S3E10 - Searching Scavia

9 months ago
Transcript
Speaker A:

Okay. Yeah. So, last time Lindstadt saw that there were some of those spirits following around everyone else, but not him, and that there was the troll body there that was burned with elemental fire there, and also depatterned. And Leinstat wasn't sure what to make of that.

Speaker B:

I mean, other than rage. Whoever did it was angry because they not only depatterned him, they also hurt him.

Speaker A:

So, yeah, that's what happened last time.

Speaker C:

I feel I have to ask, what do I do in this case? Is Garrett still possessed? How does it affect do. How do I come in on this?

Speaker A:

Yeah, I'm just waiting to see what. I just wanted to check in with Lindstadt first, and then I was going to go it over to you because I think. Okay, maybe while they're doing that, I'm feeling like Faye is probably like, I don't want to have anything do with this farm. Maybe go up to the airship.

Speaker C:

I mean, there.

Speaker A:

I don't know. Or maybe she was carrying Gareth up there because he fell asleep, basically.

Speaker C:

Gotcha.

Speaker D:

I don't want to be split up from anybody right now. I don't want to go into the farm.

Speaker E:

If I remember correctly, I thought we tied Gareth to a rope and tugged it so they would pull him.

Speaker A:

Or something, sent him up to the airship.

Speaker E:

So we could haul him up. That way you don't want anyone to have to carry him. All that fly. Can't do it.

Speaker A:

That's true. Welcome to namegivers, an Earth dawn actual play podcast. So, last time, Lynn's dad had noticed that there was these spirits kind of following around Faye and Navith. Still Gareth, when he was. His body was around, there were still a couple kind of haunting him a little bit, but he's been depossessed at least, and is soundly snoring, I guess, or soundly sleeping. And. Yeah, you notice that there was basically the troll body in the center. Was not only burnt, but also depatterned, but magically burnt. Magical fire, elemental fire, something unusual, not just a plain old. So you were kind of sitting there kind of a little confused, I think. Anything else then stat would do.

Speaker B:

Think he would probably be done at that point. He's seen all. He's going to see that down for later.

Speaker A:

Yep. Yeah. After Navis is done copying all the information, is she headed back to the ship or any other business here?

Speaker E:

Yeah, as soon as she's done all her copying and stuff, she would gather with the rest of them, and then if they're all done, then go up.

Speaker A:

Okay. And I'm assuming Faye is kind of keeping an eye on them, following along. Does she have any business in the farm that she wants to take care of?

Speaker D:

Certainly not. I will step through everything falling apart. I just want to stay close to my friends.

Speaker A:

Cool. And I think you guys get back empty. Airship sound and safe. And I want get earth to roll. Willpower.

Speaker C:

Okay.

Speaker B:

Big money. Big money.

Speaker C:

Yeah, that's not going to happen. This is me we're talking about. Let's see.

Speaker D:

There we are.

Speaker A:

Willpower.

Speaker C:

Oh, that's actually kind of high, right? Step. Not the action engine.

Speaker A:

Step would be action in this case.

Speaker C:

I know, but I was like, oh, I can do a twelve. And I'm like, wait, no, that's the die side. I need the seven.

Speaker A:

Yeah. Okay. Straight ad for each seven. For seven. All right. So, while you do not remember what happened during your possession, you do basically know that you felt like something was taking over your body, and you kind of slept through something. And now you're waking up and you're in your bed in the airship, and you briefly remember kind of a conflict going on where you were trying to fight off a spirit possession, and then you just kind of conked out. And I think at the time, like Lindstad and Nav, as you can remember them and them trying to coax whatever spirit was out of you, but then you just kind of passed out as far as your consciousness goes, and you're waking up in the airship.

Speaker C:

Eric's going to kind of look around and go, oh, this can't be good. He's going to look down at himself and make sure everything is where it should be. Because he was gone for an indeterminate amount of time. He just wants to make sure he's all there.

Speaker A:

You probably really need a bath because you were coated in dust and grime, and you noticed that there are some cuts in places there shouldn't be, where maybe you were in a fight. You're not sure.

Speaker C:

Okay, that's step number one. I'm going to clean myself up.

Speaker A:

Yeah, you can probably do so as best you can. I don't know if you've got access to a big bowl of water and just a cloth or something.

Speaker C:

I'm not sure how it works on ships like this. I'm assuming that there is a probably.

Speaker A:

Washcloths and basins or something.

Speaker C:

Yeah, something like that.

Speaker A:

Yeah, something like that.

Speaker C:

Something resembling soap.

Speaker A:

Yeah. And this dust doesn't smell particularly great either. Like, if you were to guess, you were like, oh, this is like death. Like dust from when Lindstadt blew up those trolls and other. Actually, it was mostly trolls in the blood mist valley with that dust to dust spell and all those cadaver. No, ghouls exploded. It reminds you of that smell of that dust.

Speaker C:

So kind of musty, icky, bony dust. Yes, well, more concerned about making sure that the cuts are cleaned and not infected.

Speaker A:

Yeah, so you can do that. And I'm going to get Navis to roll up. Perception or awareness. Is Pam there?

Speaker E:

Sorry, what?

Speaker A:

Oh, okay. I get Navis to wear a role on awareness or perception.

Speaker E:

Okay. Sorry about that. I totally, like, zoned right out.

Speaker A:

Focus on the cake.

Speaker E:

No, it wasn't even that. I was just off in, like, la la land here.

Speaker A:

Yeah, that's all right.

Speaker E:

My brain went awareness 15.

Speaker A:

Awareness was not good.

Speaker E:

No, my awareness is not good.

Speaker A:

Navit 617. All right, so it's three extra successes, and that means, I think you're the first one to notice that gareth is up in washing off, or at least retrieving water to wash off or something like that.

Speaker C:

He's probably coming up wrapped in a towel with a smaller, more private bucket and going to dip it into the bigger kind of communal water bucket that I think all ships would have.

Speaker E:

Navis flies over to him. Oh, you woke up.

Speaker C:

I did.

Speaker E:

You're still covered in undead dust.

Speaker C:

Which is why I'm getting the water.

Speaker E:

Want me to dunk? Dump it when you're done, like with the scrubbing? Do you want me to dump it on you?

Speaker C:

That would be dirty water, which would defeat the purpose of the scrubbing, so, no.

Speaker E:

Fine. You're no fun.

Speaker C:

Why would I want dirty water dumped on me after getting clean? Also, I also want to make sure that the cuts that I apparently have don't get infected. By the way. Why do I have cuts?

Speaker E:

Oh, because you were puppet Gareth.

Speaker C:

Right. Makes sense.

Speaker E:

And went and got all up inside you, and she holds her hand up like you would inside a puppet and start going, and it was all inside you, and you were, like, walking around, but it didn't know how to walk. So you're like one of those puppets with the strings, and they were kind of, like, trying to make you move and all that. And I wanted to tie strings to your arms and legs, but other people thought maybe I shouldn't, but I really, really wanted to, and then I forgot to.

Speaker C:

Gareth just kind of shakes his head, takes his water and goes back into the ship, into his room.

Speaker E:

You shouldn't wash in your bedroom. You'll get gross water everywhere.

Speaker C:

Yeah, no, I don't have anything for. He's not awake yet, and there's just too much.

Speaker E:

Do you want some help washing? I can get one of my cats. They're really good at bathing.

Speaker C:

I'll be fine. Thank you.

Speaker E:

That's a no. To the cat, then. Okay.

Speaker C:

To the cat.

Speaker E:

See you later.

Speaker A:

All right. While that's going on, what's Faye up to.

Speaker D:

Man? I think if your game wins that, then Faye's actually going to sort of come by and bother you.

Speaker B:

Yeah, sure. I'm just hanging out on deck.

Speaker A:

Yeah. Maybe studying the helm, maybe.

Speaker D:

Lensdat.

Speaker A:

Where are we?

Speaker D:

Goodness.

Speaker E:

We're on an airship.

Speaker D:

So, I was kind of hoping, whenever we get back to the mountains, if you would be interested in helping me find maybe an older spirit in some of the troll areas.

Speaker A:

Sure.

Speaker D:

Sort of. So you can train gesture to simmer. I'm like, I'm really curious, and I think simmer really needs to find. Or we need to find for him what Oktalk really means. Yeah, and I think we need a really old spirit to understand that that's.

Speaker B:

What I do, so.

Speaker E:

Sure. Okay.

Speaker D:

We'll keep it in mind whenever we get there. I'm very curious.

Speaker B:

I got to find one, too.

Speaker D:

What do you need a spirit for?

Speaker B:

I got to learn how to get better.

Speaker C:

You're pretty good.

Speaker D:

But I don't hold that against you.

Speaker B:

Yeah, but I can always get better.

Speaker E:

Of course.

Speaker B:

So.

Speaker C:

Yeah, sounds good.

Speaker E:

Okay.

Speaker B:

No problem. He'll do like, the double thumbs up.

Speaker A:

Can always get better. Yeah. And you'll notice that Jess, Galiza, and barge are working on some of the rigging and stuff like that. She's really liking having barge around. You can carry lots of large things that even trolls have a little bit of a hard time with. Yeah. As a group. What's your destination next? Or hang around here? I think it's getting to be nighttime. Did you guys have a night? I think you guys had an overnight once while you were out there.

Speaker B:

Yeah, that's when the air sky raiders came after us.

Speaker A:

Yeah, but I just mean after the whole possession thing, was there an overnight at all, or did you get back just at the sunset?

Speaker B:

I think we got back just after sunset.

Speaker A:

Yeah, probably around twice. Sunlit sunset. So it's like getting to that astronomical twilight time when all the sun is gone and it's dark. So I guess you're going to have to camp for the night. Up in the air, maybe, which I'm sure ghalees is fine with. The weather's probably all right. Yeah. But otherwise, destination and all that. What do you guys want to do?

Speaker B:

I think we're doing the last little location for the wing, right?

Speaker E:

Yeah. Think that was it. Because we found. Which is one of the places I needed to go to. But it wasn't the only place I need to go to, remember?

Speaker B:

No, but this is supposed to be.

Speaker E:

Your thing, was on the way to where I was going.

Speaker B:

Yes.

Speaker A:

And there was the other thing, the starboard village.

Speaker B:

You said it was almost in the same area where we're heading for her thing, too.

Speaker A:

Remind me where. Don't quote me on that.

Speaker E:

The fire dancers and the advocates of agony stuff. So I'm heading to, like, we've been to the farm. We were trying to go to the. Because we're trying to truck. Where did I write this?

Speaker B:

I wish I had my map up. Oh, I guess we have one, don't we?

Speaker A:

Yeah, you got it.

Speaker B:

Where is it?

Speaker A:

Here.

Speaker E:

I was trying to find my brain.

Speaker B:

Here it is.

Speaker C:

That's okay. I struggle to find my brain on a daily basis. I'm there with you.

Speaker A:

Was it the fires of Mount Angarak, that kind of area?

Speaker E:

I was looking up the fire dancer stuff. It might have been the fires of Mount Angorak because we had to go across, like, the whole lava lake thing. We did.

Speaker A:

Yeah. Well, no, you went over the.

Speaker E:

Yeah.

Speaker A:

Did you have to go to the scarlet sea or something like that? Or death sea.

Speaker B:

I think it was something in the mist, swamped.

Speaker E:

It was the watchers of.

Speaker A:

Yep.

Speaker E:

Watching over the death sea, making sure death is still imprisoned there.

Speaker A:

Yeah. That was one item.

Speaker E:

That was one of the things I think I was looking for.

Speaker B:

Oh, was it the gray forest that we were heading to?

Speaker E:

It wasn't the forest that I was.

Speaker B:

Heading to in that area.

Speaker A:

I might have think. I don't know, maybe I had it wrong, but I thought it was the farm you were kind of looking.

Speaker E:

Well, the farm was partially on that, but I was also looking for. Because I'm trying to track down the actual.

Speaker A:

The remaining fire dancers, if there's any.

Speaker E:

Remaining fire dancers, to return the ashes to.

Speaker A:

Right. That makes sense. Yeah. It's not a location. It's people you're looking for.

Speaker E:

Yeah. And I was sort of told to go this direction.

Speaker B:

Yeah, definitely by the girl from the right.

Speaker A:

So she. Yeah, Uleg was in the vicinity of the missed swamps when she was captured. Or not captured, but killed. Yeah. There you. Right, okay. And so, yeah, just to recap your options, you're told that ancient Scavia is where you can find a wing flayer. Those spirits said, take those tablets to starwalker in starboard, which is north of the farm here on the mountainside. And you're tracking down the fire dancers as well?

Speaker B:

Lots of things.

Speaker A:

Yeah, lots of things.

Speaker E:

There were lots of things that were kind of this area.

Speaker A:

Yeah. So what's your first destination of those.

Speaker B:

Or your thoughts on that for wing flayer?

Speaker E:

I think he really wants to go find the wing flayer thing.

Speaker B:

I do.

Speaker A:

Okay. Let me pull up a map and stuff so I can take a look at that. All right. And where you folks are is you'd come over Mount Agrak, you saw the mess swamps, and you're kind of in the gray forest area, but you haven't found ancient Scavia yet. So I guess going to need some kind of navigation. Air sailor ish roles. Anybody have navigation?

Speaker C:

I have air sailor. I am an air sailor.

Speaker A:

You are an air sailor. Why don't we.

Speaker E:

Not have navigation?

Speaker B:

I do have tracking.

Speaker E:

I've got tracking and I have wilderness survival. I don't know if either of those could potentially help. It's like figuring out where we're going. I would have to know. For wilderness survival, I'd assume I would know north and stuff.

Speaker A:

Yeah. Give me a second.

Speaker C:

Yeah, I'm just still somehow just a first rank air sailor.

Speaker A:

I'm just going to check and see. What would an air sailor get over time? I'm trying to figure out if navigation is just basically half magic for them, so I'm going to look that up. It is a talent. It just has skill, use. Strange that it doesn't end up. Yeah, that's really strange. Why would it not be under the air sailor? Or am I just my brain skipping past it when I look at it?

Speaker C:

Could be that. I mean.

Speaker A:

Well, no, sorry, it was on the other page. It was on the novice talent options. So Gareth does have the option of that being one of his first circle talents. I just don't know what optional talents he took for that.

Speaker C:

It looks like rowing weapons, because we had that whole bit.

Speaker A:

Right. That's replacing melee weapons as a discipline talent.

Speaker C:

Right.

Speaker A:

So you get avoid, blow climbing, throne weapons, thread weaving and wind catcher, all as discipline. And then you choose one talent option, which I think. Did you take taunt or something like that? What did you take for that?

Speaker C:

Well, I'm looking at my talents and I marked what circle I get, and the only one marked as one for a circle would be the throwing weapons, which we know. Melee weapons. I don't think I actually chose any of my optionals.

Speaker A:

All right, so let's give you a list of optionals you have. And if navigation happens to be one juice, that can be fine. So acrobatic defense, distract first impression. Great leap. Haggle maneuver. I think you already have maneuver navigation speak language, by the way. This is the talent speak language, which you can actually learn a language in, like, seconds. Oh, nice taunt. And you already have thrown weapons, so I would say melee weapons is an option because we swapped. Just throwing in melee.

Speaker C:

Yeah. Actually something like great leap and navigation. I mean, navigation makes sense because it probably would be something I'd be learning as I'm learning the air sailor stuff. And great leap would be a way to apply my air elemental ability to my fighting style.

Speaker A:

Yeah, exactly. So I think if you want to, you could do navigation is your first circle talent option. And then you can get great leap when you do your second circle, which will probably be pretty soon. Yeah, it could be just about anytime. You just need about a week downtime to kind of do it, because Galiza would be happy to train, I'm sure. So if you want, you can take a navigation and just assume you have a rank one navigation, you can use karma. Use karma twice if you want, because it's on an airship.

Speaker C:

Indeed, that should.

Speaker A:

It'll be perception based. So perception plus one option of karma. So it does say you need navigator shirts, but I'll assume Galiza has, like, gotten those over the course of the various places you've been to and all that in the background. She's been making sure to make sure the ship has all the things it needs.

Speaker C:

Okay, so I will worry about navigation ranks later. We'll just roll it with one right now.

Speaker A:

Yeah, roll it with one.

Speaker C:

So that'll be step seven with can the emperor sand do double karma or.

Speaker A:

Okay, ten. That's awesome. I'm giving you both of your karma rolled ones.

Speaker C:

Given a side eye to that.

Speaker A:

The.

Speaker C:

Actual world is not bad. At an eight, I can't complain there.

Speaker A:

Yeah. So I'm just going to do a quick roll from a GM perspective of what is the conditions right now. Okay, so that's actually a low difficulty number conditions right now it is clear sky. So seven is a success on that, which means you are able to navigate within 10 miles of the location that is vaguely referenced on the charts as ancient scavia. So I'm going to need some awareness checks from whoever wants to be watching at the time.

Speaker C:

I can do awareness as well, can't I?

Speaker A:

Yeah, but you're navigating. I'm going to say you're navigating. So you need other people's eyes to kind of. That's fair, whether you got it or not.

Speaker C:

That is fair.

Speaker A:

And I'm going to roll something here.

Speaker C:

And my karma would have. I think I see things, too.

Speaker A:

Yes. Your karma is reset. 36, I think. No, it doesn't even need to roll then. She wants to try to beat a 36. Good grief.

Speaker E:

You know what?

Speaker B:

Why not?

Speaker A:

Yeah. What's Nava's strategy for seeing things? Is she out? Oh, she's just, like, up and fluttering.

Speaker E:

Around, sort of outside, like, with the aspagra.

Speaker C:

Fluttering around.

Speaker A:

Yeah. 25 ain't bad, either.

Speaker E:

Typical navis.

Speaker A:

I think you get a real good bout of luck that you just catch a reflection of something glinting about 9 miles away. It's just barely visible from the height you're at, but there's just a slight glint in the middle of the forest, and you're like, maybe that's it. And if you like, you can basically point out the direction to Gareth.

Speaker E:

I fly over, drop off the aspagra to land at the helm next to, like, at the helm, drop off my aspagra, and just land on the actual ship's wheel, because he's navigating nearby. And, hey, there's a glinty thing over there.

Speaker C:

Oh, yeah.

Speaker E:

Way over there. If you look in the trees and stuff, there's a little, tiny glint that I caught, like, right over there. I can see it.

Speaker C:

I believe you. You think it's worth checking out?

Speaker E:

Okay.

Speaker C:

We'Ll check it out.

Speaker A:

All right. I'll get you to roll to your sailing and see how good you are at navigating and so on.

Speaker E:

Not helping with that.

Speaker A:

We'll treat this as the maneuverability, and if you end up trying to land, how well you can do that gets you two successes, because this is a clear day.

Speaker C:

Okay, let's see. And because I have it.

Speaker A:

Double karma, which didn't work out so well. Two ones. Again with your double karma. It's cursed. Come on. So you got 13. That's pretty good. Yeah. That's two extra successes as well. So, yeah, four combined, which, yeah, you'll have no problem navigating around depending on what you want to do. But as you approach, you are noticing this is definitely the ruins of a city. It's hard to miss. Once you get over there. You're probably a little annoyed at your navigation abilities just because you're like, well, I got us there, but I'm going.

Speaker C:

To blame the possession.

Speaker A:

Yeah, you're like, it's neat that you were able to do that, but you're probably feeling like you can do better, but at least you got there. There is definitely the ruins, and it's old stone buildings as well as the ruins of a lot of the stuff was wooden. You notice there's a fairly sizable river going through here. This area there seems to be the source. Streams are coming from the north mountains. They're flowing down through here, but some of the rivers are quite wide. Definitely a place where, and you've heard of Scavians being the types who used to build large barges. In fact, they still have a lot of their old barges and stuff that themselves are quite ancient that are basically small villages on a barge.

Speaker C:

But I ask, yeah, what's escavian?

Speaker A:

That's what I'm describing. Dyscavian was ancient culture. There are mostly humans. Mostly humans, but not all humans.

Speaker C:

That's what I was worried about.

Speaker A:

Yeah. And think of them as like, pirates in terms of accent and kind of pirates of the caribbean style, except think of a whole culture like that. That's kind of the way I look at it from way it's described. Maybe a combination between pirates and travelers, kind of gypsies kind of thing. Okay, so, yeah, kind of a combination between the two in a sense. But they did have ancient kingdom, and this is where it was. And a lot of adventurers like to head to here to see if there's any treasures left. But you talk to any Scavian and they're like, no, we took everything. But that may or may not be true. And there has been, maybe you've heard rumblings of occasional attempts for them to try to restore their city and rebuild. But, yeah, you're noticing as you're flying over, there are a few spots where it looks like there are tents set up. So there may be people living here. Not sure. They look pretty ramshackle, but, yeah, largely there are very few intact buildings. And those that are. Look pretty rough. A lot of fallen towers. And the wall around the city is only partial. This place has definitely been ruined by the scourge.

Speaker B:

Can I turn on astral site to see if I can pick anything out that looks like it?

Speaker A:

Yeah, sure. Might be hard to pick it out. Exactly. But you can at least get a general census of what this place is, like. 23. All right, yeah, on. You will treat that as perception and astral as well, too. This area is somewhat polluted. It's not like a horror corrupted care kind of polluted, but it has that era of, like, let's say less polluted than bratchah hold was, but more than. I don't know, where. Some other places you've been, more than, I don't know. Think of somewhere half as polluted as that, I guess, somewhere in the three quarters range, but, yeah, somewhere. You would imagine that if people weren't actively clearing Bratchah hold on a constant basis, it would take a few years, a few decades even, to probably the corruption to slowly go away on its own. It's probably something like that going on here. So not safe, that's for sure.

Speaker C:

And we're going to walk right into it.

Speaker A:

Not the safe levels of astral pollution, no.

Speaker B:

Fair enough.

Speaker A:

And with a number of ruins and things around, you're not necessarily seeing anything skittering about yet. It is kind of broad daylight, but you can imagine there are probably catacombs and other places because there seems to be a full sewer type system here, like catacombs, that kind of thing. Because you do see on the other side of the city some places where the water flows out and flows in and all that to go underneath.

Speaker B:

I will specifically be looking for piles of bones.

Speaker A:

Okay, so are you going to fly down and start searching around, or are you just trying to dive with your snowbird or something and just fly by or something?

Speaker B:

We can kind of just hang out with the airship and just do a little flyby, I guess.

Speaker A:

Okay.

Speaker C:

If anyone's down there, they already know we're there as we came in.

Speaker A:

Okay, I'll get everyone who's paying attention to that, then to roll awareness or perception. You were doing kind of astral, and I think we'll treat this as your choice, astral and non astral. Faye, on it, too, is definitely, like, I don't know if she's just half heartedly looking or she's distracted by something.

Speaker D:

I'm late to the party.

Speaker E:

I distracted her.

Speaker A:

40, by the way, that is with astral. Yeah, you are, I guess, as you're doing a low flyby. And I'm going to treat Gareth and your previous air sailing thing as kind of the narrative role for the air sailing ability here. You're able to get pretty low zoom by. I'll give everyone something slightly different, I guess. So. Faye. Yeah? You get distracted by something. I don't know what. Maybe there's a. I think you probably see some pretty cool spears on an old statue, and you're like, oh, wow, those look neat. And it distracts you. Like, a giant statue that's crumbled and there's, like, these two spears sticking out that are, like, probably being held by whatever the statue was of Navis on eleven. You have. Let me think here. You've noticed that the tents. There's a couple different places in town where there are collections of tents. And you do see a few name givers walking around roasting fires. Like roasting meat over fire, that kind of thing. They seem to be kind of, like, disheveled somewhat. And you're not sure if they're just an adventuring group or just people are camped out there. Who knows? And. Yeah, Gareth on 14, let me think.

Speaker C:

That is just a plane awareness.

Speaker A:

Yeah, that's a plane awareness. I think you notice a good potential landing spot outside of the city as you're looking around. Nice clearing. Which, who knows, may have been previously an airship yard, maybe. Looks like it could have been. Actually, it's not even just an open space to land at. Maybe there's a remnants of. What are they called again? Like one of the spires. No, one of the spires that you can tie an airship off to. To kind of have it float there like a balloon kind of air dock. It's in a ramshackle looking shape. You might be able to just tie to one of the lower docks and still there, and rope yourselves down because the stairs are probably not great. But you guys need. Yeah. Lindstad's working on mean.

Speaker C:

Yes.

Speaker B:

Yes, I am.

Speaker A:

Just as a fun side note, there is an elementalist spell called metal wings that is often used that way to give wings to just about anybody.

Speaker C:

Oh, that's cool.

Speaker A:

It's a temporary effect.

Speaker C:

Well, it's better than having Gareth grab you and Yeet, the both of you off the ship.

Speaker E:

Absolutely. So much fun. Can we do that anyways?

Speaker B:

I was amused.

Speaker E:

Want to get yeeted off the ship?

Speaker C:

I think the windlings have been a bad influence on Gareth.

Speaker A:

No, we've been a good influence.

Speaker E:

We're the best.

Speaker A:

So much so at 40, I think Linstad finds, as you're going by, probably what's an old mortuary or something like that. As a nethermancer, you just kind of recognize things like that. Maybe somewhere you read this Scavian symbol for mortuary, funeral home, whatever you want to call it, kind of situation. And you are just like, oh, there's the old thing. There's probably a lot of bones there. It's collapsed building. But, like, this sign is still out there and would require going through the city a bit. Well, unless you're going alone and flying there. I mean, you could do that, too.

Speaker E:

Make friends. What?

Speaker C:

Hope we can make friends.

Speaker A:

You have a lead.

Speaker E:

I'm great at making friends.

Speaker B:

Hey, I think that's the place right over there.

Speaker E:

Oh, yeah. Well, there's lots of people over there. We should go make friends. They may have seen things that we need to know about here.

Speaker D:

I think we'd probably rather follow nav, announce ourselves officially, rather than have somebody sneak up behind us and try to stab us in the back.

Speaker E:

No one wants to get shipped.

Speaker A:

Fine.

Speaker C:

This is true.

Speaker E:

Some people like to do the shiving. But you don't want to get shipped.

Speaker B:

We can go introduce ourselves at shiving.

Speaker E:

I just mess. I just slaughter things. We can go make friends. Yay. Let's go make friends.

Speaker B:

I have a shiv. And I'll that, like, bone dagger thing out.

Speaker E:

See?

Speaker B:

Shiv.

Speaker E:

I have shiv. Pull my hands up and grow, like my little claws. That's a shiv, right? Oh, wait, sorry. I hold up one finger. That's a shiv. This is a shiv. It's a shiv. And I, like, poke at Gareth's back without trying to hurt. Shiv. Shiv.

Speaker C:

Now, if you broke it off and somebody else used it, that would be a shiv, because then they would be making a stabbing implement out of found material for you.

Speaker E:

I think it's just a cold. Faith. Faith, hold your hand up for a second as if you're about to hold something.

Speaker D:

Holds her hand out.

Speaker E:

Faith. So nava flies over and into Faye's hand. Now hold me. And sticks up one arm and sticks out one claw. See, now I'm a shiv.

Speaker D:

I'm going to reinterpret, hold me and just wrap you in a big hug. Is that what you wanted?

Speaker E:

This works. This works.

Speaker B:

That's very sweet.

Speaker D:

You're not a Shivna. I'll let you go.

Speaker C:

So we're going off the ship, right?

Speaker B:

Oh, yeah.

Speaker A:

If you want to dock it, you want to dock it and everything?

Speaker E:

Yeah. You go dock the ship.

Speaker C:

I shall dock the ship.

Speaker A:

And you'll hear barge being like, I protect ship. I sit here.

Speaker E:

Thank you, barge.

Speaker B:

Thanks, barge.

Speaker A:

You're awesome.

Speaker C:

We appreciate you.

Speaker E:

You're the best I've ever met.

Speaker C:

She's not wrong.

Speaker A:

All right, so you're outside the gates, but they're kind of collapsed of ancient scaria. And what's kind of the formation of the group going to be who's heading in first and so on.

Speaker E:

Jabba is happily flying ahead. She's brought a couple of her, actually, since we couldn't care down the. I'm pretty sure inky could probably get down the stairs. I mean, cats are pretty good, so I'll tell you to come down. And I'm bringing flukes. The aspagra, as well. Okay, so Crojin and Aspagra are coming.

Speaker B:

I'm going to circle with my bird.

Speaker A:

And you're headed towards the. One of the nearest encampment. Yeah, the one that you saw with people. There's a couple you saw, but there's one that's closer, more active to the.

Speaker E:

Closest one to go make friends.

Speaker A:

Okay. I think your mic is cutting off sometimes.

Speaker E:

Yeah, my computer doesn't have the best connection. We don't know why.

Speaker A:

All right. Yeah, so get Navitro. Aware.

Speaker E:

Awareness. I'm good. Awareness.

Speaker B:

Famous last words.

Speaker E:

No, that's fine.

Speaker A:

17 is pretty darn good. I would say. As you're going into this section, you're noticing this area seems like it's been cleaned up somewhat, as in there's a fairly clear path to get you towards that encampment. There's a bit of a. Every time you see what would be normally a fork in the road, you notice that basically, it looks pretty obvious where to go based on which paths, old streets, whatever, are cleared off and which ones aren't.

Speaker E:

Okay, so I'll just lead the way.

Speaker A:

You're kind of able to cheat somewhat.

Speaker E:

I happily lead the way.

Speaker A:

And, yeah, you see in the distance, I would say about five tents. They're pretty big, and there's an open bonfire with some meat cooking on it. And there is a dwarf facing away from you folks, sitting at it. And you see on a, let's say, just a chair off to the side, there's a human. Looks to be maybe sleeping. Hopefully not dead, but sleeping, you think?

Speaker B:

Hopefully.

Speaker E:

Hello, friends. I just call ahead.

Speaker A:

And you hear a snore and then a choke. And what? Dwarf gets up and turns around, grabs his weapon at first, and then looks at you and squints. Hello, wing.

Speaker E:

We're friendly.

Speaker A:

And others yells out, well, come join by the fire.

Speaker E:

Yay. Hi. I'm going to.

Speaker A:

Seems somewhat hesitant and a little worrisome. And with the 17, you can. I'll just reuse your awareness from before. You can kind of hear him kind of mumble to the other guy. He's coat. You're supposed to be watching for people. At least it wasn't an enemy.

Speaker E:

Sorry.

Speaker C:

Not sure how many I've missed. And Gareth just kind of points up to the airship.

Speaker A:

Oh, well. And you'll notice this is a fairly old. He's got a reddish gray beard, dwarf, fairly ragged outfit, but looks like he's been on the road or whatever for a long time. Fairly old, but very ornate. Short sword on his side. I am Graff. I am a six circle warrior. And that over there is heathcoat. He has the scout. He was sleeping.

Speaker E:

He was napping.

Speaker A:

Not the greatest of scouts for, I guess, when it comes to doing a watch, but I don't know, give him something to go and scout out. He'll do a good job. What brings you to Scavia?

Speaker E:

I point to Lindstatt. He does.

Speaker B:

Hi, I'm Lindstat.

Speaker A:

Two windlings. Are you a group? Are you here for the treasures and the delving into the catacombs?

Speaker E:

I'm not really sure what we're here for.

Speaker B:

We're looking for a windfire.

Speaker A:

And then you hear from one of the tents that someone just chokes, basically, like they were drinking and then choked on their water or something.

Speaker B:

And we're the bringers of hope.

Speaker A:

Yeah. And out comes this troll. And black robes. Very obvious. Nethermancer.

Speaker E:

Think he's your type?

Speaker A:

You're looking for. And he's kind of choking a. You're wanting to find a wing flyer, you say?

Speaker C:

Yeah, he is. We're just traveling with him on this one.

Speaker B:

I got to go kick one's ass.

Speaker A:

Why?

Speaker C:

Proverbial.

Speaker B:

Because a deed.

Speaker A:

A deed? Okay, well, maybe I should stop asking why? Well, Windley, Nethermancer. I haven't met very many of those. I'm Gronj, six circle. Nethermancer.

Speaker B:

Oh, I'm. I'm Lidstatt, 8th circle. And also an elementalist as well.

Speaker A:

Well, perhaps I have things to learn from you. Come by the fire. We've got meat. I don't know if we have enough for all, but we can share some of it.

Speaker E:

I have my own provisions, but thank you.

Speaker A:

Although I guess you are windlings. It's not going to be a lot of meat, is it?

Speaker E:

And these two guys feed themselves, and then these two can feed themselves. They point to, like, our actual companions. These two can feed themselves. Yeah, that's me. Any cool animals around here?

Speaker A:

Inscavia? Well, if you like rats. Raccoons.

Speaker E:

Are they giant carnivorous raccoons?

Speaker A:

Not that I recall.

Speaker C:

Although she recently one of those carnivorous squirrels from emotions, so she kind of likes to collect pets.

Speaker E:

I have a baby. Carnivorous, giant carnivorous squirrel? Well, yeah, but she's still a baby. Why I haven't brought her out yet. I don't want to risk her. She's still a baby.

Speaker A:

Well, let's sit around the fire then. I guess. And exchange stories if you wish. Darlo. Mr. Sword, come out and meet. Who are you? What's your group name?

Speaker B:

We're the bringers of hope.

Speaker A:

That's nice.

Speaker E:

We are.

Speaker C:

We try to be.

Speaker E:

I'm very nice.

Speaker C:

No, I said we try to be bringers of hope. But yes, we are nice.

Speaker E:

Oh, yeah, I'm very nice.

Speaker D:

I don't believe us to be mostly successful unless you're a monster.

Speaker A:

Yeah, I had to come up with a name for them. We are the centerpoint company. We seek out treasures lost in various places. We tend to stake out places like this and set in what we call here a center point, this encampment here, and we scan an area. We spend a few months here, find interesting stuff, then haul back to one of the nearest cities and sell their stuff and then either come back here or some other ruins somewhere.

Speaker B:

Anything good?

Speaker A:

Well, we haven't had a lot of luck lately, although Mr. Sword had. And you'll see this windling fly out of the tent. And he is dual wielding two swords that look way too big for him. But he seems to be able to handle them. And he says, hi, I'm Mr. Sword. Who are you?

Speaker E:

I'm Navis. It's a pleasure to meet you. And I fly right over to him.

Speaker B:

And I'm Lynn stat. Also a pleasure to meet you. I will also fly over and shake his.

Speaker A:

I'm. Well, they call me Mr. Sword.

Speaker E:

I can see why swords.

Speaker A:

And he also has one strapped to his back somehow. And you can't figure out how that works for a winling, but it's there.

Speaker E:

That is awesome.

Speaker A:

And I'm fifth circle weapons myth. Although I specialize in swords. Swords.

Speaker E:

That's awesome.

Speaker A:

I found this one. And he pulls out this green sword off his back. And it's really shiny and full of runes and looks really cool, that is.

Speaker E:

I'm an 8th circle beastmaster.

Speaker A:

Oh, yeah.

Speaker B:

And I'm an 8th circle Nethermatzer and also an elementalist.

Speaker E:

That's furious inky. And that big guy up there is fluke.

Speaker A:

And he looks at, I guess, grath the dwarf and says, this isn't our competition, is it? No, we just burn up.

Speaker B:

There is frostifer. And I'll point.

Speaker A:

Oh, well, clearly, with all these pets, I guess you aren't really treasure seekers then. Not the way we are.

Speaker B:

Not the same way. No. We're looking for a wing player.

Speaker E:

To be fair, he is looking for that. We're just helping him.

Speaker A:

You know, the rest of these people didn't believe about them until we encountered one. Where was that? That was the edge of the Miss Swamps. East. East end of the Miss Swamps. This old lake ruin. Probably ancients of a care. And these guys didn't believe it. They thought it was an old winding legend. Well, it nearly killed, you know, they believe.

Speaker B:

Did you kill it?

Speaker A:

Yeah, we killed it. Okay, but there could be some here. We haven't encountered them yet, but we tend not to go near big piles of bones anymore due to that. So that's probably why.

Speaker B:

Yeah, we're going to head over to the mortuary over there and I'll be, like, pointing in the direction where it is.

Speaker A:

Yeah, I mean, it's ancient city, so that could be a mile away, but yeah, you could point in the direction that you think it is.

Speaker E:

Can I just reach over to him and turn him ever so slightly? Now you're pointing at it. Now you're pointing the right way.

Speaker A:

Well, come tell stories and share what you've been up to, if you don't mind, before going off to whatever you're trying to do. And there's not much. I'll say there's not much left of the day anyway, so let's do that.

Speaker E:

Okay.

Speaker D:

Thank you for your hospitality.

Speaker B:

Hey, Rob, are there any spirits around?

Speaker A:

Good question. Yeah, roll. We're perception based half magic nethermancy.

Speaker B:

Step 16, big money spirits.

Speaker A:

22. Nice. So, yeah, I'm just going to take a second here so I can write down what each of these characters I wrote down, actually, human scout, because I wrote down some names, but no race, class, that kind of stuff. Before I forget. Later. Although, Mr. Sword, I probably won't forget.

Speaker B:

You say that now.

Speaker A:

Don't believe we said what Darlow even was yet. There's an elf around. You don't know what he does yet. He hasn't introduced himself and he's a dwarf warrior. Okay, so what was that question again?

Speaker B:

Spirits.

Speaker A:

Spirits. Okay. Means I need another name or something, considering what you're rolling.

Speaker E:

One of these days, somebody will use it. Will use.

Speaker C:

Mean, you know, eventually it'll happen, Bill.

Speaker A:

Yeah. So I think you find you have to look around a bunch, and you do find this old Tuscrang spirit named Noth. Who's. You're actually looking around quite a bit. You notice that it's actually next to the fire and you somehow just didn't notice. Or maybe he's being coy and just kind of avoiding you or something, or just trying to play around when you're looking around, and then you come back and right there, right there at the fire. There's this disgrang just kind of sitting there in your astral space vision kind of thing.

Speaker B:

Hey, how are you?

Speaker A:

Oh, another nan of answer. There's two of you here?

Speaker B:

Yeah. Do you want to come hang out for a bit?

Speaker A:

Yeah, well, I'm kind of chilling by the fire right now, but, yeah.

Speaker B:

That'S awesome. Okay, I will do my karma ritual and let him manifest for a little bit.

Speaker A:

Yeah, you can do that. You will see a kind of purplish disgrang manifest wearing, you would think, the outfit of a shaman. You think so this probably was an interesting. And I guess, you know, Lindstadt, if you get talking to him, you find that he's actually one of the more urban shamans, kind of maybe the shadow run equivalent of a rat shaman type of thing, but more of like the kind that pays attention to the various wildlife of cities and so on and all that. So he's kind of all about that. Actually has a couple animal spirits that he points out that perhaps you haven't really paid attention or seen before. Animal spirits or beast spirits, I think is the term the system uses in this case. So beast spirits. So you actually do see a couple like rat. And we'll say, since I mentioned the raccoon beast spirits sniffing about and that noth seems to have a bit of a relationship with them in some way because they seem to come and mock feed off of them. I don't know what they're eating. They do.

Speaker B:

You. Are you a Native Scabian?

Speaker A:

Yes, I be from before the times.

Speaker B:

And you were a shaman?

Speaker A:

Yes, I was a shaman, but I kind of still am after the whole, well, dying thing. Yeah. You get to be one of the spirits, right? I knew the animal spirits well before I still know them. I was able to avoid getting corrupted, thankfully, somehow, hiding in the catacombs, staying in places where the horrors just didn't think people would be hiding because they were just too dirty, too away from where people tend to want to live. Not everyone wants to live in the catacombs, of course, but the rats and other quote unquote vermin lived down there, and I was fine down there.

Speaker E:

I like hanging out vermin.

Speaker B:

I don't suppose by chance you happen to have seen a wing?

Speaker A:

Oh, okay. Why don't we call even od even? Okay. No, he hasn't. But he did have, like, he has a bit of a sense that there probably is some around where the mortuary, you know, of. Just because that's where the animal spirits seem to like the beast spirits. Tend to avoid that area enough so he can kind of confirm your suspicions about something nasty going on over there. Yeah.

Speaker B:

Hopefully there's not more than one.

Speaker E:

If you get me killed, Lindstad, I will haunt you forever.

Speaker B:

Only till I bring you back.

Speaker A:

This is true.

Speaker E:

And I'll still haunt you after.

Speaker A:

So, who's taking watch in the night?

Speaker E:

I will. I'll take first watch.

Speaker A:

The other group basically offers to, like. Basically one from each group, minimum on the watch type of thing. Okay. If you're cool with that, I'll go second watch.

Speaker D:

I'll take the desert night.

Speaker C:

If there's a fourth watch, I guess I'll wake up early for that.

Speaker E:

Sounds good.

Speaker A:

All right. Okay, so you're all pretty lucky. I'm just running some random stuff and nothing really happens in the night that you have much to worry about. I think there's some scurrying and stuff that may freak a couple of you out, but it turns out to be nothing. There's some rats. Who knows? They're everywhere.

Speaker E:

I throw some bits of food to the rats, because just for fun, I'm.

Speaker A:

Not trying to get one.

Speaker E:

I don't want one on the ship.

Speaker A:

They're all friendly towards you, of course, but, yeah, in the morning. What's the plan? Mortuary.

Speaker E:

Mortuary.

Speaker D:

I don't think we get a choice.

Speaker A:

Same group pattern.

Speaker E:

Yeah.

Speaker A:

Well, heading there. Cool. All right, I'll get a damn. The rule awareness 14. Yeah. Pretty good. You're able to this time. So you're trying to figure out at least you have flight and all that. So you can just kind of go up in the air, see where it is that he was pointing at, check our bearings, figure out the road to take that might lead there. See a few barriers and stuff in the way, and go around and all that. But.

Speaker C:

Do we need the awareness? Because we have someone who could find a path, but I'm not do that right now.

Speaker B:

We don't want a safe path.

Speaker A:

Yeah, that's true.

Speaker C:

You don't.

Speaker A:

I think your safe path is more for forest type situations, if I recall correctly.

Speaker C:

Yes. Which I thought there were forest trees. Yeah, I thought we were, again, in a forest.

Speaker A:

Yeah. There's a forest surrounding the city, I would say. Yeah, by this point, there would be probably enough trees. That's a good point. There's probably a lot of grown trees here. So some parts of it, you could probably make an argument for it, because it's not like adventurers came in here and felled all the trees, too.

Speaker C:

I won't make too big of an argument for it. I was mispixuring the.

Speaker A:

No, that's fine. Actually, in retrospect, I'm like, I probably should have said this thing is kind of partially swallowed by the trees in the forest, but we'll go with there's parts of it that are claimed by the trees and parts of it that aren't. And you're in the section that is mostly not because maybe some adventurers have come through here and actually did cut down trees to find treasures and all that. Because then they could scan from the sky and all that. Yeah.

Speaker E:

Makes that clear. Their campsites.

Speaker A:

Yeah. And that there has been attempts in the past of scavia to try to restore parts of it. So maybe some of that work was done, too. That cleared some of it, yeah. Is there something Faye was doing? Because I just remembered you said something.

Speaker D:

In particular. Pick up the rear. Like usual, watch our backs.

Speaker A:

In the back of my head that you had said something, but I couldn't remember what it was. So, Pam, on the, I would say the north side of the mortuary looks to be the clearest area, but not the best place in terms of stealth. That would be more from the east. So kind of your choice. The other directions, you're not too sure.

Speaker E:

Yeah.

Speaker A:

So.

Speaker E:

It'S clearer over there, but if we go from this angle, we have a bit more stealth to sneak up on. What do you want to do?

Speaker C:

I would say stealth for sneaking.

Speaker E:

Sneaking it is.

Speaker D:

Navlin, can you have a peek?

Speaker E:

Absolutely. I was hoping somebody would ask. Let's go. And she's just going to fly straight towards it.

Speaker A:

Rolled on that astral site.

Speaker E:

No, she is flying closer to it.

Speaker A:

She's going closer. And then using astral site.

Speaker E:

Yes. She's going to use astrocyte, but she's also flying close.

Speaker A:

Okay.

Speaker E:

Closer because she's going to go take a peek.

Speaker A:

Okay. Roll astrocyte.

Speaker B:

Okay, man. Oh.

Speaker A:

All right. 43. What? That's ridiculous. Okay.

Speaker E:

It's because she went closer.

Speaker A:

Yes. You got a real good sight here. All right. Can I get you to roll? You're not trying to be stealthy at all. I'm guessing.

Speaker E:

She's just flying over towards it.

Speaker A:

Okay, 43. Yeah. So in astral site, you're kind of searching around, I'm guessing. And there are places where there's definite bone piles and you are just checking out various piles thinking, oh, is this one? Is this one? And then you find one right in front of you that's just like, oh, crap, that's one as it starts. Let me see here. So how do these usually work? They usually are a pile of shards. So you notice that this bone pile has a lot of shards in the pile, like the kind you used to seeing glintstat using of this bone shard dagger. And it begins to float up and turn into a swirling cloud, and as.

Speaker E:

Soon as it starts floating up, they just hear the claws going out.

Speaker A:

Do you have danger sense?

Speaker E:

Yes, I do.

Speaker A:

Okay. Roll danger sense. This will determine if you're surprised as this happens or not. Okay. 17. And that is against difficulty of. Yeah, that'll do it. Okay. You're not surprised, which means you are able to act in a combat round. I'm going to reset everything so that we can put in initiatives and all that, and we'll switch to combat and go into initiatives.

Speaker C:

Already.

Speaker E:

Those claws are coming right out and dive bombs into it.

Speaker C:

I six.

Speaker A:

And.

Speaker C:

Trying to remember. Karma recovery test, mystic defense damage test strain elemental stance. Plus two there on the armored attack. I got to remember that one. Okay, so I cannot use karma on initiative.

Speaker A:

No, not usually. Unless you got a special thing that says you can.

Speaker E:

You have to use the ampersand, the bracket.

Speaker A:

Technically, Faye might be able to use karma initiative, but there we go.

Speaker D:

I think we're good enough. 18.

Speaker A:

Yeah.

Speaker D:

I take a strain for it every turn, though.

Speaker C:

How?

Speaker D:

Tiger spring. So I add my rank to my initiative step and take it and just begin. Pile it up.

Speaker A:

Okay. Give me a moment here as I'm setting some things up, so I have these easily referenceable. Okay. Yeah. All right. And then I have to roll. I put an initiative for this thing. Add wing layer. I feel like it had a lower initiative. No, not at all. Okay.

Speaker C:

Oh, goody.

Speaker A:

15 is the step. Okay. Wing flayer and Faye tie. So Ty goes the player. You just saw a big cloud of familiar.

Speaker E:

Was I able to.

Speaker A:

You're just able to go this round so you're not surprised. Meaning it doesn't get to attack you before this round.

Speaker E:

Right. Okay, awesome.

Speaker A:

But it does get to attack you before you go, though, because of initiative. It just didn't get a freebie onion.

Speaker E:

That's fair.

Speaker C:

I like that surprise round.

Speaker A:

You actually kind of. No, you didn't surprise it because it rolled its perception and did well, but you evened out. Yeah. Faye, you're first. And you saw a cloud fly up in the air around that.

Speaker D:

Let me correct you. Yeah, I face palmed, like, physically, and through that, I thought you nervous, dive into that. So, despite all of.

Speaker B:

For the record, you are not the only one to face palm.

Speaker E:

I think it was like a three person face palm there.

Speaker D:

Oh, yeah.

Speaker C:

That is voted on and seconded. Yes.

Speaker B:

I think even the bird did a face palm.

Speaker E:

I think even my pets did a face palm.

Speaker D:

Which is.

Speaker C:

Especially after we went the stealthy route.

Speaker E:

Well, we voted on the stealthy route and then I ignored it.

Speaker C:

You said stealth it is.

Speaker E:

Then I flew ahead.

Speaker A:

All right. Faye rolls 74 on maneuver. Wow. This needs to be framed. You rolled 47 on. Know how many rerolls that is? Yeah. Jeez.

Speaker B:

Three and almost four.

Speaker A:

Almost four rerolls.

Speaker B:

Almost four rerolls.

Speaker A:

That is nuts. You also rerolled your d eight and rerolled your ten. Anything underlined on there is rerolled. All right. 74 is the highest anything ever happened. And I have to now calculate how many successes.

Speaker C:

Just no one's gotten some high 50s, if I remember. 56 at least.

Speaker E:

Jeez.

Speaker A:

That is twelve successes total.

Speaker E:

She hit big.

Speaker A:

So that's plus 24 to your melee.

Speaker D:

When I get there.

Speaker A:

When you get there.

Speaker D:

Gosh, I shouldn't have said that. So, chuck in our anticipate blow, which still quite quiet, but let's. Oh, that is my text box. And that will not roll dice at all. That does not do anything.

Speaker A:

Okay, and what was that for?

Speaker D:

That was a void or not a void.

Speaker A:

Blow.

Speaker D:

Anticipate blow.

Speaker A:

Oh, anticipate blow. Okay. Yeah, six is definitely a miss on that.

Speaker D:

I guess I'll have to deal with that.

Speaker A:

Yeah. Six on 174.

Speaker D:

All right.

Speaker C:

We're talking a roller coaster feast of highs and the lows.

Speaker D:

These are days of just for the fun of it, for my melee weapons. Oh, that's not even.

Speaker A:

Okay. 40 for 36. Hey. Well, still just slightly below average, but 36. Although if you had got just one more, you'd get another success on there. But I'm going to have to pull up the old calculator here. It looks like you have three extra successes.

Speaker C:

Oh, good lord.

Speaker A:

On this thing.

Speaker D:

And stick it in its face.

Speaker A:

Yeah. This thing has bonus against horrors, right? Yes. 14 plus six. But don't you get an additional bonus for the fire? But it doesn't burst into flames yet.

Speaker C:

No, that's right.

Speaker A:

Yeah.

Speaker D:

Second.

Speaker A:

It's got a head time around. Second time around. All right, so you hit for ten minus armor. And you know what? That is going to be a glancing blow.

Speaker D:

Oh, I know.

Speaker A:

That is because its armor is around that level.

Speaker D:

Yes. Second weapon.

Speaker A:

Okay, 17 will hit perfect.

Speaker D:

And my forged spear.

Speaker A:

That will glance. So, yeah, you want to describe your whole attack here with a super amazing maneuver that doesn't just hit. Right.

Speaker D:

Okay, so clearly we're in or around the mortuary as Navith did fly over. So she kind of was aimed mostly at those rock. What? Bone piles. So I saw that and I was able to see where she went. And so I charge in, sort of in amongst the rubble and just deftly hitting every little piece of really stable ground on the way. And then both spears forward, one to the left, one to the right, and kind of way more closer than comfortable, but I'm right there.

Speaker A:

And, yeah, when you strike your flames, grace does catch fire. At least. It may not actually do much damage or any really in this case, but it was super elegant.

Speaker D:

But it should have trouble hitting me. Oh, shit. It should have tons of trouble if it tries to hit me.

Speaker A:

Yes. All right, so this thing gets four actions according to that. That's nifty. All right, I'm going to hold on to that one for later.

Speaker C:

Oh, no. Meanwhile, I'm here trying to figure out how to chain my abilities.

Speaker A:

Okay, so everyone, first of all, the cloud or tornado of bone slivers and shards is spinning around and everyone's a physical and mystic armor are reduced by one.

Speaker D:

Oh, no.

Speaker A:

Everyone who's around it right now.

Speaker C:

Okay.

Speaker A:

Which is just Faye and Navit.

Speaker D:

Yeah. So I'm at a whole 37 physical defense. What a shame.

Speaker A:

No physical armor in this.

Speaker D:

Oh, physical armor.

Speaker A:

Okay.

Speaker E:

Yeah, and mystical armor.

Speaker A:

And mystic armor, too. Yeah. If either reaches zero, your armor is basically. Whatever's generating that armor is considered destroyed.

Speaker E:

I don't have mystic armor on.

Speaker A:

Yeah. So, yeah, you'll have negative one to control mystic armor then. I guess. I guess that's how that'll work.

Speaker C:

That's not a good thing.

Speaker D:

Well, you certainly have a base that's higher than one.

Speaker C:

Yeah, I mean, I have a six physical armor and an eight mystical armor, but at the same time, that's only six and 837.

Speaker E:

Yeah, you're still better than mine.

Speaker D:

No, my physical armor is just six.

Speaker A:

Okay.

Speaker E:

Yeah, my physical armor is now three.

Speaker A:

Cool. All right, so Faye, 20 is going to miss you as some slivers go flying past you because I know you've got that extra physical defense right now. And in fact, it's going to try a couple of times on you since there's only two of you there, saw that fancy footwork and went, wow, you have to be my first target. 24 is also going to miss you.

Speaker D:

Correct.

Speaker A:

And Navit, some shards flying your way for 26 physical. Does that hit?

Speaker E:

That's going to hit me with.

Speaker A:

You want to try to avoid blow or anything like that.

Speaker E:

Yeah, I'm gonna try to avoid that blow. That's in the right bracket. 17. And a karma on there.

Speaker A:

27 does it? Yeah. You're both able to dodge this thing's attacks. And then I literally just kind of.

Speaker E:

Like, flip out of the way. No, can't touch this.

Speaker A:

And one of its powers is a free action. So I guess I don't have to do. I don't think I have to. So I guess it's going to do a second one on Navita. It does have. What's its range? Actually, I'm going to go with the people that are nearest. So 24. Does that hit Navit?

Speaker E:

Yes, that would.

Speaker A:

Okay. You can also try to avoid blow again, because you can avoid blow as many times as you have rank in it.

Speaker E:

Yeah, let me just double check something here that I thought about it all the time. Just double check it. Just double check. Can't touch this.

Speaker A:

Yeah. It lets you save your point of strain once per round.

Speaker E:

Right, that's what I was just checking.

Speaker A:

Yeah.

Speaker E:

The owner may use avoid blow once per turn without a strain cost. So that was my last one.

Speaker D:

Yes.

Speaker E:

I'm just seeing how many ranks do I have in it? I just want to double check. Can't touch this. I'm all the way up to six on it. Okay. That was. This is a horror construct.

Speaker A:

It is a horror.

Speaker E:

So if I try rolling and fail, can I then do the automatic successful avoid blow, or do I have to just use it?

Speaker A:

Oh, so how does that one work?

Speaker E:

I can't remember what I put as a free action. The owner can make an automatic, successful avoid blow against a horror or horror construct for the cost of one. Oh, never mind.

Speaker B:

It's one wound.

Speaker A:

Yes.

Speaker E:

I won't take that just yet. Yeah, I'll save that. I'll save that.

Speaker A:

Strain yourself horribly in that. Yeah, it's a nice trade off, but.

Speaker E:

Yeah, it can be a nice trade off if you're not doing too well. I will take my one point of strain and attempt it. But it also said that I could add a devotion point to it.

Speaker A:

Yes. So you can do that effectively?

Speaker E:

Yes. So I can add two as a free action. The owner may spend a devotion point to add a devotion die to any characters avoid blow test. So I could do it to other people too.

Speaker A:

Nice.

Speaker E:

And it's not limited on how often?

Speaker A:

No, it wouldn't be. It would be however often they can do it.

Speaker E:

How many devotion dice I have? Really? I'm going to use that on me. So that I can have a karma and a devotion. Tie on this.

Speaker A:

One. E six will do it. Yeah, you're really consistent here. Again, shards go flying past. You.

Speaker E:

Can'T touch this.

Speaker A:

And it was a wing flayer originally that you dodged. I think that kind of forged this magic item as it was appropriate. Very appropriate, yes. You were probably back with Faye, saw her charge in and do all the fancy stuff. What are you going to do?

Speaker E:

See me dancing around going, can't touch me?

Speaker C:

Well, I'd like to use its attention on navis as a distraction so I can rush in and hopefully wallop it.

Speaker A:

Go ahead and do some walloping.

Speaker C:

Okay. I've been sitting here trying to remember my order of operations, basically. I know I have maneuver.

Speaker A:

Yes.

Speaker C:

I also have crush and blow and focus strike, which, if I remember, I can use both of them on the same attack.

Speaker A:

Yes, I believe they're meant to be used together. Okay, I'm going to open the mystic paths while you're planning that out, just to remind myself of what those do. Right, because. Yeah, it's been a little while.

Speaker C:

Yeah, little bit. Okay, so here is step 14, which I will use karma on. Not bad. It's no. 74, but I'll take the 27.

Speaker A:

Nice. Give me a second, because I'm just going to the book here to remember these things, so I have it available. Maybe those are in the main book, aren't they? Let me check.

Speaker C:

Strike is in mystic paths, but crushing blue, I think, is base.

Speaker A:

Yeah. Okay, so give me a second here. Crushing blue. That one is based on strength, so extra damage you can substitute for your strength. That's damage. Okay, I remember that one. That's strain, so. All right. And I just want to check focus.

Speaker C:

That one's willpower. Also one strain, new talents. Okay, focus.

Speaker A:

Okay, that one's willpower enhancing a conjurer person. Oh, you get a glyph on fist or something, whatever you want to do there, add it to a damage. So. Okay, that makes sense. So it can be combined with body control or crushing blow, for example. So what it is, that crushing blow basically replaces your strength. Step focus straight, then adds willpower and rank to your damage. On top of that, as long as you're only doing one attack around, I think is the trade off. As long as you're not doing. All right, now that I've read all that, clear. 27 is your attack test. Or is that maneuver. Boom. Maneuver test.

Speaker C:

Sorry, that was maneuver.

Speaker A:

All right, so you got three successes on that. It means you get plus six to your attack test. Okay.

Speaker C:

And that is going to be because I have unarmed combat and that's where I want to go first. But since I'm using crushing blow and.

Speaker A:

Focus strike, it's still unarmed combat. Okay. Those are just part of the resulting damage test. It'll just boost it.

Speaker C:

Okay, so 610 20. So I roll step 20 on unarmed combat with karma.

Speaker A:

Okay, 31 will definitely hit. I'm just trying to think. Two extra successes.

Speaker C:

Excellent.

Speaker A:

And I'm just going to be a bit of a pain and roll a straight decks for this thing. Doesn't have a void blow, but it does have straight decks. No, I can't avoid. It's not going to be able to avoid. I should have used karma, but I didn't. Oh, well.

Speaker E:

Always remember the comma karma chameleon.

Speaker A:

Yes. Horrors get karma. I've been a little late on that in the past, but I'm going to try to keep remembering. All right, so you get in that case, plus four is you two extra successes to your damage. So we're going to have to math that out.

Speaker E:

He had six already.

Speaker A:

So what's your crushing blow action dice right now? Because that'll give you your baseline of strength.

Speaker C:

Basically my action step is 14.

Speaker A:

Okay, and what is your body control?

Speaker C:

My body control is 17.

Speaker A:

Okay, so 14 plus 17. You could put it in the ampersand button, add them and then you got to add your focus drake rank after that. Okay. And then any karma you're using because I know there's a couple of points of karma you can probably use from what I recall.

Speaker C:

I want to put 17 plus 1414.

Speaker A:

Plus whatever focus strike is, which is eleven and then plus four for the.

Speaker C:

Yeah, I was going to say because the extra success is plus four plus karma.

Speaker A:

Yeah, you can use karma on crushing blow fork, a strike, and just on damage tests in general. So you can use up to three karma if you want. You can't use more than three ever, but as long as there's three different sources of karma, you can use three karma.

Speaker C:

Just for shits and giggles. I'm going to use three karma this time.

Speaker A:

All right. Holy crow. All right, 52. That is definitely going to do some damage. Step 46 for 52, though. So it wasn't a lot of explosion, but a bit of them. All right.

Speaker C:

I hit the thing and I do a fair amount of damage. I'll take it.

Speaker A:

I'm going to check something. So it's got a knock down test. You actually did wound this. It's going to spin color on that. Oops, there. 20 is not going to be. For it to stay. It's not really on its feet. It's going to be kind of. Well, the wind knocked out of it, as it were. It's going to be kind of lower to the ground and kind of, I guess, prone, for lack of a better term. Like it's not able to organize itself and dodge as easily anymore now. Yeah, a little scattered, but easy to hit. It's kind of like it's slowed down quite a bit, and that'll basically be the equivalent of knock down. It's got negative three and. Darn. Okay. I could have done a thing and I didn't for it. Now it knows that it can do that thing. Oh, well, and that's something for next time. Yeah. So it'll try that next time.

Speaker C:

All right, so that's one karma. One strain, one karma. I was trying to add them up altogether, but.

Speaker A:

Yeah.

Speaker C:

Three strain three. Strain three karma. Six karma.

Speaker A:

Oh, right. You used it on other things.

Speaker C:

Yeah, I used it on the three. I used three on the last roll.

Speaker A:

Jeez.

Speaker C:

But I used karma for my maneuver step, karma for the unarmed combat. Okay, so only five karma.

Speaker A:

Five karma, yeah. All right. And. Yeah, describe your attack then, I guess with all that.

Speaker C:

Okay. As Faye lands from whiffing her damage, Gareth is going to be right behind her as she studies herself. For another thing. She feels a foot on her back as gareth leaps over her to get some height. And as he arcs, his fist flames up from crushing blow. And he just comes in with this yell, which I won't do, and just goes wham. And just mollywomps him. This windflare, as he knocks it prone, comes down and lands next to Faye, ready for the next attack.

Speaker A:

Lindstan, what are you doing?

Speaker B:

I'm going to use air blast.

Speaker A:

Awesome. Well, why don't we roll?

Speaker B:

Okay, well, first of all, I'm going to aim just off the side. I don't want to hit my friends because it is a thing.

Speaker A:

Oh. Area of effect. It is.

Speaker B:

It's a six yard wide swath.

Speaker A:

Okay.

Speaker B:

And you said it's up in a big cloud thing, so I'm just going to basically maneuver myself so that I can get as much as I can without hitting them.

Speaker A:

Okay. Yeah, maybe we'll treat that as. I think you can usually shape it a bit with extra successes and stuff, so maybe we can see what happens.

Speaker B:

Have an extra thread. I can use that for better shaping.

Speaker A:

Yeah. Some of these spells have things like that where you can kind of shape around people.

Speaker B:

This one increases area, increase range or increase effect.

Speaker A:

Okay, yeah. We can maybe spend the extra thread to not affect, kind of shape it instead of increase area, maybe decrease area.

Speaker B:

Okay, that works.

Speaker A:

Obviously, I don't want to hit my.

Speaker E:

Friends, especially not applying one.

Speaker A:

Right. That would make the most sense.

Speaker B:

Okay, perfect. And in that case, I'll use my spell casting. Can I use one of my things? Because I can.

Speaker A:

Holy. Yeah. Oh, yeah. What's its mystic? It does not have a very high mystic. That is three extra successes. Oh, no. Four. Because it's on the ground. Four.

Speaker B:

Nice. Okay, so plus eight. Hold on. I got to do some math because.

Speaker C:

This is a lot.

Speaker B:

Okay.

Speaker A:

You're doing a desperate spell.

Speaker B:

I am?

Speaker A:

Well, I can retain phase roll of 70 whatever. Or 74 I think it was now.

Speaker B:

But got it by one.

Speaker A:

By 175.

Speaker C:

What the hell?

Speaker A:

Step 49 for 75. All right. Actually, no, yours before wasn't step 49. That was steps. I can't remember what it was. But anyway, step 49 for 75 is that damage is damage. Okay, so let me minus mystic. Mystic armor is not very much thing. Okay, math time. And best of all, it's an air spell. Yeah. Okay, so describe your kind of basically killing blow of this ice thing. Just you. Wait.

Speaker B:

So I fly up above and kind of angle myself, and then I do this hand gestures and just, like, pretend I'm blowing, and this giant column of air just literally blows all the little bone shards around, and they all smash into each other and basically turn to dust.

Speaker C:

All I can imagine is. What is it? Sasuke from Naruto doing that katan no jutsu except air instead of fire.

Speaker A:

Nice.

Speaker E:

I don't understand a thing you just said.

Speaker C:

He put his hand to his lips kind of loose, and he blew through them. But instead of a fire blast like in the anime, then stat would know. Accelerate the air and make an air blast.

Speaker A:

I'm going to get Navit to roll. Danger sense.

Speaker E:

Okay, as you see this.

Speaker A:

I feel.

Speaker D:

Like I'm getting an air full of bone dust.

Speaker A:

Okay, anybody else have danger sense?

Speaker E:

Eric does.

Speaker B:

Oh, wait, no, I don't.

Speaker E:

I believe Garrett. I'm sorry, you have danger sense.

Speaker C:

I do. I also have a void blow. I think that's going to be useful soon. Danger sense.

Speaker A:

Yes.

Speaker C:

It was one of the first I took.

Speaker A:

Yeah, we're all dangerous sense at rank five.

Speaker C:

I need to up that action. Step eleven. My took us.

Speaker A:

Ooh, 14.

Speaker C:

Okay, I have 40. Karma, I've been a little loose with it. True, but, you know, if I have it.

Speaker A:

Okay, I'm going to try a thing. Something else is going on.

Speaker E:

Navis looks a little bit pouty right now. Finally came up to her. To her attack.

Speaker B:

Really?

Speaker A:

There's a couple actions on.

Speaker E:

I think you both failed.

Speaker A:

Yep, you both failed. Let me get Gareth to roll an awareness.

Speaker C:

Sure. Wait, so I failed the dangerous sense, too?

Speaker E:

I had more than you did?

Speaker A:

Yes. There is an awareness test for something that's going to be happening to you.

Speaker E:

I rolled 15, you rolled 1420.

Speaker A:

Yeah. Okay. You are aware there seems to be a you feel from your feet upwards, just something very slimy climbing up you. I'm guessing you might look down when that happens.

Speaker C:

I would, yes.

Speaker A:

You see worms crawling up your leg and suddenly you feel this tingling sensation as your skin pulls off of you and starts moving. And I think, no end there for next time.

Speaker E:

What.

Speaker A:

Name givers an Earthdawn actual play podcast uses the Earththorn 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.

The party seeks out a Wing Flayer for Lindstadt's required deed.

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: Machiavellian, Unseen, Isolation by Phat Sounds Licensed under CC BY 4.0

Music: Open the Gates of Wonder, Exploring the Unknown, Echoes of War, Rush to Glory 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.

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

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