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November 9, 2025 77 mins

Can our heroes best the mighty beasts who await them in the swamps? Who will Trant throw a bomb at?

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Episode Transcript

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Speaker 1 (00:01):
Cool Zone Media.

Speaker 2 (00:06):
Donna Frogs. Hello and welcome to Cool Zone Media. Donna Frogs.
The only Donna Frogs that you don't have to do
the reading because we play it for you. I am

(00:27):
your host, Margaret Kiljoy. And if you didn't figure it
out even though this is in your Cool Zone Media
book club feed, or it could happen here feed or
your cool people did Cool Stuff feed or what other
other feed you find it in. This is Donna Frogs.
What is Donna Frogs. It's us playing Pathfinder. Who is us? Well,
I'll tell you in a second, but first, one of

(00:48):
the uses is Jason, who is running the game. Hi Jason, Hey, everybuddy.

Speaker 3 (00:52):
I'm Jason Bowman. I'm the director of Games at Pizo.
And when we last left are intrepid band of adventurers.

Speaker 2 (01:02):
I don't feel like I could totally define intrepid. I
feel like if I like had to something, Oh.

Speaker 1 (01:07):
I'm kind of trepid, to be honest.

Speaker 4 (01:09):
I'm intrepid from Tota tip baby.

Speaker 1 (01:12):
Oh.

Speaker 2 (01:12):
I thought i'd bout like clever and good at solving things.
I don't know anyway, I do feel intrepid as an adventurer.
I feel confident about that our.

Speaker 3 (01:20):
Band of for trepid and intrepid adventurers. Boy, that just
doesn't roll off the tongue anyway, it's well balanced.

Speaker 1 (01:28):
Yeah, we're a nice mix.

Speaker 3 (01:30):
Yeah. The four of you had arrived in the town
of bog Bottom after having been dropped off on the
shore by a ship captain who said you didn't have
any money after having fled from conflicts to the north.
But I'm sure we'll get into at some point in time.
The four of you arrived in bog Bottom with very
little coin in your purse and not much of a

(01:53):
direction to take, but you soon learned that the town
was in need of heroes, and since there weren't any
of those around.

Speaker 4 (02:00):
The four of you stepped up, Oh Jason.

Speaker 2 (02:03):
To help them.

Speaker 3 (02:07):
The four of you went out into the swamp to
find some missing villagers who went missing near an old
decrepit mill.

Speaker 5 (02:15):
Hey, Jason, Yeah, sorry, Do we ever get names for
those villagers.

Speaker 3 (02:20):
Asking me the difficult questions? Halprin and Paneria.

Speaker 1 (02:30):
Paneria makes good bread.

Speaker 3 (02:32):
Asking me hard questions during my recap Okay.

Speaker 5 (02:35):
So sorry, it seemed important.

Speaker 3 (02:37):
The four of you arrived at this crumbling mill in
the middle of the swamps and after chopping your way
inside through some vines, you encountered a trio of angry beetles.
These beetles attempted to harm you, but were pretty ineffective,
and you managed to smash them without much shrouble. However,
what was far more dangerous to the group of you
where the stairs going up. As many of you fell

(02:59):
for the stairs, some more than once.

Speaker 1 (03:01):
Like they didn't have stairs where I grew up.

Speaker 3 (03:05):
As you attempted to climb up to the second floor
of the mill up above, you heard strange and mysterious
voices that sounded almost like they were croaking, like there
were frogs.

Speaker 2 (03:16):
Do you think, though, that this is the first floor
in the one below is the ground floor?

Speaker 3 (03:21):
Like?

Speaker 2 (03:21):
What is the numbering convention?

Speaker 3 (03:23):
Are you asking me if this says European floor naming conventions,
if it's a ground floor versus first floor? No, I'm
going to go ahead and say that this mill in
the middle of the swamp is on the American Convention
of Building Naming.

Speaker 2 (03:34):
So it's first four second, just checking, all right? Please continue?

Speaker 5 (03:37):
Where is America in the pathfindery expansion left?

Speaker 3 (03:40):
And it's to the north.

Speaker 4 (03:45):
It took us one episode to be so integnou.

Speaker 1 (03:49):
Intended doing all this work for us my recap.

Speaker 3 (03:52):
Don't worry, I said before the episode started, It'll only
take me a minute. What I didn't anticipate was your mentling.
You made it up to the second floor of the
mill where you saw a ladder on the far side
of the room, but sleeping before it was some dark
shape and I believe that's where we left off. But
before we get started, why don't I toss it around

(04:14):
the horn and let everybody introduce themselves and their character.
We're gonna start with Squash.

Speaker 4 (04:22):
Hello America and outside of that awful place. I'm Ioh
and I play Squash. He's a rowdy fella. He's a
little dog man. He's a shoony in the Pathfinder universe.
He's got a heart of gold and a little bit
of sass to him. And that's it. Take it away, Spite.

Speaker 2 (04:40):
Okay, I'm Margaret and I'm playing a character named Spite.
I know it's really hard to tell the difference, or
Spite ends and Margaret begins, or vice versa. Spite is
a human champion of Milani, and I am very convinced
that it is a very important to be moral at
all times. It's just that I worship a god of
violent revolution, so it's a complicated moral dance. And I

(05:05):
walk around in chain mail and go clink clink clink
all the time, which will totally not come up when
we try and sneak past this totro.

Speaker 1 (05:11):
Go ahead, Trant, I'm trant. I'm an alchemist. I like,
you know, making potions. I enjoy pyrotechnics. I'm more or
less a pacifist, unless there happen to be people where
I'm setting off bombs, in which case that's kind of
you know, on them. I feel like for the most part,
but yeah, a good person basically more or less.

Speaker 5 (05:31):
My name is Hazel.

Speaker 6 (05:32):
I use they them, and I am playing Sister murdergon
a Bow or Murdy for short, who is privately very
concerned about whether any particular action is moral or not,
but isn't going to fucking talk to you about that shit.

Speaker 5 (05:44):
I'm just trying to make soup. I'm trying to feed
the people.

Speaker 6 (05:47):
I am a half orc cleric. I follow a god
ari Steele. Doesn't matter what Aristeel is up to. I'm
in some like underground revolutionary soup cult. There's a magical
perpetual stew that heals you. And I poorn character notes
so that I have triangle banks. This is very important
to me.

Speaker 5 (06:03):
If you don't know what this is list, you should
go look it up and then you should give yourself
triangle banks. And that is legally actionable advice.

Speaker 3 (06:10):
That's what people come to live place for legally actionable advice.
All right. So a wooden shaft once pierced this chamber,
connecting the pincherie above with the millstone below, but now
it lays in ruins on the floor. On the other
side of the room, a ladder goes up to what
must be the top floor, but a dark shape appears

(06:30):
to be sleeping in front of it. At least that's
what I read to you last time. Now you can
see on the map you're on the second floor of
the mill. You can see the mills kind of shaft
is laying in tatters on the floor. There is a
large looking now that you can kind of see it
in the gloom. It looks like a lizard, rather big,
nasty looking lizard curled up on the floor. It is
not too far away from the ladder, which you can

(06:52):
kind of see on the opposite side. Down here, this
ladder goes up to what must be the top floor.
There is a whole in the ceiling, and up there
you can see what almost looks to be like the
underside of a cage dangling above the hole.

Speaker 2 (07:08):
Huh do I hear the frogs?

Speaker 3 (07:11):
So? Interestingly enough, as you make your way to the
top of the stairs, the sounds of conversation from above
abruptly stop.

Speaker 2 (07:21):
Oh, I think the frogs hurt us. Well, should we
keep climbing?

Speaker 1 (07:26):
I mean, I feel like we should deal with this lizard.
And I have a suggestion. What's your suggestion, tran Well,
I mean it's a bomb.

Speaker 2 (07:37):
How sturdy is the floor up here?

Speaker 3 (07:40):
At this level of the mill. The exterior walls are
still kind of crumbling stone, but the floors are definitely
made of wood. It looks relatively intact. It's definitely old
and water damaged. It's warped in places here and there,
but it still looks relatively sturdy. Also, of note, this
tower is in them, so everything here is soggy and damp.

(08:05):
So even if you did throw a firebomb, the odds
that it would actually catch this place on fire are
almost zero.

Speaker 5 (08:13):
Okay, but it doesn't need to catch the place on fire.
It just needs.

Speaker 6 (08:16):
To take the floor out from underneath the lizards.

Speaker 5 (08:20):
The lizard drops down.

Speaker 1 (08:21):
Oh oh, sure we could do that.

Speaker 2 (08:23):
I was afraid of us destroying ourselves with fire, But
I see your point.

Speaker 1 (08:28):
Spite, you gotta get over this fire phobia you've got.

Speaker 4 (08:31):
But you gotta calm down a little bit. But do
you guys remember when we were in town and Sibilba
splash Page came up to us and said if there
was anybody sleeping that we wouldn't kill them. But then
Gilbert Delgo, the mayor of town, said, hey, I think
if you see somebody sleeping that you should actually you
should kill them stone dead. But the squirrel town car said,

(08:53):
I don't know. I think you should leave it up
to your own Jason A. You're writing this down, you
should leave it up to your own intuition. And then
Branchford Davidian came in and said, hey, what are you
guys talking about. Do you guys remember that?

Speaker 3 (09:05):
So interestingly enough, all of you remember there being people
in town, but that's none of their names.

Speaker 7 (09:10):
Anyway, I got a lot of head injuries for some
reason unclear why, So I'm not great with names, but
that sounds mostly true.

Speaker 2 (09:21):
So we could either kill this lizard for no particular reason.
We could walk past it and hope it doesn't wake up,
or we could talk to it.

Speaker 3 (09:33):
Well, the lizard does look like it's a sleep, which
might make sneaking past it simpler. But one bad role
and it might wake up right in the middle of
all of you trying to sneak your way past it.

Speaker 1 (09:46):
I feel like, now, while it's asleep, we have a
real opportunity to explode it.

Speaker 2 (09:51):
Okay, I'm really bad at sneaking.

Speaker 5 (09:54):
Well, you've got bombs. I have all this frye oil
and so much flint steel for cooking.

Speaker 2 (09:59):
Wait a second, Oh, so we can just sneak up,
pour oil on it, sneak back, and then throw a
molotov at it.

Speaker 1 (10:06):
Let's do this. Let's oil, and I think we can
simultaneously try to do oil and alchemists fire, and that
should deal with all of our problems.

Speaker 2 (10:14):
I know I said I mostly eat vegetables, but I
did just say mostly. And fried lizard is good.

Speaker 1 (10:20):
Yeah, I could go for some fried lizard.

Speaker 5 (10:22):
We can put it in the stew.

Speaker 3 (10:24):
Meanwhile, the lizard's sleeping nearby.

Speaker 4 (10:25):
Boy.

Speaker 3 (10:26):
I sure, I'm glad I'm not in the stew.

Speaker 4 (10:28):
Uh okay, so streaming about not being in this stew yeah,
like you do.

Speaker 2 (10:34):
So I'll stand in front of whoever's throwing the molotov
so if it does wake up. Things are really bad
at biting me. A lot of things have tried, and
most of them that I didn't want didn't succeed.

Speaker 3 (10:46):
So there is this large like a gear shaft, kind
of collapsed in the middle of the room. You can
step over that. It's not so big that you can't
step over it, but it does cost you a little
bit to step over it. So it is a little
bit of a barrier, but not much of one. And
that's kind of diagonally across the room between you and
the lizard, so the lizard's kind of on the other

(11:07):
side of that.

Speaker 4 (11:08):
Hold the proverbial phone. There's no more talking above us.

Speaker 3 (11:13):
Correct, I can't.

Speaker 4 (11:14):
It would blow up this big lizard. I think that
people upstairs are not going to be interested in being
our friends, and I love to make friends.

Speaker 2 (11:24):
No, it's just frogs upstairs. I heard them pretty well.
It wasn't talking. It was just frogs.

Speaker 4 (11:29):
M hmm.

Speaker 1 (11:30):
Also, I made all of you friends blowing things up,
so sometimes blowing things up yields friends.

Speaker 4 (11:37):
My god, you've got quite a point. But what I'm thinking,
three new friends go outside this mill sucks, Fuck this swamp.
Blow up the mill. Everyone's gonna be like, great job
blowing up the mill. We got some pals.

Speaker 1 (11:49):
I like this plan.

Speaker 2 (11:51):
But what if Halprin and Panoria are up there. That's
actually why we came, is that we thought that they
might be. I don't know why they would be up there,
but it does seem like maybe they're just when they
went out fishing, maybe there was a bad storm and
they looked for shelter, and then when they went upstairs,
then they heard the beetles. And then they were like,
I hate hearing the beetles, and so they didn't go downstairs,

(12:13):
and then we freed them.

Speaker 4 (12:14):
I do hate beetles.

Speaker 6 (12:16):
Also, Murty is just getting oil ready. I'm not participating
in this conversation. I am getting ready to do something
unless you will actively tell me not.

Speaker 1 (12:23):
No, No, I'm on board. Let's do this shit.

Speaker 2 (12:25):
I love standing behind a barricade, So I go stand
behind this barricade with my shield up and my morning
start ready.

Speaker 3 (12:32):
So I'll say this, anybody who wants to advance from
their current position without waking up the lizard needs to
make me a stealth check.

Speaker 2 (12:39):
Oh well, then never mind. Everyone get behind me. And
then one person sneak up.

Speaker 4 (12:44):
I think I'm about to go take a peek at
these frogs and I'm going to give a thumbs up
or a thumbs down. And they've got a nefarious look
on their face. I'm gonna say, h blow up that lizard,
and we're gonna blow up these frogs too.

Speaker 3 (12:56):
Okay, okay, So your thought is to sneak all the
way across the room and climb the ladder without waking
up the lizard.

Speaker 4 (13:03):
That sounds like a pain in the ass. Let's blow
up the lizard.

Speaker 1 (13:08):
All right, We're blowing up the lizard.

Speaker 3 (13:09):
I love my job as g I'm just to point
out what you're attempting to do, to get you to say, yes,
that's the thing I'm trying to do, or wait, that's
not gonna work.

Speaker 4 (13:18):
I say that, and I look at the breadth of
the room and I say, like I'm tired. Just kill
the lizard.

Speaker 2 (13:24):
All right. So you're sneaking up, and who's the sneakiest.

Speaker 5 (13:29):
Not me, But I do have pressed to digitation.

Speaker 1 (13:32):
I got a five.

Speaker 4 (13:33):
I gotta plus seven to stealth.

Speaker 2 (13:36):
All right, you're oil in okay, Trance, molotov in murdy?
What did you say? Sorry?

Speaker 6 (13:40):
Oh?

Speaker 5 (13:41):
I have goose eggs, but I have pressed digitation, so
I can move things?

Speaker 4 (13:44):
Oh?

Speaker 3 (13:45):
Can you can move around small light objects? Not like
you couldn't. You couldn't take a vial of oil and
floated across the room. For that you would need like me?

Speaker 1 (13:53):
Gotcha?

Speaker 6 (13:54):
Okay, but Jason, Jason, my oil comes in pints, and
this is how big a pint is.

Speaker 3 (13:58):
It's too heavy for press to digiti.

Speaker 2 (14:02):
All right, so squash, you're sneaking up with oil.

Speaker 3 (14:04):
I share an squash, trant. I need both of you
to make me stealth checked absolutely.

Speaker 2 (14:11):
How close do you have to get to throw a
Molotov at it?

Speaker 3 (14:14):
Well, so here's the thing. Most of these things have
a range of twenty feet, so if you're more than
twenty feet away, you'll take a penalty. So if you
want to be able to make an effective attack against it,
you have to get closer. You could throw it from here,
but your odds of failure go up because right now
you're about almost forty feet away.

Speaker 2 (14:33):
I now understand why when people play barbarians they just
draw swords in attack.

Speaker 3 (14:37):
It happens sometimes, Yeah, sometimes violence is the solution.

Speaker 5 (14:43):
I did just buy a patch that says that.

Speaker 2 (14:46):
All right, so y'all are sneaking and then running back,
and I'm running forward once silence is no longer necessary.

Speaker 3 (14:53):
Because so here's how it's going to work. Trent and
Squash can make me stealth checks to move up to
the barrier.

Speaker 1 (14:58):
Okay.

Speaker 3 (14:59):
Once they throw, that's when combat's gonna start. Okay. Now,
this is one of those situations where both of them
can choose to roll stealth for initiative instead of perception,
which means they will be going on a sneaky schedule.
But gotcha, only if they beat the lizard. But the
lizard is asleep, so you know that's in your advantage. Easy, Okay,

(15:21):
So let's start by having the two of you make
a stealth check. Meanwhile, Murdy and Spiite, the two of
you are just kind of hanging back because if you
move it all, you might wake it up.

Speaker 1 (15:32):
Okay, shayroll now, go ahead, all right, that's a twelve
with modifiers.

Speaker 4 (15:39):
Okay, that's a two plus seven.

Speaker 3 (15:44):
So that's a total of nine. Now, there is one
thing I will say that I neglected to mention to
you in the first session, and I'm gonna mention it
to you. Now. Characters in Path have hero points, and
you start each session with one hero point. Now what

(16:06):
can you use a hero point for? You might ask, Well,
you can use a hero point to reroll a roll.
That is one of the things you can.

Speaker 2 (16:14):
Do, so, especially when the game will be fucked up
if you don't do it.

Speaker 3 (16:18):
Jason, I'm mentioning this to you right now for no
particular reason.

Speaker 4 (16:25):
Jason. I'm gonna take my backpack off my back and
I'm going to fish out that hero point and I'm
going to offer it up to you. Are God and.

Speaker 3 (16:32):
Re ruin this role?

Speaker 1 (16:33):
Oh I got a promotion, Manta?

Speaker 2 (16:36):
You are you rearing?

Speaker 1 (16:37):
Twelve's okay for a sleeping lizard, let's hope, all right?

Speaker 4 (16:45):
All right, that's thirteen plus seven and that's what we
call a twenty in any language.

Speaker 3 (16:51):
All Right, So the two of you do manage to
sneak up to the fallen crank shaft, so go ahead,
and you know we can move you kind of up closer.

Speaker 2 (17:01):
Do you know what else is really stealthy though? Do
you know what just sneaks up on you out of nowhere?

Speaker 3 (17:06):
Is it? Ads?

Speaker 2 (17:08):
Ads? They just show up and throw oil on you.

Speaker 1 (17:11):
Just I have had that problem with Blue Apron before.

Speaker 2 (17:14):
Yeah.

Speaker 5 (17:14):
Yeah, but it's not oil like we're oiling the dragon.

Speaker 6 (17:17):
It's oiled like like a nineteen eighties body filters oiled.

Speaker 5 (17:20):
It's like listening and smooth.

Speaker 2 (17:22):
That's exactly it. So enjoy these glistening, smooth, hairless midriff
wearing ads that are tossing a frisbee around the park.
That was oddly specific. Here they are, and we're back.

Speaker 3 (17:44):
We're sliding back in glisteningly all right.

Speaker 2 (17:48):
Just throwing a frisbee at the problem. Oh I want
to play a himbo character.

Speaker 3 (17:54):
Oh well, Squash Trant. The two of you have snuck
up closer to the lizard. You are now within range
that you don't have to worry about any range penalties.
So here's what's gonna happen. I'm gonna allow the two
of you to both make ranged attack rolls. Okay against
the sleeping lizard. Trance, you can make a bomb roll

(18:16):
for Squash Squash. What's your decks.

Speaker 4 (18:19):
My decks is a plus four plus four.

Speaker 3 (18:24):
Okay, you can attempt a roll, and your bonus on
this roll is going to be a plus four. As
you throw a pint of oil.

Speaker 1 (18:30):
I'm rolling, I got a eleven plus five sixteen total.

Speaker 4 (18:37):
It's a nineteen plus four. It's a twenty three total.

Speaker 3 (18:42):
Very good. Let me look at my poor young monitor
lizard here.

Speaker 4 (18:46):
Take this wrango.

Speaker 2 (18:47):
Well, now that you gave it a name, I'm worried
about it.

Speaker 4 (18:51):
But it's voiced by Johnny Depp. So how do you
feel now?

Speaker 2 (18:54):
Oh?

Speaker 3 (18:55):
Okay, well that's better. All right. So the oil and
the alchemist fire land home with a shatter of glass,
a splatter of oil, and a burst of flame. The
lizard is now on fire. Trent, can you go ahead
and roll damage for your bomb?

Speaker 1 (19:14):
Absolutely squash.

Speaker 3 (19:16):
I'm going to go ahead and roll a die to
add some more damage based on the oil you just
threw on it. I'm just gonna go ahead and roll that.

Speaker 1 (19:23):
D eight plus A one plus two is three, right.
It's one persistent in one other, so that should be
three total.

Speaker 3 (19:30):
Three total, all right. And the oil added some more
damage to that. So the lizard, which was quite asleep
suddenly finds itself coated in burning oil. Suffice to say,
the young monitor lizard wakes up when let on fire,
as most of us do, and is now unsurprisingly very mad.

(19:56):
So it is time for us to go back into
initiative because this monitor lizard is intent upon eating you.

Speaker 6 (20:04):
All.

Speaker 1 (20:05):
That seems like an extreme reaction even me.

Speaker 5 (20:09):
Well, that's too bad for it, because I am intent
on eating that lizard. I'm gonna nudge fit and go
Nuggies Lizard, nuggies tonight.

Speaker 2 (20:17):
That sounds good, all right?

Speaker 3 (20:19):
So I need everyone to roll initiative. Murdy and SPIKEE.
The two of you can roll me perception, Trant and Squash.
You can choose to roll stealth if you want, especially
if that's higher than your perception bonus.

Speaker 1 (20:31):
All right, yeah, my perception is higher or my stealth
is higher, So I will use that five for a
total of ten.

Speaker 3 (20:40):
Yeah, let me go around and grab that Trance. You
got a ten totally. Yeah, Squash, you got a how much?

Speaker 4 (20:47):
I got a fifteen for a total of twenty two?

Speaker 3 (20:51):
Twenty two? Pretty good? Murdy, what did you get?

Speaker 5 (20:54):
I got a thirteen plus seven is twenty all right?

Speaker 3 (20:58):
And last, but not least spike. What do you got?

Speaker 2 (21:00):
Sixteen plus four is also twenty and between the two
of us, Murdy, if you're going to cast us some
kind of spell, then you should go first, and if not,
I should go first so I can be closer to
the front to be more likely to have it try
and hitting.

Speaker 5 (21:14):
Yeah, my bless hasn't come back yet, so yeah.

Speaker 3 (21:17):
You won't get that back till tomorrow. So oh okay,
all right, I've quot spike in the top position there.
All right, So this monitor lizard and the square that
it is in is on fire. As long as it
stays there, it's going to take a little bit more
fire damage each round as the oil continues to burn off.
But we're going to start with Squash. So Squash, you
just threw the oil at the poor monitor lizard. It's

(21:41):
not right next to you. In fact, there is a
fallen frank shaft for the windmill in front of you.
This would be an opportune moment for you to, you know,
vault around and try and get next to it if
you wanted. But it is your turn. You have three actions.
What do you do?

Speaker 4 (21:57):
Every single one of these squares in detail twenty is
five feet.

Speaker 3 (22:02):
Each one is five. When you start taking diagonals, the
first one is five and the second one is ten
within a movement, but otherwise, yeah, it's basically fivet.

Speaker 4 (22:10):
Okay, And remind me, would my whole movement take up
twenty five feet all three actions I take?

Speaker 3 (22:17):
So each action you take to move will allow you
to move twenty five feets.

Speaker 4 (22:22):
What an incredible game Pathfinder is. I recommend it to
everyone listening. But this complicates the thing I want to do,
which is run upstairs and try and play like we
didn't just light this lizard on fire to these frocks.

Speaker 3 (22:40):
It's a good idea understanding that each round of combat
is only a couple seconds later.

Speaker 4 (22:46):
Yeah, yeah, yeah.

Speaker 3 (22:47):
What you're asking is can I run over to the ladder,
climb all the way up, and then start interacting with
whatever is going on up there? And the answer is
can you do that? You can? I'll let you. But
from where you're at right now, it would take most
of your turn to get to the ladder and start
climbing it. On your next turn, you'd probably get upstairs.

Speaker 1 (23:08):
Hmmm.

Speaker 4 (23:12):
You know, that's just that's I wouldn't believe me.

Speaker 3 (23:17):
I'm just providing you options, safe safe options.

Speaker 4 (23:23):
Safe safe options. Indeed, I'm gonna shoot the lizard.

Speaker 3 (23:29):
With a gun, So you're gonna draw your gun and fire.

Speaker 4 (23:35):
It's a nine plus seven for a total of sixteen.

Speaker 3 (23:42):
That is going to hit. Go ahead and damage.

Speaker 4 (23:46):
Of course, it is.

Speaker 3 (23:47):
Just barely your bullet manages to clip the lizard in
the leg three three points of damage. Lizard hisses in pain.

Speaker 4 (23:58):
And I hit that big artery like band of brothers.
Of course, d da da da, there he goes.

Speaker 3 (24:05):
You do still have one action left if you want
to move or reload your gun. I'm going to reload
my gun, all right. That is the end of Squash's turn.
Next up, Spite.

Speaker 2 (24:17):
Okay, this drive shaft in the middle of the room,
it's something where is it like? It would take a
check to get over. It would take an extra.

Speaker 3 (24:24):
Now that counts as what we call difficult terrain, so
moving into its space costs you basically.

Speaker 2 (24:30):
Double Okay, So with my movement, I could only with
one action get basically on top of it.

Speaker 3 (24:37):
Yeah, just about. You can get right next to Squash,
right up next to it, or between Squash and Trent,
right next to the shaft.

Speaker 2 (24:43):
Okay, so I'm going to use if I am next
to a square that is on fire, does that put
me in danger?

Speaker 6 (24:49):
No?

Speaker 3 (24:49):
Not generally.

Speaker 5 (24:50):
No.

Speaker 2 (24:51):
Okay, I'm going to use two actions of movement, and
one of them is going to be part of my
raise my shield. Walk forward and hit, and I'm going
to stride forward confidently. It works every time a stride
forward confidently put this poor creature out of its misery
by hitting it in the head so that I can
put it in soup.

Speaker 3 (25:11):
Go ahead and move yourself adjacent to the lizard. You
can kind of be on any one of those spaces
next to it up there. As you move your way
across the mill or hop over the fallen crankshaft, and
you find yourself adjacent to these frankly rather big lizard.
The things about four and a half feet five feet long.

Speaker 2 (25:30):
This thing will feed a whole family back in town.
We should have some in the soup, but the rest
everyone else can eat.

Speaker 5 (25:36):
That's so many nuggies.

Speaker 1 (25:37):
I always knew I was a humanitarian, that's right.

Speaker 2 (25:43):
I wonder if the beetles are edible. I rolled a
eleven plus seven is eighteen.

Speaker 3 (25:49):
You bring your what are you wielding?

Speaker 2 (25:51):
A morning Star morning Star in real life, I only
have a mace. I tried to find a morning Star
online and I did not successfully find one.

Speaker 3 (25:58):
Yeah, they're a little tricky to find, and most of
them are miss labeled as something else, like a flail.

Speaker 2 (26:02):
Yeah.

Speaker 3 (26:02):
Anyway, you bring the weapon down atop the giant lizard,
you do manage to hit, slamming into its back with
mighty force, blood pouring out of it. Go ahead and
roll me damage.

Speaker 2 (26:12):
I actually wouldn't say it was mighty force because I
rolled a one for damage, but plus four so five, Well, that.

Speaker 3 (26:17):
Ends up being a pretty significant hit anyway, But you
are correct it It did not end the lizard. The
lizard looks badly hurt now, but it is still ready
to fight. That is the end of Spike's turn.

Speaker 6 (26:32):
Next up, Marty Murty's gonna stay towards the back, but
I am going to cast Divine Lance. The flavor text
on that is you and Lesha beam of Divine Energy,
and I make a range attack spell and if I
hit the target, it's going to take two D four
spirit damage.

Speaker 3 (26:51):
Okay, what's the range on that, by the way, sixty.

Speaker 6 (26:54):
Feet right, all right, I have rolled a thirteen on
the diet plus my spell attack bonus, which is seven
for total of twenty.

Speaker 3 (27:02):
All right, your lance shines across the room in a
blinding flash, striking the lizard, and go ahead and roll damage.

Speaker 5 (27:14):
That is for damage for damage.

Speaker 3 (27:18):
The lizard recoils in pain as the lance of divine
energy strikes it. You do still have one action remaining,
I do.

Speaker 6 (27:25):
I would like to cast guidance. Does anybody want plus
one this turn? I can't give everybody plus one, but
if anybody has something they.

Speaker 5 (27:32):
Really want, an extra floor me, I'll take it. Okay,
sold to the pug.

Speaker 1 (27:37):
Man Squash wins again.

Speaker 3 (27:40):
Okay, that would be the end of Murdy's turn. Trant,
all right, we are up to you. Somehow, this lizard
completely lost initiative.

Speaker 1 (27:49):
Well, this is obviously a complicated situation, but I think
I have a nuanced solution to this problem. And I'm
gonna throw another grenade. This one's an grenade though.

Speaker 5 (27:59):
All right?

Speaker 3 (28:00):
Is this one of your regular ones? Are you spending
an action to make up versatile? Well?

Speaker 1 (28:04):
Oh no, I'm using one of my my premates.

Speaker 3 (28:06):
All right?

Speaker 2 (28:07):
Is this one where you can control the splash damage
to not hit me?

Speaker 5 (28:10):
No?

Speaker 1 (28:10):
Well, I didn't roll well, So it's a second five
in a row, which is a ten total.

Speaker 3 (28:16):
So that is going to miss the acid vial lands
directly behind it, and that does do splash damage. Right,
it does have a one splash, yes, all right, so
it lands right behind the lizard that is gonna do
one pointed damage to it. But that is all afraid
okay with through a quick bomber that was only one action.

Speaker 1 (28:33):
I'm gonna draw one of my holdout pistols and I'm
gonna take a swing.

Speaker 3 (28:38):
Okay, so you're gonna fire the pistol at it. Yeah,
this does still count as your second attack for the turn,
so it will take a penalty even though it's a
different weapon, and we'll.

Speaker 1 (28:46):
See how it goes.

Speaker 3 (28:47):
Yep, go right ahead.

Speaker 1 (28:50):
Hey, at least I rolled better, But I don't think
that's gonna go very well. So what am I minus?

Speaker 3 (28:56):
So it's twelve plus your bonus minus five.

Speaker 1 (28:58):
Okay, that's just gonna be all right.

Speaker 3 (29:01):
So you pull out your hold on pistol, take aim,
pull the trigger, and with a thundering crack, the bullet
flies right over its head and hits the wall of
the mill.

Speaker 1 (29:11):
That was a warning shot.

Speaker 2 (29:13):
Gosh, we're not great hunters.

Speaker 3 (29:14):
We're not. I mean to be honest. This poor lizard
is on fire and has been hit several times, and
it's like you literally just woke up. So I think
it's been warned rather well. However, it is now the
lizard's turn, and it is very angry. So it is
going to attempt to attack you, Margaret.

Speaker 2 (29:37):
I'm shocked by this. That's fine. My shield is up
as part of my weird striding action.

Speaker 3 (29:43):
Very good because this lizard hits for a lot. The
lizard is going to go ahead and attack you with
its jaws.

Speaker 2 (29:51):
Dan it dan it d.

Speaker 3 (29:57):
So the lizard reaches back and lunges forward with a
twenty three to hit.

Speaker 2 (30:06):
Oh that does get past my nineteen armor class.

Speaker 3 (30:10):
Yeah it is, and then it is going to do damage.
Let me go ahead and roll that take four points
of damage.

Speaker 2 (30:19):
No, no, I don't use my reaction. Yeah, I use
my reaction to shield block.

Speaker 3 (30:28):
You know, so far in this adventure, the only people
who have done damage to the party is the party
jumping up and down those stairs. I can't seem to
hurt you at all.

Speaker 2 (30:35):
That it got me.

Speaker 3 (30:37):
Let that be a lesson to you. Jason, that's right,
don't try. Okay, So the lizard attempts to bite you,
but you block it with your shield. Yeah, so that
only does four points of damage. So it is entirely
blocked by the shield. The lizard has no choice but
to attempt to bite you again. Here it comes.

Speaker 2 (30:55):
Gosh, I feel like a character from one of those
books that I always read as a kid.

Speaker 3 (31:00):
So the lizard is on fire and rather distracted. It
attempts to bite you two more times, but just fails
to do so. It has no ability to get through
your defenses, and it is going to take a little
bit more damage because it is on fire. That is
the end of the poor lizards turn. I doubt it's
going to get another turn. Squash. We are back to you,

(31:21):
top of the order.

Speaker 1 (31:22):
What do you do?

Speaker 4 (31:24):
A cool backflip?

Speaker 3 (31:25):
A cool backflipy.

Speaker 4 (31:28):
I get out of its range and I start running
up those damn stairs. Well in this case it's a ladder,
but yeah, I start running up that damn ladder.

Speaker 2 (31:39):
I yell, Squash, I.

Speaker 4 (31:41):
Gotta let them know, and I'm like projecting my voice
and I'm just like, there's a big problem down here.
We gotta let it We gotta let these guys know.
This is what I sound like when I'm being insincere.
We gotta let these guys know.

Speaker 3 (31:57):
All right, Squash makes a bolt for the ladder. That's
gonna be the end of Squash's turn. SPIKEE.

Speaker 2 (32:05):
This thing looks I'm just gonna hit it. I'm gonna
raise my shield and then hit it with a morning Star.
I'm not gonna use a Yeah, I rolled a nineteen
on the die at twenty six.

Speaker 3 (32:17):
That is actually a critical hit. You bring the morning
Star right down.

Speaker 2 (32:21):
On its head for a total of twelve damage after doubling.

Speaker 3 (32:24):
Well, the poor lizard didn't last very long. It woke
up on fire and was killed moments later. It's charred
and burning body now lays on the floor of the mill.
The smoke from its burning body smells frankly rather delicious.
It's bigly like chicken.

Speaker 2 (32:44):
Bog Bottom's gonna eat for a week.

Speaker 1 (32:46):
See this is why I always put salt in my bombs.
You guys said I was crazy, but I wish.

Speaker 5 (32:52):
That your acid bomb and hit it. We could have
been having sweet and sour lizard.

Speaker 1 (32:55):
Oh yeah, No, there's turmeric in the acid bomb, so
it really it's a nice little say.

Speaker 5 (33:01):
Yeah, we got to make sure it doesn't hit your
scanneror else you'll dye yourself yellow forever.

Speaker 1 (33:05):
Also, the acid will kill you.

Speaker 4 (33:07):
Also the acid, and you'll die embarrassed.

Speaker 2 (33:12):
But do you know what would be embarrassing? What's that
not taking advantage of these goods and services that we
offer with this exclusive program. I don't know if you
all knew this, but podcasts get offered to share with
the world things that are happening in the form of advertisements,
and we actually have one of those projects ourselves, and

(33:35):
we allow people to in exchange, they give us money
and then we let them tell you about all these
important things that are happening.

Speaker 4 (33:41):
So please buy lava lamps.

Speaker 5 (33:43):
That seems like some tilaxy and bullshit. I don't think
this exists within the world of path five.

Speaker 4 (33:48):
No, it's Enduran propaganda. You should all buy lava lamps
in bulk.

Speaker 1 (33:53):
That tracks.

Speaker 2 (33:55):
Here's some ads and her back. And I think doing
ad transitions has long been my favorite part of the
job for some unknowable reason, but I think Pathfinder ad
transitions are even more fun for me. They're probably terrible

(34:16):
for you because you had to take a break and
press forward on your phone.

Speaker 4 (34:18):
But I'm getting used to them. I'm going to get
a hang of this by episode four, and I'm gonna
be fucking running circles around you with.

Speaker 2 (34:25):
Some Well uh okay, so Jason, what was happening?

Speaker 3 (34:31):
So you just defeated a slumbering lizard by ganging up
on it and lighting it on fire in its sleep.
That's what you've done, because you're here this.

Speaker 2 (34:41):
Lizard it's food.

Speaker 5 (34:43):
Yes, absolutely, I'm butchering it.

Speaker 4 (34:45):
Great job, heroes.

Speaker 3 (34:47):
And as the combat comes to an end, you can't
help but notice that Squash looks like he's just going upstairs,
So you all best follow him unless you want him
to encounter whatever's up there all by himself.

Speaker 2 (35:01):
I go after but the meat, we'll come back for it.

Speaker 4 (35:06):
I want to peek my head up, like I'm not
jumping out.

Speaker 3 (35:11):
What do I see up there? So Squash, you climb
up to the next floor. The narrow ladder that leads
up to the top floor of the old mill creaks
alarmingly but stands firm when used. The dusty floor of
the mill sits directly beneath the massive gear that transfers
power from the turning veins of the windmill outside to
the millstone below, or at least it once did. Now

(35:32):
this chamber is in ruins, with broken pieces of its
large gears scattered around and several holes in the floor.
Suspended above the gaping hole in the floor is a
cage with a pair of humans locked inside, two of
the missing folk from Bog Bottom. Getting them down from
here looks dangerous, now, squash the one thing that immediately

(35:56):
becomes apparent to you that it doesn't look like there's
anyone else up here, or at least no one that
you can see.

Speaker 4 (36:03):
M Can I roll a perception check? You sure can?

Speaker 3 (36:08):
Are you so?

Speaker 2 (36:09):
Just on the ladder.

Speaker 4 (36:11):
I'm at the top, let's say, the third rung of
the ladder. I'm like picking my little fucked up eyes
over the.

Speaker 3 (36:17):
Yeah, you would need to be up near the top
of it. I'm assuming the rest of you are moving
your way over to the ladder just in case things
go pair shaped.

Speaker 4 (36:23):
Yeah, yeah, And I'm I'm like not saying anything, but
I have like grabby hand towards what I assume is
trent for like bomb please. Oh no, it's a two
plus five for my perception, which is any way you slice.
It probably not good, so looks fine.

Speaker 3 (36:44):
So you take a good look around and see nothing
at all.

Speaker 4 (36:48):
Those voices were just in my imagination and I stried
confidently to the cage to let my new friends out.

Speaker 3 (36:59):
So, yeah, you you look out across this room. It's
filled with broken junk and debris. There is this large
hole in the floor, and suspended above the hole is
this cage. Can you reach the cage from the edge
of the hole, boy, it's like a three or four
foot reach out over the void, So it's a little dangerous.
It might be better to kind of pull get something

(37:20):
to pull the cage over or something like that. That
way it was more easily accessible, like a glave. Yeah,
anything really, I mean anything with like a hook on it,
just to pull the cage because it is suspended by
a rope. But it doesn't look like the villagers inside
are going to be of any help because they're apparently unconscious.
You hope you don't think they're dead, But.

Speaker 1 (37:39):
These lazy bones, I kind of how to wake them up.

Speaker 3 (37:45):
Trant only has one form of wake up call, and
it evolves shattering glass and fire, and.

Speaker 4 (37:50):
It's cocaine bombs.

Speaker 3 (37:52):
Trance.

Speaker 1 (37:54):
That's actually a pretty good idea.

Speaker 2 (37:56):
Do you want me to throw you a bomb?

Speaker 4 (37:58):
It's gonna be snowing at the time. Level throw me
the cocaine bomb, Trance, I'll throw.

Speaker 1 (38:04):
You a bomb. He has a bomb.

Speaker 2 (38:07):
I'm also climbing up to the upstairs.

Speaker 5 (38:11):
I'm also climbing up.

Speaker 4 (38:12):
Somebody can make a better perception because I'm striding confidently
towards the cage, so I can like get in reach
and try and try and unlock these poor villagers whose
names I definitely know.

Speaker 2 (38:24):
So it sounds like Spike is climbing up second, Is
that correct, Martin, go first, Marty's better perception.

Speaker 5 (38:29):
I was going to offer to ask if casting a
heel spell would wake them up.

Speaker 3 (38:34):
So once you're close to them, once you can see them,
I mean you could try that. You don't know if
they're unconscious because their wounds. Really what you need to
do is use medicine on them to see if they're alive,
if they're dead, if they're unconscious. You can't really do
that without being close to them.

Speaker 5 (38:48):
Though, I do have a medics kit and we'll do that.

Speaker 3 (38:51):
So Murty, I've moved you down to the other map.
I'm assuming Murdy and Squash. The two of you can
see the situation that you're looking at.

Speaker 4 (38:58):
Ooh, this is a bad scene. I would not be
happy if I was in this room and I am
Squash me Squash, I'm not happy in this room.

Speaker 3 (39:08):
So here's what's happening. Everybody. Squash has climbed up the
ladder and is approaching their cage. Murdy has just gotten
to the top of the ladder. Meanwhile, Spiite is climbing
the ladder and Trant. You're at the foot of the ladder.
So getting up the ladder takes two total actions. Spite

(39:30):
you've spent one Trant, you've spent zero of those. The
other people are up on the ladder. This is the
point where things go wrong. Emerging from behind some debris
are a pair of humanoids. They stand about five feet tall.

(39:52):
They are wearing leather arm Each has a morning Star
in hand, They have a sling at their belt, and
both of them are most certainly humanoid frogs. Now, those
of you who have been in balk Bottom for a bit,
which is all of you, you've seen a few of
these humanoid frogs. They're called boggarts. However, these two boggarts

(40:16):
do not look friendly like those who met in balk Bottom.
These two look rather angry that you've invaded their tower,
and both of them are moving up to attack Squash.
What did I do? I'm gonna go ahead and reveal
their tokens.

Speaker 2 (40:33):
You guys, I think I misunderstood when I heard frogs
up above. I actually think it was these two.

Speaker 3 (40:41):
The mystery has been revealed.

Speaker 4 (40:43):
Wait, these aren't These aren't frogs. These are gold little
green men. You mean from like and I like point
and I like look at Murdy and I say, from
up there, and I am convinced, and no one be
able to tell me otherwise that they are frogs and
not aliens.

Speaker 3 (41:05):
So here's where we're at. We're at a bit of
a little complex combat situation where we've got some people
who need to join the fight. Squash and Murdy are
up there. I'm gonna have everyone roll initiative, though, and
that'll determine kind of how you make your way up
to the upper level. I'm gonna go ahead and roll
for my friendly bokers here and everyone else. If you
can roll and hold on to your number, I'll go

(41:26):
around and collect it real quick. This is gonna be
perception for everybody this time. Squash, what do you got?

Speaker 4 (41:36):
It's a seventeen plus five? That is a twenty two?

Speaker 3 (41:40):
Maybe all right?

Speaker 6 (41:43):
Murdy, what do you got as a twelve plus seven
is nineteen?

Speaker 3 (41:51):
Okay? Spight, what do you got?

Speaker 2 (41:53):
Twelve plus four? Sixteen?

Speaker 1 (41:57):
And finally, tramped, what do you got sixteen plus two
is eighteen?

Speaker 3 (42:03):
All right? So top of the order in combat, Squash,
you did just barely spot these boggarts as they hopped
out of the kind of rubbish that they were concealed in.
It's clear that they heard you fighting the lizard down
below and prepared for your arrival with an ambush. However,
you are going to get to go first.

Speaker 4 (42:24):
Oh smokes, I do a backflip onto the cage.

Speaker 3 (42:30):
You can attempt that. If you fail, you will fall
all the way down to the floor below.

Speaker 4 (42:37):
A fat chance that I'll ever fail something like that.
So Jason, tell me about your acrobatics check. So what
I rolled was a four, and I have an acrobatics
of seven, and it is an eleven. A thing that
will make it good.

Speaker 3 (42:59):
So remember when I told you you had a hero point,
and remember before when you spent it. I'm sure you
wish that you had another one.

Speaker 4 (43:05):
Wait, no, I don't think anyone else on this caror
remembers it either.

Speaker 3 (43:10):
I'm pretty sure you spent it.

Speaker 4 (43:12):
Oh, Jason, you got me dead to rights.

Speaker 3 (43:15):
You attempt to flip up onto the cage, but instead
just kind of hit the side of it. Yeah, and
then fall all the way down to the floor.

Speaker 1 (43:28):
As he passes me, I say, hey, buddy.

Speaker 4 (43:33):
Hey, Trent for the bat's house bomb.

Speaker 1 (43:36):
Please when that exists, I'll get right on it.

Speaker 4 (43:39):
Oh no, we were still working on it.

Speaker 3 (43:42):
Thump. So Squash lands on top of the crank shaft
of the windmill like on his back. Oh, take five
points of damage and you are prone. Yeah, you still
technically have one action left. You can stand up if

(44:04):
you want to.

Speaker 4 (44:06):
I'm gonna stand up and say I'm getting too old
for this.

Speaker 3 (44:12):
So that was Squash. Murdy, you're now up there by yourself.

Speaker 2 (44:19):
Don't do the same thing.

Speaker 6 (44:22):
I'm also gonna mutter I'm getting too old for this
shit again. Murdy always looks tired. Murty looks more tired.

Speaker 3 (44:29):
Now than I can I can imagine.

Speaker 6 (44:31):
You know, Well, I had a turn plan. And see
the thing is that most of what I have is
about buffing other people. All right, how far away am
I from this skit?

Speaker 5 (44:41):
There's two guys?

Speaker 3 (44:42):
There's two. Yeah, they're both about the same distance away.
The one to the north and a bit to the
east of you is probably a hair closer, but they're
both pretty close.

Speaker 2 (44:52):
I think you can also delay to be after other
people if your whole thing is that you're trying to
help other people, although I guess it's actually going ahead
of the people that you're helping is more useful, right, usually, Yeah,
I'm only one action from being up there.

Speaker 5 (45:04):
I got some tricks on my sleeve. What I would
really love is to command them in the dialogue.

Speaker 6 (45:09):
I don't think that's going to happen, So I'm instead
going to raise my shield, cast.

Speaker 5 (45:16):
Days and hope for the best.

Speaker 3 (45:19):
All right, which one are you going to cast days on?

Speaker 6 (45:22):
One? Or two?

Speaker 5 (45:22):
Let's go for the westerly one. Is that number two?

Speaker 3 (45:25):
No, that's number one? But all right? Yeah, okay, so
you raise your shield and call upon Aerostill's blessing to
days one of the frogs that is going to require
me to make a will save correct.

Speaker 5 (45:39):
Yeah, you push into the target's mind and daze it
with a mental Joel in my mind, I'm just making
it distractedly hungry.

Speaker 3 (45:46):
Oh sure that tracks the Joel.

Speaker 6 (45:48):
Deals one D six mental damage with the basic will save,
and if the target critically fails the will save.

Speaker 5 (45:53):
It's also stunned one.

Speaker 3 (45:55):
My dice have finally come alive. I got a twenty
five on the will save.

Speaker 5 (46:00):
Jason, know you didn't I did?

Speaker 3 (46:03):
Yeah, yeah, that's gonna be a save.

Speaker 6 (46:07):
Well, I rolled the three, so they still take three
damage being so fucking hungry.

Speaker 3 (46:12):
So it is actually a basic will save, which means
whenever it says basic like that, what that means is
that on a success, the damage is halved. On a
critical failure, the damage is doubled. So in this case
it is only going to take half damage, So it
will take one point of damage because that's gonna round down.
You notice that the bugger kind of shakes it off
a bit and then looks at you with bail full intent.

(46:35):
Your turn is over, Trant, you can go, but the
ladder above you is still blocked. Spite is on it.

Speaker 2 (46:42):
You might want to delay until I get up.

Speaker 1 (46:44):
No, No, I got a better plant. I'm gonna climb
up until I'm right behind Spite yeah, and then I
heard did I hear them fighting?

Speaker 3 (46:51):
Yeah?

Speaker 1 (46:52):
Okay, I'm gonna hurl my last alchemist fire in the
direction of the fighting as close as I can get
to where I heard.

Speaker 3 (47:01):
Okay, So from the ladder, you're not entirely sure what
direction it is. It could be north, it could be west.

Speaker 1 (47:09):
Okay, Uh, what does it sound like? I do a
perception test? Sure, wanted to give me a perception Sure,
that's a five. I've rolled almost nothing but fives.

Speaker 3 (47:21):
You're pretty sure it's coming from kind of the north.

Speaker 1 (47:24):
Okay, I'm gonna yell up, don't worry, I got you.
And then I'm gonna blindly throw a grenade above me
and try to arc it over in the proper direction.

Speaker 3 (47:33):
Give me a test.

Speaker 1 (47:33):
I got a nineteen, I got a nineteen plus five
minus whatever.

Speaker 3 (47:40):
So the grenade comes flying up the hole, arcing through
the air. You all see it, Actually, I guess only
really Murdy sees this grenade go flying past, arcing up
into the air, landing straight in the hole, falling back
down to the ground below, just next to squash. Squash

(48:02):
take one point of fire damage the second best role
of the day too.

Speaker 1 (48:10):
I don't know how that could have gone wrong.

Speaker 3 (48:11):
Guys, I think it went perfectly. So that is trans turn.
Next up are the Boggards. The first boggard is going
to hop forward and it is going to attempt to
hit you with its morning Star. And once it arrives

(48:31):
up near the top of the ladder, you all can
see it now, it's almost within view. You can kind
of make it out.

Speaker 2 (48:37):
The morning Star is a weapon of Milani and a liberation.
It shouldn't be in the hands of people who put
people in cages.

Speaker 3 (48:44):
Well, in this case, it's only partially now in their hands.
As part of it's also embedded in Murdy's side. The
boggard swings the morning Star viciously at you, slamming into
your shoulder. Take five points of bludgeoning damage.

Speaker 5 (48:58):
I would not like for that to have, and I
would like to use my shield block.

Speaker 6 (49:01):
Oh all right, hot chat chat and my shield is
hardness five, so I none of that.

Speaker 5 (49:08):
You take nothing, We take nothing, and the shield isn't
affected at all either.

Speaker 3 (49:11):
Right, correct our shield's rule?

Speaker 4 (49:15):
Hell yeah, I should have got one.

Speaker 3 (49:18):
The Boggard will then take its third and final action.

Speaker 4 (49:21):
You know what it's gonna do.

Speaker 3 (49:23):
It's going to croak. The boggard standing next to you
suddenly leans back and its throat swells and you hear
this loave, reverberating rumbling.

Speaker 4 (49:38):
That's not what I thought you meant, and I'm unhappy
with it.

Speaker 3 (49:42):
Can all of you except first Squash, who happens to
be far enough away, But the rest of you can
you all make will saves from the terrifying croak?

Speaker 1 (49:54):
Nineteen baby total nineteen total fourteen was my role.

Speaker 5 (49:58):
I rolled seventeen plus nine. Is somebody that a twenty six?

Speaker 6 (50:02):
Please?

Speaker 2 (50:03):
And I got an eighteen total?

Speaker 3 (50:05):
All right, so all three of you actually succeed on
the save. So the croak is scary, but you you're
not afraid of a frog, and despite how scary it is,
none of you are affected. That is the first Boggart's turn.

Speaker 2 (50:20):
The sisters at the crash were much scarier than that.

Speaker 3 (50:23):
The second Boggart is going to hop up to flank you, Artie,
so it's on the opposite side of you, which means
your AC is going to be too lower when it
attacks you. And here it comes. It is about to
attack you with its morning Star. This is its second
action armor class eighteen. I'm afraid is going to hit.

Speaker 5 (50:43):
Yeah, that does hit?

Speaker 3 (50:45):
Take eight points of damage?

Speaker 5 (50:47):
Okay, I would like to use shield block again.

Speaker 3 (50:50):
You cannot. You have already used shield block once and
you only get to react once per round.

Speaker 5 (50:56):
Sorry, a say how many points?

Speaker 3 (50:57):
Eight? Eight points of damage? That was a lot And
with its third and final action, it's going to attempt
to lash out at you with its tongue.

Speaker 5 (51:08):
Oh my god, well I am nine points two right now?

Speaker 4 (51:12):
Yuck?

Speaker 3 (51:14):
So does a fourteen hit your armor class minus two? Uh?

Speaker 5 (51:20):
Well, my armor class with the shield is sixteen.

Speaker 3 (51:24):
So it does. Okay, all right, So the tongue lashes
out and grabs you, so it doesn't do any damage. Ooh,
but you can now not move further away from this
bogger than ten feet because it is attached to you
by its tongue.

Speaker 2 (51:43):
If only there was a liberation champion immediately next. And
I actually feel guilty that I didn't use my reaction
last time to reduce the damage, but I forgot about it.
I'm going to use my reaction liberating step, which frees
you from re strain, and you can take a five
foot step in any direction if you want murdy, like,

(52:05):
for example, if you stepped immediately in any direction. Then
they wouldn't be flanking you anymore.

Speaker 3 (52:11):
Yeah, you're you're gonna want to do that.

Speaker 5 (52:13):
I can only step in a single direction.

Speaker 3 (52:15):
You can go dig.

Speaker 4 (52:16):
Oh okay, could you step down the ladder shaft and
pull them with you? No Ah, rats foiled again.

Speaker 3 (52:28):
But you can move five feet away, which will get
you out of the flank and also clear the ladder.
So yeah, go ahead and pick a square adjacent to
them and move to that and next up, spiite. I'm
assuming you're gonna finish climbing the ladder.

Speaker 2 (52:43):
Yeah, Murdy, if you pick one of the sides, I
was gonna go there, and then that way they both
attack me instead of you. So if I go there,
is that like, Yeah, dear listener, we're looking at a
board and we're playing chess on it. So it took
one action to get up the ladder, and then I'm
gonna use my to action raised shield, stride and strike

(53:04):
and stride that five foot to my north.

Speaker 3 (53:07):
Yeah. So to paint the picture here, Murdy was at
the top of the ladder and there were a pair
of these boggards on either side of Murdy. Murdy then
using the liberating step kind of stepped off to the
side to get off the ladder and to move out
of the way. Spike has now climbed the ladder and
is now in the position that Murdy was in, surrounded
by two boggards.

Speaker 2 (53:27):
Right, I'm gonna do the defensive advance to raise shield,
stride and strike and go one step to my north.
And I rolled a ten plus seven with the morning Star. Seventeen.

Speaker 3 (53:41):
All right, so as with before your morning Star lands home,
you managed to strike one of the boggards. One of
them looks a little damage. I'm assuming you're going to
focus on that one, so go ahead and roll damage.

Speaker 2 (53:52):
I rolled maximum instead of minimum, so I got a
total of twelve damage with the morning Star.

Speaker 3 (53:57):
That is an impressive hit. That hurts that bog quite
a bit. Your morning Star slams into its side. Green
blood pours down as it grimaces in pain, and a
tortured croak issues from its.

Speaker 2 (54:10):
Mouth, and I yell, don't put people in cages when
I swing the morning Star.

Speaker 3 (54:16):
Yeah, that's particularly offensive to you. That was spite. We
are now at the top of the order, Squash, you're
down below. You're kind of beat up, so I.

Speaker 4 (54:29):
Am I have like a band aid over my eyebrow.
How high of a jump is it to the cage?

Speaker 3 (54:34):
Too high? Oh, you could not reach it from here,
not in your current condition.

Speaker 4 (54:39):
Oh brother, Okay, Well, I start running towards the ladder
and I say, gangway.

Speaker 3 (54:46):
All right, so you dust yourself off, make your way
over to the ladder and are able to climb up
basically right behind Trant Trant, who is basically one action
from the top now, but that's kind of where you're stuck. Murdy,
We're up to you.

Speaker 5 (55:01):
All right. Well, I still have my shield raised. I'm
just declaring that.

Speaker 3 (55:06):
Well, actually, at the start of a new turn, you
have to raise it.

Speaker 5 (55:08):
Oh, I have to raise it again. That's fine, I'll
raise my shield again.

Speaker 6 (55:14):
Uh, and I will will whack this boggart in front
of me with my soup ladle, which is the favorite
weapon of my super Caul.

Speaker 5 (55:27):
Thank you very much.

Speaker 3 (55:31):
All right, Yeah, go ahead and make an attack role.

Speaker 2 (55:34):
I cheer you on.

Speaker 5 (55:39):
Oh that was a not too listeners. That wasn't that too?
I think I only had three.

Speaker 3 (55:47):
Was that your attack roll or was that a damage? No?

Speaker 5 (55:49):
That was my attack roll?

Speaker 3 (55:51):
Oh oh I see, yeah, No, that's not gonna do it.
You do still have one action left if you want
to swing again?

Speaker 2 (56:02):
How much does it take to heel? Is it one action?

Speaker 5 (56:04):
I could heal.

Speaker 3 (56:05):
Myself for one You could use the one action version
of heel on yourself, which would heal yourself for one da.

Speaker 5 (56:12):
I don't think I want to do that right now?
I'm in combat?

Speaker 6 (56:16):
Uh?

Speaker 5 (56:16):
Do I want to swing again? Does anybody really want
a plus one?

Speaker 3 (56:21):
Yeah?

Speaker 5 (56:22):
All right, a plus one?

Speaker 3 (56:27):
All right? So it sounds like you're casting guidance on Trent.
Who is going next?

Speaker 1 (56:32):
Damn right?

Speaker 3 (56:33):
So trans you're still on the ladder, Okay?

Speaker 1 (56:35):
Can I climb up? Now?

Speaker 3 (56:36):
Yeah? You can climb up. Let me go ahead and
move you down.

Speaker 1 (56:38):
All right. I'm gonna climb up that fucker and then
first enemy I see, I'm gonna pull the shotgun off
my back and I'm gonna empty a shitload of rocks
and gunpowder into that son of a bitch.

Speaker 3 (56:52):
All right, you climb up to the top of the ladder,
draw your your your blunderbuss, and fire it into the
wounded boggard. You damn you give me a chack roll.

Speaker 1 (57:00):
And that's a three.

Speaker 3 (57:04):
So I will remind you that you do still have
a hero.

Speaker 1 (57:09):
You know what, I'll use that now, fuck it? Yeah yeah, okay, okay,
that's a good time to use it. Natural twenty.

Speaker 3 (57:17):
Hey it works.

Speaker 1 (57:21):
Let's say there we go. I called it a shotgun.
It's technically a handgun, but it's a handgun in the
old ancient sense. So it is a shotgun. It's just
a smooth bore tube that you throw whatever and gunpowder into.
So that I don't have to support the evil arms
industry by buying bullets. I just make my bullets with
rocks and pieces of glass and that one guy's jawbone.

Speaker 4 (57:43):
There's legos in there.

Speaker 1 (57:44):
There's some legos in there. Sure pieces of people?

Speaker 3 (57:47):
Why not? All right, go ahead and roll damage.

Speaker 1 (57:49):
Okay, so it's a one D six. I'm guessing it's
times too.

Speaker 3 (57:53):
Yeah, just just roll the D six and then multiply
by two.

Speaker 1 (57:56):
All right, that's a six twelve.

Speaker 3 (58:00):
Go, So you level this archaic firearm that you've hand
built yourself directly in the center of this boggart's chest
and just blow it right out. The boggard falls in
a heap of gore and viscera.

Speaker 5 (58:15):
Would you say it's croaked?

Speaker 4 (58:17):
Oh?

Speaker 2 (58:21):
Don't put people in cages, I say to the corpse, Yeah, that.

Speaker 3 (58:25):
Particular bargard won't be doing that anymore because it is
very much dead. The other Boggard his eyes go incredibly
wide when he sees that you just blew his friend away,
but he is uninjured.

Speaker 1 (58:40):
I'm gonna look back to spite and say, boss, I
definitely did that because of the cages. One hundred percent
all about the cages. Totally a cage thing.

Speaker 2 (58:49):
Yeah, I believe you.

Speaker 3 (58:51):
Well. The other Boggard now considers every other threat here
secondary to the lunatic with the boomstick, and he is
going to attempt to hit Trent with its morning star.
Here we go, and I rolled a critical failure, so
that's definitely gonna miss sweet. It is going to attempt

(59:11):
to hit you again. Oh my god, it's panicking. It's
just swinging wildly right now. It takes three wild panic
swings that you desperate to try and kill you before
you can use that gently weapon again. But in its panic,
it doesn't hit you at all. All right, That is
the end of the Bargaret's turn, and possibly it's life spiked.

Speaker 2 (59:33):
It is your turn, okay, so I am going to
use my weapons surge, and I am going to take
a swing at this thing with So basically I'm calling
upon Malani to guide my hand. I yell Malani, guide
my hand, and then think later, I really got to
find a cooler way to say that. But that's what

(59:54):
character thinks internally. Margaret has no qualms with the way
that she said it. Sure, and I rolled nine plus
eight is seventeen.

Speaker 3 (01:00:05):
To hit seventeen you are going to hit with Mulaney's blessing.

Speaker 2 (01:00:10):
It lands true, amazing, and then I'm going to do
eight bludgeoning damage and five spirit damage, so a total
of thirteen damage.

Speaker 3 (01:00:21):
That is an equally impressive hit to the boomstick, not
that he can really compare, because I mean, it's just
not as terrifying as blowing his friend's chest open. But
that hurt really bad. Your morning Star lands true, and
the Barker looks pretty badly injured. He is bleeding very
heavily from the side of his head, but he is
still up.

Speaker 2 (01:00:42):
I decide that rather than raising my shield, which is
what I got taught in class to do, I'm just
so angry that I'm taking another swing, all right, And
that's a seventeen plus two for a total of nineteen.

Speaker 3 (01:00:55):
That is going to hit as well, even with the
penalty and twelve damage another twelve.

Speaker 2 (01:01:02):
Don't put people in cages so.

Speaker 3 (01:01:08):
That poor Boggart. Jesu's friend get blown to pieces. Desperately
tries to kill the guy with the boomstick, completely ignoring
the deadly morning star coming for the side of his head. Yeah,
and within three seconds he's down and dead. He is ruined.

(01:01:30):
You have caved in the side of his head. Both
of the Boggarts have been defeated. They had such high
hopes and then you brought explosives to bear. It's almost unfair.

Speaker 2 (01:01:42):
I immediately take their morning stars off their corpses, just
they don't deserve morning stars before anything else happens.

Speaker 3 (01:01:50):
So that is the end of the combat. Both of
the Boggards have been slain.

Speaker 4 (01:01:58):
We did it.

Speaker 1 (01:02:00):
I think we can safely say we saved all those
people's lives. Time to leave.

Speaker 2 (01:02:05):
I think we should get them out of the cages.

Speaker 4 (01:02:08):
Why would we do that. Oh, I'm gonna throw them
a lock picking kid. Yeah.

Speaker 3 (01:02:14):
Yeah.

Speaker 1 (01:02:15):
You teach a man to fish, and then it gets lazy.

Speaker 2 (01:02:18):
They're unconscious.

Speaker 4 (01:02:19):
I filled down that hole and let me tell you fight.
You don't have the lived experience that I do. Falling
down a hole fucking sucks, So don't live like I did.

Speaker 3 (01:02:31):
I'll say this. With the Bargaarts defeated, the two villagers
trapped in the cage feebly moaned in their sleep.

Speaker 1 (01:02:38):
Oh brother, a villagers love doing that.

Speaker 3 (01:02:42):
The cage hangs on a chain attached to the broken
windmill gears up above. Several loose boards lie about, but
the floor directly beneath the cage has given way, making
any fall from that height a dangerous proposition. I'll fucking
say squash would indeed know. Perhaps there is some clue

(01:03:02):
on how to free them in the Boggart betting on
the other side of the room, So the top floor
of this, you know, taking a look around, it's pretty
clear that the far side of the room over there,
it looks like the Boggarts may have been camping there.
It looks like there's betting and a fire pit up here,
which seems kind of dangerous, although it does look like
they put their fire pit on top of a large stone.

Speaker 2 (01:03:23):
Now, well, them are fine, murdy, can you heal them?

Speaker 5 (01:03:27):
I need to be close to them. But if we
find how to get them down.

Speaker 1 (01:03:31):
I can get this cage open. I can get this
cage open real easy.

Speaker 4 (01:03:35):
Well you should do it, no questions that all right.

Speaker 2 (01:03:38):
The problem is that there's multiple things we want, and
one of them is the cage open. But we also
want those two people rescued safely, and so the way
that I'm guessing your thinking is unlikely to be as
successful as what I think we should do, which is
look around for a little bit and then figure out
how to you know, use the glave to bring the
cage closer or we don't know oh yet, but probably

(01:04:01):
not bombs.

Speaker 4 (01:04:02):
Probably not bombs.

Speaker 1 (01:04:04):
I mean, okay, boss, I hear what you're saying. Let
me just make one note, which is that none of
these people are exactly lookers, and we all know scars
are hot. I'm just saying.

Speaker 4 (01:04:19):
None of them are New York eight.

Speaker 2 (01:04:21):
If they would survive, then that might make sense.

Speaker 1 (01:04:23):
But if they die in the problem, people often survive.

Speaker 4 (01:04:25):
If often isn't people survive every day spite.

Speaker 2 (01:04:29):
Sometimes the wrong people.

Speaker 1 (01:04:31):
I've survived me blowing myself up. Look, I'm not gonna
push options on the table, though.

Speaker 4 (01:04:37):
I go over to all the betting and I like
kick it down the hole, so it's underneath the cage.

Speaker 3 (01:04:42):
Let me describe a couple of things that you can
go investigate if you want. There's the betting, which looks
like it's made out of moss. There's the campfire, which
has a small kettle on it and a small bag
next to it. It looks like they've been cooking stuff.
There is a barrel in the corner that looks recent
like they put the lid on. There's a wheelbarrow next

(01:05:03):
to that. So that's kind of what you got that's up.

Speaker 2 (01:05:06):
Here that you can also want to search the bodies.

Speaker 3 (01:05:09):
First things first, it sounded like Squash was going to
kick the betting down the hole. When you do this,
you uncover that underneath one pile of the betting is
a long pole with a hook on it that looks
like you could easily use it. Just snatch the cage
and pull it over to the edge.

Speaker 4 (01:05:26):
Squash wins again.

Speaker 3 (01:05:28):
Maybe, so that's what Squash was doing. I want to
go around the table and ask what other folks were
doing as well. So Murdy, it sounded like you were
interested in the campfire.

Speaker 6 (01:05:39):
Yes, I would like to invest to get the campfire please,
and then perhaps light the fire, to put my soup
over the fire, to keep it an even one sixty
five degrees, so that I can kind.

Speaker 5 (01:05:47):
Of keep it very important everybody, including the people.

Speaker 3 (01:05:53):
So could you give me a perception check?

Speaker 5 (01:05:55):
Sure cam, boss, that was eleven plus seven eighteen.

Speaker 3 (01:06:01):
So next to the stones, tucked into them, you find
a small bag that when you open it, it contains
some fungus, some rather strange looking fungus, very acrid smelling.

Speaker 5 (01:06:16):
Can I roll a nature check to identify the fungus?

Speaker 3 (01:06:19):
You sure can?

Speaker 5 (01:06:21):
Sure can? Oh, that was an at twenty plus seven
is twenty seven.

Speaker 3 (01:06:28):
So you look at it and what you learn is
what it isn't. What it isn't is any fungus you
would naturally find in the swamp. Now, maybe it's a
rare fungus you just haven't heard of, but it's definitely
something weird and you definitely think you probably shouldn't eat it.
By the way it smells, do.

Speaker 4 (01:06:48):
You think it could reveal you to yourself?

Speaker 3 (01:06:52):
I mean, that's not what the check revealed, but there's
one way to find out.

Speaker 1 (01:06:56):
I give us a good idea of what the real
gods are. No offense, boss, I'm taking so.

Speaker 3 (01:07:03):
Trance spiked or either one of you wanting to investigate anything.
There's a barrel and a wheelbarrow.

Speaker 2 (01:07:09):
I'm searching the bodies.

Speaker 1 (01:07:10):
These people in the cage are asleep, right, Yeah, it
looks like it. I'm gonna walk up to the cage
and discharge a firearm just next.

Speaker 3 (01:07:17):
To them, sure, just so close that there's no way
they're going to sleep through.

Speaker 1 (01:07:23):
That, and say, wakey, wakey, you're being rescued. Yeah, congratulations,
you're saved.

Speaker 3 (01:07:32):
So you fire off the handguard, much to everyone else's surprise. However,
the one pair of folks who do not seem surprised
by it are the two villagers who continue to sleep
inside the cage. They don't wake up.

Speaker 1 (01:07:44):
Okay, so these guys are pretty rude. I think we
can be honest about that. Like, I'm offended at this point.
We put a lot of work into this.

Speaker 2 (01:07:52):
I wonder if it's a magical tea that puts them
to sleep.

Speaker 5 (01:07:56):
Can I make a medicine check on the fungus please?

Speaker 3 (01:08:00):
Yes, I'll get to that. Yes you can. So they
didn't wake up spite. In the meanwhile, you were checking
the boggarts for their gear. They're wearing studded leather armor.
They have morning stars, they have slings with sling bullets.
They both have a little bit of money on them.
You find about twenty two pieces of silver and eight

(01:08:20):
gold pieces.

Speaker 2 (01:08:22):
Nice, Okay, I take the gold in the silver, I
will divate it up in a moment, And I take
the two morning stars and I put them in my pack,
not necessarily to sell them or anything, although I can
I will, but just to bury them in the swamp
so that they're never used for such a purpose.

Speaker 3 (01:08:37):
Again, that's fair, that's fair. You wouldn't want that. They
don't appear to have anything else of value on them.

Speaker 4 (01:08:46):
I want to investigate this barrel, hoping that there are
some nefarious objects in it that I can sell to
off putting people.

Speaker 3 (01:08:55):
So you take a look inside the barrel and it
looks like a collection of objects, and from their different
make and their different condition, it looks like this is
just stuff the Boggarts may have collected over the past
few weeks. You don't know. According to people in Bogbottom,
more people than this have disappeared. These were just the
most recent two that disappeared near the mill. And it's

(01:09:18):
quite possible that these boggards were responsible for more than
just two people disappearing. But in the bottom you see
four scrolls that are all bound up together. There are
a handful of small fials with some sort of red
bubbling liquid in them. There is a rather nice looking sword,

(01:09:39):
and there is also a rather nice looking rapier.

Speaker 4 (01:09:44):
Ooh my goodness, gracious he gads.

Speaker 3 (01:09:49):
And at the same time, squash, can you give me
a perception check?

Speaker 4 (01:09:53):
I would love eleven plus five is a sixteen?

Speaker 3 (01:10:00):
Yeah, you take a look around the barrel, but you
don't seem to find anything else of interest.

Speaker 4 (01:10:05):
Oh that's too bad, nobody else should do that.

Speaker 3 (01:10:10):
Yeah, nothing there?

Speaker 2 (01:10:12):
Oh, well, who wants some.

Speaker 4 (01:10:15):
Of these vials and swords? Vials?

Speaker 1 (01:10:17):
You say?

Speaker 2 (01:10:18):
Oh, anything good in that barrel. I'm gonna go dig
through the barrel too.

Speaker 4 (01:10:21):
I want Tran to check out these vials.

Speaker 1 (01:10:24):
I will check out the vials.

Speaker 3 (01:10:26):
Sure, well, we'll keep this nice and simple spite. Give
me a perception check, Trance. You look at these four
vials and you immediately recognize your favorite. These are four
lesser alchemist fires.

Speaker 1 (01:10:39):
Oh excellent. These are useless for everyone but me, so
I'll just keep these in my belt.

Speaker 3 (01:10:45):
So basically, this works like just having four extra that
don't go bad at the end of the day. You
can keep these as long as you want.

Speaker 1 (01:10:51):
Excellent, I'm gonna add that to my sheet.

Speaker 2 (01:10:53):
I rolled in nineteen plus four, so twenty three.

Speaker 3 (01:10:56):
This barrel has a false bottom.

Speaker 2 (01:10:59):
I'm gonna say, oh, there's more stuff underneath, I think,
and I'm gonna pry open the false bottom.

Speaker 4 (01:11:06):
That's classic spite.

Speaker 1 (01:11:07):
Are there more vials?

Speaker 3 (01:11:08):
So there actually are two more small glass vials. But
these ones don't look like bombs. These ones are thin
and narrow, and they have a blue liquid in them,
And after checking them out for just a moment, you're
pretty sure these are elixirs of life. These are also
alchemical items that heal you. For one D six plus

(01:11:29):
one down, there's two of them.

Speaker 1 (01:11:31):
Sorry, guys, these are useless. They don't explode or anything.

Speaker 3 (01:11:36):
No no, no, no, no no no, these just throw
them away.

Speaker 4 (01:11:39):
I throw one over my shoulder.

Speaker 2 (01:11:42):
As soon as you all look at them negatively, I
put them in my own pocket.

Speaker 5 (01:11:48):
These are blasphemous. Only the soup peels.

Speaker 1 (01:11:51):
Oh yes, I will say those are healing thing immajigs.

Speaker 4 (01:11:56):
I'm like fighting spie. Like no, I hate them.

Speaker 1 (01:11:59):
Some alchemists prefer these.

Speaker 2 (01:12:01):
Why don't we get those people out of the cage
and then figure out why they're still brother?

Speaker 4 (01:12:05):
Okay, I wander over to the cage.

Speaker 3 (01:12:08):
Right, So with the pole with the hook, you can
attempt to pull the cage over to the edge so
that you can more easily open it. Doing so requires
an athletics check.

Speaker 4 (01:12:19):
I do that.

Speaker 3 (01:12:19):
Whoever's good at athletics should dry.

Speaker 2 (01:12:21):
I'm awesome.

Speaker 4 (01:12:21):
I got plus five plus seven.

Speaker 3 (01:12:23):
Oh you do it?

Speaker 5 (01:12:25):
What?

Speaker 3 (01:12:25):
And I will say this. The pole is long enough
that you can both work on it, so one of
you will aid the other.

Speaker 2 (01:12:30):
Okay, great?

Speaker 3 (01:12:30):
Oh hey, the best way to do that is to
have the person with the smaller bonus roll the aid
check and then the other person.

Speaker 4 (01:12:37):
A fucking teamwork baby. Yeah, well it's a nine plus five,
so fourteen, and.

Speaker 2 (01:12:43):
Then I got a twelve plus seven is nineteen.

Speaker 3 (01:12:46):
The two of you, working together managed to pull the
cage over to the edge, and then, frankly, it's not
even really locked. It's just got like a simple rope latch,
so you can kind of just open it and drag
the villagers out. Now that the cage just on solid ground. However,
once you have them. Nothing you can do can rouse them.
They are entirely unconscious. They do appear to be almost

(01:13:09):
like they're sleeping, but no amount of noise or shaking
or anything. We'll wake them up.

Speaker 1 (01:13:17):
All right, I got an idea. There's a fire pit here,
right there is, Murdy, do.

Speaker 2 (01:13:22):
You know anything about this condition? Or I wonder if
the mushrooms was a sleeping tea?

Speaker 6 (01:13:27):
Well, I also wonder if the mushrooms were a sleeping tea.
I do have a medics kit. I would like to
investigate those mushrooms to see if they were like sleeping
tea or poison, and then also potentially tree poison.

Speaker 1 (01:13:39):
Okay, well, well she's doing that. I'm gonna grab a
piece of charcoal and I'm gonna take it over to
one of the unconscious people and I'm gonna draw just
a little dick on their face.

Speaker 3 (01:13:51):
It's an important Did it work? So Murdy, go ahead
and give me a medicine check. All right?

Speaker 5 (01:14:00):
Well that was a nine plus seven or sixteen.

Speaker 3 (01:14:02):
You can't be certain, but you definitely aren't suspicious of
this fungus. You found that it may have something to
do with this. You do know that back in bog Bottom.
The town elders amongst them had some pretty skilled healers
who frankly have lived there their entire lives, so they
may have a better idea of what you're dealing with.
But you need to get the villagers back to them. Fortunately,
you've got a wheelbarrow, so shouldn't be too hard to

(01:14:24):
get these unconscious villagers back.

Speaker 2 (01:14:27):
There is a ladder in between, but it's going.

Speaker 3 (01:14:30):
To take some work.

Speaker 5 (01:14:31):
Who is that climbing?

Speaker 4 (01:14:33):
Yeah?

Speaker 2 (01:14:33):
And then both Trent and Spite are I feel reasonably strong?
I feel like I can probably carry a part reasonably Yeah.

Speaker 3 (01:14:42):
In fact, the rest of the day is spent transporting
the missing villagers back to the small swamp community of
Bog Bottom while avoiding dun Meyer's many other dangers. Murders
and whispers quickly turn to cheers as the townsfolk pour
out of their stilt houses onto the wooden walkway to
witness your triumphant return. The village elders quickly approach to

(01:15:05):
hear the tale of the adventure. While La Drusa, the
town healer, examines the unconscious villagers. The assembled crowd listens
to the story with looks of grave concern. They've always
had friendly relations with the local Boggards. A few even
live in town, and learning that some have taken to
kidnapping is a startling turn of events. Later that evening,

(01:15:26):
the town throws a joyous beast and celebration. Yet after
every bite of the feast and behind every song, there's
a lingering feeling that cannot be shaken. This is far
from over, and that is where we are going to
end this second session of Down and the Frogs. I

(01:15:48):
want to thank you all for playing. This was a
lot of fun. I look forward to continuing our tale
in the next chapter.

Speaker 2 (01:15:54):
And thanks everyone for listening. I don't know we should
do plugs here at the end, but really quickly. I'm
Margare Kiljoy. You can find me on the internet.

Speaker 4 (01:16:01):
I'll see you next time, Handsome.

Speaker 1 (01:16:03):
I'm I.

Speaker 4 (01:16:04):
Oh, I am bum Lung on the internet. Oh. I
have another podcast. It's called The Spectacle.

Speaker 2 (01:16:11):
I was wondering when you're gonna tell people with the
fact that you have a podcast called the Spectacle.

Speaker 4 (01:16:15):
I forgot about it, Robert.

Speaker 1 (01:16:19):
I also have a podcast and it's this. You're listening
to it, so thank you. Please keep doing that.

Speaker 5 (01:16:26):
I also sort of have a podcast and it's sort
of this, and I also have a zine that you
can read and download about giving yourself an abortion Dangle
Wilderness dot or called how to Do It Anyway.

Speaker 3 (01:16:38):
I don't have a podcast, but I'm enjoying being on
this one. I do, however, have an awful lot of
books and games you can buy, so go buy those.
You can find me all over the internet at Jason
Bowman b U L M A H.

Speaker 2 (01:16:49):
I all right, see y'all next week when the not
over thing continues to not be over in dawn of the.

Speaker 1 (01:17:06):
It could Happen here as a production of cool Zone Media.

Speaker 6 (01:17:09):
For more podcasts from cool Zone Media, visit our website
Coolzonemedia dot com or check us out on the iHeartRadio app,
Apple Podcasts, or wherever you listen to podcasts.

Speaker 3 (01:17:18):
You can find sources for It could Happen Here, updated
monthly at Coolzonmedia dot com slash sources.

Speaker 2 (01:17:23):
Thanks for listening.

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Robert Evans

Robert Evans

Garrison Davis

Garrison Davis

James Stout

James Stout

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