Cursebreaker | 49 - What Tangled Jibs We Weave

We land-fall at Lamplight and reconnect with Sheriff Tandy. Rumors lead us to return to the Underdock, and we get a little tangled up on our way to find Dave.
Tim / GM:

Less time on Cursebreaker. The dust has finally settled in Tildry and we got a night of well deserved rest in Holly's cozy home. Undercover of night, Master Snacks secretly visited Margo Bingo and donated his entire hoard to help repair Tildry, All the while disguised as Farewell, his handsome alter ego. We met up with Mina to get some much needed supplies before leaving for lamplight. Snack is eager to get to Vindorn, but it seems Uli has some feelings about Dave she needs to sort out.

Tim / GM:

Oh, lamplight. How long has it been? Let's take a walk on memory bay. So am I actually walking all the way there? Because I noticed that you've, gotten pretty good at that portal magic stuff.

Hannah / Eryn:

Oh, yeah. I could do that, can't I?

Tara / Journey:

Well, I mean, I only get one a day. I think it's important. I think we need to get there very quickly.

Hannah / Eryn:

Okay. Sounds good. Holly hops off the wagon. Maybe we're just outside Tildrey now. Yeah.

Tim / GM:

Carl's looking at Uli, and he's mouthing like, thank you.

Hannah / Eryn:

And Holly starts doing the portal motion in the air with her arm

Tara / Journey:

while she's making it. Can we check-in with Dave?

Speaker 4:

I don't wanna, like, go in blind.

Thomas / Guy:

Yeah. Dear Dave, we know you're on Lamplight, and we'll be there any moment. Sounds like there might be some trouble, so let me know where we should meet you. Sincerely, Bert.

Tim / GM:

Just a few seconds pass by and you get a message back and it says, Bert, everything's going okay. We're in the under dock. Not much time to talk, though. Found Buster. And then there's just a big, like, dash after that as if he wants to keep talking but is busy.

Tara / Journey:

I was gonna guess it was Buster that he was trying to reason with. I was gonna guess that.

Tim / GM:

Nice.

Speaker 4:

Boy, it's Beetleborg.

Thomas / Guy:

Bug boy's back.

Speaker 4:

Bug boy's back.

Thomas / Guy:

Alright. Bug Boy's back. That's right.

Hannah / Eryn:

So where am I making this portal to? We gotta decide, right now.

Speaker 4:

The main street?

Thomas / Guy:

Dave's in the underdock, but I don't think we can go right there. So somewhere out of sight so people don't freak out when they see a wagon full of awesome people coming in the town.

Tara / Journey:

And they are going to freak out anyway. I mean, look at this.

Speaker 4:

What if we show up outside of Tandy's?

Hannah / Eryn:

I was just gonna I'm already making the portal for behind Tandy's, sheriff's office. So

Tim / GM:

Holly starts off with a small circle and then starts doing larger and larger arcs and a perfect Fibonacci spiral until she makes a perfect circle. As soon as you connect it, Holly, you can tell that your magic is, 1, extremely potent, 2, extremely eager, and 3, not very much like Malboro's. Your portals are extremely aggressive. And so when you get close to this portal, you can feel air sucking in behind you going into lamplight, and you can just feel this, like, jet engine pull that is, like, like, sucking you in.

Speaker 4:

So we just, like, shoot in. Yeah.

Tim / GM:

Who's going first?

Hannah / Eryn:

Vacuumed

Thomas / Guy:

Carl. Okay.

Tim / GM:

Alright. So, yeah. Carl, like, is getting closer and you can see he's actually starting to dig his hooves into the ground, and he's getting pulled forward. He goes, are you sure about this?

Hannah / Eryn:

It'll be fine. Just go.

Tim / GM:

It's actually, like, really strong, you guys.

Hannah / Eryn:

Go.

Tim / GM:

And, Carl's hooves all, like, lift off the ground, and you feel the wagon start to, like, list upwards, and you are just thrown into this alleyway.

Speaker 4:

Do we, break the sound barrier?

Tim / GM:

I'm gonna have everybody just make a strength save to kinda keep yourself in place here.

Tara / Journey:

17.

Speaker 4:

3. No.

John / Doran:

17.

Thomas / Guy:

7.

Hannah / Eryn:

I'm out of the wagon, but I would just step through after everybody.

Thomas / Guy:

So do

Hannah / Eryn:

you also

Thomas / Guy:

want me

Hannah / Eryn:

to do it, though?

Tim / GM:

Yeah. You'll need to make yours separately.

Hannah / Eryn:

11.

Tim / GM:

Okay. So, yeah, Tibeo and Bert, were not wearing their seat belts and were ejected from the front of the wagon as it goes through.

Tara / Journey:

Gnomes akimbo. Yeah.

Tim / GM:

You each take 5 points of bludgeoning damage Woah. As you land on the cobbles in the alleyway. Holly, you see that happen and are just a little bit more cautious coming through. You are also prone, but take no damage as you pass through.

Thomas / Guy:

The

Tim / GM:

rest of you are just, like, in a wagon, and there's, like, all of your nicely packed stuff for the adventure is just everywhere. Aw.

Hannah / Eryn:

I'm so sorry. Need a little practice. I guess. That was weird.

Thomas / Guy:

It's a heck of a portal, Holly.

Tim / GM:

You see Carl pop back into existence, and he says, before you get mad, I didn't know what was happening, so I just kind of bailed.

Hannah / Eryn:

It's okay, Carl.

John / Doran:

That's fair.

Tim / GM:

Anyway, you guys good?

Thomas / Guy:

And he

Tim / GM:

holds up 2 thumbs up. He goes good. Great.

Hannah / Eryn:

Okay. We're behind Tandy's. Quick. Let's pick up the stuff. Holly just starts throwing crap in the wagon Yeah.

Hannah / Eryn:

Just to leave it parked here.

Tara / Journey:

You get

Tim / GM:

it all packed back up and, yeah, leave it back in the alleyway.

Hannah / Eryn:

Should we check-in with Tandy, see what's going on, or go straight to the underdock? Does it seem like people are, like, running around all crazy? Is it normal? Like, when we step

Tim / GM:

out of the alleyway, you see, like, the side of lamplight that you didn't see before or didn't have described to you rather. You've probably seen this before. But, full of people. There are ships in port. You guys can barely stay together as a group walking down the boardwalk.

Tim / GM:

This is, like, probably the center of commerce in some ways more than Tildrey is.

Thomas / Guy:

Heavy Heavy flying fish at a price we pay to cast out nightmare wizard. We cast and we catch that lamplight. Hey. The fish gets sold but it stink was sold. Hey.

Thomas / Guy:

Woah. Are we sure this is lamplight?

Speaker 4:

Oh, yeah. This is what lamplight really is.

Tim / GM:

Coming out of that alleyway, you see a a flock of seagulls just immediately take off. As soon as you disturb their area, you see sheriff Tandy is kind of out on this terrace. It looks like she's, like, gesturing in a very broad motion. She's, like, drawing a line across the whole horizon. Looks like she's pointing at ships.

Tim / GM:

As you come out farther, you realize she's actually leading a group of people in, like, a exercise routine, and they're all standing behind her, like, mimicking the same actions. But a few of them, like, break form and all turn back to look at you. And, you hear somebody say, is that Uli? And then Tandy turns around and goes, Uli.

Speaker 4:

Uli. Hello.

Thomas / Guy:

Why

Tim / GM:

hello. Why are you hi, everybody. Uli, why are you here?

Speaker 4:

It's a warm welcome. Thanks.

Tim / GM:

It is good to see you. I just we haven't made the preparations as all.

Hannah / Eryn:

Preparations? What?

Tim / GM:

Fortifications.

Speaker 4:

You don't need those. I'm a changed woman.

Tim / GM:

That's good to hear.

Thomas / Guy:

She's barely blown up anything since we've left.

Tim / GM:

That's less good to hear.

Speaker 4:

Don't tell her about the tower

Tim / GM:

of magic.

Hannah / Eryn:

Or the water tower. Oh, wait. That was Snack.

Thomas / Guy:

That was Snack. Yeah. That was not him.

Tim / GM:

Tandy looks at one of her officers and says, do we have any towers? Good. Okay. I'm very glad to see you all again. I'm just wondering why.

Tara / Journey:

Is everything okay here? We heard that was danger.

Tim / GM:

Oh, yes. Well, I don't know about danger, but, oh, yes. Emery, that friend of yours, he was here.

Speaker 4:

Friend.

Tim / GM:

Yep. Oh, good. You're here. Okay. You can take care of this then.

Tim / GM:

Follow me. And she, marches you into into her office, into the jail cells that you have all seen before, and she marches you to the very last cell, and she slides the gate open and snack you here. You did come back.

Tara / Journey:

Yes. But then

Tim / GM:

Master Snack, it's me. I'm still alive. I didn't know if you meant for me to die when you got rid of me, but I'm still here.

John / Doran:

Bidet, you look alive.

Tim / GM:

So bidet, you can see that there are 2 saddle bags in the cell that have been taken off of him. You can also see that there's, like, horse armor that has been, like, retrofitted to fit bidet.

Tara / Journey:

Why did they put him in a jail cell? There aren't stables anywhere.

Tim / GM:

He says, nothing can contain me. He says, I much prefer traveling with you more than the the cow and the angry man.

John / Doran:

Why is this bidet?

Tim / GM:

You guys don't make me carry much of nothing, and they make me carry everything. They even make me carry heavy blanket, and he gestures to the armor.

Speaker 4:

Heavy blanket. Yes.

John / Doran:

Well, bidet, we we don't believe in this and our party. Let me get this off of you.

Thomas / Guy:

We sure don't.

Tim / GM:

Removing some of the, like, armor and padding that they had put on him, you can see that there are, like, 3 arrow shafts that are broken off in his flank.

Speaker 4:

Oh my god.

Tim / GM:

And he's just like, I don't feel much of nothing.

Thomas / Guy:

Oh, I didn't take

Speaker 4:

them out.

Thomas / Guy:

Looks like you've seen some action, bidet.

Tim / GM:

Quite a bit of it.

Thomas / Guy:

Do you need a need a little healing?

Tim / GM:

It is tough not being able to lay down on that side if you wouldn't mind.

Thomas / Guy:

No problem, bud. Just give you a little healing word.

Tim / GM:

As you do, the arrows just pop out of his flank and fall on the ground in a little pile

Speaker 4:

of blood. Gross.

John / Doran:

Good as new. Well, bidet, this is wonderful. We probably don't need Karl at all anymore then. We have bidet, we can teleport places.

Tara / Journey:

Karl comes with the cart.

Speaker 4:

I think he's, like, tied to it.

John / Doran:

I suppose. Fine. Fine.

Thomas / Guy:

Well, we

Hannah / Eryn:

don't have to figure it out now.

Tara / Journey:

Miss Dandy, can you tell us where is Emery and Dev?

Tim / GM:

I thought they had left or maybe just for the day, but I haven't seen them since last night. They said they were looking for something here. They were investigating this, buzzing, thrumming sound we've been hearing for the last couple days.

Speaker 4:

I think they found it.

Tara / Journey:

Shall we go find

Speaker 4:

them? Yes. Yes.

Hannah / Eryn:

Is bidet in jail for a reason, or it was just

Tim / GM:

It's just the safest place for him.

Hannah / Eryn:

Okay. Just checking.

Tim / GM:

We don't want people harassing him out on the street. Also, we don't want him harassing people out on

Speaker 4:

the street.

Hannah / Eryn:

That makes a lot of sense.

Tara / Journey:

Yes. He does bite.

Tim / GM:

Before you, get to this adventuring and and the things that you do and and all that, could you, well, you remember Veronica Venus, of course.

Speaker 4:

Yeah. Rip.

Thomas / Guy:

Her

Speaker 4:

Sorry. Jesus. Uli's just like rip.

Tim / GM:

Veronica's estate is yet undealt with. She explicitly wrote the lot of you into her will. Wow. Wow.

Tara / Journey:

That is so kind of her.

Speaker 4:

Should we go check that out now?

Thomas / Guy:

I feel like the bug man takes precedence.

Speaker 4:

What do you think, Tandy?

Tim / GM:

Well, you do whatever you feel is right, but you should know that whatever you need from Veronica's, you should have it. The rest will go to the city.

Thomas / Guy:

Maybe she has some bug spray or something.

Tara / Journey:

Could be useful.

Hannah / Eryn:

Yeah. She did have really cool tarot cards, so she might have some some other magical items we could use.

Speaker 4:

Dave did say they had a handle on it.

Hannah / Eryn:

Right. Let's stop real quick. We can just take a few minutes and and look.

John / Doran:

Before we leave Tandy, I do need my badge, you know, being back in the city. I'm gonna use suggestion. Okay.

Tim / GM:

Yeah. That would be a 9.

John / Doran:

Alright. Tandy, yes, we all need our badges. Just

Tim / GM:

She says, of course. What am I thinking? She reaches into her drawer and distributes 5 badges. Thank you.

Tara / Journey:

Yes. Okay. Thank you.

Tim / GM:

Well, just in case you need anyone to move out of your way. Right, Snack?

John / Doran:

Exactly. Alright, everyone. We better leave fast. Okay.

Tim / GM:

Like, within a minute.

Speaker 4:

Snack, we're gonna talk about that later.

Hannah / Eryn:

Let's head to Veronica's.

Tim / GM:

Tandy gave you a key to her place so you didn't have to, like, break in to take her things. When you walk in, there are, it was pretty much left completely intact. Like, she would just come back the next day. Everything is exactly the way she left it. You see there's, like, a journal, like, a diary sitting out.

Tim / GM:

Snack. I think your divining rod starts to kind of shuffle around in your belongings and, like, point to things around the room.

John / Doran:

Awesome. This might be the first time

Thomas / Guy:

one one of the first

John / Doran:

times I've used it well.

Speaker 4:

And you're not even trying.

John / Doran:

Yes. I take it out, and I will let it point.

Tim / GM:

Okay. So you all watch Snack just, like, walk around the room with a stick, and, keeps getting, like, close to stuff. And, by the end of it, Snack, you set out a tea set, a telescope, and, like a little crystal on a rope that looks like it's supposed to, like, dangle in a window. Also, a small necklace that has, like, cut quartz on it. Veronica had a detailed ledger of all of her belongings.

Tim / GM:

The tea set, it keeps tea, piping hot as long as it's in there. It can, up to 7 days, we'll say. It will stay hot and potable. Also, anyone who shares tea, will engage in a telepathic bond for 8 hours.

Hannah / Eryn:

Oh. Oh. That's really good.

Tara / Journey:

Telepathy. Sweet. Telepathy. Telepathy sets. Oh.

Speaker 4:

I love that. Or telepathy. I don't know what's better.

Tara / Journey:

Telepathy set.

Tim / GM:

The, telescope, it's a short, brass, like, extending telescope like you'd find on a ship or something. But when you twist it, it shows you a bunch of, like, pretty, like, gemstone colors as you, like, continue to twist it. This is the crystal kaleidoscope. When you're looking through the sapphire filter, you can see into the ethereal plane. In the ruby filter, you can see through most typical walls.

Tim / GM:

The emerald filter sees in the dark. The amethyst filter sees invisible things, and the diamond filter can see auras, magical auras like divination and evocation. Oh.

Tara / Journey:

That's pretty cool.

John / Doran:

That's awesome.

Tim / GM:

So the the dangling crystal, refracts a brilliant rainbow. It can project a vision of your choosing in an area up to a 50 foot radius.

Tara / Journey:

So it's like silent image?

Tim / GM:

Yes. Okay. But it's like it's static. So you, like, tell it what to do. You, like, hang it up in a place Project.

Tim / GM:

And it just keeps going. Yeah.

Speaker 4:

Okay. Neat.

Tim / GM:

The last thing is just a neat quartz necklace that the the stick keeps pointing to, but you can't figure out what it does. It's just like a like Hot Topic.

Thomas / Guy:

Can I guess, identify on that bad boy?

Tim / GM:

Identify reveals that it's a cool quartz necklace.

Thomas / Guy:

Oh, this is cool.

Hannah / Eryn:

Holly, you said we also saw Veronica's diary? Yeah. Holly is going to take that and put it in her bag of holding.

Thomas / Guy:

Do you

Tim / GM:

look through it at all or just take it?

Hannah / Eryn:

Yeah. I'll thumb through it, but just, like, not really reading. Just kinda flipping through the pages a little.

Tim / GM:

Yeah. You do see that there's a note about the day that you that you guys knocked on her door.

Hannah / Eryn:

What does it say?

Tim / GM:

It says, I was hesitant to open the door. I think what I've been struggling with these last few months, that anxiety, that restlessness, and the painful hope, I think it was leading up to their arrival. But at the same time, they don't seem to have a clue. Even so, thinking of them makes me more hopeful that there is a force for good.

Hannah / Eryn:

Holly reads it out loud to everybody. How how did she know we were coming?

Thomas / Guy:

Well, she was a bit of a soothsayer, a fortune teller.

Tara / Journey:

Maybe she she just felt it. Maybe.

Thomas / Guy:

I'm not sure she knew it was us specifically, but

Tara / Journey:

It's nice to know that she believed in us.

Hannah / Eryn:

Yeah. Yeah. Holly is going to put the diary in her bag of holine and read it later when she has more time. Yeah.

Thomas / Guy:

Put the rest of the stuff in there?

Hannah / Eryn:

Yeah. It's getting a little full in my bag, but I can take

Speaker 4:

What if we had some telepathy right now so that we could talk to each other?

Hannah / Eryn:

That sounds great. Let's brew a quick cup, and then I can store that in my bag.

Thomas / Guy:

Yeah.

Hannah / Eryn:

But I feel like you guys should take these other items.

Tim / GM:

Who wants the kaleidoscope?

Speaker 4:

I feel like that's a bird thing.

Thomas / Guy:

I'll take the telescope. K.

Tim / GM:

And then who wants the sun crystal?

Tara / Journey:

So it, like, changes the space.

Tim / GM:

Yeah. So, basically, you could, like, convince somebody that they're in a prison cell if you're in a dining room

Thomas / Guy:

Mhmm.

Tim / GM:

By, like, changing the way that everything looks in there. Cool.

John / Doran:

I'll take it. K.

Hannah / Eryn:

And then the other necklace?

Tim / GM:

Yeah. Quartz necklace that refuses to give away its nature.

Thomas / Guy:

But it's not really a necklace guy. I feel like

Hannah / Eryn:

this would look cool on you, Uli. Let's make it a choker.

Speaker 4:

Okay. Oh, yeah. Yeah. It's

Tara / Journey:

a choker.

Speaker 4:

And I did give up my bismide pendant. So

Tim / GM:

Oh, yeah. Swapping that out. Okay. So I

Speaker 4:

have a a cool crystal choker.

Tim / GM:

Alright. Where to next, y'all?

Hannah / Eryn:

The underdog. To the underdog.

Tara / Journey:

Underdock. Underdock. Oh, come on. Yeah.

Tim / GM:

So I think walking around Lamplight, busy as it is, you kind of maybe stop by or at least pass by some of the people that you had met previously.

Hannah / Eryn:

Like, some of the vendor stalls and the inn.

Tim / GM:

Yeah. And, like, Ross is, like, near the window and, like, waves at all of you as you pass by. And he, like, sticks his head out the door, and he's like, Bert. Bert, you got you must have got my letter.

Thomas / Guy:

Bus. Or should I say Ross? Hey. And he just

Tim / GM:

points to you. Yeah. How long you in town?

Thomas / Guy:

I don't know. We're just, here tying up some loose ends. We are heading up north after a while, but we'll be sure to stop by for some of that bacon and coffee.

Tim / GM:

That that would be great. And, hey, you know, I didn't bring this up last time, Bert, but, you know, I'm a fan. I'm a big fan. Did you know that?

Thomas / Guy:

Well, thank you. I'm flattered.

Tim / GM:

Yeah. I'm a real big fan, and I just, well, I've been doing a little writing on my own. You see, it's a mystery novel.

Thomas / Guy:

Oh. Oh. Cool.

Tim / GM:

Yeah. It's about a guy, his name is, his name is Boss the man. And, okay. Well, yeah. He's like he's the world's leading magicologist.

Tim / GM:

Boss,

Thomas / Guy:

I can't wait to hear more about this, but

Tim / GM:

It's just the first couple chapters. If you wanna give it a look over and Absolutely.

Thomas / Guy:

Send it my way.

Tim / GM:

And maybe you could, like, you know, tell some of your other friends about it and get this one published. What do you think?

Thomas / Guy:

Abs yes. Yes. Yes.

Tim / GM:

That would be great. Stop by in the morning. I'll give you the first 150 pages. We'll talk after that.

Thomas / Guy:

Can't wait.

Tim / GM:

Awesome. You won't regret this. Thank you. Thank you. Thank you.

Tim / GM:

And he points at the stack and says, free bacon tomorrow. Awesome. Yeah. And he goes back to serving other people there. You pass by some other familiar faces, kiosks, and then

Tara / Journey:

Like Donna Clark. I looked in my notes.

Tim / GM:

Yes.

Thomas / Guy:

Guys, if I die down there in the under dock, just just leave me, please.

Tim / GM:

Yeah. Donna Clark is selling her bobbers, but meeting you was so long ago and such a small part of her life that she doesn't even recognize you. One who does though is, at the end of Blackwater Row, a bard Yeah. Looks up at each of you and says, hello. Some of my favorite customers.

Speaker 4:

The annoying first episode, Bard.

Tim / GM:

We did some good business, didn't we?

Hannah / Eryn:

How long ago how long ago has it been since we've been here?

Tim / GM:

It's, like, it's real fuzzy, but I'm gonna just say it was

Tara / Journey:

Like, a month?

Tim / GM:

2 months ago.

Thomas / Guy:

2 months. Number of months.

Tim / GM:

Why do I have a feeling that you're all here because there's another big mystery to solve? The buzzing noise. Right?

Thomas / Guy:

Well, you you got it.

Tim / GM:

And guess who already knows where it's coming from and how to get there.

Speaker 4:

We do. Thanks.

Hannah / Eryn:

See you, us.

Thomas / Guy:

Yeah. I think it's us.

Tim / GM:

Well, no. I can I can lead you right to it, right to the buzzing noise? I know the source of it. You'll just have to pay.

Speaker 4:

It's in the under dock. Right?

Thomas / Guy:

Yes. But where?

Speaker 4:

I think I think I know wait. Hold on. Hold on. I phase into the ring. Okay.

Speaker 4:

Where is

Tim / GM:

it? You can, like, point straight to where you feel the ring coming from.

Speaker 4:

Right there.

Tim / GM:

But how do you get there?

Tara / Journey:

To the dock.

Thomas / Guy:

The entrance that Dave was guarding before you.

Tim / GM:

Yeah. Okay. Well, listen. I was only gonna ask for a 1,000 gold for the full info, but since you know parts of it, just 500 gold.

Tara / Journey:

What if I'd play you a song instead? And Tibio unpacks his lute. Okay. I have been learning. Would you like to hear?

Tara / Journey:

You don't even have to pay.

Tim / GM:

Yeah. She kinda, like, looks at you. The rest of you, not really intimidated, but sort of feeling like she has to.

Tara / Journey:

Please. Tibia strums one chord that Uli's dad taught him and then goes, we're here to fandic buzzing. And then he plays another chord. And we're going to save the town, and when we're done, we're going up to Findhorn. And then he nods.

Tara / Journey:

Yeah.

Thomas / Guy:

Yeah. That's our Tibio.

John / Doran:

Tibio, that was so good. Oh, my. I feel so generous here. And then, Snack is gonna summon up thousands of gold. Just have it shower around Tibio.

Tara / Journey:

And that little tune gave you 2 bardic inspiration. That's, bardic inspo to, Bert and Holly.

Hannah / Eryn:

It's 1 d 6? Correct.

Tim / GM:

You see the bard looking very confused at all of it and then, like, flinches for the gold and, like like, wants to, like, pick it up, but kinda, like, stops themselves and starts its neck.

John / Doran:

Yes. That was that was amazing. Here, Tibio, I can help scoop it up for you, but it's yours now, of course.

Tara / Journey:

Okay. Thank you.

John / Doran:

Yeah. And I shuffle. It's it's real gold. I I cast creation.

Tim / GM:

Yeah. So Okay.

John / Doran:

Put it on the lamp.

Thomas / Guy:

You

Speaker 4:

don't bought that.

Tim / GM:

She's just, like, watching you, like, scoop it all up, and she's like, hey. How about a 100 gold?

Speaker 4:

We'll be going now.

Tara / Journey:

Thank you.

Tim / GM:

Right.

Speaker 4:

What was your name again?

John / Doran:

You can call me Cameron, but really? You're sure? Cameron, I care very deeply about bards, and I think I cannot share what I've already given, but maybe next time. Maybe next time.

Tim / GM:

Kinda what like walking away from you, she says, maybe I do need an instrument.

Thomas / Guy:

Do you

Tim / GM:

want to enter through Joe's shop or through the Dave way?

Hannah / Eryn:

The Dave way is what I was thinking.

Thomas / Guy:

Okay. They got

John / Doran:

I forgot about Joe's shop.

Tara / Journey:

I think Tibia would go through the trapdoor. That's where he came out.

Speaker 4:

Okay. I would go Dave.

John / Doran:

Okay. Trapdoor for snack.

Tara / Journey:

That makes sense.

Thomas / Guy:

Okay. Then we'll go Dave's way?

Tara / Journey:

Yeah.

Tim / GM:

Okay. So Tib and Snack going through, Joe's shop and the trapdoor. Mhmm. You see that this place is still unoccupied. Nobody has moved into this kiosk.

Tim / GM:

Even busy as it is, it seems like this has got some bad juju around it. It does look like this place has been picked over. There were some things that Joe had left behind that when he had to leave in a hurry, but those things have since either been donated to the city or taken from all the other vendors on the street here. Going down into the lower level, you see that there was, like, a large boiler in here that was destroyed by Buster in a fight. Like, that has been disassembled and taken.

Tim / GM:

So everything here has just been stripped down and hauled away for everyone else to use. Tibio, when you enter into the underdock proper, you notice something that you are not on the lookout for before.

Hannah / Eryn:

Okay.

Tim / GM:

You see, Holly, Uli, and Bert coming down the stairs a little bit behind you, but you're already fixing your gaze on a Jolly Roger, a skull and crossbones. But it's not a flag. It's a skull and crossbones hanging on the wall, and as soon as you look at them, they all fall off the wall and begin to rattle.

Tara / Journey:

I look back at Snack, and I say, go help them, and I cast mage armor on him.

Tim / GM:

Okay. Woah.

John / Doran:

Yeah. As soon as the armor appears in it what color is your mage armor?

Tara / Journey:

It's like a deep purple with, like, lines of bright lavender bopping through it every once in a while, like, magically like whoosh.

John / Doran:

Okay. And, as soon as it forms around him, he's, like, kinda jumps away and then kinda jumps around and spins around in a circle, and then and then a grin appears on his face, and he says, okay.

Tara / Journey:

And then I look back at the bones that are rattling and I say, go help them. I'll be right there. I'm going to look at this.

Tim / GM:

The bones begin to kind of, like, walk towards you, but they're not taking any, like, defined shape yet. And your bones kind of react to them. The dog falls out of your bones again and sprints at these other bones, and they just kind of tackle each other and they roll on the floor. You see the skull from the skull and crossbones rises rapidly, and the 100 bones that you had found before was actually a 103 bones. The bones that you find now are another 103 bones.

Tim / GM:

Together, they are 2 halves of your parents' skeletons. Not their bodies, but their bone armor. Yeah. They each left half of theirs behind for you.

Tara / Journey:

What the fuck?

Tim / GM:

They reassemble into a full skeleton, and they're looking right at you, Tibia. It takes a slow step towards you, and you see it, like, tilt its head and convuls just a little bit.

Tara / Journey:

I reach out with my necromancy and with one arm toward it and try to, like, magically touch it.

Tim / GM:

It moves quickly and aggressively towards you, and it brushes your hand out of the way, and it embraces you.

Thomas / Guy:

Oh, he'll get back.

Tara / Journey:

Tibio tears up and says, mama, papa.

Tim / GM:

That, hug continues, and you see the bones kind of relax onto you, and they're just part of your armor now. Oh, jeez. More bones.

Thomas / Guy:

Bert's gonna message Snack. Hey, I see a skeleton attacking Tibio. Is that just normal Tibio stuff?

John / Doran:

Snack speaks out loud. Yes, I think oh, and then speaks in his head, I don't know, but Thabio told me to protect you.

Tim / GM:

Snack is so loud in telepathy for some reason. It's just like

Speaker 4:

Also, does that work where you talk to 1 person, or do we all hear each other?

Hannah / Eryn:

I think you can probably choose.

Tim / GM:

Yeah. I'm gonna say you can, like, choose channels.

Speaker 4:

Okay.

Tim / GM:

Yeah.

Thomas / Guy:

Oh, sure.

Tara / Journey:

I just wrote more more bones for the bone king on my Yeah. In my notes.

Tim / GM:

Tibia, you're getting whispers as these bones are kind of, like, fusing with you, much like you just had in Tildry. Mhmm. And, it's your parents again. This time, your father is telling you that everything that they had learned in Tildry has actually led them to lamplight. They're searching out somebody here, an alchemist, one of the foremost alchemists, that they've ever heard of.

Tim / GM:

He is involved with some shady folks, but the stuff he produces is undeniable. They were talking with an individual named Joe McMillan.

Tara / Journey:

Is this a recording, or is this something I can interact with?

Tim / GM:

It's a recording. Okay. They they implanted memories into this

Hannah / Eryn:

Right. Okay.

Tim / GM:

For you. Mhmm. They explained that Joe has, in fact, done a lot of work with vampire blood, and he has some exciting ideas that he wanted to test and that he's been in close contact with somebody from Vindorn. He basically promised them that he'd be able to figure out this inoculation.

Tara / Journey:

Okay. The cure for vampirism?

Tim / GM:

Pretty much. And that your parents were then on their way to Vindorn to, get this produced and distributed.

Tara / Journey:

Okay.

Tim / GM:

Then, Uli, the, feeling of Dave is pointing farther down the under dock than you've ever been. It's actually pointing back towards land.

Speaker 4:

I messaged the group. Mhmm. Say, I think he's further in this way, and then I start following it.

Tara / Journey:

Tibio catches up to the group.

Thomas / Guy:

So, new balance,

Tara / Journey:

yes. We can talk about it later. It was from my parents again.

Thomas / Guy:

Oh, that's nice.

Tim / GM:

The underdock is kind of destroyed ahead of you. There are splintered docks. There are all these stilts sticking up out of the water.

Speaker 4:

It wasn't me.

Tim / GM:

And then, ahead of you, kind of the only remaining option to continue to travel, suspended above all of this broken debris and just like ocean shit that is like washed up here, amongst all the tangled canvas and wood here. There's a bunch of ropes and rigging that is almost stretched out like a net that you could crawl across to go the next 200 feet under the underdock.

Tara / Journey:

It doesn't look like it's going

Speaker 4:

to turn into an octopus. Right? No. Okay.

Tim / GM:

Everything here is quite, dead.

Tara / Journey:

Mundane?

Tim / GM:

Yeah. It's quite mundane.

Hannah / Eryn:

Holly is gonna investigate the rope for traps. Okay.

Speaker 4:

I I'm gonna push on ahead.

Tim / GM:

Okay.

Speaker 4:

Just blindly following the ring. Yeah.

Hannah / Eryn:

Nat 20.

Tim / GM:

Wow. Okay. Holly, you can see Uli, like, immediately jumped onto this, like, a boat rigging, you know, where it's all, like, big squares of rope Yep. Kinda thing. And so Uli is, like, immediately crawling across, and Holly, you right away see this huge, like, timber that if Uli grabbed this rope, it's gonna pull down the underdock on top of her.

Hannah / Eryn:

Uli, stop. Don't move.

Tara / Journey:

I'm, like, frozen. Arm out.

Hannah / Eryn:

See that there? It's going to fall if you touch it, and that you're just, like, maybe 3 feet from it.

Tim / GM:

Yeah. You look up and you can even see, like, dry wood flakes, like, falling in your eyes.

Hannah / Eryn:

Just, kinda come back a little bit. I think he'll be okay if you just back up.

Speaker 4:

Okay. How how else do I get across?

Hannah / Eryn:

Well, to figure something out. But yeah.

Tim / GM:

Uli, you start to turn around and part of the rope, like, breaks away. And you just, like you don't lose yourself completely, but you swing down, and there's, like, just like a sharp broken stilt that is, like, right beneath you.

Speaker 4:

Can I cast blade ward on myself? Sure.

Tara / Journey:

How far away is she?

Tim / GM:

Only, like, 15 feet out from you guys.

Tara / Journey:

I think I'm gonna cast telekinesis on it to keep it upright.

Tim / GM:

The ceiling bit? Yeah. Okay. Yeah. Yeah.

Tim / GM:

You're just kind of, like, swinging on the ropes and, like, holding that in place.

Hannah / Eryn:

Can I, detect, like, a more safe path to get across?

Tim / GM:

It really looks like your only options here are swimming, ropes, or flight.

Speaker 4:

I got it up a little bit. I don't think it'll come down.

Tim / GM:

You guys can all see the underside of those boards being pressed upwards a little bit.

Thomas / Guy:

You okay, Lily?

Speaker 4:

I'll be fine. But maybe you guys should go first.

John / Doran:

Oh, okay. Snack flies across.

Tim / GM:

You all hear a loud

Thomas / Guy:

Ah.

Tim / GM:

Just echoing out, and you see all of the water just, like, turn white and vibrate as, as this loud rumbling. And then, Uli, you feel everything shake and shift again, and your telekinesis is sort of like thrown off for a second, and you hear this like creaking and shattering, and you catch boards that are about to fall and lose your grip a little bit on the ropes that you have.

Speaker 4:

Guys might wanna move fast.

Hannah / Eryn:

Sure. I'll try to cross.

Thomas / Guy:

I'm gonna, burn a channel divinity to be good at acrobatics.

Tim / GM:

Okay. Snack, you fly right down the lane here. Sometimes the distance between the boards above you and the rope below you gets pretty tight. It's basically like a 1999 PC game where you're just, like, dodging stilts and sharp objects until you get to the end of this path, and you actually run up against the landmass, the rocky cliff shore of this place. There's a grotto underneath here that leads into the cliff.

Tim / GM:

That's where the buzzing is coming from.

John / Doran:

I'll wait for the party to make it.

Tara / Journey:

I'm just gonna go for it, I guess.

Tim / GM:

Okay. Yeah. Tibia, you choose a different path from Uli's, and you're kind of up to where she is now. Is there anything you can do for her? She's not able to move on her own.

Tara / Journey:

Whatever pieces that she's holding up, I cast mending on them.

Tim / GM:

Okay. Yeah. Yeah. You see, it's not perfect, but it it really slowly, like, relieves telekinesis pressure on it, and it seems to hold itself.

Speaker 4:

Okay.

Hannah / Eryn:

As I start crossing, I'm gonna cast feather fall on all of us. I think I can do it on everyone except snack.

Tim / GM:

Sure. Okay.

Tara / Journey:

Nice.

Hannah / Eryn:

In case we do fall.

Speaker 4:

Yeah. I'm gonna I'll I'll take up the rear. Okay. But I'll I'm gonna hold telekinesis. Mhmm.

Tim / GM:

Okay. Like, keep it going. Yeah. Yeah. Alright.

Tim / GM:

I just need an acrobatics check from, Bert, Holly, Tibio, and Uli.

Thomas / Guy:

Natural 20. Oh, nice.

Hannah / Eryn:

16. I'm gonna

Speaker 4:

roll a luck. Dirty 20. Okay.

Hannah / Eryn:

Oh, wow.

Thomas / Guy:

So bad. Yeah. Bardic inspiration.

Hannah / Eryn:

Okay. Bardic inspiration is 1 d 6. I'll use that. 8 total.

Tim / GM:

Okay. You all see Uli's, like, right arm just, like, flex out all the way, and she just, like, yanks herself back up into the rigging and then just, like, crawls across and, is making good pace such that she passes up Holly and then Tibio. Tibio, you're doing okay. Your bones are a lot, but they're they're helping you as much as they are bulky and making it difficult. Yeah.

Tim / GM:

Bert, however, jumps off of the dock and, like, lands on the rope and just continues to run forward as if he's, like, on his morning jog. Yeah.

Thomas / Guy:

With a natural twenty, can I help Holly somehow?

Tim / GM:

I'm gonna say you can do the cool thing, or you can help Holly? I'll help Holly. Okay.

Thomas / Guy:

This doesn't need to be cool.

Tim / GM:

Yeah. You're able to get to Holly and, drop down a little bit on the rope so that you can grab her hand and help her get her footing.

Hannah / Eryn:

Thanks, Bert. Sorry.

Tim / GM:

No problem. Holly, you're probably just not dressed for this. Yeah. Yeah. But it takes you the longest to get across.

Tim / GM:

When you're at about the 3 quarters mark, we'll say Bert, Holly, and Uli are kind of in the rear here, you see a little dot of white light on the rigging between you and Snack, and it starts to tear outwards.

Tara / Journey:

Damn it.

Thomas / Guy:

Is in front of us?

Tim / GM:

Between your groups. So I'm

Tara / Journey:

am I with the rear group?

Tim / GM:

So you and Snack, I'll say, are on land, and then the other 3 are on rigging

Thomas / Guy:

still. Does this look like a underworld Yeah. Rip?

Tim / GM:

It's an underworld portal for sure.

Thomas / Guy:

Whoop. Hold up. Hold up, Tibio.

Tara / Journey:

Yes. We should, stop this. Oh,

Tim / GM:

You see a hand reaching through the light.

Tara / Journey:

No. No. No. No. No.

Tara / Journey:

How did we seal it last time? Genie ate it.

Hannah / Eryn:

Oh. Can I see anything with the weave if I try to look at the weave and what's happening to it?

Tim / GM:

Yeah. You kind of, like, switch over your vision to look at the magic here, and you see that around this white light, the lines of the weave had spiraled into a vortex, and it's almost like they've twisted too much and have, like, torn apart from twisting.

Hannah / Eryn:

Mhmm. Can Holly try to use her thread, her magic weave thread to sew it up and fix it somehow? Or is is that not possible? I don't know. I'm just trying to

Tim / GM:

Holly, you're trying to think of a way to make the weave thread work in this situation, but it just can't interact the way you want it to.

Hannah / Eryn:

Mhmm. Okay.

Speaker 4:

Can I try and help? Yeah. Hey, Holly.

Tim / GM:

You see Holly's eyes glazed over like they have a few times before you know she's looking at the weave?

Speaker 4:

Yeah. Holly, I can't see it, but I can touch it, I think. The weave? Yeah. I'm it just feels, like, more tense, like there's pressure or something.

Tim / GM:

Holly, when Uli gets close to it, you can see that she, like, just kind of gestures, and the weave is, like, moving with her hand as she gestures. She can, like, change the shape of these lines.

Hannah / Eryn:

Okay. I'll be your eyes, Udi.

Speaker 4:

Just tell me what to do.

Hannah / Eryn:

Okay. You know when you're making your bed and you need to shake out the blanket to, like, get the wrinkles out?

Speaker 4:

Yeah. I I make my bed. Okay.

Tim / GM:

Deception check.

Thomas / Guy:

I have no clue what this bitch is doing.

Speaker 4:

What's 15+7? I want to.

Hannah / Eryn:

Okay. You're gonna grab, like, the corners, like, feel the weave and see if you can shake it out because it might straighten out this twist that they're creating in the weave.

Speaker 4:

Okay. Over here? Yeah. Okay. I grab.

Tim / GM:

Okay. I'm gonna have Uli and Holly, make a, we'll do an arcana check between the 2 of you.

Tara / Journey:

Is there any sort of necromantic support I can provide?

Tim / GM:

Holly, you're kind of, like, staring at this, and you're trying to coordinate what Uli's doing, but it's tough when you can't, like, exactly describe how she needs to move to do this. Mhmm. And she's working against the fact that the spirit is trying to come through the weave at the same time, and it's totally working against her Tibio. You lock onto that spirit, and you're able to stop it in its tracks by commanding it. It is still partially in the underworld, still partially in your jurisdiction.

Tara / Journey:

Could I animate dead it? Is that what I could count it as?

Tim / GM:

So I use this have you join that arcana check, and then I'll have you replace the lowest roll of the 2 of those.

Tara / Journey:

Okay.

Speaker 4:

So what? I got 30, 20, or a 24?

Tim / GM:

Got 23.

Thomas / Guy:

Pretty good.

Speaker 4:

Oh, okay.

Thomas / Guy:

Should be good either

Tim / GM:

way. Yeah.

Tara / Journey:

I'll roll it anyway. 25.

Speaker 4:

Oh. 50 people of us.

Tim / GM:

Yeah. So what you're doing is working. You are straightening the weave here and closing this tear and sort of actively healing it, and it's a tremendous effort between the 3 of you. Like, not even thinking about the rigging involved with this, making it all unsteady. With your Weavish on Holly, you get kind of a different look at what's coming through the portal, and it's familiar to you.

Tim / GM:

You see the face of Freya, who you briefly met in Vindorne, but she's dead now. She's a spirit. You just hear her muttering something. She's saying, how do I find them? How do I know who to kill?

Tim / GM:

I don't know what I'm doing. I don't understand. And, she's being pushed back through, and then that light is closed, and the 3 of you have fended off and completely sealed a gate.

Tara / Journey:

Woo hoo.

Thomas / Guy:

Damn. Wow, dude. That was

Tara / Journey:

a really assassination attempt.

John / Doran:

Did you 2 really just do that?

Hannah / Eryn:

I guess.

Speaker 4:

Yeah. It felt like it.

Tara / Journey:

Tibio's hands are shaking. He's like, I think we pushed it back and closed it.

Hannah / Eryn:

I knew that person. Oh, you guys probably couldn't see it.

Tara / Journey:

I heard a voice, but I could not make it out.

Speaker 4:

It was the dwarf

Hannah / Eryn:

I saw in Vindorn. She was under the control, I think, of Orzo or but anyway, it was her, and I think she was trying to assassinate something here, us, someone.

Speaker 4:

I don't know. Probably us.

Tara / Journey:

If she was sent by Orzo, then it's probably true that she was supposed to kill us.

Hannah / Eryn:

Yeah. Can we get out of here, though? This is and Holly's, like, shaking on this net Yeah. Rigging.

Thomas / Guy:

That probably won't be the last of those that we see.

Speaker 4:

Probably not.

Tim / GM:

Yeah. You you're all able to make it off the rigging. It's it's another one of those scary dismounts where to go from the ropes to the sandy ground beneath you, there's like a 1 foot hop, but you're coming off of ropes, and so it's just nerve racking. But you all make it onto dry land there, and then you hear something echoing from the grotto ahead of you. You hear I think I might go back up to the surface and just get us some sandwiches.

Tim / GM:

Do you guys want anything? I mean, if this is gonna go on all afternoon, we gotta eat something. Right? I mean, come on.

Tara / Journey:

Who the fuck is that?

Speaker 7:

Do I know this voice?

Tim / GM:

Yeah. I'm gonna say you all can roll. You can all roll, and Holly would have advantage, I think. What are

Speaker 4:

do we add him?

Tim / GM:

And this would be knowledge history.

Tara / Journey:

Oh. Natural 20. Natural 1.

John / Doran:

Natural 1. Wow.

Thomas / Guy:

23.

Hannah / Eryn:

18. 18.

Tim / GM:

Yeah. Bert Holly and definitely Uli. Uli, you sure as shit know who this is. I should have given you advantage too. This is Todd Pohl.

Thomas / Guy:

Oh. Oh. Yeah. My favorite.

Speaker 4:

I'd recognize that voice anywhere.

Tim / GM:

You hear another voice, a little more strained, kind of speak back to Todd and say, yeah. I mean, do what you need to. I I'm thirsty too if you could grab something for that.

Hannah / Eryn:

That's Dave.

Tara / Journey:

No. That's Emery.

Speaker 4:

Dave Dave says it like this.

Tara / Journey:

Dave has the nose thing.

Hannah / Eryn:

Okay. Sorry. You're right.

Tim / GM:

As you round the corner into this room, you see Todd Pohl is down here. You see Rynhalo is sitting cross legged in front of this cave room, and he's got both arms outstretched, and he is maintaining the shimmering barrier that is blocking the way. You see Emery on the other side of that barrier, and Emery is, like he's got his hands on his hips, and he's, like, pacing back and forth, and he keeps looking down a tunnel.

Speaker 4:

No Dave, though?

Tim / GM:

No. You don't see him.

Speaker 4:

Where's the ring?

Tim / GM:

Very close. He is on, like, Emery's side of the barrier and just a little bit deeper in the cave in the grotto.

Speaker 4:

Okay. So they have a barrier up, and Emery and Dave are on the other side of it.

Tim / GM:

Yep. You hear Todd say, hey. Hey, everybody. Todd. How y'all doing?

Hannah / Eryn:

Long time no see.

Tim / GM:

Yeah. Holly, it's great to see you again. Wow. Jeez. Hey, I was just going to get some lunch.

Tim / GM:

You guys you hungry?

Hannah / Eryn:

No. We're okay.

Tim / GM:

We mostly got this whole thing under control. It's a big you remember the big deal from when of course, you do. When you were first here? Yeah. Well, we we we mostly got it.

Tim / GM:

We think we're gonna talk them off the ledge here.

Tara / Journey:

What's going on?

Tim / GM:

Well, basically, they were fighting it all last night, and then, it took to the water. Nobody expected that. Just kinda disappeared. But, they chased down the buzzing again, and, yeah, it's down here. So the ring just sealed it off so it can't get out.

Speaker 4:

Did they need any help?

Thomas / Guy:

This sounds great. Does seem like you have it under control.

Tim / GM:

Well, we do and we don't. Dave's getting tired. Emery's getting anxious, and he just wants to kill it.

Tara / Journey:

Maybe we can find some solutions here.

Tim / GM:

That'd be great.

Speaker 4:

Yeah. I'm gonna go in there, if that's okay.

Tim / GM:

Yeah. I'd, you know, maybe talk it over with Ren first, but I'm sure he'd let you in.

Tara / Journey:

Just open a door in the

Tim / GM:

Todd says, so what are we thinking?

John / Doran:

Probably kill him.

Tim / GM:

Turkey honey mustard?

John / Doran:

Oh, sandwiches.

Tara / Journey:

Yeah. I'm okay unless there is anything vegetarian.

Tim / GM:

Yeah. Well, I we can pick it off. All

Thomas / Guy:

of the fish and chips

Tim / GM:

sounds good. Points at Holly, and he's just like

Hannah / Eryn:

Tuna.

Tim / GM:

Of course.

Speaker 4:

Yeah. Yeah. Whatever.

Tim / GM:

Triple roast beef, Will. You got

Tara / Journey:

it. Okay.

John / Doran:

Fish and chips. Yes.

Tim / GM:

Okay. You sure you don't want, like, a half a cow or something?

John / Doran:

If they sell it, yes.

Tim / GM:

So I'll check. You see him kind of, like, go around the corner and you're all thinking for a second, like, what about those rigging ropes? And then you see him just, like, monkey bar underneath the rigging, and, like, he's just a born sailor. Like, he knows how to get through this stuff. Yeah.

Tim / GM:

That guy's

Thomas / Guy:

a lot cooler than he looks.

Tim / GM:

You see Ryn is kind of breathing deeply, sitting in front of the barrier. Emery sees you now, and he just does, like, a little, like, chin upwards kinda like sup.

Tara / Journey:

I wave very excitedly and cheerfully at him.

Tim / GM:

Yeah. He, like, smirks when he sees Tibio, and then he, like, cuts it down into a frown really quick.

Tara / Journey:

We are friends.

Tim / GM:

Rin says, I'm guessing you guys are gonna wanna get to the other side of this.

Tara / Journey:

Yep.

Tim / GM:

Okay. Well, I need you guys to pick in or out, because I can't keep doing this. It's tough to stop and start.

Thomas / Guy:

In? I think we're all in. Should we have someone stay out?

Tara / Journey:

But there be a reason for someone to stay out? Do you need help with the shield?

Tim / GM:

No. I just is there a way you guys can get Dave to come out and take a rest? He's been in there for 16 hours.

Tara / Journey:

Yeah. Yes.

Speaker 4:

Yeah. I'll I'll work on it.

Hannah / Eryn:

No. We could get him out, and that way, you only have to put the portal up once. Emery, can you go get him?

Tim / GM:

It looks like he was planning on the idea that he couldn't hear you or something. He, like, acknowledges Holly when when Holly says that, and he just goes, yeah. He walks down the hall a little bit, and, you can hear him say, Dave. Dave, come on. We gotta swap out.

Tim / GM:

This is this is too much, man. Come on.

Thomas / Guy:

Uli Uli, talk to him. Dave.

Tim / GM:

You hear. That's right. It's Uli. And then you hear, like, a quiet, like, I'm I'm pretty tired. I okay.

Tim / GM:

Just don't hurt him. A couple seconds later, you see Dave, walking into view with Emery, and you can see Dave is, like, in real bad shape. 1 of his eyes is swollen shut. One of his horns is, like I said, broken. It has split off, kind of at the 3 quarter mark, so the tip is missing.

Tim / GM:

He's just covered in, like, cuts and bruises and, like, rock dust, and you can tell he's just been thrown around all night.

Tara / Journey:

Oh, Dave.

Tim / GM:

It's really not bad. He he stopped fighting a while ago. He's he's, either resting and recovering from the wound that Emery gave him or I don't know. But I I think he's coming around.

Speaker 4:

Sure. Just go sit down for a while. There's a

Tara / Journey:

I was gonna say there's a triple roast beef sandwich coming, but I don't know if he should eat that.

Thomas / Guy:

Oh god. Our our food. What are we gonna do about our food? Can food pass through the barrier?

Tim / GM:

Brynn looks up, and he's like, I'm not taking this down for a roast beef sandwich.

Hannah / Eryn:

Before we do anything, what what's the goal, Dave, Emery? Like, what are we trying to do here? I talk to this beetle?

Tim / GM:

Emery says, actually, yeah. We figured something out, and we should tell you. They kinda look at each other and they say, these aren't curses, really. They're

Tara / Journey:

Ghosts?

Tim / GM:

Dave kinda looks up and says, yeah. They're they're the spirits of the deceased.

Tara / Journey:

Yes. We are aware.

Tim / GM:

They kinda look at each other again, and they're like it was pretty enlightening, actually. And it didn't happen like you would think. Emery just got really drunk one night, and and Emery says, we both got really drunk one night. And I just I told him my story about about the kid that died that I couldn't save.

Thomas / Guy:

Yeah.

Tim / GM:

Well, that's what this is. And you see Emery's eyes kinda glow for a second. He says, that kid, he needed me. He wanted to be with me. So when I got this sword, it's like a it's like a gate into the spirit world, and that kid came screaming through it right into my arms.

Tim / GM:

And we didn't get along at first, but when I figured it out, everything changed. And you see him just kind of like his whole body shimmers yellow for a second. Says, we're on the same side now. I owe it to this kid to give him a second life. He lives with me now.

Tim / GM:

He's part of me, and he helps me out as much as I help him.

Speaker 4:

So he's not actively killing you anymore?

Tim / GM:

No. Alright. And in fact, I know that if I asked him to, he would depart. But I've let him know that I'm gonna see this through.

Thomas / Guy:

That's pretty cool, Amre?

Tara / Journey:

Can I see magically that they're in harmony, I guess?

Tim / GM:

Yeah. To you, it looks like almost like they're overlaid but offset a little bit.

Thomas / Guy:

Okay.

Tim / GM:

And so you can see, a sort of ghostly image, but it's almost childlike even though it's too big to be a child. But whenever Emory moves, it's just kind of moving with him over him, sort of a shadow that trails behind him.

Thomas / Guy:

Okay.

Tara / Journey:

But it's not malevolent at all at this point?

Tim / GM:

No. Yeah. It was just sort of misunderstood before when Emory tried to fight it.

Tara / Journey:

So the goal with Buster is to get harmony?

Tim / GM:

Well, I think Harmony might be out of the question, but I think we can cast it out. We can appeal to Buster. We've already made him understand what's going on, and that helped him fight.

Speaker 4:

Do I remember if he was, like, not an asshole before all?

Tim / GM:

Buster? Yeah. Buster was, like, the asshole of Dave and Buster.

Speaker 4:

Okay. Yeah.

Hannah / Eryn:

Oh, Dave and Buster.

Thomas / Guy:

Holy shit.

Hannah / Eryn:

Oh my god.

Thomas / Guy:

Shit. What

Speaker 4:

episode does this know?

Thomas / Guy:

There's literally there's a moment in the episode where, like, the rest of us

Tim / GM:

get it.

Speaker 4:

Yeah. But that was, like, episode 8.

Tara / Journey:

Oh, man. That's so funny.

Hannah / Eryn:

Well, I might have known realized at the time. Yeah. I think right now, I just remembered that that was That's funny. Fun. Oh,

Tara / Journey:

okay. So good.

Speaker 4:

Okay. Appeal to your asshole brother. Cool. I'll try. We'll try.

Thomas / Guy:

If anyone can do it, it's the curse breakers.

Hannah / Eryn:

Yeah.

John / Doran:

And we are sheriff's too.

Tara / Journey:

And I'm still not sure why, though.

Tim / GM:

Emery sees the badges. He goes, there's mine. I,

John / Doran:

Holly threw it. Holly.

Hannah / Eryn:

No. I didn't. But we can get you one from Tandy. It's fine.

Tim / GM:

You can have mine. Sandwiches. And, Tazal is swinging with one arm, and he's got, like, an arm folded underneath him with a bunch of sandwiches. It's like, how are you doing this? Rin kind of, like, lets out a huge sigh, and the barrier flickers and fails, and he stands up and shakes out his arms, and he's like, I just I need a sec myself.

Tim / GM:

Just give me a minute. And he, grabs Bert's sandwich and takes a bite.

Speaker 4:

Britt, you can have mine.

Speaker 7:

Fingers twitching onto brain gore. Yeah.

Tim / GM:

Split your thoughts, boy.

Speaker 4:

When we switch spots, I'm gonna, like, tag out, Dave. Okay. Forgot his name already.

Thomas / Guy:

Yeah.

Speaker 4:

And, like

Speaker 7:

Do you punch him on the inner thigh?

Speaker 4:

Kinda no. I do, like, lightly punch his shoulder, though.

Tim / GM:

He, I think he intercepts your little punch, and he just grabs your whole fist with his hand and just kind of, like, claps clasps it in there and, like like, brings your hand down to your side. And, he's, like, continuing to walk until the 2 of you are a little bit away from the group. He says, oui. I've I've gotta talk to you about something.

Tara / Journey:

Don't look at me, Tara.

Hannah / Eryn:

Look at me.

Thomas / Guy:

Do her overalls have Dave have a Dave mode?

Speaker 4:

I don't know. Dave mode.

Speaker 7:

Dave mode is when the overalls are on

Thomas / Guy:

the floor.

Speaker 4:

Oh my god. Hi, Cass. Demon. Oh, no. Oh my god.

Tim / GM:

At a 9th level.

Speaker 4:

Oh my

Tim / GM:

god. Dave says, there were a lot of nights with me and Emery just cold and alone, the 2 of us. And, hey, not not like that. Just listen to me. He kind of, like, straightens you out.

Tim / GM:

And he says, I we almost died a couple of times, and I'm not used to that. It just well I had a a think. I I mean I made a think. I had thoughts about I'm just I'm tired. Okay?

Tim / GM:

I've been trying to get Buster out

Speaker 4:

Hey. It's it's

Tim / GM:

fine. All night long, and I don't know what's going on.

Speaker 4:

Just

Tim / GM:

And it's just Uli, I, he kinda, like, looks over his shoulder and sees that he's being loud and, like, everybody just looks over at him. He looks back at Uli and says, I've done a lot of thinking about what matters and what I want. I wanna get Buster out of here, and I want our lives back. I want all of this to end. Any kind of gestures out at Emory and the spirit bullshit that's been going on?

Speaker 4:

Yeah. I mean, I think we have the same goal.

Tim / GM:

Just know that I'm here to help you, all of you. And I I just I've there's gotta be.

Thomas / Guy:

Uli.

Tim / GM:

He reaches down and just, like, grabs at your hip, and he, like, snaps the clasp on your tantrum tankard.

Speaker 4:

Okay. I I yeah. You can use that.

Tim / GM:

Brings it to his mouth, and he, like, opens it. And all of a sudden, his face just goes placid. And he says, good luck in there, Uli. It's a tough cookie. We've already tried threatening him.

Tim / GM:

We've tried reasoning with him. We've tried being kind to him. I don't know what you're going to try, but good luck to you. I do need some rest, so I'll be out here for a while.

Speaker 4:

Take take as much as you need. I'll try and get him back.

Tim / GM:

Thank you. All of you. Thank you.

Tara / Journey:

I cast a healing word on him before I go inside.

Tim / GM:

His eye, like, unswells, and he, like, blinks a couple times.

Tara / Journey:

5.

Tim / GM:

Gives you, like, a gracious nod to the other, and then he leans up against a wall and just does some deep breathing exercises. Ryn kind of sits back in his place, gestures for all of you to go to the other side.

Tara / Journey:

Yep. We do.

Thomas / Guy:

Let's do this.

Tara / Journey:

We do that.

Tim / GM:

Okay. The barrier goes back up. You hear from the other end of this tunnel. The entire place shutters again. You see the rigging kind of bounce around out the way you came, and you look up to see at the end of this tunnel the glint of a massive golden beetle.

Tim / GM:

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

Hannah / Eryn:

I'm Hannah playing Holly Hyacinth.

Thomas / Guy:

I'm Thomas. I play Engelbert FF Wisherspoon.

Tara / Journey:

I'm Tara, and I play Tibio Femur.

John / Doran:

I'm John. I play Snack the Kobalt.

Speaker 4:

And I'm Maggie playing Uli.

Tim / GM:

Hi. It's me, your genie. Thanks for listening to people being other people. If you wanna help Master Snack and his servants, you could make my wish come true by following us on Instagram at pbop_podcast. That's p b o p underscore podcast.

Tim / GM:

Thank you very much.

Cursebreaker | 49 - What Tangled Jibs We Weave
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