'm going to start dispatching sleeping orcs.
SPEAKER_05: I hit an armor class negative.
SPEAKER_04: Oh, you killed you hit him too.
I am not killing any sleeping orcs.
Killing all the sleeping orcs.
You're better than that.
Exactly.
I am not better than that.
So you're going to watch the halfling do it.
Yeah.
This is the question for a GM.
When he casts sleep, did he become visible?
Because sometimes if I cast a spell or anything, it's a little
wonky when you read invisibility on actual until the casting
spell attacks someone in a visible theorem is the best
theorem.
Yeah, it's also true.
Including casting a spell that directly causes damage.
But this spell did not directly cause damage.
Yeah.
SPEAKER_05: I think he's still invisible until he started
slashing throats.
SPEAKER_03: All right.
Do you want to still be invisible or not?
SPEAKER_05: Of course.
SPEAKER_07: All right.
And then you start slashing throats and you're not invisible
anymore.
SPEAKER_05: Well, no, he I couldn't get in.
So half the.
Well, you can now.
There's no combat.
Well, now that I'm invisible, I'm not going to do it.
I'm going to get the wand ready.
Polish it up a little bit.
SPEAKER_04: So we dispatch the orcs, but on the other side of
this room, there's another opening or it turns right.
There could be more while we dilly dally here.
SPEAKER_05: Where's the map of where we are?
Well, here's my very critical.
Before we get into that, probably so we haven't reached
where they were shooting the ballista yet.
SPEAKER_04: Scale mail or battle axe.
So I'm saying there might be an opening out of this that leads
in that direction, or maybe I misunderstood that this is where
they were.
But only two of those guys had bows.
SPEAKER_05: Well, the ballista guy couldn't carry it around.
SPEAKER_04: No, but you know, yeah, for all we know, it was
big works here, cranking the pulleys or whatever.
SPEAKER_05: And by the way, the ballistas used to shoot a dart
that was about that big.
Long.
unknown: That's it.
SPEAKER_05: It wasn't a big thing.
You had to look it up.
I did.
You looked it up?
SPEAKER_04: Yeah.
Yeah.
It's not a siege weapon.
SPEAKER_05: What about a metal weighted like a hook on the end
of it?
Yeah, it would have hurt.
SPEAKER_04: Yeah, oh yeah.
It's not meant to knock down walls.
It's just meant to go far enough that you could shoot over them.
Yeah.
Anyway.
Now that ballista 101 is over.
SPEAKER_03: Okay.
Searching the bodies.
You aren't in combat time right now, so what are you doing?
Searching.
SPEAKER_04: Not me.
SPEAKER_05: Staring at the door that we haven't gone through.
SPEAKER_04: If there's a door we haven't gone through, stinky
door.
No, that's not this way.
SPEAKER_05: We have to go back to the stinky room.
A guy's gonna have treasure till he dies.
Why do you guys smell?
SPEAKER_04: You don't smell anything.
It's just your imagination.
We were enrolling.
It's actually you.
SPEAKER_05: When I ran up to kill that orc.
When I killed the last orc, when I ran up to you.
I remember that.
I was like, whoa.
SPEAKER_04: It was him.
The orc shit is good.
Right.
When I killed it.
Yeah.
It's quite possible that happened.
Sure.
That's what it was.
SPEAKER_03: He's making things up for us.
So and I'm sorry I was otherwise engaged here.
What are you guys doing now?
SPEAKER_04: Well, is there an opening out of this where the
orcs were that leaves?
SPEAKER_03: Yeah, so there's a door on the far side from where
you came in.
That's where I go while these guys loot the body.
So let's see.
One, two.
Oh, and this room was obviously like a mess.
There's a big table here that's been pushed over.
It's a really mess.
It was like uh where they ate.
Right.
So you can smell food.
So we've still got like some barrels of ale and some like a
hunch of cow leg coming from a rope.
SPEAKER_04: This is probably looted ale and perfectly
drinkable.
SPEAKER_05: Would any of this account as a ration if we put it
together for us?
SPEAKER_04: I'm having some.
They were at cows, so we could probably trust their meat, if
not their butchery meshes.
These are not kosher.
It's not kosher.
So let's ease it up.
SPEAKER_05: Then I'm in trouble.
I only eat kosher.
SPEAKER_04: Oh, no, we've learned more about his God.
SPEAKER_05: We're getting these little breadcrumbs here and
eventually it'll be revealed.
If we could eat the food, I get that, but can we take it for
later?
SPEAKER_04: Can we take it for later?
SPEAKER_05: Later.
SPEAKER_04: Yeah.
We're not going to take it for later now.
Later.
Well, we've killed about a third of the orcs that we know are
here.
We did?
Yes.
Three plus eight.
That we know.
SPEAKER_05: Okay.
I think we had seven.
SPEAKER_04: We believe there was thirty.
Okay.
Yeah.
SPEAKER_05: So we just ran into the mine after 30 orcs.
Okay, cool.
SPEAKER_04: And look at we're looking for the humans to rescue
the humans.
SPEAKER_05: Should have brought them with.
They could have helped.
SPEAKER_04: Could have.
They could have carried out the cow.
They could have died.
They'd have all died in the hallway out there.
SPEAKER_03: So Pindar.
SPEAKER_04: Yes.
SPEAKER_03: You go over to the door, you don't hear anything
behind it.
Okay.
The door appears to be normal.
There's appear to appears to be a latch, somewhat crude, like
the rest of the doors that you found in this.
SPEAKER_04: Okay.
I'm not opening it until Reyes is here to charge through.
To go through first.
Or we could send Merrick through first, but he's not going to
charge through.
SPEAKER_05: Can we send the invisible?
SPEAKER_04: Oh, that's a good idea too.
Invisible guy.
Where's the invisible guy?
Let's see the invisible chaotic mage with a wand of wonder out
to scout.
That sounds like such a great idea.
I'm all in.
I don't see any problem with that.
Good chaos.
It's great.
I like that.
Let's do it.
Do it.
The better we look.
If he goes out there and uses a charge without us around, seven.
Right?
That's a good thing, right?
No, every charge he uses out of this wand is to our benefit.
Right.
And if we're not around, that's fair.
If we're not around when he does it, that's even better for me.
SPEAKER_05: I concentrate on making the whole team invisible
for their protection using the wand.
SPEAKER_04: I'd actually contemplated making myself
invisible before we ran across the hall.
SPEAKER_05: We all get teleported to the window.
I'm just going to pretend.
SPEAKER_04: For all intents and purposes, I am invisible.
All right.
Well, Merrick, do you want to sneak through or are we going to
send our invisible mage with his wand of whatever?
I don't care.
You choose.
I didn't choose.
You choose.
Do you want to go scout or should I?
SPEAKER_05: I'll give it an attempt.
He's invisible.
There's no loss.
Yeah.
We're not asking him to go and kill everybody.
We're just asking him to scout.
I don't want to.
If I turn visible, I can turn my own.
I don't want to think he should attack.
I haven't used my spell with a fireball.
SPEAKER_04: It's my really, it's my everybody else is dead.
I'm turning invisible and the campaign's over.
So you're retiring off the door.
I'm escaping.
I'm not doing anything.
SPEAKER_03: Everyone's dead, I turn invisible.
I like it.
Okay, so who's opening the door?
SPEAKER_04: I will open it for Theron to go through.
SPEAKER_03: Okay, so you creak the door open.
Yes.
SPEAKER_05: Can I not be standing in front of the door?
No.
SPEAKER_03: You can stand wherever you like.
SPEAKER_05: Three knocks to let you know.
SPEAKER_03: Invisibly walk into the room.
SPEAKER_05: How does that look?
SPEAKER_03: You seem to be good at finding armor.
Good job.
There are a lot of shields in this room, about seven or eight
leaning up against the far wall.
The entire room is about well, it's about 25 feet deep.
And then to the right, it's about 50 feet.
So turning to the right and looking towards the end of the
room, there's a couple of torches lighting the room, so
it's fully lit.
There is a door and an alcove at the end of the room, far away at
the furthest extent from you.
And also at the end of the room, just at the end, there's a an
alcove and a doorway off to the right.
SPEAKER_04: So this is for mapping mapping purposes here.
So the room is extends about 25 feet across, 50 feet to the
right, which I'm calling north.
Correct.
On the northern, on the western wall, at the farthest north end,
there's an alcove with a door.
I would call that the eastern wall, but yes.
Okay, right.
My map I always orient whatever dungeon I walk into, it's north
is the way, just for my for personal reference, right?
So for me, that would be on the left side, but it's on the far
wall.
Well, if this is the paper, the paper is the room.
We're we came in here, right?
Approximately 25 feet, 50 feet.
Here's where the other door is.
Yes or no?
Don't look at this.
That's that could be wrong.
SPEAKER_05: Look at the paper, not the drawing.
SPEAKER_04: Right.
We came in here.
I'm confused.
Door here.
SPEAKER_03: I understand.
I'm totally lost.
Oh, you come in.
There.
So this is the room.
This is this is as painful in real life as it is for you.
SPEAKER_05: You're better off not seeing this.
There's a door here.
And a door here.
SPEAKER_04: There's a door in the door at the top right
corner.
How did you hold your paper the exact same way I held mine?
And I'm pointing here, and you couldn't say that it's here.
It's right here, but you're telling me what we're missing is
two monkeys fucking a football.
SPEAKER_05: Everyone put your paper down.
Are you home enjoyers?
It's over.
SPEAKER_03: Yeah, I can't imagine like listening to this
going, uh I don't get any of this.
There's people who are mapping.
SPEAKER_05: People who are mapping a ball, we came in the
bottom left corner, and there's a door in the top right corner.
I want to know if there's doors.
SPEAKER_03: Is there a door?
Thank you.
The door's in the top left corner.
So anyway, back to the contents of the room.
Lots of shields.
Lots of shields.
No lance.
All of the shields are red, and they have a skull on the front
of them.
SPEAKER_05: You said Is it uses?
Use guys.
Sorry.
Yeah.
I can't pull down.
SPEAKER_04: I leave it.
SPEAKER_05: You can't, but it was fun.
SPEAKER_04: It's funny.
It's still hilarious.
All right.
So I don't know.
I drew that skull at some point.
SPEAKER_05: This is these orcs work for uses.
Do we know this?
SPEAKER_04: Nice.
Ooh.
That's way more hideous than my skull.
Yeah, yours is a big thing.
SPEAKER_03: This one was done by Anna B.
Meyer, maker of the best Greyhawk map.
The face cutting history.
SPEAKER_04: It's a red shield with the profile of a skull on
it.
That's the best fantasy map of any kind in history.
Like a face cutting map.
They're going to be Meyer, you rock.
You rock.
They're going to find that in some digital archive and think
it was a real place.
SPEAKER_05: Yeah.
SPEAKER_04: It is a real place.
SPEAKER_03: Oh, the alien are going to find some interesting.
In my map.
SPEAKER_04: Yeah.
SPEAKER_03: So anyway, all of those shields have that on it.
They're going to go, holy shit, they were nerds.
They were.
They're going to run.
Room's clear.
Oh, okay.
And in addition to the shields, there are a number of axes,
spears, leather armor bits, scale armor bits.
Arrows.
You don't see any arrows here.
And there's a number of boots.
There's about four or five pairs of boots in the corner.
Are they fuzzy boots?
They're leather heavy-duty orc boots.
SPEAKER_04: Hobnailed.
Hobnailed boots.
SPEAKER_05: No more daggers.
SPEAKER_03: Is there an exit?
You can probably find a terrible orcus dagger if you want one.
SPEAKER_05: Sure.
Oh, right.
No, we should use an extra dagger.
Alright.
More than likely I'll lose mine.
SPEAKER_03: So the dagger, there's these two other doors in
the room.
The dagger just disappears.
I'm not allowed to talk about doors anymore.
SPEAKER_05: That's all you see.
You just see this floating dagger.
Is it just a dagger?
SPEAKER_04: So we assume, I assume, based on my map, that
the door on the what I would call the eastern wall, but the
right hand side wall, that will go back into the area where they
were shooting bows at us.
We should probably go in there and clear that out.
In the meantime, the other door is unoccupied, unpeopled, so it
should either be guarded or blocked.
Spike it or something.
Or just wand out.
SPEAKER_05: Concentrate on locking.
SPEAKER_04: No, put that away.
Wait, I can't see that.
You're blind, you're invisible.
SPEAKER_05: Yeah, you can do what you want.
We can't tell.
SPEAKER_04: Suddenly a rhinoceros, Peter.
And invisible.
I would just mark off a charge.
Okay.
SPEAKER_03: So action for the turn.
I'm going to go to the north door.
All torches are burned out.
You need a new torch.
SPEAKER_04: They're on the wall.
I have the lantern actually going.
So at four four hours for a lance, so three hours left
approximately.
That's what I'm hearing.
Okay.
SPEAKER_05: A bag with a rock in it.
SPEAKER_04: Oh, okay.
Well, we got the lantern lit right now.
I'm going to that door and I'm going to hang out.
SPEAKER_03: The door on the north wall or what I consider
the north wall.
SPEAKER_04: Okay.
So you're going to hang out.
Yeah.
Listening and stabbing if possible, if needed.
Listening and stabbing.
SPEAKER_03: Listening and you hear things beyond there's
movement.
There's definitely slow orcish voices.
Stabbing noises.
unknown: Somebody over there.
SPEAKER_03: Okay.
Join a bust through.
Hear Orcish voices.
You also hear another more commanding voice.
SPEAKER_04: There's somebody else there too.
Like an ogram age.
SPEAKER_03: Doesn't sound like a human, human, very confident,
very urn commanding voice.
I'm going to go kick his ass.
Sir Gar.
Shit.
Hey.
SPEAKER_05: Yell to him in Orkish and tell him we need
backup.
Is it the staff that they run through?
Is it this leader of that group we met?
These right?
The one you healed.
Yeah.
SPEAKER_07: The traitors.
SPEAKER_05: Didn't they have a leader there with?
I think they're just working for demos.
SPEAKER_04: Because I because you gave me a potion, and I
believe these are relatively limited use, but this also seems
like the perfect timing.
I am likely going to drink my potion of ESP.
Ooh.
Area of effect is five foot radius of level.
Maximum of 90 feet.
Oh.
So they're on the other side of this door.
SPEAKER_05: Oh, that magic user level?
SPEAKER_04: Two feet of stone, two inches of any metal.
This door's not metal, is it?
No, it's wood.
It's wood.
Alright, yeah.
What the hell?
I'm gonna drink my potion of ESP.
Five feet per level?
Well, it says five foot radius per magic user level.
So I assume it is almost like you pick a spot.
No, that's you, because you're the range is the caster, the
area of effect is a five foot radius.
So you're level four made, so it would be Yeah, but I'm drinking
a potion, so it's based on probably potion-e kind of thing.
So it could be a minimum 15, right?
Because you gotta be second, third level to cast the spell.
Okay.
So it's minimum 15 foot radius, maximum of 90.
So I don't know if they have like potions or standard level
like seven right now.
SPEAKER_05: It should be interesting to hear orc's
thoughts.
SPEAKER_04: I'm not worried about the orc.
It's the other one.
SPEAKER_05: I know, but you'll hear them too, won't you?
SPEAKER_04: Yeah, even ours.
But I'm gonna focus.
SPEAKER_05: I'm stepping back.
SPEAKER_03: Look, man, if I don't use this potion now, I'll
never find a reason for it.
Yeah.
I'm happy you guys are using a magic item that's gonna be.
I should get extra experience from showing.
SPEAKER_05: I had to show them how it's done.
Oh, I'll use it.
SPEAKER_04: You were given and you used.
Uh it says 1d4 next to me.
I don't know if that's 1d4 uses or 1d4 turns.
SPEAKER_05: See, if we had rest, I could have used my instant
turns.
SPEAKER_04: 1d4 turns is the standard duration of the effects
of a potion.
Okay, because the potion of clairvoyance has one turn
written next to it, so it must be a shorter time period.
Three turns that I will be extrasensory, perceiving,
surface thoughts, but not of these buckers.
SPEAKER_03: All right.
No?
No, I'm gonna actually not Theorin.
I'm gonna randomly determine the magic user level because it
doesn't listen either in the specification.
SPEAKER_04: You want to just do like three, because you gotta be
a certain level just to make a potion, right?
So whatever level you have to be to make a potion, probably seven
would be my guess.
SPEAKER_03: Okay.
Yeah.
You quaff the potion.
unknown: It's been quoffed.
SPEAKER_04: All right.
So I feel the effects take place, and I start listening to
the surface thoughts of Sir Eggward.
Um if it's him, of course.
I don't know.
SPEAKER_03: You're not listening to the surface thoughts of Sir
Eggword.
Oh, who am I listening to?
Your mind is assaulted with orcish thinking.
Okay.
There appear to be three orcs who are imagining in vivid
detail what it's going to be like to rip you guys apart,
especially the elves and the half elves.
Yeah, those guys.
Like in particular, Theurin and you.
Because they've seen you through the hole in the wall.
And they're eager.
And these orcs have like three of them, they appear to have a a
fairly solid understanding of battle and tactics.
And the other further away, there are more fearful orcs who
are running down in their mind proper bow technique and how to
use that.
One of them is wondering if they should reload the ballista and
point it towards the door.
They all know that you're there, and they're afraid of somebody
further up the corridor.
SPEAKER_06: Me.
It's gotta be me.
SPEAKER_03: No, I don't think it is.
SPEAKER_06: It's definitely me.
All right.
SPEAKER_03: All of them, including the big orcs, are
afraid of the presence down the corridor.
All right.
SPEAKER_04: I give them, I give everybody here the rundown of
what you just gave me.
SPEAKER_03: But you you believe that you've scanned the surface
thoughts of about seven orcs, but you know that there's more
in the room.
Okay.
SPEAKER_04: And these orcs, I don't know if the surface
thoughts have anything about their escape plan.
Like some of them are thinking about running away.
Which direction do I get an impression of where they might
want to run?
SPEAKER_03: They are all looking forward to escaping down the big
tunnel.
The way we came in.
No.
Oh.
Further into the mountain.
unknown: Okay.
SPEAKER_03: And you're getting some hope that the other orcs
and the human slaves will get done with their work soon so
they can leave.
And for a brief moment you you see a a dwarven person in in
rags who they've had to beat repeatedly.
And the dwarven per person you see in like the fleeting
memories of one of the orcs weakening a support post.
SPEAKER_04: All right.
All right.
So I give all that information back.
All right.
So there's a tunnel, they want to escape, they want to hope the
humans get done soon, so they're still alive.
The one thing that I guess our question for ourselves do we we
almost feel like we got to check that other corridor out real
quick.
Because this is the way that the obviously we're gonna have to
fight this direction.
But what is over there here on the right hand side?
Let's go check it out.
Well, so this is the door I'm standing at, right here in the
very top of the room.
What about on the right hand side, this other opening?
Like what's in there?
We don't I don't know if we can get behind them because whoever
they're afraid of is in the back.
And maybe if like Reyes could run around behind, we could do a
well, okay we don't know where it goes.
That's why we got to open it.
Yep.
But we know going this way is a frontal assault.
Yes, into the waiting arms of orcs.
Possibly ballista pointed right at our face.
Not yet, but they're thinking about it.
Okay, so at the door mine, right?
So which means they could this is the op the way that they were
shooting from, right?
There must be correct.
So we gotta go to the right here.
Well, just check it out.
Just at least yeah.
Right.
I'm gonna stay here because I know that if they were to come
this way, I'll know it, right?
The surface thoughts that I'm detecting will allow me to know
that they're gonna be coming through the door eminently.
Aaron Powell Makes sense.
I'll go check out the door to the right.
Are you reading the dwarves' mind or them?
They were thinking about like somebody had thought about it
beating a dwarf who must have some kind of information,
probably some kind of treasure, dwarf treasure they're looking
for.
You know those dwarves always hoarding their treasure.
SPEAKER_03: Okay, so you open up the door to the side and it
slides open as easily as before.
Inside, this room is empty.
There's a there's a long table here, and there are a couple of
beds in each corner, and there is a full suit of scale armor on
like a stand here, as well as some much better looking orcish
swords.
There's about three of those.
The the room is about 25 feet long and stretching out ahead of
you, and about 15 feet wide.
But there's no other exits from this room.
No orcs?
No orcs.
SPEAKER_04: Okay, mystery solved frontal assault time.
Well, maybe you want to maybe loot it?
SPEAKER_05: Anyone need any armor?
SPEAKER_04: Well, that's the same.
What's scale mail looking like?
What's that AC?
Says the guy who just picked up chain mail.
SPEAKER_06: Every single one.
Let's just check.
SPEAKER_03: Oh, good.
You've worn it long enough to know.
Oh, yeah.
It's chain mail plus one.
unknown: Woo!
SPEAKER_07: So it's the same essentially as my banded mail
then.
Cool.
But nicer.
SPEAKER_04: But nice.
More form fitting.
Yeah.
I knew I should have picked that.
Does it smell as much?
The chicks dig it.
I'm weak.
I should carry it.
SPEAKER_03: We're gonna switch over on every hair on your body.
You can use his used banded mail.
SPEAKER_04: I have banded mail.
Scale is AC6.
I need to get the key the lighter chain mail so I can
carry more stuff.
It's only five pounds between chain and band.
Oh.
All right then.
Not a big deal.
Scale's lighter, but scale's way worse.
I have a strength of 13.
It's a big deal.
Yeah.
Every five.
You're counting ounces.
I'm counting ounces, yes.
All right.
You guys gonna loot that room or what?
I don't I'm not gonna use anything in here.
The room that we barely look through.
SPEAKER_00: Yeah.
SPEAKER_04: You didn't go look for the secret cubby or the
room.
SPEAKER_00: Why would we change?
SPEAKER_04: All right.
SPEAKER_06: I'm gonna search for secret doors.
SPEAKER_03: You're gonna search for secret doors.
Secret doors.
Secret doors.
So he's searching for secret doors.
Anything if you guys are doing.
Are there any like foot lockers or anything, or is it just
there's one?
SPEAKER_04: Okay.
No, it's not worth it.
That's what I heard.
No, it's not worth it.
It's fine.
It's fine.
SPEAKER_05: It's fine.
Leave that alone.
Don't do that.
He's getting in the foot locker.
He already said it.
SPEAKER_03: He opens the footlocker.
He's putting on his striped referee shirt.
The store.
Okay, you don't find any secret door.
Damn.
Footlocker.
It takes 10 minutes to search.
Oh, it takes 10 minutes to search.
Yeah.
So you go over to the footlocker and you open it up, and it is
full of orcash tunics and pants and things.
However, next to the footlocker is a pair of hobnob boots.
And there's something inside one of the boots.
SPEAKER_05: A foot.
Okay.
SPEAKER_03: Is there a funny smell?
Everything has a funny smell.
SPEAKER_05: Just dump the boot out.
SPEAKER_03: Alright, I'll dump the boot out.
Boot treasure.
And two small vials with liquid in them.
Oh.
Driquid vials.
SPEAKER_04: Drink them.
unknown: Drink them.
SPEAKER_04: Here's somebody taste those.
Taste it.
You notice he did not call them potions.
He called them small vials of liquid.
Yes.
SPEAKER_03: Smell them.
They smell like potions of healing.
Wow.
I sure could use them.
You guys aren't going to drink any of them, but you have them.
I'll take one of those.
SPEAKER_06: I'm honestly thinking about drinking a
healing potion soon.
SPEAKER_04: Yeah, I'll give one to each of the fighters.
Well, I don't have one.
I gave him the extra healing potion.
SPEAKER_03: I made the universal quotation mark when he said
fighters.
Right.
He's a fighter too.
SPEAKER_04: You know the fighters.
Well, we have a fighter, and then we have a quote-unquote
fighter.
I'm definitely at a quote there.
Can I be a fighter as well?
SPEAKER_07: I'm going to drink one of these small healing
potions.
I'm going to keep the other one.
SPEAKER_03: It smells like them.
It's actually cause damage.
Yeah.
Healing potions do four points of damage.
I think it's D4 plus one, but let me check.
SPEAKER_05: It's 2D6 plus 2.
I mean 2D four plus two.
No.
That's what it said.
37.
Because I have one.5.
SPEAKER_03: You might have an extra healing one.
Oh, oh yeah, maybe.
Of course, you also do have one of those.
unknown: Yeah.
SPEAKER_03: You got the extra heal.
Yeah, I gave that three.
Extra healing is three D eight plus three.
SPEAKER_04: Right, because he's gonna need like he's the only
one with enough hit points to even warrant that around.
SPEAKER_03: Regular potions of healing do 2d4 plus two.
Yep.
SPEAKER_04: Man, I'd like an apology to my adrick.
10 back.
That's it.
SPEAKER_03: That's better than your that's better than your
cleric.
SPEAKER_05: I know.
SPEAKER_04: What isn't so much better?
SPEAKER_05: Perhaps if we got experience and I could level,
that would be nice.
SPEAKER_03: But anyway, I won't do things to get case.
But well, on that subject, there is going to be I sense that
there's going to be a full frontal assault in your future.
Full frontal.
Yeah.
And we will have that full frontal assault on the next
episode of Retro Rollcast.
SPEAKER_06: Yeah.