Previously on Monster Monster, our heroes were confronted in the cathedral, at the sacrificial altar, where they decided to split up, where Dolo and Vance went out the main door while Daith decided to rapture himself through the ceiling. In this split up, Vance found the source of the workers and brought some karmic justice to their leader. Daith and Dolo met up to discover that he reads Infernal, and now they are looking for a crystal in the mansion. Hi everybody, Welcome to Monster Monster. My name is Tyler Waltz and I will be your DM and to my left, Hi everybody.
Speaker 2:I'm Tyson Cox. I'm playing Vance Ironside, a dwarven cleric with maybe a bit of a darker side to him.
Speaker 3:What's crack-a-lackin'? I'm Craig Lagan. I'm Dolo, aka Brian Petrie. I am your friendly neighborhood thief.
Speaker 4:And I'm Rev, I am Ranger Daith Garmajan, interdimensional Ranger.
Speaker 2:I love your name so much because it feels like you should be in a treehouse being like All right guys. Remember I'm Ranger Daith Garmajan, and only you can prevent forest fires.
Speaker 4:It's a Canadian bounty when we're not recording. I'll tell you the story, how this name came about. Yeah, it's phenomenal.
Speaker 1:It is very funny. So we start this session at the top of the staircase. After you had all been reunited, after getting split up in that cathedral area, you found out that there is an infernal book that led to a source of power on the second floor that Alyssum is drawing from. How would you guys like to proceed? You're at the top of the staircase. There's another staircase that goes up to the attic, but from the book you know that that source is somewhere on this floor.
Speaker 2:Oh Well, sounds like we're going to go to the floor. I want to see where they keep their Christmas lights. Yeah for sure. Well, okay to go to the floor. I want to see where they keep their.
Speaker 1:Christmas lights? Yeah for sure. Well, okay, back to the basement.
Speaker 2:Oh no, they're a basement family. I thought there was going to be an attic.
Speaker 1:They just keep them up all year round, it's easier.
Speaker 2:I knew I hated them.
Speaker 4:Yeah, deeper in the house seems like the place where this thing's going to be.
Speaker 1:Okay, this is a very long hallway with a bunch of doors and essentially you can. This just looks like the common area, where any of these doors is probably just going to lead to like a bedroom or a spare quarters as we're walking, I just knock on some of the doors like just being an asshole. I mean you knock and nobody answers oh, thank god you're standing at the end of the hallway. Everybody came out and is like what the fuck?
Speaker 2:just somehow more penitent warriors behind every door I'm looking for Peter. No, he's not here. Sorry guys, I didn't know which room he was in okay.
Speaker 1:Do you go inside any of the doors?
Speaker 3:what's at the end of the hallway?
Speaker 1:at the end of the hallway. It's just a window and then there's another staircase that leads down, but you know that that just leads to back towards that entrance I'll just peek on the first door to the right okay, when you open the door, you open it to a room. Uh, give me a perception. Check to see if what all you see in this?
Speaker 2:room 19 19.
Speaker 1:Okay, so when you open the door, you see a room that is very like blue. A lot of the colors in it are different shades of blues and there's three doors, but it's a relatively empty room and each of the doors in that room are labeled one, two and three okay, uh guys, we got an SAT in here.
Speaker 2:I didn't do good in my tests. What why?
Speaker 3:is the room? This room's got numbers, but it's a blue room with numbers, so you just got. There's more doors inside the door you just opened. Yeah, all right, were they like closets. I don't know.
Speaker 1:No, you didn't go in the room. You said you just opened the door and looked in.
Speaker 2:Yeah, I don't know. I don't know, I got a weird feeling. I go to the door. You said there's like two on each side.
Speaker 1:Okay, so you're going in the room.
Speaker 2:No, no. I open this door. Look in, it's blue with doors with numbers, and I go to another door.
Speaker 1:In this same hallway, in the hallway. Yeah, okay, you open up that door.
Speaker 2:Yeah.
Speaker 1:And it is a mostly red room. And when you open that door you look and there is a chest on the opposite end of the room and to your left in that room you see a door numbered six.
Speaker 3:Huh, don't know if there's a door numbered six, huh.
Speaker 2:There's a chest in here.
Speaker 3:What was the number on the door in the first room?
Speaker 2:One, two, three. Yes, One, two, three.
Speaker 1:I'm sorry, only two and three. I guess I accidentally gave away some information. The door that you opened was labeled one, but you wouldn't have seen it from the other side.
Speaker 3:So, oops, mm-hmm, I walked down to the third door in the hallway. I open it and I wanna see what's in there.
Speaker 1:Okay. Third door on the left Okay, so you open that door and you see an empty room that is mostly colored green but it's completely empty. Other than the green decorations.
Speaker 3:I think this one feels safe. There's nothing extra in here, it's just green. Green's a safe color, right.
Speaker 4:Yeah, well, I mean, except when it comes to poisonous or venomous things. Gas, can I see that book for a second?
Speaker 3:Yeah, here and I hand him that infernal text I got from the jewelry store. Okay.
Speaker 4:Yeah, I'm going to look through it and see if there's any like if this is their journal on this is how you make this thing and this is how you protect it.
Speaker 1:No, the only thing that you see in the journal is that you know Alyssum has that jewel on the second floor. But he is not privy to anything outside of that.
Speaker 3:What about the book I got from the jewelry store?
Speaker 1:We will handle that later, oh, okay.
Speaker 3:Cool.
Speaker 2:I go look at the. I open the remaining couple of doors.
Speaker 1:Okay, so the very first door when you walk up and you go left. When you open that door, it is a completely empty blue room. To the right is a completely open blue room, to the right is a completely open red room, and then the last door is a. You open it up and it is like a rainbow-ish colored room with one door on the opposite end that says eight.
Speaker 3:Alright, so one, two, three, four, five, six. So there's 8 corridors. Only 4 of them so far Lead to the other ones.
Speaker 2:I go into the blue room and I open the door.
Speaker 1:The blue empty room, the blue with the 2 doors.
Speaker 2:And I walk, I open the door. So since I know that's door 1, I go into door 1. Does anything happen?
Speaker 1:Does everybody go in Uh?
Speaker 3:Yeah, one, I go into door. One, okay, does anything happen? Does everybody? Go in uh yeah, yeah, okay, do you close the door behind you? No, stop closing doors behind you?
Speaker 1:are we being chased still? That is a good question.
Speaker 3:No, they have lost track of you okay, yeah, I don't feel I'm not as afraid if we're not being chased I, I'm just like moseying through doors.
Speaker 1:So you leave the door open? Yes, okay, you leave the door open and you enter the room. You see the doors labeled two and three and the blue decorated room and I open the door number two. Okay, the door won't open.
Speaker 4:I close door one.
Speaker 1:Okay, you close door one. A brief shroud of mist enters the room and goes away. But now door number two opens.
Speaker 2:Oh, okay.
Speaker 1:When you open door number two, it opens up into a green room that has pictures of what looks like nobility all over the walls and what looks like a jewelry chest on the wall to the left and a door labeled four on the right.
Speaker 3:I want to go check out that jewelry chest.
Speaker 1:Okay, when you enter the room, does everybody enter? Do some people stay in this room?
Speaker 4:Yeah, I think we gotta stay together, because I don't want to get separated again. Well, hang on Okay.
Speaker 2:Wait, but we're going out of order. Well, hang on Okay.
Speaker 4:Wait, but we're going out of order.
Speaker 2:Yeah, hang on, I'll stay here. You close the door, I'll go through four.
Speaker 4:Three, three Because we're going into. There are fours in there, yeah.
Speaker 2:All right, so I'll stay here.
Speaker 4:You guys close the door.
Speaker 2:Yeah, okay, and then when they close the door I'll open three. But if he's checking out the jewelry box, the room with Vance- explodes.
Speaker 1:It was a paradox. It was just going no, you're good, so you stay in that room. Yeah, everything is exactly how it was. You guys are in the green room with the door labeled four, and then, when you close the door behind you, that one says two.
Speaker 3:Mm-hmm.
Speaker 1:Mm-hmm. Okay, can you?
Speaker 3:check out the jewelry box, though I don't want to cut the whole off, yep, so you go and you check the jewelry box and it seems to be locked.
Speaker 1:How big is it? Not super big. It's basically like the type of jewelry box that just sits in front of like a wall mirror, so it fits in your hands.
Speaker 3:Oh, okay.
Speaker 2:Fits in a hand, it'll fit in a bag, that's exactly what I was thinking.
Speaker 3:What's it made out of? Is it wood? Yeah, just wood, just wood.
Speaker 1:There's a little gold lock on the front of it.
Speaker 3:Oh, that's perfect, I'm going to take my lock pit, I'm going to stick it in there and then I'm going to use my flame ability to start heating up the lockpick.
Speaker 4:Okay, it really felt like you were about to start seductively describing how you picked this lockpick.
Speaker 3:I slide in, and then I jiggle it a little bit first, then I pull it out and I slap it with the lockpick.
Speaker 1:Alright, next episode Kill Dolo.
Speaker 2:I put my ear to the door and I was like, yeah you, a dirty little box he became friends with Dave very quick.
Speaker 1:Okay, so you heat up the lock.
Speaker 3:Yeah, cause I wanna, I don't wanna like jiggle with it. I literally just wanna burn through the the metal Fills that hold it together.
Speaker 1:If it's gold, it'll melt. Okay, this is interesting. Let's see what happens.
Speaker 3:Like true thief. I don't even want to try to pick the lock, I'm just going to break the lock.
Speaker 1:Okay, when you start to heat up the key, roll me a perception check. That's no good. You can also roll me a perception check.
Speaker 3:That's no good, you can also roll me a perception check.
Speaker 1:That's a 12. A 12, okay 20.
Speaker 4:A 20. Wow.
Speaker 1:So you notice, when he starts to heat up the key, the wood of the box almost bends like curves and in that moment it pops open with teeth and bites your arm.
Speaker 2:Oh, tiny mimic.
Speaker 1:You have activated a mimic.
Speaker 3:Oh nice.
Speaker 1:So if you guys want to roll me initiative, Nice. And you drop the box on the ground.
Speaker 3:Oh, yeah, okay, 11. Okay 16. You are not in the room. I was just going to open the door.
Speaker 2:That was going to be my action.
Speaker 3:Oh, okay, do I take damage from the bite?
Speaker 1:Yes, you do, and I'll tell you that in just a second. So you said 16?.
Speaker 3:Yeah.
Speaker 1:And yours was what 11. 11. Okay, 16. 11. 26. Okay, you are ready to go? Okay, and the mimic got 14. So we will start out with you, daith.
Speaker 4:Does the mimic seem corporeal? Yes, Okay, I want to shoot it Cool.
Speaker 1:Give me that two hit A 13. A 13? That does hit. No, it's just a box, so pretty easy to hit. What is that damage? Five, five. Okay. You notice that the arrow hits the wood, but it doesn't do as much damage as you'd hope. All right up next we've got Vance. You hear a bunch of stuff going on on the other side of the door.
Speaker 2:Oh, I'm gonna jiggle it in there. I'm like, oh, that's crazy, I'm gonna check this out. Okay, I open the door and I wait. Oh, okay, yeah, I think that's the right turn of events.
Speaker 1:Okay, cool. Sounds good Is that your whole turn.
Speaker 2:And I holler Alright guys, next one's on you.
Speaker 1:When you close the door back, you cannot hear what's going on on the other side anymore.
Speaker 2:That's fine, I just still holler it. Then I open the door and I go. I wish it would be good. Three, two.
Speaker 1:And you open it again.
Speaker 2:I close the door and I yell to them and I close it.
Speaker 1:Okay, I got you.
Speaker 2:Letting them know that I'm in position for whatever's next. Okay, in the puzzle Sweet Mimic and I just hit an idling animation.
Speaker 1:I'm assuming a 21 hits you there, Dolo.
Speaker 3:Yeah.
Speaker 1:And you will take minimum, so four piercing damage on your arm. Oh, I didn't tell you the damage from the first one. I never rolled that. Seven piercing damage from the first attack. Damn, it did take damage from the heat that you applied to the lockpick. But that ends its turn and it is now your turn.
Speaker 3:A little shit bit me. I'm frustrated at the fact that it bit me. Okay, so I'm not even treating it like it was a real threat. And so I look at it and I take the pick that I had in my hand and I'm going to throw it straight in its throat while its mouth is open, snapping at me. Okay, that's what I want to do. All right, I'm just angry. So it's like a fuck.
Speaker 1:Yeah, give me an improvised weapon attack to see if you puncture it with the pick Mm-hmm.
Speaker 3:God damn it Not doing well today. Yep, that is a six okay, that misses yeah and that's your whole turn no, I get an additional attack yeah, it's like I just wanted to get mad and react and see if something happened when I reacted it keeps chomping yeah. So as it's chomping at me, I'm mad that that missed. So I get even angrier and I just sweep, kick the shit out of it like it's a soccer ball.
Speaker 1:Okay, alright, give me another two hit.
Speaker 3:Yeah, hell, yeah, oh there you go.
Speaker 1:You channeled that anger, give me your damage. Oh wait, I think monk d6. Yeah, and then crit, so you double it.
Speaker 3:Mm-hmm. Mm 14. 14.
Speaker 1:14 damage. Okay, so when you kick it, it was just like a little bitty mimic box, so it didn't have a lot of health. But you kick it and it hits against the wall and it snaps open and as the mimic-ness goes away from it, a gold key is sitting in the middle of it.
Speaker 3:I snatched that key up real fast.
Speaker 1:With that, we're now out of initiative. You guys are now in this room with a key and a door labeled two and four, and then, vance, you are in the room with the door labeled one, two and three.
Speaker 2:Yeah, Wait, I'm in one, two and three.
Speaker 1:When you closed the door behind you of the first door that you walked in when you turned around it had a one on it, so the door that you first entered the room. I thought you said I was in a red room.
Speaker 3:No, you opened the door to a red room.
Speaker 1:You didn't go in that other room.
Speaker 3:You didn't go in there. You closed it back and stayed in the room where you were and the room you were in, because I went into the red room.
Speaker 2:Oh, okay.
Speaker 1:Okay, when you went into that red room and then I hit an idling animation. Right, so the red room that you walked into with the one other door in it. That door was six, labeled six. Okay, I said three because I thought you stayed in that.
Speaker 2:Oh yeah, I would have stayed in to I wouldn't have gone out of order.
Speaker 3:Right, that's what I'm saying. You didn't go in the red room.
Speaker 2:I didn't go in the red room then, correct yeah.
Speaker 1:So you stayed in the original room that you guys went in.
Speaker 2:Yeah, I stayed in.
Speaker 3:He opened the door and went.
Speaker 2:oh shit, it's different. And then you guys were in, we went, we were, but when?
Speaker 3:you opened the door, it changed for your perception. You were no longer seeing us Correct, we weren't there anymore. You opened the door and it changed on you Okay?
Speaker 2:Well then I wouldn't have gone in, I would have waited until four, right yeah?
Speaker 1:Okay, yeah, now you guys are in the red room.
Speaker 4:You got the gold key. And now you see a door that says two and four. I will open the door that says four Okay. I think this is. He went through three. I think we're trying to do them in order.
Speaker 3:Mm-hmm.
Speaker 4:I hope he's gone through.
Speaker 3:He should be in three.
Speaker 4:He should so, if we open this, I can't think about it too much or talk about it much longer. I'm going to lose my goddamn mind.
Speaker 1:So I open four, okay, you open four, and it opens up into a blue room with a chest on the other end of it, and that's it.
Speaker 3:Yeah, I think that's what this key's for. Okay, let's go. This is the room that I think we saw in the hallway that had the chest.
Speaker 4:Yeah.
Speaker 3:I think this is the room where it happens. Fuck it, I'm going for it. It could be another mimic, but I'm going to put the key in the chest and see if it works. Okay, you go in, you put a key in the chest and when you pop it open it is a leather armor set that's inside Gangster. Do I recognize any symbols or is it just plain leather armor?
Speaker 1:It's just plain leather armor.
Speaker 3:Okay, what all's in there?
Speaker 1:Just the top piece. It's a full helmet chest. Yeah, just full leather armor.
Speaker 4:I closed door four just to make sure we've continued on that correlation path.
Speaker 1:Cool when you close the door and turn around. The door now says six on it.
Speaker 3:Oh, I see what's going on here. I don't need this armor do you?
Speaker 4:I probably shouldn't take it. I'm not going to be here much longer.
Speaker 1:That's not what I was expecting, yeah because you're just not going to let it go.
Speaker 3:Yeah, I can't Now my character won't, let me just let it go.
Speaker 1:Vance, you were still in the original room and you see doors one, two and three. When you opened two, two, it wasn't the same room that they went into it was a different room.
Speaker 2:Okay, well, I'll open.
Speaker 1:I'll open two then two again because you said that's a different room than originally yep, now when you open it, it is the room you see a popped open chest, a little bit of blood on the ground. Close that door, okay go to three.
Speaker 2:Okay, so you didn't go in that door. No, I'm not going through anything until I see the number five.
Speaker 1:Okay, so you opened door number three and when you open that up, the door that you open up into is like in the corner of the room, and it is a red room that looks completely empty. However, there is a very ornate desk. This is an office, okay, but there's no other doors in this room.
Speaker 2:I close that door and I open the door one.
Speaker 1:Okay, the door that you originally entered the room in.
Speaker 2:Yes.
Speaker 1:When you open up door number one, it opens up and you see Vance or, I'm sorry, you see Dolo and Daith standing in front of a chest.
Speaker 2:This is pissing me off, guys. Is that five? I don't see a five. There's another room over here with hang on and I go to try to open three with the other door. Is it locked, Okay, Without closing the other door?
Speaker 1:If one door is open, you can not open another door, all right.
Speaker 3:Well, get in here.
Speaker 2:All right, I get in there. Okay, when you?
Speaker 1:close the door behind you. This is just the only door in the room Now. The door behind you says five.
Speaker 3:Mm-hmm.
Speaker 4:All right, what the fuck?
Speaker 3:Yeah, no, this makes sense.
Speaker 2:No, don't you bullshit me, yeah, no.
Speaker 3:This is making more sense. We got to find Okay. We got to find okay, the door we're in when we close it. We now have a door that says six, correct?
Speaker 2:No five, it says five, so now we can head through five.
Speaker 3:So it changed from six to five.
Speaker 1:No, oh yeah.
Speaker 3:Yeah.
Speaker 1:No, when you walked in, you walked in a door that said six.
Speaker 3:Yeah.
Speaker 1:Dungeons and Dragons puzzles.
Speaker 3:ladies and gentlemen, what did the door say when we closed it behind us?
Speaker 1:You never. It would have said five if you checked.
Speaker 3:It would have said five if we checked. Okay, yeah, yeah.
Speaker 2:Well, now we can just pop right back there.
Speaker 3:We got to stick together until we need to get to eight. We have to get to eight.
Speaker 2:Yeah, so yeah, just open up door five.
Speaker 3:Okay, when you open up door five, it now leads to that desk, that office, but there are no other doors in that room, not in that room.
Speaker 1:no, you just see a desk.
Speaker 3:Let's go back through the other door.
Speaker 4:Wait.
Speaker 1:This is the only door you can go through.
Speaker 4:Sometimes when we go into a door and we close it behind us, the number on the back side of it changes. So it's okay that there's not another door in this room, because this might become another door once we close it in and we're inside of it.
Speaker 1:I'm with it. Let's see what happens.
Speaker 3:So you enter the office, yeah.
Speaker 1:Okay, you enter the office and you are in a very elaborate office area.
Speaker 4:I'm going to go sit down at the desk and write a letter.
Speaker 1:There are bookcases and all the usual office old time office stuff.
Speaker 3:I want to go start looking through the bookshelves. I'm gonna start pulling on books and see if any of these bookcases open.
Speaker 1:Okay, while you're doing that, what?
Speaker 4:would you two like to do See what the number on the back of the door is once we close it?
Speaker 1:Okay, as soon as you close it, it says seven on it. Hey, that's good correct.
Speaker 4:Yeah.
Speaker 3:Okay, yeah, I'm also while pulling on books, looking to see if I see any books with the infernal markings that are on the journal that I have.
Speaker 1:Give me a either arcana or perception check and I go through the desk. Okay, you go through the desk. It's all unlocked. Give me a insight check.
Speaker 3:Arcana or what.
Speaker 1:Or perception.
Speaker 3:I'm gonna go.
Speaker 1:That is 19 19, okay, 25, or perception, I'm going to go. That is 19. 19, okay, 25. 25, okay. You find a hidden compartment in one of the desk drawers that has a silver key in it, nice. I pull out the silver key, okay. And then you notice, with your perception check, that a lot of the books it's just like scribbly, like these books are here for show.
Speaker 3:Yeah, they're not real.
Speaker 1:What was the number you got on it?
Speaker 3:19.
Speaker 1:They're not real. What was the number you got on it? 19. 19. Okay, you do notice that one of the books has a lot less dust on it than the rest.
Speaker 3:I'm pulling on that book.
Speaker 1:Okay, when you do, the desk slides off to the side and a bookcase goes down, and behind that bookcase is door number eight. Yeah, it is.
Speaker 3:Hey, all right, I don't know if we can go through eight without going through seven first Puzzles.
Speaker 2:Oh, yeah, yeah.
Speaker 3:Even though we found the door, we may not be able to go through that door until we first go through seven. So I say we leave here, go back through seven.
Speaker 2:Go back through seven right, Because we came in through six.
Speaker 1:The only room you haven't been in is seven. Who?
Speaker 4:knows, you might open that door, number seven, and fucking be looking at yourself. It could be a mirror.
Speaker 2:So yeah, we'll open door seven. We have the silver key. We'll open door seven.
Speaker 1:Okay, you go through door number seven and you see a nearly empty room.
Speaker 2:That's green, that has a chest in the corner.
Speaker 3:Okay, well, I got I got a key, I think so, yeah, and I just stand with my finger pointed at it I swear to god if you crack open uh yeah, and so I go open the chest.
Speaker 1:Okay, cool. Yeah, the silver key opens it right up. Okay, and in that chest you find a medium chainmail set of armor. Ooh, and with that medium armor I'm sorry, it was scale armor- is what. I meant to say, and it has a unique property where it is muffled, so it doesn't give you disadvantage on stealth checks. Ooh, nice, I'll be looking into that for sure. Do you all enter?
Speaker 3:the room and close the door. I think one of us should stay in this office, yeah, I'll stay in the office, okay?
Speaker 1:yeah, that makes sense and you two go through the door yeah, yeah, okay. Close it Anything you do in the office.
Speaker 3:I'm going to just keep you know. Dolo, I'm looking for anything. How's the lighting in there?
Speaker 1:What's it lit with Just normal? Are there candles?
Speaker 3:Are they in candelabras?
Speaker 1:Just candles on the desk, yeah.
Speaker 3:Just candles by themselves, just bleeding wax out onto the desk. Just bleeding wax out onto the desk.
Speaker 1:They're not in holders or anything. They're producing a flame, but there's no wax dripping. Oh.
Speaker 3:Oh, interesting, mm-hmm. The desk has now shifted off to the side. A bookcase went down.
Speaker 1:And door number eight is revealed.
Speaker 3:Door number eight is revealed. What else is in this room?
Speaker 1:That's it.
Speaker 3:That's it, just the bookcases and the desk. What else is in this room? That's it. That's it Just the bookcases and the desk. I am going to Actually you know what? I'm going to sit at the desk, okay, and I'm going to start looking around the desk. I know he found a hidden compartment, but I'm going to start looking around the desk to see how, like, do I just pull the because the bookcase has gone down? Yes, so there's got to be a way for this to come back up. I just want to see how it works.
Speaker 1:Okay, yeah, you find the hidden compartment. You see the button, you click it and the door goes away. Bookcase comes back up.
Speaker 3:Okay, cool, I'm not going through that door yet.
Speaker 1:I'm just going to be sitting in there fiddling around. Okay, you guys make it into the room with the treasure chest, close the door behind you and the door says three, tyson, you would remember that this is the room that you found in that original.
Speaker 2:You've looped back to the beginning, essentially Okay, and I guess we just kind of speed run back through three.
Speaker 1:Yeah, I won't make you guys figure out the doors, but essentially, do you guys want to make it back to the office?
Speaker 2:Yeah, I want to make it back to where Dolo's at.
Speaker 1:Okay, cool, you guys are all now back at the office and you just see door number eight.
Speaker 4:And you're sitting at the desk.
Speaker 1:Yeah.
Speaker 4:I thought you were going to open the door, god, no.
Speaker 3:Why Not by myself? Oh, that's fair.
Speaker 4:Well, we're together again All right.
Speaker 2:Everyone hands in and we all together open the door. Eight what's your squad name?
Speaker 4:Squad's name. Yeah, you guys got like a team name Necrowolves, necrowolves.
Speaker 1:Nice.
Speaker 2:That was very popular.
Speaker 1:Yeah, so you guys like really cutely open the door together.
Speaker 2:Yeah.
Speaker 1:Yeah, alright. You open the door, the same mist disperses from the room and you step in to a small little chamber that is housing a giant red crystal.
Speaker 3:Oh, hmm.
Speaker 4:Does it look like the one he showed me on his chest? No, okay, that doesn't look like yours.
Speaker 3:No, no, it doesn't. I quickly scramble through my jacket and I hand him the journal again and I go the journal again and I go see what is in there about the crystal, see what you can tell us about the crystal.
Speaker 1:Oh, when he sifted through, literally the only mention of the crystal is the fact that that necromancer knows it existed. He was not privy to any information outside of its existence.
Speaker 3:Is it encapsulated by anything?
Speaker 1:No, it's just spiraling. Oh, it's just spinning, floating. It's just like a containment chamber.
Speaker 4:Okay, so I can just do this above and around it.
Speaker 3:Mm-hmm. Okay, huh, I'm scared to touch it, but I won't to Okay, we probably should break it. I want to lick it.
Speaker 1:Old-timey science guy. Old-timey science right now.
Speaker 4:Remember, this is powering, a very strong magical spell.
Speaker 3:Exactly so imagine if I licked it.
Speaker 1:You could be very powerful.
Speaker 3:I could.
Speaker 1:Or die, or die or you may phase halfway into reality.
Speaker 3:It's not the worst trip I've been on.
Speaker 4:We've all been there where we've licked something that made us feel like we were in another reality.
Speaker 2:In another reality. Well, I could give it the old hammer test.
Speaker 3:Oh, you want to hit it with a hammer.
Speaker 2:Yeah, I do, yeah, he does.
Speaker 3:All right, I'm going to stand back.
Speaker 4:Yeah, this could just to throw it out there. This could get wild, because if you break this and I think we should, should- we're going to unleash a torrent something, yeah yeah, we are. So just a heads up yeah, we are.
Speaker 3:I want to hold on. Let's see if this would work. Uh, yeah, no, that's not going to work. It doesn't work that way. Yeah, I just get the hell out of the way. All right, I'm going to let him hit it with a hammer and then Hope for the best. Yeah, we all got. How many health potions did you give me?
Speaker 1:I did not. You each got two before coming in here I'm going to drink one since I'm at 31.
Speaker 2:Yep, did we get our health pack from? No, I'm going to drink one, yeah, which is how much health did it do?
Speaker 1:The health potion.
Speaker 2:Yeah.
Speaker 1:It's 2d4 plus 2. 2d4 plus 2. All right, Hell yeah dude.
Speaker 2:Minimum all right, hell yeah dude, minimum, that's always good wow almost yeah I was like I got, I got almost.
Speaker 1:I'm almost back, baby it's never good when the cleric is like I could use a potion.
Speaker 2:I guess I. Well, I don't want to. You know, I only got so many spell slots yeah yeah, I'm gonna top myself off here with a Cure Wounds. Okay, you guys are just prepping to smack a crystal at this point Well, if it blows up, I don't want to be so weak that I can't heal. All right, cool, topped off Nice, I got to look around the room to see if we're all ready.
Speaker 3:Yeah, before he hits it, can I roll a perception check to see if I can? I want to figure out how it's suspended, or I want to see, because you said it's just floating there yeah, something's holding it in place to keep it from falling. I just want to like walk around, look at it, see if there's any kind of Bam Bam. What do we got here? Magic 21. Yeah, it is magic. I was just going to say magic.
Speaker 1:You actually see a really thin fish wire.
Speaker 4:Oh.
Speaker 1:Oh.
Speaker 3:All right, so yeah, there's not much else I can do here. All right, I've reached the limit of my, unless I punch it. Yeah, I'm not going to punch it.
Speaker 2:Vance walks up and twirls his mustache into a little curly Q like an old-timey strongman. All right, yeah, Spits out his hands, rubs them together pulls out his war hammer because he's two-handed.
Speaker 4:I start slightly sliding behind, dave, I'm just standing behind Dave like yeah, You're doing great sweetie You're doing great sweetie, you're doing great bud and Daith is just watching straight ahead waiting to see if there's like a shockwave that comes out.
Speaker 2:Yeah, and I take a big, big swing with my warhammer.
Speaker 1:Okay, you take a big swing. I'll just say you hit it. I don't want to embarrass you with a two-hit roll. That's like a nat one and you like fart and die or something, and you like fart and die or something. It's just not good for anybody, theatrically or otherwise.
Speaker 2:Do you want me to roll damage or no?
Speaker 1:Okay, so you take a big swing at it and it cracks it. And when it cracks it you feel a pulse and everybody needs to make me a wisdom saving throw.
Speaker 2:Bad, Bad, bad, bad bad 18.
Speaker 1:12. 17. Okay, everybody passed. It feels like your reality is being torn apart, where the realm that you are in seems to be just fighting with itself. After you hit that, the crystal isn't completely broken yet, but it's almost as if the world around you just screeched.
Speaker 2:I turn, give him a.
Speaker 4:I think that's good. Let me check something real quick. And I'm going to use one of my other ranger abilities Detect Portal. Okay, it just lets me detect the nearest planar portal within a mile.
Speaker 1:Okay.
Speaker 4:In case we've got to get out of here For sure. So the closest planar portal within a mile. Okay, in case we got to get out of here For sure.
Speaker 1:So the closest planar portal is currently directly above you.
Speaker 4:Okay, okay, oh.
Speaker 3:Well.
Speaker 2:All right, well, well, if we got to go, we got to go.
Speaker 3:Yeah, but how do we? Get out of here Maybe, yeah, but the door behind us did it change numbers when we walked in?
Speaker 1:The door behind you does not have a number on it.
Speaker 3:Yeah, because we went through door eight, so there are no more numbers. So technically.
Speaker 1:You have no idea what's on the other side of that door no. Oh.
Speaker 2:Should we look yeah Before we?
Speaker 4:finish shredding reality.
Speaker 3:While he's sitting there just death, staring at him, asking is it okay to hit it again. I'm going to peek out the door.
Speaker 1:Okay, yeah, you look out the door and it is a very, very elaborate bedroom.
Speaker 3:Like elaborate, like full of shit, just like fancy, fancy, fancy yeah.
Speaker 1:Like Tempur-Pedic mattress.
Speaker 3:Yeah, one of the big ass purple mattresses. Yeah, yeah, uh, I have a feeling if he hits that again, this is our only way out and I don't see any other doors in this bedroom. I think we need to destroy it. But should we go check out this bedroom? We could you hold? He's like yeah, wait, what if we leave?
Speaker 4:him there with the crystal, since there's this bedroom. Good you hold. He's like yeah, wait.
Speaker 3:What if we leave him there with the crystal, since there's nothing else in there?
Speaker 2:Yeah, yeah, I just I stay ready to just bring the hammer down.
Speaker 3:Okay, yeah, let's go check out the bedroom. I don't know, man. I feel like we're playing into a trap also.
Speaker 4:Yeah, but there's only a adore.
Speaker 1:You guys gotta make a decision quick. You gotta either destroy this crystal or search this bedroom.
Speaker 3:I'm gonna fuck it. I want the stuff in the bedroom, but also I feel like we should destroy the crystal. Okay, it's the right thing to do.
Speaker 1:Okay. With the second swing the crystal cracks even more, as what seems like the air around you is pulling you into this crystal with every strike and you feel every fiber of your being just getting sucked in to whatever this mass is. I won't make you make another wisdom saving throw, but it'll take one more swing to break this crystal.
Speaker 2:This is a tough crystal, all right.
Speaker 1:With the last swing, the crystal explodes and in a blinding, flashing red light, none of you can see anything, but you feel your body being twisted and warped into the center of this crystal as it explodes out, and the three of you are left in a shrouded, open emptiness. You can look up, you can look left, right, down, every direction and see just void. But you're standing on something, like you're not falling. It almost is like you're standing and when you're walking, like you can take steps, like there's some plane that's holding you here, but it's just void and shroud around you.
Speaker 3:Can he still detect the portal above us? Can you still feel this portal above us?
Speaker 1:You cannot. However, you can detect a portal directly. I guess it's hard saying that there's nothing, but then give you directions. But the way that you guys are facing now there is a portal in that direction. But in that moment you hear Alyssum. She goes, it seems you've thwarted my plans again. That first insignificant town. Then I can't track you down in Kerr Hill, and now I have to start back from square one with this crystal. I say we settle this now, as she appears in front of you through that portal that you were detecting.
Speaker 2:Shoot her again.
Speaker 1:But it's only her, and at that moment she throws out her hands and instead of summoning creatures, she summons basically like giant ballistas and walls, as she has created, essentially an arena that she has hid herself in. Everybody. Roll me initiative.
Speaker 2:Six.
Speaker 1:Ten Fourteen. So this big arena that, now that you're looking at it, looks like she has assembled the pieces of her broken mansion to create a hodgepodge of an arena. She sounds incredibly pissed. How would you like to start? So we can't see her, we can't. But something that gives you an advantage is you can detect where that portal is.
Speaker 4:Yeah.
Speaker 1:So you at least have a bearing on your directions.
Speaker 4:Okay, can I try to observe the area and get a sense of a pathway towards her?
Speaker 1:Yeah, essentially, right now it's almost like if you ever went paintballing, how it's like it's a big open field with like a bunch of just random stuff spattered about it.
Speaker 4:Yeah.
Speaker 1:It's more like that.
Speaker 3:Can we see the stuff?
Speaker 1:Huh, can we see the stuff? A lot of the stuff. Yes, yeah, you can't quite see the entire arena, but you suspect that she, when she created all of this, she's hidden somewhere. You don't have an exact idea on where she is.
Speaker 4:So we're in a holodeck. Yeah, yeah, yeah, um yeah, I'll turn back to the guys. Okay, so she's in here somewhere. I think we just got to kind of duck and weave our way to her, because she's got fucking ballistas and I'm going to try to make my way to the next piece of cover. I'm going to American Gladiators, this shit.
Speaker 1:Yeah, you are. So you picked up to hide behind the covers. So you need to give me a dexterity saving throw as you dive and the ballista shoots at you. Perfect, I'll give you advantage because you were able to piece it together that those were probably going to activate at some point 13. Okay, cool, that does succeed. Is that the end of your turn?
Speaker 4:I think so. I don't think I want to go too far ahead without everybody else. Cool, that does succeed. Is that the end of your turn? I think so. I don't think I want to go too far ahead without everybody else Cool.
Speaker 1:It is now her turn, and almost in an instant she pops up in front of all of you at the same time and she reaches out with claws, spectral claws, and slashes at all three of you. I need all of well, I guess it's one attack for everybody. So a 15. Who gets hit by a 15?
Speaker 2:Miss that new armor. Help me out, nice.
Speaker 3:I got hit by a 15.
Speaker 1:Okay, you got hit by a 15. So you will take max damage, that is, 10 necrotic damage as claws rip through the front of your clothes. But as she disappears, all of you can get an opportunity strike against her as she falls down through the plane.
Speaker 2:Oh hell yeah, Big swing, oh nat 20.
Speaker 1:Damn okay. Hell yeah, Give me that damage.
Speaker 2:All right, I'm assuming the radiant damage doesn't double either.
Speaker 1:Why would you assume that?
Speaker 2:It does Okay. Well, I got five on the initial roll 2d4.
Speaker 1:No. If your weapon does 1d4 of radiant damage, that doubles too.
Speaker 2:Oh cool, and then five on the radiant damage, so ten total damage. Okay, five radiant.
Speaker 4:So 10 total damage. Okay, five radiant Sweet. Anybody else hit Instead of attacking, can I use my bonus action to Hunter's Mark her?
Speaker 1:Yes, absolutely.
Speaker 4:Cool and that is.
Speaker 1:Does that just happen? I think it's a wisdom save, isn't it? On my part, I believe so. Oh, that's a D6. That's guaranteed to fail.
Speaker 2:No, no, no, you rolled it. Keep it. No, no, no you rolled it.
Speaker 1:Keep it, okay. That is a six plus five, so 11. Okay, then she is hit. Okay, and Hunter's Mark reveals where she is correct.
Speaker 4:Yes, okay. And it also adds force damage to attacks made against her.
Speaker 1:All right, so with your Hunter's Mark, it has revealed that she is essentially on this arena. You can see exactly where she is. She is back towards the portal, but she is underneath on this arena. You can see exactly where she is. She is back towards the portal, but she is underneath one of the ballistas and a makeshift structure that she has made.
Speaker 3:Okay, how far away is that?
Speaker 1:About, I'd say, 70, 80 feet from Daith, so about 120 from you guys, but it is now Dolo's turn and then it'll be Vance's turn. About 120 from you guys, but it is now Dolo's turn and then it'll be Vance's turn. You guys can charge it if you want, but you will be taking Ballista Fire the whole way and you get advantage on your saving throws if you duck behind cover instead of dashing.
Speaker 3:My first move is I'm going to dash towards the nearest cover. That gets me the straightest line of sight towards where she is.
Speaker 1:Okay, so you are using the cover. Yeah, I'll use the cover for the first time, Give me Dexterity saving throw with advantage Vance. What would you like to?
Speaker 2:do? I would like to cast Resistance on myself.
Speaker 3:Okay, 20 plus. Ballista is probably a piercing damage, and then I would like to cast resistance on myself. Okay, that's a piercing.
Speaker 2:20 plus Ballista is probably a piercing damage.
Speaker 3:Mm-hmm.
Speaker 2:And then I would like to scramble over with some cover, because I need the advantage.
Speaker 1:Okay, cool, go for it.
Speaker 2:Because I don't get the disadvantage anymore. But I don't have great Ugh Nine.
Speaker 1:So that is definitely damage taken.
Speaker 2:Yep.
Speaker 1:So now that you guys have pieced together, that was max damage as well. So that was seven piercing damage.
Speaker 2:Minus two.
Speaker 1:Nice. So because you guys know where she is, instead of guessing, are you guys just going straight for her?
Speaker 4:I am.
Speaker 1:So let's go ahead and just speed this up. Give me two more dexterity saving throws if you're using cover, or one without, and then you will be able to make it to her.
Speaker 3:So I got a net 20 on my first one.
Speaker 1:Okay, on your saving throw Awesome, you take no damage. Okay, I got a five. Okay, and you guys all used cover, yeah, okay, so you take another D6.
Speaker 4:You take five piercing Minus four. Just for the dramatic effect of it. Instead of sprinting, I'm going to use Misty Step.
Speaker 1:Perfect, we see him stand up and look around and then he appears at the next thing, so that they aren't sure where he's at to shoot, Definitely With the Misty Step, getting you immediately behind cover. No saving throws needed. You don't take damage.
Speaker 2:God, everyone is so much cooler.
Speaker 3:I'm not taking cover for the second one I'm dashing out into the open.
Speaker 1:Okay, so if you're in the open, you don't get the advantage.
Speaker 3:Unnatural 20.
Speaker 1:Okay, yep, saved. What about for your last?
Speaker 3:one Are the ballistas shooting at me though.
Speaker 1:Yes, they're basically. Every time you pop out of cover they're firing as you guys get behind cover.
Speaker 2:Okay, nat 20 on the second one.
Speaker 1:Okay, cool Now for every time that you guys hide behind cover she pops up to swing and attack at you, and then you guys will get the opportunity attacks.
Speaker 2:Okay.
Speaker 1:So first one, that's going to miss everybody because it happens all at the same time. So if you guys want to do your opportunity attacks. So if you guys want to do your opportunity attacks Okay 12? Okay, nope.
Speaker 2:Nope, alright 17.
Speaker 3:Okay, and then damage Depends on what I'm doing, right?
Speaker 1:Yeah, it's a weapon attack.
Speaker 3:Oh, it's a weapon attack Yep 12 to hit Nope. In that case boom 5.
Speaker 1:Cool, and then one more for the second round. It was an 18 on the die. I'm guessing that's going to hit everybody.
Speaker 2:Yes.
Speaker 1:For minimum damage. So five necrotic to everybody that was hit and your last round of opportunity attacks before you get it to her 15.
Speaker 4:That hits.
Speaker 2:Nice.
Speaker 1:Seven, uh-oh Three. Okay, you do the radiant damage though.
Speaker 2:Three regular, two radiant. Okay, no wait, I got seven. Five regular, two radiant.
Speaker 1:Okay, there you go.
Speaker 2:Yeah, nice. I was trying to add and subtract, and then I subtracted the things.
Speaker 1:I should be adding to it, but at this point you have made it to her and you have found her. We are going in just normal order From the radiant damage that she's been taking. She seems severely weakened by that and the crystal being destroyed.
Speaker 2:Hell yeah.
Speaker 1:We are now back up at the top with you, daith, okay.
Speaker 4:Yeah, I will fire a shot at her. I'll use my bonus action to add some additional force damage.
Speaker 2:Kick her in her biscuits Daith 24.
Speaker 4:To hit yeah, definitely 15 damage. 7 of it is force damage. Okay.
Speaker 1:That's very good. We are now on her turn, where she is getting very desperate and I need everybody to make me a wisdom saving throw as tentacles erupt and lash out at you. That's no good, buddy, this is what you're supposed to be, good at it's hard to be.
Speaker 2:I am good at it. I got an eight.
Speaker 1:Yeah.
Speaker 2:But I rolled a one.
Speaker 3:Yeah, I got a six.
Speaker 1:Okay, that's not good. It's not Twelve. Okay, none of you passed Wavery voice twelve. Okay, everybody pucker up as you are hit with five, nine, 14 plus 4, so 18 necrotic damage as tentacles lash out and slap the shit out of you guys.
Speaker 2:Give me back my foreskin.
Speaker 3:Oh, you're one of those guys.
Speaker 1:Gosh, I thought I saw you outside with a sign.
Speaker 2:Oh no.
Speaker 1:How's everybody doing? I ruined a pair of khakis for this.
Speaker 3:I'm going to drink my last health potion. That's what I'm doing, okay.
Speaker 1:Quick, fast and then a hurry. So that's your bonus action for your turn.
Speaker 3:No, it is my turn now.
Speaker 1:Yes, To end her turn. She disappears through the floor and pops up in front of the portal. You guys can make it to her. It's only about 30, 40 feet away, but it does look like she is trying to escape.
Speaker 3:Oh, in that case is it my turn? Yes, In that case I'm throwing a firebolt at her ass. Okay, but I'm going to spin one of my magic tomes to turn that into radiant damage.
Speaker 1:Very smart Nice.
Speaker 3:Yeah, that into radiant damage. Very smart, nice yeah.
Speaker 1:That's a three, so a three.
Speaker 3:Mm-hmm.
Speaker 1:That does miss.
Speaker 3:Yeah, it does.
Speaker 1:And is that the end of your turn?
Speaker 3:No bonus action. I'm taking my potion.
Speaker 1:Okay, Vance, you see she's trying to escape. Madam.
Speaker 2:I don't like that kind of thing. Yeah, guiding bolter.
Speaker 4:Okay, that's his catchphrase.
Speaker 1:It's not a very good one. Very heroic.
Speaker 2:Yeah, 15.
Speaker 1:Okay, 15 does hit.
Speaker 2:Oh, hell yeah, and it's all. Radiant damage correct 12. Radiant damage.
Speaker 1:Okay, doubled. She is basically crawling at this point to try and get through the portal as we get back up to Dath 25 to hit.
Speaker 4:That does hit, okay.
Speaker 1:Is it physically possible for you to do less than three damage?
Speaker 2:Hang on, teacher. Teacher, you said she's crawling. Yeah, that's a ranged attack.
Speaker 1:That's true, so disadvantageous.
Speaker 2:Yeah, you, son of a bitch, this is your fault. I know, I was just going to let it happen 23 on the side that still hits.
Speaker 1:Yeah, fucking Tyson, no I can't.
Speaker 4:I'm rolling. I have a plus four to my damage.
Speaker 1:Okay, so you, she goes. She's basically crawling. She reaches up to try and touch the portal as your arrow pierces the back of her head.
Speaker 2:Just cuts her finger off. Yeah, that's the last bit, yeah.
Speaker 1:Pierces the back of her head as she screeches out and dies. The last bit of illusion magic that was holding this realm together begins to collapse on itself. I need all of you to make me a wisdom saving throw.
Speaker 2:Hey, natural 20.
Speaker 3:I got 18. 27.
Speaker 1:12. A 12. Okay, so you're gonna take you can have some of mine. You're gonna take a decent amount of damage, maybe so you're gonna take 19 points of force damage as this realm literally collapses in on itself and spits the three of you back out where you started.
Speaker 3:Is there just like a halfling and a wizard standing there going whoa Pretty much, yeah, yeah, whoa.
Speaker 1:Yep, that's essentially exactly what happens.
Speaker 4:Where the fuck were you guys? You're supposed to be in there with us, but hey what a cool team building friendship adventure we had.
Speaker 3:And I pat you on the shoulder and.
Speaker 2:I cast Cure Wounds.
Speaker 1:Oh, that's nice, yeah, pretty good.
Speaker 2:Take 22 health.
Speaker 1:Nice.
Speaker 2:And then I look at the other wizards. They're like you should be jealous about the cool adventure we were just on.
Speaker 4:The treasure was the treasure and also the friends that we made along the way. It was so cool and definitely not almost deadly.
Speaker 3:I walk over to the barrel of health potions. I'm not even asking, I'm just popping them open and drinking.
Speaker 2:I'm eating the pizza off the floor. Where's that rotisserie chicken? It's just one bite.
Speaker 1:Absolutely. Where's that rotisserie chicken? It's just one bite, absolutely. So, as that happens and all of you return to the surface, you notice that, because of the attachment that this ethereal realm had and the grasp on reality that was here, an entire shroud of darkness has completely encapsulated the land. We are now plunged into what looks to be darkness, as that ethereal world is literally being shot out into this plane. So you're seeing pieces of the mansion flying around. All of these spectral beings that were created here are just popping up and starting to wreak havoc in the streets of this city, as two worlds have literally collided into one, revealing the shadow organization that has been trying to take over the land for the last three years.
Speaker 2:I look at the elf wizard and I go.
Speaker 1:What did you? Do oh, the wizard looks and goes. We, we could have. We had. There's no that way that we could have predicted this. We thought we were just eradicating a realm. As all of this is going on, the world it's. This is where we're zooming out, right, we are zooming out on the grand scale of this adventure so far. Just Seraphont just says, act two.
Speaker 2:Yeah, basically, yeah, kind of.
Speaker 1:As we zoom out, it seems that the entire continent has been plunged and each realm is now dealing with this, as all of these essential shadow warlords have been brought into the light of the public.
Speaker 4:Please insert disc two.
Speaker 1:Yes, welcome to the new realm.
Speaker 3:It's a new realm order. All right, so do we get our cart back?
Speaker 2:Yeah, that's what's important.
Speaker 1:I'll say you either get the cart back or you level up. How about that? All right, I really like the cart, the cart is going to be really handy.
Speaker 2:We can always level up later. This cart's the cart, yes.
Speaker 1:Nothing bad happened to the cart. Av is there and be like hey the cart's fine, she's like bloody.
Speaker 3:She's like oh shit, there's stuff in the sky guys.
Speaker 4:Hundreds of spectral beings around this cart.
Speaker 3:She's level 14.
Speaker 4:I'm more of the shadow lords now.
Speaker 1:So, yes, you have successfully destroyed Alyssum and brought this shadow realm that has been controlling the land for three years to light, but at the cost of literally a crazy anarchal state that now has to be put back together. How the lands will recover is now up to you, as the world develops. Thank you all for listening. That is where we're ending this episode.
Speaker 3:Nice yeah.
Speaker 4:Nice, yeah, wait, the fate of the world's up to these two, yeah.
Speaker 2:Good luck. Good luck everyone else.
Speaker 3:Yeah, what happens to Dath here? Does he just go back to work? Yeah, that's up to Dath, he just goes back to work.
Speaker 1:We'll catch up with him next time, yeah all right, it's a Tuesday, you see him walk up to a punch card and clock out.
Speaker 2:He's like I got my 15-minute break.
Speaker 4:I keep telling you it's Thursday. That's why I'm staying here. It's another Tuesday.
Speaker 1:So thank you all for listening. My name is Tyler. If you want to see more of us, you can always watch our episodes. Come to our live shows or catch us on Nerd News.
Speaker 2:Yeah, and I'm Tyson Cox. We have live shows. We do a monthly at the White Rabbit the second Tuesday of every month and another monthly the first Wednesday of every month at Planet of the tape. It's in louisville, kentucky, uh. And if you like us, find us at monster monster show. Tell a friend, leave a review. That helps a ton, uh. Also, I think this will be out before gen con. So if you're at gen con, find us. We're doing a ton of events. We got two live monster monsters. We might have like three different stand-up shows, four maybe it's gonna be a good time. And also, if you like me which I hope you do, boy, I hope you do you can find me at tyson Comedy, everywhere I do stand-up.
Speaker 3:Yeah, I've been Dolo. My real name's Brian Petrie, but also my real name is Dolomir Sedrin, so I don't know you figure it out. I do comedy. You can find me on Instagram and the socials, at TikTok and Facebook and all those things. Just come check. I'll teach you how to do the Northern Nod. You never know. So follow me, we'll do some stuff.
Speaker 1:And our very special guest.
Speaker 4:I'm Rev. I've been playing Daith Garmajan, the interdimensional ranger, and you can find everything about me at the CritShowPodcastcom, where we play Monster of the Week and other Powered by the Apocalypse games, booyah.
Speaker 2:Booyah, and thank you for letting us use your studio. Yeah.