Oathbreaker: A DND Story
Oathbreaker: A Dark Fantasy Actual Play Podcast
Betrayal. Corruption. A kingdom in ruin. The oath has been broken, and the dead refuse to rest.
Welcome to Oathbreaker, our second long-term campaign together. Join our party of schemers, outcasts, and would-be heroes as they navigate a kingdom torn apart by political intrigue, forbidden magic, and the looming threat of an undead crown.
With years of shared adventures behind us, our table is filled with rich roleplay, high-stakes decision-making, and the chaos of a group that knows how to push each other to the limit—both in and out of character. Whether you're here for the deep lore, intense combat, or just to watch everything spiral into madness, this story is one you won’t want to miss.
Swear your loyalty—or break your oath. The choice is yours.
Oathbreaker: A DND Story
Episode 2: Cult at the Windmill
You. You basically said railroad me without letting me know you're railroading me. Welcome to Oathbreaker, a D&D story. I am Brandon, the Irish Wookiee, and with me today is Justin.
Speaker 3:Hi Brandon.
Speaker 1:Hello Justin.
Speaker 3:Hi everybody, I'm Justin and I'm playing Nelvax the human monk. Nope, just a human monk. He doesn't fight, Damn it.
Speaker 4:He's a monk. He's a monk, he fights shit.
Speaker 1:He does fight Human monk fighter and Matty.
Speaker 5:So he's a monk that fights humans, is that what?
Speaker 4:we're getting at? No, he's a human that fights monks. Or a human that we're getting at?
Speaker 5:No, he's a human that fights monks, or a human that fights monks. He does that too, he does all the things. Hi, everybody, my name is Matty. I play Dane Voss, the half-elk, half-elk, half-elf cleric.
Speaker 1:Oh, we're doing good tonight, boys.
Speaker 4:Half-elk half-cler intro, so everyone else has to do it.
Speaker 5:Half elk, half cleric.
Speaker 1:All right, Andrew, keep it going.
Speaker 4:Hi everyone, I'm Andrew. I play Xaniver the Eledrin sorcerer, Eledrin, Eledrin Excedrin, and I'm happy to be here.
Speaker 5:Man, that was a lame mess up. Yeah, I know they just mispronounced, a really difficult word that's lame you gotta screw something up simple and finally Ray hi, I'm Ray.
Speaker 2:I play Harlech, the eloquent bard warlock, and he is a small kenku bard. He is all black feathers with a blue, black beak, big amber eyes. He's got a bunch of colorful scarves he wears around his neck, you know, like a little blue vest, little puffy sleeves and stuff. He wears a bunch of trinkets and baubles that dangle from his belt and a bunch of little pouches filled with nonsense that he carries. He's got this instrument in his bag, all strapped on his back, and a big, wide brim hat with a bunch of colorful feathers that stick out. He's all about being positive and trying to find the best in the worst situations and just trying to make everyone smile around them. That's his whole thing.
Speaker 5:And he's a bird that can't fly. Is that correct?
Speaker 2:Yes, he is a flightless bird.
Speaker 5:Why can't they fly?
Speaker 2:I think the old stuff had them damned by the Raven Queen and stuff like that.
Speaker 1:Yeah, the old lore had the Raven Queen where the Raven Goddess I forget which one it is queen and stuff like that. Yeah, the old lore had the raven queen where the raven goddess I forget which one it is curse them so they couldn't fly. And it's also the reason a lot of Kenkos, or some Kenkos can't actually use speech. They can only mirror what other people say.
Speaker 5:I mean, she would have had to have done something to them physically.
Speaker 2:Yeah, they don't actually have wings or anything like that, they have regular arms. Yeah, regular hands like that. So he just has like feathers on him, but he's not a, he can't fly with them.
Speaker 5:Oh, ok, no, OK, let's get it. I should look at a picture of one of these things where they call the Kinko and thank you too, kinko. Yeah, not to be confused with Cranko or Cancun.
Speaker 2:True, I can put his picture in the chat. That'd be great.
Speaker 1:Alright. So unfortunately, bill is not going to be able to join us tonight, but we are going to push on. So I want to say thank you to everyone For following us and giving us ideas. This is a new campaign for us. If you've listened to our old campaign, you hear some familiar voices. You hear a few new ones. Ray and Andrew both started off as listeners and we are very happy to have them here with us today. Oh yeah, You've been here so long I forgot.
Speaker 1:Yeah, Maddie was also a listener, and you know what? Justin listens sometimes too. So we're all just fucking listeners. There you go.
Speaker 5:Justin probably listens more than anybody.
Speaker 1:I'll take that bet.
Speaker 5:What you have to listen. You edit, you edit.
Speaker 1:Alright, I'll take that bet. What you have to listen you edit. Alright, make sure you give us a like and follow on Facebook at facebookcom slash ADNDstory. Retweet us on Twitter or ex at ADDstory2. Follow us on Instagram at instagramcom slash ADNDstory. And finally, come check us out on our newest app, bluesky, at bskyapp, at a dnd story.
Speaker 1:Um, we, uh, like I mentioned, we are starting a new campaign and we we did release our session 0.5 and probably our session 0.75. So make sure you go and listen to those. Those are just kind of us getting used to our characters, used to the world. There's this this world is very different from our first campaign, if you listen to it. So, uh, a lot more lore, a lot more, uh uh, intrigue. There's going to be some mystery, and now I actually semi know how to be a dm. So, uh, I'm not going to just have open-ended quests for no damn reason. So I I'm going to do the recap from our session
Speaker 1:.5. So our heroes met in the Lucky Leap Tavern, which was a pretty busy tavern. It's where they normally stop by when they're in the town of Orgobar and they saw Crown Warden Lord Syne Monder, who is the head of the military for the king, the royal court, as Lord Protector of the Crown, and he entered a lucky leap in a hurry. He nodded to the bartender and then walked over and sat down near a halfling to the bartender and then walked over and sat down near a halfling. The halfling, named Rafolk, showed him a feather which was a kodal feather, and Lord Seinmander was extremely excited about it. After some back and forth, lord Seinmander said it was too high but would pay for a lower price if it lowered. Lord Seinminder left and after a few more moments a large bugbear named Golpha walked into the tavern, got into an argument about the amount of money that Ratholc owed them, or owed him and his establishment, which was a gambling establishment, and then knocked over a lantern which happened to burn the feather down or burn the feather to a crisp. The halfling was then consoled by our party and, uh, eventually, after not very good rp by me, the dm, uh, they realized that uh, refolk was trying to scam them uh and go to their grandmother to get another feather. So they did agree to help refolk, but they, they went to the uh, they went to the gambling called the gambling building, called the triple nine, to go confront gefolk, uh, gefolk, uh pretty much said that he wasn't paying for anything and they can go screw themselves. And so they are now currently on their way to see Lord Signmonder, who was the original buyer of the feather, and they're going to pretty much tattletale on Gafolk and try to get the halfling some justice or to get his
Speaker 1:money. Okay, so you are all currently on your way to Lord sign of monitors, uh, house or manner, and uh, it's. It's pretty well established that it's in the inner city. Uh, everybody knows where it is. You know that there are some uh guards around it and there are a few of the red cloaks around it as well. Um, lord sign monitor has his own, his two, his two very own red cloak bodyguards, which are the elite of the military. They are the own. You can think of them as the trojans of the military, and so they are. These two are dedicated to lord sign monitor.
Speaker 1:They're childhood friends of his and he handpicked them as bodyguards it's funny because I handpicked Trojans for the Alaskan pipeline and as you are walking down the path to the city and about 10 minutes before you get back to the, in front of the Lucky Leap Tavern, you come across a good friend of yours well, at least a friendly acquaintance of yours, harlech, who you have traveled with several times before. And yeah, and so you run into Harlech.
Speaker 3:When Novak sees Harlech, they go way back. You know they're tavern buddies, so he puts his arms out and walks towards them. He's like, ah, harlech, come on over here. And he gives them a nice hug.
Speaker 2:Harlech immediately oh, what's up guys? And runs up to him.
Speaker 5:Oh yeah. Well, we find ourselves in quite a predicament. We gotta go talk to some Douchebag up on the hill crunk would never say it was a disney movie. If it weren't a disney movie, he would true, oh, justin, you weren't here for that.
Speaker 1:Maddie revealed his inspiration for this character and it's crunkronk from Emperor's New Groove.
Speaker 3:I was about to ask if that's Was I. I don't think so. No you weren't here for it, so it's like the grown-up version of.
Speaker 5:Kronk. Kronk was a grown-up, wasn't he?
Speaker 1:It's Kronk after about three years of alcoholism.
Speaker 3:It's the post-Disney Kronk.
Speaker 5:Kronk with a beer belly he trunk yeah trunk with a beer belly.
Speaker 2:He got a job with dreamworks doing a lot more adult stuff. Now, um, well, uh, what kind of stuff are you guys getting up to then? Uh, who you gotta go see?
Speaker 3:some business about a feather and you gotta gently tug on one of your arm feathers just as a little joke.
Speaker 2:Oh wow, oh well, I'd love to come along if you guys need a hand or honestly just need a little bit of healing or some inspiration here and there.
Speaker 3:Nope, really Nope.
Speaker 5:Yeah. Brandon bet you didn't see that one coming, and that's the.
Speaker 1:You know what Roll for Roll for Roll for combat.
Speaker 3:Unfortunately for you. Nelvax is on Harleks' side. What was this campaign? You had planned it. How?
Speaker 1:many. How many people were you supposed to have?
Speaker 5:you did say there'd be death um I didn't go with the theory well, I'd say we would love to have you along.
Speaker 3:Another traveling companion never hurts, yeah, definitely and of course we I'd love to hear you along. Another traveling companion never hurts, yeah, definitely. And of course we I'd love to hear your music everywhere we go, if you don't mind we gotta go talk to this gentleman about some social justice and hopefully we get it.
Speaker 5:If we don't, this might this guy might get the alaskan pipeline, if you know what I mean is that the count, brandon, did he do it?
Speaker 1:Yeah, you get some inspiration, Maddox.
Speaker 5:Oh, that's just once. This has got to be a running thing.
Speaker 1:You don't get inspiration every time you say Alaskan Pipeline.
Speaker 3:Brought to you by Alaskan Pipeline.
Speaker 2:But what if he can make more unique uses of it every time?
Speaker 1:If it's a natural flowing, yeah, I'll give it to you.
Speaker 3:There's nothing natural about Alaska Pipe.
Speaker 1:You really got to force it in there.
Speaker 5:But in all seriousness, now we've got to take care of this guy. These things are getting a little too out of hand. That bully, what's his name? The guy from the casino?
Speaker 1:His name is Golpha.
Speaker 5:Golpha, this tool Golpha, over there, he's not doing the right thing in this situation. He's treating people rather, rather mean. The big, big poo-poo head.
Speaker 2:Oh well, I'll help in any way I can. I'm pretty good at things like forging things and sneaking around here and there, so sounds like fun.
Speaker 3:Alright. Well then, let's be on our way then, shall we?
Speaker 5:We shall.
Speaker 3:And then we go.
Speaker 1:Okay, about ten minutes later you guys do pass in front of the Lucky Leap Tavern If there's anything that you wanted in there, you know that the bartender slash tavern keeper Recio does sell some things and if you guys needed anything, I think I'm pretty stocked up, we don't need a store.
Speaker 4:Yeah, I don't think we know what it is that we need that we don't have.
Speaker 1:I'd agree with that alright so after another 15 minutes of walking, you finally come to Lord, lord Monders, or sorry, lord Sign Monders manor, and as you're looking at it, it's a large, sprawling estate. It's got some of aged stone and timbered wings and it's just got two large towers attached to the building itself. You know that this is an old architecture. It kind of blends a mixture of elegance and fortification and you all know from the city's history, because you've been here so much, that this used to be the original castle of the kingdom and once the king built his new tower or his new castle, he gave this to the crown warden.
Speaker 1:As you walk up the cobbled drive, you can see that they've got iron gates and you see some stone lions that have a flickering flame in the eyes and as you pass them the flame seems to track you as you're moving past it. But on the manor itself you can see that it's a well kept's a well-kept garden. You can see blooming seasonal flowers. You've got tall trees in there. It's it's one of the most beautiful gardens you've seen in the city, other than the castle's garden, which only a few of you have ever seen in person before. Instead of any kind of lanterns or anything, you do see what you can only describe as magical spot lamps that have been blessed by the tower and flicker with a low flame, but you know, at night it lights up this entire area and the guards have the ability to make them glow even brighter at night. So as you walk up to the, the wrought iron gates, two guards are standing there. You know them to be two of the city guard and one of which you recognize as Tony.
Speaker 5:Who recognizes?
Speaker 1:Tony, who do Specifically Nelvax. Tony's got a bit of a gambling problem.
Speaker 3:Hell yeah, Tony, is that you hey?
Speaker 1:Nelvax, how you?
Speaker 3:doing man, you hanging in there, of course. Haven't seen her around for a couple days.
Speaker 1:Well, I owe some people money and I'm trying to keep a low profile unless I'm in armor, you get what I'm saying.
Speaker 3:Only too well.
Speaker 1:You ever win back that money you lost on the horses?
Speaker 3:He like taps his coin purse. I don't remember, but it sounds like I did.
Speaker 1:Sounds like you're doing way better than I am.
Speaker 3:Don't worry, your luck will change again. It always does.
Speaker 1:Yeah, you've been telling me that for years and I'm still here.
Speaker 3:Exactly my point. You're still here. Anyway, what can I do for you all? We got some business with the Lord, if you don't mind.
Speaker 1:Uh, you, you in no Vax. You know, I can't just let you into the Lord's manor.
Speaker 3:No, no, we're not. I mean, you know I, if I'm coming in the front door, you know it's above board.
Speaker 1:Yeah, I know that, but the other guards don't know that. I can't just let you pass One second. And he summons a young boy to the gate who's just standing behind the wall itself and he whispers in the child's ear and the child runs off. After a couple moments the child runs back and right behind him two large plate-clad individuals with flowing red cloak walk up behind the child and the child knocks on the armor of Tony and Tony looks back and you can see him visibly stiffened at the sight of the red cloaks and Tony says I guess the Lord is in a visiting mood. You guys can go on ahead perfect.
Speaker 3:Thanks, tony. I'll be catching up with you soon. Yeah, of course. Maybe next time you can buy the drinks guys can go on ahead.
Speaker 1:Perfect, thanks, tony, I'll be catching up with you soon. Yeah, yeah, yeah, of course. Maybe next time you can buy the drinks. We'll play for it. Of course, of course, and so the two red cloaks turn around and they just start walking back towards the manor through the garden, Without a word.
Speaker 3:Are their faces exposed too? Can we see their expressions or anything? Are they fully?
Speaker 1:No, they're fully clad. You cannot see their expressions. All of you know that the Red Cloaks are not only the elite military, they're also used as an intimidation tactic. If the Red Cloaks are deployed to either take down a rogue mage or a wildling. If they're sent either take down a rogue mage or a wildling right. If they're sent to take down a wildling, or to If they're sent onto the field of combat, which is extremely rare, they tend to inspire fear in their opponents and that's one of their tactics. Nobody, unless a red cloak tells you, you don't know who a red cloak is.
Speaker 3:Are they sworn to secrecy or silence or anything? I mean secrecy, yes, but silence they can communicate with us if they want to.
Speaker 1:Yes, they can communicate with you. I mean, they are the bodyguards of the Crown Warden and these four strangers that they don't really know have walked up to the manor. They probably want to make sure that they're not trying to humanize you.
Speaker 5:We're well known.
Speaker 1:You're known.
Speaker 5:Known, famous or infamous, what?
Speaker 1:Or infamous? Are you guys following them?
Speaker 3:Yeah, oh yeah. Sorry, I thought that was a play.
Speaker 5:Well off to see the Crown Warden.
Speaker 2:Thank you, Tony. I'm going to tip my hat to him.
Speaker 1:At your greeting Nelvex, tony seems to relax a little bit, but you're not really sure if it's because you said hi to him or if the red cloaks are walking away. Alright, so, waiting at the door of the manor, you can see the dwarf that you all saw earlier in the tavern. It is a dwarf that stands just over five feet tall. He's in normal clothing, whereas before you saw him in plate armor. He does have a sword still on his hip and he on his shirt is embroidered a large, a large battle axe, which some of you recognize. Actually, mmm, if anybody wants, they can give me a religion roll on me yeah.
Speaker 3:I mean, why not D&D? Yeah, I'm not really here to roll dice.
Speaker 5:You know what I mean I got a four. I think this guy's a Jew or a Christian, I can't really tell. I got a nine. Everybody I'm taking a one to my religion checks.
Speaker 1:Alright, everybody that rolled above five does recognize this as a? Uh, a dwarven, uh, religious symbol. Uh, who rolled above a 15? I was at a 15, okay, 15 and above, that's fine, yeah, you. And so, uh, zaniver and Harlech, both of you recognize this as the symbol for the Dwarven God of Battle. So keep in mind, right in this world it's the individual god. Names aren't as important as what they represent, so they're typically just referred to as God of Battle, or God, god of mercy, god of life, so on and so forth he said, this dwarf was we recognized from earlier.
Speaker 5:Was he the person selling the feather?
Speaker 1:he was the person that wanted to buy the feather wanted to buy the feather okay yes, person that wanted to sell the feather was a halfling. Okay, all right. As you walk up, lord Mondor has a large smile on his face and he looks at. He seems to recognize Dane and he opens his arms in a greeting not necessarily a hug, but just a greeting and says, oh, welcome, welcome. What brings you all to my door?
Speaker 5:Do I actually know this guy? I? Think earlier I called him a douchebag. I should have asked first if I thought he was actually that.
Speaker 1:Matty, you and I had talked that you do know.
Speaker 5:Oh, okay, yeah, you do know Lord Mondor.
Speaker 1:You and him have shared a battlefield before.
Speaker 5:All right, I take back the whole douchebag comment then, or maybe he was.
Speaker 1:I don't know.
Speaker 5:There's a term of endearment.
Speaker 1:Yeah, I mean, that's how the military is right.
Speaker 5:Yeah, oh, cynemonder, you're the shittiest person I have ever met, but it's great to see you.
Speaker 1:His smile completely vanishes and he looks directly at you, dane, and says that's lord shitty to you.
Speaker 5:Of course I messed up, lord shitty, but you're still the shittiest, if you know what I mean.
Speaker 1:Yes, yes, of course, Welcome, welcome. What can I do for you all?
Speaker 5:We have a bit of a favor to ask. We have, man, I'm totally messing up this accent.
Speaker 1:I'm waiting for you to slip back in, Monty. It's really close. It's really close.
Speaker 5:The voices are hard, the people that do voices, they're good at it Anyway. Well, we have some problems with a little coitus feather, and then he kind of, out of the corner of his eye, looks to see if the dwarf responds to this.
Speaker 1:Lord Mondor's eyebrows go up and he's like I see you've been hanging out in the bad crowds again, dane.
Speaker 5:Bad crowds.
Speaker 3:Novaks very intentionally looks away from him to not make eye contact?
Speaker 1:is that? I don't know what a coitus feather is, but that sounds like a sex toy no, no, not a sex toy, my friend.
Speaker 5:Uh, what is a coitus? It's a feather. Like, do I? What does dane know a coitus feather to be? I mean, I'm an idiot, so maybe I think of the sex toy too. Dane roll me a history check. This is gonna go south, oh boy, oh, I have a negative one to that one as well. I got an 18.
Speaker 1:Okay, dane, you have never heard of a coitus feather. You have heard of a coitul feather, oh, coitul.
Speaker 5:So what is a coitul feather? I'll take my 18 from my history check for that one.
Speaker 1:Uh, a coitul is a feathered serpent creature that the people of this realm revere, because a coital helped them overthrow the dark angels what are these feathers used for?
Speaker 5:they like they're?
Speaker 1:they're people collect them. They're symbols of good luck. Um, they do seem to bestow health and wealth on families that hold them, and so, uh, collectors typically try to buy and sell these to other people oh, oh, forget what I said.
Speaker 5:I meant a coital feather coitus. That's so silly oh, oh, I have you come across one well, kind of, we have a We'll call him an acquaintance that had procured one, and we were privy to another gentleman destroying it, this object of great wealth, and we feel as though an injustice was done and we wish to seek your help if you could.
Speaker 1:Oh well, who is this individual?
Speaker 5:Damn it. I forgot his name already. Let me look at the notes.
Speaker 1:Are you looking for the halfling or the bugbear?
Speaker 5:The bugbear.
Speaker 1:Bugbear is Golpha.
Speaker 5:Golpha, golpha. Well, the gentleman that destroyed the feather is by the name of Golpha. He's the proprietor of the three nines. Have you heard of him before?
Speaker 1:Oh yes, I'm very familiar with the With the bugbear golfer.
Speaker 5:Oh really, that does not sound like the familiarity I would like to be.
Speaker 1:Well he's. I've been told to ignore some of the things that he does because of the amount of money that he brings into the town. As long as he doesn't hurt other individuals, I'm typically okay.
Speaker 5:Well, this individual has found himself in quite the predicament with the loss of a rather valuable item that was destroyed and no retribution was offered.
Speaker 1:Yeah, lord Mondor says oh, I'm aware of Golfo. What specifically did he do?
Speaker 5:I'll keep going. Let's see if anyone else wants to chime in.
Speaker 3:No, go for it Okay.
Speaker 5:Well, you see, I believe he's throwing his weight around a little too much, and some folks that this individual by the name of Raffolk Raffolk, thank you, this individual by the name of Raffolk, a little halfling. He had one of these coital feathers and Golfa decided it was the best if he burnt it, I think, just to get back at him for some gambling debts. This little halfling is not quite on the up and up, but I still don't believe he deserved to have an item of such value be removed from his family's possession. We approached Golfa on this entire situation and he pretty much told us to get lost, and so we've come to you to see if maybe you can help us out a little bit in this matter oh well, I I'd be happy to help, but why did you come to me?
Speaker 1:it seems like you're uh, you're jumping the chain a little bit instead of just grabbing the town guard I don't know, why did we come to this guy?
Speaker 4:well, well, my lord, I believe that you had personal interest in this particular feather.
Speaker 1:It seems we might have overheard you discussing it in the Lucky Leap Tavern, an item that you perhaps wanted to purchase. I'm sorry. I believe you must be mistaken.
Speaker 5:Are you sure you saw me? I never had an intention of buying a feather. No, it was that the half dwarf, or the the dwarf, the half dwarf, the dwarf that we saw trying to buy the feather, correct?
Speaker 4:the dwarf that we're staring at no, no we're talking to hold on.
Speaker 5:Yes, okay, all right all right yeah we'll read it to you again.
Speaker 1:So you guys were in Lucky Leap. You saw Crown Warden Lord Monder walk up to the table of Ratfolk, where Ratfolk told Monder that he had the feather and Monder was ready to purchase it, but not at the price he was offering. If he dropped it a little bit he would purchase it.
Speaker 5:After that, gulf golfa walked in, burned the feather down okay, sorry, then I should totally play that one out differently. I'm an idiot. Okay, go ahead, andrew. Back to what you were saying. I, I, I thought lord maunder and the dwarf were different people nope, lord maunder is the dwarf okay.
Speaker 4:Are you certain about that, my lord? I do believe a sum was offered, and if it wasn't you, it was a spitting image of you, maybe a twin brother, perhaps.
Speaker 1:Again. I have not been to the Lucky Leap in many, many ten days. As you know, the Kings games are coming up and I've been rather busy. I haven't been able to enjoy myself at a good bar in many a ten day.
Speaker 3:Can I do an insight on that to see if he's telling the truth or just trying to cover it up or something?
Speaker 1:Yeah, give me an insight roll Can.
Speaker 5:I do that as well.
Speaker 3:Yeah, you can all give me an insight roll. It's a 22 for Nelva. Ooh, nelva, give me an insight roll. It's a 22 for Nova.
Speaker 1:Ooh, Novax is good at lying Good for a gambler.
Speaker 5:I'll use my inspiration.
Speaker 2:Sounds good to me, I got a 7.
Speaker 4:I got a 10.
Speaker 5:With my inspiration and my plus 5, I nailed a 14.
Speaker 1:Okay, all right, so you all believe lord mondor? He seems very sincere in what he's saying. Uh, nelvac, you detect a hint of just kind of utter confusion as to what mondor, like what you guys, are saying to mondor. Mondor does not seem to understand how you could have seen him in this bar.
Speaker 5:Well, my friend, I believe we might have a more serious situation on our hands. If somebody is masquerading around the town as you, attempting to purchase these coital feathers, is coital, right, am I saying?
Speaker 1:Cole is right.
Speaker 5:Okay, it's not Coitus. Coitus is wrong.
Speaker 1:It's actually pronounced. And then you got me fucked up. It's pronounced.
Speaker 3:C-O-U-A-T-L right Quattle.
Speaker 1:Yeah, Quattle, Quattle yeah.
Speaker 5:There seems to be somebody impersonating you looking for Quattle feathers.
Speaker 1:Odds are even Matty.
Speaker 5:Evens.
Speaker 1:Alright. So uh, lord Monder says to you all he says, you know, as you mentioned Ratfolk, he's a little halfling.
Speaker 5:Yes.
Speaker 1:Yeah, that. Uh, I believe you might have been getting scammed by a member of the Golden Masks.
Speaker 3:Okay, now it makes more sense.
Speaker 5:The Golden Masks. Huh, what do?
Speaker 1:they do. So you all know of the Golden Masks. They are a pretty secretive organization. They're the only successful criminal organization in the region. Really, they're known to do, they're known to Sorry, they're known to be a bunch. They're spies, they're informantsants. They've got hidden agents all over the corners of uh aglarion and uh they try to kind of keep back behind the scenes to make sure that the red cloaks don't don't see them. Um, they are known to have a lot of shape changers and doppelgangers in their ranks and they tend to try to uh one of their.
Speaker 5:Some of their low-level illicit activities are uh lending money, information brokering, spying, but they also just try to scam tourists so, uh, dane has this like sheer look of disbelief and like just utter like I've been duped, across his face and he kind of puts his hand across his brow and he says we'll freeze a pile of poop and shove it where the sun don't.
Speaker 1:We have been deceived okay, I'm gonna get my inspiration back for that one. That was much better. Okay, so You're not getting inspiration for that.
Speaker 5:Well, poopsicle.
Speaker 1:Poopsicle. So yeah, lord Mondor says I'm sorry, but you know, dane, you and I have fought together before and I do have need for you if you will assist me, and your companions here look like they are very capable.
Speaker 5:Oh my friends, they are very capable. We might not be a smart bunch, but a friend of a friend is a friend in need.
Speaker 1:What Well?
Speaker 5:I wasn't trying to insult your intelligence, I was just asking for help, Dane, I mean after us falling for this little trick of a halfling. I'm not feeling quite too bright, but tomorrow is yet another day. What is this adventure you have for us?
Speaker 1:It's less of an adventure and more of a. I need you to fetch me something.
Speaker 5:Ah, glorious a fetch quest Except.
Speaker 1:As you know, I am, I, I, I, as you know, I do ride in the Battle of Champions during the Kings games and I do need my horse. Unfortunately, my horse is over at the stud ranch and I need him retrieved for me so I can ride in the battle. If you could go and get my horse, I would really appreciate it.
Speaker 5:Dane looks to his friends. So, guys, what would you like?
Speaker 2:Uh-huh, I think we're capable of grabbing a horse, should we collect five?
Speaker 5:plant fibers on our way Um.
Speaker 3:Novakx kind of shifts his hand up a little bit and rubs his finger and thumb together to show like are we being paid for this? A random task? We're being asked for this guy who's got people for this. But he says all that with just a gesture.
Speaker 1:Lord Mondor looks from Dane to you, nelvex, and says yes, of course I do have two gold pieces each.
Speaker 5:Well, I know we've been friends and in battle for a long time, but don't you have people that could possibly do this for you?
Speaker 1:Nelvax.
Speaker 5:There seems to be more. Is there more to this story that we're not aware of?
Speaker 1:Nelvax and harlech roll me an insight check and I'm giving it to nelvax and harlech based off of their uh, passive okay I got a natural 20 for a 25 shit, you both get it damn okay, uh. So yeah, um, both of you can tell that Lord Mondor is holding something back from you. He seems like he's sending you on this for other reasons.
Speaker 3:It doesn't seem like a very fair price for a horse-fetching quest like this. And he kind of squints at Mondor a little bit.
Speaker 5:Does Mondor respond to Dane?
Speaker 1:Sorry, what did you ask? Oh don't I have people for this.
Speaker 5:Yeah, he said hey, we've been friends for a long time, but don't you have people that do stuff like this for you?
Speaker 1:I do. Unfortunately, they're all either busy on the Western battlefront or getting ready for the King's Games.
Speaker 4:What about one of those guards at the front?
Speaker 1:I think there was a Billiam or a Tony or someone. Oh, there is Tony. Yes, I did not know. You knew Billiam. He's a relatively new guard, billiam, and I go way back.
Speaker 4:Oh, we did a thing for him at a time and a place. Maybe. Perhaps we can discuss it another day.
Speaker 1:Okay, all right, yeah, okay, alright, yeah, no, unfortunately I need them here. You know, I cannot leave my estate unguarded.
Speaker 3:Are those red cloaks still standing behind us?
Speaker 1:The red cloaks are in the room with you, or are? Yes, they are on the stairs.
Speaker 3:Nelvec slowly but pointedly looks at them Again, pointing out another thing that Lord Mander should be like what are you talking about, man? We can see your guards everywhere.
Speaker 1:Okay, I may have fibbed to you all, I apologize. I uh, a friend of mine went to had heard some rumors about some a suspicious gathering, um, near near the stud farm, at an old windmill. Actually you had passed that windmill on the way and while I would not dare to put you in harm's way, I was hoping you would see it on your path and report back any findings that you saw to me. I heard about some pretty dark things and my friend spoke of witchcraft and dark rituals even, but it could also be the imagination of the locals. Lord Wedris discovered this and came to me about it, but the stud farm and those windmills are ran by another noble and I dared not accuse her without any true evidence. So he went back to collect that and I had not heard from him in close to four days.
Speaker 1:Novak's again, novak's again gestures he went back to collect that and.
Speaker 3:I had not heard from him in close to four days. What is time? One Novak's again like gestures with his thumb and forefinger making the money sign Like two gold is not going to get you that.
Speaker 1:Yes, I will pay you. What would you need to do?
Speaker 5:this quest for me Was Dane going to say something else. I was curious of Signmoner's association with the tower.
Speaker 1:Signmoner is a rule follower, so if the tower deems a wildling a wildling, he will help the red cloaks apprehend them.
Speaker 5:Well, if there's some unsanctioned witchcraft going on in this area, why not involve the tower?
Speaker 1:Oh, I need the evidence first, prior to involving the tower. You know how stretched they are. I almost have to bring them. I mean, Dane, the last time we involved the tower we had to bring them a wand of one of the ones we killed.
Speaker 5:That is true, very true, very true. Well for you, my friend, I will do this, but as for my traveling companions, I cannot speak on their behalf well, you say that they're stretched, yet you're taking one of their own errand boys to run this errand for you yeah, so just so you know that the tower does have scouts like Dane, but they also have to involve the tower directly.
Speaker 1:You need evidence.
Speaker 4:So Dane is a tower scout.
Speaker 1:Dane is yeah, he's a bounty hunter, he's a free merchant. Free agent yeah.
Speaker 3:You mentioned some rumors and tales of witches. Can you tell us what you have heard and what we might see?
Speaker 1:I've heard some pretty outrageous things from Lord Redress. He mentioned to me that he had found signs of summoning circles and cultists, and even mentioned a hag.
Speaker 4:For the time that we've been in the area, would we know what lord or lady is in charge of this windmill area?
Speaker 1:Probably not directly. The nobles don't openly preach who owns it, but if you ask Mondra he would probably tell you.
Speaker 3:So Novaks looks around at the other guys to see, like try to get a read on what they're feeling. This is kind of a not exactly a horse-fetch quest anymore and it actually has like an air of danger which I'm curious to see how they're looking.
Speaker 5:I think going and procuring a horse sounds like a great idea. Dane's okay with it being a horse quest.
Speaker 2:Ah, sounds good to me. I'm kind of curious to find out more about these golden mess guys. Well, Lord Mondor, if it wasn't him buying the feather, then who's using his likeness and whatnot?
Speaker 1:I will go and send my guard to go check out Gulfus. He's been known to be an ally, at a minimum, to the Golden Masks and, to be very clear, I still really do need my horse. If you could also get her for me.
Speaker 5:What is your horse doing in a stud farm?
Speaker 1:Her name is Miss Ivory. I'll let you put the pieces together.
Speaker 4:Would it be against your best interest for your mare to be awaiting a cult during the Kings games? Awaiting a cult?
Speaker 1:What do you mean?
Speaker 4:If your horse was pregnant during the.
Speaker 1:Kings games, oh yes. Well, even if she got pregnant during the King's Games, she wouldn't show when she could actively participate this early on. Everybody knows you can have a horse participate in active, even warfare up to two months.
Speaker 4:I'm sorry I'm not up to date with the animal husbandry in this realm. I do appreciate the knowledge.
Speaker 1:Of course. So yeah, Lord Mondor looks to Nelvax and says, well, you mentioned pay. How much do you want? I'm willing to negotiate.
Speaker 3:With the unknown amounts of risk involved On top of bringing back your horse, I think maybe 50 gold a person Sounds more reasonable.
Speaker 1:Oh, 50 gold a person. I'm sorry, Even for me that is too rich.
Speaker 3:He looks around the castle we're standing in. This was given to me. I did not purchase this. He's what you call cash poor.
Speaker 1:This was given to me. I did not purchase this.
Speaker 2:Oh, he's what you call cash poor.
Speaker 1:Yes, I'm house poor. How about we agree upon 15 gold a piece, and you can call me for a favor, a favor each, or a shared favor. One shared favor for your group.
Speaker 3:Glances around at the other guys to get their opinion.
Speaker 4:Can we see anything of value in this room, or is it like pretty stark?
Speaker 1:No, I mean he's got. There's some nice furniture in the room. There's no, there's a couple tapestries, but they're old. The furniture is well-made wooden furniture. They've got some nice pelts on it to make them comfortable. There's a large hearth at the far end that's not lit because you're in the middle of summer right now and it's daylight in the middle of summer right now and it's daylight, and there's a bowl of what looks like fresh fruit on the table. So you can tell that he is more comfortable than most of the non-nobles, but he is definitely not wealthy.
Speaker 4:But similarly nothing that could help close that gap in value.
Speaker 1:No, Not that you see in the house.
Speaker 5:Ask for the shirt off his back.
Speaker 1:Having a paladin of my ability, being able to heal or cure illnesses or even wield a hammer against the foes of the kingdom, might come in handy.
Speaker 5:Well, your friendship has always been handy to me, if you know what I mean.
Speaker 1:No, I don't know what that means. I am a married man for the last time.
Speaker 5:You're such a joker. Anyway, he looks around to his traveling companions.
Speaker 3:Yes, we're still trying to get a read from the other two dudes.
Speaker 2:I'm down to be a part of this. I feel like we could potentially run into a lot of trouble when we get there, but I mean, all that other hag nonsense aside, how hard could it be fetching a horse?
Speaker 5:15 gold is that sounds like a great idea.
Speaker 4:I see no other payday in front of us. This is as good as any.
Speaker 3:Alright, then, Trying to get a read like Novak makes a move to go step up and shake hands on it, and watching the red guards to make sure they don't come at him. Not sure how.
Speaker 1:The red cloaks don't move and Lord Mondor doesn't flinch. He shakes your hand very confidently and as he grasps your hand you can feel the strength of just his being. This is a solid, stout individual.
Speaker 3:Yeah, I was thinking that I assessed that he's confident in himself, but I wasn't sure how wary the guards were about like somebody kept walking up uninvited to close proximity.
Speaker 1:Nope, the cloaks make no move to stop you. Mondair also says and of course, dane, if there is witchcraft there and you can prove it to the tower, the bounty is yours.
Speaker 5:You know I'm good for it.
Speaker 1:I don't know what you mean by that. As Brandon, not as Mondor.
Speaker 5:Oh, he's down, he'll go. Dane's not the smartest individual.
Speaker 1:He's down to go get a horse. Does Dane realize that there's potential danger or does he think you're just going to get?
Speaker 5:a horse. I don't even care, he doesn't really care. Okay, he's okay going into danger, but this is just a horse fetch for him, okay.
Speaker 3:Novak is excited to go and do this. It sounds like a good time, it'll be fun, but he also wants to get the most for his money.
Speaker 1:Yeah, yeah, I mean 15 gold pieces. That's more than I gave you guys the entire last campaign.
Speaker 3:So we're already at a win. Cool Freaking, nipple flaps, yeah, so waiting to see, like do we get a sign like we are dismissed, or does he offer something like oh yeah, mondra says you are all welcome into my home if you'd like to refresh, but otherwise feel free.
Speaker 1:Carry on. The stud farm, and the manor or the windmill are about a half a day's walk outside of town.
Speaker 3:What I appreciate, that I feel pretty good and fresh right now. You guys want to get on the road. See what we see.
Speaker 2:Sounds good to me.
Speaker 5:Yeah, that sounds like a good idea. Lead the way, Okay.
Speaker 3:Novak's will turn around and start walking back towards the gate. Give a little fist bump to Tony as you walk by.
Speaker 1:You know, you guys are moving way faster than I thought you would.
Speaker 2:I wanted to wait until we're out at earshot of their guards and stuff like that, to bring up some stuff to the group real quick. Go for it, hey, so you guys are 100% sure it was Lord Mondor buying that feather right?
Speaker 3:Sure, seemed like it to me, but he did mention the golden masks. I feel like Nelvax would probably know of them, haven't like he's part of the thieves guild in the area?
Speaker 2:oh yeah nelvex knows about them I was gonna say I mean, I know I'm pretty good at uh disguising myself and I'm pretty good at uh voices and stuff. So I'm sure other people, especially if, if the if there's a whole crew of people dedicated to well, I guess, setting people up, I'm sure they could do the same.
Speaker 4:Well, I've dealt with a doppelganger or two in the Feywild. They are cunning and mischievous and there's really hardly any way to tell them from whom they are imitating. Hardly any way to tell them from whom they are imitating. It's not simple illusion, magic like, uh, you know, any two bit bard might do in a in a pub. It is something deeper and innate within them where they are truly changing themselves into their target.
Speaker 2:That's true, hurtful, but true.
Speaker 5:Well, if those guys were able to fool us, I feel sorry for raffle's grandmother. They're gonna pull a quick one over on her, still truly believing that the feather at the grandmother's house was an actual thing that they could have done yes, but at the same time I believe golfo was going to return Raffa to his grandmother, so perhaps everything ends well in that story.
Speaker 4:Not really sure, I don't really care. Let's find this horse. See a man about it.
Speaker 5:I agree, forget them, let's find a horse.
Speaker 1:So, hal, I originally intended that whole storyline to go. You weren't even supposed to go see Golfo, you were supposed to go see the grandmother and the grandmother was supposed to have you purchase the feather from her and then bring the feather to Lord Mondur at a higher price that he originally agreed to pay for it, and then he would tell you that I wasn't looking for this feather and this isn't a coital feather to begin with.
Speaker 4:Aha, we tricked. You See, Brandon gave us a bunch of gold and he's already trying to steal it back 100%.
Speaker 5:I was really wondering why we got so much gold to start out with, and now it all makes sense. All right, we're going to lose this gold.
Speaker 1:You should have some gold.
Speaker 2:Oh, I have some gold. How much gold do you have? I think it's like 200.
Speaker 1:Yeah, I gave everybody 200 gold.
Speaker 4:That's more than the party had for the first 50 sessions of the OG campaign.
Speaker 1:I gave them so many items, though they didn't need to buy anything, alright. So as you all start walking towards the Rumlin family estate, which is where the stud farm and the windmills are, you eventually leave the city, which is where the stud farm and the windmills are. You eventually leave the city and you start walking towards the estate itself. You're in rolling hills right now that are cultivated. They're very clear. They've been clear to trees. You don't see any trees on there and you begin to smell an acrid odor, like an acrid smoke smell, and after a few more minutes.
Speaker 1:Electrical fire in the engine room Electrical fire in the engine room, number two RPFW pump. So as you're walking you then start to see, because the sun is beginning to set, you begin to see a glow on the hill in front of you and after a few more minutes you begin to see flames flicker up, and about a quarter mile ahead you can see that the villa itself and the stud farm is on fire.
Speaker 5:The villa? You mean the windmill, no the actual, yeah, the family estate.
Speaker 1:The windmill is just further away on the hill above it, but you can see that the villa and the stables are on fire. The smoke is rising high in the air and you can start to hear the sound of horses panicking loudly inside the stables.
Speaker 5:And it's a quarter mile away.
Speaker 3:Yes, novaks breaks into a sprint and starts running. Yeah, towards the fire.
Speaker 5:Dan will be right behind him.
Speaker 1:Novaks is like nope out of here. That would put a dent in my story. So are Xaniver and Harlech following.
Speaker 2:Yeah, I'm going to be trying to keep up as best I can.
Speaker 4:Yeah, I'll follow, but I'm not able to keep pace with Nelvax. Okay.
Speaker 5:What's everybody's move speed 30.
Speaker 4:40.
Speaker 5:Oh, I'm the slow one, I got 20.
Speaker 1:You have 20?.
Speaker 5:Yeah, how? I don't know.
Speaker 4:Because he doesn't have the strength for his armor.
Speaker 3:Oh, Maddy's clucking around.
Speaker 5:Maddy's over encumbered. I'm big, big dumb idiot. I'll catch up with you guys.
Speaker 1:Fantastic.
Speaker 5:Look for Miss Ivory.
Speaker 1:Fucking Gimli trying to keep up with Legolas.
Speaker 2:Wait.
Speaker 3:Does Maddy's nature say 77?
Speaker 5:Nature.
Speaker 1:Yes, it does. Why does your nature say 77? I?
Speaker 5:have no idea.
Speaker 3:What did you do?
Speaker 2:Holy crap. What did you do?
Speaker 1:Apparently, I don't know what I did? You overrode that skill. I'm going to delete that for you, bud.
Speaker 3:Yeah, I did. You overrode that skill. I'm going to delete that for you, bud. Yeah, I know, roll me a nature. It's only 79.
Speaker 5:I put it in there because I have advantage on nature checks.
Speaker 1:Yeah, but why'd you give yourself 77?
Speaker 5:I don't know. Just to clue myself in that there's something.
Speaker 1:Why do you have advantage on nature checks?
Speaker 5:I'll get back to you on that one. I have something that does it.
Speaker 3:Oh, it's his. He took a feat for actor. He has advantage on deception and wait deception and performance checks. I don't know.
Speaker 5:Yeah, it was something else that didn't actually put it into my, because if I took it as a feat, it would add it into my, because if I had, if I took it as a feat, it would add it to my character sheet or something else.
Speaker 1:All right, nelvax, as you are running, about two minutes into the run, you notice a the corpse of a human soldier dressed in leather armor. Uh, on your path and he's currently lying in a pool of blood. Are you stopping to investigate or are you running by it?
Speaker 3:Can I use a perception to see if there's any signs of where footpath went to, if it was coming or going, or how many people fought him, if there was other stuff going on? Just slow down, but I want to keep going. You can either roll me an investigation or a medicine. Check. That's a natural 20 for a 20. Jesus.
Speaker 1:Alright, yeah, so you don't even really slow down, but you pass this corpse and you can tell man, even full sprint. You can tell that this corpse has been slain in the last hour with some sort of slashing weapon like a sword. The wounds are still dripping blood and, uh, yeah, the the wounds still are still dripping blood and the the pool of blood is just getting larger around the corpse itself.
Speaker 3:Okay, is it uh okay? All right it was from the front or back uh, it's, it's right on his chest okay, yeah, I'm trying to. My goal is to get over and get the horses out of the stable so they can not burn to death.
Speaker 1:That'd'd be really cool, that'd be real cool. Okay, so after another two minutes, you guys get to. Three of you get to the stables. Dane, you are going to be delayed by a few seconds, so I want everybody to roll me some initiative. This is going to be a turn-based skill check and, dane, you're going to miss the first round, no matter what you roll.
Speaker 4:22 for Nelvax, 15 for Xaniver, and Dane's advantage on nature checks was because of something that happened in session .25.
Speaker 5:Yeah, I'd have to think of what happened in the session. Was it the fire helm? Did that do it? No, it was.
Speaker 4:You did something in the temple, like gave an offering and returned the money that you were going to get, or something like that. You did something selfless, so you got a boon.
Speaker 1:Oh, I vaguely remember that I have to look through my notes.
Speaker 5:Yeah, I made it 77, so I wouldn't click it.
Speaker 1:If I did, it wouldn't make any sense click it, or if I did, it wouldn't make any sense, and you know what dane, it makes sense.
Speaker 5:You rolled a nine, so yeah, yeah, I got a nine for my uh initiative.
Speaker 1:Okay, all right, novaks, you come across this building, you can tell that it's uh it. The whole stud farm is on fire right now. Uh, the flames are are flickering, but it's not hasn't hasn't covered the entire building yet, it's only on the right side. Right now. There are flames on the inside. The horses are beginning to panic, but if you run in, you could potentially be in danger.
Speaker 3:The doors to this thing are pretty big, I imagine right. Are they open or closed? They are closed.
Speaker 1:Are they locked? You can't tell from where you are.
Speaker 3:I would like to go try to open those doors. I'm going to go and try to go outside and feed the horses.
Speaker 1:Okay, yeah, so you run up, the doors are not locked, and you open the doors. As soon as you open the doors, the flames on the inside seem to get fanned, and so they start spreading even faster.
Speaker 3:Okay, can I do? Can I make a spell attack with Ray of Frost to try to knock some of that down? Point the cold at the base of the fire. I don't know if that I don't really want to do this. My spellcasting is all Wisdom-based, I guess.
Speaker 1:You absolutely can. To be clear, this fire, this building is very large and the fire is already spread far enough where a ray of frost would not be able to put it out. So, unless you're aiming at something specific, Okay, I understand.
Speaker 3:Then what else am I seeing in here? Am I close?
Speaker 1:enough to start with him out. There are six horses inside. There is a large black horse, a Chester-colored horse, a pure white horse and then three other horses of varying browns.
Speaker 3:How close to the fire are the horses.
Speaker 1:The browns are the closest. They're on the side that the building is currently burning on, and the other three horses are on the other side. So if you roll me a, give me a survival roll 17 plus 5 for a 22.
Speaker 3:Alright, you can tell based on how the fire is spreading. Give me a survival roll 17 plus 5 for a 22. Woo-hoo-hoo.
Speaker 1:Alright, you can tell based on how the fire is spreading. You probably have a probably a half of a minute before the fire gets to the other side of the barn and starts endangering, like severely endangering the other horses.
Speaker 3:Okay, I'm guessing that's my.
Speaker 1:Um, you can still do. Oh yeah, no. No, that was your check. Yes, that is your turn. Okay, xanivert. Oh, do you want to share that with your party?
Speaker 3:Um, yeah, I'll shout out and I'll like point down into the building as they're approaching. Only got about half a minute till. Those horses are going to be in a lot of trouble.
Speaker 4:So with my movement am I able to get to the building as well? Yes, okay, and then kind of where the horses are about. How long is that?
Speaker 1:distance. Once you're inside the building. The first set of stalls is about 10 feet inside.
Speaker 4:Okay, and the three horses are in that. That first stall, or is it?
Speaker 1:they're all separated. Okay, 10 feet for the first stalls and then about eight feet between each other stall.
Speaker 4:Okay, so within a 30 foot cone I could be able to clear out the fire from the door to the first three stalls. Yes, okay. So seeing the fire and the flames start to build up on the side of the stalls, xaniver, as he comes in, is going to carefully cast Rhyme's Binding Ice to try and put out the fire, clearing a way between the horses and the stalls and the door so that they can escape. And if it's too creative of a use of the spell, I get it.
Speaker 1:Nope, I will allow it.
Speaker 4:Andrew, odds are evens, so I'm going to use a. Is this for the horses to get hit or is this for this is for the horses?
Speaker 1:being endangered.
Speaker 4:Okay, so I'm using Careful Spell, metamagic, so that they automatically pass and take no damage. Careful.
Speaker 1:Spell Nice. Okay, so 10 feet, 18 feet, 26 feet, so that's 4 out of 6.
Speaker 4:Can I angle it to? Only Because it sounded like 3 were on one side of the room.
Speaker 1:3 were on the other.
Speaker 4:You can angle it, I want to angle it so that I just get the 3, and then I can pick 4 targets so all 3 automatically succeed and take no damage. Okay and so and so for careful spell, when you cast a spell that forces other creatures to make a saving throw, you can spend one sorcery point to choose up to four creatures to automatically succeed on the saving throw and it takes no damage if it would normally take half damage on the success. So all four or all three horses can succeed and take no damage, as I, you know, bring my AFFF fire extinguisher out and start clearing a path.
Speaker 1:The fire is temporarily beaten back and you all temporary beaten back and the horses seem to calm down a tiny bit.
Speaker 4:Alright, that's going to be my turn. That's fine.
Speaker 2:Alright, are the stables and stuff like that open or we have to open? Get in there and open them. You'd have to open them. All right, I'm gonna do I have the movement to get in there and at least open one of them. Yes, you do. Uh, I'm gonna yell back at uh, at dane, don't let pass and go in and start trying to open up the first one that I can get to.
Speaker 1:Okay, you get to the first stable on the right. It's one of those brown horses. You're able to open the stable and as you open the stable, the horse seems to, or does, back away from you and it's very panicked by the sight of you. You can either give me a animal handling or a or uh, yeah, an animal handling or a uh persuasion check to try to calm this horse well, definitely try to do persuasion then.
Speaker 2:Um, just try to talk to it like real gentle, like it's okay, calm down, we're going to get you out of here safe.
Speaker 1:I'll kick you in the face if I was a horse. That's more terrifying.
Speaker 2:Come on, look at me. I'm also a small bird, yeah.
Speaker 1:I know.
Speaker 3:I'm walking up to the horse.
Speaker 1:He rolls animal handling and goes into the corner, starts handling himself, starts handling himself. Okay, so 18 now, uh. Yeah, so the horse, uh, seems to calm down to your words and walks up to you and nuzzles his hand in your, nuzzles his nose into your hand and is ready to follow you out, cool.
Speaker 2:And then if I have any ability to start moving it out towards Dane and stuff like that, I'll do that. But if that's the rest of my turn, then that is what it is.
Speaker 1:That is the rest of your turn. Do I get to?
Speaker 5:respond. I know I don't get to turn this turn. Can I just respond back to him yelling at me? Yeah, if you can't save them all, at least get Miss Ivory.
Speaker 1:All right, Nelvex, you're up.
Speaker 3:All right. So the state is that the fire has been cleared from four of the six stables.
Speaker 1:It's been beaten back, but the fire is still burning.
Speaker 3:Okay, I don't know that I really care about saving the barn, but I do want to make sure that the horses are good. Is there something I can do to like keep the fire from spreading back, like get the hay off the floor the fire from spreading back? Like get the hay off the floor, or maybe there's like a trough of water I can dump over to quench some more area and build a damper between the fire and us and the horses?
Speaker 1:Each of the stables do have a trough of water, and then there's a. There's a well right outside of the stable, but you'd have to manually pump that.
Speaker 3:Is it? Does it like have a pump? Is it an actual pump? That, um? Is it? Does it like have a pump? It's an actual pump? That'll like suck the water, siphon the water up, or is it more like the bucket crank?
Speaker 1:no, it's an actual pump. It's a hand pump, but it is a pump okay.
Speaker 3:Um, I'm trying to think, if that's going to help me, like, would there be hoses attached to it? Like, can you grab the man, the hose and bring it over? And just fill a bucket no, it'd be a bucket.
Speaker 3:You'd have to fill the buckets I guess, um, I'll reach into my hood and I'll toss my familiar out to uh into, like into the plains and tell him to keep watch, um, so he can like look for any approaching dangers or anything. And then I'm gonna go into the, into the stable and try to the horse closest to the fire, get him out uh, what does your familiar look like?
Speaker 3:right now. He's a lizard. He's like a foot long. He's got webbed feet. He looks kind of like a dry type lizard, like a horny toad but without the spikes on there, or like a little baby gila monster. Like cute More cute than scary Like gecko-like.
Speaker 1:Alright, barbecue. Okay and yeah, you get to the second stable. The horse is still panicked. You can roll me a persuasion or animal handling.
Speaker 3:Okay, well, animal handling, there we go A natural one, baby. Yeah the horse does not calm down.
Speaker 1:It starts to panic even more and kind of moves back and it steps on something and it tips to the side a little bit and his back left leg is now he's limping a little bit because he's so scared. What?
Speaker 5:color was this horse?
Speaker 1:He's a brown horse, all right. Zediver, all right.
Speaker 4:Xenover. All right, I'm going to try to go over to the black horse and I'm going to check its gender. It is a male. It's a male, okay. Yes, do I have enough movement to go to the white horse? You do. Can I check its gender?
Speaker 5:Yes, it is a female.
Speaker 4:Okay, hey, you know what you do. Can I check its gender? Yes, it is a female, miss Ivory. Miss Ivory could have been sarcastic, could have been irony no ivory.
Speaker 5:Miss Irony you said ivory alright, so from our time I was gonna laugh if dane walked straight in and bypassed the burning brown horses and went straight for the white one and let it out is dane smart enough for that? Yeah, I don't know, maybe not, probably not.
Speaker 4:So from our time traveling to Dunhollow, Xanover remembers Border Collie is being used to herd farm animals and so he's going to use Minor Illusion to conjure an illusion of a Border Collie behind Miss Ivory to try and encourage her to leave her stall. Okay, yeah.
Speaker 1:So at the sight of a dog appearing behind her, yeah, she bolts out. Are you standing in front of the stall? Oh, hell, no, okay, yeah, she bolts out and just runs straight out of the stable and towards Dane.
Speaker 4:I'll yell out to Dane she's all yours, that's my turn, dane, I need you to. To Dane she's all yours, that's my turn.
Speaker 1:Dane, I need you to roll me a dexterity saving throw. Oh, I'm very dexterous.
Speaker 5:Am I going to get a dexterity?
Speaker 1:I would bet not.
Speaker 5:Nope, I am not. I sure wish I had that advantage I got a six.
Speaker 1:Yeah, so you, after Xaniver does call out to you, you do notice it and you dive out of the way. Um, but you do. The very edge of you hits the the side of the horse as you're diving and you're gonna take two points of bludgeoning damage.
Speaker 5:How much damage does she take Jeez?
Speaker 1:Oh, she's a warhorse, she's fine.
Speaker 5:Fair enough Okay.
Speaker 1:This is what she does. She runs into armored folk all day long.
Speaker 5:Yeah, fair enough.
Speaker 1:All right, Harlick, you're up buddy.
Speaker 2:Is Miss Ivory now bolting uh like away from the whole situation?
Speaker 1:Uh, after she hit Dane she seemed to calm down a little bit and she's just outside of the stables.
Speaker 2:Okay, uh, alright, uh, I'm gonna Go ahead.
Speaker 5:Oh no, no, go, go, you're fine.
Speaker 2:Oh yeah, I'm just gonna move on to the next, whatever the next stall is, to get the other horse out and try to. How's the fire looking? Is it coming back on us again?
Speaker 1:The fire is starting to spread back up. The cold knocked it back for a few seconds, but it's beginning to spread up to the ceiling of the stables.
Speaker 2:Okay, I'm already in here. I'm going to still try to get the other horse out. I'm going to try to open up the thing and calm it down.
Speaker 1:Okay, yeah, after you calm down the first horse. You're kind of an expert at this by now, and so the first horse is still following you and the second horse seems to calm at your presence, knowing that you have another horse, and you now have two horses. Both your hands are full of leads.
Speaker 2:Cool, I'll you know. Whenever I can, I'll start trying to lead them out.
Speaker 1:Okay, yeah, you can get to the entrance of the stables. Dane, you are finally at the stables.
Speaker 5:Well, I'm going to turn around and look to Miss Ivory and now she's calmed down a little bit. I attempt to hold my hands out in front of me and say, hey girl, and he's going to try to approach her so he can put a lead on Miss Ivory. Or the white horse which he assumes to be Miss Ivory, he doesn't actually know.
Speaker 1:Yeah, this white horse still has very wide eyes. Give me an animal handling.
Speaker 5:I don't get a chance to choose persuasion. Geez, it's like, what are you worse at? Well, dexterity is definitely my worst.
Speaker 1:I got 11 okay, um, the horse uh eyes you and starts walking towards you very slowly and eventually Walks up right next to you.
Speaker 5:Dane will fashion a makeshift halter Out of a rope In his pack and throw it around Miss Ivory and hold on to her.
Speaker 1:Okay, back up top the fire is beginning to spread Onto the other side of the stables. You now, harlech, is leading two of the brown horses out. Miss Ivory is outside of the barn. There are still three horses inside, nelvax, you're up.
Speaker 3:All right, I'd like to use an acrobatics to like kind of, while this horse is freaking out in front of me, like put my hands on him and then kind of kick off the wall as he comes down so I can swing up onto his back and try to ride him out into safety.
Speaker 1:I love it. Give me an acrobatics at advantage.
Speaker 3:It's a 14 plus six for 20.
Speaker 1:Yeah, yeah, you uh very nimbly jump onto the wall and then land on top of this horse and though the horse is still freaking out, the weight of you on its back seems to give it reassurance and it starts running towards the entrance. Hell yeah, xenover.
Speaker 4:All right. Seeing that Harlech has figured out a better way of getting the horses out, I will attempt to persuade the black one to leave its stall and start making its way towards the exit.
Speaker 1:You can give me an animal handling or persuasion. That will be a 19 total on persuasion. This black horse isn't as nervous as the other horses. It is the largest of the horses in this stall and walks towards you very confidently you and me are going to be good friends.
Speaker 2:I think that's my turn harlech, you have two horses on leaves right now uh, I definitely want to try to get them out, uh, to where the heat and stuff like that can't get to them. Is there more horses inside? There's one more horse inside. Okay, I guess I want to try to get them to a post or where we can tie them up safely. I think Dane's not too far away yeah, let's get them over towards where Dane is and stuff.
Speaker 1:Okay, yeah, you can move over to Dane and hand it to him. What's up, delvex?
Speaker 3:I was just singing the get him over towards where Dane is and stuff. Okay, yeah, you can move over to Dane and hand it to him. What's up, nelvax, I was just singing the old Chevy commercial. I was like, like a rock.
Speaker 5:Dane's got a bunch of horses like balloons in his hand, all right.
Speaker 1:And then, dane, you have Miss Ivory and then two brown horses. Is there anything you'd like to do?
Speaker 5:I'm going to cast sacred flame underneath all the horses. No, I'm just kidding. Dane is going, so I'm going to be outside and yeah, probably far enough away from the barn, not able to really do much, so I'll just probably pass on my turn.
Speaker 3:I'll continue to hold on to the horses.
Speaker 5:Okay, I'm trying to think if I have a spell or anything, it actually helps. I can charm things. Yeah, yeah, I've really got nothing to hold on to these horses.
Speaker 1:I definitely don't want to let them go. All right now, vex, you are currently riding uh, riding one of those brown horses. There's still one horse in the barn. What would you like to?
Speaker 3:do uh once the. Is it possible for to get, get the horse out and then, like, direct him towards the other guys and then dismount and go back in for the last horse?
Speaker 1:you would be able to run out and dismount him towards the other guys and then dismount and go back in. For the last horse you would be able to run out and dismount, but probably not get back inside the barn in time. Or on your turn.
Speaker 3:Okay, that's fine for me. Maybe did you end up finding a post to tie the horse up to.
Speaker 1:Yeah, the post was Dane, Not Dane just standing outside waving holding horses horses.
Speaker 3:Yeah, maybe I can do like side of hand and like, as I'm approaching dane, I'll pull out some rope and fashion the quick loop, get it around the horse's head like another makeshift collar and then lasso dane as I go by, using dane once again as a post.
Speaker 5:I just bought one.
Speaker 3:I think you've had me use sleight of hand for rope handling before, but I'm okay with anything else. I'll do a straight dex if you want. Yeah, I would say straight dex, it's a three plus three for six.
Speaker 1:Dan give me a dexterity check.
Speaker 5:Dexterity.
Speaker 1:Like a save. Going right up, no, just a d20.
Speaker 5:I got a minus one, so I got a 13.
Speaker 1:Alright. So Dane, seeing you come in, does see the rope and is able to grab it. Perfect throw Xenover.
Speaker 4:Alright, so I think at this point there's probably nobody in the barn, is that right? There's no one in the barn, Alright. So I've got my hands full with my big black stallion, so I will do another border collie behind the last horse to just send him on its way.
Speaker 1:The door is not currently opened for his stable.
Speaker 4:Well, I will just continue to leave my horse out then. I'm not fussed by a sixth horse when we only need to fetch one.
Speaker 1:Alright, harlech then.
Speaker 2:Am I able to get back in there and get to the stable? Or am I able to just get back in? No, you're able to get there and get to the stable.
Speaker 1:How bad is the flames getting to to me and the horse right now? The flames are covering, uh, most of the ceiling on the walls. Um, on your way out you will. There's a good chance you're going to get burned. I'll go for it. Okay, all right, you're able to get to the stables. You're already familiar with how to calm the horses because you've already done it twice. You're able to calm this horse, lead it out of its stables. As you're leaving, the heat from the flames just start licking your skin. I need you to make me a con. Save A nine. That does not save, and so you're going to take the full four points of damage, fire damage specifically, but all the horses are saved, so we are going to be out of combat.
Speaker 5:If only the guy that had resistance to fire was in the place that's on fire, wouldn't that be interesting? You mean you?
Speaker 1:Yeah me.
Speaker 4:If only he could move more than 20 feet around.
Speaker 5:And didn't have a handful of horses standing outside. Guys, what do I do with these ones?
Speaker 2:You'll pay four or five damage, by the way, four All right, making sure.
Speaker 5:I'm just realizing I don't have any sort of a heal. I was thinking, oh, four points of damage I can heal. That I don't have as a cleric. I don't have any heal spells.
Speaker 4:It's okay. Ray and I have got you covered.
Speaker 1:Really you don't have any heal spells as a cleric Interesting.
Speaker 5:Yeah, I don't know who set this character up, but they're a dummy.
Speaker 1:Yeah, all the horses are saved.
Speaker 5:What would you all like to do with them?
Speaker 2:Hold them in my hand. First, I'm going to put out the flame on my feather cap.
Speaker 3:Okay, yeah, Nelvax is going to turn his attention to the manor. How engulfed is it. Is anybody out?
Speaker 1:The manor is pretty much gone.
Speaker 3:I'm going to approach it as closely as I can at least, and try shouting Listen and shout alternately to hear if there's any voices or anything coming to the fire. Maybe there's somebody trapped in a room I could break my way into, or if they're all dead, then that sucks, but at least give them a chance.
Speaker 1:Give me a perception. Check it's a 16. You do not hear any response from the inside Bummer, but you do see some tracks leading around the backside of the manor.
Speaker 3:Cool. So I will go scoop up my little lizard companion and then we're going to shout to the guys like, hey, when you're done with those horses, there's tracks. When you guys finish with those horses, there's some tracks leading around the house, Morris, Morris are you here? Holy spirit. And then they go. I don't know what they're doing with horses.
Speaker 1:What are you guys doing with the horses?
Speaker 5:I'm going to cast speak with animals hell yeah, squeak, squeak.
Speaker 3:He dropped a heel for it. Squeaker, squeaker, squeaker squeaker.
Speaker 5:I'm actually looking through to see if I can do something. Oh hey, I have dark vision that might come in handy.
Speaker 1:Great.
Speaker 5:Yeah, Dane's going to walk over to the group as they're coming out of the building, but not trying to get the horses too close to the flames. All right, we're going back in guys, but he's still got all guys. He's got four horses in tow. Okay, Well, looks like we found the horse we're looking for, but what do you make of this fire?
Speaker 1:In my head all I do is I see Nelvax just staring at you like really it's fucking hot bro.
Speaker 3:Nelvax walked away. He's following the footprints.
Speaker 4:Nothing. Seeing that Dane has all the horses, Xaniver will give him one more and then follow Nelvax.
Speaker 5:What am I supposed to do with these ones?
Speaker 2:Dane we gotta be able to tie them somewhere.
Speaker 5:I mean we could. But then what if somebody sets the fence on fire? He'll just let go of all of the leads except for Ivory's and start walking towards Novak's and following him.
Speaker 2:Harlock's just gonna start trying to snatch up leads. Start walking towards Novaks and following Harlock's just going to start trying to snatch up leads.
Speaker 1:Hey, maddie, I'm going to ask a question here and I'm not judging you at all. Oh dear, I'm looking at your spell list. Okay, prepared spell zero of nine.
Speaker 5:Oh, how do I have to prepare spells, dude? You pretend like I know how to play D&D. So I'm walking away with the white horse and Harlech is snatching up the other ones. They probably didn't make it too far.
Speaker 1:Is Harlech trying to bring the rest of the horses with him?
Speaker 2:I'd like to try to find somewhere to tie them off safely, so that I at the very least don't have to hold onto them all, because I can only imagine the visuals of four horses and a small bird trying to hang onto a wall.
Speaker 1:Oh yeah, as soon as they get spooked, you're gone bud.
Speaker 2:I'm getting ordered.
Speaker 5:The safest thing you can do is take the rope off them.
Speaker 1:There is a well. You could tie it to one of the well posts.
Speaker 2:That sounds good. I'll give it a shot. What is the rope? The knot tying rolls?
Speaker 1:I'm not going to make you roll a knot tying. I'm going to assume, as a seasoned adventurer, that you can tie a rope All right when you're not in a stressful situation.
Speaker 5:As a seasoned adventurer, you would know that anytime you tie a horse to something, you don't actually fasten a knot. You wrap the rope around it like twice so the horse could pull away from it if they need to no, fuck that horse.
Speaker 2:Let's see player knowledge might know that, but real world I haven't touched a horse since I was like eight I know I'm trying to help some folks out here, but that's okay.
Speaker 5:Tie it to the well, leave it there to starve. Hey, at least it'll have water. I mean because everybody else around getting water dead tied to the pump handle the well. There's not like a well, like there's water in it. Okay, yeah, it'll starve, that's great. I mean, if it were loose it could go wandering around and find some water. But we're gonna tie it up, that's okay okay, all right, yeah.
Speaker 1:so, uh, nelvax, you walk around, uh, following the the tracks around the back of the house, and you come to what looks like a small section with a bunch of barrels that are used for storing your water. And give me another perception, check.
Speaker 3:Oh, I have advantage on that. Sorry, is it a sight check? No, oh, not for sight then.
Speaker 1:Okay, then it's an eight okay, uh, you, I mean, it was only an eight, so that's good. So you, you hear a small noise from a barrel to your left uh, okay, my right, I look to see what's in there.
Speaker 3:Or yeah, I look to see what's in there. Or yeah, I look to see what's in there.
Speaker 1:Yeah, as you open the lid, it's filled with water and there's a scared elderly man in the water that looks surprised and terrified that you opened the lid on him.
Speaker 3:I give him a smile and then say what are you doing in there? And try to help him out.
Speaker 1:He grabs your hand and lets you pull him out and he says thank you, my name is Jagen.
Speaker 3:Jagen. What are you doing in that barrel?
Speaker 1:I was hiding from the others. They came and the Countess was here and she took the royal family. She took the Baroness and her child and her husband, the Countess yes, countess, unper, she owns the mills.
Speaker 3:Where does she take theoness and her children?
Speaker 1:Uh, he looks behind him and points towards a set of windmills up on the hill.
Speaker 3:So Nelovex nods his head at him and says what happened to start these fires?
Speaker 1:Uh, the countess and her stable hands started it.
Speaker 3:Is there anyone else in the house? It looks like it's pretty much done for.
Speaker 1:I don't think. I think there was another helping another servant in there, but I didn't see him get out and by the looks of it, I don't think he made it.
Speaker 3:Yeah Well, do you have a safe place you can go or someone you can go seek shelter from?
Speaker 1:He looks back at the water barrel.
Speaker 3:Me too. Why don't you go tend to the horses around the corner? We saved them from the fire.
Speaker 1:Oh, I hope you didn't tie them to the well.
Speaker 3:I don't know what they did.
Speaker 1:And he begins to head out. But he stops and looks at you and he grabs your hand and shakes it and when he pulls away he's left a ring in your hand. I look at it. Yeah, it's a small wooden band with a bunch of carved figures of different animals on the center of the band.
Speaker 3:Cool, does it smell of magic?
Speaker 1:Can you smell magic as an LVACs?
Speaker 3:I don't know. I'm just like does it seem magical? Is it something I need to try to attune with? Is it just a regular wooden? Can I investigate it? He sniffs it.
Speaker 1:He said it's the smell of magic.
Speaker 3:Yeah, that's a flavor. Ooh, this has the air of fancy to it.
Speaker 1:Yeah, give me an.
Speaker 3:Arcana roll now Vex. Alright, that's a plus zero. Here we go, here we go, here we go.
Speaker 1:Seven you can feel power off of this. Hell yeah, I'm gonna. You would probably need a short rest or a long rest to identify it, though.
Speaker 3:Does it fit on any of my fingies? It does fit on your fingies. Which fingy does it fit on?
Speaker 1:It fits on your middle finger on either hand.
Speaker 3:I'll probably put it on my left hand, so I don't break it.
Speaker 1:Okay.
Speaker 3:Let's see what happens. Does anything happen?
Speaker 1:Nothing happens, though, dane, you're bringing around Ivory. Yeah yeah, as Dane walks around the corner, you get the sense, snell vex, that you're able to communicate better with the horse very cool.
Speaker 3:We can smell each other's. It's a I don't know, um, okay, so just to make sure I understood, what jagen of the water barrel said is that countess umper took the, the Baroness and the children to the windmill right.
Speaker 1:Yes, the Baron, the Baroness and the children.
Speaker 3:Baron, baroness and children. So the Baron and the Baroness are the ones that lived in the manor, and then the Countess is that the king's escorts?
Speaker 1:Hag escorts. The Countess is another noble that was originally accused of hosting some kind of cult.
Speaker 3:The cult countess. So I'm going to walk with Jagen back towards the group, make sure that he gets to it safely and I'm going to tell all the guys what I found. I'm not going to run up to the windmill alone. There's no immediate urgency, okay.
Speaker 1:What do you tell?
Speaker 3:them Um windmill alone. There's no immediate urgency. What are you telling? Oh, yep, that's a good idea. I say hey guys, this is Jagen from that water barrel. He just told me I am Jagen of the water barrel. I'm like that was his home now. Jagen says Of the water barrel, like that was his home now. Jaqen says that Countess Umper took the Baron, the Baroness and their children up to the windmill where we're going to go investigate for Lord M. That's pretty good. We should probably get to that, huh.
Speaker 4:It seems like our task might be a bit more urgent now. Not that the fire wasn't.
Speaker 3:Yes, indeed, I think Jagen's going to take care of these horses while we're gone, so it should be good to know yes, jagen, you want to take care of these horses? Do you want to meet these people?
Speaker 1:Yeah, I forgot I was Jagen. I'm sorry. Yeah, I'll take care of the horse. What are you doing with Miss Ivory? We're going to take her back to Lord Ham.
Speaker 5:Miss Ivory's going to come with us. We were sent here to fetch her and return her.
Speaker 1:You're not one of those horse enthusiasts, are you?
Speaker 5:What do you mean by horse enthusiasts?
Speaker 2:Like a brony.
Speaker 1:I don't know what that is.
Speaker 5:I've been to a donkey show here and there, but I wouldn't call myself much of a horse enthusiast, if you know what I mean.
Speaker 1:Welcome to the party, Bill.
Speaker 2:Hello.
Speaker 1:That's an interesting entry point. Yeah, welcome to Bronies.
Speaker 3:And donkey shows.
Speaker 2:You meet a lot of weird people in the carnival, you know.
Speaker 3:Yeah, I remember what you said about those, the after hours carnivals.
Speaker 1:All right, so yeah, jagen promises to watch the horses and goes over, and you hear him mumbling as he's untying some knots by the well and and you hear him mumbling as he's untying some knots by the well and and Because of course everybody knows not to tie a horse.
Speaker 2:I'm a bird.
Speaker 1:And before you stands a. It's a pretty decrepit windmill. You can see some moss growing on the outsides, the uh different. They're not mass, what? What is it called? Like the actual arm, the arms of a windmill, the sails, sails. Yeah, the sails are have holes in them. The the wooden supports of the sails are broken down. One of the sails is completely missing altogether, but you do see a glow from the inside of the windmill as the sun is now fully set and the moon is starting to rise. And the last thing I will say about tonight is, as you look at the moon rising, it is a full moon, but there's a chunk of the moon missing. Is that normal that?
Speaker 1:is very normal Like a crescent moon. No, it looks like it's a full moon, but there's a bite of the moon missing.
Speaker 3:Did the moon dragon hatch?
Speaker 1:The moon dragon did not hatch. It happened during the age of the dark angels.
Speaker 5:Oh, so this is normal.
Speaker 1:This is very normal.
Speaker 5:So you're saying the moon looks normal?
Speaker 1:Yes.
Speaker 5:How does it affect the tides Badly? Waterworld campaign. It is.
Speaker 1:All right, I'm going to take Waterworld, and that is where we're going to end the night.
Speaker 1:So I made it just in time you did so. I want to say thank you to everybody following us, like us, giving us ideas. It means a lot to us. Make sure you give us a like and a follow on Facebook at facebookcom slash AD and D story. We tweet us on Twitter or X at ADD story to follow us on Instagram Instagramcom slash AD, d and D story. And finally, check us out on blue sky at BSK Y dot app um at a DD story. At a D and D story. Uh, if you'd like all the sound effects that you've been hearing, make sure you check us out on sirenscape at sirenscapecom. And finally, uh, go check out world Smith. They're. And finally, go check out WorldSmith. They're pretty cool. I've been talking about them for a few episodes now, but it's a generator. You can generate worlds, maps, treasures, deities, npcs. Seriously, go check them out. They're really, really cool. So that's worldsmithio and Bill, because you didn't get to talk at all, you want to take us out tonight.
Speaker 2:It's been dirty.
Speaker 5:Nerdy you got it right yeah yeah, a little dirty, yeah, yeah, I mean unless I came in, and they were.
Speaker 1:You guys were talking about bestiality, so oh, you missed the alaskan Pipeline comments.
Speaker 2:Oh my God, yeah, jesus, I wouldn't say I missed them, but it's been nerdy.
Speaker 1:It's been nerdy, thank you.