Cursebreaker | 30 - Jug-Lung Joe

We defend Hogwild while hunting an omnipresent mind controlling psychopath. Watch out for Baskisilisks.
Tim / GM:

Last time on curse breaker. We had a lovely dinner with the Niss family and learned all about Uli, her parents, and her older brother Dor. Turns out he loves tattoos and hates magic. Like, he really hates it. When we got back to Hogwild, things were turning up.

Tim / GM:

The party spent the evening dancing, gaming, and turning down marriage proposals, but Sheriff Law put a stop to all of that. He warned us of an impending gnoll attack and set us in position to defend the town, But something went very wrong. It looks like Joe was a lot closer than we thought. Just to jog your memory, you had all been set up in a building to defend from the gnoll attacks. Bert, you had been set up in a blacksmith shop, barrel makers really.

Tim / GM:

Snack, you were in a water tower. Tibia was in an ice house. Holly was in a storehouse, and Uli was back at the hair of the hog tavern with Barrett and Benth, where Barrett had pulled you into a closet to tell you that he has some magical ability and that ability is to resist charm effects which seems to be affecting every other person in Hogwild except for him. At the same time, Bert, Eugene, who was helping you defend the blacksmith shop, revealed to you that he was under Joe's control. He, also let slip that he was doing so using the water tower as a central distribution system for his standing there, grinning before you is Eugene under the influence of Joe, who, yeah, just played his hand and let you know that he is pretty much in control of this entire town.

Tim / GM:

What do you do, Bert?

Thomas / Guy:

You ain't bud. You're scaring me.

Tim / GM:

Call me Joe.

Thomas / Guy:

Oh my god. Oh, what's that over there? Is that a golden barrel?

Tim / GM:

Alright. Make a make a a deception with disadvantage here.

Thomas / Guy:

Disadvantage? Disadvantage. That was such a good one. 6.

Tim / GM:

So that was a natural 22 contest, your skin. Okay.

John / Doran:

Because,

Tim / GM:

he does not flinch, does not take his eyes off.

Thomas / Guy:

Oh, it's really shiny.

Hannah / Eryn:

Just doubling down. But

Thomas / Guy:

Well, since he's not looking away, I'm going to try to run into the closet where he was hiding earlier

Tim / GM:

and lock myself in. Okay. Cool. Let's have you make an athletics check, I think, to get past him.

Thomas / Guy:

So that's an 8.

Tim / GM:

Eugene got an 8.

Thomas / Guy:

Okay.

Tim / GM:

Yeah. You, you kind of meet at the door, and you're both just sitting there struggling with it. You're trying to open it. He's trying to keep it closed. You're both small people.

Tim / GM:

You're pretty evenly matched. Is there anything that you can do to break the tie?

Speaker 5:

Kick him in the balls.

Thomas / Guy:

Yeah. Is he human or whatever?

Tim / GM:

I believe Eugene's actually a gnome as well. Oh, great. Great. Great. Great.

Tara / Journey:

Gnome. The gnome.

Tim / GM:

The thunder gnome.

Hannah / Eryn:

Yes.

Thomas / Guy:

I'm gonna cast shillelee on my big book. Okay. Wap them with my book.

Tim / GM:

Yeah. Okay. Yeah. You weaponize, the Librium and give him a smack. Make an attack roll against him.

Hannah / Eryn:

Shillele.

Thomas / Guy:

Jeepers.

Tara / Journey:

Ouch. Size Jill. Put it away. Strong.

Hannah / Eryn:

It's a 2, everybody at home.

Thomas / Guy:

9.

Tim / GM:

9. 9 does not hit. Okay. Damn.

Hannah / Eryn:

You had a lot to add

Tara / Journey:

to that.

Tim / GM:

Yeah. He, the door gets thrown open as you go to hit him with your Libram, and, he kind of sends you spinning. You hear, the scraping of metal as he draws something out of the coals and turns back to you. Oh. He takes a swing at you, with a pointy iron rod.

Hannah / Eryn:

Okay. Any fight in a black smith shop? Does anyone just always think of Pirates of the Caribbean? Yes. Yeah.

Hannah / Eryn:

I cannot think of it. That's all I have in my mind.

Tim / GM:

He picks up this iron rod, and he says, and I practice with it 3 hours a

Hannah / Eryn:

day. He,

Tim / GM:

gets a big old 3, which grew up to a 7 for him. Okay. I'm guessing that doesn't mean either. Okay. So 2 gnomes are just, like, slapping

Speaker 5:

the other. And

Tim / GM:

then,

Tara / Journey:

Gnome fight.

Tim / GM:

We'll move to, Tibeo. Oui. Tibeo, who is, you are peeking out, from under this trap door in the ice house as the gnolls have stopped moving and your animated, goat and bull, who were protecting you, have also they've they've stopped moving because there's no there's no directive and there's no threat, and so they're just sitting idle right now.

Tara / Journey:

Do I have 4?

Tim / GM:

You have 4 creatures. Yeah.

Tara / Journey:

Okay. Are the gnolls dead?

Tim / GM:

Yes. Yeah. You killed both of them.

Tara / Journey:

Okay. I walk up to the bodies.

Tim / GM:

As you leave the trap door, make a, make a dexterity save.

Tara / Journey:

Oh, no. It's not as bad as it used to be, guys, since we leveled up.

Hannah / Eryn:

Good job.

Tara / Journey:

Yeah. It's real bad still, though. That's a that's a that's a good old 5.

Hannah / Eryn:

Oh, wow.

Thomas / Guy:

You rolled 2 bad rosette.

Speaker 5:

I rolled a 3. Okay.

Tim / GM:

So So you do not move out of the way quick enough when something steps on the trap door as you go to leave it and stomps down on it. You take, just 4 bludgeoning damage as you are bumped in the noggin, but you also hear the rattling of metal and chains, and you hear the trapdoor being bolted shut.

Speaker 7:

You are

Tim / GM:

now in a freezing small room below the ice house.

Tara / Journey:

I call to my helpers.

Tim / GM:

From upstairs? Yeah. Yeah. Yeah. You, you tell them to, attack this unseen assailant, and you hear,

Thomas / Guy:

oh, boy.

Tim / GM:

You hear just awful fighting going on upstairs. Stomping. You hear the hooves right over the trap door, like, clapping down. You can hear that it was more Knowles upstairs that that trapped you in here.

Tara / Journey:

Okay. So for Misty stop, it's supposed to be a place that I can see.

Speaker 7:

Mhmm.

Tim / GM:

Does

Tara / Journey:

that mean currently see or have seen?

Tim / GM:

Currently see.

Speaker 7:

Okay.

Tim / GM:

Yeah. Some spells are different.

Speaker 5:

Okay. Master stop.

Tim / GM:

Make a perception check, Tibia. 12. Okay. So, yeah, there's not a whole lot down here to help you. You see a few buckets of ice cream, some that have been eaten out of.

Tim / GM:

You also see your pee corner, which is frozen over since you peed.

Tara / Journey:

Yeah.

Tim / GM:

You also see something curious. As you're kind of looking for resources, you don't make much of it right away, but there is an insulated pipe running through this room. It's insulated so that it won't freeze over, and you can see some icicles hanging off of it where it occasionally drips.

Tara / Journey:

Okay. I'm gonna try and detach the pipe.

Tim / GM:

Yeah. Make an athletics check to try to pull that off. Literally. That's what

Thomas / Guy:

we're good at.

Tim / GM:

All these athletes. Mhmm.

Hannah / Eryn:

14.

Tim / GM:

I think you break the pipe. You pull on it such that, a little joint in it kind of splits apart and it starts gushing water spray, like cold water, into this room. So now it is freezing and also, actively filling with water.

Speaker 7:

Shit.

Tara / Journey:

Great. Okay.

John / Doran:

Cool.

Speaker 7:

I'm

Tara / Journey:

going to cast magic missile at the door

Tim / GM:

Okay.

Tara / Journey:

And shield myself.

Tim / GM:

Okay. Yeah. Go ahead with the, just roll the damage on the magic missile.

Tara / Journey:

Okay. I also gotta check check off my spells.

Tim / GM:

Right before you do, you hear, from right above you, you hear this, you hear a couple heavy things fall against the ground, and a couple seconds pass and you hear and then you hear, Tibio? What's the matter? Are you getting a little cold down there?

Tara / Journey:

It's like teeth. How dare you? 11 damage.

Tim / GM:

Okay. Yeah. The first couple ones just splinter the boards, but the last one actually, pierces that iron sheet on it, and you hear the jingling of metal as, bits of the lock, go flying into the other room. And, you are up to your, little gnome knees in water, but the trap door has also been blasted open.

Tara / Journey:

Can I see anyone?

Tim / GM:

You can see 2 gnolls that are kind of, like, looking down into the trap door straight at you.

Speaker 7:

Okay.

Tara / Journey:

I'm gonna throw a chromatic aura about them.

Tim / GM:

Let's hold on that for just a sec. Holly.

Hannah / Eryn:

Holly, hyacinth.

Tim / GM:

You have taken care of your gnolls. They are no longer a threat. 1 is trapped under a, this heavy canvas such that it will never get out. Or maybe you blasted it away. I'm not quite sure.

Hannah / Eryn:

Oh, many traps.

Tim / GM:

Yeah. You see a familiar figure step, into the threshold of the storehouse. He takes a step inside and he says, my stars, what happened in here, miss Sallelou? This was a, gentleman who had proposed to you, the wealthiest of the 3, who tried to ask your hand in marriage at the hair of the hog just a few hours ago.

Hannah / Eryn:

Okay. Holly, in line with my own true self, does not remember his name or who he is. Mhmm.

Tara / Journey:

And is is a little more concerned with the dire circumstances than with playing.

Hannah / Eryn:

Were you? Yeah. I think now is not a great time,

Tim / GM:

sir. Oh, I simply meant to come to your rescue. I thought I heard your your distressed voice calling out into the night air, and, I thought I could come assist you.

Hannah / Eryn:

You probably heard, one of my friends yelling out.

Tim / GM:

Well, is, everything quite alright then?

Hannah / Eryn:

Yep. Everything's fine. Gotta go. Bye. And Holly, tries to run past him to get out.

Tim / GM:

Well, now hold on just a minute. You look, a little, fatigued. Might I offer you a drink, ma'am? And he, holds up a flask to you.

Hannah / Eryn:

Nope. I'm, good. Thank you very much. Hog Wild Hospitality definitely lives up to his reputation.

Tim / GM:

He kind of holds his arms strong on the door frame and holds the flask towards you, and he says, I'm afraid I must insist.

Tara / Journey:

Mm-mm. That's so scary.

Speaker 7:

I'll let you know.

Thomas / Guy:

If he, like, didn't know, it was my

Tara / Journey:

This is really really scary.

Tim / GM:

Yeah. Like, nobody would take this offer.

Tara / Journey:

This is very scary.

Hannah / Eryn:

I need, like, a feminist hurt this man spell.

Thomas / Guy:

Destroy testicle.

Hannah / Eryn:

Destroy shrink his balls. I get the

Thomas / Guy:

reduce testicles.

Hannah / Eryn:

Okay. I'm gonna cast Raya sickness on him. Okay. You know, I really need to go help my friends. Pleasure meeting you.

Hannah / Eryn:

So please let me go.

Tim / GM:

Why are you always so difficult?

Hannah / Eryn:

Holly stops him as he's saying that and just, points a crystal at him and casts ray of sickness without even, like Yeah. Letting him continue talking.

Tim / GM:

Okay. Roll the attack on that. Shoot. 23. Shit.

Tim / GM:

Yeah. Yeah. You blast him right in the dick.

Hannah / Eryn:

I'm sitting right point blank Yeah. Like next to him too. So Okay.

Tim / GM:

And then he is gonna roll a save, and he gets a 7 for his constitution save.

Speaker 5:

Okay.

Tim / GM:

It is constitution. Right?

Speaker 7:

Yes.

Hannah / Eryn:

Okay. Yeah. He takes 2 d8 poison damage, and he's poisoned till the end of the trip. 7. Do I add anything to that?

Tim / GM:

You do not. I don't think.

Hannah / Eryn:

Okay.

Tim / GM:

This man is not much of a warrior. That, spell in itself was enough to, send him to the ground. You hear him make sort of a gurgling, a retching noise, and then he sort of gasps and crawls, and he is, out of commission. Not dying, just out of commission.

Hannah / Eryn:

Well, at least now the outside kinda matches the inside. Sick bastard. And Holly runs past

Speaker 7:

him. Yeah.

Tim / GM:

You you hear him barf as you run. Next is Snack.

John / Doran:

Snack takes out his stone, his, Stoppie Wocky. Snack takes

Speaker 7:

out Stoppie Wocky.

Tim / GM:

Stoppie Talky.

John / Doran:

Come in, Stoppie Wocky. Come in.

Tim / GM:

You got Law here.

Speaker 5:

Law here.

Tim / GM:

Awesome.

John / Doran:

There's no more nose for me to kill here. Do do either of you need assistance?

Tim / GM:

Yeah. Snack. I need you out at the front gate. It's, it's getting pretty hairy. They're, but they got another group coming in hot.

Speaker 5:

Hey. Heads up. Joe's here. Okay. Bye.

John / Doran:

Is it Woody taking another call? I'm confused. Over.

Tim / GM:

I'm confused too. That didn't make much sense to me at all. But, Snack, the sooner you get here, the better our odds are gonna be.

John / Doran:

Alright. Well, I I gotta stop talking so I can walkie. Bye.

Tim / GM:

Alright. And, so you were kind of, high up on the water tower. You had just sniped a couple of gnolls that were trying to stealthily approach slash retreat from the water tower. Where do you go from here?

John / Doran:

Towards where La is.

Tim / GM:

Okay. Yeah. You, fly out towards the front gates and, as soon as you land there, you look around and you don't see any knolls and you don't see law there. Make a perception check.

John / Doran:

I don't know if it helps, but

Tim / GM:

I do have dark vision, but it's dark. But my perception is I would say that gives you not disadvantage. 5. 5. Okay.

John / Doran:

Snack here.

Tim / GM:

You hear this

John / Doran:

Snack. Snack. I smack at the stick on the ground a few times.

Tim / GM:

Alright. Snack, you in position? Yes. Good. Good.

Tim / GM:

Good. I can see you right there. Now why don't you just, stand still for a minute?

Speaker 5:

Do I hear this going on?

Tim / GM:

You hear that through the stopy talky. Snack.

Hannah / Eryn:

Snoke. Bad idea. Hold up.

John / Doran:

What does the new plan, Oli?

Speaker 5:

Come back come back to the tavern. We got a situation.

John / Doran:

I can't I am looking around trying to figure out where the tavern is.

Tim / GM:

Okay. What is your AC? 13. Okay. A crossbow bolt comes sailing down from the water tower and lands directly at your feet.

Tim / GM:

The bolt is on fire and it's just sticking out of the ground. Mhmm. And he says, I told you not to move now. What is this? I said don't move.

Tim / GM:

It's too difficult to hit you when it's so dark. God, these things are useless. And you hear it through the walk stopy talky, you hear, come on. Get on the bow. You, like, frantically look around and you see another, like, little spot of fire on top of the water tower.

Tim / GM:

You see that Sheriff Law and 4 Knowles have made it to the top, each of them with a heavy crossbow pointed down with flaming bolts.

John / Doran:

Can I do things?

Tim / GM:

Yes. You can.

John / Doran:

I am going to use my cloak of brimstone. I Okay. Flourish it and then teleport 60 feet. Okay. And then I'm going to do a big boom.

John / Doran:

Okay. Who's the law now?

Tim / GM:

And then I go. Okay. I don't have to roll. So Thank god.

Tara / Journey:

Yeah. That was a The 2 very bad, didn't I?

Tim / GM:

What's the spell?

John / Doran:

So thunder wave, I'm casting it at, 4th level.

Tim / GM:

Okay. On the town central water source?

John / Doran:

Yep. I well, I Snek didn't think of that. He just knew that someone shot him with a shot a bolt at him. Sure.

Speaker 7:

Okay. It's

John / Doran:

gonna explode things. Yeah. So 15 foot cube, con save.

Tim / GM:

Okay. For law, got a 9, and the gnolls, got a collective 7. Okay.

Speaker 5:

Can Eric Ocra fly?

Tim / GM:

Yes. Okay. Good.

John / Doran:

20 damage and they all get pushed 10 feet away from

Tim / GM:

me. Okay.

John / Doran:

And there's a big con cacophonous, thunderous boom.

Tim / GM:

Okay. So, yeah, the gnolls don't handle that very well. They are all pretty much dead on impact, and you just send them sailing down to the ground, and you hear them 1 by 1 impact into the dirt, their crossbows have been destroyed. Law, also takes the full brunt of that effect. He goes somersaulting off of the water tower but catches himself in the air before he hits the ground and, is able to at least loft himself down.

Tim / GM:

And you see him breathing heavy and sort of taking a knee.

John / Doran:

What is this treachery law? How dare you attack Snack?

Tim / GM:

He calls up. How dare you hurt innocent people?

Hannah / Eryn:

Can Holly run out and just, like, see this happening?

Tim / GM:

Yeah. She can see the other line.

Thomas / Guy:

She Certainly.

Tim / GM:

Snack. Also, I need you to make a sort of, luck check. Just give me a flat d 20.

John / Doran:

Natural one.

Hannah / Eryn:

Wowie. I

Tim / GM:

thought you detonated the water tower in an irreparable way. Great. Wait.

Speaker 5:

I mean,

Tim / GM:

like, you know the Is it, like, the water now? The whole one. No. Like, the entire, like, containing unit has just been, like, exploded in irrigation.

Thomas / Guy:

That's okay.

Speaker 5:

Probably for the guys.

Speaker 7:

Yeah.

Thomas / Guy:

That's like a 20

Speaker 7:

as far as I'm concerned. Yeah.

Tim / GM:

Yeah. A 1 or 20 would have got you there.

Hannah / Eryn:

Was Holly nearby the water tower when it exploded?

Tim / GM:

You run out of the storehouse leaving that crate behind you, and you see a sort of fireworks display as these smoldering knolls like go sailing towards the ground just dead on impact. And, Sheriff Law kind of catches himself in a little spiral before he hits the dirt, and you see Snack up there grinning madly down at the destruction.

Hannah / Eryn:

Holy shit.

Tim / GM:

That leads us to Uli.

Hannah / Eryn:

Snoke, what the hell did you do? I think if something like that happened, like, the buildings would be shaking in that town.

Tim / GM:

Yeah. I think everybody noticed that something awful just happened. Barrett had just pulled you into a closet to tell you that he's magic resistant, and then he thinks everyone in town has been charmed.

Speaker 5:

Yeah. This this is bad news, Barrett.

Thomas / Guy:

You both share a little laugh.

Tim / GM:

Says, I don't want to hurt Ben.

Speaker 5:

Leave it to me then. Uli. I'm not gonna hurt anyone irreparably.

Tim / GM:

Do you know how to make this stop?

Speaker 5:

I have some ideas, but it sounds like whoever's in charge of this is who we've been after. So it's kind of my responsibility anyway.

Tim / GM:

Do you think it was the man with the jug?

Speaker 5:

The man with the jug?

Tim / GM:

I heard you talk about him earlier. Jug Lung Joe?

Speaker 5:

Yeah. Yep. That's it sounds like Joe. This is Joe business.

Tim / GM:

Be on eat your business.

Tara / Journey:

Business like Joe business.

Hannah / Eryn:

It's my business.

Speaker 5:

So you think Bent is, you know, Joad?

Tim / GM:

I think he is. He he has spoken sometimes very unlike himself.

Speaker 5:

I mean, he's always been kinda wild. Right?

Tim / GM:

That's the problem. Sometimes he's been very calm.

Speaker 5:

Yeah. I see the problem. Well

Tim / GM:

Hey, you guys okay?

Speaker 5:

Yeah. Yeah, Ben. We'll be out in a sec. Barrett, let me handle it. I'm not gonna make you fight your twin.

Tim / GM:

I'm just going to play this safe. And you hear, as the closet is locked from the outside.

Speaker 5:

Is it just like a wooden door? Yeah. Yeah. This isn't that's not gonna stop

Speaker 7:

me.

Speaker 5:

But if you handle anything else, I will handle Benth.

Tim / GM:

Okay. I will collect your friends.

Speaker 5:

Yeah. Should we meet somewhere?

Tim / GM:

We should meet in the basement here.

Speaker 5:

But Bent's here.

Tim / GM:

But you're going to handle Bent?

Speaker 5:

Yeah. I mean, I'm not gonna kill him though.

Tim / GM:

Tie him up.

Speaker 5:

Oh, I do have personal rope. Alright. Yeah. That works.

Tim / GM:

Blue, I have to know. There was someone else who came through. I think he's involved with this too. I think they were working together. Who?

Tim / GM:

He was, an extremely angry adventurer. He had

Speaker 5:

Did he have a big sword?

Tim / GM:

Blonde curls. Yes. And a a massive sword.

Speaker 5:

Damn it, Emery. Oh. He was only

Tim / GM:

here for one day, and then we never saw him again.

Speaker 5:

And they interacted?

Tim / GM:

They didn't interact. They didn't see each other. He was asking for him.

Speaker 5:

Okay. Did he do anything weird while he was here?

Tim / GM:

Aside from kick the door in and scream at us for answers, no.

Speaker 5:

That sounds like Emery. I he's probably not. He's kind of after the same guy we are.

Tim / GM:

Mhmm. It seems he failed.

Speaker 5:

Yeah. I kind of expected that.

Tim / GM:

You hear outside? Good. The reduced war off.

Speaker 5:

The cannon.

Tim / GM:

You see Barrett's eyes go wide.

Speaker 5:

Oh, no. Okay. Cool. Cool. Cool.

Speaker 5:

Cool. The, I'm just gonna I'm gonna bust the door open. You good with that?

Tim / GM:

Yeah.

Speaker 5:

K. K. Can you help me kick the door out?

Tim / GM:

I can try. There's really not a lot of space in this closet. Right. Well,

Speaker 7:

it's just

Tim / GM:

kind of like yeah. Oh, yes. So you can take advantage if you're just gonna make a a physical check here.

Speaker 5:

Okay. That is a dirty 20.

Tim / GM:

Alright. So the 2 of you kind of, like, rock back, and then at once you both just take one step forward and shoulder check the door, and, you feel it like, kind of buckle outward and give way immediately, and the lock just sort of pops and goes sailing across the room. Right when the door opens, however, Bent has the cannon sitting on the countertop and the fuse is ticking down.

Speaker 5:

Bear it down.

Tim / GM:

And you hear bang. That would be a 15 to hit. Does that hit you?

Speaker 5:

That's fine. I'll just take a cannon ball to the gut.

Thomas / Guy:

Okay.

Tim / GM:

So you hear the cannon go off, and Barrett takes 18 damage as he spins around and puts himself between you and the cannon.

Speaker 5:

No. And,

Tim / GM:

takes a little cannonball to the back. And you just hear him kind of and, like, take a step forward. Clearly unwell. Though he is a bouncer, he's not exactly what you'd call an adventuring type.

Tara / Journey:

He's a small town bouncer.

Tim / GM:

Yeah. He's he's not doing too hot.

Speaker 5:

You don't kill my brother. Now can I do something? Yep. I would like to try and banish Bent

Tim / GM:

Okay.

Speaker 5:

To a different plane.

Tim / GM:

Okay.

Speaker 5:

So he needs to make a Christmas save.

Tim / GM:

Oh, and got Charisma out the butt, by the way.

Speaker 5:

I know. And I'm gonna

Tim / GM:

Yeah. That's 24.

Speaker 5:

And I'll roll to see if I surge. Okay. I don't.

Tim / GM:

That also could've worked. Let's actually take it back to Bert in that case.

Thomas / Guy:

Okay.

Tim / GM:

So Bert, you are in the blacksmith shop. Let's We're still struggling? Yes. You are slap fighting with Eugene.

Thomas / Guy:

I'm gonna cast command on him.

Tim / GM:

Okay.

Thomas / Guy:

He needs to do a wisdom saving throw.

Tim / GM:

12.

Thomas / Guy:

That's a that's an l for him. I'll leave.

Tim / GM:

He says, alright. And he, just starts walking out the door.

Thomas / Guy:

Alright. I, Bert kinda gathers himself, and then he leaves in the opposite direction. Okay. And he gets out his book, and he starts writing with the whisper quill.

Tim / GM:

Mhmm.

Thomas / Guy:

Dear mister Snack, I don't have any time to explain. Joe's taken over the whole town. You have to destroy the water tower. Then I get out into the open part and see that the water tower has been destroyed. You destroyed the water tower?

John / Doran:

But I did my duty. The gnolls stood no chance. They will never get water now.

Thomas / Guy:

What? You you did it because that's how Joel was taking control of the whole town. Right?

John / Doran:

Who is this Joe?

Tim / GM:

You hear a terrible rumble inside the blacksmith shop and you just hear, Bert Bert, where are you? I've got you. I can help.

Thomas / Guy:

Bert? Dave?

Tim / GM:

Where are you? And he, like, steps outside and says, Bert, I thought you were supposed to be in the blacksmith shop.

Thomas / Guy:

Well, I left. How you feeling, Dave?

Tim / GM:

I'm okay. And he holds up his little private canteen and he says, gotta be smart about these things.

Thomas / Guy:

Oh. Oh. Great. Great. Great.

Thomas / Guy:

Yeah. Joe's taken over the whole town.

Tim / GM:

Yeah. I think we're seeing evidence of that, and he points up at the water tower.

Thomas / Guy:

Yeah. Well, it shouldn't be a problem anymore. I mean, it's gotta wear off.

Tim / GM:

Right. But not for 24 hours or so.

Thomas / Guy:

Well, the rest of my group is still scattered around town. We gotta make sure they're okay.

Tim / GM:

He, kinda like looks around, and he sees, Holly walking, towards the water tower from the storehouse.

Thomas / Guy:

Oh, great. Uli's at the tavern. Maybe you should go see if she's okay.

Tim / GM:

Oh, no. Her brothers are there. Let's get back. Has anyone seen Tibio?

Thomas / Guy:

He was at the ice house.

Tim / GM:

We should make sure he didn't get, iced.

Hannah / Eryn:

Holly runs up. She gets close enough now and she's like, oh, my God. Did you see what happened to the water tower? Yeah.

Thomas / Guy:

Dave just had a pretty good one too.

Hannah / Eryn:

Oh, my God. We're gonna be in a lot of trouble for this one.

Thomas / Guy:

By the way, the tower was being used for mind control. What? Yeah. Joe's already taken over everything in Hog Wild.

Tim / GM:

I don't know. In terms of property damage, the tower of magic was a lot worse than this.

Hannah / Eryn:

That's true.

Thomas / Guy:

It is kind of our calling card.

Hannah / Eryn:

Okay. Well, let's go find Tibeo, now that we know we've been tricked.

Thomas / Guy:

To the ice house.

Tim / GM:

And, when they get there, you guys see 2 gnolls that are staring down into this hatch.

Thomas / Guy:

Well, there's other things up there too. Right? Like, hideous meat monsters?

Tim / GM:

You you see hideous meat monsters that have been, like, butchered?

Thomas / Guy:

Oh, no. With the faces

Tim / GM:

on the floor.

Speaker 5:

And the

Tara / Journey:

pieces are still trying

Thomas / Guy:

to crawl

Tara / Journey:

to me.

Tim / GM:

Yeah. Yeah.

Thomas / Guy:

We're gonna do a constitution check.

Tim / GM:

That's a good idea.

Thomas / Guy:

Oh, this is no problem for me.

Tim / GM:

Okay.

Thomas / Guy:

The best role of the night for a unprompted Yeah. Flavor role.

Tara / Journey:

I am going to make a range spell attack with my chromatic orb.

Speaker 7:

Mhmm.

Hannah / Eryn:

What's the purpose of the ball if you also have to cast a spell? What? There's no ball in the spell?

Tara / Journey:

Not using the mirror ball. I should use the mirror ball. Can I do that instead?

Tim / GM:

I suppose.

Tara / Journey:

I'm gonna I'm gonna I throw the mirror ball. Thank you for being confused about that.

Hannah / Eryn:

That's what that was. No.

Speaker 5:

That's a

Hannah / Eryn:

spell though? The the other word? The chromatic orb? The chromatic orb is a spell. Okay.

Hannah / Eryn:

That's why I was confused.

Tara / Journey:

I throw the mirror ball. K. Do I still do a roll? Yeah.

Tim / GM:

It's a a roll to attack and then that attack roll gets decreased as it bounces from person to person.

Tara / Journey:

10.

Tim / GM:

Aw. Yeah. That's not a hit in the first place. So you throw the mirror ball and it goes straight up, hits the ceiling, and comes back to your hand. The rest of you at the entrance of the ice house I see the mirror ball.

Tim / GM:

See the mirror ball

Tara / Journey:

And the top up and

Tim / GM:

back down. What do you guys do?

Thomas / Guy:

Sorry. Isn't that Tibio's ball that never works?

Hannah / Eryn:

Tibio, are you in there?

Speaker 5:

Please help. Oh, no.

Hannah / Eryn:

Holly, witch bolts one of the derpies.

Tara / Journey:

Okay. Who is out there speaking in Joe Joe's voice?

Tim / GM:

1 of the Knowles.

Tara / Journey:

Oh. Oh, I didn't know they could do that. Yeah.

Tim / GM:

I mean, he he can take over their minds. Yeah. Yeah.

Thomas / Guy:

I'll shoot a guiding bolt at the other one.

Hannah / Eryn:

I've rolled a hit on this one.

Tara / Journey:

Sure. Bolt Buddies.

Tim / GM:

Yeah. Bolt Buddies. Bolt Buddies.

John / Doran:

They're all

Hannah / Eryn:

at the same time.

Tim / GM:

This is kind of like the good bolt and the evil bolt.

Thomas / Guy:

1.

Hannah / Eryn:

3020. Wow.

Tara / Journey:

Okay. The bad bolt does it. Yeah.

Tim / GM:

So Holly's witch bolt, just locks onto the front knoll, and you can see it just sort of convulse Tibio.

Thomas / Guy:

Oh, get the other one.

Tim / GM:

And Bert, you shoot yours and it just goes sailing out the back door, like, end of the night.

Thomas / Guy:

I think there's another gnoll back there.

Hannah / Eryn:

Do I have to do everything around here?

Thomas / Guy:

You don't mind.

Tara / Journey:

Are we I'm not in combat, am I?

Tim / GM:

I suppose you are, but you took your turn at the top of this round with the Okay. With the mirror ball. Also, yeah, roll your damage on your wish bolt.

Hannah / Eryn:

1 d 12, damages 2.

Speaker 7:

So the allspoon.

Tim / GM:

Noel, like, brings its hands to its heart like it's gonna die and then it kinda realizes it's actually not that bad. And then from the other side where your guiding bolt had just sealed out, you guys see Dave take a couple steps in, lock his eyes on the other knoll, and strides into the place and takes a hack down with his cleaver. Yes. Oh. That's a 19 to hit.

John / Doran:

Dave. Fuck off.

Tim / GM:

So that is, 12 damage. You guys see Dave just kind of, like, walk up behind this one, and it doesn't even turn around before he just kind of thoughtlessly takes his cleaver and like shoves it into its collarbone once and then twice, and then it just falls over dead, and he looks up at the other one.

John / Doran:

Wow. I want to try. Snack takes out his sick dagger and runs up and just, tries to stab, like, jumps on and, like, stabs in the collarbone 9 to hit.

Tim / GM:

Damn. That also doesn't hit. The gnoll is convulsing from the witch bolt in such a way that it's hard for you to, get a good grip on him.

Hannah / Eryn:

My witch bolt is still intact too because it stays, like, connected to him to keep herding him every round.

Thomas / Guy:

Because it's like when one of our old cats tries to jump up on the couch,

John / Doran:

they make it, like, barely halfway.

Speaker 7:

Yeah. That's done. I we need help. I can't do anything. Beth Beth has gone crazy.

Thomas / Guy:

It sounds like she's in trouble.

John / Doran:

Yes. She asked me to go to the

Speaker 7:

tavern. There's a cannon.

John / Doran:

But then I came with you guys.

Thomas / Guy:

A cannon.

Hannah / Eryn:

Why do you have a cannon in the tavern?

Thomas / Guy:

It's hog wild, baby.

Tara / Journey:

Am I still in danger or is that over?

Speaker 5:

No. You're still in danger. Okay.

Hannah / Eryn:

Is it my turn again? What's the Nola

Tim / GM:

doing? No. The Nola is gonna take its turn. It, tries to hop over the trap door opening and, escape, Dave's way because there's fewer people that way.

Tara / Journey:

Do I get an attack of opportunity that's above me?

Thomas / Guy:

That's how I order my hamburgers at Wendy's. Dave's way.

Tara / Journey:

Thanks. Jesus. Yep.

Speaker 5:

Okay.

Tara / Journey:

I do technically have a quarter stuff

Speaker 7:

Yeah.

Tara / Journey:

That I never use. I'm gonna try and hit it with the quarter stuff. K. 7.

Tim / GM:

Okay. Man, dude. So this this Noel, like, hops over the trap door and you see a little stick just fish around. It's, it runs by Dave, and Dave uses his reaction with the sentinel feature to stop its movement. Oh.

Tim / GM:

And takes an opportunity to attack against it.

Hannah / Eryn:

Dave's on

Tim / GM:

sad weather baby. That is 21.

Tara / Journey:

Jesus.

Tim / GM:

That is 7 damage. So on top of your 2, this thing is almost dead. It is, crawling out the back door.

Hannah / Eryn:

Holly witch bolts it one more time.

Tim / GM:

Yeah. Okay.

Hannah / Eryn:

She's like, no, you don't. And she zaps him.

Speaker 5:

For 1, 7.

Tim / GM:

Okay. That's enough. So, So, yeah. That time it convulses, falls to the ground and stops convulsing.

John / Doran:

We must save Uli now. Snack must go.

Tim / GM:

Yeah. Snack, you, fly to, the tavern and the door is wide open. It's just been hanging open for a while. You see a cannon on the main counter and you see Benth kind of like hiding behind the counter a little bit. And Barrett is on the floor.

John / Doran:

Uli, what is the urgency? Are you in danger?

Speaker 5:

Bent Bent got Joad. Barrett needs help. Is Bert around?

John / Doran:

Yes. Bert was around. He's asking me to do things.

Speaker 5:

Well, could you use Bert's healing abilities?

Tim / GM:

Snack. Bent calls to you from behind the counter and says, snack. Could you get me another cannon round?

Speaker 5:

Don't listen to him.

John / Doran:

But he it's a sapar, Uli. It's rude to not do his bidding.

Speaker 5:

Benth went crazy. He got Joad. Don't listen to him.

Tim / GM:

Oh, that's rude.

Speaker 5:

I don't have time for this, Ben.

John / Doran:

Sure. I will get this cannonball. And I walk up to the cannon and hop onto the bar counter. Mhmm. And then I try to sleight of hand pull out my rock rope.

John / Doran:

Okay. I don't know why I forced myself into a role here based on how things have been going. So 12 for that?

Tim / GM:

11.

John / Doran:

Alright. And then I'm going to just jump at him and then try to wrap him with the rope.

Tim / GM:

Okay. Give me a contested grapple.

Hannah / Eryn:

With advantage, because he was stealthy about

Speaker 5:

it now. This happening?

Tim / GM:

Yeah. You can see that. Okay.

Speaker 5:

I would like to bend luck for snack

Tim / GM:

Okay.

Speaker 5:

To give him a plus d 4.

Tara / Journey:

Nice. 15.

Tim / GM:

Alright. 17.

Speaker 7:

Okay.

Tim / GM:

Fuck. So Ben fights against you and, you're not you kind of like spring at him with this rope outstretched, trying to, like, you know, bind him, and he kind of, like, holds it taut, against you in that sort of classic, like, I'm trying to choke you, you're trying to choke me sort of standoff.

John / Doran:

And,

Tim / GM:

he's able to sort of fend you off. The rest of the party is not far behind, but Uli has the priority here. What do you wanna do?

Speaker 5:

Grapple Benth.

Tim / GM:

Okay. Go ahead.

Speaker 5:

Do I get any sort of advantage because snack is also

Speaker 7:

Yeah.

Tim / GM:

I'd say you do because, yeah, he's being harried by snack.

Tara / Journey:

We're like scalyed.

Speaker 5:

I rolled 2 nines. Worried. 12.

Tim / GM:

13.

Tara / Journey:

Shit, man.

Tim / GM:

So he, like, push pushes snack away from him, and then you come over the counter and jump on him. And he's, like, kicking up at you trying to keep you off. The rest of the party, appears at the front door. What do you guys do? There's a literal, like, dust cloud in behind the bar, and you see, like, fists popping out

Speaker 7:

of it going

Hannah / Eryn:

back in. Help.

John / Doran:

I I have an action I could do if I can go again or

Tim / GM:

let's see if anybody's got anything else.

Thomas / Guy:

I'm gonna run over to Barrett? Barrett and heal him. Okay. Yeah. Is he unconscious?

Hannah / Eryn:

Or He's

Tim / GM:

not unconscious. He, he is preoccupied with his wounds, though.

Thomas / Guy:

Okay. I'll give him a little healing word and help him to his feet.

Tim / GM:

Okay.

Thomas / Guy:

Help a big half orc to his feet. Yeah. He is healed for 4 hit points.

Tim / GM:

Okay. Yep. That's enough to, get him standing up with a little confidence here. Well, let's bring it back to snack then.

John / Doran:

So we're wrestling. Yeah. I do my best, surprised expression. And using minor illusion, I'm making the image of a miniature dryder, and I said, is that a dryder?

Tim / GM:

Okay. I

John / Doran:

tried to scare him.

Tim / GM:

Intimidation then? Mhmm.

John / Doran:

I tried to startle him.

Thomas / Guy:

That's even better than my golden barrel distraction.

Tim / GM:

Are you, let's see here. I mean, is the avenue though through deception or through intimidation?

John / Doran:

Deception. I don't think it's, like, intimidating. It's just, like, kind of a startle. Sure.

Tim / GM:

Okay. Yeah. Deception.

Speaker 5:

Like, a minute ago when he said, oh, I have something I can do. Was this it?

John / Doran:

This is it.

Speaker 7:

That's what I wanted to do. Okay.

Tim / GM:

Oh. I didn't see it.

Tara / Journey:

This was planned.

John / Doran:

Are these dice right? Can we just

Tara / Journey:

call this episode this is the one where we all rolled bad every time?

Hannah / Eryn:

I rolled good this time.

John / Doran:

So So my total is 17.

Speaker 5:

Okay.

Tim / GM:

Oh, damn. As luck would have it, Bent is terrified of spiders. He looks over and sees it, and you hear him just like shriek. And like crab walk backs away from this whole tussle, and then stands up. And then the moment he turns around into a sprint, Barrett is standing there with an arm outstretched and just clothes lines him and just like sends him to the ground and pins him.

Tim / GM:

And he says, that's enough, brother. And pins him to the ground.

Speaker 5:

Brother.

John / Doran:

Cool.

Hannah / Eryn:

I thought you said everyone was under a spell. Don't we have to why is he

Thomas / Guy:

Yeah. What about Barret?

Speaker 5:

Yeah. He's, he's immune, I guess.

Tim / GM:

I am immune.

Hannah / Eryn:

Also, would the beer that we drank earlier make us be under the spell?

Tim / GM:

No. That's actually how I figured out what was happening. You see there's a man in town who only drinks alcohol and never water. He wasn't charmed.

Thomas / Guy:

Who is this man?

Tim / GM:

He's just a drunkard.

Speaker 5:

Just a regular.

Tim / GM:

But he was the canary in the coal mine, if you will.

Speaker 5:

Wow. Is it does the alcohol, like, negate the effects?

Tim / GM:

It just wasn't made with the same water.

Thomas / Guy:

But, Benthear, he's under Joe's control.

Tim / GM:

I'm afraid so. Snack is confused.

John / Doran:

I have not been scolded for my explosions. Meanwhile, we're taking this bar.

Speaker 7:

I am also confused. Joe is here? I thought that we were being attacked by Nose.

Thomas / Guy:

I don't know if Joe's here, but he's taken over the town.

Tim / GM:

You hear Dave take a couple of heavy footsteps across the room and he says, Joe is here. His control only goes out about a 1000 feet or so. He's nearby. But I don't know where.

Thomas / Guy:

Any ideas, Brent?

Tim / GM:

I thought they both left town. I was hoping you would know.

Speaker 5:

Oh, yeah. Apparently, Emery was here.

Speaker 7:

Looking for Joe?

Speaker 5:

That's what I assume.

Speaker 7:

Did, Joe leave town before Emery or the other way around?

Tim / GM:

Joe left first and Emery came the next day.

Thomas / Guy:

Uli, you've got a way to keep tabs on Emery. Right? Can you tell where he

Tim / GM:

is?

Speaker 5:

My eyes go out of focus.

Tim / GM:

You kind of, like, spin around and look for a signal for the ring. You see it's very close. It's actually down towards the lake, right at the shore.

Speaker 5:

Well, that's probably not a good sign, but Emery is by the lake.

Speaker 7:

Do we think that that means that Joe is also by the lake?

Speaker 5:

That's hard to say.

Thomas / Guy:

I think it's gonna be easier to find Emery than Joe, and Emery might be able to help us as much as I don't like to say it.

Hannah / Eryn:

Help us? No. Like, we've given that douchebag, excuse my French, so many chances. He can't,

Thomas / Guy:

I don't like it either, but we have a common enemy here.

Speaker 5:

Yeah. We did let him go with the stipulation that he would find Joe and take care of it.

Hannah / Eryn:

Well, how do we know they haven't banded up? They're probably best buds.

Speaker 7:

There's no way that they he would. Emory has changed his heart.

Thomas / Guy:

You think Emory would have a friend?

Hannah / Eryn:

Holly looks skeptically, at Tibeo, like,

Speaker 7:

he All he wants is to defeat Joe and move on with his life. I do not think that he would jeopardize that.

Thomas / Guy:

I don't know. Either way, Emery can help us if he's on our side, or he'll be with Joe, and I guess that's our target.

Speaker 5:

Then that's 2 big bads to worry about at the same time.

Speaker 7:

Emery will be on our side. I believe it.

Speaker 5:

Emery has never been on our side. He just didn't wanna die.

Speaker 7:

Maybe we have never been on his side.

Thomas / Guy:

I'm counting on Emery not not being on our side.

Tara / Journey:

What? Let's go.

Tim / GM:

Uli, how's your magic? Do you have any left?

Speaker 5:

I mean, I can I can still do some? I can't do a lot.

Tim / GM:

Hold on. I think do you remember that fizzy blue drink that Bent made for you? And the oly cooly?

Speaker 5:

We still have When we were kids?

Tim / GM:

Yeah. We still have a few left over here. He reaches into that same special cupboard that earlier, Ben had pulled a glowing, yellow, brew out of, but he pulls out, like, a few little tiny jars. If any of you need extra magic, you can drink these. It should restore a little bit.

Hannah / Eryn:

Holly grabs it out of his hand and downs it. Wait. Wait. Wait.

Speaker 5:

These are old. Right? Like, pre water tower situation?

Tim / GM:

Oh, yeah.

Speaker 5:

Okay. Then, yeah, dumb hatch.

Hannah / Eryn:

Holly already finished hers.

Thomas / Guy:

Yeah. I wanna try something. I didn't have 3rd level magic last time we dealt with Joe, so let me give this a shot. I'm gonna put my hands on Beth and cast remove Chris.

Tim / GM:

Oh, okay. What happened? Nothing actually. What he is affected by is not a curse at all. Okay.

Speaker 5:

Oh, it's worth a shot.

Tim / GM:

Bent is, however, very scared when you go to do that, but then realizes that it's no issue to him at all, and then he just kind of laughs at you. Being that this is Joe who's seeing through Ben's eyes right now, kind of locks on to the uly coolies that you're all drinking. He takes attentive notice of the potion and goes, As you all kind of quaff your drinks, whoever does, regains 6 spell slots.

Thomas / Guy:

I would very nearly out of spells. I've been busy today. And I know that particular third level spell is useless, so I don't need to recover those.

Hannah / Eryn:

Yeah. Maybe you should just stop throwing your spells away, Bert. Bert

Tim / GM:

says, whatever you do, we have to act quickly.

Thomas / Guy:

What gives the spell sign if it doesn't get used to?

Tim / GM:

Why does one not have them? Bear looks down at Bent and says he's gathering information. Everything we say, he's using against us.

Speaker 5:

Snack, can you rock him up?

John / Doran:

Yes, I can. And unfortunately, he probably saw my dryer trick.

Speaker 7:

So We'll

Speaker 5:

get him next time.

John / Doran:

I wrap I wrap him up with, rock rope, over his eyes. Okay. Yeah. And then say rock rope.

Thomas / Guy:

So we agree we're all leaving town together.

Tim / GM:

You hear

Thomas / Guy:

Did you buy that?

John / Doran:

Oh, no. Bday. Snack gets out of the bar and just goes running.

Tim / GM:

Dave uses Sentinel to stop your movement as you're leaving the bar and he says, I understand you're concerned, but it's dangerous. I wouldn't go out there alone. Bide is out there alone. He looks around the group and he says, who is Bidei?

Speaker 5:

Dude, don't ask. I I thought we left Bidei at my parents'.

John / Doran:

I can't remember, did we? We must check on him, Ulib. And then and then real quick, we'll then we'll go back to what we're doing.

Thomas / Guy:

Ulib. That reminds me, I know your parents have said it's a little outside of town, but do they use the same water supply?

Speaker 5:

I would assume they have a well.

Thomas / Guy:

That's a relief.

Speaker 5:

Wait. Are we talking about this in front of Joe? Or sorry, guys.

Tim / GM:

Well, you are now. Yeah.

Tara / Journey:

It's chilly now. Damn it.

Tim / GM:

I just told you guys he's using all this against him.

Speaker 7:

I

Hannah / Eryn:

know. Holly's gonna grab some candle wax from a candle nearby and make little earplugs and roll them up real quick, while they're having this conversation. And then she's gonna, like, cool them, like and then, stick them in his ears.

Tim / GM:

Well, that's cheap.

Hannah / Eryn:

This is gonna hurt later when you pull this out, but your ear loops will be beautiful. And then, she is going to, put a table cloth over his face. Okay.

Tim / GM:

Yeah. He is he is, numbish to all senses. Sorry, Ben. We can't hear you.

Speaker 5:

I'll just pat him on the head.

Tim / GM:

He flinches. Let's

Hannah / Eryn:

just put him up in the closet here, and we'll come get him later when it's all safe.

Speaker 5:

Right. Barrett, you don't have to come with us.

Tim / GM:

As much as I want to, Uli, I'm not as strong as you.

Speaker 5:

Well, we all knew that.

Tim / GM:

We'll be okay. We'll hold down the fort, but I don't think we're going to be leaving this bar. We're just going to defend ourselves as long as we can. Please hurry back.

Thomas / Guy:

Why don't you take one of these stopy talkies? But keep in mind that law can still hear us too.

Tim / GM:

That's a good idea.

John / Doran:

Yeah. Fine. I'll give up. Okay. I I I tossed mine over.

John / Doran:

Okay.

Speaker 5:

How about you guys go into the, the basement?

Tim / GM:

Yeah. That's a good idea.

Hannah / Eryn:

Holly's gonna pull aside Dave before he can go downstairs, and she says, Dave, I understand you wanna help the people here in the bar, but I think Joe really affected you in your hometown and everything with your brother. Don't be afraid to stand up to him if you need to with us. We'll support you.

Tim / GM:

If I saw Joe, I'd crush him where he stands. I just I understand my value is here right now. Barrett is not equipped to defend himself.

Hannah / Eryn:

Sure. Sure. I'm just saying, if you wanna join the cause and be on the front lines, we could use someone with your strength.

Tim / GM:

I appreciate it, but I can feel it in my bones. My brother is nowhere around here.

Speaker 5:

Okay. Thanks, Dave. Take care of my brothers, please.

Tim / GM:

Yeah. They, retreat into the basement. They actually, lead you down there as well. And, they show you one of those secret entrances that all the patrons escaped through earlier, leads kind of down this rocky cliff, out towards the lakeshore to give you guys kind of a private escape out of this place.

Speaker 5:

This must be new.

Tim / GM:

Or they just never let you in on the secret.

Hannah / Eryn:

Yeah. Can I cast an armor

Tim / GM:

that also an hour?

Speaker 5:

Well, no. Okay. I'll just consistently cast it's a cantrip, so I'll just, like, keep cracking my knuckles.

Tim / GM:

So you, you go down these, kind of makeshift stone steps, that turn into just dirt switchbacks, that get you down to the water. And, Uli, you hone in right on Emery's ring. It is on a sapling branch that is hanging out over the water. I need everybody to make an investigation check.

Hannah / Eryn:

Nat 20. Holly also has water walk. So I'm wondering if we could play into that because she could cast it to walk out and go grab the ring.

Tim / GM:

Yeah. So yeah. Holly, you just kind of casually cast water walk as you step out onto the the water in these kind of shallow lapping waves against the shore. And, you grab the ring off the branch and just kind of pull it and, you can see in the moonlight, in the clear water of the lake, there is some kind of structure under the water here. You can see right where the, the shore meets the water that there's some kind of concrete or like masonry fixture that goes down into the water.

Hannah / Eryn:

There's something in the lake here as Holly reaches up to grab the ring, and she looks down into the water to see if she can see anything. I feel like she doesn't have a light spell or anything.

Tim / GM:

You have a storm light that can't be put up by water?

Hannah / Eryn:

I do? Is that a item?

Tim / GM:

Yeah. It's a magic just a magic item I gave you guys. Alright.

Speaker 5:

I'm pretty sure you took it and, like, stuff it in here.

Tim / GM:

That's maybe part of the problem is that Hannah takes everything and says, we'll distribute these later, and just hides them

Hannah / Eryn:

I don't hate it.

Tim / GM:

In the astral plane.

Speaker 5:

I want that ring back. That's my ring.

Hannah / Eryn:

After Holly grabs the ring, she can see something in the water, below and she pulls the stormlight out of her pack of privacy. She lights it up. I don't know how it works. I've never used it before. But is it just a really bright light?

Tim / GM:

Yeah. It's like a a magical light that just never fades for any reason.

Hannah / Eryn:

I imagine it kinda like a medieval flashlight made of, like, wood or something, like a torch. Okay. And she, like, it, like, kinda sputters at first and so, like, a flashlight would. And so she kinda, like, oh, come on. This thing.

Hannah / Eryn:

And she hits the back of it to get the get it to work.

Tim / GM:

Mhmm.

Hannah / Eryn:

And all of a sudden, a bright beam of light spreads out in front of her into the water.

Tim / GM:

And all of you can see after that, when she points it down that there's this, stoneworked opening underwater about 10 feet or so.

Hannah / Eryn:

Guys, there's something down there.

Speaker 7:

I know that Emery didn't take off his ring just to abandon it. He he wanted us to be here. He wanted to lead us here.

Speaker 5:

I feel like I remember him saying as soon as he found Joe, he was gonna drop it somewhere. Also, would I know what this structure is, having grown up here?

Tim / GM:

Yeah. You were told, like, not to swim around here because there's a suction to it. That is the water tower intake.

Hannah / Eryn:

Oh, when I cast water walk, I can cast it on 10 willing creatures at the same time.

Tim / GM:

Okay.

Hannah / Eryn:

So you all can walk on water too. Cool. I'll be like, you guys, you can come out here with me. It's gonna be okay. Just trust.

Tim / GM:

She just, like, pranks Snack. He's

Speaker 7:

like, that.

Speaker 5:

Just trust me. Also, if we're water walking over it, does it suck us in? No. No. Okay.

Speaker 5:

Yeah. This is the water tower intake. I'm pretty sure this is how he was dosing the whole thing.

Tim / GM:

Looking down with the Stormlight Holly, you can see that there has been an iron bar of sorts that is, propping open the grate, the entrance to this thing. Somebody has intentionally left the grate wide open.

Hannah / Eryn:

Oh, man. Water dungeon.

Speaker 7:

I think that Emily wanted us to go down here. I think that Joe went down here.

Hannah / Eryn:

Yeah. But how the hell do we get down there?

Speaker 7:

Does it connect to is there anything in between here and the water tower? Is it just pipes?

Speaker 5:

I'm I'm pretty sure there's some sort of pump system.

Thomas / Guy:

You should have paid more attention in your civics class.

Speaker 5:

Oh, civics? No. We didn't. We were homeschooled.

Tim / GM:

Oh.

Hannah / Eryn:

Farm kids. How far or how far down did you say it was, Tim?

Tim / GM:

About 10 feet.

Hannah / Eryn:

Oh, so it's not that far? Yeah. I could erupt that earth and make it open up more.

Speaker 5:

Just destroy everything in and around.

Tara / Journey:

Tivia jumps in.

Tim / GM:

Okay. Yeah. Tivia, you jump in and the, storm light is still beaming down so that you can see the opening to this thing. When you get close, you don't feel any suction. It's not like ripping you in or anything.

Tim / GM:

You can just see this long tunnel that leads down on the water. The

Speaker 5:

full water.

Tim / GM:

Yeah. I take out

John / Doran:

the mallet and I smack it on my knee Okay. And summon Tibio back.

Tim / GM:

Okay. Tibio, you appear

John / Doran:

above the water. Tibio, that is dangerous.

Speaker 7:

Snack, I'm trying to follow Emre and make our way to Jo. We need to stop this.

John / Doran:

Oh, I see. We should all go then too.

Tara / Journey:

How yes.

John / Doran:

Okay. I am And I tap the mallet again.

Speaker 5:

Oh, okay.

Tim / GM:

To be a

Speaker 7:

death Yeah. Take I

Speaker 5:

I do alter self to be swimmy, and I pull out my rope. And if if any of you want to follow the leader, we can hold on to this rope.

Hannah / Eryn:

Wait. How are we gonna breathe under there? You can just hold your breath.

Tara / Journey:

I'm holding my breath.

Speaker 5:

I can breathe.

Hannah / Eryn:

Once we get in the tunnel, it's air.

Thomas / Guy:

Is that tunnel?

Speaker 5:

Do you want me to scope it out? Yeah.

Thomas / Guy:

That seems good.

Speaker 5:

Okay. I'll do that.

Hannah / Eryn:

I'm like, where is air? Are you using the walkie talkie?

Speaker 5:

Oh, my head. I was trying to do underwater. You do better than

Speaker 7:

I think

Thomas / Guy:

there's a wookie down there.

Speaker 5:

I swim down the hole.

Tara / Journey:

You passed Tibio who's like

Tim / GM:

Yeah. Tibio's kinda right at the entrance holding himself down at the edge of the tunnel. And, Uli, you swim forward. It's about a 100 feet underwater before and it slopes up the entire way, and then until you can kind of, break the surface in a large, subterranean pool.

Speaker 5:

I don't like this.

Tim / GM:

And it's yeah. It's it's dark in there, and you can hear, like, falling, dripping water, and there's this large array of pipes off to your left kind of sticking into the water.

Speaker 5:

No sign of anybody?

Tim / GM:

No. There is a, a rickety iron ladder that leads straight up alongside the pipes, though.

Speaker 5:

I swim back.

Tim / GM:

Okay.

Speaker 5:

It's kind of a long swim, but there's a place to stop and then a ladder.

Tara / Journey:

I have come up to the surface since then. Yeah. Mhmm.

Thomas / Guy:

What? You think we can do it early?

Speaker 5:

I mean, how long can you hold your breath?

Hannah / Eryn:

I really didn't wanna have to do this. And Holly, starts to take off her dress. And she is just because she can't swim in a dress. She'll drown.

Tim / GM:

Yeah.

Hannah / Eryn:

So she is just wearing bloomers and, like, a little white tank top and, like, her boots button up, you know, to her knees. And she's like, don't look, Bert. I'm not. And then she dives gracefully into the water.

Thomas / Guy:

K. Alright. Well,

Speaker 5:

You can hold on to my back if you want.

Thomas / Guy:

Oh, is that weird? No. I'd like to do that.

Speaker 5:

Okay. Snack, how about you?

John / Doran:

I guess I start loosening my loaning cloth.

Speaker 5:

I, like, grab you by this crap when I dive in. Okay. Oh, hold your breath.

Tara / Journey:

I use my feet bones as propellers.

Tim / GM:

Just skinny.

Thomas / Guy:

Oh, fuck yeah.

Tim / GM:

I'm gonna have you all make a, except for Uli doesn't need to, make a constitution check with advantage.

Tara / Journey:

17.

John / Doran:

22. 22.

Hannah / Eryn:

23.

Tara / Journey:

Oh, hell yeah. Advantage. Crushed it. Okay.

Tim / GM:

So you all kind of emerge in that subterranean pool, and you can smell this, just like dampness in iron. And, yeah. You all surface 1 by 1 taking a gasp for air as you do. And, you see a rickety iron ladder, that is right next to these pipes. That seem to be the pipes that suck water from the lake directly up towards the water tower.

Thomas / Guy:

So are we under the water tower now?

Speaker 5:

Yep. Probably.

Tim / GM:

Well, I guess we just go up this ladder.

Speaker 7:

Did we just leave town just to come back to town?

Speaker 5:

I mean, we were following the signs, and I can't track Emery anymore. So,

Hannah / Eryn:

Holly gives Uli back the ring.

John / Doran:

This place is, familiar. Snack walks around and investigates the general area besides the rusty ladder.

Tim / GM:

Yeah. So, ladder, of course, Snack about 30 feet up. There's a ledge that leads to, like, a hallway that you can see, so it kind of like your vision just cuts off at that at that ledge, and you can see that there's a way forward. But you also investigate those pipes, and, you notice that, there is, like, an occasional, like, suction to them when the water tower needs to refill, which it's trying to do right now.

Tara / Journey:

I would like to check for curses and dark magic in the area.

Speaker 5:

Mhmm. I get a 4.

Tim / GM:

Okay. I will say you can sense darkness, period.

John / Doran:

Okay. Like the phenomenon

Tim / GM:

Around yeah. It is There are no lights in the light.

Hannah / Eryn:

On the Yeah. Well, I guess I'm gonna go up this ladder and see if I can see anything else.

Thomas / Guy:

Okay. Be careful. Holly.

Tim / GM:

Holly, you get about halfway up. You see a a face up here for just a split second over the edge and you're not sure who it is, but you think it's Joe. You see a brown leather boot, like, touch the top of the ladder and give it a kick. Mhmm. And you feel, Holly, the ladder start to list backwards away from the wall.

Speaker 5:

Can can us at the bottom catch it?

Tim / GM:

Leverage is kinda weird, but you can try to stabilize it. Yeah.

Hannah / Eryn:

Holly's gonna try to, like, wiggle it forward Wanna walk? To, like, push it back towards use the weight.

Tim / GM:

Yeah. Give that a shot with disadvantage, Holly, for also having the lower half of the ladder being in water. And And you would roll an athletics check to try to stabilize the ladder from beneath.

Speaker 5:

14.

Hannah / Eryn:

11.

Tim / GM:

Okay. So, Holly, your efforts don't go very well, but, Uli, you are able to, kind of give her a little stability so that she doesn't, like, fall backwards and hurt herself. You sort of lean the ladder backwards against the opposite wall so that she's at least, like, comfortably hanging there and can just drop back into the water.

John / Doran:

Snek flies up and grabs the top of the ladder and tries to, like Push it forward? Yeah. Move it back to where it was.

Tim / GM:

Okay. Yeah. You, start shoving the ladder forward to try to place it back up against that, that worked stone wall. And as you do, you see Joe at the far end of this hallway, ups like above on that ledge. You can see that there's a door at the end of this.

Tim / GM:

You also see 2 kobolds that are right next to him, and he is kneeling down and speaking with the kobolds. And then he thrusts at both of them these little iron spikes, and he seems to be stabbing them. He just thrusts the spikes into each of them.

Speaker 7:

And then

Tim / GM:

they both fall to the ground and they start squirming and convulsing, and you see little flashes of white light.

John / Doran:

Holly, you best come up here. I don't understand.

Hannah / Eryn:

Holly finishes scrambling up the ladder.

Tim / GM:

You, crest the top of this ledge, Holly, and you see Joe opening this door so that he can step inside. These kobolds are are squirming on the ground and you can see their teeth are getting sharper and their bodies are getting much longer and larger and scaly and horned. You hear Joe call back to you and he says, why couldn't you just stay away? Why couldn't you just let me do what I need to do? Chuglong.

Tim / GM:

And you hear as the door closes and as he slides a lock into place.

Tara / Journey:

I Misty step up to the ledge.

Tim / GM:

Okay.

Hannah / Eryn:

Holly's, can she identify what the creatures are that Joe turned them the kobolds into?

Tim / GM:

Yeah. Give me a, a knowledge nature check.

Hannah / Eryn:

Mm-mm. Is that wisdom?

Speaker 5:

Ent.

Hannah / Eryn:

Ent. Ent. I have the same. 13.

Tim / GM:

You don't recognize them by the look of them, but you do understand what they are when it starts happening to you. I need you to make a constitutional saving throw. Good.

Hannah / Eryn:

17.

Tim / GM:

Okay. Holly, as these large, almost, like, prehistoric crocodilian figures stare back at you, you start to understand what they are as you feel your body start to freeze up. This thing locks its eyes onto you and its yellow gaze peers into your soul and it growls deep.

Speaker 5:

Basilisk.

Tim / GM:

Basilisk.

Hannah / Eryn:

Basilisk. Yeah. Yeah. Wacko Wacko.

Tim / GM:

And yes, they are basilisks. However, you've resisted its gaze at this moment and you avert your eyes.

Hannah / Eryn:

Don't look at them. Don't look at them, Snack.

John / Doran:

How can we hit them then?

Hannah / Eryn:

Just look at their feet.

Tim / GM:

I need everybody to roll initiative.

Thomas / Guy:

Don't look at what what's happening up there?

Speaker 7:

Oh, I don't like it.

John / Doran:

17. Jesus.

Tara / Journey:

A middle and 12.

Hannah / Eryn:

4. I have a 18.

Thomas / Guy:

I got an 18. The 2 people at the bottom of the ladder are ready to ready to move.

Tim / GM:

What are your decks modifiers?

Speaker 5:

1. 1.

Tim / GM:

Score, what are your deck scores?

Speaker 5:

13.

Thomas / Guy:

12. Scroll

Speaker 7:

it. Nope. 12. Hole.

Tara / Journey:

Just so you know, audience, everyone everyone on Tim's side rolled a nat one.

Tim / GM:

Oh, no.

Tara / Journey:

All the bad boys.

Tim / GM:

It's gonna go Uli, Bert, Snack, Tib, Holly, Basilisk, Basilisk.

Hannah / Eryn:

Bacalisk. Bacalisk. Bacalisk. Bacalisk. Bacalisk.

Hannah / Eryn:

Backalisk. That's what I call it.

Speaker 5:

Can I try and do dolphin jump out of the water?

Tim / GM:

Not 30 feet.

Speaker 5:

But up to the rung.

Thomas / Guy:

I'd say

Tim / GM:

you could I you can always try.

Speaker 5:

Would that count as my action?

Tim / GM:

No. It's your movement.

Hannah / Eryn:

A dolphin might be able to jump 30 feet.

Tim / GM:

I guess.

Speaker 5:

I'm just trying to get as much movement out of my movement. At

Tim / GM:

least I don't see world stuff.

Thomas / Guy:

She is not an orphan.

Tim / GM:

No. She's not. Yeah.

Speaker 5:

Yeah. Okay. How do I do that?

Tim / GM:

Let's let's fold in an acrobatics check into your movement here.

Speaker 5:

Nat 20.

Tim / GM:

Oh my god.

Thomas / Guy:

So Uli swims to the bottom of this reservoir, and then Bert does this and Oofie comes up.

Tim / GM:

Yeah.

Speaker 5:

What does he do? He Free free Ooli.

Thomas / Guy:

Yeah. He puts his fists up in the air.

Tim / GM:

Bert just throws a fist into the air and and Ooli, you swim to the very bottom, and then just rocket up with that full body wiggle. And, this spray of water erupts from from the reservoir as she just flies 30 feet into the air and lands on the ledge.

Speaker 5:

I free Uli'd it.

Tim / GM:

Like a fish out of water, Uli, you are just flopping around on the ledge up there.

Speaker 7:

Oh, crap.

Speaker 5:

And then I'm gonna close my eyes.

Tim / GM:

Yes. So the thing with basilisks, at the start of each of your turns, if you can see it, you have to make a constitution saving throw. All attacks must be made as if you can't see the targets.

Hannah / Eryn:

So even if you can see it, you still have to attack. So say you do the con save.

Tim / GM:

Yep. And you succeed it, you still can't.

Speaker 5:

So I have to make a saving throw?

Tim / GM:

You're just rolling a constitution save.

Speaker 5:

Alright.

Tim / GM:

Oh, shit. They got 8 legs too.

Tara / Journey:

Ew.

Thomas / Guy:

Too many legs. Yuck.

Speaker 5:

I'm going to use tides of chaos to give myself advantage on my saving throw. Okay. That's better. 18.

Tim / GM:

Oh, yeah. You save from that. Yeah. So you avert your eyes on time to not be stolen by the gaze.

Speaker 5:

I'm not stolen. Okay. So I'm just not looking them in the eyes or not looking at them at all?

Tim / GM:

You can't look at them at all. So you have to make the attacks as if you couldn't see them, which is disadvantage.

Speaker 5:

Okay. So if it's if it's something that I don't have to roll for, like magic missile. Right? Yeah. It's creatures that I can see within range.

Tim / GM:

Mhmm. Yeah. I I think I would have to still allow that.

Speaker 5:

And there are 2 of them?

Tim / GM:

Yes.

Speaker 5:

I'm gonna swing both my fists and cast it at a 3rd level.

Tim / GM:

5 bolts.

Speaker 5:

5 bolts. I would try and go for both of them.

Tim / GM:

Yeah. So give me your first 3.

Speaker 5:

12.

Tim / GM:

K. And your last 2? 4. Okay. Yeah.

Tim / GM:

You, literally close your eyes and just start swinging your arms.

Speaker 5:

I'm, like, windmilling. Yeah.

Tim / GM:

And you can feel it connect with these, scaly beasts a couple times, and you can hear some guttural grunts as you

Speaker 5:

impact them. Sweet.

Tim / GM:

Next up is Bert.

Tara / Journey:

I have a question. Mhmm. Do the basilisk's powers work because they can see us, or is it something about them? Like, if they were blind, could they still affect us?

Tim / GM:

If their eyes were closed, the effect would be negated. Yeah. It it's beholding their open eyes that causes the effect is my rule anyway.

Tara / Journey:

So they don't even have to necessarily be looking directly at you. It's just that you can see their

Tim / GM:

eyes. So they could affect multiple people because of that. Right. Okay. That makes sense.

Speaker 5:

Is that every turn?

Tim / GM:

At the beginning of each of your turns, if you can see them, you'll always have to roll that.

Hannah / Eryn:

Rip out their eyeballs.

Thomas / Guy:

So, sounds like we got a couple basilisks up there.

Speaker 7:

Yes.

Speaker 5:

Yeah. 2, I think.

Thomas / Guy:

2 of them?

Speaker 5:

I didn't really look.

Thomas / Guy:

Alright. Don't look at them. Good luck, guys. I'm casting bless on everybody.

Speaker 5:

Nice. Bless you. Bless you.

Thomas / Guy:

I have a d 4

Tara / Journey:

d 4.

Thomas / Guy:

To any attack roll or saving throw.

Tim / GM:

Is that it, Bert?

Thomas / Guy:

I'm staying at the bottom of the ladder.

Tim / GM:

Okay. Snack. At the beginning of your turn, as I recall, you are at top of the ledge? Mhmm. Okay.

Tim / GM:

So you need to make your con save against these basilisks.

John / Doran:

Natural one. Woof.

Thomas / Guy:

Oh, no.

Tim / GM:

Snack. You are restrained. At the beginning of your next turn, you'll make another one, at which you'll be petrified if you fail.

John / Doran:

I don't like this. Do I get to make a action?

Tim / GM:

Let me check restraint really quick. Speed becomes 0. Attack rolls have advantage. Your attacks have disadvantage. Disadvantage on deck saving throws.

Tim / GM:

That's

John / Doran:

it. Snack casts darkness. Okay.

Tim / GM:

Yeah. The, tunnel up here, falls into darkness. You can no longer see well, you can see, but others can no

Speaker 7:

longer see

John / Doran:

the basilisks. And Snack has his

Tim / GM:

eyes closed. Okay. Is that it, Snack?

John / Doran:

Snack is afraid.

Tim / GM:

Okay. Are you flying or standing?

John / Doran:

I was holding on to the ladder, hovering, probably. Okay.

Tim / GM:

So So it's still attached to the ladder though?

John / Doran:

Yeah.

Tim / GM:

Okay. Which is correctly in place so you guys could use that to ascend again. It is Tibio's turn and then Holly.

Tara / Journey:

Okay. And we're in darkness, so I don't have to do the check?

Tim / GM:

Correct. Yep. I just

Thomas / Guy:

looked it up, and the spell to reverse petrification is a 6th level wizard spell.

John / Doran:

Oh, boy.

Hannah / Eryn:

We're almost there.

Tara / Journey:

I'm going to cast magic missile at 4th level.

Tim / GM:

The problem is before you could at least, like, peek at its toe and, like, choose that as a magic missile attachment point or something. Right now you literally can't see them at all.

Thomas / Guy:

Yeah. It does say that you can see within range.

Speaker 5:

Yeah. Right.

Tim / GM:

Yeah. I'm gonna say that you you can't, lock on with magic missile right now.

Tara / Journey:

Okay. Never mind. I'm going to cast web at them.

Tim / GM:

Okay. Good. That's good.

Tara / Journey:

Each creature that starts its turn in the webs or that enters them during its turn must make a deck saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

Tim / GM:

Okay. Cool. Next up is Holly.

Tara / Journey:

Also, my friends, the webs are flammable.

Tim / GM:

Oh, shit.

Hannah / Eryn:

Oh, yeah. Holly pulls 3 nut shells out of pocket, and she is gonna cast confusion. Those are the components for confusion. It's actually a 10 foot spear. Sphere.

Hannah / Eryn:

Radius sphere. I can't say words. What did I say? Ten foot sphere.

Speaker 5:

Just like reach out, poke them.

Hannah / Eryn:

Okay. A 10 foot sphere. Mhmm. And they have to succeed on a wisdom saving throw.

Tim / GM:

Wow. They both rolls a 5.

Hannah / Eryn:

Yeah. That fails.

Tim / GM:

Equally wise. Okay. Anything else out of you, Holly?

Hannah / Eryn:

So I have movement left, basically, still?

Speaker 5:

Yeah. If it's a 10 foot spear, I would have moved first.

Tim / GM:

They're the best looks are a good deal away from you.

Speaker 5:

Yeah. I was gonna

Hannah / Eryn:

say I think they're a little bit further back. Was there pipes kind of on one side of this area? Okay. She's gonna try to kinda go near the pipes.

Tim / GM:

So you've got, like, a a run of pipes, like, a whole mass of them off to your left and then, like, open space off to your right that's meant for walking.

Hannah / Eryn:

Okay. Holly is gonna go, towards the wall side. She's gonna just, like, shuffle along because she's a she wants to, like, get bearings in the darkness. Mhmm. So she's gonna try to move slowly to find the wall and then just, like, flatten up against the wall because she doesn't wanna just be right near this edge that she could fall off at any moment.

Tim / GM:

Sure. So at the beginning of their turns, the 1st basilisk, rolls a confusion check.

Speaker 7:

He he.

Tim / GM:

What does a 3 do, Holly?

Thomas / Guy:

The creature doesn't move or take actions this turn. Okay.

Tim / GM:

The basilisk just sits tight. The other basilisk goes what does an 8 do, Holly?

Thomas / Guy:

The creature uses its action to make a melee attack against a randomly determined creature within its reach.

Tim / GM:

Thanks, Holly. The, bass boat.

Hannah / Eryn:

Reading from a book Bert wrote.

Speaker 5:

Yeah. Which is an audiobook.

Tim / GM:

Yeah.

Tara / Journey:

They also have to deck save because I cast web on them.

Tim / GM:

Excellent. Okay.

Thomas / Guy:

It's it's called the art of confusion.

Tim / GM:

So let's do a deck save for that first one that skipped it here. They roll a 4. They are restrained.

Speaker 7:

Mhmm.

Tim / GM:

The second one that is going now, rolls a 12. What does that do for him?

Tara / Journey:

Does not

Tim / GM:

succeed. Okay. So also restrained?

Tara / Journey:

Also restrained.

Tim / GM:

Okay.

Speaker 7:

Thanks.

Tara / Journey:

Restrained and confused.

Tim / GM:

Yeah. Thankfully, that one is actually pretty much like, butted up against the other.

Thomas / Guy:

It

Tim / GM:

still takes a chop out of it. It does have disadvantage, for the darkness.

Thomas / Guy:

None of us know any of this. Oh, Stack knows.

Tara / Journey:

We're just hearing noises in the dark.

Tim / GM:

So it misses with it with its attack with the darkness in the room, but you hear it take a big chomp and you can hear them, like, hissing at each other's neck and see them that they're, like, trying to attack each other. Next up at the top of the round, we're back to Uli. Uli.

Speaker 5:

Uli. Sweet. Okay. How long is the hallway?

Tim / GM:

Like, roughly 30 feet or so.

Speaker 5:

So I'm gonna feel my weight towards them. And when I get to them, I'm going to cast Thunderwave, and they have to make a con save.

Tim / GM:

Excellent. Con save to him.

Speaker 5:

I'm also gonna roll to see if I surge.

Tim / GM:

Wow. I don't.

Hannah / Eryn:

Does Uli get stuck in the web?

John / Doran:

I was sick of

Tim / GM:

this. Oh.

Speaker 5:

I mean

Hannah / Eryn:

but you wouldn't know it's even there. Yeah.

Tim / GM:

So Uli, you're just kind of charging forward in the darkness. Give me a, a dex suit.

Thomas / Guy:

She was slowly going against the wall, but

Speaker 5:

that is a 19. Hey.

Tara / Journey:

Hey. Yay.

Speaker 5:

I didn't even have to use my bless. Cool.

Thomas / Guy:

She knows how to step around KBO's webs.

Tim / GM:

Yeah. And you, erupt with a thundering wave. They scored an 11 and a 12, respectively.

Speaker 5:

They both fail.

Tim / GM:

Fantastic.

Speaker 5:

So they take 2 d 8 Okay. Thunder, and are pushed 10 feet away from

Tim / GM:

me. Okay.

Tara / Journey:

They can't move. They're restrained.

Tim / GM:

Oh, they can't move voluntarily.

Speaker 5:

That's 10:10 damage.

Tim / GM:

Okay.

Speaker 5:

And I don't know how that works with web. I are they just, like, whipped around in the webs?

Tim / GM:

Yeah. I mean, they're they just kind of, yeah, get tossed, but they're still as restrained, if not worse than they were to begin with.

Speaker 5:

Okay.

Tim / GM:

Next up is Bird again.

Thomas / Guy:

How's it looking up there? I'm I'm coming up. I'm coming up. I'm coming up. Alright.

Thomas / Guy:

Gotta open my eyes. It's dark. I see. Okay.

Speaker 5:

I was like, I I swear I opened them.

Thomas / Guy:

We still got 2 masks on there. Okay. I'm gonna shoot this guiding bolt and see what happens. Perfect. Let the DM decide because I really don't know.

Tim / GM:

Yeah. Just don't roll low.

Speaker 5:

That's all.

Thomas / Guy:

19. Wow.

Tim / GM:

Alright. Yeah. Nails, This is a disadvantage, though.

Speaker 7:

18. Alright. Still is.

Thomas / Guy:

It's magic. So does it light up magical darkness?

Tim / GM:

I would say even through the magical darkness, you can see the outline of this thing and nothing else after impacted by the guiding bolt. Cool. So attacking that one, you will no longer have disadvantage on, even though it can't see you.

Thomas / Guy:

Is it like So yeah. So it normally gives you advantage. So it's just

Tim / GM:

Just a straight Normally, yeah. From how on. Yeah.

Thomas / Guy:

Okay. Great.

Speaker 5:

Like, when it's super dark, but you can still kind of see your hand in

Speaker 7:

front of your face.

Hannah / Eryn:

But now we have to roll it safe.

Tim / GM:

You can't see its eyes. You can see its outline.

Hannah / Eryn:

Oh, okay.

Thomas / Guy:

Oh, cool.

John / Doran:

So 16.

Tim / GM:

16 damage? Yep. Damn.

Speaker 5:

What was that?

Hannah / Eryn:

Hell, yeah. Guiding bolt.

Tim / GM:

You hear that one kind of croak as it is, becoming It's like bloodied. Fireball junior.

Tara / Journey:

Yeah. Aquarius. Bloodied.

Tim / GM:

Next up is a snack.

John / Doran:

Yeah. I did mention I

Hannah / Eryn:

Who's that?

Tim / GM:

Closed my eyes. Yeah. Unfortunately, you still need to make, a constitution saving throw. The effect has begun.

Thomas / Guy:

Okay. Even through your witch eyes.

John / Doran:

There's there's nothing to have?

Tim / GM:

You have bless.

Speaker 7:

You have bless.

Thomas / Guy:

You do have bless.

Tim / GM:

It's an extra d 4, I believe. Okay. Okay.

John / Doran:

21. Okay. Yeah.

Tim / GM:

Snack, you take a deep breath and exhale, and you see dust coming out of your mouth. And you feel your lungs getting tight and dry, and you just cough up some crumbles and resist the effect and shake it off, and you are safe. The effect is gone from you.

John / Doran:

Take your turn. Snek immediately, goes from fear to just anger and hatred, and he, flies over and, casts fire breath at the basilisks.

Tim / GM:

Okay. Yeah. Nice. And me. Yeah.

Tara / Journey:

And that web is full amenable.

John / Doran:

So deck save against that attack. Okay.

Tim / GM:

They both have disadvantage on deck saves. We have a nat 1, 2 nat ones. Well, Jen, that's amazing. They both have disadvantage.

Thomas / Guy:

They both have disadvantage.

Tara / Journey:

They both have role control once. Let's go to jail.

Thomas / Guy:

Well, I'm fine with the DM.

Tara / Journey:

Well, yeah. You can have

Speaker 7:

a bad guy.

John / Doran:

So ten damage. What happens with the web though?

Tim / GM:

Those webs also, just start on fire. Tibio, give me an extra 2 d6 on top of Snack's attack.

Tara / Journey:

It has 2 d4 as the fire damage.

Tim / GM:

Oh, I didn't even realize that. Let's do 2 d4. I'm sorry about that.

Speaker 5:

Guys, it's getting kinda hot up here. What's happening? Yeah.

Tara / Journey:

Yeah. Does Uli get affected by all

Tim / GM:

Uli, I'm gonna say you take half of Tibio's fire damage. Okay. None of Snacks.

Tara / Journey:

So it's 2 d 4 to each.

John / Doran:

Oh, shoot.

Hannah / Eryn:

2.

Tim / GM:

K. Snack. You can see the the kind of black and white flames licking up all over here as these things are rolling and trying to escape what they are literally bound to. You can see the webs melting against their skin as they cry out in agony. Next up is Tibio.

Tim / GM:

And Tibio, you can, you can still see the outline of the more injured one.

Tara / Journey:

Okay. I'm a magic misallet.

Tim / GM:

Okay. Perfect. There you

Speaker 7:

go.

Hannah / Eryn:

Finally,

Tara / Journey:

I'm gonna cast magic missile at 3rd level.

Tim / GM:

Okay. Five bolts.

Tara / Journey:

17.

Tim / GM:

Snack, through the darkness. You can see these, bolts impact this thing, and it's starting to take, chunks out of its skull. You can see that its jaw is actually being worn away by some of these tags. It can no longer bite. In fact, it only has an upper jaw.

Tim / GM:

Holly, it is your turn.

Hannah / Eryn:

I guess I still can only see the outline of the other basilisk.

Speaker 5:

So Basilisk. I'm gonna

Hannah / Eryn:

cast Erupting Earth on the one I can see.

Speaker 7:

Okay.

Hannah / Eryn:

But it goes in a 20 foot cube.

Tim / GM:

Yeah. Okay.

Speaker 5:

Oh, no. Good god. That's where that we're in a tunnel.

Hannah / Eryn:

How far did you say it was?

Tim / GM:

Well, I mean, there's just the inherent risk of collapsing the entire structure over you guys, but go ahead.

Speaker 7:

We're in

Speaker 5:

we're underground. Your friends.

John / Doran:

It's happening.

Hannah / Eryn:

It's too late now. Jesus.

John / Doran:

This this

Thomas / Guy:

tops, using it to block our way with the,

Tim / GM:

the wagon.

Hannah / Eryn:

We were fine. Holly pulls a black crystal that she can't even see, but she can tell by the texture of her crystal. She knows which one

Speaker 7:

it is. It's

Hannah / Eryn:

also her smallest one, and it's a piece of obsidian.

Speaker 7:

Mhmm.

Hannah / Eryn:

And she points it towards the one basilisk she can see and says, kaboom. And it just erupts the earth around it, and makes a huge mess.

Tim / GM:

Okay.

Hannah / Eryn:

Each creature in that area must make a dexterity saving throw.

Thomas / Guy:

I feel like Uli well, Uli and Snack are close. Right?

Tim / GM:

Yeah. They're all going to be affected equally. Oh, god. The basilisks roll a 9 and 11.

Speaker 5:

This is a deck save?

Thomas / Guy:

Yep. That should be good.

Hannah / Eryn:

My spell save is 14. 14.

Tim / GM:

I failed. Okay.

Speaker 5:

When I said do your worst, I didn't mean various.

John / Doran:

That was

Hannah / Eryn:

all the encouragement I needed.

Tim / GM:

Willy makes the save. Snack does not. Let's see the damage on that one.

Hannah / Eryn:

It's 3 d 12. Uli, you take half of it. 3 d 12 bludgeoning damage.

Thomas / Guy:

It could be 3 damage.

Hannah / Eryn:

So 13. I take 6 damage. And then the basilisk both take 13 damage.

Tim / GM:

The basilisk that was outlined, snack, you have a front row seat. The erupting earth goes off directly beneath this thing, and you can see, bricks launch through this thing's abdomen and hit against the ceiling as it is just eviscerated and torn in half by the erupting earth. The other one is blasted sidelong against the wall and is, beyond bloodied itself. However, it is still confused.

Tara / Journey:

And restrained.

Speaker 5:

I can't tell if you

Thomas / Guy:

know No longer restrained.

Tim / GM:

It burned away. That's 7 for the confusion roll.

Thomas / Guy:

Make some melee attack against randomly determined creature with dance reach.

Speaker 5:

Oh, good.

Speaker 7:

We're

Tim / GM:

gonna get above 10 for snack. Is 9. That is Uli.

Tara / Journey:

It's better that it was you.

Tim / GM:

An attack with disadvantage in the darkness. That is a 12 plus 5 is 17.

Speaker 5:

Damn. Yeah. That hits. Okay. What is it?

Speaker 5:

What kind of attack is it doing?

Tim / GM:

A foul, diseased mouth attack.

Speaker 5:

Oh, ew. Gross. Just dirty mouth.

Tim / GM:

Damn. That is 13 piercing damage and 7 poison damage for 20 total.

Speaker 7:

Okay.

Tim / GM:

Bit by a basilisk.

Speaker 5:

What does the poison do?

Tim / GM:

Nothing, actually. It's just the the class of damage.

Speaker 5:

Oh, okay.

Tim / GM:

It is back to Uli, actually.

Hannah / Eryn:

Uli, did I hit you? I'm sorry.

Speaker 5:

Yeah. Yeah. You kinda did. I didn't know you were there. I mean, I did say do your worst.

Thomas / Guy:

I remember that.

Speaker 5:

Okay. I'm going to magic miss Logan.

John / Doran:

Okay. Is this one visible?

Tim / GM:

Oh, it's actually not. With the magical darkness. Yeah.

John / Doran:

I took damage, so I should roll

Speaker 7:

okay. Okay.

Speaker 5:

Then I'm not going to magic missile. Mhmm. I am going to feel for the last one.

Tim / GM:

Okay. Oh, you feel it.

Speaker 5:

Oh, I feel it.

Thomas / Guy:

It just bit you.

Tim / GM:

Yeah. It just bit you. It's still attached to you.

Speaker 5:

Well, then I'm gonna grab it by the face.

Tim / GM:

Mhmm. I would say you could magic missile it if you're touching it, which you are. I I forgot that you were just attacked

Thomas / Guy:

by it.

Speaker 5:

Is my arm, like, in its mouth or something?

Tim / GM:

Pretty much. I mean, you were just bit by it. Yeah.

Speaker 5:

I just want a magic missile down his throat then.

Tim / GM:

Yeah. Okay. Especially being that your magic missiles are always physical.

Speaker 5:

At a 3rd level.

Tim / GM:

Okay. That's 5 bolts.

Speaker 5:

That's 5 bolts.

Hannah / Eryn:

18.

Tim / GM:

Oh.

Speaker 5:

Downest mouse.

Tim / GM:

Let me check. Okay. Yeah. It dies before you are finished with the spell. So the last one is just a a celebratory slam in the face.

Speaker 5:

It's like a machine gun coming out of my

Tim / GM:

hand. Yeah. I'm like,

Thomas / Guy:

woah. Woah.

Tim / GM:

Woah. Just jackhammering this thing?

Speaker 5:

Yeah.

Tim / GM:

Snack,

Speaker 5:

Oh, hold on. Nope. We're good.

Tim / GM:

Okay. Uli can't see what's happening here, but snack, you see Uli coming down with her fists and she like blasts this thing in the eye and you see one of its eyes just get squished out of its face and then she hits it again and caves its skull in and hits it again and again. And you can see its teeth sticking up through its skull by the end of the effect and it just stops moving.

Speaker 5:

Crows.

Thomas / Guy:

It's the best day of Snake's life.

John / Doran:

Cool. You all must see. And I turn off darkness.

Tim / GM:

And there are 2 just like macerated corpses

Speaker 5:

Whatever. I never wanted to become this person.

Tara / Journey:

Tivi goes like

Thomas / Guy:

Good work, team.

Tim / GM:

The door ahead of you had been secured by Joe so that you wouldn't be able to, go through it. However, this is the erupting earth.

Hannah / Eryn:

Hey. I did that.

Speaker 5:

I'm like thunder wave.

Tim / GM:

And thunder wave. Fire. This whole tunnel has been knocked off kilter, such that the door is kind of hanging almost ajar, but just sort of cocked at an angle. The ground is destroyed here. Also, the, water deluge trap that I had set up for this encounter is negated by the fact that there is no longer a water tower.

Tim / GM:

Speed rip. I was I was hoping you guys would, like, kick the basilisk off into the reservoir because they can't climb ladders, and you would be fine to just continue.

Thomas / Guy:

They got 8 legs. They

Speaker 5:

could super clean

Thomas / Guy:

ladders. That's

John / Doran:

so many ladders. But

Tim / GM:

then I was thinking, like, the deluge would kick you guys back into the reservoir and you'd have to

Speaker 7:

find out in

Speaker 5:

the pool,

Tim / GM:

which would have been a whole another thing. Anyway, the door is fucking open.

Speaker 5:

I'm sorry for destroying.

Hannah / Eryn:

I love hearing about your thought of how it might go. So

Speaker 5:

great. We could never plan for archaea.

Tim / GM:

You hear a metal clang come from the other room.

Speaker 5:

Does that sound like a big sword falling? Hey, Bert. You got any more of that health?

Thomas / Guy:

Oh, yeah. You look pretty bad, Uli.

Speaker 5:

Yeah. Anything Shoop. Shoop.

Tim / GM:

Shoop a doop.

Thomas / Guy:

6 HPs.

Speaker 5:

Yeah. That's something. I'm above 10 now.

John / Doran:

It's okay, Uli. Snack will protect you. Stand behind me. And I hold the cape out.

Speaker 5:

That sounds like a great idea. Thank you, Snack. You're my hero.

Tim / GM:

Yes. You moving into the next room?

Tara / Journey:

Yep. Yeah.

Thomas / Guy:

Let's do it.

Tim / GM:

The, awesome strength check lock mechanism door, slides open because it's broken. And you all see, Emery hanging from chains from the ceiling with his arms bound to either side. Joe is nowhere to be seen.

Thomas / Guy:

Emery. Emery, are you okay?

Tara / Journey:

I run forward to try and get him out of there.

Tim / GM:

You get close to Emery, and you see his eyes kind of light up yellow and then fade. And he says, dehydration is a really tough thing.

Tara / Journey:

Oh. And I take a couple steps back out of fear.

Tim / GM:

And he's smiling this whole time that Joe inhabits him. It'll push people to drink even if they really don't want to. Sometimes your body just betrays you. Do you know what I mean?

Thomas / Guy:

That's messed up, Joe.

Tim / GM:

Well, that's my middle name. You see Joe? Messed up. The problem with this individual, he's already being controlled by something else. So there's not a lot of room for me in here.

Thomas / Guy:

Is his sword in this room?

Tim / GM:

It is on him. It is still attached to him. Okay. He says, I'm just going to leave you with this guy as a parting gift. You see, I'm going to suppress the part of him that keeps it in check and just let whatever this is run wild.

Tim / GM:

Fuck. Have fun.

Speaker 5:

I really hate Joe.

Tim / GM:

And you see Emery's head bow down, and then you see his head fly back up and his eyes go yellow and, you can see him just kind of like pull on these chains and he busts one off of the ceiling and he swings down on the other chain and bust that off the ceiling, and you can see him draw his sword from his back. What do you do?

Thomas / Guy:

Is this a closed room other than the door we came in?

Tim / GM:

As far as you know at the moment, yes.

Speaker 5:

I I really don't wanna have to, but, bait the curse.

John / Doran:

Okay. Yeah.

Tara / Journey:

It'll kill him.

Tim / GM:

You tap the first circle of your tattoo You can see a hand sort of separate from Emery, a yellow clawed hand and kind of reach out towards you, Uli.

Hannah / Eryn:

Holly stands next to Uli and also, activates the first part of her tattoo.

Speaker 7:

This will kill him.

Hannah / Eryn:

We have to get the curse out of Emery. It he's not living a real life right now anyway.

Speaker 5:

He had control, and Joe took it.

Tim / GM:

The curse rattles inside of Emery, and you can see him losing control. He sprints towards you. Holly, the curse jumps for you outside of Emery. It throws a hand at your throat.

Tara / Journey:

I hit the bait the curse, and I point at it.

Tim / GM:

It is caught between the 3 of you and whirls around frantically. It starts to flash golden and flash white, and it starts to, arc those familiar lines of energy all across the room. It, reaches out again towards Holly, but its fingers are interrupted by a crystal that Holly reflexively throws up. The crystal sort of refracts the curse energy, and it bounces around the room. You see it reaching out for Holly, but it can't make purchase on her.

Tim / GM:

Instead, the curse energy seems to be bouncing between the different crystals that Holly has on her person, and then it hits something in the pack of privacy, and you see it float out. The hysteroscope is spinning madly in the middle of the room as this curse energy inhabits it. It begins to project an image onto the ground that you can all see, and this room goes dark except for this image playing out in front of you. You hear Emery's voice and you see from his perspective. You see Amaranth, Megan, and Bourne in front of you.

Tim / GM:

His old adventuring party. They're all badly injured in a dark cave. You hear Amaranth say, Emery, please, fighting just the 2 of them got us nearly killed. Who knows how many more are down there? You hear Bourne say, the boy is dead, Emery.

Tim / GM:

He could not survive such darkness. And you hear Emery say, if there's even a chance he's alive, I have to see it through. Even if you won't come with me, I am not alone. Emery taps his shield and mace, which you can just barely make out the sigil of some deity on his shield. Some time passes and it's completely dark, but then you can hear the whispered shouts of his party as they follow him into this cave.

Tim / GM:

And then you hear a soft chanting. Hush. Oh, rough. Rough. You see a circular chamber with a dim violet light burning at its center.

Tim / GM:

Pillars encircle the room and cast long dark shadows in every direction. Emery looks back at his party, but they're separated now by a procession of blind goblins with their eyes all gouged out, carrying bowls full of eyeballs. This room is packed with almost a 100 goblins chanting in low whispered unison, hush, oh rough, rough. You can hear Emery whispering to himself, I am not alone. I am not alone.

Tim / GM:

The goblins place 3 bowls of eyes in the center of the chamber. They drag a young teenage boy from the crowd, badly beaten. They cut out his eyes and place them in the middle of the room. The chanting gets louder and louder. Hush.

Tim / GM:

Oh, rough. Rough. And Emery cries out the only thing he can think of, I am not alone. And there's a sudden rush of air and silence. All but one of the candles are blown out.

Tim / GM:

Emery peeks out from behind the pillar and sees that his party has left him. And then he hears something, and he says, I am I am not alone. You can hear footsteps. You see a figure of a tortured humanoid with no eyes approaching Emery. It picks up the boy's eyes from the center of the room and places them into its skull.

Tim / GM:

I am not alone. I am not alone. The figure moves toward Emery, reveals a bloody smile that cuts from one ear to the other, and it points at him. You hear a clang as Emery drops his shield and mace. I I am.

Tim / GM:

And, this vision stops. The hysteroscope clangs to the ground, and Emery is unconscious. Thanks so much for listening. I'm Tim, your DM and your genie.

Hannah / Eryn:

I'm Hannah playing Holly Hiaasen.

Thomas / Guy:

I'm Thomas. I play Engelbert f f Wisherspoon.

Tara / Journey:

I'm Tara, and I play Tibio Fermor.

John / Doran:

I'm John. I play Snack the Cobalt.

Speaker 5:

And I'm Maggie playing Uli.

Cursebreaker | 30 - Jug-Lung Joe
Broadcast by