Cursebreaker | 10 - Country Gnomes, Take My Bones

We find the cursed crystal at the end of the mine and face down our most dangerous enemy yet. It's a big rock.
Tim / GM:

Last time on Cursebreaker Deep beneath the hedge mountain, we met a skeleton king named Mumble Dundas who needed our help His people are long dead, but a curse forces them to live eternally as bones. Mumble explained his plight over dinner, and the heroes decided to help. They made a perilous climb across an underground canyon to begin their journey, and now find themselves face to face with a hellish spider creature demanding juicy gossip. I hope somebody's been taking notes. We had entered into this chamber that has covered with these purply silver webs everywhere.

Tim / GM:

It's got these giant stalactites reaching down from the ceiling, and there's these big stone columns where something has built this webbing that runs between all the stone columns. Descending from there, was a, drider, which is a drow, that has been converted into a half spider from

Maggie / Poppy:

the That's a drider? Did you did you say that up, or is that a real thing? No.

Tim / GM:

It's a real thing. I would

Maggie / Poppy:

have been impressed. The doctor puss is coming back.

Tara / Journey:

For some reason, it's, like, way worse that it's a person on the top because that means that the webbing was a choice.

Tim / GM:

Yeah. Right. And they have to, like, acknowledge their webbing.

Tara / Journey:

They're like, I'm making this with my butt.

Maggie / Poppy:

Yep. The spiders make that choice too every day.

Speaker 4:

But they're not really

Tara / Journey:

Spiders are like yeah. Spiders are like, I have to make this. This is the thing that I do.

Maggie / Poppy:

How do you know his butt didn't have to make that? You don't know.

Tim / GM:

So Lysander is My butt has

Speaker 4:

to make things too.

Tim / GM:

He's got, Don't

Maggie / Poppy:

cut any of this.

Tim / GM:

Lysander's got what you would call washboard abs and, long white hair. He's been crawling around his webs and kind of whispering at you guys, until he realized that Snack was there. And, Snack, if you recall in the last session, you guys rehashed your past a little bit. Snack and his friends had sort of bullied Lysander, as best they could, for, being kind of obsessed with his own music and his own band. You see, Lysander was a bit of a rocker.

Tim / GM:

And now, Snack, he is kind of bearing down on you. He's he's hovering directly above you, among his, frail webs. And, he's leaning in close, and he says, how have the years treated you, Snack?

John / Doran:

Quite well. About better for me than it has for you, it seems. I still have as many legs as I could use and want. Whereas you, it seems

Tim / GM:

yes. I've just I've I've gained a bunch of legs, so that's that's even better. Right?

John / Doran:

Ulya, how many legs would you want to ideally, if you were to choose?

Speaker 4:

0. Oh.

Tim / GM:

Snack makeup perception check-in.

Thomas / Guy:

17. Alright.

Tim / GM:

I see that the dice is 16, so you're lying to me. No way.

Thomas / Guy:

Snack is wise. Get out.

Tim / GM:

So you you notice, snack, that, Lysander actually has, he's down a leg. One of his back legs has been chopped off kind of, at the halfway point. And he he kind of, like, curls it in instinctively when you look over at it as if he's ashamed.

John / Doran:

I noticed this, and then I get a wide grin. And it seems, you don't even quite cut it as a Spiderman, do you?

Tim / GM:

He says, can

Thomas / Guy:

you say Spiderman?

John / Doran:

There's a space in that space.

Tara / Journey:

As long as it's not hyphenated, we're good.

Tim / GM:

That's a, a recent development. It's, I I think it'll grow back, maybe.

John / Doran:

I imagine you still suck at guitar, though.

Tim / GM:

Lolth, seems to think so. You see, I, I wrote her a ballad as a drow, and and she didn't like it very much, and well, here I am. She turned me into a If

John / Doran:

if only fighter. Oh, okay. Well, yeah. If only, like, at some point in your life, you got some feedback from other people or Kobolds and realized, you know, internalized the fact that, you you don't have that skill set, miss Sander. Did you come here?

John / Doran:

Came here just to insult you, actually.

Thomas / Guy:

This was Ruin my dreams.

John / Doran:

Years in the making, it seems.

Tim / GM:

He's crawling a little bit, like, up his webs. And he says, you still owe me a story, all of you.

Thomas / Guy:

I can help with that, if you don't mind, mister Snack.

Tim / GM:

Lysander, gets closer to the ground than he's been before, and he curls 2 of his spider legs, under his chin and does, like, a story time kind of seat. And he says, regale me.

Speaker 4:

Mhmm. Nasty.

Thomas / Guy:

I've got a story that's been on my mind lately, and I think it'll knock your spider socks off. The story is about a man who bit off more than he could chew. The man was Franklin Fizzle, Frankie, as friends called him. He was the owner of Fizzle Potions in Tildrey. Mhmm.

Thomas / Guy:

Fizzle Potions had been in his, family for generations, passed down from person to person. And, Fizzle used to be a well known name in Tildry, the best potion shop you could ask for.

Maggie / Poppy:

It's true.

Tim / GM:

Yeah. I think I've had a fizzle. Yeah.

Maggie / Poppy:

I've had a fizzle now and

Thomas / Guy:

then. Well, it wasn't always the, well known name you've come to trust. In fact, when Frankie took it over, things were looking pretty grim. Other potion shops had taken over, and the numbers were not looking good for old Frankie.

Tim / GM:

That's business. And he, he nudges Uli with a spider leg.

Thomas / Guy:

One day, he got a mysterious visitor, someone who said who wanted to work for him, which was weird because he didn't have money to pay anybody. He called himself mister Kuma. He came with a business proposition. He said he could bring fizzle potions all the way back to the top. All he had to do was let him make some small changes to operations.

Thomas / Guy:

Things like, you know, watering down potions, changing the margins. No. Now it started small. Frankie wasn't so sure about it at first. Started small with the the fun potions and the morning wake up juice, you know.

Thomas / Guy:

And things started turning around. They started pulling more of a profit, getting more customers, but it certainly wasn't all the way at the top like mister Kumar promised. Then one day, he got a visit from another mysterious man. This guy was a judge on the second court of Tildrey. The judge and mister Kuma were working together, and the judge promised even greater than what Kuma had said.

Tim / GM:

What did he do?

Thomas / Guy:

They took it even further. They started watering down everything, the health potions, the superior health potions, the major health potions, you name it. Uh-oh. The second court, kinda ran protection for him, siphoned some of the money. And before you knew it, fizzle potions was way back at the top, baby.

Thomas / Guy:

Things were going pretty good for Frankie until one day, the city guard stopped by the shop. They said they got a tip that they were watering down potions and they were here to take them in. Mister Kuma didn't like this. He told them all to leave, but they wouldn't. They drew their bows and told them to come with them.

Thomas / Guy:

Mhmm. Mister Kuma freaked out, launched a fireball right at him right in the store.

Speaker 7:

Oh, no.

Thomas / Guy:

He gulped the shop in flames. Everything was coming down around Frankie. So all he knew what to do was grab as much inventory he could into a box and he ran out the back door. But before he could make it, one of the city guards shot him with an arrow.

Tim / GM:

That's what happens. As

Thomas / Guy:

he stumbled down the alleyway, bleeding out, he knew he didn't have long to last. And he fell down, took one look at the box he was carrying, and he knew he only had time to take one potion. But which one was a good potion? So he had one go at it and well Well? What do you think happened?

Tim / GM:

He guessed wrong. It was watered down. You'd be right. Well, it

John / Doran:

serves him right, I guess.

Speaker 7:

That's so tragic.

Tim / GM:

Wow. And, hold on, mister Tall Tale. Is any part of this true?

Thomas / Guy:

Oh, it's all true.

Tim / GM:

Mhmm. And, any of you could verify this, that this is real news from the surface?

Maggie / Poppy:

I I remember hearing about a shop burning down, and mister Fizel's passing. I I didn't realize all the potions were getting watered down.

Tim / GM:

Oh, wow. So this is the inside scoop.

Thomas / Guy:

It's all real. Uh-huh. And it's all written down.

Tim / GM:

Very good. I might be able to use some of this. I approve. You may pass. As for the rest of you, what stories do you have for me?

Thomas / Guy:

What? Oh, I thought that was kind of a group story deal. I I

Speaker 7:

said we would help

Maggie / Poppy:

with that story.

Tim / GM:

It was a good one. I'll give you that. So, I don't know. Who else do you wanna live? You get one more.

Tim / GM:

One choice.

Speaker 7:

Do can we, can we tell more stories to live?

Tim / GM:

Of course. You all get a chance. I'm just saying, our friend mister Gnome here gets to choose who lives.

Thomas / Guy:

Hey, that wasn't the deal.

Tim / GM:

Well, you all have to tell a story to get past here. That's how it works.

Speaker 4:

I have a story. Let's hear it. Once upon a time, there was a nasty little Spider Man and a big strong half orc who tore off all his legs because he wouldn't let them go.

Maggie / Poppy:

I like this story. It's

Tim / GM:

good. Okay. I mean, there's no call for violence, really?

Speaker 4:

Oh, no. No. There's no call for violence if you let us go.

John / Doran:

Really? Is this a true story, this one that you just told?

Speaker 4:

It will be very true.

Tim / GM:

Interesting. So, yeah, you you can pass because I don't I don't like half orc blood anyway. So you can pass.

Speaker 7:

I could tell a story. I I once was in the forest, and I saw a squirrel. And I followed it to its nest, and there were baby squirrels in the nest. And so I built them a shelter out of bones. Oh, naturally.

Speaker 7:

And it was their house, and the leaves were folded into the bones, And they had a little squirrel house. And I I saw next season, the squirrels were adults. And they ran through the forest, and all of them were very happy.

Tim / GM:

I take it back. You don't get to go free.

Thomas / Guy:

Oh. Snack, I'd love to hear another story about you and this spider gentleman.

John / Doran:

Oh, interesting. Yes. How do you feel about that, the sander? So many stories, so many things to recount of.

Tim / GM:

Thin ground snack.

Thomas / Guy:

We're all ears. I can even write it down so that other people can hear the story later.

John / Doran:

Interesting. That's right. Bert, what is your profession again?

Thomas / Guy:

Oh, well, I'm a writer for the librarian. People far and wide read my stories.

John / Doran:

Stories. Stories. Interesting. Where to start? Lysander.

John / Doran:

That's not a typical Drow name, is it? No. Interesting. Where was it that you were born again, Lysander? Was it was it in that underdark?

John / Doran:

No. Oh, that's right. No. No. I think no.

Thomas / Guy:

In the dark?

Tim / GM:

The sander

John / Doran:

was a snack?

Tim / GM:

You can pass. You can pass. You can pass. You're welcome to pass. Okay.

Tim / GM:

Okay. Okay. Okay. If you

John / Doran:

I was just in the middle of my story. Do you mind, Lysander,

Tim / GM:

for you getting this down? If you promise if you promise to never tell anyone else that story, Bert. And snack.

Thomas / Guy:

My pen is lifted. Yes.

Tim / GM:

You may go, and I will never bother you again. And if you're, coming to save your, blonde friend, he went down tunnel number 2. Friend?

John / Doran:

No. No.

Speaker 7:

Does that mean Emily got best?

Maggie / Poppy:

Emily?

Thomas / Guy:

And you

Tim / GM:

hear, like, a as he, like, skitters, like, up one of the columns. Gross.

Maggie / Poppy:

Ugh. Now let's go. Tunnel number 2. Sound okay? Yep.

Maggie / Poppy:

I hear

Tim / GM:

it. So as you guys start down tunnel number 2, you see, all of these, cut webs where, Emery seems to have been slicing his way through the tunnel. The farther in you get, you see a lot less webs. In fact, it clears out entirely, after just, 20 or 30 feet or so. What you do start to see is a lot of bone fragments.

Tim / GM:

Like, a lot of bone fragments. At at first, you think they're just rocks, but when you kick them, they seem a little lighter and they kind of fly a little farther than you'd expect. A lot of these are like finger bone sized or smaller. Occasionally, you'll see like an arm bone or a femur. But mostly, this entire tunnel and conceivably the rest of them are filled with the crushed remains of the, skeletal miners.

Speaker 4:

I would like to message separately to everyone that we should be whispering.

Tim / GM:

Uli.

Speaker 4:

Yeah.

Tim / GM:

As you are, walking through these, bone fragments, every now and then, a few of them will reach up and just grab your ankle and cause you to, like, stumble and trip a little bit.

Speaker 7:

Mhmm.

Tim / GM:

But it happens, like, 3 times in a row. And you think you can watch out for it, but you just can't. The rest of you at the same time, every now and then, a a skeletal hand will sort of, like, reach out from the wall and, just grab your shirt for a second and yank you back, just a couple feet away from the the path that you're trying to go towards.

Thomas / Guy:

Tibio, can you do something about this?

Speaker 7:

I don't know. It doesn't seem to be my kind of magic. It's something else. I think it's from the crystal.

Thomas / Guy:

I thought all bone magic was bone magic.

Speaker 7:

It is not all the same.

Tim / GM:

Let's have, Uli and, Tibeo make a, dexterity save.

Tara / Journey:

Fun story. I never grabbed my dice.

Speaker 7:

A what save?

Tim / GM:

Dexterity. As these things are reaching out to grab you.

Thomas / Guy:

Cool. Can't guess Dex is not this group's kinda Yeah. Forte.

Tara / Journey:

16.

Speaker 4:

Oh, okay. 19.

Tim / GM:

Alright. Wow. So, yeah. These do the, the kind of Scooby Doo thing where they reach out to, like, grab you and you just, obliviously walk past them. And you guys are fine.

Tim / GM:

However, Uli, these things seem intent on antagonizing you. And so as you continue down this tunnel, you start to see underneath the bone fragments. Now there's actually, mine cart tracks that are revealed every now and then. So this was like an actual mining tunnel. Mhmm.

Tim / GM:

But with that comes a lot more intact fragments. And so, Uli, every now and then, something will just like reach up and grab at your clothes and yank you down towards the ground or kind of, you know, grab your ankles again and trip you. And, before long, it becomes a little too much, and you have a little spillover.

Speaker 4:

Do I surge?

Tim / GM:

Yes. You surge.

Speaker 4:

D 144. Okay. Well, for the next minute, I can teleport up to 20 feet as a bonus action on each of my turn.

Tara / Journey:

That's neat. Sure.

Speaker 4:

So I'm really gonna just zip out of the bones, I guess.

Tim / GM:

Yeah. Okay.

Speaker 4:

Use it to my advantage because it annoyed me to the point of exploding a little bit.

Tim / GM:

So, yeah, Uli is kind of, like, blinking around this tunnel, just going farther and closer to the group, almost like you're trying to dodge a cloud of mosquitoes just to stay out of these bones. The bones, for whatever reason, seem to be mostly ignoring the rest of the party. You've gotten to this point now where the tunnel chokes down a little bit, and there are some mine carts here, that are sort of like toppled over each other and sort of blocking your path. They're a little hard to traverse over. There's like 12 of them that are just tipped over each other that sort of block the tunnel.

Maggie / Poppy:

Are there any that look like they could be working?

Tim / GM:

Yeah. They could be serviceable if you put them on the tracks. But the tracks are so covered with bone fragments that there is not enough for it to really ride on. You can see one little, corner of this big mess where it seems Emery has kind of plowed his way through and made a a a hole, large enough in the debris for him to get through.

Thomas / Guy:

Never thought I'd say this, but thanks, Emery.

Maggie / Poppy:

Can we just go through the thing that Emery already has made? The hole?

Tim / GM:

Yeah. The debris hole.

Maggie / Poppy:

Yeah.

Tim / GM:

Yeah. I'll

Maggie / Poppy:

just do that.

Thomas / Guy:

Sure. Just keep going.

Speaker 4:

I would like to blink ahead and scout out.

Tim / GM:

Yeah. So you, kind of a stutter step, rapidly teleporting, one after another Mhmm. And get a few 100 feet ahead of everybody else. And you can look back and see that big pile of mine carts. And you see, that the the tunnel kind of turns a little bit, so that your your vision does cut off at a certain point.

Tim / GM:

But you can see a white light coming from not too far, beyond where you are.

Speaker 4:

Okay. So go to the light. We're pretty close to where

Tim / GM:

Yeah. You'd assume that that very well could be the crystal at the end there.

Speaker 4:

Okay.

Thomas / Guy:

Does anyone have any stealth stuff, like, pass without trace? No. We have so many spells.

Maggie / Poppy:

I have misty stuff.

Speaker 4:

I'll blink back and report to the group.

Tara / Journey:

Okay. Do it.

Speaker 4:

I blink back and I report to the group. They're, like a 100 feet or so beyond all this. There's a bend and a light, and I don't really wanna investigate by myself.

Speaker 7:

Do you think it's the crystal?

Speaker 4:

Pretty sure.

Tara / Journey:

Let's go.

Speaker 4:

So we should be quiet from here on. Okay.

Maggie / Poppy:

Yes. Ollie's tiptoes and her boots. Can she be extra tiptoey with her boots?

Tim / GM:

There's not there's you can pretty much only crunch while you're down here because of all the bones bones on the ground.

Maggie / Poppy:

Oh, my gosh. Gonna try to, she's gonna try to just stand on her tiptoes, almost like a ballerina, and try to dance around the bones as she's walking in the dark. Okay.

Tim / GM:

Who is the last person to come out from the mine cart debris?

Tara / Journey:

We'll say it's Tibio.

Tim / GM:

Okay. So it's Tibio.

Thomas / Guy:

Probably one of the short people.

Tim / GM:

Tibio is still crawling, hands and knees, to get through the debris. When you all hear a loud, echoing voice coming from behind you. It seems it's been, magically amplified, and you can all hear, mambo's my name and I'm king of the mountain. Bones be bedeviled and time we are counting, besieged by a dragon with terrible breath. Now come get your fight because we've still got some left.

Tim / GM:

Yes. And, it kind of Tumble. Nice. Echoes down the chamber, which, it's, pretty cool to hear that, Mumble is ready to take his last stand here. And, it fills you with, invigoration right before it fills you with terror.

Tim / GM:

You hear a shriek from the other end of the tunnel, where Uli had seen the white light. And, Uli, while you're facing the party, the rest of the party can see behind you a bone dragon slamming up against the wall as it jettisons towards your party trying to get down the tunnel.

Speaker 4:

Hold up. I thought we had established that it had another way to get to Mumble.

Tim / GM:

It did.

Speaker 4:

But it's coming through the

Tara / Journey:

direct route. Dragon ain't smart. Shit.

Thomas / Guy:

I would like to dive into the mine

Tim / GM:

cart. Okay?

Speaker 4:

Yeah. I'm gonna blink the fuck away somewhere.

Tara / Journey:

So am I still in the

Tim / GM:

Yeah. You're you're kind

Tara / Journey:

of I'm still crawling?

Tim / GM:

Yeah.

Tara / Journey:

I flatten.

Tim / GM:

Okay. Just go prone. As you guys, see this thing, it's kind of like run flying, where it, does a couple, like Yeah. Leaps. But you see it's building up this this smoldering ash in its mouth, and it's getting ready to huff and puff when it gets closer to that pile of debris.

Tara / Journey:

It's like a chicken trying to run and fly, where they do the, like

Thomas / Guy:

will other people fit in this mine cart? Yeah.

Tim / GM:

I mean, there's tons of mine carts there.

Maggie / Poppy:

Oh. Yeah. I'll dive in a minecart. Sure.

Tim / GM:

Okay.

John / Doran:

Snack is already pretty close to the ground. I just shrink down a little bit further.

Speaker 4:

I'm not gonna fit in a minecart.

Tim / GM:

You'd fit in a minecart.

Speaker 4:

With everyone else?

Tim / GM:

They're not all walls. They're all mine carts.

Speaker 4:

Oh, okay. Then I guess I'll blink into a minecart.

Maggie / Poppy:

Blink into the wall.

Tara / Journey:

We're all Indiana Jones in the refrigerator right now.

Tim / GM:

Yeah. So this kind of thing comes, shrieking through. And it doesn't necessarily attack you, but it does kind of douse you with this smoldering ash. I need everyone to make a dexterity check, I suppose.

Maggie / Poppy:

It's a hot check.

Tim / GM:

Yeah. It's a hot check.

Tara / Journey:

Can I make an argument for Khan? I'm not dodging. I'm just trying to hold out on the heat.

Tim / GM:

You already kind of Yeah. So I guess the only people I'm concerned about then at this point is snack and Tibio. Because you're not in a mine cart, are you? You're just low?

Tara / Journey:

I was crawling through whatever

Tim / GM:

I see. Okay. Hole Yeah. Yeah.

Tara / Journey:

Covered by a mine cart and debris.

Tim / GM:

Okay. It's hot, but you're fine. But I rode so good. What'd you get?

Thomas / Guy:

Oh, I rolled an 18.

Tim / GM:

You find a gold piece in your mine cart.

Tara / Journey:

It's a nugget.

Tim / GM:

I

Thomas / Guy:

like hold it up in and then it melts in my hand.

Maggie / Poppy:

That'd be pretty fucking hot.

Tim / GM:

Yeah. Oh. But as it, passes by all of you, you kind of, like, pop back up to see that this entire tunnel is now coated in this black ash, and it's just hot as hell in here. But it's also clear because it's on the other side of you, and now you're free to move forward.

Speaker 7:

Let's go.

Thomas / Guy:

For mumble.

Speaker 7:

Yes. For mumble.

Tim / GM:

Yeah. You don't hear the singing anymore.

Speaker 7:

For monsieur Dondis.

Tim / GM:

As you all come up on this, bend in the tunnel that hall that, Uli was talking about, you notice just a few pockets of that that moss here, that are kind of like low and, like, set into these, almost, they look like rain holes. There's a these recesses in the stone, where this moss is kind of set really far in. But it's giving off this nice blue glow from inside. And then you round the bend and the atmosphere shifts immediately. This massive domed chamber is lit by an intense light from high on a stone pillar at its center.

Tim / GM:

What sounded before like the sound of rushing water, you come to understand is actually an ocean of bone fragments that is clamoring over itself at all times, trying to climb up the pillar. These skeletal fragments are are gathered in the center of this room, and you see, there's like hands and feet that are literally like tearing each other down so that nobody can get up. At the middle of it, up against the pillar, reaching for the crystal is Emory, sword in hand, still trying to prevail over these bones.

Speaker 4:

I would like to try to blink

Tim / GM:

Okay.

Speaker 4:

To grab it.

Tim / GM:

Okay.

Speaker 4:

Okay.

Tim / GM:

Yeah. You just kind of, like, teleport, teleport, teleport, and you're up to the crystal up there. Yoink. It is it fixed. It lives there.

Tim / GM:

Yep. Yeah. So you can hug it, but you can't rip it out of the ground.

Speaker 4:

Will help.

Maggie / Poppy:

Holly is gonna, step away from her friends, by 10 feet.

Tim / GM:

Mhmm. And then

Maggie / Poppy:

she's gonna cast thunder step.

Thomas / Guy:

Mhmm.

Maggie / Poppy:

Oh. She's gonna run towards the I think she just moved towards right run out in front of everybody and she's gonna be so did Uli hop on the pillar on Emery? Okay. She's gonna be like, Uli, I'll help you. And she's gonna be like, she's gonna take she's gonna have a crystal in each hand, pull out of her pockets, and she's gonna slam them down by her sides like just like whoosh, and then thunder is gonna come out of both crystals and shoot her up into the air.

Maggie / Poppy:

Oh. And she's gonna she can, hold on. The range is 90 feet.

Tim / GM:

Okay. That checks out.

Maggie / Poppy:

And then I just appear into an unoccupied space I can see within range. Immediately after I disappear, a thunderous boom sounds and each creature within 10 feet of the space I left has to make a con save

Thomas / Guy:

Mhmm.

Maggie / Poppy:

Or take 3 d 10 better damage Yeah. On a failed save.

Speaker 4:

So I

Maggie / Poppy:

don't know if that would just shatter

Tim / GM:

all the bones around that. Yeah. I mean, it makes, like, a a giant splash, and it just kind of sends fragments flying in every direction. Yeah.

Maggie / Poppy:

And then, one bad thing about this spell is that the thunder can be heard from 300 feet away so I don't know if that accidentally attracted the dragon. Okay. I didn't think about that till just now. Yeah. And then I just hop on top of the freaking pillar.

Maggie / Poppy:

Okay.

Tim / GM:

So, yeah. 2 of you are up there.

Speaker 4:

If I have the spell shatter Mhmm. And creatures made of inorganic materials, just stone, crystal, or metal, have disadvantage on it Mhmm. Would a an inanimate object also? Yeah. Okay.

Speaker 4:

Cool. I think if I scream really loud, I might be able to break this. You will get hurt also.

Maggie / Poppy:

Don't worry about me. I'm gonna try to grab Emery, and I'm gonna be like, hey, old friend. I'll cast ray of sickness on him.

Tim / GM:

On Emery?

Maggie / Poppy:

Yeah. Okay.

Tim / GM:

What does that do?

Maggie / Poppy:

On a hit, the target takes 2 d 8 poison damage and must make a con save.

Tim / GM:

K.

Maggie / Poppy:

14?

Tim / GM:

14 does not hit Emery.

Speaker 7:

Dang.

Tim / GM:

Yeah. I guess it actually just kind of, hits his armor, and, you see the ray of sickness just get, deflected onto the ground, and it, harmlessly piles into a bunch of bones.

John / Doran:

Snack, reaches into, his cloak and pulls out the lamp and whispers, genie. Yeah. Yeah. The dragon is gone.

Tim / GM:

Oh, yes. Delicious. This is the magic you are going to feed me.

John / Doran:

Yes. Take a look, and I point.

Tim / GM:

Oh, snack. I I can't eat it like that. What? Well, the only reason I could eat the the octopus is because it was nearly dead. Oh.

Tim / GM:

You had weakened it so much, it was easy prey.

John / Doran:

How do me and my allies weaken it? It seems to be stuck.

Tim / GM:

Well, have you tried hurting it?

John / Doran:

No, we have not. Genie, this is why we need you in the party at all times. But we we need to do this quickly, so I put the lamp away. Okay.

Thomas / Guy:

Snack. Let's do this.

John / Doran:

Yes. Let's

Thomas / Guy:

I'm gonna cast, guiding bolt at the gym. Okay. 20 ish.

Tim / GM:

Yeah. That hits

John / Doran:

Okay.

Tim / GM:

An inanimate object.

Thomas / Guy:

So, for d for d 6 radiant and then the next attack against it has advantage. 17.

Tim / GM:

Okay. This guiding bolt,

Thomas / Guy:

17,000 damage.

Tim / GM:

Yeah. 17,000,000 Slams into the crystal. And, you see it, there are some, like, surface fractures on it now. However, it also violently pulses and shakes. And, I need, Holly and Uli to, make a, strength save.

Maggie / Poppy:

20.

Tim / GM:

Damn.

Speaker 4:

I'm a assume I don't have blink anymore.

Tim / GM:

No. Yeah. Okay.

Speaker 7:

Jesus.

Tim / GM:

Okay. So, Holly manages to keep her footing. Uli does not. Uli, you fall back into the bone ocean.

Speaker 4:

Sorry, Uli. And Stick my thumb up

Tim / GM:

on the bones. Not far from where you fall, you see a hand kind of burst from the ground but it's not something that's actually coming out of the ground. It's a hand that's being formed as it reaches up. And then you see another hand reach up. And then both of those hands put their palms against the ground and they kind of, pull this torso out of the ground.

Tim / GM:

And so all of these bones are assembling into a creature for a common purpose, and that purpose is to keep you away from this crystal. That'll that'll be, initiative at that point.

Speaker 4:

Okay. All of us?

Tim / GM:

Yep.

Speaker 7:

What did you roll?

John / Doran:

I rolled for Tibio. Tibio rolls a 1.

Speaker 4:

Oh, no. Oh, boy. For initiative? Oh, no.

Thomas / Guy:

He's shocked by the sight of

Maggie / Poppy:

The bones.

Thomas / Guy:

Someone using

John / Doran:

Bone's very bad.

Thomas / Guy:

Yeah. Evil. Bad bones.

John / Doran:

It's actually a 2, just in case that comes up. Snack has a 21.

Speaker 4:

A good middling 10 for me.

Thomas / Guy:

I got a 7.

Maggie / Poppy:

I also got a 7.

Tim / GM:

Okay. I got it, everybody. This spread is crazy. It's 177991021. Before, anybody has a chance to go, we have, again, what are called layer actions.

Thomas / Guy:

I love these.

Tim / GM:

Yeah. Which is the whole world acting against you. At the beginning of this round, you all see the floor kind of vibrate. And then you see these, all the bone fragments start to hop in sort of concentric circles. And so when you look at the pillar, you just see these literal ripples, going through the entire chamber on the floor.

Tim / GM:

And the ripples get larger and larger until they suddenly form this 5 foot tall wave of bones that just rips outward from the center of the room. Everybody needs a d c 14 dex unless you can get off the ground. Shouldn't Am I still off the ground? Sorry. Everybody needs You're

John / Doran:

good, I think.

Tim / GM:

Everybody needs to make a dex save unless they're not on the ground.

Maggie / Poppy:

Sorry. Can you explain the height and of this room? And, also, am I still on the pillar? Is the pillar directly in the center? Are there any other doorways or things in the cavern?

Tim / GM:

There's only one entrance. You are still on the pillar. You're on top of the pillar. Everybody else is Emery and Uly are at the base of it. The ceiling here is like 30 feet high at most.

Tim / GM:

Yeah.

Thomas / Guy:

Okay. Have I mentioned how Bert can fly all

Tim / GM:

the time? Yeah. Yeah.

John / Doran:

Did I forget to mention that?

Maggie / Poppy:

30 feet high. And then are there still like mites on the ceiling coming down?

Tim / GM:

A few. Yeah. Yeah.

Maggie / Poppy:

Okay. And then, are there any bats or, like, creatures or is it just No.

Speaker 4:

Void of light?

Tim / GM:

There's nothing that can be found. Yeah.

Maggie / Poppy:

And the light is coming from the moss just kind of still in the

Tim / GM:

The light is coming from the crystal. So that's kind of the main source of light in here.

Maggie / Poppy:

Is the crystal taking up the whole entire top of this pillar or No.

Tim / GM:

Is there like a little There's some.

Maggie / Poppy:

It's like 6 centimeter or 6 feet around Yeah. Kinda circular.

Tim / GM:

Yep.

Thomas / Guy:

I got a 4.

Maggie / Poppy:

16.

John / Doran:

10 for snack, 9 for Tibio.

Tim / GM:

16 is fine. Everyone else is not.

Speaker 4:

And I'm in the ocean right now. Yes.

Tim / GM:

It's just for damage, but you're also pushed, away from the pillar by about 10 feet and knocked prone. The other thing that happens at the beginning of this round is you all see a, an area of bones about 5 feet in in diameter, kind of shaking and and vibrating. And then it suddenly bursts up out of the ground in a giant column, and it almost hits the ceiling. And then it just crashes towards you in one direction. This one doesn't come close to hitting anybody.

Tim / GM:

But, yeah. This this giant column formed out of nowhere and just slammed down across the ground, kind of rescattering a bunch of the bones.

Speaker 4:

Is it like a wave?

Tim / GM:

No. This is just literally like a circular column

Speaker 7:

that

Tim / GM:

just rises straight out of the ground. So first up actually is

John / Doran:

Snack. Snack will, get up off the ground and use the rest of his movement to approach the crystal. He received directions from Genie to destroy the crystal and disregards everything else that is relevant in this situation. And, just, points his hand his claws out and just shoots a zappy blast eldritch blast at the crystal.

Thomas / Guy:

Okay. You have advantage. Oh, sweet.

Tim / GM:

Oh, yeah. From the guiding bolt. 22. That definitely hits.

John / Doran:

So damage types, if they're relevant, 9 force damage plus 2 thunder damage. So 11 total. Okay.

Tim / GM:

Yeah. You see, another few, pieces of this crystal, kind of like flake off and fall towards the bottom. And a bunch of, like, eager skeleton hands, like, reach up to grab at the pieces and then discard them when they realize that there's no power there. Is that it, Snack?

Thomas / Guy:

Yep.

Tim / GM:

Okay. Next up is Uli. And then we've got, some bad guys.

Speaker 4:

I'm getting really annoyed at these bones. Mhmm. And it is driving me to use more angry type of magic.

John / Doran:

Mhmm.

Speaker 4:

And I scream. I just, like, roar

Tim / GM:

Mhmm.

Speaker 4:

Right at the crystal, and I cast shatter at a third level.

Tim / GM:

Okay.

Speaker 4:

So it would be 48 thunder damage on a failed save. Yeah. Can it take can it make a save?

Tim / GM:

I don't think so. It's an animate. Yeah.

Speaker 4:

15 thunder damage.

Tim / GM:

Okay. Yeah. You can see that that's got a, a pretty significant effect on this crystal as those vibrations cause it to fracture much deeper than these surface attacks. So you kind of hit it at its core, and now you can see this line sort of split right down the middle of it. And you can see that it's becoming a little bit unstable.

Tim / GM:

It is now Emery's turn. Emery is going to turn to, Uli, who's on the ground right next to him. Really, dude? Emery is not all there at the moment. He seems a little determined.

Tim / GM:

You can see this kind of yellow glow in his eyes that you've seen a couple different times. But when he has this glow, he's not really even focused on being rude to you so much as he is focused on whatever wants things that lives behind his eyes. And because you're standing in the way of him getting to this crystal, he doesn't want it destroyed. Mhmm. He's going after you.

Tim / GM:

Yeah. He is going to, take his great sword, which is now glowing, like hot steel. And he's going to actually, thrust it towards you as best he can. How about that 8? Nope.

Tim / GM:

Okay. So He just

Speaker 7:

go whoop.

Tim / GM:

Embry charges up this big old attack, and he just goes and he goes right past you and runs, like, 5 or 6 feet past you. And,

Speaker 4:

He goes past me?

Tim / GM:

Yeah. He he runs past you.

Speaker 4:

Does that trigger an opportunity attack?

Tim / GM:

Could be yeah.

Speaker 4:

Okay. I wanna, like

Tim / GM:

Just bonk him?

Speaker 4:

Bonk him on the back of the head.

Tim / GM:

Yeah. You're gonna make an unarmed attack.

Speaker 4:

18?

Tim / GM:

Oh, yeah. That hits him.

Speaker 4:

Okay. Six damage.

Tim / GM:

Okay. Six bomb damage. Wow. Damn. Yeah.

Tim / GM:

Emery is slightly concussed.

Maggie / Poppy:

Good work, Guli.

Speaker 4:

Yeah. Fuck that guy.

Tim / GM:

So it is the, amalgam's turn. And it, looks towards Tibio, who I don't think has yet, had the chance to act. And, Tibio, it takes a couple stomps towards you and reaches out with a giant hand that is constantly kind of like shifting in on itself, as this bone amalgam is sort of keeping itself animated. But it is going to try to grapple you.

Speaker 7:

5.

Tim / GM:

Okay. The bone golem got a natural one. Oh, shit.

Maggie / Poppy:

Bone golem. Too bony against bones.

John / Doran:

Bone feet bone.

Tim / GM:

So, yeah, Tibia, what happens when this thing utterly fails? It, it reaches out at you with one hand, and it's looking to sort of take you captive, it looks like. It's trying to restrain you as best it can. But you totally see it coming.

Tara / Journey:

I drop into my bones.

Tim / GM:

Like, you just let your skeleton collapse? Mhmm.

Tara / Journey:

Okay. So it suddenly doesn't see a figure. It's it's a pile of bones, and it's like, oh, okay. Whatever.

Tim / GM:

Yeah. It, yeah. So you just kind of drop to the ground, and then all of a sudden, it just stops in its place. And then, it actually kind of starts brushing some of the bones around and, like, on the floor, and it can't seem to find you. And then it just takes a big hulking stump away from you.

Tim / GM:

It just can't find you.

Tara / Journey:

Do I get attack of opportunity?

Tim / GM:

I think if you're laying down, I think you don't have that ability.

Speaker 7:

Okay.

Tim / GM:

Yeah. Bert, it is your turn.

Thomas / Guy:

I'm gonna cast bless on some friends

Tim / GM:

of mine.

Maggie / Poppy:

Oh, yes. Yes. Yes. Yes.

Thomas / Guy:

It'll be a ladies choice.

Maggie / Poppy:

What does that mean?

Thomas / Guy:

Holly and Tibio and and, Willie.

Maggie / Poppy:

Tibio's a boy.

Tim / GM:

But they're pike, pike.

Speaker 7:

You have to do a stage whisper.

Tim / GM:

And what is bless again?

Thomas / Guy:

Anytime these people do a attack or saving throw, you can add a d 4 to it.

Tim / GM:

Nice. Okay.

Maggie / Poppy:

So do you get to roll that extra

Thomas / Guy:

d four? You roll it.

Tara / Journey:

Okay. Bless us, Thomas, for we have sinned.

Speaker 7:

Bless us, father, Thomas.

Thomas / Guy:

Go get them, guys.

Tara / Journey:

You added d 4?

Tim / GM:

Yep. Yep. Attack or saving through. And, where exactly are you in the room, Bert? And how are you reacting to everything that's going on?

Thomas / Guy:

Bert's not loving it. He's, I mean, down at the bottom and kinda frantically moving back and forth because he doesn't know what to do.

Tim / GM:

Are you kind of near the entrance or no?

Thomas / Guy:

Yeah. Probably didn't move too much since coming in here.

Tim / GM:

Give me a perception check. Great.

Thomas / Guy:

6. Okay.

Tim / GM:

Holly. Everything's great. Your turn.

Maggie / Poppy:

Oh, I'm back to Holly already. K. Well, Holly doesn't have a lot of great spell slots left, so I am going to I'm gonna cast armor of egg Agathys. Yeah. So I just cast on myself.

Maggie / Poppy:

It lasts 1 hour and a protective magical force surrounds you, manifesting as a special spectral frost that covers you and your gear. I gain 5 5 temporary hit points for the duration. If a creature hits me, then the the creature takes 5 cold damage if it's melee.

Thomas / Guy:

Okay. It

Speaker 4:

would be bone chilling. That's

Tim / GM:

pretty good.

Speaker 4:

Also, Tar is, prone bones right now.

Tim / GM:

Damn. Twofert.

Maggie / Poppy:

Okay. So, yeah. Holly just takes a different crystal. Actually, no. She's gonna, she has, like, a little crystal earring in that no one could see.

Tim / GM:

Mhmm.

Maggie / Poppy:

She just, like, pulls it and then it and then, like, an art like a glaze basically goes over her for a second and then it, like, kinda fades and disappears, but it's still there.

Tim / GM:

So Cool.

Maggie / Poppy:

That's how I want that to look.

Tim / GM:

That's pretty

Maggie / Poppy:

cool. I'm trying to, like, just envision a lot of crystal magic.

Tara / Journey:

Yeah. Holly Holly. This this this campaign Holly has been very visually magical and flavorful.

Tim / GM:

Yeah. It's awesome. Yep.

Maggie / Poppy:

Good. So she's got plus 5. Hit points. Cool. And she's just gonna stay by the crystal.

Tim / GM:

She's just

Maggie / Poppy:

she's just trying to armor up.

John / Doran:

Yeah.

Tim / GM:

Okay. You gonna stay up there with the yeah. Okay.

Maggie / Poppy:

I'll stay up.

Tim / GM:

Yeah. Tibio, it's your turn. You see this thing, walking away. It looks like it's moving towards Bert.

Speaker 7:

I cast animate dead.

Speaker 4:

Nice. Okay.

Speaker 7:

On the hand on the on a chunk of it. I know that I can only cast it for a medium or small creature.

Tim / GM:

Mhmm.

Speaker 7:

So I try to get it.

Tim / GM:

Okay. Interesting. Let's look at animate dead this spell.

Tara / Journey:

So the idea is I create an undead servant using a pile of bones or a corpse.

Tim / GM:

Yeah. Ample, ample supply. You're going to contest the crystal

Maggie / Poppy:

Okay. For

Tim / GM:

control of

Speaker 4:

bones.

Tara / Journey:

That's kind of what I was hoping was that I could, like, wrestle control of these bones away from it.

Tim / GM:

And so you you guys have noticed as well that every time the crystal is struck, that the whole room kind of reacts to it. Like, the bone golem takes notice. The all the bone ocean kind of ripples. Let's have you roll, with your spell casting modifier. I was

Tara / Journey:

gonna say roll it like an attack? Yeah.

Tim / GM:

Yeah. Okay.

Speaker 7:

13.

Tim / GM:

Okay. So you're, you, like, grab hold of some of these bones. And as soon as you do, you're like, oh, I can control these. But then it starts fighting back, and and you start to think, oh, maybe not. Like, maybe I should get out of this.

Tim / GM:

And then you feel like, actually, I might be able to and you do. You take control of this thing's entire right arm. So as it's walking towards it's walking towards Bert, you can see it kind of, like, raises an arm to go to, like, slam down on him, and Bert isn't even looking. And there's nothing you could do that would be loud enough to get his attention. And then all of a sudden his arm just stops in mid air, and the golem, like, turns around and looks back at it.

Tim / GM:

And it's just I mean, it doesn't make any noise, but it's just shaking rapidly as if it's as if its arm is shackled.

Tara / Journey:

Mhmm. So I control that arm for 24 hours. Okay.

Tim / GM:

Any one liner while you got it?

Speaker 7:

Keep your hands to yourself.

Tim / GM:

Good. Okay. Yeah.

Tara / Journey:

On all of my turns, it takes a bonus action to con like, to make it do something.

Tim / GM:

Okay.

Tara / Journey:

Cool. But it's mine.

Tim / GM:

Next after that, is the, the lair. The round has started over.

Thomas / Guy:

Larry.

Tim / GM:

Larry. Larry's action.

Tara / Journey:

Wait. What?

Tim / GM:

Uli. Beneath you and Emery, you see, a almost perfect circle about 10 feet across, a circle of bones that is just vibrating rapidly, kind of like shaking. And, you saw this a few minutes ago, when a, a pillar of bones just kind of formed out of the bone ocean and slammed against the ceiling. You have a feeling that might be about to happen to you.

Speaker 4:

How close am I to getting out of it?

Tim / GM:

So you and Emery are both kind of in the center of this. You're about 5 feet apart from each other.

Speaker 4:

Are we near the pillar then?

Tim / GM:

Yeah. You're close to the pillar.

Speaker 4:

Okay. And I can do something?

Tim / GM:

It's not your turn yet. I would I would say that this prompts a reaction from you.

Speaker 4:

Can my reaction be to start climbing the pillar?

Tim / GM:

I'm gonna say yes.

Speaker 4:

Is that something I shouldn't do?

Tim / GM:

I can't tell you that, but you can climb the pillar.

Speaker 4:

I figured the bones aren't on the pillar. So

Tim / GM:

Right. Right.

Speaker 4:

So I'll just hang on to the pillar and shimmy up it like a tree. Okay.

Tim / GM:

Emery is gonna make a dive, out of the way. And he is successful in that. So he just kind of, like, goes prone on the ground in the bone ocean, while this torrent of bones just rockets up. And, a lot of them are clattering against you, kind of like smacking you as they rise towards the ceiling. And, I'm gonna need you to make a strength save because these things are starting to hit you with such force that it's knocking you off the pillar.

Speaker 4:

14.

Tim / GM:

14 is just barely enough to keep you on there, but you are gonna take a little bit of damage. Okay. Alright. So for bludgeoning damage as these bones kind of, like, smash against you, but they don't, like, rip you off the pillar or anything.

Speaker 4:

Okay.

Tim / GM:

So first up in the round is actually snack.

John / Doran:

I am going to continue moving closer to the crystal. I used half my movement to walk towards it from the entrance. Mhmm. I'm not sure how close that gets me. Am I up to where

Tim / GM:

Yeah. You're probably, like, at the base of the pillar then.

John / Doran:

Can I still see the crystal from where I am?

Tim / GM:

Not really. You can see, like, the light from the crystal. But because there's so much of a platform up there, it the crystal itself is blocked from sight.

John / Doran:

Snack will, use misty step to, get to the top where the crystal is.

Tim / GM:

Okay. Yeah. Holly, you just see a little cloud of smoke mist, and, Snack appears.

John / Doran:

Oh. And then what?

Maggie / Poppy:

Well, I'm glad to see you.

John / Doran:

Holly, how is it going?

Maggie / Poppy:

Not good. But, you know, I'm armored up. I feel really, light and, like, my spirit is in good shape, so I'm I'm ready.

John / Doran:

Excellent. Genie says we must damage the crystal, and then he can eat it yet again, this curse.

Maggie / Poppy:

Oh. Oh, okay. Yeah. We'll we'll do our best.

John / Doran:

Snek uses his standard action to, move even closer to the crystal. Do I get any, sort of, like, vibe from it? Mhmm.

Tim / GM:

Yeah. Throw a little vibe check.

Maggie / Poppy:

Vibe check.

Tim / GM:

It's a bit of a muff to a flame as soon as you get closer. Because you you walk in with plans, and, those quickly change. I'm gonna have you make a charisma saving throw.

Tara / Journey:

Uh-oh. What's your jaw, bra?

John / Doran:

17. Okay. Oh. Yeah.

Tim / GM:

You, you just kinda like, like, shake out of it. And

Maggie / Poppy:

You can't mess a snack.

Tara / Journey:

He's got a lot of practice recently being cursed.

Tim / GM:

Yeah. Yeah. You're pretty familiar with what's real.

John / Doran:

Building up a resistance. Yeah.

Tim / GM:

Yeah. Maybe. Yeah. So you close right in on the crystal. You're you're, actually touching it, and able to resist the pull.

Tim / GM:

Okay. Uli?

Speaker 7:

Yes.

Tim / GM:

Some of your clothes are torn a little bit, but you're you're laughing fine.

Maggie / Poppy:

Did you have a lot of clothes to begin with?

Tim / GM:

Not really.

Speaker 4:

I mean, they're pretty worn anyway. Bad and damaged shoes. It's,

Tim / GM:

like, okay. Now, I'll get a new shirt.

Maggie / Poppy:

Like going to Samadala climbing up the pillars of the battle. It's a ripped shirt now.

Speaker 4:

Uli clearly doesn't have a problem with nudity either. So Oh, yeah.

Tim / GM:

You've

Tara / Journey:

got, like, superhero nudity going on where it's just, like, strategic scraps of fabric over all the bits.

Speaker 4:

It's like this.

Tim / GM:

Yeah. Yeah.

Speaker 4:

Okay. Everything I can do to this is probably going to hurt other people.

Maggie / Poppy:

Holly's going to poke her head over the edge of the thing and, Uli, whatever you do, don't hurt us.

Speaker 4:

That's the plan. I'm I'm gonna keep climbing.

Tim / GM:

Okay.

Speaker 4:

I just want a magic missile punch it. I'm going to roll to see if I search though.

Maggie / Poppy:

What does this look like? So you I just helped you pull up on the pillar and I'm like, do something.

Speaker 4:

I okay. And like, all I can think of is hit the thing because I can't think under pressure, I guess. And then I just like smash it 3 times, like, an ape with a rock.

Tim / GM:

Just with your fist?

Speaker 4:

Yes. Okay. So it's 1 d 4 plus 1 force.

John / Doran:

Mhmm.

Speaker 4:

Three times. Ten force damage.

Tim / GM:

Alright. Much to your surprise, Holly, I mean, not that you think Uli is weak or anything, but you've never seen someone punch a stone so hard that it chipped and cracked. But, you can see there are some deep fractures in this, and they'd get wider and longer with every hit.

Maggie / Poppy:

Yeah. Good job, Luke. I know.

Tim / GM:

And you guys can see the the light of the crystal sort of dims and flickers as she begins to to punch it again. And, even the bone golem looks up from from below at the central pillar. Next up is Emory. Emory is going to, put his sword on his back. And you can hear a couple crunchy steps as he, sprints and jumps at the pillar.

Tim / GM:

Gets about halfway up, and is just kind of like shuffle climbing up the pillar to try to get up. Great. Yeah. Great. The, bone golem is up next.

Tim / GM:

And it is, trying to punch Bert, who I think still doesn't know that it's there. It's going to, oh, no. That's that's right. It's just yours now.

Tara / Journey:

The hand. Yeah. The arm. Right. Or whatever.

Speaker 4:

Is it right handed?

Tim / GM:

Yeah. I would I I think so.

Tara / Journey:

Yeah. Do I have the right

Speaker 4:

hand or the left hand?

Tim / GM:

The right hand. Because that's what I was trying to punch with.

Tara / Journey:

Right hand with bones.

Tim / GM:

So it still can't, like, pull its its arm away from you. It's, it's actually going to rip its arm off. So, yeah. It it sort of, kind of starts smashing its own shoulder with its other arm, until those, those bone fragments sort of separate from it. And, the chunk that you've got sort of, like, falls to the floor.

Tim / GM:

That's still totally under your control and still animated. And, so it's gonna it's gonna do itself some damage.

Maggie / Poppy:

Holly's, like, looking out and seeing this happen and just being, like, what the

Tim / GM:

Yeah. You look down from the pillar, and you just see this giant golem, like, smashing its own arm to bits. And it gets free. And then, I mean, Bert, you you definitely know that this is going on now. But it, it it is still kind of locked on you, Bert, but it had to waste all of its effort on destroying itself, this round.

Tim / GM:

It's your turn.

Thomas / Guy:

Okay. I turn around and see the golem right there, mutilating itself. Yeah. And freak out kinda like scurry away and put my back against the wall of the room. Mhmm.

Thomas / Guy:

And, I'm kinda looking everywhere and looking up there. How's it going up there? Do you have it yet?

Maggie / Poppy:

Lee punched it a lot.

Thomas / Guy:

That checks out?

Speaker 4:

I almost killed it.

Thomas / Guy:

Okay. I pull out my Whisper Quill.

Tim / GM:

Yeah.

Thomas / Guy:

And, in my book alright. King Mumble, please keep the dragon busy. We are trying to free the gem from the pillar, but it stuck, period.

Maggie / Poppy:

Stop.

Tim / GM:

And then as, as, Ross the boss instructed you to, cross out the message.

John / Doran:

Yes. Yes.

Tim / GM:

Yes. And then, and then the ink actually disappears off the page. Oh. And, you just it just says, scene by Mumble Dundas.

Speaker 4:

He left you on

Tim / GM:

red. Okay. Uh-huh. He saw it. That's it.

Thomas / Guy:

Well, he saw it.

John / Doran:

Skeletoned you.

Thomas / Guy:

Alright. Let's hurry it up out there. I'm gonna shoot a guiding bolt at it again.

Tim / GM:

Okay. Another little snipe. Is that a save from the thing or an attack from it?

Thomas / Guy:

It's a ranged spell attack. 14. 10.

Tim / GM:

Yes. That hits.

Thomas / Guy:

Oof. Nine damage.

John / Doran:

Okay.

Thomas / Guy:

And next attack has advantage.

Tim / GM:

Yes. That's right. So those of you on the pillar just see a, a firework come, streaking up towards you, and it just smacks against the crystal. And the crystal is now even more glowing than it was before, as the guiding bolt, gives you a little direction. Mhmm.

Tim / GM:

Next up is Holly, and then Tibia ends the round.

Maggie / Poppy:

Holly's just gonna try to stab it with her dagger. Okay.

Tim / GM:

Did you

Maggie / Poppy:

just have the dagger? Holly's worried about the dragon come back, so she's gonna I don't know most of her spells are would be better used for fighting a a flying dragon.

Tim / GM:

Yeah. She's trying to kill

John / Doran:

us.

Thomas / Guy:

Well, but if we get if we get the crystal, the dragon's, like, out of commission, I think.

Tim / GM:

I fucking hope.

Maggie / Poppy:

I'm gonna just I'm gonna try to I noticed the cracks in it, and so she's gonna send a whip out a dagger out of her boot Yeah. And try to just

Tim / GM:

Wedge it in there?

Maggie / Poppy:

Wedge it in there and stab it. So do I roll a d 20? I've never done a

Tim / GM:

Yeah. No. You're you're still attacking even though you're going to hit, I I hope.

Maggie / Poppy:

16.

Tim / GM:

That definitely hits. You get it right in the crack.

Maggie / Poppy:

D four is the triangle. It's a 2 plus strength modifier to 4. Alright. 4 dagger damage. 4 stabby.

Tara / Journey:

4 stabbies.

Maggie / Poppy:

And it's just like little tinks. Yeah. Just add a little

Tara / Journey:

fork on a cup. Yeah.

Tim / GM:

So yeah. I mean, it's like you guys are just, like, aliens trying to figure out how to interact with this thing. Lily's punching it. You're stabbing it.

Maggie / Poppy:

What do I do?

Tim / GM:

That leads us to Tibiole.

Tara / Journey:

Tibiole is going to use the bonus action to have the hand smack the bone golem.

Maggie / Poppy:

Okay. Nice.

Tim / GM:

So, yeah, make an attack with, I suppose, the hand's proficient, so go ahead and add your proficiency bonus.

Maggie / Poppy:

Okay. It's gonna be a bone slap?

Tim / GM:

Yeah. Bone slap. And this is against the golem. Right? The greater golem?

Speaker 7:

Yes. Okay. 11.

Tim / GM:

11.

Tara / Journey:

Is it just the roll plus proficiency?

Speaker 7:

Use the d 4.

Tim / GM:

Yeah. I suppose plus the hand strength, which plus 1, maybe?

Tara / Journey:

12 plus

Speaker 7:

15.

Tim / GM:

There you

Thomas / Guy:

go. Alright. 15 gets

Tim / GM:

the big boy. Okay.

Speaker 4:

Blessed.

John / Doran:

One liner for this one, maybe?

Maggie / Poppy:

Stop pinning yourself.

John / Doran:

Yep.

Tim / GM:

Awesome. Alright. Give me a 4 d6 bludgeoning damage.

Tara / Journey:

Okay.

Tim / GM:

10. Alright. And, where do you where do you wanna hit this golem?

Tara / Journey:

Oh, smack across the face.

Tim / GM:

Alright. Yeah. So the, your arm, kind of like, inch worms to catch up to it. And then, like, do you wanna tap them on the shoulder and be like, turn around?

Tara / Journey:

Yeah. So it's gonna yeah. Tap them on the shoulder of the, other arm.

Tim / GM:

Yeah.

Tara / Journey:

And then as it turns, it's gonna backslap it.

Tim / GM:

Yeah. Alright. Yeah. You just backhand its head off, and then it just, like, forms a new one right afterwards. But it is now, taking steps back towards you, Tibio, and it just has this look on its face like, I thought you were dead.

Tara / Journey:

Does anyone else find themselves doing the, like, snack

Thomas / Guy:

every once

Tim / GM:

in a while?

Tara / Journey:

Because John started doing it in real life, and I've noticed I've started doing it.

Tim / GM:

The, yeah. So it it's been thoroughly got its head slapped off.

Speaker 7:

Yeah. I

Tara / Journey:

still have my action.

Tim / GM:

Oh, that's right. That was just your bonus action.

Thomas / Guy:

Yeah. Crazy.

Tara / Journey:

That's where I'm at

Speaker 7:

right now. I'm going, I'm going to magic missile at the crystal.

Tim / GM:

Good choice.

Tara / Journey:

Oh, wait. I'm a cast that second level.

Tim / GM:

Okay. Yeah. Oh.

Tara / Journey:

And also I gotta get that Pump that spell.

Thomas / Guy:

I gotta start remembering that I could do that.

Tim / GM:

Yeah. Oh, leveling up your spell.

Tara / Journey:

On dart. Mhmm. Okay. So it'll be 4 darts. 3.

Tara / Journey:

14.

Speaker 4:

Nice. Alright.

Tim / GM:

So with that, those of you that are on the, pillar Oh. See the, the sort of, like, top fourth of the crystal just get sheared off by the last bolt that hits this thing. And, you all see this giant chunk hit the pillar and then sort of spin away, and fall back into the bone ocean. And the the lights flicker again. The the ocean ripples again, and the bone golem looks back up towards the pillar.

Tim / GM:

At that point, it takes its eyes off of, off of Tibio and off of Bert, and it starts walking towards the pillar.

Tara / Journey:

Sorry. That

Tim / GM:

is the, the end of that round. And we're back at the top with a shivering circle of bone fragments, Bert.

Thomas / Guy:

So that didn't do it,

Tim / GM:

no. So you see a a shivering circle of bone fragments. You've seen this twice now before that you're about to get pillared.

Thomas / Guy:

I wanna, well, get out of there. I'm also wanting to find that piece that fell off.

Tim / GM:

Okay.

Thomas / Guy:

Yeah. Which I won't be doing this turn. But

Tim / GM:

Sure. Do you just wanna, like, locate it? Yeah. Yeah. Give me a perception check just to kinda spot it.

Thomas / Guy:

That's good.

Tim / GM:

Actually, I'm sorry. Change that to investigation so you can use your, int, I think.

Thomas / Guy:

My wisdom is actually better.

Tim / GM:

Sorry.

Thomas / Guy:

18. I feel like I should be proficient in investigation, but I am not.

Tim / GM:

Yeah. That's probably true. But, yeah, you do you track it as it, falls off the pillar and back into the bones. Great.

Thomas / Guy:

Can I get out of the circle or whatever? Yeah.

Tim / GM:

You'll have to make a dexterity save.

Thomas / Guy:

Love it. Would love to use that role

Tara / Journey:

for that. Yeah.

Thomas / Guy:

It's a 14.

Tim / GM:

Okay. Yes. You, you would dive out of the way, and, the bones come flying up behind you. And you just sort of, you get hailed on a little bit, but nothing too serious.

Tara / Journey:

I'm getting really some lucky rolls for deck saves, because we all

Thomas / Guy:

Like, right at right at what I assume the DC is.

Tim / GM:

We're all

Tara / Journey:

hitting those fourteens and fifteens. Like

Tim / GM:

Yeah. Yeah. All my saves are right around 14 It's more epic that way. Do we

Speaker 4:

all have a plus one for Dex?

Tara / Journey:

Yeah. Okay.

John / Doran:

Oh, I'm sure yeah.

Tim / GM:

The, other kind of layer action, you see the shadow of something moving in the tunnel connecting to this one. It is large, and it is bony. And, it is Great. Turning the corner into the room. Bert, you're the first one to notice this.

Tim / GM:

But it's not your turn for quite some time. You can talk if you want to. But first

John / Doran:

up is actually snack. Snack is going to, try to climb onto the crystal.

Tim / GM:

Okay.

John / Doran:

And, Snack, puts both his hands, like, downward facing, like and just shoots an Eldritch Blast point blank, like, into where, like, the top broke off.

Tim / GM:

Okay.

John / Doran:

And he starts laughing a bit.

Maggie / Poppy:

Wait. Can you give us that laugh, please?

John / Doran:

Alright. So Eldritch Blast 22. Yep. So we got, 7 damage off

Tim / GM:

of that.

Tara / Journey:

That's not nothing.

Tim / GM:

Well, snack, you, put your palms on it and give it a sort of maniacal grin and a laugh and pulse some deadly force into it. Who all is on the pillow right now?

Maggie / Poppy:

Me. Me. Holly.

Tim / GM:

So we got Holly, I'm not, and Snack.

Tara / Journey:

Nor I. Gnomes on the floor.

Thomas / Guy:

Where do they belong? Yeah.

Tim / GM:

Okay. I'm gonna have, Snack, Uli, and Holly all make a strength save. Snack, you have a disadvantage.

Speaker 4:

Mhmm. It's a strength save?

John / Doran:

Yep. How does Timspiration work?

Tim / GM:

It's it's inspiration like any other. If you still got it, you can use it.

John / Doran:

Does that how does it does that cancel out?

Tim / GM:

It cancels out disadvantage, so it would just be the 1st dice a year old.

John / Doran:

Alright. Too late anyways. Okay.

Thomas / Guy:

What what was that for, by the way?

John / Doran:

That was for the giving giving, Coco to my heroes. Yeah.

Speaker 4:

Yeah. That's right. Tides of chaos, to get advantage on.

John / Doran:

Okay.

Maggie / Poppy:

I have 14.

Speaker 4:

Okay. 16.

John / Doran:

K. 4.

Maggie / Poppy:

Oh, I see.

Thomas / Guy:

Those saving throws you get proficiency on.

Tim / GM:

Okay. So 16 is fine. You are able to, maintain your position.

Maggie / Poppy:

Wait. I haven't used my d 4 for bless. Plus 3. 17. 17.

Tim / GM:

You got it?

Thomas / Guy:

Hey. Blessed. You're blessed. You're blessed.

Maggie / Poppy:

You're blessed. Damn.

Tim / GM:

Alright. So, snack. You take the full brunt of this It's 18 damage, 18 force damage. The other 2 of you oh, and you're knocked some 30 feet off of the pillar, and will take, a little bit of bludgeoning damage on impact. 6 bludgeoning damage on impact.

Tim / GM:

Holly and Uli each take 9, just half of that damage, and you're still on the pillar. The rest of you just see this blinding flash and you can hear the shattering glass, as little sparkling shards go to end every, I guess, corner of this circular room. And, after that, it's just dark in here. Completely dark. You can see, like, a little bit of light coming in from the moss from the the room before it, but there's no crystal, and there's no noise, and there's no golem.

Thomas / Guy:

Did did we do it?

Speaker 7:

Is it is everyone okay?

Speaker 4:

Did we happen to hear a dragon sized pile of bones

Maggie / Poppy:

going through?

Tim / GM:

Bert definitely noticed exactly that.

Thomas / Guy:

Oh, okay.

Tim / GM:

Sort of like, like, on a on a massive scale. Yeah.

Maggie / Poppy:

It's like

Speaker 4:

a bonezilla. Oh,

Tim / GM:

yeah. Yeah. In fact, the, the the head of the dragon The bone. The head of this dragon lands right inside the cave entrance where you guys can see it. Yeah.

John / Doran:

For the rest of Snack's turn, he, crawls under a mine cart and then crawls into the lamp.

Tim / GM:

A couple seconds go by with this sort of darkness. And then you can all see a little bit of a a spark, start to form. And at first, you think it's emery, but it reveals itself to be a little different. In fact, it's a little like the octopus that you saw on the dock. It's this sort of amorphous blob of white light.

Tim / GM:

It almost looks like it's, like, tangible. Like, you could touch it or throw it around. It's about half the size of a person, and it looks like it keeps trying to ambulate or walk around. But it's the only thing casting light in this room, and it it almost feels as if this place has gone silent as you all observe this thing.

Speaker 4:

How big is it?

Tim / GM:

About half the size of a person.

Speaker 4:

He's like a toddler.

Thomas / Guy:

Yep. Or the size of a gnome.

Speaker 7:

Tiyo is going to find snack and hopefully find the lamp so that Ginny can eat this glowing being. As he walks, he's going

Tara / Journey:

to be gathering his bones and reforming his skeleton because he dropped it earlier. Yeah. And never got it back before the end of the fight.

Tim / GM:

You, walk over to the the mine cart where you saw, Snack kind of tuck himself away into. And when you look down there, you just see the the lamp that he carries around sitting inside the mine cart.

Tara / Journey:

I'm gonna pick it up and, like, hold it up to my face and, like, politely knock on it. Mhmm.

Speaker 7:

Hello, Snek? Ginny? Is anyone in there?

John / Doran:

No way, Tibio.

Speaker 7:

Snack, are you okay?

John / Doran:

We are not allies anymore.

Maggie / Poppy:

What?

John / Doran:

I want no part of this.

Maggie / Poppy:

Snack, what is wrong? What happened?

John / Doran:

I am greatly hurt, Tidio. This was not fun.

Speaker 7:

Oh, Snack. Oh, no. Come out and we will help you.

Thomas / Guy:

Yeah. I can help with that, Snack.

John / Doran:

I don't think I'll I don't think I'll ever be a dragon to be all.

Speaker 7:

Snack. What you did today was the bravest thing I've ever seen from a Kobold. You are more like a dragon now than you've ever been.

Tim / GM:

Bert, as you cross the room, to, move towards Tibia and snack

Thomas / Guy:

I'm gonna light a haunted candle to

Tim / GM:

get a little more light in here. The, that figure of light, takes notice of you and, kind of meets you a lot more quickly than you expect. It's suddenly kind of upon you, and it looks like it's looking at you, though it has no features. But it's kind of all eyes on you at this point in a dark room with, Emery kind of standing almost like catatonic, staring at you and this thing. And the rest of you just looking inward, this white light kind of like reaches out towards you.

Thomas / Guy:

I'm gonna do the hand waving mirror thing.

Tim / GM:

Yeah. So yeah. You you lift the the mirrored hand, and, it jumps into you. No.

Thomas / Guy:

Oh, no. What's that feel like?

Tim / GM:

It doesn't feel like much. It feels extremely cold. And then it feels like there's cold water in you that never warms up.

Thomas / Guy:

Oh, god. Oh, god. Oh, god.

Speaker 7:

Bert, are you okay? What is that? What happened?

Thomas / Guy:

I think I'm okay.

Speaker 7:

Did you eat it?

Thomas / Guy:

It's a little cold in here.

Tara / Journey:

I what?

Thomas / Guy:

I didn't eat it. It's inside me.

Tim / GM:

Oh, no. When you, look up at Tibio, Bert, he looks frantic. And as you look across the room, you see your friends, but you also see Emery who suddenly seems so familiar. You are connected now to Emery in a way that you haven't felt before. There is something in him that is looking at you even when he's not.

Speaker 7:

There's something here that wasn't there before.

Thomas / Guy:

Emery Emery, are you okay?

Tim / GM:

Emery starts walking towards you, and, you can all hear this even though Emery is not moving his mouth. It's not even Emery's voice, but you hear, that's mine.

Thomas / Guy:

Oh, woah. Hey, pal. I didn't want any part of this. I don't know what's going on here.

Speaker 7:

Snack, I need you to get Genie to help us.

Thomas / Guy:

I said go away.

Speaker 7:

Snack, please. It's very important.

Thomas / Guy:

Any help here would be appreciated, mister Snack.

Speaker 7:

Snack, I know you're hurt, but the dragon is always brave even when he is hurt.

John / Doran:

Snack, tries to speak with Genie.

Tim / GM:

Yeah. I mean, you're, in there with him. I think, Genie, does he have separate quarters in the lamp?

John / Doran:

I we haven't established these yet. I don't I don't really have a opinion on it. So whatever you think makes sense.

Tim / GM:

Yeah. I think, when you're in the lamp, you're kind of in Genie's, like, foyer, like, the front room to his, estate.

John / Doran:

Okay.

Tim / GM:

And, there's a big kind of grand, purple door in there. That is Genie's door. If you even tried to go in that door, you couldn't. It's a sort of, ethereal space.

John / Doran:

Okay. Yeah. I limp over to the door, and I I rap on it.

Tim / GM:

And, when Genie steps out looking, much more humanoid here than in any other place, he says, snack. What what's happened to you?

John / Doran:

Genie, I'm not well, and I'm afraid I think the others are in danger, but

Tim / GM:

Snack, tell me what happened. What's out there?

John / Doran:

The crystal cracked. There's a loud explosion. There was a dragon coming. I don't know.

Tim / GM:

You defeated the curse all on your own, Snack? No. Then why are you

John / Doran:

here? Can can you help us, Genie?

Tim / GM:

I I I suppose Bert is in danger and Tibio sounds worried. Snack, you know the rules of my service. I I don't owe you a wish at this time, Snack.

John / Doran:

What should I do? If

Tim / GM:

I were you, I'd fight until my last and know that you're going to win. I promise you.

John / Doran:

So, Snack will, I imagine he just kind of crouches low and then jumps and then, like, tries to leave the lamp. Mhmm. And, on his way out, though, he grabs, the slingshot that he found earlier

Tim / GM:

Okay.

John / Doran:

For good measure. Mhmm. And Tibia, we are allies again. What what can I do?

Tim / GM:

And you're out of the lamp now? Yeah. As you go to, like, pick up the lamp and put it back on your person, a, small red vial falls out of it. And you hear, I think you dropped

John / Doran:

this. I picked that up. What is it?

Tim / GM:

Not a wish, just something you dropped. And it's a, a lesser potion of healing.

John / Doran:

Okay. Does it say fizzle potions on it? No.

Thomas / Guy:

Alright. Good question.

John / Doran:

So then, he, bites the cork and then rips that off and takes a potion and then looks to Tibio and says, what can we do to help?

Speaker 7:

Drink that potion fast, and then we can duck.

John / Doran:

Alright. I slam it with my mouth.

Thomas / Guy:

Bert is, like, flailing around, and he's, like, scanning through his book really fast to see if he can find anything that would help him.

Maggie / Poppy:

Holly's looking through her, like, pockets and her apron, and trying to see if she has anything that might help. But she's not really, like, a healer necessarily. And she's like, I don't know. And, she pulls out a little bit of the moss to show from the wall. She's, like, maybe this, and she gives it to

Thomas / Guy:

him. That wouldn't be the weirdest thing that went in me today.

Maggie / Poppy:

I don't know. I have no idea what it does. I haven't had time to study.

Thomas / Guy:

I'll take a little bite.

Tim / GM:

Okay. So you, you eat the moss, and, you hear something inside you. There is, without a doubt, something living inside you now, Bert. Not the moss, but what came before that says, no.

John / Doran:

No. Spit it out.

Thomas / Guy:

I spit out the moss.

Speaker 7:

Eat it.

Maggie / Poppy:

What? Why'd you spit it out? What?

Speaker 7:

Just felt

Thomas / Guy:

like spitting it out. Wait. Can they hear that too?

Tim / GM:

They yes. They can. Oh.

Speaker 7:

But but you must eat the most. You must see more of it. You must be strong, but

Thomas / Guy:

I will

Speaker 4:

hold your mouth open.

Speaker 7:

It's a

Maggie / Poppy:

tasty just pretend it's a tasty, burrito burger from burrito town at the

Thomas / Guy:

But it's not.

Tara / Journey:

It's so much worse.

Maggie / Poppy:

Just eat it. You can do it.

Tim / GM:

And, you you hear this, this thing is uncomfortable now inside you. It it it seems like it's pacing, if it could pace, within your being. But it is probably as uncomfortable as you are at this point.

Thomas / Guy:

This is weird.

Speaker 4:

Does it does it feel like like an emotion you can't control?

Maggie / Poppy:

No. You said it just feels cold. Right?

Thomas / Guy:

Yeah. And I keep having these weird thoughts, like, I'm thinking 2 things at the same time.

Speaker 4:

I wanna try giving him my tankard.

Tim / GM:

Okay.

Speaker 4:

And, like okay. So, like, focus really hard on the thing you want to not be inside of you right now.

Thomas / Guy:

Okay. Okay. I'm focused.

Speaker 4:

And then open this.

John / Doran:

Alright.

Tim / GM:

So when you open this, it makes a sort of, that, like, nitrous, like, suction noise, and it sucks out all your bad emotions. So at this time, it takes away your fear and anxiety, so you can think clearly about this. And what makes the most sense right now is that a curse has moved into you. Something about the moss is a deterrent to these curses, and it feels like this curse has not yet made its home in you, and this is a good chance to get rid of it. That's what this clarity gives you.

Tara / Journey:

Tibia starts running around and gathering moss from the walls.

Speaker 4:

I yeah.

Thomas / Guy:

Oh, you know, this is it didn't sound bad. It's just a regular old curse.

Speaker 7:

Here. Have some more moss. Eat more.

Thomas / Guy:

Yeah. I'll just eat more of this terrible moss

Speaker 7:

that is disgusting. Some moss. It's delicious.

Thomas / Guy:

No problem.

John / Doran:

Yeah. W, I I was having a crisis. I don't see why I needed to be out right now.

Thomas / Guy:

Oh, there's a ghost in me, mister Snack. What?

John / Doran:

Ginny, do we need to beat up Bert?

Thomas / Guy:

Yeah. The crystal turned into a ghost and it's in me, and, it could change me forever, but I'm cool with it.

Speaker 7:

What? Get it out of Bert, and then Ginny can eat it.

John / Doran:

Is Bert going to become the dragon then?

Speaker 7:

No. No. No. The dragon is gone.

Thomas / Guy:

Oh, okay.

Speaker 4:

I shove a mug of Banth Ale into his hands.

Thomas / Guy:

This is this is gross. This is disgusting.

Speaker 4:

This this might help.

Maggie / Poppy:

Make sure to have a genie at the ready to eat the curbs.

John / Doran:

Yes. Genie, are you keeping up with this? I talked

Tim / GM:

to a lamp. Says, sounds pretty hairy out there. Are you ready for me?

John / Doran:

Pretty soon, I think.

Tim / GM:

Bert, you feel like you're gonna be sick.

Thomas / Guy:

Okay. Do I need to do a constitution check?

Tim / GM:

That's a good idea. Great.

Maggie / Poppy:

Holly grabs the lamp out of Snack's hand, opens it up, and just she she she she sees Bert Heaving.

John / Doran:

My good pillows. And she

Maggie / Poppy:

she just holds it in front of

Tim / GM:

them, like

Thomas / Guy:

It all comes

Speaker 7:

down to

Tara / Journey:

this roll.

Thomas / Guy:

Sorry, snack. Oh, well, 9.

Tim / GM:

I mean, that's a fail. So you do get physically sick. Okay. And He's in the lambs. You can all see when he when he gets sick like that, that his eyes just kind of turn white, and he's actually producing light from his eyes and mouth, when he does that.

Tim / GM:

And you can you can literally see the beginning of this white curse energy coming out of him. And, that's when Emery, draws his sword, and he says, get it out.

Thomas / Guy:

Love to, pal. We're working on it.

Speaker 4:

Can I grapple, Emery?

Tim / GM:

Sure.

Speaker 4:

I would like to do that. Okay. 19.

Tim / GM:

Yep. You've got control of him in the grapple.

Tara / Journey:

As, as I see, Uli has grabbed Emery. I take some leftover moss and start shoving it in his mouth.

Tim / GM:

In Emery's? Yeah.

Thomas / Guy:

Hey. Save some for me.

Speaker 7:

Emery, your ghost. Your ghost. Eat this mess.

Tim / GM:

Oh my gosh. Will be, like, holding

Maggie / Poppy:

his jaw open.

Tara / Journey:

I'm just, like, shoving it. So I've got, like, my little, gnome hands and my skeleton hands that are both, like, stabby little fingers poking all this moss in his mouth.

Tim / GM:

Out of a quad arm.

Speaker 4:

Force his jaw. Closed.

Tim / GM:

He hates it.

Thomas / Guy:

Hey, I'm right there with you, pal.

Tim / GM:

And then another wave of nausea comes over you, and, you get this thing out in in one kind of, cathartic heap. Yeah. That's good podcasting. This thing just falls out of your mouth onto the floor in a heap, and then, just kind of like rolls back to its standing height, which again is about your size and shape. In fact, now, Bert, it looks almost like you, after it's been inside you for a while, that it sort of takes on your general shape, even your clothes.

Thomas / Guy:

No. Look at that. It looks just like me.

Tim / GM:

It's got,

Tara / Journey:

like, a little ghostly mustache. Yeah. That's the one,

Maggie / Poppy:

Genie. Genie, now. Can you get it?

John / Doran:

She has my lamp. So Oh, that's right.

Tim / GM:

Okay. I forgot. I was like, Genie doesn't respond to anybody else.

Maggie / Poppy:

Snack, it's not working.

John / Doran:

Genie, it is time. We need you. Gross, but okay.

Tim / GM:

Genie, emerges from the lamp in a big puff again and, kind of launches into the curse with all the confidence that he had last time. Except when he gets close to the curse, the curse kind of reaches out at him. And instead of Genie just handling this like he did before, it looks like this curse has still got some fight in it. And you see Genie grappling with the curse, literally grappling with its 2 little arms and pushing it back and forth. And then you see, Uli and Emery that are grappling each other right next to it.

Tim / GM:

And so there's literally 2 pairs of people, things, one otherworldly, one mundane that are just kind of locked in these positions. What do the rest of you do?

Thomas / Guy:

I'm writing this down.

Tim / GM:

Like wiping vomit off your

Thomas / Guy:

Also, how long does Bert not have anxiety anymore?

Tim / GM:

I think up up to an hour.

Thomas / Guy:

Hell, yeah. Okay. I'm loving this.

Tim / GM:

Yeah.

John / Doran:

Snack is going to use Eldritch Blast on the curse that's fighting

Tim / GM:

Jinyi. Okay.

John / Doran:

Yeah. Yeah. I just, shoot my hands out at it. Metro 1. Oof.

Tim / GM:

Okay. As you, go to cast on it, you see the the curse kind of, reach over to you really quickly. And as you're forming the spell, it just sort of takes the spell from you and consumes it.

Maggie / Poppy:

Holly's gonna, pick up some moss that, had gathered and make, like, a little snowball, but with moss Mhmm. And just chuck it at this cursed. Like, she's only staying probably, you know, 5, 10 feet away.

Tim / GM:

Sure. Sure.

Maggie / Poppy:

So she's gonna throw it as hard as she can just right at those spirit curse.

Tim / GM:

Just, yeah. Make a ranged attack on the thing with the moss ball.

Maggie / Poppy:

Oh, dang. 20. Non natural 20.

Tim / GM:

Nice.

Speaker 4:

A dirty 20.

Tim / GM:

Nailed it. So probably no damage with the moss ball, in terms of, like, damage damage. But it it does hate that, especially with this. So it actually creates, like, this giant bullet hole in the curse, and, you see it's just sort of like rip itself apart at that hole and sort of like close over it. But, during that time, Genie was able to like pin one of its arms on the ground.

Maggie / Poppy:

Yeah. Nice. Everyone, throw some moss balls at it, like this. And Holly picks up another one and does it again. So she's just gonna keep throwing moss balls at it.

Speaker 4:

Could I as I'm grappling him, shocking grasp.

Tim / GM:

Sure.

Speaker 4:

Yeah. I would like to do that. I mean, do I have to make a melee spell if I'm touching him?

Tim / GM:

Yeah. I think you can just kind of charge him.

Speaker 4:

1 d 8 lightning. 5. Okay. And it can't take reactions until the start of it.

Tim / GM:

Okay. Yeah.

Speaker 4:

I mean, we're not in combat, but

Tim / GM:

He just kind of, Can't do anything about it. Yeah. Shivers a little bit and convulses in your arms. Yeah. Yeah.

Tim / GM:

You got you and Emery have spent a lot of this campaign grappling.

Maggie / Poppy:

I know. Is this gonna

Speaker 4:

be an enemies to lovers thing?

Maggie / Poppy:

Yeah. Yeah. I was first thinking that I was like, this is sexy grappling. That's what

Tara / Journey:

I was trying

Maggie / Poppy:

to do.

Tim / GM:

Why am

Tara / Journey:

I also there?

Tim / GM:

Shoving moss into his mouth. Like,

Thomas / Guy:

I ship Genie a curseburt.

Maggie / Poppy:

Curse Bert.

Tim / GM:

So, Emery shivers from that and, looks at you and he says, Emery says, I need that power.

Speaker 7:

I don't

Speaker 4:

I don't think you do.

Speaker 7:

No one needs that power, Emery. It's very bad.

Thomas / Guy:

Hey, it's not all it's cracked up to me, buddy.

Tim / GM:

He says, I need more. And then, you hear more repeated, again, not in his voice, in another voice.

Maggie / Poppy:

Emery, you don't need more. You just need friends to help you. That's the best power.

Tim / GM:

Emery is going to, try to shake your grapple. Can you recontest him for me?

Speaker 4:

Mhmm. 14.

Tim / GM:

Okay. Yeah. You still got him. He's, like, trying to get at a sword again, and you're just, like, nope. Nope.

Tim / GM:

Nope. And then are you guys gonna do what Holly suggested?

Maggie / Poppy:

You're gonna throw some moss balls with me or what? Yeah.

Tara / Journey:

I'm just gonna keep rubbing moss on everybody.

Thomas / Guy:

Hell, yeah. Hell, yeah.

John / Doran:

So snack was frustratingly, like, eating moss after his spell failed, and then then he hears what Holly says and then grabs some and puts it in his slingshot. When you

Maggie / Poppy:

throw it with his tail. Not all. Slingshot's better.

Tim / GM:

When you, eat the moss snack, it is like, it's so bitter and disgusting to you that you start retching, and you're, like, on all fours. Like hairballing. Yeah.

John / Doran:

Okay. Then I scratch it up. But then I do hear what Holly said.

Tim / GM:

Yeah.

John / Doran:

Yeah. I am worried about Jeannie. That's why he's doing these things. So snack, we'll grab some of the moss and, like, roll it into a ball and put it in a slingshot and trace it.

Tim / GM:

Oh, nice.

John / Doran:

From the slingshot.

Tim / GM:

Okay. Awesome. Alright. Yeah. Make an attack on that curse.

John / Doran:

I'm using the tempspiration this

Tim / GM:

time. Guys. Okay. Alright.

John / Doran:

So decks, first thing shot.

Tim / GM:

Yep. Proficient.

John / Doran:

K. 16 to hit.

Tim / GM:

Yep. You got it. Nice.

John / Doran:

I have no idea what damage it does. But

Tim / GM:

Oh,

John / Doran:

And it's the moss ball.

Tim / GM:

Yeah. I mean, with a normal projectile, it just does it's supposed to do 1 d 4 plus a d 8 thunder damage. Mhmm. So probably just the same thing. I don't know.

Tim / GM:

I don't think in moss balls, I need less lethal than something else.

John / Doran:

Sweet. Alright. So 7 damage?

Tim / GM:

Okay. Yeah. So with the, the kind of explosive radius on this thing, it just kind of rips the curse in half, and then it starts to, like, try to, like, reform itself. But by that point, Genie's got 2 kind of buff arms keeping these pieces apart. And he just says, divide and conquer.

Tim / GM:

And he starts, like, slamming the pieces on the ground. Yes.

Speaker 4:

This is so cool.

Tim / GM:

And then, who else? Tib?

Tara / Journey:

I'm going to talk to the curse inhabiting Emery.

Tim / GM:

Okay.

Tara / Journey:

So I'm standing in front of Emery. Uli hasn't grappled.

Tim / GM:

Mhmm.

Speaker 7:

And I say, this host is not for you. You must get out.

Tara / Journey:

And I shove more moss in his mouth, and I also cast chill touch.

Tim / GM:

K. Give him a chill touch. Chill.

Tara / Journey:

Oh, is it it's ranged. Does that mean I can't? No. You can still

John / Doran:

do it. Okay.

Speaker 4:

Nat 1. Oof.

Tara / Journey:

Is bless still in effect?

Tim / GM:

Do I

Tara / Journey:

only get to use that once?

Tim / GM:

Yeah. Just the one time.

Thomas / Guy:

No. No. No. Bless is, bless is Time. It's an Yeah.

Thomas / Guy:

It's a minute.

Tim / GM:

Oh, so it's every roll for a minute? Yeah. Damn. That's way better than I thought.

Thomas / Guy:

But, also, you still want You're thinking of the cantrip, which is one time easy. Okay.

Tara / Journey:

It's been also it's been a minute. Yeah.

Thomas / Guy:

Yeah. It's probably been a minute.

Tim / GM:

Let's see here. Yeah. Emery is gonna, like, I guess, just kind of, like, wiggle. Or, or he's gonna, like, jerk against Uli's grapple so hard that Uli gets in the way of the chill touch. And, Yeah.

Tim / GM:

And gets, frozen a little bit. And, actually damage? Yeah. You take whatever she's got for you.

Tara / Journey:

It's 1 d 8 necrotic damage. 5. Also, you can't regain hit points until the start of my next turn. Okay.

Tim / GM:

Oh, dang.

Thomas / Guy:

This is the one where, like, a skeletal hand, like, post

Tara / Journey:

A ghostly skeletal hand clings to the target. Yeah.

Speaker 4:

She's like

Tara / Journey:

Hey. Just puts a hand on your shoulder. Yeah. It's like when you get touched by my 8th skeletal hand. It's got, like, fucking skeletons all over me.

Tim / GM:

You guys look back towards Genie, and, he's, pretty much got control of the situation by now. He just keeps slapping these 2 separate cursed noodles up again against the ground, until they're kind of, like, elongated, enough for him to consume. And so he literally just takes one by the end and just swerves it all the way up. In kind of the confusion with the the chill touch and, Emery jerking around, he's able to take a step away from the both of you.

Speaker 4:

I still haven't grappled. He didn't contest it.

Tim / GM:

That's true. He didn't break out of it.

Speaker 4:

I'm not letting go of this man. Yeah.

Tim / GM:

He is gonna try to break free.

Speaker 4:

I want to break free. 22. Damn.

Tim / GM:

Yeah. He does not get free of this.

Speaker 4:

My my grip will tell you

Thomas / Guy:

told you you're real good today.

Maggie / Poppy:

Mhmm. Emery, why do you need more power? You really don't. Holly's still trying to, like, reason with Emery to get him to be, like, why? What do you want from this?

Speaker 7:

Holly, it's not Emery in there. It's a curse.

Tim / GM:

Yeah. You see that that No.

Maggie / Poppy:

Emery's still in there.

Tim / GM:

When you say that, you see you see the the the light from his eyes fade out a bit. He's got this kind of yellow glow whenever he gets real cursey, and that has, faded for a sec. And he's looking at you, and he just makes, like like, straight eye contact with you for just a second. And there's this clear look of, like, help me on his face.

Maggie / Poppy:

We need to help him, you guys. He's cursed too.

Speaker 7:

We're trying to get it to get out of him.

Maggie / Poppy:

Holly is gonna cast ray of sickness. I may not like you, but I really don't like curses. And she's gonna cast it on Emery to try to get the, curse to, like, get out of them.

John / Doran:

Mhmm.

Tara / Journey:

We think the only way to get curses out of people is to make them barf.

Maggie / Poppy:

So he has to make a constitution saving throw.

Tim / GM:

Wow. Non natural 20.

Speaker 4:

So she hits, and he had to make a con save to not be affected by it. Right.

Tim / GM:

So she you did hit. So you do deal the damage, but he doesn't get poisoned because he made that save.

Maggie / Poppy:

Okay. Got it.

Tim / GM:

Got it.

Maggie / Poppy:

Got it. Yep. So 2 d 8. Ten damage.

Tim / GM:

Emery passes out. Perfect. That was not the first hit he had taken during this fight.

Speaker 4:

That's he went below 0 then.

Tim / GM:

Yep.

Maggie / Poppy:

What happened is that any spirit come

Tim / GM:

out of him?

Speaker 4:

Death saves them.

Tim / GM:

Yeah. I mean, he's, like, unconscious and dying.

Maggie / Poppy:

Does the white glowy light or whatever curse come out of

Speaker 4:

him? Mhmm.

Maggie / Poppy:

Shoot. Holly is, suspicious because once he passes out, nothing happens. And so she's gonna try to grab the sword. I don't know if it's like he's holding it or it's latched on his back or whatever, but she's gonna try to pull it off of him and see if that's something that seems like it's cursing him.

Tim / GM:

Yeah. It's it's sheathed on his back. So, yeah, when you take it, I mean, it's it's heavy, and it seems like a normal sword at first. And then it starts to get very kind of uncomfortably warm. It's pretty obvious that this thing is deeply cursed.

Maggie / Poppy:

Guys, I think I found the problem with Emery. She holds it up.

Speaker 7:

Oh, put it down. Put it down, Holly.

Maggie / Poppy:

She just, like, throws it down on the ground. It's like,

Speaker 4:

Do we do we leave him

Maggie / Poppy:

here with it? No. We need to help him.

Speaker 4:

Do we take him with us and leave the sword?

Maggie / Poppy:

We need to break the curse on the sword if we're gonna help him at all.

Speaker 4:

I I don't have enough juice for that right now.

Thomas / Guy:

I'm feeling a little better. I think I can think I left that curse.

Maggie / Poppy:

Go for it.

Tim / GM:

You guys hear Genie in the background? Don't mind me. Just still wrestling with the other noodles.

Maggie / Poppy:

Eat the noodle, Genie.

Speaker 4:

It's just noodles.

Thomas / Guy:

I will cast remove curse on the sword. Okay. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object. Oh. Okay.

Maggie / Poppy:

That's a ghost town.

Thomas / Guy:

So he's unconscious. So

Tim / GM:

yeah. This does not go how you planned.

Thomas / Guy:

Okay.

Tim / GM:

You've used this before successfully on less intense curses. When you do this, you see a a very brief kind of electrical arc between Emory and the sword. And there's a bit of, feedback, and it's kind of blinding and deafening, just a quick snap that sort of flashes up in the room. When you look back at the sword, you can tell that no such effect has taken place.

Thomas / Guy:

Oh, that's not good. This is a nasty curse.

Speaker 4:

How's Emery looking?

Tim / GM:

He doesn't look like that hurt him or anything.

Maggie / Poppy:

Okay.

Speaker 4:

Okay. I wish he didn't make me care.

Thomas / Guy:

We all do early. Yeah.

Speaker 7:

Ginny, are you fine? Do you have this curse under control?

Tim / GM:

He, like, turns around, and you see just a little bit of the curse sticking out of his mouth. And he goes.

Maggie / Poppy:

Holly is gonna just, put the sword. She's gonna pick it up with, like, her apron and just shove it in her pack of privacy. So only she can access it.

Tim / GM:

Mhmm.

Maggie / Poppy:

And then she shoulders her pack and says, let's just try to bring him with

Speaker 7:

Wait. What if the moss what if we put the moss on the sword?

Maggie / Poppy:

Sure. Maybe Holly just Holly just opens her pack and just scoops a bunch of moss into her pack with the sword and seals it up again. She just, like, shakes it a little bit.

Tim / GM:

Yeah. Get it nice and coated.

Tara / Journey:

Nice little cursed salad. Seasoned.

Tim / GM:

Yeah. Snack. Genie is, like, trying to look tough, but you can see that he's a little greener on the gills. He says, snack, thank you for the spicy meal. That was delicious.

Tim / GM:

I need to rest now.

John / Doran:

Well done, Genie. This is wonderful.

Tim / GM:

I told you you would win, Snack.

John / Doran:

You did. And I am I am sorry for my show of weakness.

Tim / GM:

You see, gets down close and he says, it's not weakness to come to friends. And he says, I need to go away for a while. I owe you a wish, as promised. One one wish per magic. But, please don't cash that until tomorrow.

John / Doran:

Okay, Genie.

Tim / GM:

He, he very sadly goes back into the lamp.

Thomas / Guy:

Thank you, mister Genie.

Tim / GM:

It's like the Skype noise in reverse.

Maggie / Poppy:

Is he okay?

John / Doran:

I haven't seen him like this before.

Maggie / Poppy:

I'm sorry.

Speaker 7:

Snack, you and Genie did a very good thing today.

John / Doran:

Thank you, Tibeo.

Speaker 4:

I pat Snack on the back, and I say, I think you deserve a hero's drink.

Maggie / Poppy:

Can someone help revive Emery so he can walk or we can tie him up so he can walk?

John / Doran:

I will tie him up and then snack runs over. He's suddenly cheery.

Tim / GM:

Yeah. Yeah. You, you hog tie him in record time.

John / Doran:

Yep. And I I'm using the magic, rope. Oh, nice. So I say rock rope, and then it's

Tara / Journey:

Instant shackle, bud.

Thomas / Guy:

I will revive Emery with my last remaining spell slot.

Tim / GM:

Is that a healing word or what?

Thomas / Guy:

Yep. Yep.

Tim / GM:

Okay.

Thomas / Guy:

8 hit points.

Speaker 4:

Alright. He's alive. I pick him up a little roughly, and I sling him over my shoulder.

Maggie / Poppy:

I think we need to try to get some help with this one. I I just don't know if the Moss is doing anything in here and she, like, shakes her pack of privacy around. Maybe we can try to get back to the surface and find those, the curse breakers that we talked to before we came down into the tunnel.

Speaker 7:

I don't I think they're probably long gone by now, but maybe there are someone in Tildry who can help. Isn't it a magical place?

Maggie / Poppy:

Yeah. That's true. Okay. Yeah. Maybe we can track down a curse breaker there.

Maggie / Poppy:

I don't I mean, I guess we sort of know what we're looking for now with those cool tattoos. Right?

Speaker 7:

Yes. And we know 2 cursebreakers, so it's not like we will be going to them and saying, like, well, random people who don't know anything about cursebreaking. We'll we'll have some some knowledge for them.

Speaker 4:

Mhmm. Okay. Should we go loot that room? What room? Yes.

Speaker 4:

In the bone castle? Yes.

Speaker 7:

Oh, yes. Missus Dondis said that we could have the treasure in the in the, room.

Maggie / Poppy:

I'm, like, so scared of all the treasure, you guys. Everything we've touched has been cursed, I feel like.

Speaker 4:

But we know how to look for curses. Now. Okay.

Speaker 7:

I mean Poor member. I wonder if he if he succeeded in

Thomas / Guy:

I tried to reach him. Long sleep. I tried to reach him during the fight, but let me try again.

Speaker 7:

Oh. Well, I think he was probably good now.

Maggie / Poppy:

The curse was what was keeping him alive, Bert.

Thomas / Guy:

That's right. I knew that.

Speaker 7:

But I I hope that he knew that we succeeded.

John / Doran:

He knew what

Thomas / Guy:

he was doing for us.

John / Doran:

Tibio, could you bring him back to life so we could tell him face to face?

Maggie / Poppy:

No. I think we need to let him rest.

John / Doran:

I think he's been alive long enough.

Speaker 7:

I cannot bring the dead back to life.

John / Doran:

What?

Speaker 7:

I can only animate the bones.

Maggie / Poppy:

Let's head back. I wanna get out of here.

Thomas / Guy:

How do we get out of here?

Speaker 7:

Through the tunnel across the bridge.

Speaker 4:

The bridge that doesn't exist. My rope is still there.

Tara / Journey:

A tight rope.

Maggie / Poppy:

We do dungeon quick

Tim / GM:

exit.

Tara / Journey:

Yeah. Can we do, like, enlarge reduce 14,000 more times this campaign?

Tim / GM:

Emery has been quiet and behaving. He I mean, he's he's surrendered at this point. Yeah. Yeah. Yeah.

Tim / GM:

He did. Just so we can cover that note. So, yeah, we can absolutely kind of, fast travel here. You when you guys, go back through the the mineshaft, when you get to, Lysander's area, you can see that almost all of the webs are burnt away,

Tara / Journey:

as the dragon head comes through. Oh.

Tim / GM:

And you can hear just from the shadows, he's not coming down, but he's like, I can't believe you. You actually destroyed it.

Speaker 4:

What? You took one look at me and didn't think I could handle it by myself?

Tim / GM:

The voice seems to be coming from, like, a completely different area now as he's, like, rapidly moving around.

Tara / Journey:

We all look around, like, what the fuck?

Speaker 4:

And he says,

Tim / GM:

I can't believe I thought you'd be dead within seconds. He's like, snack. You're more than you seem.

Maggie / Poppy:

Snack's a hero.

John / Doran:

Thank you, Holly. Yes. I cannot be stopped as long as I keep friends near, like prisoners, but by their own volition. Yes.

Maggie / Poppy:

Don't let snack fool you. He's a hero.

Speaker 7:

Yes. We are prisoners of friendship.

Tim / GM:

Yes. It's yes, Tibio. Friendship. Who needs friends? The weak.

Tim / GM:

That's who.

Maggie / Poppy:

Okay. Bye.

Tim / GM:

He says, wait, come back. Don't you have any other

Maggie / Poppy:

stuff? Wait.

Speaker 4:

Wait. Wait. Come back. God. That guy was the worst.

Maggie / Poppy:

Yeah. Oh, my god. We had to get out of there. Jesus.

Thomas / Guy:

Snack, I'm glad you bullied him.

Tim / GM:

Wow. But

Speaker 4:

note that Piawap does not condone bullying.

Tim / GM:

Yes. Your, your your travel back is pretty easy. There's no kobolds harassing you at the bridge this time since they were all undead in the first place. They've kind of fallen dormant again. When you return, you find the the pillow area has been marred a little bit.

Tim / GM:

You see there are a couple pillows that are still smoldering after being burned. There's ash everywhere. And there are the bones of a few new skeletons that have been scattered across this front lot. And that's that's kind of the the last you have to to see

John / Doran:

of these people. Tibio, didn't you say something of taking Mumbles' bones somewhere?

Thomas / Guy:

That's right. To, your family grave? His family grave?

Speaker 4:

Some something about Vindorin?

Tara / Journey:

Alright. No. No. No. It was, I wanted to collect his bones for my own use.

Speaker 4:

Oh, yeah. And he was like, yes. That's not great.

Tara / Journey:

Go for it. Whatever. Yeah.

Thomas / Guy:

Yes. Use my bones.

Tim / GM:

Presumably, this this was mumble. It looks like the only skeletons that were here were kind of scattered and destroyed by the the dragon here.

Tara / Journey:

Okay.

Tim / GM:

Yeah.

John / Doran:

Yes. Tibio, is this a mumble bone? Is this one a mumble bone?

Speaker 7:

Snack. I I don't know. Hold on. Let me check.

Thomas / Guy:

Times 216.

John / Doran:

I bite down 1 and throw it aside.

Speaker 7:

Don't bite the bone, snack.

John / Doran:

Why not?

Speaker 7:

These are not food.

Tara / Journey:

I reach out to my necromantic senses and try to spot some mumble.

Tim / GM:

Yeah. So we've touched on this a couple times before, but the the bones of significant figures or or, or intricately lived lives, in in less words, kings and and royalty, kind of stick out to you. They have sort of an aura about them. So you are able to tell which of these bones are mumbles. Is there anything in particular that you were looking for?

Tim / GM:

Are you in the in the market for a new clavicle?

Tara / Journey:

I'm gonna pick up the finger bone that brought us here.

Tim / GM:

Okay. You don't find it. Of all of all the bones that you feel like you should be able to find, the one that actually had a rune carved into it, you can't. And the rest of the party is just kind of waiting for you to figure it out as you're kind of picking up bones and throwing them back.

Tara / Journey:

I'm picking them up and gently placing them. But, also, I'm I'm getting a little bit more frantic as I'm searching through these bones and not finding the the finger. And I'm like,

Speaker 7:

do you do you all see the bone that that I carry to here, the one with the rune on it? Do you see it anywhere? It

Speaker 4:

They all look the same.

Maggie / Poppy:

Yeah. I

Speaker 7:

can't find it.

Maggie / Poppy:

Okay. I'm sorry.

Tara / Journey:

And I, I pick a vertebra.

Tim / GM:

Okay. Let's get yourself a lumbar

Tara / Journey:

disc. So cervical vertebra.

Speaker 4:

Alright. Is it like l 7 or what what is it?

Tim / GM:

Got yourself a little bone chip for you.

Maggie / Poppy:

Brooke to e9.

Tim / GM:

When you guys, enter the castle, kind of looking for your next, clue or your next, step here, Right away, you see on the large gray stone table that you had dinner with Mumble, is a note that is under a key. There's a big square key made of metal that is sitting, on the stone table. And right next to that key is a tiny finger bone. Oh,

Maggie / Poppy:

I found it.

Tara / Journey:

So I go up to the table. So we enter the room and I go, oh, there it is. And I run up to it, and I pick up the finger bone and I hold it to myself. And I kind of just, like, I I like vibe with it, I guess.

Tim / GM:

Yeah. Yeah.

Maggie / Poppy:

Okay. Yeah.

Tara / Journey:

I tune I tune to it, like, not the technical Mhmm. Way of attuning to a thing, but I I, like, try to, like, get to know it a little bit.

Tim / GM:

Mhmm.

Tara / Journey:

And then, I pick up the note, and I kind of, like, flap it in the air above my head. I say, he left a note.

Maggie / Poppy:

Oh, read it. What does it say?

Speaker 4:

Let me read it.

Tim / GM:

Can you read Dwarvish?

Tara / Journey:

No. I can. It's in Dwarvish.

Tim / GM:

Yeah. Give it to me. It's in

Maggie / Poppy:

That was a weird one to say in French. Yeah. Can you

Speaker 4:

I hand

Tara / Journey:

it to I hand it to Holly.

Maggie / Poppy:

Got it. Holly opens it up and, translates as she reads out loud.

Tim / GM:

I always will just wanna, like, scream in German

Maggie / Poppy:

when people

Tim / GM:

are stuff

Maggie / Poppy:

like that.

Speaker 4:

You have to say it in Holly's voice.

Maggie / Poppy:

Yeah. Do it in my voice.

Tara / Journey:

Have you have to do Holly doing mumble.

Tim / GM:

Nosebleed. Yeah.

Thomas / Guy:

Oh, god.

Tara / Journey:

No. Just do mumble.

Tim / GM:

I was gonna do mumble. Yeah. It doesn't say, dear anyone. It just says, something in my bones says that you're going to come out on top. Which means, I'll have to say my thanks in advance.

Tim / GM:

It's powerful luck to have met you all when we did. I'm glad that the world I'm leaving has people in it like you to help those in need. Please, take this ridiculously large key, and pillage whatever serves you from our vault. When you're ready to leave, there's a set of narrow stairs hidden behind my throne. That path should get you into familiar territory.

Tim / GM:

Signed, mambo, number 5.

Maggie / Poppy:

It really does like you're at mambo number 5.

Tim / GM:

PS, Tibio can have any of my bones that he finds.

Speaker 7:

Oh, that is so kind of him. He was so good.

Thomas / Guy:

Mumble.

Maggie / Poppy:

I'm sure he was a shining king in his day too.

Speaker 7:

Yes. I agree. Count your

Speaker 4:

nose. Take my bones.

Speaker 7:

That's so good.

Tim / GM:

That's pretty good. That's pretty good. Yeah. That's

Tara / Journey:

the episode name. Country gnomes take my balls.

Tim / GM:

That's here

Tara / Journey:

for some

Tim / GM:

reason. Landing. Yeah.

Tara / Journey:

Mountain Vine Dorn.

Tim / GM:

Yeah. Teldrutown. Thanks so much for listening. I'm Tim, your DM and your Genie.

Maggie / Poppy:

I'm Hannah playing Holly Hyacinth.

Thomas / Guy:

I'm Thomas. I play Engelbert FF Wisherspoon.

Tara / Journey:

I'm Tara, and I play Tibio Femur.

John / Doran:

I'm John. I play Snack the cobalt.

Speaker 4:

And I'm Maggie playing Uli.

Cursebreaker | 10 - Country Gnomes, Take My Bones
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