Land of Eem: Actual Play

Uncovering Enigmas in the Land of Eem RPG: Yodeling Trolls, Abandoned Carnivals, and a Battle Against Werewolves

November 22, 2023 Ben Costa, James Parks, George Higgins Season 1 Episode 16
Land of Eem: Actual Play
Uncovering Enigmas in the Land of Eem RPG: Yodeling Trolls, Abandoned Carnivals, and a Battle Against Werewolves
Show Notes Transcript Chapter Markers

Are you ready for an epic adventure filled with mysterious creatures, yodeling trolls, and an abandoned carnival filled with intact games and prizes but devoid of any workers? We've got that and a whole lot more in this electrifying episode as we continue our incredible quest in the Land of Eem RPG. On this journey, we're on a mission to prove Lord Orfong's role in sabotaging the Azimuth Corporation. The path takes us through the perilous Helgroathe Mine where we unearth a key leading to an eerily deserted carnival. It's a mystery wrapped in an enigma, and we're here to pick apart the pieces and find answers. 

Hold your breath as we face a nerve-jangling decision - heading to Wally's or SPL Headquarters. In the middle of this predicament, we encounter an outlandish troop of Bogart musicians, hot on the run from a werewolf. The tension mounts as we struggle to reach SPL, keeping the werewolf at arm's length. And just when you thought the stakes couldn't get any higher, we attempt to sneak into a restricted office at SPL, using an assortment of unusual tools to beat the odds. With every step we take, the suspense gets thicker.

 So, gear up for a thrilling episode rife with intrigue, mystery, and a good chunk of gaming banter. It's fun, it's adventurous, and it's downright gripping. You wouldn't want to miss it!

https://linktr.ee/landofeem

Speaker 1:

you, you, you, you, you, you, hey everybody, hey hey. Happy new year. Post turkey day moon freshers post the gobble, gobble.

Speaker 3:

We are here for our 16th session of the land of VM RPG. It's a 16 we've got Galen and Riley on board to continue their adventure. Just had our teens in the era crazy adventures for the land of VM. Sandbox the muckling room this is a game that you can download right now. Drive through RPG. It's called land of VM RPG. You know what I mean, and you have all the tools to play, just like we are right this moment mm-hmm so let's kind of rehash what happened last time.

Speaker 3:

It's been two weeks, the first time we've missed a week. But George failed us, I failed us.

Speaker 1:

I did have fun playing golden axe 2 and the Dungeons and Dragons. I can't remember the name arcade game Mistara.

Speaker 2:

Chronicles of Mistara what course of Mistara?

Speaker 1:

that was a fun time, so here are your your quests at the moment?

Speaker 3:

the first one is to build a bridge for a Sven the Yodeling troll. It's been what you've been working towards since day one. It's already underway. But you have to go to Dunk in the Drippy Downs to inform the toll tellers of Sven's transfer and give them all the paperwork. You were asked to visit the last tree in the used to be forest. Yeah, who asked you to do that? Was it a?

Speaker 2:

random encounter no.

Speaker 3:

I think it was was it Ikki Lundy?

Speaker 2:

maybe, yeah, it was Ikki. Dr Ikkabod Lundy wants us to go speak with J Spinky Nabernutty regarding the last tree in the used to be forest right and then you had a sort of side quest, the last couple sessions, where you went into hell, growth, mine and you met an old noggin.

Speaker 3:

Old noggin who worked in some way for azimuth corporation back in the day before their whole business was sabotaged by subterranean pits and layers. According to him, Lord Orphan yeah, you're trying to prove that it was Lord Orphan. You found some cufflinks, lord T Orphan.

Speaker 1:

Yes, you found some cufflinks with T Orphan in them, buried in the rubble of hell, growth mine, and that's where you are that is where you are indeed, and I think we were gonna and correct me if I'm wrong, sir Galen we were gonna go to SPL to make a case that they screwed up big time with this guy.

Speaker 2:

Some stuff we're gonna make a case where we're gonna try to find more evidence and then evidence yeah, we got the first piece, which is the cufflinks.

Speaker 1:

We were gonna resolve that at SPL and then maybe that could actually impact the last tree, but we don't know yet yeah she could get a cease and desist for all the last tree. We can then cross over Ettenhorn and we were gonna take the river down to Dunk.

Speaker 3:

Yeah, we'll die in Ettenhorn. I don't care which way you guys choose to go, but I distinctly remember you guys saying you were going to the last tree first. Oh really.

Speaker 2:

Then back to SPL and I was like, oh yeah, and then, ben, you suggested that that might be a little backwards well, it's just more travel, because you're doubling back yeah, that's why the SPL current. Spl plan kind of stands alright. I think that'll do rank little bit of a hold oh my gosh luch, alright?

Speaker 3:

um, it's a new day. You're with old noggin, just uh. Move yourself across the map and you want to go.

Speaker 1:

Here's where it begins, george move yourself here's where the travel rolls begin.

Speaker 2:

I want to go here hahahaha, ah I want to avoid all danger.

Speaker 3:

You uh make roll a d12, see if you die yeah, um no, let's.

Speaker 2:

I mean, can we cut? Is the bridge done at the crack yet?

Speaker 3:

I don't think so. This is a long term plan okay it was going well but it wasn't done so I have

Speaker 2:

to go around the crack, I take it. So I have to go up one, so I'll roll a d12 with the realms yes, you can actually move two, hexes two hexes, there we go, hexasocies. Uh, I mean, it's a seven, a little bump, indeed bump, set alone on a log, on a roll hahahaha, I uh, I take damage, I take your eye you take toll wow, okay, you uh, can you help me out with um finding what your result is?

Speaker 3:

no you have to roll a six d6. Hey, bernard, how you doing hello.

Speaker 1:

Bernard welcome luck charm yes, I feel positive about this all yeah, everything's looking up.

Speaker 2:

So what is? What is a?

Speaker 3:

five result.

Speaker 2:

I'm still paging through the manual. I'm sorry, the menu in.

Speaker 1:

I'm sorry, I should open it up. I didn't even do that.

Speaker 2:

I will do that uh uh, bump in a row and roll a d65 unwanted attention there we go, here we go.

Speaker 3:

Okay, so what that means is, uh, when you guys camp for the night, you'll have a higher chance of encountering something okay, bump in the row, all right.

Speaker 2:

So, uh, that's our first leg. James, you want to take us on our second leg?

Speaker 1:

uh, sure, sure, let me roll a d12. Um, hey, look at that. What are you gonna do, uh a 12.

Speaker 3:

That's gonna be a discovery roll roll a d100, no d20, sorry, oops 11, my lucky number you gain two keys um um, you find an abandoned carnival, that's very creepy it's a little creepy.

Speaker 1:

All the games and prizes are intact, but there's no sign at all of the carnival workers well, after taking a teddy bear and stuffing it into my knapsack, I started to look around, for I love this this is cool um, no sign of the carnival workers didn't we run into a band that was going somewhere?

Speaker 2:

were they going to a carnival? They were going to Crogland they were going to Crogland, all right, maybe they left. This carnival and they had, you know, consumed everyone's souls um you never, know, likely, likely, what happened can we do a search? Checkman look around yeah yeah, uh, james, your search check better than plus zero it is I'm plus one have at it.

Speaker 3:

I will search what a d12 for okay okay okay, okay five, sorry, five five four um, you don't find anything that would suggest what might have happened here, but um, you do find one of those, uh kind of sledgehammers if you want it make it a sledgehammer sledgehammer that you use for the, for like the bell where you hit the bell, the strong thing, yeah, um yeah, let's grab it.

Speaker 2:

Are there rations we can obtain from here like old carny food?

Speaker 1:

just like funnel cakes.

Speaker 3:

That's like a ton of funnel cake. Not real food, but, um you know, sweets treats.

Speaker 1:

Yeah well, it'll give us a sugar rush, but we're all going to crash with headaches later let's say it'll give you a plus one.

Speaker 3:

It's your uh keeling, but it's not going to be like okay that's cool it's like comfort food. You know what I mean?

Speaker 1:

yeah, I do fried twinkies funnel cake.

Speaker 2:

I bet you they've battered in fried.

Speaker 3:

Nakedonki tube steaks.

Speaker 2:

Yeah, they're sticking them. Wow, scrock nest mountain oysters. Yeah, scrocky mountain oysters.

Speaker 1:

Scrocky mountain oysters.

Speaker 2:

Come get them on a cold Cool. Yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah Cool.

Speaker 3:

I think that's it here. Okay, you can move your token to Hexas.

Speaker 2:

Go for it, James.

Speaker 3:

And then night falls and move this.

Speaker 1:

Oh, thank you. I was clicking on the video. I was like why doesn't he move here?

Speaker 3:

Why doesn't it work, it's not working.

Speaker 1:

I don't understand James the Luddite.

Speaker 2:

James the Luddite, I am he. Who donna he?

Speaker 1:

Who donna?

Speaker 3:

who? Yeah, what do you guys do? Old Noggin is he's.

Speaker 2:

Sorry, hit the wrong button.

Speaker 1:

Old Noggin. So I'll say hey, old Noggin, like what kind of evidence do you think we'd find at SPL that would support your claim that Lord R Fong's sabotaged the Azimuth Company?

Speaker 3:

I don't know. You know, maybe they have old files somewhere.

Speaker 1:

Yeah, it's old files, a paper trail.

Speaker 2:

Files of sabotage.

Speaker 3:

They're very meticulous. You know what I mean.

Speaker 1:

I do, I hope, to find a way to get access to the store room or something?

Speaker 3:

I'm sure it's buried deep somewhere in a vault.

Speaker 2:

A vault, classic vault. I remember when I applied for a job at SPL, they made me fill out 72 forms in quadruplicate. It was miserable. They're highly meticulous organization.

Speaker 1:

Tons of bureaucratic paperwork, yeah.

Speaker 3:

It's gotten ridiculous. You know, back in my day we used to put on a hard hat, go down in the mine, Don't need to paperwork.

Speaker 2:

That's it. That's all you had to do All right.

Speaker 3:

Do you guys want to ask each other any pointed questions?

Speaker 1:

Oh it's true. I've done that for a long time.

Speaker 2:

I'm trying to think of any pointed burning questions I have for Riley.

Speaker 1:

Funnel cake. I hand him one.

Speaker 2:

I think it's just one of those nights and I crunch into the funnel cake and I put my hands behind my head and I lean back and I say good night. Riley.

Speaker 1:

Good night Katelyn, good night Noggin, good night Zona. What Good night Johnboy.

Speaker 3:

Guys are playing the game the way it's supposed to be played, you know.

Speaker 1:

Fast blues, fast blues.

Speaker 3:

Hey, why do I help you out here? Read the text under making camp.

Speaker 3:

Adventures don't just sit around in silence and then hit the sack. They tend to tell stories to each other and ask each other questions. Each time the party makes camp, one character may ask another character campfire question. The goal should be to ask evocative questions that elicit revealing answers, giving insight into the character's personality, backstory, relationships and personal quest. If need be, the asking player can ask related follow up questions to draw out something juicy. This is a great time for characters to build on their relationships and gain XP.

Speaker 2:

I say I turned to Riley, as my eyes are closing, and I say hey, riley, remember how I just said that I applied to SPL for a job? I remember you getting pretty mad at me for doing that. I never figured out why.

Speaker 1:

Well, I mean, our village had just been destroyed. We were kind of amped up on finding the people responsible for it, and then you had this wild hair to go join SPL, and I just didn't approve of it.

Speaker 2:

I just wanted to be a part of something again. I mean, I feel like I felt like we lost our whole village. I feel like, you know, we had nothing left. Spl was kind of an opportunity for a new future.

Speaker 1:

You are part of something, though You're part of this man like us out here doing heroic work.

Speaker 2:

I turned down my speakers accidentally. I'm so sorry.

Speaker 3:

You are a part of something dude.

Speaker 1:

Yeah, you're part of this.

Speaker 2:

I'm the worst.

Speaker 1:

That's fine. You are a part of something. We're adventurers. We're trying to bring justice to the Mucklins.

Speaker 2:

No, I mean, yeah, now we are. But back then I just remember feeling so lost. It was just such a terrible time.

Speaker 1:

I can relate to that. Sometimes I feel lost. I mean, here we are with this guy who's more lost than anyone we've ever met. Final cake, yeah.

Speaker 2:

Suck on this old man.

Speaker 1:

Sometimes I feel like we've lost our way ourselves. I've talked to you about that. I kind of losing the thread of why we're going out here in the first place.

Speaker 2:

But you know, if you hadn't stopped me from joining SPL, I mean I would have been part of an organization that just underhandedly destroys their competition. I mean I would have been part and parcel to what happened to Noggin. That's pretty terrible.

Speaker 1:

I know it is pretty terrible. Plus, no dental, no dental.

Speaker 2:

I'm going to look at this guy's teeth. Oh no, but he's asthma, so I guess they had bad dental too.

Speaker 1:

Yeah, and he's been eating sand for 30 years.

Speaker 3:

He spits out a mouthful of sand. What I said? That's not okay.

Speaker 2:

Funnel cake's in his other hand. He's just like shuffling sand in his mouth.

Speaker 1:

Very earthy.

Speaker 2:

Earthy. Yeah, Zoninbac is like. Yes, the sand is very earthy. It is delicious.

Speaker 1:

He's like mycelium is like sifting into the ground.

Speaker 2:

Yeah, I have found my Nutritious yes.

Speaker 3:

As you guys are talking, you hear something creeping.

Speaker 2:

Oh, georgie, sorry we hear something creeping, creeping in the darkness.

Speaker 1:

Yes, Take out the sledgehammer.

Speaker 2:

Yeah, I take out a funnel cake. I guess we peer into the darkness and see if we can perceive them.

Speaker 3:

You glimpse in the moonlight like a big hulking beast. No, it looks like it's walking upright, though.

Speaker 1:

I'll say who goes there.

Speaker 3:

You hear a snarl and then in the firelight you see like a giant mouth, grotesque face, like on the chest of a hairy humanoid. It's like and it says where, when am I? Well you're here now, you're at our camp.

Speaker 1:

You're just a few miles north of the crack. We're camping out here. You're welcome to join us. I say with terror in my voice.

Speaker 3:

It kind of peers around its eyes, darting madly, and it grabs for a zona in buck.

Speaker 1:

Food? No, I like freaking. Smash them on the nose with the hammer.

Speaker 3:

Okay, we're entering conflict. I guess here you know what I mean that means it's like more like a don't eat.

Speaker 1:

That I don't mean to. I'm not like swinging for the fences, but it is a conflict. I accept that.

Speaker 2:

I'm going to make a worldwide check to, once per session, make up a fact about a culture, a faction or a group of people. Okay, and I'm going to. When I'm going to say that the Blemies don't like food that can talk to them. So when zona inbox says, oh no, stop, don't hit me, it freaks out and recoils. I was very surprised by this. Let's see if this works. That's a 14.

Speaker 1:

Oh wow, Nice.

Speaker 3:

Okay, it drops zona inbox and pounces for the funnel cakes and like all the goodies, like all the goodies that you've gotten.

Speaker 2:

Totally fine. I say yes, yes, that is food. He is not food.

Speaker 3:

He is friend. Where is my home? Are you lost?

Speaker 1:

I don't exactly know. Maybe we could help you find it. Are you from around here? How long have you been wandering?

Speaker 3:

Four days Four.

Speaker 1:

Wow, four years, it's a long time. Four days, so you it's like four days travel maybe from how far away he is, unless he's been going in circles. Yeah, what does your home look like? Dark, dark, like a cave maybe. Yeah, like a cave Got it.

Speaker 2:

Do you remember any kind of yodeling?

Speaker 1:

near your home.

Speaker 2:

Did you hear any yodeling? Stop what I imitate as a yodeling.

Speaker 3:

Yodeling.

Speaker 2:

Does that sound familiar?

Speaker 1:

Do you?

Speaker 2:

hear any of that, because maybe he's from the crack.

Speaker 3:

Yeah, he seems to hate the yodeling.

Speaker 2:

Yeah.

Speaker 3:

He's like pulling at his hair. No, no stop.

Speaker 1:

Sorry, chief. So he's from a cave. He's been wandering for four days and he's lost. Let me see.

Speaker 2:

Let me check my pallies.

Speaker 1:

What's?

Speaker 2:

the range of Sven's yodeling, like how many hexes can you find? Two, two hexes, we can rule out the crack, I feel.

Speaker 3:

Yeah, it's probably one hex.

Speaker 2:

He's a powerful yodeler.

Speaker 3:

A hex is six miles.

Speaker 2:

Yeah, yeah, yeah.

Speaker 1:

Can I use I for clues and create a clue? I hope I make this, but he's got some red and brown clay all over his feet and bottom of his legs and if we look carefully enough we can see that the clay is like he's been stamping these footprints and we can follow to see the direction that he came from and maybe find his cave.

Speaker 2:

I like it.

Speaker 1:

Sure, all right, it's all for nothing if I fail.

Speaker 2:

Six Six.

Speaker 3:

Seven. Success with a twist. Seven plus one.

Speaker 2:

I got closed by windows. There's a smoke outside.

Speaker 3:

Hold on. Yeah, yeah, that is true. He has left footprints that you can see like just walking like several yards away from the camp seem like it leads out somewhere.

Speaker 1:

Why don't we bed down for the night and then, when morning comes, we can more easily take you home?

Speaker 2:

You can camp here, have more food.

Speaker 1:

Sleep. You can sleep here. Don't eat the mushroom guy. Oh, we'll take you home in the morning when we can see.

Speaker 3:

Okay, he gets down like directly on the fire and stamps it up.

Speaker 1:

Well, good night everybody, yeah Goes back to the hole.

Speaker 2:

Good night, riley.

Speaker 1:

Riley freezes to death in the night, and it's he runs over on her and smothers her.

Speaker 3:

She's warm, but you each wake up in the middle of the night and like he's just splayed out, like yeah, I have an arm on my chest.

Speaker 1:

His ability to just like sit down in the fire and like not feel any pain makes me happy that we didn't engage.

Speaker 2:

Yeah, just a little bit.

Speaker 1:

It's like we would have had no shot Um you know?

Speaker 2:

all right, you can down vampires.

Speaker 1:

It's fine. That's true. That's true with health.

Speaker 3:

Ourselves in the middle of the night old noggin whispers to you. Galen says we should probably off him right now.

Speaker 2:

I Say, think of all the meat. I Say, oh noggin, what's that? And I point and I say oh, okay, all right, good night, old noggin what they're all over and go back to sleep.

Speaker 3:

All right, you wake up and he's like huddled, he's like laying on your chest, old, noggin, old noggin.

Speaker 2:

It's the toothy or toothless, drooly mouth on my like shoulders suckling. It's kind of like a suck marks on my frog shoulder.

Speaker 3:

Yeah, he's holding a knife.

Speaker 2:

Hmm. But morning comes where did you get that? There were no murders. But but out of the blimey is sticking a knife. It just did nothing.

Speaker 1:

He did it himself to. He just nicked himself shaving yeah right into his head. Um, all right. Well then, I guess we should take the blimey to the cave like let's which cave? Are you gonna follow the tracks?

Speaker 2:

I bet it's the moldy cave. But yeah, let's follow the tracks, let's track.

Speaker 1:

I can use search.

Speaker 3:

Search it up.

Speaker 1:

For.

Speaker 2:

Oh, okay, maybe I can tell my faithful steed to sniff out the trail, because that's a thing turtles do. Let's see if that. Well, now go ahead.

Speaker 3:

Well, let's, let's resolve this role first. You know what I mean? I don't, because that's generally how the game works.

Speaker 1:

Generally very tactful way to say George yeah, sit your butt down.

Speaker 2:

Nope, nope, nope, no it's.

Speaker 3:

It's a design choice, you know, like so. So players don't go. I failed. Now, now I do something. It's like alright, let's get to another end state. So it's a failure with with a plus. So let's try to think about what that means. Well, as you guys are Following these tracks, you kind of lose. You lose them in the wilderness, okay, but what? Do you have any ideas what the plus could be?

Speaker 2:

We find a wandering herd of blemish.

Speaker 1:

I was about to say we find some other place that Blemie likes, but that seems like a too far of a resolution.

Speaker 2:

I think mine is probably too far as well, but I love the idea of like a herd of dinosaurs.

Speaker 1:

Oh, we find, we find, like a patch of the mushrooms that he does like to eat, oh, yeah, the non sentient variety to prevent him from becoming angry that we haven't got home.

Speaker 2:

Yeah.

Speaker 3:

Nice, okay, he, um, he stops, like just devours them all. No, no, no, no, no. Oh, you know, you want some.

Speaker 2:

Zoni and Buck looks at him distastefully. He eats my cousins.

Speaker 1:

I'll say no, I just ate, although I'm feeling ill from the funnel cake.

Speaker 2:

I you know what. I have some Hope. We haven't had enough excitement. Make a vitality check oh yeah, here we go. Let's see how vital I only have one in vitality. I really thought I had more. It doesn't matter as an eight with a quest point, that's a nine, I'm vital.

Speaker 3:

You want to use a quest point. Oh, by the way, what's your courage, both of you.

Speaker 2:

What's your courage?

Speaker 3:

Unlimited.

Speaker 2:

I had the power. I had ten out of sixteen. I.

Speaker 3:

Don't know see, both could have healed.

Speaker 2:

Well, with a funnel takes.

Speaker 3:

Technically, I could have you guys not have rations or not only the funnel cake.

Speaker 2:

No, I had two rations. We purchased some in the marsh gate before we left.

Speaker 1:

I don't it's. I don't have any written on my sheet.

Speaker 3:

So yeah, anyway yeah yeah, take care of that. You know we use a ration or whatever.

Speaker 2:

We roll a d6 because I would have eaten a ration to cool that been.

Speaker 3:

Yeah, that's what I'm saying. I'm gonna take care of that business.

Speaker 2:

That's a five. I I sneak. I ate the ration before the Blemie showed up so he didn't consume the rest of it.

Speaker 3:

Well, this mushroom gives you one temporary courage.

Speaker 2:

Nice. So I'm now.

Speaker 3:

Also make a realms check for this leg of the journey.

Speaker 2:

I can make it. It's a 10 Cool. I Ask Zona in Bac if he can tell us anything about these mushrooms as we journey.

Speaker 3:

Yes, as you bit into them, they released their spores and I Lived their life. Zone as a simple life, but beautiful, uncomprehensible to, yeah, you too, I suppose, just experiencing in living daily In this used to be forest, the soil of cracked earth, watching the Sun Rise and set. I.

Speaker 1:

Start balling.

Speaker 2:

We're murderers as I eat my neck.

Speaker 1:

Riley is just balling this is the baddest thing she's ever heard. It's like poetry.

Speaker 2:

Yeah, ben, as far as movement, would this have brought us farther away from our destination?

Speaker 3:

Yeah, the tracks were leading you north maybe like this way almost yeah, okay, but you've lost sight of them at this point.

Speaker 2:

Okay, so close to wallies, get some waffles.

Speaker 1:

I know, I was just thinking like maybe we could take the Blemme to wallies and see if anybody knows if there's a Blemme that lives nearby anybody looking for a Blemme?

Speaker 2:

It's true. Okay, so that's our first leg day. Should we take the Blemme to SPL or should we keep head north?

Speaker 1:

I was just considering that. I wonder if SPL, like, would know the location of like the blemme's they deal with like monsters and creatures and critters all the time you know.

Speaker 2:

I feel like they murder monsters and creatures and critters all the time. We can get him a job there. Yes, lots of forms. He can be an enforcer. He'll be the final boss, or hear me out on this.

Speaker 1:

This is crazy, but or we all get to become a gigantic distraction.

Speaker 2:

Also good, we're gonna walk in and be like that guy has mushrooms, get him.

Speaker 3:

I think you might be onto something here. You know SPL is probably a highly guarded traps and taskmasters.

Speaker 2:

He's only on the hook down and he looks up and he says it is not and he keeps writing yeah All right?

Speaker 1:

Well, let's go to SPL. Let's just take the Blemie along and found a new cave for him or something I don't know. Just yeah, the Blemie could be utilized.

Speaker 2:

Okay, then we should. Yeah, let's head east to SPL HQ, if you want to roll it up.

Speaker 1:

I will roll a, roll a four, sorry Four.

Speaker 2:

It's all good. I scroll back to that part of the book Travel checks for is a dangerous encounter.

Speaker 3:

Oh boy, that is true. Roll a D 100.

Speaker 1:

79. I wonder if it's going to be another Blemie and if they'll get along they immediately form a family.

Speaker 3:

This is hilarious. It's the troop of Bogart musicians that's amazing, that's fantastic. They're on their way back from Crogland. You know they're heading to Wallies.

Speaker 1:

That's so great, it's so amazing. What are the chances? 100.

Speaker 3:

But this time they're looking super frantic. They see you in the distance and are running towards you. Some of them are missing their instruments. They're like help help. When they get up to you, they're panting. There's a werewolf.

Speaker 1:

There's a werewolf when Crogland.

Speaker 3:

It's Jesus. It ravaged the whole place. Oh my God, Our set was just destroyed.

Speaker 2:

You think that's what? No, no, what was it? A slime that got the other guy right.

Speaker 3:

I don't know what you're talking about. There's a werewolf, we got to get out of here.

Speaker 1:

Should we go to Wallies? This guy's S-S is too far. Let's go to SPL Gray.

Speaker 2:

Wolf and Blemie.

Speaker 1:

Oh yeah, we're headed to SPL.

Speaker 2:

I say, you guys could probably hide in this corporate headquarters.

Speaker 1:

It's like going to the foyer, slam the door and start barring it. One of the musicians is like no man.

Speaker 3:

I'm never working for the man, dude, I'm not corporate.

Speaker 2:

You're not working for them, you're taking advantage of them.

Speaker 3:

Yeah we're being chased by a werewolf. I refuse to set foot in that establishment.

Speaker 2:

We all go in, whether or not.

Speaker 1:

The werewolf snatches him off the ground. We just keep running. Oh see you, some man.

Speaker 2:

It's like a Stephen King film.

Speaker 1:

I think we should totally run for the SPL and get inside. Yeah, I'm on board with that. A freaking werewolf. That's horrifying. Do we see it in the?

Speaker 2:

distance. Is it like in Monty Python, the Holy Grail, when Lancelot keeps running towards the cat phone, he's just suddenly there?

Speaker 3:

Yeah, that's what's happening.

Speaker 2:

The two guards at SPL. Let us into the foyer and they're just standing there eating an apple.

Speaker 3:

Yeah, make athletics checks.

Speaker 2:

Oh, shoot, Nice. I mean that's going to be an eight. I think. Hold on, I've got to get my character sheet. Oh, it's a nine. I'm a great athlete.

Speaker 1:

Okay 11.

Speaker 3:

I think that makes it. That means you all sprint to the door. The werewolf is still a ways in the distance, but this door is locked.

Speaker 1:

I'm going to start moving furniture in the waiting area in front of the door frantically, without even saying anything to the person at the front desk.

Speaker 3:

Yeah, what I mean is the front door of SPL is locked.

Speaker 1:

Oh man.

Speaker 3:

I'm going to start pounding on it.

Speaker 2:

Are they? Closed for the weekend or something.

Speaker 3:

This is like an entrance that's. You know it's not like a business that people freely go through in and out. A slot in the door opens up and you see like B little eyes peer through and says what is it?

Speaker 1:

You got to let us in. There's something chasing us.

Speaker 3:

Why should I care? Deal with it we?

Speaker 2:

have money.

Speaker 3:

I say do you know?

Speaker 2:

who I am. I say do you know who I am? We have money.

Speaker 1:

We got a lot of money. You got a lot of money. We'll give you some. How much?

Speaker 2:

We got two silver packs man.

Speaker 1:

Is that what we have? That's what we have. We've got one silver pouch, man. Look, take the silver pouch to let us in, or the Blemie is going to open the door.

Speaker 3:

Fine, he opens the door.

Speaker 1:

I'll like shoe everybody in. Like get inside.

Speaker 3:

The werewolf is darting closer. Probably you know 30 feet away by the time. You all are shuffling inside as the door slam shut. Galen, make a might check to keep it closed. You're with the Blemie and the SPL guy and you're trying to shove the door closed.

Speaker 1:

I'm going to use pep talk, my new power, pep talk Goal and inspire twice per session on a six plus. Choose one of the following and I'm going to make him roll advantage on this Nice, I'm going to say, galen, you can do this Feet to strength. Buddy, she's going to hold that door. I know you can do it. River ball champion, let's make it happen.

Speaker 2:

As a nine gives me an advantage, so it's going to be an 11. At first, galen keeps looking at his feet, wondering why you're calling them feet of strength, and then he wraps his head around the concept of what you're talking about and he puts his back into the door.

Speaker 1:

The most jock moment Galen has ever had.

Speaker 3:

While you slam it shut and hold it, as this ravenous werewolf just like claws and pushes on the door, the SPL employee manages to lock it and noise. He's like oh, that's a werewolf.

Speaker 2:

Yeah, yeah, that's what we said.

Speaker 1:

Yeah, chief Freaking werewolf.

Speaker 3:

Oh this, this door is pretty sturdy, won't get through. It's good to know.

Speaker 1:

I'm Riley, by the way, this is Galen. Yeah, hand over the cash. I'll go through my pockets and hand over the cash.

Speaker 3:

All right, so pay for some Nakedonki tube stakes and latest issue of Dungeon in Magazine.

Speaker 1:

Excellent, excellent. So anyway, catch you later and just start walking like down the stairs.

Speaker 3:

Where are?

Speaker 1:

you going? Oh, you know, we didn't intend to come through this entrance, but we actually have an appointment with a front desk, oh yeah.

Speaker 3:

What are you doing?

Speaker 1:

We got a business transaction we're going to conduct Apparently. You're looking for some really great adventures and we're the guys.

Speaker 3:

Make a trickery check.

Speaker 2:

Put that hat on man.

Speaker 1:

All right 13.

Speaker 3:

At this point, Riley's just walking around with a crazy helmet on.

Speaker 1:

I roll a 13.

Speaker 3:

Oh yeah, I heard about that. Yeah, the adventure is wouldn't want to be you guys.

Speaker 1:

Oh go right this way, right this way, my own lie has me second-handing it. Now I'm just like, oh really.

Speaker 2:

That's what we do. What do we do Huh?

Speaker 3:

Are you talking to him?

Speaker 2:

Yeah.

Speaker 3:

Well, you know, the job you're hired for is like pretty serious. Yeah oh yeah. That goes without saying.

Speaker 2:

You know what I mean no, but we like when people say it, that's actually a lot of cash. Well, you know saying it makes it true, I I've.

Speaker 3:

Spit it out man Been been hearing a lot of noises from the sewers lately, you know oh, below SPL. Yeah, yeah, you know where all the turds go.

Speaker 2:

Yeah, all the turds.

Speaker 1:

Oh, but one, you know, I mean I.

Speaker 3:

Yeah, or could be. You know, I heard a wyvern got loose Wyvern bubble goose. Yeah, or or you could be hired to reset all the floor traps, you know that's my least favorite of the bunch.

Speaker 1:

Well, we'll, we'll see ourselves out.

Speaker 3:

Thank you, sir. Yeah, you want to go to the front desk. You'll talk to Frown a D Brown a thing.

Speaker 1:

Okay, got it. I Lean over to Galen. It's like I don't know that. I have any intention to go to the front desk now that we're in. We should find the storehouse, see if we can find some of that. Some of the paperwork go to the old file cabinets, shuffle through them, I mean.

Speaker 2:

I mean Galen shrugs. He's fine with whatever. I have a feeling we're gonna end up at the front desk regardless.

Speaker 3:

Well, if you want to like, scoot by the front desk. I'll have to make a sneak check.

Speaker 2:

And we still have the musicians with us. That's how that works.

Speaker 3:

Well, I don't know, do you want to ditch them?

Speaker 2:

I say, okay, you guys are safe now, right, I mean, give me a hand for this.

Speaker 3:

Ah, what are we supposed to do, even us?

Speaker 1:

All right, come on, I'll start passing that little paper cups a cucumber water to them from the from the foyer.

Speaker 2:

Thanks amazing.

Speaker 1:

All right, how do you want to do this, galen? Do you want to try to sneak past the front desk? Maybe cause a distraction?

Speaker 3:

with this group. Yeah, I'm the cause of distraction. They're gonna. I figured you'll have disadvantage.

Speaker 2:

I think that they should be the distraction. I'll say all right, guys, we saved you. Can you do us a favor and just Place some percussion on this, these trash cans and stuff? I know you don't have your instruments, but you know. Well, I still have my instrument it's got to go to. But yeah, well, I mean the rest of you guys, we just need help causing distraction. I mean it's quid pro quo, right?

Speaker 3:

Yeah, yeah, you know you've helped us out twice, so I mean it's the least we could do.

Speaker 1:

I'll introduce them to the Blemme and Say not food, not food.

Speaker 3:

This is not food, not food.

Speaker 1:

Not a bad name, for I'll say like not food, not food. To the to the, oh and I'll, and I say you stay here for a second, we'll be right back and then I'll lean over to the, to the band and say like anything but yodeling, and he'll be cool one of the guys looks real sad.

Speaker 3:

Oh, I'll put my hand on shoulder, yeah sorry, chief oh. That's fine I.

Speaker 1:

Got a triangle. Okay, yeah, he'll take that the Blemme's like triangle. All right, so attempt to. Let's get them going, see if I can create any more chaos.

Speaker 3:

All right, well, having them musicians Will give you advantage both of your checks to get out of this area okay.

Speaker 1:

All right. Oh man, I need the advantage. I'm minus one sneak, oh.

Speaker 2:

My gosh, my armor is you're not gonna help me in this case eight, does it just cancel it out? It does. Thankfully it just canceled that my sneaky sneak. Oh, that's an eight do blade. I mean I would use a quest point.

Speaker 1:

So I don't I I'm gonna do that.

Speaker 3:

I, I'm gonna do that. Old noggin remains with you. He, you guys Get past the lobby and now you're like Into the winding halls of subterranean pits and layers. You do pass some people but they're not really paying attention to you. See, like people with like helmets, like Riley carrying briefcases and People drinking coffee, is that there's a male carrier just like dropping off male, like memos and stuff people's offices.

Speaker 2:

It's all very organized.

Speaker 3:

But at the same time a dungeon. It's like a damp, dank dungeon. Now you have three ways to go and you guys have no idea when anything is that? There's like a branching hallway. You go straight, left or right.

Speaker 1:

Let's go straight. Okay, let's just try it. Yeah, if we can be clever, Maybe we can get it out at somewhere. Out them clever girl. Yeah.

Speaker 3:

All right, I'm gonna have you Make a check, not a sneak check, but a search check.

Speaker 2:

Ten nice.

Speaker 3:

Okay.

Speaker 2:

Just hear the tuba. People are like moving to the be a little bit and then like water cooler, talk now like. Taskmaster kicks open a door, he's like get back to work and stop listening to that music.

Speaker 1:

Who's playing the tune?

Speaker 3:

You start seeing Like offices, signs, and and the. The titles of the people keep getting more impressive as you go deeper and deeper.

Speaker 2:

Head beheader.

Speaker 3:

Yeah, head beheader, head torture Smith.

Speaker 1:

Yeah, if we can check out the files of, like, whoever's in charge, maybe we can.

Speaker 2:

Head honcho, head of honchos.

Speaker 3:

You get to a door hover that says restricted access.

Speaker 1:

I mean this must be it Okay um, let's see, Can I tinker this door?

Speaker 2:

tinker tell us old guy, I Will. Inspiring order. You really gotta get the door open. Come on, rally. It's not very inspiring, especially since I just told you to just get the door open. There's nothing inspiring about what I said. Just do it, come on.

Speaker 1:

What are you doing? I'm trying to like pick the lock. Can I try to like take the hinges off the door? No, like take the whole door off the wall with.

Speaker 3:

It's a pretty massive door Okay.

Speaker 1:

Let's see, do I have anything that's helpful? Thanks, bernard.

Speaker 3:

Bernard is bestowing his good luck upon you.

Speaker 1:

Oh all right, here we go. Here we go, maybe I can, maybe I can saw, like, is it made of wood or iron or what's? How's it? Yeah, it's an iron door. Oh crap, it's an iron door.

Speaker 2:

Um, oh, how about this Disturbing? I'm gonna make a perception check to create a weakness within the door for narrative purposes. So there's a really big rust spot by the hinges where water has been dripping.

Speaker 3:

Do you not have lockpicks?

Speaker 1:

this is the problem. I don't have lockpicks or anything that looked like that. I'm trying to find a way to tinker through.

Speaker 2:

Well, I mean I. What I said is true. There is rust rampant in the door.

Speaker 1:

Bernard, you might need it, you're right.

Speaker 3:

Um, I mean you could use with this weakness like makeshift lockpicks or whatever.

Speaker 1:

Well, if it's, if it's like a rusty, if it's like a routing, I could use the sledgehammer to like see if I can't punch a hole through it. Okay, and then like, maybe tinker to like create a device to go up and there and unlock it.

Speaker 2:

Cool because, I've got some.

Speaker 1:

I've got some junk and stuff.

Speaker 2:

I've got like some tools and yeah, I got some junk in that trunk you know.

Speaker 1:

Right. So Georgie, what's? What do I do?

Speaker 2:

No, no, I. I mean, I made the rust exist and Then noodle Existed. The noodle exists and life was good. I don't know what. What are you gonna do? I've done what I need to do.

Speaker 1:

I'm gonna look around See if anybody's coming, and then sledgehammer the red spot.

Speaker 3:

Okay.

Speaker 2:

Do it in time to the tube of music make a tinker check at disadvantage, okay. Eight Nice want to keep you that yeah, I'm gonna.

Speaker 1:

Yeah, actually nine.

Speaker 2:

What am I?

Speaker 1:

thinking.

Speaker 3:

You're able to do it. You go like clang into the door. There is a noticeable noise.

Speaker 1:

As soon as I clang into it, I'm gonna throw the sledgehammer through, so it looks like I don't have anything in my hands.

Speaker 3:

Yeah and the door just like Slowly jars open.

Speaker 1:

Oh, like shout, like if you get it fix this door this door is a mess really loud and then sneak inside.

Speaker 2:

That's teamwork, baby.

Speaker 3:

So on the other side, Seem more offices and people Want a Guy who looks like a taskmaster. Here's the noise he says what the hell's going on?

Speaker 1:

Rans, somebody's playing the tube out in the foyer. It's carrying throughout the whole place.

Speaker 3:

No, I'm talking about you. Just What'd you do?

Speaker 1:

the door, oh the door's got to be repaired. See this rough spot busted who are you maintenance crew?

Speaker 3:

Where's your uniform?

Speaker 1:

It's undergoing maintenance, is it not?

Speaker 2:

There may be our uniforms back in maintenance HQ.

Speaker 3:

Make it make a trickery check.

Speaker 2:

I mean it was pretty good though it's got to be an event. Right, it's probably me, cuz I Mean that's not bad. It's not bad.

Speaker 3:

Never heard that one before all right, whatever, just keep it down. Okay, no problem, We've got a big meeting going on in the conference room.

Speaker 2:

Oh, what are you?

Speaker 3:

guys meeting about. What's it to you? No, I'm sculling him. Waps you in the head, ah.

Speaker 1:

Ah yeah, what are you asking questions like that? Everybody's in the conference room right now. You know what I mean.

Speaker 2:

Riley Waps me in the head next. Ah, I'm sorry.

Speaker 1:

I guess now would be a good time to go through the offices and fix any of the ducts while they're all in that meeting, right?

Speaker 3:

Like I said, as long as you don't make any noise.

Speaker 1:

Hey, no problem, no problem.

Speaker 2:

We're gonna go rummaging through all the executive offices. Yeah, let's do it.

Speaker 3:

I don't, I don't got time for this.

Speaker 2:

We don't got time for this.

Speaker 3:

He goes walking off.

Speaker 1:

See you at the softball game, then I run around.

Speaker 3:

Softball.

Speaker 2:

Amazing. This is perfect. Let's dig around.

Speaker 1:

Yeah, let's actually go through all the offices while they're in the big meeting See if we can't find any of it.

Speaker 3:

Okay, whose office? There's Lord Orphang, there's Madame Moe Wysinski, there's Vice Punisher Destina Brink and there's Kurg Nori, overseer of Goblinoid Resources.

Speaker 1:

I mean the GR guy, goblinoid Resources guy. You don't think we should go through Lord Orphang's office? We have his couplings. I think we should.

Speaker 2:

No, we got everything we need. No, of course, lord Orphang likes to do it.

Speaker 1:

Let's go into Lord Orphang's office.

Speaker 3:

Alright, the other offices are not noticeably locked. They may be, but this one is padlocked several times.

Speaker 2:

You said there were ducts, though. Right, maybe we can go through the ducts into this office.

Speaker 1:

From another office we could see if maybe GR has the key.

Speaker 2:

Yeah, they got keys to everything. In fact, I'm pretty sure I have an ability that might make that true. Hold on, yeah, I'm going to use a quest point to redo a worldwide check to make up a fact about the culture of Goblinoid Resources personnel. They absolutely need to be able to get into everything to do their job right, and they will stop at nothing to obtain keys in duplicate and triplicate just in case they lose their first set of keys.

Speaker 3:

I think you just love saying duplicate, triplicate quadruplicate. Yes quintuplicate.

Speaker 1:

I want to see how far you go with that.

Speaker 2:

I used my last quest point to bump that to a nine, and then that's it.

Speaker 3:

Alright, it's true, it's all true. Oh, I'll fit.

Speaker 2:

Let's get some duplicate keys, triplicate keys.

Speaker 1:

We should hold on these keys forever.

Speaker 2:

Yeah, you never know what they're going to. Unlock the Royal Order of Goblinoid Resources Resource.

Speaker 1:

Goblinoid Resource 3.

Speaker 2:

How is that a thing? This is amazing. I want that to be canon.

Speaker 1:

Goblinoid Resource 3 is amazing.

Speaker 2:

I'm a Goblinoid Resource 3 by trade.

Speaker 3:

I think we've come upon something amazing.

Speaker 2:

This is going to be the offshoot novella series that I do in Lannabeam.

Speaker 1:

All canon.

Speaker 2:

We go into the GR office and rustle around for keys.

Speaker 3:

I'm going to make a search check.

Speaker 2:

Riley, you're up. I said Riley, Riley, riley, remember that time that you were searching for food in my mom's house before it got burned down and they all got killed? You were just quiet as a mouse, but, man, you got like every single piece of cheese out of that cupboard. I did. I ate a lot of cheese. Yeah, do that again, but with keys. I inspire. It works. It's a nine, alright 10. Nice.

Speaker 1:

I do find the key, but I also am eating a hug of cheese when I come back. You want some?

Speaker 3:

Yeah, yeah yeah At Kirk Norie's lunch bag.

Speaker 1:

Kirk Norie's lunch bag. Oh, the land of Eam.

Speaker 3:

Yeah, you find three keys, Three different keys. They're not triplicate, but they open. They're marked with Orphan.

Speaker 1:

Oh, let's do it yeah let's do it While they're all in that meeting.

Speaker 3:

Yeah, alright, you open the doors, we do it. The room is dark, it's dark inside. It looks like there's cobwebs.

Speaker 2:

It's a little dusty, very dusty, but it's definitely a great functioning room.

Speaker 1:

Right.

Speaker 3:

Pulse the immediate desk and around it, but like the walls and all the shelves are like dusty Interesting. There's cobwebs in the ceiling. You also notice there's some like waste in the garbage can, like excrement. There's actually a cell room. There's like crumpled up pieces of paper and like an old sandwich, like half eaten. It doesn't look ancient, it's like you know it's still good.

Speaker 1:

While Gailen is eating the sandwich, I'll like unwrap some of the papers and they waste back to it and read it and see if there's any clues to what's going on.

Speaker 2:

Nice.

Speaker 3:

There's nothing. It's like it looks like the drawings of an adolescent. What Like really?

Speaker 2:

bad drawing. It was once the wrapper for the sandwich and it's been doodled up.

Speaker 3:

Yeah, it's like a bunch of doodles. There's like like SPL memos and just like doodles all over the margins.

Speaker 1:

What the heck Can I go over to the dusty shelves and find a book that's like a ledger or anything like that? Would you know?

Speaker 3:

Well, yeah, there's actually just a wall, a giant wall of file cabinets, behind the desk.

Speaker 1:

All right, I'm going to go to A for azimuth.

Speaker 3:

Okay, make another search, check. All right, here we go. Oh, three, you do not. You search through this file cabinet. You actually do find azimuth, which is the plus, but there's like so much information that you're just not able to pluck it out quickly All right, I'll set aside everything on azimuth and put it on the desk. It's like a giant mound Like huge yeah.

Speaker 1:

I'll never be able to go through this to find any evidence Like we got to find something else.

Speaker 2:

I put it all in the Lucky Knappsack.

Speaker 3:

Nice You'll need like four Lucky Knappsacks.

Speaker 2:

Can you look around for like a safe or anything like that?

Speaker 3:

Sure, I do it.

Speaker 2:

Do you want me to make a search check?

Speaker 3:

Yeah, it's a six. You find a safe, but it's locked.

Speaker 2:

I pull out the cuff links and I use them to unlock the safe. I don't have any creative skills left. This is just me being ridiculous.

Speaker 1:

I'm going to use a quest point and use eye for clues and look on the walls, like behind the painting, to see if there's like a secret compartment. Okay, come on Nine. Come on baby.

Speaker 2:

I love the good times, Ro Okay.

Speaker 3:

Find a secret compartment behind the painting of Lord Orphan. It's a massive painting of a dark helmeted Lord. There's no like facial features or anything, Just a man in armor or being in armor. Some say he's a god.

Speaker 1:

God with like funny doodles on wrappers. When I look inside the compartment and see if there's like any kind of like ledger or diary or something that Orphan would have touched himself.

Speaker 3:

You find the key to the safe.

Speaker 1:

Oh, okay, let's open up the safe man.

Speaker 2:

I've been sitting there with the cuff links trying to unlock. I turn around. Oh okay, that makes more sense.

Speaker 1:

I huff my bangs out of my eyes and like use the key.

Speaker 3:

There are a few things in there. One is a diary. Okay, it seems to be written years ago.

Speaker 2:

It's like very precise cursive, unlike the doodles.

Speaker 3:

It says this belongs to Tim Orphan.

Speaker 1:

Tim Orphan Tee.

Speaker 2:

Tee.

Speaker 1:

Oh, it's Tee Orphan, tim Orphan. That's amazing. I love it.

Speaker 2:

Some would call me Tim Tim Tim the Enchanter.

Speaker 3:

As you sift through it it almost reads like the diary of a madman, so obsessed with power he writes out. Half of it is just business plans, just bullet points.

Speaker 2:

Kill maim, torture.

Speaker 3:

And you come across several entries where he's talking about bringing down Asimuth Corporation, destroying Hell Growth Mine. And it's not only Asimuth Corporation, there's like all these other companies probably never even heard of. Wow.

Speaker 1:

Okay, interesting, I'm going to pocket the diary.

Speaker 2:

Yeah, I'm going to get something else in the safe.

Speaker 3:

I should say there's a magical item and we'll roll for it, because I feel like he's the type of guy to keep a magical item in there.

Speaker 2:

Yeah, like gauntlets or something crazy or cuffs.

Speaker 3:

Roll a D2 hundo.

Speaker 2:

D2, hundo on it. That's a 1, 2, 3.

Speaker 1:

4, 5, 6.

Speaker 3:

Roll again.

Speaker 2:

No, it's a 191. Okay, 191.

Speaker 3:

Wow, there is a seed, a seed, a seed. You pick it up and it feels like there's swirling air around it Interesting.

Speaker 2:

Swirly air seed Make a lore check. Nice Silverman lore check.

Speaker 1:

Silverman lore. Check Silverman lore check, that's a 6.

Speaker 3:

You think you've heard of something like this. It's called a seed of hurricanes Wow.

Speaker 1:

Of course Lord Orphan would have in his safe a seed of hurricanes.

Speaker 2:

I love it. Do I know whether or not one should plant it, or is it a thrown thing? That's all we got.

Speaker 3:

With your success with a twist. All you know is the name of it.

Speaker 2:

It's okay. What?

Speaker 3:

a twist. So, as you guys are just rooting around in here, the door opens.

Speaker 1:

Oh, I died behind the desk.

Speaker 2:

We all died behind the desk.

Speaker 1:

I'll grab Noggin.

Speaker 3:

What? And from behind the desk you see a huge figure. Looks like Lord Orphan himself.

Speaker 2:

The mind of a child.

Speaker 3:

He's looking down here, turns around, chests the door, he flips on the lights and he takes off not just his helmet but his chest piece and head piece and it's just like a young kid, he's like 20 something.

Speaker 2:

Wait, he's 20 and he's doodling like a five year old.

Speaker 3:

Well, I mean, he's not like a five year old, it's just like really soft morick stuff.

Speaker 2:

Ah, yes.

Speaker 1:

Prude.

Speaker 3:

And he this obviously can't be Lord Orphan. He's like pimply faced like young.

Speaker 2:

He's like how do we go?

Speaker 3:

Any size and like puts down this what is essentially like a mascot uniform.

Speaker 1:

I'm gonna jump on the desk and say, ah.

Speaker 3:

I think we're going to end it there.

Speaker 1:

Oh man, tune in next week to see what happens. This is wild. I love it. It's fun.

Speaker 3:

All right, all right.

Speaker 2:

Going to the Kailin. There he is this is the kid. What? What are you doing in my office? Oh, why?

Speaker 3:

It's exactly what it is Awesome. All right, everybody.

Speaker 2:

Thanks for joining us.

Speaker 3:

Shout out to Bernard.

Speaker 1:

Shout out to Bernard and all of his luck.

Speaker 3:

And all of our patrons on Patreon.

Speaker 1:

Yeah, thanks so much. Good times, good times. We'll be back next week and if you haven't checked it out on Twitch, occasionally on the web, you can check it out on the web. And then on Mondays, george Ben and I have been hanging out playing World of Warcraft Classic.

Speaker 3:

The hardcore is three dwarves and it's been pretty fun, it's nothing crazy, we're just hanging out, and if you want to chime in and join us, yeah, just check out the Twitch channel in general, like we're all like sort of gaming every now and then.

Speaker 1:

Yeah, and we'll be back next week with a new video too, so you can check that out. But yeah, thanks again for joining us and we'll see you next Saturday for the exciting conclusion.

Speaker 2:

I mean maybe.

Speaker 1:

Yeah or death. Yeah, or death, which is that's what I always pray for, is it? There's a decent likelihood that at some point, we're not going to be able to weasel all the way out of something?

Speaker 3:

All right.

Speaker 2:

Thanks everybody.

Speaker 1:

Bye guys.

16th Session Land VM RPG
Lost Adventure and Unexpected Encounter
Escape From the Werewolf at SPL
Sneaking Into Restricted Office
Twitch Gaming and WoW Chat