Land of Eem: Actual Play

Venturing into the Land of Eem: Keys, Clams, and Treasures

September 14, 2023 Ben Costa, James Parks, George Higgins Season 1 Episode 11
Land of Eem: Actual Play
Venturing into the Land of Eem: Keys, Clams, and Treasures
Show Notes Transcript Chapter Markers

Ready for a wild and thrilling adventure? Strap in as we guide you through the mysterious Land of Eem RPG. We're uncovering the unique rules of the Random Dungeon, showcasing how to create an unforgettable dungeon crawl experience. Intrigued? Wait till we introduce you to the pivotal role of keys as a meta currency, and the unpredictable hazards you may encounter - from creatures and traps to puzzling riddles.

A riddle in a giant clam, a room escape, and the answer is 'water'. Sounds bizarre? Trust us, it's just another day in the Land of Eem RPG. We're taken aback as the room fills with raging water and the clam's haunting last word - 'Anchor.' We navigate through the Marshgate Mansion, learning to use our precious keys wisely. One wrong move and we could be in for a fight or losing a relic suit of armor. But this is all a part of the journey, isn't it?

And what's an adventure without magical items and a treasure hunt? Join us as we marvel at the Dragoon's Great Helm of Lies and the Bear Skin of Trivia. But the real prize here is the Mad Marion's Multiple Map, a path to untold treasures. And if you think that's impressive, wait until you hear about the mundane items with magnificent traits that can flip your gaming experience upside down. So, pack your bags, adventurers. We're heading into the Land of Eem RPG!

https://linktr.ee/landofeem

Speaker 2:

Hi, alright, it means meeting you guys here in a place like this. You know, yeah, yeah, totally classic, classic, classic.

Speaker 3:

Welcome to the Land of Eem. Actual play, the adventures of Galen and Riley. We're gonna be playing some Land of Eem and the Land of Eem sandbox. It's gonna be a blast. I've been looking forward to this all week. You know what I mean.

Speaker 2:

Yeah, have we considered changing this to the Land of Stream?

Speaker 3:

It's not a bad idea. It's kitschy and I like it.

Speaker 1:

You know if we were wildly popular, sure, but yeah, said we're a bunch of underdogs we need did the name recognition of Land of Eem.

Speaker 2:

We're diamonds in the rough, you know.

Speaker 3:

Oh yeah, for sure, for sure. Cool. Where did we leave off Last week? And for those of you that are new to the stream, we're playing the Land of Eem RPG in the sandbox that we created, the the Mucklin sandbox.

Speaker 1:

Yeah, I'm gonna link the PDF bundle right now so you can go download it if you haven't yet. It's free.

Speaker 3:

It's really substantial. It comes with the entire rulebook, some, some basic characters like Rylan and Gaely, like Galen Gaely, and there's a big sandbox yeah, sandbox some adventures and the whole. The whole game System and tone and feel is inspired by the rickety stitch and the gelatinous goo graphic novel series, and check that out, if you haven't. He's not so.

Speaker 1:

And updates. You guys are in the town of Marshgate, which is right here. The town of Marshgate just went through a battle with Muckman. You guys Told the Orches to go fight the Muckman on your behalf and there was a big battle. The Orches won. Sklench is now the big Orch. You went back to Marsh Marshgate, but Vera, the math magician, the troll, one of the leaders there in town, has now asked you to go find crazy Ernie trap maker.

Speaker 2:

How's the traps?

Speaker 1:

At Marshgate manor because no one has seen him since the battle. He's gone missing and no one can get inside his manner. And he's getting your paperwork ready for the bridge. You Get the bridge going. First, sven, the Yodeling troll who's at the crack quest one right, first quest we.

Speaker 3:

Get back to this point 3,000 miles and 10 sessions, many near-death experiences. Friends made enemies made.

Speaker 1:

You've still got the zone in Bok with you. You're standing outside of Manner.

Speaker 3:

Getting great for you goopy-doop questing. Let's go for a crazy Ernie in this manner.

Speaker 2:

I put on my ascot, you know, like Fred from Scooby-Doo and I get ready to rock. Yeah, what does crazy Ernie's manner look like then?

Speaker 1:

It sort of looks like you know a haunted mansion or like a weird, just like you know odd towers, just like in haphazard.

Speaker 2:

Is it like mostly wooden in construction? Like wooden and rickety. Everything is dark inside.

Speaker 1:

Maybe hot, it is the wrong word, it's. It's just like like a weird inventor.

Speaker 3:

There's certainly like pipes going everywhere spires on spires on spires yeah yeah, every smokestack also has an organ tied into it, so it's like makes weird, like oh Weird noise all the time.

Speaker 2:

Yeah.

Speaker 3:

Yeah.

Speaker 1:

So what we're gonna do is we're going to use the Random dungeon rules.

Speaker 2:

Dungeon generation is this one of the keys.

Speaker 1:

Yeah, so this is how it will work. You guys have to amass five keys, and, and. Keys are a meta currency. They're not I mean, they could literally be keys, but the real it's more just about, like the ways you were Figuring out how to navigate this dungeon, which could be like Actually finding a key or just figuring out the way, or whatever it's. It's an abstract concept. Yeah, so you have to get five and Each time you enter a new room, one of you roll a search check. You'll switch off and, depending on what you roll, you may encounter something. So I like it let's do it.

Speaker 3:

Dungeon crawl.

Speaker 1:

Indeed. Well, we get the end.

Speaker 2:

I mean, this is this is what I like is we've done other play tests of this and we've the system is flexible enough to do this random dungeon generation, you know, at the drop of a hat. Or we can do like one of our previous episodes there was the the more structured dungeon crawl, and you can adapt the system to that and still plug in all the random creatures and elements to it, which is really nice.

Speaker 1:

Right. The benefit of this is it doesn't require a map exactly and you're using random tables, so I'll just pull this up to give an idea.

Speaker 1:

Yeah, let's, let's show it off. What's happening here and this is in the core rulebook yeah, you'll roll a d12 plus search. If you roll a one or two, you lose a key and you encounter a hazard. And then, when you encounter a hazard, you roll d6 to determine what type of hazard there's creatures, traps, obstacles, riddles or puzzles. I'll tell you off the bat, this is just gonna be full of traps, obstacles, riddles and puzzles. If you roll a three or five, you just encounter hazard. Six or eight, you gain a key and encounter hazard. Nine through eleven, you gain a key and twelve gain two keys, and then you can spend the keys in certain ways. So you could just gain five keys and find what you're looking for, which, in this case, is crazy Ernie. Or you could use, you could use the keys to find treasure, hordes or a helpful item, helpful NPC. You've spent six keys, yeah.

Speaker 3:

I love that mythic horde going going above and beyond in the dungeon to get that six key and spend it for a mythic horde. That's pretty cool, I.

Speaker 2:

Mean. I think that's probably what we're gonna end up doing. We're gonna we're gonna get the fifth key. We're gonna see crazy Ernie through a doorway and ignore him entirely and just go for mythic horde or, in classic Land, vene fashion.

Speaker 3:

Riley and Galen will adopt him as an NPC, and Then the string of NPCs that follow us around will be huge muggers. I love it. It's a strange thing now, as is L Berry Berry tin. It's just zone in buck.

Speaker 2:

I like to believe that that they've, we've, elevated their lives. We have found it. Well, maybe not L Berry, berry tin, I don't know. I feel like we least we saved him from a cage.

Speaker 3:

Save the cage, and now he's a trusted advisor to the big.

Speaker 1:

So alright, so let's jump in here. Yeah, let's roll.

Speaker 2:

Do we need? Do we need supplies before we jump in? I Assume that we've like spent a night and healed up at least my plan is to get that mythic horde to find yeah, yeah all right, I don't have enough materials to craft anything yet either.

Speaker 1:

We can say that you had a night of rest and, yeah, food, so you can roll to heal courage.

Speaker 2:

See what? Yeah, I was halfway down. No, I was at five out of sixteen. Her courage, so I'm D6 plus level right.

Speaker 1:

Yeah, or it's just a D6.

Speaker 2:

Okay, six plus levels when you go unconscious that's right, that's right, so it's just so I gain one hit point back.

Speaker 3:

I'm I'm full. I didn't took nearly no. I think you would get plus two George because of like comfortable, yes, accommodations, all right.

Speaker 2:

Nothing could possibly go wrong in a trap.

Speaker 1:

So when you get there, it looks like the front door has been tampered with and broken in Interesting like they were successful in opening it a B&E, yes, but they just found it impossible to get through the crazy traps. And what not crazy earnings.

Speaker 3:

Yeah, he is the the trap king so.

Speaker 1:

So one of you roll a search, check as you enter, open it up Georgie manner crazy ways I.

Speaker 2:

Believe I increased my search. Let me just double check now. Yeah, my search now has no penalty. That is how I increased my search, and that's a critical search.

Speaker 3:

Wow, nice, nice, right out the gates.

Speaker 1:

Yeah, so that means you gain two keys right out the gate. You describe to me how you Enter this place and like find a path to go.

Speaker 2:

We don't enter this place. That's. That was like step one, instead of like using the front door, just me and during around the garden.

Speaker 2:

That's like we like we walk around the perimeter of this crazy place because it couldn't be that easy and obviously the people didn't have success when you went through the front door. So we kind of go through, we walk around this massive primary, walking to the back, overgrown with weeds. I'm kind of like have my hand on the wall and I trip, but what I trip on is the entry way to like a storm cellar that's been overgrown and we go in that way. Awesome.

Speaker 1:

I love it. We got Elijah here.

Speaker 3:

Hey Elijah.

Speaker 1:

Hey, you know, elijah, Did you hear about the Battle of the Bards? Yeah, quick aside, brigadier. Stitchbook 3 is coming out in April. It's called the Battle of the Bards.

Speaker 3:

April 27 actually, and For those of you that are watching, it is available for pre-order on Amazon. You can actually find it now, but we'll do an official, you know, release, launch and share a bunch of stuff a little bit later.

Speaker 1:

Yeah and how's the adventuring? It's going pretty well, we just go pretty well.

Speaker 3:

Yep, we're doing a randomly generated dungeon crazy Ernie's. Well, no, it's not. We're looking for crazy Ernie in the Marsh Gate Manor. And George just rolled a 12 and we found two keys.

Speaker 2:

I'd like to point out that that's only downhill from here with a search check. Yeah, that's true.

Speaker 1:

Anyone familiar with the stream knows that we are bold and roll poorly, so Well, what if you just blow through it and just get to a mythic horde like super easily?

Speaker 3:

Let's knock on all the wood around just because that would be great, but I'm expecting Um shenanigans if?

Speaker 2:

well, I think that that might even happen, but getting the crazy Ernie after that when we have to amass five more keys, it's just gonna be like murderous. That's a 11 keys. That's 11 just get a mythic horde and leave which is not a bad idea either and say we come on, we can't get Ernie in there.

Speaker 3:

I just say he's dead, it's fine. Crazy Ernie is a classic, a rickety stitch. Minor Sub mention I mean we gotta find that guy. It's a classic Easter egg. He's a classic. Riggity stitch book one. All right, james, roll a search check. All right, here we go. D6 Come on, sorry, sorry, I skipped a step.

Speaker 2:

Nine hearts skipped a beat when I saw that one.

Speaker 3:

No, I know is that your total? That is my total. Yeah, I'm plus zero. Like Georgie, you gain a key.

Speaker 1:

Describe how, how you get further into this place.

Speaker 3:

So going down into the storm cellar, it looks like there's a bunch of, like pickled foods and, you know, storage area for a bunch of components that crazy Ernie uses, just like in his day-to-day life. And we wind around this, this I'll call it a basement, until we find a stairway that leads up to the place and I Tap on the handle, afraid it might be trapped, and jiggle it, and then it opens right up for us nice.

Speaker 1:

Nice, all right, galen.

Speaker 2:

Seeing as how this has been so easy so far. Galen gets bold and then he rolls. I Mean it's a six, and they ain't the worst we've ever rolled straight straight six.

Speaker 1:

Okay, now roll a d6. All right, here we go for, as is expected, okay. Roll a d100.

Speaker 2:

Zoni inbox is writing in his journal following us. So far it has been too easy. This is unlike Galen and Riley. I am waiting for chaos, not that.

Speaker 3:

Considering the object about charge, is the creator of traps and obstacles.

Speaker 1:

All right. You walk into this room and the door slams shut behind you. As you enter this chamber with ankle high, murky salt water.

Speaker 2:

How do we know it's salt water? Do I taste it? It smells of salt and briny. I'm immediately becoming Bryant like an El Pollo Loco chicken.

Speaker 1:

As a frog, you can just like feel it in your pores.

Speaker 2:

Yeah, I actually. My skin actually gets kind of like Puffy and like waterlog because the salt is just going in, get real thirsty and I have to chug from my canteen.

Speaker 1:

Exactly, yes, yes. All this happens. And then you see, like this giant clam in the middle of the room. It looks like super old and it immediately utters the words you keep me when you do not need me and throw me out when you do. No googling.

Speaker 3:

Oh, boy, I riddle. So it was, what was it?

Speaker 2:

one more time you keep me when you do not need me and throw me out when you do. Mmm, I mean, it's like trash plastic. You know friendship.

Speaker 3:

She didn't mean when you do not need me.

Speaker 1:

Sony and. Bach makes a note about, like how Galen values his friendship with Riley.

Speaker 2:

Don't aim back. Galen really is every second sarcasm sarcasm. Please just can you strike that. And zoning, no, I got, nobody did not. Everything is canon, he just Something that he.

Speaker 3:

Canon was on it yeah you keep me when you do not need me and you throw me out when you do yeah, I Keep thinking time, but I know that's not right. I mean, like I was thinking of keeping time but throwing a little like a promise you throw me out when you do.

Speaker 1:

Just let me know when you utter your answer.

Speaker 2:

I think we need a timer on the clock. Yeah, yeah, then give us no more than a minute and a half. Keep me when you do not need me, all right. All right when the stream is live, and live for 22 minutes. We're just going to, that's it.

Speaker 3:

Wow, keep me when you do not need me. You throw me out when you do.

Speaker 2:

I like the promises idea. I don't think that's it.

Speaker 3:

I don't think it's it either.

Speaker 2:

What do you throw out when you need something? Ideas no.

Speaker 1:

If you want, you can make a lore check for a possible hint oh.

Speaker 2:

I'll do it. Yeah, I'm all about that.

Speaker 3:

When you don't need me throw me out when you do.

Speaker 2:

I am Hugh Laurie. This is going to be a D12, a 3. Oh, that's a 5. You know what Is it? A 6? That is the threshold for a hint, then. Yeah, it won't be like a really pointed hint, but that's fine, I'll use a quest point to bump that up to a 6.

Speaker 1:

All right, just think about where you're standing in.

Speaker 2:

I mean.

Speaker 3:

Salt water.

Speaker 2:

Keep when you need me. Oh, is it urine? No, salty.

Speaker 1:

Is that your final answer?

Speaker 3:

No, you keep me. If you don't need me, you throw me out. When you do, it's bath water, right, bath water.

Speaker 2:

No.

Speaker 1:

Coming up on 22 minutes.

Speaker 2:

I know I got eight seconds.

Speaker 3:

Keep me when you don't need me. Throw me out when you do.

Speaker 1:

Five, four, three, two Going with water.

Speaker 3:

Water, I don't know. Yeah, you got me, you got me.

Speaker 1:

The room starts filling pretty rapidly with water.

Speaker 2:

Well, we got what we asked for.

Speaker 1:

All right yeah and you'll have five minutes. I was just saying I'm not really worried, Riley's already dead.

Speaker 2:

Yeah, riley's a drowning rat in a sinking ship.

Speaker 1:

You hear the clam laugh?

Speaker 2:

I'm going to start searching the walls, knocking on it for a weak point maybe, or I can use an ability. Give me a second. Yeah, Just turning eye, I'm going to roll a perception check to create a vulnerability in the wall right behind the clam. It looks like it's weak and crumbling. I can see some water kind of escaping through it. Let's see if this works. It's going to be a. I know. See, we used up all the good ones up front. Perception is going to be a plus one. It's a five. I can use a quest point again. Get it to a six. Ok, I do it. I do it. Let's just get out of here without dying yet.

Speaker 1:

All right? Well, it's true, but you'll have to bash it or whatever.

Speaker 2:

I start bashing. Bashers, bashers. Wow, I it's just. I'm not used to swinging in such thick briny water. The salt content is super high. It slows everything down. It's like being in the Dead Sea in Jerusalem, which is not canon.

Speaker 1:

But All right, Riley. You take three dread as you struggle to hold your breath.

Speaker 3:

Scrambling on the walls, yeah.

Speaker 2:

All right. Galen sees Riley's struggles and summons up his mighty strump and uses feet of strength to bust the wall. We're burning all of my abilities right up front with this. It's a eight.

Speaker 1:

All right, what do you think this means? You bash through, but that goes with a twist right. Yeah, there's a twist. Success with a twist.

Speaker 2:

I mean we could bash through, but maybe we lose one key. You know what I mean. In the process, we're swept into another room and checking our pockets, yeah yeah, through a grate in the floor, we still have one, you still have two.

Speaker 1:

Oh no, that's true. That's true. Ok, you would have gained a key through this encounter, got it? See, this is how it starts. See the strong beginning.

Speaker 3:

Yeah, we're now going to get chipped away.

Speaker 1:

Actually, you still have three, really Three, because you got two, one oh and one more, and then you would have gained one for this. But OK, fair enough. Yeah, you hear the clam mutter Anchor, anchor, anchor, anchor oh.

Speaker 3:

That's good, that's a good riddle.

Speaker 2:

I like it. I like that the clam gives it away, so we don't feel so bad about ourselves.

Speaker 3:

He's laughing at us, right Perl, bouncing on his clam tongue.

Speaker 1:

You slide blast like through on this river of water.

Speaker 2:

Raging water.

Speaker 1:

It's basically you're at raging waters, going down the water slide. Yeah, make another search. Check who's next. Is it James?

Speaker 3:

Yes, yes, sure, all right. D12.

Speaker 1:

What we got A four A four A four A classic four, the classic four.

Speaker 3:

Well, it's going to roll more fours than anything in ever.

Speaker 1:

OK, so it's just a hazard that you encounter no keys, no, nothing, nothing, nothing but trouble. So roll a D6. All right, Six. Ok, now roll a D100.

Speaker 3:

D100. Woo, woo, 30. What we got, all right.

Speaker 1:

So you're soaking wet. You find yourselves in this, I guess, hall and you can immediately see that the floor is covered with tiny holes. Oh jeez, oh no. And on the opposite side you can make out a lever. And this is about 30 feet away, 30, 40 feet.

Speaker 2:

I look up to see if there's like lots of spikes in the ceiling that might go on these tiny holes.

Speaker 1:

There does not appear to be anything in the ceiling. It's like all tiny holes in the floor.

Speaker 3:

Right, how far did you say the lever was?

Speaker 1:

It's like 30, 40 feet away 30, 40 feet Yeesh.

Speaker 2:

I pick up Riley and throw her 30 or 40 feet.

Speaker 3:

My body ragdolls against the wall. Yeah, the lever does get switched.

Speaker 2:

Yeah, can we search around for any kind of evidence of pressure plates or things like that?

Speaker 1:

Yeah, it depends on what you're exactly you're doing.

Speaker 3:

I'm going to use eye for you and spot a shield like that's, like a round buckler that's on the ground and going surfing. Yes, Actually, my intention was for you to slide me across the floor in the like whoa.

Speaker 2:

I mean, it's a lot like curling.

Speaker 3:

Yes, I want you to curl me across the floor my favorite pastime. I'm going to roll a search for. Yeah, I'll search six.

Speaker 1:

Okay, All right. Here's what happens. The shield is in the hands of a suit of armor and when you pluck the shield from it, it comes to life. Oh great, hey.

Speaker 3:

Brent, speaking of force, that's a friend.

Speaker 2:

Oh my God, we summoned him from the ether.

Speaker 3:

We summoned him by just mentioning fours it was some it rose him from his keep.

Speaker 2:

That's amazing.

Speaker 1:

All right. So you're in a conflict with this animated suit of armor. All right, this is trouble. Unfortunately, you can't parlay with it because it's mindless, it's an automaton.

Speaker 2:

Mindless. So the floor ahead of us had holes right, but the floor we're standing on does it?

Speaker 1:

Now there's like a little space where there are no holes.

Speaker 2:

I'm going to. I would like to because, ben, is it unreasonable to say my tortoise is with us?

Speaker 1:

probably.

Speaker 3:

Yeah, yeah, because there's a rule for having amounts outside of the dungeon where it confirms that they're safe.

Speaker 1:

And the Zozo bird like has a thing where you can bring it in.

Speaker 2:

Okay, yeah, that's what I kind of vaguely remember. Okay, so I would like to ask oh, let me roll. I need a roll initiative, but it's kind of a noncombat action. I want to shove him on the floor, george, perfect.

Speaker 3:

I was going to say I'm going to drop to my hands and knees so you can push him behind him, perfect, yeah, let's read my mind.

Speaker 2:

I like it. We finish each other's sandwiches, you know each other's togies.

Speaker 1:

You know what I mean? I don't know. I think that's combative.

Speaker 3:

Okay yeah, I sense it's a mindless thing. I was just gonna immediately see if we could.

Speaker 1:

I think Riley's action to go behind him is that could be done, okay.

Speaker 3:

That's, yeah, that's what I intend to do.

Speaker 2:

Cool, and then I'll have to make the combat action. So I'll just see if I go before this guy. Oh, initiative is D12, plus perception right. Yeah yeah, I wow, all right.

Speaker 3:

You like the flash.

Speaker 2:

Yeah, I very quickly scrunch down on my haunches and my powerful frog legs and leap with my frog feet forward into his chest and see if this actually hits. I mean, it does it Nice. You want a dread attached to it or you want to just see what happens with the trap?

Speaker 1:

Yeah, you push him into the trap and immediately, like once he lands, he's just riddled with arrows. Wow, like little darts actually.

Speaker 2:

Mm-hmm Shooting up on the floor yeah. Okay.

Speaker 1:

Yeah, you can roll, you can roll, dread, roll a D8.

Speaker 2:

Okay. So yeah, okay, got it, got it. He took no damage from my impact, but he takes damage from these little darts, the darts. Yeah, five damage these. It is pretty decent, did Ben? Did we notice that when the darts went off, was it like a whole wave moving forward of darts, or was it only the ones he fell on, or like how did it look?

Speaker 1:

Yeah, it was only where he landed.

Speaker 2:

Oh, interesting Okay.

Speaker 3:

Interesting. So it's like pressure activated Mm-hmm.

Speaker 1:

You hear like clicking noises and you actually see like greenish liquid, like on the night's armor.

Speaker 2:

Yeah.

Speaker 3:

Oh man, it's like poison darts Was on Yep.

Speaker 1:

The suit of armor. Crazy irony, get up.

Speaker 3:

Oh gosh, we've like made him more dangerous. He's like poison darts now Okay.

Speaker 1:

Falls forward onto us, but his armor is just like full of holes now.

Speaker 2:

Amazing Next round.

Speaker 1:

Round. Ooh, look at this guy.

Speaker 2:

Yeah, we'll see how long it lasts.

Speaker 1:

What are you going to do, james?

Speaker 3:

I'm going to attack it with a bow and arrow. Okay, for more. I stand.

Speaker 2:

I swing with my sword and let's see if it connects. Ah, shoot, I go wide.

Speaker 3:

I hit.

Speaker 2:

Nice.

Speaker 3:

Okay, d6 Dread.

Speaker 2:

Yes, well done.

Speaker 1:

Nice you. You knock its head, its helmet right off and it just falls into a heap.

Speaker 2:

Ah, well done dude.

Speaker 3:

All right now.

Speaker 2:

So we we know that the darts will penetrate, penetrate the armor, yeah.

Speaker 3:

So I'm not as confident about sliding it on the shield. Maybe if we could climb across the ceiling in some way or like is the ceiling just like straight wood?

Speaker 2:

Yeah, can we? Monkey bars it.

Speaker 3:

Yeah.

Speaker 1:

You were in like it's stone Stone. Okay, there's holes in the stone On the floor.

Speaker 2:

Let's see if I have any other abilities I can use real quick. No, I do not. I gotta level up. That would be a wise thing to do. Um can make another source check.

Speaker 3:

Oh man, I don't have the pole vaulting spear anymore. Oh, we gave that away. I would like to see if I could get it yeah, I did. That would work.

Speaker 2:

Uh, um, let's see, did I give away that harpoon.

Speaker 3:

Yeah.

Speaker 2:

Yeah, now I have Sclinches, trusty halibut, that's true. Um, I want to use the halibut to poke it like depress the um tiles with the holes that night fell on. I want to see if they fire again.

Speaker 1:

Okay, they don't.

Speaker 3:

Oh, interesting, oh idea. What if we go tile by tile and like poke it to make it go off and then step on it and poke the next one, make it go off and then step on it?

Speaker 2:

Just like one at a time. Yeah, we can just wing it with a shield or something like to set off a yeah right right, we'll set off one at a time in front of us.

Speaker 3:

Yeah, going a little tiny single file.

Speaker 1:

Yeah, we'll take some time and do that All right, um, let's, let's make a roll for that to see how that goes. No.

Speaker 2:

How thorough are we?

Speaker 1:

Yeah, so what do you think that would be?

Speaker 3:

Probably like. Maybe it? Well, it depends. I think athletics might be good because we're like kind of balancing act, trying to stand on one tile like all the way across. Sure, maybe nimbleness.

Speaker 2:

I know what my preference is, but I'll let the GM decide. Yes.

Speaker 3:

I am Take it Athletics is way better for me.

Speaker 2:

Yes, I do. You want to do you want to alternate roles, or how would you like us to do it? Then Like me and. James, or just make one.

Speaker 1:

All right, I think, just make one.

Speaker 3:

Uh, we'll both make one.

Speaker 1:

All right, okay, cool More. Now just just just one of you, just to see like how the whole operation.

Speaker 3:

All right, you make it, and then, george, I'll um lend a hand if it fails.

Speaker 2:

Okay, it don't, it don't.

Speaker 1:

Nice All right, it was a flawlessly executed plan, excellent. Uh, by the end of it, this is just like a swiss cheese piece of armor that's completely useless.

Speaker 2:

I can smell that it was once magical, and no wonder it pains us.

Speaker 3:

Yeah, so it was actually an ancient relic suit of armor is most powerful and a beam and that's destroyed, exactly, okay, all right.

Speaker 2:

Well, we got out of that one and we got no benefit from it.

Speaker 3:

Yeah, here's where. Here's where it starts. Yeah, do a search.

Speaker 2:

I mean uh, yeah, yeah you're right, yeah, so so we get to the other side, we find a lever, we we inactivate it and we access the wooden door beyond and that's a five and I hate my life because that's just another hazard. Uh, do I want to spend the last quest point and get at least make it worth your quest points already I spent two already.

Speaker 3:

Okay, holy cats I've got a full still, but I wish I could.

Speaker 2:

No, it's fine. I think, yeah, I think I want to make it at least a worthwhile hazard, because we're going to encounter a hazard, so I'll bump into it, okay.

Speaker 1:

Okay, all right, and all right, Now roll a d six and then a d one hundred.

Speaker 2:

Two eighty six, oh eighty six Marmots attack you.

Speaker 3:

I wish that's how it was, just like. Whatever the number is, it's like a hundred litches come out of the woodwork, yeah.

Speaker 2:

Well, I love the like. The way the old Dungeons and Dragons System would work is like they had a challenge rating or creature rating attached to it. So, like you know, like 40 rats still was like a challenge rating of 20 or something, because they were one half each or oh yeah.

Speaker 3:

I was never really a fan of that.

Speaker 2:

It's like yeah, I never paid too much attention to it, just you know 40 rats.

Speaker 3:

Then you get into a hack and slash slog of 40 rats.

Speaker 2:

Yeah, and then it's basically you end up fighting a rat king, it's cutting its tail and then it just scatter.

Speaker 3:

That's how you win.

Speaker 2:

That's how you win life. Fight a rat. King Succeed.

Speaker 1:

Alright, you find a huge, beautiful painting. It's the only object in this small chamber that you've come to. Okay, there's no other way to go. But when you, when you look at this painting, you can see that there are, like it looks, animated, like they're moving objects in the painting, like the birds and clouds Interesting.

Speaker 2:

It's probably I mean, it would seem to be a portal which is especially, uh, especially timely, because Super Mario All Stars 3D just came out and Super Mario 64, you jump in the that's what I call breaking immersion, guys, you know what I eat a mushroom to grow double my size. Yeah, yeah, and I eat a fire flower and. I burn the painting to the ground.

Speaker 1:

Alright, you're, you're encountered by, or you encounter, uh uh, four Goombas. Okay, 40.

Speaker 2:

40 Goombas, because they're the they're the Goombas from the Super Mario Brothers movie, though, and they're just like dinosaurs with tiny heads, john pops out.

Speaker 1:

Yeah, hopper, comes out of the painting and puts out which one of you is John, like was Ammo, and which I would love to be John like I don't want to be Bob Hoskins, I want to be John, like okay, alright, sorry, I'm sorry I've derailed this.

Speaker 3:

We all lose one dread.

Speaker 2:

Yeah, yeah, like um bringing that move yeah. Okay, so the painting.

Speaker 3:

Yeah, the painting is animated. Uh, there's no other exits.

Speaker 2:

I'm gonna touch it with the, the butt of my halberd. I'm just gonna kind of like gently poke the surface of the painting from ten feet away, because that's how long my halberd is.

Speaker 1:

It, uh, it just bumps up against the paint.

Speaker 2:

Hmm, uh, examine the sides and back of the painting. Maybe Is it seem, is it too big to lift up off the wall.

Speaker 1:

Yeah, you can't even move it, mm. Hmm, it doesn't budge.

Speaker 3:

Hmm, and you said it's like birds and clouds. It's a painting of birds and clouds.

Speaker 1:

Um, it's a painting of a landscape, but it it's like the birds and clouds are like. You see flying birds and like it seems alive.

Speaker 2:

Yeah, I was hoping that it was a painting of um uncle or crazy Ernie crossing the Delaware, like that George Washington painting. I'm sure um, I you know, uh, galen is is getting a little in character. He's getting impatient with all the traps, so I think he just marches up and like puts his hand on the painting and see what happens.

Speaker 1:

You get sucked into it oh.

Speaker 3:

I'll be like holy cats and like run up and grab it.

Speaker 2:

You hear a gentle pa pa, pa, pa pa, as uh, get sucked into the painting. It's very, very timely. I'm just saying um, yeah, galen had a feeling that was going to happen, but you know we gotta move forward.

Speaker 3:

All right, I I immediately go after Galen.

Speaker 1:

Okay, both of you make metal checks.

Speaker 2:

M E T A Bonnet.

Speaker 3:

Bonnet Bonnet, bonnet, bonnet Bonnet.

Speaker 1:

Bonnet, bonnet, bonnet, bonnet, bonnet, bonnet, bonnet.

Speaker 2:

Oops. I need to roll over here. All right, I mean, this is not good. It's not good that I used up all my quest points. Six, yeah, oh, I'm a six. Yeah, I forgot to add my one. Nope, I did add my one. I was looking at Riley's roll. Yep, I'm a five.

Speaker 1:

Oh, okay, galen, you take four dread from the experience.

Speaker 2:

Existential dread is the worst kind of dread to take it's exactly the kind we're taking. Yeah.

Speaker 3:

We're dealing with sorcery here, galen Sorcery.

Speaker 1:

Swarcery. You, you guys, you find yourselves running through this landscape that it gets real weird and swirly, and then you just find yourself like in another chamber, like of this manner, okay, okay, cool.

Speaker 2:

Okay, yeah, but as we're, as we're getting, as the landscape gets swirly, I kind of notice out of the corner of my eye while we're running this key, that's kind of like twisting and growing more swirl and I instinctively reach out and grab it as we exit the other side of the painting and that's the key that we got from dealing with this hazard. Yes, that's an actual cannon.

Speaker 1:

That's an actual cannon. You use that key to Indeed Over the next place. Who would like to? Uh, who's next is it? No, it's Riley, it is I.

Speaker 2:

It is the good man. Would you like to roll a?

Speaker 3:

two, that's a two that's a two.

Speaker 2:

That's better.

Speaker 3:

Yeah, two, oh, you lose a key three. That's a three, that's a three plus one. Okay, okay, thank God, I'm sorry wait, no, this is a search right, not perception search.

Speaker 1:

We don't want to. If you don't want to lose a key, I use a quest point I use a question okay.

Speaker 3:

I'm good on quest points.

Speaker 2:

Yeah, bug, bug didn't like that bug. I like the idea.

Speaker 3:

She's not a fan, she's. She's the one that told me she's like hey.

Speaker 1:

Yeah, yeah.

Speaker 3:

It's good thing we got. We got bug on team. You know what I mean.

Speaker 2:

Team aim the aim team team.

Speaker 1:

All right. So you have four keys. You have to roll another encounter, roll a d6 and a d100.

Speaker 2:

That's me. I love this system.

Speaker 1:

Yeah, it seemed like it was gonna be so easy.

Speaker 2:

Yeah, that's why I love it. I love the round of elements and an 18. Okay, none of this is good.

Speaker 3:

This is rough. Okay, I think I'm always just like one, like roll away from skeletons or something horrible yeah us becoming skeletons.

Speaker 2:

Our skeletons jump out of our bodies. Is what's gonna.

Speaker 3:

Perfect, just in time for Halloween. The undead episode so hollow scream.

Speaker 1:

There is a large golden gator statue In the corner of this room and the the gator's mouth is open and there's a shining gem in its jaws.

Speaker 2:

I immediately get out my putter and a golf ball, so I'm gonna go ahead and say I'm not so sure about this gem.

Speaker 3:

That seems a little easy. Seems like easy pickings.

Speaker 2:

Let me if you can get your hands out of the mouth of the gator fast enough.

Speaker 3:

I'm afraid it's gonna chop my hand.

Speaker 2:

Um, is this something we can ignore and proceed as in? There's an exit still.

Speaker 1:

No, this is it. Yeah, none of it works that way.

Speaker 3:

There's no purpose to.

Speaker 2:

I mean, it could just be, you know, an enticing thing that you choose to ignore now, um so gator. Golden gator with a.

Speaker 1:

I.

Speaker 2:

Mean I could. I don't want to Damage my halberd, but I could kind of knock it out real quick.

Speaker 3:

Are there any? Can I search to see if there's any like hidden exits or anything like that in the room?

Speaker 1:

Yeah, you try, all right.

Speaker 2:

Nice eight.

Speaker 1:

It appears that there is maybe some sort of trap door that opens, but there's no Lever button or anything, and it's like you can't like push it or anything.

Speaker 3:

Interesting. Can I peer without touching the gem? Can I peer down the gator's mouth to see if, like, maybe there's, is it large enough for us to fit through?

Speaker 1:

Not really you could. Maybe it's like a statue.

Speaker 3:

Okay, I see it's okay, All right. So there's a trap door, galen, it's got. No, nothing will trigger it that we can see. Um, should we try to get that gem out and see if it activates what it activates?

Speaker 2:

right, you know, like 40 spiders gonna pop out of that trap door. That's what's been waiting for us.

Speaker 3:

Um, or like the yeah, shoot us like a laser or something.

Speaker 2:

Yeah, Sharks with lasers Um sharks were lasers. I would ask that Riley does it, cuz Galen's like only got a quarter of his life. Yeah, I think we should just try that. You can. I can help hand. You might, helbert, if you want to just try to knock it out.

Speaker 3:

Sure, I'll, I'll see if I can't budget. Should I attack the gem or how should I do that? Oops.

Speaker 1:

Um Make a nimbleness check at disadvantage.

Speaker 2:

You know what I'm gonna in? Spot, that was very quick roll.

Speaker 3:

My register audio from your mouth until it already clicks on it totally fine.

Speaker 2:

Um, so that's the one actually.

Speaker 3:

Oh, that's good.

Speaker 1:

Oh boy, your Halbert is splintered in half.

Speaker 2:

Oh yeah, I was worried, that was gonna happen, oh.

Speaker 3:

Geez George.

Speaker 2:

I mean it's, it's okay, it's now, it's just to keep sake of squinch.

Speaker 1:

Yeah, it's that's all that really matters, like this thing came down with such power and such quickness that it's shocking yeah, like you thought you were moving fast, but did it open back up again.

Speaker 3:

Yeah, man, so we do need to get the gem, but it's designed to eat us, oh.

Speaker 2:

How about this? I Sidle up to it with like along the side of it and I shoot the gem with a fire stick. I Can knock it, knock it out of the platform.

Speaker 1:

Are you trying that?

Speaker 2:

I am dad when in doubt explosives or guns.

Speaker 1:

Okay, oh.

Speaker 2:

Maybe I can attack roll. Yeah yeah, it's a five. It's no good. Yeah, it's never very good with yeah.

Speaker 1:

It does not budge the gem. Yeah, what do you think a plus is?

Speaker 2:

Um, hmm. I the how about, yeah, how about this? The heat from the, the fire spit, actually starts to melt the statue. A little bit, like as in maybe. Maybe we think that we can start kind of melting the statue if we take some time like, like, maybe, like, like, like, melting the statues golden skin off to reveal the mechanics beneath it.

Speaker 3:

I was just like just enough, yeah, real mechanics and I can tinker with it exactly yeah, I like it.

Speaker 2:

Okay, it starts Dripping gold like from the quarter of its jaw and you can see the like, the mechanics inside yeah, I look at the fire spit and then I look back at the statue and I start like smacking the Lizard in the head to make it shoot pepper fire.

Speaker 3:

I will Go to game. I'll be like I don't know, you don't have to beat it up. I've got an idea. And, like, I'll go to the mechanics and use my mechanics skill to Remove components that would make the spring trap come down nice, I mess with the mechanics of it so that it's Loses this force.

Speaker 2:

I'm gonna inspire you real quick before you roll.

Speaker 3:

That's actually like I'll take the springs out.

Speaker 2:

You are at a plus two here. Check.

Speaker 3:

Okay, that's, I'm already. I'm tinker, plus three already.

Speaker 2:

So it does it max, it plus three, so, so it's a good way. Oh, then forget it yeah.

Speaker 1:

I know you already use it.

Speaker 2:

No, no, not big boy rules, not big boy rules 11.

Speaker 3:

Okay, you look at that spring Boing, I also pocket some of that gold.

Speaker 2:

Yeah, yeah, we now have a pouch of gold. Worth of gold.

Speaker 1:

We've acted it's, it's melted.

Speaker 2:

Doesn't matter.

Speaker 1:

Oh, wait oh pocket full of melted.

Speaker 2:

We wait 30 minutes.

Speaker 3:

We take it. Okay, I've removed the gems, the the mechanisms that make the mouth snap. Galen, I'm gonna go for it, I'm gonna grab this gem believe in you.

Speaker 2:

How snaps anyways.

Speaker 3:

I will go for the gem again. Perfect.

Speaker 2:

I Guarding like Indiana Jones, yeah, and I'm like at the trap door with my sword in case anything crazy pops out.

Speaker 1:

You're able to do it. It does like fall a little like ineffectually, but yeah and once you grab it, the trap door opens.

Speaker 2:

Right. We go into the trap door.

Speaker 3:

I'm gonna pocket the gem.

Speaker 2:

Yeah, I don't know what it is, but Hold on to it zoning and buck writes down his journal, and they did not notice that buttons were in the eyes of the crocodile. And if they had pushed Both of them at the same time?

Speaker 1:

The gem is plastic.

Speaker 3:

Okay, it's cheap plastic it's a cuba zakonia, all right.

Speaker 2:

We go in the trap door. Into the trap door. Did you get a key from?

Speaker 1:

that I forget. It was just an encounter, I don't know we did not what are?

Speaker 3:

we have three keys, two keys.

Speaker 2:

Four keys four keys Okay because we didn't lose that, that other key, god and we're about to lose key, was it was this one was going like no, no, no, only one to two. Oh this is just a hazard. So we're just getting hazards after hazards after hazards.

Speaker 3:

Wow, need to survive the Marshgate mansion or death trap.

Speaker 1:

This is yeah. Are the? Are the dreams of a mythic horde still alive?

Speaker 2:

That's the real question. You know I want to. I'm debating, then, when we spend a key on a helpful item, mm-hmm, is it random or is it like we find I can hope that we can spend a key to find something that will heal me up.

Speaker 1:

You can kind of say what you want. It Okay.

Speaker 2:

Is that? Would that would keep the you're pretty, you're pretty wounded man. Yeah, I'm in a quarter of my life, which is fine. I mean, that's where I live, that's where I do my best work.

Speaker 1:

You could also like spend a night in this horrible manner. It's gonna happen and like the, next session could be this as well. I think so.

Speaker 2:

I like where that's going.

Speaker 3:

That's true, maybe if we could if we could find insecure Crazy Ernie and then hole up like it's. You know, night of the living dead was like hammer the windows and like I.

Speaker 1:

All right, you get to a simple wooden door with a bullseye painted onto it. You know classic red and white bullseye.

Speaker 2:

It's a subterranean pits and layers.

Speaker 3:

Sponsored target the store target I assume the door is locked.

Speaker 1:

Yes.

Speaker 3:

I Mean, don't shoot it. Yeah, I'm gonna try to shoot a bullseye.

Speaker 2:

We all stand back, far, far back.

Speaker 3:

Yeah, I know, like I'm a you as our range.

Speaker 2:

You know what you don't yeah, there we go.

Speaker 3:

I miss after all in nine right.

Speaker 1:

Yeah, you're shoots back at you.

Speaker 2:

I. Do I Was gonna dive in front of it, Kevin style but I thought your, your problem was was courage. Yeah, yeah, but still, I get XP if I rescue someone for danger top for 30 a minute, if you want the yeah.

Speaker 3:

I'm actually not on the right Wi-Fi. If I switch it, I'll probably disappear for a second.

Speaker 2:

Oh, no, we're going to go on without you.

Speaker 3:

I'm going to try it.

Speaker 2:

Everybody hold your breath.

Speaker 1:

I do it for five minutes, riley disappears, just like Michael J Fox starts to disappear. Wow.

Speaker 3:

How's that?

Speaker 2:

Yeah, I mean, I think once it settles out, it seems equivalent.

Speaker 3:

Geez, I don't know what's going on, sorry.

Speaker 2:

That's fine, I mean it's not that bad. Yeah, we'll be able to finish this stream, but back to the task at hand.

Speaker 1:

Yeah, you just got hit with your own arrow and bounced right back because you missed All right.

Speaker 2:

Well, do we still have that shield from the other room?

Speaker 1:

It's riddled with holes. Oh yeah, that's true.

Speaker 2:

Just right. I hold up Zony and Buck in front of Riley and say shoot again.

Speaker 1:

Yeah, now sacrificing me.

Speaker 2:

I have achieved great emotional pain from this situation. I mean I would say try again and I'll give you a bonus with inspiration.

Speaker 3:

I will try to shoot at Bullseye again.

Speaker 2:

I inspire you. Since this is yeah, let's call it, it'll be the plus two for a check still.

Speaker 3:

Plus two. Yeah, I can make it a six. Sorry, I still missed, I get hit again.

Speaker 2:

I could throw the spear. It's just that if I get hit with it, it will absolutely.

Speaker 3:

You take six Dread Riley. Oh my gosh, I'm like knocked down man. I'm a little.

Speaker 1:

I love it. You guys are going to be killed by this door.

Speaker 2:

Can I just walk up and plant the stupid spear in the Bullseye?

Speaker 1:

It does nothing Okay.

Speaker 3:

Can I take my hatchet out and start to tack in the door down?

Speaker 2:

Two hours later, I've used all my stuff. That's the problem, right Do?

Speaker 3:

you have any other tricks. I only have a saw. You know what I mean I do. Maybe it's pressure activated, maybe because you stabbed it too close or something. I don't know. I only have two.

Speaker 2:

I'll do a search around the base of the door, like around the floor, and see if it's like you know you have to be outside of a certain perimeter maybe, so we can see how far away we have to be and maybe give ourselves a bonus to our last and final shot before we die. I mean, it's a seven. I may not find anything.

Speaker 1:

I'm not sure what would we tell, but it seems like from this situation it definitely is reacting to a ranged attack.

Speaker 2:

I take Ryleys. You know what I have a fire spit. Still, how much damage does a fire spit do? 1d4?.

Speaker 1:

I don't know Whatever you're doing. Well, yeah, it's what you do.

Speaker 2:

Oh, I really shouldn't be the one to do this, because I do d10 dread.

Speaker 1:

Yeah, okay. You're also way better at attacking things.

Speaker 2:

That's the problem. You know what? This is a risk for the biscuit moment. I think I'm going to quote a great streamer.

Speaker 3:

What if we threw? I'm going to do something. I'm going to use a quest point and use five for clues and find a tennis ball. Oh, I like that so it'll be like a kid's ball.

Speaker 2:

Yeah, like a.

Speaker 3:

In some debris in the corner of the room.

Speaker 2:

You're saying like a non-deadly.

Speaker 3:

Yeah, I'm going to try to hit it with something that won't kill us. Okay, so here we go. Come on search Seven.

Speaker 1:

It's a baseball. Okay, it's a little harder.

Speaker 2:

All right, all right, I put out my hand and I say Riley, I'll try it, I'll jump on this one.

Speaker 3:

I'm going to take my bed roll and I'm going to put it over, george, like it's, because it's, like I imagine it's like a sleeping bag. I'm just going to cut the arms out, like, so it's like got some Instalate. Yeah, because we're going to have suits of armor. We're just wearing, we're just wearing.

Speaker 2:

Yeah tunics, yeah All right, I make an attack roll.

Speaker 1:

Yes, yes, nice, yes, oh, my gosh Right in the bull's eye and the door opens.

Speaker 2:

And a bucket of water. I fall into a bucket of water. It opens up beneath my feet and I'm just like Because that's crazy.

Speaker 3:

You're going to use a hammer.

Speaker 2:

Yeah.

Speaker 1:

There's a little mechanical arm that like shoots out like on the doorframe and it's holding like this raggedy stuffed animal giving it to you. Wow, it's like dirty and like it's seen somewhere.

Speaker 2:

Amazing. I search the stuffed animal to see if there's anything of value inside of it.

Speaker 3:

We pass through the door and it's like music plays of like yeah, yeah.

Speaker 2:

Of all the things, nothing is frightened us more than this.

Speaker 3:

It's like the spookiest and creepiest yeah.

Speaker 2:

Zoning in back writes this is the worst carnival ever.

Speaker 3:

It's fun, my dreams.

Speaker 1:

Yeah, all right. So I don't know how many rooms you've been in it's probably like seven by now but you walk into the next room. Who's next? I feel like it's me.

Speaker 2:

Me, how is it you? I think so All right. I have no idea anymore. Oh no, yeah, yeah, because I rolled a D12, then a D6, then a D100. That was the last major. Yeah, that's what I'm talking about.

Speaker 1:

So you have four keys right now.

Speaker 2:

Yeah, yeah, yeah.

Speaker 1:

Wow. Because this is Do you have any quest points left, James?

Speaker 2:

Yeah, Because you could get us two keys man.

Speaker 3:

You took the words right out of my mouth. I've got a quest point.

Speaker 1:

Do our first horde. I don't think we've never done a horde, right? Yeah, this is.

Speaker 3:

Not on the stream Ever, our first committment horde.

Speaker 2:

Spending things.

Speaker 3:

Man, I love the loyal chime. I still have two quest points.

Speaker 1:

Okay, there's a lot of stuff to roll. You find 19 materials.

Speaker 2:

Oh nice, 19 items. I was really excited about it.

Speaker 1:

There's seven mundane items and there's also five myths and items.

Speaker 3:

This is the biggest treasure horde we've ever found. George, it's a big deal. That's true, that means that we're immediately going to die, yeah, or we're going to be set. This is awesome.

Speaker 1:

Yeah, and one magic item is guaranteed. There's also five components. Now you too can use your treasure hunting. Oh yeah, treasure hunting To determine if you find more stuff.

Speaker 3:

How do we use treasure hunting?

Speaker 1:

I believe it's a percentage and I don't Sorry if you don't have anything to add to it. It's just based on the level of this place. I'll just say it's at your level. What are your guys? Level 4? So I have a 40% chance to find 6 different things. So both of you roll 40% to find additional magnives and items.

Speaker 2:

Yes, Nice, I love gold.

Speaker 1:

So that racks up to 5 magnives and items and then each will roll 2 more times. Three of them will be magic items and one of them is a relic. The chance set won them, so you can decide who rolls what.

Speaker 2:

In games. I believe in you to get us a relic.

Speaker 3:

Alright, I'm going to roll.

Speaker 2:

Is this your first or second roll?

Speaker 1:

This is my second roll, so this is for a relic.

Speaker 2:

Well, because he has to roll for a magic item and then also roll for a relic, right.

Speaker 3:

Yeah, so I'll roll for magic.

Speaker 2:

Alright, nice, oh boy, I think he met relic Second roll. Oh my gosh, I love it. I'm excited. I'm just going to roll to get this out of the way, because nothing will ever beat what James just rolled A 12,. So we get one more magic item plus the one that James rolled. So two magic items, wow, okay. So we're at 19 materials, seven mundane, four magnificent.

Speaker 1:

If you guys want, you can roll up your mundane items just to make it go quicker, and then I will just roll Roll 3D100 for your magic items.

Speaker 3:

Okay, sweet 10, 41, 78.

Speaker 2:

We may never get out of this dungeon, but, man, we're going to have this was awesome.

Speaker 1:

Okay, you find a bear skin, a magical bear skin. Wow.

Speaker 3:

Magical bear skin. You're writing this down, George.

Speaker 2:

I mean, I post it to chat as soon as Ben does it Okay perfect 41.

Speaker 1:

You find a great helm, that's awesome. All right, and lastly, you find a hobber.

Speaker 3:

Wow Armor.

Speaker 2:

Yeah.

Speaker 3:

George, I mean armor you up, man.

Speaker 1:

Wow, this thing is pretty good. So if you want to identify these, we got to go to Deckard Kane.

Speaker 3:

Yeah, he's in Luke Galeon, you know.

Speaker 2:

Yeah, I hear that's an 11.

Speaker 1:

Yeah, you'll do it for each one. Which one was that for?

Speaker 2:

That was the Hobbock. I'm going to go in reverse order. Sorry, I'm not metagaming. I was really trying to just identify the Hobbock.

Speaker 1:

I don't care, this is a Hobbock of Murth. This brilliant prismatic chain mail shirt was forged in the gnome city of Murth by no craftsmen and magicians. It grants the wearer and every ally in a 10 foot radius an additional five courage at the beginning of any combat. Wow, wow, all a book of Murth.

Speaker 2:

Ben, are these temporary hit points that disappear at the end of the combat?

Speaker 1:

Yeah.

Speaker 2:

Okay, Amazing. And does it adjust my armor? Riley, if you want this, or James, if you want this, Riley, I'm also fine with that too.

Speaker 3:

No, no, man, I benefit from it too.

Speaker 2:

I appreciate it, you need armor.

Speaker 3:

You're a knight, aren't you?

Speaker 1:

It is as if you have chain mail armor regular chain mail. It doesn't give you bonuses beyond that.

Speaker 2:

Okay. So, two slots, yeah, I don't see. Okay, so there's no actual armor bonus from that chain mail.

Speaker 1:

Not a bonus, but it helps you when you fall unconscious or you resist wounds.

Speaker 2:

Okay, cool, I've got to read more about that, and let's identify some more of these. James, what's your lore, is it?

Speaker 3:

My plus one.

Speaker 2:

Okay, and I'll keep identifying. That's a 10. And the bear scan is a 6.

Speaker 1:

Okay, the 10. Sorry, how dare you 41. All right, this is a Dragoon's Great Helm of Lies. Wow, a good Dragoon knows that for every ounce of grit you need two ounces of guile. The wear of this helm has a knack for lying. I believe it's pronounced quile, yes, quile. Increase trickery by plus one.

Speaker 2:

Riley should take it. You use trickery way more than I do.

Speaker 1:

Definitely changes your look.

Speaker 2:

Yeah, I love it.

Speaker 1:

Okay, and then the bear skin. You're not exactly sure what it does at the moment, okay, but you know that it's a bear skin of trivia.

Speaker 2:

Wow, it's just covered in question marks actually.

Speaker 3:

It's like the Riddler's Bear.

Speaker 2:

Skin. Yeah, I'll just hold on to it and put it in my pack, love it. We should probably just roll up our Monday night items. James, you want to roll the relic? Oh yeah Is that something we need to? Is that something we roll?

Speaker 1:

I totally forgot.

Speaker 2:

Yeah, I forgot the relic and I'll roll 7d200 for our Monday night items. I'll take care of it, ben, I have it up.

Speaker 3:

I'll take care of it. I'm going to work, to shift and look through these. What do I roll for relics?

Speaker 1:

A d20.

Speaker 3:

15.

Speaker 1:

Okay, you find a map, a map. It's like this huge map that unfolds and there's various parts. You spread it all out. It's a crazy looking map and it looks like there are Xs everywhere. It's all over the world of EAM.

Speaker 2:

Forget every quest we ever had. We're treasure hunting.

Speaker 3:

That's amazing.

Speaker 1:

George, you can also roll lore on this.

Speaker 2:

Okay, no, whammy, critical lore.

Speaker 3:

That's amazing 15. This is the one to use it on.

Speaker 1:

This is called Mad Marion's multiple map. Mad Marion is a treasure hunter that lived long ago, marked as precious map with locations of many treasures. 11 wars have been waged over three centuries to possess this map Wow. In many ways, it is more valuable than any of the treasures it could lead you to. Oh my gosh, that's amazing it has three uses and you gain plus 90% treasure hunting on a roll.

Speaker 3:

Oh my gosh.

Speaker 2:

That is so good you want to pop that in your inventory, just to hold on to Mad Marion's that is beautiful, plus 90% treasure hunting on a roll is absolutely crazy, of course. We would probably waste at least one of those by rolling a 90% item.

Speaker 3:

You can do it three times. Yeah, we can do it three times.

Speaker 2:

Yeah, we got an assortment of tools and ranged weapons and picks.

Speaker 1:

There's also the magnives and items which are essentially mundane items. Then you add a trait to it. You have to roll those up to George.

Speaker 2:

How many do we have? It was four magnives and items.

Speaker 3:

String will be useful.

Speaker 2:

It's actually a garrote. You just strangle people with it. 153 is a net, 150 is a rucksack. That actually has the potential to be amazing. 22 is a short swarga and what's the last one? 156. You want to show your screen and show people this massive list that's in here. It's pretty cool.

Speaker 1:

This is the massive list of mundane items.

Speaker 2:

This is what we're rolling off of every time. If you're a GM and you're trying to dole out treasure, it's really easy to have people roll on this table and then farther down those magnificent item traits you can attach to it.

Speaker 3:

Read some of those magnificent traits, because they're pretty cool.

Speaker 2:

Actually, let's do it real quick for these items. Our net is a tool, James. You want to roll up whatever it is?

Speaker 3:

Roll the D8.

Speaker 1:

D4.

Speaker 3:

That is sturdy.

Speaker 2:

It cannot be broken For a net. That's fantastic.

Speaker 3:

That's great Rucksack is also a tool, so why don't you roll that again?

Speaker 1:

Yep 5.

Speaker 2:

I don't know how this will apply, but it's a lucky rucksack.

Speaker 1:

Okay, it's a rucksack. You can re-roll a failed roll associated with the rucksack.

Speaker 3:

There's going to be some outfielder. Catch it in your hat moment. This is going to save our butts.

Speaker 2:

We're going to save a baby falling from the sky.

Speaker 1:

Hey, this might look like a rucksack.

Speaker 2:

Let's do the lock since we're still there. The lock is also a tool, I believe 2. The last one is the bladed Schwartzsword.

Speaker 3:

Is that a D12?

Speaker 1:

5. It's quick. Always attack first and around.

Speaker 2:

Amazing. That is really good. 6. Man, this is a hell of a haul.

Speaker 1:

Yeah, that's a lot of stuff.

Speaker 2:

Wow, this is crazy. And then 19 materials. We can store 12 of that on my tortoise. At some point I'm going to have to really go through and see how much of this stuff we can carry.

Speaker 3:

Yeah, in between sessions we'll do a little audit and prepare something. We'll get started next time.

Speaker 2:

We're all ready to go. Yeah, we'll show some updated character sheets off next time. You can see how the inventory can stack up and what you can do to deal with that.

Speaker 1:

Cool. So who's taking one of the magical items?

Speaker 2:

I'm taking everything. It's fine. Yeah, you're taking the helmet, I'm taking the armor, the bear skin. We don't know what it does yet, so it's trivia related, which is nice. Ask questions to the bear skin. We can store that. And I think you should hang on to Mad Merian's multiple map.

Speaker 3:

Okay, I'm going to grab the sword, because I only have a bow.

Speaker 2:

Yeah, perfect. I think that's amazing Quick, short sword is good. Do you have a?

Speaker 1:

weapon, george, you're.

Speaker 2:

Halberd, oh yeah, no, no, I still have my trusty, magnificent sword, so I'll never put that into crazy danger. But the Halberd, you know it's a keepsake, but Glunch would have wanted it that way.

Speaker 1:

Yeah, I mean I guess you could save the top half.

Speaker 3:

I'm going to save the blade and then I can reforge it.

Speaker 2:

I'm going to make it into a Kusari Gama, put it on the end of a chain and, like swing it around, put a ball on the other end and get crazy. Yeah, amazing. I love that. We got a magnificent horde this quest.

Speaker 3:

Yeah, this is the first time we've ever done it. And now we actually have like tools, equipment, weapons, armor.

Speaker 1:

Sort of feels like a reward for the last 11 sessions.

Speaker 2:

Yeah.

Speaker 3:

I feel more prepared. Yeah, I've got a bedroll and a saw.

Speaker 2:

Yeah, and it's risk reward right, like we could have said based on our hit point totals which we probably should have done that we found crazy Ernie and then we wouldn't have, wouldn't be chanceing, dying on the way out. But we'll see how this works out.

Speaker 1:

All right, and I'll let you know. We'll handle camping and whatnot next time. Yeah, I like it, but this is a dangerous place to sleep in.

Speaker 3:

That's good. Well, lay out the bear skin yeah.

Speaker 1:

All right, is that it? I think we're done. I think we are. It's a good place to end it today.

Speaker 3:

Getting all those items like getting essentially the best horde we could get. The relic was super lucky, Although now I feel like we're going to be hunted to the ends of the earth by like felmog outriders.

Speaker 2:

I mean they're not going to know. We have it.

Speaker 3:

11 wars were fought over this map, george. 11 wars were fought, yeah, and now it's like in my rucksack.

Speaker 2:

Yeah, you know it's the safest place it could ever be.

Speaker 3:

Actually, we should put it in the lucky rucksack.

Speaker 2:

Wow, okay it feels right that it's in the luckiest, and then we'll use the well crafted lock to lock the rucksack.

Speaker 1:

Yeah, all right. Well, thanks everyone for joining us.

Speaker 3:

Yeah, thanks for joining, and if you liked what you saw or you want to play around with the land of EAM game in the sandbox, even get the map go to drive through RPG, we'll send the link in the chat. It's available in the description of the as well on YouTube. And, yeah, you can grab it for free and try it out and join the discord and let us know what you think.

Speaker 1:

Now all of the tools that we use here today are in the books.

Speaker 3:

Yep, they're just like engine generator, the magnificent, magical items crafting. It's all, it's all there, all the tables and stuff. So it's a lot to a lot of tools.

Speaker 2:

Yeah.

Speaker 1:

All right, until next time next week.

Speaker 3:

Indeed.

Speaker 1:

Have a wonderful weekend everybody.

Speaker 2:

Thanks for joining.

Exploring the Land of Eem Dungeon
The Giant Clam Riddle Escape
Hazards and Portals in Fantasy Game
Trying to Open a Locked Door
Magical Items and Treasure Hunting