S3E5 - The Possession of Garreth

10 months ago
Transcript
Speaker A:

Welcome to namegivers. An earth dawn actual play podcast with was in the building, and Faye was following Gareth. And I'm going to get Faye to roll a perception or awareness, whichever you have.

Speaker B:

Well.

Speaker C:

My goodness. Where's my. Oh, well, I know what my number is. I'm going to assume I'm not wounded.

Speaker A:

No, you're not wounded.

Speaker C:

Solid.

Speaker A:

I don't think, you know, you didn't get wounded because you did fall, but you had the air armor on you.

Speaker C:

It's my awareness.

Speaker A:

Okay. Five.

Speaker C:

Oh, yeah.

Speaker A:

Okay, so you're following Gareth, and he's acting a little strangely, kind of. I think he's ahead of you. He stops, looks like he's looking at something, and then kind of goes off into a completely different direction. But, yeah, on a five, you're just confused at whether he's, like, going off to look at something else he saw or what.

Speaker C:

I think my assumption is he's so good at pathing that he's got to have this under control. Right. Like, that's his.

Speaker A:

Yeah. So he's not running towards Linsetnavith anymore. He's kind of walking in a different direction. So you can continue on if you want, or know what Faye does with that.

Speaker C:

I'll continue for at least a couple of minutes to see where it's going.

Speaker A:

Okay. I'm going to get you to roll a willpower check about, say, a few seconds later.

Speaker C:

Awesome. Like that.

Speaker D:

Big money.

Speaker B:

Stats.

Speaker C:

Yikes.

Speaker A:

Yikes. Good times.

Speaker C:

Oh, my goodness gracious.

Speaker A:

You do very well. Yeah.

Speaker C:

That was unexpected.

Speaker A:

You think you saw something? The corner of your eye, probably, we'll say, northeast of you. It's almost like at first, your attention is trying to be drawn towards something, but you notice that it's not really like, I don't know, you think it's basically nothing. It's like this weird sensation of kind of like maybe deja vu. Maybe someone stepped on your grave kind of feeling or something in that direction.

Speaker C:

Is that the same direction that Gareth is going?

Speaker A:

More northwest?

Speaker B:

Yeah.

Speaker C:

So at that point, I'll be like, Gareth, did you see that? He doesn't answer over there.

Speaker A:

He's still walking away.

Speaker C:

Gareth, where are we going?

Speaker A:

Still walking. Not even looking at you.

Speaker C:

All right, I will put a hand, a big troll hand on his shoulder.

Speaker A:

Okay, let's see. I'm going to make a roll here. Okay. He's going to turn around and look at you, and you notice that his eyes are entirely black.

Speaker B:

Cool.

Speaker C:

That means good things, right?

Speaker A:

And he looks at you and seems like he's trying to talk, but nothing's actually coming out of his mouth.

Speaker C:

Okay, how far away are we from Navis and Linstat?

Speaker A:

We'll give it 20 yards or so.

Speaker C:

Then I'm going to yell, hey, Navita. Hey, Linstat. I need your help now.

Speaker A:

We'll go to Linstat. You're looking nasty space right now, right?

Speaker D:

Yep.

Speaker A:

You're about to talk to somebody, and Faye yelled at you.

Speaker D:

I'll kind of turn around and be like, yeah, what's up, Faye?

Speaker A:

And I want you to roll a perception or awareness.

Speaker D:

There we go.

Speaker A:

21 is really good. Yeah. So of all the Zoe's kind of spirits that are around, you're noticing there's a concentration of them around Gareth, and almost like one of them's trying to manifest on him or something. Like.

Speaker D:

Like possession?

Speaker A:

Yeah, possession is what you're immediately thinking of.

Speaker D:

I will fly over in that direction. Hey, quit.

Speaker A:

Oh, my God, that's funny. And, Navit, you probably hear that outside Lindstadt yelling, hey, quit it.

Speaker B:

I come flying out, and I'm like, what's going on? Hey, why are you guys stopping Gareth from going off?

Speaker D:

He says poop, you're trying to take him.

Speaker B:

The spirit is trying to make him poop.

Speaker D:

Not poop. Well, maybe I don't know him.

Speaker C:

His eyes aren't normal.

Speaker A:

Guys.

Speaker B:

Oh, I'll fly over and look at them.

Speaker A:

He's trying to turn around and walk away.

Speaker D:

Are the spirits saying anything to me as I'm yelling at them?

Speaker B:

Roll.

Speaker A:

Spirit talk, I guess, right?

Speaker D:

I don't even remember what rank that is anymore. Hold on.

Speaker C:

While you're doing that, I'm holding to try to keep him from walking away.

Speaker A:

Yeah, 30 is pretty good. So you got your spirit talk. What do you say?

Speaker D:

Hey, what are you doing?

Speaker A:

Must take. Need. Body. And this is coming from Garris mouth, except his mouth's not moving that way.

Speaker D:

Need a body for.

Speaker A:

And then it just repeats. Must take and starts trying to walk away. If you're trying to hold onto them and it's not, you can kind of tell it's kind of in between hostile and neutral.

Speaker D:

Okay, well, I'll do a spirit hold on, then.

Speaker A:

All right, screw you, spirit 22. Okay. Yeah. What does that do? Yeah, as long as that beats the mystic defense.

Speaker D:

Yes. And to break free, it has to use willpower to beat the effect. So the 22.

Speaker A:

Okay. Wow. All right.

Speaker D:

That was close.

Speaker A:

It was good. It rolled 19, but no, it can't break hold. So it's stuck there right now, and you're noticing his skin starting to turn a little red, like he's trying to fight it, or it's trying to really force him to move. But your spirit hold is messing with it.

Speaker D:

Listen, spirit, if you don't stop that, I'm going to banish you.

Speaker A:

He goes back to kind of flushing to white again, and then turns and looks at you and kind of harumps a bit like it's mad.

Speaker D:

Okay, so tell me what's going on, and then maybe I could help you. But you can't stop, my friend.

Speaker A:

I had a thought in my head, and I lost it. What was it? So give me a second. Should have wrote that thought down. Let's see what's he got? Must take this body to the tablets.

Speaker D:

Tablets.

Speaker A:

And you get something that kind of roughly translates in your mind to kind of tablets of death.

Speaker B:

Cool.

Speaker A:

And I'm going to get Navit the roll of willpower. Now, if she's still here, you might have stepped out.

Speaker B:

Okay. Sorry about that.

Speaker D:

The spirits are around her, too?

Speaker A:

Yeah, if you were to look, you would notice they're trying to come after her, but they're actually not trying to come after you. Yeah, 19 is pretty damn good. So, similar to Fayankor, you get this feeling, like. This weird sensation, like someone trying to step in your grave and trying to head. Not trying to head in any direction, but it's kind of like it's coming from kind of a northeasterly direction. The sensation. Almost like you just have this awareness of something in that direction.

Speaker B:

I kind of like SWAT. Are those spirit things around me?

Speaker A:

You know they're around Faye and her.

Speaker B:

Well, you tell them to leave me alone.

Speaker D:

Okay. Hey, spirit, stop it.

Speaker A:

They don't seem to be able to possess either of them, but they are very attracted to them.

Speaker D:

Okay, so tell me about these tablets of death. Why do we need to bring people to them?

Speaker A:

And you'll hear something like stopping the keys.

Speaker D:

What keys?

Speaker A:

I'll get you to roll just a straight knowledge. Anyone who doesn't recognize that term, just roll straight knowledge.

Speaker D:

Like keys to the room. Beacon.

Speaker A:

Nope.

Speaker D:

Okay, good perception.

Speaker A:

Yeah. Raw perception, maybe. Plus one for Faye, because she's been reading a book that had it in there.

Speaker C:

See, book learning is good for you.

Speaker B:

I disagree.

Speaker A:

Oh, yeah, fionate, that's good. Yeah. There was a reference in one of the books you picked up a while back, the one that had to do with the reconnaissance of the. What do you call them? The watchers of death. They themselves are a bit of a secret society of sorts, but there's another one that's even more of a secret society. Like, the watchers aren't terribly secret, necessarily, but the keys of death are definitely secret society.

Speaker C:

Yeah. They release death. Question mark. Vague.

Speaker A:

Yeah.

Speaker C:

Interesting. And it wants to stop.

Speaker A:

Wants to stop the keys of death. You think? From that, assuming Lindstadt translates that all for you, because spirit talk is just for him, but I'm sure he'll precede it for everyone.

Speaker C:

I appreciate the clarification. So Gareth's making essentially mumbo jumbo noises to me.

Speaker A:

Yeah, because Lindstadt's using spirit talk, which basically allows him to talk to the spirit and not have to share a common language. Yes, but I'm sure he is kind of doing his translation word by word type of stuff.

Speaker C:

So do we hear Gareth make any, like.

Speaker A:

Because you said it's more like weird whispers that are almost like Gareth being used like a puppet. The voices are coming from screaming other than him, but his mouth's moving.

Speaker C:

Interesting. Do you know who the spirit, like, who it is or who it's?

Speaker D:

No. They look kind of weird.

Speaker A:

Actually, for Lindstadt. They have a very similar, more extreme look to that gauntlet you meant in the care that was depatterning. Nearly very much reminiscent of that. Perhaps this is the after effects of a depatterning incident.

Speaker D:

Yeah, it looks like they kind of had, like, the depattering thing going on. Kind of like the bodies back there. This is probably them. But what are the keys of death? What do they do?

Speaker C:

I think they're to release death from.

Speaker D:

The sea, and we need to stop them. Okay. Rather than possess my friend, why don't we all just walk there together?

Speaker A:

Oh, my God. That's funny.

Speaker D:

Is that. Okay, Mr. Spirit.

Speaker A:

And why don't we do a kind of a mini perception for it? Oh, you're lucky. Okay. Yeah, why not? Okay. It will tentatively make this really awkward gesture. Like, basically, it's Gareth, but he's like a puppet, and he's kind of doing a lead the way kind of gesture.

Speaker D:

Okay. I will release it from the spirit hold. Okay.

Speaker A:

Oh, boy. Now it's puppet Gareth.

Speaker B:

I bet he'd rather be pooping.

Speaker D:

So where are we going?

Speaker A:

How did you befriend all these spirits? That's weird. Okay.

Speaker D:

Rather unsurprising, really.

Speaker A:

That's true. All right. Yeah. He will lead away towards kind of the northwest. Basically, this area was cleared for whatever this quote unquote farm was. And, yeah, you'll notice that there is kind of a sharp edge to the forest there. And you're going to have to follow it kind of through the forest and up into the hills a bit. It's a bit of a hike, to say the least. And how long do you follow it? Until you're kind of, like, asking, wait, where are we going?

Speaker D:

Starts to get dark.

Speaker A:

Yeah. So it wouldn't be that long, I guess, because you were here first thing in the morning. So I'd say when it's like a couple hours or so of kind of walking up that way. And did Navith bring any of her pets with her? I think she brought the Aspagra. That's how you got down, right?

Speaker B:

Yeah. She only has the aspagra because everybody else is in the ship and they can't fly.

Speaker A:

Yeah.

Speaker D:

And I just got my.

Speaker A:

Yep. Yeah. It'll kind of lead you there. And you'll notice, Linstat, that the spirit blob things are kind of following you. Not all of them. There are some that are definitely still there and definitely not very friendly looking. But there is a small group of them that are following you and seem to be more or less friendly.

Speaker D:

Friendly esque.

Speaker A:

Friendly esque. And, yeah, I'm going to get you to roll a arcane vanguard half magic perception. 16 is good. Okay. I'm starting to treat this as a passive one because you've been in arcane vanguard for a bit, and you have the key to the root beacon on you, and you're probably just so well attuned to it now. It's becoming a half magic thing to just detect where there's a rune beacon nearby and you're detecting something.

Speaker D:

Runebeacon, maybe. Rune beacon. Is that where we're going, spirits to the runbeacon?

Speaker A:

There's just kind of a rump kind of sound again, just a groan, grunt. And. Yeah, they end up leading you up a hill and kind of around into what would be, I guess, considered a hidden valley, one that you didn't think was there. And you see an area that the trees are a little lower than the rest of the areas. Like it's different species and things. Like maybe there was an old road here a long time ago that grew in.

Speaker D:

I thought you were going to say a ranch. Hidden Valley ranch.

Speaker A:

I see. Okay. Yeah, bit of a hidden valley. And you go in and. Yeah, at the end of this old road leads into what looks like the entrance of an old care.

Speaker D:

Hey, look, it's a care entrance. I'll glance into astral space and see if the rights of protection of passage are, like, destroyed or there.

Speaker A:

Yeah. Everyone who wants to roll that. Can roll that. There are definitely runes that are intact on the outside. In physical space.

Speaker B:

Definitely. Look in astral space.

Speaker A:

Physical space is still there. This place looks a long, long abandoned, though. Wow. 17 and 13. And Faye's not venturing into astral space, is she?

Speaker D:

That does not seem to be her thing.

Speaker A:

I know she can if she really wants to.

Speaker C:

Got experts for that.

Speaker A:

Nice. Yeah. On 17. Yeah. You notice that they're not active in astral space. They're not necessarily broken, but maybe they just weren't renewed because there is a certain amount of renewal that's required. You would think if people had left this place, it would be. The road would be cleared or something. They would have chopped their way out of here. Yeah. So maybe not a good sign.

Speaker D:

Dang it. This doesn't look good.

Speaker B:

Of course not.

Speaker A:

And it's a fairly large archway opening. Goes as far as you can tell, very dark. Heads into the mountain, basically into the twilight peaks. Looks like a fairly standard care entrance from the several that you've been to so far. Yeah. What do you do while you're hanging around outside there?

Speaker B:

Want me to go look inside?

Speaker D:

Sure.

Speaker B:

Okay.

Speaker D:

Hey, Faye, I'm just going to chat with the spirits for a minute and then we can go inside. Sound good?

Speaker B:

I'll go scout and let's go together. How would I take Fluke with me? And I point to the agra.

Speaker C:

Okay.

Speaker B:

No more than five minutes. Gotcha. And I jump up onto Fluke and let's go and head towards the entrance to the. Care to go scout?

Speaker A:

Okay. Oh, dear. I guess you're taking a light crystal with you then?

Speaker B:

Probably, yeah.

Speaker A:

Okay.

Speaker D:

And I just want to have a quick chat with the spirits. So we go in there.

Speaker A:

And. Yeah, they gesture in that direction, more or less, as does puppet Gareth.

Speaker D:

Okay. Can you let gareth go so that he can go with us?

Speaker A:

It will. I'm assuming you're spirit talking with it.

Speaker D:

Yeah.

Speaker A:

It will say risk. He will pass out.

Speaker D:

Pass out.

Speaker A:

Not possessed.

Speaker D:

For a while.

Speaker A:

For a while, yeah.

Speaker D:

This is probably not an opportune time for that. Can you guys keep them relatively safe out here?

Speaker A:

Gives you a very awkward thumbs.

Speaker D:

Okay.

Speaker A:

And actually, it's gesturing as if it's going to come with.

Speaker D:

Oh, okay. Yeah, you can come with us. Sure. Okay. I'm sure it's fine. Okay, let's go in. Faye, I'm sure it's fine.

Speaker A:

And if you were going scouting ad. Right.

Speaker B:

Yes.

Speaker A:

And I'll get you to roll awareness. Yeah.

Speaker B:

I also have danger sense just for the.

Speaker A:

Yeah, yeah. So I'll ask you to roll that if something comes up.

Speaker B:

Yeah, I just thought I would remind you.

Speaker A:

Yes. And instead of modifiers, I'll just make the difficulty number higher because it's dark. 26 is really good, though. So you said you were going about five minutes, so you're noticing it's pretty typical care, in the sense that, yeah, you've got enough room to actually fly the Asbagra. I mean, it's a little tight, but not too much to get in through there, and then a lot of cobwebs and so on, but otherwise seemed pretty empty so far. It's kind of leading down into the mountain, and five minutes is really not enough to get to see anything of interest so far.

Speaker B:

After sort of about five minutes ish, I turn around and head back.

Speaker A:

Okay.

Speaker B:

And probably run into them as they enter.

Speaker A:

Yep. You do.

Speaker B:

Lunch, cobwebs. Nothing interesting yet. Let's go. Oh, is puppet joining us?

Speaker D:

Yeah, he's. Gareth. He's coming.

Speaker B:

Okay. Oh, I can't wait for him to become a real boy. We need to find a cricket for him.

Speaker D:

Well, if they let him go, he'll go to sleep for a while, and I don't think it's a particularly good spot for that.

Speaker B:

No, not really. Unless they want to take him back. Unless they're going to walk him back to the ship first. That would be okay. I guess that. Will they bring him with us?

Speaker D:

We'll see what happens, I'm sure.

Speaker A:

You know, they seem pretty focused on this goal.

Speaker B:

Come on, puppet.

Speaker A:

And I'm assuming also, you would have let people know on the airship. Like, one of those could just fly up there and tell them, oh, yeah, you're off doing a thing.

Speaker D:

They're used to it by now.

Speaker B:

Maybe just write a quick note, send it up with Fluke, who then comes.

Speaker A:

Back to me and hopefully warn them not to land or explore the farm.

Speaker B:

Stay there. Basically, note was like, going investigating. Stay there. Not safe down here. Love you.

Speaker C:

That's perfect.

Speaker A:

Oh, nice. Okay, give me a second here. So, who's going in the lead? Me. And guessing Faye is going at the back, maybe keeping an eye behind. Does that sound right?

Speaker D:

Sounds good to me.

Speaker B:

Yes.

Speaker A:

All right.

Speaker C:

Sorry.

Speaker A:

That's okay. Good old mike trouble. Right? Okay. Go shopping. Sorry, just looking through something here.

Speaker D:

Monsters. Looking through monsters. For right now, I'll be keeping air armor up, just for the record.

Speaker A:

Oh, yeah. Keep everyone's air armor going. That makes a lot of sense. All right. And, yeah, there's a couple kind of switchbacks, as you're going down there and going lower and lower. And it takes a good half hour or so before you begin to see. You begin to approach what is probably the inner gates, which look to be crumbled and basically in shambles and in pieces on the ground. All the rock. That's not a good sign. Yeah, generally not a good sign. And you'll get. Yeah, I don't think I need another role from Lindstat. But you're pretty sure your sense of this rune beacon thing is actually in here somewhere. But from the weakness of the signal, probably not an active one. Just a one that's kind of been dormant for a long time.

Speaker D:

First one we saw, the one that's kind of beaten crap.

Speaker A:

Something like that.

Speaker D:

Okay, fair enough.

Speaker A:

Although you don't really have the reference because you didn't have that ability back then.

Speaker D:

True.

Speaker A:

You're to guess it's either really far away or really weak. And you think it's probably more in the really weak because you're underground already. You should be close to this.

Speaker D:

Hey, there's only a room beacon down here. Cool. I don't think it's working right, though.

Speaker B:

Oh, can you tell which direction?

Speaker D:

Yes. Quay that way.

Speaker B:

Ho.

Speaker A:

She's pointing pretty much towards the gate.

Speaker B:

Yeah, she's just going to keep heading towards the gate. I wonder if there's going to be talking birds here too.

Speaker D:

I hope not.

Speaker B:

Me too.

Speaker A:

Okay, so, yeah, that's pretty good. As you said, me too. You hear your voice echoing a bit through the hall that's ahead of you. Like your voice gets projected back at you from wherever it's going in beyond the gate there. So there's definitely a haul or something in there because it seems to be echoing somewhere. And you hear a lot of stirring in there.

Speaker B:

I think I woke something up. Guys. What?

Speaker D:

I'm going to guess cadaver people.

Speaker B:

Let's go see. And she's going to lift up as high as she can get before heading over so that she's hopefully above their grasp.

Speaker A:

Okay. So you're going through the entranceway and then high up. Okay. And it's going to be an awkward one for the espagra. You probably actually have to help it through there because the way the gate fell apart, it's not going to be something you can just fly into. Got you with an aspagra, but you can fly yourself through and help it through.

Speaker B:

Okay. Yes. I land and help move some of the. Push a little bit of rubble out of the way. As he's like, no, pull your wings in. A little more. Suck in your gut. Suck in your gut. That a boy.

Speaker A:

And your voice echoes again. You hear more rumbling in there, and there's not much light in here at all. It's just your own light sources, really.

Speaker D:

No light crystals left? Dang it.

Speaker B:

I was going to get more.

Speaker D:

Oh, no. I mean, in the care. That's a bad sign.

Speaker B:

I wanted to try to steal more. I wonder what we woke up. Let's go see.

Speaker A:

And then Gareth crawls through this thing as well, too. This area. I mean, it's not hard for him to crawl through. It's a spagger. That's large. And I'm sure Faye has to do a little bit of work, but not much. Not too much. Is the last one through, though?

Speaker D:

Yeah, birdie is.

Speaker A:

Yeah. Usually gonna get. Remind me, doesn't Linstadt have things that. Actually. Yeah, Lil Linstad do roll a perception based half magic for nethermancy.

Speaker D:

Sure.

Speaker A:

Okay. Yeah. 16. You can definitely detect a mix of spirits in here. This is actually pretty rich with spirits. You think? Could be a site that a lot of people died at. But you're also hearing that rattling sound of something moving, too.

Speaker D:

Are any spirits nearby that I can talk to?

Speaker A:

That's a good one. I would say they're not that nearby. You feel like they're deeper in, and there's a lot of them here. You're going to have to go further in.

Speaker D:

There's lots of spirits, but they're a little further in. I can't talk to them yet.

Speaker B:

Okay.

Speaker D:

It's probably just a bone shambler. I'm sure it's fine.

Speaker A:

And as you say, that what steps into your visible light looks like the remains of a troll walking. Not sure if it's a ghoul or a cadaver, but it's definitely not alive. It's definitely heading your way.

Speaker B:

Well, since you picked cadaver, I'll go with ghoul infat. Loser has to clean the poop.

Speaker A:

Oh, I got to reset initiative stuff, don't I? If anyone's doing that. Yeah. All right, so we'll just put in el initiatives, see what we do with this.

Speaker C:

I have a magic thing.

Speaker A:

You do?

Speaker C:

Can I find it?

Speaker D:

Faye is.

Speaker B:

Ooh, she's so magical.

Speaker A:

Something beyond Tiger spring this time.

Speaker C:

I don't think I've got more than Tiger Spring, but my magic is the fact that I auto calculate.

Speaker A:

Spreadsheet magic. Okay.

Speaker C:

Yeah, that's my favorite kind of magic. Typing is hard.

Speaker A:

Okay, I got to check two things here. I'm going to see what has the highest initiative here. Oh, there it is. Five. And. Oh, that's way more. So I'm going to go. Can I do question marks? That would be fun. And let's roll. And the cadavers are the fastest. That's weird.

Speaker D:

Oh, my God. Awesome.

Speaker A:

Wow.

Speaker C:

Navis, just. Wow.

Speaker B:

I have to clean the poop again.

Speaker A:

Oh, my God. All right. Moving, actually. Okay, come on. All right, let's go like that. So I'll describe the scene first. So as you notice that coming in, you're preparing yourselves. You notice that that one was not the only one. You see several others coming in other parts of the end of the radius of your light coming towards you, and somehow they just get the start on you there. They just sneak up on you. So you're going to go first, and I'm just going to use my little bot here to get a bunch of rolls in first. All right, so we'll go top the order on the discord list here. So, Faye, does twelve or seven hit you? It would be physical defense.

Speaker B:

Yes.

Speaker C:

Sorry. No.

Speaker A:

Okay, next is Linstad. 17 is probably going to hit you. I'm guessing. Yes, but not ten. Okay. You're going to try to avoid blow or anything?

Speaker D:

Yes, I sure am. Okay, now.

Speaker A:

And now it's a 16.

Speaker B:

Hit your physical, it does not.

Speaker A:

Yeah, I didn't think so. You've been really working on that.

Speaker B:

Oh, yeah. Fuck the shit. I don't want to get hurt.

Speaker A:

Wow. 26. How did you. Oh, did you actually. You got the shield mist, right?

Speaker D:

No.

Speaker A:

Is that what it is? No. What got you the 18. Step on that.

Speaker D:

Well, I have it as a talent.

Speaker A:

Oh, you have a void blow as a talent?

Speaker D:

I do.

Speaker A:

Nice. Oh, was that arcane Vanguard thing or was that a nether mansi thing?

Speaker D:

No, that was actually elementalist.

Speaker A:

Oh, I didn't know they got that. That's cool.

Speaker D:

I didn't either until I got them and I was like, oh, I guess that makes sense.

Speaker A:

Element of air.

Speaker D:

Yes.

Speaker A:

You're making them whiff. Okay, 26. You definitely avoid that as. Yeah, you've noticed right away. Yeah, definitely cadavers also. All trolls. So, biggins.

Speaker B:

Okay, so there's one that was trying.

Speaker A:

To hit me, two that were trying to hit you.

Speaker B:

Two that were trying to hit me. So I'm up above them.

Speaker A:

One is much better at it than the other. Yeah, I think maybe one just tried to throw something at you. I know you went up a bit, but.

Speaker B:

Yeah, just as I was going, heading up, they were clawing at me, so. But did anybody actually get hurt? No, nobody got hurt. And there's two on each.

Speaker C:

Then it looks like.

Speaker A:

Okay, basically two on each. Actually, I would say there's also two on Gareth, but I'm not counting those. Just saving us the time. He's more of a narrative. He's an NPC right now.

Speaker B:

Yeah. I'm actually going to drop down on. I'm going to sort of circle my spagger up higher, and then I'm going to drop down and do here I have downstrike.

Speaker A:

I figured.

Speaker C:

Yes.

Speaker B:

So I'm going to downstrike on one of the ones that's attacking Lindstat.

Speaker A:

Okay.

Speaker B:

The one that would have landed on them. Okay, so dance strike. I'm trying to remember it again. Let me just open that up again, because of course my brain decides it doesn't remember how things work.

Speaker A:

Also, I'm going to roll something here to check something. Okay.

Speaker B:

Just trying to find it here again. I'm just trying to remember if it, like, I maneuver.

Speaker A:

Yes.

Speaker B:

Because my brain's forgetting how it works again.

Speaker D:

Is that your claw frenzy?

Speaker B:

No, downstrike.

Speaker A:

Oh, downstrike. It adds rag to your damage when you do.

Speaker D:

Right.

Speaker B:

So I just roll the normal hit.

Speaker A:

Each rank of downstrike adds another point of another damage step, basically.

Speaker B:

Right.

Speaker A:

Assuming you actually hit. Yeah.

Speaker B:

So I roll my normal unarmed attack, which ods are.

Speaker A:

You're probably going to hit our cadavers, 17. So that's an extra success.

Speaker B:

Okay. So instead of using the strength in my claw strike, I use in my claw shape, I use the ranks from my.

Speaker A:

Yeah, because it has strength built into it there. So it's strength plus rank. And then you add your damage.

Speaker B:

Yeah.

Speaker A:

It'S essentially take what you would do for damage normally and just add your rank of downstrike to that.

Speaker B:

Okay. So I go my 21 plus ten. Yes, 21 plus ten. And karma that shit, because why not?

Speaker A:

Yeah, 23 will be a decent hit. Let's see here. That is a wound for sure. And it will scream as you hit it. So might as well describe your attack.

Speaker B:

So she just, like, drops down out of the air going at him. Forgot to say I wanted to use the other, so I won't bother. I was going to use the full claw frenzy, but I forgot to say it.

Speaker A:

That's okay. We'll do it next time.

Speaker B:

Yes. She gets the ast Bagrada to circle up higher so she's high enough, and she just drops down, wings folded, and lands on the cadaver back as it's, like, reaching down slightly to take its swing at Lindstadt. Because he's in the air, but down a little bit. Still having just come through the entrance. And she just like digs her claws into its back and is now kind of riding know, picture somebody ride like somebody very small riding the big mechanical bull.

Speaker A:

Oh, God. Just picturing like, yeah, cadaver rider. The pioneers used to ride these. Anyways, next is Faye.

Speaker C:

Well.

Speaker A:

So you have two around you. Basically. Everybody's got a couple cadaver around them except Navith, who's riding one right now.

Speaker D:

Yeah.

Speaker C:

Did it fall over necessarily?

Speaker A:

Oh, yeah. I get to do a knockdown task, don't I? Which is not a great step for them. Sorry about that.

Speaker B:

That's okay.

Speaker A:

No, that's still not enough. It will fall down as you ride it down.

Speaker D:

Rides it to the ground.

Speaker B:

Woohoo.

Speaker A:

All right, back to Faye.

Speaker C:

Back to Faye. So our old, good old maneuver 17.

Speaker A:

Nice. All right, that will hit. Just no extra success. So that's one success for you.

Speaker C:

One success. We'll take it. So I guess I just do my right melee.

Speaker A:

Good old Melee 13 again. They'll hit one success. So just a hit. Yes, a palpable hit. Damage is 20. So it will need a knockdown test. It will need to beat. Believe it's ten. Yikes. Yeah, this one stays aggrown. So do you want to do second attack or do you want to describe your first attack first?

Speaker C:

I'll do second attack first.

Speaker A:

Okay.

Speaker C:

Weapon.

Speaker A:

All right. Does it have to be the same target or a different target or you get to choose on that. Is it a second weapon?

Speaker C:

Second weapon.

Speaker A:

Okay, so I think it has to be the same target then, I think.

Speaker C:

Still up. Oh, my goodness. Like, the consistency is not good.

Speaker A:

Consistent. So again, yeah, just a success. So no extras. Six. So not much there either. So I just got to do some mathing here. Okay. Yeah, describe your attack there.

Speaker C:

Just going to sort of close with the closest one. Bring flames, grace and an overhead strike down. And then to name the forged long spear. Just a straight through, though. It doesn't go straight through, obviously.

Speaker A:

No, it doesn't go straight through, but it does start glowing. Turn said. Yeah, glowing. And does it burst into flame? Is that what it does?

Speaker C:

Yeah, if it strikes a horror, then it bursts into flame.

Speaker A:

Okay, so you got a little more light and I think you get a bonus d six on damage. Right. Or something. Bonus step four. Step five. Step five. Oh, good. Better. And it screams big troll bellow scream. So, yeah, definitely could have her. And then it's question mark. Yeah. Lin, stats. Let's see. Let's see what this thing has. Okay, first thing it's going to try to do.

Speaker D:

No.

Speaker A:

Very inelegant. Next is how many actions. Okay, yeah, there's a couple of actions there. Okay.

Speaker B:

I'm going to guess that question mark is a horror.

Speaker A:

Just saying 20 and actually has some room to swatted a couple of people. So I'm going to tooth that for a second. That's not an actual attack. That's me determining who. Fair enough. That Alistair.

Speaker B:

Alistair apparently failed to join.

Speaker A:

Still in there.

Speaker B:

Oh, he just left.

Speaker A:

Man, that bot is usually so consistent. So good. Well, I'll throw him back in, but Craig's still here for the duration. Okay. Yeah. So that first 20, I'm going to then do two so that I have a couple there. And. Yeah, that's its four actions. All right, so first one is for Lindstad, 23. Does that hit your physical?

Speaker D:

Yeah, trying to.

Speaker A:

All right, so a big nine foot tall insect with black carapace jumps out of the dark lands rather inelegantly beside you. Actually kind of stumbles and takes a swipe with a claw.

Speaker D:

Horror or in bay, you're not sure.

Speaker A:

Roll horror lore. Okay, you have heard about this. You might think it was an invade at first, but then you realize this is actually black mantis, which is a horror construct, not an invade.

Speaker D:

Okay.

Speaker A:

They are pretty nasty, as far as you know. You think they were basically built by the horrors from a giant predator tech that's normally in the servos jungle.

Speaker D:

Fair enough. Okay. Failed.

Speaker A:

Oh, yeah. On the 16. Actually. Yeah, you failed to avoid blow on the 16, you actually do get a question. A game stat question. I'm pretty sure for that. Or is it. No. Yeah, you do.

Speaker D:

For horror, would hold spirit work on it.

Speaker A:

Think so.

Speaker D:

It would. Okay.

Speaker A:

No, you don't think so.

Speaker D:

Okay, good enough. That's all I want to know. That would have been easy.

Speaker A:

No. All right, in the 19, you don't avoid blow. So three, it's got to roll damage. All right, claw comes at you for 26, minus armor.

Speaker D:

Ouch.

Speaker A:

And, navith, what's your physical defense?

Speaker B:

Let me just double check.

Speaker A:

Wait, you're up in the air, though?

Speaker B:

No, I'm on the back of.

Speaker A:

Wait, no, you're on the back of the thing.

Speaker B:

Yeah, I'm on the back of the thing.

Speaker A:

Makes perfect sense, actually.

Speaker B:

Yeah, because I'm right there with him. It is 17. My physical defense.

Speaker A:

Okay, so you have two hits on you. One's 27, one's 25. You want to try to avoid blow either of those?

Speaker B:

Sure, I'll try to avoid blow that first one or both.

Speaker A:

You can also try both of them if you want to.

Speaker B:

Well, I'll try the first one first.

Speaker A:

Okay.

Speaker B:

2017 and. Karma, that bitch. No.

Speaker A:

18. No. All right. And second one.

Speaker B:

You know what? I'll try again.

Speaker A:

Second one.

Speaker B:

I made the second one.

Speaker A:

Okay. Unfortunately, the first one got two extra successes, so that will be plus 426. All right. You're lucky. You take 13 minus armor as it claws at you, and you all basically saw this big giant.

Speaker B:

That's not so bad. I only take one point of damage.

Speaker A:

Big giant praying mantis, nine foot tall. Just took a swipe at Linstat and Navit and probably actually, in the process, probably sliced one of the cadaver men that Navit was on.

Speaker B:

So the first one hits me, the second clock comes down, and she, like, jumps into the air to avoid it, and it lands in the cadaver she was on.

Speaker A:

Yeah, I actually like that. And it kills the cadaver. That, and then it's, like, shaking its arm off, all this cadaver goo. And next is. Wow, that's way up there.

Speaker B:

Okay.

Speaker A:

Landstat on four. Is this raw casting or. No, you're just not using threads for whatever it is or maybe an enhanced matrix. I don't know, 36, and it's against.

Speaker D:

The highest spell defense in the area. Now, the in bay thing, is it a horror construct or a horror horror construct? Okay, then highest of whatever's within 20 yards.

Speaker A:

Okay. Including it.

Speaker D:

Yes.

Speaker A:

Okay. Yeah, that'll definitely hit it. It will be four extra successes on it.

Speaker D:

Two for each extra success. Plus eight. Two. One. And I will use bane strike because I can. And I'll use a desperate spell because I can't. Okay. Everything takes 62 minus armor.

Speaker A:

Wow. All right, so describe what this is. First of all, this is dust to dust. Oh, you're using dust to dust. Okay. And that won't work on the mantis, but it'll work on.

Speaker D:

Yeah, it's a horror construct.

Speaker A:

Oh, it works on constructs. Okay. It sure works on constructs.

Speaker D:

That's what it's designed for.

Speaker A:

I keep thinking of horror construct as, like, oh, it's undead things. No, horror constructs that are just constructs. Surprisingly, that doesn't kill it, but it does kill everything else. In was a 60 yard radius.

Speaker D:

20 yard.

Speaker A:

20 yard.

Speaker D:

Okay. Everything within 20 yards, me.

Speaker A:

Okay, that's pretty cool. All right, so I'm going to get it to roll knock down because the other ones are going to turn to dust.

Speaker D:

Yes. Literally.

Speaker A:

All right, 13 is not enough on a knockdown for us. 62. Surprise, surprise. So you'll notice the thing falls over, but, yeah. Meanwhile, there's a lot of dust in here. I want everyone to. How about everyone do dexterity plus willpower? Why don't we do a shadow in style? Shakes?

Speaker C:

Raw will.

Speaker A:

Dex, press will. Yeah. Ten, seven. Let me know if anyone gets less than a five. Counting on you, Faye.

Speaker B:

You can do it, Faye. You can do it, Faye.

Speaker A:

You can do it properly. To this did not choke on the dust cloud. That just went up into the air. And it doesn't take long to dissipate, because it is a magical dust cloud. It's not a fully real dust cloud. Everything's evaporating into astral space to some extent. There are some larger ground quicker. But, yeah, I think with this for a dramatic effect, I think your desperate spell or not. Yeah, your desperate spell triggers. And the fact that you had a 62, which is so high, it triggers it not just to be a burst of dust, but also of light. And you get to see around the space, and you just notice that you knocked out, like, twelve more cadavers beyond that that you couldn't see beyond the light.

Speaker D:

And they're all just poof.

Speaker A:

And they just all have been coalescing into this opening. And you kind of wiped out most of them, if not all of them. But there is this thing on the ground in front of you.

Speaker D:

And I'm going to roll on the ground towards Faye. Try and get behind her.

Speaker A:

All right, this thing's.

Speaker B:

Oh, no, it goes first.

Speaker A:

It goes first. All right. I have to look up something here. Oh, yeah. Is that minus mystic or physical harmor, by the way? My guess is mystic, because once we're down to this number, I need to know.

Speaker D:

Mystic.

Speaker A:

Okay. That's actually better for you.

Speaker D:

Yay.

Speaker A:

All right. Okay. Yeah. All right. It's going to try at a negative one. Do a great leap. Not so great. So it is using one of his actions, get up another action to try to jump away, but it's discovering that it actually has an injured leg. And so kind of like a wild animal that's cornered and desperate, it is going to try first to bite the nearest thing and then claw the second nearest thing from the position, which. Yeah.

Speaker B:

Not Linstack, because he's hiding the closest thing to it.

Speaker A:

Yeah. It's going to head towards. It's going to go for Faye first, and then. Yeah. Navit. So go Faye for the bite because it's actually something that could actually bite because Faye is big enough to bite.

Speaker B:

It would swallow me.

Speaker A:

Exactly. 15 against Faye's physical.

Speaker C:

Yes.

Speaker A:

Do you want to avoid blow?

Speaker C:

Yeah, let's do that.

Speaker A:

All right. Roll against difficulty 15. And your spear is glowing, too. I forgot about that, too. So that'll be neat. 27. Deftly avoid that. And then we got a clock coming in. 25.

Speaker B:

That does hit the 17.

Speaker A:

Always hitting you at 25.

Speaker B:

Believes that's an extra success against my physical. 17.

Speaker A:

Yes.

Speaker B:

I'm going to try to avoid viva. Sure.

Speaker D:

Okay.

Speaker B:

What's my. Also 17. No.

Speaker A:

All right, so it gets plus two, but minus 123. Oh, my God. This thing is terrible.

Speaker B:

I take no damage.

Speaker A:

Eleven. It is really struggling.

Speaker B:

And really, that wasn't even with the air armor or. Sorry. No, that is with one point of air armor, I think.

Speaker A:

Yeah.

Speaker B:

Check if I have that in there.

Speaker A:

This thing's very struggling for sure.

Speaker B:

Oh, yeah. No, that is with the five points of temp. Air armor.

Speaker A:

All right, Faye, up to you now. This thing looks awfully wounded.

Speaker B:

Go, Faye, go. You can kill it, Faye.

Speaker A:

We still have Faye.

Speaker C:

Yes.

Speaker A:

Sorry.

Speaker C:

I've switched from two monitors to one monitor, and it's not great.

Speaker B:

It's a little composing.

Speaker C:

There's too much on my screen instead of too many screens and just go out.

Speaker A:

Yes. All right. That is three extra. So it's four successes if that's maneuver melee.

Speaker C:

I keep forgetting to add things.

Speaker A:

I was about to say. Did you add. So roll. Yeah, roll it with it added, and we'll take the high 24. Yeah. 38.

Speaker C:

Go.

Speaker A:

Definitely hit. That'll be four extra successes. Yeah.

Speaker C:

Let's get taken into account. Said four.

Speaker A:

Four.

Speaker C:

Are you kidding me?

Speaker A:

Four extra successes. So that'd be plus 814.

Speaker B:

Plus eight.

Speaker A:

Yeah. So try 14 plus 824.

Speaker B:

That's better.

Speaker A:

All right, check the armor. Physical armor is pretty substantial on this, so I got to do some math.

Speaker B:

Oh, no math.

Speaker A:

Okay. And is that a wound? No, not a wound. Yeah, you make a pretty substantial cut there, but not a wound. Do you have a second weapon or second attack type thing you want to do?

Speaker C:

Second weapon?

Speaker A:

No.

Speaker C:

Carapace.

Speaker A:

Yeah. Basically bounces off the carapace, that second hit. So, yeah. Describe your attack.

Speaker C:

Oh, goodness. So this is my first attack on the mantis. Right?

Speaker A:

It is.

Speaker C:

After sort of wiping my brow from the patient of that dust, which was a little surprising. Sort of take a spinning step towards and throwing in both spears at the same time, given her. And one of them connects much better than the other.

Speaker A:

Yes, definitely. One of them bounces off. Probably not the glowing one. Oh. Let's do the extra step. Five damage. For the glowing one. Forgot about that.

Speaker C:

Yeah, I do lead with that one.

Speaker A:

Okay. Have we done fire damage? Have we been doing that as extra damage on top of a separate damage rule?

Speaker D:

Yeah, because we're doing the. According to how it was written originally, it was like, oh, yeah, that d four is totally going to go through the armor, right?

Speaker A:

Yeah. So this is extra for purposes of calculating armor. Okay. Yeah. It's got a little bit of a flame burn on it.

Speaker C:

Cool.

Speaker A:

A little bit of a brand on part of the carapace, probably. You've scarred it, navif.

Speaker B:

All right, so as Faye does that, Navif is back in the air, and she just launches herself just, like, a second behind Faye. So Faye does her damage, her hits, and then Navif just comes straight at it with her claws out and just lets out an animal scream as she starts clawing at it with claw frenzy. And that will be all ten. Okay, just going to put that ten right now. Okay, so that would be ten of my unarmored.

Speaker A:

So that's eight unarmed.

Speaker B:

Yes, my unarmed. So how do I do this?

Speaker A:

Put x at the end and then ten.

Speaker B:

Okay, so it's ampersand. I'm just going to put my ten points of karma in as well, because I'm karmaing those. Well, only karma, the ones that I would use. So I'll wait and see how many go through.

Speaker A:

Okay. First one hits, second one does not.

Speaker B:

Of course, look at all those good rolls afterwards.

Speaker A:

So you have one extra success.

Speaker B:

Look at those rolls, guys. Look at that. But I only used up two of my karma.

Speaker A:

Yes, but you took a lot of strain.

Speaker B:

Yes. Ten points of strain. That's it. So one shape. So 21.

Speaker A:

That one's an extra success. That one, you get a plus two for damage.

Speaker B:

Two. And.

Speaker A:

Okay, describe your. What is that, killing or knockout? That's a knockout blow. Describe a good knockout blow.

Speaker B:

So Navif just, like, goes straight at this black mantis creature as it sort of rears, because it sort of rears up from Faye's initial hit with the glowing spear. And Navis just launches herself in and comes in right down. As Faye pulls that spear back, the glowing spear back, she launches herself right into the same spot and just digs her claws right into that wound and just, like, rips her claws back up, pulling the wound open further. And just the force of her hitting it at the same time, knocking it backwards, and she just kind of, again rides it down and lands screaming.

Speaker A:

And, yeah, you notice that it's not moving, but it's still bleeding.

Speaker B:

At this point, she just keeps trying to plot it till it stops.

Speaker A:

Okay, yeah. You can do that.

Speaker B:

Yeah. Basically, she just keeps on with the frenzy until it stops.

Speaker D:

Are there more cadaver men coming towards us?

Speaker A:

Not that you hear so far. Someone roll two. D six. So that is step eight.

Speaker B:

Okay, I got a four.

Speaker A:

So what's it say there? That one is. This one has loot times ten. So four times ten is 40, 40 silver pieces into our manables. And claws, basically.

Speaker B:

Insect bits, yes.

Speaker A:

Black and eggs? Possibly, if you go looking around. But I think this one's just going to be claws and manibals.

Speaker B:

Okay. Black mantis bits.

Speaker A:

Yeah. There's a thing about eggs in here, but I'm not going to get into that because I don't think this is a.

Speaker B:

This was a dude.

Speaker A:

Yeah, we'll go with that.

Speaker B:

And it hadn't gotten a Ted bit off yet.

Speaker A:

I'm just going to check if cadaver have anything that they usually have. They don't. Didn't think they did. And, yeah, you'll notice that after the whole dusted dust thing, Gareth is kind of choking a bit and coughing because that spirit just didn't know what the hell that the body still needs to breathe. So he's not going to die or anything, but he's definitely not having a pleasant time.

Speaker B:

I look over at Lynstad. You should probably go help him because I don't think he wants me to help. Get the dust off his face and out of his mouth. Out and everything. I lift my hands up and they're just dripping black insect goo.

Speaker D:

Kind of gross.

Speaker B:

Okay, yeah, I'll help. I don't think I would help. I'd just get insect goo in his nose.

Speaker D:

I'll go over and kind of wipe him off a bit.

Speaker B:

Don't forget to get the dust out of his nose.

Speaker D:

I'm not going in there. He can get himself later. I'm sure it's fine.

Speaker A:

As you're doing that. He's kind of gesturing in a certain direction and starts leading you more into the care.

Speaker D:

Just hold on a minute, bud. We got to do some things here.

Speaker B:

I, like, shake off all the goo off my hands as well.

Speaker D:

I got to take a salva closure and cast recovery on myself.

Speaker A:

Okay. All right.

Speaker B:

Roll that at this point. Doesn't bother you?

Speaker D:

Don't want to get healed?

Speaker B:

Need it that much right now.

Speaker D:

Okay.

Speaker B:

It's mostly in my head.

Speaker D:

No comment.

Speaker B:

She lifts up an arm and there's like one tiny, little, itty bitty scratch on it. And that's all through damage. Like, that's visible on her.

Speaker D:

Oh, fair enough. Okay.

Speaker B:

Sorry.

Speaker D:

I'm just looking up to see what the step number is. I'm going to assume you're going to let me just cast it.

Speaker B:

I mean, I'll take some basic healing if you want to just, like, heal. If you're going to cast the healing. That would hit me, too.

Speaker A:

I don't think it works that way, does it?

Speaker D:

No, but it only takes me a couple of seconds to cast it.

Speaker A:

It just uses up someone. It'll use up your.

Speaker D:

It will use up a recovery test.

Speaker B:

Sure, I'll use one.

Speaker D:

This is your recovery.

Speaker B:

Okay. Whoo. So how much extra is that?

Speaker D:

That's 25. That's how much you heal.

Speaker A:

You heal 25.

Speaker B:

Well, then I'm fine now. My 15 wounds are done.

Speaker A:

15 wounds. Strain.

Speaker B:

Strain. That's what I meant. Sorry. 14. Strain.

Speaker A:

One damage and you'd be.

Speaker D:

Like.

Speaker A:

You would be out of it. Yeah. So that takes a little bit of time with Lindsay, spell casting, and for spirits, they're awfully impatient, but they'll wait. I guess they put up with you so far.

Speaker D:

And I'm also going to cast my shield mist because I should have done that before and I forgot.

Speaker A:

Yeah.

Speaker D:

Okay. I gave you an idea, like, ow, this sucks. Ow. All right, and we'll continue on.

Speaker A:

Okay. Yeah. Who's in lead this time? Is it still Navis?

Speaker B:

Yep.

Speaker A:

Okay. Like, crystal out and all that?

Speaker B:

Oh, yeah.

Speaker A:

Okay, so, you know it's a central area. As you go around it, you know, there's a kind of large depression in the middle. It's like, kind of like you're in the upper tier of a larger space and that eventually you come to a ledge that you can look over. And if you walk around the perimeter of it, there's eventually several different sets of stairs you could take into the lower area. And would you like to do that or.

Speaker B:

What's sort of the direction they're pointing us towards?

Speaker A:

Every time as you go around this, it kind of indicates us probably down.

Speaker B:

Okay, then.

Speaker D:

Yeah.

Speaker B:

She'll sort of scout out, find the way for the people who have to walk to go down. Aka Faye and puppet.

Speaker A:

Yep.

Speaker B:

And that's the way that she'll lead everybody.

Speaker A:

Puppet Careth. Yep. All right. Yeah. You find a stair, you have to search for a stairwell that actually doesn't have rubble on it. Eventually you get one, maybe a little hand from Faye or something to clear off a couple spots, and you're good as you go down in there. I think Lindstadt you're also noticing that runebeacon direction is also down in this way as well. And as you get down to the. It takes a while to walk down these stairs and think any kind of. What do you call them? Kind of handbars. What do you call those? Railing. That's what they're called. Railing. Any semblance of railings of. So you got to be careful, but you have no problem getting down there. Also, a fairly dark area. Looks like there's a lot of old rot building down in here. But you're noticing. Let me think. Get linseed roll awareness. 20 burgers. Awfully good. So I think with your attunement to where rune bee can be and all that, you think, hey, I should take a peek in astral. And if you want to take a point of strain for that and roll that, see how that goes. 15 is pretty good. Yeah, you're thinking that's rune beacon is on the far side of this chamber, kind of beyond where the upper area exists. So in a place with a lower ceiling, basically beyond some rotted buildings. But at the same time, you're noticing Gareth ish is kind of pointing in a slightly different direction to what looks to be a stone. The remains of a building that's built of stone, but the kind of roof is caved in a bit.

Speaker D:

Any gross looking stuff around for astral site?

Speaker A:

It's kind of polluted in here, but it looks like you met the welcoming committee. And that was actually all that was here. As far as you can tell. As far as you know. Maybe in your head you're like, I didn't check. But I wonder if a couple of those were add ups who tried to come in here before because you didn't get a chance to check if they were all trolls. You just know if the first few were trolls.

Speaker D:

They looked like dust to me.

Speaker A:

Exactly.

Speaker D:

There were no piles of sweet loot. So I got to go with.

Speaker A:

No, maybe later you could check. Right now it's kind of a lot of piles of dust.

Speaker D:

All right. I guess we'll head towards whatever they want us to look at.

Speaker A:

Okay. Yeah, this building looks a little bit collapsed, but you can actually kind of get in. Even the roof is somewhat collapsed because it collapsed more into the second floor of it. And the door has kind of basically fallen off the front of it. And Gareth goes a little more hurriedly towards this thing. And they begin sauntering into there. I don't know how you describe it. Shuffling into there.

Speaker B:

The marionette walk.

Speaker A:

Marionette walk into there. And if you have your astral still, all the spirits are kind of getting ahead of it, getting ahead of Gareth and kind of circling around in that room. And, yeah, the room is actually kind of glowing a little bit because they're trying to kind of manifest, but not doing a very good job of it. Kind of manifesting just as a bit.

Speaker B:

Of light going in the room with puppet.

Speaker D:

Yep, go ahead.

Speaker B:

Yay. And I leap off of fluke because there's no way he's going in there. Guard. And then I fly in and.

Speaker A:

Yeah, in there. You notice that while there's a lot of dust and junk in here, the one possessing Gareth is basically trying to use his hands to kind of dig through the dust, but is not doing a very good job of controlling the body.

Speaker B:

Back at the hands. Back. And I start to dig in.

Speaker C:

Oh, you're good at it.

Speaker B:

Yeah, I just start digging.

Speaker A:

All right. And eventually you do come across tablet, and I want you to roll. Unawareness, I guess.

Speaker B:

Okay.

Speaker A:

21 is really good. Okay. Yeah. You're able to tell that it is virtually undamaged. Everything else around it is broken, cracked, whatever. This is made of living crystal, first of all. And it has no denser scratches on it. And it is a tablet with writings on it that you don't recognize, but does look similar to the other living crystal tablet you picked up a couple of months ago.

Speaker B:

Excellent. I try to see if I could lift it up.

Speaker A:

No, not at all.

Speaker B:

There's a living crystal tablet and it's too big for me. Dust and stuff. I don't know. It's the same size as the other one we got look at fade, a.

Speaker A:

Roll, a read write test.

Speaker C:

Sweet.

Speaker A:

Because you've tried to read one of these before and you haven't taken a look at that one in a while. But this is a new one, right? Skill eight. Okay. You get some words. Not a lot of words, but you get some words. It's in a very old dialect of. You think a troll language. Fires of death is one kind of phrase you get, and blood of the name givers is the other.

Speaker C:

I convey that. Fires of death and blood of the name.

Speaker B:

That's creepy. We definitely need to keep this. I mean, like the other one.

Speaker C:

That sounds totally normal, dualistic.

Speaker B:

We should probably keep it just like the other one. Then we can decide.

Speaker C:

All right, what does the spirit want?

Speaker A:

And, yeah, once you say the other one. One of the spirits. Kind of. Actually, if you see Garrett, turn over. What kind of looks at you like. Wait, what?

Speaker D:

Yeah, we already found one of these.

Speaker B:

Yeah, I already got one of these. I don't know what you're freaking out about. I already got one.

Speaker D:

Geez, yeed, we already got one.

Speaker A:

You see, take. And he's kind of looks like he's gesturing for you to take the tablet.

Speaker B:

I'm too little.

Speaker A:

Well, one of you. Yeah.

Speaker B:

We're going to put it in Faith's backpack. Don't worry. We're going to put it in Faith's backpack.

Speaker A:

Okay.

Speaker B:

And I fly up and start opening Faye's backpack for her.

Speaker A:

Give me a second here. I gotta find something.

Speaker B:

Now we got two of them. I wonder if, like, having two is even better than having one. And we'll be able to do even cooler magic things with it.

Speaker A:

And the spirit will say to Linstat, take to Starwalker. Who?

Speaker D:

Starwalker.

Speaker A:

Duh.

Speaker B:

He's the guy who only has one hand, and he's brooding on some island, on some little island somewhere, drinking blue milk. Sorry, I couldn't resist it.

Speaker A:

I didn't think of that.

Speaker B:

Starwalker.

Speaker D:

Yeah, okay. That was a groan. Not an oh, I don't get it. That's an.

Speaker B:

That was me double checking the name so that I could wrote it down properly.

Speaker A:

Yeah.

Speaker B:

After making my ridiculous joke.

Speaker A:

Yes. I originally actually had it written down and I said it. I'm like, well, I have to. I had it as Star Watcher, but it's Star Watcher.

Speaker D:

Actually.

Speaker B:

It could be Star Watcher if you just said it wrong, I don't mind.

Speaker A:

No, that's okay. Once I said it, I'm like.

Speaker B:

Sweet.

Speaker A:

Already changed the notes.

Speaker B:

Excellent. Anyways, back to Starwalker.

Speaker A:

And so, what was the last question?

Speaker C:

Sorry, who is.

Speaker A:

Who is Starwalker? Who's Starwalker? I will say. Village. North. Mountains. Spirit.

Speaker D:

Oh, he's a spirit.

Speaker A:

Yes.

Speaker D:

What kind?

Speaker A:

Old.

Speaker D:

That's my favorite kind.

Speaker A:

Village named. And that kind of struggles with it. Starboard. Starbird. Starbird. Like the airship term.

Speaker D:

Oh, Starbird. Okay. That's a weird name for a village, but okay.

Speaker B:

It'S named, right? That is a weird name.

Speaker A:

And it will almost try to chuckle, and it's kind of weird and creepy. And then say, you will see. And then it'll say, I will guide this body back so you can not have to carry. Thank you, but do not want to stay in that place.

Speaker D:

I don't blame you. It's kind of gross in here.

Speaker B:

It's not gross in here. It's gross out there where we just were, where everything was destroyed. But I do have to go back there because there were some notes that were crumpling. And I have to copy them onto, like, paper before I can touch each note.

Speaker D:

So, spirit, were you from this care?

Speaker A:

No.

Speaker B:

Was he at the farm? Was he at the farm?

Speaker D:

I don't know. Were you at the farm?

Speaker A:

Maybe. Can't remember.

Speaker D:

How did you know this thing was here?

Speaker A:

Sense was a watcher.

Speaker D:

Okay.

Speaker A:

And maybe everyone, actually, Faye would know if you translate to her. I think pretty well that there was the whole watchers of death organization. Actually, Navith definitely would remember that, too.

Speaker B:

Oh, yeah, I remember that term.

Speaker A:

Yeah. That there were not just the fire dancers in a pen, but there were a bunch of watchers of death, which is some other organization.

Speaker B:

Doesn'T appeal to her the same way.

Speaker A:

No. You weren't sure whether they were good or bad.

Speaker C:

Yeah.

Speaker B:

She's not carrying their belongings.

Speaker A:

But you're thinking the spirit may have once been one of those members. It's just really messed up enough not to know its own name anymore that.

Speaker B:

Would sort of remember. It was probably one of the ghouls in, like, a pen, like the other ones were, but it was still at the farm. Either way, I have to go back to the farm to try to write down what I can of all the notes, but I'd get Faye to do it, because you can read the languages better. But if you go in there, it'll probably all fall down. So I'll do my best to just write what I see. I'll just copy it, even if I don't know what it says.

Speaker C:

Did we find the rune beacon?

Speaker B:

No, we haven't gone to see that. We should probably go see that next stop. Let's go see the rune beacon.

Speaker D:

We got to find out if there's treasure.

Speaker B:

It's true. There's a whole care here. There could be treasure everywhere.

Speaker D:

I'll lead the way over towards the brute beacon.

Speaker A:

Yeah, it's not looking terribly pretty. It's kind of like, reminds you of the one that was in Keratanus. Not looking great. You can tell that it was well crafted, but it's not been maintained or anything. And, yeah, you're not necessarily sure if there is an aspect spirit still in this or not.

Speaker D:

Look for one.

Speaker A:

Yeah, that's your role to do that. We'll do it as a perception based astral vanguard. Okay, seven, so you can detect it. You think there's one here, but you can't seem to communicate with it. It may take extended amount of time to draw it out. You think it's probably awful, like, weak, and yeah, it may be struggling quite a bit.

Speaker D:

Oh, little aspect spirit.

Speaker B:

Does that mean we have to stay here for a while?

Speaker D:

Just for a little bit. I want to see if I can get him out of here so we can eat because he looks really hungry.

Speaker B:

Fine. I'm going to go search for treasure in the care.

Speaker D:

Okay. Take Faye with you. I don't want you guys to go alone.

Speaker B:

Yeah, because I can't carry all the treasure I'm going to find. Come on, we're treasure hunting.

Speaker D:

Okay. Scream if anything happens. Just testing and I'll recast air armor before they leave.

Speaker B:

Treasure hunting within the spagra and a fay.

Speaker A:

I thought it was funny you mentioned scream because it's like if they became cadaverman then scream.

Speaker D:

Then they would be death too.

Speaker A:

Yeah. There you go. All right. Yeah. It's going to take you several hours. You think going with the seven is basically, this is going to be difficult and long for you to set up. Probably. I don't know what style you'd want.

Speaker D:

Maybe I try and do like a bone circle so it feels safer with the bone spirit in there. And then just kind of like coax it out slowly with like, I know this really nice place that's all corruption and you could eat it all the time and you'd be so full.

Speaker A:

I think you could do that for a little while and yeah, it's beginning to come out. You end up getting what basically looks like a tiny ladybug of a spirit.

Speaker D:

Oh, you are so cute. Look at you.

Speaker A:

Basically not much to it.

Speaker D:

Do you want to go somewhere where you can eat more?

Speaker A:

Basically it's barely perceptible to you, but it kind of nods okay.

Speaker D:

I know this little town that's really close to here and it's like, oh, man, there is so much yucky. You will love it.

Speaker A:

And it puts its arms up like it's cheering.

Speaker D:

Okay.

Speaker A:

And I'll do my thing.

Speaker D:

I'll just motion for it to go and sit on my shoulder and then I'll go and see if I can.

Speaker A:

Find, say, nap it or at least find their corpses. No, I'm just kidding. Yeah.

Speaker B:

Spaghetti flying around up above us.

Speaker A:

That's true.

Speaker D:

I got a few hours. I'm good.

Speaker A:

Yeah, you're good. All right. Pam, can you roll a step twelve?

Speaker B:

Step twelve. All right.

Speaker A:

So you find about 700 silver worth of stuff around.

Speaker B:

Random stuff.

Speaker A:

Yeah. Some of it is old coins, some of it is bobbles jewelry, a couple of weapons that look nice. There's like a hawk hatchet in there. It's kind of rusted, but looks like you clean it up. If anybody wanted to use it, by the way, the good weaponsmith could probably fix it up.

Speaker B:

We do have a good weaponsmith.

Speaker A:

That's true.

Speaker D:

On the ship.

Speaker B:

Okay. I just put it in under random care stuff. 700 Silverworth Hawk hatchet, jewelry, bubbles, old coins.

Speaker A:

Nice. And yeah, I think the spirits will keep Gareth possessed until you get back to near the airship and you're able to kind of get him to a spot where he can safely have a rest. Because once they be possessed, he's just going to pass out and sleep.

Speaker B:

We just like a rope down and tie it around him and pull him up that way.

Speaker A:

Exactly.

Speaker B:

And nephis goes like grabs some paper and a writing utensil and goes back and tries to write down whatever she can make out from those notes that were in the collapsing chest.

Speaker A:

Okay, that sounds good.

Speaker B:

Like doing her best. Basically additional bits of information on the people in the farm.

Speaker D:

And I will take the aspect spirit over and be like, hey, look at this place. Isn't it gross? You love it.

Speaker A:

It kind of hides. It actually really doesn't like this place.

Speaker B:

Oh, okay.

Speaker D:

We'll find you a different spot.

Speaker A:

Kind of nods. You might think it coming for it or maybe the other weird stuff going on here. Just the depatterning. Yeah, the depatterning mixed with horror vibes. Maybe that's not such. Not its thing.

Speaker D:

Fair enough.

Speaker A:

Not sure.

Speaker D:

We never did check the barn, so I guess we should probably check the barn.

Speaker B:

Yeah.

Speaker A:

I'm going to say you don't find too much in there. Basically a barn with a lot of goop on the ground from things having depatterned and all that. You would think there was probably ghouls here before in the barn. Probably another like livestock type of thing that they were doing with the ghouls. There's some bones here and there, some are rather misshapen in odd ways and melted and all that. Yeah. I'm going to get you to roll a perception though, on one of the bodies you come across in the middle of this farm though.

Speaker D:

Just perception or awareness or.

Speaker A:

Sorry, awareness.

Speaker D:

Okay.

Speaker A:

Yeah. 24. So I think you've probably been looking in astral space a fair bit. And you got a lot of hostile spirits around here. Of course, they're not attacking or anything, but there's a lot of them not happy with you, but you're keeping us.

Speaker D:

Or not happy in general.

Speaker A:

In general, yeah. I think that's going to say they seem like they might lash out just about anyone. There's a couple of things you notice as you're doing this because you're keeping the astral site going to make sure it's not actually going to. Another one's going to possess someone or whatever. But you're noticing, again, they are avoiding. Well, not avoiding, but they're not pursuing you anytime they do, like follow someone around. It's either Faye or Navith. Before it was Gareth, so that's a bit weird. But also, you're noticing as you're looking around the pattern on the there's this body of a troll in the middle of the farm that you find that has been burnt to a crisp and depatterned both. But you're noticing that the pattern of the magic that burned it is just slightly, slightly reminiscent of magical fire to you, like elemental magical fire.

Speaker D:

And he's burnt and depend.

Speaker A:

Yes.

Speaker D:

Is there any sign of the spirit that used to be in that body?

Speaker A:

Not that you know of. Unless it's one of these ones floating about. Probably happened. Well, I mean, you know, it happened recent ish, but not this week or anything. Yeah, I think I'll leave that as a bit of a mystery for next time.

Speaker D:

Fair enough.

Speaker A:

Name givers an Earthdawn actual play podcast uses the Earthdawn RPG system by FASA Games and also makes use of Creative Commons music from various artists. See the episode notes for the track list and full credits. If you'd like to come chat with us about the show, join us on the Namegivers channel of the actual place, a discord server for actual play podcasts. The link is in the episode notes.

As the group explores "the farm", something strange happens to Garreth...

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 by Alexander Nakarada Link: https://filmmusic.io/song/4898-rise-up-stand-up License: http://creativecommons.org/licenses/by/4.0/

Music: Sports News 2 (acoustic version) by Sascha Ende Free download: https://filmmusic.io/song/353-sports-news-2-acoustic-version Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Suspenseful Cinematic Ambient by MusicLFiles Free download: https://filmmusic.io/song/6195-suspenseful-cinematic-ambient Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Unseen by Phat Sounds Free download: https://filmmusic.io/song/11194-unseen Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Unveiling Mysteries by Serge Brison Free download: https://filmmusic.io/song/11556-unveiling-mysteries Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Stranded by Sascha Ende Free download: https://filmmusic.io/song/10375-stranded Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Dark Secrets (DECISION) by Sascha Ende Free download: https://filmmusic.io/song/246-dark-secrets-decision Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: The Children Of MH17 by Sascha Ende Free download: https://filmmusic.io/song/268-the-children-of-mh17 Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Criminals (DECISION) by Sascha Ende Free download: https://filmmusic.io/song/248-criminals-decision Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Unidentified Aerial Phenomenon by Tim Kulig Free download: https://filmmusic.io/song/12141-unidentified-aerial-phenomenon Licensed under CC BY 4.0: https://filmmusic.io/standard-license

Music: Odyssey Of Heroes by MusicLFiles Free download: https://filmmusic.io/song/11281-odyssey-of-heroes Licensed under CC BY 4.0: https://filmmusic.io/standard-license

'Shadows and Dust' by Scott Buckley - released under CC-BY 4.0. www.scottbuckley.com.au

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.

More about Earthdawn: https://fasagames.com/earthdawn-whatis/

This podcast is powered by Pinecast. Try Pinecast for free, forever, no credit card required. If you decide to upgrade, use coupon code r-da20d0 for 40% off for 4 months, and support Namegivers: An Earthdawn Actual Play Podcast.

Namegivers