Episode Transcript
All Media.
Speaker 2Donna Frogs Donna, Hello everyone, and welcome tickles on Media book Club, the only Donna Frogs that frogs at Don and I am sort of your host Margaret Kiljoy, but not really, because I'm not Margaret Kiljoy at all.
I'm spite and I'm just trying to survive and also overthrow as many governments as possible.
But who I am not trying to overthrow is our game master.
Who's Jason Bowman?
Speaker 3Hi?
Well, not yet anyway, Hi everybody.
I'm Jason Bowman.
I'm the director of Games at PISO, and I am the game master for this amazing group of adventurers as we play through Don of Frogs.
Speaker 2Wait, I've tricked you to get in your own modules name wrong.
Speaker 3Down of the Frogs.
Speaker 2I knew that, saverning you.
Speaker 3I am gonna hear about that.
Anyway.
Today we're gonna be picking up the third night of Dawn of the Frogs.
This night is called the Dirt for Dunmyre, which was actually the original name, my original working title for this adventure.
Yeah, we're gonna get right to that.
When we last left, are intrepid band of adventurers four, Well, I would call you heroes, but I'm not sure that's appropriate.
But to the people of Bogbottom you are certainly heroes.
The four of you washed ashore near this tiny swamp village where you were dropped off by a ship's captain because you couldn't pay for passage, and you found yourself penniless.
In this small swamp town.
There you learned of their plights.
There are many plights, including missing villagers.
Where you first earned a name with these folks, you ventured out to an old, ruined windmill and saved a pair of villagers that had been taken captive by a pair of Boggarts.
Boggarts being senioned frog people.
These Boggarts, however, seemed to be rather evil and were capturing people and feeding them some strange form of fungus mush that muddled their thoughts, because even when you brought the villagers back, they did not seem to remember their life in town and only wanted to return and help the Boggards with their great work.
In the past couple sessions, you ventured out again, been to the Dunmyer Swamp to find three ingredients needed by Ladrusa, the town healer, to purge these villagers of the clouded memories and restore them to health and vigor.
So you ventured out.
You treated with a fungus leshy to get some mushrooms, You battled some flies atop a hill to get some berries, and you destroyed a bunch of skeletons to retrieve some rare flowers.
But on the way back you were assaulted by Tutusk, a legendary predator of the swamp, a giant slurk which is a giant, monstrous toad covered in slime and giant fangs that nearly sank your boat and dragged you down into the depths.
But through your heroic action to you were victorious and made it back to town to cure the villagers of their plight.
Ldrissa went to quick work brewing the potion to save the villagers, and after giving it to them, they quickly calmed their fever breaking and their memories slowly returned.
The only thing that they seem to remember is that they were being asked to go work on something called the Great Work.
You don't know what that is, but it certainly has the townsfolk of bog Bottom worried.
That's kind of where we left off.
At that moment, the town was celebrating, and before we get started with the game itself, why don't I toss it around the horner and let everybody introduce themselves and their characters.
We'll start with you.
Speaker 4Hazel him my name, Miss Hazel Aakeisha.
I used them, and today I am playing a sister Merger gone Bo, who is a half or cleric.
She's the soup nun.
Speaker 3Fantastic.
Speaker 1Iow you're up, Hale and Limmett, all you noble heroes out there in audio Land.
My name is Io, and I am very sick.
I've got big pox, but I'm being really brave about it.
But today it's not Io you're talking to.
It's Squash.
He's a squash buckling little guy pie and he loves crime.
And we love him, don't we, folks, Yes, we most certainly do.
Speaker 2Margaret, I am Margaret, and I am playing the role of Spite, who's fresh from the crush and is just looking to try and do what's best by her very strong moral code.
That pretty much means that every prison should be exploded as quickly as possible.
But if along the way, I have to raise money in order to do that, then I will do that by sticking to my values and helping everyone out.
Speaker 3Indeed, Robert, round us out.
Speaker 5I'm Robert, I'm playing Trent.
I'm an alchemist and expert bomb maker, and I'm just now realizing I left like three alchemist fires on a long wick in that guy's boat before he dropped us off.
But hey, you know it was a pretty long wick.
I'm sure he got back to shore before anything happened.
Speaker 3There was a fire off show.
You saw the smoke staff, but you're sure it's nothing.
Probably unrelated as fast.
Speaker 4Yeah, let's catch on fire all the time, right.
Speaker 1In my experience.
Speaker 2Yeah, that's why I wanted to get off constantly.
So I've only been sailing once in real life and the mast broke, And so I am convinced that the mast breaks one hundred percent of times to go sailing.
This is the way that math works.
Speaker 3Anyway, That does explain why so many boat rides end in tragedy.
Speaker 1That's the way the mass works, all of them.
Speaker 3Well, it's been two days since the captured villagers were cured and their memory restored.
The villagers report having heard their Bogard captors talk about building some sort of great work, but there are few clues as to what that might be.
In response, the town elder sent scouting parties to try and uncover the truth, but none have yet returned.
Now, a more immediate problem faces the village.
The swamp waters are rising.
The people at Bogbottom are no strangers to rising waters, and have built their home on stilts to weather the rainy seasons, but there has not been heavy rain for weeks, and yet the water still rises.
Just this morning, some of the wooden walkways between the stilted homes have become submerged.
Inevitably, villagers have begun wondering if these rising waters are somehow connected to whatever it is that the Boggards are up to.
Perhaps the answer will come soon, as one of the scouting parties has finally returned to Bogbottom, looking both worried and wounded.
Speaker 2You know, I bet this sounds like I'm cursing, but I think they're building a damp.
Speaker 3There are some folks who have wondered whether or not such a thing was even possible.
Swamps are notoriously difficult to damn in that way, but with enough work and effort, it is possible.
Speaker 2Maybe a great work.
Speaker 3It could be a great work.
Yes, indeed, so, a scouting party heads to High Hill, which is the village's kind of gathering place where the town elders await them.
Everyone is kind of going to hear what they have to say.
Speaker 2I think we should go and hear what they have to say.
What do you all think?
Speaker 1I love to hear what they have to say.
Speaker 3I'm thrilled that you're following the obvious clue that the adventure has given you.
All Right, you go up to the hill.
Speaker 2Well, now I have to be oppositional.
Hold on, forget it.
Speaker 1But what's that over there?
Speaker 2What if we steal a boat some sort of an unnamed NPC say.
Speaker 4I have to go serve soup.
I'm sorry, it's my weekly service.
Speaker 3That's fair.
Yeah, A damn, that's what the buggers are building, A massive damn made for mud, wood and stone, reports the scout.
Speaker 2I know it sounds like they're cursing, but actually damn has two meanings.
Speaker 3Right, grave looks passed between the village elders before Amelia Arthrona, the oldest member of the council, replies, do you think that's what's causing the waters to rise throughout the swamp, she asks, with no small amount of trembling in her voice.
We do, replies the scout leader.
It appears they've clogged up most of the estuary and built a dam at the largest opening.
There's something more.
A lot of the folks who have gone missing look like they're helping them.
A hush falls over the crowd.
Elder Earthrona's cool, compassionate eye studies for people intently.
She looks over to the four of you.
Seems we may need your help one last time.
The damn must be destroyed before the rising waters flood us.
Speaker 2All I hear it's for the salmon too, We destroyed the damn.
Speaker 3Yeah, those delicious swamp salmon.
So the townsparker gathered here, the scouts are here.
The four of you are kind of ushered up to the front, and the scouts are currently being tended to by La Drusa, being given, you know, bandages and ointments and soothing balms for their wounds.
They looked at you, and the leader of the scout says, well, I can give you a map that'll lead you right to it.
It's on the far side of the swamp that will take you more than a day to get there.
Speaker 2Well, who attacked you?
Because I feel like the path that you took.
I'm sure you all pick the best path possible, but it clearly led to you being attacked.
Speaker 3The bar good spotted us and immediately gave chase.
We managed to lose them in the swamp, but not until they managed to hit us several times with their slings and spears.
It was a close thing.
There are a lot of bogarts there.
Speaker 5I don't know, guys, are we sure we want to trust a scout master?
Speaker 4Ha?
Speaker 2I thought you could trust all adults who aren't imprisoning people.
Speaker 3Good sir, I am a master scout, not a scout master.
Speaker 1Oh that's a different story.
Yeah, that's a real different thing.
Yes, quite in spite, we will talk about that later.
Wait, was it Amelia was talking to us?
Speaker 3Amelia Amelia Rona is one of the town elders.
You've spoken with her a few times over the past couple of days.
Most of your dealings have been with Ladrusa, but Amelia has been kind of leading the town as kind of the senior most town elder.
Speaker 1Okay, I like reach up and put my paw on Amelia's shoulder, and I say don't worry.
We'll go get everybody back.
We'll blow up the dam, and we will choke the rivers with their dead.
Speaker 4Let's go.
Speaker 3Amelia says, well, if you feel that it is the only way forward, I would hate it to come to violence.
The Awkwards have always been our friends, but crust.
Speaker 5May, ma'am, whenever we get involved, we're choking the rivers with somebody's dead.
Speaker 1Look, it's getting it damned one way or another.
It might as well be on our turns with corpses, you know.
Speaker 3I mean it is likely they seem to be intent upon flooding us all and causing us great harm.
Speaker 1Right the harm, et cetera.
Speaker 5That means it's nobody's fault, certainly not ours.
Let's get to work, gang.
Speaker 2So we shouldn't try to talk to them.
We should just what if they let us blow up the dam?
Speaker 1Now that's interesting.
Speaker 2I heard about these festivals where people build these elaborate sculptures that you think, no way would they be building that just to burn it down or blow it up.
But then they burn it down or blow it up themselves, And so maybe maybe they want to blow this up, and maybe we be them.
Speaker 1Like a wickerman up in Scotland.
Yeah, I love that shit.
Speaker 2Yeah.
Speaker 3The Master Scout looks at you and says, I doubt it.
They're building it out of mud and stone.
It looks like a more permanent edifice, but it also doesn't look complete.
So I'm going to wager that even if you just opened up the sluiceway, the entire thing would erode and crumble.
Speaker 4Trey.
Speaker 1Can we light mud and stone on fire?
Absolutely?
Speaker 4All right?
Speaker 1That I need to hear.
Speaker 3The Master Scout says, ah, I knew we had the right man for the job.
Speaker 1We're heroes, I suppose we are.
Speaker 3Now.
We spotted at least four villagers working the dam.
It seems they come in shifts, so there may be more.
And we also spotted at least six boggards.
Speaker 2We kidnap the villagers and we bring them back here.
Ladrusa, do you have enough of that potion remaining to help four more villagers?
Also, I feel like you probably know how many villagers are missing.
How many villagers are missing?
Speaker 3L Drusa says grend Total there are eight missing.
I have enough of the materials you gathered to make six more doses of the antidote.
Will send them all with you.
Speaker 1What are your six favorite villagers.
Speaker 3I will provide you a ranked list of the six that I suggest you saving.
The other two just gently drowned them in the swamp.
She does not say that.
Speaker 1It's just what.
It's just what Squash hears.
We go into Squash's mind like there's like a cow playing a jug like I'm playing a washboard.
Speaker 3Can we get back to the jug band.
That's just what's going on inside that's head.
Speaker 2Yeah, okay, Well, so there's at least six probably enemies, and then four we share.
Hope they're not enemies.
We have to somehow knock them out or kidnap them while they're sleeping, but for their own good.
Speaker 3Yes, some of the bargards are guarding a bridge that leads up to the dam itself.
There was at least one down on the dock.
There's a dock at the base of the dam in the deep waters of the swamp, and we saw a few more that were perhaps in it looks like a guard tower that's in the middle of the dam itself.
But to be honest, we couldn't get a precisely accurate account.
There were too many, and the guards knew the bridge spotted us and gave chase almost right away.
Speaker 2What if we get the guards to give us chase and then we ambush the guards.
Speaker 3That may work.
Speaker 2You can throw bombs at them.
Speaker 5Well, we could also we could set explosives.
There's this thing you can do where you bury explosives in the ground where you know some soldiers are going to walk by, and then you set them off right as the soldiers walk by, and it works really well.
Speaker 3Kind of Yeah, so Trance invented land mines.
Speaker 1Sure you say there's a dock as a bottom of the dam.
Yes, it sounds like a perfect opportunity for what I like to call a boat bomb.
Let's build a bomb out of a boat or vice versa.
Say that baby up there and bing bang boom.
We're all home by supper time.
Speaker 2Where will we be if the boat's gonna explode.
Speaker 1Oh we'll be It will be elsewhere.
Speaker 2How does the boat get there?
Speaker 4Oh?
Speaker 3Okay without us.
Speaker 1Look, I'm more of like an ideas guy.
Speaker 3Just what the adventure needs?
More ideas guys?
Ladrusa says, I can have the antidote ready for you in just a few hours.
If there's anything else you need to buy or procure from town, before you go.
I suggest you do so it will take you quite a while to get there.
Speaker 2Leadrews, I have a really important question that's absolutely related to the mission.
Is it policy here in bog Bottom that there's no returns on items?
Speaker 3Ldrusa looks at you and says, yes, we're uh, you bought it, no returns kind of policy towns, that's how we operate.
Okay, well, do you have a receipt?
No, he didn't give it.
Yeah, some merchants do offer to have an exchange policy.
Speaker 2Oh interesting, okay, all right, so should we just wait for this potion go up there.
Speaker 1I go into a town and anyone who wants to come with me will do like a like a fashion show montage.
I'm getting a new cloak, and everyone's standing outside of the stall and like shaking their heads.
No, no, no, I come out with a big purple feather boa.
Speaker 3No.
Speaker 1I come out with like a king's cape.
Speaker 4No.
Speaker 1And then I come out with just basically the outfit I was on, and everyone's like, yes, big thumbs up.
Speaker 2Hell I am, I'm very excited this happened.
Speaker 3You can return to the shops that are in town, the Mudfly Supplies or the Sinking Pony.
You can also just go and while away the hours at the Moss Pig having a couple of pints.
Speaker 1I am going to go try to get more bombs.
Speaker 3Sure, yeah, you can make your way back to the Sinking Pony where Alavinia still has their shop open, and Alavinia will gladly sell you lesser.
I'll from a fire for three gold apiece.
Speaker 1Okay, I will go ahead and get two more of those.
Speaker 2Do you want these bug bombs?
Speaker 3Sure?
Speaker 1How many of those?
Speaker 2I have two of them.
They're for bugs.
I probably should have thrown them at the bugs we fought, but I think at the end of the day, I just really like hitting things with sticks with spikes.
Speaker 5You know, my grandpa told me, if you really love something, do it all the time, and never wonder if it's the right thing to do or not.
Just keep doing the thing that you like to do.
And I've lived by those words ever since.
So that's my advice to you.
Speaker 3That does explain the constant use of explosives.
All right, So you went and bought some some malkmus fire.
Does anybody else want to pick up anything else before you leave town?
They do have some healing potions, elixirs of life for three gold each.
Speaker 4Yeah, I'll take a couple of those.
Speaker 5Do I have time to, by the way, remake that magic device thing?
Speaker 3So it's been two days since you last return from town, so that would have given you plenty of time to move a ruin or anything like that.
Speaker 2Okay, oh okay, yeah, So everyone now has a plus one weapon.
Speaker 3Yeah, everybody should have a plus one web.
Speaker 2So your spoon can be plus one.
Speaker 4Now, oh sick, and that's plus one to hit yeah.
Hm, we also it's a ladle please.
Oh I'm sorry, there's a difference spoon.
Speaker 3All right.
So you've done a little bit of shopping.
You bought some healing potions, You've bought some alchemist fire.
You've spent a bit of your time over the past couple days transferring some runs from plus one weapons over to your weapons.
So everybody has a plus one weapon now, and yeah, you're pretty much just waiting for Ldrica to give you the antidote, which she does later that evening.
You are told that if you leave now, you should arrive in the morning, like a day and a half from now.
Oh, you're gonna have to camp out in the swamp.
Speaker 2I'm gonna go to a Boggart in town and be like, are you all crepuscular?
I'm not sure if that's the thing I'm supposed to ask strangers.
Speaker 3Hold on, allow me to google.
What did you say?
Speaker 1Squash is tugging at his collar.
Speaker 2Crepuscular means awake, like, not during the day or night, but at the sunset and sunrise.
Speaker 4It's a crepuscular.
Speaker 3Uh, he's like or mostly awake during the day.
Speaker 2Hmm, Okay, well, I guess if we're trying to ambush them, we should go during the day.
That makes sense because we should do it while they're awake, because we're not sneaking up to attack them while they're sleeping, which would be fine and morally justifiable because they're doing bad things.
But I don't know what do you all think?
Should we ambush them when they're sleeping or should we get them while they're awake so that they chase us.
Speaker 5We'll ask him what would be the best way to kill you?
Speaker 2No, people like you?
People like you.
Also, if anyone's mistreating you, you should let us know, because people shouldn't make us asumptions.
Speaker 1But if we were going to.
Speaker 3Kill you, I didn't do anything.
I mean, I did sell you those bug bombs, and I'm not taking aback same bogged.
Speaker 1Yeah, you don't have to excuse my friend.
She was cursed to have no sense of humor.
But we're all just joking around here.
But yeah, but like not if we were to try and kill someone of your disposition.
Speaker 2And the polite word here is yeah, I'm sort.
Speaker 1Of dancing around it.
But let's just let you know, ancestry of your ancestry, that pathfinder found a way around that one.
Speaker 3Took us quite a bit of work shopping.
Speaker 2Well done, like genuinely positive direction.
Speaker 3But anyway, Yeah, yeah, we didn't want to go species.
It's sounded too technical.
Speaker 1How does your ancestry die?
Best?
Speaker 2I found that if you hit them with a spiked stick?
Speaker 3Yeah, we die pretty much like most soft skins, right, I mean.
Speaker 4You don't have any particular weaknesses.
Speaker 5Yeah, if you were gonna be like lit on fire or electrocuted or frozen, which one of those scares you the worst?
Speaker 3What energy type?
Would you say that you're the most vulnerable.
Speaker 1The most painful deaths?
You guys are kind of slippery.
Speaker 3If you were, which one would be worse?
Speaker 4Can I also offer this frogman soup and say, I apologize for my friends, but I would also like this information.
Please.
Speaker 3He's like, you'll have to excuse me if I decline any super food you're giving me.
After asking me what kills me?
Best shop closed, he closes the pond again.
Speaker 2No, well we tried.
Speaker 3So after a bit of time, the raft is ready, the antidote is ready, You've bought your supplies, and you're ready to go.
Speaker 2Okay, so the boat's ready and we have the potions.
What's our plan again?
Speaker 4Well, I think mostly we're going to go and figure it out.
But there was some talk about a distraction team and an explosives team, but I think we should probably get there first.
Speaker 2Okay.
Speaker 3Yeah, the scouts have given you kind of a vague notion of what's going on, but until you see it for yourself, you don't really have any way of knowing exactly what's going on there.
You know there's a dock, you know there's a tower, there's a bridge, but you kind of don't know how it all relates other than just kind of a vague notion from these scouts who frankly saw it and ran away.
Speaker 2So I'm trying to figure out a way to roll my lower warfare at some point during this adventure.
So that's part of why I'm really exciting.
Speaker 3It's coming.
Okay, it's coming.
Don't worry about it all right.
Leaving bog Bottom behind, the journey to the dam takes a little more than a day, so you travel.
In fact, you can probably wait till the morning, because why camp in the swamp ties to go for an hour and then camp, so you leave the next morning and make your way there.
You camp once in the swamp, which is fortunately uneventful.
The main danger of this part of the swamp has been taken care of by the four of view No.
Two tusk to threaten your sleep, and as a result, you arrive to the spot indicated by the scouts a few hours after sunrise.
The dam is a massive edifice of mud, stone and timber stretching between two squat hills.
One hill has sheer sides covered in brambles, but it's hard to see due to a massive tree blocking the view.
The other hill appears far more approachable, with a gentle slope leading down to the swamp waters.
A bridge leads from the hill to the top of the dam.
New York Crude watchtower.
Near the base of the dam, there's a small dock with cages and a door that leads into the dam's interior.
Even from a distance, boggards and villagers can plainly be seen toiling away to complete the gigantic structure.
I'm gonna let you see the map here, Trent.
Speaker 2Do you think you could blow up one of those hills?
Speaker 4Oh?
Speaker 2Yeah, we can just predirect the water around it.
Speaker 1I'm gonna need a lot of urine, but.
Speaker 3Yeah, it's gonna be several weeks peeing into jars.
So I put this map down.
The map kind of shows this large dam structure across the top of it.
In the middle of the dam, there is a watch tower kind of on the backside, on the opposite side away from you.
That dam is pretty sheer.
It doesn't look like you could like climb it on the side very easily.
It's probably doable, but it would be very hard, especially for all four of you to make it.
It looks like the easiest way to get up would be to take the hill.
There's a hilled kind of to the southeast, and that's what leads up to the bridge.
Now, before you get too far ahead of yourselves.
You can see some boggards and I'm gonna show those to you.
You're on our map, so you can see a pair of boggards up on top of the dam near the bridge.
You can see a third boggard across the bridge with a pair of humans who are working to gather mud and stones into like giant wicker baskets, probably to take over to the dam and continue working on it, because it's clearly not finished.
Speaker 4Yeah, but you're not beating the Wickerman allegations here in Jason.
Speaker 3No, that's fair.
That's fair.
In addition, there is a boggard down on the docks with another human who is currently working on the docks, like working to reinforce the docks.
There's also a cage on the docks that looks like it has something in it, but you can't really tell what it is.
It's definitely not a human, but it's kind of a dark shape inside of a wood cage.
Now, the tower that is on the back side of the dock clearly has some boggets in it, but you can't really see from this angle.
It has a thatched roof over it, and as a result, it's kind of dark.
Up there, and you can't really get a good view other than the fact that you can occasionally see some movement.
So there's definitely some Boggets up there.
Now on the other side this other hill, the other side where there is land, there is a very large tree that goes up about forty fifty feet and is in fact taller than the dam.
Could you climb that tree to make it up onto the dam?
Possibly doesn't appear that there's any Boggarts over there, but there's something strange about the tree.
It looks like it has a fog cloud inside of it.
But from this distance you can't really tell what's going on with that.
Speaker 2Okay, I have two questions.
One, do I know if Boggarts have night vision or dark vision room?
Speaker 3Yeah?
Dark vision is what you're curious about.
Yeah they do.
Speaker 2Okay.
Two, those eight missing villagers.
Sure wish i'd asked if any of them were Boggarts.
There are any way that I want picked up or gleaned that information.
Do you think that maybe like a list was provided or some names and some of them are clearly froggy or like sounding problematic.
Speaker 3I'm gonna go ahead and tell you that they did give you a list and a description for all of them, and none of them are boggarts.
Speaker 2This makes this part way easier.
Speaker 3Wait are you are you holding a blade to their neck?
Wait?
Are you a good barge?
I don't know, not doing that.
Speaker 5Remember of this group the enemy.
Speaker 2I think that that's actually the basis by which oppression is built.
I know it seems okay when we're not the ones with systemic power.
But if we.
Speaker 5Okay people with systemica.
Speaker 1What if the bomb chooses.
Speaker 2Let Melanie out.
Speaker 5Yeah, if that's what you want to call the bomb share.
Speaker 3What if the bomb chooses, that's a there's the party's slogan, Let the bomb choose.
So, currently you are pretty far away.
I know it looks like on the map that you're right on the edge of the map there.
You are not as of yet, You are more like quarter of a mile away, kind of hiding.
You've got your barge that you were on, kind of up on a small island, and you're currently just hiding in a bush, you know, behind some plants and kind of taking a look at the scene.
Now, if you want to know more, if you have specific questions about what's going on, we can investigate some of that or you can formulate a plan based off what you know.
Speaker 5Right now, we know those three are pretty close in terms of exploding.
Speaker 2So Trent, only one of those is one of the enemies.
The other two are the people who are trying to get potions.
Speaker 1Into Technically, they have potions.
Speaker 4How is the potion administered?
Speaker 3It?
Speaker 4You have to eat it.
Speaker 3You have to drink it.
Speaker 4Yeah, soup, brother, soup, soup.
Speaker 1Is good food.
You know, we didn't even promise, you know, we said we're gonna try and get six of these bad boys back to the village out of the eight.
And what is two minus eight or you know exactly?
Speaker 2I think we should try to rescue all the villagers.
Speaker 1What oh okay, okay, sounds like a hoo okay.
I'm just thinking about all the work that's gonna be.
Speaker 4Yeah, okay, But if we get them on our side, then they will also help us do the work.
Speaker 1I love that.
Speaker 4Plus six, that's ten people.
We could keep two people captain.
We can probably even bring some bots.
Speaker 1You know, I'm like counting on my paws and like, bye, she's ready.
Look at that tree, though, Can I roll a perception on the tree?
Speaker 3Sure, go and give me a perception check.
Speaker 2Mlanie does ask us to always go the hard way instead of the easy way, when the hard way is what's necessary to get work done.
Speaker 1Here Mlani speaks in riddles.
It's an eleven plus five sixteen perception on the tree.
Speaker 3Boy, you can't be certain, but looking at the tree, you're like, why is there a fog in the tree?
That doesn't make any sense?
And you look closer and you realize it's not fog, it's webs.
Speaker 2Oh, brother, bug bomb.
Speaker 3The bug bomb might work.
That's possible.
Speaker 2I would like to look at the size of the fortification and to use my lowre warfare to determine the size of the garrison.
Speaker 3Okay, go ahead and give me a warfare.
Speaker 2Okay, Can I have magical guidance on this, Marty?
Speaker 4Sure?
Can?
You had a plus one for that.
Speaker 2That's good because I did not roll well.
I rolled a nine plus three plus one is thirteen.
Speaker 3Well, you can't be certain, but looking at it, you can tell that there is an entrance into the dam structure itself on the water line.
You would suspect there's probably an entrance up above as well, because otherwise none of the Boggarts could get inside unless they took a raft out to the dam, so there's probably a second entrance.
And looking at the size of the dam and the fact that I mean, it does get wider and wider the further down it goes.
Boy, if there was barracks or quarters inside the dam, there could be a fair number of Boggarts in there, maybe as many as twenty.
Speaker 2I think there might be as many as twenty Boggerts here, and so I think we probably shouldn't try to fight them all.
Speaker 4You and else, you shouldn't try to fight.
Speaker 2The desire to purchase ads.
No, the desire to purchase the things that the ads advertise.
Speaker 4Yeah, you've got it.
Speaker 3You wouldn't want to resist that.
Speaker 2It's irresistible.
You're going to roll a one on resisting these products unless they're bad, in which case rolling that twenty.
Speaker 3Here they are.
We're back.
God, I've bought so many things.
Speaker 2Gold is doing really well right now, it is.
Speaker 1It's great.
Speaker 3I bought a lot of gold and some tactical wipes and some ready made meals.
Speaker 4I have a lot of my money at the Chimpy casino.
It was too good.
Speaker 3Yeah, it's a better call.
Speaker 1I mean, too many websites on squear space.
Speaker 2I remember when the ads were going to the forest.
That was a great I missed when that was our advertiser.
Go into the forest, go into the dark forest at night alone.
It'll be fine anyway, Uh should we Yeah?
Okay?
Our options are we go in the front easy way which has the bad way, or we go on the dock but then there's a boggert and a person and we'll be very seen.
Or we go in the spiderweb tree.
I'm very good at climbing trees.
I was the best at climbing trees when I was a kid.
But it's not a competition.
Malonie reminds us that it's not a competition.
But if it were a competition, I was the best at climbing trees, but it wasn't a competition.
So I just was at the top of the tree faster than everyone else, and that has no moral value.
And or we could also try and sneak around and like come around the back of the dam.
We could also wait till night and then like kidnap some of these people and feed the potions.
I don't know, I'm just spitballing here.
Speaker 1Trent.
What's your stelf at pretty good.
I am at a five.
Okay, I'm at a six.
Speaker 5I mean, what if we were to set up some bombs on the way and then try to lead them out and then detonate said bombs and then fall upon them in ambush after they've been exploded.
Speaker 2So my worry is that if the kidnapped villagers are also part of the crew that follows us.
I was thinking you could throw bombs into the midst of Boggarts rather than having trap bombs that you can't pick who they affect.
Speaker 4Sounds good to me.
Hey, I know it's not as fun.
Speaker 1I're you sure that these villagers are even good at all.
We've only been in town like a couple of days.
These guys could be what's good and evil, even what is good and evil?
Speaker 4Tell me, we have literally never tried to talk to them.
We don't know what their deal is.
Speaker 3Listen, we got rid of alignment in Pathfinders, so don't worry about it.
Oh, we don't do that anymore.
It's all shades of grain.
Speaker 4But some things are just evil, like fascists and frogs.
Speaker 2Absolutely, and that are indeterminate.
Speaker 3Yeah, so there is something a little odd that you notice.
It looks like the Boggarts all have some sort of red single or symbol on their foreheads.
You have not seen this on any of the other bargas you have encountered.
Speaker 4Are they also being mine in controled?
Do I have to feel bad about killing these fucking frogs?
Speaker 3I mean, you don't know what the symbol is, so I don't know.
Speaker 4Maybe I have cooking Lord Jason.
Does that help?
Speaker 3It doesn't look like a cooking symbol.
You don't see any notation for how many cups or teaspoons of flies to add?
Speaker 2Does anyone have arcana or occultism?
Speaker 4I could give you plus one.
I've got one to arcana, but that's it.
Speaker 2Do you want to roll in arcana?
Speaker 3Does nobody have arcana or occultism?
You can try religion as well.
Speaker 1I do have quite good arcana.
Speaker 4Oh yeah, well I have plus seven.
Speaker 1In religion and I'll take them arcana.
Speaker 4And I'm taking guidance from rastal.
Thank you?
All right?
That was a ten plus seven plus one is eighteen, all right, and.
Speaker 5Then for arkana that's an eighteen total thirteen plus five.
Speaker 3So from both of your areas of expertise, you converse with each other, ruling out some possibilities, talking about what some things might be, and that's when you kind of figure it out.
The symbol that you see on their forehead is a fiendish room one belonging to Go Gunta.
Go Gunta is a demon lord of swamps and a patron of evil bondards.
Speaker 4Well, so they're evil, we can mark them.
Speaker 3They are definitely not good guys.
These are cultists.
These are boggered cultists.
Okay, it's not surprising that the ones you saw out in the swamp weren't showing off the symbol that would kind of give away that they were part of this cult.
Those ones were kind of hiding.
But the ones here at the dam are not hiding their allegiance.
Speaker 2So let's get some of them to chase Murdy and I will walk up and ask if they want soup, and then when they chase us will run and then once they're in the woods, it will only be a couple of them.
Squash and trant attack and any of the villagers who chase us, we will knock unconscious instead of killing, Right, Jason, that's the thing you can do in this way.
You can do non lethal.
Speaker 3Yeah, you can attack people and deal non lethal damage.
If you reduce them to zero with an attack that does non lethal damage, they're just knocked out.
Speaker 4Yeah, I might have a spam.
Speaker 2How does that sound of folks?
Okay, you can throw bombs at the people who chase us.
Speaker 3Okay, I appreciate the defeat of like Well, I guess we could do that.
Speaker 4I have a spell called command, which does have a range of thirty feet, so I can hit a bunch of people.
I can command a target to approach, run away, release what it's holding, or importantly drop prone or stand in place.
It does have to make a will save, but they're already under effects of like a mushroom, so I would hope that that affects their their willpower.
Speaker 3So I should note it will only affect one target.
Speaker 4It only affects one target.
Yep, Jason, Jess, Yeah, Jason, friend, since the game is no one's friend.
Speaker 3You have made a terrible mistake, assuming that I am your friend, Jason?
Speaker 4Have you have you considered the rule of cool?
And that's cool when my character gets.
Speaker 3To and it's even cooler to have these frogs chase you through the swamp and murder you.
Speaker 4Yet doesn't find cool to me?
Speaker 2Well, you'll be able to commit if only one, Like, you'll be able to command one of the villagers or something to drop or something.
Speaker 1What if we get one of them to come on over and give us some tasty little secrets.
Speaker 4Hey, the command doesn't do that.
It doesn't like make them your ally.
Speaker 3Oh rats, that's a more powerful spell.
Speaker 2And it only has thirty foot range.
And we're a quarter mile away right now.
Speaker 3Well, at this point, I've kind of assumed that you've moved at least a bit closer.
You're now probably on a couple on our feet away.
You couldn't have seen the roots without getting somewhat closer.
Speaker 2And then you have another plan besides.
Speaker 1My only other plan is we go up that webby tree and we use some bug bombs and we blow up the whole fugging dam.
That's a lot of spinning plates maybe, and I don't know how big these spiders are, but I would love to use those bug bombs.
I don't know.
I like this plan.
Speaker 3So you've got two sides.
You can either try and climb this tree or you can go up the land bridge.
It's really up to you.
Speaker 2You want to try, like you're playing, Yeah, let's do it all right, So we're gonna offer them soup.
You all are gonna lay in ambush, and we're gonna we're gonna take care of some of these fools and then we'll go and get the rest of them.
Speaker 3All right, So it sounds like two of you are laying in ambush.
That's gonna be Squash and Trant.
Speaker 5Correct, Yes, yes, them.
Speaker 3And it sounds like Spike and Murdy are going to kind of approach more out in the open to attempt to lure the bargaards away.
Is that correct?
Do I got the shape of it?
Speaker 1Yeah, we're doing a modified l shape.
Speaker 4I've got a bowl of soup that has potion in it prepared.
Speaker 3Okay, you got some of the antidote mixting with some of the soup, and you make your way up to the hillock and frankly, the barguards, you're not sure if they're just not paying attention or if they're, you know, busy focused on their work, because they are, like the humans are being there are basically on work detail.
The boggard seem to be guarding them and kind of doing work, but mostly letting the humans do it, or I should say the villagers.
It doesn't look like they're all humans.
You just know that they're not boggards.
It looks at the guy on the dock might be a drummer, and the two people on the bridge are human.
But as you approach, the boggard that is on the side of the bridge with the two humans immediately kind of moves forward, drawing a club that he had tucked into his belt, shouting in boggart, and I doubt any of you speak boggered, but he's making a bunch of loud, croaking noises, which is having the two guards on the other side of the bridge.
One of them looks like he's about to come over and investigate, but the other one is staying behind, so not all three of them are coming to check this out.
You also noticed the boggard over on the dam.
It was not very far away.
It's like, you know, forty fifty feet away is suddenly intently at what's going on.
Speaker 4Do you want to try to engage the boggart that's coming towards you and I will skirt around and try to talk to the villagers.
I thought our plan trying to pitch them on joining the Cult of Malani.
Speaker 2Perhaps I thought the plan was that we were supposed to run at this point so that we get chased into them.
And then it's funny because you're running with the ball a soup like.
Speaker 3Ahops, squashing here and about throughout the swamp.
Okay, So it's easy enough to do because, as it turns out, the bargar, if he can understand what you're saying, you don't see any indication of that.
He instead comes charging at you with this club, and the other bargard that crossed the bridge kind of stays with the humans on that side as the two of you kind of run away.
Now at this point in time, Tramp and Squash, I'm going to ask both of you to make stealth child yea.
Speaker 2I will say that as I envisioned, this plan does not really fit within the scale of this map.
I was envisioning not running twenty feet back.
I was envisioning running, you know a little bit.
So the whole point is that we wouldn't be seen because we want to kill these boggarts and then move forward.
Speaker 3Yeah, So, for those of you listening, the map is a little truncated.
We'll assume this the entire ambush site is let's just say it's fifty feet away.
We'll still use this part of the map, but we'll assume it's further away so that the Boggarts that are still in the dam maybe can't see what's going on.
But for ease of play, we'll still play on this corner of the map.
The map is only eleven x seventeen kind of grid, so it's not huge.
Okay, so Squash Trent, give me those stealth checks.
Speaker 1I rolled a fourteen plus six for a filthy twenty.
I also have a fifteen plus five for another twenty.
Let's go.
Speaker 3So a pair of twenties is going to be plenty to their passive perception DC.
So the two of you remain hidden as that boggard kind of runs past.
So the way it's kind of worked out is one boggard has kind of chased down this hill.
Another one has kind of stayed with the humans, but he's he's moved in front of the humans.
Trant and Squash, you're kind of between the two right now.
They're not clustered together.
One's kind of closer to the humans, one's chasing Murdy and spite and assuming you plan to spring your ambush at this point in time, I'm going to ask everybody to roll initiative.
Speaker 1Should we use our as stealth for the initiative or roll another one?
Speaker 3Yeah, you certainly can if you will especially want to do that if your stealth is higher than your perception, Yeah, it sure is.
Speaker 2But it's a new roll.
Speaker 3Yeah, this is gonna be a brand new role.
Speaker 1Yeah.
I am going to turn to Trant and say, if we get these villagers out of the way, we could start just go and fucking hog while with bombs.
So maybe we should try and pull them out first, or what do you think?
Speaker 5I mean, I feel like we could go, well, there's only two of them right within range.
Yeah, so I feel like we should start by just kind of sniping the two within range.
Helltho, then we're not going to have much in the way of the advantage of stealth when more come out.
Speaker 1It's thinking, we get out there, get these villagers, hand over the mouth, pull them into the tree.
Okay, say calm down, you bunk them on the head, bing bang boom, they're out of commission, and then we start, you know, firing it up.
Speaker 2We are in a fight right now, You're in a fight.
Speaker 3We have not arrived yet.
Speaker 4Before we start combat.
You know what else is arriving?
Speaker 3Is it?
Speaker 2The ads roll the higher initiative than any of us.
Thirty I hate when they roll thirty sided dice.
All right here that.
Speaker 3We're back ambush, ads take that, all right, So let's go around and gather everybody's initiative.
Speaker 2Spite what he got two Murdy.
Speaker 3What he got t plus seven is nineteen, Squash what he got rolling stealth fifteen plus seven is twenty two?
And Trent what he got rolling stealth?
Speaker 1If you got a twenty twenty?
All right?
Speaker 3You know the one time I actually rolled decently well for my bad guys and you still all beat thumby.
That has happened this entire campaign, all right, So top of the order, we've got Squash.
Now you've got two options.
Here are two immediate targets.
You've got one that's closer to the dam.
If you go to attack that one, the other boggards at the damn may see it.
You've also got the other boggard that is chasing Spie and Murray.
If you go attack that one, the Boggart's back to today and will probably not see it.
Speaker 1I'm gonna go up.
I'm gonna give this guy a sneaky little stab.
Speaker 3Sounds good.
He is off guard to you, so his defenses are going to be even lower than normal.
Speaker 1That's right they are.
Ooh and it's a thirteen plus seven for a total of a twenty.
Speaker 3A twenty is an easy hit.
Unlike the bargguards that you fought up in the tower, these ones are not as well armored and frankly aren't as buff.
These ones look more like just workers.
Speaker 2Maybe we should just storm in the place after this.
Speaker 3Wow, that was like crazy easy.
Speaker 2You can just stab these guys.
Speaker 3Go ahead and roll damage.
Speaker 1Oh I sure wish it was more than a one, but what can I say?
It's a one, but it's.
Speaker 3A plus two, so it's a three all right.
So you dive out of the shadows and stab the barguard.
He streams in pain, But you still have one action left.
You needed to take one to approach, one to attack, and you can attack again if you want.
Speaker 1Can I twist the knife that's in him or pull it out with a flourish?
That's sort of another just counts as another attack.
Speaker 3Uh yeah, I mean basically you're making another attack, So go ahead and make another attack.
Role to see if it does damage.
Speaker 1I'd love to make another attack a swashbuckler's specialty.
Oh boy, here I go with my other attack, and it's a sixteen.
That's what the minus five and well with the minus five it's in eleven but plus seven, So.
Speaker 3Yeah, that is going to be a hit.
So go ahead and roll damage again.
So you walk up and swing your blade left, to swing it right and carve deep cuts into this bargart.
How much damage nine total?
Huh?
Well, the boggard that was guarding the two humans collapses in the flink of an eye.
Your blade slices and dices and cuts down the boggard.
That is the end of Squash's turn spite.
Further down the hill in the background, you can see Squashes come darting out of the shadows and just dispatched one of the guards instantly.
Speaker 2So should we just storm the place?
Speaker 3Did we try to make a plan?
In reality?
We should just run up and kill everything.
Speaker 2I ask while while doing a defensive advance walking up to this boggert, I'm gonna flank it by going on the opposite side of it as as Murdy.
Speaker 3Yeah, I was kind of chasing Murdy down.
Speaker 2Yeah, and I just don't approve of people chasing my friends.
And so I am going to swing my morning Star with a twenty four to hit.
It's a sixteen plus.
Speaker 3Eight, so so with my reduced armor class, that's not only a hit, that's a critical hit.
Your morning Star bashes the thing in the back of the head.
The Boggard cries out in ribbity pain as you roll damage.
Speaker 2Yeah, I don't know if it's going to cry out much longer because I did sixteen damage to it.
Speaker 3Sixteen you know how many hit points.
It doesn't have sixteen.
So you cave in the back of the Boggard's head.
This Boggart cultist collapses into a pool of bubbling green blood.
I I yell, let's go.
Speaker 2Use my remaining action to move towards the dam and with.
Speaker 3That'll literally just move you to where you are on the map right now, and we'll call that proportional.
So the villagers to be clear, see the Bargard guards just get wiped and they both grab their heads and they're like, oh no, But they don't really run.
They just kind of cower.
They frankly just kind of run over into the brush and just hide.
They just look afraid.
They don't know what's going on.
They look very confused.
So we'll move on here, Tramp, it is your turn.
Okay, Spike has destroyed the Barger guard.
Squash has destroyed a Barger guard.
The only Barger guard that's left is the one across the bridge, and he has drawn his sling, and he looks like he's prepared to defend the bridge against all invaders.
Hey, with his sling.
Speaker 1I guess, can I move up to here and then hold the rest of my actions?
Speaker 3You can move up to there and ready an affection.
So what you would do is basically spend two actions to say, if something happens, I want to make an attack.
Of course.
Speaker 1Yeah.
Speaker 5If something happens, I'm going to fire my shot, get across the bridge.
Speaker 3Okay, so probably if anybody tries to cross, I assume that's the trigger.
Okay, all right.
In that case, Mardy, we are up to you.
Speaker 4Yeah, I am going to how far can I get to those villagers?
Speaker 3We'll say if you spend two of your actions, movie, you can make it up to the villagers.
Speaker 4All right, that's reasonable.
Cool.
I'm gonna cower down in the bushes with them, and I'm gonna lay my hands say, I know it's been a really big day.
I can understand your fear.
I brought some soup.
Speaker 3They're like, what's happening?
The bargains they're dead?
Speaker 4Yeah they are.
Speaker 3What are we going to do?
They were the ones telling us what to build?
Speaker 4That's okay, I have some soup.
Just eat some soup.
Everything will be all right, It'll all make sense.
Speaker 3Can you give me a diplomacy check?
Speaker 4Oh?
I sure can, Jason.
Oh, that was a five.
I do have five diplomacy bonfier those because of ten.
Speaker 3I will say this as a reminder.
You all have one hero point.
Speaker 4I do have a hero point.
But if I send guidance, does that help?
Speaker 3You would have had to cast that.
You don't have the action to spare, but you can use your hero point, which does not require an action to reroll that diveuct.
Speaker 4I'm gonna use that hero point, Jason.
Speaker 3Sounds good?
Speaker 4All right?
Going again?
When I was a nineteen plus, I'm here.
I serve soup so well.
Speaker 3At first the villagers were like, I don't know that, I just ate.
I'm not really hungry for soup.
And then they smelled.
They're like, oh, you know what I could go for some soup.
So both of them start chowing down on the soup, and almost immediately their expressions start to change soften.
They don't look as frightened.
They just look kind of confused, as if coming out of a daze.
That's all they're going to be able to do right at the moment.
Speaker 4Can I ask the question, like, are the villagers willing to help us fight in like the coming rounds?
Or should I tell them to stay on the side of the damn and to not get involved.
Speaker 3To be honest, they don't really look like combatants.
Ad all, they're not wearing armor, they don't have weapons.
Frankly, they look kind of malnourished, and I wouldn't call them sickly looking, but they definitely don't look combat ready, right, Okay, they look like bystanders.
Speaker 4Really Well, I'm gonna pat them on their shoulders and I'm gonna leave them with two bowls of soup and just you know, tell them, I know you've had a rough couple of weeks.
We're here, we're gonna do our best.
Just say any action and you'll stay safe.
We'll make sure we get you back.
I'm just trying to call them in steady prisons.
Speaker 3So the boggart on the far side of the bridge is going to use his sling to attack Trent.
So a rock comes flying across the bridge at you.
Not very nice, no, and I didn't roll particularly well.
I rolled a seven for a total of thirteen, which I'm gonna wager is.
Speaker 1Not enough to hit you know, I may see seventeen.
Speaker 3Yeah, So he's going to then reload for his second action, and then he's going to fire whistling stone at you again, and even worse than the last time.
These boggarts don't look too skilled with their flings.
Both those stones went pretty far and wide.
The boggart down below is going to go to the cage, and he is holding his hand atop the cage.
That's all he does, right, Actually, the one down below let's out a rather piercingly loud crope, almost like a walk.
Perhaps it's trying to raise the alarm squash or over to you.
Speaker 1Would grilling a perception check be one of my actions in combat?
Speaker 3I mean, most of the time, a perception check is something that's kind of done for free when you might spot a thing.
But if you're intentionally trying to see a thing or notice a thing.
You're trying to focus on a thing or ask a question.
That would be an actual.
Speaker 1Okay, well, I realized when he went to go put his hand on the cage.
I meant to investigate that earlier, but I got caught up in all the podcasting magic, and I would like to see if I can sort of tell what's in the cage.
Well, first I want to like run to the square that's closest to him, across the river, next to Trent, and see if I can tell what's in the cage.
Speaker 3Yeah, all right, that will take an action.
Go ahead and give me a perception check.
Speaker 1That's a fifteen perception.
Speaker 3You're pretty sure there's a really big frog in there, not as big as the slurk you fought.
Looks more like just your garden variety giant frog.
But the fact that they have it in a cage is a little odd.
Clearly it's not fully domesticated.
Speaker 1This is a little bit odd.
Well, I shoot.
Speaker 3Him, You shoot the bargain over there.
Speaker 1I shoot the guy who's got his hand on the cage.
Speaker 3Yep, all right, So the barger down at the dock, Go ahead and make me an attack roll.
Speaker 1It's a natural four plus seven for a total of a need live.
Speaker 3Okay, your shot goes wide, hitting the damn I'm making no appreciable damage for a minute.
Third.
When I thought you said natural, I was like, oh, it's gonna be something, all right.
Okay, that is the end of Squash's turn.
He has spotted the giant frog and taking a shot.
But otherwise that's that Spiite, we are over to you.
You're kind of the furthest away from the bridge right at the moment, but that can be rectified with a movie.
Speaker 2Yeah.
I can use one action to get right next to Trent, and then I can use another action to get right next to that boggard.
Ironically, I thought I was going to stop there, pull a javelin and throw it, but it is just outside my range.
I think I think I can get there.
Speaker 3Well, remember range, anything that's beyond the first range in ferment you can still shoot at you just take a minus two.
Speaker 2Oh okay, yeah, okay, I can get there.
I'm running up there and I am screaming, don't put people in mind cages.
Speaker 3So Spike goes charging across the bridge.
Speaker 2Yeah, hopefully it doesn't collapse.
Underneath me.
It does not.
Speaker 3It creaks a lot, but it told you.
Speaker 2Right, Okay, I rolled a eight plus eight, so sixteen to hit.
Speaker 3A sixteen is a hit.
You go winging your morning Star directly into this Boggart's chest while he's desperately trying to fumble and reload his sling.
Speaker 2And that is a two plus four, so six damage.
Speaker 3Six damage reeling from the hit.
This Boggart looks very badly hurt from that, all right.
That is spite, Trent.
We are back to you.
Speaker 1Well, shit, okay.
Speaker 3You've got a Boggart in a down below at the docks that doesn't look like he's much of a threat because he's kind of far away, And.
Speaker 5I'm going to run up behind the boss and I'm gonna hurl an alchemist fire at that boggart space.
Speaker 3All right.
The poor Boggart, who's thus far has fired two slingstones, is desperately fumbling with a rock, just got hit in the chest with a morning Star, and.
Speaker 2Sixteen plus five one hit in the face with alchemist fire, and.
Speaker 3Gets hit in the face with alchemist fire.
Go ahead, rolled down.
Speaker 1She did not hit me.
That's gonna be six plus I think plus one.
So seven.
Speaker 3Collapses to the ground, burning, riveting and frankly spelling.
Kind of good.
Speaker 2Okay, so cannibalism has entered.
Speaker 4Is it cannibalism to eat these frog legs?
Speaker 1No, we're not frogs.
Speaker 3Yeah, I mean you're not a frog, so.
Speaker 4Frog legs doo ah.
Speaker 3Yes.
Answering the important ethical questions.
Speaker 4It's not cannibalism if they're evil.
Speaker 3Sure, I think that's a rule somewhere.
So you go up behind Spie and throw the alchemist fire right into that barker's mouth.
You do technically have one action left.
You can move through Spie if you want.
You're not gatelocked there.
You can move through your allies, or you can said where you're at, do whatever.
Because you are a quick bomber.
You could throw a bomb down at the bargart.
Speaker 1On the docks.
Speaker 5I'm gonna sprint ahead of Margaret up on the side of that hill and I'll just kind of hunker down and wait to see what happens.
Speaker 3Okay, So it's Paint's Bishopher for everybody.
Squash and Murdy are on the hill preparing to cross the bridge.
Spite is on the bridge.
Trent has moved atop the dam, and is not too far away from the watch tower.
Speaker 4Murdy, Yeah, I'm gonna move as far as I can onto this bridge with my one action, and then with my remaining two actions, I'm gonna cast divine lamps at that last boggart who's still outside.
Speaker 3Sounds good, go ahead and make me unattack roll.
Speaker 4Okay, ah, so that was a nap two plus seven for my spell attack is only a nine.
Speaker 3Your blinding beam of light misses the bugger garden entirely, who croaks out in fear before ducking back behind the cage.
Its hand goes to open the cage, and since it goes next, it opens the cage, hoping that the frog will be its.
Speaker 2Ally, we could have had a frog friend.
Now we have a frog emy.
Speaker 1Oh we had a lot of frog emies.
Speaker 3Well, in truth, you have neither.
You just have a frog that immediately turns on the box.
Speaker 4All right.
Speaker 3The first thing that frog does the moment it gets out of its cage is leap upon the boggard and begin biting him viciously.
So that's what's going on down there.
Meanwhile, up on the dam there are other boggards.
There are, in fact, three more boggards up in the watch tower.
One of them climbs down the ladder with its first action.
With its second action, it approaches you, Trant, and with its third action it's going to attempt to attack you with its club.
Okay, but I only rolled a eight, which is a total of thirteen, which is not going to be enough to hit you.
No, nimbly able to eat dodge out of the way of that.
Meanwhile, up above the pair of Boggarts, one of them is going to make an attack at you.
So it throws a bag, a small sack down at you, Trent, that misses you only barely and explodes on the ground in a sticky viscus substance that would have rooted you in place.
But I missed.
Speaker 2I was afraid it was the mushroom spores that we're going to turn Trent against us.
Speaker 3Oh no, Finally, the last Boggart that's up there is going to load his sling and fire at you, Trant, just because you're closest.
Arm fifteen I'm gonna wager is not gonna.
Speaker 1Hit Nope, seventeen baby, Yeah.
Speaker 3Yeah, these poor Barggards are having no luck today.
Yeah, So that is all the Boggards.
The bargarts have gone.
Squash, you're up.
Speaker 1I'm gonna run across that bridge to be amongst my friends.
Speaker 3Okay, you can get right up to there for two actions, right up next to the bargguard if you want.
Speaker 1I would love to get up right next to that boggard.
All right, And these two two boggarts are up on top of the watchtower.
Speaker 3Yeah, the watchtower is about fifteen feet up above the ground.
Speaker 1Oh excellent.
I'm throwing the alchemist's fire up at them.
Speaker 3Oh okay, so you're gonna throw up into the watchtower.
Speaker 1Yeah, I got the range for that.
Speaker 3Yeah.
Sure.
So Squash goes running across the bridge, passing Merdy and Spike, who are still on the bridge, hitting up next to the barge, and then tossing an alchemist fire up into the watchtower.
Go ahead and make me in a tackle.
Speaker 1It's a fifteen plus.
Uh what would I Who would I add for an alchemist fire?
Speaker 3It would be three plus whatever your dexterity modifier is.
Speaker 1Well, that's great news, Jason.
Okay, that's a total of twenty two.
Speaker 3Twenty two is going to hit.
Okay, so go ahead and roll damage.
Speaker 1What a delight, And it's a four four fire on these bad boys.
Speaker 3All right, we're gonna do four fire to the one that you threw at, actually by fire because you get splashed as well.
Now everyone's going to take one damage.
Oh, the bargot that you hit looks like one of these kind of workers or guards that look pretty fragile.
But the other bogger that's up on the tower looks like the boss, and it's given the orders to the other ones, and it looks significantly more sturdy than the frail guards.
And that is the end of Squash's turn spite.
We are over to you.
Speaker 2Okay, I'm going to use I'm going to defensively advance immediately to the north of the bogger that's on the dam.
Sure, and so that'll be a strike.
And that is a twenty to hit at twelve plus eight.
Speaker 3That is a solid hit, not a crit.
But you do hit the buggered cleanly.
Speaker 2Excellent.
It's a shame that I rolled a one on damage for a total.
Speaker 3Of five five damage.
That's still respectable.
That bargger now looks very hurt.
You do still have one action left if.
Speaker 2You want to make the time, I'm gonna attack it again.
I'm sad because I mostly I am very concerned about the well being of the civilian that is on the dock below.
How far is it down to the dock below.
Speaker 3You're about twenty five feet up.
Speaker 2What would happen if I were to jump on top of one of the combatants down there?
They had either the boggert or the large frog.
Speaker 3So from this distance, you would probably take about ten points at fall damage, but anything you hit would also take about ten points of damage.
Speaker 2I'm doing that.
I am jumping on the boggart down below.
Speaker 3So instead of attacking the bargart up here, you're gonna jump.
Speaker 2Down on top of the bogger down below.
Speaker 3Yeah, so, boy, give me a reflex save athletics.
Go with that.
You can make an acrobatics check if you.
Speaker 2Want not athletics not athletics.
Speaker 3Yeah yeah, okay, So you go slamming into this barguard, I'm gonna make a check for the boggart as well.
Let's just see how that goes terribly terribly, So you crush this bog you land right on top of him.
The bogger was already being attacked by this giant frog and had like half of its arm was in the frog's mouth of the frogs trying to swallow the boggered hole, and then you crash land on both of them.
The frog freaks out and jumps into the water.
It's not here for any of this.
The boggard is dead.
He didn't survive that.
He did not survive a full sized human landing on him from up above.
Speaker 2Yeah with that six bulk of gear.
Speaker 3Yeah yeah, yeah, you just basically dropped on that boggard like a ton of bricks.
You do take ten points of damage.
Speaker 2From Oh, that's fine.
I expected that.
I think I did it very WWE style.
I think I drove down into it headfirst, which people selbo.
Yeah, people sell about it.
Speaker 3You are spattered in green boggered blood from top to bottom right now, you are coated.
Speaker 2And I look up at the civilian, who is clearly I am aware, still under the spell, and I say, don't worry, I'll save you.
Speaker 3Also spattered in green bogered bits from head to toe.
Speaker 2And that's my turn, and I'll probably take the rest of the battle to climb back up this fucking thing.
Speaker 3Yeah, I mean, you're gonna have to get on the raft or something, and yeah, it's gonna.
Speaker 2Be very athletic.
I think I can climb this.
Damn.
Speaker 3That's fair, all right, Trent?
Speaker 1All right, right?
Well is this game in front of me?
Speaker 3Yeah, he looks pretty hurt.
Speaker 1Hey, buddy, would you.
Speaker 5Hold onto something for me?
And then I'm gonna throw Alkimi's fire at his face?
Oh, that is an eleven not doing good.
Speaker 3An eleven son eleven unfortunately, is gonna miss the bargered panics.
He doesn't want whatever you're gonna give him, and he goes over his shoulder, landing right behind him.
That is gonna still do one point of damage to the boggard as it does explode right behind him, but he is still up.
Speaker 5And then I'm gonna whip out my katar and try to stab.
Speaker 3Him, all right, so a little bit of knife work, yeah all right?
Speaker 1Ooh nope, that does not do it?
Wait did it roll twice?
Speaker 3It did roll twice oddly enough.
And you know I'm a fair and benevolent game master, so I'm gonna let you have the first role, which I happen to know twenty different there.
So that's my one kindness for the day.
I'm glad I got that out of my system.
Speaker 5Well, in that case, that would be a twenty two because minus five, but I'm a plus seven normally.
Speaker 3Yeah, but it's it's because it's in that twenty, it's still gonna upgrade from a hit to a critical hit.
So go ahead and roll damage and then double it.
Speaker 5Okay, that's D four plus three double, so that's six double to twelve.
Speaker 3Oh god.
Yeah.
In his panic to avoid the alchemist fire, he left his throat wide open, and you just opened it right up.
Speaker 1He could every spot.
Speaker 2Yeah, yeah, it was the distraction.
You're like, look over there.
Speaker 3Yeah, yeah, that is the end of trans turn Murdy.
You are still on the bridge.
There are only two Boggarts left.
They are up in the tower.
One of them looks pretty badly heard from the fire.
The other one looks kind of like the boss boggered and does not look very hurt at all.
Speaker 4Well, Jason, I hear you about those two Boggarts that I also see my friend and comrade down on the bridge with a villager, both of whom needs some healing and some antidote potions.
So I would like to spend how about this, would you accept if I spend one move to get as close as I can to that bridge and then my next two moves to craft a police system for my climbing gear so that I can thend my third move lower down a healing potion and the mind control antidote.
Speaker 3Sure, you know what, as you're walking over, you break out the rope from your climbing kit, tie it around the two vials, and you can lower it down as you're third.
That's fine, There's no risk of that going into the drink or anything like that.
On your turn, you'll have to grab them and use them, but other than that you should be fine.
All right.
So that's the end of Murdy's turn.
So Murdy's doing that, the Boggarts go.
The chief Bargart's going to climb down the tower.
That's going to be his first action.
Second action is going to be to draw his morning star.
Speaker 2I shake my fist.
Speaker 3The third action he is going to swing his morning star at Murdy.
Here we go.
Speaker 2Well, fuck shit, we can see the die roll as dear audience.
Speaker 3Well, I may have rolled a eighteen plus eight is going to be a twenty six.
Murdy, what's your armor class?
Speaker 4It is fourteen, my fair liege.
Speaker 3Fourteen.
So this is a critical hit.
God, Fortunately for you, I rolled minimum down.
Oh yeah, you did, so you only take eight all right, which is good because had you fallen unconscious, you would have dropped the rope and the vials down onto the bridge and possibly into the.
Speaker 1That would have been really funny.
Speaker 3That is the end of that boggart's turn.
We have the bugger guard up above, who's going to spend their first action loading their sling, their second action firing their sling at squash.
What yeah, I know, it's unfair.
Fortunately for you.
I rolled the one, so that's gonna miss, and then I spend my third actually reloading my sling.
So that's it for the boggards.
Squash.
We are over to you.
There's two boggards left, the boss Boggard and the guard boggered up in the tower.
Speaker 1The boss Boggard is hanging out over a precipice.
Yes, yes, interesting.
Speaker 2What just happened is gonna happen to me?
Speaker 1Oh oh, I think it's gonna be good and fun when I do a fun kick flip off of the tower and try and kick this fool off of the precipice.
Speaker 3So you're gonna move over there and try and push the barguard.
Speaker 1Off the ch a very acrobatic maneuver to plant my feet directly on this fool's shoulders and tip him into the drink.
Speaker 3All right, give me an athletics check.
I don't like.
Speaker 1That's a natural twenty plus seven acrobatics, Jason.
Speaker 2Oh, but it's athletics.
But it's still gonna twenty.
Speaker 3It doesn't matter.
It doesn't matter athletics.
So you go shoving this bargard and falls all the way down into the swamp, bouncing down the dam as it goes, and he hands down into the muck, sinking beneath the surface.
Speaker 2I'm gonna be diving for finalote later.
Speaker 3I'm just gonna go ahead and remove him.
Speaker 1From the maut.
Speaker 2Yeah, o.
Speaker 3Spite, you can grab those potions in administrum.
That'll be most of your turn.
Speaker 2I think it'll be my entire turn, probably, So I'm gonna grab the potions and give a big old thumbs up, and then I'm going to turn to the civilian.
How is the civilian handling this?
Speaker 3The guy down on the dock looks at you, It says, what what happened to my friend?
He?
He doesn't look so good.
I'm like he spattered with him.
Speaker 2The answer is in this vial, and I try and see if he'll drink the vial willingly.
Okay, he does, Okay, good.
Otherwise I was force feeding this the file to this man, and I'll trying to figure out the essex of that.
Speaker 3Yeah.
Speaker 5The exact contours of your ethical beliefs, they're always fascinating to Tramp doesn't understand them at all, but he goes along.
Speaker 2Yeah, same as spite.
When I tried to climb this dam, is that a single action or is that a multi action?
Speaker 3Well, it's probably gonna be a multi action.
Well, we'll worry about it when we get there.
Do you drink the minor elixir of life that was handed down to you?
Speaker 2It depends if I think I can try and climb up in one action.
I'm trying to do that.
Speaker 3You definitely will not be able to do it.
Speaker 2Then I am drinking the elixir of life.
Speaker 3Right, You regained one D six hit points, so go ahead and roll that and give it to yourself.
Okay.
Meanwhile, we'll move on to Tramp.
Every game three, there is one boggered left up in the tower.
Speaker 1Let's see how far up is the top of the tower.
Speaker 3About fifteen feet.
Speaker 5All right, and I get up to that staircase and then overhand try to hurl a grenade up there.
Absolutely all right, and that's what Trant's gonna do.
Speaker 1Baby, go ahead and roll meat on attack.
That is an eight.
I'm gonna use my hair up point fuck it.
Speaker 5Neither of those are going to do the jo Yeah.
Speaker 3Yeah, So what did you get?
Speaker 1Eight and then a six?
Both are plus five, so.
Speaker 3So, believe it or not, the eight actually hits oh so shit, Yeah no, you're all good.
So you lob the alchemist fire up there, Go ahead and roll me damage.
Speaker 5That's an eight nine total nine.
Speaker 3You toss it up into the wicker roof of this guard tower.
That immediately catches flame, burning debris falling onto the barguard, who dies in a fiery conflagration.
Speaker 2Does he fall off the tower going like kind of like Saramon?
Speaker 3But yeah no, he goes the Wilhelm scream.
Speaker 5France exaggeratingly shakes his head and says, it's a story I've seen too many times.
You can't stand the heat, stay out of the getting hit directly by a hand grenade.
Speaker 3That's just how that goes.
Speaker 1Uh huh.
Speaker 3So with that, you suddenly come to realize that the outside of the dam at least is secure.
The three villagers that you have rescued have all come to their senses.
The one down at the docks looks to use fight.
It says, I don't know how I got here, right, don't remember?
Speaker 2Well, you got kidnapped by people that I don't approve of, because you shouldn't put people in cages, whether mental or physical.
And so it was these people who happened to be boggarts, but that is not a defining characteristic of the decisions that they've made.
And you got kidnapped by them, but fortunately you got rescued by a team effort by the entire village.
Speaker 1And don't worry, buddy.
Speaker 5You know, it's like I always say, if you don't remember doing something bad, it's the same as not having done it.
Speaker 1Is always saying that.
Speaker 3That's the worst part.
I remember building their dam.
I've been here for weeks.
And then Spike, he grabs you by the shoulders, their leader.
It's terrifying.
His voice screams and burns into your ears.
He's cruel, he's vicious, and he's guarded by a deadly trap.
Beware the frog skull.
You do not know exactly what he means, but the passageway leading down at the damn beckons you to go deeper to face the final bogger, but that we'll have to wait until next time, everybody.
That is where we're gonna wrap this session.
That's right on the precipice, the edge, the doorway into darkness.
That's all we got here for today.
Speaker 2We don't want to wait till next Sunday.
We demand that we got a five or ten minute break and then keep playing, and then everyone else has to wait a week.
Speaker 3Very well, tough but fair.
Speaker 2Thank you all so much for listening.
And I don't know do folks want to do plugs.
We didn't do them last time.
Because I'm a fool starting with squash.
Speaker 1In other worlds, I go buy the name of Io and by the time this comes out, I might have some new comics out.
I'm bum lung on social media things.
Oh, the person who did the beautiful art I might add for this campaign, Jonas goon Face, and I did a comic that you can buy on my.
Speaker 2Shop, legally distinct from Batman.
Speaker 1It's legally distinct from Batman, but we are trying to get sued because we almost had a contract with them until they got a load of this guy pointing at myself.
Oh and I have a podcast called The Spectacle.
Speaker 2Hazel Hi, I'm.
Speaker 4Hazel l Akisha.
You can find my zine called how to Do It Anyway, a guide to self managing an abortion at your House at Tanglewilderness dot org.
And that's it.
I'm nowhere else.
I do not exist.
I'm only the lovely voice in your ears.
Speaker 3Jason, everybody, I'm Jason Bulman.
You can find all of my work by going to piso dot com.
That's where you can buy all the things that I make and all of my other genius, brilliant coworkers make.
You can find me in all the various social media platforms, usually at the handle Jason Bowman.
That's b U L M A h N.
Speaker 2And Jason also has h's in it.
It's always funny when people say jokes about people's name.
No, now that I say that aloud, it's never funny.
Robert what you got?
Speaker 5You can find me at this podcast and at Behind the Bastards.
And obviously all of the stuff about bombs is just jokes.
Speaker 2All jokes legally distinct from truth.
That's right, Amory Kills.
This is a podcast I'm on pretty regularly because it's potcast that I do the voice for.
And I also have podcasts call cool People, did cool stuff and do a bunch of things.
You can find them probably.
I once wrote a book called Escape from Insul Island.
It's a really fun book.
I feel like adventure and shooting in cells and then getting really complicated moral quandaries as you realize the complications of that.
You should read Escape from Insul Island.
Speaker 3It also includes an RPG.
Speaker 2That's true, There is an RPG of it.
Speaker 1I have it.
Speaker 4Yeah, it's great, and there might even be art by Jonas goon Face involved.
Speaker 2Oh that's true.
The cover of Escape from Insul Island was done by Jonas Goodface, our honorary sixth member.
We'll see y'all next.
Speaker 3Week with a thrilling conclusion, Bye bye.
Speaker 2It could Happen here as a production of cool Zone Media.
Speaker 4For more podcasts from cool Zone Media, visit our website cool Zonemedia dot com, or check us out on the iHeartRadio app, Apple Podcasts, or wherever you listen to podcasts.
Speaker 2You can find sources for It Could Happen Here.
Updated monthly at cools On Media dot com.
Slash sources thanks for listening.
