Cursebreaker | 8 - Mumble No. 5

We find the mountain tunnel to Tildry, but take a plummeting detour into a forgotten kingdom deep underground.
Tim / GM:

Last time on Cursebreaker. We finally started our journey to Tildry after a few last minute errands. The road started out muggy, buggy, and miserable on an unusually hot spring day, but a group of kind strangers turned the day around when they shared their meal with us. Partway through the day, we crossed a crystal clear stream where the party stopped to swim, then walked a few more miles before setting up camp. Before the end of the night, a bright light in the sky fell towards the party, revealing itself to be an ancient golden dragon.

Tim / GM:

As it drank from a nearby pond, Snack approached the dragon cautiously and ended up making a new friend. I'm not jealous. Not at all. Dragons are silly. So we're actually gonna start the morning after that.

Tim / GM:

So that was kind of the last big event of the night is, you all had witnessed this dragon touching down, taking a big swig from the pond, and snack approaching it to try to make some appeal to join the golden dragon flight. Which it didn't exactly let you in, but it did give you a golden dragon scale snack. When you all awake the next day, Holly, you see, your pack looks like it's been rifled through. And, yeah, a few things in your tent look just a little out of place.

Maggie / Poppy:

Holly immediately pats her pocket to see if Henri, her chameleon, is safe.

Tim / GM:

Anri's fine. Okay.

Maggie / Poppy:

Gotcha. She, like okay. And then she'll just start, like, digging through a pack and looking to see if anything got taken.

Tim / GM:

You put all your items out 1 by 1 into the tent, and you see that everything is accounted for except a cat statue, that you had picked up back in Lamplight. Mhmm. It also crosses your mind as strange because nobody's supposed to be able to get anything out of the pack of privacy. That's the whole point.

Speaker 3:

This is very, very odd.

Maggie / Poppy:

Who is closest to me?

Tim / GM:

Who's in your tent?

Maggie / Poppy:

Probably Uly.

Speaker 4:

Probably Uly.

Maggie / Poppy:

Is she asleep?

Tim / GM:

Busy.

Maggie / Poppy:

I'm gonna roll over and just, like, smack Uli in the chest. Like, in her boob. What? What? I'm gonna smack her again, in the boob.

Maggie / Poppy:

Again. Ow. Stop, man. Uli. Uli.

Maggie / Poppy:

Wake up. What? I think I think someone was in here last night. Unless, I don't know. My There's something missing from my pack.

Maggie / Poppy:

It's just really weird. Did it is your stuff okay? Is my stuff okay?

Tim / GM:

Your stuff is okay. You both notice the front of the tent is open a little bit and flapping in the wind?

Speaker 5:

I think someone snuck in last night.

Maggie / Poppy:

I I have this pack, you know, that no one is supposed to be able to get into and, something was taken out of it. So I don't know how the fuck that happened, but oh, that's scary. I mean Do you, like, sleepwalk?

Speaker 5:

Do you have you done that?

Speaker 3:

No. I

Maggie / Poppy:

don't I don't think so. I mean, I wouldn't know because I'd be asleep, but

Speaker 5:

And I was like

Maggie / Poppy:

None of my past lovers have told me. And she winks at Lily. Oh.

Speaker 5:

Yeah. I suppose they'd know. Could something could something have gotten out? Like, just rolled out?

Tim / GM:

So the 2 of you are kind of looking over your tent and all of your things. How do each of you sleep? What are, like, the effects that you need around you to sleep?

Speaker 5:

I I sleep face down.

Tim / GM:

You just plank? Just

Speaker 5:

out. I, like, flop onto my face. I plank and then I pass out.

Speaker 6:

Plank to sleep.

Maggie / Poppy:

I think Holly sleeps in, like, the fetal position on her side, like, curled up.

Tim / GM:

Mhmm. Do you have, like, any magical pillows? Or

Maggie / Poppy:

No. I'm just I mean, I don't travel very often, so I probably have pretty slim

Speaker 4:

Sure.

Maggie / Poppy:

Pick ins for traveling gear.

Tim / GM:

So outside of this tent, who else is up? Who's, like, an early riser?

Speaker 6:

I think we've established that the 3 of us, myself, Bert, and Snack are all kinda late risers.

Speaker 7:

Yeah. I think that's correct.

Speaker 4:

We're probably still sleeping then.

Speaker 5:

Yeah. So boys' tent is still sleeping. True.

Speaker 6:

I'm boys' tent.

Maggie / Poppy:

Yeah. That's so exciting.

Speaker 3:

You get to be in

Tim / GM:

the fart tent.

Speaker 3:

You get to be in the tent. That's a sneaky toy. Squeaky tent.

Speaker 4:

The skeletons sleep in the tent?

Speaker 6:

The skeleton Yeah.

Maggie / Poppy:

How do you sleep with skin?

Tim / GM:

Off like shoes?

Speaker 6:

Yeah. I take it off. I, I do, like, a nice, like, brush down of all of the bones and then I stack them neatly, as just as I I fold my trench clothes Oh, shirt. And all of the clothes that skeleton wears.

Speaker 3:

Do you

Tim / GM:

leave the skeleton outside like you do with shoes when you're camping?

Speaker 6:

No. It stays inside. I do all the, like, the brushing and clean up outside, but then I take it inside fold it nicely and it kind of, like, is a it's it's its own shrine kind of

Speaker 3:

Sure.

Speaker 6:

Where it, I place it just above where my head is going to be while I sleep. Yeah. And then I sleep below it.

Tim / GM:

Good. So you don't have to slip into, like, a dewy skeleton in the morning. Yeah. Yeah. Nothing worse than that.

Tim / GM:

It's wet. Slimy. Yeah.

Speaker 6:

A damp skelly.

Tim / GM:

So then if, if it is just Holly and Uli that are awake, eventually your search leads you to look outside of your tent where you see a cat statue standing in the grass just a few feet away from your tent in a different pose than when you initially found it.

Maggie / Poppy:

Lily, do you see do you see that?

Speaker 5:

That you mean the cat thing?

Maggie / Poppy:

Yeah. That's that's definitely not how it looked when we got it. Right?

Speaker 5:

I mean, I don't remember.

Speaker 6:

Oh, God.

Maggie / Poppy:

Maybe this was one of the cursed items that they didn't you know, we got in the under dock. I'm I'm I don't like this.

Speaker 3:

Oh, Ollie? Ollie? Is everything okay out there?

Maggie / Poppy:

About time the boy tent woke up.

Speaker 5:

Yeah. I think we're fine. There's a the something weird happened last night.

Maggie / Poppy:

The curse statue is alive, probably.

Speaker 6:

Tibio makes his way out of the boys' tent and he has his, cloak folded and, like, wrapped around his shoulders like a blankie shawl and just, like, tiptoes out of the tent, all tiny without a skeleton on. Cute.

Maggie / Poppy:

Oh my

Speaker 6:

gosh. And he's, like, rubbing his, his eyes with his hands and still yawning and stretching.

Tim / GM:

Probably one of the first times you've seen Tibia out of the skeleton.

Speaker 6:

Just, like, toddling out of the tent, like, good morning.

Maggie / Poppy:

What is what is Tibio, like, what's his hair color? Can you remind us what his face looks like a little bit? It's just been a while.

Speaker 6:

He's kind of I think we went with he's kind of like Tim Burton y, like very pale, kind of sunken eyes, big eyes, like, very gaunt in face, and then dark, like, kind of tousled hair. Mhmm. But very, like, very young. He's very young.

Speaker 3:

Okay. Cool.

Speaker 7:

Bert sticks his head out of the tent and says, did somebody say something weird happened?

Maggie / Poppy:

Yeah. The cat statue is alive. I I don't know. It's cursed.

Speaker 5:

I mean, it's clearly not currently.

Maggie / Poppy:

Can someone make us some coffee, please?

Speaker 3:

Miss Veronica said that the cat statue was not cursed. How could it be cursed?

Maggie / Poppy:

Do we know what it does? Mm-mm. We never looked into that. Alive.

Speaker 5:

Someone wanna do that?

Speaker 4:

Yeah. I can take a look at it. I'm a little fuzzy, but, this should work.

Speaker 5:

I want some ale.

Speaker 6:

Morning ale.

Speaker 3:

Morning. So you

Speaker 5:

guys start the day off. Right?

Maggie / Poppy:

Not right now.

Speaker 4:

We'll leave

Speaker 7:

it at some of that coffee.

Speaker 5:

Do we have coffee?

Maggie / Poppy:

Can you make coffee? Because I don't know

Speaker 4:

how. I don't know how either.

Speaker 5:

We have cocoa and ale.

Speaker 4:

Snack, slithered out, towards the fire pit and found that there's still some embers and is now, boiling some water for cocoa.

Tim / GM:

Aww. Hell yeah.

Speaker 4:

Bert's gonna cast identify on this cat statue.

Tim / GM:

Okay.

Speaker 6:

I'm gonna get rid of detect magic because that identify is just, like, way too good.

Tim / GM:

Ousting it. Yeah. It's good. Check.

Speaker 5:

Good sleep.

Maggie / Poppy:

It was fine for a road sleep.

Tim / GM:

Well, I

Speaker 4:

can't believe we saw that gold dragon last night.

Speaker 5:

Oh, yeah. That was that was weird. That was awesome.

Speaker 3:

Snake, is that what you will look like when you are a dragon?

Speaker 4:

I suppose so. Now that I am part of its flight, I, I awkwardly approach, behind Holly and do a slight bow as I say, Holly.

Maggie / Poppy:

Oh, yeah. Yeah.

Speaker 4:

Holly, it is me snack. I I received this, this boon from the golden dragon that we saw last night. Do you remember?

Maggie / Poppy:

Yeah. I remember. It's wow. It's it's so pretty.

Speaker 4:

Thank you. Yes. I know that you do, crafting. Is that right?

Maggie / Poppy:

Holly's, like, reaching out. She's just kinda mesmerized by the scale. She's, like, trying to touch it.

Speaker 4:

Yes. It's very nice. Wow. But it's mine. And then I take it back.

Speaker 4:

However however, Holly, I I have prepared Coco, and I was wondering perhaps if you would, turn this scale into something for me, something that I may wear.

Maggie / Poppy:

Well, I've never worked with a dragonscale, a true golden dragonscale before, but, oh, man, would I love to get my hands on it. Yeah. I'll do anything. It just backs

Speaker 4:

up a little bit. It doesn't quite bolt. That is wonderful, Holly. I have things that I can offer as trade. I know we are allies, but I do not expect you to to do such labor, without reward.

Speaker 4:

I I was wondering if you could make me a breastplate of some kind.

Maggie / Poppy:

Do you do dragons need breastplates?

Speaker 4:

Of course. They have scales that, protect their chest, but, my skills are not quite engrown in yet.

Maggie / Poppy:

I I haven't made armor before. However, I definitely could, research some of the techniques. But I will say I'm very good with magical items that can be turned into things to wear. So, you know, making a breastplate shouldn't be that much harder.

Speaker 4:

Thank you.

Maggie / Poppy:

So I'll just hold on to this then for you. And, she takes it from his grasp and, like, puts it in her pack of holding, and just, like, pats it after it's in there.

Speaker 4:

This is much appreciated. Holly, I will grant you one wish. You may ask one thing of me.

Speaker 3:

A wish?

Speaker 4:

Snack, and I will I will do it for you. And I do a a deeper bow this time, and then, walk off probably back to the fireplace in Coco.

Maggie / Poppy:

Intriguing little man.

Tim / GM:

Bert, your identify spell has, resolved. Ding. So this cat statue, has a strong transmutation effect on it. It's a little complicated, though. You've sussed out that this statue is activated by, being stroked by a living creature?

Speaker 4:

Holly, I've taken a look at this statue of yours.

Maggie / Poppy:

Oh, I mean, it's not really mine. I just hold things for the party, but

Speaker 4:

True. True. Transmutation, that's kind of your specialty, isn't it?

Maggie / Poppy:

Yeah. In a certain sense for sure.

Speaker 4:

Well, there's some of that going on with the statue. But what happens when you do this?

Tim / GM:

And you, you scratch it a little bit behind its ear and, you see this, elegantly detailed porcelain cat, immediately kind of stand taller and do an about face and look at you, Bert, and say, hello.

Speaker 4:

No. It's awesome. Hello. Wow. What a good cat statue.

Maggie / Poppy:

Holly, like, jumps 3 feet backwards. She's so shocked.

Tim / GM:

The the cat, Bert kind of, like, buckles down into your arms, as Holly jumps away and says, I haven't a bunch of time. What is your name?

Speaker 4:

I'm Engelbert f f Wisherspoon.

Tim / GM:

Engelbert, it's great to meet you. I am you might call me Sal. Sal. Sam. What's a cat's name?

Maggie / Poppy:

I like Sal.

Speaker 7:

Sal. Sal, nice to meet you.

Tim / GM:

A pleasure to meet you. And this is who? And she looks over at Holly.

Maggie / Poppy:

Pleasure. I'm Holly Hyacinth.

Tim / GM:

Intriguing. And where are we? And it just gets, like, super wide eyes and, like, looks around at the field.

Speaker 4:

Well, we're just on the road on

Speaker 7:

our way to Tildrey.

Speaker 4:

You know it?

Tim / GM:

It's not turning background to look at you, and, you kind of feel that this cat has turned to porcelain again.

Speaker 3:

Sal? Hello?

Speaker 4:

Sal, you with me?

Maggie / Poppy:

Holly's gonna, like, get close to it again and kind of, like, tap it on the back of the head a little bit with her finger.

Speaker 4:

You try

Tim / GM:

it. And, it, reacts to that. It starts kinda chasing your finger around, and it looks at you and it says, Holly, so great to see you again. How long has it been?

Maggie / Poppy:

Like, 2 seconds, sir. Wait. Before you go, what are you?

Tim / GM:

I am a cat.

Maggie / Poppy:

Oh, cool. Do you do something?

Tim / GM:

I exist as you do, I assume. I've been to this place before. I believe, Engelbert Wisherspoon brought me here once.

Speaker 4:

Yo. Ah, yo, right here.

Tim / GM:

There he is, the man himself.

Speaker 7:

So great too.

Tim / GM:

And it turns back into poor stuff.

Speaker 4:

Oh, Sal.

Tim / GM:

Oh. Oh, man.

Speaker 5:

It's, like, 10 seconds.

Speaker 7:

This cat needs constant attention.

Speaker 3:

I guessed mid chance to pet the cat.

Tim / GM:

Give me an arcana check.

Maggie / Poppy:

Wow. Not 1. Oh. Okay.

Tim / GM:

Neo. Destroy the statue. You find out right away. You find out that, Mage Hand doesn't, doesn't, like, does not make the cat come alive.

Speaker 4:

Womp womp.

Tim / GM:

Sorry. I was wrestling with saying turn on the cat. It does not make the cat doesn't make the cat not porcelain. Not only that, but with this mage hand, you tried a little harder to activate it, and you pushed it out of Bert's hands, and it hits the ground, and it shatters. It breaks into 2 pieces.

Tim / GM:

Oh, no. Sal.

Speaker 3:

Wow. I'm so sorry. I'm so sorry. We just didn't even

Maggie / Poppy:

knew what it did.

Speaker 3:

Oh, may can I try to fix it?

Maggie / Poppy:

Yeah. You can try. What? It can't Prestidigitation. Oh, god.

Tim / GM:

Prestidigitation doesn't quite have the mileage to put this down.

Speaker 6:

I literally have no idea what prestidigitation does. I keep trying it because I have no idea. It just says, like, miscellaneous small things. It's got, like, a list of craps that

Speaker 4:

it's Yeah. It's a tricky one.

Tim / GM:

Prestidigitation is supposed to cover everything a magician can do. So, like, smoke tricks, flames, card tricks, like

Speaker 4:

You can make something hot or cold, but mending is specifically it's alright. It's alright, Tibbs. It's alright.

Speaker 5:

Your phones. It's okay. Come here.

Speaker 6:

I'm so sad.

Maggie / Poppy:

Can you

Speaker 6:

just read us all day?

Speaker 5:

I give him a hug.

Maggie / Poppy:

Holly is gonna cast Mendine on the shattered cat.

Tim / GM:

Okay. Yeah. You watch the the cat sort of, like Elmer's glue is filling up between the cracks, and it just becomes one solid piece of porcelain again.

Maggie / Poppy:

Well, we we can try it again. And she just gives it one big stroke down the whole back of it.

Tim / GM:

And it, kind of, like, perks its ears up and looks around and says, ah, the valley. And Holly and Bert too. So good to see all of you once again.

Maggie / Poppy:

Sal, we thought we lost you there for a minute.

Speaker 7:

How you feeling, Sal?

Tim / GM:

Alright. It's rain. How are you feeling, Engelbert Wisherspoon? Great. Fantastic.

Tim / GM:

And Holly Hyacinth, how are you this morning?

Maggie / Poppy:

Good. What what other places have you been?

Tim / GM:

His eyes kinda, like, go wide, and he's just so, like you can see, like, his entire life flashing before his eyes. He says, I've seen a great many fields like this.

Maggie / Poppy:

Cool. Well, that might come in handy later.

Speaker 4:

That's all we're gonna get, isn't it?

Tim / GM:

It stares back at you blankly.

Speaker 5:

Have you guys, like what if you, like, pet him while you're talking to him?

Maggie / Poppy:

Yeah. That's possible. But I think, like, right now, I don't know if we're gonna get a ton out of him. I mean, we can keep trying that if you want.

Speaker 4:

We do probably need to get moving again.

Maggie / Poppy:

Yeah.

Speaker 7:

Has that coffee coming, mister Snack?

Speaker 4:

Does quite ready, and then you you see, Snack putting a bottle of whiskey back into his lamp.

Speaker 5:

I will take one of those. Thank you.

Speaker 4:

Thank you for teaching me this recipe, Woody.

Speaker 5:

You're welcome.

Speaker 4:

And I hand out cups to everyone. Okay.

Maggie / Poppy:

I'm gonna pass. I don't drink sugar in the morning. Mhmm.

Speaker 6:

Tibia smells his and takes a slow, cautious sip.

Tim / GM:

Henry and Maisie approach, and Maisie reaches out for a cup. And Henry just goes, no, Maisie.

Speaker 4:

Maisie is a champion. What are you doing?

Tim / GM:

She is a champion, but, pretty sure I saw that. And he points to the the where your whiskey is stashed.

Speaker 4:

I look, back at at Oliya and shrug him.

Speaker 5:

In this in this realm or whatever, I don't know where you came from, kids can't be champions yet. They have to

Speaker 4:

Seems so prejudiced.

Speaker 5:

I it is. It's really we're working on it. Yeah. There's a lot of revolutions and stuff.

Speaker 7:

It's an unfair standard for kobolds and humans.

Maggie / Poppy:

Yeah.

Speaker 4:

I see.

Speaker 5:

But just just imagine that Maisie has to become a dragon before she can drink these. Mhmm. Yeah.

Tim / GM:

As you all are putting your tents down and and packing up again to move along, a wagon comes rolling down the road not too far from you. You see, it's just a lone man, kind of, right at, like, retirement age, driving, like, a covered, like, canvas, like, Conestoga wagon.

Speaker 6:

So he's so he's 90 years old then? Well Retirement age?

Tim / GM:

Yeah. Well yeah. Well, no. This is adventuring retirement age, which is like 45. Yeah.

Tim / GM:

Rolls past you, and, he actually kind of turns in toward your encampment. And he just holds up one arm, and he just says, hail.

Speaker 7:

Well made stranger.

Tim / GM:

Says, young adventurers,

Maggie / Poppy:

Yeah. We all? Yes. Thank you.

Tim / GM:

Yeah. He, looks down and says, well, I've got something for you. And, he, gets off of his wagon, and he starts kind of, like, opening the sides to it, so he can, like, show off his wares. And it's pretty clear immediately that you guys are just being solicited to buy things. And you see a little, hand painted sign that says Trevor's treasures, underneath it.

Tim / GM:

And he says, I have pretty much called it quits on all the adventuring, but, I've got a good stash that I can share for a pretty decent price. Anybody interested? I don't have anything, like, super deadly, because I don't really believe in putting that stuff out in the world. But I got some cool stuff. You can take a look.

Speaker 5:

Insight check?

Speaker 4:

Sure.

Maggie / Poppy:

I feel like every time 6. You do this, it's like a 5 or

Speaker 5:

I trust everybody.

Speaker 4:

It might be Trevor.

Maggie / Poppy:

Yeah. I definitely am interested. What are you selling, Trevor?

Tim / GM:

Take a look. He's, he's got these things kind of neatly laid out and labeled. It's it's clear he's been trying to sell these things for a long time. You can see where he's discounted things. He's got, like, a slash through it just to go to a lower, asking price.

Tim / GM:

But just to name a few, you see, like, a, a shepherd's crook, like a staff that's in there. You see a cape that's made of this this long preserved grass that seems to remain intact. You see a few rings that are set into pillows, a few bottles that have some strange looking substances in them and, even like a little box of chocolate hearts.

Maggie / Poppy:

What's this? Holly picks up a little perfume bottle.

Tim / GM:

I actually just got that on my way out of Tildrey. That one's called L'Loon, a new fragrance by Illyrio Luna.

Maggie / Poppy:

Oh, O'Leary Aluna. How much are you selling this one for?

Tim / GM:

15. I'm really just trying to get rid of it.

Maggie / Poppy:

How about 10? I

Tim / GM:

bought it for 20. Fine.

Maggie / Poppy:

Here you go. Holly, pulls out a giant bag of gold coins. She has a 120 and she goes in 10.

Speaker 4:

It's, like,

Tim / GM:

Alright. Just to get rid of this stuff. I honestly, I hate it. I tried it once. But, I'm I'm sure you'll like it.

Tim / GM:

It seems, people are kinda on either side of the fence about this one. The perfume, when applied, will give you a plus 10 or minus 10, to your charisma checks based on the person, and that is a 5050 roll as to whether they like the perfume or not.

Speaker 6:

Not.

Maggie / Poppy:

Cool. So do I do I roll, or do you roll?

Tim / GM:

You can roll it. Yes.

Maggie / Poppy:

Yeah. Okay.

Tim / GM:

Anybody else need some, adventuring gear?

Speaker 4:

Snek has his, eyes on the cool looking dagger.

Tim / GM:

What is this item? This is my sick looking knife. It's, pretty scary,

Speaker 4:

What would it cost for me to procure it?

Tim / GM:

Asking for 40 gold here.

Speaker 4:

You got it? 40 gold. I look around nervously, and I set my, bag on the table.

Tim / GM:

He outweighs it in his hand. How much do you have in there? A 145. He says, yeah, this might be enough.

Speaker 4:

Nah. Well, I I do want this dagger.

Tim / GM:

Well, alright. I'll make a trade. Here you go.

Speaker 5:

Hey. What? We're gonna we're gonna learn how to count later, but I can handle this transaction.

Speaker 4:

I know how to count.

Tim / GM:

Oh, geez. Look, there is so much more gold in here than I thought there was. Oh, yeah. Sorry. I just needed 40.

Tim / GM:

I wasn't trying to scam you or anything, little guy.

Speaker 4:

Good. Otherwise, I would find a good use for this dagger already, And I

Tim / GM:

Well, now I don't wanna sell it to you

Speaker 4:

is what I would say if I was an aggressive kobold, but I am not. I am reasonable.

Tim / GM:

He very hesitantly hands it over to you. So the sick looking knife is a plus 1 dagger, so plus 1 damage, plus 1 to hit. And it can also be drawn as part of an intimidation attempt, giving you plus 40 a roll, because this is a sick looking knife. Cool.

Speaker 5:

What is this this ring?

Tim / GM:

Oh, the tracking ring?

Speaker 5:

Oh, it's a tracking ring?

Tim / GM:

Yeah. It's, kinda useless because it really doesn't do anything except you get to know where it is, Which is cool. I mean, you know, sometimes, I mean, I used to use it, like, I would just, like, hook it onto, like, my wagon keys, so I'd never lose my wagon keys.

Speaker 4:

That's clever.

Tim / GM:

But you can use it for all sorts of stuff. Like, if you never wanted to forget where you live or something, you could just leave it at home.

Speaker 5:

Yeah. How much is it?

Tim / GM:

Let's say 50 bones. Fifty gold. Sorry. I was looking at bones over here.

Speaker 3:

Sir, I will not give you any of the bones.

Tim / GM:

Did you wanna buy anything though, bones?

Speaker 3:

I believe you are still helping my friend.

Tim / GM:

You got 50 or what?

Speaker 5:

I mean, you did say it was pretty lame though.

Tim / GM:

Nope. I just said I didn't I mean, 45.

Speaker 5:

Yeah. I'll I'll take that.

Tim / GM:

And, Uli, that, ring, of course, once attuned to the ring, you will always know where it is. You'll see, like, almost like a sunspot in your vision, only when you want to. So you'll be able to kind of physically see where it is and how far.

Speaker 5:

Okay. And, like, I could tell if it had moved or something?

Tim / GM:

Only if you, like, checked on it. It doesn't notify you when it

Speaker 5:

was Right. No. I'm saying if you wanted to check-in on whatever

Tim / GM:

You would know.

Speaker 5:

Ring. Okay.

Tim / GM:

How about our bones?

Speaker 3:

I'm looking at this this interesting ring.

Tim / GM:

Alright. This is, pretty much the coolest thing I have. So, good eye, mister Bones. This is a ring of x-ray vision. Pretty much, it is what you think it is.

Tim / GM:

Only works once per day. Don't try to overdo it. I mean, you can try to do it more than once per day, but you're gonna get sick.

Speaker 3:

I'm sorry, sir. What what is an x-ray?

Tim / GM:

You see him he cocks his head and goes, what did you say? And you see a little line of blood leak out of his ear.

Speaker 3:

Gross.

Tim / GM:

You know, x-ray, like, like, Professor X, you know, it's like crazy, like cool, you can see through, like, magic I don't know. I'm grasping at straws here.

Speaker 7:

It's a magic thing, Tibbs.

Tim / GM:

I just called it an x-ray. No. Okay. No. You know what?

Tim / GM:

This ring, it used to belong to my friend, Ray.

Speaker 4:

There you go.

Tim / GM:

Anyway, Ray used to be able see through things, and, this ring lets you do the same thing.

Speaker 3:

Oh, that is amazing. Can you see through walls? Yep. Can you see through stone?

Tim / GM:

Yeah. And let me let me cut to the chase here,

Speaker 3:

mister

Tim / GM:

Bones. You can see you can see through clothes for sure.

Speaker 3:

Oh, why would I want to do that? That's a hackable.

Tim / GM:

I don't know. Yeah.

Speaker 3:

Can you see through metal?

Tim / GM:

A little bit. Maybe like an inch.

Speaker 3:

I would take it.

Tim / GM:

Very good. It's, it's gonna run you a 120, and I'm not coming down on this one.

Speaker 3:

Sir, I do not think that you have seen many people on this road, as we have not seen many people on this road.

Tim / GM:

Maybe.

Speaker 3:

I think that based on the deals you have given my friends, you are more than willing to barter.

Tim / GM:

Leave me with my pride. Come on.

Speaker 3:

I will give you 90 gold.

Tim / GM:

Okay. That's kinda far off from asking. You got anything you can trade?

Speaker 6:

I will give you this ring of horrific ripples.

Tim / GM:

What does that do?

Speaker 3:

It makes one look like a horrible skeleton zombie. It strikes fear into the hearts of your enemies.

Tim / GM:

Does it, like, kill you, though?

Speaker 3:

No, sir. But have you ever been on the road and bandits have come to your, cart to steal your belongings? This would be a way to scare them away.

Maggie / Poppy:

Or you ever been one of those zombie bar pub crawls? Perfect costume.

Tim / GM:

It would save a lot of time on makeup.

Speaker 3:

Wait.

Tim / GM:

Alright. Let's say, that's worth, you know, 30 or so. We got a deal?

Speaker 3:

We.

Speaker 4:

Very good. Stop. Before you do this, Tibio, I must ask this this tradesman about this ring. Does it tell true character, true intent? Does it let you peer into someone's soul deep down and know how evil they are or good?

Speaker 4:

Nope. You can get that ring to me. That sounds great. Snack walks away.

Speaker 3:

Oh, thank you, Snack.

Speaker 5:

Weird. Yeah.

Tim / GM:

He's, he's putting on your ring of horrific repose and taking it off kind of rapid fire. You can just kind of, like, see his skull every now and then.

Maggie / Poppy:

New patches of, like, zombie decay appear every time

Speaker 4:

he takes it off and on,

Speaker 6:

and it's like It's a randomizer. Yeah.

Maggie / Poppy:

Yeah. New skin each time. Okay.

Tim / GM:

Any other takers? And Henry kinda looks them up and down. He says, nothing for me. Thanks. Pretty cool stuff though.

Tim / GM:

And he just gives him like an awkward thumbs up.

Speaker 4:

I've, got my eye on these cufflinks over here. Looks like you could have a lot of fun with these.

Tim / GM:

What's that?

Speaker 4:

You ever, play around with these at the bar, my man?

Tim / GM:

Yeah. I'll I'll be the first to admit I've actually used those myself. They're pretty effective. They'll teach you how to play cards, teach you how to throw darts, you know, pretty much make you the coolest guy in the bar. Would that be a new experience for you?

Tim / GM:

I'm guessing, maybe.

Speaker 7:

Depends on who's telling the story.

Tim / GM:

I see. Well, first time for everything. Right? Only 40 gold.

Speaker 7:

Sounds like a deal.

Tim / GM:

Cha ching. I mean, he, he, hands you over the barfly cuffs, which, give you one constitution, unarmed proficiency, playing cards proficiency, and darts proficiency.

Maggie / Poppy:

I also leaned down with the same area. I was kinda standing by the potion still, because I got the perfume and I was looking

Speaker 3:

at another

Maggie / Poppy:

little bottle next to it and it's so cute And Holly's just like, what does this one do? And she's, like, holds it up. It's so cute.

Tim / GM:

Yeah. I'm surprised you even found that one. That's my, teeny tiny potion. Oh. I've never found a use for it personally, but, they say it turns you pretty darn small.

Tim / GM:

I'd say a person your size, you're looking at like fairy height. Maybe 6 inches.

Maggie / Poppy:

I'll take it. How much?

Tim / GM:

It's 20 gold, which I know it sounds steep for something so small.

Speaker 5:

And,

Tim / GM:

it only lasts 10 minutes.

Maggie / Poppy:

10 minutes?

Tim / GM:

It's gonna be cool. I promise.

Maggie / Poppy:

Oh, my gosh. How about 10 gold for 10 minutes?

Tim / GM:

How about everything for free? How about that? Is that better

Maggie / Poppy:

for all of you? Yes.

Speaker 4:

15. I found it.

Maggie / Poppy:

Alright. 15.

Speaker 6:

We're the worst.

Speaker 5:

You, you got anything for free, though?

Tim / GM:

I mean, yeah. I I picked up something that was cursed, but you don't want it.

Speaker 5:

Cursed?

Tim / GM:

Yeah. It's this I mean, you're not gonna want it anyway. He shows you this, brooch. This like, it's got, like, gold and silver and brassy tones, but you can tell it's all just, like, painted metal. And it's got a definitely fake gem in the middle.

Tim / GM:

But you can kinda tell that it's also dripping with, like, cursed magic. So this thing, he explains, draws in, physical missile attacks like arrows and and slings and rocks and directs them towards you, but it also gives you resistance to that damage when this is pinned on you. The the brooch, depicts a, a, a chicken with an arrow through it.

Speaker 5:

That is so sick. That's cool. Right? That looks really cool.

Maggie / Poppy:

That's very cool.

Speaker 4:

Do you have 2? No.

Maggie / Poppy:

I feel like that's something that, you know, my my great great aunt would maybe wear.

Speaker 5:

Like Was your great aunt a badass?

Speaker 3:

I've seen, I've seen similar jewelry in very old graves.

Speaker 5:

So it's like an antique. Like, this is vintage. Right?

Speaker 3:

I think.

Maggie / Poppy:

I mean, yeah. Vintage, but

Speaker 3:

not the good kind, Uly. What are you talking about?

Speaker 5:

There's a chicken with an arrow

Maggie / Poppy:

to it.

Speaker 3:

Uly, it doesn't matter if we like it, if you like it. It matters.

Speaker 7:

Plus, there's the curse. I mean,

Speaker 4:

not to ignore the aesthetic value of it.

Speaker 5:

The curse doesn't seem so bad.

Speaker 4:

I have cursed items really, and it's fine. Nothing bad has happened to me.

Speaker 3:

I don't know if that's true, Snack. You were very ill. Mhmm. So does this curse remain on the item or does it transfer to the wearer?

Tim / GM:

No. It just kinda sits on the item, so as long as you're holding it, you're kind of a target. Which is to say, this wagon, I feel like has been getting some of this curse, kinda rubbing off on it. I feel like whenever Bert has to take a shit, it's my wagon. So I don't know.

Speaker 5:

But, like, if you take it off

Tim / GM:

You should be free of it. Yeah.

Speaker 5:

Okay. Cool. I'll take it.

Tim / GM:

I, I don't feel great about putting this out into circulation, but I I hope you're putting it to good use.

Speaker 5:

Let's just say I, like, stole it or something.

Speaker 3:

Sir, we know someone who can remove curses, so if that eases your mind at all.

Tim / GM:

You had me it, I stole it. And, he tosses it out.

Maggie / Poppy:

Can

Speaker 6:

we call this episode, ballistic bird crap?

Speaker 5:

Yeah. Yes, please.

Tim / GM:

After shopping just a little bit and getting some neat items, you all, get your backpacks on and whatever and get back to marching.

Maggie / Poppy:

No. I'm just kidding.

Tim / GM:

Get back to marching. It's still, early early AM, when you start out. And it doesn't take you long before you get to, pretty close to the mouth of the hedge mountain that would lead you through the mountain. As you kind of round the bend, you see a group of minstrels, like, traveling performers, all gathered up by a wagon. A few of them are like day drinking, some of them are just laughing and eating.

Tim / GM:

It's maybe like 9 in the morning at this point. You also see a giant, like, scar in the ground. It looks very fresh. It's just a bunch of, like, upturned dirt in a line. Maybe like 8 feet long, but it looks like something kind of exploded right here.

Tim / GM:

It looks like a tree fell in the ground, and, the tree is nowhere to be seen.

Speaker 7:

Okay. Great. A bunch of bards just what this trip needed.

Speaker 5:

Yeah. Not my favorite people.

Speaker 3:

Wait. You don't like music?

Speaker 5:

I don't I don't like bards.

Speaker 3:

What is why do you not like bards? Don't they just play music and, entertain?

Speaker 7:

They they fashion themselves as such great storytellers, but they miss the nuance of the written work.

Speaker 3:

I see. I see. So they do not write books the way that you do.

Speaker 4:

I'd say not. I see. It sounds like the world would be better off if these bards were not here. Is that I

Speaker 5:

mean, no. They're they're just annoying. Mhmm. They don't need to be unalived.

Speaker 4:

We'll see.

Tim / GM:

Okay. You get pretty close to them, and, you can, hear them talking a little bit. And one of them says, honestly, I thought that beetle was never gonna leave. And good Lord was that scary? Like, I thought he was just gonna turn around and like eat us.

Speaker 4:

And somebody else is like, absolutely. I I I think we should go, but I'm having fun just, you know, drinking with you guys. Did he say beetle?

Maggie / Poppy:

Beetle? Hello there. Hail bards.

Tim / GM:

And, yeah. It's literally, like, 7, like, feather in cap bards. And each of them have a loot, and they're just, like, in a circle, and they turn around to

Maggie / Poppy:

you. There's, like, birds.

Tim / GM:

And they go, hello, hello, hello.

Speaker 3:

And they

Tim / GM:

go, you're flat.

Maggie / Poppy:

I couldn't help but over here, you were just passing by. But, did you guys say that you saw a Beatle Beatle person not too long ago?

Speaker 4:

We did. We saw a beetle

Tim / GM:

this morning.

Maggie / Poppy:

A beetle a beetle man. Right? Not just like a little bug on the ground.

Speaker 4:

A bipedal beetle.

Tim / GM:

Shit.

Speaker 7:

That's pretty good.

Speaker 4:

And when I say this morning, I mean, perhaps 1:30 in the morning

Tim / GM:

woke all of us up.

Maggie / Poppy:

Oh, man. Did they did they talk to you or just passing by?

Speaker 4:

They didn't talk to us, but

Tim / GM:

they talked amongst each other. It seems

Speaker 4:

they had a bit of a row. Were they traveling by foot?

Tim / GM:

Mostly, there was a beetle who was riding a wagon and, some sort of a handsome chap that with a large sword on his back that was walking with them.

Maggie / Poppy:

No. Was there a woman with them driving the wagon?

Tim / GM:

I think so.

Maggie / Poppy:

Interesting. And what about, like a scraggly looking guy? Kind of looks like he might sell you some questionable elixirs.

Speaker 4:

No. But it was a big wagon, so somebody could

Tim / GM:

have been inside it.

Speaker 3:

Which which way did they go?

Tim / GM:

Well, that's a good question. We didn't see all of them leave. They got in a fight and they sort of spread out. But the beetle definitely went north around the mountain.

Speaker 3:

Did they not take the path through?

Maggie / Poppy:

Maybe they took separate routes because they couldn't agree which way to go.

Tim / GM:

The woman kinda turns into her into her troop and says, did anyone see where the man went? And they all kinda shrug and says, I don't think so.

Speaker 5:

Did you hear what they were fighting about?

Tim / GM:

Vaguely. Somebody said, we should be giving people elixirs and somebody said not so soon, and they split up.

Maggie / Poppy:

Interesting. So the beetle left the area, didn't go through the tunnel up there?

Speaker 4:

Correct. Well, at least the tunnel's beetle free.

Maggie / Poppy:

But then the woman the cart woman and Emery, both that asshole.

Speaker 7:

Yeah. I'm not scared of them.

Tim / GM:

Oh, the cart went with the beetle.

Maggie / Poppy:

Oh, it did? It did. I thought the Beetle, like, flew away or whatever.

Speaker 3:

And no one no one stepped out of the cart. The cart and the Beetle both went to know.

Tim / GM:

Earth. Somebody stepped into the cart and there was a lot of shouting. And then, Pretty Boy started throwing his sword all around and made a big scar on the ground. He got real upset about it.

Speaker 4:

That's what caused this?

Tim / GM:

That's what woke us all up.

Speaker 3:

Wow. That's so disgusting.

Speaker 5:

He's

Speaker 3:

in danger.

Speaker 5:

So did Sword guy dipped?

Tim / GM:

We didn't keep track of him. He left first and we don't know where to.

Speaker 5:

But he didn't go with the cart? No. Okay.

Tim / GM:

Heavens, no.

Speaker 7:

Well, thanks for the detailed report, folks.

Maggie / Poppy:

Yeah. I appreciate you. What's your troop called?

Speaker 5:

The goof troop. Badabapapapapapap.

Speaker 4:

We are called DuckTales. I will.

Speaker 5:

We're gonna get so soon.

Tim / GM:

Quick. More IPs.

Speaker 6:

If we say enough brand names, they'll all cross the wires and

Maggie / Poppy:

Yeah.

Speaker 6:

No one will be able to see.

Speaker 5:

We're all so each other

Maggie / Poppy:

Fantasy Duck Tales. I just gotta put fantasy in private.

Tim / GM:

So as you're speaking and kind of parting with this troop, you see, another group of, just like merchants and, and, like, regular people coming out of the mountain. And they're just kind of like laughing and talking amongst each other and calmly, like, walking out as if they had just kind of finished their journey through the mountain. And, they just sort of pass you by, and their conversation sort of dies down, and they do the the tight lip kinda nod at each of you as they pass.

Speaker 3:

Hello. How was the tunnel?

Tim / GM:

They look at each other and they

Speaker 4:

say, pretty boring. Good. Boring. Very good.

Tim / GM:

And they pass on by, which leads you to the front of the tunnel through the Hedge Mountain. The Hedge Mountain is named so, because it's sort of the lush green hedge that separates Tildry from what they consider the rabble, which is lamplight. When you reach the entrance, to the hedge mountain, you see, the same lamps from lamplight that just line the entry here that make it the most unintimidating tunnel you've ever seen. It's so brightly lit and well paved, at least for what you can see.

Speaker 5:

I don't trust it. Insight check. K.

Maggie / Poppy:

Can you insight

Speaker 6:

check? I call 3.

Tim / GM:

It'd be an investigation check, but you'd have to tell me what you're looking out for. Or you can do a perception if you don't know.

Speaker 5:

Bad vibes.

Tim / GM:

Do perception instead of

Speaker 3:

the wall.

Speaker 6:

Can I insight for bad vibes?

Speaker 5:

It's a vibe jazz vibe, Jeff.

Speaker 4:

Material component is incense.

Tim / GM:

That movie effect where it's, like, zooming into the tunnel while slowly angling itself a little bit. And you Uli just kinda has this dizzy moment staring down the tunnel, and you're like, something's in there. As as everyone else walks past you into the tunnel.

Speaker 5:

So I'm getting bad vibes?

Tim / GM:

I mean, a little bit. You're just like, tunnels are bad, man. Like, something could happen.

Speaker 5:

Tunnels are bad, man. Something could happen.

Speaker 4:

Finally, some place nice and cozy without all this open sky and bright lights and strange creatures and

Tim / GM:

Yeah. It's probably the first time you've been able to put your hood down. Mhmm. And be comfortable.

Speaker 4:

This will be a good journey. I will lead the way. I'm I'm quite versed in these dark places. Okay.

Maggie / Poppy:

It's not very dark, but go right ahead, Snack. And Holly just kinda follows him around.

Speaker 3:

Snack, I am so glad you feel comfortable in this tunnel.

Speaker 4:

Yes. You will as well soon. You will feel safe.

Maggie / Poppy:

Thank you. Obvious. Are the bones happier underground?

Speaker 3:

The bones are happy to be of service. Mhmm. No matter where I am. Great.

Tim / GM:

As you march through the tunnel, occasionally it's narrower, occasionally it's wider, sometimes it's more paved, sometimes it's more natural. Passing by other people coming the opposite direction is a little bit of a challenge sometimes, but for the most part, this is a very unintimidating journey that anybody could have. And the whole first half of the day kinda passes in that way, until you reach the halfway point in the hedge mountain, which makes it kind of the ideal path, is that there is in fact a a true halfway point in this that's a giant hollow open chamber. And so you step into this chamber and an underground river is running through here, kind of, perpendicular, to your path, feeding a little cave pool. There's also, like, an opening in the ceiling where there's some sunlight coming through and a bunch of greenery is, like, spilling over the hole into this cave.

Tim / GM:

And there are other travelers here, but they're all, like, sitting down on blankets and, like, having their, like, lunch breaks in the sunlight. And, and this just seems to be, like, the check-in spot where everybody rests halfway through.

Maggie / Poppy:

This is kind of unexpected in a inside a mountain tunnel.

Speaker 3:

It's lovely. I would like to stay.

Maggie / Poppy:

Yeah. It's very, peaceful here. Even though there's a lot of people.

Speaker 5:

I'm peeking around like something's gonna drop.

Speaker 6:

She's continuing her her vibe checks. Yes.

Tim / GM:

Henry says, I am a bit famished. Can we, stop for lunch maybe?

Maggie / Poppy:

Yeah. Considering I had nothing for breakfast because I passed on that cocoa hero's feast?

Speaker 4:

Yes. Yeah. Lily's recipe.

Maggie / Poppy:

Yeah. If you have some food, Henry, that'd be great.

Tim / GM:

Yeah. I've got some, more of, leftovers from last night. Hope you like, old bread.

Maggie / Poppy:

Love it.

Speaker 5:

Did we seriously not pack food when we watched?

Tim / GM:

None of you brought food.

Speaker 6:

Yeah. We never care about provisions in any campaigns that we do, so we did not think And

Tim / GM:

this time And now we have to probably the only time you'll need to care about in this campaign

Speaker 3:

at all.

Tim / GM:

So you all sit down to have a break. The stream here is cool and drinkable. If anybody, needs water, you see other people drinking from it as well.

Maggie / Poppy:

I'll fill up my canteen.

Tim / GM:

Oh, good idea. Yeah. I think you all have canteens, don't you?

Speaker 3:

Mhmm. Yes. Yeah. Can I

Speaker 5:

use my tantrum tanker as an actual tanker? Okay. Then I do that.

Tim / GM:

No. The water just kinda, like, falls out of it magically. Yeah. As you're waiting there, a, a wagon comes up from behind you and you hear, Henry. Henry.

Tim / GM:

And, a guy jumps off of his wagon and starts kinda slapping Henry on the back and goes, Henry, good to see you, old man. And, Henry turns around and recognizes a friend of his. He, kinda makes an introduction. Henry says, everybody, this is Daniel. He's a friend of mine.

Tim / GM:

He's an abjurer, a peacekeeper for the courts. And, this is Daniel's wife and, I forgot your name. I'm so sorry. I'm Danielle.

Speaker 7:

Serendipitous. Yeah.

Tim / GM:

And Danielle is actually one of Macy's teachers. And she says, that's right. And Maisie says, hello, missus Orchard.

Maggie / Poppy:

Danielle and Daniel. That's cute.

Speaker 5:

I'd

Speaker 6:

check. Was it a 3 that time?

Speaker 5:

It was a 5.

Tim / GM:

This is an insight. 7. Alright. Well, you're already, like, on paranoid edge, and so you're just like like Mad Eye Moody ing these people.

Speaker 5:

I'm definitely glaring at them. Yeah. And I pull Maisie behind me.

Tim / GM:

So immediately, Daniel and Henry just kind of like fuck off together, and they're just like, they're talking business, like immediately. Like, Henry just completely ignores all of you, and is just so happy to see Daniel. And they're just like back and forth gabbing, like, business, courts, Tildry, news, all this kind of stuff.

Speaker 6:

Doing the, like, middle aged white dude, like, son of a bitch, how are you?

Tim / GM:

Oh, yeah. Exactly. Yeah. Yeah.

Speaker 5:

Can I ask how long it would take to attune to something?

Tim / GM:

I think it's like half an hour. So you could do it, like, during this break.

Speaker 5:

Okay. I'd like to sit and attune to the ring.

Tim / GM:

Oh, okay. Yeah.

Speaker 5:

Okay.

Tim / GM:

Good. Yeah. We can say that's accomplished by now.

Speaker 3:

Okay.

Tim / GM:

Yeah.

Speaker 5:

I would like to pull Mayzie aside

Tim / GM:

Okay.

Speaker 5:

And give her the ring.

Maggie / Poppy:

Okay.

Speaker 5:

If you wear this

Tim / GM:

She said, I already have a ring.

Speaker 5:

No. No. No. This is a special ring.

Tim / GM:

This is a special ring, and she shows you the ring of Counterspell?

Speaker 5:

How many fingers do you have, Maisie?

Speaker 4:

Well, that is a good ring.

Tim / GM:

Her eyes kinda, like, go wide, and she goes, you're right.

Speaker 5:

You can wear a lot of rings, and this one is special from me. And it means that if you're wearing it, I will always know where you are.

Speaker 4:

She goes, really?

Tim / GM:

Mhmm. She, takes it from you and she goes, close your eyes. And, you hear little footsteps like, away in the cave. And, you open them again, and you can just barely see her, like, moving out of vision, behind a big, like, stone column.

Speaker 5:

Okay. I know where she is.

Tim / GM:

And you just hear her, like, shout from where she is. She goes, find me.

Speaker 5:

I I go over to the column.

Tim / GM:

She goes, that wasn't very hard.

Speaker 5:

We'll test it more on the road. I just want you to know.

Tim / GM:

She goes, yeah. I gotta think of some.

Maggie / Poppy:

Okay.

Tim / GM:

Yeah. When, Henry comes back with Daniel, they're both doing a like, so good to see you, kind of thing. And Henry says, I don't mean to be insulting. Daniel is a great friend of mine. He's also an official court abjurer.

Tim / GM:

Daniel has offered to, drive us to Tilderie. And I feel quite safe with Daniel. And Danielle is a teacher of Maisie's. I think it would all work out pretty well. I think Maisie's a little tired of walking, honestly.

Maggie / Poppy:

How many people can fit in your in your way? And are we just walking with your wagon?

Tim / GM:

Daniel says, Oh, we've got plenty of room.

Maggie / Poppy:

That sounds good to me.

Tim / GM:

Tibio and snack. This is rather simultaneous. To be aware is the bone talisman?

Speaker 6:

In one of my countless pockets.

Tim / GM:

Okay. So you feel something so vaguely pulling your clothes taut as if somebody's kind of, like, tugging on your clothes, but you find that it's your bone talisman in one of your pockets that's, like, pulling you in a direction.

Speaker 6:

I, take a step into some shadow so that I'm not obvious, even though normally I'm very careless about who sees my bones.

Tim / GM:

Yeah.

Speaker 6:

That I take the talisman out of my pocket and I hold it in my hand.

Tim / GM:

Yeah.

Speaker 3:

Flat hand.

Tim / GM:

It doesn't exactly fly away, but it points extremely strongly, directly down the path that the water is going. So perpendicular to your path. But the stream that's running through this cave, it wants to go in the direction of that water. Your bone does.

Speaker 6:

Is there a path alongside the stream, or is it just

Tim / GM:

a Not really. There's not like a man made path. No. And and snack, your scepter is, it it's been, like, whispering your name ever since you got into the cave, and now it's changed its message. It says, Snack,

Speaker 4:

but you must follow this dream.

Tim / GM:

You must follow the stream. Snack.

Speaker 4:

Your power is in the stream. My power. Infinite power. Infinite power. So I get low to the ground, and I kinda, like, inch my way towards the water.

Speaker 6:

I I'm watching Snack mumble to himself and get closer to the stream, and I see the the finger bone in my hand pointing at the stream in the direction that Snack is heading. And I say, snake.

Speaker 4:

What?

Speaker 3:

Are you trying to follow the stream?

Speaker 4:

How did you know to be all?

Speaker 3:

The the talisman that I got from the shop. What? In lamplight. It is telling me to go in that same direction.

Speaker 4:

I I am hearing a voice in my head that is telling me power lies down there as well.

Speaker 3:

Power? What kind of power?

Speaker 4:

If two people agree there is power down there, we we should probably

Speaker 3:

go check it out. Anything about power, but I would like to take this to the group.

Speaker 4:

I don't think they need to know. We can branch out and be our own allies. Snick. You and me.

Speaker 3:

Snick. No. We should not abandon our our allies during this adventure. We should talk to them first and make sure it is okay. Fine.

Speaker 3:

Thank you, Snick.

Tim / GM:

As you come back to the party, Bert and Holly are kind of making their goodbyes with Henry and Maisie, as they're kind of, getting saddled up and packing their things into Daniel and Danielle's wagon.

Speaker 4:

They're going.

Tim / GM:

Yes. Not all of you.

Speaker 4:

Okay. I didn't pick up.

Tim / GM:

Sorry. So yes.

Speaker 4:

Just just Oh.

Maggie / Poppy:

I thought I was on

Speaker 3:

the boat.

Speaker 4:

Oh, this is embarrassing.

Speaker 7:

Shoot. Shoot.

Maggie / Poppy:

Sorry. Holly was, like, sitting on the back of the wagon.

Tim / GM:

Time Dennis. Oh, no. No. No. I'm No.

Tim / GM:

Oh, no no. Why?

Speaker 3:

But I'm

Tim / GM:

I no. No. But there's plenty of room and And Any other time. Any other time. Any other time, honestly.

Tim / GM:

Any other time. Alright. Alright. Alright. She cut about half of that.

Speaker 6:

No. It was excellent.

Tim / GM:

So, yeah. You kind of, worked through it. So, yeah. They're just gonna go, with with Henry and Mayzie out to Tildrey.

Speaker 5:

I would like to fist bump Mayzie and say goodbye.

Tim / GM:

She, like, kinda she fist bumps you, but she's got a quizzical look on her face the whole time. And then, she just kinda, like, presses herself against you and just, like, hugs you around the waist.

Speaker 5:

Thanks, kid. I awkwardly pat her on the head.

Tim / GM:

She goes, thanks, Uli.

Speaker 5:

You're welcome, kid.

Tim / GM:

I love you.

Speaker 5:

Oh. Oh,

Speaker 4:

wow.

Tim / GM:

And she goes, I gotta go find Tibio.

Speaker 3:

Okay.

Speaker 4:

And,

Tim / GM:

you hear a couple little splash steps as she, momentarily kinda, like, slips into the water and and back out. And she's just, like, shaking off her shoes. She runs over to Tibio and says, mister Tibio?

Speaker 3:

Yes, Missy.

Speaker 4:

We gotta go.

Speaker 3:

We're we're leaving?

Tim / GM:

Just me and Henry.

Speaker 3:

Oh. Oh, you you are going with the teacher?

Tim / GM:

Yeah. That's my teacher, missus Orchard.

Speaker 3:

Do you like her?

Speaker 4:

Yeah. Okay.

Speaker 3:

Do you feel like this is good?

Speaker 4:

I

Tim / GM:

think so. It feels like normal again.

Speaker 3:

Well, then that's good. I'm happy for you. I'm sure we will see you when we are live in territory.

Tim / GM:

I think so too.

Speaker 3:

Well, good. I am happy that you are going to make your way there.

Tim / GM:

I know I'll see you again. And she leans in close and she goes, Uli is tracking me.

Speaker 3:

That's wonderful.

Speaker 5:

She,

Tim / GM:

she reaches out a hand to shake yours, just like you did when you first met her.

Speaker 6:

I, I take her hand in my hand and cup it with the other hand just like I did. And I shake it really hard and I swing it back and forth and, like, play around a little bit.

Tim / GM:

She says, it was good to meet you.

Speaker 3:

I'm glad we are friends, Missy. Have a safe trip.

Tim / GM:

And, yeah. She doesn't try to, like, hug your bones or anything, but, you know, she might have if you were on the ground. But she just gives you a big smile, and she says, bye, Tibeo. I love you.

Maggie / Poppy:

Bye.

Tim / GM:

And, and she runs back to Henry and gets up on the wagon. And then she kinda waves to Bert and Holly and Snack, and she says, bye, everybody.

Maggie / Poppy:

Goodbye. Have a good trip.

Tim / GM:

And, Henry says, hopefully, we'll see you all soon. Can, come over for dinner once we're in Tildrey.

Speaker 4:

Bye. See you later.

Tim / GM:

Bye. Goodbye, Alex. They all roll off together leaving you guys with this dark cave path.

Speaker 5:

I told you guys bad vibes.

Maggie / Poppy:

From them or from the cave?

Speaker 5:

No. I don't know. Everything.

Tim / GM:

The, so this stream that runs perpendicular to your path, it it goes a little bit downhill, and you can see this kind of, small opening where it ends in the side of the cave wall. So there's a cave another kind of tunnel that you can walk into to follow the stream.

Speaker 3:

My friends, I have a concern to bring to you all. Snack and I have a, confusing quest in common now. The talisman that I got from Joe's shop is pointing me down the stream and Snack is hearing a voice in his head that tells him to go in that same direction.

Maggie / Poppy:

Does the talisman I thought it pointed you to bones. Is that right?

Speaker 3:

I don't know what it points to.

Maggie / Poppy:

You just got a thing that points to places?

Speaker 3:

It just points.

Speaker 4:

This sounds like bad news to me. It's not bad news. It's not a voice. It's not it's not a voice in my head. It's, intuition, let's say, to

Speaker 3:

Smack. No. You definitely

Speaker 4:

said this piece

Speaker 3:

of voice in your head.

Speaker 4:

I was paraphrasing. It's A metaphorical voice.

Speaker 3:

Paraphrasing worse.

Speaker 4:

Yes. Infinite power. I just have

Speaker 3:

Is this the curse of the thing in your lamp?

Speaker 4:

I think not. No.

Speaker 5:

Vibe check. Vibe check the stream. 12. Yeah.

Tim / GM:

Okay. Yeah. You don't learn much from the stream. It's clear. It's clean.

Tim / GM:

It's not a cursed stream.

Maggie / Poppy:

Yeah. We all got water.

Speaker 5:

Yeah. It's not cursed.

Maggie / Poppy:

Well, I mean, I guess I'm not opposed to a little detour. However, how how deep is the stream? We can't see around the bend where it goes.

Tim / GM:

The the stream at its deepest is, like, maybe 6 inches.

Speaker 5:

Okay.

Speaker 4:

What if we see what the cards have to say about this?

Speaker 3:

Yes, Bert. That would be extremely helpful.

Speaker 4:

Alright. I'll do a I'll do a quick reading.

Tim / GM:

Yeah. You just kind of set up on a little, stone plateau there.

Speaker 7:

Doing an augury.

Speaker 4:

Flipping cards. Yeah. Received an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.

Speaker 7:

So, cards, what's gonna happen if we follow that stream?

Tim / GM:

You turn over the card and the headline reads, spelunkers lost to cavernous darkness. Make new friends.

Speaker 4:

Well, part of that seems bad. What does it say, Bert? What do the card say? I think we're going to get lost, but we might make new friends. Mhmm.

Speaker 4:

But I don't know if it's friends in the sarcastic way.

Tim / GM:

Fucking smarmy ass cards. Yeah.

Speaker 5:

Or we might find somebody lost.

Speaker 4:

That too.

Speaker 6:

Do we know what the headline said exactly? Did you tell us?

Speaker 7:

Yeah. How does it work exactly?

Tim / GM:

So when you turn When

Speaker 7:

I get this vision or whatever?

Tim / GM:

You turn over the cards and it literally you can see, like, a Times New Roman printed headline that that just says

Speaker 5:

that thing.

Tim / GM:

Yeah. And then it

Speaker 4:

kinda fades away. Yep. That's what it said. Can't really tell you more than that.

Maggie / Poppy:

Well, I wanna go down the stream, because I have this new spell I really wanna try out on you. I can cast water walk on everybody. And I know it's not a very deep stream, but it might be fun just to try it.

Speaker 3:

It would keep our shoes from getting wet.

Maggie / Poppy:

Yeah. So let's eyes about yes. Let's go.

Speaker 4:

I notice you all wear shoes. I do not. But I still want to do this. Shoes. A powerful argument.

Speaker 4:

Yes. Is there anything

Speaker 7:

we can do to make sure we don't get lost?

Speaker 5:

I always know where Mayzie

Tim / GM:

is. Yeah. You're as long as she stays fixed, you're never lost.

Maggie / Poppy:

Yeah. Yeah.

Tim / GM:

Alright. So you continue down this tunnel. The the the cave system here goes a little bit deeper, and the walls are all, like, worn down by water pressing against them constantly over years of erosion, so it's all smooth. And after a while, all you can hear is your foot steps in the water, and then the the trickling of water kind of flowing around you. And then the tunnel opens.

Maggie / Poppy:

Wait, I have a question.

Tim / GM:

Yeah.

Maggie / Poppy:

Does water walk make footsteps sounds, or is it silent?

Tim / GM:

It probably still sounds like like a little bit. You know, just like little, little footsteps in water, but, but your feet stay completely dry.

Speaker 3:

Okay.

Speaker 4:

Does it work like, a moving set box in, airport where you just stand on

Speaker 7:

the water versus the stream?

Tim / GM:

It absolutely does. That's awesome. You're you're you're all just locomoting at, like, 5 miles per hour down the street.

Speaker 3:

It's like

Maggie / Poppy:

it's so peaceful. It's just like, underwater world at when you go to the underwater aquarium.

Tim / GM:

It's like a little tour.

Speaker 7:

Stay to the right

Speaker 4:

if you're not yeah.

Tim / GM:

Walkers on the left, please.

Maggie / Poppy:

Also, this spell is dope because I can just cast it on up to 10 willing creatures at once.

Speaker 4:

Nice. It's a whole party.

Maggie / Poppy:

Yeah. Without it's level 3.

Speaker 5:

How long does it last?

Maggie / Poppy:

Let's see. It lasts for an hour. Cool. Yeah. Sounds pretty cool.

Speaker 4:

Wasn't there a ring of water walking or something like that? Yeah.

Tim / GM:

Yeah. But that's just one person.

Speaker 4:

There were a couple, your there is one other magic item that, like, literally did what a spell I

Tim / GM:

have does. Yeah. That makes it hard to Yeah. To want. As you guys move a little bit deeper into this chamber, you feel it open up, that you don't get that kind of condensed feeling where everything is in so close.

Tim / GM:

There's also not a lot of light sources here, or really any. So the dark vision people are at an advantage. And then if you guys have any light sources, you know, that would definitely help out here.

Speaker 4:

Is that everyone about Holly? I think so.

Speaker 7:

Stay close, Holly.

Maggie / Poppy:

Okay. Yeah. I don't have any light source spells either.

Speaker 6:

Can I do minor illusion light?

Tim / GM:

I don't think they produce light. I don't think they can produce light or something.

Speaker 4:

Well, I

Speaker 7:

have some haunted candles.

Speaker 6:

Can't create light. Oh.

Speaker 4:

You're

Maggie / Poppy:

right. It's fine. I'll just hold on to Tibios on.

Speaker 7:

I'll use the candles.

Tim / GM:

Okay. So, yeah. Bert lights a candle and, do you wanna use multiple or

Speaker 5:

Are they, like, single use?

Tim / GM:

I don't know. It's probably Yeah.

Speaker 4:

It's fine.

Speaker 7:

It just, like, floats around.

Tim / GM:

Yeah. So it's just kind of it's haunting Bert just floating around his head, trying not to burn things. This you kind of feel the the echoiness totally die out of this place, and you can't really hear anything except for the water kind of going off the edge of a cliff, which isn't much of a sound at all. It's just sort of a slow trickle. You especially the people with dark vision, and Bert, if he gets close enough, so Holly can see.

Tim / GM:

This is a cliff, and it's a deep one. Even if you have dark vision, you can see the cliff wall, but it just sort of fades out to gray and black eventually. It's more than 60 feet down for that reason.

Speaker 4:

Woah.

Speaker 5:

How much more than 60 feet?

Tim / GM:

You'd you'd you'd estimate that this could be more than a 100 feet down.

Speaker 5:

Okay. So my rope?

Speaker 7:

More than 63.

Speaker 4:

And a 3rd or whatever the fuck

Maggie / Poppy:

is. And,

Tim / GM:

probably to both of your sick sickening surprise, snack and Tibia, both of your items are pointing almost straight downwards.

Maggie / Poppy:

Is the stream any bigger here?

Tim / GM:

Not really. It widens out just

Speaker 4:

a little bit, but it's

Tim / GM:

not any deeper, and then it just runs straight off a cliff edge.

Speaker 4:

Okay.

Tim / GM:

Snack, you hear. Jump. You must jump, Snack, and your wings will sprout from you.

Speaker 4:

I have quest belief. I will do this.

Speaker 3:

Snake, what are you saying?

Speaker 4:

Is he

Speaker 3:

This is what he was doing before he said he had to go down the stream.

Speaker 4:

Do not worry for me, companions. I will fly and snuck. Oh, Snack, no.

Tim / GM:

Yeah. Is anybody gonna do anything about snuck jumping?

Maggie / Poppy:

I try to, like, reach out, but I feel like I'm way too late. Like, I wasn't expecting him to jump off a cliff into darkness. Okay. I probably would have done that thing where you just like where you just like move forward, like bend over at the waist, but you can't actually, like, even get your arms up in time before he jumps. Yeah.

Tim / GM:

I got nothing. Okay. So snack disappears over the edge. Snack, you do not sprout wings. You plummet, and, you disappear to everybody's vision.

Tim / GM:

Immediately after that

Speaker 4:

No. Snack. Mister Snack.

Speaker 3:

Snack use gun.

Speaker 4:

What a dummy. Oh, god.

Tim / GM:

You're all kind of looking over the edge of the cliff when you hear,

Speaker 7:

idiot. Go ahead.

Tim / GM:

And, you you see a little bit of a a just the dimmest yellow golden glow from behind you as you see a long kind of yellow line, and then you realize it's Emery's long sword. Oh, God. And he says, I can feel it too. It's calling out to me, but I'm not gonna jump off a cliff for it. He's crazy, right?

Maggie / Poppy:

Emery, this is just not the time nor the place.

Speaker 3:

Emery, is it from the sword? Did you feel it?

Tim / GM:

It's not from the sword. Just you can't feel it? You're telling me you can't feel that. Look down there and tell me you can't feel it.

Speaker 3:

No. I see, I see the this talisman is telling me I need to go down, but I don't feel it the way that you do.

Tim / GM:

It's this talisman. Where'd you get that? How'd you get something that pointed you straight here?

Speaker 3:

I got it from Joe's shop.

Speaker 4:

Where'd you get that sword, man?

Speaker 3:

That that sword is what was at Joe's shop as well. How did you get it?

Tim / GM:

I didn't buy this at Joe's elixirs. I bought this in the under dock.

Speaker 3:

Yes, sir. Yes. From Joe. What? He owned that shop with all of those things.

Tim / GM:

Oh, right. Shit.

Speaker 4:

You seen Joe lately, Emery?

Tim / GM:

Not for 12 hours or so.

Maggie / Poppy:

No? Well, okay. Is there anything you can do to help snack? I'm at a loss here, guys. We I didn't I'm I'm worried he might be really hurt or worse.

Tim / GM:

He he heard Uli's voice, and he just, like, wheeled around and looks at her.

Speaker 5:

Hey. What's up? Is Joe alive?

Tim / GM:

Says Joe's alive.

Speaker 5:

God dammit.

Tim / GM:

He's not doing great, though. His, his lung isn't going to heal. It's

Speaker 7:

Thanks to the man

Speaker 4:

who just jumped down that hole.

Speaker 7:

Yeah. We need to help him.

Speaker 5:

Yeah. I mean, that's

Tim / GM:

I'm not here to help anybody. For once, I'm here for me.

Speaker 5:

Obviously.

Speaker 4:

Oh, yeah. You seem like a real selfless type.

Tim / GM:

You have no idea. I was I was abandoned by my party. I was left for dead.

Speaker 4:

Oh, no.

Tim / GM:

And then I run into you, deputies, and then you just immediately discount me. I can't even work with you.

Speaker 5:

I'm sorry. Discount or

Tim / GM:

And then you.

Speaker 5:

Yeah. Me.

Tim / GM:

You just try to kill me outright?

Speaker 5:

No. I don't.

Tim / GM:

And he says it's and he, like, looks at the ground, and then his mouth isn't moving, and you hear, it's all your fault.

Speaker 5:

No. It's not. And I want you to know that that was an accident, but I know how to do that now on purpose. So if you cross me

Speaker 4:

This is what are you talking about?

Speaker 5:

Big boom. Fire. You know what happened to your face? I'll do it again. Yeah.

Speaker 5:

Don't touch me.

Tim / GM:

Make a contested grapple check.

Speaker 5:

16.

Tim / GM:

K. Emery has a 17. Woah. Emery is, he's digging his thumbs kind of into your collar and he's, you can tell, he's got the ability to move you at this point. And again, he's staring you in the eyes, and you can see a little yellow glow start to take in his eyes, and he's not moving his mouth.

Tim / GM:

And once again, you hear, it's all your fault.

Speaker 5:

Oh, I can do that too. And I message at him.

Tim / GM:

And he he he looks a little, like, quizzical when you message him.

Speaker 3:

It's your fault.

Tim / GM:

He says what?

Speaker 5:

It's your fault.

Tim / GM:

And, he, like, squints his eyes, and he presses you, and he's trying to throw he's trying to take you off the cliff with him.

Speaker 4:

Is this eye thing kinda only visible to Uli? Because they're, like,

Tim / GM:

locked eyes. You guys can see

Speaker 7:

Can I do an insight check?

Tim / GM:

Sure.

Speaker 4:

See if I can see what's going on with that?

Speaker 7:

It's gonna be, like, 8 or something.

Tim / GM:

Yeah. It's not quite enough to get any new information. Okay.

Speaker 5:

I would like to reduce him, please. Goddamn it. I'm gonna say you're nothing.

Speaker 4:

So I got a 7 and an 8. So an

Tim / GM:

8 and a 9. 9.

Speaker 5:

Well, my spell safety is 14.

Tim / GM:

Okay. Alright. He is reduced.

Speaker 5:

He's small.

Tim / GM:

And, he's kinda grab got you in a grapple, and then you reduce him, and you just kind of like shrink down with him. Yeah.

Maggie / Poppy:

I pick him

Speaker 5:

up. There's, like, whatever, his shirt, and I, like, drop him his half size off to the side. I'm not dropping him off the cliff. I don't I feel weird about that.

Tim / GM:

So he's about the size of Bert now. So he takes out his, great sword, which is, you know, now like a short sword.

Speaker 6:

Medium sword.

Tim / GM:

And, he, like, kind of like points it up in the air, and then he, like, throws it down at the ground, and he just strikes the the the rock beneath him.

Speaker 4:

Mhmm.

Tim / GM:

And you can see, like, a fissure, like, start in the ground.

Speaker 5:

Yeah. Between us and him?

Tim / GM:

It's just kind of pointing like out towards the cliff actually. And he says, you have no idea what you're messing with.

Speaker 5:

No. I I wish I didn't, but you are the worst.

Speaker 4:

He says, I've had enough of being antagonized.

Tim / GM:

And he slams the ground again.

Speaker 4:

And he says, I've had enough of being treated lesser.

Tim / GM:

And he slams the ground again.

Speaker 4:

He says, I've had enough of you.

Tim / GM:

And he slams the ground again, and you can feel the stone shift beneath your feet.

Speaker 6:

Okay. Is that all of us can feel that?

Tim / GM:

All of you.

Speaker 6:

Okay. I have been, during this whole process, agonizing over snack, having jumped. And I keep checking the talisman and, like, trying to see if there's, like trying to peek over the cliff and see if there's anything down there that I can see that I can tell that it's safe that snack is there and I keep calling over the side and hearing nothing and I'm just like, I can't figure out how Snack would have gone and, like, if I'm trying to go to the same place, should I have gone with him? And, I eventually look back and see that the cliff is starting to come apart anyway, and I jump.

Tim / GM:

Okay. And, Emery is is charging you Uli, and, he's, like, hitting the ground and trying to just cause as much damage as possible. What are Bert and Holly doing?

Maggie / Poppy:

Holly is probably freaking out and looking she looks at Tibia and just watches Tibia walk off the cliff. Oh. And then she's like, oh my god. And then, she turns wheels around, and she is going to how close am I to the people that are so you guys jumped, and then so it's just

Tim / GM:

It's it's you and Bert and Uli on the edge. Yeah.

Speaker 3:

On the edge of the cliff?

Maggie / Poppy:

Yep.

Speaker 4:

I'm gonna try to calm everyone down.

Maggie / Poppy:

Okay.

Speaker 4:

Everyone call out. Like, has calm emotions. I'm not sure if

Speaker 7:

this spell's gonna work, but we're trying.

Speaker 3:

It's fair.

Tim / GM:

So what's the save for Emre since he's unwilling? Charisma. Okay. Not his strong suit.

Speaker 3:

Cha cha cha.

Speaker 7:

Yeah. Okay. Yeah. Charisma check. Okay.

Tim / GM:

Emery stops dead in his tracks and looks at you and he goes, I'm sorry, Bert.

Speaker 4:

So well, okay. So what this does is it either suppresses any effect causing a target to be charmed or frightened, which I don't think I wanna do. The other one is

Speaker 7:

you can make a target indifferent about creatures of your choice that is hostile toward.

Tim / GM:

Okay. So that I'm doing that one. Okay. Yeah. Same effect though.

Tim / GM:

He he he stops dead in his tracks and he looks at each of you just kinda with like a blank expression, and he looks down at the sword in his hands. And, and that's pretty much it. But you guys can still feel a few stones shifting around your feet, and it feels like this is slowly giving away.

Speaker 4:

Alright. Are we calm now, little Emery?

Tim / GM:

He He just kinda looks up at you like a scolded toddler and shakes his head yes.

Speaker 5:

Hey. Hey, bud. What's that over there?

Tim / GM:

He looks.

Speaker 5:

I grab the sword and I throw it off the cliff.

Tim / GM:

He runs and jumps after it.

Speaker 3:

Oh. Well,

Speaker 6:

Alright. 3 down. Wait.

Speaker 4:

Did Timyo go too?

Tim / GM:

Yep. God.

Speaker 5:

He jumped?

Speaker 4:

Timyo has, like, a a a barrel cage thing

Tim / GM:

or something. A roll cage

Speaker 4:

a little bit.

Speaker 6:

It's like when, when you're in, elementary school and you build a toothpick cage for an egg?

Speaker 5:

Egg. Oh my god.

Tim / GM:

Don't break the Tibia.

Speaker 4:

What do we do?

Speaker 6:

What do we do? I'm also prepared to cast web the closer I get to the bottom.

Tim / GM:

Holly, the, ground is sliding away from beneath you.

Maggie / Poppy:

I'm gonna cast cats grace on myself, or I have enhance ability. Mhmm. It's a second level transmutation, and I can choose any of many things. And I'm actually gonna do the same. I can cast it at level 3, and I have one more spell slot.

Maggie / Poppy:

So I'm gonna grab Bert by his shoulder and be, like, better hold on. And I pull him off the cliff with me, but I cast I cast cast grace

Speaker 4:

on us, so

Maggie / Poppy:

we can potentially try to lay it on our feet.

Speaker 4:

So Go ahead.

Tim / GM:

As you're as you're falling. Yeah. You guys both kind of, like, gravity correct yourself much like a falling cat where you guys, like, roll the way you wanna be and, like, you're kind of, like, dodging out of the way of stones that are falling near you. And, you're you're just, like, we're gonna be fine, like, as you're falling. Tibio is, much farther down, and you're alone.

Tim / GM:

But you're ready to cast your web if you have to.

Speaker 5:

Guys?

Tim / GM:

Yeah. You're you're ready. Hello? You're the last one up.

Speaker 3:

Fuck.

Speaker 5:

I I cannonball.

Tim / GM:

So, snack. Yes. Wind is rushing past your hair, your scales. You can feel it underneath your scales.

Speaker 3:

Yeah.

Tim / GM:

Your wings, if you had any. You, you have this blissful moment where you're just waiting for your wings to spring out from you, wondering if it's gonna hurt or not. And then you hear the scepter laughing.

Speaker 4:

What's so funny?

Tim / GM:

There is no more. And the voice leaves you, and, it kind of sinks in that you're in a bad way. You feel, something vibrating at your hip?

Speaker 4:

Not now, Genie. I'm falling.

Tim / GM:

That's what I was afraid of. Now snack, you know it's not in my best interest for you to perish.

Speaker 4:

You told me to trust people, Genie. Why can't I trust this scepter I have?

Tim / GM:

Because it's not a people. Now snack, you have one limited wish you could use. I suggest you use it.

Speaker 4:

Wish, wish, wish, wish, wish. So that we can stay friends. Wish, wish, wish. I, do I know that, my allies are also screaming and falling with me, or is it just me right now?

Tim / GM:

Yeah. Because you heard, like, like the you saw, like, the explosion of rocks and stuff. You assume they're on their way down. Mhmm.

Speaker 4:

Genie, I have my wish. I wish for thousands of pillows to appear below me. That's a lot of pillows. 600. 600.

Tim / GM:

I can do 600.

Speaker 4:

Perfect.

Tim / GM:

He, explodes out of your, lamp, and he has been called upon for duty this time. He is a fully formed, jinn of air. He wraps around you so that your descent is is very slow, and calm and graceful. And he just kind of, like, holds out both hands, and you just see him, like, like rocket firing like a like a multi missile pack at the ground, just pillows of every shape and color and size. It's just like launching out from beneath him and piling up below.

Tim / GM:

At first, you can hear this distant, like, splash. Splash splash. And, they can start patting up on each other. He gracefully lowers you to the padded pillow ground. After that you hear a half, so a tivio, you would be the next one to hit the ground.

Tim / GM:

You see this giant, like, pool. It's a pool of water that is, like, surrounded by this giant halo of pillows where where any rocks would be, have been, like, completely cushioned into safety. What do you do as you near the ground?

Speaker 6:

So as I'm falling, I was mentally prepared to cast Webb. As I'm getting closer I see that there's a bunch of pillows. I construct my skeleton around me to be kind of like a wicker ball

Speaker 3:

Mhmm.

Speaker 6:

Essentially. So I'm cushioned in the middle by some bones that are kind of like holding me and then the rest of the bones are kind of rounded around.

Tim / GM:

Mhmm.

Speaker 6:

So that whenever I land, I just kind of roll.

Tim / GM:

Sure. So, yeah. You you, like, clip the edge of the cliff at one point, and it sends you kind of rolling, but you're totally safe. And, you you come down on a sort of, like, pillowed area. So had the pillow's not been there, you might have found yourself in some serious

Speaker 3:

Lost some bones.

Tim / GM:

Yeah. Injuries there. But you're you're kind of, like, half wet sitting in the pool on solid ground at this point.

Speaker 6:

I'm very dizzy.

Tim / GM:

Yeah. The next to come down are the graceful, Holly and, Bert. I'm gonna be Emory.

Speaker 7:

The great sword and then Emory.

Tim / GM:

Yes. None of you see those come down.

Speaker 7:

Oh, interesting. Okay. Yeah.

Speaker 4:

I mean Did

Maggie / Poppy:

we did we see Emrys at all when we were falling?

Tim / GM:

I don't think so. He he jumped, like, really far out to get the sword, and as soon as you lost track of that light Mhmm. Yeah.

Speaker 5:

Okay.

Speaker 7:

I mean, we land or I land right

Speaker 4:

on my feet on the pillow. Okay. On a pillow.

Tim / GM:

That's fair. Yeah. I mean, it's it's several very many deep magic pillows, that prevent you from taking any damage here. And Holly?

Maggie / Poppy:

Holly is standing straight up in her she has, like, a long 1800s, worker women's dress on, and it goes on her ankles, and it just sort of poofs out perfectly around her. And she just lands on a pillow too. Princess Peach? Yeah. Just like Princess Peach, basically.

Tim / GM:

Just like weightless and dainty. And, you all find yourselves in this pool, that is deep underground in this mountain. We all do.

Speaker 4:

Oh, thanks, Holly.

Tim / GM:

Yeah. Oh, that's alright. Uli. Yep.

Speaker 5:

What? This pool is not deep?

Tim / GM:

It is pretty deep in the middle. It's just surrounded by this ring of stone that you might have, like, crashed down onto if there weren't pillows on it.

Speaker 5:

Like, how do you

Tim / GM:

Maybe, like, 15 feet.

Speaker 5:

Okay. I cast Alter Self

Maggie / Poppy:

Okay.

Speaker 5:

As I'm if when I see the pool. Sure. And I do aquatic adaptation. Okay. So that I

Maggie / Poppy:

at least

Speaker 5:

am, a fish person Okay. When I get into the water.

Tim / GM:

So you get your, like, little fins and your gills and you're smooth as a porpoise And, yeah.

Speaker 5:

It's the perfect dive. I don't splash

Maggie / Poppy:

at all.

Tim / GM:

Yeah. Yeah. So Uli kind of, like, like, splash

Speaker 3:

it down. And

Tim / GM:

there's just, like, one little,

Speaker 3:

Yeah.

Tim / GM:

Kind of behind her.

Speaker 6:

Oh, so good.

Tim / GM:

Yeah. And, and she surfaces after that, and you guys have, reunited.

Maggie / Poppy:

I remember. We beat the cliff puzzle. Yay.

Speaker 7:

I pull out my tarot cards and look at

Speaker 4:

them and say, again, you kinda buried the lead on them. Shit.

Speaker 5:

Hold on. Nope. We're good.

Tim / GM:

Yeah. Yeah. Your your tarot cards are pretty click baity. Alright. You're all standing at the bottom of this pool.

Tim / GM:

Is everyone everyone okay?

Maggie / Poppy:

I'm actually good.

Speaker 5:

Anyone Where

Maggie / Poppy:

did all these pillows come from?

Speaker 3:

Snick. Are you here, Snick?

Speaker 4:

I'm right here.

Maggie / Poppy:

Holly's, like, picking up the pillows and, like, kinda fluffing it, and she's, like, this is cute. I need one of these for my tent.

Speaker 6:

I've, Tibio picks up one, and it's, like, just drenched. It's damp as fuck.

Tim / GM:

Soggy pillow. Yeah. You may have these

Speaker 3:

I don't want these.

Speaker 4:

You may have these pillows. They are my gift to you all. Mister Snack.

Speaker 7:

Yes. I appreciate the gift

Speaker 4:

of the pillows, but what are you doing, man? What Bert?

Maggie / Poppy:

Why did you jump? Why did you jump?

Speaker 4:

I was told to trust people. And I I hear voices in my head, and I trust them. They tell me to jump. That's too not supposed to trust. What is anyone?

Maggie / Poppy:

Wait. Were these pillows from your genie in the in the lamp?

Speaker 4:

Well, it's from me, and yes, from genie. Yes.

Tim / GM:

Wow.

Speaker 4:

He owed me a wish.

Maggie / Poppy:

Amazing. So this is what that can do.

Speaker 5:

You used your wish on us.

Speaker 4:

Yeah.

Speaker 3:

Snek, you saved our lives. I mean, he

Maggie / Poppy:

also used it on himself.

Speaker 4:

After he almost caught us our dance.

Speaker 3:

Snek, you are a hero.

Speaker 4:

I know this. I know I am a hero.

Speaker 5:

Where's Emery? Anybody seen that guy?

Maggie / Poppy:

I don't know. Holly is scooping a pillow into her pack of balloons. She's putting some pillows.

Speaker 4:

I saw Emory fall off right before we did. Yeah. Where is he?

Speaker 3:

Do you

Speaker 4:

want me to go find him?

Speaker 3:

No, Snicks. Stay here. We we need to all stay together. We cannot get lost. Fine.

Speaker 4:

Yeah. No more jumping off cliffs.

Speaker 5:

And the less Emery, the better,

Speaker 6:

honestly. I'm

Speaker 3:

gonna Yeah.

Speaker 4:

I'm not too upset,

Maggie / Poppy:

but weird.

Speaker 6:

I'm gonna look at my bone talisman and see if it's still pointing Yeah. Anywhere in particular.

Tim / GM:

So

Speaker 6:

Oh, was it just a double trap?

Tim / GM:

No. Hold on.

Speaker 6:

Double death trap for the party.

Maggie / Poppy:

Okay. He's trying to TPK.

Tim / GM:

Okay. So your your your bone talisman is pointing, we'll say towards the cliff wall, which you notice at this point, kind of behind exactly where the water falls. Not that there's like a curtain of water that protects us or anything, but you see 6 stone columns, like like bricks, like stone columns, set into the wall that are framing a dark stone stairway that leads into the cliff face. And each of these columns is lit by this moss that is on fire. So it's it's a moss that glows a bright blue, but the flame it produces is shy and golden.

Tim / GM:

It just kind of flickers every now and then and produces just a little bit of light.

Maggie / Poppy:

Does the stairs go down into the cliff or, like, back

Tim / GM:

It just goes up. Yeah.

Speaker 5:

Okay. So, like, the cliff we just fell down?

Tim / GM:

Yes. Exactly.

Speaker 5:

So we could have just walked down?

Tim / GM:

Not necessarily. This seems to lead into, like, into, like, a fortress or

Speaker 4:

Cliff?

Speaker 5:

Oh, it goes into the cliff.

Tim / GM:

Yep.

Maggie / Poppy:

Okay.

Tim / GM:

Yep. Great. So it might eventually lead back up to the surface,

Maggie / Poppy:

but,

Speaker 6:

But somewhere past the cliff.

Speaker 4:

And then

Tim / GM:

at the same time, Snack, your scepter is whispering to you again, and it says, Snack, your power is just beyond the bridge. And, you look the other way, opposite to this stairway and you see a destroyed bridge. And then you see on the other side of that bridge, like pretty darn far away, you can see just at the edge of your dark vision snack, the path kind of continues on the other side of this broken bridge, and you can see a small gaggle of cobalts, like, disappear behind the rocks there.

Speaker 4:

Snacks starts walking that direction slowly and says out loud, but Bert told me not to listen to the voices anymore. Oh, no. Oh, no. I'm gonna walk over and, like, put my hand on his head to stop him from walking forward.

Tim / GM:

So you go to put your hand on his head and you disappear.

Speaker 7:

Oh, sure.

Tim / GM:

Yeah. Okay. And so you all noticed Bert walk away, but Snack never noticed Bert touching him.

Speaker 3:

Oh, no.

Tim / GM:

And so you all kind of lost track of Bert all at once. Bert, you can barely hear as they finish the end of your name and say, Bert, f f Wisherspoon. You've been summoned before the second court of Tilderie in regard to the death of Brax Minnow. The next minute is yours to make your opening remarks. And this is from, Judge Flann who wears a bright yellow robe.

Tim / GM:

She's this old lady, with these, like, really kind of, like, strong jowl lines, and she she stares down at you with her eyes kinda squinted.

Speaker 4:

Boy, you guys have uncanny timing. Okay. One minute. Oof. My friend Brax was a great

Tim / GM:

man. Sorry. Sorry. My throat is just irritated. Continue.

Speaker 4:

Alright. He was a bit foolhardy, and he got into trouble.

Tim / GM:

One moment, sir. Oh, my God. We, we may have another case.

Speaker 5:

Are we going to have time to finish, mister Engelbert?

Tim / GM:

Very good. You may continue, mister Engelbert.

Speaker 4:

Will there be any further interruptions?

Tim / GM:

None that we foresee. Please continue. Our time is valuable.

Speaker 7:

I can tell that. As I was saying, Rex may have gotten into trouble

Speaker 4:

here and then, but it

Speaker 7:

was always in pursuit of justice and and what's right. I don't know whatever he got himself.

Tim / GM:

Mister Engelbert, you have reached the end of your allotted time. The court is disappointed at your lack of preparation. We need you to be physically present in Tildrey, at the end of 1 week's time for your trial. Engelbert, you are a suspect in the death of Brax Minnow, I'm afraid to say.

Speaker 4:

Wait. Just a I haven't

Tim / GM:

And, You

Speaker 4:

haven't been in Chiltern for weeks.

Tim / GM:

You can feel yourself fading away from the toes up. Yeah. Yeah. What else do you wanna say? Yeah.

Tim / GM:

That's fine. Okay. Alright. And, Bert, you, like, reappear, like, right behind Snack, who's, like, a few more feet, about a minute's worth of feet ahead

Speaker 4:

of you. I'll just get to the Wow. Probably make this jump.

Tim / GM:

You see him, like, rocking his arms back and forth like he's about to take a a 50 foot jump? Good.

Speaker 4:

Steep the last for a little bit of it. See what's over there. I'm gonna run and tackle him.

Tim / GM:

Okay. Yeah. You just tackle him into the damp ground there.

Maggie / Poppy:

What? What's going on, you 2?

Speaker 4:

Snack, I don't wanna see yourself get killed. You just don't want me to branch out and become my own dragon independent and not not need you all again.

Maggie / Poppy:

Snack, no. You just can't keep running off. Why do you keep doing these things?

Speaker 4:

Because, the the scepter.

Speaker 3:

I pulled

Speaker 4:

up the scepter. It keeps talking me Oh, my god.

Speaker 3:

What are you

Maggie / Poppy:

doing listening to that thing?

Speaker 4:

It's very persuasive. It tells me about this.

Maggie / Poppy:

Holly kicks his hand and kick try to kick it. She, like, just roundhouse kicks it out of his hand. Cool.

Tim / GM:

Make a, make a contested dexterity throw between the 2 of you. 9. Hannah?

Maggie / Poppy:

Hold on. Sorry. 8? But do I get any

Tim / GM:

Just add your dexterity to it?

Maggie / Poppy:

Just dexterity. Yeah. I ate.

Tim / GM:

So snag you hold on to it. Just barely.

Speaker 7:

Snack, I'm gonna do you a favor. Okay?

Speaker 4:

Alright. I I, crouched down and huddled around it, triple my back to them. What? What, Bert? I put my hand on Snack,

Speaker 7:

and I cast remove curse.

Speaker 4:

Okay.

Speaker 7:

At your touch, all curse is affecting 1 creature or object end.

Speaker 4:

Okay. Yeah.

Tim / GM:

Cool. So, Snack, you are you are decursed. And so, probably, the curse is affecting you, but this would extend to the the the rod specifically.

Speaker 4:

It doesn't so it doesn't, like, end the curse on the object. It, the spell breaks the owner's attunement to the object Okay. So it can be safely removed or discarded.

Tim / GM:

Okay. So yeah. The, you you just drop the the scepter, like, it feels suddenly kind of like heavy or like it shocked you or something, and you let go of it. And, and you you, in a lot of ways, see the error of your ways. This thing told you to jump off a cliff.

Tim / GM:

It didn't work out, and now it's telling you that there's power that way again. And and now it makes sense to you. Probably not.

Speaker 4:

But I don't know what you did with your touch, but I do see that there may have been oversights in my judgment as of late, and I should listen to you more.

Speaker 6:

Someone needs to sing whatever that was. I

Speaker 5:

my brain will touch. Sexual healing song.

Speaker 6:

I wasn't sure which which song option you guys went with, but both of you were like, Holly,

Speaker 4:

thank you. Thank you for, kicking my hand. I I realized your attempt, and I appreciate it. I think that I would not have made this next leap either.

Maggie / Poppy:

Well, I just I didn't realize you were still holding on to that thing. I mean, we had to get rid of all those cursed items and we gave them to Veronica And I I didn't realize you were still holding on to it. And oh my goodness So is it safe to touch or can we get rid of it somehow?

Speaker 7:

I wouldn't touch it. I I don't think I can remove the curse entirely

Maggie / Poppy:

can we just throw it off this cliff? And Holly just nudges it with her foot, like, towards the edge of the cliff where the bridge is.

Tim / GM:

And it's not like it's it's not cursing you by touching him with your foot.

Maggie / Poppy:

Okay. I think it's time to say goodbye to this thing.

Speaker 7:

Yeah. Good riddance. I'm glad you're listening to reasons, mister snack.

Speaker 4:

Goodbye, septic.

Maggie / Poppy:

Holly just gives it a little kick and just kicks it right off the edge of the cliff.

Speaker 4:

I didn't

Tim / GM:

snack you here. No. Alright.

Speaker 6:

So as y'all were dealing with the scepter business, Tibio is standing in front of the staircase and is looking down at the bone talisman and up at the staircase and around nervously and

Speaker 3:

My friends my friends?

Speaker 5:

What what'd you find?

Speaker 3:

This bond talisman is telling me to go up the stairs. Can we go?

Speaker 5:

Yeah. It seems legit.

Speaker 4:

I'm a bit loath to keep listening to the magic items.

Speaker 3:

But Veronica said man was not

Maggie / Poppy:

cursed yeah, I mean we at least can trust Veronica right? I'm good with the stairs I mean, we're not going across that that cavern over there, so stairs it is

Speaker 3:

and Veronica was an expert on curses I have believed that we could trust her opinion. Mhmm.

Tim / GM:

If you

Speaker 7:

can't trust a curse breaker, who can you trust?

Maggie / Poppy:

Let's do it. And Holly just starts running up the stairs. Not running, but Yeah. Yeah. Kinda.

Tim / GM:

So the the first real room that you walk into at the top of these stairs and it's fairly dark in here in the entire fortress or castle or whatever this place was, except for the blue gold flicker of this moss, which is everywhere. It's in sconces. It's in little rivers, in little planter boxes, just to keep this place lit. But it seems to burn without a lot of heat. Mhmm.

Tim / GM:

It's pretty interesting. Again, it's a blue glowing moss that produces a little golden flame. When you walk into this first chamber, this is like a guard house. This was meant to keep people out. You know, so there's 2, there's a a table set up here, with 2 skeletons in the chairs.

Tim / GM:

They're facing each other, and there is a game of chess in the middle of the table. Mhmm. And, black is winning. And they're Both of these skeletons are rather stout. You can probably tell that they're dwarf skeletons.

Tim / GM:

And their armor is very clean and polished. And their heads are just kind of lulled back, like they just died in their sleep in those chairs.

Maggie / Poppy:

That's ominous. There's a lot of bones.

Speaker 5:

Can you tell how old these bones are? Like, are they fresh bones?

Speaker 3:

No. These are very old.

Speaker 4:

Must have been a long game.

Speaker 6:

As as a as a gnome that likes games and has various bone room games that he's played in his life, I think Tibby would also be familiar with the rules of chess. Yeah. And, so I wander over to the chess board and I see that black is winning as you said. Mhmm. And, I complete the last move that would get black to checkmate or whatever?

Tim / GM:

Okay. They're probably a few moves away from that, but you you you progress, black and take a few white pieces as you go and you just kind of I don't know. Do you play white at all? Or do you just do the, like, your the next move that you would make?

Speaker 6:

I do both. I like, I spin the board around and, like, I don't know. I act I act the game out. The remainder of the game out.

Maggie / Poppy:

Are you, like, talking to you're pretending to be each skeleton? You're like, woah, that's a hot day movie. Climbing out of each skeleton. Yeah. I got you now.

Speaker 6:

No. I'm I'm talking to them.

Speaker 3:

I say, Oh, sir, I see the next move that you would make. And then I go to the other side and I say, Oh, this this man is has you beat you had no chance.

Speaker 4:

And Znak, leans over to Bert. Bert, can you do that, remove cursing again? I think something is wrong with Tibio.

Speaker 7:

Well, let him have his fun.

Speaker 5:

Yeah. That's adorable.

Tim / GM:

Snack and bird are standing more towards the entrance. And you see there are, clean, pikes that are just kind of leaned against the wall here. Like, they just kinda gave up on guard duty.

Speaker 4:

Pikes, you said?

Tim / GM:

Yeah. Like like yeah. Like the fish. Spears. Yep.

Tim / GM:

Like the fish.

Speaker 7:

Yep. Just

Speaker 6:

like a really long fish.

Tim / GM:

And there's there's actually nothing preventing you from moving forward further into this fortress.

Speaker 6:

I'll stop fucking around with the chess pieces.

Speaker 7:

Does anything happen when the chess game finishes?

Tim / GM:

Yeah. You hear this noise. It sounds kinda far away and it goes

Speaker 4:

No.

Tim / GM:

So nothing happens with the chess board. When you leave though, everybody make a perception check.

Speaker 5:

My special Good.

Speaker 3:

Perception.

Maggie / Poppy:

Do I get to add my passive perception to that?

Tim / GM:

No. That's that's something I never use.

Maggie / Poppy:

Oh, sad that was my feet.

Tim / GM:

Oh, that you get passive perception? Yeah. Is it alert?

Maggie / Poppy:

I get passive perception and passive investigation, plus 5

Speaker 4:

Okay.

Speaker 5:

To both.

Speaker 4:

I'll I'll keep a note on that.

Speaker 5:

Uh-huh. It's passive, except she can.

Tim / GM:

Yeah. So you can always roll or you can just say that number.

Speaker 5:

Whichever is better.

Tim / GM:

Yeah. So whatever your your passive perception, I believe, starts at 10.

Speaker 4:

Mhmm. And then

Tim / GM:

you just add whatever your bonus is.

Maggie / Poppy:

Oh, so it'd be that yeah. So 15.

Tim / GM:

Yeah. So you always get 15 or higher.

Speaker 4:

Probably plus whiz. Right?

Maggie / Poppy:

Yeah. The feat is observant. Got it. 18 then.

Tim / GM:

Okay. So 18, 15, 6.

Speaker 3:

7.

Speaker 7:

16.

Tim / GM:

Okay. So, yeah, we'll say 15 and above. You all turn your heads as you hear something a little, like and you turn back, and you see that both of the skeletons have, like, turned their heads to look at you guys as you're leaving the room.

Speaker 5:

Yeah. Tibeo, stop doing that, please.

Speaker 3:

It was not me. I was not playing with the bones. I only was playing the chest.

Maggie / Poppy:

That gives me the heebie jeebies.

Speaker 4:

I don't like it either.

Tim / GM:

Further down this hallway, you can see that there's another set of stairs that goes up, after you walk for a while. And so that might lead you closer to the surface.

Speaker 6:

I hold out my bone talisman.

Tim / GM:

It is pointing straight up those stairs.

Speaker 3:

Let's go up these stairs.

Tim / GM:

As you Yeah. Let's

Maggie / Poppy:

get out of here.

Tim / GM:

As you walk down that hallway, you see an offshoot to the left and to the right. And then about halfway down the hallway, you see 2 skeletons standing very close to each other. And they're

Speaker 4:

Standing?

Tim / GM:

Standing. They're kind of, like, leaning against the wall, and one of them has, like, an elbow out against the wall, and then their hand is, like, against their head, and then their arm is kind of out in, like, a I don't know sort of gesture. And then the other one is it just kind of, like, has its arms, like, folded, against its chest and is like staring off and, like, I'm not awkward. Like so they both have this very, like, faux inconspicuous look about them.

Speaker 5:

But act natural.

Tim / GM:

Yes.

Speaker 5:

Act like bones. Tibbs. Tibbs.

Speaker 3:

Yes, Bert.

Tim / GM:

What's up with that?

Speaker 6:

Tibbio is so used to seeing bones and skeletons all over the dang place that he does not know to be afraid here at all. Yeah. He's like, this is cool and normal.

Tim / GM:

There's nothing occult about bones

Speaker 3:

to you.

Speaker 6:

Yeah. This is just like when the kids at home are playing skeleton.

Maggie / Poppy:

Are these dorvish shaped or dorvish bones too?

Speaker 7:

All of them.

Maggie / Poppy:

Yep. Holly is gonna she actually speaks dorvish. Mhmm. She is going to call out to them and say, hey, is this your bone castle? In garbage.

Maggie / Poppy:

Yeah.

Tim / GM:

You hear calling from far away, up the stairs. You hear,

Speaker 4:

leave this place. Please.

Speaker 3:

We're we're

Maggie / Poppy:

trying to

Speaker 4:

It's on our agenda.

Maggie / Poppy:

You can't do you speak Dervish?

Speaker 4:

Yeah. I speak Dervish. Every language.

Maggie / Poppy:

Oh, shoot. I thought I was cool. I studied Dervish for 12 years in school. Anyway, sorry.

Tim / GM:

Do you guys spend any time on that offshoot going left or right, or do you go straight up

Maggie / Poppy:

the stairs? The voice from the bones?

Tim / GM:

The the voice came from farther down the hall up those stairs.

Maggie / Poppy:

Beyond the bones? Yeah.

Speaker 6:

Tibio has a one track mind at this point and really wants to know where this bone talisman is leading because he thinks that it's something awesome.

Tim / GM:

Of course.

Speaker 5:

Yeah. Will he goes with because protect?

Tim / GM:

Yeah. Yeah.

Speaker 7:

We're sticking together.

Tim / GM:

So this this final set of stairs as you climb up has these beds of blue moss on either side of it that kind of run up the entire length of the stairs that gives it this kind of grand approach. And when you get to the top, you see this large stone throne that is built into the wall, backlit by a huge wall of blue and this golden flame. And there's a a really chunky dwarf skeleton sitting in this throne and it's got this huge mace and around its neck has a large necklace that's got a big square key on it. The the shaft of the key is is square shaped.

Speaker 5:

It's a stone bone throne.

Maggie / Poppy:

Stone bone throne.

Tim / GM:

And, it lies motionless ahead of you.

Speaker 5:

He has a key on his neck?

Maggie / Poppy:

Yes. All this is your bone castle.

Speaker 6:

So is the talisman pointing to the throne?

Speaker 4:

Like, straight at him. Yep.

Speaker 6:

Okay. Is he missing a finger bone?

Tim / GM:

Yeah. Yes. He is. So as you approach, he stands up and Dang. He, like, puts his, mace on his shoulder just to rest it there for a second.

Tim / GM:

And, you can see that this this mace is an elegant definitely magic item. It's an elegant work of craft. It's it's really beautiful and adorned in classic dwarven finery. But he kind of gives you this big, you know, mean mugging up and down, and then he goes, come on. Nobody did anything?

Tim / GM:

Are we giving up now? And he's walking past all of you, and he's shouting down the hallway. He's like, we're just gonna let anybody in and just crave robots. Take anything they want. And he turns back to you guys and he says, and and shame on you, by the way.

Tim / GM:

This is deplorable behavior. Go steal something from someone else alive.

Speaker 3:

Oh, sir. We did not come here

Speaker 4:

to steal.

Speaker 3:

We did not come here to steal. We came because I have your finger.

Tim / GM:

And it, like, in your hand laying flat, the finger starts to wiggle back and forth, and then like a magnet getting too close, it turns around and sucks onto his finger that's missing his final joint. And he says, and he just, like, holds it up to his own face and stares, and he says, my finger, that's everything. I'm whole again.

Speaker 3:

Oh, sir. I'm so happy for you. You are a complete skeleton and you look wonderful.

Tim / GM:

Says, wow. And he just, like, drops his mace on the ground, and he's, like, marveling at his hand and he's walking back to his throne and he goes, who are you guys? And he sits back down on the throne, again, just marveling at his finger.

Speaker 3:

We are just adventurers passing through, but I found this finger bone and it led me right here, and I'm so pleased that it did. I am so glad that I could help complete your skeleton.

Tim / GM:

I never thought this day would come.

Maggie / Poppy:

I never thought I'd be in an underground fortress full of a bunch of weird bones talking to each other.

Speaker 3:

Oh, Miss Hollywood is just like, Okay. Is he speaking in common?

Maggie / Poppy:

Yep. Okay.

Tim / GM:

He says, great. So if you're not here to rob everything we have, why are you here?

Maggie / Poppy:

We kind of fell off a cliff, and then this was the only stairway that we could go up. So and then the bone was pointing that way. So just seemed right.

Speaker 6:

Tibio has meanwhile kind of, like, inched closer and closer to the throne and is, like, kind of just checking out all of his bones.

Tim / GM:

Yeah. This is, the the bones of kings feel different to you in a in a sort of magical aura sort of sort of way. And this guy has given off that vibe.

Speaker 6:

I'm just holding my hands, like, not touching his arm, but I'm, like, holding my hands over his arm, kinda feeling the power of the aura of the bones.

Speaker 5:

Not that this isn't really cool and all, but, like, where are we and why and how are you talking?

Tim / GM:

Right. Let me make an introduction. Welcome to Castle Dundas.

Speaker 4:

Yeah. What?

Maggie / Poppy:

Castle Dundas.

Tim / GM:

Under the great mountain, Dundas.

Speaker 5:

This is Dundas Mountain. So this isn't this is not anywhere near Vindorn. Okay.

Tim / GM:

No. You can address me as king Mumble, Mumble Dundas. Mumble? I said it clearly. Are

Speaker 4:

you the 5th?

Tim / GM:

I'm the last.

Speaker 4:

Why? As a as a song that mumbo number 5

Tim / GM:

Oh,

Speaker 3:

no.

Speaker 5:

You go so long for getting that intense.

Speaker 6:

Really? We want Lou Begga coming out dressed?

Speaker 5:

Oh, he'd be happy

Speaker 3:

for the 2nd part.

Speaker 7:

Is this our first dead stuff?

Maggie / Poppy:

Yeah. I think

Tim / GM:

it is, honestly. You got me.

Maggie / Poppy:

Oh. Oh, that's good.

Tim / GM:

Yeah. We can pick up next Thanks so much for listening. I'm Tim, your DM and your genie.

Maggie / Poppy:

I'm Hannah playing Holly Hyacinth.

Speaker 7:

I'm Thomas. I play Engelbert FF Wisherspoon.

Speaker 8:

I'm Tara, and I play Tibio Femur.

Speaker 4:

I'm John. I play Snack the Kobalt.

Speaker 5:

And I'm Maggie playing Uli.

Cursebreaker | 8 - Mumble No. 5
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