S3E6 - Mission to Wyrmspire I: Zauron's Folly

3 months ago
Transcript
Speaker A:

For the next four sessions, we're stepping back to fill in a gap from the beginning of season three with Gareth's mission for Zrinka. We recorded this when two of the players were unavailable for a couple months. In these sessions, you'll get to hear two additional players, one new and one returning. Both also have their own actual play podcasts. First, they'll be Sean from dungeons and pop, and then we'll hear again from Susanna from Thornvale. Kirsten will be playing a new character as well. After these sessions, we'll be back to where we left off, the main party in the Twilight Peaks. Welcome to namegivers, an Earth dawn actual play podcast. So you. I think Gareth has been training for a while with a unnamed gauntlet. I can't remember who it was, but there was a gauntlet you trained with, and you feel a bit of a weird burning sensation coming from your armor. And I'll say that you. Maybe you're in the middle of meditating somewhere, maybe like one of the rooftops of one of the. It was an abandoned building, but it's now within the walled area of Zurinka's readout, the reclaimed portion of Baracha hold. Maybe you're on the roof there meditating.

Speaker B:

How painful is the burning?

Speaker A:

It's not painful. It's just warmth to you. Because being an elementally attuned person, you're like, oh, you realize it's coming from the armor on it.

Speaker B:

So instead of, like, scrambling to get out of it, because. Ow, ow, ow. Hot, hot. It's. Oh. Something is amiss because my armor is.

Speaker A:

Doing a thing, and you hear a bit of a vibration and then a sound in your head that says, gyeth, come to my lair. See me. I have something for you. Need a help?

Speaker B:

On my way.

Speaker A:

And I think you've been handed by someone one of the sunrise gate keys. I'm trying to remember what they are, but there is a key.

Speaker B:

I think I actually did carry one for a while. So that makes sense.

Speaker A:

Yeah. And luckily, I will say that this is actually set before sunrise, so you actually have a bit of time out there.

Speaker B:

Yeah.

Speaker A:

So what do you do?

Speaker B:

Well, I leave a note, and I have been summoned, so a summoning. I shall go.

Speaker A:

Okay.

Speaker B:

I leave a note so they don't freak out because I'm not a jerk, like, you know, had to leave suddenly. Don't worry, I'll be fine. If not, you'll hear about it, most likely love, Gareth. And then he sets out.

Speaker A:

Nice. I will skip through all the narrative of going through all the various things for getting. Actually, there's not that much to get to her layer. It's the place below her layer. That's the weird extra stuff you'll notice upon coming down through the sunrise gate. Not as misty as it was before. Seems to be a bit of gardening has happened in here. She's done some cleaning and pruning some new plants. Trees have been introduced. Seems to. Someone's been doing some work down in here as you travel down, and there's a little less mist, so it's not so humid anymore.

Speaker B:

I think Gareth would be impressed by the change in the short while as well as see if he can't reach out with his elemental attunement to the various things. Basically just kind of as a little practice.

Speaker A:

Okay. Roll half magic. Balance seeker. All right. That's perception plus potential karma. Right.

Speaker B:

Where I'm just annoyed that I don't have anywhere on my sheet. What my balance seeker level is. Was that two. Would this be one at this time?

Speaker A:

No, the trials you had were. It would be three now. There was earth and then was there anything other than air?

Speaker B:

I think there was wood and fire, because I remember facing those.

Speaker A:

Right, wood and fire, not earth and fire. Yeah. All right, so you're second, then. Yeah.

Speaker B:

So half that.

Speaker A:

Yeah. This is one of those annoying things. It's called half magic because it used to be half. No, it's just your rank. Two plus your perception in this case.

Speaker B:

Okay, that's good. That's good, actually, because then it's eight instead of seven. And of course, always karma because.

Speaker A:

And will dice roll and we. Out of ten. Okay. Yeah. I mean, you can actually tell in a ten that this is a much more balanced place before. Not that it was hugely unbalanced before because it didn't really set you off too much, but it's just kind of a calm, cozy place now, as far as elementalism goes, I guess balance has been restored. Exactly. You feel it is probably the most balanced place you've ever been in your life, almost. So it is probably very comfortable to you in that sense. You can see down in one of the sections that Zurinka seems to be actually sitting and meditating in dragon form, which mean, how intimidating is that? For.

Speaker B:

Know, it's a dragon. Meditating or not, it's a friggin'dragon. That is, by its very nature is intimidating. Just because he knows her somewhat personally and is technically beholden to her as a balance seeker does not diminish the intimidation that much.

Speaker A:

And I would say that for one.

Speaker B:

Reason, that is built of two words. Can you guess those two words? Because dragon.

Speaker A:

Yes. So I think she would sense that. And you'll just feel this slight rush of wind heading towards where the dragon is. Kind of. It's a spiral, kind of, what do you call it? Walkway down into there, and you could fall off the edge if you were rolled off a bit so you don't lose your balance or anything. But you do feel a gust of wind suddenly head towards her and the dragon just kind of vanishes and you hear this kind of pop sound and drool. I don't know, just a straight perception or awareness, actually, if you have it.

Speaker B:

Okay, I do have awareness. Although the first thought in my mind is weasels are supposed to go pop, not dragons.

Speaker A:

Oh, no.

Speaker B:

Awareness. Yeehaw. I don't think karma on this one.

Speaker A:

Yeah, no, I think you had to scaz it as a versatility thing, so wouldn't be karma. Yeah.

Speaker B:

Okay.

Speaker A:

Eleven. Okay. Yeah. You're not surprised as you hear a flutter of wings behind you that sound like windling wings.

Speaker B:

Oh, yeah. There was a windling down here, wasn't it? Like a friend or a student or something?

Speaker A:

No. If you do turn around. Do you turn around?

Speaker B:

I do. Yeah.

Speaker A:

You see the familiar windling form of Zurinka, right?

Speaker B:

That was it.

Speaker A:

She took a windling form when she as a name giver for him after the whole ceremony. Gyroth. Is this less intimidating?

Speaker B:

Well, I mean, I do travel with two of them, so obviously. Joking.

Speaker A:

That's great. That's great.

Speaker B:

I mean, no offense, but dragon, any motions to where she was in her size, I mean, that would intimidate anyone.

Speaker A:

True. I sorry to summon you in sudden notice, but I have caught up on the events of, let's say, the last 400 years, 500 years, whatever it was. Impressive. No matter. Yes, dragon things we can. Yeah, but in this case, mostly just really just talking to these thoradic people that showed up, the commission people that showed up, and they caught me up a bit on politics, world, et cetera, all that. Of course, I did this in windling form at the time, but I'm sure.

Speaker B:

We would have known otherwise.

Speaker A:

I'm thinking of maybe presenting myself to them in a more dramatic fashion soon. But anyways, it is unfortunate, but my sire, I don't know what the right word is in human or name giver, young race, name thing, but the one who raised me, Vasgentus, the eater of cities, the lorekeeper, and she ratles on with a bunch of things. But I'm sure eater of cities. Probably made your hair stand on end briefly, if you had any.

Speaker B:

Yeah, it's like, oh, yeah, keeper of lore. Eater cities. What? Excuse me.

Speaker A:

He unfortunately has passed on in recent years, I have been told. And, well, there would be two things I would expect. One would be I would have had something sent to me notifying me of this and probably some information of what would be inheritance. Is that the term that might be used by your people?

Speaker B:

Anything left by a quote unquote kin member given to you when they pass? Yes.

Speaker A:

Inheritance, yes. Like that. Maybe not as crude as you people do, but yes, like that. And I would also like to kind of know what has happened to Veschenta's lair. So you don't mind, I can hand you this. And she passes you, actually, a small crystal probably at first it gives you a little shock of like, oh, no, not one of these blood crystals again, like you had growing out of your hand.

Speaker B:

Here we go again.

Speaker A:

This one's blue instead, though, and actually kind of glowing. Kind of very pretty like, and fairly smooth, not rough. And she's ganning it too. And it's actually kind of windling palm sized. So it's actually like pretty much jelly bean sized. That's tight. She said this will give you access to where. See, normally, Vasgentus, he takes audience from name givers. Other dragons didn't like this, but they tolerated it. You usually have to go in the front door, I guess you would refer to it, but this should give you kind of access to the more dignified entrance, which is at the top of Mount Worm Spire.

Speaker B:

Oh, so the private entry key versus the public entry key.

Speaker A:

Something like that. And it would also allow you to travel by airship fairly safely there.

Speaker B:

Good to know. He will take it from her and put it somewhere very safe, make sure that it doesn't fall out of any pockets or anything.

Speaker A:

I would have expected some kind of outreach from the great dragons, but they have not yet done. So I wonder if, first of all, whatever I have coming for me, whoever is caretaking the layer now, whether it is Drakes or there is a new lord of the manor, as it were, they are obliged to give any of my envoy what is due to me. So you should not face any danger, hopefully.

Speaker B:

I will say, I can imagine that there's always going to be those types that one wouldn't believe that I was your envoy. Two perhaps think you're. I'm just a know Namegiver, treasure hunter or something.

Speaker A:

Keep that crystal. They will know.

Speaker B:

Very well. I will make sure of that.

Speaker A:

I have procured a ship and a couple companions for you on this, as I have something else in mind for the windings and troll you have with you.

Speaker B:

Okay. Good thing I left that note then.

Speaker A:

There was a crashed airship in parachah hold. I kind of helped them out a bit. They don't necessarily know what I am. But don't worry about whether you need to tell them or not. You can if you wish, because most people will honestly know soon enough. But they do know their ship has been repaired, and the repair is paid for mysteriously in exchange for helping a certain balance seeker.

Speaker B:

Aha. And I would assume showing them the gem would also work. Saying, I'm the one you're looking for. Or would there be something else to tell them this?

Speaker A:

No. I've given them description.

Speaker B:

Very well.

Speaker A:

And she smiles, and you realize that you basically had no way of saying no to this anyway.

Speaker B:

Well, not that he was going to. Because dragon.

Speaker A:

Yeah, exactly.

Speaker B:

He ain't stupid.

Speaker A:

And actually, the smile in this windling is a lot more intimidating than it should be for a windling.

Speaker B:

Yeah, it's the I know your true form, that's scary type of thing.

Speaker A:

Like, you suddenly know what it's like to look at a windling from the perspective of a fly. Maybe looking at one, even though this one's smaller than you.

Speaker B:

Yeah. Something to be said about presence in the room. He will do his best to not show the intimidation, wanting to keep being respectful. And I think he will say, well, barring some short time to make sure I am properly supplied, I believe I will immediately set out on this. Immediately, then.

Speaker A:

Very nice. I believe you can find them at the unsteady spirit.

Speaker B:

The unsteady spirit.

Speaker A:

And you know that to be a tavern. Actually, the first one that opened.

Speaker B:

Oh, nice.

Speaker A:

What do you call it? Zranka's readout.

Speaker B:

Alrighty. He will then bow to her, and if she does not need him for anything else, he will take his leave of her.

Speaker A:

Nice. Okay. And she will bow and, yeah, you can head back to unsteady spirit. Okay, so I'm going to go over to the other character. Oh, go ahead.

Speaker B:

I was going to say, yeah, he's going to make sure his supplies are up to date and restock what needs to be. Basically, I'm not going to change anything, like, mechanically on my sheet or nothing.

Speaker C:

But, yeah, I apologize in advance for my character's introduction. Rob, you're probably going to make me roll some dexterity rolls.

Speaker A:

Okay. So, yeah, we're going to switch over to Jerome and Zoron, do you two spend time together while you're in Baracha hold during the repairs? Or you just split off a lot or spend a lot of time in the tavern? Or maybe let's just first determine that.

Speaker C:

I think Zoron is spending his time in a tavern because he needs to tell his tall tales and balance on chairs.

Speaker A:

Okay.

Speaker C:

On only two legs.

Speaker A:

What's Joram do during this time?

Speaker D:

During the days, she might wander a bit, but in the afternoon to the evenings, she's actually there to hear some of the stories.

Speaker A:

Oh, nice. By wander a bit, you mean maybe travel into the kind of non cleared sections of the. Beyond the walls, I guess. Okay, cool. I want you to roll. Yeah, exactly. I want you to roll in because this will introduce your discipline really well. A perception based half magic. And this is for kind of animal spirit. Animal spirits in the greater vicinity around you. Maybe a lay of the land, I think is the way I'm going to treat it. Actually, from a. By the way, I know you're a shaman and that gives away what your discipline is, but is there a specific kind of shaman that Jerem is? Because I know there's urban shamans as well.

Speaker D:

Right. Her background is she does come from a cavalry tribe.

Speaker A:

Okay. So kind of a nomadic shaman very.

Speaker D:

Much at this point.

Speaker A:

Okay, cool.

Speaker D:

A lot to begin with, and then add to that.

Speaker A:

Okay? Because that'll inform what happens in this role, I think.

Speaker B:

Awesome.

Speaker D:

If I can remember everything. Yay.

Speaker A:

15. Okay, so during your time through here, searching through this place, you're seeing pieces here and there of. Even though animals are your usual target, you are finding odd, twisted pieces of wood in places that shouldn't be like you're thinking, well, there wouldn't have been a tree this big around here because there's no stump anywhere. There's a lot of just pieces in random places, and that's kind of like making you feel like this is a strange place. There seems to be also that most of the animal spirits here are young. There are some that are extremely old. But generally it seems like life here was very disturbed for a long time until recently. So most of your animal spirits are basically either very ancient or very young.

Speaker D:

What do I do with that knowledge?

Speaker A:

I'm just trying to think maybe there would be one that would pique your interest. It's very old, the spirit. There's like a rat spirit I'm really doing. Call it shout a run here, aren't I? You had like a rat spirit that has been here for a long time. You think it's been here, through the scourge, even. But it spent a lot of its time hiding underground. It is what you would expect out of something old. In terms of spirits, it is not very well tethered to this world. It is very faint, but it is present. What do you do?

Speaker D:

Well, I would be very patient, a little patient, and sort of work up to sort of giving it some little rat screeches. What? I don't have spirit talk, so what can I learn from an animal spirit?

Speaker A:

Check your half magic, because I think there might be. Let's see if I can find mystic paths. Let's take a look because I'm pretty sure there's stuff in half magic for.

Speaker D:

Okay. Recognize different animals, animal tracks, and abnormal behavior. Amongst animals and creatures. Ashamed may make a half perception half magic test to detect this presence of spirits.

Speaker A:

Here we go. You know what? We can have this as part of your karma ritual. The karma ritual is involved. Oh, wait. Yeah. There's beast spirits. All right. They call it beast spirit in this version. So beast spirit spirits use spells to tell spirit hold, interact with it. You didn't take spirit hold, but that's okay. Part of the karma ritual actually involves materializing a. You groom the spirits. Oh, interesting. Yeah.

Speaker B:

That's why you get scritches.

Speaker A:

Yeah, that's neat. So do you have any questions for the spirit? We won't say there's spirit talk, but maybe there's some kind of empathy that could. Empathetical communication. That could happen.

Speaker D:

Curious about why. Sort of. I want to get an idea of what keeps him around, because why is such an old spirit so still tethered to the world?

Speaker A:

You will feel a gesturing kind of towards the. Anytime a young animal of some kind, such as a rat or mouse or anything, goes by. And by young, I mean living basically. Anything that's alive, it will kind of gesture towards that as if it is overlooking them. It garner the sense that it just wants to make sure that other beasts can establish themselves before it passes beyond this realm.

Speaker D:

That deserves some extra screeches.

Speaker A:

Excellent. And maybe we'll skip over to Zoron. You are doing a tail. A tall tail.

Speaker C:

Maybe doing a tall tail. I feel like he's balancing a chair on one leg. He's on top of the chair and jabbing in the air, talking about how he dealt with the raiders. Dealt with some raiders with a creative swing of the sail and just volley lopped them right off the boat.

Speaker A:

Very nice.

Speaker C:

Ignored ten of them, and I was dealing with heavy winds and I felt the nature was trying to tell me something. And so I moved carefully from chair to chair, from barrel to barrel, drawing their attention towards the sail. And he's hopped. I feel like he hops off the chair, he's balancing, and he's hopping in another one. I don't know how much of a crowd he's gotten, but he's just like. And then I waited for the right time, clicked the right rope, and, boy, did the wind send that sail flying into those flows. Sending them flying or sending them flying.

Speaker B:

Into the water like.

Speaker C:

Barrels after tuna.

Speaker A:

And can you give a description of your character looks, just because this would be entertaining at this point? I think.

Speaker C:

He had padded leather armor, which I feel is sleeveless. And he has tattoos on his arms that look like. Almost have to kind of narrow your eyes and tilt them. But I feel like it's almost like lines that almost look like if a modern person were to look at them, they were just a bunch of emoticons.

Speaker A:

Yeah, kind of. I know there's a term for that, but almost like petroglyphs, I guess maybe something like that. Now you're a toscrang. What color of one are you? Because you got the kind of scaly skin and tail and crest.

Speaker C:

I don't know if Indigo is a color for these, but I will go with indigo.

Speaker A:

Indigo colored, because Eric would scream. You can also go with, like, a shiny sheen. Kind of an oily sheen type of thing, too. There's definitely been disgrang that do that. Yeah. Cool. Describing with tattoos is something I hadn't thought about before. That's neat.

Speaker B:

Yeah.

Speaker C:

I think he saw someone who looked cool and badass, and he said, I want that. I think that's cool and badass. It may help me convince someone else that I'm cool and badass.

Speaker A:

Nice.

Speaker C:

He's a man who's full of his.

Speaker A:

Own height, and I think this is when we're going to put Gareth walking in first. What does Gareth look like? Just so we can get know a reminder. That one.

Speaker B:

Alrighty. Gareth is a simple and plain human. He is incredibly pale from living in a cairn for all of his life. He is not very tall, being five foot five. He does have tattoos. Body art across his body himself, runic designs and symbols. I do remember that is one of the skills I took was artisan body painting, because the. The gauntlet with the symbols and everything. I honestly can't remember his eye color.

Speaker A:

So. Yeah. You see this? Yeah. Disgraying telling tall tales while balancing a chair was that balancing on a chair or a chair on your.

Speaker C:

He was originally balancing on a chair, and then he kind of jumped to another chair, and it was like. Kind of like to simulate him jumping from barrel to barrel on the outside of the chip.

Speaker A:

Oh, that's nice. Okay, so, Mulgazorand, a roll of perception. So you take your step in perception. Not the attribute number, but the step number, and you do a roll with that, with the dice roller. I'll give you difficulty six, five. Okay, so, one below. Not quite there, but I think this means that, basically, Gareth, as you walk in, you see someone doing this, and you're probably thinking, hey, I got to wait for whoever it is. Might as well. I don't know. Does Gareth drink at all, or does he just sit somewhere, watch the show?

Speaker B:

I think he's drank in the past.

Speaker A:

In past, he has.

Speaker B:

Maybe not as much as the others, but he has had his fair share of drinks.

Speaker A:

I think there was a couple of times where you drank too much because you hadn't really done it before. So I think by now, you've learned your lesson on what too much is.

Speaker B:

And to never listen to the windlings.

Speaker A:

Exactly.

Speaker B:

Because they're always like, oh, you'll be fine. Just drink some more. It's like, no, I'm not. No. Quiet, Nevith. So I think he's just going to order a simple ale and wait for the people he's supposed to wait for, not knowing that they're already here.

Speaker A:

And, Zoron, you were as I described, kind of. I'm just not going to redo the narrative there beyond just saying that basically, Zarinka was this windling hired you, the mysterious, wealthy windling, who with. I think it was kind of reddish. She had a reddish tone to her skin. Very unusual. But windlings can change the skin quite easily. Skin color quite easily. So maybe that's why she paid for your ship being repaired and just in exchange for some guy to a place off in the Scytha mountains. And the person of that description is apparently sitting there nearby in the room right now, after you're done your little show.

Speaker C:

I think they're on, hops down, and he goes, now, I forget what the voice is now, because. Sorry.

Speaker A:

Well, hello there.

Speaker C:

Hello there, sir. You both seem to be someone I'm looking for.

Speaker B:

Am I? As he sips his drink, you wouldn't.

Speaker C:

Be happy to look for passage from an airship, would you? Be a person by the name of Gareth?

Speaker B:

You wouldn't happen to be the person related to a supposedly crashed airship that recently got repaired.

Speaker C:

I would be connected to that, yes.

Speaker B:

Then I believe I am the Gareth you seek.

Speaker C:

Well, Gareth, it's nice to meet you. I am the famed Captain Zoron. And he holds out his hand, and.

Speaker B:

Gareth, not making mention that he's never heard of this famed captain before, takes his hand and says, a pleasure to meet you, sir.

Speaker C:

Pleasure to meet you as well. You might have heard not so much of my claims as a captain, but the many crashes I've survived over the years. I'm a man who knows how to crash, well, when the situation deems necessary.

Speaker B:

I think your name has popped up once or twice, Gareth says, lying through his teeth, because, again, he's never heard of Zoron before.

Speaker A:

I think maybe this would be a good time for Jerome. You would be returning from your morning stroll, I guess, through ratchet hold, because you were told you were meeting someone here around noonish or so. So if you want, you can come in and maybe. What does Jerem look like?

Speaker D:

I put effort into that.

Speaker A:

Yep. Yay.

Speaker B:

Effort.

Speaker D:

Sort of. Effort. So, as a sort of average heighted troll, Jeremy's around six ish feet.

Speaker A:

Oh, troll. I thought you were troll. Don't know.

Speaker B:

Orc.

Speaker D:

Orc. I. Words get mixed up.

Speaker A:

The troll with Gehad would be quite something.

Speaker D:

No, I'm not good with words. She's sort of got a brassy, tannish.

Speaker B:

Skin.

Speaker D:

So orcs generally don't have great hair. But Jerem has a brown kind of wiry mane that grows from the top of her head down to. From her shoulders. Not like lion Mane, but it's hairy there. And she fills out a doorframe pretty well. Speaking of doorframes, she sort of walks in the door, picks up the pup cat, looks him in the eyes, and is like, maybe go easy on the rats and mice today. And puts them.

Speaker B:

It. I love it.

Speaker A:

You see Zora in here with guy who matches the description of the person you were supposed to escort somewhere.

Speaker D:

Excellent. Sort of walk right up and sit down. This our guy, or the one with the windling friends who keep turning the bar over?

Speaker B:

God. And Garrett's just like, oh, God, what did they do? Could the. The Zoron and this new orc, whose name I forgot, sees just. Oh, God, no, Gareth. Should I be apologizing for them?

Speaker D:

Oh, gosh, no.

Speaker B:

All right, yeah.

Speaker D:

Barkeep likes to have a laugh and encourage anybody to sort of one up them. It hasn't happened yet.

Speaker B:

Knowing those two windlings in particular, the only way you can one up them is probably by destroying the bar somehow, especially if glitter is involved.

Speaker D:

Yeah, that's our boy. So we're all packed. Right? You ready to hit the sky?

Speaker B:

I am, in fact, packed and ready to go. The sooner the better. I feel this is a sort of urgent mission. Not to be rude, but. Oh, gosh, there's a word I'm looking for. I keep wanting to say proprietor, but no, that's not right.

Speaker A:

What's the word for?

Speaker B:

It's describing what Zarenka is to.

Speaker A:

Oh, patron might be the word you're looking for.

Speaker B:

Yes, I think that's it. My patron. Well, I don't want to make them wait. And this feels like it's important, so the sooner we can go, the better. I think.

Speaker A:

The impression I'm just getting is that Zoron and Jerome must think that Gareth must be, like, just either maybe just owes the windling race something because he's got windling companions he puts up with, and now he's doing the bidding of some other wealthy windling who just paid for this. Like he's paying off a debt or something.

Speaker B:

Me and windlings. I don't know what it is, and.

Speaker D:

I won't take my boots off. Zaran, you wrapping up your drink?

Speaker C:

Yeah, I think Zarin looks up and he's clearly chugging his drink. And it's like, just holds up a finger before finishing it off with the.

Speaker B:

Arm out and the finger up.

Speaker C:

Yeah. I think he puts down his mug and he's like, all right, well, I'm ready when you guys are.

Speaker B:

Right, then let us leave.

Speaker A:

All right. Zoron, maybe. Okay, so airships in earthhon, they tend to follow somewhat of a viking bit of inspiration, usually. I would say this one probably would have some. So either it was a crank vessel, or maybe you have gotten a different vessel secondhand at some point designed by someone else. But I'm basically saying it's probably one of the small side of the small Drakar style, which means, I think we've ruled in the past. That's, like, a minimum complement of six trolls. And they do the rowing part of these boats because these are the viking style boats that actually have rowers on each side and rows at the bottom, and they are rowing through air, quite literally, is how the airships work in this system. Unless you have a fancy elemental engine, like a certain other group does now, or some places have other means of doing it, but, yeah. So you're going to have a true crew complement of six trolls. You can rhyme off names if you wish, or generate names or just refer to them as crew however you wish. But generally they do the grunt work of the rowing portion of it. So you're aware of how that works. And that'll be below decks. And I think with the one that the raising spirits, the ship, the main group has, there's kind of two levels below decks, and I think I'll make that consistent here. It's just smaller, although it's still big, because, I mean, trolls are big and they need to get under there. So basically, there's the lowest deck and then there's kind of mid deck, and then there's a top deck, I guess, is the way I'll describe it. I know there's better terms for it, but beyond that, if you want to describe, like, masts, flag, any painting done, things like that. Do you feel free or anything that Jerome may have added to this along the way? If she feels artistic, she likes not painting. Yeah.

Speaker D:

She likes chatting with the trolls and with Zarin and maybe accidentally causing them to come out of lockstep and oops.

Speaker B:

But no.

Speaker A:

See, Sean, is there anything in particular you'd want in the design of this, in terms of very.

Speaker C:

I feel like it's weirdly piece meat, male piece meat. I can't remember which one is the right term.

Speaker A:

Piecemeal.

Speaker C:

Piecemeal, yeah. I feel like because we've established he's.

Speaker B:

Expert at crashing, it's either piecemeal or hodgepodge.

Speaker C:

Hodgepodge is a good way to put it. It's more for functionality than any sort of flair. And in its own way, I feel like in its own way, despite the fact it's made of all these different ships that aren't. It's kind of like all these ships that I keep on going back to the latest DuckTales because there was, like, a point where they showed how launchpad prepared the plane. And it doesn't make sense, but it.

Speaker B:

Sounds like he's channeling the orcs from Warhammer forty K. It works because he believes it does.

Speaker C:

Yeah. It's designed. No human would, no single person would think to put parts together, and he somehow makes it work.

Speaker A:

Okay, so you maybe have some extra flares and parts that you think help. They may or may not. Maybe there's some tail fin added somewhere and maybe like a propeller like thing somewhere. Even though nobody's invented propellers yet and there's no reason to use one. It's there somewhere, maybe along the sides or something. And I would say that the various masts maybe come from different sources as you've replaced them over time. Much like an old car that's had panels replaced here and there and got different colors and different parts. Maybe your masts are from different sources, some more colorful than others. I mean, descrang like their things. Often very garish in color. Almost. So you may or may not be one of those describing who love their bright colors or not, but maybe you've got a few of them mixed in there.

Speaker C:

Yeah, that makes sense.

Speaker B:

Patchwork is another term.

Speaker A:

Yep, definitely patchwork. I would know. Okay, Gareth, as you're shown, this vessel, I think it's actually in a special dock where it's under repairs, and. Oh, I gotta come across. Maybe I'll pull up on the npcs from. I remember having. There was an orc, I believe. There was also windling, who was a. Let's see, there was a guy who did a windling airship thing. Searching my old notes is not very quick, though. Oh, Gishi. That was a windling archer sword master windguard. Gishi was part of the windguard, but also Kristan was. Kristan Kastulami. Yeah, I'll go with Gishi. Because of the whole windling thing. It'd be funny, just because. More windlings.

Speaker B:

I was going to say just more windlings.

Speaker A:

Yeah. You recognize that the person overseeing the repairs, or at least the finalization of the repairs, is Gishi. It was that really grumpy windling who was commanding this really tiny airship that seemed like it was designed for windlings. And you remember dash, the orc was struggling getting your decks in this thing to duck and all that when you all were dealing with. A long time ago, when you first came to Baracho hold, and you were dealing with the first of the. What were they called? The decaphanese sounds. They were kind of awfully familiar. Yeah. So you'll recognize him, and he'll look over at you and the other two and be like, oh, I got you. Eh. Where are you all headed? Okay.

Speaker B:

To be completely. Was I told where we're going, or was I just given a general direction of that way?

Speaker A:

Yeah, I guess she did mention worm spire. Sorry?

Speaker B:

Oh, right, the worm. Worm spire.

Speaker A:

Worm spire. It is called Mount Worm Spire.

Speaker B:

Mount Worm spire.

Speaker A:

I will get you. Actually, just a roll. A quick legends and heroes roll, because I'm pretty sure you have that as a thing.

Speaker B:

I do indeed.

Speaker A:

You will know, just as an air sailor, where Mount Worm spire is, though. Anyways, just because it's not that far from here, it's a huge point of interest to any air sailor as somewhere not to go in terms of, like, forbidden airspace normally on a nine. Legends and heroes. So, you know, the Mount Worm spire was the home of, as Jan says, the great dragon. As far as you know. Yeah. Most of your information you have has pretty much been relayed to you by Zarinka. But beyond that. Yeah, you know that generally as an air sailor, don't go flying over that because that's, like, good way to get in trouble with someone. It was probably bad enough when Van Chantis was alive, but the amount of disrespect that might communicate when he's dead.

Speaker B:

Gone. Yeah.

Speaker A:

Might, you know, tick off the wrong people thinking you're there as a grave robber, in a sense.

Speaker B:

Oh, boy.

Speaker A:

Without what you've been given, you would not even pass your mind to ever go there.

Speaker C:

Yeah.

Speaker B:

So, yeah, he's going to say Mount Wormspire.

Speaker A:

Yeah. Okay, sure. And you'll hear him muttering under his breath near your funeral, buddy.

Speaker B:

Oh, don't worry. I think we will be expected.

Speaker A:

Right, well, Zoron, is it? Well, yeah, I replaced a few of your dudens there. He utters a whole bunch of gibberish you haven't heard of before, but I want you to roll a hair. Sailing. Perception, we'll say. So that would be your circle, which is five plus your perception. I want to see how much of this gibberish you are able to understand.

Speaker B:

I get unknown that too.

Speaker A:

Yeah, you could actually.

Speaker B:

Hooray.

Speaker A:

That's a good point. Perception.

Speaker B:

Chris. Airsaler.

Speaker A:

Yeah, which is one for you.

Speaker B:

So seven, because my perception is six.

Speaker A:

And either you can use karma if you want.

Speaker D:

All right.

Speaker A:

For Sean, karma is the exclamation point after the number. Okay? If you want to spend it. And it's just you expend a point of karma. Be checking a box off the sheet, I believe. Or unchecking. I can't remember how it works.

Speaker B:

Because when you click the little box, it says expended one.

Speaker C:

Right, sorry, Rob, what was I rolling?

Speaker A:

Perception plus your circle. So circle is five. And then what's your perception?

Speaker C:

Perception is a four.

Speaker A:

Okay, so nine, that's a low perception. All right, step nine for eight. All right, so you stand about half of what he's saying. There was something about, like, a flange somewhere that you're like, I don't know what he's talking about.

Speaker B:

All I can think of is the fuck is a samo flange.

Speaker A:

Yeah, there's a samo flange that I had to replace. And, yeah, I discharged your charged the person who ordered this.

Speaker B:

Honestly, him having a low perception is fitting for the whole launch pad angle. If you think about it.

Speaker A:

Do you notice one of your masts have been replaced with a banner? It looks like the mast came from a long, long time ago. It's got a standard on it of some kingdom you've never heard of or never seen that standard of before on there. And he's like, oh, yeah. That. When you notice it, he's like, yeah. This is all we had left in here. It's an old banner of the principality of Bratchah hold. Yeah, don't have much up here yet. Sorry, bud.

Speaker B:

I think it's fine. That is a good looking ship. It's a good looking ship. Anyone seen Robin Hood? Men in tights?

Speaker D:

It's the best movie on the face of the planet.

Speaker B:

A good change. It's a good change. Same tonality.

Speaker A:

Yep.

Speaker B:

That's a good ship. That's a good ship.

Speaker A:

So what does Zoron do?

Speaker D:

Definitely.

Speaker A:

Laughs what does Zoron typically do know? Getting aboard his.

Speaker C:

I am. I'm sorry, Rob. I'm trying to focus.

Speaker A:

I can always provide prompts, too. Some of the masks has been replaced. You notice that some of the crew has actually gotten. Seems like better outfits and stuff. You suspect someone may have paid them, finally paid off their debt because you had this little side concern that you had been promising that you'll get the money soon. You got the money soon. Next thing we get, you'll get the money. And suddenly y'all have new outfits and stuff, and you're like, oh, and they don't seem as grumpy, and they seem to be actually kind of nodding their cap at you each time they see you.

Speaker C:

I think Zoron looks at their new outfits, and I think mentally, he's doing a checklist. Are they sleeveless, too?

Speaker B:

Because that's the priority.

Speaker A:

Yep.

Speaker C:

You gotta look like a crew, the unified crew, if you want to get future jobs. He's just saying he doesn't want to be the outlier out as much as you. He only likes being the outlier.

Speaker B:

To be fair, as a captain, you would have a modified uniform to set you apart from the crew. So even if they have sleeves, you not having sleeves is not detrimental.

Speaker A:

Exactly.

Speaker C:

This is true. And I think he thinks about it, and then he goes below deck and tries to and I think he goes into his room to check how his room looks, and he tries to make sure that the secret compartment with all his miniatures is still there.

Speaker B:

The secret compartment with all his miniatures.

Speaker A:

They are still there.

Speaker C:

I think he breathes a sigh of relief and heads back out. And I think his next concern is he's going to go over to the controls just to see if anything's changed there. Because years of jury rigging all these different parts together.

Speaker B:

I have a system. Don't mess with the system.

Speaker A:

Yes. So they've messed with it a bit. You had a lot of dials and knobs that didn't. You weren't sure if they did anything. I mean, you thought they did. And Gishi, when you're just doing the. Yeah, Gishi always walking through. He's like, yeah, I don't know who did that, man, but none of us did anything. The helm and the trolls really is what drives this thing. I don't know what those were. Maybe someone sold you some. Well, sold you or maybe a previous owner some bop goods. But yeah, sound system. Sound system.

Speaker C:

He's like, yeah, one of those. It adjusted some of the patchwork holes so that the ship babe. Different sounds as I approached.

Speaker A:

You know what, and he just suddenly gets a lot less grumpy and gets interested. I've heard about another ship like that, did stuff with sound. This isn't. But have you encountered any of the song ships?

Speaker C:

The player is wondering, has Sauron encountered any of.

Speaker A:

Maybe, maybe not. There are some ships out there that use resonant humming and you're not sure how it all works, but something about harmonics and humming. There's at least one that goes to par length fairly often. For example, off the top of my head, I can't remember the name of it, but it actually, as a GM, can't remember the name of it, but there is one that you can hear it coming a mile away, this ship. But it uses harmonics for stuff like that, and I guess that's free. I didn't get you to roll as an air sailor to know that, but it is something you've heard of, I.

Speaker C:

Think normally I saw it at a distance once as a child, and that's what got me interested in investing in a sound system.

Speaker D:

I think it's to cover up the rattle.

Speaker B:

The fact that we could actually call it a sound system and not in it not be anachronistic amuses the hell out of me. Because it is a system in which one produces different sounds.

Speaker A:

Exactly. That's what actually came to my mind. Because the other Earth on podcast, what's it called? The Legends of Barsave. Is that what it's called? Yeah, legends. Legends of Barsave. I think that's Legends of Earth on. No, Legends of Earth on. It's just called Legends of Earth. On Legends of Barsave was one of the books. Anyways, one of their things involved a ship called the song something or other. And the ship did actually have some kind of resonant song engine, and it was like an elemental engine that resonated at a certain frequency that sounded like song. And it was really fascinating to me to hear about that song. Like, this is a good way to work this in.

Speaker B:

That's cool.

Speaker C:

Zorin considers. I believe some of the reads involved were scraped off in my spectacular crash. Now that I think about it, they may have been lost among the children in town, thinking they were some type of pipes.

Speaker A:

Okay, whatever, man. As he kind of realizes, you probably don't know what you're talking about. Good luck, Gareth. You're going to need it. You hear under his breath.

Speaker B:

He may or may not hear thee as Garrett passes by.

Speaker A:

All right. Does Jerome have any pets?

Speaker D:

Not at. I was probably supposed to do that.

Speaker A:

Well, it doesn't have to be an animal companion. It could just be a pet. Like, literally, there's a cat on board or something like that. I don't know. Just want to check.

Speaker D:

Well, then, yeah, sure. There's definitely weasel.

Speaker A:

A weasel? That would be awesome.

Speaker B:

Oh, no, not a weasel.

Speaker A:

What's the weasel's name?

Speaker B:

As long as it's not sprinkles, we're fine.

Speaker D:

She actually does a two octave whistle. It doesn't give it a. Well, I guess names are really important.

Speaker B:

Yeah.

Speaker A:

Wow.

Speaker D:

That's the hardest thing. Generator. It's definitely not going to start with f. Sorry, nevad.

Speaker A:

Okay. No, you got one. Okay.

Speaker D:

You're going to love it. It's weasel. It's weasel. The weasel.

Speaker A:

I was also going to suggest that, too. All right. Yeah. Weasel the weasel. Yeah. What color is the weasel? White or one of.

Speaker D:

No, he's brown. Got a little white belly. Cute little beady, black eyes. Very weasel sized.

Speaker A:

All right. You see weasel come up and just kind of follow you alongside. What do you call that armrest area of the deck? Is there a term for that?

Speaker B:

I would go with railing. I mean, that's what it is.

Speaker A:

Yeah. Weasel follows along the railing as you walk. And kind of does weasel tend to come run up your pants and sit in your shoulder kind of thing. Sounds like a weasel thing to do.

Speaker D:

It is a weasel thing to do. Yeah. Let's go for it.

Speaker A:

Okay. Yeah. You have a weasel in your shoulder. Suddenly after it does like a 360 around your leg and up your back.

Speaker D:

Just a soft pat acknowledgement that, my friend, is there. Sort of just make room on the deck for all the crew and everybody packing up and getting ready to go.

Speaker A:

Awesome. Yeah. So, Zoron, if you have any particular nuance you want to add to your usual kind of takeoff activities, gitchi has made sure all the dry dock, I guess that's the term you could use. Materials have been loosened and you're free to go however you wish. But first, you could just do an air sailing role, and Gareth could also do an air sailing role because he could know with your direction as kind of second mate, if you wish.

Speaker C:

Okay. Yeah, it works.

Speaker D:

Okie dokie.

Speaker A:

All right, let's see. We'll do the roles as kind of narrative roles rather than the typical earth on one. So I'll just go with difficulty five, and we'll see what happens from there.

Speaker C:

Okay. So from what I'm reading on my sheet, I would do a role for a rank. Is it attribute step six rate?

Speaker A:

Yeah. Whatever your action step is, I can see if I can peek at your sheet and see what that says. So air sailing rank action steps eleven for you. So you have attribute step of six, and then your rank of five is added together to make eleven. So you'll notice that column that says action step, which I'm kind of highlighting now.

Speaker B:

Nice.

Speaker A:

21. Very nice. Okay.

Speaker B:

And I can do double karma because it's on an airship. Correct.

Speaker A:

Zoron could, too, but I'm just not overwhelming Sean with new rules.

Speaker B:

That's fair. And yet somehow double karma. No, that tracks.

Speaker C:

I have a feel for how this goes with how the rules, if I may suggest.

Speaker A:

Okay, yeah, go ahead.

Speaker C:

Zoron on is not a quiet like. I feel like at first, Gareth is thrown off by how fast the ship starts leaving.

Speaker B:

To be completely honest.

Speaker C:

Like, cinematic takeoff. Darren's doing, like, a whole cinematic, dramatic takeoff, like enterprise or whatever, and it's just throwing Gareth off briefly, but then Gareth is catching on.

Speaker A:

Yeah. To add to that flavor, the reason this happens is, for some reason, you have your crew trained to row very quickly compared to most, because usually you just kind of raise off the ground slowly. You let the crew do the rowing in a smooth fashion, so you're even keeled and so on. But, Gareth, you're probably going to be quite impressed with how quickly this thing gets off the ground with a very well trained crew. 20 ones are a lot of successes on there without, like, tipping back and forth too much. Not too much turbulence. You guys get up in the air very fast, more quickly than you're used to at least, and actually might be a little unnerving for someone who just got out of the care, like a year. Ha.

Speaker B:

But he's also thinking, I wonder if we could talk to Galiza about this, because this could be useful in an emergency.

Speaker A:

So you see the scythe of mountains here, and this is a small part of our safe but big mountains. You're kind of in the western corner of this, kind of up in the snowy area. What you're going to see as you go up is you're mostly surrounded by snow. But for some reason, this particular place on the mountain is kind. It's circular ish. It seems to be untouched by snow. There's something making this place warmer, a more temperate climate. It's got a big dead tree in the center at the moment, and lots of sections of this old kingdom that has been overrun during the scourge. But recently parts have been reclaimed. And where you're headed is where on this map, there's a yellow bubble on the east side. The east side of scythe mountains is where Mount Worm spire is. And so you're headed more or less due east, but you're probably not going to follow the peak all the way. But it's kind of up to you guys how you want to do that. Which direction you wish to approach from?

Speaker C:

I think Zaron is. Sorry, could you repeat that last part, Rob? My brain?

Speaker A:

Yeah. Which direction you'd be approaching, mount or spire from? So some options would be kind of go south along the mountain, going along the peaks, which will be a lot colder, of course. Probably a lot more air is a bit thinner, so it's a little harder to maneuver. Or go down the north side and approach kind of from the north side of it.

Speaker C:

I feel like Zoron is the kind of person who goes for the hardier fast.

Speaker A:

Okay, so along the peaks.

Speaker C:

Yeah.

Speaker A:

Nice. Excellent. So you all are traveling and this takes. Oh, I have to do the measurement thing here on here, because just to be consistent, that is less than a day to get there. So this does not take very long. They do not specify in the book what they mean by a day, unfortunately. Oh, they do. 16 hours. Okay. And that's more like 12 hours ish. So I'd say you could get there. Since you're probably leaving late afternoon, you could choose to keep flying overnight or anchor down somewhere to rest during part of the night. And let me just kind of roll kind of a weather check here, my end. And I'll go with, we want four or better for good conditions. Three so you got moderate conditions. You're going to have a lot of wind tonight, but not necessarily any heavy rain. Maybe a little bit of light rain, you think? Coming? What would you like to do? Would you like to try to anchor somewhere for the night or just plow through it?

Speaker C:

I think anchor someplace for the night.

Speaker A:

Okay. Just to be safe, I'll get you to roll a air sailing landing.

Speaker C:

All right.

Speaker A:

And Gareth can help out if he likes. And you can roll with karma on this if you like. Anything that's a talent, you can roll karma, which is an extra boost. So, 16. Yes, you will be able to successfully do that. Gareth, if you're helping out, let me know.

Speaker B:

Yeah, I am. I was in the wrong thing. That was the problem.

Speaker A:

There we go. Whoa, 34.

Speaker B:

Yeah, I think we're fine.

Speaker A:

I think the way this works is maybe, as Zoron's finding a little spot, spotting. Here's somewhere we land. Gareth, you're like, I found something better. And you point out, on the other side of the ship, there's, like, an even better clearing where you can land on literally just the top of a small hill. Be able to see in all directions. It's down the mountains a bit, of course, because you're not going to be anchoring on the top of a peak, because that would be not a good idea. But we'll say maybe there's a plateau somewhere that is nice and clear everywhere. And think, who's taking watch for the night? How does watch get divided up? Maybe I'll just ask Zoron and Jerome. Do you typically just have the trolls do it, or do you share duties for kind of night watch with them?

Speaker D:

I like to think we share.

Speaker C:

Yeah, I think we share.

Speaker A:

Okay.

Speaker C:

I think it's one of. Zoron tries to do as much work as the rest of the crew. And I think that's one of the reasons why they stood by him when he owed him so much money.

Speaker B:

It's fair. He's a good captain who doesn't abuse his crew.

Speaker A:

He just also can't cash the checks that.

Speaker B:

Yeah, unfortunately, there is that.

Speaker A:

Okay, I'll just divide. How would you like to divide up? Me. So, scrang, don't have any low light or anything, so you'll either take the first watch and get very. I'll say, no negatives. I usually, instead of negatives, just increase the difficulty. Make that part easier.

Speaker B:

Personally, we should bookend.

Speaker A:

Yeah.

Speaker B:

Garrett or Zoron should get first watch leading into the darkness. Then somebody with low light or dark vision gets the middle watch, and then the other one of us gets dawn watch, basically.

Speaker D:

I like the minute watch.

Speaker A:

Nice. All right, give me a minute here.

Speaker D:

The most interesting spirits are out.

Speaker B:

There's that too. The midnight hour is close at hand.

Speaker A:

Okay, I'm just doing a quick little look through some stuff before I do rolls or anything, because this is a part where it's a little bit of improv just to mix things up. Oh, okay. Yeah, I like this.

Speaker B:

Folks.

Speaker A:

Okay. I'm just reading for a second. Okay. All right. And look at some stuff here. All right, cool. Oh, my God. 20. What? Okay. I just wanted a dice rolled. Okay.

Speaker B:

Roll a decent 25.

Speaker A:

Yeah, I just wanted a divisible by three thing, and I'm just like, you can't think about 25 divisible by three. All right, who took first watch?

Speaker B:

We'll say Gareth did.

Speaker A:

Okay, Gareth, the role in awareness. I'm going to say you settled down for the night. You're doing your usual thing, maybe sitting up at the crow's nest. Even though you're not dry docked, you're anchored to the ground. The airship does actually still float when you're anchored down, by the way. So there's still that feeling of being in the air. Right? You're noticing there's a lot of weird stuff left in the crow's nest.

Speaker B:

God damn.

Speaker A:

Someone's left. Looks like someone's building a control port up there. That doesn't make any. Like, there's dials and levers that don't do anything up there. As if someone was designing something.

Speaker B:

Missiles. More missiles. Even more.

Speaker D:

What?

Speaker B:

This sandwich looks like it's three weeks old. Because I'm still on an airship. Double karma.

Speaker A:

Yeah. And I would say some of these levers lead out to wires that run down and leads to what might be a siren thing or something like that, but it doesn't actually work.

Speaker B:

Oh, dear.

Speaker C:

I feel like one of the levers actually leads to the storage tank for the retrieve, which.

Speaker A:

That's exactly what I was about to say.

Speaker C:

Zoron is prepared. In a pinch, he has the diarrhea bomb.

Speaker B:

Oh, Christ.

Speaker A:

I was just about to say something hooked up to the latrine. That actually opens a port on the side and drops everything out of it.

Speaker B:

That's a shitty maneuver.

Speaker C:

Oh, it gets even better, because usually it's followed by a torch.

Speaker A:

Okay, 24. All right. Yeah. GM roll for that was interesting.

Speaker B:

I'd love to roll a 40. I'd love to know what Noah does to roll, stuff like that. But I'll take the 24.

Speaker A:

Okay. You're noticing as you're kind of sitting here probably both meditating and keeping watch. I don't know, just kind of half meditating. Oh, no. However you want to describe it, you're noticing that there's more moths than usual around you here. It's kind of a little irritating. Like, they keep flying around you and it's almost like testing your resolve to meditate properly and keep your focus. But then you notice that there's some of them you think you saw in the corner of your eye flying around that you thought, oh, wow, that one's close. And then you realize, that's not close, that's big. There's a couple of very large moths flying around here. Like a foot or two wide.

Speaker B:

Wow. As long as we don't run across any giant lizards, we'll be fine. A foot or two across?

Speaker A:

No. Then you realize, oh, no. Foot or two up and down, maybe 5ft wide, if you're guessing.

Speaker B:

Hell of a wingspan for a moth.

Speaker A:

As you're looking around, you're realizing, yeah, that's a big moth. There's a couple of them, at least.

Speaker B:

What are they doing? Are they just flying?

Speaker A:

It's hard for you to tell because it is kind of dark out, but they are kind of circling around, you think because you catch it a bit in, like, let's say the twilight, it's not full sunset yet. There's still a little bit of astronomical twilight going on. There's still a glow in the horizon. And whenever one flies by that direction, you're like, yeah, that's a big moth. And I don't know what it's doing. And then there's another one. And then there's another one. And you're not sure if it's the same one that circled around or if there's lots of these around.

Speaker B:

I'm going to take a moment and I'm actually going to see if I can track one of them, one of these big ones.

Speaker A:

Okay.

Speaker B:

To see if it is the same one circling or if there are just that many, apparently.

Speaker A:

Do you have any particular skill that would match that or talent that would match that? Or we just go with awareness, you think?

Speaker B:

Awareness, not mystical pursuit. I can tell that. Danger sense. Okay, skills.

Speaker A:

Oh, danger sense. Yeah, roll. Danger sense. Danger sense. That's a bad thing when GM says roll. Danger sense.

Speaker B:

Yeah, it is.

Speaker A:

Where was that roll? Where did it go? Oh, you didn't roll yet. Sorry. No, that was Kristen's message that I heard the beep for that.

Speaker B:

On the other hand, 23.

Speaker A:

That's really good. So you're not surprised when one of them comes around at you. So I'm going to allow you to roll an initiative and then we're going to terminal what you actually do, depending on your initiative.

Speaker C:

Okay.

Speaker A:

Gareth goes first on a six. There is at least one coming straight at you, and I'll give you a little flavor. It looks like it has a big stinger and claws. As it's approached like this is getting into slowed down micro time. You're just about to react because, oh, my God, that thing has claws and a big stinger and this is a moth. And it's a big moth.

Speaker B:

The only moth I know that has a stinger would be the legendary pictures version of Mothra. And that one, now that I think about it, also had the praying mantis limbs. Great. So I'm dealing with mini mothras. Okay. I'm trying to focus. To strike or. No, I'm going to crushing blow the thing.

Speaker A:

Okay. Remind me how that one works. Crushing blow is. I think that's a damage dealing thing. So you're really unarmed combat? Yeah. Is what you. Okay, you beat it on initiative. So you can't use your initiative lower. I guess you can lower it below it, but then you'd have to act second.

Speaker B:

Yeah. And I think that's actually how it's supposed to work.

Speaker A:

Yeah. So let me remind myself how that works because it's been a while since we looked at that. All right, so your trade off here. If you use deliberate assault, you can lower your initiative by as much as your rank is. What is your rank in delivered assault?

Speaker B:

My rank in deliberate assault is eight.

Speaker A:

Okay, so you can only reduce by six because they only have six. You can't go below zero.

Speaker B:

Right.

Speaker A:

But you can use six of this if you wish to go last, but then gain plus six on your attack test against this thing.

Speaker B:

Since you already described, basically bullet time, I think that would be good. Okay, that sounds like it could be fun.

Speaker A:

So now I got to go back to the rank book here. All right.

Speaker B:

And, yeah, crushing blow substitutes its rank for my step on damage test after a successful close combat. So that's how that works.

Speaker A:

And then, of course, there's body control. Wow. Reroll. Okay, 21 does 21. It definitely hits. But how much of a success is 21 on your physical defense?

Speaker B:

Physical defense? My physical defense is eleven.

Speaker A:

Okay, so that's two extra successes you can try to avoid. Blow if you like. Target is 21.

Speaker B:

Yes, please.

Speaker A:

And if you fail, well, you just lose a point of strain. 25, you actually succeed describe how you avoid. Actually, no. Let's go through your thing, because then you can describe everything. So you get out of the way to miss. The stinger coming at you is basically what you're dodging. The moth itself will pass by you. It might rub against you or something, but the main thing you're worried about has missed you. Or rather, you have done the avoid blow talent to make sure you don't get stunned by it, at least.

Speaker C:

Yeah.

Speaker A:

So on. So you can do your deliberate assault, which means you get to add plus six to your unarmed combat test.

Speaker B:

Excellent. So that is rank 20. And being a talent on an airship, that's double karma.

Speaker A:

Wow. Okay. That is quite the hit. So you have three extra successes on this thing. On 30.

Speaker B:

Hooray.

Speaker A:

All right, so crushing blow. That allows you to replace your strength step with your crushing blow, I believe. So what's the rank in crushing blow? Because that's the best way to usually to do this.

Speaker B:

My crushing blow rank is eight.

Speaker A:

Okay. So you take your normal damage, you add plus eight to it. That's how that works. And then you add another plus six to it for those three extra successes.

Speaker B:

Okay, so I believe plus eleven, that would be body control.

Speaker A:

Plus 18. Sorry, no brain math. All right, think again. So we have plus eight, plus six. Sorry. From your crush. No, plus eight. Right. I'm getting your crushing blow and your deliberate assault mixed up. That's why. So plus eight and then plus six, that's plus 14 total to your attack damage. Sorry.

Speaker B:

Right.

Speaker A:

Been a while for me, too.

Speaker B:

It has. So that would be. I rolled unarmed combat, and now it's damage, which means body control.

Speaker A:

Yes. So whatever your body control is. Plus 14.

Speaker B:

So that's 17 plus 14.

Speaker A:

Yes. And you do have the option for karma. Guess his body control is a talent. And I think you can spend karma on attack tests anyways. Or damage tests anyways. Let me verify that. I feel like you got something like that when you hit circle something or other.

Speaker B:

Recovery test. Circle.

Speaker A:

Circle five. You got it. You can spend a karma point on any unarmed damage test. So you have triple karma possibilities because you're on an airship. No more than three, though. Roll of three is the thing in your thon. You can never get more.

Speaker B:

No more than that. That is fair.

Speaker A:

More than three sources of karma at a time.

Speaker B:

I do have to remember that I can spend a strain. I get a plus two from my unarmed attack test. So I could have added more. But no, I think step 31 with triple karma.

Speaker A:

You want this thing dead, I guess.

Speaker B:

Apparently.

Speaker A:

And you know, this might not be the only one. You're pretty sure. In fact, this is not the only 122. Okay, 22 damage. Let me find the book. Where are you? Book. Okay. All right. Minus. Okay. It's going to have to do a knockdown. I'm pretty sure it's got a terrible knockdown test. Okay. Two. So describe your tech. With you knocking it out of the sky, it's not going to die, but it is going to go falling to the deck. Probably.

Speaker B:

What I would like to do as a way to flop any injuries has is as it's zooming by with its stinger, I duck down and back into the crow's nest, and as it comes over me, I reach up for its stinger, ripping it out, and then using the stinger as what I attack with that makes it spiral down to the ground to the deck, injured.

Speaker A:

Okay. I love that. That's a nice roll of cool fun. And actually, how high up is crows nest?

Speaker B:

I don't know. I would say at least 20ft.

Speaker A:

Yeah, it'd be more than that. I think, like 40ft. I'm just trying to think if. Does anybody know what a mast on an average small sailing ship would be in terms of one, that would be not small, but it's still a ship, right? I think 40, 50ft. But how many yards would that be? That would be. Yeah.

Speaker B:

Let's see. Okay. Small sailboats under 20ft length rarely have masts taller than 20ft or shorter than eight. Sailboats between 20 and 30ft have masts up to 30ft tall. Large 40 foot plus boats often have masts exceeding 50ft in height.

Speaker A:

Okay. Those large ones would be probably the minimum size for an airship. So I'm going with rolling some falling damage for this thing, basically, is what I've been trying to figure out here.

Speaker B:

Perspect.

Speaker A:

Yeah. So it'll actually get knocked unconscious as it hits the ground. What I'm going to rule and I'm going to get perception. Oh, no. Let's get awareness out of Jerem and Zoron.

Speaker B:

And I think because I used my deliberate assault, that I do not get my second.

Speaker A:

Okay, no. Yeah. That's your trade off. Can't do a second attack.

Speaker B:

That's fair. I just had an idea for getting out of the crow's nest to the deck.

Speaker A:

You can do a movement after attacking because you didn't do one before. Perception.

Speaker C:

Right.

Speaker B:

Awareness is your. Do you have awareness as a.

Speaker C:

Do I do?

Speaker A:

Okay.

Speaker B:

Always go for awareness. And while you're doing that, I will say that Gareth, wanting a little bit more space, hops out of the crow's nest, grabs a rope and slides down. And if I could add some extra damage to the falling moth, that would be great, but I don't want to press my luck.

Speaker A:

Yeah, you can land on it. That would be funny.

Speaker B:

He would purposely do that. It's like as soon as he knows that thing's flat on the ground, he would just aim for that.

Speaker A:

Okay, maybe I'll just have you do a quick Dex check. So, real raw dexterity.

Speaker B:

Sure.

Speaker A:

The reason for this is not to aim, but rather just your ability to stay on your feet while landing on top of this thing.

Speaker B:

No, that's fair. Can I do karma, or is this being a straight deck check?

Speaker A:

I'm not considering it an action.

Speaker B:

Okay. Oh, that's fair.

Speaker A:

Yeah, you're fine. You're able to squish it, but not, like, land in an awkward way that you would fall over anything while you squish it, because it's surprisingly durable. These things, or mods. Yeah. Zorum and Jerem. Wherever you're at, you hear a smaller thump and then a larger thump on the deck. And Gareth, do you say anything?

Speaker B:

Yeah, I scream out that we're under attack.

Speaker A:

You hear that?

Speaker C:

I think Xeron pulls his broad sword from the Dart 40. It's stuck in.

Speaker B:

Because, of course.

Speaker A:

Yeah, I'd imagine this is early in the night, so maybe you're not even asleep yet. You're just in your cabin, like, getting ready to sleep.

Speaker C:

Oh, no. But he's got to practice. One of his talents. He's throwing weapons.

Speaker B:

Oh, nice. I have thrown weapons, too.

Speaker C:

And I think he takes off outside, not even bothering to put on his armor. For now. For now?

Speaker A:

Yep.

Speaker D:

Kind of roll awake. I had to get a little bit in. Is it my watch? No, I don't think it's my watch yet. Let's see what's going on.

Speaker A:

All right. And Gareth, you're first up on the initiative. Actually, if you want, you can roll an awareness just to see what you see. But it's going to be difficult because it's erc and you're a human.

Speaker D:

No, that's fair.

Speaker A:

I'll just up the difficulty number rather than give you minuses or anything.

Speaker B:

There it is.

Speaker A:

We'll see if we can sneak this around in 22. All right, that's pretty good. You can see at least two more of these flying around. You don't know that. That's it. But you see at least two more of them flying around. If you want to throw something at one. If you have something to throw at.

Speaker B:

One, you know I do.

Speaker A:

Okay.

Speaker B:

I mean, it's not a blood bee, but I would imagine a bolo would work just as well.

Speaker A:

Awesome. Go for it.

Speaker B:

Okay, so talent throne weapon or throwing weapons? This is not. Let me double check. Plus two to their unarmed attack test. Unarmed damage. Physical armor or mystic armor. So because it's a weapon. No. Okay, so airship, double karma. I think the problem is that I let it sit there and I didn't do it quickly enough.

Speaker A:

I don't know.

Speaker B:

Let me try that again. See?

Speaker A:

20. All right. Yeah. You're throwing the bola. All right. So that will hit with one extra success. And that adds plus two to the damage. What's the damage of the bullet? Right now?

Speaker B:

The damage step on the. It's three. So damage step of nine.

Speaker A:

Okay. Yeah. Roll eleven, then ten. All right. That is a wound you're getting a sense of. These things are not very strong when it comes to wounds. Five is not enough to stay up. That one comes falling down. I will give it less falling damage because it's not falling as much. All right, so. Oh, no, actually, it doesn't fall. It falters a bit, but then recovers. Actually, I'm going to mend that. I forgot to put the armor on it.

Speaker B:

Oh.

Speaker A:

Interestingly armored, it's not like it's wearing armor. It's just. It's got a really pace on it.

Speaker B:

Yeah, I really need to up my rank for second attack because rank three. Just, I need a better action step for this.

Speaker A:

So you can use second attack if you wish to. I can't remember. Is it second weapon or second attack?

Speaker B:

It says second attack.

Speaker A:

Okay, do a quick lookup on second attack. Trying to remember if that just. Does that work for only melee, is my question.

Speaker B:

Good question.

Speaker A:

Or can it be used on non whatever? Trying to figure out where his talents. Okay, there we go. Talent descriptions. Sorry. I'll try to be quick here. Second attack. It has to be close. Yeah. So you won't be able to do it this round using the same weapon.

Speaker B:

He first attack.

Speaker A:

Yeah. So that wouldn't be possible in this. So that's your round, Jeremy, I'm going.

Speaker D:

To need a little help because I have not cast a spell before. I would like to cast pack tactics, which, funny enough, despite the name, not actually a pack spell. So that means it works anyways. It's a zero thread casting six. And weaving is 510.

Speaker A:

Yeah. So weaving is just the difficulty. You put it into your matrix. You don't need to do that because we'll assume you had it in your matrix.

Speaker D:

Yes. I've got two marked for my matrix, and this is one of them.

Speaker A:

So, pack tactics. All right? Yeah. So we're going to say you were probably in your room and came running up in the previous round. Something like that. In the cabin. And since you're up here first, you can either hold your action to wait to see Jaron or see Zoron, or you can use this on Gareth.

Speaker D:

Gareth's already ready, so I think I'd like to use it on him.

Speaker A:

Okay. Awesome. This lets you work better together. You point at a willing target and howl and make a spell casting test with a six difficulty. So roll. Spell casting.

Speaker D:

Love it.

Speaker B:

Yep.

Speaker D:

So, Gareth, you hardly know me. I walk onto deck and then I scream like a banshee.

Speaker B:

Yeah, sounds about right.

Speaker D:

Spell casting.

Speaker A:

All right.

Speaker B:

I mean, honestly, it's no weirder than anything Navitz. Done.

Speaker A:

Wow. Okay, so that's a few extra successes. It's successful wolf spirit, but you can flavor this differently if you wish. Emerges from the surroundings and leaps into the target and their allies within four yards to imbue them. Wow. All effective allies gain, plus one to attack. Test. Attack and damage tests against designated opponent.

Speaker D:

Yeah, I guess I must see a moth, right?

Speaker A:

Yeah, you definitely do, because you have the Lily vision. So you're definitely seeing these moths flying around. You can't do multiple castings that are going at the time, but that's fine. So successful levels increase effect. So above six, you have three extra successes, I believe that is. So you get plus four to the attack and damage tests.

Speaker D:

Everyone gets for five rounds.

Speaker A:

Five rounds. And. Wow, that's a good one. All right, that means Zoron's affected too, because as long as he stays within four yards, which is pretty much the entire deck.

Speaker B:

Nice.

Speaker A:

Because we're talking about radius, not diameter. I think. As long as you're within four yards of Gareth. Yeah. This is the way it works. All right, what does Zoron do on three?

Speaker C:

I think zoron just kind of rushes up and looks around.

Speaker A:

Roll an awareness.

Speaker C:

Right. 1 second.

Speaker A:

Be a little difficult, so I'll give it a difficulty. Nine. See what it is that you're seeing. I see extra success. So I'll say, narratively, it's just coincidence that a couple of these moths basically fly by with the twilight in the backdrop. You can see giant moths flying around. Does anyone have any kind of creature analysis or creature lore type stuff?

Speaker C:

Let me check. I believe I did take that as a skill.

Speaker A:

Okay. Yeah.

Speaker C:

I took it as creature lore.

Speaker A:

Okay, both of you roll your creature lores.

Speaker C:

All right. Oh, wow.

Speaker A:

19. Okay, Jerem. Twelve. So, Jerem, the difficulty on this, typically the mystic defense of the thing. Ten. So that's one success. So I'll start with Jerem, just because her turn was before yours. Do you have any, first of all, it is a death moth for sure. These are death moths. Avoid the Stingers is like the one thing you just know inherently. But if you want, you can either ask a question about more details about this thing or a stat question if you wish, like what's its physical defense? Or what's its mystic defense? Or things like that is what you can ask.

Speaker D:

Can I ask, is it possible to calm them down or dissuade them?

Speaker A:

Good question. Maybe. Yeah. You don't know in that one. There's no documentation, you know, of do that. You may think that maybe like a really big fire, but these are big moths. Fair enough. These are really big.

Speaker D:

My first instinct is to be respectful, but if that doesn't work, let's kill them.

Speaker C:

Yeah.

Speaker A:

While they're not horritated type things, they are much different than your typical moths, of course, and very dangerous. You just remember something about don't get stung, you don't know why. And then I'll go to Zoron. You've actually got a couple extra successes on this thing, I believe. Let's see. Oh, no. You got one extra success. You got two questions about this. You know, it's a death moth. You know, the avoid the stinger thing. So you can either ask for a couple of game stats or a game stat and something like what can it do in terms of what special abilities it has? Stuff like that. So it's kind of like monster of the week. You got two. Hold for questions.

Speaker C:

Okay, yeah. I think I'm asked, what can they do? Special abilities.

Speaker A:

Good one. So they got a couple of things they do. One is they can stare you down in order to cripple you with fear, as in to basically make you stay still, except in fear, like instead of run away. But obviously they sting people. But the reason they sting people is they have the paralytic poison that they use to inject in you and then they lay their eggs in you.

Speaker C:

I think Zoron calls out, beware their sight or their sting. Bather one brings you to. I was going to try to rhyme, and I now realized what. Beware their sight or their sting. Either one will bring your spring to a stop, and then they'll lay their bb's inside you.

Speaker A:

Okay. Do you have a game stat you want to ask a question about?

Speaker C:

Shoot, I don't know the.

Speaker A:

I'll give you some hints. So physical defense, physical armor. Mystic defense. Mystic armor, though as an air sailor, those don't matter to you that much. So physical defense, physical armor, death rating, wound threshold, those are all things that could be relevant.

Speaker C:

Physical defense, I think.

Speaker A:

Okay, so twelve is the number. It's just a communicated number, stat. Your character obviously doesn't know that, but you just now know as a player how difficult it is to hit this thing or hit one of them. And what would you like to do as your action?

Speaker C:

I think I am going to throw. I want to do something crazy, of course, because I realized I have a better talent at throwing than Mali. So I'm going to throw my sword.

Speaker B:

At one of these.

Speaker A:

Okay. I mean, you have a throwing dagger or something, right?

Speaker C:

I do have a dagger, yeah. I can throw my dagger.

Speaker A:

Yeah, that would make more sense. All right. I didn't give you any special weapons or anything, but we can say it's like extra forged. So add a plus four to the damage of it when we get to that, because at circle five you would have done that by now. All right, step 13 for four. Oh no.

Speaker C:

Oh no.

Speaker A:

So you got to throw your dagger and you just miss completely at one of these as it goes straight up in the air maybe, and then lands back down. And as it comes landing back down, I think we'll end there. And I have an idea for that where that lands, actually.

Speaker C:

Oh boy.

Speaker B:

You just hear Gareth yell aim next time.

Speaker A:

Givers. An Earththorn actual play podcast uses the Earththawn rpg system by FASA Games and also makes use of creative commons music from various artists. See the episode notes for a track list and full credits. If you'd like to come chat with us about the show, join us on the Namegivers channel in the actualplace, a discord server for actual play podcasts. The link is in the episode notes.

Back in Baracha Hold before the Great Oak Ceremony, Garreth is given a mission of high importance by Zrinka.

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:

  • Zauron, a T'Skrang Sky Raider: Sean
  • Jarum Red Wind, an Ork Shaman: Kirsten
  • Garreth, a Human Gauntlet and Balance Seeker: Erik
  • Game Master: Rob

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