Cursebreaker | 31 - A Punch in the Night

We try to flush Joe out of Hogwild in time to prepare for this year's Wild Out festival - the whole Nis family is here to celebrate!
Tim / GM:

Last time on Cursebreaker. During our first night in Hogwild, we defended the city from gnolls that turned out to be kind of pushovers. But the gnolls weren't the real problem. Joe had already taken over the town with his mind controlling elixir. We discovered his secret hideout beneath the water tower, killed his mutated kobolds, and found Emery chained up and nearly dead.

Tim / GM:

This is getting pretty dark.

Thomas / Guy:

Here we go.

Tim / GM:

Yeah. You you fought those basilisks, pushed forward into the next chamber, where you found Joe had somehow escaped and was not in the room, but Emery broke his chains, fell to the ground and tried to reach out with his curse. When he tried to do that though, he hit, Holly's historoscope and it projected a memory, from deep within Emery. It showed you a vision from his perspective, where Emery was trying to save a young boy who had been taken by these blinded goblins, but he failed. He was unable to act, in his fear.

Tim / GM:

So what ended up happening is these goblins completed this horrific ritual where they summoned some otherworldly creature that took the boy's eyes, put them in its skull and then pointed at Emery so hard that he forgot his god.

Speaker 3:

It was an Emery memory.

Tara / Journey:

I know. I was gonna say that too.

Speaker 3:

I'm sorry. I couldn't contain it any longer. Emreased. Sorry, dude.

Hannah / Eryn:

All alone in the eye cave. Beautiful.

Tim / GM:

This, memory kind of finishes up. The last thing you see is this eyeball creature walking away from Emery without having hurt him in any way. You can see from the memory that Emery is still stunned standing there looking over this underground chamber that is filled with goblins that all perished during the ritual. And the young boy at the middle, you see Emery walking towards the young boy's body and he just picks it up, and that's where the memory cuts out and the hysteroscope falls back to the ground. You all remember that you're just standing in this dark, wet chamber underneath the water tower.

Tim / GM:

Joe, who you were pursuing, is nowhere to be found, and, Emery is unconscious.

Hannah / Eryn:

So we're is it like a utility type of room, or is it more like a cave? Yeah.

Tim / GM:

It's like a pump room. You can hear, like, some kind of, turning of a wheel that squeaks every now and then, as well as some, like, water being pumped up through these pipes. 3 of you had just activated your first, curse breaker tattoo and are all glowing white, with that magic lifting off of your skin.

Speaker 3:

I pull out my brooch of missile attract and also my reverse command gauntlets, And I set them down apart from each other, and I'm focusing on the gauntlets. Okay. There's another item here if someone needs to let

Tim / GM:

go. Yeah. You will all need to purge. You can't stop this once it's started.

Hannah / Eryn:

Can we all try to aim at those 2 items and see what happens? Sure.

Thomas / Guy:

Yeah.

Tara / Journey:

Yeah. I'll just we'll just uncurse them.

Hannah / Eryn:

Yeah. We'll we'll try to uncurse them and let our energy out.

Tara / Journey:

Do I have a sense that Emery is still very much cursed?

Tim / GM:

He definitely is still cursed, though, it seems the curse has voluntarily lifted its its kind of maniacal hold over Emory. Joe parted from you, promising that Emery was going to destroy all of you, but it seems in some ways the curse has taken mercy on Emery and the group.

Tara / Journey:

Okay. Yeah. I'll just go for the items too then.

Tim / GM:

Okay. Yeah. I think without a direct threat, we can say that you all annihilate those things. They're they're stationary objects. It shouldn't be much of a challenge for you guys to get them, dealt with.

Tim / GM:

Where is the sword? It is still on Emery's back.

Thomas / Guy:

Was the sword visible in this vision that we saw? No. Yeah. Okay. I'd like to run over to Emery and perform a good old fashioned medicine check.

Tim / GM:

Okay. So 1. He's dead. Wow.

Thomas / Guy:

He's dead. We killed him with our curse breaking powers.

Hannah / Eryn:

He can't be dead. I mean, we didn't even get a chance to kill him ourselves.

Thomas / Guy:

Well, he does have a heartbeat. Is that dead?

Hannah / Eryn:

No. It's not dead. That's

Thomas / Guy:

I think I'm just a little flustered.

Hannah / Eryn:

Hey, DM. Did we use all our spell slots to do that curse break in just now? Yes. Okay. Thanks.

Hannah / Eryn:

Thanks.

Speaker 3:

I I'm feeling very tired.

Thomas / Guy:

I don't know where we can go. Joe still should have control of the entire town. We gotta take Emery somewhere safe.

Speaker 3:

I I think my parents' house would be safe.

Hannah / Eryn:

Can we wrap him up or something? And I feel like if he wakes up, he could still be a danger to us. He's still got the sword.

Speaker 6:

I don't think so. I think that I think that something has changed. I think once Joe's presence was gone that I don't know. And what happened with the hysteroscope? I think we are safe again.

Thomas / Guy:

Yeah. Joe thought for sure he was gonna kill us as soon as he left.

Speaker 3:

But I think we're just, you know, better than Joe. Right?

Thomas / Guy:

Well, I hope so.

Hannah / Eryn:

So when he wakes up, he's just gonna be not cursed anymore?

Speaker 6:

No. He will still be cursed, but he will be how he was before Joe invaded his mind.

Hannah / Eryn:

Oh, I see what you're saying.

Thomas / Guy:

Yeah. I think he won't be overly antagonistic toward us.

Speaker 6:

Right. He would be who he was when we last saw him.

Tim / GM:

Can I get a perception check from each of you?

Speaker 7:

17. 14.

Tara / Journey:

10.

Hannah / Eryn:

1. Also 10.

Tim / GM:

So 17. Snack, you hear, I guess, a a sort of metallic click, a little bit of an echo, coming from the far end of the room, that seems to be coming from above you.

Speaker 7:

Snack is well versed in traps and immediately flies into the air and looks around.

Tim / GM:

You don't see a trap. Can I get an investigation check out of you? 10. You see a ladder.

Speaker 8:

I'm going to fly up to where the ladder goes.

Tim / GM:

You can tell that there's some sort of hatch there.

Speaker 7:

I think the curse went this way.

Hannah / Eryn:

Holly runs up to the base of the ladder and she says, which way? I I need to get out of here. I'm just so tired.

Speaker 7:

This. It is a trap. Snack tries to fly and push

Speaker 8:

up on the hatch. If that doesn't work, he will inspect it for latches.

Tim / GM:

Okay. Yeah. Pushing does not get you anywhere. Okay.

Speaker 7:

I do have thieves' tools.

Speaker 8:

I take out, like, a crowbar, and I'm just kinda, like, trying to find a footing by, like, stabbing around it.

Tim / GM:

Sure. 13. Okay. Yeah. You, expertly use your, very skill intensive thieves tools by shoving a crowbar into the lip of this thing and prying the hatch open.

Tim / GM:

The entire panel just falls off the ceiling and hits the ground. Look out, Holly. Yeah. Holly makes it make a nix save.

Hannah / Eryn:

Holly's right at the base of the ladder.

Tara / Journey:

Yeah. 15.

Tim / GM:

Nice. Yeah. Expertly dodge that. But the rest of you hear this metallic clang as the square panel falls to the ground. And, Snack, you can see a way that goes all the way up.

Speaker 7:

I think we must leave this place.

Speaker 3:

Yeah. No no kidding.

Thomas / Guy:

Uli, can you carry Emery?

Speaker 3:

Yeah. I can do that again. I hoist him. Well, does he have a way of carrying his sword on his self?

Hannah / Eryn:

He's already got it strapped

Thomas / Guy:

to him.

Speaker 3:

He's strapped to him. Okay. Then I'll just sack a potatoes to him.

Tim / GM:

Okay.

Hannah / Eryn:

Your spell slots may be on, but your strength is still with you.

Speaker 3:

Yeah. Yeah. Strength.

Tim / GM:

Thank goodness for that.

Thomas / Guy:

My strength slots.

Speaker 3:

Wait. Who has the stopy talky on us?

Speaker 7:

Not on us. I think you do.

Speaker 3:

Do I? Tabio here.

Speaker 6:

Oh, yes. Do you

Speaker 3:

Wanna talk to Dave?

Speaker 6:

What should I tell him? The doesn't Law still have one of these?

Speaker 3:

Yeah. But he can't come on private property, I guess. I don't know. Without a warrant. Right?

Speaker 6:

Anything that law knows Joe will know.

Hannah / Eryn:

Oh, that's a good point. Then speak in code.

Speaker 6:

What should I tell them not in code? And I will try to find a way to say it in code. Why don't we send them a message not with the stope talkie?

Hannah / Eryn:

Oh, so smart.

Speaker 8:

Oh, I can do that. Yeah.

Hannah / Eryn:

Please send a message to Garrett.

Speaker 3:

I forgot we could do that.

Thomas / Guy:

Dear Dave, it's us. We're safe. We found Joe's secret hideout. We're all headed to the Niss's house, so meet us there as soon as you can. P.

Thomas / Guy:

S. We're bringing Emery in tow. Sincerely, Engelbart, f f wishers.

Speaker 3:

We don't we don't think Dave is controlled. Right? No. He has flasks.

Speaker 6:

He has his own canteen or flask.

Speaker 3:

So we've got at least 2 allies in that. Did you guys drink anything that wasn't alcohol?

Hannah / Eryn:

No. Let's get out of this tunnel.

Tim / GM:

So Snacky throw up in the hatch and kind of fly out. Holly is soon to follow. When you come to the surface, you first notice a blazing fire. Pieces of the water tower are stacked on top of each other and set ablaze, kind of in the center of town here. You look around and see the entire town of Hog Wild is outside encircling this area.

Speaker 7:

Cool. Is this like one of those festivals? Holly, hurry.

Speaker 3:

That's not the wild out. We don't do that.

Thomas / Guy:

Let's, not draw attention to ourselves.

Tim / GM:

It's kind of all eyes on you, as you surface here. You see, Law standing with his wings outstretched. And when he closes them, you see Joe standing behind Law.

Thomas / Guy:

That was a cool entrance. I gotta give you that.

Tim / GM:

Looking around, you can also see Barrett is being held down by Viri and Benth, and Dave is being held down by a dozen townsfolk with ropes that have got him sort of pulled in many directions.

Hannah / Eryn:

Mhmm. How?

Thomas / Guy:

Dave, you get my message?

Tim / GM:

He kind of like looks up at you, but still struggling against these ropes and doesn't respond.

Hannah / Eryn:

Can we run? Can we just run the other way?

Tara / Journey:

They're surrounding us.

Hannah / Eryn:

There's no way to escape.

Tim / GM:

I'm a fly.

Hannah / Eryn:

Just fly away.

Speaker 7:

You cannot abandon my friends.

Hannah / Eryn:

Go get Louie's parents. Go for help.

Speaker 3:

Door, maybe. Go, Snack. Go now.

Hannah / Eryn:

Holly, like, pushes him to get him to go.

Speaker 7:

Okay. Snack flies off towards the Nisses.

Tim / GM:

What's your AC?

Speaker 8:

13.

Tim / GM:

Okay. A, crossbow bolt kind of sails off into the night, narrowly missing Snack as he flies away.

Hannah / Eryn:

Yes, Snack. You did it. You made us you made us lose all of our stones.

Speaker 6:

Yeah. That's not a good idea.

Hannah / Eryn:

No. We need help. What else are we gonna do?

Tim / GM:

Joe says, I'm done here. I'm done with this town. My distribution center is forfeit, thanks to you.

Speaker 3:

It exploded.

Thomas / Guy:

What was your whole aim here anyway? What does Hog Wild have for you?

Tim / GM:

A good start, But that's over now. Time to start over. And I'm gonna get a clean escape. Or they're gonna get it. And he gestures to Dave and Barrett.

Thomas / Guy:

How this again?

Speaker 6:

Joe, we have done this before, and it did not end well for you last time. Do not do this again. Just leave.

Tim / GM:

Oh, I will. And this guy's coming with me. And he gestures to law. And he says, now I'm gonna turn my back and nobody's gonna move. You understand?

Thomas / Guy:

Oh, no. Don't take Law.

Speaker 3:

Oh, jeez.

Thomas / Guy:

He's our

Speaker 3:

favorite. Without having a lot

Thomas / Guy:

of money.

Hannah / Eryn:

Holly is going to message La, and she's, like, got her eyes shut really tight. And she's like, La, you don't have to listen to Joe. Listen to me. He is controlling the town. He is causing anarchy.

Hannah / Eryn:

Can you hear me?

Tim / GM:

Don't worry, Holly. I can hear you just fine.

Hannah / Eryn:

Damn it.

Tim / GM:

Holly, as your message spell, finishes, you hear from out in the crowd, you hear this, and you look and, Dave is being branded with a hot iron.

Hannah / Eryn:

Oh, that's just

Speaker 3:

Dave's. And

Tim / GM:

Joe says, does anyone else wanna try some stupid moves?

Speaker 8:

I was thinking about it.

Hannah / Eryn:

Holly's gonna run up and try to punch Joe. She's angry now

Thomas / Guy:

Okay.

Hannah / Eryn:

That she hurt that they hurt Dave.

Speaker 3:

And now everyone's gonna die.

Tim / GM:

Yeah. Go ahead and make an attack on Joe.

Hannah / Eryn:

Oh, boy. I'm gonna use luck. Oh my god. I can't use luck again, can I?

Tim / GM:

I know. I don't think you get luck of luck.

Hannah / Eryn:

It was 6 was my better roll.

Tim / GM:

Yeah. That is, that is not a hit even on a stationary target. So, law just kind of stands in your way and, just kind of, like, throws up a wing and just buffs you away. That was very dumb.

Hannah / Eryn:

You can't do this. This is not right.

Tim / GM:

You hear a sort of, muffled wince, as you see see somebody has driven a dagger into Barrett in response for you acting out Holly.

Speaker 3:

Holly, he said not to move.

Hannah / Eryn:

Holly just starts crying. She's, like, just doesn't know what to do.

Speaker 3:

Joe, just go. Please, just go.

Tim / GM:

He says, gladly. Law spreads out his wings and takes one big flap and grabs Joe under his arms with his talons and begins trying to lift off with Joe, who's also holding his jug, which you can all tell at this point that, Joe has a gigantic health potion, that is constantly feeding into his body for a wound that will never heal. Gross.

Thomas / Guy:

Hell,

Speaker 3:

yeah. I

Tim / GM:

was like, who did that wound? And you see Joe being kind of awkwardly carried off into the night sky. It's not as smooth sailing as you thought it might have been.

Speaker 3:

I run the Barrett.

Tim / GM:

Yeah. He's, he's got a not insignificant stab wound in him. The rest of the townsfolk are just kind of standing around dumbly.

Speaker 3:

Bert Bert, please tell me you have I'm

Thomas / Guy:

gonna toss some healing words on, Barrett and Dave.

Speaker 3:

Okay. Thank you.

Thomas / Guy:

I'm not gonna roll because it's more thematic.

Tim / GM:

Sure. You see the at least the the pain that was affecting them has subsided, and they're able to kind of see clearly. In that moment though, you all start hearing the, from around the edges of town as gnolls begin to pour in once again. These gnolls who need no mind control to assault the town of Hogwild, begin to pour in from the front gates and from every alley and avenue in the city.

Thomas / Guy:

Is Joe a 1000 feet away yet? Just about. Yeah.

Tara / Journey:

I run forward toward the gate, and I say,

Thomas / Guy:

no.

Tara / Journey:

No more. And I try to hit him with a poison spray.

Tim / GM:

Okay.

Tara / Journey:

And they must succeed a con save.

Tim / GM:

It's a really good con save, actually. 19

Thomas / Guy:

Oh, that works.

Tara / Journey:

For this

Tim / GM:

pocket of gnolls. So you, you go to, like, throw it off into this crowd, and a couple gnolls are sort of, disgusted by the poison spray, but little else as they continue to march into the city.

Thomas / Guy:

I'm gonna get in front of some townsfolk and toss a word of radiance at those knolls.

Tim / GM:

Okay.

Tara / Journey:

Yeah. I've moved in front of the townspeople too.

Speaker 3:

I would like to be guarding Dave and Barrett and flicking fire bolts.

Speaker 7:

Okay.

Thomas / Guy:

Now is not the right time, gnolls. Make a constitution saving throw.

Tim / GM:

They're good at those. 18.

Tara / Journey:

Jesus.

Tim / GM:

Nothing. Okay. The gnolls continue to descend upon your party.

Thomas / Guy:

This is not looking good, Tibeo.

Tara / Journey:

I cast ray of frost. Okay. Which is a range spell attack

Tim / GM:

Okay.

Tara / Journey:

Instead of a con save. 14?

Tim / GM:

14, it's an all.

Speaker 6:

Ah, sweet.

Tara / Journey:

On a hit, it takes

Speaker 6:

2 d 8 cold damage,

Tara / Journey:

and speed is reduced by 10 feet. That is a 12.

Tim / GM:

Okay. Yeah. Damn. So as these gnolls begin to descend on the town, you guys try in vain for a little bit to fend them off as best you can. One of them raises an arm and is about to strike down a citizen, and Tibio manages to get off a ray of frost, that actually just stops it literally dead in its tracks.

Tim / GM:

And the rest of the gnolls take one big step back, and they have this kind of tense standoff with the rest of the citizens.

Thomas / Guy:

Bert's gonna flourish some magic quills.

Tara / Journey:

After the ray of frost hits 1, I kinda, like, shake the rest of frost off my fingers, like, ready for another one.

Tim / GM:

Okay. Snack. You are, whizzing through the cool night air, towards where you remember Holly's parents to be sort of course correcting every now and then as you, weave through the trees. You can see the porch light at their, estate out in the woods there, and, you land on their front porch. What do you do?

Speaker 8:

I look for one of

Speaker 7:

their windows I inspected earlier and tried to make a covert entrance. Okay.

Speaker 3:

Yep. They have a door.

Tim / GM:

Yeah. Give me a stealth check. 16. Damn. Yeah.

Tim / GM:

You enter their house unnoticed.

Speaker 7:

They could be with the enemy. I don't know.

Speaker 8:

Snek looks around and tries to see where they are and what they're doing.

Tim / GM:

Yeah. You, hover throughout their house and, see that they are all sleeping in their respective rooms.

Speaker 7:

I light the candles in the parents' room.

Tim / GM:

Yeah. You see Uli's mother begin to stir in her sleep, and she sits up. And then you see her, like, reaching around at her bedside, and she grabs a wand and she, like, points it out towards you.

Speaker 3:

There. I flew up.

Speaker 7:

Uli's mom. It is I snack.

Tim / GM:

You then hear Uli's father, without even rising from his bed, just says, is that the dragon?

Speaker 7:

Yes. It is me.

Speaker 8:

I I go back to the ground now and stand triumphantly.

Tim / GM:

Uli's mom throws the wand at you. Ouch. What do you want?

Speaker 7:

I believe that there is a big event happening near the water tower. It is no more, Joe with a jug. He was staring at us sternly. I think that the law is with him now.

Thomas / Guy:

But, Boolie's dad sits

Tim / GM:

up in bed and they stare at each other for a sec, and they're like, did you say the water tower's gone?

Speaker 7:

I don't know who did it. I think it was Bert. But there, Joe is, this has happened before. Joe has taken over all the townspeople, and some of your offspring may be in danger. Fortunately for you, you have many, but I thought you would care to know this.

Tim / GM:

They both are kind of, like, standing up and and shuffling on slippers. And,

Thomas / Guy:

all

Tim / GM:

of a sudden, Uli's mom looks up with these big startled wide eyes, and she says, Dor, no. No. No. No. No.

Tim / GM:

And Dor is standing over you with a 2 handed hammer about crashing down on you and then he just kind of like stays it when he sees you there and he says,

Speaker 7:

what's going on? It is I, Snack the dragon. From dinner. Right. Yes.

Speaker 7:

Dore, your siblings may need your strength. What? Yes. The town, I believe, I thought it was a festival at first, but, I think it is more of a takeover.

Tim / GM:

Back at town, the gnolls are about to descend on the townsfolk. In fact, it's getting to the point where you're gonna have to make some decisions on who is going to be saved and who's going to be sacrificed.

Hannah / Eryn:

Holly pulls a stormlight out of her pocket and holds it up, And she presses a button on it she didn't see before. And instead of being like a flashlight, it kind of, like, turns into, like, a globe on the end to be like a globe

Thomas / Guy:

on

Hannah / Eryn:

the end of a stick, a little globe.

Tim / GM:

Mhmm.

Hannah / Eryn:

And it, like, lights up around. So it's just straightforward

Tara / Journey:

in a beam. Yeah.

Hannah / Eryn:

And, just a gaze off. That's bright little stormlight just to try to wear like, shock

Speaker 3:

the bag bag guys.

Tim / GM:

Yeah. So you are your entire group, this this pocket of people in the center of town now is being swarmed and encircled by this large group of Knowles.

Thomas / Guy:

How big is our group?

Tim / GM:

There's probably 30 citizens in the center surrounded by some 60 odd Knowles.

Speaker 3:

Does Dave seem okay other than the brand? Yeah. Can I untie him? Yes. Okay.

Thomas / Guy:

I don't I don't remember if there's a length limit on the Ingress Inc.

Tim / GM:

You can do a, I think it's a 10 foot line or a 5 foot circle.

Thomas / Guy:

Right.

Speaker 3:

Okay. What about, like, a semi circle?

Tim / GM:

I mean, yeah.

Thomas / Guy:

I mean, I'm gonna use it to create a barrier even if they have to walk around it. Okay.

Tim / GM:

So, yeah, you, you flash out this arced barrier in front of you, with the ink of ingress, and you see a gnoll, like, walking towards you.

Thomas / Guy:

I wanna, like, taunt one of them

Tim / GM:

Yeah.

Thomas / Guy:

Behind the line.

Tim / GM:

It, like, rolls up its snout and kind of sneers at you and then comes closer with a flail attached by a chain and, takes, like, a swing near you, and, the the shield kind of halts its momentum, and, you hear that familiar kind of boom as it smashes against the wall. And then, the word crack appears over the shield. That's too damaged to your ink of ingress shield.

Hannah / Eryn:

Okay. Does my light do nothing except light up the scene?

Tim / GM:

I mean, yeah. Pretty much. It just it just puts a spotlight on where you guys are.

Hannah / Eryn:

Which is good

Speaker 3:

so we can see it.

Hannah / Eryn:

That's true. Advantage now. No. I'm just kidding.

Tara / Journey:

I throw my mirror ball.

Tim / GM:

Nice. Okay. Yes.

Speaker 6:

Do you

Hannah / Eryn:

throw my light at them? And then you throw the mirror ball and just, like, it goes into a disco ball

Thomas / Guy:

above us.

Speaker 3:

We need some, like, battle music

Thomas / Guy:

for this.

Tim / GM:

Yeah. I'll say with the storm light out that the gnolls kind of, like, shy away from the light a little bit. And, for that reason, they're they're sort of sitting ducks to be able to take advantage on this attack.

Speaker 3:

Oh, thank god. No. Please.

Thomas / Guy:

Mirror ball.

Tim / GM:

Mirror ball.

Hannah / Eryn:

Mirror ball. Mirror ball. Mirror ball.

Speaker 6:

That's

Tara / Journey:

very good because one of them was a 1.

Speaker 6:

16.

Tim / GM:

Okay. Cool. So roll damage on that guy?

Speaker 3:

It finally does a thing.

Tara / Journey:

Okay. So it's 2 d four

Speaker 6:

10 Nice. Damage.

Tim / GM:

Okay.

Tara / Journey:

And then I reroll the attack roll, or is it just from the first attack roll? Roll?

Tim / GM:

Just from the first attack roll.

Tara / Journey:

Okay.

Tim / GM:

Your attack is a 16, a 14, and a 12. Okay. Down to 12 hits, but beyond that does not. So Okay. You throw the mirror ball, and you you see it bounce off of an gnoll's face, and then you just hear

Thomas / Guy:

it ping ping ping smash

Tim / GM:

up against 2 other gnolls, and all 3 of them are dazed and almost downed, by those attacks.

Tara / Journey:

Ear ball. Yay. Finally worked.

Tim / GM:

Snack, what do you do as you arrive on scene? I'm here. You are behind all of the Knowles.

Speaker 7:

Where is bidet?

Tim / GM:

We'll say, bidet has been largely left alone, mostly because everyone thought it was already dead. Yes. But you see it attached to a hitching post, and it stands up, when it sees you come near.

Speaker 7:

I gesture, make with the I put a finger to my snout as if to shush, and then I stealthily approach the knolls. I make a silent image over of myself as if to be a a weak human. Okay. So just cowering on the ground. Okay.

Speaker 7:

And then I make some weak human noises.

Hannah / Eryn:

Wait. What are those weak human noises sound like?

Tim / GM:

Hey. I'll say 5 or 6 Knowles at the back of the pack turn around and notice you and start walking towards you with clubs in hand.

Speaker 7:

I'll wait till they close.

Tim / GM:

Yeah. They're they're pretty much upon you, and they're ready to

Speaker 7:

just, like, pound you into the ground. I cast

Thomas / Guy:

Thunder Wave. Can save.

Tim / GM:

That is a 14. That does not do it. Alright.

Speaker 3:

Fuck it up, Kenneth.

Speaker 8:

2828 thunder damage, and they get pushed

Speaker 7:

their corpses get pushed 10

Thomas / Guy:

feet away. Okay.

Tim / GM:

So from, from the middle of the crowd where you're all kind of stuck right now, you see towards the back of the crowd that 3 of them just go sailing up into the air, kind of like ass over a tea kettle cartwheeling through the sky and, fall back down to the ground. Do you drop the illusion after that?

Speaker 7:

Yes.

Tim / GM:

Okay. Yeah. Then you see a a Snack standing at the epicenter of the explosion. There are 6 gnoll corpses surrounding him now.

Speaker 7:

It was me the whole time.

Speaker 6:

Yay. Snack's back.

Tim / GM:

You look up to see Snack, and you look beyond him at the gates of Hogwild. You see Dor is riding a warg into town. He is dragging a gnoll by a leather strap across the ground, and he is hoisting a warhammer high into the air. He comes up next to a few gnolls that were near Snack that didn't get hit by the blast, takes his war hammer and drives it through their chest so hard that it comes out the other side. You all see that Dor's eyes are impossibly red, and almost like they're bloodshot to a point of sickness.

Tim / GM:

It dawns on you at this point that Dor is what you would call a barbarian, and he is deep within what you'd call a rage.

Tara / Journey:

Yeah.

Speaker 3:

That's my big brother.

Tim / GM:

He, cleaves another pack of gnolls, and you just hear this as he continues to swat through them. Dorr kind of skids to a stop on the warg, looks over at Uli and says, Mist Clan, wild out.

Tara / Journey:

Tibia says, yes.

Tim / GM:

Uli. Yeah? Instead of being your awkward self, something is summoned inside you that you didn't know existed. You cannot resist the rallying cry of your family. You enter a rage.

Hannah / Eryn:

Cool. Woah. So fucking cool. Okay.

Tim / GM:

When you enter a rage from any point now on, you get a free spell cast of any level, and then you immediately

Speaker 6:

surge. Does that count if

Speaker 3:

I have no spell slots?

Tim / GM:

Yes.

Speaker 3:

Oh, sweet. Okay. How do I go into a rage?

Tim / GM:

That's up to you, but the the effect is the same. You all can all see that Uli's muscles suddenly just kinda flex out. She becomes, like, totally, like, veined up and vascular, and her eyes go this bloodshot red. And you see her eyes just darting from side to side, and she lets out this, like, shrill squeal.

Speaker 3:

Why a squeal? Well I sound cooler than that. Okay.

Tara / Journey:

Make your noise.

Speaker 8:

Let's hear it.

Speaker 3:

And I would like to see if there are any weapons around me that aren't attached to Dave.

Tim / GM:

There's a flail that's been dropped by a downed knoll.

Speaker 3:

I will take it.

Tim / GM:

Okay.

Speaker 3:

And I'll, like, nudge Dave up.

Tim / GM:

Yeah. He stands with you.

Speaker 3:

So I feel like he should he should get in on this.

Tim / GM:

Yeah. Okay. What is your spell cast?

Speaker 3:

Can I move first? Sure. Okay. I would like to run into a crowd of gnolls.

Tim / GM:

Okay.

Speaker 3:

I guess I'll also thunder wave, and then I auto surge.

Tim / GM:

Yeah. That is an 8 on the thunder wave save.

Speaker 3:

They don't save.

Tim / GM:

They are blasted back.

Speaker 3:

10 damage, and then they're pushed 10 feet.

Tim / GM:

Okay. Yeah. 3 of those gnolls that had been, bonked with the mirror ball, were kind of retreating back into the crowd, and you just, like, followed them right to where they were, and they were the first ones to get hit by a thunder wave. And they are they have been made into corpses. Yeah.

Tim / GM:

Another pocket of gnolls just gets kind of blasted. You've actually you've cleaved this group in half, such that the gnolls are beginning to be separated now.

Speaker 3:

Okay. And then I'm rolling for my surge. That's really dumb flavor wise. I'm frightened by the next the nearest creature.

Tim / GM:

What insect is Uli afraid of?

Speaker 3:

Maybe beetles now.

Tim / GM:

Okay. Yeah. So, like, you run into the middle of these, gnolls, like blast them all to pieces, and then, like, in the midst of your rage, in the midst of all this carnage and and destruction, you see this fat beetle slowly flying through the air, and it kind of lands on your shoulder.

Speaker 3:

No. No. And I, like, I like slap it.

Tim / GM:

You can all see magic arcing off of Uli as it looks like she's about to explode again to try to get rid of the demon. You see, kind of in a whirlwind of action, Uli's other siblings have been called by this rallying cry that Dora let out as well. Barrett just stands up and 1 inch punches a gnoll,

Tara / Journey:

and its

Tim / GM:

head just caves in. Right. Viri, tackles 1 and just starts strangling it on the ground. And, Benthe

Speaker 3:

Yeah. He's not a fighter.

Tim / GM:

Benthe still just kinda runs away.

Speaker 3:

He's yelling taunting words.

Tim / GM:

Yeah. Ben like climbs a bunch of crates and starts shouting at people to fight back. Dave kind of looks at you in stunned disbelief before idly crushing a gnoll in the palm of his hand. Rolls him into a ball and flicks him away. The evening descends into a truly hog wild, chaotic mosh pit.

Tim / GM:

These knolls are no threat, especially pan around the scene to see each of you just demolishing whatever comes near you. These townsfolk have gone from fearful and and pocketed to chasing Knowles down alleyways and chasing them out of the city gates. By the end of the night, there's a lot of destruction the that have passed out in certain places. There are people sleeping in alleyways. There are people like sleeping in little groups holding knoll weapons.

Speaker 3:

This is a typical Friday night.

Tim / GM:

Where do all of you end up at the end of this, cleanup?

Hannah / Eryn:

Me and Holly probably just went where everyone else went in the bar on the inn or something, like curled up on a bench.

Tara / Journey:

Tibio is trying to gather the dead and move the gnollish dead out of the town and any townsfolk.

Tim / GM:

There were no casualties on your side. K. Barrett and Dave got the worst of it.

Tara / Journey:

Okay. Then I gather the injured and just make sure everybody's okay.

Tim / GM:

Yeah. It's it's very easy for Tibio to march the dead out of the city. These knoll corpses just obediently

Tara / Journey:

Also, I'm gonna check on Emery.

Tim / GM:

You can see that he's dehydrated and that he had been tortured to some degree. He's fairly injured and, in worse spirits than you've seen him.

Tara / Journey:

I have him water from my canteen because I don't trust the drinking water here.

Thomas / Guy:

The water is theoretically safe because Joe's far enough away.

Tim / GM:

But Yeah. Joe's gone. Also, this cistern where he was introducing the mind control element is is destroyed. So now it's still just a direct feed from the lake, although it's got no cistern to be stored into. Mhmm.

Tim / GM:

The next morning, Uli, you you wake to a cold cloth on your forehead. You open your eyes and see, Ulrich standing in front of you.

Speaker 3:

Oh, hey. Oh, my head hurts so bad.

Tim / GM:

I thought the wild out was gonna be tonight, not last night. You guys partied hard.

Speaker 3:

We pregamed a little bit. Welcome home, Ulrich.

Tim / GM:

Good to be back. You, you want a smoothie? And he offers you a blueberry smoothie. Yeah.

Speaker 3:

Yeah. That'd be great. Thanks.

Thomas / Guy:

The

Tim / GM:

rest of your gang is already up. It's, it's 2 PM.

Speaker 3:

Good afternoon. Do they need me anywhere?

Tim / GM:

Eventually. We gotta get ready for tonight, but How are the rest of you received this morning?

Hannah / Eryn:

Holly's probably just trying to get things mended up with her, cantrips, helping out where she can. She's kinda subdued this morning.

Thomas / Guy:

Bert is gathering quotes from the townspeople Okay. About the wild night.

Tara / Journey:

Nice. Tibio is, yeah, pretty somber. This was like the first Massive amount of violence and death he's really seen and even though everybody's told him that it's okay, like he's still not sure how he feels about it. Mhmm. Though he knows what was necessary.

Tara / Journey:

Mhmm. Yeah. Just very introspective trying to help out where he can.

Hannah / Eryn:

He's a young boy from his home from his first battle. War. Yeah.

Speaker 3:

You're a man now.

Thomas / Guy:

Now you're a man.

Tim / GM:

Snack. Carnage Hero. Tibio.

Speaker 6:

Yes. Yes, Snack.

Speaker 7:

I was wondering, did we do well last night with killing the gnolls?

Speaker 6:

I think so. I don't know. I I do not think that killing is something that we should do, but this town was in danger and from what everyone has said there is no way to reason with the nose. I don't know. What do you think?

Speaker 7:

I I tried making some traps to be o that, wouldn't kill the gnolls, but just catch them. Unfortunately, I just keep catching children around the city. I am quite tired.

Speaker 6:

Snack, you are letting the children go. Yes?

Speaker 7:

Of yes. Yes, of course. But I wanted you to know that I I do try, Tibeo.

Speaker 6:

Thank you, Snick.

Tim / GM:

Ilya kind of overhears your conversation and says, oh, boy. Alright. Snack. Let's go free those kids.

Speaker 7:

See, I told them not to come by again, and they they think it's fun, I swear, that time this morning.

Tim / GM:

How many traps did you lay?

Speaker 7:

I did not sleep much. There's 3 pit traps in one, tripwire, but they seem to think it's fun to find the holes in the ground.

Tim / GM:

Do you remember where they all are?

Speaker 7:

I think so.

Tim / GM:

And, Uli, you step back inside after experiencing the sunshine for just a second. Emery is on the ground here. It's just you and Tibio, Uli. Emery kind of stirs awake, and, you can hear him, like, tip over a glass as he, like, rolls over.

Speaker 3:

Get up.

Speaker 6:

Give him a minute.

Tim / GM:

He is, face down on the floor of the bar.

Tara / Journey:

He has been through much more than we have these past 2 days, and we have been through much.

Speaker 3:

I hate it when you're reasonable.

Tim / GM:

You, you see his shoulders kind of shrug and then his shoulders kind of bounce. And it takes you a second to realize that he's sobbing into the floor.

Speaker 3:

Oh, no. No. Tib Tibialis is not my wheelhouse.

Tara / Journey:

I kneel on the ground and gently place a skeletal hand on his shoulder.

Tim / GM:

You can hear him do that kind of rapid inhale.

Speaker 6:

Emery, it is okay now. Joe is gone.

Speaker 7:

I didn't even try. I couldn't move.

Speaker 6:

You had no choice. He had control. He had control of the whole town. It was not your fault.

Speaker 7:

I couldn't save him.

Speaker 6:

Oh, only he's talking about his best. Oh, but

Speaker 3:

hey, Emery. I think you might need this right now. And I hand him the tantrum tankard.

Tim / GM:

I think he takes it, and he throws it across the bar.

Speaker 3:

Why does no one wanna use this? I swear it's good.

Tara / Journey:

Tibio kinda, like, settles into sitting on the floor and helps Emery kinda, like, sit up a little bit instead of, like, laying on the floor like a

Tim / GM:

Yeah. Dirty mom.

Tara / Journey:

Baby. And he says,

Speaker 6:

I am sorry, Emery. I know that it is something very personal to you, but we saw we saw your memory of what happened in the cave with the boy.

Tim / GM:

He just kinda, like, lets out a heave.

Speaker 6:

Emery, it it was not your fault. You were overwhelmed. You were outnumbered. You were not equipped for that battle.

Tim / GM:

Yeah. He he looks a lot more defeated and subdued than you've ever seen him. He doesn't say much, but he, he seems to kind of try to stick by your side, Tibio.

Speaker 3:

Well, I I think you've got this covered. What what's that, Ulrich? He's calling me. Okay. Bye.

Tim / GM:

Yeah. You run outside and find Ulrich. The rest of your party is, being conscripted by other townsfolk to kind of help out around Hogwild. They still fully intend on having the festival tonight, getting getting as fucked up as they did the night before. Ulrich has brought a enormous convoy from Tilderie full of food.

Tim / GM:

There are several wagon carts, like 16 deep, just chockablock full of supplies. He's pulling one cart into town, and, when he kind of arrives at the center, he explains that this cart is meant for the Wild Out Festival. The rest of the carts are destined for Vindorn. In fact, that is the convoy that Dorr is supposed to protect.

Speaker 3:

He's protecting Ulrich's convoy.

Tim / GM:

Right. Ulrich actually isn't going any farther.

Speaker 3:

Okay. Good.

Tim / GM:

Yeah. He's going back to Tildry after today. He has to go run things with Margo.

Speaker 6:

Ulrich, what are you moving from Tildry to Windhorn?

Tim / GM:

Oh, it's just, food, supplies, aid, like blankets and stuff. They need it really bad in Vindorn.

Tara / Journey:

Oh, I see. I assumed that Dor was gonna be doing crime. I thought it was gonna be a crime caravan, but it's an outreach caravan. Yeah. That's way better.

Speaker 3:

He just does what he's paid to do. Yeah.

Hannah / Eryn:

Are we all back in the bar at this point? Or where are we?

Tim / GM:

Yeah. You're all, like, in the scene whenever you wanna be.

Hannah / Eryn:

Okay. Sorry. Sorry.

Thomas / Guy:

What's the situation up there in Vindor? It sounds pretty bad.

Tim / GM:

Yeah. They, their central governance has essentially collapsed. The citizens can't get any kind of aid, especially the ones who are resisting right now. They need a lot of help.

Hannah / Eryn:

Another uprising, I see.

Tim / GM:

Well, not so much. They tried and where Tildrey succeeded, they did not. We're just trying to keep them on life support.

Hannah / Eryn:

Any evil judges up there?

Tim / GM:

No judges at all. That's part of the problem.

Hannah / Eryn:

Just a dictator?

Tim / GM:

Just a king.

Hannah / Eryn:

Oh. Oh. I was right. What's the king's name again?

Tim / GM:

Nobody knows.

Tara / Journey:

King Vin.

Hannah / Eryn:

He who should not be named.

Tim / GM:

King Vin Diesel.

Thomas / Guy:

And how's it going back in Tildrey since we've been gone?

Tim / GM:

Not bad. Judge Flann is up for a trial pretty soon. Judge Margo presiding.

Hannah / Eryn:

Nice. That's my bingo.

Thomas / Guy:

I hate to miss that.

Tim / GM:

Jinx is under lock and key. I don't think he'll ever get out.

Hannah / Eryn:

Have you heard anything from Ivy?

Tim / GM:

Sounds like things are going pretty good. Their patch is all sold out. They made a killing. Holly, you well, I had to check-in with them. I think they owe you a pretty penny.

Hannah / Eryn:

I can't wait to see him again.

Tim / GM:

They miss you already. They told me so before I left.

Hannah / Eryn:

Aw, that's nice. If you see them before I do, tell them I'll be home soon, and I can't wait to see them again.

Tim / GM:

I will. I'll be going back pretty soon here. I just, couldn't miss the Wild Out Festival. This is the first time in 6 years we've had the whole clan together.

Hannah / Eryn:

That's amazing.

Thomas / Guy:

Ullrich, I wish you could have seen the whole clan fighting together last night. It was truly a sight to behold.

Tim / GM:

Yeah. I heard some pretty wild stuff.

Hannah / Eryn:

Yeah. They, beasted out for sure. What did you call that? What did they call it? The NIS battle cry?

Tim / GM:

Oh, man. Did Dor rage?

Speaker 3:

He did. Yeah.

Speaker 6:

And so did Uli.

Tim / GM:

Oh, wow.

Hannah / Eryn:

And so did every Ness that was there.

Speaker 3:

I Yeah. I don't know what came over me.

Tim / GM:

Just That's like that time that older kid tried to beat up Bent. Remember half of us started going wild. We almost killed that bully. Yeah.

Speaker 3:

We got in so much trouble. We don't talk about it anymore. Right?

Tim / GM:

Bert, at that moment, Ilya nabs your attention. She's been kind of quietly moving about town this morning. When she finds you, she says, hey. I've, I've got kind of a strange request.

Thomas / Guy:

Oh, lay it on me.

Tim / GM:

Can we go talk somewhere?

Thomas / Guy:

Oh, sure.

Tim / GM:

You move out of the bright sunlight back into the hair of the hog, which is pretty much empty at this time of day. She sits you down at a table and says, I you are You have.

Thomas / Guy:

Alright, Aliyah.

Tim / GM:

Okay. Look. And she, like, holds out her arm and shows you the Tildry tattoo on her hand. And she says, can you do something about this?

Thomas / Guy:

You want me to remove it or, like, paint over it, make it look like a dog or something?

Tim / GM:

No. No. That that gatekeeper said he'd be able to get it off, but he's floundering. He can't, and I don't wanna be bound to Tildry. I don't wanna be bound to anyone.

Thomas / Guy:

That makes sense. And with a new government in Tildry, there's no repercussions for doing so. I guess you can't be summoned by snack at any moment. Did you know that's something he can do?

Tim / GM:

I was not aware of that, but I think that just makes this more of a urgent crisis.

Thomas / Guy:

Can you

Tim / GM:

get this off or not?

Thomas / Guy:

I'll see what I can do. I take out the silver light quill and start sucking.

Tim / GM:

Yeah. It's like Doctor. Kelly

Thomas / Guy:

way. You like

Hannah / Eryn:

They're in the bar, aren't they?

Thomas / Guy:

Yes. Oh, okay. God.

Tim / GM:

Yeah. You, absorb this tattoo, which also means you have the ability to put this on somebody else. Yeah.

Thomas / Guy:

I would yeah. I wondered if I can make use of the ink.

Tim / GM:

Yeah. You can store the ink in a spare vial. She says, wow. That is a huge weight off. You get summoned and roughed up once in your life, and you feel like it's just gonna happen again and again.

Thomas / Guy:

I imagine that's pretty traumatizing.

Tim / GM:

I, I owe you, again.

Thomas / Guy:

Don't even mention it. No. Got any other embarrassing tattoos you need me to take care of?

Tim / GM:

I I do owe you though. I'll I'll find a way to repay you.

Thomas / Guy:

That would be great.

Speaker 3:

I love this back and forth where he's gonna invert or she's constantly owing him a life debt.

Tim / GM:

We're gonna need a lot of help setting up for tonight. You know that. Right? Just because you're hungover doesn't mean you get to slack off.

Speaker 3:

I didn't expect it. Mom's kinda a hard ass about that.

Tim / GM:

Yes, I am. Where's your friend, Scaly and Bones?

Thomas / Guy:

I love that.

Hannah / Eryn:

I love that.

Speaker 3:

It's like like a buddy cop.

Thomas / Guy:

Yeah. It's only a

Speaker 3:

night. Yes.

Speaker 8:

Snack comes out from, behind the corner. Oh.

Speaker 3:

Oh, yeah.

Tim / GM:

Yeah. Yeah.

Hannah / Eryn:

So There's snack.

Tim / GM:

Snack comes out from behind the corner and you see a child running the opposite way going,

Thomas / Guy:

I'm free.

Hannah / Eryn:

I'm free.

Speaker 7:

For now.

Tim / GM:

They run faster. Ulrich. Yeah.

Speaker 7:

Hey. Did the library say anything about missing books?

Tim / GM:

Well, there were some books in the tower of magic that I don't think we're ever gonna get back.

Speaker 7:

But no. So strange, Robert, to do this. Well, what did what is it that you need, Ulrich?

Tim / GM:

Kind of a novelty, but I wanted to experiment. You've got like fire breath. Right? Yes. I have this theory that people are gonna be crazy about eating steaks that have been dragon roasted.

Tim / GM:

Do you think you could do that for us?

Speaker 7:

Oh. I feel strange about this request.

Speaker 3:

Nick, that sounds so cool.

Speaker 7:

And, of course, it's cool that it involves a dragon, but seems a little, you know

Tim / GM:

I'll get the grill set up. You just hang tight. Bones, I'm gonna need your help too.

Tara / Journey:

I I look around like anybody else could possibly be called Bones, and then I point at myself. What?

Tim / GM:

Yeah. You, bones. I was wondering okay. He's a little wild. Right?

Tim / GM:

And he's pointing to a snack.

Speaker 6:

It depends on your definition. I don't think that he is necessarily hog wild wild, but he's cobbled wild.

Tim / GM:

Well, good. We're gonna need somebody. I was hoping somebody calculated and somebody kind of, let's say, fierce, to hunt this year's boar. What do you think about that?

Tara / Journey:

Tibeo has never thought of himself as fierce in his life, but this is a moment of inspiration. He puts his skeleton hands on his skeleton hips and straightens up to his full skeleton height and says I

Speaker 6:

would be honored.

Tim / GM:

I mean, you're calculated, and and he's fierce.

Speaker 6:

Do you want to snag Duhan to the bar?

Speaker 7:

I

Tim / GM:

don't know how into killing you'd be. I just need to make sure that he doesn't cause a lot of damage while he's out there.

Speaker 6:

Oh. Oh, I yes. I guess. I can help him.

Tim / GM:

I mean, we don't have to call it babysitting, but

Speaker 6:

Oh, yes. I guess I could do that.

Tim / GM:

Great. Well, I think by the time you guys get back, we should be all set up and ready to go. So, good luck.

Tara / Journey:

Tibio walks over to snack and puts a hand on his shoulder and

Speaker 6:

goes, let's go find a ball.

Speaker 7:

What are we doing with the spore?

Tara / Journey:

It's not going to kill it.

Tim / GM:

At the same time, mama Niss is walking around town. Actually, she's gonna make a stop by Holly first. It says, hey, Fortune. I need a favor from you.

Hannah / Eryn:

Lady Fortune to you, mama Niss and Holly Wingsetter.

Tim / GM:

I,

Speaker 3:

will you stop hitting

Thomas / Guy:

on all my family members?

Hannah / Eryn:

You're not hitting on arms. You're cheeky. Oh, man.

Tim / GM:

I remember you saying you were pretty good with a needle and thread.

Hannah / Eryn:

Oh, yeah. You know, I've sewn a garment or 2.

Tim / GM:

Well, I'm, sort of an amateur, and I was, I was trying to make something for Ollie, and I wondered if you could help, spruce it up a bit.

Hannah / Eryn:

Definitely. What are you making? Can you show me?

Tim / GM:

Yeah. She takes out, the this, pair of handmade overalls. She

Thomas / Guy:

says No.

Tim / GM:

I really wanted to make her something nice. I just I was even trying to follow this really expensive pattern that I bought. It's supposed to be magic when you're finished with it, but I I couldn't figure it out.

Tara / Journey:

That's so cute.

Tim / GM:

I can frame a house in half a day, but I can't run a needle through a thread or I can't thread it. Damn it. You know what I mean?

Hannah / Eryn:

Holly sees a little, package pinned to the back of the overalls. That's the pattern, and it's got h h in the corner. It's one of her own patterns.

Thomas / Guy:

Yeah. Holly, this is a

Tim / GM:

a very early model that you made. These are fire resistant overalls.

Hannah / Eryn:

And Holly, like, looks at the back and sees that pattern book, and she's like,

Thomas / Guy:

yeah.

Hannah / Eryn:

I think I could help with this one.

Tim / GM:

Anyway, do you need the pattern?

Hannah / Eryn:

Maybe just for reference will be good. But, yeah, we'll take a look. Did you wanna give it to her tonight?

Tim / GM:

If we could. I don't know how quick you can work, but I'm sick of staring at this thing.

Hannah / Eryn:

I got it. Don't you worry.

Tim / GM:

She looks at the package and says, I hate these h's. It's like it's laughing at you.

Hannah / Eryn:

Oh, well, you know, a laugh in the day is a punch in

Thomas / Guy:

the night. Oh. I couldn't think of that

Hannah / Eryn:

much. We could just cut that. Sorry.

Tim / GM:

It's it's good to take care

Thomas / Guy:

of you

Speaker 3:

to fall

Thomas / Guy:

from it.

Tara / Journey:

A laugh in the day is a punch in the night.

Speaker 3:

It's one of those weird, high wilds hairs.

Tim / GM:

No. Mama ness continues to check on you throughout the day. Uli. Yeah. It just so happens that you and Dave ended up repairing a lot of the town together.

Tim / GM:

Oh. Give me a strength check.

Tara / Journey:

Give me a romance check?

Speaker 3:

Could I please use my scroll of bull strength first?

Tim / GM:

Sure.

Speaker 3:

Because I have one of those. Okay. Strength check.

Speaker 6:

No.

Speaker 3:

Okay. So I have advantage on strength. 15?

Tim / GM:

15?

Speaker 3:

Yeah. Okay.

Tim / GM:

Yeah. You're, you're you're handily pushing up this giant, like, spiked wooden timber. You're, like, raising it back into place. And, though you don't quite need it, Dave kind of, puts a hand sort of over you and, like, helps, like, lift it into place.

Thomas / Guy:

And,

Tim / GM:

it helps you, like, tie it down so that it stays upright. You can see him kind of wincing as, he's putting some pressure on his, brand mark from the night before.

Speaker 3:

Oh, shit. Hey. I'm sorry about that.

Tim / GM:

Oh, it's not your fault at all. You didn't do it. It's it's nothing.

Speaker 3:

Can I can I see it?

Tim / GM:

He, moves his arm. It's sort of like on his ribs. Still kinda fresh. And, you can see that it's still like a pretty much glistening wound. It's a big h.

Speaker 3:

For hog wild? Yeah. Oh. I was like h for what?

Thomas / Guy:

Hamburger. No.

Speaker 3:

Oh, man. That looks that looks really painful. Is this always gonna remind you of that?

Tim / GM:

It'll always remind me of the time that my friend saved me in Hogwild.

Speaker 3:

Aw. That's a good way to look at it.

Tim / GM:

Yeah. He kinda like looks like staring at it, and he's like, it does hurt though.

Speaker 3:

Yeah. My mom might have, like, a good poultice or something. She she makes her own home remedies.

Tim / GM:

Your mom,

Speaker 3:

Yeah. I can go get it. You don't have to here, just come with me.

Tim / GM:

Yeah. You you go and track down, mama Niss. When you enter the hair of the hog, she kind of, like, steps in front of Holly, who is working on the overalls and, sort of, like, tries to get you to to look away from what's being created.

Speaker 3:

Okay. Weird. Hey, mama. Mhmm. Do you have any,

Thomas / Guy:

Let's go over here.

Speaker 3:

Oh, yeah. Okay. Do you have anything that would be good for this? Like the burn?

Tim / GM:

I mean, yeah. If you had pinched him somewhere else, it could help distract the pain. And she, like, tries to get near him.

Speaker 3:

No. Like, something to put on it. Oh,

Tim / GM:

yeah. Got a couple things. And, she goes behind the bar, and Bent is just like, excuse you. And she just starts going through all of Bent's shit and, like, taking out his, yeah, his supplies. And, she starts crushing up some strange roots into a bowl.

Tim / GM:

And he's like, we need those for martinis, mom. And, she comes back with this little, poultice of of crushed herbs in a bandage. And, she lays it over the wound, and she's like, that should stick pretty well. Willy, this is like when you used to, blow up?

Speaker 3:

Yeah.

Tim / GM:

Have Have you ever seen Uli's burns? Oh. She's talking to Jay.

Speaker 3:

Don't have to

Tim / GM:

It's right on her little butt. She, she she scorched the shed to pieces one day and a little timber fell

Speaker 3:

on her.

Hannah / Eryn:

No. It's We

Tim / GM:

were all pretty scared, but she's fine.

Speaker 3:

No. That never happened.

Tim / GM:

Dateless, is that what

Speaker 3:

that was? No.

Thomas / Guy:

Mama.

Speaker 3:

You guys seem good here. Alright. Is that Ulrich? I got I gotta go. See you.

Thomas / Guy:

Bert, rushes through the open door, and he's out of breath. He goes, I sense that there's an embarrassing story about it. Oh, okay. Did I miss it?

Tim / GM:

You just missed Burn Butt herself, but I'll tell you all about it.

Thomas / Guy:

Thanks, pal.

Tim / GM:

In the, the woods, not far outside of town, Tibio and Snack have followed a, stony little crag, tracking down this old boar that's got a few arrows sticking out of it. You can tell this thing has lived a long and full life. It is, near its den and it's just kind of snuffling around in the dirt.

Speaker 7:

Why are we here, Tibio? Is this a test?

Speaker 6:

Not a test, but it is a job. We have been tasked with, procuring dinner. And that is our target.

Tara / Journey:

And he points to the boar.

Speaker 7:

And you don't mind this? We don't have to have a trial?

Speaker 6:

This is a little different. I personally would not consume the pork, but I understand that others do eat meat. So it is acceptable as long as we are kind in our killing of it.

Speaker 7:

Kind and killing. Kind. I've heard something of this before.

Speaker 6:

So I will leave the task of the violent part to you as that seems to be your strength, and then I can carry it home to our world.

Speaker 7:

Tibio, I I was born with a stronger right hand. I We discussed this long ago and I found that when I needed to stab with my left, it was harder. So I stabbed with my left. Here you go,

Speaker 8:

in a hand, Tibio, the dagger.

Speaker 6:

You want me to stab with my left hand?

Speaker 7:

If you so desire, but I think it must come from you, Tibio. I have heard of what Ulrich speaks, and I think Vindorin will be a dangerous place with many things that deserve death. I think you need to work on this.

Tara / Journey:

Tibio looks at the dagger for a while

Thomas / Guy:

and nods

Tara / Journey:

to himself.

Speaker 6:

Yes, Snack, you may be right. I know we are going to some dark places and maybe it is time for me to grow up.

Tara / Journey:

And he kinda straightens up and walks over to, like, behind the bore.

Tim / GM:

Yeah. Give me a a stealth check as you approach. This thing is kind of pushing its nose through the dirt of all of its previous kills. It's got there's a bunch of, like, old bones laying around its den. 8.

Tim / GM:

Oof. You step right onto an old dry bone that cracks in half, and the boar kind of, like, sits up with a start and turns around and looks straight at you, Tibio.

Tara / Journey:

Is the boar a small beast? Yeah. Oh, no. I say,

Speaker 6:

I am very sorry, my friend, but I have been tasked to provide food for the people of the nearby village.

Thomas / Guy:

That's fucked up.

Tim / GM:

Yep.

Speaker 6:

It will be quick.

Tim / GM:

It, it's, like, just frozen in place staring at you. And then you see its feet kind of like shuffle back and forth and it says, you think you got a chance? You think you got a chance half pint? Check the footwork. He

Speaker 7:

So it's

Tim / GM:

kind of like darting back and forth side to side, and he looks at you and he's like, take a stab, my dear. You see these arrows? You got nothing. Nothing.

Tara / Journey:

I, with the bones on the ground, I make a little fence

Tim / GM:

Okay.

Tara / Journey:

Around him.

Tim / GM:

Yeah. Give me another stealth check.

Tara / Journey:

Oh, Jesus. This is so much worse than I thought it would be. Oh, natural one.

Hannah / Eryn:

Oh, no.

Tara / Journey:

Oh, no.

Tim / GM:

Okay.

Tara / Journey:

Oh, no. Okay. Sweet lord.

Speaker 7:

Never talked to your dinner.

Tara / Journey:

I made a horrible, horrible decision here.

Tim / GM:

The bones begin to, rattle in a large circle as you That is a 16 to hit.

Tara / Journey:

Yeah. That hits.

Tim / GM:

9 piercing damage as it chomps down on you.

Tara / Journey:

Did we have a long rest?

Thomas / Guy:

Yes. Yeah. That's an excellent. Okay.

Tim / GM:

And, this thing is, effectively, on top of you. Make a strength save or else you are prone.

Speaker 3:

6. You

Speaker 6:

are prone.

Tim / GM:

Jail. This boar is on top of you, and it just, like, took a bite out of your arm and is about to go for your face.

Tara / Journey:

I cast vampiric touch.

Speaker 6:

16.

Tim / GM:

Wow. Yeah. That hits the board.

Tara / Journey:

9.

Tim / GM:

You reach up at this thing, maybe trying to defend yourself, maybe really meaning to kill it. But, Tibia, you also realize in that moment that if you don't do this, it's going to kill you. You reach up and touch its skin for just a brief moment, and, you you grab for life, and you you do. You grab onto some life, and you drag it out of the bore, and you feel it just kind of fall heavy on top of you, and then you just sort of roll out from under it.

Tara / Journey:

It's dead? Yep. I get up.

Speaker 6:

Snack, I I did it.

Speaker 7:

You did it, Tibeo. You did well.

Speaker 6:

I, I don't think I should have talked to it first.

Speaker 7:

Yes. That was a little disturbing, but But

Speaker 6:

I did it.

Speaker 7:

You did yes. You did.

Speaker 6:

And I did not need the dagger.

Speaker 7:

I don't know why that's important distinction.

Speaker 6:

I don't I don't I

Speaker 7:

Sibio.

Speaker 6:

Yes.

Speaker 7:

Much of my life has been like that.

Speaker 6:

Confusing and stressful?

Speaker 7:

With a large boar and ready to chop my head. We did good, Tibio. They did not think through getting enough help for us to move this, though.

Speaker 6:

Oh, we do not need help with that,

Tara / Journey:

and I just use the necromancy to pick it up.

Tim / GM:

You you go to use your necromancy on it, and you hear, never surrender. And it gets up and it starts, like, sprinting away from where you guys are. What? It's got this big, like, necrotic wound on its neck, arrow sticking out of its back, flopping around, and it's just, like, sprinting through the dirt away from you guys.

Speaker 3:

Oh my god.

Tim / GM:

It says, I'll never die.

Tara / Journey:

Is it dead

Thomas / Guy:

or

Tara / Journey:

is it not dead?

Tim / GM:

It's not dead. Okay.

Speaker 6:

Snack, I did not do

Thomas / Guy:

it. I am sorry. To

Tim / GM:

sprint down the canyon, and you just hear it kind of, like, echoing as it runs away. And it says, many have tried, not not succeeded.

Speaker 6:

Maybe we should find something else.

Speaker 7:

We we cannot leave it like this.

Speaker 6:

It seems to just I think it was fine.

Speaker 7:

I'm very surprised. Yes. It seemed it should not be fine, but it is. I do think it is our duty to put it out of its misery at this point.

Speaker 6:

It did not seem particularly miserable.

Speaker 7:

I will be quite embarrassed to be here if we come back to strong adventurers and unable to slay a boar.

Speaker 6:

Okay. I suppose I start

Thomas / Guy:

walking off after the boar. Kinda dejected.

Tim / GM:

Yeah. You, you eventually come upon it again. It is like at a river's edge, just like drinking some water, and it's got its big stupid eyes looking out for you.

Thomas / Guy:

I give

Speaker 8:

it to your back the knife.

Tara / Journey:

Jesus.

Speaker 7:

Just this this way works really well most of the time.

Tara / Journey:

Yeah. I run up and try to stab it.

Tim / GM:

Okay. You're trying to stealth this time?

Tara / Journey:

No. Okay.

Tim / GM:

Alright. The boar turns to face you as you, run up towards it.

Thomas / Guy:

And

Tara / Journey:

I don't even know where to aim. I'm just, like, running and yelling.

Tim / GM:

Yeah. Give me give me your little Tibio. The boar looks up at you and goes, and it charges towards you. Give me a, contested melee attack.

Speaker 3:

This is the best spin off for

Tara / Journey:

this. Jesus Christ. What do I add to it?

Tim / GM:

Whatever you would make with a dagger. So your dexterity and proficiency.

Speaker 3:

8.

Tim / GM:

Wow. The boar gets underneath you and flips you over its back

Thomas / Guy:

Oh my god.

Tim / GM:

Into the river. You take one bludgeoning damage as you fall into the water. Snack. You see the boar is doing its, like, fancy feet again, kinda crossing its little hooves over each other.

Thomas / Guy:

It looks

Tim / GM:

up at you and says, what do you got, Pipsqueak?

Speaker 7:

I have experience in emotion. I'm not familiar with, cringe. Cringe. I'll ask Bert to write this down. Tibio, you must do this.

Tara / Journey:

I cast chromatic orb.

Tim / GM:

Okay. And what, what element do you infuse it with?

Tara / Journey:

Fire. Roast piggy. Taking a page out of Snacks Book.

Speaker 6:

13.

Tim / GM:

Okay. That hits the board.

Tara / Journey:

My gosh. I'm rolling fours and sixes back to back to back to back to back.

Tim / GM:

Yeah. What is the damage to your chromatic orb?

Speaker 6:

3 d eight damage.

Thomas / Guy:

12.

Tim / GM:

Alright. The boar begins to charge at you in the river as this chromatic orb comes sailing towards it. Your orb shifts colors from blue to green to violet, and then it settles on red, and it begins to, erupt into flames. The boar charges headlong into the sphere of flames, and it just says, I'm invincible And just kind of fades out. Come on.

Tim / GM:

It stops at the river's edge kind of in mid charge pose.

Tara / Journey:

I cautiously walk up to it, and then I, like, push it a couple times to see if it's actually dead this time.

Tim / GM:

Yeah. It, it, like, exhales some dust, and you can tell that it has breathed its last.

Speaker 6:

Snek, I really did it this time.

Speaker 7:

Please just stab it once more just to be sure.

Speaker 6:

I haven't stabbed it a first time.

Speaker 7:

I know. Well, okay. Do it do it for sure this time.

Tara / Journey:

I like poke it a little bit with the dagger. I don't actually stab it. I like hold it with my fingertips.

Speaker 7:

Okay. Tibio.

Speaker 6:

Yes, Nick. I think this was very good for me. I'm glad that you suggested this.

Speaker 7:

Now don't get too carried away. It can be quite addictive.

Speaker 6:

I have no interest in ever doing this again, but I think it was good.

Speaker 7:

I see. Well, should we just kill a few more things just to be sure we have enough?

Speaker 6:

I think that we are probably fine.

Speaker 8:

Okay. And I throw some frogs out of my

Tara / Journey:

pocket. And we drag the corpse back to Hogwild. Yeah.

Speaker 3:

Just marching into town.

Tim / GM:

Holly, as you, finish up the overalls, is there any finishing touch or special mark you wanna put on it?

Hannah / Eryn:

So Holly was following, her old pattern which, was one of her originals, and she decided to it up a little bit. I don't know if this is an opportunity to try to use the magic tower thread, Tim.

Tim / GM:

Mhmm. Definitely.

Hannah / Eryn:

Okay. So I got this from Margo Bingo, and it is the flexible reagent that can make, I can make magic items with. And so I know they were fire resistant to begin with. I think Holly wants to still have him be fire resistant. I'm trying to think of, like, what else might be good for Uli's whole thing.

Hannah / Eryn:

Holly is gonna use well, she knows she's gonna attach the crystals to, the little, buttons that hold the overall. She's gonna make them like black crystals.

Tara / Journey:

Okay. The straps

Hannah / Eryn:

Sick. And, like, the straps that, like, hold it on and around it. Mhmm. So, like, those are gonna be, like, where the crystals are on it that attach it to the weave. And as she's sewing, she's trying to think of something that that Uly really needs.

Tim / GM:

While you're making these, mama keeps checking on you.

Thomas / Guy:

You know,

Tim / GM:

there's there's not a day that goes by that I don't worry about her. I mean, I know she's fine. You know, she's strong and magic and whatever, but I still worry about her. You know? She's kinda dangerous.

Tim / GM:

But she's she's also sweet, and I think sometimes she gets, I don't know, a little lonely. It's it's hard for her to keep friends. She tends to scare them off. I don't know. It's it's never been easy for her.

Tim / GM:

But, you know, if this helps protect her, if this helps her, you know, keep it in or keep people safe or keep herself safe, I I know you, Holly.

Hannah / Eryn:

I definitely have tweaked the pattern just a little bit. They're still fire resistant, still, very cute. I mean, badass. Very badass. Holly, like, goes shifty eyes like, is that what works care about, half works?

Hannah / Eryn:

I don't know. And then she says, what do you think of some extra, you know, constitution, some health and vitamins Yeah. Built in.

Tim / GM:

Anything that'll keep her upright.

Hannah / Eryn:

Well, I'm a call these the vitamin fire pants.

Speaker 3:

Never tell Lily

Thomas / Guy:

that. She will.

Hannah / Eryn:

Just just for myself.

Tim / GM:

She kind of holds them up after they're complete, and she says, wow. This is better than the pattern. She, steps on the pattern package. She goes, screw you, h h.

Hannah / Eryn:

Holly just, like, cringes a little bit and scrunches up her nose, at that and then doesn't say anything.

Tim / GM:

These are great. Thanks, Fortune. Holly, thank you.

Hannah / Eryn:

No problem. Anytime.

Tim / GM:

The day kind of wears on. Night is approaching. People are starting to get excited, and they're sobering up from the night before and ready to drink again. Snack, Ulrich kind of gives you the signal. He's got the boar in place.

Tim / GM:

He's got the steak flanks in place. He wants you try to breathe fire on as much of this as possible. This is the year they all had dragon fire.

Speaker 7:

Yes. Of course. Is it now, Ulrich?

Tim / GM:

Yeah. Looks around. He says, hold on. Let me make sure everybody's watching. He's just like, hey, everybody.

Tim / GM:

He's a dragon. Whoo.

Speaker 7:

I'm a dragon.

Tim / GM:

Yeah. There's some applause and claps and cheers.

Hannah / Eryn:

Cool. That's our friend.

Speaker 8:

I dart up into the air, just fly straight until I'm basically out of sight. I'm guessing it's, like, evening. Yeah. And then I, just stop flying and just, like, free fall until I get close to the ground and then just do, like, a fly by.

Tim / GM:

Yeah.

Speaker 8:

You know, just get really fast flame. Swoop. Really quick, like, short flame burst, and then I circle back around, do a barrel roll or whatever. Yeah. And then do, like, a full on, like after

Tim / GM:

that. Cool. Yeah. There's like this, napalm effect as you all feel the the brightness and the heat coming off of this grill. And, you can see that a lot of the steaks are set momentarily ablaze as the extra hot dragon fire rolls over them.

Tim / GM:

But the place erupts into applause and cheering, as the night begins to kick off in earnest. You all see Barrett walk over towards the water tower, and all the pipework that's sticking out of the ground, and then he just takes a flat hand and he just, like, punches the thing. And the fountain just starts gushing water into the air, and, a bunch of kids, like, run towards the fountain and start playing under the the water fountain.

Speaker 3:

Sick.

Thomas / Guy:

I think just 24 hours ago, that water was controlling people's minds.

Tim / GM:

So the, the Wild Out Festival, starts first thing they wanna do before the sun is down is a watermelon eating contest. These watermelons are from the Barrow family farm. These things are enormous. Each contestant gets one watermelon to try to eat. Who wants to compete?

Hannah / Eryn:

Holly wants to.

Tim / GM:

K.

Speaker 3:

Do I have the overalls yet? No. Okay. Then I'm not partaking.

Tim / GM:

K. What?

Tara / Journey:

Studio doesn't understand what's happening. This is a cultural experience he's never had, so he just thinks that everybody's gonna eat watermelon and have fun. He doesn't understand it's competition, but he is going to try and eat 1.

Tim / GM:

Okay. Alright. We got Holly and Tibeo, kind of up on stage. Dave is up there, and, we'll say

Hannah / Eryn:

B'Day.

Tim / GM:

Yeah. Okay. Dave and Bidet are also on stage. Everybody who's participating, give me a constitution save. We're gonna lose 1 person per round here.

Tara / Journey:

So Tibeo act actually, like, followed Holly up there.

Tim / GM:

Okay.

Tara / Journey:

So he's kinda looking around and watching everybody else, like, go to town on these watermelons, and he like Starts to like scoop pieces out of his and take little bites.

Hannah / Eryn:

I got 20.

Tara / Journey:

Tibio takes the first bite and he realizes that this is very sweet and very good, very delicious and very refreshing.

Thomas / Guy:

Mhmm.

Tara / Journey:

So he starts to really dig in, and he gets a 17.

Tim / GM:

Damn. Okay. So Dave is doing fine. Bidet takes one bite of marimo and realizes that, healthy food is not for bidet.

Hannah / Eryn:

And, Crumbs.

Tim / GM:

Bidet just descends the steps of the stage after one bite of the bottle. And Ben just says, we have our first loser. Go ahead and roll again, everybody.

Hannah / Eryn:

Can I use luck on this save? Yes. Sweet. I'm gonna use luck.

Thomas / Guy:

Watermelon eating luck.

Hannah / Eryn:

Damn it. 6.

Speaker 6:

K. 22.

Thomas / Guy:

Oh. Sweet. JBL loves watermelon.

Tim / GM:

Dave got a 2. He kind of, like, leans back and pats his belly, and he says, there's a lot of water in those things. I'm not a

Speaker 8:

Not water buffalo. No.

Tim / GM:

Damn it.

Speaker 7:

We're gonna do it. I'm sorry.

Thomas / Guy:

That was good.

Tim / GM:

He looks down to the crowd, and he goes, yeah.

Thomas / Guy:

I'm not

Tim / GM:

a water buffalo. And he descends the stage. It's just you now. By the crowd. Yeah.

Tim / GM:

The crowd kind of tightens up and cheers on the 2 of you. This is the last round of watermelon eating. Let's see who pulls it off.

Hannah / Eryn:

7.

Speaker 3:

22 again. Alright. Woah.

Tim / GM:

Holly, you start to feel the bloat as, you've consumed just too much watermelon. And, Tibio, you are gnawing the rind of your barrel

Tara / Journey:

I'm, like, sitting in half of it and, like, still, like, licking the other half of it.

Speaker 6:

Like, this is delicious. I've never had this before. Hollie, do you want some more? I still have a couple of crumbs left in mine.

Hannah / Eryn:

Holly, like, rolls off the stage, passes out.

Tim / GM:

Holly's leaving the stage at that moment, and you just hear people chanting, bones, bones, bones, bones.

Speaker 3:

Bones, bones.

Tara / Journey:

I look around and I just, like, kind of just now noticed that I'm on stage and people are cheering. Oh,

Speaker 6:

does anyone else want some?

Hannah / Eryn:

Does Tibio win a golden watermelon?

Tim / GM:

I think Tibio Tibio should get something. Tibio, you get a bag of magic seeds donated by the Barrow family farm.

Tara / Journey:

Oh, cool.

Tim / GM:

That was kind of the last thing that happens before, it actually gets dark. So the sun is officially now, past the horizon, and, you've got that cool kind of magic moment where there's no sun, but it's still bright. Uli. Yeah. You're, kind of tending to your own business, still sort of preparing as night falls here.

Tim / GM:

When you notice that the place has more or less gone pretty quiet, you step out into the middle of town to see, your mom is waiting for you. She's holding a folded piece of piece of cloth. She's holding a, a folded piece of clothing, that she kind of gingerly offers up towards you. And she says, hey, little fireball.

Speaker 6:

Aw, mama.

Tim / GM:

I, I had something made for you. I mean, I tried to help, but you know me.

Speaker 3:

Good with your hands, but not, you know, delicate work. What is it?

Tim / GM:

Well, at first, I was trying to make you some jammy jams, but I figured these would be better. And, she unfolds a pair of, pretty, pretty stylish overalls that you'd actually wear.

Speaker 3:

Woah. What? These are so cool.

Tim / GM:

I had your, rich friend help out.

Speaker 3:

Bert?

Tim / GM:

No. The one that does these and she shows the little crystal buttons on it.

Speaker 3:

Oh, no way. Holly made these?

Tim / GM:

Yeah, she's really talented. Don't tell her I said that.

Speaker 3:

I would never.

Tim / GM:

Anyway, I just, you know, I figured it's special since we have you around for the first time in a while. And well, there's something I might hope you do for us, Sully.

Speaker 3:

Yeah. Anything.

Tim / GM:

She actually takes you by the hand, and she leads you around the corner. You go out to kind of where the water tower was, and she shows you this giant bonfire that the rest of the town had been setting up. And she says, Willie, we'd be honored if you lit this year's fire for us.

Speaker 3:

You are you sure?

Tim / GM:

Dora says, it's probably the only chance we're gonna get. So yeah.

Speaker 3:

I mean, that's a big honor. And you trust me with that?

Tim / GM:

She gestures to the crowd and she says, we took precautions and people are holding up this, like, sheet of foil.

Speaker 3:

Oh, yeah. Okay. I get that. Yeah. That'd be an honor.

Tim / GM:

And your dad standing next to her says,

Thomas / Guy:

light them

Speaker 3:

up, fireball. I'll cast fireball. Line up my arm kinda like a Oh. A cos bow. Yeah.

Speaker 3:

And I aim for the center.

Tim / GM:

And fireball it?

Speaker 3:

Fireball it.

Tim / GM:

Okay. I'm gonna say the bonfire failed its dex save.

Tara / Journey:

Yeah.

Tim / GM:

And, I'm

Speaker 3:

just gonna roll for a surge. Oh, we're good. Okay.

Tim / GM:

It, yeah, erupts into flame, that reaches higher than even the water tower did before.

Thomas / Guy:

Yeah. The

Tim / GM:

entire town goes

Thomas / Guy:

down with

Tim / GM:

applause and whoops and hollers. Festivities immediately. Everybody's pulled every which way to dance and drink and sing and party, just like they had the night before things went south. At some point in the night, Bert, door sneaks up on you

Thomas / Guy:

Mhmm.

Tim / GM:

And he goes,

Hannah / Eryn:

hey. Yeah.

Thomas / Guy:

Yeah. Yeah. Mister door.

Tim / GM:

Hey. I, and, you hear Barrett not far behind say, go ahead. I wanted to apologize. Is that how you say it?

Thomas / Guy:

You nailed it.

Tim / GM:

Listen, I I'm just I'm weird about magic. Okay? And it's you should've told me. I'm standing by that.

Thomas / Guy:

I get it. I crossed a line. I should have been more forthcoming with what I was doing.

Tim / GM:

It's just the first time Uli searched, she was she was 5 years old. And I knew at that moment that nothing I ever did would be as impressive as what she is. I I wanted to treat her like a sister. I just I got caught up on the wrong things.

Thomas / Guy:

I think I understand. Magic can be pretty scary even for people who are used to it. But I I think you should know that Uli really isn't any different than any of your other sisters. She just is trying her best and wants to make you all proud.

Tim / GM:

I think I'm starting to see that even though I don't know. Maybe it's too late.

Thomas / Guy:

I don't think it's too late.

Tim / GM:

Yeah. Well I got something for you. I think it suits you. He takes off of his back this, enormous, war ax, and sets it into your hands. This is called brain gore, you know, because you're smart and stuff.

Tim / GM:

But I think it just you know, it it fit you.

Speaker 7:

I wanna do a strength check

Thomas / Guy:

to see if I can hold it.

Tim / GM:

Please do.

Hannah / Eryn:

A brain gore.

Speaker 3:

Nice. Beautiful.

Thomas / Guy:

Oh, 15.

Tim / GM:

Yeah. You, you like tense your whole body. This axe is about £25, and so you do just like

Thomas / Guy:

Wow. Braengore.

Tim / GM:

Yeah. It looks good on you.

Thomas / Guy:

How did it get a name like that? I wonder.

Tim / GM:

Oh, yeah. I cleft a guy's head right in half first time I got it.

Thomas / Guy:

I figured it was something along those lines. Thank you, mister door. This is quite a gift.

Tim / GM:

Give it a swing.

Thomas / Guy:

Oh, now I couldn't,

Speaker 3:

I

Thomas / Guy:

mean, in front of the master.

Tim / GM:

Oh, sure. I get it. Bashful, Well, it'll do you some good on

Thomas / Guy:

the road.

Tim / GM:

I promise.

Thomas / Guy:

Alright. I, move it over my shoulder

Speaker 8:

and, like, almost fall

Thomas / Guy:

in completely different ways.

Tim / GM:

He looks at you proudly and kinda turns his back and walks back towards the bonfire. At that moment, Snack, you are approached by a vaguely familiar hobgoblin.

Speaker 9:

He says, our game was interrupted the other night.

Speaker 7:

Yes. It was, wasn't it? It it was.

Speaker 9:

I I don't mean to approach you for a rematch. I think that would be folly. I was bested, I believe. Not only that, but you you didn't take my stuff, and I I thought you would. And I well, that's impressive, especially for Kobold.

Tim / GM:

I'm a I'm a mother mother.

Speaker 7:

Part dragon, but I I understand the confusion. Yes. Okrok says everyone knows it's a sacred game for kobolds.

Speaker 9:

I agree. And I am an honorable hobgoblin. For that reason, I believe I owe you this.

Tim / GM:

And, he extends his hand in it. You see a small sapphire and a rolled up scroll.

Speaker 9:

They're yours. Take them before I change my mind.

Speaker 7:

Thank you, mister what was the name again?

Speaker 9:

Hobgoblin. You may call me DeLorean.

Tara / Journey:

Yeah. That's a hobgoblin name. DeLorean.

Speaker 7:

I have a sneaking suspicion your parents did not give you such a name.

Tim / GM:

No. No. I've always had such a fancy and that'll get a name.

Speaker 7:

Deloria, before you leave, I am building, affection on some level and I was wondering you have seen how I am fair and kind Merced. As far as dragons go and if you do wish to wear my colors and join my flight, well, you may. There is one other,

Speaker 8:

and I gesture towards bidet

Thomas / Guy:

and

Speaker 8:

give him a slight kick to

Speaker 7:

make sure he's

Thomas / Guy:

Yeah. Awake. He's barfing up watermelon. Yeah.

Speaker 9:

Most interesting. Allies are perhaps more valuable than golden jewels. I will join this faction.

Speaker 7:

Wonderful. How

Speaker 9:

is it that I fly your

Tim / GM:

colors? Bert. Bert. Bert. Dragging over this giant ax.

Thomas / Guy:

Yeah, mister Snack?

Speaker 7:

Mister Bert? Yeah. We have another who is joining my faction. Who is going to be allies with us, cursebreakers.

Tim / GM:

Your what? Would you mind, Bert?

Speaker 7:

We we have not much time. This hobgoblin is busy. Delorium here needs my tattoo.

Thomas / Guy:

Your tattoo?

Speaker 7:

Yes.

Thomas / Guy:

You have your own tattoo?

Speaker 7:

Yes. Just as we previously dis discussed. Oh. Do you remember what it was? It was very cool.

Thomas / Guy:

You're not even gonna comment about my very cool axe?

Speaker 7:

Oh, yes. Is this one of the competitions, to see who can get the most sweaty?

Thomas / Guy:

Oof, if it was, I think I'd be a shoo in. Okay. The snack tattoo for the faction that we talked about.

Speaker 7:

Yes, of course. Mhmm.

Thomas / Guy:

With the design that I made. Sure. Why not? I'm gonna put the curse breaker tattoo on the Lorien, but with the summoning ink. A variation on the curse breaker tattoo.

Thomas / Guy:

It has a dragon, like, wrapping around the the bar in the circles.

Tim / GM:

Okay. Yeah. Cool.

Speaker 7:

That's so neat. Dorian, you may keep this sapphire. I will keep your word cloth.

Tim / GM:

He kind of, like, clasp his hand around the sapphire, and he says, I have joined the right team. Yes.

Speaker 7:

You know of what's bruised in the north?

Thomas / Guy:

No. Oh. Yes. In fact,

Tim / GM:

I haven't left Hogwild in years.

Speaker 7:

Well, I'll know where to find you.

Thomas / Guy:

Alright, Snack. Who was that guy?

Speaker 8:

As we're walking away?

Speaker 7:

Yeah. I think his name was the it was DeLoreum. Yes. He was, we played Hawk Rocks. One thing led to another, and apparently, I'm starting an army of some kind.

Speaker 7:

It's very difficult to be a kobold transitioning to a dragon, Bert. Yeah.

Thomas / Guy:

I can imagine. Now, snack. I didn't wanna bring this up, but it seems a little weird for me to be giving people snack tattoos when you still haven't taken up the curse breaker tattoo.

Speaker 7:

I did say I would do this. They'd said I was not ready and that you would know when it is best.

Thomas / Guy:

That's true. Do you think you're ready?

Speaker 7:

I think I'm closer, Bert, but perhaps not this night. But, well, I,

Speaker 8:

I glance around and, reach into

Speaker 7:

the lamp and pull out some of these books. But I, I procured these from the librarian.

Thomas / Guy:

Oh. Oh my God. Yes.

Speaker 7:

They are useful, I believe. I asked I asked a fellow librarian person, if they could help me find facts about bones and things of Tibio's world.

Thomas / Guy:

Wow. These are amazing snack. This one here, this is a first edition.

Speaker 7:

Very, very good. Well, I tried reading them, and I did not understand much.

Thomas / Guy:

Can leave the reading then to me.

Speaker 7:

Yes. I do not want Tibbio to know. I don't want to be spying upon him, but I'm curious, and I imagine so are you.

Thomas / Guy:

I am curious. It seems like there's more to Tibio than we know about. There's some weird stuff that happened at the Tower of Magic.

Speaker 7:

And the bird spies.

Thomas / Guy:

The bird spies. Those are weird. Maybe we'll find some answers in these texts.

Tim / GM:

I think we kind of pull back from that and see the the raging bonfire and and people kind of laughing and singing and drinking and running around together. And Tibio is letting kids, take turns riding in his skeleton. Oh, yeah. Okay. Yeah.

Tara / Journey:

Oh, yeah. And he's set it up so that it's more like a pony?

Tim / GM:

Yeah. Yeah.

Speaker 3:

Yeah. He's just a horrifying horse.

Thomas / Guy:

Yeah. Oh, yeah.

Tim / GM:

And,

Tara / Journey:

Tibia's a horrifying horse.

Tim / GM:

And, I think the last thing we see tonight is a raven, perched on some of the wreckage of the water tower, staring down at the party. Ow. 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 FF Wisherspoon.

Tara / Journey:

I'm Tara, and I play Tibio Femur.

Speaker 8:

I'm John. I play Snack the Cobalt.

Speaker 3:

And I'm Maggie playing Uli.

Cursebreaker | 31 - A Punch in the Night
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