People Being Other People - DnD Actual Play

Doran, Eryn, Journey, Poppy, and Guy tracked their target to his office at the Blight headquarters. Any formal plans they had have been thoroughly unraveled. It's time to fight or fly. Roll Initiative!

Show Notes

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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. In a humble startup tavern in the bustling city of Farewell, 5 strangers met at the request of a fast talking man named Doran. Their mission, perform a heist on the most vile guild in the entire city. Their team, Journey, the Firbolg ranger, Poppy, the wizardly baker and her armored guardian friend Guy, and Erin, the insider, a thief and ex member of the blight. The 5 of them now face down Diver, the leader of the guild, and a bomb just went off.

Tim / GM:

We begin in the hallway before Diver's office, and a bomb just went off, a flashbang in the hands of Tic. Diver was trying to take the bomb off of Tic, but he fumbled the job. A flashbang goes off in the middle of this hallway. Before we even roll initiative, I need everyone to give me a dexterity save.

Speaker 2:

A dexterity hit.

Speaker 3:

22.

Speaker 2:

That's a 6.

Hannah / Eryn:

Erin got a natural 20 plus 5, so 25.

Tara / Journey:

Jesus. Journey got a 7. Oh, sorry. 11.

Speaker 6:

15.

Tim / GM:

Alright. Journey, Guy, and Poppy do not make it.

Speaker 7:

15?

Speaker 2:

They die? They

Tim / GM:

die. They die. No. You are blinded for 1 round.

Speaker 2:

Oh, shit.

Tim / GM:

You are looking down at Diver as he's standing and the flashbang goes off. Doran and Aaron, you see this coming and turn away in time to not be blinded. In that moment, you also notice Diver was staring right at that flashbang when it went off, and he seems fine.

Tara / Journey:

Eyes of steel.

Hannah / Eryn:

I'm just kidding.

Tim / GM:

I don't know. I need everyone to roll initiative. Fuck.

Hannah / Eryn:

Are you serious? I just rolled another nat 20.

Tara / Journey:

Oh, crap. Alright.

Speaker 7:

Thanks, Cracking Dice.

Hannah / Eryn:

It's my hot dice over here.

Tim / GM:

Hot die.

Tara / Journey:

Hot die. Yeah. You gotta give him kisses.

Speaker 7:

She's a 103.

Tim / GM:

Alright. Journey. 18.

Speaker 3:

Guy. 13. 17.

Speaker 6:

It's a 5 for me. Oh, no.

Tim / GM:

Alright. Aaron, you are up first. You can see Diver turning and standing. He is moving back into his office, and you can see in. The front of this room is a massive glass window.

Tim / GM:

Outside, you can see fireworks still bursting during the ceremony of break. Also out the window, just outside the room, you can see a small airship dock and a partially completed personal sky ship. But inside the office, floating perfectly still in midair in front of the window, you see a cubic crystal of lustrous perfect bismite.

Hannah / Eryn:

Right after, the flashbang goes off before battle starts, Aaron realizes the jig is up and drops the form of Lab, and, you see smoke cover their skin all over Lab's giant form and slowly shifts back into the middle aged elven woman with black hair. Where's Tic?

Tim / GM:

Tic is asleep on the ground right in front of you.

Hannah / Eryn:

So the flash bomb was just light. It wasn't actually like a

Tim / GM:

Yeah. Just light, a little bit of smoke and noise. It's like a big distraction.

Hannah / Eryn:

Not damage.

Tim / GM:

Right.

Tara / Journey:

Okay. Got it.

Tim / GM:

I will say also, Aaron, you can see what you came for. It's on Diver's desk, a small wood carving that you've refused to lose over the years.

Hannah / Eryn:

Is Diver in the doorway, like, blocking, or do I have a straight path to his desk?

Tim / GM:

He's got his back to you, actually. He is moving towards the Bismite, which is in the general direction of the desk, but I'd say you could get past him.

Hannah / Eryn:

Aaron is going to take a dash bonus action to dash to the desk and try to grab the wood carving that they join this mission to recover.

Tim / GM:

Okay. You run past and diver turns to look at you, but he takes no action. He lets you take it off the table without intervening.

Hannah / Eryn:

Is it an action to pick it up and pocket it?

Speaker 8:

I

Tim / GM:

would say it's part of your movement still. You've still got your action. Okay. How

Hannah / Eryn:

big is this room?

Tim / GM:

It's a fairly large office, actually. Roughly 25, 30 feet deep. Again, ending in a giant, like, bay window that's looking out over the winged spire and all the fireworks and festivities below. And, And, again, you guys are up on the ledges, so you're a 100 feet off the ground kind of suspended over the city.

Hannah / Eryn:

After taking the wood carving from the desk with 2 elven faces carved onto it and pocketing it, Erin turns around quickly to face Diver and gestures a dagger in front of her in a defensive stance. But Aaron, knowing his strength and what he can do, Aaron's just scared. So I think Aaron's gonna just hold action and then say to him, I don't want any trouble. I got what I came for, and I just need to get out.

Speaker 9:

Sorry, love. Time for let's pass.

Tim / GM:

His eyes begin to glow a dim violet.

Hannah / Eryn:

Aaron's gonna try to take cover behind the desk.

Tim / GM:

The irises of divers' eyes become spinning rings of liquid violet. With a rush of air, flames pulse outward from him. Smooth billowing violet fire crosses the room like an alcohol blaze. But when it hits your skin, it feels cold. I need everyone to make a dexterity save.

Tim / GM:

If you are blinded, you have disadvantage.

Speaker 6:

Good. Good.

Tara / Journey:

Even though we're in the hallway?

Tim / GM:

Yes.

Speaker 6:

Jesus. Why?

Hannah / Eryn:

Aaron got 14,

Tara / Journey:

11 again.

Speaker 3:

7, 15.

Speaker 8:

3.

Tim / GM:

You're all anticipating pain, perhaps death, but none of you get that. Erin, I think you've seen this before. This is one of Diver's openings. It looks like real fire but it doesn't feel like it. This is fairy fire.

Tim / GM:

He uses this to make people easier targets and prevent them from getting away. It's when you know he intends to not let anyone leave with their lives.

Hannah / Eryn:

Shit.

Tim / GM:

Next up is Journey. You are blinded for this round.

Tara / Journey:

And I would know that this is fairy fire.

Tim / GM:

Yes. You probably know it by the feeling.

Tara / Journey:

And because I have fairy fire. Yeah. Is Diver within 5 feet of me or did he get further out?

Tim / GM:

No. He's a little further into the room. Aaron's kind of passed him up.

Tara / Journey:

Journey's gonna take the dodge action.

Tim / GM:

Yeah. Kind of not knowing what else is going on in this room, you just try to stay out of trouble as best you can. Mhmm. That brings us to Doran. And Doran, your eyes are wide open.

Tim / GM:

You managed to avoid the flashbang just in time to look back and see the fairy fire rolling across the ground. It may be that you've never seen this before in action, but its effects are breathtaking. Looking around this room, nearly every object is wreathed in violet flame that kind of licks up every now and then but producing no heat whatsoever. The other peculiar effect of this is when you look around the room at different people. When you look at Poppy and Journey, you see amber gold discs glowing with warm light.

Tim / GM:

Looking at Guy, his eyes are sort of an opaque white with only a dull glow about them. And when you see Aaron, her eyes are spinning violet rings just like Diver's.

Speaker 3:

Doran is takes a note of this and especially Guy, but, quickly focuses again on Diver and his demeanor is serious.

Tim / GM:

Doran, you came here as a result of a lot of research, a lot of effort. You knew with certainty that Diver was the person you needed to see, that he had answers, that he was somehow involved with what happened to you. But you didn't know he was this involved. Diver lowers his expression to you and says, how the fuck?

Speaker 3:

Without a word, Doran pulls out his rapier and runs forward and stabs wildly at Diver.

Tim / GM:

You mean attack?

Speaker 3:

9 to hit.

Tim / GM:

Still staring at you incredulously, Diver flattens his body sideways and avoids getting impaled.

Speaker 6:

Are you using proper fencing formation?

Speaker 3:

No. That's out the window. Doran, pretty recklessly lunges forward and misses horribly. Enjoy killing kids, do you?

Speaker 8:

I'll put a stop to that today.

Tim / GM:

Guy, it's your turn. This is a bad situation. Your instinct is always to protect Poppy, but in this moment you can see that Doran is in terrible danger. You have a sinking feeling that your party is severely outmatched, even 5 to 1. What do you do?

Speaker 7:

I I can't see a thing. Poppy, where are you? Are are you alright?

Speaker 2:

I'm over here, Guy. I can't see either.

Speaker 7:

Poppy, get behind me.

Hannah / Eryn:

But

Speaker 2:

Yeah. Where are

Speaker 7:

you? Guy's going to feel his way on the wall into the office, like the entrance of the office. Mhmm.

Tim / GM:

Yeah. I think you, bump into fuzzy journey at one point. She dodges out of

Speaker 7:

the way of you. Excuse me. Poppy, stay behind me. We may need to leave at any moment.

Speaker 2:

Okay.

Speaker 7:

I don't have a good feeling about this one.

Speaker 2:

Yeah. I don't like this.

Speaker 7:

Guy is going to eat a food. He's gotta take the pop off. Yeah. I think Guy will eat the pop off for a bonus action. Okay.

Speaker 6:

It is 1 lemon poppy seed pinwheel roll.

Tim / GM:

Guy, it's like fireworks going off in your mouth. Your body just becomes elated. You feel powerful.

Speaker 7:

Alright. In addition to the pop off, I'm gonna cast false life on myself. Okay.

Tim / GM:

What does that do for you?

Speaker 7:

It gives me temporary hit points, but he eats the pop off, starts to feel stronger, and then he stands up straighter and looks ready for action.

Speaker 2:

Okay. Rheumatism is cured.

Tim / GM:

Doran, out of the corner of your vision, you can see, Guy is standing with his chest puffed. You can see this very militaristic look come over him as he steels himself for battle. Next up is Poppy. Even before the bomb went off, you caught a glimpse of the Bismite inside, and there's plenty to go around. What do you do?

Speaker 6:

Okay. So Poppy wants to keep feeling along the wall to where she heard Guy.

Tim / GM:

Yeah. You pass by Journey, and she kind of, like, dodges out of the way of you really suddenly.

Speaker 6:

I, like, brush her leg or something. Yeah.

Speaker 2:

Guy, I'm coming. Make sure you eat that cookie. Okay. Okay. Think Think, Poppy.

Speaker 2:

You can't see, but you know you know he's in there somewhere. Oh, Pinch. Come on, Pinch.

Speaker 6:

And then I pat my chest and where you thought Poppy was maybe a little more endowed, it starts moving in like weird lumps and, like, a little doughy hand shoves its way up out of her collar.

Speaker 2:

Come on, wake up.

Speaker 6:

And then a little dough man pops out of her shirt. He looks like raw dough covered in flour and has too little cloves for eyes. And Poppy goes,

Speaker 2:

okay. I need you to I need you to go find him and bite him. I can't see anything, but you can. Yeah.

Speaker 6:

And then she, like, takes him off her shoulder and sets him on the ground.

Speaker 2:

You got this.

Tim / GM:

You hear this? You all hear this. A little sticky doe feet crossing the floor.

Speaker 6:

And then I'll have him try and, like, cover his eyes

Tim / GM:

Okay. Or something. Yeah. Give me an, let's do an arcana check for that, actually.

Speaker 6:

Okay. Oh, that's I'm proficient in that. Alright.

Tara / Journey:

I would hope so.

Tim / GM:

Yes. You should be.

Speaker 6:

A 21.

Tim / GM:

Nice. Okay. Doran and Aaron see perhaps the most ridiculous thing of all the things that have happened today is this tiny little dough man running across the floor, leaving greasy little footprints wherever

Speaker 7:

he goes.

Tim / GM:

He gets to Diver's foot, and it takes a while for Diver to even notice what's happening as Pinch begins triumphantly climbing up Diver's clothes. And it gets about to Diver's neck and starts kind of just wailing on him. It's just pounding him in the cheek, making this cute little pap noise every time he does it, but Diver barely cares that it's there. He grabs PINCH by the nape of his neck and kind of, like, throws him back to the and makes a sticky like splatting noise when he hits the ground.

Speaker 6:

Does he do anything? No.

Tim / GM:

Okay. That brings us to diver.

Speaker 7:

Is it gone yet

Tim / GM:

no he took the legendary action right off the bat

Speaker 7:

oh oh right okay

Tim / GM:

diver finishes a brisk walk towards the bismite Dorn and Aaron, you can see he puts a hand on it. He grips it. And as the rest of your vision is coming back into focus, you can see Diver breaking off a grape sized crystal from the bismite. He pops it in his mouth and starts chewing it

Speaker 7:

What?

Tim / GM:

With a glassy tinkling crunch. He curls his massive hands into fists and then spits a stream of molten bismite onto his knuckles. It rapidly hardens to pink and green spikes of metallic crystals that crawl up his arms.

Speaker 9:

Yuck. He says, who dies first?

Tim / GM:

He goes straight for Doran.

Speaker 7:

He didn't even volunteer. No.

Tim / GM:

Doran's 16 to hit?

Speaker 8:

Yes. 15 to hit?

Tim / GM:

Yep. With these knuckles of jagged bismite plating, Diver reels back with his ox like body and punches you in the gut. That is 12 bludgeoning damage, and I need a strength save.

Speaker 3:

Natural one.

Speaker 2:

No.

Tim / GM:

Doran, you are sent sailing 10 feet across the room back to the door. You fall back into that hallway. Everyone, as your vision comes back, you can see Doran just getting sent back into the hallway.

Speaker 7:

Not going well for me.

Tim / GM:

Diver kind of stands back up and cracks his knuckles underneath the bismide plating and he rolls his neck. He looks around for his next target. Aaron, we're back to the top of the round. It is your turn.

Hannah / Eryn:

Yeah. Aaron is going to, shoot the crossbow bolt at diver even though she's not optimistic that it'll do anything effective. 15 to hit.

Tim / GM:

15 does not hit diver. You see the crossbow bolt, harmlessly plink off of the bismide plating on his arms.

Speaker 6:

Bismide a conductor? No. Mhmm.

Tim / GM:

It is insulative.

Hannah / Eryn:

So is there you said there's a window, but not another door to get out of

Tim / GM:

this room? Correct. Well, there is a door. On the right side of this room, there is a small service door that leads out to an airship dock. Outside, you can see a partially completed sky ship that is still being worked on.

Tim / GM:

Not actively, but

Hannah / Eryn:

does the window lead out to a balcony or anything or is it just a fall?

Tim / GM:

Out the window would be a fall. Out the door would be a balcony.

Hannah / Eryn:

So we're on, like, a edge of a cliff side. Right? Mhmm. Are there buildings below us?

Tim / GM:

There would be buildings below you, but the construction you're in right now actually leans out farther than the rest over the city. You're very far out on the underside of a bridge right now.

Tara / Journey:

Okay. Sorry. I'm just trying to get my bearings.

Tim / GM:

I'll admit it's a complicated 3 d world

Hannah / Eryn:

we're living in. I think Aaron is gonna try to dash out of the room just through the the

Speaker 7:

door they came

Tim / GM:

in. Okay. Dash.

Speaker 8:

It's getting crowded

Tim / GM:

right there.

Hannah / Eryn:

I can go 60 feet, so I don't know how far that gets me down the hall.

Tim / GM:

That'll get you plenty down the hall. What's your intention here, to leave the entire scene?

Hannah / Eryn:

Yeah. I'm gonna try to disengage from the fight because Diver is gonna kill us.

Tim / GM:

Okay. Yeah.

Hannah / Eryn:

As Eren runs out of the room and past the the group, They say to everyone, don't try to fight him. He's gonna kill you. The only chance is to run. Go. And try to just push past everyone to escape.

Speaker 8:

Eren, stop. I'm gonna say as Eren runs past.

Tim / GM:

Yeah. Dorne lying on the ground. Aaron. Aaron is kind of like running past almost over you out this room. Aaron, you you do hear him call up to you as you run

Hannah / Eryn:

past. Doran, no. We can't stay.

Speaker 8:

We'll be okay.

Hannah / Eryn:

No. Erend doesn't stop. She's gonna keep going. Like basically slows down a little to like say that to Doran and then keeps going out the room.

Tim / GM:

Damn it. The 2 of you can hear tick rousing from his sleep, but it is Journey's turn. Journey, now that the brightness and the blindness has worn off, you can see the telltale glow coming from the bookshelf here. A lantern like glass box with wooden edges, a small terrarium, imprisons a tiny fey bud. Just like the ones that live in your hair, these fey buds, they're all a part of the same family.

Tara / Journey:

Journee shakes her head, shakes off the blindness, and as she draws her bow to aim at Diver, she casts Hunter's mark on him. And the moment that she goes to let loose her arrow, you can see more of these little fae creatures kind of explode out of her hair and buzz around her, and she says to Diver, you have someone that doesn't belong to you. And she lets loose her arrow.

Tim / GM:

Not even close. Diver watches that one sail past him.

Tara / Journey:

That's my turn. I guess I'm gonna move to a wall. I'm gonna just move to the side a little bit.

Tim / GM:

K. That brings us back to Doran laying prone on the ground still. You can see that Diver is crossing the room towards you to finish what he started.

Speaker 8:

I got knocked into the hallway? Yeah. And you said tick is stirring as well?

Tim / GM:

Yes. He's starting to wake up.

Speaker 8:

After seeing that explosion thing, just a quick, mental memory map, were there any, along the way here, any sort of bombs or anything like that that I that we passed?

Tim / GM:

Yeah. Give me a retroactive perception check.

Speaker 8:

Okay. 20.

Tim / GM:

A non natural 20, I'm assuming? Okay. Yeah. I'm gonna say you did see a small collection of these. Whether they were armed and ready to go was anyone's guess, but you saw 3 of the exact same capsules on that clean desk beneath the lamps in the previous room.

Speaker 8:

But it didn't seem to affect Diver much.

Tim / GM:

If it did, he's one tough son of a gun.

Speaker 8:

Yeah. Doran's going to reach into his pocket and pull out the Pronto Puff.

Tim / GM:

Mhmm.

Speaker 8:

And and just one gulp doesn't even chew it.

Tim / GM:

Sure. Okay.

Speaker 8:

It's it.

Speaker 2:

Yeah. He didn't even flavor it.

Tim / GM:

Which is a shame. But, Doran, you do catch the lightest, airiest, fluffiest. What flavor is this?

Speaker 6:

It's got like a like a cream filling.

Tim / GM:

Okay.

Speaker 6:

It's a choux pastry.

Tara / Journey:

Like, it's like a fancy way of saying donut. Right?

Speaker 6:

It's airy and a little bit crispy on the outside, and then there's like a custard splash in your mouth. That's gross. I don't know why it's

Speaker 2:

that. A custard ooze.

Tara / Journey:

The white. Yeah.

Tim / GM:

Way better. Not better.

Speaker 2:

Mustard and jerks in

Hannah / Eryn:

your hole. And you just gotta swallow it all down. Just gulp after gulp. Take it all.

Speaker 8:

Oh my lord.

Speaker 2:

Fuck, man. It's a cream puff.

Tim / GM:

That's so funny. Oh, man. Doreen, you eat a crispy pastry and you're not afraid of falling anymore.

Speaker 6:

And your movement speed increases by 15 feet. Your jump height and distance are doubled. And when you take damage as a result of falling, you reduce it by 20.

Speaker 8:

Okay. I'm going to so, diver is, like, fixed on me. Yes. I will spend, some movement to stand up and ready actions for, diver making an attack on me.

Tim / GM:

Okay.

Speaker 8:

And, I have a particular spell I wanna use. I don't I guess I have to tell you.

Tim / GM:

Yes. You do.

Speaker 8:

I'll be using the command spell.

Speaker 7:

Tonight, I'll be using the commands.

Tim / GM:

We've got a special treat for you, ladies. Guy, it is your turn. You can see. Diver only has eyes for Doran.

Speaker 6:

Also, you can see now.

Tim / GM:

Also, you can actually see.

Speaker 7:

Is that so? Yeah. Guy sees diver moving toward Doran, sizes him up and says, why not pick on someone your own size? Guy's eyes start glowing green and he casts compel duel. Oh.

Speaker 7:

Okay. You compel a creature into a duel. 1 creature you can see within range must make a wisdom saving throw.

Tim / GM:

12.

Speaker 7:

That's a fail. Okay. The creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you. The spell ends if you attack any other creature.

Tim / GM:

Beautiful. That was your action or bonus?

Speaker 7:

That was a bonus action.

Speaker 6:

Oh, thank god.

Tim / GM:

What's your action?

Hannah / Eryn:

Hit him, guy. He slaps him with a glove. I challenge you. Do do.

Speaker 7:

Guy also takes a look at the fairy fire covering everybody and everything in the room. It says, and you're not the only one who knows how to play with fire. And he draws his sword and the sword becomes coated in green flame.

Tim / GM:

Okay. Is

Tara / Journey:

that green flame blade?

Speaker 7:

This green flame blade. Functionally, it does nothing in this situation because it's for hitting multiple, but it looks cool.

Tim / GM:

Fair enough. I love it.

Speaker 6:

Also, you get to do your pop off rolls. What was it?

Speaker 7:

I rolled a 17.

Speaker 6:

Okay. You can roll again. If it's higher, then you roll again.

Speaker 7:

It's a 19.

Tim / GM:

Keep going. Roll again.

Hannah / Eryn:

Popping off.

Tim / GM:

Popping off.

Speaker 7:

It's a 9.

Speaker 6:

Okay. So it is 19.

Speaker 7:

Yeah. Okay. So that's, 24 to hit.

Tim / GM:

Yeah. That crushes him. Fuck.

Hannah / Eryn:

I love the top

Tim / GM:

of my head. Not literally. It's barely gonna touch him, but go ahead anyway.

Hannah / Eryn:

Oh.

Speaker 7:

Still not bad. Twelve damage.

Tim / GM:

Cool. Alright. You have drawn first blood on Diver. Well, maybe pinch drew first blood.

Speaker 6:

Pinch did not draw 1st blood, but he did

Tim / GM:

He made an effort.

Speaker 6:

He made yeah. He tried.

Tim / GM:

Yeah. We're all proud of him. Guy, that does grab his attention. Maybe it's the compelled duel. Maybe it's the competent hit.

Tim / GM:

But Diver realizes he might have a real challenge on his hands. With that, Poppy, it's on you.

Speaker 6:

There's, like, sunspots in my vision, but I can see Yeah.

Tim / GM:

Again You're blinking him away, but you can see.

Speaker 6:

I instantly clocked the bismide on the table.

Tim / GM:

Yeah. There's like Ā£10 of it in crystal form floating in mid air.

Speaker 6:

Awesome. How much would I need to power my rolling pin?

Tim / GM:

That's a good question. The power of Bismite changes on its color. It moves on a ROYGBIB scale backwards. So red is the weakest and the bismite you find here is green, quite powerful, quite well charged. Even with a tenth of this stuff, you could keep the rolling pin moving for over a month.

Speaker 2:

Okay. Okay. Think like a business person. Pinch. Redirect.

Speaker 2:

Shove as much as you can into your stomach and run.

Tim / GM:

Alright. Pinch looks up at the bismite floating high above him, and he goes, wow. And he just kind of, like, opens up like a big blanket and begins to slowly just stretch himself out and out and out, and he reaches up towards the bismite like magnetic putty, and he grabs onto it. And he's slowly trying to drag it down towards the ground.

Speaker 6:

It's just one giant chunk.

Tim / GM:

It's one crystal.

Speaker 6:

Oh, it's not

Tim / GM:

One beautiful organic crystal.

Speaker 6:

Cool. I don't know if he can even carry that much.

Tim / GM:

Yeah. It seems that he is unable to move it out of its position. He's kind of hanging off of the bismide now.

Speaker 2:

Try climbing on top of it.

Tim / GM:

Yeah. He, climbs on top of it and starts jumping up and down on it and gives you a shrug.

Speaker 6:

As my action, I'm going to use mage hand, which can carry up to Ā£10 and try and help pinch smack it out of it's like hover state.

Tim / GM:

Yeah.

Speaker 6:

And but then I'm gonna like,

Speaker 2:

look it down the hallway.

Tim / GM:

Okay. As you go to move this thing with your mage hand, a sort of rumor starts to make a lot of sense is that when Bismide is hovering in mid air like this, it needs to be unlocked.

Speaker 9:

And the

Tim / GM:

thing that unlocks it is the touch of a magically inclined person. Anyone who is connected to the Weave. By touching Bismite can unlock it from its position in there.

Speaker 6:

But not with their magic hand, probably. I

Tim / GM:

don't think so.

Speaker 6:

Okay. I'm not gonna book it down the hallway.

Speaker 2:

I just this is what I've

Speaker 6:

been searching for. Crumbs. And then I run towards it.

Tim / GM:

Okay.

Speaker 6:

Along the outside

Speaker 7:

of the room. Yeah.

Speaker 9:

Okay.

Speaker 7:

Skirting the room as

Tim / GM:

perimeter of the room, but you make it up to the Bismights, with enough movement to get this process rolling. Do you touch

Speaker 6:

it? I

Speaker 7:

do.

Speaker 6:

Did I use my full movement?

Tim / GM:

You've got like a couple feet left kind of thing.

Speaker 6:

As a bonus action, I eat my pronto puff.

Tim / GM:

Okay.

Speaker 6:

And then I grab it and try and use the rest of my movement to leave.

Tim / GM:

Okay. Smart. Yeah. The Pronto Puff adds a little bit of, pep in your step, so you gain some more movement down to that. You touch the Bismite, and you feel this brief exhilaration.

Tim / GM:

A sharpness in your stomach like finding a new crush almost and when you touch the Bismite it sort of floats as if it's in 0 g. It starts to kind of go off kilter, and it moves easily at your touch.

Speaker 2:

Awesome. Okay. Pinch. Get on my shoulder. We're gonna go.

Speaker 2:

Go. Go. Go.

Speaker 6:

And then I run away Okay. With probably, like, a bigger chunk of Bismite than I am personally. Sure.

Tim / GM:

That leads us to Diver. And Guy, Diver is gonna take you up on that duel. Oh, okay. He stops halfway across the room. He turns to you and says,

Speaker 9:

you're making all the wrong friends.

Tim / GM:

You see his eyes intensify with that purple glow. He leans back and decks you right in the face. He's got advantage. You're all fairy fired. Shit.

Speaker 7:

Forgot about that.

Tim / GM:

Nat 20, baby. No. No.

Speaker 8:

Silvery barbs.

Speaker 2:

What does that do? Oh, shit.

Speaker 8:

If I see a creature succeed on an attack roll, they have to reroll it, and use the lower roll.

Tim / GM:

Got it. So So he's gotta reroll that attack. Is that right?

Speaker 8:

Yep. And take the lower roll, which

Tim / GM:

Okay. So the success out of that would be a natural 20. So now he just kinda rerolls against the natural 20? Yep. Okay.

Tim / GM:

A 17 total.

Speaker 6:

To hit Guy?

Speaker 7:

That's my armor class.

Tim / GM:

Okay. That is a successful hit.

Tara / Journey:

And he doesn't crit. Yeah.

Speaker 8:

Yeah. I I am going to use the other half of silvery barbs to give, Guy, advantage on the next attack roll or ability check receiving through.

Tim / GM:

Cool. His, second attack coming in hot. Not nearly as good. 14 on the second attack.

Speaker 7:

That's a miss.

Tim / GM:

Alright. Doran, what does silvery barbs even look like when that goes

Speaker 8:

off? I think it's, much more of a a sound like it it's such a fast silvery thread that just kind of like cracks like a whip. Mhmm. It just basically breaks the moment for the attacker and gives the benefactor of it, that lower rumble second part of the spell as it, like, connects with them.

Tim / GM:

With that, diver's attack falters. Something sends him a little off balance, and you receive a messy elbow instead of his fist. You take 5 bludgeoning damage as he crashes into you, but, guy, even that is enough. He knocks your head clean off.

Speaker 2:

Oh my god.

Speaker 7:

What? Guy's body is still standing there, stunned.

Tim / GM:

As is Diver, he reels back his hand and kinda looks you up and down the frailest body he's ever encountered, now billowing this green flame spouting from your neck.

Speaker 7:

Where does the head go?

Tim / GM:

It rolls behind you on the floor.

Speaker 7:

Is anyone over there?

Hannah / Eryn:

Where am I?

Tim / GM:

Where you are on where you are on the wall trying to cross the room as this is happening, you see Guy's head roll towards you and stare straight up at you.

Speaker 2:

Guy. Oh, dear.

Speaker 7:

Poppy, it happened again.

Tim / GM:

Oh, shit.

Speaker 6:

Okay. I pick up the head.

Tim / GM:

Okay. What?

Speaker 7:

And Well, don't drop the bismite.

Speaker 6:

Oh, I mean, it's still kind of is it levitating?

Tim / GM:

It's sort of levitating, so you can, like, push it along.

Speaker 2:

Okay. Yeah.

Speaker 6:

Yeah. I'll like push it towards the door and let it keep going.

Tim / GM:

Okay. Yeah.

Speaker 6:

And I'll scoop up the head.

Speaker 7:

Guy's body is embarrassingly trying to cover his head with his arms and and his cloak. Like, wrap it over the Yeah. The stump. Maybe maybe no one saw that puppy.

Speaker 2:

Yeah. Maybe not.

Tim / GM:

Doran and Journey, you see Guy get his head smashed off, and it rolls across the floor. Diver reels his fist back and kind of expects Guy's body to drop, and it doesn't. It instead starts patting around and draws a swaddled cloak over his neck and holds his sword fast. The body's not going anywhere. The head is talking to Poppy.

Tim / GM:

What do you make of this?

Tara / Journey:

Journey laughs and then just keeps staring at, Diver. She thinks that's a riot because the body's still moving. She doesn't think he's dead. She's just like, yeah. Okay.

Tara / Journey:

Battles are fun.

Speaker 8:

Doran, kinda just loses his edge a little bit and is now a bit incredulous, especially first the, the domain running and smacking diver, the dude's head falling out onto the ground and then the cute halfling carrying it to him. And then last of all, what broke him was, the furball, journey laughing, but he quickly, yeah, grabs his composure again and narrows his eyes at the diver.

Tim / GM:

Okay. Diver is turning away from you, guy. He crosses the room to that bookshelf where that glow is coming from, from the glass box with wooden edges.

Speaker 7:

Can I get a, opportunity tag?

Tim / GM:

For sure. Yep. Out of the corner of your eye as Poppy is turning you around in her hands, you see Diver walking away from you. Oh, I don't think so.

Speaker 7:

19.

Tim / GM:

That hits?

Speaker 7:

Do I do the pop off stuff?

Tim / GM:

Yes. You did. Roll

Speaker 6:

again. Oh, shit.

Tim / GM:

Oh, this would be so good. Nope. Okay. Okay.

Speaker 7:

11 damage.

Tim / GM:

Okay. Drawing second blood also. The only person who seems to actually fight in this whole party

Speaker 6:

Doesn't even have a head.

Speaker 7:

Hey, these 2 killed, like, lots of people last week.

Tim / GM:

Okay. Yeah.

Tara / Journey:

I suppose. I've done quite a bit of murder.

Tim / GM:

Guy, with your heavy sword strikes, with your gigantic great sword that you're swinging around in this office, it's catching diver by the edge. He'll raise his bismide arms to block some of the damage that's coming through. You're making a little bit of progress, but you can tell Diver is a seasoned fighter, one that would outmatch you toe to toe any day. He continues walking after he takes that glancing blow from your great sword. He moves up to that glass terrarium.

Tim / GM:

He closes his hand into a fist and he punches through it like an eggshell, and he grabs the Fey bug with a closed hand. When he opens it again, he's holding it to the Bismite halfway across the room. You all hear this melodic cry of pain as the Fey Bud's body is torn apart. It's spilling luminous liquid color all over the floor and that color fades into dark shadows. Poppy, you can see that bismite that was green before fades into a brilliant indigo and then blue as it's being charged.

Tim / GM:

Those shadowy puddles on the floor begin to form into something vile, something unholy. The remnant of whatever that fey bud was. It keeps blossoming off of the ground, and it's blooming over and over again, becoming larger and larger when it does, until it takes the form of a bestial wolf like specter.

Speaker 2:

This isn't fun anymore.

Speaker 7:

Poppy, we've got what we came for. It might be time to get out of here. With all our heads.

Tim / GM:

Brings us back to the top of the round with Aaron.

Tara / Journey:

I told you guys. No.

Hannah / Eryn:

Just kidding. Does Aaron have eyes on Diver through the doorway Yes.

Speaker 6:

Down the hall?

Hannah / Eryn:

Yep. Is Tic awake?

Tim / GM:

He is awake now. Yeah.

Hannah / Eryn:

Aaron is going to load a cross bolt bolt again and shoot it

Speaker 7:

k.

Hannah / Eryn:

A diver through the hall. Not good. 11.

Tim / GM:

Does not hit.

Hannah / Eryn:

Okay. And then I, is is Tick on the ground or, like, what what's his situation?

Tim / GM:

He's on the ground, and he's pushing himself up against the wall. He's blinking heavily, and he's trying to get a lay of the land and figure out how long he's been out.

Hannah / Eryn:

What the fuck tick? Why did you sell me out?

Tim / GM:

I didn't, actually. I told him not to worry about it.

Hannah / Eryn:

Whatever. I can't I can't talk now. We gotta get out of here. You too.

Tim / GM:

He blinks heavily and looks up at you, and he goes, Aaron, what the fuck are you doing?

Hannah / Eryn:

We can't stay here. You know. You know why I had to leave.

Tim / GM:

Where are you gonna go? Where am I gonna go? What do I do now? You fucked us both.

Hannah / Eryn:

I can't I can't with you. And you know what? It's you gotta figure it out for yourself. You can stay with Diver. Good luck.

Hannah / Eryn:

Hope you don't die. And then Aaron's gonna keep

Speaker 7:

running.

Tim / GM:

He kinda, like, looks towards the ground, and as you're leaving, he just looks up and says, hope I find you again someday.

Hannah / Eryn:

Aaron gives him a rude hand gesture.

Tim / GM:

Alright. And you're, essentially leaving the scene, Erin?

Hannah / Eryn:

Yeah. I'm gonna try to disengage from the battle. I think I will try to try to, like, hide outside, like, keep an eye out for other people joining, like, just kind of stake outside.

Tim / GM:

Doran, in the hallway, you can still see Tic. He is fiddling with something now. He's trying to prepare something, but he's not quite ready. Journey, it's back to you.

Tara / Journey:

Journey sees what Diver does to that fae bud

Tim / GM:

Mhmm.

Tara / Journey:

And she falls to her knees. And all of her Fay buds, like, droop around her. They were above her head and kind of swirling around, and they all droop down next to her shoulders and, like, hide in her hair again. And she lets out this guttural, no, and then goes to shoot diver with her bow again. Okay.

Tara / Journey:

22?

Tim / GM:

Yeah. That hits him.

Tara / Journey:

She hits with the arrow, and the hunter's mark gives her additional damage. And, also, a couple of the Fay buds start buzzing around her head really fast and then shoot out towards him Okay. And shoot through each of his shoulders, for a total of 12 damage.

Tim / GM:

Alright. With that, as divers moving, he is kind of crossing the room again. It looks like he might be going for the door out to the dock okay as he's going you hit him with an arrow which he takes in his stomach and it's just sitting there The FayeBuds go through him, and he stutters for a second in his steps, but he's barely slowed. He hasn't really broken a sweat yet.

Tara / Journey:

Oh, I didn't move. I wanna get into that office.

Tim / GM:

Okay. I

Tara / Journey:

wanna get all the way into the room. Yeah.

Tim / GM:

Do you wanna be in the center or against the wall? Center would be sort of squaring off right against diver and guy right now.

Tara / Journey:

I hit him with the arrow. I drop my bow, and I walk into the room.

Tim / GM:

Perfect. That'll bring us to Doran.

Speaker 3:

Tic, is it?

Tim / GM:

Yeah. He's, fiddling with something. He's kind of it's like he's turning some kind of, like, crank or trying to get two sides of something to fit together.

Speaker 8:

She's right most likely. I don't think we'll make it through this.

Tim / GM:

He's nodding feverishly.

Speaker 8:

All to say, Diver doesn't need your help.

Tim / GM:

He's shaking his head no.

Speaker 8:

I squint at him. Can I get a read on what he's doing?

Tim / GM:

Yeah. Give me an investigation.

Speaker 8:

15.

Tim / GM:

He is using something that looks similar to that first silvery capsule that made the flashbang, but he is putting the contents of multiple into 1.

Speaker 8:

Does that have my name on it?

Tim / GM:

Oh, no. It's not meant for you.

Speaker 8:

Big guy?

Tim / GM:

Nods again.

Speaker 8:

I give him a grin, and, I run over towards, where diver and the rest of the action is.

Tim / GM:

K.

Speaker 8:

Diver seems to be retreating, essentially, heading towards the dock.

Speaker 7:

Yeah. What is this, wolf creature doing?

Tim / GM:

Has not acted yet. It seems to still be getting its bearings in this new world.

Speaker 8:

I'm going to use command on diver.

Speaker 9:

Mhmm.

Speaker 8:

Standing next to Guy, I'm going to say approach. Casting command on diver.

Tim / GM:

Okay.

Speaker 8:

So it is going to be a wisdom save against my spell save DC.

Tim / GM:

Yeah. 21.

Speaker 8:

Okay. He does he does not approach. Okay.

Tim / GM:

He he glances up at you saying approach, and then he just glances back at the door, barely paying you attention.

Speaker 8:

Mhmm. Okay. I glance at Journey and say, we'll get through this and give you a Bartok inspiration. Oh.

Tara / Journey:

Okay. Thank you. Cool.

Speaker 8:

That's my Yeah.

Speaker 6:

That totally is is enough to get over grieving

Speaker 2:

Yep. Somebody.

Tim / GM:

It is when it's magic. That'll bring us to Guy. Guy, you see what he was going for with the whole approach thing. Mhmm. Maybe he wasn't loud enough, but it didn't work.

Speaker 7:

Poppy, I have an announcement if you could hold me up, please.

Speaker 2:

Here you go.

Tim / GM:

Poppy holds Guy's head over her own to get a clear view of the battlefield in here.

Speaker 7:

I suggest we leave.

Speaker 2:

Good one, Guy.

Speaker 7:

And then, Guy's gonna attack

Tim / GM:

Diver. K.

Speaker 6:

Poppy turns the head a little bit towards diver.

Speaker 7:

I'm casting wrathful smite

Tim / GM:

Okay.

Speaker 7:

Which overwrites the compelled duel. So that's over.

Tim / GM:

Got it.

Speaker 7:

16. Still popping off?

Tim / GM:

Still popping off.

Speaker 6:

Still popping off.

Speaker 7:

Nope. 21 to hit.

Tim / GM:

21 does hit. Yes.

Speaker 7:

Okay. Poppy Poppy tilts the head more toward diver, and Guy continues. If you attempt to follow us, and then Guy's body points toward the bismite and that spot where the thing was ground to dust

Speaker 9:

Mhmm.

Speaker 7:

We will grind you to dust. Okay.

Speaker 2:

You tell him, guy.

Speaker 9:

Okay. Okay.

Speaker 7:

Okay. It's, 15 damage. And then, because of the wrathful smite, they have to make a wisdom saving throw.

Tim / GM:

K. Oh, 6 for his wisdom save.

Speaker 7:

Okay. Diver is frightened of guy. Woah.

Tim / GM:

That's what I was no. You hit him with that great sword attack, and diver stops moving towards that door. With the compelled duel gone, his mind frame changes a little bit. He looks around the room, and he's looking at Doran when he feels the greatsword impact him, and this time it catches him off guard he takes that damage and staggers backwards, and then he looks up at you a Dullahan, a headless warrior. The cloak slips from your shoulders again, revealing a green flame spouting from your neck.

Tim / GM:

Greatsword outstretched that had just dealt mortal harm. He begins cowering.

Speaker 9:

What what is this?

Speaker 6:

Is it more or less intimidating that there's a halfling holding?

Tim / GM:

Like, 15 feet away, like, yeah.

Speaker 6:

Sorry to ruin the moment.

Tim / GM:

After that guy, what breaks the silence is the specter. It lunges for you and begins chewing on your legs. That is a 14 hit.

Speaker 7:

Does not hit.

Hannah / Eryn:

Alright. Wait. That's the wolf thing?

Tim / GM:

Yeah. Okay. This wolf like shadow specter that was born of the deceased Feybud grabs onto Guy's leg and begins tearing at his armor. Can't get through. Yeah.

Tim / GM:

What the what? Next, we've got Poppy holding the head of Guy.

Speaker 6:

How far away is his body?

Tim / GM:

10, 15 feet from you. Not far.

Speaker 6:

And I've still got the protobuf going. Yep. So I like zip over to him, pat him on the thigh, hand off the head.

Tim / GM:

Yeah. Yeah. I think Guy reaches down and grabs it, Puts it on backwards at first and turns it around. Yeah.

Speaker 2:

You got this, Guy. And then I'll

Speaker 6:

go back to where the bismite is is hovering. Take my empty cookie basket. Put it inside.

Speaker 7:

Okay.

Speaker 6:

Make sure pinch is with me, and then I'm gonna misty step out into the hallway.

Tim / GM:

Okay. With Pinch and with the basket with the bismite? Yeah. Okay.

Speaker 2:

Alright. I'm out of here.

Speaker 6:

That's my action.

Tara / Journey:

It's a puff of flower.

Hannah / Eryn:

I missed this out.

Speaker 8:

Oh, that's so

Speaker 7:

funny. Oh,

Speaker 6:

shit. That's good.

Tim / GM:

Yeah. I'll

Speaker 2:

see you on the other side. And then

Speaker 6:

I leave behind like a trail of flower Yeah. As I go down the hallway. Okay.

Tim / GM:

That's awesome. Yeah. You continue on with the, the bismite in your basket. Mission accomplished from your perspective.

Speaker 2:

Yeah. And it's just an empty cookie basket. Yeah. I'm so innocent.

Tim / GM:

Diver looks up at you down the hallway. Guy, with your head back on, you can see diver in plain sight now. You can see him kind of rolling something around in his mouth, and he goes,

Speaker 9:

where the hell are you going?

Tim / GM:

He makes a gesture as if he's about to hock a loogie, and he he spits at Poppy, and a bullet races across the room. A stream of molten bismite cracks into the back of your head, Poppy. Ow. Bitch. That's a 19 to hit.

Tim / GM:

Yeah. I don't like that. And that is 12 piercing damage.

Speaker 2:

Oof. Ow. That really hurt. What is wrong with you?

Tim / GM:

Everyone in that room can still hear Diver chewing, tinkling crystals in his teeth. He is preparing to spit another bullet. He continues crossing the room. It seems his motives, his priorities have changed a little bit. He's got his eyes fixed on that airship outside.

Tim / GM:

He makes it to the door and opens it. That's the end of his turn. We're back to Aaron.

Hannah / Eryn:

Did he pass any of us?

Tim / GM:

Yes. I would say Guy and Journey and Doran would have opportunity attacks. Oh. Oh, yeah. Oh, yeah.

Speaker 7:

I rolled a 10.

Tara / Journey:

18?

Tim / GM:

Nice. That does hit. Great.

Tara / Journey:

I swipe him with a hand axe as he goes by. Hey.

Speaker 8:

21 to hit.

Tim / GM:

Also hits. Nice.

Tara / Journey:

4 damage.

Speaker 8:

Mhmm. 6 from Doran.

Tim / GM:

Alright. With the hand axe and the subsequent, I would assume, rapier attack from Doran, with those in tandem as he's attempting to cross the room, he stumbles, and when he looks back at you, and you can see the pale face of a concerned person, Diver is sweating. He's on the ropes. He's bloodied.

Speaker 8:

Showing weakness.

Tim / GM:

Erin, where you at?

Hannah / Eryn:

How far do you think I got out of You

Tim / GM:

are at the end of the hallway. You are about to go into Ticks Workshop.

Hannah / Eryn:

Okay. Yeah. I'll go into Ticks Workshop.

Tim / GM:

K. Yeah. In here, you see a bunch of half completed explosives. A lot of stuff that would be bad to say set

Hannah / Eryn:

on fire. Do I know of another exit to get outside other than the ways we came in? Like a window

Tim / GM:

or

Hannah / Eryn:

another doorway just to

Tim / GM:

There's a couple windows in this room, and you know that there is a very narrow kind of like a service walkway that goes around this place, but it's barely enough. It's like 5 inches that you can step on to walk around this place.

Hannah / Eryn:

Yeah. Aaron is going to kinda just pause for a second, and they hear Poppy, like, yelling. And they're like, damn it. And then Aaron's going to try to pop out a window and loop back around the outside towards the airship dock area.

Tim / GM:

Yeah. Okay. You pop out of that old shitty window. Just break the glass into the town below and kind of shimmying along this narrow walkway, you can see the airship, you can see the dock, and you can see that door just barely beginning to open.

Hannah / Eryn:

Is very fire still on me?

Speaker 6:

Yes. I was gonna ask about that because he's taken damage.

Tim / GM:

Diver has you right. He's taken, again, quite a bit of damage. Yeah. No. He breaks it on the first one.

Tim / GM:

Aaron, as you're climbing around on the outside of this room, you see that fairy fire fade off of you. You're no longer burning like an alcohol candle.

Hannah / Eryn:

Erin just thinks to herself. Thank God. Okay. Yeah. Erin sneaky sneak again.

Hannah / Eryn:

Thank goodness. Bad for a rogue to have that verifier. Let me tell you. Yeah. I'm gonna go ahead and, obviously, the movement was my I'm just gonna say I was using the dash again as my bonus action.

Hannah / Eryn:

Mhmm. I can't hide, but I will set up a readied action to shoot diver if he comes out onto the dock from where my vantage point, and I will wait in darkness.

Tim / GM:

Alright. And after Eren comes Tic. Oh. Tick stands up in that hallway his back still kind of against the wall he sort of slides up it he looks back into that room he says diver I'm afraid this is farewell. In slow motion, you all see Tic reel his hand back and throw a silver capsule that is spinning end over end, sailing into this room right towards that bay window.

Tim / GM:

You hear it land with a clink behind the desk. Journey. Mhmm. It's your turn. Oh.

Tara / Journey:

Journey

Tim / GM:

The floorboards begin to heal.

Speaker 2:

I've got you.

Tim / GM:

That plays out from behind. The bay window shatters and falls on the city below. The waves of flame and light peel up the floorboards back towards that hallway and you all feel the ground fall away beneath you. Aaron hanging onto the outside of this clubhouse, this hideout underneath the bridge, you can feel the whole thing shake. You can hear shattering glass, and you can feel the entire structure begins to lean.

Tim / GM:

You see the door open. It's Diver. You can take your attack.

Hannah / Eryn:

Like a holding on for dear life. Like, one more shot. Oh, fudge sickles. Not good. 14 to hit.

Tim / GM:

The crossbow poke goes whistling through the air right after this large

Speaker 9:

I gave you everything. A place to sleep, food to eat, a job to work, a meaning, a purpose.

Hannah / Eryn:

Aaron's not gonna yell back. Aaron just thinks to themselves, you gave me nothing, but they're not gonna respond sprite.

Tara / Journey:

Aaron's loading another crossbow

Speaker 9:

bolt. I'm

Tim / GM:

to what he was doing. Let's go through the ranks here one more time. Journey, you are not falling. You are caught in something. Your clothes are caught on something.

Tim / GM:

You're looking down at the city below, belly down, looking down a 100 feet. There's some kind of harness, a piece of your clothing is caught by a wood plank.

Tara / Journey:

Can I see Diver?

Tim / GM:

Yes. He is outside boarding the half completed airship.

Tara / Journey:

Is he just totally out of my reach?

Tim / GM:

He's about 40 feet away from you. That's the dead zone number. Nothing happens at 40 feet.

Tara / Journey:

That's true. That's true. Journey just yells and then tries to scramble out of the situation she's in and climb up.

Tim / GM:

Yeah. Give me an athletics check to, climb yourself back onto the stage here.

Tara / Journey:

I'm gonna use my inspiration. Okay. 15.

Tim / GM:

Okay. Yeah. With that bardic inspiration, Doran's encouragement, you are able to pull yourself with great effort back onto the planks here. When you do, you're kind of pulling yourself into the hallway.

Tara / Journey:

Do I see my bow?

Tim / GM:

Yeah. Right where you dropped it.

Tara / Journey:

Yeah. I'm just I'm gonna grab my bow and, are we still in, like, combat time?

Tim / GM:

We're still in combat time. Combat order.

Tara / Journey:

Was that all my movement?

Tim / GM:

Yes.

Tara / Journey:

So I still have an action? Yep. I'm gonna shoot him with my longbow.

Tim / GM:

K.

Tara / Journey:

That's an unnatural 20.

Tim / GM:

Yeah. That hits him.

Tara / Journey:

And I still have hunter's mark on him.

Tim / GM:

K.

Tara / Journey:

And yeah. So I shoot my bow, and my Faybuds follow along the arrow to try and get this guy one last time. That's 14 damage.

Tim / GM:

Great. Okay. The arrow plunges into him, kind of accompanying the one that is still sticking out of his stomach. The Feybudds also go through him diving one after another. He reaches out to grab one of them and misses.

Tara / Journey:

I call them back to me and kind of, like, gather them. Not really touching them, but kinda scoop them back into my hair. Mhmm. And then I I crouch on the hallway floor still crying.

Tim / GM:

Doran, you are falling.

Speaker 6:

He did take a Pronto Puff.

Tim / GM:

He did take a Pronto Puff.

Speaker 7:

I think I ate mine way earlier for comedic effect.

Speaker 6:

Oh my god.

Speaker 8:

So do I it says double jump here.

Tim / GM:

Yes. You'll take reduced fall damage on hitting the ground.

Speaker 8:

Okay. So I'm just facing up seeing diver walking towards the makeshift airship.

Tim / GM:

Looking up. Yeah. You can see that dock, and you can see some movement by the dock kind of looking up towards the sky. You can also see a bunch of debris that is falling with you, and you can also see guy that is falling with you.

Speaker 3:

Okay. What's below us?

Tim / GM:

Looking below you, you see the city of Farewell. I think here you would be falling onto the forge ring, the industrious side of the city. Chances are you're falling onto, like, a metal shop. So a tin roof kind of thing.

Speaker 8:

Not a pillow factory.

Tim / GM:

Not a pillow factory.

Speaker 8:

I will just orient myself. So I'm looking at the ground and seeing it approaching fast.

Speaker 7:

Mhmm.

Speaker 8:

I'm going to cast a healing word on myself at second level. This is gonna hurt. Puts me at double digits, and then I close my eyes.

Tim / GM:

Guy, looking down, you can see Doran just a few feet ahead of you in the free fall, glass and wood everywhere, the dock above you. The fight is lost to you. What do you do?

Speaker 7:

Does it look like I'm gonna land on Doran?

Tim / GM:

No. Great. Looks like you're gonna land on a tin roof.

Speaker 7:

Well, as long as we can cast things in midair just to be in the safe side

Tim / GM:

Mhmm.

Speaker 7:

Guy activates his form of dread.

Speaker 8:

Okay.

Speaker 7:

Boy, what does this look like? Guy's falling, and he gently removes his head and kinda tucks it against his belly to keep it safe. And then the flame erupts larger and billowing black smoke erupts from all over his body, and he gains some temporary hit points.

Tim / GM:

Okay. Got it.

Speaker 2:

How high

Tim / GM:

up are we? 100 feet. Oh my god.

Speaker 6:

That's 10 d 6. Could all be ones. Mhmm.

Speaker 7:

Yeah. Four temporary hit points.

Tim / GM:

Okay.

Speaker 7:

And he falls.

Tim / GM:

I think somebody in this group might have seen that shadowy specter also falling through the night, but you quickly lose track of it in the darkness. And that leaves Poppy.

Speaker 6:

Who's in the hallway?

Tim / GM:

You're okay. You can see Journey having pulled herself up, but divers on the bridge, Erin left, and Guy and Doran fell.

Speaker 2:

Oh, oh, oh my god. I think Guy fell. I don't even he he ate the damn cookie too early.

Speaker 6:

Is the bismite hovering or is it just easy to push around?

Tim / GM:

After you've unlocked it for a while, it doesn't have much resistance at all.

Speaker 6:

So if I got on top of it

Tim / GM:

It would sync. Think 0 g.

Speaker 6:

Would it sync slowly?

Tim / GM:

Yeah. A little slowly.

Tara / Journey:

Is it a parachute? Yeah.

Tim / GM:

It's it's I mean, it's either, like, fixed in place or it's not.

Speaker 6:

Okay. I really don't think I can do anything.

Tim / GM:

That's fine. It's all good.

Speaker 7:

You got what you came for.

Speaker 2:

But I am leaving without what I need.

Tara / Journey:

Is there another way down?

Tim / GM:

I mean, there's a long set of stairs on the ledges you could take to get down.

Speaker 6:

I'm gonna Journey, are you, like, sobbing on the floor next to me? Mhmm. I'm gonna sit down next to you and also sob. That's my turn.

Tim / GM:

Okay. Perfect. And so, Aaron, outside the outer rim of this thing, you can hear inside Journey and Poppy are quietly crying. You're not sure what happened to Guy and Doran, but you don't see them. But you do see Diver.

Tim / GM:

He takes what's left of the bismite in his mouth and he spits it back out. It reforms into a crystal. Sitting on this sky ship, you see that it's not completed. It doesn't have a spark engine yet, it can't move. But regardless, you see the biz mite melt into a ring that forms around Diver's body, a thin, silvery ring that hovers perfectly flat around him like this sort of isolated hula hoop.

Tim / GM:

He holds his hands out to the sides, kind of stretching the outer bounds of this ring, and the sky ship begins to float. This is something you've never seen before. With the sky ship just a few feet off the ground, he begins to move with speed and grace that far surpasses any of the ships you had seen tonight, and before you know it, Diver becomes a dot on the horizon, And you'll hit the ground next week.

Tara / Journey:

No. No shit. It's a

Tim / GM:

long it's

Speaker 7:

a long asshole.