Cursebreaker | 20 - Flour Strangers
Last time on Cursebreaker. After our confrontation with the judges, we reconvened in Holly's basement to liberate the rest of the Polymorph victims. 1 by 1, they return to their original forms, including Brax Minnow and Samantha Barrow, both key witnesses to prove Bert's innocence. We set Emrys free to follow his own path and a brief argument between Uly and her sister sent Illya on a furious walkabout. Bert stayed up late to meet with Malboro, but got some bad news.
Speaker 1:Not only is the trial doomed to be unfair, but it's been moved up in schedule to tomorrow.
Tim / GM:The next morning starts out about as bad as a morning can start out. It's pretty much the crack of dawn. Holly is just waking up so you know it's early. And, Hall, you hear a rapid thump at the front door.
Maggie / Poppy:What is that? Oh my goodness. The sun is not even up yet. Hell yeah. Throws on a robe.
Maggie / Poppy:It's got cute little cherry blossoms on it and it's blue. And she, puts on her fuzzy slippers and plods down the stairs. Fully work. And she, peeks out the curtain.
Tim / GM:Looking out the curtain at, about, you know, eye level, you see 2 rows of people, about 16 deep. They are in some sort of uniform.
Maggie / Poppy:This doesn't look very good. Holly's hair is, like, little disheveled to one side too, and she's just, like, barely awake.
Thomas / Guy:You're here. Open the door. We have warrant.
Speaker 5:Warrant? No one's here.
Thomas / Guy:Your door will be opened in 5, 4, 3
Tara / Journey:Fuck.
Speaker 7:2.
Tara / Journey:Oh, god.
Thomas / Guy:1 and half.
Maggie / Poppy:Holly casts reduce on the door.
Tim / GM:What?
Maggie / Poppy:What? To make it really small.
Speaker 8:It would just make the door small. It would just put
Tim / GM:them in.
Tara / Journey:This is not Alice in Wonderland.
Speaker 9:Damn. That's a spell slot.
Tim / GM:Alright. You cast reduce on the door, and the door
Maggie / Poppy:Holly's too tired. She thinks it'll work.
Speaker 5:Keep it out.
Tim / GM:The door, shrinks down and so until it's so tiny that it's just kind of like flapping weekly on its little tiny hinges, but it's just kind of like flapping in the wind about the size of a playing card.
Maggie / Poppy:And now there's a hole in her wall?
Tim / GM:I mean, there's a giant empty door frame with 1 tiny door affixed to the side. Standing directly in front of you are these, again, these 2 rows of individuals all dressed identically, all with identical faces painted onto what looked like flower sacks. Leading this pack, lower than eye level, are a pair of dwarves. They push their way inside. They say, we
Thomas / Guy:have warden for the rest
Tim / GM:face, and they all kind of, like,
Maggie / Poppy:start into the house. Holly grabs the papers to look at them.
Tim / GM:And, you can look it's like it's official court documentation signed, sealed. You can see Tonberry's signature on there. You can see Flan and Marlborough's signature on there.
Speaker 9:Yeah. What's going on?
Tim / GM:You can hear, Bert, a ton of, like, muffled, talking going on downstairs. Find only this. Find the lamp. We need to get out of here. We only have 1 hour.
Tim / GM:Oh, shit. Oh, shit.
Speaker 8:I am in the backyard. That's where I was sleeping. Mhmm. Do I hear this going on?
Tim / GM:Yeah. You hear, like, the door being, like, opened and slammed.
Speaker 8:Okay. I creep to the door and I listen.
Tim / GM:Okay.
Speaker 8:So I wanna know what's happening.
Tara / Journey:Yes. So, Tibia is upstairs and he's heard the commotion and he heard the uli part. And, he peeks out a back window overlooking the garden because he's on the upper floor.
Speaker 7:Which window?
Tara / Journey:What are my options?
Tim / GM:There's, there's, like, one we'll say to you, your room is on a corner. So there's one that overlooks, the alleyway, and there's one big one that overlooks the, the backyard.
Speaker 7:That one's fine.
Tara / Journey:Just just checking. The big backyard one, not the alley one because I would assume that any trap
Tim / GM:You're fine.
Tara / Journey:You're fine. I'm in danger at every moment. So I peek out the window and I, I shout whisper,
Speaker 5:Ollie. Ollie. What? Tibio. Oli, you need to run.
Speaker 5:The police are here for you. Well, that's not good. Try and get snack. They are after the lamp.
Speaker 8:Is he in there with you?
Tim / GM:They're probably bunking.
Speaker 9:Yeah. That's what I was thinking.
Tara / Journey:Yeah. We're roommates.
Speaker 8:And they were roommates.
Speaker 7:Snack. Snack.
Speaker 9:I clamp his snooch up.
Speaker 7:Some eldritch energy kind of like spurs from my fingers.
Tim / GM:Yeah. You're much bigger than him now.
Speaker 7:Mister Snek, you gotta get out of out of here. They're after your lamp. Not again. Can you, like, poof out of here? Yeah.
Speaker 7:And I poof out of here.
Speaker 8:Where do you where do you appear?
Speaker 7:I appear in the backyard.
Tim / GM:Oh, you hit Misty Step?
Speaker 7:Yeah. Okay.
Tara / Journey:Shit. Snack.
Speaker 7:Stop. Why is everyone sneaking up on me?
Speaker 8:I think they are after both of us.
Tim / GM:We
Speaker 7:should go then, Ollie.
Speaker 8:Yes. Where, where do we go? Do you know your way? No. Shit.
Speaker 8:Ollie.
Speaker 5:Ollie. Snack with you.
Tara / Journey:I'm, like, looking over.
Speaker 8:Yeah. He's down here. Snack.
Speaker 5:Get in your lamp so they cannot summon you.
Tim / GM:The, the door bursts open behind you, Tibio, and you see 2, like, flower sack boys, stepping into the room, kind of like dripping flour all over the place.
Tara / Journey:I swing my arms out the window
Tim / GM:morning. They, one of the flower boys, like, walks up to the back window and kinda, like, presses its face, like, flat up against it up against the glass and, like, looks around outside and then kinda, like, regards the room again. And you you see that one, like, walk out of the room and you hear this muffled
Speaker 8:They're outside.
Tara / Journey:Do I recognize any of these flower men?
Speaker 8:Can you? I cut
Tara / Journey:I cut one.
Speaker 8:That one's dead. Same. Oh. That
Tim / GM:one bled out. Yeah.
Speaker 8:Are you in the lamp?
Speaker 7:I went into the lamp.
Speaker 8:Okay. I grabbed the lamp.
Tim / GM:K.
Speaker 8:How close is Holly's house to the gates?
Tim / GM:The front gates of Tilderie?
Speaker 8:Just anywhere out of the city.
Tim / GM:It's she's kinda in the in the heart of the city in the world. Okay.
Speaker 5:Okay.
Speaker 8:What do I see within 500 feet of the backyard?
Tim / GM:I mean, it's it's pretty much like suburbia. So there's a couple of you know, it's all cobblestone streets with, like, bridges that go over the the river. There's a few storefronts, but mostly, it's just, large houses with those, ceramic shingles.
Speaker 8:I messaged to Tibio, and I say, I'm I'm gonna try and get us out of the city.
Speaker 5:Okay. Try to find your way to Urux.
Speaker 8:Okay. And then I pick a direction, and I run. And I just run and run and run Okay. And hide and run. And if I can make it to the gates, then I will do something.
Tara / Journey:And run run. Okay. Run
Speaker 5:run run run.
Tim / GM:That is Uli's plan. Meanwhile, back at the house, Holly, the, the dwarves are getting surly. They're pacing around, looking for Uli. They're in your workshop, and now they're just pulling shit off your shelves. Hey.
Speaker 8:Yeah.
Tim / GM:They're just, like, throwing bottles around.
Speaker 5:Not that. No. Those those are worse than
Maggie / Poppy:so much. Oh, please don't touch that. Oh, no. No. No.
Maggie / Poppy:Oh, no. Holly is just, like, almost in tears, like, so tired. Hasn't had brunch or coffee yet. Just like, what are you doing?
Tim / GM:The slightly larger dwarf turns towards you, and he says, game is over. Where is Lamp? Where is Uly Niss?
Speaker 5:I don't know. Why are you here? This, you can't
Thomas / Guy:do this. We have warrant
Tim / GM:and he shows the papers to you again.
Speaker 5:Well, do you see a lamp or an Ullie ness
Tim / GM:here? You will tell us where the lamp is.
Maggie / Poppy:I don't know where the lamp is, but you better stop destroying my stuff.
Tim / GM:They turn to each other for a second, and he says, I think she's lying. And the other one says, I think she's lying.
Speaker 5:Well, there's no lamp or ooolli ness, so you better get out
Maggie / Poppy:because your warrant doesn't cover anything else in this house.
Tim / GM:You see, both of them take out, warhammers that were on their back, and one of them says down. And you need to make a constitution saving throw.
Maggie / Poppy:7. Oh, no.
Tim / GM:Holly, you are reduced.
Speaker 5:Oh, no.
Speaker 8:You can fit through that door now.
Tara / Journey:Too, Holly.
Speaker 9:The reducer has become the red you see.
Tim / GM:You are now you are now at eye level with these dwarves, in the in the workshop downstairs. And then the one, the other one says, up we go, and casts enlarge on the 2 of them. And they are now much bigger than you were in the first place. These warhammers are now enormous, and they hoist them above you and get ready to kill you.
Tara / Journey:What? Tibio's running down the stairs.
Tim / GM:Yeah.
Tara / Journey:Just Yeah. Tibio has been running down the stairs.
Tim / GM:Tibio, on your way down the stairs, a few of the flower boys just kind of, like, clog the hallway and prevent you from passing.
Speaker 9:Yeah. I'm coming down too.
Tim / GM:You're you're right behind Tibio on the stairs.
Tara / Journey:I'm poking them with my fingies. Trying to slice them open with my fingers.
Speaker 9:Hey. These are these weirdos from Fizzles. Right?
Speaker 5:They are made of bags of flour. Holly's in danger.
Tim / GM:They start to surround you, and they're kind of compressing the both of you. And there's, like, 10 of them on the stairs.
Speaker 9:Made of flower. How tough can they be?
Tara / Journey:I fucking misty stuff. I was like, fucking get out
Speaker 8:of here.
Tara / Journey:I'm gone. I'm like, no.
Speaker 5:Sorry, Bert.
Tim / GM:So, yeah, Bert, you can feel this pressure now that these things might be inept. They might be pretty stupid, but they're going to suffocate
Thomas / Guy:14.
Tim / GM:Okay. So half of them, handily succeeded. The other half did not. Okay. Well, say the ones closest to you were hit hardest.
Speaker 9:The ones that failed to save need to roll a d ten before taking any actions.
Thomas / Guy:Okay.
Tim / GM:So at that point, let's actually, roll initiative for this whole setup, Oh. Including snack and ollie.
Speaker 8:Snack and ollie.
Tara / Journey:God, I'm terrible. Jail. No.
Tim / GM:What do you guys got?
Maggie / Poppy:Holly has 8. 5.
Tara / Journey:9.
Speaker 9:12.
Tara / Journey:We suck. 10. We super suck.
Tim / GM:So the, first creatures to go are the ones who, resisted the confusion spell. You can feel, that the ones that were kinda crowding you, Bert, they sort of stand stock straight, and they don't really do anything for a second. And you can see the ones on the outer rim of this are straying to, like, push their way in and get to you, kind of crawling over the, the other flower boys. And, one of them does. It actually kind of crowd surfs over the other flower people, and, it grapples you, kind of like while it's falling onto you.
Tim / GM:I need you to make a contested, grapple check.
Speaker 9:7.
Tim / GM:Okay. You actually beat it by 1. So this thing tries to get, like, get a hold of you, and you just back off and it falls onto the stairs in front of you. And you can even step on them for a sec. One more of them, breaks through the lines and is just gonna try to pummel you as best it can.
Tim / GM:K. Oh, that is a critical hit.
Speaker 9:Uh-oh. Hit by flower.
Tim / GM:Yeah. So you're kind of, like, cocky about this one that just tried to grapple and fell right in front of you. And then one behind you just comes down hard with a sack of flower, and it just, like, it bursts over your head, but you get bludgeoned for 11 damage. Snack, you're next.
Speaker 7:I'm not in the wiser than that conflicts. Right?
Tim / GM:I mean, yeah, you can like, there's some consciousness of, like, what's going on around the lamp. Just like you can feel, like, a little bit of, like, vibration as if you're on, like, an unsteady ship or something. So there's a bit of, like, lilting and shifting. Not that things are sliding around the room in the lamp, but that you can feel some commotion going out there.
Speaker 7:I hop out of the lamp.
Tim / GM:You, like, drop out of the lamp and, like, cobble onto the, like, cobble stones and, like, have to, like, catch up with her.
Speaker 7:I was like, Uli, I and then you get dust myself up.
Speaker 8:Oh, Zach. Sorry.
Speaker 7:Uli, I think our friends are in danger and we must help them rather than flee at this time.
Speaker 8:You're probably right. I've just never been wanted for a rest before.
Speaker 7:It's quite fun, isn't it? Running around like this. If only we didn't have friends to worry about. Yeah. Something to think about, but
Speaker 8:Okay. We need a game plan while we're going.
Speaker 7:I'm gonna appear over there and then start killing things.
Speaker 8:Yeah. That that's a game plan. Right.
Speaker 7:Can I use misty stuff again? I'm using it with my cloak, and I don't know how many times I get that with the cloak.
Tim / GM:Oh, I believe the cloak is just a once per day, but the the range on that is, I believe, 60 feet, which is higher than Misty Step. Yeah. Yeah. But the the the brimstone cloak?
Speaker 7:Yeah. So I use Misty Step the first time, then I'll use the cloak.
Tim / GM:Okay.
Speaker 7:Okay. So I flourished my, cloak that's too small for me. Okay. Yeah.
Tim / GM:It is now.
Speaker 5:The little cape.
Tim / GM:And
Speaker 7:then I, I'm going to try to appear in the house.
Tim / GM:Okay. So, yeah, you guys were basically at the corner of the block. That's all the farther you had gotten, in the lamp. So you you reappear, like, right in the threshold, the doorway to Holly's house that was left open.
Speaker 8:And I'm just running around the block.
Speaker 9:So the Yeah. The cape stayed the same size. What's the loincloth situation?
Speaker 8:It stayed very small.
Speaker 7:It's more visible. Yeah.
Tim / GM:Yeah. What's more visible? I'm actually
Speaker 7:what do I see besides yeah. Yeah. What Besides the small thing. See.
Tim / GM:Yeah. What
Speaker 9:do you
Speaker 7:all see? What do I see?
Tim / GM:Standing in the threshold, your eyes, adjusting to the the darkness in here. Well, I guess they don't really need to. You're always on dark or night vision. In here, there are just 3. They look like statues.
Tim / GM:They're completely stone stiff, but they're they look like they were supposed to have been guarding the door. But there's 3, flour sack, people staring at you. Does Snack see Holly? No.
Speaker 7:Snack, heaves, and he's about to do something that's just instinctual Mhmm. But stops himself noticing that it's
Tim / GM:Holly's house.
Speaker 7:And, and
Tim / GM:You see all the nice pillows?
Speaker 7:Yes. Yes. And, instead, I'm going to just use the old eldritch blast.
Tara / Journey:Okay. That will harm the house too.
Tim / GM:If I miss something
Speaker 9:It might
Maggie / Poppy:miss. Less
Speaker 8:than a fireball, say.
Tim / GM:Wall, but
Tara / Journey:It's less than fire.
Speaker 8:This is character growth.
Tara / Journey:This is no. This is great. Yeah.
Speaker 7:So I zap I tried to zap the first one. 14.
Tim / GM:Fourteen hits.
Speaker 7:Ten damage total.
Tim / GM:So, yeah. You you, like, blast a hole in this thing, and you can see, like, a bunch of flower, like, leaking out of it. And it just kinda, like, looks at the injury and then looks up at you still standing. I'd
Speaker 7:do it again. Oh my god. 12. 12 hits. Oh my gosh.
Speaker 7:Alright. 13 for the second.
Tim / GM:Okay. Yeah. It's kind of like looking at its shoulder where its body had been ruptured. And it's just kinda staring at the injury and then looks at you. And then you deliver another one to its torso, and it just kinda like slowly shears in half, and it stares down at the injury again and looks back up at you, and then just kinda to the floor completely motionless.
Tim / GM:Next up is Uli. You are still outside.
Speaker 8:How close am I to being inside?
Tim / GM:60 feet.
Speaker 8:I'm going to quick and spell after I dash into the house.
Tim / GM:Mhmm.
Speaker 8:And so I'm in the house. Mhmm. Where in the house?
Tim / GM:Just right in the threshold looking at Snack, who is standing over a, recently thrashed sack of flower boy.
Speaker 8:Okay. And is that all that's in this front room?
Tim / GM:Just the 3 of them. Yeah. You can see, like, kind of, like, down the hallway, that there's a bunch of, these guys crowding, the stairway. And then, Tibio is in the scene as well. I'm not sure where.
Speaker 8:Where did you misty step misty step to?
Tim / GM:I would assume downstairs and not up the stairs.
Tara / Journey:Yeah. I went as close to the basement as I could get.
Tim / GM:Okay. So yeah.
Speaker 8:Okay. So not in my line?
Tim / GM:Not really.
Speaker 8:Okay. Would I be able to make a direct line up the stairs? Yeah. Then I will punch 3 magic missiles at the flower people up the stairs. And then 11.
Tim / GM:Okay. Like, the first one gets its attention, and then it turns around. Then the second one, like, busts its face in half.
Speaker 5:Okay.
Tim / GM:And then the third one gets it in the gut and kinda tears it open. And it's, it's leaking flower everywhere and taking a couple feeble steps towards you.
Speaker 5:Okay.
Tim / GM:Next up are the, dwarves downstairs. Recently, shrunk down. You are now at kind of an extreme disadvantage here, Holly. The first dwarf, just drops a hammer on you, but it's only an 11 to hit. What's your AC?
Maggie / Poppy:11. 11.
Tim / GM:Okay. So that does connect. Alright. So that's 10 bludging damage from the first hammer that comes down. The other one is actually going to grapple you and it has advantage on this being that it's much larger than you are at this point.
Maggie / Poppy:Okay.
Tim / GM:So you can use your dexterity or your strength to contest this. That's
Speaker 9:really strong, I
Maggie / Poppy:say. 7 total.
Tim / GM:Okay. So yeah. They, after you get, like, smashed by the hammer, like, the wind is kinda knocked out of you and the other one just pounces on you immediately and, grabs your arms and, like, holds them behind your back. It is Tibio's turn. You are at the top of the basement stairs.
Tara / Journey:I use my movement to run down the stairs, and I see what's happening to Holly, and I panic. And, whichever one is holding her, I cast blight.
Speaker 8:Oh. Get those actual necromancy spells.
Tim / GM:So
Tara / Journey:this dwarf needs to make a constitution saving throw.
Tim / GM:Okay. 8.
Tara / Journey:That fails. And then it takes 8 d 8 necrotic damage.
Speaker 8:Oh, yes. Nice.
Tim / GM:Do you
Speaker 8:want some d eights?
Tim / GM:Yeah.
Speaker 8:I have one for you.
Tara / Journey:Oh, lord. So that's 40 1. 1.
Tim / GM:Okay. Thank you. Holly, this dwarf that's holding you, it's got your arms kinda like pinned behind your back. And then all of a sudden, you feel its grip just kind of fade, and, their skin gets dry, and you just hear them kind of, like wheeze, like, kind of like into your ear, and, its grip becomes, like, super feeble. You feel like you could just kind of shake out of this at any point.
Tim / GM:So, Holly, as that as he kind of wheezes out, you feel him getting smaller, and and you see the one in front of you getting smaller as well. Their enlarge, spell had worn off, and it kinda evens out the stakes a little bit here. It is your turn, Holly.
Maggie / Poppy:Holly has, 6 slides still to use on her historoscope, and she is going to try to hold it, I guess, just in one hand. But, like, sort of covertly, I guess, to try to record moments throughout this fight. Mhmm. So she is concerned that we're all gonna get arrested because of this battle right now in her house because she knows. She's worried about the, like, magic laws and use their magic.
Speaker 7:Mhmm.
Maggie / Poppy:So she's trying to record some things to, like, help. So I don't know how you wanna make me pay for this in the battle, Tim.
Tim / GM:Yeah. I mean so definitely it's your action, and then I'll just have you make a, a stealth check to see or a sleight of hand, I mean, to see how well you can pull this off.
Maggie / Poppy:So she's gonna pull it out. And she's, like, just all this is going through her head really quickly. And she's gonna hit record on it.
Tim / GM:Mhmm.
Maggie / Poppy:With her self check. So I'll do that first, I guess. Mhmm. Goddamn. I'm rolling so bad, you guys.
Maggie / Poppy:Roll a 2.
Tim / GM:Okay.
Maggie / Poppy:Is that plus intelligence?
Tim / GM:No. So it's a sleight of hand. So it's, plus dexterity.
Maggie / Poppy:Oh, okay. 3.
Tim / GM:Okay. So it's fairly obvious you just, like, reach into your pack and, and pull out this crystal, and you're kind of, like, holding it up to them. And they both kind of, like, like, flinch backwards as if it's gonna do something. But then they just kind of, like, disregard whatever you're doing, and they think you're just one of those, you know, crystal people.
Maggie / Poppy:Perfect. Holly's going to say, we don't have what your warrant is looking for. Why are you attacking me and my friends?
Thomas / Guy:We're just serving warrant. We're doing nothing wrong.
Maggie / Poppy:We'll see about that. And Holly just, like, will continue to try to record as things are happening,
Tim / GM:I guess, around her. And, I mean, like, what you recorded there was them saying that, but also, like, you know, one of them is, like like, sweaty and, like, obviously in battle, and you pointed the camera right at them, and they've got, like, a hammer in their hand saying they're serving a warrant. It's, like, it's incriminating what you caught. Yeah.
Maggie / Poppy:Okay. Nice.
Tim / GM:Next up is Bert.
Speaker 9:So how many flower guys are around me?
Tim / GM:At least 10.
Speaker 9:Okay. I stand up, and I say, I've had about not for you guys. I've got a court date today. And I shuffle through my book and find a specific page, and I utter a word of radiance. Okay.
Speaker 9:Kazzow.
Tara / Journey:Gosh. That is radiant.
Speaker 9:Now all of them have to make a constitution saving throw.
Tim / GM:Great. That is a 9.
Speaker 9:Okay. 14 is my ace.
Tim / GM:Let me divide them up here. And a 1. Okay.
Speaker 9:Okay. They all take 7 radiant damage. Okay.
Speaker 8:Is flower flowerable?
Tara / Journey:Amazing. Extremely.
Tim / GM:Yeah. So thankfully, radiant isn't flame flames.
Speaker 8:I thought it was. No.
Tim / GM:It's just
Speaker 9:a delay. Burning radiance.
Tim / GM:Well If you're
Speaker 9:I think it's hot.
Tim / GM:Yeah. Okay.
Speaker 9:So a horrible burn. Not like little burn.
Tim / GM:There's yeah. I mean, you can see some, like, holy holy smoke. Holy smokes.
Tara / Journey:That's where that came from.
Tim / GM:Coming off
Speaker 8:of them.
Tim / GM:And they all kind of, like, flinch backwards, and, anyone on that floor can see all of them kind of, like, like, peel back as if, like, Bert is in the middle of this radiant bloom, and Bert is, like, glowing gold, as they all, like, shrivel away from him and, take a good lead deal of damage. Anything else out of your turn, Bert?
Speaker 9:I don't think there's anything I can
Thomas / Guy:do with my bonus action.
Tim / GM:Okay. Open your book to confusion page. You're gonna need to read me some results here. So you've got, 5 of these to deal with. It's a d 10?
Tim / GM:Yep. Okay.
Speaker 9:6. Don't move or take actions.
Tim / GM:K. Let's turn. 1 flower person is just standing there with a big smile on his face just staring at you after being burned. 8.
Speaker 9:Uses this action to make a melee attack against a randomly determined creature within its reach.
Tim / GM:K. It, just blasts one of its friends. Not very well. No result of that. It just kind of throws itself out of nowhere.
Tim / GM:4. Sorry. That's a one.
Speaker 9:Can't oh, all of its movement to move in a random direction. Roll a d 8 to assign and assign a direction to each number. Okay.
Tim / GM:We'll say 1 through 4 is up the stairs other than down the stairs. So 5, so down the stairs. It just turns around and it walks away.
Speaker 8:At me?
Tim / GM:Yes. Back into that room.
Speaker 9:Do I get a, like, attack of opportunity? Yeah. I don't really have a weapon, so never mind. Okay.
Tim / GM:You just
Maggie / Poppy:try to trip him.
Tim / GM:The last one also gets a one. Okay. So it's another walker? Yep. Okay.
Tim / GM:We go up the stairs, down the stairs. This one goes right with them. It's just like, you know what? That seems like a good idea. 2 of them just walk away.
Tim / GM:1 of them throws himself at a friend. 1 of them stands completely still.
Speaker 5:Pretty good. Yeah.
Tim / GM:I think that was it. Right? Was that 5 of them? We're missing 1.
Speaker 8:We're missing 1.
Speaker 9:That was Okay. Just
Speaker 8:The one that got 4.
Tim / GM:Yeah. Something from on this one.
Speaker 9:That's, no no movement
Thomas / Guy:or anything.
Tim / GM:Good. So 2 leave, 2 do nothing, 1 hugs a friend.
Speaker 7:I wish I wish that
Speaker 9:one guy would've killed another one of them.
Tim / GM:Yeah. Because I bet they're almost dead. They are. We are back to, the, other, sack boys. The 3 at the door.
Tim / GM:2. 2 at the door. That's right. They're kinda being joined by 2 more that are walking that way. 2 of them snack, come down at what's here?
Tim / GM:At least in the same area.
Speaker 8:I am at the door.
Tim / GM:Yeah. They're gonna split their attention. One of them goes for snack, natural twenty.
Speaker 8:Oh my god. Thank you. You have crit against snack multiple times.
Tim / GM:Yes. That is 8 bludgeoning damage snack. Uli. Yeah. Gets a, 16 total to hit.
Tim / GM:Yes. 2 bludgeoning damage. Ow. Everyone has really garbage AC. Right?
Tim / GM:Yeah. The other, flowers, from the back of the room, have joined the fray here. One of them is going to throw itself at snack. Snack. I'd like to make have you make a dexterity saving throw.
Tim / GM:It's just trying to, like, ping you to the ground by body slamming you.
Speaker 7:15.
Tim / GM:Okay. Yeah. This thing kind of, like, gets close, speeds up a little bit, and then just throws out its body like it's gonna do, like, a, belly flop into a pool. And it just lands on top of you as you, like, turn to run. But its its entire weight, which is pretty heavy, is, is laid over you right now.
Tim / GM:You're you're effectively grappled or pinned to the ground.
Speaker 7:Okay. Woof.
Tim / GM:The last one, is going for yeah. At least next 2 hard to get to right now. Total miss. You're safe. The ones on the stairs, Bert, are going to make a, kind of group grapple check to try to press you again.
Tim / GM:Grapple check? Yes, please.
Speaker 7:Grouple. Groupon check? Groupon.
Speaker 9:10.
Tim / GM:Okay. So they they start to close in on you. A few of the ones from the outside are kind of taking the place of the confused ones that aren't doing anything. Snack, you are up next. You are pinned, and there are 4 flower boys near you.
Speaker 7:And by grab pin, you mean
Tim / GM:Sorry. I do mean grapple. You're not restrained.
Speaker 7:Okay. I can cast a spell. Yeah. Snack, is going to use eldritch blast. Mhmm.
Speaker 7:And, point blank blast him in the face. Okay. Try to. 15 to hits. Yes.
Speaker 7:18 damage. Yeah.
Tim / GM:Snack, you just kind of, like, turn and look up at it and, like, what do you
Speaker 7:him, and then I just put my hand on his face and just
Tim / GM:And, yeah. The, you're still holding on to the face of this thing, but anyone watching can see that the back of this thing's head just explodes, and flour just goes shooting out into the room all over everything, Holly.
Speaker 9:Yeah. It's like the Sandra
Tim / GM:and Slant
Speaker 9:spray,
Speaker 7:but Yeah. Flower. So does that now can I make my second eldritch blast attack?
Tim / GM:Yeah. So as soon as you do that, you feel the flower kind of disperse all over, and so you're definitely, like, no longer even grappled by the weight of this because it's all been sort of released. Alright.
Speaker 7:I use my second eldritch blast at the other one. Mhmm. 24 to hit. Yep. 14 damage.
Tim / GM:Okay. That one also erupts. You, shoot a hole through where its heart might have been, and, it just kinda falls backwards with its hand over
Speaker 7:its heart. Awesome. I will, use my half my moment to stand up. Mhmm. And I'm going to go towards the thick of the commotion.
Tim / GM:Okay. Uli, you're up next.
Speaker 8:Okay. So snack just blasted 1.
Tim / GM:Mhmm.
Speaker 8:Everything's covered in flour. Mhmm. And there's still 2 next to me.
Tim / GM:Mhmm.
Speaker 8:Then I'm going to Thunder Wave.
Tim / GM:Okay. Nice.
Speaker 8:So it's a 15 foot cube.
Tim / GM:Yeah. That hits everybody.
Speaker 8:So they have to make a con save. Also, anything unsecured is going to be
Tim / GM:That's a 2.
Tara / Journey:All the knickknacks.
Speaker 8:Both of them.
Speaker 7:All the
Tara / Journey:little teacups.
Speaker 8:They take 2 d 8 thunder damage. That is 9 thunder damage.
Tim / GM:Okay.
Speaker 8:And then they're blasted 10 feet from me.
Tim / GM:Yeah. It's here. So one of them had been hit by, by Bert's, radiant blast that he did earlier.
Speaker 8:Yeah.
Tim / GM:So that one, when you thunder wave, just, like, erupts into flour. All of the all of the, like, burlap wrapping just kind of, disintegrates, and it turns into, like, a cloud of dust. The other one, just like every seam on it splits at the same time, and it's just rapidly leaking out everywhere.
Speaker 8:And, also, there's a really big boom. Yeah. 300 feet around us can hear it.
Tim / GM:And so Holly, in the basement, you can see all this dust, like, settle out of the floorboards as you hear this, like, eruption. Like, there are people starting to gather in the street outside of the house. You heard of the upstairs. You heard of the outside. A lot of the floorboards near the doorway are ripped out of the ground.
Tim / GM:The threshold is destroyed. The door is destroyed. Pretty much the front of Holly's house is irreparably destroyed.
Speaker 8:I'm so sorry.
Maggie / Poppy:It was a tiny door anyway. Yeah.
Tim / GM:It was a tiny door. Okay. Dwarves are next. The blighted one is trying to maintain a grapple on you, Holly, but it's bad at that at this point. I need you to make a contested, grapple check to your strength.
Maggie / Poppy:A 10.
Tim / GM:Got a 4.
Tara / Journey:Yes. Damn.
Maggie / Poppy:Finally, I beat something.
Tim / GM:Yeah. So you kind of, like, shrug off this, like, weak and dry dwarf that is
Speaker 5:holding on
Maggie / Poppy:to you. Gross.
Tim / GM:And when you turn around, you see that its face is, like, sunken and that it looks, like, dehydrated and its eyes are kind of bulging out, and he just says, like, bah bah.
Maggie / Poppy:Someone keys a spa day.
Tim / GM:And it is going to actually try to move away from you a little bit. Do you have an attack of opportunity?
Maggie / Poppy:Like, I have a dagger.
Tim / GM:Just wanna poke them?
Speaker 5:Yeah.
Maggie / Poppy:Okay. Yeah. I'll poke them on my dagger. I rolled a 19. Alright.
Maggie / Poppy:Does is there I add to that? That doesn't matter.
Tim / GM:No. Okay. I mean, there would be, but it doesn't matter.
Maggie / Poppy:19.
Tim / GM:Roll, 1 d 4. Piercing.
Tara / Journey:Glad you had that on hand.
Maggie / Poppy:He's a 4.
Tim / GM:Okay.
Speaker 7:Plus like
Speaker 9:That's a good pickaxe. Right?
Maggie / Poppy:Plus dex. 5.
Tim / GM:That's a
Tara / Journey:real good poke.
Tim / GM:Yeah. As he's, like, kind of, like, limping away from you, you, like, reach out with the dagger, and you give him, like, a little bit of a a nick, on a on a, like, sort of by his kidney on his back, and he's not even bleeding. He's so,
Speaker 9:like sand?
Tim / GM:Yeah. Yeah. Oh. So he's literally just kind of, like, shaking and walking away from you. He's, like, looking up at Tibio, and he kind of, like, drops to one knee, and he, like, puts both hands up to his face.
Tim / GM:And he, like, kinda does this, like, beg for mercy pose in front of Tibio, the other dwarf. And he says, what are
Speaker 7:you doing? We have a job
Tim / GM:to do, and drives a hammer down at Holly, and gets a 3.
Maggie / Poppy:My AC is 11.
Tim / GM:Yeah. Even with his bonuses wouldn't come close.
Speaker 7:Does he hit his, thumb with his hammer?
Tim / GM:Hits the other dwarf's toe,
Speaker 7:and he's like,
Tim / GM:oh, woah, woah, woah, woah. So, yeah, he, he you just see some sparks as he smashes against the concrete here and these little crack in the ground. And it is, Tibio's turn.
Tara / Journey:Tibio is actually a little bit winked out by what he did to that dwarf, and he's kind of shaking a little bit and doesn't want to hurt him anymore. But he knows that the other dwarf still poses a big risk. And he looks at him and says, leave now.
Speaker 5:I will do to you what I did to your brother.
Tim / GM:The dwarf kinda, like, flinches at your interjection and presses his back up against the nearest wall and sort of tries to, like, slide by you up the stairs while, like, staring at you the whole time. It's just trying to get out of the basement.
Tara / Journey:I let him. Is the healthy one reacting at all?
Tim / GM:He is still staring down Holly with his hammer hoisted and ready to ready to throw down again. It's, like, got an eye on you knowing that you're approaching, but is is determined to take on both of you.
Tara / Journey:Oh, jeez. Oh, jeez. Okay. I cast web on him.
Tim / GM:Okay.
Tara / Journey:So, basically, next turn, he can roll a deck save to get out of it, but he's just auto in it.
Tim / GM:Oh, okay. Alright. Yeah. It is thoroughly webbed. So next up is Holly.
Maggie / Poppy:Holly is gonna cast Bane
Tim / GM:Okay.
Speaker 8:On the dwarf in front
Maggie / Poppy:of her. Up to 3 creatures of your choice, you can see within range. Must make a charisma saving throw.
Tim / GM:14.
Maggie / Poppy:Is that against my spell save? Yeah. I think I beat the set.
Tim / GM:Yeah.
Maggie / Poppy:Yep. That's it.
Speaker 9:No bang.
Maggie / Poppy:No bang.
Speaker 9:No pain. No bang.
Tim / GM:So it is, Bert's turn.
Speaker 9:Hey. That's me.
Tim / GM:Bert, they are they are kinda closing in on you.
Speaker 9:I can solo cast spells when I'm grappling stuff. Right? Yeah.
Tim / GM:Yeah. Okay.
Speaker 9:I hate to use the same can't trip twice in
Tara / Journey:a row, but that's what snack does. So Uber.
Speaker 9:I'm gonna have that temper. I'm kinda wrestling with this guy who's grappling me, and I get up next to his face and I go,
Speaker 7:hey. Hey. Kazzow.
Tim / GM:That's the same
Speaker 9:Constitution saving throw, please.
Thomas / Guy:Okay. For everybody.
Tara / Journey:Wait. Word of Radiance is at Cantrip?
Speaker 8:Yeah. Fuck.
Speaker 9:It's very good. What?
Tim / GM:They did much better this time. 1916. Oh, damn.
Speaker 9:Those are both wins. Yeah.
Tim / GM:Okay.
Tara / Journey:Kinda like, kazow at you, motherfucker. Yeah. Because we're already purified.
Tim / GM:You can see, like, the where their eyes are on their little, burlap masks or whatever. Like, they the the fabric kind of folds in as if they're squinting when it goes off, but none of them are affected like they were the first time.
Speaker 7:Damn.
Tim / GM:They are ready for it. Anything else, Bert?
Speaker 9:You know what? Just because I can, I'm gonna use my bonus action to cast on my book.
Tim / GM:Nice. Okay. Nice.
Speaker 7:Don't miss those attacks of opportunity anymore.
Speaker 9:Yeah. Yeah. I wish I'd used it last time.
Tim / GM:Cool. How do you weaponize your book?
Speaker 9:I close it and, it just gives it kind of, like, a shimmer. Mhmm. It's a nature spell, so like no. It's still kinda light based. That's that's a nature, like the sun.
Speaker 9:Yep. Just gives it kind of a healthy glow.
Tim / GM:Okay. Nice healthy glowing book. Alright. Now it's that, pack of confused, individuals.
Speaker 7:You're talking about us or the flower people?
Tim / GM:The first roll is an 8.
Speaker 9:Yeah. Badadoo badadoo. That's a melee attack against a randomly determined creature. Delicious.
Tim / GM:Oh, close, but not you. It goes after one of its buds and nails them
Speaker 8:Yes.
Tim / GM:And does them a little hit. They're not dead. No. But you can see, like, the one that got hit kind of, like, looks at the other one, like, obviously betrayed and just kinda, like, stares him down. Like, what are you doing?
Tim / GM:Next one is a, 6.
Speaker 9:No mover action.
Tim / GM:Great. Next one is a 7.
Speaker 9:Action, melee against a randomly
Speaker 7:Yes.
Tim / GM:That's a miss. K. And it was against the same one that got hit by the other one. They're just dogpile again. What
Speaker 8:did I
Speaker 5:do? Okay.
Tim / GM:And the other ones Do we
Speaker 9:get 1 more or 2 more?
Tim / GM:Let's see here.
Maggie / Poppy:No. I think the other ones are dead, aren't they?
Tim / GM:Yeah. I think one of them is still alive.
Speaker 9:Oh, some of them confused wood.
Tim / GM:By Uli. Yeah. Yeah. So the one that's still standing by Uli rolls a 2.
Speaker 9:Nothing. Okay.
Tim / GM:Alright. That's it.
Speaker 9:Great. Confusion is a good fourth level spell.
Tim / GM:Yeah. That took a lot of them out of the fight. Back to the top of the order is the, not confused sack boys. Let's see here. Uli, when we last left off, where were you?
Speaker 8:I stayed by the door and I thunder waved.
Tim / GM:That's right. Okay. So oh, that's no. You obliterated one of them. Yeah.
Tim / GM:The other one we'll say was the one that took no action this turn. Okay. That one is going to charge you. Natural 20.
Speaker 8:No.
Tim / GM:So that is, 11 bludgeoning damage, as this thing just, like, gets its head low as it's running towards you. And, it actually just explodes when it hits you. It did not have enough to to hold on to its body. The ones around Bert are going to continue to crush him. Bert, I need a contested strength, save.
Speaker 9:Can be strength or decks?
Speaker 7:Yeah.
Tim / GM:You could wiggle out of these. I can ask a grapple.
Speaker 9:Difference of 1. Okay. 12.
Tim / GM:And you lost by 1. Damn. At this point, Bert, they've closed in on you so much that you can't move and you can't speak. They're becoming like a dome over you. This is a beautiful
Speaker 7:thing you've given snack.
Tim / GM:This turn,
Speaker 7:I think, is next.
Tim / GM:Let's see here.
Speaker 9:I'm excited.
Tim / GM:Yeah. They've they've all just folded over you, and they start to, like they collapse over you, into this, like, mound of flour sacks. And, Bert, you're struggling to breathe at this point. Go ahead. Snack.
Speaker 7:Snack jumps on this dog pile. Mhmm. I'm sorry, Bert. Bite on something. And I cast a thunder wave as a level 4.
Speaker 8:Oh my god.
Speaker 5:Oh my god. Level 4?
Speaker 9:1st gonna die. It does help with the grapple situation.
Speaker 7:Yeah. Yeah.
Speaker 9:But
Speaker 7:so, 15 foot cube, obviously. It's still a con save.
Speaker 8:Mhmm.
Tim / GM:Alright. I'll divide them up just like I have been just into half and half. And I think we're down to 8 in this circle.
Speaker 9:And I I gotta make a con save too.
Tim / GM:Right? Mhmm. Yes.
Speaker 9:12.
Tim / GM:A 5 and a 6.
Speaker 7:Okay. Alright.
Speaker 8:So Can I see Bert?
Tim / GM:No. Nobody can see Bert. Covered in sack. Okay.
Speaker 8:Alright.
Tara / Journey:Gross. Took me a minute, but I got there.
Speaker 7:So 25 thunder damage to
Tara / Journey:all. Great. Fuck.
Speaker 8:Okay. Is Bert dead?
Speaker 9:Nope. Okay. Am I dead?
Speaker 7:So what Snack does is he jumps, like, kind of like cannonball style Mhmm. And then, like, plugs his ears and then just
Tim / GM:As if a bomb's going off, but you're the bomb?
Speaker 7:Yeah. Yeah.
Tim / GM:Okay. Holly, you thought you heard a loud explosion before, and now you heard this. More dust, rattles out of your floorboards, and you you hear, like, a a sconce, like, fall out of the wall in the basement. And it sounds like somebody clapping. The thunder wave.
Tim / GM:Yeah. And, it
Speaker 8:wasn't me this time.
Tim / GM:Uli, you can see from your position, at the at the threshold of the door. The stairs, you just see wood chips go flying in either direction, and you hear breaking glass as, a large chunk of the wall at the top of the stairs is just exploded away, and a window is destroyed. And then it's just flour. You can't see. You can hardly breathe.
Tim / GM:But, Bert, there's no more weight on you. Your ears are ringing. Your body is numb, and you're, like, standing where the stairs
Speaker 9:used to be.
Speaker 7:Like, straight up.
Tim / GM:Yeah. There's almost no structure here anymore. You guys are both just sitting on, like like, wood floor and scaffolding.
Tara / Journey:You might as well have set this place up.
Speaker 8:I was gonna be so mad.
Speaker 7:Mister snack. What, Bert? Thanks. You're welcome, Bert. That's that one I called the baker's dozen.
Speaker 7:Did you hear me, Bert? Yeah. I'll find out a way to write it down later. Alright. Excellent.
Speaker 7:I'm gonna take a nap.
Tim / GM:Uli. Yeah. There are no other flower sacks around you.
Speaker 8:Uh-huh.
Tim / GM:You know that Holly's in the basement with a bad situation, and that's about it.
Speaker 8:And I know that I am the reason for all of this. They came after me.
Tim / GM:Well, they also came after the lamp and snack.
Speaker 8:I'm still gonna alter self to look like literally anyone else.
Tim / GM:Okay.
Speaker 8:Like a a human woman.
Tim / GM:Okay. You just kind of, like, scan your memory for somebody, anybody, and, you land on the the woman that threw their scarf at birth.
Speaker 8:I was thinking that.
Tim / GM:Yeah. Perfect.
Speaker 8:When you said a random when I was scanning my memory, I
Tim / GM:was
Speaker 8:like, the scarf lady.
Tim / GM:For some reason, she just pops into your mind.
Speaker 8:And I don't search. Okay. Okay. So I look like scarf lady.
Tim / GM:Yes.
Speaker 8:And then I go to the basement, and I go, Holly.
Tim / GM:You, there's a sickly looking dwarf, on the stairs that is, looking towards Tibio. Make a perception check.
Speaker 8:Nat 20.
Tim / GM:Okay. This dwarf, you can see, is holding an oily dagger behind his back and is creeping up towards Tibio.
Speaker 8:Tibio shield.
Tim / GM:So, yeah, Tibio, a complete stranger that you maybe have seen once in your life on the stairs says Tibio shield.
Tara / Journey:I just do it. Okay. That that one is so, like, that one is steeped in self preservation. Like, something about, like, my childhood or something. Like, I must been trained to just, like, use that Mhmm.
Tara / Journey:On command.
Tim / GM:Alright. That's about at that kind of exact moment realizing he has no more time, the the dwarf, jumps initiative to to attack you. Actually, no. It barely does. It's not up next.
Tim / GM:Lame. Alright. It got a 14 Tibio.
Tara / Journey:Because of shield, I have plus 5 to my AC, so my AC is 16.
Tim / GM:Okay. So you see this dwarf kind of lunge at you and, try to drive a dagger into the fleshy part of your skeleton. And, the dagger, you can see the tip of it, like, go through the shield to where it's almost it's kind of stuck in your ethereal shield for a second. And you can see that there's, the the dagger is coated in some kind of oil to the point where it's almost dripping, and it gives it this, like, purple iridescence. And then it kind of, like, tries to pull the dagger out of the shield and just, like, it hisses at you as he as he gets down.
Tim / GM:And, like, you can see his teeth are rotted and that he's, like, like, so it's withered out husk. The, hefty one is gonna take a moment while Tibio is distracted to try to bash him with a hammer. Nice. 22.
Speaker 8:Are they both on the stairs?
Tim / GM:No. They're both by Tibio. Neither of them are on the stairs.
Tara / Journey:That hits. Yeah.
Tim / GM:Okay. Tibeo, that is, 11 bludgeoning damage. You hear something crack in your skeleton, as you get smashed with a hammer. And then, the one that smashed you, kind of, like, holds its hammer and it's offhand, and it just says, it's time to go, and, like, starts running towards the other dwarf as best it can. You get an attack of opportunity if you wanna take it.
Tim / GM:So does Holly.
Maggie / Poppy:Dagger time.
Tim / GM:Okay.
Tara / Journey:Tibio does not attack. Tibio makes multiple steps back in shock and is, like, very
Maggie / Poppy:scared. Mhmm. 8 to hit.
Tim / GM:Does not hit.
Maggie / Poppy:I miss.
Tim / GM:Yeah. I think, Uli, they're trying to charge past you as well. They've got enough movement.
Speaker 8:Then I will also take an attack of opportunity. Mhmm. 19.
Tim / GM:Yeah. That hits to whatever your unarmed damage is.
Speaker 8:4.
Tim / GM:Nice. Yeah. So, as the, let's see here. Was that the healthy one or the unhealthy one?
Speaker 8:The healthy one.
Tara / Journey:Okay. Healthy or unhealthy? No.
Tim / GM:I mean, so as they're walking by, you, like, stick out your foot at the one that's kinda leading the way. And, he, like, he, like, goes down hard and, like, bites a stair and kind of, like, trips. And you see, like, when he gets back up, like, he looks back at you really quick, and he's got, like, a chipped tooth and blood running out of his mouth. Oh, no. And he just, like, continues, like,
Speaker 8:sprinting up the stairs
Tim / GM:with his with his bud.
Speaker 7:Oh, dear. Tibio.
Tara / Journey:So is the healthy one still within range?
Tim / GM:Yeah. You can still see him going up the stairs.
Tara / Journey:So I'm distressed, and my skeleton has been damaged and that's never happened to me before.
Tim / GM:Mhmm. Because I
Tara / Journey:heard a crack. I haven't been able to figure out where where it was yet, but I know that that dwarf is responsible. And, yeah, I'm just, like, still in, like, panic mode, still freaking out. So I, yeah, I cast vampiric touch. So I make a melee spell attack against a creature.
Tara / Journey:Roll to hit.
Tim / GM:So you kinda, like, chase them down?
Tara / Journey:I moved I moved to him and Mhmm.
Tim / GM:Yeah. Okay.
Tara / Journey:Go to attack. Attack. I did not hit.
Speaker 7:It would have been a 14.
Tim / GM:That does hit.
Tara / Journey:Oh, shit. Yeah. On a hit, the target takes 3 d 6 necrotic damage, and I regain hit points equal to half the amount of necrotic damage dealt.
Speaker 7:Okay.
Tim / GM:That's a good spell. Nice. Oh, no. That's that's incredible.
Tara / Journey:That's amazing.
Tim / GM:That is the most hesitant, therapeutic touch.
Speaker 7:Is it? That's pretty appropriate.
Tara / Journey:It's 3 ones.
Tim / GM:Yeah. Oh my god.
Speaker 9:So you heal for 1 HP?
Tim / GM:I was on the healthy one that just tripped. Yeah.
Speaker 7:Still healthy.
Tim / GM:Yeah. So, yeah, it stands up, turns around with a chipped tooth, and then, like, to you, you just kinda, like, brush your hand across their face, and he kinda, like, flinches out of it. And he, like, holds his hand to his cheek, and he goes, oh. And you gain 1 HP.
Tara / Journey:I came one whole HP.
Speaker 8:Okay. Stupid.
Speaker 7:Holly. I love that.
Maggie / Poppy:So no one's in the basement anymore.
Tim / GM:The dwarves are on the stairs, and then Tibio and and Uli are both standing at the bottom of the stairs.
Maggie / Poppy:K. I'm gonna cast slow on the doors on the stairs.
Tim / GM:Okay. Nice.
Maggie / Poppy:So I can cast it on both of them. Okay. Each target must succeed on a wisdom saving throw or be affected by the spell for up to a minute. The effect oh, I guess we can do that first to see if it hits.
Tim / GM:K. 712. Nice.
Maggie / Poppy:I think they both hit.
Speaker 7:Those are hits.
Tim / GM:Alright.
Maggie / Poppy:14 is my spell save.
Tim / GM:We got it. Okay.
Maggie / Poppy:I did a spell.
Tim / GM:Yeah. They're they're, like, turning away from the vampiric touch, and he goes to, like, sprint up the stairs, and then he just kind of, like, goes into slow motion. And he turns and looks behind you behind him, and he just says, time to run.
Speaker 5:I don't think so.
Maggie / Poppy:And then Holly, yeah, has cast slow on them. And then, so the affected target speed is halved. It takes a negative two penalty to any AC or dexterity saving throws, and it can't use reactions.
Speaker 9:Okay.
Maggie / Poppy:On its turn, it can use either an action or a bonus action, but not both.
Tim / GM:Mhmm.
Maggie / Poppy:And then regardless of the creature's abilities or magic items, it cannot make more than 1 melee or ranged attack.
Tim / GM:Okay. Damn. Damn. Yeah. Yeah.
Tim / GM:So they're they're slow mo.
Maggie / Poppy:And then spell casting is also slowed potentially. They have to roll an extra roll to to cast a spell.
Tim / GM:Okay. Wow.
Maggie / Poppy:And it could potentially take it if it rolls a certain number, it could take their next turn before it becomes an effective spell. Okay.
Tim / GM:Yeah. They are slowly continuing to retreat. Bert, it's your turn. Your ears are ringing.
Speaker 9:I get up and dust myself off.
Speaker 7:Mhmm.
Speaker 9:Snack, I I told you to run and you you came back and you saved me.
Speaker 7:Yes. I discussed with this with Uli, how it's a burden to have friends, we couldn't leave. Well, I appreciate it. I I have mixed feelings but I'm glad you're okay, Bert.
Speaker 9:I'll take it. I'm gonna healing word myself.
Tim / GM:Okay.
Speaker 9:For 10. What, what's going on? Where's everybody else? Or is everyone else okay?
Speaker 7:Uli is fine. I heard most commotion coming from the basement.
Speaker 9:Oh, yeah. Let's go check it out.
Tim / GM:You see you see Tibio and Uli at the bottom of the stairs. You'd see 2 dwarves, 1 in much worse shape.
Speaker 8:You see a random lady.
Tara / Journey:Oh, that's right. Oh, that's right.
Tim / GM:You see, Tibeo and someone who once loved you.
Speaker 9:I definitely remember her.
Tim / GM:Yeah. At the bottom of the stairs and you're like, I knew it. It's all connected. No. Yeah.
Tim / GM:You
Speaker 8:You came back. Yeah. Funny.
Speaker 9:I actually, I pull out the scarf.
Tim / GM:Yeah. That's great.
Speaker 9:I pull out the scarf in my pocket. I'm like, it's me.
Tim / GM:You pull out the scarf and hold it up, and you say it's me and, Uli as this, you know, person is
Speaker 7:looking up. Remember her. Yeah.
Speaker 8:She just remembers the face.
Tim / GM:And then looking up the stairs, you all see the scarf go loose and fall to the ground and Bert is gone. No. Thanks so much for listening. I'm Tim, your DM and your Genie.
Maggie / Poppy:I'm Hannah playing Holly Hyacinth.
Speaker 9:I'm Thomas. I play Engelbert FF Wisherspoon.
Tara / Journey:I'm Tara, and I play Tibio Femur.
Speaker 7:I'm John. I play Snack the Cobalt.
Speaker 8:And I'm Maggie playing Uli.