S3E11 - Shift Happens

8 months ago
Transcript
Speaker A:

Welcome to namegivers, an Earth dawn actual play podcast. Little description of skin shift. It says, horror touches the target, makes a horror power test against the target's mystic defense. If successful, they make a skin shift test to determine damage. No armor reduces damage. Victim's skin tears loose from the muscle below, twisting and turning around the body. Each success inflicts one wound in addition to the damage from skin shift test. So, yeah, Gareth, you feel a real weird sensation as your skin lifts up and begins rotating in a very uncomfortable fashion. Now, we rolled last time, what the damage was and all that, and the number of successes. Do you have that written down? Oh, you got it right here. It says, twelve damage plus one wound. Perfect. So we'll say that this is more painful than damaging. And with that low of a roll, probably what it did is made it kind of rotate around and land back at the right place. So you're not going to have to deal with getting fixed later. Because some people. Some horrors do. Horrors aren't required to put everything back in the right place.

Speaker B:

I had three, adding two more for five, plus the ten, because it's twelve. So that's a total of 15 damage and wound. Here we go.

Speaker A:

All right. You wrote down twelve damage, but what's your armor?

Speaker B:

Okay. My physical. Six.

Speaker A:

Okay.

Speaker C:

Mystic armor.

Speaker A:

Oh, what's your mystic armor?

Speaker B:

Eight.

Speaker A:

Okay, I wonder if that's why. Because it looks like my role was 19. And you said twelve damage. That's supposed to skip any armor, so I think that is supposed to be 19.

Speaker C:

Think. It only takes into account your actual personal. What you call it your own personal mystic armor.

Speaker A:

Let's see here. No armor reduces this damage.

Speaker C:

Well, there you go. No armor. So. Ouch.

Speaker B:

All right, so 19 total, not twelve.

Speaker A:

Yeah.

Speaker D:

Right.

Speaker B:

So that's on top of the three. I already had 22. Okay.

Speaker C:

All right, but look at the bright side. It's right beside you. You don't even have to move. You could just start punching.

Speaker B:

I mean, that is actually a positive of this.

Speaker C:

You don't even have to chase it. It's right there.

Speaker A:

I'm going to type in an initiative for this thing. Maybe I've got the right page here. Initiative ten. Okay. I feel like we ended at kind of an in between time there. I will roll. Wing flare isn't in the picture anymore. So with all that, I guess I'll just recap where everyone's at. Navith had just kind of whiffed somewhat on some attacks. Lindstapp blew that wing flare away. Gareth is in pain. Actually, Gareth, I'll get you roll a knockdown test, see if you can stay in your. And that would be wound balance. If you don't have wound balance. Yeah, if you have wound balance, you can use that for a knockdown, which means you can use karma. Yay.

Speaker B:

Karma indeed.

Speaker A:

And, yeah, meanwhile, Faye is. She was just right up at the wings layer, relatively, with the wind knock.

Speaker B:

Especially with the wind knocking my steps down.

Speaker A:

Yeah, that's true. Eight. Yeah, I think you'll fall down on that because you need twelve. Oh, sorry, I'm looking at the wrong part. Why am.

Speaker B:

I was going to say a step eight. Yes.

Speaker A:

Okay, so I made a mistake earlier. I was reading the step 19 on the damage, not the result. 20. So there's one more point. Damage, not that much more. But that explains the eight you mentioned, because I was like that. 19 minus twelve is an eight, but. Okay, so twelve, yes, twelve. You can stay on your feet with that. And next up is Faye. I think maybe angle wise, maybe it's like you can. I think you probably hear Gareth screams. I don't think he can control not screaming in pain in some way from a skin shift.

Speaker C:

Could be muffled.

Speaker A:

Yeah, it's not. Yeah, somewhat muffled, maybe, but. Yeah, I know what you mean. Skin shifting around. But I'm going to assume not all of his skin is shifting around. Some of it is and some of it isn't.

Speaker B:

I mean, we can hope not. I'd rather not.

Speaker A:

Some of the logistics of that just doesn't work. But painful no matter what. Yeah. On 16, what does, Fay, do you see worms crawling up Gareth's legs, skull rising from the ground.

Speaker E:

All right, I am going to bury really deep in a cold, dark place that impulse to just run away. So what I would like to do is. Well, like is a strong word. They will do is grit her teeth and approach the horror with her blades, very much leading the way.

Speaker A:

Awesome. And your other blade would still be on fire. Your flames, Grace. So you got that?

Speaker E:

All right, I don't get. It's just the worm skull and not the wing flare up, right?

Speaker C:

That is true.

Speaker E:

Then I get to do everything, which, I mean, makes everybody bored.

Speaker A:

Yes. 23. So this is. Remind me, is this maneuver.

Speaker E:

First maneuver.

Speaker A:

Okay. And that's against physical, so that'll give you two successes.

Speaker E:

All right, I should really remember where the ampersand is. It's the seven dissipate blow. Yikes.

Speaker A:

Okay, 14. That's anticipate blow, which is against mystic, I believe. Yeah, that doesn't hit fine.

Speaker E:

So I guess I can do my melee weapons.

Speaker C:

No. Maneuver.

Speaker E:

Oh, no, that was what I led with.

Speaker C:

Oh, my bad.

Speaker E:

Okay, that'll hit.

Speaker A:

Whoa. Okay, that's melee weapons for 45.

Speaker C:

Woo.

Speaker A:

Nice. Okay, I got to do some mathing under. That's five extra successes.

Speaker E:

Give me a moment here. So flames, Grace.

Speaker A:

Plus.

Speaker E:

Did five extra successes.

Speaker A:

Yeah.

Speaker C:

Plus ten.

Speaker E:

Yes. My sword is flaming.

Speaker A:

You can just add three steps, I think, because it's step me. Oh, no, it's step four. So four steps forward. Unless you want to do a separate flame roll. But what have we done in the past?

Speaker C:

We usually just add it on, I think.

Speaker A:

Just add it on. I know there's a difference because the step four roll could be blocked by armor, but I feel like it's all part of one thing.

Speaker E:

Yeah, it is.

Speaker A:

Really.

Speaker E:

Well, five, not four.

Speaker A:

Oh, that's really cool.

Speaker E:

You wrote it, so, nana na.

Speaker A:

Nice.

Speaker B:

32.

Speaker A:

All right.

Speaker B:

Okay, then.

Speaker E:

Slightly better than average.

Speaker A:

Yeah. So 32. And we're going to look at our armor here and do some mathing. Okay, that is a wound. And I am going to roll a quick knock down test, which. Wow. This thing has quite a step for. Oh, really? Let's see here.

Speaker B:

13.

Speaker A:

That is enough. Yeah, 13 is enough to stay on its feet.

Speaker B:

Question mark.

Speaker A:

Whatever. I believe you probably have a second attack or second weapon.

Speaker E:

Second weapon. Wait.

Speaker A:

All right, 16 will hit. Just a regular old success.

Speaker E:

I'll take it.

Speaker A:

There you go. Glancing blow that you'll notice is glancing. So, yeah, describe those attacks.

Speaker E:

Like I said before, it is certainly almost awkward. There's still that sort of bit of the dance. But for some reason, it looks like Faye's hands are a little bit farther to the one end of the spear than they usually are and leans forward, but really wants to keep her distance. It's probably why the second globe glanced nice.

Speaker A:

All right, who was next on the list here?

Speaker B:

Let's see the wormy thing.

Speaker A:

Worms go. Oh, boy.

Speaker B:

Hooray.

Speaker A:

All right, what does it want to do here? Okay, how many actions does it get? Okay, just reading my options here. Nifty.

Speaker B:

I am not sure I like the sound of that.

Speaker A:

All right.

Speaker B:

I don't know if it helps, but I have steel. Saw it. I have fire blood.

Speaker A:

That's probably unfortunate. What's mystic defense?

Speaker E:

Yeah, that's what I kind of expected. Mystic defense. Oh, all of eight.

Speaker A:

Okay. And the other role is going to be. Let's see.

Speaker B:

That's what I probably should have.

Speaker A:

Sorry, I'm just choosing so many things here. Sorry to use that one. Yeah, I got to look something up in the book, briefly. That's never a good thing, right?

Speaker C:

I'm sure it's fine. No, it is not fine.

Speaker E:

Not fine.

Speaker A:

Okay, that. And then I need. What else? Step 20. All right, step 20. Okay, Navith, 19. Hit your mystic defense. And how many successes?

Speaker D:

My mystic defense is ten, so that's one.

Speaker A:

One extra success. Okay, it's plus two. Plus two. K 19. Okay. What in the hell? Step 19 for six. That's disappointing. All right, you see it reach out with what appear to be kind of like a skeletal arm underneath all of the worms. You didn't even think there was bones under there, but there was actually two skeletal arms. Kind of come out of the worms and start cracking their knuckles at you. And you begin to feel your bones vibrate as you take six, minus your mystic armor, which might be nothing.

Speaker D:

So my mystic armor is one, so five.

Speaker A:

How is it that low?

Speaker D:

I don't know.

Speaker A:

I think minimum a person can even have is, like, three, isn't it?

Speaker C:

No, one is the minimum.

Speaker A:

Oh, one is the minimum. Okay, you have really low willpower then, is it?

Speaker D:

I guess I have a will of six.

Speaker A:

Oh, yeah. Okay, if your will attribute is six, then yes, one makes sense.

Speaker C:

Attribute or step.

Speaker D:

I don't know. I'm on the wrong thing.

Speaker A:

Core no, six seems like low for attribute.

Speaker D:

Willpower is ten. So for a step six.

Speaker A:

So something seems off because your mystic armor base, mystic armor should be about three.

Speaker D:

Yeah, this thing says mystic armor. Starting thing is two.

Speaker A:

Oh, starting is two.

Speaker D:

Okay, I look at starting stats was two. Why do I have a. Apparently, I have a negative one on my mystic armor defense, but I don't know why. Could it have done something last turn? Check your modifiers and see, that's what I'm looking at. It says negative one. I didn't put a reason.

Speaker A:

Something may have. All right, this is because we haven't played in a few weeks, maybe.

Speaker D:

Yeah, I suspect something just did that temporarily.

Speaker A:

Wing flare did something to you. All right, I think that sounds familiar.

Speaker C:

That's right. Yeah.

Speaker D:

So I took five damage.

Speaker A:

Okay.

Speaker C:

It's a temporary thing.

Speaker A:

So you took five damage and you felt your bones kind of vibrating and maybe crackling a bit?

Speaker F:

Oh, I don't like that I'm little.

Speaker A:

It kind of reminds you a lot of something you've seen Lindstadt do before, but you're on the receiving end, and next is Gareth. Oh, sorry. Navith. Yes.

Speaker E:

I'm not sure why I'm pursuing this so much, but didn't you roll something against.

Speaker A:

Nope. Oh, nothing to roll against you. The rolling is already done.

Speaker E:

Okay, well, no, you rolled something for 13, and you asked me what my miss.

Speaker D:

It's just that you know of yet.

Speaker E:

Cool.

Speaker A:

Okay.

Speaker E:

Just keeping us all honest.

Speaker C:

I'm sure it's fine.

Speaker D:

Okay.

Speaker A:

I'm sure it's fine. Yeah. And actually, technically, Navis should have gone first. I just noticed because you tied the worm skull.

Speaker D:

Oh, whatever. It wouldn't have changed much, I'm sure.

Speaker A:

All right, what's Navit?

Speaker D:

Um, so I'm above it, probably. Or did I fall?

Speaker A:

You can be whichever, because you've had a turn to kind of, like, maneuver yourself since wink Flayer dropped.

Speaker D:

Okay, so I'm back up in the air. So I am going to do the whole down strike, claw frenzy thinger.

Speaker F:

I just have to remember how to do it.

Speaker D:

Okay, so my first attack, it's just my regular, so unarmed, which is 18.

Speaker A:

So.

Speaker F:

Ampersand, I'm going to use karma on that.

Speaker A:

Sounds.

Speaker F:

Explain karma.

Speaker A:

Yikes.

Speaker D:

33.

Speaker A:

Yes.

Speaker D:

That's for the first attack. And by the way, I'm going to do the whole.

Speaker A:

Yeah.

Speaker D:

See how many downstrikes I have? Because I forget you only have one down. I'm going to use the one not downstrike. I meant claw frenzy. I'm using them all.

Speaker A:

Okay, that's a lot of. Which is.

Speaker F:

Ten.

Speaker A:

Thank you. Yeah. This. Remember, I can do multi rolls, but you will have to do the initial downstrike, one separately. That is a big bonus.

Speaker D:

Okay, so it was how many?

Speaker A:

One. No. Did I say one? Let's see. 33 is two. Three extra successes.

Speaker F:

Ten plus.

Speaker D:

And I take it off the strength step. So it's just the number of ranks.

Speaker F:

In unarmed, which is ten. And karma, 27 is not terrible.

Speaker A:

Not terrible. So 27 damage minus armor. That's going to be a wound. Not enough to trigger a knockdown test, though.

Speaker F:

Okay, so now I do nine more.

Speaker D:

Attacks that are just at my regular step. How do I do the multiple ones?

Speaker A:

Again, just the. You can use x or you can use star. One or the other at the end.

Speaker D:

Ampersand, 21. So I guess I can use karma. So I can use karma for them.

Speaker C:

Yes.

Speaker D:

And then just take off how many succeed, right? Yeah, that's how many I would mark. Okay. Just want to make sure I put that in right. And then I go times nine.

Speaker A:

There you go.

Speaker C:

There we go.

Speaker A:

All right.

Speaker C:

Wow.

Speaker A:

All of them hit.

Speaker D:

Okay, let me just take off my karma here.

Speaker E:

Goodbye.

Speaker D:

I've still got shit tons. Okay, well, I've used 17 so far. This fight of 48.

Speaker A:

I'm surprised you didn't whiff on even one of those.

Speaker C:

Right.

Speaker D:

Even the 17 at the end.

Speaker A:

Even the 17. That is pokey damage number.

Speaker D:

Okay, so I guess now we have to play how many successes each one.

Speaker A:

Yeah, that's where we're going to have to be a little od here.

Speaker D:

We'll just go with start at the first. I'll just do the roll, the damage for each one.

Speaker A:

And then. Yeah, I'm just rereading the talent again just so I can remind myself how this all works. How many tags you want to do, number of rank up to that one string per, then makes the number tax continues along. All right. Yeah, I get it. All right, so we'll go one by one here. So you've got one extra success on the first one. So plus two. What's your base damage?

Speaker D:

My claw shape is 21.

Speaker A:

Okay, so you get 20.

Speaker D:

So 21 plus it was two.

Speaker A:

One extra, one excess. Yeah.

Speaker F:

Okay.

Speaker A:

All right. And then the next one is two extra successes. Next one is four extra successes.

Speaker D:

Four extra successes is plus eight.

Speaker A:

Next one is three extra successes, then one extra success. Let's see where I'm at here. Three. Jeez. Okay, that one is a lot of successes. We'll give it seven successes, 14. Okay. And two extra successes. Okay, I think one more will do it. Let's do. Yeah. The 41, which is a extra successive four. No way. You don't get it this time. Yeah.

Speaker B:

Did we skip over the 53?

Speaker A:

No, we did that one step 35.

Speaker D:

I've rolled. It's just taking time.

Speaker E:

There we go.

Speaker A:

Yeah. So describe your killing blows. It takes you actually eight.

Speaker D:

Oh, so I get a karma back? Yeah, get one karma back there.

Speaker A:

Eliminate this thing.

Speaker C:

Wow.

Speaker D:

I just ate it.

Speaker A:

Yeah.

Speaker D:

So Navis is kind of pissed off with the last bit of the fight. Did not really go well for her at all. And then this thing starts. Gas skin is going all real freaky deaky. Her bones are vibrating and hurting and she's just in a bad mood. And she just is up above, sees the thing like, do its knuckle crack and says, oh, no. And drops like a bomb on top of it and just starts to, as she's done with other things made of bone and stuff like that, just starts snapping bones and using her claws and just ripping them apart. She sees a worm and it's just shredded into pieces. That poor worm wasn't just ripped in half so it can come back. It was just decimated.

Speaker A:

Not just one worm. Lots of worms. Yeah.

Speaker D:

But as she sees them. She's just, like, her claws dig into each worm and just, like, she's got, like, a worm on all ten claws, and just, like, turning it into a clawy, bony massacre. There's, like, little worm guts everywhere, including her.

Speaker A:

And as that happens, Faye, you briefly, very briefly, and this probably. This may be something Faye thinks about for a little bit. You briefly had, like, a sensation of hunger while that happened. Like, as in those worms looked real tasty to eat while she was just plowing through these things. And then that sensation just goes away.

Speaker E:

Yeah. Might take that opportunity to just vomit everywhere.

Speaker C:

I'm just going to hang in the air and just be, like, looking at Navit with my mouth open, going.

Speaker D:

Navit is, like, standing on the ground with all the guts and things just sort of falling onto her.

Speaker A:

Yeah. And, Gareth, you probably feel awful, although you don't have a ton of damage, you do have wound.

Speaker B:

Well, I have a wound. Yeah. I got beaten up pretty decently.

Speaker A:

All right. Yeah.

Speaker C:

I think so. Pretty sure.

Speaker F:

Okay. My bones hurt.

Speaker A:

Lynn's had her role of awareness.

Speaker B:

I think Garriath is just going to stand there, not moving, his face completely blank, thousand yard stare, no expression on his mouth, just gone.

Speaker C:

Okay. Not using karma for anything else. 33.

Speaker A:

Yeah, 33 is really good. Yeah. You don't notice anything else stirring. And you're also able to find, I think you needed to get shards of wing flare, right?

Speaker C:

Yes.

Speaker A:

Sure did your next thing. So you have no problem finding, even though there's a lot of bones around here, you can find the specific ones that were part of the wing flayer. Yay.

Speaker C:

I can carve them now.

Speaker F:

Yay.

Speaker C:

Anybody want some healing or some beef jerky?

Speaker F:

Yes.

Speaker E:

No.

Speaker F:

Hey, my bones hurt.

Speaker C:

You look kind of hungry now.

Speaker E:

I will never be hungry again.

Speaker C:

I mean, sure, she made a mess.

Speaker E:

But take care of these two.

Speaker C:

I'll just do a heat food on the jerky, and then I'll do a recovery test on or recovery on them.

Speaker A:

Good. Yeah.

Speaker C:

Do you want me to.

Speaker A:

Yeah, I might as well roll recovery, just in case.

Speaker C:

Okay, we'll do it. The heat food first, because it'll add to it.

Speaker A:

You doing heat food as hurt myself?

Speaker C:

Yeah.

Speaker A:

Not building a fire or anything like that?

Speaker C:

No, I'm using my spell peep.

Speaker A:

Okay.

Speaker C:

This was target number six.

Speaker A:

I want to say this was late morning or so, right? Yeah. Okay, what's the 19 targeted against?

Speaker C:

Spell fence.

Speaker A:

Okay. And everyone's probably lowering this voluntarily anyways.

Speaker C:

Okay. And the effect is that.

Speaker B:

Sweet, sweet healing.

Speaker C:

Yeah, that's recovery test plus. Really? I'm having such a problem finding this. There it is. Recovery test plus five, plus two is seven, plus six plus 13. So your recovery test plus 13.

Speaker B:

Nice.

Speaker A:

So, yeah, Gareth, I guess roll recovery test plus 13.

Speaker B:

And that 13 add your 13 adds to whatever my step is.

Speaker A:

Yeah, roll your step 20.

Speaker F:

Step five, plus 13.

Speaker A:

So you recover 22 minus the number of wounds you have.

Speaker B:

So I recover 21?

Speaker A:

Yes. And if you're fully healed, then maybe tomorrow that wound will be gone.

Speaker B:

No, I am still missing two damage.

Speaker A:

Okay. You can assume by the end of the day you'll probably recover that then with just running.

Speaker F:

I got 15 back.

Speaker A:

Nice.

Speaker D:

Excellent.

Speaker F:

I only have two damage left.

Speaker C:

Okay, sweet.

Speaker D:

Considering I mostly just hurt myself.

Speaker E:

Yes.

Speaker C:

Did you heal up?

Speaker E:

Oh, I've only got six damage, and it's just strain. Okay, I'll walk it off.

Speaker C:

Okay. The food will just take care of that. Anyway.

Speaker A:

What do you guys do?

Speaker C:

Gather up my bones and we're like, okay, we did the thing. Oh, I wonder if there's anything in wormy. I mean, what's left of wormy.

Speaker F:

Yeah, I mean, I'm already covered in wormy.

Speaker D:

I'll look and I'll search.

Speaker A:

All right, I know there actually is a loot thing for this.

Speaker B:

I am going to go away from wormy, sit down against. I think there's a tree. I'm going to sit down against one of the trees around here, if I remember correctly.

Speaker A:

Yeah.

Speaker B:

And just kind know. Just sit there.

Speaker C:

After damath is done searching through it, I'll conjure water so she can wash herself.

Speaker A:

All right.

Speaker E:

I think I have to remove some worm matter.

Speaker A:

I don't know why they don't give a step number. They give dice to roll. But I think this is equivalent to step. Want to say 18 or so? So roll step 18.

Speaker F:

Okay.

Speaker A:

I was close, but not entirely right. Roll one more. That's step 22. Because I don't think I was right with that. We'll take the higher of the two. Holy crap.

Speaker C:

Okay.

Speaker A:

Yeah, that's exactly what it said. D 20, d ten, d eight. And I was like, I have no idea what step is. Don't know why they don't just say step 22, but, yeah, 43 times 100 is 4300. So you find amongst this. Just got to find it again. Wrong page. You find several metal pieces. Not sure where the metal came from, but it seems to be infused with elemental Earth, or at least Lindstadt can determine that pretty easily. And this is worth legend points as well, too.

Speaker F:

Infused with.

Speaker D:

Earth.

Speaker C:

Okay, I can make that into coins later.

Speaker A:

It's worth pledge of points to remind me of 4500 silver.

Speaker D:

4500.

Speaker A:

Later on it'll be worth 4500, say each. But that'll be at the end.

Speaker D:

500 silver. Okay.

Speaker A:

Yeah. So what do you do next?

Speaker C:

Do the ship. Unless somebody has a better.

Speaker E:

No, the ship. The ship.

Speaker F:

I could go for killing more stuff.

Speaker B:

We're done here.

Speaker F:

Okay.

Speaker A:

I think. Yeah. You don't have any trouble getting back to the ship. You kind of have to follow the paths that you saw around, but they're not that hard to navigate because I.

Speaker C:

Want to stop by the camp on the way.

Speaker A:

Oh, okay. What do you want to do at the camp?

Speaker C:

I just wanted to say hi to the people. Okay.

Speaker A:

That's it.

Speaker C:

Like, hey, guys, we cleaned out the wing flare and the worm skull, so it should be fine over there now.

Speaker A:

Thanks. No problem. You see one of them, look at the other going, there was a worm skull in here. They're kind of staring.

Speaker D:

I just kind of look over.

Speaker A:

Strange wound.

Speaker F:

There was one.

Speaker B:

There was.

Speaker D:

And I picked a bit of worm out from under my nails.

Speaker A:

I think the windling, Mr. Sword, is a little more spooked by this than the others. Got a little more real to him. What's actually in here?

Speaker C:

Yeah, I don't think he's the only one.

Speaker A:

Can we go back now? I heard there was stuff in, I don't know, some other town nearby. Abandoned. I'm sure there's another smaller town abandoned near here.

Speaker C:

Oh, really? Where?

Speaker A:

There must be somewhere.

Speaker F:

Wait, guys.

Speaker C:

What?

Speaker F:

There was a building there, though. Did we not search the building?

Speaker B:

I don't know. I was a little too busy screaming in pain from having my skin shifted around. I kind of lost track of things.

Speaker F:

Well, you guys can go back and I'll go back and just make sure there's nothing like that we forgot to pick up.

Speaker C:

No, we'll go back.

Speaker A:

Yeah.

Speaker F:

I'm not going alone. I'll have animals with me.

Speaker E:

You've got us all.

Speaker F:

Okay, let's go back and check that. It was, like, the place that they did stuff with the dead, right? That's what you said it was, right?

Speaker C:

Mausoleum?

Speaker F:

Yeah, something like that. Yeah, whatever. The thing with the dead people.

Speaker C:

Sorry, guys, we forgot. We'll be back and I'll start flying away.

Speaker B:

I think Gareth and Faye can share just a tired y look with each other.

Speaker E:

We do it for Navis.

Speaker D:

Navis just happily flies back to go check out the mausoleum. Crematorium, whatever it was.

Speaker A:

Okay, I'll get. I guess maybe everyone to roll. I don't know what finding would be, but awareness or perception would, I guess. Do you randomly searching three things?

Speaker B:

I would say awareness for me, simply because I don't want to be caught unaware by anything.

Speaker A:

Yes.

Speaker B:

But I know if I'm trying to roll that specifically, I'm going to roll poorly. It's only when the rolls are unneeded do I seem to roll anything high.

Speaker C:

And I'll also do astral site.

Speaker A:

Okay.

Speaker B:

Can I do that, too? Since I can do also astral site?

Speaker A:

You can? Yeah.

Speaker D:

I'm letting him do deal with the astral site stuff.

Speaker A:

Yeah. His face searching, or is she just kind of watching? Everyone's back.

Speaker E:

Yeah, no, thanks.

Speaker C:

Sorry. Wrong step.

Speaker E:

I don't want to see wrong step.

Speaker B:

Yikes.

Speaker A:

See? Gareth and astral site. This place is pretty ugly. Not like super corrupt. It's actually not as bad as some of the worst parts of bratch old were, but a little corrupty. Clearly, there's wars around, but something does catch your eye on the 23. Underneath a pile of bones, you think you see something reflecting the light of the sun off of it.

Speaker C:

All right.

Speaker B:

Is there a stick, like a tree branch or something that I can grab?

Speaker A:

Yep.

Speaker B:

I take one and I use that to move the bones.

Speaker A:

You find what appears to be a pair of spectacles made of bone. Very thick glass. But the. The rims are entirely made of bone.

Speaker B:

Olinstat.

Speaker A:

They're kind of human sized, but not winling sized, but they are spectacles.

Speaker B:

I mean, it's made of bone. I figured the Nethermancer would be interested.

Speaker A:

Definitely.

Speaker C:

Yeah.

Speaker B:

Olinstad, I have something for you.

Speaker C:

Let me see.

Speaker B:

And he uses the stick to point at the spectacles made of bone and thick glass.

Speaker C:

I'll fly right down there and get right in there and start tucking bones out of the way so I can get it.

Speaker B:

I used a big stick to move the bones around, so they may be a little big for you, but I figured you would appreciate what they are once you find out what they are.

Speaker C:

Yeah. This is neat.

Speaker F:

Well, it's just that we should look in here.

Speaker C:

Like, look through the glass. Like, put my head, like, right there and look through with one eye.

Speaker A:

Yeah, it looks a little foggy. Probably could use some polishing and some work, because it's kind of a. Know, banged up a bit. Not broken or anything, just scuffed.

Speaker C:

Good eye, Gareth.

Speaker B:

Learning astral sight from you guys actually really helped.

Speaker C:

Yay. Although it's gross. Yeah.

Speaker B:

Spectacles made of bone.

Speaker C:

I'm sure it's fine.

Speaker F:

Oh, those are cool.

Speaker B:

Well, any motions to the spectacles that Lindsad is playing around with? There you go.

Speaker F:

Told you there was something here and.

Speaker C:

We didn't get attacked.

Speaker F:

I was really hoping we would.

Speaker B:

Why? We get attacked enough as is.

Speaker F:

But I like to kill things.

Speaker C:

Say I'm the bloodthirsty one.

Speaker E:

Well, I got to kill something, Napoleon.

Speaker F:

Me too. It made my bones hurt.

Speaker E:

Interesting. Yeah, bones don't hurt anymore.

Speaker F:

Me too.

Speaker B:

I mean, Lindsay did deal.

Speaker C:

That's kind of what I do, to be fair.

Speaker F:

Well, that's one of the things you do, terrify people.

Speaker C:

Yeah, I'm multi use.

Speaker F:

Yeah, I'm not multi use. I just killing.

Speaker C:

Back to the ship. I want to check out my new glasses. Woo.

Speaker F:

Now we can go back to the ship.

Speaker C:

Yay.

Speaker A:

Okay. You have no problems getting back there.

Speaker C:

I'll just wave on the way by this time. Bye, guys.

Speaker A:

You'll notice that Kentosh is actually kind of set outside with one of those forges. He's able to kind of whip up with his magic with weaponsmith magic, and he's working on something and he kind of looks a little warily at Gareth's wound. You'll notice that does not look good.

Speaker B:

Doesn't feel good either.

Speaker A:

What did you.

Speaker B:

Worms surrounding a skeleton.

Speaker A:

Oh, boy.

Speaker B:

It wanted to get friendly with me. And it did.

Speaker C:

We found the wings there. We got it.

Speaker F:

We got it.

Speaker A:

He shudders a bit.

Speaker C:

I think they were friends.

Speaker F:

You should have seen how fast it died.

Speaker B:

It died really quick. And Gareth just kind of thumbs over to.

Speaker C:

Mean they both kind of detonated. Really?

Speaker F:

Yeah, some days on the.

Speaker A:

Yeah.

Speaker C:

It's fun.

Speaker E:

Well, it's nice to have heavy hitters with us.

Speaker C:

And look, I got these glasses.

Speaker A:

He looks at them, peers at them. At astral space. You think? Yeah. Different. Interesting. Do you want me to study or are you going to study it?

Speaker C:

We both will.

Speaker A:

That's true. I guess we both can. An hour each?

Speaker F:

Yeah.

Speaker A:

For the next week.

Speaker C:

We'll hang out and have drinks and study them. It'll be fun. It's like a bonding thing.

Speaker F:

I don't get to have a party with people. I want to have a party.

Speaker C:

You could just sit and drink.

Speaker F:

Yeah. Can I throw Glitter?

Speaker C:

Can I do your hair with it?

Speaker F:

Can I do your hair?

Speaker C:

Sure.

Speaker F:

Okay.

Speaker C:

You could even put the glitter in my hair.

Speaker A:

This.

Speaker C:

Fanciest nethermancer.

Speaker B:

You all have fun. I'm going to lay down and sleep and hopefully not have a nightmare. She's going to just slowly walk onto the ship and disappear under deck to his room or his section or whatever.

Speaker A:

And before handing it back, Entosh will actually take another look at it, and you'll notice he's using some kind of magic on it, and looks and. Ugh. And then his eyes kind of go off as if he's not looking at you guys, just kind of staring off in the distance. And then he snaps back, hands it.

Speaker F:

Back to Lindstat, and says, what you staring at?

Speaker A:

You're right. That worm skull was pretty.

Speaker B:

Pick. Did he get a look at Gareth? Apparently.

Speaker A:

No. He'll say, new trick I learned a while ago. Get to look and see what items have experienced in the last while. I took a pick at that fight, and, yeah, that looked gross. Can you teach me psychometry? Yeah, I think I can.

Speaker C:

That sounds awesome.

Speaker A:

And game wise, if you have rank six, item history is what you need.

Speaker C:

It's just a talent neck.

Speaker A:

Yeah, it's a talent neck.

Speaker C:

Yay. I can learn a new talent neck.

Speaker A:

Woo. So, yeah, whenever you want to, you can buy that up. How long does it take to train talent? Imagine it's probably a few hours or a day or something.

Speaker C:

I don't think it's nearly as long as the talent itself.

Speaker A:

Yeah, I don't know. That's a commentary. It's in the companion item history based. You can kind of get an impression of the history of the item in forms, images, voices, scenes that have played out from the items perspective within the last few days, basically.

Speaker B:

Oh, item reading.

Speaker A:

Okay. Yeah, cool. It's one of those things that's. I think it's lifted from shadow run. Because shadow run is the same thing.

Speaker B:

I mean, makes sense.

Speaker A:

Yeah. So you're aboard the ship. What are you doing? Where are you going?

Speaker B:

How's it going? I am going to my bunk to sleep. The last bit of my.

Speaker D:

Ouch.

Speaker A:

Yes. Sounds good.

Speaker F:

Yeah. Now, we have to continue on because your thing was on the way to mine, right?

Speaker C:

Yeah.

Speaker F:

Okay. Because we got to continue and we got to try to find the. I don't have my notes.

Speaker D:

The thing in the thing at the thing.

Speaker B:

Yeah, with the thing.

Speaker D:

We were trying to find the.

Speaker F:

Was it called again place where the.

Speaker C:

Guys were hanging out?

Speaker F:

Yeah.

Speaker D:

It was the last place the spirits had been. The fire dancers.

Speaker A:

Two things I recall that you have as destinations that were on your mind. One was starboard, because the spirits that inhabited Gareth gave you the hint to go there. And the other was where Ulig had presumably died, although she wasn't sure of an exact location for the last sort.

Speaker D:

Of area they were at.

Speaker A:

Yeah, the edge of the miss swamps.

Speaker B:

I just had.

Speaker D:

That's where we were headed, I think.

Speaker A:

What. What's the stupid.

Speaker B:

Says, you know, hey, starboard. And my mom goes, hey, is it a seaside place? Because then it would be port. Starboard.

Speaker A:

Unfortunately, not a village in the mountains.

Speaker D:

Basically, whichever one is sort of the closest to where we are would be where we would go next.

Speaker C:

I would assume, if you look at it this way, it's an airship, so really, anywhere is a porch.

Speaker A:

There you go, douche. Exactly. I'm just going to pull up the map here so I can get a sense of. So, yeah, I would say more or less equal, distant. You could probably hit Starburst somewhat on the way, because it is below Mount Angar, kind of northeast Escavia. And the bottom of Mount Angrach is where the myth swamps kind of are, because that is where the serpent river meets the scarlet. I'm going to call it scarlet river, because there is no name for the flow of lava coming down from Angrac. But as you were described, it sounds like starboard might actually be fairly close to this scarlet river. Might even have a lava flow flowing. And then you also, Oulig mentioned that she was from Mount Angarak, the actual Lake volcano. So that's also another point you could check out as her former home, if you could find it. Yes, because she would always craft weapons and things from the fires of Mount Agrak.

Speaker F:

That sounds like a plan.

Speaker A:

Okay, so you're thinking starboard first, I would think, and I seem to recall starboard. You were told to find Starwalker, was it?

Speaker C:

Yes.

Speaker A:

And the reason was tablet, right?

Speaker F:

Yes.

Speaker A:

Okay. Someone give me some air. Sailing rolls.

Speaker C:

Yay.

Speaker A:

Probably. Gareth, would you be going right away, or would you maybe camp overnight to feel a bit more rested? Especially Gareth. He's had a rough few days. He possessed and then shifted.

Speaker C:

At least you didn't remember the first one.

Speaker B:

Fair enough. If we camp overnight, I know that'll take off the last two ticks of my health, but what about the wound?

Speaker A:

That'll just automatically recover in the morning.

Speaker B:

Okay.

Speaker A:

Because your two recovery tests that you probably have left have a minimum result of one, so that gets rid of the two. And then your next morning, you just use a recovery test, and your thing is gone. Your wound is gone.

Speaker B:

I actually have four recovery tests, but everything.

Speaker A:

Either way, you have to basically wake up in the morning in order to use the recovery test for a wound.

Speaker B:

And karma Resets, too.

Speaker A:

Yes.

Speaker B:

Okay, cool.

Speaker A:

And it might be something worth considering. It basically resets when you do your karma ritual. But as someone who's now taken on air sailing. Maybe your karma ritual changes slightly, or it may vary day to day as well, because your original probably does. To be honest, your original karma ritual related to Gauntlet was probably more martial arts like, but it may change a bit with the air sailing aspect.

Speaker C:

Did you fall off the boat?

Speaker A:

What was Faye. Oh, my God. Faye was doing air sailing.

Speaker E:

No. Gosh, no, that's.

Speaker A:

That's my.

Speaker E:

I just felt like doing the.

Speaker A:

Oh, ok. Three damage recovered.

Speaker C:

I thought you were helping with the air sailing. I was like, oh, did you fall off?

Speaker E:

No, I leave that to the experts.

Speaker A:

Yeah. So, Lindstadt, you had an eight for air sailing and 22 Gareth. So I think, yeah. Lindstadt is able to support with Gareth's leadership in this, and you actually have a really good weather and conditions and you're able to control it really well. And Galiza is very pleased.

Speaker B:

Yay.

Speaker A:

We did the. Yeah, you're headed to starboard, so, yeah, you get a chance to fly over. Ancients gave you a bit better. Maybe it was a little misty the other time. I don't know. But I think after I described, I realized there was some aspects of it that would make more sense, which is that there should be a bit of tree cover for the agent's gavy itself, because it's probably had several generations of tree growth and such over the time of the scourge, and at least since the end of the scourge, it should have. So you can only see the ruined building here and there, and there are a couple encampments, including the one that you met in there. Probably more adventurers looking for relics and things like that. But otherwise you can clearly see the miss swamps in the east, because it's not actually clear. It's more that it's very misty over that way and way off, you can kind of see where the mist is very strong, presumably where the delta of the serpent river is going into the lava flows of the scarlet river, I'm calling it. And you can probably follow along that scarlet river from a safe distance, like, not that you're in any danger, but safe in the sense that you're not going to get caught up in an area where you can't see very well or anything like that, not to be caught by the mists and so on.

Speaker C:

Army lava monsters.

Speaker E:

Don't tell Mavis about the lava monsters.

Speaker B:

Don't want to adopt one.

Speaker F:

No, those aren't animals.

Speaker C:

No, they're monsters.

Speaker B:

I stand by what I said.

Speaker F:

I don't want to adopt one.

Speaker A:

As you continue, is the trees get higher up, and everything begins to raise. And I think, Gareth, you're probably the one. Actually, you know what, Lindstadt, Navith, are you guys flying around a bunch, or. What's your routine?

Speaker F:

Oh, yeah.

Speaker D:

Totally.

Speaker A:

Okay. Maybe I'll get to roll that.

Speaker D:

Okay.

Speaker A:

And I'm sure Faye is probably reading to distract herself from all the experiences lately.

Speaker C:

I'm sure it's fine.

Speaker B:

So, was I hearing a call for awareness?

Speaker A:

Yeah.

Speaker B:

Some on the ship. That's double karma. I am quite aware.

Speaker A:

You're all weirdly aware. Okay. Gareth's on the top, though, so he right away recognizes that there's a place on the mountains with some. At first, probably it's the smoke, you notice, kind of like chimney smoke, maybe bonfire smoke. And then you look down and you're like, is that another airship over there? And then you realize, no, that's on the ground. Oh, that's several airships. No, those aren't airships. Those are buildings that are made from airships. Made from scuttled airships. You think? And then maybe the name starboard for the village is starting to make more sense now.

Speaker B:

And here I was joking about it.

Speaker C:

Well, any part in a storm, no harbor.

Speaker A:

And I think, yeah, Navath and Lynst that eventually notice it as well. If. I don't know if Gareth calls it out.

Speaker B:

Oh, yeah, he would. Especially since that's where we're going. He's going to say, hey, we're here.

Speaker A:

Nice. Even though there's a couple trails that go through the wilderness up to theirs, with various switchbacks and things like that. And there is a landing area outside of a fair bit outside of the town. Like you're thinking maybe they're being fairly cautious, not just leaving open areas nearby their town where just anyone can land.

Speaker B:

It makes sense.

Speaker A:

But you do notice that it looks like somewhere that airships probably have been docking. We'll say there's even maybe a tall pole there that you can do an actual, proper air dock and not have to do the whole maneuvering thing where you try to sort of land it. In this case, you can actually kind of dock it, but then you'll have to get some ropes for people. Yeah.

Speaker C:

Do I happen to see an airship.

Speaker A:

That looks familiar at this location? No.

Speaker C:

Yes. Okay, good.

Speaker A:

No familiar airships. Everything you see in terms of what looks airship like is old scuttled airships turned into buildings.

Speaker C:

Cool. All right, guys, we made it.

Speaker F:

Yay.

Speaker A:

And what do you do when you're. I'm assuming you're just going to dock up and all that. There's not really anyone here.

Speaker B:

We're going to pull dock.

Speaker A:

Okay. Check and see some stuff. Cool. Okay. And anything in particular you're doing now that you're docked?

Speaker E:

We'll have to introduce ourselves to the.

Speaker C:

Locals, check in with customs.

Speaker F:

Tell the poll master that we're docked into who we are.

Speaker C:

Pole master?

Speaker F:

What else would you call it?

Speaker B:

It is only proper in respect due.

Speaker A:

To actually perception based half magic for air sailing.

Speaker B:

Okie dokie. Let's see.

Speaker A:

Be perception plus one, since you're circle one, I think. Right.

Speaker B:

Hooray. And since I'm on the airship.

Speaker A:

Double one. Karma. I will say that. Wow. What is it? That there is no one here. There's not really a station for anyone. In terms of, like.

Speaker B:

In that case, I might suggest. Since Gilesa is, you know, quote unquote captain, I respectfully suggest that maybe guards be put out just in case, since there's no one down there. And while it may be a bit of a trick to get up to the pole and everything still okay?

Speaker A:

Yeah. And she actually organizes the crew, gets some of the trolls that are around, and et cetera, to help out with that. Even barge actually is interested. We'll see. Although then barge says, oh, you going to town?

Speaker B:

Do you need anything?

Speaker A:

Can I come, too? Yes, I looking for relatives. Probably not here, but maybe they know where they are.

Speaker B:

Sure. I don't see why not.

Speaker C:

Yay. You take that.

Speaker F:

We have two missions here.

Speaker B:

And then I think Gareth's just going to hop over the edge. Do I just do or shall I roll for windcatcher?

Speaker A:

Yeah, roll for windcatcher. That'd be fun.

Speaker B:

Okay, just me.

Speaker A:

You failed.

Speaker C:

No.

Speaker B:

Critical failure, I'm betting here.

Speaker A:

Yeah, that was the wrong symbol. That's the first failure. No. Yeah. Well, eleven. You're good. Yeah, you have no problems. You can be fancy wee. Nice and. Yeah, I think.

Speaker B:

At least I didn't take faye with me this time.

Speaker A:

I'll get, I think, lenstat to roll a half magic perception. Another mancy in this case. Whoa. 31. Okay, you are for sure thinking. There's a spirit approaching from the road that heads to the village. Approaching.

Speaker C:

Hey, guys, I think there's a spirit coming.

Speaker F:

Oh, okay.

Speaker C:

I'll go talk to it and I'll fly off barge's shoulder and go and meet it.

Speaker A:

Nice. Oh, my. I'm going to need a second just to check my notes on this.

Speaker C:

Do I need to roll over spirit talk, or does it know the language?

Speaker A:

Yeah, give me a second here. Okay. Yes, you begin to see I'm assuming you're using the astral site or something like that. You do see a troll approaching, and it's very bright in astral space.

Speaker C:

Oh, hello. How are you? I'm here to see what's going on.

Speaker A:

And I'm leadstat and roll spirit talk because you're noticing that it's trying to talk in troll, or at least in Highland troll, we'll call it. I forgot what the exact language name was, but we'll go with Highland right now. 22 is good. All right. Greetings, little one. You are a nethermancer. This is interesting.

Speaker C:

Elementalist.

Speaker A:

Oh, and elementalist. Very good. What brings you to.

Speaker C:

Actually, it's my friend she's coming to look for. Well, friends, I guess. She's right over there. And I'll point it. Navis. Navit, come on over.

Speaker D:

Okay, I fly over.

Speaker F:

What?

Speaker A:

The one with the flames. I see.

Speaker C:

Oh, wait here. No, that won't help. Okay. Yeah, she's the one with the flames. She's looking for. What's the person's name again? Nabith?

Speaker F:

Ulek.

Speaker C:

Oh, yeah, Uleg.

Speaker F:

Well, I'm looking for where she lived. I know where she is.

Speaker C:

She's looking for where she used to live because I guess she'll see.

Speaker A:

We have a couple tablets, as you say. Tablets? Navit, you're surprised? As out of nowhere steps this old troll in robes. And this is the same troll that Linstat's been looking at, talking with, but it hasn't manifested yet. Now it's fully manifested, really dark robes with actually little stars, star patterns woven into it. And it will try to speak with you, but it's kind of rudimentary at first in its language, and then slowly begins. It looks like it's maybe casting magic. You're not sure? Can spirits do that? I guess it can. And then begin speaking to you in a familiar language. Greetings. Navis, was it? I'm Navis Starwalker. And he's still behind me yet. But I do have someone with me. He yells back, hurry up, old dude. And you see this wizard old figure with a cane following down the path, clearly alive, but probably not with this world for very much longer, shambling his way over and calling back some kind of grumble in highland trolling with fairly reddish robes he's wearing.

Speaker F:

Okay, Lenstad, did you manifest this guy?

Speaker C:

No, he did himself.

Speaker F:

Oh, cool.

Speaker C:

Not that I wouldn't have. I just didn't have the chance.

Speaker A:

Yes, in living, I was powerful nethermancer. In death, I seem to been able to retain some of it, at least for now.

Speaker F:

That's pretty cool.

Speaker C:

Do you do training?

Speaker A:

I possibly can. I mean, my latest student here is, as you see him slowly getting here. He's kind of hit his peak. I think he's 7th circle. He's doing all right, but. Yeah, the time hasn't been kind to him, unfortunately. And you hear a kind of. I heard that kind of in the distance. You're here to find the home of Ulig. And he stops and thinks, fire dancer. No, firewalker. That's what it was.

Speaker F:

Firewalker.

Speaker A:

Firewalker and stone shaper might have been the other name she carried for a while, though. I think she became a fire dancer, did she not?

Speaker C:

She did.

Speaker F:

She was a fire dancer.

Speaker A:

Well, yes. Up on the mountain, we can probably whip up a map. And finally this old guy has reached you. And he is fairly old troll, probably in his hundreds. I can't remember how long trolls last live, but I think it's like 100 and 2130 years. He's definitely not that. Oh, no.

Speaker E:

Okay, well, it might be that long, but it's not that long.

Speaker A:

Yeah, not as long as like an elf or something.

Speaker C:

Or windling.

Speaker A:

Or windling. Yeah. And you will kind of bow in broken. Kind of, well, actually accented thrallic. He'll say. Grandin dark Watcher, 7th Circle Nethermancer. And this is my patron, Starwalker. He was an elder of this place long ago.

Speaker C:

Well, I'm Lin Stat. I am an 8th circle Nethermancer and a fifth circle elementalist.

Speaker A:

Young ones, you are. Well, I would invite you to the town, but I don't think they would take you. But you are welcome to camp out here.

Speaker F:

Why would the town look like us?

Speaker C:

Are we there? Scary.

Speaker F:

I mean, I'm kind of scary.

Speaker A:

You would be fine to stay outside of town. That's fine. Well, we do not host outsiders in our abodes. You could probably visit town. It's just you wouldn't be allowed in any building. Some might share a fire with you, though.

Speaker C:

Maybe some drinks.

Speaker A:

Perhaps some drinks. Just. It's the way of the people here. Outsiders don't come inside, as it were.

Speaker F:

Okay, so I have a couple tablets that maybe you could. I was hoping someone could look at.

Speaker A:

And Grenden looks.

Speaker F:

I don't know what they are.

Speaker A:

He's suddenly moving a lot faster than you would expect an old person to move in, especially one that was practically crawling here. But maybe he just wasn't in a hurry.

Speaker B:

Now he is.

Speaker A:

Now he's very curious. And you'll notice he's whipping out the astrocyte.

Speaker D:

Yeah, I motion for. Because she has them in her backpack.

Speaker A:

Yeah, I can't carry them. You may have even peaked an astral site to kind of see that your backpack had some extra glow coming from out of the corners of it to know that there's something there. And, yeah, if you were to pull it down, set that down, you would pick it up and stare at it for a. Oh, I've never actually seen one of these. I think Starwalker here has seen them, and he just kind of nods. These are kind of some of the secrets of the watchers of death.

Speaker C:

They're the ones that keep death. Like, make sure he stand in his little spot there, right?

Speaker A:

Yes, that. So goes the legend. And Starwalker actually now is talking, looking at everyone and going, looks at everyone and says, death seems to have touched many of you.

Speaker F:

Yeah, I was dead for a little.

Speaker A:

Bit, but not you. As he looks at Lindstatt. Curious.

Speaker C:

Just lucky, I guess. It's kind of a good thing, because I can bring them back, but they can't bring me back.

Speaker A:

Fair enough. Fair enough. Yeah. And he starts looking at it, and the spirit starts looking at it.

Speaker F:

Should I be returning to these two of them?

Speaker A:

Well, yes, that would be one good idea. In the wrong hands, this could be used to potentially release death from its prison. You get the right information, let's give them back.

Speaker F:

Yeah, considering who we got them from.

Speaker A:

Where did you get them from?

Speaker F:

Just. And my notes are gone.

Speaker B:

Oh, no.

Speaker A:

I don't trust my notes, guys.

Speaker D:

No, it wasn't this.

Speaker C:

It was Ragok.

Speaker F:

Yeah, it was Ragok.

Speaker C:

I had a 50 50.

Speaker F:

It was followers of Ragok who had them.

Speaker A:

Curious. Actually.

Speaker F:

They'Re also the ones who kill Dulick.

Speaker A:

Actually, there's two places. The followers of Ragog, and the other was care you went into with Gareth as a.

Speaker F:

And. Yeah, that's where I got one of them.

Speaker A:

He stops to read it and kind of reads it aloud for you and says, here, the fires of death are cooled by the blood of the name givers. Great wars, starvation, and math. Death weakens the prison that contains death. Great violence and corruption weakens the wards. And the other one here, it says, the magic to return death is a blessing, but also a curse. The spirit continues, but may find itself split.

Speaker C:

That sounds creepy.

Speaker F:

Yeah.

Speaker E:

Should anybody really know this words, let's.

Speaker A:

Put both the text in there. And. Yeah, thanks for the correction. It turns out, like, 70 is old for a troll, so. Yeah, this guy's probably into his.

Speaker C:

So, Starwalker do you know where we could take these back to them?

Speaker A:

Well, I know some of them have passed beyond to the sky garden long ago, but you'll hear barge and rup go. Yeah. Cloud garden. Our term. Cloud garden. Sky garden. That our term. And the spirit will look at the ogre and be like, I don't know who this is. He just continues. Yes. Well, many have passed. You may have to search in the shadows for them. Perhaps other groups may know of where they are now. I do not know right now. Several have passed on, and they've been trying to keep back the keys of death. Have you heard of them?

Speaker C:

I've heard of them. I don't know what they are.

Speaker A:

Well, much like how Navathir is a quester of floranuous, you can consider the keys of death to be questers of death.

Speaker C:

Oh, that sounds horrible.

Speaker A:

Yeah. They do have the goal of filling blood wherever they can. High profile individuals starting revolutions. Anything that will advance a large amount of violence or spill more blood on the ground as much as possible.

Speaker C:

There's probably a couple in Thera.

Speaker A:

There are probably quite a few in there.

Speaker C:

Yes.

Speaker A:

But the watchers, they try to ensure that stuff like that doesn't continue, that death keeps being imprisoned under death sea.

Speaker C:

That's a great spot for him.

Speaker A:

Perhaps searching along the death Sea. It appears you have an airship. So perhaps, searching along the death Sea, you may be able to find some of them doing their rituals various times of the year.

Speaker B:

Possible.

Speaker C:

Is there some way we can tell if they are one, as opposed to just asking random people? Because that probably won't work very well.

Speaker E:

We might get taken advantage of and end up with the keys.

Speaker A:

Right. That's true. The keys do tend to like to live in the shadows and stay in the background, but they won't be as obvious. Whereas the watchers. Well, also in the shadows. They won't totally hide there, as it were.

Speaker B:

We're talking about the Death Sea, Rob. Remind me, didn't I quote unquote, go there one time?

Speaker A:

Yes, you did. You had a dream about being there.

Speaker B:

I thought so.

Speaker A:

Or Zrinka thought you had been there once before, and she kind of conjured up a dream of the place.

Speaker B:

So, yeah, I think mention of the Death sea kind of makes Gareth kind of perk up and go, oh, that place. And he's also thinking about all these questers of death, which odly cool sounding title will probably become a problem for the group in a very immediate near future.

Speaker A:

Yeah. I think Starwalker will say, if you're looking for keys of death, you're probably looking for assassins and individuals who are embedded in certain locations near prominent politicians, living in places where there is a lot of prominent individuals and lots of magic, whereas the watchers of death, you're probably looking around the Death Sea and the general area and looking for groups.

Speaker C:

So since you knew some of them, is there some kind of like, secret handshake or something?

Speaker A:

Well, if you were to reference the tablets, they would definitely know what you're talking about, but so would the keys, potentially. I don't know how well they have infiltrated or if they have infiltrated, but. And Starwalker turns around, as I will say, grenden's kind of drooling over the tablets, just really enjoying studying them. If you are a questor of florinuous, it would be quite fitting to have perhaps a celebratory bonfire. Perhaps I could get.

Speaker F:

Absolutely.

Speaker A:

I could probably get a few from the village to come.

Speaker F:

Well, that would be great.

Speaker C:

Do you like sparkles?

Speaker A:

I like stars. Are those like sparkles? I guess they are, yes.

Speaker C:

They're ground sparkles as opposed to sky sparkles.

Speaker F:

There's going to be so much glitter.

Speaker A:

Nice.

Speaker F:

I love celebrations.

Speaker C:

Okay, let's roll a keg off the ship.

Speaker B:

Do we have a keg on the ship to roll off of?

Speaker C:

I'm on the ship. There is booze on the ship.

Speaker A:

I'm pretty sure you specifically bought some in that.

Speaker C:

We specifically bought some.

Speaker A:

Now that you can set up a bonfire if you like.

Speaker F:

Absolutely.

Speaker B:

So we can't go into the town?

Speaker C:

Not in the buildings?

Speaker F:

Yeah, we just can't go in their buildings.

Speaker B:

Might as well just not go into the town then. If we can't do anything there, we.

Speaker C:

Can hang out with the people and drink.

Speaker A:

True. Where slowly walks back to town to invite some people. You know, it's going to be a walk outside.

Speaker F:

We can drink outdoors.

Speaker C:

We can get takeout.

Speaker B:

I think I need to go back to the ship and meditate on some things.

Speaker F:

Okay, you go meditate. I'm going to drink.

Speaker B:

Well, I've been to the death sea.

Speaker F:

You have?

Speaker C:

Two are in.

Speaker B:

Two, technically. Good. Our mutual friend, he says as he taps the gem on his armor, once thought I might have actually been there. Or she recognized me and in a dream, conjured me to that place.

Speaker F:

That's weird.

Speaker C:

Is that bad?

Speaker F:

Just weird?

Speaker B:

Yeah, just weird. I mean, it wasn't bad. She was just showing me and I didn't recognize it. But that means I technically have seen it before. Been there. And if we're talking about these death keepers and these death cultists. With the amount of trouble we get into, I have a feeling that we're going to be dealing with them quite soon. So I want to get a foot up on preparation. Basically.

Speaker C:

Maybe you're secretly a desk.

Speaker B:

You say that, but considering I have been possessed at least once, so I'm told. Not that I remember anything.

Speaker F:

Yeah, you were. Yeah, you were a garris skin and.

Speaker B:

I was trained by a ghost. For all I know, I could have some sort of death affinity and that could be a very real thing. Why? I have no idea. Sure, it's fine, says the neverman answer. But I would feel more comfortable if we started to do some preparation on that. So while you guys party in town and celebrate and get information that way I'm going to see what I can do on the ship with my capabilities.

Speaker F:

Okay.

Speaker C:

It's not mandatory.

Speaker B:

I know, but I would feel more comfortable at least trying for sure.

Speaker F:

We're just not going to the death sea right away.

Speaker B:

I know we have. Well, we still have to do with your fire dancers and everything. And who knows what we're going to find here. So there's still that to do.

Speaker F:

There's so much to do.

Speaker B:

There's a part of me that feels that even as we're doing that, we're going to be dealing with encountering these death people.

Speaker A:

So.

Speaker B:

Repeating myself, I want to see if I can't get at least a little prepared for them.

Speaker C:

Sure you do. You. I'll be drinking.

Speaker B:

Enjoy.

Speaker F:

I'll be having a fire and drinking.

Speaker B:

What are you going to be doing, Faye? Going to keep an eye on the two short stacks.

Speaker F:

What are you calling short?

Speaker E:

As best I can, but sort of pulls a small manuscript out of a pocket. Might be distracted.

Speaker A:

Does Faye want to do more research on some of the books?

Speaker E:

If I can get some more specific information around, I'd say that the watchers.

Speaker A:

Okay.

Speaker E:

And the goal being that I can maybe tell them apart with more confidence.

Speaker A:

Okay. Maybe roll a research roll. See what you get out of that.

Speaker E:

Let me see. Yes, that's our typical.

Speaker A:

Well, you're pretty sure they both like to wear black. A yep.

Speaker E:

Yep.

Speaker A:

And you're like, maybe you find out the one prefers like one. Shadable, but otherwise probably similar information that starwalker already provided.

Speaker B:

One prefers sable while the other one prefers midnight.

Speaker A:

Exactly. Very nice. I'm going to get nanovit to roll. Eight tests. Just a straight old Christmas.

Speaker F:

Okay. Oh, no.

Speaker D:

My Christmas step is a whole whopping seven.

Speaker B:

I feel the pain.

Speaker A:

Three. Okay. Do you think it would be Navit, as she's kind of building things and maybe chattering with maybe starwalker still kicking around. Would you talk more about your recent experiences down on the farm? That farm place you're in there? I was just thinking that maybe you would make a pass, seeing if he.

Speaker D:

Knows anything that maybe could have caused this or this weirdness.

Speaker A:

Yeah, I'm thinking part of the reason for the role was kind of like maybe you made some passing remark and you weren't even thinking of asking him about it, but you were like, oh, yeah, we were just at that place, the farm, and then you see him perk up. Wait, farm? What?

Speaker F:

Know about the farm?

Speaker A:

Yes, the one with the ghouls. Right?

Speaker F:

Yeah.

Speaker A:

Grind. And I've been watching that thing.

Speaker F:

Well, it's not there anymore.

Speaker A:

No, it was wiped out suddenly one day. No idea how.

Speaker F:

Yeah, no, isn't just wiped out like those guys were like, unraveled or something.

Speaker A:

Depatterned even. Yeah, we didn't try to get too close, but the spirits didn't look too friendly there.

Speaker F:

They weren't. One of them took over. Garris. They made a garris? Yeah, because, like, negotiated with them and one of them said we had to come talk to you. I think that was why we came here. Is that why we came here?

Speaker C:

What?

Speaker F:

Lindstatt, weren't we? Didn't one of the takeover spirits from the farm tell us to come here and talk to this guy?

Speaker C:

Probably. I was drinking. For the record, I totally wasn't.

Speaker A:

As players, you forgot, they did mention go there to bring the tablets to them so you can at least get the translation, let alone figure out maybe who it belongs to. Yeah, he'll say. Yeah, we were watching it, and every once in a while we would see what they were up to. We just aren't strong enough to take them on. And there's only a handful of ad ups in our village, and they're not terribly interested in dealing with matters of the outside world because clearly they were bringing in all kinds of name givers, not just trolls. None of our people, though.

Speaker F:

Yeah, they were the guys. The followers of Ragush.

Speaker A:

Ragok. Yeah. And my feeling is that some dark force doing good work, strangely enough, wiped them out. I think they either dabbled in something they shouldn't have or maybe took the wrong person as a ghoul.

Speaker F:

Yeah, that wouldn't surprise me.

Speaker A:

Or took the wrong.

Speaker D:

They didn't seem to really care too much.

Speaker C:

They weren't that picky.

Speaker A:

But even I, they were just icky in my aged years. I don't know what kind of power could do that.

Speaker F:

Neither do we, certainly.

Speaker A:

Maybe a horror. But what would one that powerful be doing here?

Speaker F:

Yeah.

Speaker C:

Dragon. Maybe it was a dragon.

Speaker A:

You'll hummet that a little bit and then kind of shudder a little bit. He's like, I wouldn't want to meet that one. Oh, boy.

Speaker C:

No, he would be really grumpy.

Speaker A:

Well, anyways, time to celebrate. Perhaps a dance in order. You'll notice he's actually quite a cheery spirit who would like to do as much of a dance as he can with Navit.

Speaker D:

Totally dances with the spirit.

Speaker C:

Are there any other spirits that want to manifest?

Speaker A:

You don't see any around right here. You do get a few townfolk coming in, a couple other old trolls, a couple of young trolls. They're friendly enough, but you can tell that they are always somewhat suspicious of outsiders. So they do have just happily lets.

Speaker D:

Them all, invites them all into the fire to the fire and dances and throws glitter and does all the happy, fun navis things.

Speaker A:

You do a charisma based half magic test on your quester. Quester test.

Speaker D:

Okay, so that is.

Speaker F:

Quest.

Speaker D:

I just got to find all these things.

Speaker F:

Quester is five plus charisma.

Speaker D:

That is.

Speaker F:

Ampersand. Seven plus five equal eight. Big money.

Speaker A:

Eight. All right. Yeah. You do decently enough. You actually get a couple names out of individuals there. There's Clemstone and Misha Kerdelver. Both of them kind of lower circle add ups, warriors. One of them actually talks you up a little bit about their experiences living here. They don't have the best of throllic, but you can communicate the very least. And Lin, stat, when Grandon's back, he'll actually chat with you a bit about maybe getting some training someday from you. It'd be nice to train with someone living.

Speaker F:

Sure.

Speaker A:

He's kind of old.

Speaker C:

We could totally do that. When'd you have a mind?

Speaker A:

Whenever we all have time. How long does it take to train a circle? Takes like a week of stuff, right?

Speaker C:

Yeah, about a week to go off a circle.

Speaker A:

Well, you'll basically say when you have time, you will have the time.

Speaker C:

Good question. I'm never really sure. Kind of the life of adventuring, but probably soon.

Speaker A:

Good enough. Good enough. And, yeah, there's a fairly good fire and dance and drinks all around. Anybody doing anything in particular for the evening or just partying as per the partying. Sounds good.

Speaker E:

Trying to find somebody to spar with.

Speaker A:

Oh, yeah. Roll, melee weapon. Maybe climbstone will. Oh, I will.

Speaker C:

Do the plant feast. You know why? Because we had that feast not that long ago.

Speaker A:

Oh, that's nice.

Speaker C:

Yeah. So that way everybody gets a really good meal. So.

Speaker A:

Yeah. 19, your best. Climps down in combat. Just barely, though. Just a smidge better.

Speaker E:

Oh, that's the best. Once when you're evenly matched.

Speaker A:

Yeah. And goes really well into the night. I'm going to get Navit to roll a willpower. Check for something a little later on, though.

Speaker F:

Okay.

Speaker C:

Did you drink too much?

Speaker D:

I don't know.

Speaker A:

Too much? Yeah. I think you had a really good time.

Speaker D:

I do have an iron constitution, however.

Speaker A:

Yeah. And you can optionally try to do that to keep yourself awake, I guess because you're starting to feel it. Know if when you do that, you start losing the effects. It's a trade off.

Speaker E:

Losing the effects of what?

Speaker A:

The alcohol. So now you fall asleep from the drinking eventually, and you slip into a dream. And you're looking around, you seem to be way up in the sky, like way up in the sky, but you're on the ground somehow, same time. And there's this big gate in front of you, like a stone rot gate. Looks kind of like, kind of like a stonehenge kind of thing with a top on it and. Yeah, basically kind of like a henge. And behind you, you hear some flames burning.

Speaker D:

I'll turn to look at the flames.

Speaker A:

And you see simmer dancing around a fire. And you don't know how you know what these are, but you see what look to be true. Elemental kernels popping from the fire, and he's eating them up like snacks.

Speaker D:

Like a little fire popcorn.

Speaker A:

Exactly.

Speaker F:

Hi, simmer.

Speaker A:

And your voice behind you is kind of familiar. It sounds like when you last heard floranuous as kind of the flaming from behind. You says, ask him to take you home. You might need some coaxing, though.

Speaker B:

Turn around again.

Speaker A:

He's gone. Not there.

Speaker F:

Okay.

Speaker A:

But you see a puff of smoke and you look down and it looks like there is an ancient castle down on the ground below. It's kind of like you're in a floating island kind of thing. And then you wake up, you namegivers an Earththawn actual play podcast uses the Earththawn RPG system by FASa Games and also makes use of creative commons music from various artists. See the episode notes for a track list and full credits. If you'd like to come chat with us about the show, join us on the namegivers channel in the actual place, a discord server for actual play podcasts. The link is in the episode notes.

An unexpected wormskull Horror ruins the day...

The Namegivers podcast is a casual Actual Play podcast of an Earthdawn campaign. Learn more about Earthdawn at https://fasagames.com/earthdawn-whatis/

The cast in this episode includes:

  • Lindstadt, the Windling Nethermancer, Elementalist, and Astral Vanguard: Noah
  • Navith, a Windling Beastmaster and "Party Planner" (Questor of Floranuus): Pam
  • Fe'Ankrah, a Troll Spear Dancer (Swordmaster): Kirsten
  • Garrent, a Human Gauntlet and Balance Seeker: Erik
  • Game Master: Rob

Discord

Come chat with us about our shows on the Actual Playce, a Discord dedicated to TTRPG Actual Plays like ours: https://discord.gg/v6K4ArjBmN

Credits

Music

Music: Rise Up, Stand Up, Land of Pirates by Alexander Nakarada Licensed under CC BY 4.0

Music: Whatever It Takes by Phat Sounds Licensed under CC BY 4.0

Music: Ambient Relaxing Background, Delighting Success, Suspenseful Calm Piano, Frozen Winter by MusicLFiles Licensed under CC BY 4.0

Game

Earthdawn is a registered trademark of FASA Corp and used without license. Any use of FASA trademarks or copyrighted material is not intended as a challenge to those trademarks or copyrights.

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