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Colostle | Dungeons Episode 1 - Falling In

Episode Transcript

Hello everyone, and welcome to another episode of the Rene Plays Games podcast.

But this is not just any episode nay.

This is an arbitrary number episode and we've hit 100 episodes on this podcast feed.

With this release well ahead of the once a week schedule that I tried my best to keep with and everything like that.

And while technically this probably isn't episode 100 in the sense that it's the hundredth episode of content, because the first one was technically just an introduction and hello, but you know the number's there, it's a thing and that feels special.

I had like to do something special for reaching this milestone, and there's a lot of things that I'm really proud of.

Again, I'm gonna go at the end of the year and talk about the achievements of this year, the things that I did, that I accomplished, that I wanted to set out and do the things that maybe I haven't yet and I want to work towards in the future.

But a hundred episodes feels like an accomplishment.

And it's also very fitting that for my 100th episode on this podcast feed, I am starting a series of a solo game.

Called Colostle by Nich Angell, a wonderful, very cool, evocative.

The art is amazing.

The concept is super fun.

You play as a room lander in a world known as the Colostle, which is.

An impossibly large building with biomes and different rooms, and it's a world all contained within the walls of a building.

And as you explore, you discover a lot more.

There's the rafters with the lights and there are cracks with caves.

And as we're gonna be playing in this series, there are dungeons, which are below the Colostle.

On the Patreon that just wrapped up recently, there's the moat beyond the Colostle.

So are there worlds beyond this room, this building, and there's even more coming out on the Patreon.

So if you end up liking what you're hearing here with Colostle, definitely go check out the website, which I will link in the description of this podcast.

Go check out the Patreon.

Nich is always putting out new stuff very regularly.

Always still working on Colostle new art, new adventures.

New options and things like that.

It's awesome.

And the reason that it's so fitting that I'm starting my Colostle series on this feed for my 100th episode is because way back in November of 2022, my very first episode of a solo podcast I ever made.

Over on the dms after dark podcast feed was me playing Colostle.

I'd like to think I've come a long way since then in my solo RPG journeys and my experience and comfort with playing games solo, especially in front of a microphone to go out there to the dozens of you listening.

But honestly, I just really love this game.

Maybe because it's the first one I ever played on a microphone.

And made into a series and thought about in a different sort of way than just having sat down and played iron sworn, you know, alone at a table trying to figure it out.

So it feels right and it feels very fun.

I'm excited to dive back into the world of Colostle and I have already taken up too much time in this intro.

So let's go ahead and just get into it popping in.

Before I just get back into it, if you have any ideas for something I should do to celebrate a hundred episodes, anything you'd like to hear or any kind of fun ideas that maybe I haven't done on this channel or haven't done in a while, or something you just like, definitely reach out and let me know what you'd like to hear as a celebration.

What's a good celebration for something like this?

All right.

It has been a little while since I've played in the Room Lands of Colostle.

So I am going to approach this series, this episode, and everything like that as if I'd never played it before.

'cause this is the first time it's here on this feed.

And for those of you who've never heard of this game or heard this game, you know one, I would say probably go check out my series on the damn such dark podcast.

Feed with Marco and Burger his.

Rooking follower.

I'm gonna try and pick different things to make this one interesting, but I will give everyone the full on rundown.

Again, fair warning, this series is going to be using some of the more recent and advanced rules of the Colostle game.

It may not be the best example gameplay wise of like base Colostle, just learning to play it, but I will do my best to make it interesting and fun and explain the rules and mechanics as I go.

One thing you need to know about Colostle is it does not use dice.

It uses a deck of cards.

We're gonna be flipping cards and comparing them against one another between my character, my room lander, and whatever obstacles I run into.

There are two phases in Colostle and there is exploration phases where I flip cards and that represents what my character encounters.

The obstacles that are faced over the course of an exploration phase, usually a day or sometimes.

You could fit more of them in a day kind of thing, depending on how much goes wrong.

And there are combat faces where I face off against threats such as other humans, other room lands or against rooks.

Now rooks are a really, really cool thing in the Colostle.

They are massive moving, basically like pieces.

They look like castles, some of them.

Look like they have human-like features with legs and arms and everything like that.

Some of them do not at all.

Might look more like animals or might look like these strange just stonework towers and things like that.

They have different kinds of magic and all of that stuff.

We'll get into that in a minute.

First, let's make our character and figure out who we're going to be exploring the room lands with for this series Now.

I am gonna just flip cards and we're gonna see what happens.

I do have like a backup of like ideas.

I've been kind of bouncing around in my head, but I am one to just roll with it and see what happens.

And I think sometimes the best stories come out of that because you're not going into it with this goal to kind of force and make happen.

You just have to live and die by the whim of, in this case, the card.

So in Colostle, your character is made up of four things.

You're going to have a calling, which is basically like an immediate plot hook, character history that ties you into the room, lands, something that interests you or may drive your character, your calling.

You will have a nature, which is kind of like your personality or what your character is like.

You'll have a class and there are a good amount of them in Colostle, especially since the core book has come out.

I'm just gonna be using the four from the core book, but to give everybody an idea.

The four base classes in Colostle are the armed, which is a person who has a rook arm grafted onto their body, and it normally takes the form of some kind of useful, either it looks like a third arm that can hold weapons, or it is a weapon itself or something like that.

But it basically gives you an extra appendage that you can attach things to and use as you need to.

There is the followed where you have a rooking familiar or follower or companion, if you will, which is a miniature kind of rook, and you can actually find these in the core of rooks that you will fight.

It might be a reward that we get for defeating a rook.

You can get a rooking follower and they help you out in exploration, in combat, and they can do certain things.

They will have certain magic ities and either an attack or defense type.

There is the Helmed class, which you use a helm made from pieces of a rook to do magic.

They are your magic caster kind of class.

But one thing I love about Colostle is that any of the classes can do magic.

Any of the classes can do melee attacking, anything like that, your combat score.

Just dictates how many cards you flip in a combat and you can flavor it based on the suit that you flip or the card that you use.

The fourth.

A core class is called the Mounted, which is, you guessed it, somebody who rides on some kind of mechanical creation made of rook parts, and often it makes them very mobile.

They have the highest exploration score of the starting classes, but they have a very low combat score.

'cause oftentimes mounted are.

Contraptions.

They are mechanically created things from Rook Smiths that are more about mobility than they are about fighting capability that is still just on your character.

There are a couple other classes from the Room Lands book, and I don't own the Cayo Dana book.

I have the PDF of it, but I'm not using it.

I'm skipping that book expansion for this series, so there may be one in there, I'm not sure.

But the two from the Room Lands book are.

You can play as a bastion, which is a sort of rook humanoid.

You are a human sized.

Rooking with your own independent sentence, which is cool.

Or you can play the Allied, which is sort of a co-op class.

I probably should have used it in my first series with Marco when he makes friends with Alice, but I did not do that or know that.

So we didn't.

But it is a class where you play two different players or characters, and the last thing that your character will start with is a weapon.

So I'm just gonna flip the first couple, like a calling.

And a nature can be flipped on on tables in the book.

So I'm gonna do that and then I think I know what class I'm gonna pick, but maybe I'll leave that up to a card flip as well.

First card flip of the series.

You know what, I'm gonna shuffle one more time, even though I've been shuffling in the background, get used to this noise.

I kind of love using it as a segue as well in the middle of episode.

So here goes, all right, let's flip to see what our calling is.

A queen.

That's funny.

So this is the same one that Marco had, so I'm not going to use this.

I'm going to, maybe I'll use that for the nature instead.

I flipped a nine with my second card, so we're going to go with this one.

Our calling says, as a child, your mother used to tell you stories of warriors with diamond skin morphing weapons of magma and obsidian blades that never dulled.

Their powers came from fabled, rook stones, ancient, one of a kind stones, hundreds of them made of a different rock crystal or gem, and each holding a unique magical power.

This wasn't true.

Of course, there are only three kinds of rook stones, ice shock, and rumble, and all rooks have one of these.

Everyone knows that.

But now as an adult, you know, a little more, you're a little wiser to the world and you know that stories like that don't exist without a grain of truth.

So what if the legendary rook stones actually exist?

That actually fits very well with the initial idea I had for a character.

And if I use the queen that we drew for the character's nature, it says sly strategic and always planning.

So I like these two.

I'm gonna go with this.

My character is a little wiser to the world and thinks maybe there are rook stones out there and their sly strategic, always planning.

Maybe it's always been in the back of their mind what they could do if they found out anything about them.

All right, so as I said, I have an idea for a character class, but I'm going to leave it up to a cart flip.

We're gonna make it 50 50.

I am leaning between, since I already played the followed on.

My first series, I'm leaving this between the armed and the mounted.

So if this next card is red, I will play the armed.

If it is black, I will play the mounted.

The four of diamonds is red.

We will be playing the armed reading up a little on the armed.

The process of having an arm attached to you is known as the grafting.

I imagine in this version of the room lands, I think that it is a coming of age.

Basically, you are chosen to do whatever you're going to do, and when you are chosen to wield an arm, it is put on you and it is usually a pretty straightforward procedure.

You've been trained and taught and educated on the various things you can do for the city you're from or the world that you live in, and.

I think our character is gonna have had theirs for a bit.

It says here, it can take a lot of toll on you 'cause it can hurt 'cause of its weight.

If it's lifting something heavy, if it's tugging against your body, there's a mental weight.

You know, trying to always make sure it's doing what it's supposed to be doing.

They come in all shapes and sizes and you can have any number of them attached to you as you can handle.

Our character's gonna have one, I think, just to be safe and yeah, it has some questions for creating the armed things like.

Are you a hunter who felt their first rook and wished to wear the arm?

I don't think that's how my character got theirs.

I think that it was part of, basically there was a choice in the matter, but I think that maybe it's an apprenticeship kind of thing.

Does your village or clan fit rook arms to their children to equip them?

No, like I said, coming of arms.

Did you lose a limb of your own and have it replaced?

No.

I think this is a third arm, if you will.

Is it a family heirloom passed down?

Ooh, that's interesting.

Hmm.

Maybe there was a sorting of sorts, like a, depending on what you want to do, who you want to apprentice for, let's keep going with the apprentice route, that you get certain choices and then maybe you test to see who gets like first choice.

And I'd imagine our character probably.

Did pretty well in this test of sorts.

Is your arm a question of status?

Do others have larger, more ornate arms?

And is it important for your character to compete?

Hmm.

I think there is competition, but I don't think it has to do with the arm that's being wielded.

I think it's how you use it.

And then are you the first in your family clan village to wield an arm?

Absolutely not.

I don't think so.

And in our calling it says we are a little older, a little wiser to the world.

Now I actually think I'm going to make my character quite a bit older.

I think my character's going to be in their fifties or early sixties even, and they're going to have been around.

They're going to have been a Rook Smith.

For the better part of their life at this point.

They're very familiar with Rook parts and making things for mounted.

They're going to be very familiar with, you know, not maybe the Rooking maintenance and things like that of others who are specialists.

But I think that my character is going to have been a Rook Smith of some sort.

In the base game, Rook Smiths are usually people who create and maintain and fix mounted vehicles and, and.

Things like that, but they could obviously also be weapon smiths or armor creators or something like that.

They are a craftsman, my character.

Let's flip a card.

I'm gonna say even is male odd is female.

We have a seven, so we are going to play a, let's make her late fifties in great shape.

She has always kept up with her craft.

She is one of the better known Rook Smiths in her area of the room lands.

And she has an armed, which I think is going to be basically like a multi-tool.

She can refit different bits and whatever she needs into her arm, and that way she can use it for different tools and different uses as she's working on whatever it is she's working on.

She is always planning, she's strategic.

She has lots of plans for things to make, things to try, experiment on, et cetera.

All right.

We're going to need a weapon and a name.

Ooh.

I love the idea of her weapon being something like a wrench or maybe like again, maybe she like her arm that is grafted onto her body.

Maybe she has like.

A spear with a tip that she can change out for whatever she needs it to be.

Oftentimes it's a hook, sometimes maybe it's like a spearhead or anything like that.

Yeah.

So we're gonna go with some kind of like staff, Ooh, maybe it's like a three section staff.

So it's, it can be one long staff, but she can also untwist it at various points and it become this multi sectioned.

Staff with different heads and things like that.

Yeah, that's definitely what it's, we need a name for this character.

There are name.

Oracle's in the books.

I am going to name this character myself, and she is going to be Sybil.

I like the name Sybil.

Now, I should note that for the armed class, our exploration score is three and our combat score is four.

So we are quite confident in defending ourselves.

Our armed is usually.

A weapon or can be used to wield an additional weapon.

We have our three section staff that we use as well.

We are very handy with our tools.

We are in great shape, so we are certainly no slouch in a fight.

I don't think that civil gets in many fights in her day-to-day life.

We are going to obviously have an inciting incident that makes her have to go on an adventure compared to her established status quo of her life right now.

But we're gonna get to that in a second.

But of course I'm going to make things a little more complicated than the base game because we are playing a series in the Dungeons, which is I think the newest book that's come out.

I think.

Now that Nich Angell has wrapped up the Moat series on Patreon, I'm sure that book is coming in the near future, but this most recently wrapped up and I wanna add some things that have been done through the Patreon.

They are all available on the Colostle website.

I'm going to add to our character a job.

Now these are optional rules to use in Colostle that work alongside or replace certain parts of the game.

I have talked to people about it on the Discord, and it seems like most people use these job packs in addition to the rules of the base game.

So we're gonna try it out and see how it goes.

Over the course of this series, I may switch it up as we figure out what does and doesn't work, if things are too much or if there's not enough rewards because we're replacing it for job specific rewards or anything like that.

But I'm going to be using the job pack for the inventor again.

Seems right up this character's alley, right?

They're a rook Smith.

They're a tinkerer.

So Sybil is no stranger to crafting things.

And I think that that's gonna play a big part into how we approach a lot in this series when we are inevitably going to find ourselves in the dungeons, which seems like a even more inhospitable place.

Then the room lands above with wandering rooks, so this is a separate set of rules.

To use within Colostle and the way that it works, short version, is that normally the rules say when you would defeat a rook, you get a reward using the inventor job pack.

Instead, I get to flip a number of cards and choose components from the rooks that I take instead of the reward.

And then from those.

Components.

I can create items that will basically act as rewards, but that way I'm not beholden to the same rewards that would be generated from any other defeat of a rook.

I can make things that are more specific or tailored to what I need or what I want.

And it does kind of involve some form of home brew.

'cause you're eventually gonna be making a item or weapon or something of your own, but you need to do it.

By using the components that you receive from defeating these rooks.

So that seems fun to me.

But again, the folks in the discord seem to say take the reward as well, because sometimes it takes a while before you can make something from your components or it may not be as immediately useful in the immediate future.

Or also if you're going to find a settlement, you can't really trade components like you can treasures that you wouldn't be using anyway.

So like if our character finds a helm.

Sure I could equip it, but that's not really in the spirit of my character.

It would be good for my combat 'cause I'd have extra actions and options.

But really that's not what we're trying to do, right?

We're not trying to just power game it with all of the items and class features.

So instead I could take it and then that way I have some fodder for trading and getting treasure and stuff like that when we get to settlements, which we'll get to eventually rules wise.

And the last thing I wanna do before we start.

Is, I'm usually pretty bad at this, so I want to do it upfront and I want to talk about what Sybil looks like.

Let's flesh out this character a little bit so people can really start to imagine her come to life in their minds as you listen to this, and it'll help me try and do better about describing looks and actions and body language and things like that.

I think Sybil is, as we said, she's in her mid to late fifties fit.

She has dark tan skin.

Her hair's gone white, and she, she's not the type to care about dying.

It, it is fine hair that she keeps back and I think she wears like a head wrap or a head scarf, like a bandana, to keep it out of her face when she's working.

And it gets a little frayed, you know, after a long day.

Of hard work.

Mostly, you know, a tank top and overalls with some nice good shoes for her workday.

But I think that in her free time, I imagine she dances, you know, she likes to go out and dance.

She's always carrying her bag full of components and toolkit, and I think that she ends most of her days living above her shop in the city of parapet and.

She's single.

She lost the love of her life.

He was an ex knight and went off to fight some rooks and never returned.

And it was enough for her to have experienced it, but she keeps herself busy.

She works hard, she comes up with new designs and she's always willing to try new things, and she's very good at what she does.

She stays busy with her business as a rsmith.

So how.

Is Sybil gonna have to get dragged down to an adventure?

Well, let's start playing the game a little.

We're going to ease into this with a little bit of straightforward base game, Colostle, and I'm going to do an exploration phase and we'll see if.

This triggers some kind of interesting way for us to happen upon the dungeons, which is where most of this campaign, I believe, I intend for this to take place.

So we're gonna go over the base version of the rules, though.

And we're gonna do an exploration phase and see what happens.

Now the rules of exploration phase is you're gonna flip a number of cards equal to your character's exploration score, which we said as our armed class.

That is three.

So we'll flip three cards, and then we're going to look at all of them and weave together the prompts that those cards generate to determine what the phase of exploration looks like.

If any of those cards prompt a combat, we can put that wherever.

In the explor, in the exploration phase we would like, so we can make it the last thing we do.

We can make it the first thing we do.

We can put it wherever.

You know, the exploration phase order does not matter.

Combat follows different rules.

If we end up flipping a combat, we will do that.

All right, so let's go ahead and flip our first three cards for our first exploration phase.

A five of spades.

A queen of hearts.

And a nine of hearts.

Let's see what these say.

The five of spades says a great strange mechanism that seems to operate something in the Colostle pipes, gear, wheels, and levers.

It seems oversized, but you think you can operate it.

It is functional because it is spades.

It would've been damaged if it was clubs, so alright.

Some kind of strange mechanism.

The queen of hearts is going to be a combat.

Anytime you draw a jack, queen, or king, that is going to be something interesting.

Jacks are items and queens and kings are rooks, so that will be a fight.

And then the nine of hearts says there's a massive skeleton.

It looks humanoid.

But it couldn't be, can it?

I think this makes plenty of sense and Lucky us plays right into how I was hoping to be able to get us into the dungeons.

So let's envision this.

I think Sybil is working at her workshop in the city, and I think that a regular comes by and says, Sybil.

Sybil, did you hear?

They found some crazy huge skeleton out beyond the city and they don't know what to do with it.

I bet you that place is full of awesome components, or at least things you might be able to use.

You should go check it out, and Sybil kind of smirks and says, eh, I don't know, head out in the, I got a lot of work to do here, but maybe I could use some new ideas.

And I think that we see Sybil put a sign on the door.

Be back soon.

And she grabs her bag, she's got her overalls, her tank top, her good sturdy boots on, and she puts on her toolkit and a messenger bag over her shoulder that she usually uses to go collect components and things like that to tinker with.

And she heads off out of the city of parapet, out into the slight wilds beyond.

When she arrives, she does see this massive skeleton.

There are members of the knights and you know, patrols of defenders of the city of parapet who are kind of sectioning off certain sections and they are making sure people aren't getting too close to get hurt.

But she maybe knows a few people.

Again, she's, she's been around, she's definitely known.

Some friends, maybe some of these young guards are like friends, kids and stuff like that, and they see Sybil and they know that she's.

She's good people.

She works hard.

She's not gonna do anything reckless.

So she gets to go in there because our nine of hearts was hearts.

That means that this is safe and not a bandit camp.

So that's not gonna be a fight for us.

And she gets to wander around in this skeleton, which is where I believe she may be fines that great strange.

That seems to operate something in the Colostle.

Maybe others haven't been able to figure out what it does yet, or they're just looking at it not realizing that it's actually components.

It's actually pieces of some kind of mechanism to Sybil's Rsmith mind.

She can see this is not natural.

It looks humanoid, but clearly this is some kind of rook.

Mechanism, some contraption, some magic, maybe even.

And she begins to look at it a little more intently.

And I think that when she does, she's going to inadvertently touch something she's not supposed to.

She pulls an Oopsie and maybe Indiana Jones style, you know, touches something and then we hear the turning, the grinding of something.

Turning on it is functional, so therefore it is going to work.

She does something, pipes, gear, wheels, levers, she touches something and it begins to move things and we are going to go up again.

A fight against a medium rook.

Now combat in Colostle also works by drawing cards.

Depending on the opponent you are up against, they're gonna have a certain number of cards that we're going to need to overcome.

Combat is settled if you can defeat more than half of the cards that you are up against.

So if we're gonna draw one card, we need to win that one card.

If we're gonna draw three cards, we need to win two of three, et cetera.

That means you win the fight.

If you don't, for every card that you cannot beat of the opponents, then you suffer a wound and it actually reduces your scores, your exploration, or your combat scores, until you can find a way to recover them.

Since we know that our foe is a rook and it is a medium rook, which it says here is the size of a car or small, small building, then we're going to draw one card and consult the table to determine its magic type.

Ooh, we are lucky that we burn this one early.

That is the king of diamonds.

That is the highest card.

ACEs count for low in this game.

Diamonds is ice type.

Then we're going to draw a card to determine its body type, either attack or defense.

It is a three, so it is an attack ice type medium.

Rook, they are offensive.

They come in close and fast with melee attacks or they might have long range weapon attacks.

We'll see.

I believe that's also something we're gonna flip.

Yeah, we're gonna flip to see if it is preferred ranged or melee.

A 10 of clubs means that it is a melee based ice offense.

Medium, rook, oh boy, what have we unleashed here in this large skeleton?

And the last card we draw is the reward we would get if we were to defeat it.

Now again, we are using the inventor job pack, so technically we're not supposed to get this reward.

Instead, we would choose a number of components.

I believe we get two for a medium rook.

So that way we would have options for creating something afterwards that we grabbed from this defeated rook.

But we are going to flip it anyway.

We'll see what happens with the discord folks.

We'll, we'll play it both ways.

We flipped a three of hearts.

Which means that hearts says that we would get a rooking out of this.

Oh, I do love Lings.

Who doesn't want a cute little castle companion?

Am I right?

And now it is time to begin the combat.

First, we draw a number of cards equal to our combat score and place them face up in front of us.

So we have a combat score of four.

You're going to flip a four of spades, a nine of spades, a jack of clubs, and a seven of hearts.

Not the best cards really, but the jack is good.

The nine is good.

We'll see, and I'll explain what the different suits mean.

They actually do matter as far as how you have to frame.

The fiction of your attack, they determine your attack types.

And then we are going to flip cards one at a time for our opponent.

Since this is a medium rook, they have a combat score of three.

So we will flip three cards one at a time and we are going to have to choose one of our cards to go up against it, hopefully playing the higher card and coming out.

The victor in that bout.

Before I flip that first card, just to give everybody a heads up, if I flip a spade or use a spade, that is an unarmed attack.

If I use a club that is a weapon attack, hearts are magic attacks and diamonds are creative attacks, which allow you to kind of just get interesting with details that have been built up about characters or opponents.

If for whatever reason there is a tie that is a clash and neither side technically wins, we don't suffer a wound, but we also don't get a victory in that clash.

And then if our counter attack.

Wins against the opponent's card and it's the same suit that's a critical hit.

It actually decreases our opponent's remaining attacks by one.

Meaning if we were to flip a third card, but we critical on the second, they don't even get a third card.

All right, so here goes.

Our first combat is against a medium sized ice rook with an offensive attack type.

I think that as Sybil is.

Looking around and poking around, she accidentally turns something on inside of this skeleton.

And I think that the walls begin to spin, like that carnival ride where that centrifugal force kind of forces people to just stick up against the wall.

And then they, you know, the force holds them against it, even though they're up above the floor.

And I think that this is happening, but because the skeleton is horizontal, it's laying down, it's just really disorienting for people.

They're kind of flying all over the place.

Things are getting crazy.

And as all of this happens, it like breaks off another piece and it reveals maybe the core of whatever this enormous skeletal husk is.

And the core is where you usually find rook links for these rooks.

And I think that from there drops a medium.

Rook and Sybil is gonna have to fight it.

I think that this grinds a few times and comes to us just halt.

And is sitting here like trying to continue spinning, but it's gonna break and everyone is evacuating this place and Sybil is up against it.

We are going to flip their first card.

It is a jack of hearts, so we cannot win on this one.

The best we can do is play our jack to clash.

Their jack of hearts is of course a magic type attack.

I think it drops down superhero lands and I think that just a concentric circle, wave of ice begins to.

Just emanate from where it landed, which is further gunking up the mechanism from trying to spin and it's getting in the way and it's breaking things even more.

And this skeletal husk half buried.

In the ground outside of the city of parapet, everyone is freaking out and Sybil is now stuck in here as the ice goes up behind them.

And she uses her jack of clubs, which is an unarmed, oh no, it's a weapon attack.

So I think that she uses her three section staff and she has maybe the hook attachment or has like a, well, let's see what bit she has on the end of it.

Maybe because she expected this to be more of a component Dell than anything.

I think maybe she has.

Like a, what would be like the Phillips screwdriver head of bits on the end of hers so that way she can use it to interact with any kind of like rook machinery that she's familiar with.

And I think that she manages to get it into one of the sections of wall.

Before as it's like stuck and trying to continue spinning before the ice gets to it and she turns it to maybe turn off this from getting even worse, but she doesn't make any progress against the rook itself, so that's zero out of one for the first card.

Their second card is the six of hearts, and we have.

A seven of hearts, which means we can critically hit on this one in order to reduce their remaining cards by one.

And if we win one out of two, that means we win.

This is the tutorial level.

This is getting us into the story.

I think that from here now they're going to use another magical attack.

I think that they maybe.

Slam their enormous fist.

I'm channeling burger hard here 'cause I believe Burger in my first series was an ice type rooking that did this very, very often.

And I think that this thing slams.

Its fists, this medium rook down, and this whole skeleton, just shutters and all of the ice that it just shot out in all directions begins to shatter and break like it's going to attack.

Sybil and it's going to just kinda like shoot shards everywhere and hurt whatever it hits.

Except Sybil is going to use her magic as well.

We never determined if Sybil has a magic type with her arm.

I don't think that's typically a question that comes up.

It says here, magic attacks can use any of the three types of magic.

If your character or opponent does not possess magic, this card is treated like an unarmed attack.

Okay, so I don't think our arm has magic at the moment.

So instead, this is an unarmed attack.

How does she make this work?

Hmm.

I think maybe she ducks behind some piece of just debris, maybe some like calcified stone or rock or something like that, that it was in this skeletal husk that turned out to be a rook.

And I think that what she does is she sees that the ice has actually dislodged it, and she's going to.

Get down behind it, use it as cover from this rooks ice attack.

And as it's dislodged, she gets down and uses leverage because she is strategic, she's sly, she is a thinker, and she gets down, puts her back on the ground, gets her feet up on the top of the thing, and then just pushes with all of her might with her lower body and this thing cracks and then tumbles and because.

This skeletal chamber, this section had been spinning.

It just kind of tumbles down and gets a little bit of momentum.

It comes down and just smashes into the top of this rook, and it breaks a big chunk of it.

And not only that, the momentum of this chunk of stone that she has broken off from inside of this rook that hits the medium rook, the weight of it crashes down, and all of that ice has weakened.

The inside of this rook that is half buried in the grounds, they just uncovered it.

They were trying to figure out what this thing could possibly be, and unfortunately, Sybil came in, activated a mechanism releasing a medium rook, and got lucky with a hit from a stone.

But here's where she gets unlucky as as it breaks and as this ice has gotten into the grooves of the stone and then shattered, it has weakened the structural integrity.

Of this skeletal rook, and as it breaks the ground gives way, or it would've been maybe the back of this thing or whatever is facing down into the ground breaks and the weight of that rook falls, and there's not just ground underneath this thing.

It turns out that this skeletal rook.

Was actually maybe a statue or a pillar or an ornate column or something like that that was holding up a section of the ceiling to the dungeons below.

And Sybil is going to fall with gravity down into the dungeons.

Where she is going to be stuck for some time.

And because I wanted to get to the dungeons, and this is the part of Colostle that I want to explore this time with this series, I am not only gonna just fall into the dungeons outta the frying pan.

Into the fire.

Just go right into one of the major labyrinths from the Dungeons book.

There are five major labyrinths.

I'm going to attempt to do quite a few of them if I can, but not only that, they have requirements for discovering them.

However, two of them really don't have requirements that need to be done before you can find them.

So I'm going to flip a card.

And I'm going to say if it is red, we are going to fall into the castle revolving.

If it is black, we are going to fall into the cistern.

That is the eight of clubs.

We fall down and splash into the water of the cistern.

A major labyrinth of the dungeons below.

There is a small bit of light coming in from the ceiling.

Far, far above and small figures.

Small shadows can be made out looking down at where Sybil and this medium rook have just fallen down into what was previously probably unknown to any.

And I think that as Sybil hits the water in a splash, she sees not just.

That little bit of light and the water all around her and whatever she may be finding here.

I think that in her disoriented state, she looks around and the broken bits of the medium rook that she has just hit with that rock and dropped down here, maybe pieces of it have fallen off.

Maybe part of the core of that medium rook is also exposed.

Maybe whatever it is she's seeing the glint of the light in the water, whatever it's hitting off of.

Reminds her of a story that her mother used to tell her growing up about rook stones more than just ice rumble and fire, that there were rook stones of many, many kinds of magic.

And with them, imagine the possibilities of what you could do.

And as her body.

Reacts and she swims to the surface and gasps for air.

She finds that every surface is wet and the floor is reflective with water.

It is strangely beautiful down here.

Blue stone bricks shaped into arches and columns create an echoing cloister.

All she can hear is the sound of water drops falling.

She looks around and becomes aware that this structure was designed around the concept of some kind of underground water storage.

There are levers and grates that would allow water to drain or damnit back.

She looks up again and sees the hole in the ceiling where she fell from.

Luckily, she landed in a giant pool of water.

From it, not only dirt and grime and everything like that happen to be falling and catching the light, but also water begins to seep through and there is a constant dripping and like rain falling from the ceiling.

She looks down and sees a staircase that leads further down into more levels below, it must be flooded unless these valves, she climbs to her feet and looks around surprised she's unwounded from the fall.

And this is where Sybil is going to get to work because otherwise there is no way out.

Of the dungeon, and that is where we're going to end our first episode of Colostle Dungeons here on the Rene Plays Games podcast feed.

Oh, it feels so good to be back in the Colostle.

I will certainly be reading more up on this and getting more into the vibes of the Colostle and.

Ideally the dungeons.

There are some cool things I did not even bring up at all rules that are different than what I probably explained earlier in this episode because we are not gonna be using the base rules.

We are using unique dungeon rules and they are so cool.

Very excited to play back in this world again, definitely check out Colostle.

I will link the website and Nick's projects in the show notes and yeah, you know the drill.

If you like what I'm doing here, find me on the social medias where I'm not super active, but you can always reach out.

I lurk, but my posting is not great.

No one needs to.

See me or hear about the stuff I'm doing.

I'm mostly busy just being a dad and working full-time, but I do nerd out, so if you want to talk more one-on-one, you can always email me at Rene Plays Games pod@gmail.com or join the dms after Dark Discord.

We're always chatting about games and talking about stuff.

I don't know if you caught my most recent mining media, but Pat on my back, I called it The Green Bone Saga by Fonda Lee is getting a TTR pg and.

I just recently got access to the play test materials, which I'm going to try and set up a play test group in the DM after Dark Discord.

So if you're interested in that, join, say hi, come hang, play games, all that fun stuff.

And yeah, I think that's gonna do it.

If you haven't already, leave a rating and review on your podcaster of choice.

So more.

Find us and if you feel silly, generous, I do have a coffee that you can throw a few bucks at me one time or recurring up to you.

If there's anything that you want or to hear or anything like that, I will try my best.

Until next time, don't touch levers.

You don't know what they do.

That's just good life advice.

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