Retro Role Cast
"Serious roleplaying games played by deeply unserious people."
We are a tabletop roleplaying actual play podcast featuring games that remind us of our gaming roots! We play in person with real math rocks! We love gritty, high action dark settings with nuance, but aren't too far away from our bitter, cynical, yet still lovable selves at all times!
Currently: Going way back to many of our players' 1e roots by playing the new third edition of OSRIC (pdf available free on DrivethruRPG, fantastic hard copies available through Mythmere Games) with a home cooked mini (?) campaign in the World known as Greyhawk in the classic era. follow along as the PCs navigate the dangerous environments and tricky politics of the Duchy of Tenh/Theocracy of the Pale border region!
In season one we played Low Fantasy Gaming by Pickpocket Press, Its sequel game Tales of Argosa is released, available, and comes highly recommended by all of us, stop by Pickpocket Games on the web for more info!
Season two saw a transition to a modified Version of Old School Essentials (Advanced) by Gavin Norman, one of many retro offshoots of the world's most popular role playing game. We borrow rules and content from many sources, but with Old School Essentials we used (in no particular order), Old School Feats by Eric Diaz, Into The Wyrd and Wild by Charles Furgeson-Avery, Into the Wild by Todd Leback, The Axian Library by Guiseppe Rotondo, and the Monster Overhaul by Skerples, amongst other sources.
With the close of Season 2 and the addition of two new Retro Role Casters we have moved to a more episodic format for Season 3. We are referring to seasons 1 and 2 as our Zero Level Funnel of Podcasting.
Season three and into the first part of Season four the four OG hosts took turns GM-ing one shots, Three Shadowdark adventures because we love Kelsey's fantastic Old meets New game, Mothership to satisfy our love of the Alien Movies and a Halloween special using the Call of Cthulhu rules.
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Retro Role Cast
Shadowdark! The Corsairs of Anon-Thuun Ep6
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A player returns... A player is absent... Union has his hit points reduced to naught again... The characters find out what the mysterious red eyed lady has been doing all this time... A theological discussion is had...
#ad&d #Shadowdark #OSR #ttrpg #actualplay #rpg #Dnd #oldschoolrpg #limithron
This series features the wonderful RPG Shadowdark by Kelsey Dionne and The Arcane Library! for more info on this game visit https://www.thearcanelibrary.com
Now that we have finished recording this tale (new episodes coming soon!) I am happy to report that this adventure uses a wonderful battlemap produced by the good folks at https://www.limithron.com If you like Pirate themed maps, adventures and games (Pirate Borg!) for your RPG enjoyment, check them out!
Visit Lazarus Games' eBay store for retro gaming goodness! https://www.ebay.com/str/lazarusgames
This week on retro rollcast. Union, you take another point of damage, and you are still paralyzed. That can't be good.
SPEAKER_01I very carefully light my torch.
SPEAKER_02Okay. In the second round, you're you're distracted slightly by something bumping into you.
SPEAKER_03I whispered Marco in your ear. Yeah, that's not worse. You're talking about an existential dread in the dark in a room full of water with tentacles. Just hearing Marco.
SPEAKER_01Just another Saturday night.
SPEAKER_02And I'm unmuting our friend who has joined us again this week. How are you doing, Sean? That's how he's doing great. That's the sound of a monster being opened. He's getting geared up like a little bit. It's my second one, so you've been warned. Oh God. Oh, we're warned all the time. Fire. But you were absent last time. This time we have another absence from one of our original players. Brian, aka Doc is not with us uh this time, but he will return in the future. And we are back. And uh Sean, you play a character named Aaron. A Aaron, yes. Yeah, we've made that joke plenty. I'm sure you have. And last time you were uh you were passed around, let's just say, amongst the rest of the players here to use as they saw fit.
SPEAKER_03I see you all chuckling. Not he was used.
SPEAKER_02But your character is he comes to full consciousness as he is hit in the face with a wall of black water and pummeled backwards, and you find yourself spluttering water out your mouth and nose and other assorted orifices. Wow. Orified that took a turn. I have assorted orifices, apparently. But over the last several hours, your brain is like very foggy. It feels like you're that Iran has been like manipulated by by unseen forces. Or seen for the water. And you haven't been you haven't been quite yourself. But the wall of cold black water wakes you up. And that's unfortunate because in amongst the wall of black water is the horrific stinging tentacles of something. And for a split second, as you come to consciousness, you hear shouting of your compatriots, but then everything goes dark. And that's where we start this episode. The characters have opened up the door that had been cocked into water tightness by the fish people that you ran into earlier. Wait, there were fish people? Yes. Vaguely, you recall vaguely in your recollection that there are fish people and a strange mage and a dark crystal.
SPEAKER_03I thought that was just a lot of people.
SPEAKER_02But it all kind of jumbles all kind of jumbles together in your mind. You don't really know what's going on. You just know that you're scrabbling for purchase under the water and that you are in immense pain.
SPEAKER_04And to be fair, even had Sean been here, he still wouldn't know what is going on. All right. Okay. Come on. Does anybody think he'd remember? Honestly.
SPEAKER_03Sorry, GM Sean is dying. You killed him is dying. Woo! Because there's so much truth in that statement.
SPEAKER_02Administratively, we need to roll our session initiative for Shadow Dark this time. So everybody roll me a D20, add your DEX modifier. Or subtract it. A natural 20.
SPEAKER_03You go first. Minus two. 12. So 18. 15. You have a minus two decks? 15.
SPEAKER_02Okay. Wow. We would roll with 18. Hey. Um. But you're still high. Oh, yeah. You're still the high roll. The high roller. So we will start any sort of initiative for narrative play with Rodney and his character. Dirk Wiggins. Dirk. That's right. And then we move to Iran and Union and then Naria. Now, when we left, Dirk, you are actually you were standing like around the corner. Right.
SPEAKER_03I was just around the corner that I wouldn't get hit by any of these.
SPEAKER_02So you would braced yourself against the wall. The water had come up to your waist, but you were still on your feet. Right. I have a question. Who actually opened the door? I believe that might have been Roke. Perfect. He's not here, so yes, it was. This is gonna sound bad. Edited this last night, but I don't remember actually who did open the opening of the door. All right. But it was the decision to open the door was a pre-planned and premeditated act that the entire group agreed to.
SPEAKER_03I assume someone had to go up there and pull the tar-soaked rope out of the gap and everything to get it open.
SPEAKER_01But we we did pull four.
SPEAKER_03But it still wouldn't open. We had to force it, I believe. Yeah. I was there and I don't remember.
SPEAKER_02That brings us up to our next question. Is the last time Sean was absent and we uh we did what we did with his character, I gave you guys the option of doing what you will with uh with rogue, our our age. So what was the consensus, though the final decision as to I I think if somebody dies, we just give them rogue.
SPEAKER_03I think we'll no pass him around like we did with my character last time. Okay. What is the method then? Right. Yeah. I say it's roll highest, so Sean never gets a chance to play him. Wow. Bring it. Let's go. High roll mage. All right, high roll on what? D10 or D20. D20. All right. The best die ever. Oh, we're gonna roll right now? Right now, bitches. Mine. Three, six, five, four.
SPEAKER_02God. Remember, remember you don't have to run faster than the bear. Yeah.
SPEAKER_03Oh my god. The gods are smiling on me.
SPEAKER_02Well, keep it up that way. This is like Sean's revenge. Right. No, but hey, that's he's gonna roll great today. Here we go. You can see that gleam of determination in his eye. Right. That's just the second monster kicking in. But anyway, Rogue's standing right next to the door. You're standing around the corner. Naryaf, you and Iran are spluttering to the surface of the water in immense pain from the stinging tentacles of the Portuguese man of war television.
SPEAKER_00Yeah.
SPEAKER_02You can see their billowing gelatin structures above the water for the brief second until your torch went out. But Union had not surfaced. That sucks. This is I don't know if you can call this necessarily combat, but it is definitely definitely a situation that is combat-like. Survival. So we're gonna roll with session initiative for this. Dirk. Alright. You see all this go down and then the world goes black.
SPEAKER_04I believe I might have actually been the one carrying the torch. I can't remember, but it got dark and I have a torch. So I'm going to attempt to pull a torch out of my backpack along with my flint and steel, and then light it.
SPEAKER_03Oh, never mind. Otter style.
SPEAKER_04Floating on his back. I don't have any flint and steel in my backpack anymore. That was lost in the ocean. Wait, what?
SPEAKER_02Oh, okay. So you're pulling out a torch and fumbling around. Yeah. Yeah. I don't have flint and dark in your pack.
SPEAKER_03Yeah, but it's like a two-foot long piece of wood. How hard could it be to find out? Okay, so that's what you were doing. Okay, hold on. Does anyone have flint and steel? Somebody does. We lit torches last time. Neither of these two character sheets have it. Do you have a crawling kit? Does it say crawling kit? No. You guys didn't buy the crawling kit? No. No. It might not have mattered if they had. But I have flint and steel. Okay, so one person.
SPEAKER_02Okay, but it's he's fumbling around in his back. You hear some rustling over in the corner. Splash replash. You you come to be. You're spluttering water. You're in pain. What are you doing? It's dark.
SPEAKER_03Do I have any concept of direction? Probably not. Not really, no. No.
SPEAKER_02And I am not touching a wall. But I will determine which cardinal direction you're facing in. I'm I'm trying to get to a wall.
SPEAKER_03I'm swimming a direction.
SPEAKER_01You're facing up.
SPEAKER_03Right. I'll make sure my head is above water and I'm trying to get to a wall. So I'm swimming a direction. Whatever that direction happens to be. Straight left or back? Straight. Okay. Because I don't know which.
SPEAKER_02I'm assuming I got washed away from the door. Okay, it's more painful in that direction. You take another point of damage and make me a con save.
SPEAKER_01Moving forward is always painful.
SPEAKER_03Ain't that the truth? A con save. I forget, is this a roll over or roll under? Roll over. Roll high, add your bonus. Natural 23. So yours rolled a natural 20? I did. He did. Wow. Look at this. The winds are changing.
SPEAKER_02Okay, so you feel the stings of a thousand tentacles. And I like it. But determination kicks in fueled by existential terror because you don't know what's happened to you for the last few hours. And you're a little freaked out. Dark water, tentacles. What could possibly go wrong? Nothing. And you ru you like rise up out of the water and because you're moving at a good clip, right? Yeah. Leather armor. He's pretty and the water is like waist deep at this point, but you run to get out of the pain of the tentacles. That's fair. And you smack straight into a lava rock wall. That was the goal. There you go. Union, you are paralyzed.
SPEAKER_01That's an easy one to try.
SPEAKER_02Drool a bit. So you can't do really anything except drown. But you can experience all of it. I can drown. That's the best.
SPEAKER_01The pain.
SPEAKER_02Naryaf.
SPEAKER_01Yes.
SPEAKER_03The world is dark.
SPEAKER_01I'm lighting a torch.
SPEAKER_03Okay. So we are the water is shallow enough we can stand.
SPEAKER_02Yeah, it was only five feet even behind the door. It's rushing around you. Yeah. Okay. The force of the water coming in is what knock you off your feet. I gotcha.
SPEAKER_01Yep. I get up, I stand up, and as I'm standing up out of the water, I grab my flint and CEO, hit the torch in one smooth motion, and rise up holding the torch. That's optimistic.
SPEAKER_02That is that is very optimistic to the point where that might require a dex check. I like the descriptiveness though. Yeah. I like that.
SPEAKER_03It's good. Four. So what actually happens? It wasn't a one.
SPEAKER_02Don't drop the flint and steel, dude. But I would I would say you you have the torch in hand, but you weren't able to. Flint and steel is not a single motion sort of way of lighting a torch.
SPEAKER_03It's definitely not a one-handed thing either.
SPEAKER_01It looks good in my head.
SPEAKER_03I can't imagine not being able to sit the torch down to do it, let alone doing it when you're in moving water. You're right. The whole torch under the arm. We're gonna have to start practicing that at our next adventures training session.
SPEAKER_02I agree. You have the torch in hand and you're in your flint and steel, but you have not gotten the torch lit as of yet. So they're not but you guys do see the sparks light up the room just very briefly as he's striking the auto light torch? Right.
SPEAKER_03No.
SPEAKER_01No.
SPEAKER_03Okay. No. You don't just press a button, it clicks. Magnesium, they just air lights. Why don't you invent that?
SPEAKER_02And from the direction of the open door, you hear some shouts and some flapping of feet. Many feet.
SPEAKER_03Flapping open door? Flapping feet. Yeah, the door you can just open. Fishy people. Like flap. How deep is the water that's rushing over my waist at this point? Right now it's about waist high.
SPEAKER_02So waist high is moving pretty quick. Yeah, you can't see it, obviously, but you can feel it around your is it rising or falling?
SPEAKER_03Oh no.
SPEAKER_04It's moving.
SPEAKER_03For all we know, it'll keep moving forever. We don't really know. Right. Pollo. Where's Narjoth and Union? Hey broke. They're. I don't know.
SPEAKER_02I can't even see you. You guys can verbally respond, and you hear responses back from everybody off and Iran.
SPEAKER_03What about rote? Because he was totally skipped. It hurts. Sean got the character sheet and didn't do anything with him.
SPEAKER_02Yeah, rogue probably should take a point of damage.
SPEAKER_03Alright. You don't have a lot, if I recall. Yeah, that's one sixth of his input. That's it. That's more than I had. Now we're equal. Well, Dunion has something terrible, three or something, don't you? No or less. Oh. Fish food. Alright. Everybody was on a rope, right? So we couldn't have got washed out of the room. No. Were we all on one rope? I was on a rope. Yeah, everybody was on a rope, man. We were all doped on a rope. Give us some credit here.
SPEAKER_01We're tied together.
SPEAKER_03Yep. We're tied to the corner.
SPEAKER_02You feel the rope around your waist as you.
SPEAKER_04Alright. So I start following my rope to the to each section, like to up to the corner, right? That's where I am. I never got moved because I never failed any rolls. So I'm right there at the corner. And I know that right in front of me was the door. And at the door was rope and must miss them in union.
SPEAKER_03So I'm going to try pushing forward in that direction, completely blind, based on just the spark I saw a minute ago. Okay. Through the water. Where did we anchor the ropes? To the ground. Where? By the door, by the corner, and then in the other side.
SPEAKER_04So if the room is this square, rectangular piece of paper, the door is in the top right corner of the rope or of the room. Okay. There's an opening down here in the bottom right hand corner of the piece of paper and an opening down here in the bottom left. We put one spike by the door and another spike in the corner, which is where I believe your character may have been. And my character was down here attached to this spike by the corner. And I can't remember if anybody else was here with me. So when the door was opened, everybody had at least one point that they were attached to.
SPEAKER_03Okay. So mine was around the corner, so I have to go into the room to attempt to find anybody. So we probably all got pushed towards where your bottom hand is. Or over here, right?
SPEAKER_04Because there's two exits from the room that the water can be flowing toward. Gotcha. So my I want to find everybody so we can get the hell out of here.
SPEAKER_03So I'm going to move back into the room and hope to find at least one person. So we weren't like on the same rope in sequence. We may not have been, but I if I recall. I think we had multiple ropes. We did. So I can't just mull on the rope.
SPEAKER_02But you're all attached to a spike in the center of the floor. Right. Somewhere on the floor. Oh, we are?
SPEAKER_03I don't remember if it was the center. That wasn't on his diagram.
unknownNo.
SPEAKER_03Look, he edited it last night, so he'd know where the spike was.
SPEAKER_04I'm going by three or four weeks of memory. And there was a lot of trauma in between then and now. So I'm having a hard time remembering.
SPEAKER_02Alright, that's fair. But yeah, you would hammer the spike into the floor, and that's what the ropes are anchored on. Okay. All of them?
SPEAKER_03Because I know I put one right by the corner where I thought I did. We had three different points. Okay. Yeah, I was pretty sure we had three points. And somewhere there is a drawing that we put all of this information on, I believe.
SPEAKER_04But that's irrelevant.
SPEAKER_03I'm moving into the room looking for anybody. There you go. That's my entire You can't see shit.
SPEAKER_02No, I know.
SPEAKER_03That's why I'm using my legs. And as you move into the room, I'm tentacled. What direction of the flappity sounds con. So take a point of damage and make a con check. This is a role-playing game. You'd think I would have a pencil with me. It's in my bin. You need a spare one? It's over there, probably in my bin. Con check coming up. Yes, there are several in your bag. Twelve. Alright. I don't know if that's enough. And you said take a point of damage, correct?
SPEAKER_02Correct. 12 does make it. So you are not paralyzed. You're just in pain. And if you're running in that direction, you bump into Naryov. Marco! Ouch. And again through the open door, you hear shouts and movement. Yeah, we gotta get out of here. Aran, you have just run into the lava wall and you hear things happening behind you.
SPEAKER_03Behind me. Okay. That's where the flappity flap is coming from.
SPEAKER_02But you're you seem to be, right now you seem to be free of the stinging tentacle. The tentacle is.
SPEAKER_03And the tentacles I just hit were directly behind me-ish? You moved through them. Oh. Scratch that idea then. Gonna follow the wall in what I believe to be the direction that would take me towards the door.
SPEAKER_02Okay. You believe that would be moving to your right.
SPEAKER_03Yeah.
SPEAKER_02Actually?
SPEAKER_03Is it? You don't know. It's dark. See, I'm thinking it would be left. If I came face into the wall, it would be that way. Yeah, you were. Then go left. There's walls in all four cardinal directions. I'm going left. Following the wall. You're going left. Yeah, that's right. Okay. Whether it's right or not, I don't know. I'm just guessing. It's left.
SPEAKER_02Alright, so you make your way left along the wall. How far are you moving? Maximum.
SPEAKER_03I'm just I'm shuffling, trying to find the door.
SPEAKER_02Okay. As you move in that direction, it seems the sounds from the room recede. And you think you've chosen worked yourself about twenty or so feet. Okay. In a direction. And if the sound is dim. The wrong direction. In in in your right ear.
SPEAKER_03Okay. Then I'll reverse course next turn, I suppose.
SPEAKER_02Union, you take another point of damage and you are still paralyzed. That can't be good. Noff.
SPEAKER_01I very carefully light my torch.
SPEAKER_02Okay. And in the second round, you're you're distracted slightly by something bumping into you.
SPEAKER_03I whispered Marco in your ear. Yeah, that's not worse. You talk about existential dread in the dark in a room full of water with tentacles. Just hearing Marco.
SPEAKER_01Just another Saturday night.
SPEAKER_02All right. The uh the torch sputters to life with a little bit of smoke. And you can see yourself, you're standing like in the center of the room with Dirk right next to you in your grill. Where is everybody? Uh moving around. On the wall next to where the where you see the door is, is Roke standing there, eyes wide with fear and in mute horror. And horror, yes. You don't see union, and you don't see Aaron. Ah. Because I'm a sneaky hobbit. But you could you your action was lighting the torch this round? You do have movement. Do I see in the center of the floor? The water is rapidly receding. So it was around your waist, but it is rapidly draining out. And you can see that the jellyfish seem to be going in two different directions. They're going around to both of the other exits of the in the direction of the other exits in the room, but one of them is just stuck on top of something in the center of the room.
SPEAKER_01I'll ignore that now.
SPEAKER_03It has a union.
SPEAKER_01I hit it with my mace.
SPEAKER_03I burn it.
SPEAKER_01I move over to the jellyfish in the center of the room to see what I can see.
SPEAKER_02Okay. That's going to So here's a question.
SPEAKER_03That's going to hurt. Ouch. If you fire a magic whistle at a jellyfish wrapped around a person, magic missile always hits, right? So there would be no risk of hitting the person. No. Correct. Are you taking roke's turns? Yes. Okay. Roke is going to cast magic missile at the jellyfish. Okay. And I've not cast spells using this system, so how does that work?
SPEAKER_02You need to roll a check, I believe, with magic missile specifically, you get a bonus to the check in addition to your. Oh yeah, it is an advantage. And you it's an int check, so you add your intelligence bonus. So plus four. And the DC is the is ten plus the spell level. So seventeen. Okay. That should do it. You cast a magic missile?
SPEAKER_03And it doesn't have damages or down. I think it's a two. Two points.
SPEAKER_02The uh the blue color of the sails of the jellyfish turns a gray and it deflates. Deflating is good.
SPEAKER_03It killed it.
SPEAKER_02But I don't know if any of you have ever encountered a dead jellyfish before.
SPEAKER_03Yeah, on a each.
SPEAKER_02They still hurt. Yeah, they do. In other words, that ain't. But you have killed the jellyfish. Good job, Rogue. You north and beyond the open door, you hear the sounds of both booted and flapping feet coming in your direction.
SPEAKER_03Yeah, I'm gonna I'm gonna end up going to that door and reclosing it. And then with the cock. I was gonna say we stuffed tarso group into the cracks.
SPEAKER_02I'm gonna I think I seem like all we're doing is doing this door.
SPEAKER_04You got any spikes? Anybody got a spike? Rogue spike spike.
SPEAKER_03You're not even in the room. Oh yeah, rope's. Yeah, Rogue's actually closest to the door. He already did a thing. Do you have a spike? No. Oops. But it is your turn, Dirk. Yeah. Yeah. That's I closed the door.
SPEAKER_02Hey, the blacksmith's hammer is still laying on the floor along with whatever's left of the spool of caulking.
SPEAKER_03Yeah, but that doesn't help me because I need a spike. Re-cock the door. I'm not gonna recock the door. That's another style. There's a spike on the floor. I know, but I can't get it out. Somebody's got a spike. Otherwise, I'm just gonna hold it for now. The door opened in towards us, right? The word spike forced itself closed again. What's that? The door opened in towards us. Yes. Is there actually even a door left? Yeah. Okay. Alright. I force it closed and stand there and hold it until such a time as somebody brings me a spike.
SPEAKER_02So you're closing the door and bracing it.
SPEAKER_03Yes. Okay. Aran. I dig through my pack and produce a spike.
SPEAKER_02Okay. You're not anywhere around these folks. I'm not torchlight in another room. Oh, I went out one more time.
SPEAKER_03Once it comes in, yes. Great. Okay, I'm gonna head for the torchlight.
SPEAKER_02Alright, you can move into the room and you can get with these guys in a turn.
SPEAKER_03Just call me Caroline.
SPEAKER_02And I you can use your action for the round and because you would hear him yelling for a spike.
SPEAKER_03So as I'm moving toward the torchlight, I'm fumbling for a spike. Okay.
SPEAKER_02So next round you can do whatever it is there. Union U. Throw it at him like a knife. Feel the first ability to actually move your seized up muscles. Going to attempt to swim out from underneath the spikes. Underneath the stingy. Okay. Make me a Dex check. Twelve. Who can tell? Okay.
SPEAKER_03With a bonus? That's with my bonus.
SPEAKER_02So you are able to, and it still hurts, but you are able to pick your way out from under the jellyfish without incurring an additional point of damage. And I'm no longer drowning. And are you getting yourself to a wall or are you heading back? I'm swimming towards the light. Okay. Alright. At your feet, uh up out of the water, very disheveled and red, welted up, and union, swollen. Like grabs, like grabs onto you and uses you to pull himself, pull himself up.
SPEAKER_01I scream.
SPEAKER_02It's quite a horrific sight.
SPEAKER_01Never heard a high-pitched scream come out of a man like that before. So I attack the creature that out of the way.
SPEAKER_03But it is your turn.
SPEAKER_01Do you need healing? I'm pretty sure he has one hit point left. So I'm going to cast a spell of super healing.
SPEAKER_02Super healing. I don't think he needs super healing.
SPEAKER_01No, just cure wounds.
SPEAKER_03Give me a band aignatic. At second level, you have three hit points. Wow, you rolled like ass, huh? His con is terrible.
SPEAKER_02Which is also why he failed to save. Your maximum? Yeah. Yeah. Wow. Which is why when he was hit by the crab thing, you went night in a hurry, and your death timer was minimum because he got a minus to his con.
SPEAKER_03Somehow we still managed to keep him alive. Don't mess this roll up there, Naroth.
SPEAKER_01So I seek healing from my God. Oh. Oh, geez. It's good. That's good. Yeah.
SPEAKER_02Oh, it looks like a four from here. I don't know what else this man does, but this man makes spellcasting rolls.
SPEAKER_01Nothing else. Yeah. That's I feel much better. He also makes SharePoint websites. Sadly, I do. Yeah.
SPEAKER_03There's not a lot of difference between an almost dead union and a fully oddly functional union. They really look almost the same. He could actually die from tripping on something. He could fall out of his chair, cut himself short. That's why he has a beard. The fact that I'm still alive is somewhat impressive.
SPEAKER_01That is amazing. Do I still get movement? You would still get movement. Oh, we've got movement. I would like to move towards the door and try to bolster it as well.
SPEAKER_02Okay, so you're both trying to hold the door shut. Okay. Till I get a spike.
SPEAKER_03All right. Roke was preparing to cast another spell if the jellyfish wasn't moving. But now that it's dead, he's going to look for other threats. Those two are leaning against the door at this point, right? Union technically looks like a threat. Yeah, but he knows what he looks like. Okay. So now that we have light, if there was no light, there probably would be a problem. But we have a torch. So Roke is going to go throw his incredibly strong self against that door as well.
SPEAKER_02I got it, guys. And whenever I picture Roke, I actually picture Doc.
SPEAKER_03Right in a robe. I picture Doc in a brown like burlap robe with a couple bandoliers and belts and stuff.
SPEAKER_01Do we have a torch timer?
SPEAKER_03Yeah, I got it running. The moment you hit go, I hit go.
SPEAKER_02But a heavy thud hits the door from the other side. Get that spike! Spike the door. Come on now. Let's hurry it on up.
SPEAKER_01The door's name is.
SPEAKER_02So we're gonna do an opposed strength check. Either of you can roll it, but the combined strength bonuses of everybody holding the door will apply. You mean zero?
SPEAKER_01Zero. But would we get a plus one for each person?
SPEAKER_02Yeah, I'll give you a plus one for each person.
SPEAKER_03That's very heroic. A plus two. We're so heroic. I don't know. You've been rolling so why would I Yeah, that's a six. Your candy dice are not sweet. Not I don't know. They're caustic.
SPEAKER_02So the door gives it just enough. It's not messed up. And you see a mailed arm wedge its way in into the room and attempts to you're still holding the door shut up. Does it have flippers? But they've got the door open on uh you know enough. Right, it's cracked. And and he's trying to jam it open on the side arm distance. Correct. Okay.
SPEAKER_03All right, and a new round and where's the spike? I couldn't I I I got washed away. Okay. No more excuses. I'm coming back. No more where are you not there yet? He's in the room. Throw it here! Alright, I throw the spike at him. Okay. Come on. Ninja style. Underhand. Alright, decks check. Is this where you roll low or high? I have no decks bonus, so it's a 13. Okay. No, he throws it in your general direction. Alright, do I need to make a roll to catch it? No. Okay, good. I threw it at the bottom of the door so it just wedges itself in there and just.
SPEAKER_02So you see the spike coming and you're able to you're able to grab it. You're still trying to wedge the door shut, and you see this mailed arm.
SPEAKER_03I was gonna run up and try to actually pound it in, but he wanted me to throw it.
SPEAKER_04I set it in spot right now, and I just hold it, and I trust that when he hammers it, he's not gonna break his hand.
SPEAKER_03Now while I'm leaning on the door. Now there's an arm in the room with That's all right. I can't fit a body through the door if you can just get an arm in there. Besides, you can chop off arms. Alright, your turn. I'm gonna try and chop off the arm.
SPEAKER_02Okay, so you're gonna you're going to attack. Alright. It's going to count as a attack with covers that's going to give them a plus two to his eight.
SPEAKER_03This is where my dice betray me. Oh, no doubt about it. Right. I have absolute certainty. It's only a betrayal if it's unexpected. Because the risk here is of missing horribly and hitting any of them. So anything good would be unexpected. Oh wow. That's unexpected. Alright. That would be an unnatural 20. All we gotta do is crap on his dice enough. The force melts the spike. Or maybe I just need to take a week off. Then you can shit on my character for a week and then. Okay.
SPEAKER_02Roll me damage.
SPEAKER_03A mere four points. Is that with your plus three strength bonus? Oh no. You didn't translate that down here. Honestly, do I need to six points? See when I write it though.
SPEAKER_02Okay, six points of damage. I gotta wake him up. You hear a scream of pain on the other side of the door.
SPEAKER_03Is it a human scream or a fishy scream?
SPEAKER_02And the arm disappears, and you see a gout of blood. Nice in the room, and you guys are able to slam the door back shut.
SPEAKER_03Is it red blood? That's a good question.
SPEAKER_02It is red blood. I will attempt to make my way towards the door as well.
SPEAKER_03Has the water completely receded or was still in like foot of water? No, yeah, the water is helpful.
SPEAKER_02The water by this point has completely receded out of the room. So it's just wet. Okay. And the jellyfish are gone. Except for the one, the dead one then slaying in the middle of the room. Aside from the dead one. I can live with that. Yeah.
SPEAKER_03Yes, I will make my way towards and throw my meter. Here, spike this in. I will oh where's the hammer? On the floor. Yeah, on the floor. Okay. That did not get washed away, I'm told.
SPEAKER_02So you're grabbing the hammer? I will attempt to grab the hammer and I will attempt to hit the spike and not him. Okay, and this is definitely a stressful activity. Make me a Dex check. Stressful spike hammering. Oh one.
SPEAKER_03I've passed the torch, ladies and gentlemen.
SPEAKER_02Alright. Robbie, the hammer is wet. You go to pick it up and you grab the spike and you put it in the crack in the door, and you rear back to hit it with the hammer, and the hammer slips out of your grasp and fall and flies backwards. Fantastic.
SPEAKER_01I go and get the hammer. I'm hearing the Benny Hill theme song in my head right now.
SPEAKER_02Alright, so you can you can go and grab the hammer.
SPEAKER_01Can I get the hammer and come back and put the stake in all ones?
SPEAKER_02But he's still holding the stake in place. Oh. Spike. Spike stake. Yeah, it would be a spike.
SPEAKER_01Yeah.
SPEAKER_02A stake wouldn't do very good. Yeah.
SPEAKER_01And he's holding the stake.
SPEAKER_04Yeah, well, I had my hand up there holding it, and I was wincing, waiting for the hammer to fall, which is not coming.
SPEAKER_03Waiting for the one, actually. That didn't have the same negative effect. I think I could try the hilt of my sword.
SPEAKER_02It's close enough you can make an attempt. I want to attempt. Okay. What do I roll? D20.
SPEAKER_03Dexterity. Yeah, but checks. With your mace? Is that what we're doing? That's a five. Man. Apparently, dexterity is not our strong point.
SPEAKER_02You give it a couple of taps. It's partially seated in there, but it's but it's not fully in. It's not going to hold.
SPEAKER_03Perhaps you could just push it in. So it's in there like the nail that you just push in before you start hammering. Yeah.
SPEAKER_02And there's another even heavier thud on the door. And the spike goes so. So you're not holding on any more UR. I'm sure why not? And a run you are. No, because you can't. No, I just hacked the arm off. Oh yeah. It's the two of you, so you get a plus one on a strength check, whichever of you two would be. Roke was helping too. Oh yeah, Rogue. I'll roll the strength check.
SPEAKER_03Alright, because you're going to succeed this time. The guy with the plus three strength bonus might join holding the door soon.
SPEAKER_02A natural 20. Oh wow. Okay. You Bryce, you don't even feel that much of an impact this time because you're ready for it. And the door doesn't budge. It stays in place with the three of you wedged up again.
SPEAKER_03Actually, opens the door a little so that their hit misses and then closes it. It's like my kids fighting. Yes.
SPEAKER_02As a stone door, you probably don't hear much beyond it if it's closed.
SPEAKER_03We are back around. Ignore. We still haven't hit the damn spike in, correct? Correct. He has the hammer. You have the spike. Can you just hit the damn spike in already? Holy god. We gotta start. They're gonna start flanking us soon. Don't read the can. Never read the can. Go ahead. Hit the spike. Waiting. Alright, so you're yelling encouragement. Yeah, yeah, you got it. Got your team members. Whoever has a hammer, feel free to hammer this in. A run. I can use the hilt of my sword. He's got a hammer. I don't have a hammer. You don't, but he does. Okay, then grab the hammer. Assuming the guy with the hammer is going to actually hammer the spike. Since I'm the only one that actually has a strength bonus, I'm going to help brace the door. Okay.
SPEAKER_02Alright. So you're wedging yourself in there. Alright, Union.
SPEAKER_01Give me the hammer. Hammer.
SPEAKER_02Try it again. Okay. Give me that.
SPEAKER_05Give me that.
SPEAKER_02Says the guy who threw it.
unknownRight.
SPEAKER_02This time. Okay. So you get the you get the spike pounded in. I think it'll probably hold.
SPEAKER_03Praise be. You're pretty sure. I guess we'll see. Right? I have another spike. Yeah, we got three in the floor. Maybe we can have time to pull them out. But also remember, we could be getting flanked right now. It's not like this is an enclosed dungeon here. We don't know where this room goes. For all we know, you can come around and be here in three minutes. I mean, we know because water. Like one would assume there's not an easy egress from there to here because this was holding water. You'd like to think that, wouldn't you? I would like to think that. But water.
SPEAKER_01They got here quick.
SPEAKER_04Yeah, because that's this ceremony on the other side of the door that we wanted to disrupt. They were all competing. They're all worshipping the jellyfish when this happens. We gotta go back in the other direction now before they beat us back in this direction.
SPEAKER_03And we'll meet them halfway in the room of gems. There's a room of gems?
SPEAKER_04There's a lot of weirdness here that you might not remember.
SPEAKER_02It's all hazy. It is.
SPEAKER_04There's a good statue gems. There was a bad room of an evil wizard guy, and he was like torturing people and sucking their life energy? No, yeah, we killed that guy. Okay. And Red is over there digging in a hole somewhere in the very back corner of the entire complex. Who knows what's going on there? And then there's a big room with two statues that represent two different aspects of deities or something that have gems for eyes, but don't, because one of the gems actually is in his pocket right now. And the other one is missing.
SPEAKER_02I am literally going to take the last like half minute, and that is going to be the intro to this episode. Because that is the most epic recap. Roke doesn't have anything. I'm not setting it down. It's entirely accurate, but it's the most epic recap.
SPEAKER_03It was three weeks ago, four weeks ago.
SPEAKER_02Lucky I remember that much. All right. Okay, you had pounded in, Nariov, it's your turn. Do I have enough time to grab another spike out of my pack? Yeah, you can go you can grab the other spike out of your pack.
SPEAKER_01Here I take spike and try to pound.
SPEAKER_03I have a spike, and my strength bonus accounts for all of you helping him hold the door. Right. With my brains and your strength bonus. So why don't you guys go reclaim the spikes in the floor? I can do that too. And the ropes. Because we don't have a hammer to take them out with.
SPEAKER_02Yeah, you're all still kind of roped together.
SPEAKER_03Yeah. Yeah. We'll get there.
SPEAKER_02First we've got to get the right one. Alright, so you are this is less stressful because there is a spike there, and they were able to successfully hold the door. So you are able to pound the second spike in. Door secure.
SPEAKER_03Knew I could do it. Right. Now go get the other spikes. Now we can get the other spikes. And make sure we're not having any more company. We've got to start untying ourselves so when company shows up, we can run. We're not like you get to the end of our rope. Literally. I untie myself.
SPEAKER_02If you hear another couple of thuds on the door on the other side.
SPEAKER_03Any flapping coming from the other orifices?
SPEAKER_02It's a stone door, so you it's very hard to hear anything on the other side of it.
SPEAKER_03The other orify in the other door.
SPEAKER_02Are you going somewhere where you might be able to hear such a thing?
SPEAKER_03No.
SPEAKER_02Okay. And we can put this back into like group narrative play. So what are we doing now?
SPEAKER_04Alright, so we need to. I'm gonna take my rope off of my waist. I don't care about the spike. We all do.
SPEAKER_03And I'm gonna go stand right at that corner where I stood when the floodwaters came because I know that's the way that goes back into the big room that had the crab strosity in it. And then remember when you fell into the pit of water? That I do remember. That opening right there. That's one of your last coherent memories. Yeah, yeah.
SPEAKER_04Other side on that room. Yeah. He had crab poisoning or whatever. Yeah. And the other side of that room opens from like this goes to there. Okay. So the other way goes to that same room, I believe, but it goes a different direction to the same room. So we're all disroping. But I want to go down there a little bit in case somebody starts coming down this way because they know exactly where we are.
SPEAKER_02Disroping. For the people in the podcast, I just hurled a luck token at Aaron. That's showing for making a disroping joke. I'm easy. That's funny. I'm painting mine. Alright, so you're disroping.
unknownYep.
SPEAKER_02And uh you're not worried about the spike in the floor, you're not gonna spend that night. Okay. All right. Rusty guys?
SPEAKER_03Yes. No. That would be what? I'm just looking at my phone. You're disrope. You're disrope. Retro low cast luck token. I am attempting to dis detangle myself from all this BS. Okay. How hard would it be to pull the spike out of the ground? Giving Sean a 3D printer is dangerous.
SPEAKER_02It would probably take a bit. You have a hammer. Yeah, but the hammer isn't necessarily designed for removal. It's more corrupt. Okay.
SPEAKER_03Why don't I try? Because I have You can't ignore it.
SPEAKER_02What are you using other than your big manly hands? Pull on the rope?
SPEAKER_03Like pull laterally on the rope to loosen it and then pull the spike out.
SPEAKER_02Alright. I think that would be okay. Yeah. Give me a strength. Now this is where I'll roll extra. Roll? That's good. What'd you get? 19. Okay. All right. So you're able to. Maybe I can add my strength bonus. You pull it to open it up, and then you're able to wiggle it out of the and you now have the. In the meantime, there's another couple of thuds in the door. We should probably head back to the gem room at this point.
SPEAKER_03I agree. Or do we want to know we don't touch the gem room? It says the gem room and rope goes. Gem room. It's a good place. Oh, yeah, that was definitely a conversation. I'm sure it was. That is Doc's nature. No way he didn't try to get some of those gems. No, he didn't, at least not openly. Yeah. You don't get the other statue out.
SPEAKER_04You get the feeling in that room that you shouldn't be touching the gems because there's a holy feeling in the room, if I recall correctly. It's a good feel, yeah. It's a good feeling, and I think the good feeling would be very much disrupted if you tried to steal the gems.
SPEAKER_03Like it would mess up the feng shui. Or maybe. The good feeling is you should take these and use them for orphanages and other charitable donations. Not a lot of orphanages on the desert island here. I thought feng shui mean to put your husband's stuff in the garage. Literal translation, yeah. Or somewhere not visible. Right. Move your husband's stuff somewhere where you're in the room. Or yeah, organize your husband's stuff out of the room. Yep. Or there was one other door that we never went through, correct? Yeah, there was a couple doors up here that we never went through. But we just spiked it shut.
SPEAKER_02I don't know. So completely different memory. I have the advantage of having listened to it, and it's been a little bit since we played. So the unopened doors so far were actually there's only really one. And it was in the room with the uh with the awful crystal. Oh. I thought there was okay. So you went through three of the doors in that room, but you didn't go through the one to the south. Gotcha. So that's the door you haven't gone through. You don't know what is beyond the passageway that red is trying to remove rocks to get to. And there actually was a corridor in the big underwater pit room that you didn't go down. What's red? Red is the girl. It has red eyes.
SPEAKER_01Okay. The girl? No.
SPEAKER_02No what? Don't remember the girl. It was that's been like a month and a half since you played this. That's fair. She was the girl that washed up on shore with you guys that the captain had that never talked to anybody and just gave you angry looks so like everyone in my life.
SPEAKER_03Wow, you don't even remember that you said that the first time. You get a tingly feeling. Yeah. That's not surprising.
SPEAKER_01You tingle when you touch her, too.
SPEAKER_02Yeah, it's more than a tingle. It hurts. It's uh there's pain. It's a searing pain, and your vision is filled with rivers of blood of but not blood, but fire. Burning blood. Rivers of fire.
SPEAKER_03So can we get back to the ritual room and see if there's anybody left in there? And then see seal them off in the passageway. We got any spikes left? Yes. Yes. All right, let's go. To the bad feeling. We've averted one disaster. Why not avert another? Don't we have to create another to avert it? We will.
SPEAKER_02Oh, you don't.
SPEAKER_03Yeah, you have little faith. From one disaster to another. That's a problem. That's called adventuring.
SPEAKER_04We had a disaster to start this entire thing when the ship was wrecked. That was one disaster.
SPEAKER_02Right, this last 24 hours has been pretty rough for you guys. Right.
SPEAKER_03Yeah, fantastic. We haven't even rested yet. There is that. We woke up unconscious on a beach and we haven't even rested. Speaks for our epic endurance or resilience. Or desperation. I've only died once.
SPEAKER_02I suggested it last time, and you all accused me of trying to lure you into a random encounter. Yes, you totally were. Trying to do that.
SPEAKER_03You were rolling your dice in your hand already. So we're going to work our way back through the sewage room. Yeah, you guys want to rest? Yeah, exactly. I think you offered us to rest in a room right by the sewage room. I'm not sure I'd pick that place to rest. I'm not sure that's where you are.
SPEAKER_02Okay, but what are you guys doing?
SPEAKER_03Back to the ritual room area. So we're going to we're going to work our way back to the ritual room, see if whether or not we're going to be encountered with anybody, and see if we can actually seal them into that passageway, if that is indeed the passageway they're in. Does that make sense? Okay. Okay. However long that's going to take us to do that. Because we think they're coming for us, and we're going to stop them. Correct. And who's holding the torch? I have the torch. He has the torch. Excellent.
SPEAKER_02Okay, so you slosh your way. Which exit out of this room are you doing? The one you originally came up to get here the first time, or are you doing the one we left through the first the first one in the circuit?
SPEAKER_04Correct. Yep. Where we end up on the other side of the large room that had the pit in it. Correct.
SPEAKER_02All right. And in as your torchlight, as you go back down into the big room with the pit in the middle of it that you can't see because it's underwater. Do you see the blue bottles, the mighty sails of the blue bottles are in the middle of that room? It makes sense. Yeah. How much water is there? Are you still ankle deep in water right now? You're still, yeah, it's like about a foot and a half. Not enough for them really to swim at us.
SPEAKER_03No sneaking.
SPEAKER_02And as you make your way back towards the other areas of the dungeon, you see one corridor off to the west that you didn't go down the first time. And you come up to the area with the pile of uh awful ammonia smelling stuff. Yes. With the light up above. And further on you come to the room where that's lit with daylight and glittering gems and coral structures. And that's where you get out of the water and you get onto the sandy, rocky.
SPEAKER_03And from that room, that's where red is down to one quarter off. And there's no sun in that room. That room is it is actually.
SPEAKER_02Yeah, there's sunlight up ahead that's reflecting off of all of the different. It's very, it's extremely beautiful.
SPEAKER_03It's very beautiful because it is coming through water. If we're gonna rest, we're doing in here. We tried. Yeah, didn't work out. Did we try? We he wanted us to. Oh, we were like, we're not doing anything, the GM suggests.
SPEAKER_02And then off to the east is the corridor leading to what you remember as the crystal room and the other. I say we No, never mind. I was gonna say let's take a break here. So the north is the passageway going up to where you left Red. Right.
SPEAKER_04I think we should go give a quick check on Red and make sure she hasn't released whatever demon she's trying to unleash.
SPEAKER_03I feel like we should rest, but right after kicking the Hornet's nest is maybe not the best time.
SPEAKER_04I think that you are wise in not resting after kicking the Hornet's nest. Yeah.
SPEAKER_03Yeah.
SPEAKER_04Now's the time to keep moving. Plus, we want to know if Red found whatever it is she's looking for because it's either good or bad. There's no way it's neutral.
SPEAKER_03Rivers of blood is probably bad for us. Rivers of fire are probably a little bit better, but not by much. No, I'm going rivers of blood is better than fire. Depends on whose blood it is. Depends on if you're immune to fire or not. This is an existential problem. We don't have to deal with this right now. Bloods and fires. Let's go up to find.
SPEAKER_04I want to go find Red. I want to see what she's doing. I do too.
SPEAKER_02Okay. So you head north and it's strangely quiet. You don't hear the any sort of motion as you're heading up. No rocks hitting the ground. No rocks hitting the ground.
SPEAKER_00Red.
SPEAKER_02Anything. You get into the to the room where the passageway was, and that she is sitting lumped up against one of the rock walls. Large pile of rocky debris in the center of the room. And she is there, eyes closed, slumped up against the wall. And at her feet are three of the uh the corsairs. Dead. Curved swords. And they seem to be lying in in different spots on the floor, sightless eyes staring up at the ceiling. I searched their cannons. And on the other side of the on the other side of the room is a very wide-eyed member of the crew. He's been trussed up in ropes and manacles. And he's got wide eyes, and he's staring, arguing.
SPEAKER_03Okay. You're saying the crew from the ship we came in on. Yes. Okay. Okay. Let's go free him. Okay. No. Does Red appear to be alive or dead? Is she breathing? Go check. I'm doing a visual check, not touching her teeth touching. From those distance, from distance you can't tell. Go check. Now you gotta go touch. Kiss the princess and wake up, Cinderella. Yeah. You're the healer. You go touch. Okay. I'm looking for a sword. Mine got very low away.
SPEAKER_02Yeah, there's they're like cutlasses. So you would count them as Scimitar, probably. They'd be short swordish. Short swords. Close enough.
SPEAKER_01Good enough.
SPEAKER_02But yeah, you can grab a curved cutlass. How many do I can I find? There are three to match the three. I will take all three of them. Okay.
SPEAKER_03Alright. Never gonna lose a sword.
SPEAKER_02In case you throw one into another watery pit. Exactly. But you forgot. You still got two.
SPEAKER_03He can put one between his teeth and have one for each hand. I got one for the other. The guy in the corner. Okay. I'll free him. You guys go free him. Go cut his findings. What about the manicles?
SPEAKER_02I thought he's trussed up. Manicles are down around the feet. No. But he's trussed up, and you're able to free the somebody give me that hammer. The ropes. What are the rest of you guys doing? Because that's going to take some time.
SPEAKER_01I'm checking on red. Okay.
SPEAKER_02Checking on red.
SPEAKER_03I'm looking for cutlasses. Is there any keys or anything like that on them? Is there anything else on them other than cutlasses? Good question. I'm looting the bodies.
SPEAKER_02Good question. Very small rocks. Pebbles. Stalling for time while I hit the random table.
SPEAKER_03Software will take care of it. It sounds like it out.
SPEAKER_02Okay, between the three of them you find 19 gold. Wow.
SPEAKER_03Relatively wealthy pirate scallywag fellows.
SPEAKER_02And sorry, this isn't probably very riveted listening.
SPEAKER_01No keys, loot tables.
SPEAKER_02The one of the cutlasses you find appears to be a very fine, possibly elven make. That's my primary weapon.
SPEAKER_01It's an elven cutlass. Detect magic. Elf pirates.
SPEAKER_02That's sure or whatever. Nario, if you you come up to red, the woman that you know is red. Yes. And you do see very ragged breathing indicating that she is still alive.
SPEAKER_01She's breathing. I didn't touch her. But I try to heal her, but I have to touch her.
SPEAKER_02You have to touch her to heal her.
SPEAKER_01That's bad.
SPEAKER_03You saying she's evil? I'm just going with the odds here.
SPEAKER_01I'll try to heal her.
SPEAKER_03Okay. Make me a check. I'm gonna watch and see if he blows up to 19 again.
SPEAKER_01Okay. Does anything happen when I touch her?
SPEAKER_02You your eyes filled with visions of fire.
SPEAKER_01I heal her for seven.
SPEAKER_02Okay. Doesn't seem to do too much. It doesn't really work. But she does stir eyes open for a second. And then they close again.
SPEAKER_03Does anybody have any more mundane?
SPEAKER_02And you can see the her fingers and fingernails are raw and bleeding.
SPEAKER_03Yeah, I'm guessing there's some of the some corsair under those nails. So the place she was digging at.
SPEAKER_02Oh yeah, there's lots of blood on the hands. Is that now exposed? Or she's made a lot more progress since the last year.
SPEAKER_03She didn't get all the way through, but you feel that. She must be close. So these guys came up behind her, and the crew member that was of ours that was tied up was where was he? Like, how did he get here? Why don't we ask him? What go ahead? In the meantime, I'm gonna start pulling rocks down. I want to see where this goes. Okay. I feel there's something important back there. And uh hey, just as a curiosity, maybe we could take those manacles and put them on old red there. Go for it. I'm not doing it. I'm just saying that. Well, I guess the real question is did we find a key with which to open said manicles? We did not. So you're gonna use a hammer. Because then the only option is to take a spike and a hammer and break the chain.
SPEAKER_01Or that fine elven sword.
SPEAKER_03No, but could I pick it?
SPEAKER_01Could I pick the lock on the yeah, you can give it a shot.
SPEAKER_03Sure. A thief picking a lock. Inconceivable.
SPEAKER_02We're used to using that word. That'll be uh normal difficulty. Okay. Did you get a dex bonus? Yes. So 12. Okay. You get out your picks and tools, and the lock is not complicated. You've picked manacles of this sort, locks of this sort, and all the time. And after just a little bit of effort, it becomes and he's still very fairly incoherent. He's gasping and hey god.
SPEAKER_00Hey God, most of us. Most of us. They're doing terrible.
SPEAKER_03I'm not gonna slap a guy, but remember the way.
SPEAKER_00Who is she? Who is she?
SPEAKER_03It's anybody got any liquor? Fresh out. Did the Corsairs they look like the liquor tote types? Union went through their pockets looking for loose change and didn't find anything like that. No flagons of rum or anything stereotypical. No.
SPEAKER_02Okay, Narioff, you want to do anything before we get to No.
SPEAKER_03Okay. Alright, I'm just I'm starting back on the wall again. I think with four people here doing the work, I think we can make it pretty quick. Wait, you want to open this up? Yes. Yeah, man. We haven't seen a way out yet.
SPEAKER_04Yeah.
SPEAKER_03And besides, look, not gonna lie, he's got one gem for the eyeballs. I suspect that the other gem is through here. What will it do? Don't know. Okay. But I know it goes in the big giant statue. Crazy River of Fire lady was trying to do this. So do we think completing it for her is a wise choice? Yeah, because the statue with the eyes that's missing, like the gem he has, that's the good guy statue. There's a good statue and a bad statue in case you didn't know. How do we know that? Because they're like, if one picture was Jesus and the other was the devil, you'd know. And you'd know that Jesus is the good guy in this city.
SPEAKER_02One that's ugly. This is a cleric talk.
SPEAKER_03But if I was trying to create a trap for somebody like you, that's exactly how I would do it. This would be an elaborate, overcomplicated trap to do one. Why do you play Dungeons and Dragons before? I don't play Dungeons and Dragons. I'm trying to solve the mystery right here. The mystery is who doesn't play Dungeons and Dragons. Okay, what's the mystery? The mystery is two statues facing each other. I don't want to answer that question. Facing the same direction. And we want to know what the eyes do when they're attached back to the statue in the good God. We want the good god statue complete because this temple requires balance. This yeah, this temple is of a neutral balance. He's a clerk, too. You're gonna listen to that clerk or this clerk? They're trying to I don't usually listen to any clerk. Well, there is a problem that you got. I don't think that's a problem. It is a problem. Yeah, they're trying to tip this place to evil versus neutral. So you're saying this was a temple to neutrality. Yes. And they are tilting it in the evil direction, and we need to restore the balance so that evil doesn't try. Why would a temple to neutrality have a statue of any god, good or evil? God, it's almost like you don't understand religion.
SPEAKER_02It's almost like he wasn't here last time.
SPEAKER_03So it is a thing, yeah. There's always good and evil. Yeah, what happened when you need to bring balance to the force? Go back to sleep in Iran.
SPEAKER_01That was good. That was it worked out.
SPEAKER_03You were a lot less disruptive last week.
SPEAKER_01Yeah, you were.
SPEAKER_03If they are going to continue removing rocks, I'm going to add guard on the doorway. I don't know. I just said this. I feel like Crazy River of Fire Lady, you don't want to be parallel to her ideals. I don't know.
SPEAKER_04I still think maybe you're making some assumptions about her morality that you don't know. Okay.
SPEAKER_03All I know is bitch is crazy. And she's dangerous.
SPEAKER_04I think the second part is true. The first part, we have no evidence to prove that.
SPEAKER_03And before you go saying she did this and this, okay, touch her. Let's remember what we were doing. You want evidence? Touch her. I did.
SPEAKER_02River and fire, right? Actually, I misspoke. There's no blood. There is only fire. Fire. Still. Both are bad. The blood is just on her fingernails. Okay, so you begin moving rocks.
SPEAKER_03I'm moving rocks before I get sent to.
SPEAKER_02Who is helping him?
SPEAKER_03I'll help. Okay. I'll put as they're removing them, I'm putting them back.
SPEAKER_02Actually, you moved a lot of these rocks.
SPEAKER_01Yeah, you did that. You were good.
SPEAKER_02Wait, what? You were good. You remember hauling rocks out alongside. She's very familiar all of a sudden. You don't know why you feel differently about it now than you did a few hours ago.
SPEAKER_01We move one, he puts two back. We move one, he puts two back.
SPEAKER_02But anyway, after a couple of minutes, and you're guarding the door, and you can see. Do you go over to where the big room was with the pillars and the statues? Or are you staying in this? I'm staying in the and guarding the entryway of this. That's the only way in or out, right? There's the way you came up from the choral room, and then there's the passageway going over to the gem room.
SPEAKER_03To the big room with the pillars and the remember stealing any of those gems out of the statues on him? He did not.
SPEAKER_02No, it was a discussion, but it didn't happen. Okay. Oh yeah, is Rogue doing anything? How'd Roke guard the other rooms?
SPEAKER_03He's trying to remember if he stole the statues out. He's stealing gems.
SPEAKER_04I think based on what I'm seeing hearing out of Sean, it might be time to roll to see if Roke is still in his control so he doesn't start stealing gems with them.
SPEAKER_03I can't do it. I'm just trying to play it like the player would. But he didn't. No, he didn't. He didn't that time.
SPEAKER_02You guys did that last time as well. You a lot of you were a devil's advocate for a whole lot of things.
SPEAKER_03So have Roke guard the other entrance. Okay. I will guard one, he'll guard the other. I will guard the one coming from the statue room. Okay.
SPEAKER_02That's most likely where we'll have some kind of uh after a couple minutes, you remove a rock sort of towards the top, and you see nothing but blackness beyond.
SPEAKER_03That's encouraging. Yes. We're through.
SPEAKER_04And what has Red been doing this whole time? Still recovering from her fight? This is all still shut up.
SPEAKER_03Breathing, breathing raggedly, not moving. All right. I keep pushing things out of the way until we can get through over the pile of rocks without a huge amount of difficulty.
SPEAKER_02Okay. And you can clear in in just a minute or so after that, you can clear enough that one of you might be able to wriggle through. Or at least stick a torch in a torch in.
SPEAKER_03I know who does that. I put a torch in.
SPEAKER_02There you go. Okay. And you beyond, when you put your torch into the room, you see a circular room hewn from the volcanic rock. In the center of the room, rising up is about a five-foot like recreation of two volcanoes. Like rivers of fire. Like the island. And you can see glyphs emanating out on the floor of various gemstones. You can see red gleam off of the floor tile in your torchlight. And on top of that of the main volcano is a dark greenish crystalline structure. Is it a good guide to the colour? Just sitting on where the caldera would be on the volcano.
SPEAKER_03Crystalline structure.
SPEAKER_02And in your nightmares, you know that you've seen a crystalline structure like that before.
SPEAKER_03When you say crystalline structure, you mean like a miniature building? Or just crystal formation?
SPEAKER_02Like a starish formation of crystals growing out in the city.
SPEAKER_03Right.
SPEAKER_04So the green crystal structure was the there was a green crystal structure in the room of the suck the soul out of the guy. That's where we killed some kind of wizardly fella who flew. And you may have done something to influence that fight. I can't remember.
SPEAKER_03Yeah, I think he might have killed the guy. Yeah, he might have killed the guy. He might have shot him with a bow or something. You have a bow? I have a crossbow. Yes.
SPEAKER_04Yep.
SPEAKER_03Yep.
SPEAKER_04You definitely shot him with a cow. I used it a lot.
SPEAKER_03Is it all coming back right now? No. Not even a little. Yeah.
SPEAKER_04Anyway, so yeah. We killed like a crab guy and a fish guy, and then in that room, then we decided that that crystal, green crystal thing was evil because didn't you touch it?
SPEAKER_03Somebody touched it or I got an ooky feeling off of it. Yeah, right.
SPEAKER_02So now you hit it.
SPEAKER_03So this is not a tie-dye temple.
SPEAKER_02Was that what killed me? No, the the crab guy killed you. Okay. Well, okay. But some somebody hit it and their arm went numb.
SPEAKER_04Yes.
SPEAKER_03But it was a green crystal, much like the green crystal on top of this volcanic mockery. All right. What we just unearthed would not be at first assumed to be a good guy structure. Maybe a bad guy's structure. Possible. I think it needs more study. Maybe we should go into the room and look around. Go for it. I'll weigh down here. Okay. Okay. I go in.
SPEAKER_02And after I go out, you can you clear enough to be able to do that. Let the theologists do their thing. Easily out of the room. And yeah, it looks like the room is built around the volcano. Which it in along the wall other like volcano related carvings in the volcanic rock.
SPEAKER_03And there were two volcanoes on this island, right? Correct. A larger and a smaller.
SPEAKER_02This in the center looks like those two volcanoes. Right. It's a maca. You're underneath right now. And the one has green crystal structure around it. Right. The main caldera of the big one has and you don't think it fits. You don't think it's supposed to be there.
SPEAKER_03Pick it up. Makes sense. All right. Pick it up. So it looks like it's a not pick it up. You're not in the room. Shut your hole.
SPEAKER_04So that's your that's the little voice inside your head. So the green on top of it looks like somebody added it after the fact. Is that what you're insinuating there? Pick it up.
SPEAKER_02Alright, so we could that would fit with the rest of the temple being desecrated.
SPEAKER_04And taken over by the green stuff. Yeah, I'm gonna take my mace and I'm gonna just get under that green thing and push it off the top of the volcano.
SPEAKER_03So we think the temple of the volcano gods is good or neutral, is that where we're at? Neutral. Neutral. Volcanoes are neutral because they're totally natural. And they're fiery. And they don't care one way or the other. Very neutral. Volcano's gonna do a volcano thing. It's going to. Whether you want it to or not. Mount St. Helens is doing right now. Yep. No kidding. Yeah. Wow.
SPEAKER_01We're safe, I think.
SPEAKER_03Yeah. Yellowstone, we would not be. Right. If you when yellow. No, I'm pretty sure we're in the blast radius. We're in the ash falling. Poison rain. Nothing's gonna blow up at Yellowstone in our lifetimes. It's gonna go sometime. That we know of. In a million years, maybe. Nobody really knows. Tomorrow. Who knows? It could be tomorrow. It could be a tomorrow.
SPEAKER_02It's probably not going to live without a lot of warning.
SPEAKER_04The problem, the reason Yellowstone hasn't blown, is because we haven't thrown red into it yet. It needs to be. So once red gets thrown into the volcano here, then it will erupt. And that is my worry.
SPEAKER_03That's how paranoid this player is.
SPEAKER_01He has poked the green crystal with his mace.
SPEAKER_02I'm lifting it up and off of the top of the. You feel like something reaching out to you and tearing at the underpinnings of your soul when you do this. Use the force. But you are you're able to move it a little bit, but it would require a fairly stout effort to by me or by multiple people. Do you touch it?
SPEAKER_03You've moved it by yourself, but you don't feel you can hurl it off from the top. Saint Tyragnus will always keep my soul safe, but I do need some help here. So what do you say? You got it. Nargroth.
SPEAKER_04Let's push.
SPEAKER_03Together. For the good gods. What do you use? We touch it. So I'm gonna start stacking the rocks back up.
SPEAKER_02You're gonna seal them in here. You and Rogue are gonna retire. You just undo the rocks from either side.
SPEAKER_03Push them over.
SPEAKER_01I use my shield. We could possibly remove the rocks from this side.
SPEAKER_04All right. Are we able to move the green crystalline structure off the top of the volcanic model?
SPEAKER_02Two people. With the two of you? Yeah, you feel you probably could. Or you're going to.
SPEAKER_01Yeah, we're going to. Taking my shield. Don't touch it. I don't know. Okay. I don't have a shield.
SPEAKER_02With a heave and an effort. You both know better than me. You push this crystalline structure and it falls down the far side slope of the five-foot tall volcano. What kind of noise does that make? Noise does the island make. The crystalline arms shatter as it rolls over and comes to a rest. And a greenish mist definitely stacking the rocks from where this ends. But as soon as the caldera is free. Oh, I know what this means. Every single one of you feels way down under your feet a rumble. Yes.
SPEAKER_03Way to go, guys. Oh, yeah. We're on it now. Start the time. And was the goal to destroy the island? Was that what we were shooting for?
SPEAKER_02We're shipwrecking on the five-foot-tall volcano, pulsing red light coming down the sides of it and lighting up the Red's gonna kick your ass. No, this is what Red wants.
SPEAKER_01This is what she wants.
SPEAKER_02And then in the other room, you see her, she's still slumped against the wall, but her eyes open and they are glowing.
SPEAKER_03So you guys can't see this in podcast land, but Sean just did this roll his eyes back into his head thing. It was really fucking creepy.
SPEAKER_02And that's where we'll pick it up on the next episode of Retro Rollcast.
SPEAKER_04Thank you for listening to this episode of Retro Rollcast. Please check out our social media, and we will see you next week. This has been a Retro Rollcast production.
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