People Being Other People - DnD Actual Play

We find the come face to face with the dark Heart of the Feywild.
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What is People Being Other People - DnD Actual Play?

We are PBOP - a TTRPG actual-play podcast where we pretend to be other People! Join us for, hilarious improv, immersive storytelling, and an original score to set the mood. Subscribe now and adventure along with us - for excitement, for love, and for giggles!

Tim / GM:

Last time on Cloudfall. Things got dark, and then they got darker. The party had fallen into the Feywild, scattered and alone. But they're already starting to regroup. Poppy found Guy's body, Smiledrin found Guy's head, Doran found Mikey and Aaron found a changeling just like themselves.

Tim / GM:

And then, found a dark secret that phenom had been hiding all along. Everyone is struggling to survive, dodging the monsters that dwell here and holding their breath against the deadly black fog of the mire. However, knowing all too well the dangers of the dark here in the Feywild, Journey struck out towards the light of the horizon, hoping against hope that others might do the same. But in this place, even hope is treacherous. Journey.

Tim / GM:

You are walking the edge of dusk in the Feywild, a long, long time ago. Your lungs are full of sweet summer air, and there's a soothing humidity rising from the fields around you, and there's a harmonious like a warming orchestra. As glowing Fey buds lazily drift through the tall grass all around the 2 of you. And you hear,

Speaker 2:

it's just so beautiful, isn't it?

Tara / Journey:

I can't believe how pretty it all is.

Speaker 2:

It's like this forever here.

Tim / GM:

She gestures out at those Faye buds. She says, do you like them?

Tara / Journey:

They they bring me so much joy. I can't explain it.

Tim / GM:

They're magical, and she smiles at you. They're my friends.

Tara / Journey:

Could I could I be their friends too?

Tim / GM:

Of course. You can be part

Speaker 2:

of our family. We can all live together here on the edge of the sunset. It's the most magical place in the world. Do you you wanna be like them? Do you wanna be one of them?

Tara / Journey:

I mean, of course I do, but what about what about my family? Oh,

Tim / GM:

You get this strange sensation when you see a creature over 14 feet tall kneel down to you. She says,

Speaker 2:

it's okay. You don't have to. You've got lots to do anyway.

Tim / GM:

I bet you're going to see all sorts of places.

Tara / Journey:

None like this, but it'll still be amazing.

Tim / GM:

You like to wander, don't you?

Tara / Journey:

Journey looks a little bit sheepish and smiles. Yeah. I I can't help it.

Tim / GM:

He smiles huge at you and stands again. And even though you're so close to the edge of the sunset, you can tell that L'Naghty never quite steps into sunlight. She says,

Speaker 2:

do you know who I am?

Tara / Journey:

I I think you're everything.

Tim / GM:

Her smile doubles. She says,

Speaker 2:

maybe I'm

Tim / GM:

a spirit of the forest, and I've

Speaker 2:

been watching you, you and your family. The forest loves you. You all live in true harmony, and it's beautiful. That's why I'm here is to invite you,

Tim / GM:

invite all of you, anyone who wants to live in peace,

Speaker 2:

anyone who wants to give back to the earth. I offer you the chance to become one with life and join my family. Anyone who wants to.

Tara / Journey:

How do I how do I tell everyone? Everyone would want this. Right?

Speaker 2:

Some might not. That's okay. But

Tim / GM:

I think some people will.

Tara / Journey:

I I think it's so so close to what my family is like now. I think they'd I think they'd love it.

Speaker 2:

That's right.

Tim / GM:

You've all earned it.

Speaker 2:

When you're ready, just light a fire. Sing my name and and I'll be there.

Tara / Journey:

Alright.

Tim / GM:

The 2 of you stand and look out at the distant horizon, that distant still sunset that never moves. And, Journey, your feet are tired, and you've been trudging for a while now, and you're looking at that dull light on that distant impossible horizon. We're back in the present. You're moving towards the day side of the Feywild, picking your path through a carved ravine full of snapping, brittle twigs, and razor sharp thorns. You've got a lot on your mind.

Tim / GM:

Jurnee, what are you doing here?

Tara / Journey:

I think this is the first time in a long time that Jurnee has felt actually lost. A lot of what her life is now is getting intentionally lost and getting into situations that she's not familiar with to learn. And this is just demoralizing. This is just frustrating to be so close to a place that she does know, but to be trapped in this dangerous place that she cannot know. I don't know.

Tara / Journey:

I almost wanna do, like, a wisdom save or an insight check or something like that to emotionally or mentally kick Journey out of it to try and find a better way to handle this situation. Sure.

Tim / GM:

Give me a dexterity save.

Tara / Journey:

Okay. Oh,

Tim / GM:

24. Alright. Never mind. Yeah. You slip on something wet, and you fall towards the thorns and catch yourself before you really hit the ground, but that's enough to stop you from moving forward.

Tim / GM:

Take a deep breath and look around at where you are. To be honest, Journey, the direction you're heading, you can't even be sure that that's the horizon.

Tara / Journey:

The only thing that Journee saw that made sense was when she looked over that ravine and saw that flash of green light, and that was actually familiar to her. So I think she looks down, takes a deep breath, and tries to let go of that frustration and feeling helpless and stupid and gets up and turns around and heads back in that direction.

Speaker 2:

Cool.

Tim / GM:

Poppy, you're following close behind Guy's body.

Speaker 4:

I'm riding on Guy's body. Sure.

Thomas / Guy:

Yeah. And she's kinda, ratatooing king away.

Speaker 4:

So I at the beginning in our backstory, I'd given him a tea towel to, like, keep his head on. Yeah. So I feel like maybe he wears it around his neck or something.

Thomas / Guy:

Yeah. Totally.

Speaker 4:

So I have it, like I'm holding the ties in both hands and, like, directing Guiding it like the Yeah.

Tim / GM:

Okay. So not following behind him, but following on his shoulders. Kind of between your legs, you can see these lazy green flames are billowing out of guy's neck, and you have to kind of, like, keep your head away from them every now and then, and it's mixing with the vibrant violet and yellow of the fey buds around you. This place is terrifying. Sure.

Tim / GM:

But you're not alone now. Guy is marching through a field of rusty red foliage, comes up to about his knees, maybe a little too high for you to see over by yourself. And you can see in the distance, Poppy, a great black lake with a tower rising from it that reaches all the way to the clouds.

Speaker 6:

If we could get up that tower somehow, maybe we can see where we're going.

Thomas / Guy:

There's a tower?

Speaker 6:

Yeah. There's okay. So there's like a really big lake. Right? Did you see the lake earlier?

Thomas / Guy:

I haven't seen much of anything, just some bushes and this scary guy.

Speaker 6:

Okay. Well, there's like a really big black lake, and then there's a giant tower in the middle of it. Hold on. I'm gonna try and see if I can get anyone else again. Journey?

Speaker 6:

Doren? Aaron? Mikey? Nothing. Yeah.

Speaker 6:

Still nothing. I don't really like it here.

Thomas / Guy:

Can't say I do either, puppy. Maybe it's best to for you to head toward that tower. Maybe some of the others saw it as a landmark, and we'll you'll you can reconvene there.

Speaker 6:

Okay. I promise I'll find your head.

Thomas / Guy:

I would appreciate it.

Tim / GM:

Poppy, you head down towards the lake towards that shore and as you descend the side of the hill here into a sort of lower grove,

Speaker 2:

give me a perception check.

Tara / Journey:

8.

Tim / GM:

Wow. K.

Speaker 4:

I've rolled a 4.

Speaker 7:

I don't know.

Tim / GM:

Yeah. You, you breezed right on past it down

Speaker 2:

to the edge of the lake. Oh, what did I miss?

Tara / Journey:

Oh, that was so hard.

Tim / GM:

Aaron, you are still in that dim twilight, and that intentional clearing with the grand view of the tower and the lake below, and there's a circular stone pavilion beneath your feet overgrown with brush and black soot, and those 6 gnarled statues, those natural trees in the shapes of your enemies are surrounding you here. That changeling is nowhere to be seen. You're alone, and it's quiet.

Speaker 8:

Can you remind me again Doran's sword? How far do you think I got from where Aaron had seen it?

Tim / GM:

Maybe 500 feet.

Speaker 8:

Okay. Okay. Much closer than I thought. Now that there's no sign of the changeling the other changeling, they are gonna take a calming breath. They're just statues.

Tim / GM:

I'd like you to also get me a perception check. I'd like you to also get me a perception check, Erin.

Speaker 4:

Can I

Speaker 7:

do a perpuppin check perception?

Tim / GM:

You do a fuck yourself test.

Thomas / Guy:

Natural twenty.

Speaker 8:

Not good. It was a 9.

Tim / GM:

Yeah. This place, definitely sticks in your memory, but, you don't get much more than what you've seen. You make your way back to that shallow pond. Is that right?

Speaker 8:

Yeah. Erin's backtracking to try to remember where they saw Dorne's rapier in the pond. Yep. I don't have pass without a trace as, like, a spell, but I'm trying to sneak Yeah.

Tim / GM:

Along. Give me a stealth check and then a survival.

Speaker 8:

Damn it. Stop it. 17 stealth.

Speaker 2:

Yeah.

Speaker 8:

5, survival.

Tim / GM:

You've gotten pretty good at moving quietly. You have not gotten very good at finding your way through the forest.

Speaker 8:

I've never lived in a forest. Does that make sense?

Tim / GM:

Yeah. You try to pick your path back to that pond, and even though it was close, it just never shows up again.

Speaker 8:

Can I see any sort of landmarks? Like, can I get a sense of direction, or is it just trees all around?

Tim / GM:

Being that a lot of the trees are bare and, like, there's no leaves on them kind of thing, it's fairly easy for you to get, like, a broad sense of direction in relation to, like, that tower and how high up you are. So right now, you're still on, like, a high precipice, and you can tell that much of this land around you is much lower. It's probably where your friends are if they're not up on this precipice with you.

Speaker 8:

Erin's gonna try to climb the next tallest tree they see and see if I can find the pond one last ditch effort.

Tim / GM:

Okay. Yeah. Give me an athletics check to climb, and then give me a perception with advantage if you succeed that.

Speaker 7:

Beautiful. That's great.

Speaker 8:

18?

Tim / GM:

Yep. Climbed the hell out of that dream.

Speaker 4:

Great. I'm

Speaker 8:

gonna look around, try to find the pond.

Tim / GM:

Reception with advantage.

Tara / Journey:

Do it. Fucking do it.

Thomas / Guy:

For a zap.

Speaker 7:

Don't even look at this one.

Speaker 8:

25. There

Tim / GM:

you go. Yeah. Getting this high up and not having a lot of light sources out here, the one dimly glowing blue light source really catches your attention. It's not that far away. You were just looking in the wrong direction.

Speaker 8:

I'm gonna go ahead and hop down

Speaker 2:

Yeah.

Speaker 8:

And jog off towards the, pond where Doran's sword is.

Tim / GM:

Yeah. You plot your way back out to it, and, it's pretty serene. You can tell the water here is pure and clean despite everything else that's going on, and that, rape beer is ready to grab straight out of the water.

Speaker 8:

Erin reaches out a hand as if to go for it and then pauses for a second right before their hand touches the water. They draw their hand back, find a stone on the ground, and throw it in the very still surface of the water.

Tim / GM:

Okay. You hear a solemn splash as you do. You see some ripples kind of move out around that broken sword sitting in the ground, and then you see a bright light, unexpected, green and strobing between the trees as it flies toward you, and it stops right in front of you, a fay bud. Hello. It recoils from you, as if scared.

Speaker 8:

No. Wait. Wait. Do I know you? Are are you a journey?

Tim / GM:

At Bob's wants.

Speaker 8:

Please, can you take me to her?

Tim / GM:

It distances itself from you and hides behind a tree.

Speaker 8:

Did anything else happen in the pond? No. Okay. And does the sword do, like, glow around it?

Tim / GM:

A little bit.

Speaker 8:

Can I tell how deep it seems?

Tim / GM:

There's always a little bit of weirdness with, like, refraction and water and stuff, but it's probably 3 inches under the surface. Oh, okay.

Speaker 8:

Aaron is just gonna go for it since nothing happened with the pond. I grabbed the sword out of the water.

Tim / GM:

The noise seems to startle the fey bud a little bit, but you pull the sword out. No problem. The fey bud keeps a 15 foot distance from you but starts to guide you.

Speaker 8:

Erin sticks the sword in their belt, and then starts to follow the Fey Bud.

Tim / GM:

Journey, one of the Fey Buds that you sent out briefly returns to you, and then goes out again in a specific direction. It's intimidating to you that it is leading you somewhere.

Tara / Journey:

Yep. I follow it. Absolutely.

Tim / GM:

Doran, You're in a canyon, with crumbling walls, made of roots and wet earth. And there's a tint of red here, in the dirt, in the trees, and the liquid pools all around you. And there's piles of junk here, weaponry, iron. But in those piles, you also see guys ahead, battered and bruised, but alive. Finally, you see red caps, humanoids barely half your height with sinewy muscle and ferocious expressions, all with ragged, tattered stocking caps over their heads, eternally drenched with blood.

Tim / GM:

You count about 10 moving in and out of the shadows here. Redcaps fight with the ferocity of full sized human. You know what you're up against.

Speaker 9:

I'm holding in Mikey's hand. Are they all scattered about me? Like or are they, because I they kinda led us here, so I'm just

Tim / GM:

Yeah. A troop of red caps led you here. You told them take me to her. Yeah. They took you here.

Tim / GM:

You can see 10 of them moving in and out of the shadows around you. The one that took you here seems to be rummaging through some of these discarded items for something. When he turns around, he's holding a curved butcher blade, and he looks up at you.

Speaker 9:

What are you gonna use that for?

Speaker 4:

Cut.

Speaker 9:

I wouldn't advise that. You know of whom I speak.

Tim / GM:

You hear a giggle kind of ripple out through all the red caps.

Speaker 9:

I don't see her here.

Speaker 4:

We take you to her after.

Speaker 9:

After.

Tim / GM:

Aftercut. Oh,

Speaker 9:

I I don't think we should do that. I think we want to I'm going to be holding Mikey's hand and kind of trying to back up towards Guy a bit. Mhmm. I I think we want to go to visit her in one piece. She might be upset.

Speaker 9:

You know? Upset? Myself and her, we had an arrangement. You know how much she cares about rules. Right?

Speaker 10:

Rules?

Speaker 9:

I'm readying a spell. What I'm trying to do is kind of like back up slowly as we're talking. Mhmm. Try to get them kind of somewhat in a group a bit. K.

Speaker 9:

Even if it's not all of them. How close am I to a guy's head right now?

Tim / GM:

Here's the situation. As you're backing up, you still got about 20 feet until you're at guy's head in that junk pile in front of you, 3 red caps that are starting to kind of posture against you all around you. Other red caps kind of waiting in the wings, intentionally trying to stay behind you.

Thomas / Guy:

Doran, be careful. They're surrounding us.

Speaker 6:

Wait. Is that Doran?

Speaker 9:

Who's that? One of your fellow red caps? I try to glance behind me. You said and I clock 3 behind us.

Tim / GM:

So you got 3 ahead of you, 7 behind you.

Speaker 9:

Oh, they're all coming behind us.

Tim / GM:

We're trying to.

Speaker 9:

Okay. Shit. Well, seeing as she's not here, I might have to look elsewhere. And to the 7 behind me, I'm going to turn around and cast a hypnotic pattern at them. Okay.

Speaker 9:

I create a brilliant blue and white dancing pattern of stars with sharp angles intermittently flashing on and off, and they have to make a, wisdom saving throw against this. Oh. Mikey's, enhance ability drops since this is a concentration spell. Got it.

Speaker 4:

Does guy have to save against this?

Speaker 9:

I if I can target it in such a way so it's a 30 foot cube or yeah, cube. Yeah. So if I can get the 7 without hitting Guy, that'd be what I'd try to aim for.

Tim / GM:

Yeah. I think they're trying to interpose anyway, like between you and Guy, so I'd say totally possible.

Speaker 9:

Okay. Wisdom save, d c 16. Oh.

Tim / GM:

Dorn, you wheel around and almost like freezing a constellation of stars in the sky and twisting it so that they all leave these hypnotic trails behind them. You see this place ignite with bright white and blue light. The red caps glance up at it and glance back at you.

Speaker 9:

I got a few things I might be able to do. K. I can use silvery barbs as a reaction. Yep. Typically, it would be that each one gets to roll individually, or we could do them all at once.

Speaker 9:

That's fine. But Okay. So just make them reroll. Yeah. And then I think I have to give it to someone else.

Speaker 9:

So I'll give it to Mikey an ability to have advantage on his next action, basically. So Got it. K. Are you doing it all at once, or is it per redcap?

Tim / GM:

This is a high stakes situation.

Speaker 4:

Mhmm.

Tim / GM:

I'll let you make that call.

Speaker 9:

I think it's more powerful for me to be able to have them all bundled. That's that's a huge advantage to me, so I prefer to do it individually.

Thomas / Guy:

I see. Do you want a huge advantage?

Speaker 4:

God was giving you an out, and you said,

Speaker 8:

I want to struggle.

Tara / Journey:

That's exactly John's life. Yeah.

Tim / GM:

As a rule, we have typically done group roles on these things. Okay. I would say that is the most consistent with our campaign. Sure.

Speaker 9:

So then I'm going to use unsettling words for sure. So bonus action, whatever they roll now. Yep. Minus 8 to that. Yes.

Speaker 4:

The roll

Speaker 2:

would be 8.

Speaker 4:

I'll let

Tim / GM:

you know their first roll is a 19. Okay. Bonus. Sure. Their second roll is a face of 7.

Tim / GM:

Okay. Which has bonuses, but not 11 worth of bonuses or whatever it was. Yeah.

Speaker 9:

Damn. Okay. Creatures in the area become charmed for the duration, which is, up to one minute of concentration while charmed. Creature is incapacitated, and its speed is 0. Each one of them would have to be shaken out of the spell by another redcap using an action basically to get them out of the stupor.

Speaker 9:

So they are totally locked down basically. Cool. And then I have a second action I'd like to take when and if I can.

Tim / GM:

Sure. Couple things happen in between that.

Speaker 9:

Okay.

Tim / GM:

1, Poppy, you do hear all this coming through. Guy, you can whisper to Poppy during this thing. Doran, what happened here is you noticed your spell was failing, and that you were going to die because of it. You put everything you had to just give that spell a little more oomph, another flash of brightness, and you see the red caps look up again. And this time, they don't look back down.

Tim / GM:

They're stuck.

Thomas / Guy:

Poppy, Doran's here, but he's going to die trying to rescue me. I'm sorry.

Speaker 6:

That's just like him, isn't it?

Thomas / Guy:

Oh, wait. Wait. Oh, things are looking up.

Speaker 6:

Oh, can can he take you to me?

Thomas / Guy:

I don't know yet.

Speaker 6:

Well, keep me posted.

Thomas / Guy:

Will do.

Tim / GM:

Poppy, with Guy's body, you're towards the edge of that lake, but there's something else going on now. Somewhere else you need to be. It's not the lake.

Speaker 4:

It's where Guy is?

Tim / GM:

Yeah. But you don't know where that is. What do you do?

Speaker 4:

Okay. First, I would like to stop Guy's body for a second.

Speaker 6:

I mean, I'm gonna try something.

Tim / GM:

How do you stop Guy's body? I can't hear you.

Speaker 4:

I, woah. Oh, god. I pull back on the handkerchief. Mhmm. I want to focus in on did I try and find pinch before?

Speaker 4:

No. Okay. I want to close my eyes and, like, really hone in on that magic because he's my familiar, and I can see through his eyes if he still exists.

Tim / GM:

Yeah. It's the same feeling as you always have. You just think about falling asleep. You think about comfort and home. Suddenly, you're seeing through Pinch's eyes, and Pinch is following a little green light through the forest.

Speaker 4:

Oh, my gosh. You can

Tim / GM:

see him running at top speed just to try to keep up with Aaron. It doesn't look like Aaron even knows he's there, but he is sprinting after.

Speaker 8:

Oh. Can we get someone a little pinch running sound?

Speaker 7:

I can picture it. What's going, buddy?

Tim / GM:

He falls over and says Oh, no.

Speaker 7:

No.

Speaker 4:

Because it's part of pinch, can I try and find the vial? Like, see through the vial.

Tim / GM:

That you don't. Okay. You've got no sense of that. Interesting. What that means to you is this is final pinch.

Tim / GM:

If he dies now, he's gone forever.

Speaker 8:

So I

Speaker 4:

need to get back to him so I can take a piece of him.

Tim / GM:

Those 2 feybuds that were with you, those those purple and yellow feybuds start spiraling around each other rapidly. They're trying to tell you something.

Speaker 6:

Slow down. I I I don't speak, Faye, bud.

Tim / GM:

They're pointing you somewhere.

Speaker 6:

Okay. Yeah.

Speaker 4:

Because they, like, kind of kick my little feet in the guy's shoulder. K.

Tim / GM:

Journey, as you're moving through the woods, you see one of your own fay buds again. It's kind of hanging between you and the target, like, a literal, like, pong, like a little sprite, indicating that you're getting closer and closer with the frequency that this fay bud is showing up. And sure enough, before long, you hear the snap of twigs, Erin, failing a stealth check for the first time in her life.

Speaker 4:

You didn't even let me roll for that.

Tara / Journey:

Erin. Hey. Journey. Oh my gosh. Oh my gosh.

Tara / Journey:

Okay. Have you seen anyone else?

Speaker 8:

I don't, no. I I mean, yes. Oh, Journey. And Aaron grabs Journey's arm.

Tim / GM:

All of the Faye buds in Journey's hair immediately sink in to hide from Erin.

Speaker 8:

Journey, there was someone, but it was, it was a changeling, I think. I've never met another one, but this one was, like, wild. I don't know. Scary. It chased me through the woods, and I I'm just wait.

Speaker 8:

Journey. Yeah. Are you Journey?

Tara / Journey:

I'm really me. Are you really you? Yeah.

Speaker 4:

Inside check. Inside check.

Speaker 8:

Inside check off.

Tim / GM:

Where Jurnee and Eren kill each other.

Speaker 6:

10.

Speaker 7:

11.

Speaker 4:

Alright. Yeah. Turn on each other. I feel like they're at the same level of suspicious of each other that they've always been. Yeah.

Tim / GM:

But what choice do you have?

Tara / Journey:

Erin, what did I give you on your birthday?

Speaker 4:

I don't remember.

Tim / GM:

Don't worry about that. The notes.

Speaker 4:

What episode was that? Aaron's birthday island.

Speaker 8:

You gave me some some nice leaves, and we did the the grass wish together.

Tara / Journey:

-Yeah. Yeah. Oh, okay. Okay. It's you.

Tara / Journey:

-Yeah. -Do you wanna ask me anything?

Speaker 8:

Who's your favorite in the group?

Tara / Journey:

My favorite? Oh, you know I can't pick a favorite.

Speaker 4:

Okay. It's really young. Is this the correct answer?

Tara / Journey:

Yes. Alright. Well, we gotta find everyone else.

Speaker 8:

Yeah. I I haven't seen anyone. I just found Doran's sword. Also, back that way where I came from, there was a clearing, and you're not gonna believe what I saw. Phenom is one of them.

Speaker 8:

Phenom is with Diver, Lirion, Viren, all of them. They were they were in this clearing in statue form, And and Phenom, I thought he was someone we trusted, but, I don't know. There was something

Tara / Journey:

I believe you. I I believe you. When we were fighting Larian, it seemed like him and phenom knew each other. It it was just a second, but I believe you. I don't know.

Tara / Journey:

Maybe he maybe we can trust him. Maybe they had fallen out and things aren't good between him, but I think you're right to be to be concerned.

Speaker 8:

I don't know. This place is scary.

Tim / GM:

There's a rustle in the bushes near you.

Speaker 4:

Erin Erin jumps.

Speaker 7:

I draw my bow with my one arrow.

Speaker 8:

Erin jumps in the journey. He's basically clinging to them.

Tim / GM:

As the 2 of you stand there in the darkness, journey your bow getting brighter and brighter with the one nocked arrow pulled far back. With that light, you see it emerge from the bushes.

Tara / Journey:

Oh, Pinch. Oh my god. Oh, Pinch. Okay. Okay.

Speaker 8:

Don't do that to us.

Tara / Journey:

Pinch, are are you alright? Okay. Can I can I pick you up?

Speaker 7:

I pick up Pinch.

Speaker 4:

It's a little gas in it. Who's been running? He's

Tim / GM:

he's yeasty.

Speaker 4:

He's overproof.

Speaker 7:

I pick him up, and I kinda, like, tuck him into my hair and neck.

Tara / Journey:

Oh, yeah. There's a smell coming off you right now, but, alright, we'll get you we'll get you home.

Speaker 8:

I have a question. Doe hair.

Speaker 7:

I know. I know.

Speaker 8:

Do you still have the squirrel and the hamster and the dwarf hamster in your

Tara / Journey:

They all managed to cling to me.

Speaker 9:

Yep. Even those that you're

Speaker 4:

missing. Yeah.

Speaker 7:

Okay. I'm full of creatures.

Speaker 4:

You have

Speaker 8:

so many and also those animals are gonna start eating pinch.

Speaker 4:

It's mama Journey.

Tim / GM:

Journey is a fucking ecosystem.

Speaker 7:

The smell, honestly, the smell coming off of

Speaker 4:

me right now.

Tim / GM:

We're a barn. East barn.

Speaker 4:

Oh, it's

Speaker 7:

like a ferret

Speaker 4:

cage. Oh my god.

Speaker 7:

You know, some of the people who listen to this are gonna know exactly what I'm talking about, and you're welcome. Very distinct smell. Very distinct smell. Yeah. I tucked poor pinch away into the mess of my existence right now.

Tara / Journey:

Okay. Well, I don't know. Pinch, can you lead us to Poppy? Mhmm. Okay.

Tara / Journey:

Well, point the way.

Speaker 8:

Really gonna trust this thing?

Tim / GM:

He whips out a doughy hand in one unconfident direction and then changes it entirely.

Speaker 4:

Oh, no.

Tara / Journey:

Yep. Okay. Well, I haven't seen a lot of landmarks. I've just been in deep woods this whole time. Have you seen anything that could be a landmark?

Speaker 8:

Yeah. There was a a tower not too far from here. We can try to hit that direction, I guess. Everything looks the same here, though. It's really weird.

Tara / Journey:

Yeah. It's some nasty magic going on here.

Speaker 8:

Where wait. Where are we, Journey?

Tara / Journey:

Oh, we're in kind of the darkest parts of the Feywild.

Speaker 8:

That makes a lot of sense, I guess.

Tara / Journey:

I don't think it does because we fell from a skyland. I don't know. This isn't how I got here before, and I've never been in this area before.

Speaker 8:

Yeah. I guess I don't know about Sky geography very well, but seeing that changeling and what you told me about them

Tara / Journey:

They're not all like that. Yeah. I don't know. Obviously, they're not all like that, and Jurnee reaches out of hand and touches Aaron on the shoulder.

Speaker 8:

Thanks, Jurnee.

Tara / Journey:

We're we're gonna get out of here. We're gonna find everyone and we're gonna get out of here.

Speaker 8:

Erin nods.

Tim / GM:

Guy, you are looking at Doran from behind. Everything here is calm and still more than it should be at a moment like this. You saw all those flashing lights play out before you, but it wasn't quite as distracting to you as it was to the rest of the red caps who still stand enraptured by whatever Dorn had just done.

Thomas / Guy:

Is is that really you, Doren? Let's get out of here.

Speaker 9:

Guy, can you do anything to help here? Just ahead. You're pretty scary. You think you can scare them off?

Thomas / Guy:

Well, if we see any coming towards us, I might be able to scare them off. Yes.

Speaker 9:

Doran's going to back up slowly and try to, like, reach for guy's head to try to grab it.

Tim / GM:

Yeah. Backing up, you even bump into one of those red caps holding a sickle. K. And it just quietly backs out of the way. Just still looking up at something that isn't there anymore.

Tim / GM:

Pretending like it is.

Thomas / Guy:

Oh, that's on me. I should've called that out.

Tim / GM:

You pick up Kai's head.

Speaker 9:

Okay. Directing towards the ones that are in front of us. I wouldn't try anything if you wanna live. These will stay here this way till they die. Do you want the same fate?

Speaker 9:

Make a deception check. 14.

Tim / GM:

They each take one step back from you. Doran, as you grab Guy's head, you look down and you see your loot. You see the blade of King Slammerus Riz, you see a dopple fox dagger, you see all of your party's equipment are in these piles. The redcaps hear their obsession with weaponry, with iron, with violence, even though the Fae hate iron. The Redcaps are obsessed with the things that bring them agony.

Speaker 9:

You have good tastes. I'll give you that. Knowing I only have a minute, I'm trying to remain calm, but I try to kinda quickly, like, grab some stuff, hand stuff to Mikey. And, yeah, like, still holding Guy's head.

Tim / GM:

Go, go, go, go, go.

Speaker 9:

We'll be leaving now. We'll find her ourselves.

Thomas / Guy:

I don't suppose you saw my sword in there, did you, Doran?

Speaker 9:

I do know where that's at. We can go for it. We need to find the rest of your limbs.

Thomas / Guy:

Yes. I've I've been talking to Poppy on the echo bell. She's with the rest of me. She's safe for now, but we need to find her. Yes.

Speaker 6:

Hi, Doran.

Speaker 9:

I'm gonna try to just walk through the red caps to try to, like, muster some intimidation, have Mikey's hand in hand, and hopefully, like, holding Guy on front too as kind of like last ditch effort for something menacing.

Thomas / Guy:

Yeah. I'm ready to cast something if they get too close.

Tim / GM:

Okay. Dorn, last check I'll have you make here. I want intimidation. Great. Scrawny.

Thomas / Guy:

Can I give him an advantage or something? Mhmm. Try be a scary head?

Tim / GM:

Yes. Guy, at the cost of 10 HP, you can over double your flames to intimidate them, giving Doran advantage.

Speaker 4:

Oh.

Tara / Journey:

Oh, no. 10 HP.

Thomas / Guy:

Can't turn down an offer like that.

Speaker 4:

K.

Speaker 9:

Here we go.

Speaker 4:

Pffy head. Also, I

Speaker 8:

like how Dorn has to hold Mikey's hand so he doesn't wander off

Tim / GM:

Yeah.

Speaker 8:

And do something stupid.

Tim / GM:

Or run away.

Speaker 9:

Yeah. So I had a nat one, but a 19, so pretty big spread, plus intimidation is gonna put it at 25.

Tim / GM:

Rad caps don't say shit about shit. Awesome. They slowly back away as you move towards them, but there is one you did not account for. Standing higher than the others, broader, stronger, more menacing. Wearing a stained mask over his face, you hear the sickening pull as he removes it.

Tim / GM:

You see smile grin. The same red cap that you fought on lower Diver's friend, Diver's pet, is here again, and he is not intimidated.

Speaker 9:

Shit. Okay. So he's in front of us?

Tim / GM:

He's the last one. You've got 7 stunned, 3 intimidated, 1 Smile Grin.

Speaker 9:

Mikey, do you got any spells on you?

Speaker 10:

I I could cut carrots on him.

Speaker 9:

I I guess I'll address Smalgren. So you managed to survive, kinda like a cockroach.

Speaker 10:

Still alive.

Speaker 9:

Unfortunate for everyone. What do you want?

Speaker 4:

You.

Thomas / Guy:

I don't think this one's worth negotiating with. He seems pretty loopy. I was able to fend him off once before. We might be able to do the same.

Speaker 9:

Do you wanna still be alive, Smalgrin? I would very much like to end you, but we're not in a good position for that right now.

Speaker 7:

I'm thirsty.

Speaker 4:

I need to drink.

Speaker 9:

Well, I can't help you.

Tim / GM:

Yes. You can.

Speaker 9:

What are you thirsty for?

Tara / Journey:

Beg yuck.

Speaker 9:

Don't make him say adorn.

Speaker 4:

Piss. No. Sorry. No. No.

Speaker 4:

So

Speaker 9:

can I can I get my,

Speaker 2:

sorry? Yeah.

Speaker 9:

Sword back? Yep. That's not gonna help me enough? Okay. Well, crap.

Tim / GM:

In this moment, Doran, he lunges at you with his bismite claws at the ready.

Thomas / Guy:

Guys had cast cause fear. Okay. So wisdom saving throw.

Tim / GM:

I love this because this is not the first time you've done this, Smalgren, I believe.

Speaker 8:

Mhmm.

Tim / GM:

2. Roll the 2. Bonuses will get him up to a 6.

Thomas / Guy:

It's, 15.

Tim / GM:

Great. 10. That's a massive failure. Smilegrind lunges towards you with both arms up, Doran, and he digs them into the ground in front of you, and you hear the as he uses them to back up abruptly.

Thomas / Guy:

He's detained, Doran. Let's move.

Speaker 9:

I take some steps out, and turn back. When we come back, if only one of you is still alive, we'll let you go. If any more than that is alive, we'll kill all of you, and then we'll start to walk out.

Tim / GM:

You start heading down that canyon, that narrow path that led you here in the first place. These walls are 15 feet high, made of dirt and roots. You have no choice really, but to move down this narrow pathway. At that same time, Poppy, you're moving up that pathway with Guy's body. Doran, you see the green flame of Guy's body billowing against the dirt walls as you move through this canyon.

Speaker 9:

Thank the gods. Okay.

Speaker 6:

Go ahead.

Speaker 9:

Alright. I'm now at running because I know that the spell is gonna end in only a minute total. So Yeah. Hey, Poppy. Look what I found.

Tim / GM:

Poppy. Oh,

Speaker 6:

let me get down.

Speaker 4:

And I

Speaker 9:

hand the head over to Guy's body?

Tim / GM:

Yeah. Guy's body grabs the head and grasps his hair and holds the head at his

Thomas / Guy:

side. Well, just,

Tim / GM:

Guy, it kind of hurts, the hair, the pulling. It's uncomfortable. This is not what you want.

Thomas / Guy:

I, oh, that's right. Just put the head head right on here. He kinda slowly lifts the head onto his body, and then it slips right off and falls to the ground again.

Tim / GM:

You all hear the sad thud of Kai's head landing in dirt.

Speaker 9:

Okay. Not a good time for jokes, Guy.

Speaker 6:

What's going on?

Thomas / Guy:

This is embarrassing. I swear this never happens.

Speaker 9:

We gotta go, Poppy. They're we're gonna die if we don't leave. We gotta go back the way you came right now.

Tim / GM:

Dorn, you almost vomit when you hear in the distances.

Speaker 6:

Okay. I I guess

Thomas / Guy:

I I don't know what's happening, but someone grabbed the head and let's move again.

Speaker 9:

Yeah. I grabbed the head and

Speaker 4:

I'll climb back up on the shoulders to direct the body.

Tim / GM:

Yeah. Okay. The awkward team you've got here is racing down this canyon. You can hear the iron thud of red caps behind you as their heavy boots march against the dirt here. They're chasing after you.

Speaker 6:

How many are after us?

Speaker 9:

10. Plus Malagrid. So they didn't fight each other at all.

Tim / GM:

They did not. The 7 that were incapacitated couldn't even process what you were saying.

Tara / Journey:

Also, that's a lot of math to ask Red Caps to do.

Speaker 10:

Why?

Speaker 4:

I would like to turn around, like, on the shoulders Yep. Reach into my pouch and grab some more molasses k. And, like, spread a line behind us Yeah. And cast slow.

Tim / GM:

Yeah. You all see a familiar ripple you've seen a couple of times now spread out from this molasses as it collides with the dirt and this plays out through the canyon. You do see those first few red caps round the corner with ferocious speed kicking up dirt and blood everywhere. But as soon as they hit that, you see them start to slow down.

Speaker 9:

I, as we're going, occasionally placing a minor illusion boulder, just random obstacles like

Speaker 8:

A banana peel.

Speaker 9:

At at like A

Speaker 8:

red shell. Yeah.

Speaker 9:

Yeah. So every every, like, I don't know, 30 seconds or so, I'm doing that.

Tim / GM:

Yeah. Okay. You look back and you see Smile Grin jump through that boulder with both middle fingers raised within that 20.

Speaker 9:

Okay. Well

Speaker 4:

I don't know if you want them all to save against the 1.

Tim / GM:

The slow? Yeah. What's the year DC on that?

Speaker 4:

14.

Tim / GM:

I will separate Smillegrin from the rest. Okay. Just elite.

Speaker 4:

So it's a wisdom save. If

Tim / GM:

and then it would be 11 for the rest of them.

Speaker 4:

They would fail. Yep.

Tim / GM:

Smile Grin, of course, does get through. Yep. The rest of them get slowed.

Speaker 4:

And they take a negative two penalty to their AC and Dex saves, and they can't use reactions.

Tim / GM:

K. Doran, Poppy, and Guy, this dirt canyon on either side of you is starting to narrow in at places, making it hard for the 3 to run-in tandem. Somebody's gotta be at the back of all of this. Somebody's gotta be at the front who's leading you.

Speaker 9:

Poppy, I'm nearly out of spells. I'm sorry. I don't I don't know what else to do.

Speaker 6:

I can try and hold them off.

Thomas / Guy:

I might still have a few scares left in me.

Tim / GM:

The 3 of you look behind you, and you see Smilagrin dig in his heels. You see dirt spray everywhere. With his mask off, you can see his expression, His eyes are wide, and he is scared.

Speaker 6:

Oh, good job, Guy.

Thomas / Guy:

I didn't even do that one.

Speaker 9:

Can he come run the other direction though?

Tim / GM:

This canyon goes quiet. Smalgrin kicks his feet and starts sprinting away from you. He grabs at the roots on the wall and starts climbing out. You see the red caps flee at top speed.

Speaker 6:

Should we be running too? What's going on?

Thomas / Guy:

Do you know where we're going?

Speaker 6:

Oh, it just leads to the lake with the big tower that I was telling you about earlier.

Speaker 9:

Doreen's looking around to see what could have spooked them as we're talking.

Tim / GM:

Doran, you look behind you, and then you focus again in front. And for the first time, you all feel a cool breeze blow through this canyon. And then, Doran, you see her. Journey and Erin. You've been moving down and down and down this hill, down from this precipice, chatting and following the light of the fay bud, holding pinched clothes and checking over your shoulder every 2 seconds.

Tim / GM:

But now that you're down here, you were seeing flashing lights playing out in this low pit not far in front of you. When you got up close to see it, the scene had evaporated. There was nothing there to see but piles of junk. And then you move farther down this canyon, and you find Doran, Poppy, and Guy frozen. 15 feet down in the middle of this narrow canyon, and standing in front of them is Laniotti.

Tim / GM:

Doran, you see her again standing in front of you.

Speaker 4:

She says,

Tim / GM:

hello, little nameless boy.

Speaker 9:

I instinctually stand in front of Poppy and Mikey. Takes me a couple eyes flickering upwards before I, like, meet her gaze. Hello again?

Speaker 2:

It's okay. What's wrong? Why won't you look at me?

Speaker 9:

Haven't managed to come here without plummeting and falling into immediate danger.

Tim / GM:

I did have to save you again, you and all your friends

Speaker 2:

seemed destined to die, but I don't want that. I love you.

Tim / GM:

All of them?

Speaker 2:

They're all safe, it's okay.

Speaker 9:

Puppy guy?

Thomas / Guy:

Yeah? Yes?

Speaker 9:

This is, this is who saved me last time I was here. She may be willing to save us again.

Speaker 6:

Oh, it's very nice to meet you.

Tim / GM:

Thank you, ma'am. Doran, you're looking up at this tall, graceful woman, 6 foot 5 or so, red hair, beautiful bone structure. She's as calm and as gentle as anything. Poppy, you see a woman with blonde ringlets and a large apron. She's got the nicest little blushy cheeks.

Tim / GM:

She's smiling down at you. And journey from the edge of this canyon, you see standing tall and graceful and perfect as anything you could ever imagine is La Nati.

Tara / Journey:

Oh, Aaron, we're we're gonna be fine. We're gonna be just fine. Follow me. I think I see everyone.

Speaker 8:

Yeah. Is is Doreen there?

Tara / Journey:

Yeah. He's down there. I I think everyone is. We're gonna be alright now. Thank goodness.

Tim / GM:

Journey in that moment, you remember, you've got Erin's Ganymede bangle, and you've been zoomed in on this action a little farther away than Erin could even see.

Tara / Journey:

Oh, actually, here. And I take the bracelet off and I hand it over. I forgot I had this. I can't believe I forgot. So maybe now you'll be able to see it and I won't.

Speaker 8:

Thank you.

Tara / Journey:

But let's go.

Speaker 8:

Erin puts it on.

Speaker 2:

Hey. What's up, loves oh hoes?

Speaker 4:

Elsa. I Elsa, what the fuck? Woah. Ganymede. I had the volume turned up all the way, and we turned that back down.

Speaker 4:

Okay.

Speaker 6:

Trying something new.

Tim / GM:

And Aaron, looking down, you see the same thing that Guy is seeing here. About 5 feet tall, hunched at the neck with curled horns, and yellow glowing eyes, and fanged teeth, a hag like you've never seen before.

Tara / Journey:

What is that journey? It's, I I mean, I call her Linnati. I she she's been with me my whole life. I mean, she's the one who helped me go on on this on this wander. She's everything.

Speaker 8:

I guess, if you trust her, she looks a little scary.

Tara / Journey:

Well, I mean, that kind of height, yeah, I can't imagine, but

Tim / GM:

And, Erin, you're thinking, yeah, she's pretty short.

Speaker 8:

I guess.

Tara / Journey:

But, yeah, we should go down and and see him. Let's go.

Speaker 8:

Erin just wants to get back to every the friends and and Dorn.

Speaker 4:

I love I'm sorry. I love this idea that Erin thinks journey thinks short people are terrifying. Yeah.

Speaker 7:

Journey's really tall.

Tim / GM:

Yeah. No. I like that.

Speaker 4:

Toffee is the scariest thing I've

Speaker 7:

ever seen. No. Toffee. No doubt that Hoppy is incredibly dangerous.

Tim / GM:

Doran, back in that canyon. Maeve is looking down at you. Her scarlet hair and her fine complexion. She says, you seem afraid.

Speaker 9:

I mean, things were looking up. They still are. You see, we kinda came tumbling down with the skyline. You probably noticed.

Tim / GM:

I did. Tragedy. Another.

Speaker 9:

We're in 2 for 3. This great beast was

Tim / GM:

Yeah. Great beast.

Speaker 2:

Tell me you haven't made friends with such things. Not with Melus.

Speaker 9:

No. We were really just trying to save the the Skyland and the people themselves. Look, I I don't I

Speaker 2:

Enough. So silly that you've been trying to save others, save Skylands?

Speaker 6:

Oh, I'm I'm sorry. We have done that though, multiple times. Sorry. You guys were talking. I'm I apologize.

Speaker 2:

That's incredible. Congratulations. I'm very proud for you.

Speaker 6:

Thank you.

Tim / GM:

Proud for you.

Speaker 6:

Doran was part of that. He's really brave if he wants to be.

Speaker 2:

Is that true? Is it still Doran? Little nameless boy doesn't even know his name?

Speaker 4:

I'm,

Speaker 9:

I'm Doran. I I

Thomas / Guy:

Doran, when did you say you've been here before?

Speaker 9:

Many years ago.

Speaker 2:

Has it been that long? Just a glimpse for me.

Speaker 9:

Well aware Doesn't feel that long.

Speaker 2:

And where are we exactly?

Speaker 9:

We fell through the the breach, Guy, and we're in the Feywild. Maeve here, was kind enough to protect me and help me out before.

Speaker 2:

That's right. It was a long climb

Tim / GM:

that we had together, and then we said goodbye.

Speaker 6:

Hey, Doran. Are you, like, indebted to this lady?

Speaker 9:

Thing must have a price, Poppy. And

Speaker 6:

Oh, I understand that.

Speaker 7:

That's just good business.

Speaker 9:

Right. Well, Maven and I are on good terms. I've been trying to do much of what we spoke of on some level. Unfortunately, we just stumbled back here sooner than I would have planned.

Speaker 2:

And yet within you, little Doran, I still see the flame of malice. I still see the anger that you have against the fey here. Have you not accomplished what

Speaker 10:

you set out to do?

Speaker 2:

What I brought you home for?

Speaker 9:

Well, we we we've, I've avenged Nail in killing one of them. We thought we killed another. 1 of them did not

Speaker 2:

kill Nail. 6 of them did.

Speaker 9:

Yes. Are you here to tell

Speaker 2:

me that you failed?

Speaker 6:

What's going on?

Tim / GM:

You hear the crumble of dirt as Jurney and Aaron slip into the canyon.

Speaker 8:

Dorn. Dorn. I'm so glad you're okay. Aaron grabs Dorn and gives him a big hug. And they put their face in Doran's neck and doesn't let go.

Speaker 9:

When Eren does that, it's like hugging 2 by fours. Like, Doran is just stiff, but, like, after a few seconds, like, he does relax a bit and kind of reciprocates the hug. We're gonna be okay?

Tara / Journey:

I'm so glad you guys are all here, and I see you've you've already met her.

Speaker 6:

Do you know Doran's mom too?

Tara / Journey:

Doran's mom?

Speaker 8:

Doran's mom?

Speaker 4:

Oh, I'm

Speaker 6:

sorry. I just assumed he was she said he she brought him home and

Speaker 9:

This is the party I put together. I mean, we all work together, and we've been certainly trying very hard to stop the blight.

Speaker 2:

Have you succeeded in any

Speaker 9:

capacity? We killed Diver. I'm certain of that.

Speaker 2:

The dullest of them. Congratulations, I suppose.

Tim / GM:

Journey. Hi. Journey, you see the tall, beautiful, antlered face of Lonati.

Tara / Journey:

I I missed you.

Speaker 2:

Journey, I I left you alone for too long.

Tara / Journey:

It's okay. I know you're busy.

Tim / GM:

She leans down and says, it's not because I forgot you. It's

Speaker 2:

because I I trusted you. You know that.

Tara / Journey:

Of course.

Speaker 2:

Good girl.

Tim / GM:

She pats your hair.

Tara / Journey:

You all see Journey looks so young here for a moment, looking at this being as, like, a full authority figure, almost like a parent.

Speaker 6:

Are you guys siblings?

Speaker 9:

Doran tries to give Aaron a look trying to convey, like, we're in danger if that's not apparent.

Tim / GM:

Aaron, give me insight.

Speaker 8:

I was gonna say Erin probably picks up our way. Do I get advantage? Because That's

Speaker 4:

fair.

Speaker 6:

We're lovers.

Speaker 2:

Yeah.

Speaker 4:

Are you though?

Tim / GM:

Do you know Doran's please stop face?

Speaker 8:

Wow. I rolled 2 elevens.

Tim / GM:

That's so wild. Mean?

Speaker 4:

What does that mean? That would be a 14.

Tim / GM:

14 from a lover. Let's let's keep in mind.

Speaker 4:

It's a lover's 14. A lover's 14.

Speaker 9:

Did I did I miss some episodes? Or

Tim / GM:

You know the saying, a lover's 14 is plenty to glean.

Speaker 4:

Yeah. That's what they say.

Speaker 2:

That's what they say.

Thomas / Guy:

Mhmm. I'm always saying this.

Speaker 4:

Fourteen's Valentines. Yeah. That doesn't exist in this world, but I just thought of it.

Tim / GM:

No Saint Valentine does strangely exist.

Thomas / Guy:

Yeah. But he's a real bastard.

Speaker 6:

All of

Speaker 4:

the pantheons exist, I thought.

Tim / GM:

Yeah. Aaron, you you see worry in Doran's face. Absolutely.

Speaker 8:

Aaron takes a step back, but holds on to the back of Doran's arm, so they're just standing right next to him.

Tim / GM:

Doran, in this moment, you hear Mikey. Doran, she's scary.

Speaker 9:

I squeeze Mikey's hand a bit. Just be calm. We'll get out of this.

Tim / GM:

Okay. You seem, like, tucking his neck a little bit.

Speaker 6:

Mikey, it's okay.

Thomas / Guy:

Dorn, if you say you've made it out of here once before, I think it's about time we start heading that way.

Speaker 4:

Is that

Speaker 2:

what you need? Another run through the tower, perhaps?

Speaker 6:

I knew it. I knew that was how we got out.

Speaker 2:

Oh, but, Doran, you remember how painful it was that first time?

Speaker 9:

Our goals I mean, my goals are the same, And I don't know what we can offer, but certainly safe passage through, it it'd be much obliged. As a token of good faith, we could hunt down one of them whom we've seen here.

Speaker 2:

Dear, we had already made a deal, which you're still beholden to. You don't renegotiate.

Speaker 9:

I, you're right. I'm not asking for that. We would need a new deal.

Speaker 2:

I would say by now, you may have failed our bargain. Do you understand?

Speaker 9:

I've tried as hard as I could. I I don't understand.

Tara / Journey:

I feel like I'm missing something. A bargain?

Thomas / Guy:

Yes, Darden. What is she talking about?

Tim / GM:

Jurney, you must understand. I I can provide a great deal of help to people, but they must they must promise and they must fulfill, and Doran made a false promise.

Tara / Journey:

I mean, I can vouch for him. He he's been real kind to me, and he works real hard. I I I could help him.

Speaker 6:

Yeah. He always follows through on things.

Tara / Journey:

He's been he's been a real boon to me on my travels.

Tim / GM:

She kind of backs up and braces her hands as if she's, got no options here,

Speaker 2:

and she says, fine. Fine. Such lovely friends. Doren, seems they think you deserve another chance.

Speaker 4:

Well, yeah.

Tara / Journey:

And and, Dorn, I'm sure it's I'm sure it's not that hard. We can figure it out. We'll take care of it together.

Thomas / Guy:

Journey, I am not sure you understand the nature of this deal, but why don't you explain it to us, Doren?

Tara / Journey:

It doesn't matter. It doesn't matter.

Speaker 2:

A new deal involving the 5 of you, all of you. You will find them. You will hunt them, but now

Tim / GM:

it's all of you.

Speaker 9:

They they must know what it is you seek if they're gonna be part of this now.

Tim / GM:

I want to be left alone.

Speaker 6:

Oh, we can do that now if you'd like.

Thomas / Guy:

Easy.

Tim / GM:

I want to be left to my kingdom. I want not to be hunted, to be pursued. You have to stop them. The Fay who once dwelled here, who once raided this land, you know of who I speak?

Speaker 2:

All 6 of them must perish.

Tara / Journey:

You all see Journey just smiling and nodding. Like, this is so reasonable.

Thomas / Guy:

If these 6 are who I think they are, you of course have my support.

Speaker 6:

Thought there were only 5 of them.

Tara / Journey:

That's something that Erin, you can tell him what you found.

Speaker 8:

Phenom. Aaron looks up at this horrifying creature in front of them. Phenom

Tara / Journey:

is one of them, the Blight. He helped us

Speaker 8:

back in for a while.

Thomas / Guy:

What?

Speaker 8:

Phenom Phenom is one of them.

Speaker 6:

No. No. That can't be right. That that has to be a mistake. He he he told us to go after them.

Tim / GM:

Aaron, you see yellow eyes and jagged teeth dart towards you and say, yes.

Speaker 8:

Aaron. Aaron draws back and pulls Doran.

Speaker 4:

He was one of them, and he must too perish.

Tim / GM:

But the rest of you, except for Aaron and Guy, are hearing this pleasant lilting voice.

Tara / Journey:

When we fought Larian, he he seemed to know him.

Speaker 6:

I did think that was weird, but he also was helping

Thomas / Guy:

us. This is most puzzling, but the Fae can be most deceptive creatures, Poppy.

Speaker 2:

Please then, put a bargain with me now and here. In this canyon, it's the perfect place. You will find them, and you will destroy them so that I can be free, and that you can live happily above.

Speaker 8:

Why don't you find them if you want them dead so bad?

Speaker 4:

She

Tara / Journey:

Erin, I know you're you haven't been here before, but

Speaker 8:

I know you're new here, but

Tara / Journey:

She's so she's so busy, and she's got so many people to take care of. It wouldn't be right. And she doesn't spend time in the material plane. She has to stay here, and we're better equipped to do this.

Tim / GM:

Doran, you see Maeve reach out a hand towards you. And Guy and Aaron, you see this decrepit, withering, almost rotted hand reach out towards Doran to shake his.

Speaker 9:

You, I start to move my arm a bit, but pause. You saw Phenom.

Speaker 8:

There was an old statue of him with the others in a clearing not too far from here. It it had everyone, Lirion, Diver, all of them, and Phenom, just like he looks today.

Speaker 9:

Can Doran take a memory check in a previous flashback? It was hinted at that phenom might have been the guard.

Tim / GM:

I love that. Yeah. Give me a, history check with advantage. Okay. 21.

Tim / GM:

Nailed it.

Speaker 9:

Dorn reflects back at the memory of the night that him and Nail were tricked and ambushed, catches that glimpse of the guard that led them out to begin with, that told them to go out that night. And it suddenly, like, kind of clicks for Dorn that it was Phenom, and he eagerly reaches his hand out.

Tim / GM:

You see it all in reverse, from the gliding to the blast, to the attack, back to the castle, the walk, everything, back to that opening door, and that happy guard that looked in and said, the winds are gonna be great tonight. Ringing in your head. You know without a doubt, Phenom Green had used his illusions to dupe the guards to get you out of the castle to kill Neil.

Speaker 9:

I reached my hand out to shake Maeve's hand.

Speaker 8:

Erin's shaking their head no.

Tim / GM:

In that moment, Doran, when your hands are about to meet, you hear a bell. The distant bell tower of lore chimes out. And you are instantly reminded of the best advice you had ever taken from a turtle. Once a day, just stop, and think about what you're doing.

Speaker 9:

Is there anything else with this deal you're offering? You get us out. We kill the blight.

Tim / GM:

Except now all of you are beholden to this, not just you.

Tara / Journey:

We'd be doing it together anyway. Any problem for you is a problem for us at this point.

Speaker 6:

We we have to kill Finam?

Tara / Journey:

He's a part of the blight.

Speaker 8:

Doing that might make us enemies to people that Phenom knows. Like, Lybera? I mean, that's just one of them that we know of. Who knows who else he's allies with?

Tim / GM:

Everyone give me a perception check.

Speaker 8:

Oh, that gave me chills.

Speaker 9:

20 for Dorne.

Tara / Journey:

17. 5.

Speaker 8:

Aaron got 16.

Speaker 6:

11.

Tim / GM:

Alright. 15 and up. That is Journey, Erin, and Doran. You all feel a rumble. This Skyland is about to fall, but it's not a Skyland.

Speaker 9:

Looking up. I or what?

Tim / GM:

You look up. You look side to side. The 3 of you look at each other. And then bursting, exploding from the dirt walls here, Furman Lord Trick who fell with you Oh. Explodes from the walls.

Tim / GM:

Lonati Maeve the hag turns around and sees this great beast and you see fear in her heart. Her eyes go wide and you see her evaporate. Berman lord trick darts from wall to wall and then starts barreling towards your bruises. We ended too soon, did we not? Where is my island?

Tim / GM:

My best might?

Speaker 9:

Shit. Okay. Do you see bismite? There's none here. You'll have to go elsewhere.

Tim / GM:

You see him like sniff towards the ground, and he inhales a ton of that miasma, that black fog. You see him

Speaker 9:

actually, I think I do remember seeing some. There's a stockpile. That way, it's guarded though. The the bismide is guarded by the red caps. I don't know if you'll be able to get through them.

Tim / GM:

Appetizers. Can

Speaker 9:

I roll persuasion again? Make persuasion with advantage. Okay.

Tim / GM:

This guy's I mean, he's been gone for a long time. Yeah.

Speaker 9:

Alright. 24.

Speaker 4:

Dos. It's

Speaker 9:

buried though. They they they hid it. There's a bunch of treasures

Tim / GM:

there. You all see starting from his nose moving towards his tail, all of his eyes open along his body. Mm-mm. I can smell it from here. And you all hear as he barrels off the sides of the wall and just knocking dirt loose everywhere he goes and he dives under the ground again leaving a hole behind him.

Speaker 9:

To the tower? I I don't know where else to go.

Speaker 8:

Doran, I I don't think you should trust that thing. She was awful. She was I mean, how could you I don't even know what it was.

Thomas / Guy:

Yes. You all seem quite taken by her, but,

Tara / Journey:

I don't know. She's not really of this world in the same way that we're used to. I can understand being confused.

Speaker 8:

Her eyes, I mean, they were like cesspools, yellow, disgusting.

Tim / GM:

You all hear this?

Speaker 4:

What else?

Tim / GM:

Red Caps being slaughtered in the distance.

Speaker 6:

She seemed really maternal.

Speaker 9:

Let's figure that out later when we're away from all of this.

Tara / Journey:

I think going to the tower is a good idea.

Speaker 8:

Yeah. Let's get out of here.

Speaker 6:

Did anyone happen to find a pinch or my my scoop? I have pinch.

Speaker 7:

And I, like, unstick him from some of my hair. I have to pull, like, tendrils off of him. So I hand him over.

Thomas / Guy:

Dorn, if there's any chance of finding my sword along the way, I would be most grateful.

Speaker 9:

We can make a stop. I know where it is. Your sword is stupid heavy, by the way. Anyways, we we gotta

Tim / GM:

go. The 5 of you continue running out of that canyon, out of that ravine. And as you clear this area, as you go kind of back up the ramp to the higher ground, when you look back, one thing becomes abundantly clear. This canyon, this pit was formed because something large was once ripped from the ground here, leaving a chasm. Surveying the landscape around you, that low pit where the sword lies, that gigantic expanse where the lake exists was all once ripped from this world and thrown into another.

Tim / GM:

Before long, you all reach the edge of that lake, and once again, Guy's gleaming silver sword stuck in the ground.

Thomas / Guy:

Oh, there you are, beautiful.

Speaker 6:

Oh, I came by this way. I didn't even see it. That's weird.

Speaker 4:

Must not

Tim / GM:

have been looking at all.

Speaker 4:

Also, I would like to take a separate little jar and take a piece of pinch and put it in the jar.

Speaker 2:

Okay. Yeah.

Speaker 8:

And, like, tuck it away.

Tim / GM:

That'll work. Yep.

Speaker 8:

Now you can murder. Pinch again. Yeah.

Speaker 9:

This guy is still holding his head.

Tim / GM:

Yeah. Hasn't, like, put it on yet.

Speaker 9:

Do you need a hand with the sword out?

Thomas / Guy:

Oh, would you mind holding on to me?

Speaker 9:

You sure you don't wanna try to put it on now?

Thomas / Guy:

I can't explain it. Maybe it's something about this place. It doesn't seem to want to stay put. K.

Speaker 6:

Are you sure that's your body?

Speaker 9:

Flixes to me. Feels around, and it's like, yeah.

Thomas / Guy:

This is this is me, and this is Gus.

Speaker 4:

Oh, yeah. Gus.

Thomas / Guy:

We'll figure it out later. Guy grabs the sword.

Tim / GM:

Strength check, buddy.

Thomas / Guy:

Natural one.

Speaker 9:

Great.

Tim / GM:

You all see Guy's Dullahan body mimic as if he's spinning on each of his hands and getting a good grip on this thing. He puts his hands on either side of the, cross guard to get a good leverage on it, and then you see him kind of try with all his might to pull this thing up, and then he lets

Speaker 4:

go.

Speaker 6:

Wouldn't it be funny if I was the one who could pull it out, and then I'd be like like a king?

Speaker 4:

Can I try?

Tim / GM:

Go ahead.

Speaker 4:

13.

Speaker 8:

I was hoping for natural bitch.

Tim / GM:

Pretty good for the record so far, actually. 13. Poppy, you feel like you might be loosening the jar in some way.

Speaker 7:

Journey can try.

Speaker 2:

K.

Speaker 7:

This is not gonna happen. 7. No.

Speaker 6:

What if we all held hands and then, like, did a did a chain?

Tim / GM:

Suddenly, you all hear.

Speaker 10:

You guys, I don't wanna be down here anymore. I don't understand what's going on here. Who was that lady and all of those little

Speaker 9:

things? Mikey, we're gonna have to get you a therapist when we get back. But right now, just I'm sorry. We're we gotta get the sword.

Speaker 10:

I can't do it anymore. Doreen, I'm sorry.

Tim / GM:

You see him kind of recede into his shell.

Speaker 6:

No, Mikey.

Speaker 10:

Please don't leave me behind, but I can't be out there anymore.

Speaker 9:

Well, we'll get you some good treats. As soon as we get into the tower, we can be safe.

Speaker 4:

I find a stray chocolate chip and hand it over, and I, like, knock on a shell.

Speaker 6:

This might help.

Speaker 10:

Poppy, I love chocolate, but I'm scared for real.

Speaker 6:

I am too, Mikey. This is just a pick me up.

Tim / GM:

You won't come out for it.

Speaker 4:

I'll put it in the show.

Speaker 7:

You hear? Oh.

Speaker 9:

I will Bartically inspired guy to try to get his sword again. Okay.

Speaker 8:

What are you gonna do

Speaker 4:

to inspire him?

Speaker 9:

Yeah. I'll give him a firm tap on the shoulder.

Speaker 8:

Smack him on the butt. You got this.

Thomas / Guy:

It's It's like we're all a little

Speaker 9:

Go team.

Thomas / Guy:

Unnerved down here, so let me just try this again. Athletics? Yep. 19.

Tim / GM:

With the Bardic? 21. 21. You've crested that magical number. Yanking on this sword, you feel it finally start to yield.

Tim / GM:

Inch by inch, you drag this thing out, and when you get it, it's dirty and maybe blunted a little bit, but it's your sword, heavy as ever. Twice as heavy with all the dirt cake to it.

Thomas / Guy:

Guy gives it a few test swings and

Speaker 8:

Woah. Woah. And I step back

Speaker 7:

because his bed is somewhere else.

Speaker 4:

It's just a headless body swinging that thing around.

Thomas / Guy:

Guy actually turns around and look at Mikey's shell. Still holding his head.

Speaker 8:

No. You gave it to Doran to pull out, I thought.

Thomas / Guy:

Oh, yeah. Mhmm. Doran, do you mind?

Speaker 9:

Here you go. Hand it back.

Thomas / Guy:

Guy's gonna put his head down, right by Mikey's shell, so maybe he can peer inside.

Speaker 4:

Mhmm.

Thomas / Guy:

Mikey, I e. This isn't gonna help. Sorry. Come on.

Speaker 10:

Oh my god. His head fell off.

Thomas / Guy:

It is pretty scary down here, but I'm surprised you've lasted this long. And I had my doubts at first, but you've turned into quite the little soldier. Guy taps the top of his shell and casts heroism. Aw. Wow.

Thomas / Guy:

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points.

Speaker 7:

That's really good for Mikey. Yeah. It's

Speaker 4:

so cute.

Tim / GM:

The unlikeliest of saviors. You all see Mikey push himself out of his shell again and do

Speaker 4:

do a little push up stance until he's on

Tim / GM:

2 legs again. Okay. Yes, general. Reporting for duty. Let's let's do this.

Thomas / Guy:

Yes. We are making for the tower.

Tim / GM:

We are making duty. Right. Okay. Let's just go for that bright white light over there.

Tara / Journey:

Wait. What?

Speaker 6:

What? What? White light?

Tim / GM:

Yeah. He gestures up from the grove, and you all see a bright white light. Doran, you would recognize this for the burning of paracelined birch, a white flame unlike any other.

Speaker 9:

We need to go towards that. Good eyes, Mikey. Glad you came out of your shell.

Tim / GM:

Yeah. I did, didn't I? Mhmm.

Speaker 9:

We should head that way. Someone could be in danger.

Tara / Journey:

Yeah. I I can lead the way. Doren, would you mind walking with me? Yeah. And I head off, leading everybody else toward the bright light.

Tim / GM:

Yeah.

Tara / Journey:

Doren, I I didn't know I I'm surprised I

Speaker 9:

That you knew her too?

Tara / Journey:

Yeah.

Speaker 9:

Yeah. What what did she what deal did you make during

Speaker 4:

the

Tara / Journey:

Deal. I didn't it's not a it's deal. She's been a part of my life since I was real young.

Speaker 9:

In what ways?

Tara / Journey:

Well, she's just always been there and encouraging, and she's done so much for my family and my people, and, you know, she's she's everything. I'm sure that whatever deal you have, I'm sure I don't understand it fully, but I know you didn't shake hands on it, but I'm still here for you to get done what you need to get done.

Speaker 9:

It's still right.

Tara / Journey:

Yeah. I mean, we we need to get rid of the blight. We need to no matter what. How wouldn't someone like her wanna be free of it?

Speaker 9:

Yes. Maeve is

Tara / Journey:

Maeve?

Speaker 9:

Maeve is right about a lot of things. She most things.

Tara / Journey:

Would I be concerned to hear this person referenced by a different name?

Tim / GM:

Fame magic is strong in that when she speaks her name, you all hear the name you are ready to hear. When she says her name is Lanati, Doran, you hear Maeve. Poppy, you hear Aluma. But when you say it to each other, that fae magic is gone. Darn, you say Maeve, and Journey hears Maeve.

Tara / Journey:

I've never called her that. That's that's interesting. I've always known her as L'Nati. I I suppose a being such as her would have many names. That makes sense.

Speaker 9:

Right. Absolutely.

Tara / Journey:

Oh, well, she's so powerful.

Speaker 9:

You have no idea.

Tara / Journey:

I think I do. But, yeah, I think what we're doing is good. I think that it's right.

Speaker 9:

We had no choice, really. You're right. I mean, I I do think it will be better for the worlds.

Speaker 6:

Of course,

Tara / Journey:

we have no choice. It's for the greater good. It's important.

Speaker 9:

Journey, you don't even know exactly what she asked for.

Tara / Journey:

But I know her. I've known her my whole life, and what she's asking for, it's good. I know that. I feel it.

Speaker 9:

I can't let you feel that way, Journey. We may not have time to really figure this all out, but she conveys loving kindness, right, and caring. And she has a connection with the Fae in the worlds. And it's it's a little intoxicating. There's something unsettling.

Speaker 9:

I I I can't explain it if you didn't see it.

Tara / Journey:

No. I know what you mean. Doran, she's deeply a part of nature, and nature has flowers and it also has thorns. There's a darkness to it, but it's all part of the same thing, and that thing is beautiful and ultimately good.

Speaker 9:

I may have misunderstood your journey.

Tim / GM:

Okay. You may have misunderstood? No. Doran, you look ahead and smell the minty scent of burning perezylene birch as the conversation drifts back to the other 3, the uninvolved.

Thomas / Guy:

So what did the rest of you make of that woman who seemed to know Dora in a journey?

Speaker 6:

It was a little bit weird. Right?

Tara / Journey:

I mean Pinch.

Tim / GM:

Pinch has opinions on them,

Speaker 4:

I guess.

Speaker 7:

A pinchions.

Thomas / Guy:

Well noted, Pinch.

Speaker 4:

She

Speaker 8:

was nasty. I mean, like, just I wonder if all the fae are like that. I mean, I guess not. Journey's not like that.

Thomas / Guy:

No. Perhaps knowing her previously, they got used to her appearance, but was quite unsettling, wasn't it?

Speaker 6:

I didn't know you guys felt so strongly about I guess you have types.

Thomas / Guy:

We all do.

Speaker 8:

What do

Speaker 6:

you mean, Poppy? Well, I mean, obviously, you have, like, tall, brooding, and grumpy. That's your type. Guy, I don't know what you're into.

Thomas / Guy:

Me neither.

Speaker 4:

But she

Speaker 6:

wasn't that bad. She was, like, very pleasant and and motherly. Right?

Thomas / Guy:

Poppy, I've never been more glad that I've never met your mother.

Speaker 6:

She did kinda give off the same vibes, I'll be honest. Very, you will do this, and it's what's right and making deals and and the whole, you're beholden to me forever.

Speaker 4:

Oh. My mother

Tara / Journey:

is a monster.

Speaker 8:

I mean, I never had a mother, but they seem kinda tough. Yeah.

Speaker 6:

Yeah. That's how I am the way I am. But, anyway, I didn't think she was that bad. You learn to live with it.

Thomas / Guy:

Well, it seems she is tasking us with hunting down the rest of the blight, and while there's no doubt in my mind they deserve to die, I do know that making a deal with the Fae never ends well.

Speaker 8:

Yeah. I mean, I already took care of my business with the Blight. I obviously wanna help other people. I just don't think that creature has anyone's best interest in their mind.

Thomas / Guy:

I think we should watch these 2 closely. They may be in too deep with this one.

Speaker 7:

Meanwhile, Journey and Dorn are just solidifying their stupidity. It's like, yeah. This is it. We're doing it.

Tim / GM:

The closer you get, the rest of you can smell that too, this minty scent coming from the white smoke of the paracylene birch. Not that you'd recognize it for anything, but the closer you get, the more inviting it seems. When you draw in on it, Mikey is the one who's leading the pack here, taking extra steps with that faux bravery, that bravado he's got here. He bolts for it. You all see this this fire, this white fire is burning under the edge of a fallen skylund.

Tim / GM:

You can see lazy rolling hills that have fallen here, crash down to the ground. Beneath it, in the shadow of the roots and rock that are overhanging here, you can see a white fire and a copse of birch trees that are growing here.

Tara / Journey:

Can I do a survival check to know what this is?

Tim / GM:

Yeah. Go ahead. K. Spend some time with the fae.

Thomas / Guy:

You're a fake owl.

Speaker 6:

19.

Tim / GM:

Enough to identify, Parasaline Birch, grows on the edge of twilight towards darkness. This stuff actually repels evil, when burnt. It kind of magnifies that effect. The smoke is caustic to evil things. Chewing the bark as well can purify evil things that are in the body.

Thomas / Guy:

For all our listeners who don't know what parasolene birch is, it's just a type of tree. Right?

Speaker 4:

Yeah. Oh, sorry. Yeah. Okay. Great.

Tim / GM:

Parasolene referring to, like, the halo of, like, a moon glowing. It's called parasolene.

Tara / Journey:

Oh, sure.

Thomas / Guy:

For the listeners.

Speaker 4:

Yes. Yes. For the listeners. For the listeners.

Speaker 7:

Yes. Yeah. We all knew.

Tim / GM:

Not at the table.

Speaker 8:

Never percent knew that.

Tim / GM:

As you all near this, your party starts to split a little bit. Mikey bolting forward, Journey and Doran moving a little faster, and the 3 of you straggling behind. Aaron, far ahead with that bangle, now reattached. You can see the changeling again, moving toward the group saying, this way. Come quickly.

Tim / GM:

Oh, no.

Speaker 8:

Can I see the wounds that I inflicted on it earlier? Like, is it the same one? Can I tell?

Tim / GM:

Give me a perception check with advantage with your Ganymede.

Speaker 8:

25.

Tim / GM:

25. Erin, you know as a changeling, you can move wounds around, but that split in your cells has to exist somewhere, and you don't see it anywhere on this iteration of Huber. You don't see it at all. You hear it call out again. Quickly.

Tim / GM:

Quickly. To the Birch. You must come now. We've little light left. All of you.

Speaker 6:

Is that humor?

Speaker 8:

It can't be.

Thomas / Guy:

There's no way.

Speaker 8:

I I saw a changeling earlier. Maybe it's another one.

Tim / GM:

Erin, you see Mikey charge toward it.

Speaker 8:

Mikey, be careful.

Tim / GM:

It's Hubert.

Tara / Journey:

It might not be. I wanna try and grab Mikey. He's a turtle, and I'm a very tall furbolk.

Tim / GM:

Give me, give me Dex, with disadvantage.

Speaker 4:

Do we all

Tim / GM:

Give me grapple with disadvantage.

Speaker 8:

Do we have all our weapons back?

Tim / GM:

Goran's holding on to him.

Speaker 8:

Don't worry.

Speaker 4:

Wait. Did he get everything?

Tim / GM:

Yeah. He grabbed him. 6. No.

Speaker 8:

He's so slippery in that shell.

Tim / GM:

Mikey jets out top turtle speed.

Thomas / Guy:

I might have overdone it with that one

Tara / Journey:

a little bit. Hero and a half shell.

Speaker 4:

Yeah. Gotta go fast.

Tim / GM:

You all see Mikey charging up towards Hubert, and as he arrives on him, you see him hug around his leg, and you just hear this shaking, sobbing from Mikey.

Speaker 9:

Darren's running up after hearing kind of what Aaron had said.

Speaker 8:

Yeah. Aaron is running full speed.

Thomas / Guy:

Guys walking quickly.

Tim / GM:

And then you see a huge figure step out from behind Hubert. It's Tully. Quickly now. You're almost hiding here. It's not safe down here.

Tim / GM:

With that, this confirms it for you. Hubert and Tully rode the island down here and survived. Separated from their echo bells, they have lived here for the month and a half that you've been gone. Mikey, this place is how are you here? Any of you?

Speaker 6:

How are you here?

Tim / GM:

By the will to survive, please. Follow us into the trees. The fey will not follow us.

Speaker 6:

Insight check.

Tim / GM:

Go ahead.

Speaker 8:

Yeah. I also roll an insight check.

Speaker 4:

That's a nat one. 13.

Tim / GM:

13 is a little more discerning than a natural one. Oh, no. Papa, you don't know what to make of this, but, Aaron, you're doing all you can to scrutinize Huber against what you saw from the changeling. Is this 2 changelings coordinated with more absolute shit. I apologize for it, but that cake wasn't meant for anyone.

Speaker 8:

Oh my god. It's him. It's really them.

Tara / Journey:

Oh, this is amazing. Well, let's get in here then.

Tim / GM:

Please stop celebrating. This doesn't mean anything. It just means, I'm sorry. Come with me.

Thomas / Guy:

Tell me you didn't survive all this time on that cake.

Tim / GM:

Worse, As he guides you in.

Speaker 4:

Oh, no.

Tara / Journey:

Yeah. We follow.

Tim / GM:

Yes. You all move behind the tree line. You smell wet, musty earth beneath you. As you move under this island, you can see the small shelter that Hubert and Tully have carved out for themselves. It's not much.

Tim / GM:

They're surviving on homegrown moss and small herbs that they've carved out from this place, but even then, you can see they're emaciated and see on top of that they're hopeless.

Speaker 6:

Well, that just won't stand.

Tim / GM:

As soon as you get into the safety of that area, Hubert takes a knee. He embraces Mikey. And Mikey hasn't said a word since you've been in here, but you all do now that you're in the relative safety of the trees.

Speaker 4:

I mean, I'll make food.

Tim / GM:

You've got some seasoning on you, Poppy. You don't have a ton for, like, substantial ingredients, but you can make something work here.

Speaker 8:

I have this cheese from the cellar.

Speaker 6:

That'll work.

Speaker 4:

I don't know. I'll just whip up a meal so we can, like, eat and talk and And short rest. Yeah. And short rest.

Thomas / Guy:

Yeah. Journey has all those animals we were, riding on.

Speaker 4:

Not the squirrels.

Speaker 7:

Journey's like, death is a part of life.

Speaker 4:

Captain Capybara will Captain Barry will feed us well.

Speaker 7:

This squirrel has at least 6 grams of protein in it.

Tim / GM:

I think, the animals, once they feel the relative safety of the birch as well, start to spring from you Yeah.

Speaker 7:

They leave.

Tim / GM:

Will not join the cauldron.

Speaker 4:

I'm gonna use the chef feet.

Tim / GM:

Yeah. Cook an actual meal here?

Speaker 4:

Yeah. Yeah. Get a

Speaker 2:

new good meal? Good meal has

Tim / GM:

the added benefit of sussing out evil things among you.

Speaker 4:

Then yes. K. Let's do that. I can prepare food that allows creatures to regain additional hit points when taking a short rest

Tim / GM:

Mhmm.

Speaker 4:

As well as temporary hit points after a long rest.

Tim / GM:

I think actually here we can qualify a long rest.

Speaker 6:

Oh, shit. Yeah. Yeah.

Tim / GM:

You guys are not in jeopardy when you're behind the birch.

Speaker 9:

So, Huber, what have you tried so far? Have you tried to make it to the tower?

Tim / GM:

We have. We've gotten close. In fact, we've nearly entered the tower, Tully and I. However, it becomes more treacherous, I'm afraid. And he gestures to some giant scars on Tully's shell.

Tim / GM:

Red caps? Red caps, indeed. As we got closer, something else entirely. Invisible, I'm afraid.

Speaker 9:

Well, I I think I think we can all make it now if we prepare Invisible, you said. Is it large?

Tim / GM:

Felt large. Claws as big as these. He gestures to the marks on his shell.

Speaker 4:

Before the long rest, I would have made 3 treats and given them to Doran, Journey, and Aaron, and they get 3 temporary. Oh, is

Tim / GM:

this the chef eat thing? Yes. Got it. Okay. Yeah.

Tim / GM:

I'm afraid our largest fears are quite visible. It's not the thing that guards the tower, nor is it what is in the tower, but this thing that rules this land. You met her? Briefly. And then we returned to lore to study her, to find the knowledge accumulated, anything, any mention of this Lanati.

Speaker 9:

It was me, but go on. Sorry.

Tim / GM:

This fey that rules this place, This was once the autumn court

Speaker 4:

of

Tim / GM:

the Unseelie, but no longer. It's been stolen. The blood? No. It's been stolen by Lanate, fairy eater.

Tara / Journey:

I think you might be mistaken. I mean, a lot of the knowledge on lore is just personal accounts. Right? And people can be misinformed.

Tim / GM:

We had to search deep into the broken histories, the crumbling towers. But Tully and I found records from this Lyrian, this parsimon, who had long ago visited the island. In exchange for deep, deep knowledge, they gave us their own deep knowledge.

Speaker 6:

You met them.

Tim / GM:

I did not.

Speaker 9:

This was before your time?

Tim / GM:

Before I was the prime archivist.

Speaker 9:

So you found their accounts.

Tim / GM:

They ruled this place. Lyrian, his fellows, this was their kingdom.

Speaker 8:

That's the statues I saw.

Speaker 6:

They're the Unseelie Court? They were

Tim / GM:

till the kingdom was destroyed. But I think that's where we'll end it.

Tara / Journey:

Oh my gosh. Well,

Speaker 4:

We're never gonna let you.

Tim / GM:

Thank you all so much for listening. I'm your GM, Tim.

Speaker 8:

I'm Hannah playing Aaron.

Tara / Journey:

This is Tara, and I play Journey.

Thomas / Guy:

I'm Thomas. I am Guy.

Speaker 9:

I'm John. I play Dorn.

Speaker 6:

I'm Maggie, and I play Poppy.

Tim / GM:

Share the show with people you love. We'll see you in the next one.

Speaker 7:

Oh, you prick.