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November 30, 2025 82 mins

There's nothing left to do but track these cultists to the source.

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Speaker 1 (00:01):
All Media.

Speaker 2 (00:05):
Donna Frogs Donna, Hello everyone, and welcome tickles on Media
book Club, the only Donna Frogs that frogs at Don

(00:28):
and I am sort of your host Margaret Kiljoy, but
not really, because I'm not Margaret Kiljoy at all. I'm
spite and I'm just trying to survive and also overthrow
as many governments as possible. But who I am not
trying to overthrow is our game master. Who's Jason Bowman?

Speaker 3 (00:46):
Hi? Well, not yet anyway, Hi everybody. I'm Jason Bowman.
I'm the director of Games at PISO, and I am
the game master for this amazing group of adventurers as
we play through Don of Frogs.

Speaker 2 (01:00):
Wait, I've tricked you to get in your own modules
name wrong.

Speaker 3 (01:03):
Down of the Frogs.

Speaker 2 (01:04):
I knew that, saverning you.

Speaker 3 (01:08):
I am gonna hear about that. Anyway. Today we're gonna
be picking up the third night of Dawn of the Frogs.
This night is called the Dirt for Dunmyre, which was
actually the original name, my original working title for this adventure. Yeah,
we're gonna get right to that. When we last left,
are intrepid band of adventurers four, Well, I would call

(01:32):
you heroes, but I'm not sure that's appropriate. But to
the people of Bogbottom you are certainly heroes. The four
of you washed ashore near this tiny swamp village where
you were dropped off by a ship's captain because you
couldn't pay for passage, and you found yourself penniless. In
this small swamp town. There you learned of their plights.

(01:54):
There are many plights, including missing villagers. Where you first
earned a name with these folks, you ventured out to
an old, ruined windmill and saved a pair of villagers
that had been taken captive by a pair of Boggarts.
Boggarts being senioned frog people. These Boggarts, however, seemed to
be rather evil and were capturing people and feeding them

(02:16):
some strange form of fungus mush that muddled their thoughts,
because even when you brought the villagers back, they did
not seem to remember their life in town and only
wanted to return and help the Boggards with their great work.
In the past couple sessions, you ventured out again, been
to the Dunmyer Swamp to find three ingredients needed by Ladrusa,

(02:37):
the town healer, to purge these villagers of the clouded
memories and restore them to health and vigor. So you
ventured out. You treated with a fungus leshy to get
some mushrooms, You battled some flies atop a hill to
get some berries, and you destroyed a bunch of skeletons
to retrieve some rare flowers. But on the way back

(03:00):
you were assaulted by Tutusk, a legendary predator of the swamp,
a giant slurk which is a giant, monstrous toad covered
in slime and giant fangs that nearly sank your boat
and dragged you down into the depths. But through your
heroic action to you were victorious and made it back
to town to cure the villagers of their plight. Ldrissa went

(03:20):
to quick work brewing the potion to save the villagers,
and after giving it to them, they quickly calmed their
fever breaking and their memories slowly returned. The only thing
that they seem to remember is that they were being
asked to go work on something called the Great Work.
You don't know what that is, but it certainly has
the townsfolk of bog Bottom worried. That's kind of where

(03:42):
we left off. At that moment, the town was celebrating,
and before we get started with the game itself, why
don't I toss it around the horner and let everybody
introduce themselves and their characters. We'll start with you.

Speaker 4 (03:54):
Hazel him my name, Miss Hazel Aakeisha. I used them,
and today I am playing a sister Merger gone Bo,
who is a half or cleric. She's the soup nun.

Speaker 3 (04:09):
Fantastic.

Speaker 1 (04:10):
Iow you're up, Hale and Limmett, all you noble heroes
out there in audio Land. My name is Io, and
I am very sick. I've got big pox, but I'm
being really brave about it. But today it's not Io
you're talking to. It's Squash. He's a squash buckling little
guy pie and he loves crime. And we love him,

(04:30):
don't we, folks, Yes, we most certainly do.

Speaker 2 (04:33):
Margaret, I am Margaret, and I am playing the role
of Spite, who's fresh from the crush and is just
looking to try and do what's best by her very
strong moral code. That pretty much means that every prison
should be exploded as quickly as possible. But if along

(04:53):
the way, I have to raise money in order to
do that, then I will do that by sticking to
my values and helping everyone out.

Speaker 3 (05:01):
Indeed, Robert, round us out.

Speaker 5 (05:04):
I'm Robert, I'm playing Trent. I'm an alchemist and expert
bomb maker, and I'm just now realizing I left like
three alchemist fires on a long wick in that guy's
boat before he dropped us off. But hey, you know
it was a pretty long wick. I'm sure he got
back to shore before anything happened.

Speaker 3 (05:22):
There was a fire off show. You saw the smoke staff,
but you're sure it's nothing. Probably unrelated as fast.

Speaker 4 (05:27):
Yeah, let's catch on fire all the time, right.

Speaker 1 (05:30):
In my experience.

Speaker 2 (05:32):
Yeah, that's why I wanted to get off constantly. So
I've only been sailing once in real life and the
mast broke, And so I am convinced that the mast
breaks one hundred percent of times to go sailing. This
is the way that math works.

Speaker 3 (05:46):
Anyway, That does explain why so many boat rides end
in tragedy.

Speaker 1 (05:51):
That's the way the mass works, all of them.

Speaker 3 (05:54):
Well, it's been two days since the captured villagers were
cured and their memory restored. The villagers report having heard
their Bogard captors talk about building some sort of great work,
but there are few clues as to what that might be.
In response, the town elder sent scouting parties to try

(06:15):
and uncover the truth, but none have yet returned. Now,
a more immediate problem faces the village. The swamp waters
are rising. The people at Bogbottom are no strangers to
rising waters, and have built their home on stilts to
weather the rainy seasons, but there has not been heavy
rain for weeks, and yet the water still rises. Just

(06:39):
this morning, some of the wooden walkways between the stilted
homes have become submerged. Inevitably, villagers have begun wondering if
these rising waters are somehow connected to whatever it is
that the Boggards are up to. Perhaps the answer will
come soon, as one of the scouting parties has finally
returned to Bogbottom, looking both worried and wounded.

Speaker 2 (07:03):
You know, I bet this sounds like I'm cursing, but
I think they're building a damp.

Speaker 3 (07:10):
There are some folks who have wondered whether or not
such a thing was even possible. Swamps are notoriously difficult
to damn in that way, but with enough work and effort,
it is possible.

Speaker 2 (07:19):
Maybe a great work.

Speaker 3 (07:20):
It could be a great work. Yes, indeed, so, a
scouting party heads to High Hill, which is the village's
kind of gathering place where the town elders await them.
Everyone is kind of going to hear what they have
to say.

Speaker 2 (07:37):
I think we should go and hear what they have
to say. What do you all think?

Speaker 1 (07:40):
I love to hear what they have to say.

Speaker 3 (07:43):
I'm thrilled that you're following the obvious clue that the
adventure has given you. All Right, you go up to
the hill.

Speaker 2 (07:48):
Well, now I have to be oppositional. Hold on, forget it.

Speaker 1 (07:51):
But what's that over there?

Speaker 2 (07:53):
What if we steal a boat some sort of an
unnamed NPC say.

Speaker 4 (07:56):
I have to go serve soup. I'm sorry, it's my
weekly service.

Speaker 3 (08:00):
That's fair. Yeah, A damn, that's what the buggers are building,
A massive damn made for mud, wood and stone, reports
the scout.

Speaker 2 (08:10):
I know it sounds like they're cursing, but actually damn
has two meanings.

Speaker 3 (08:14):
Right, grave looks passed between the village elders before Amelia Arthrona,
the oldest member of the council, replies, do you think
that's what's causing the waters to rise throughout the swamp,
she asks, with no small amount of trembling in her voice.
We do, replies the scout leader. It appears they've clogged
up most of the estuary and built a dam at

(08:34):
the largest opening. There's something more. A lot of the
folks who have gone missing look like they're helping them.
A hush falls over the crowd. Elder Earthrona's cool, compassionate
eye studies for people intently. She looks over to the
four of you. Seems we may need your help one
last time. The damn must be destroyed before the rising

(08:57):
waters flood us.

Speaker 2 (08:58):
All I hear it's for the salmon too, We destroyed
the damn.

Speaker 3 (09:03):
Yeah, those delicious swamp salmon. So the townsparker gathered here,
the scouts are here. The four of you are kind
of ushered up to the front, and the scouts are
currently being tended to by La Drusa, being given, you know,
bandages and ointments and soothing balms for their wounds. They
looked at you, and the leader of the scout says, well,

(09:24):
I can give you a map that'll lead you right
to it. It's on the far side of the swamp
that will take you more than a day to get there.

Speaker 2 (09:32):
Well, who attacked you? Because I feel like the path
that you took. I'm sure you all pick the best
path possible, but it clearly led to you being attacked.

Speaker 3 (09:42):
The bar good spotted us and immediately gave chase. We
managed to lose them in the swamp, but not until
they managed to hit us several times with their slings
and spears. It was a close thing. There are a
lot of bogarts there.

Speaker 5 (09:54):
I don't know, guys, are we sure we want to
trust a scout master?

Speaker 4 (09:58):
Ha?

Speaker 2 (10:02):
I thought you could trust all adults who aren't imprisoning people.

Speaker 3 (10:05):
Good sir, I am a master scout, not a scout master.

Speaker 1 (10:11):
Oh that's a different story. Yeah, that's a real different thing. Yes,
quite in spite, we will talk about that later. Wait,
was it Amelia was talking to us?

Speaker 3 (10:23):
Amelia Amelia Rona is one of the town elders. You've
spoken with her a few times over the past couple
of days. Most of your dealings have been with Ladrusa,
but Amelia has been kind of leading the town as
kind of the senior most town elder.

Speaker 1 (10:41):
Okay, I like reach up and put my paw on
Amelia's shoulder, and I say don't worry. We'll go get
everybody back. We'll blow up the dam, and we will
choke the rivers with their dead.

Speaker 4 (10:50):
Let's go.

Speaker 3 (10:54):
Amelia says, well, if you feel that it is the
only way forward, I would hate it to come to violence.
The Awkwards have always been our friends, but crust.

Speaker 5 (11:02):
May, ma'am, whenever we get involved, we're choking the rivers
with somebody's dead.

Speaker 1 (11:07):
Look, it's getting it damned one way or another. It
might as well be on our turns with corpses, you know.

Speaker 3 (11:12):
I mean it is likely they seem to be intent
upon flooding us all and causing us great harm.

Speaker 1 (11:19):
Right the harm, et cetera.

Speaker 5 (11:21):
That means it's nobody's fault, certainly not ours. Let's get
to work, gang.

Speaker 2 (11:25):
So we shouldn't try to talk to them. We should
just what if they let us blow up the dam?

Speaker 1 (11:31):
Now that's interesting.

Speaker 2 (11:33):
I heard about these festivals where people build these elaborate
sculptures that you think, no way would they be building
that just to burn it down or blow it up.
But then they burn it down or blow it up themselves,
And so maybe maybe they want to blow this up,
and maybe we be them.

Speaker 1 (11:48):
Like a wickerman up in Scotland. Yeah, I love that shit.

Speaker 2 (11:51):
Yeah.

Speaker 3 (11:52):
The Master Scout looks at you and says, I doubt it.
They're building it out of mud and stone. It looks
like a more permanent edifice, but it also doesn't look complete.
So I'm going to wager that even if you just
opened up the sluiceway, the entire thing would erode and crumble.

Speaker 4 (12:07):
Trey.

Speaker 1 (12:07):
Can we light mud and stone on fire? Absolutely?

Speaker 4 (12:11):
All right?

Speaker 1 (12:12):
That I need to hear.

Speaker 3 (12:14):
The Master Scout says, ah, I knew we had the
right man for the job.

Speaker 1 (12:20):
We're heroes, I suppose we are.

Speaker 3 (12:26):
Now. We spotted at least four villagers working the dam.
It seems they come in shifts, so there may be more.
And we also spotted at least six boggards.

Speaker 2 (12:37):
We kidnap the villagers and we bring them back here. Ladrusa,
do you have enough of that potion remaining to help
four more villagers? Also, I feel like you probably know
how many villagers are missing. How many villagers are missing?

Speaker 3 (12:51):
L Drusa says grend Total there are eight missing. I
have enough of the materials you gathered to make six
more doses of the antidote. Will send them all with you.

Speaker 1 (13:01):
What are your six favorite villagers.

Speaker 3 (13:06):
I will provide you a ranked list of the six
that I suggest you saving. The other two just gently
drowned them in the swamp. She does not say that.

Speaker 1 (13:20):
It's just what. It's just what Squash hears. We go
into Squash's mind like there's like a cow playing a
jug like I'm playing a washboard.

Speaker 3 (13:31):
Can we get back to the jug band. That's just
what's going on inside that's head.

Speaker 2 (13:35):
Yeah, okay, Well, so there's at least six probably enemies,
and then four we share. Hope they're not enemies. We
have to somehow knock them out or kidnap them while
they're sleeping, but for their own good.

Speaker 3 (13:51):
Yes, some of the bargards are guarding a bridge that
leads up to the dam itself. There was at least
one down on the dock. There's a dock at the
base of the dam in the deep waters of the swamp,
and we saw a few more that were perhaps in
it looks like a guard tower that's in the middle
of the dam itself. But to be honest, we couldn't
get a precisely accurate account. There were too many, and

(14:14):
the guards knew the bridge spotted us and gave chase
almost right away.

Speaker 2 (14:18):
What if we get the guards to give us chase
and then we ambush the guards.

Speaker 3 (14:23):
That may work.

Speaker 2 (14:25):
You can throw bombs at them.

Speaker 5 (14:27):
Well, we could also we could set explosives. There's this
thing you can do where you bury explosives in the
ground where you know some soldiers are going to walk by,
and then you set them off right as the soldiers
walk by, and it works really well.

Speaker 3 (14:42):
Kind of Yeah, so Trance invented land mines.

Speaker 1 (14:50):
Sure you say there's a dock as a bottom of
the dam. Yes, it sounds like a perfect opportunity for
what I like to call a boat bomb. Let's build
a bomb out of a boat or vice versa. Say
that baby up there and bing bang boom. We're all
home by supper time.

Speaker 2 (15:07):
Where will we be if the boat's gonna explode.

Speaker 1 (15:10):
Oh we'll be It will be elsewhere.

Speaker 2 (15:13):
How does the boat get there?

Speaker 4 (15:14):
Oh?

Speaker 3 (15:14):
Okay without us.

Speaker 1 (15:16):
Look, I'm more of like an ideas guy.

Speaker 3 (15:20):
Just what the adventure needs? More ideas guys? Ladrusa says,
I can have the antidote ready for you in just
a few hours. If there's anything else you need to
buy or procure from town, before you go. I suggest
you do so it will take you quite a while
to get there.

Speaker 2 (15:35):
Leadrews, I have a really important question that's absolutely related
to the mission. Is it policy here in bog Bottom
that there's no returns on items?

Speaker 3 (15:48):
Ldrusa looks at you and says, yes, we're uh, you
bought it, no returns kind of policy towns, that's how
we operate. Okay, well, do you have a receipt? No,
he didn't give it. Yeah, some merchants do offer to
have an exchange policy.

Speaker 2 (16:07):
Oh interesting, okay, all right, so should we just wait
for this potion go up there.

Speaker 1 (16:13):
I go into a town and anyone who wants to
come with me will do like a like a fashion
show montage. I'm getting a new cloak, and everyone's standing
outside of the stall and like shaking their heads. No, no, no,
I come out with a big purple feather boa.

Speaker 3 (16:26):
No.

Speaker 1 (16:26):
I come out with like a king's cape.

Speaker 4 (16:29):
No.

Speaker 1 (16:29):
And then I come out with just basically the outfit
I was on, and everyone's like, yes, big thumbs up.

Speaker 2 (16:34):
Hell I am, I'm very excited this happened.

Speaker 3 (16:37):
You can return to the shops that are in town,
the Mudfly Supplies or the Sinking Pony. You can also
just go and while away the hours at the Moss
Pig having a couple of pints.

Speaker 1 (16:47):
I am going to go try to get more bombs.

Speaker 3 (16:50):
Sure, yeah, you can make your way back to the
Sinking Pony where Alavinia still has their shop open, and
Alavinia will gladly sell you lesser. I'll from a fire
for three gold apiece.

Speaker 1 (17:01):
Okay, I will go ahead and get two more of those.

Speaker 2 (17:06):
Do you want these bug bombs?

Speaker 3 (17:09):
Sure?

Speaker 1 (17:09):
How many of those?

Speaker 2 (17:10):
I have two of them. They're for bugs. I probably
should have thrown them at the bugs we fought, but
I think at the end of the day, I just
really like hitting things with sticks with spikes.

Speaker 5 (17:23):
You know, my grandpa told me, if you really love something,
do it all the time, and never wonder if it's
the right thing to do or not. Just keep doing
the thing that you like to do. And I've lived
by those words ever since. So that's my advice to you.

Speaker 3 (17:35):
That does explain the constant use of explosives. All right,
So you went and bought some some malkmus fire. Does
anybody else want to pick up anything else before you
leave town? They do have some healing potions, elixirs of
life for three gold each.

Speaker 4 (17:48):
Yeah, I'll take a couple of those.

Speaker 5 (17:51):
Do I have time to, by the way, remake that
magic device thing?

Speaker 3 (17:57):
So it's been two days since you last return from town,
so that would have given you plenty of time to
move a ruin or anything like that.

Speaker 2 (18:05):
Okay, oh okay, yeah, So everyone now has a plus
one weapon.

Speaker 3 (18:11):
Yeah, everybody should have a plus one web.

Speaker 2 (18:13):
So your spoon can be plus one.

Speaker 4 (18:14):
Now, oh sick, and that's plus one to hit yeah. Hm,
we also it's a ladle please. Oh I'm sorry, there's
a difference spoon.

Speaker 3 (18:28):
All right. So you've done a little bit of shopping.
You bought some healing potions, You've bought some alchemist fire.
You've spent a bit of your time over the past
couple days transferring some runs from plus one weapons over
to your weapons. So everybody has a plus one weapon now,
and yeah, you're pretty much just waiting for Ldrica to
give you the antidote, which she does later that evening.
You are told that if you leave now, you should

(18:51):
arrive in the morning, like a day and a half
from now. Oh, you're gonna have to camp out in
the swamp.

Speaker 2 (18:58):
I'm gonna go to a Boggart in town and be like,
are you all crepuscular? I'm not sure if that's the
thing I'm supposed to ask strangers.

Speaker 3 (19:06):
Hold on, allow me to google. What did you say?

Speaker 1 (19:10):
Squash is tugging at his collar.

Speaker 2 (19:12):
Crepuscular means awake, like, not during the day or night,
but at the sunset and sunrise.

Speaker 4 (19:18):
It's a crepuscular.

Speaker 3 (19:22):
Uh, he's like or mostly awake during the day.

Speaker 2 (19:29):
Hmm, Okay, well, I guess if we're trying to ambush them,
we should go during the day. That makes sense because
we should do it while they're awake, because we're not
sneaking up to attack them while they're sleeping, which would
be fine and morally justifiable because they're doing bad things.
But I don't know what do you all think? Should
we ambush them when they're sleeping or should we get
them while they're awake so that they chase us.

Speaker 5 (19:48):
We'll ask him what would be the best way to
kill you?

Speaker 2 (19:52):
No, people like you? People like you. Also, if anyone's
mistreating you, you should let us know, because people shouldn't
make us asumptions.

Speaker 1 (20:01):
But if we were going to.

Speaker 3 (20:02):
Kill you, I didn't do anything. I mean, I did
sell you those bug bombs, and I'm not taking aback
same bogged.

Speaker 1 (20:17):
Yeah, you don't have to excuse my friend. She was
cursed to have no sense of humor. But we're all
just joking around here. But yeah, but like not if
we were to try and kill someone of your disposition.

Speaker 2 (20:36):
And the polite word here is yeah, I'm sort.

Speaker 1 (20:41):
Of dancing around it. But let's just let you know,
ancestry of your ancestry, that pathfinder found a way around
that one.

Speaker 3 (20:49):
Took us quite a bit of work shopping.

Speaker 2 (20:53):
Well done, like genuinely positive direction.

Speaker 3 (20:55):
But anyway, Yeah, yeah, we didn't want to go species.
It's sounded too technical.

Speaker 1 (21:01):
How does your ancestry die? Best?

Speaker 2 (21:05):
I found that if you hit them with a spiked stick?

Speaker 3 (21:09):
Yeah, we die pretty much like most soft skins, right,
I mean.

Speaker 4 (21:15):
You don't have any particular weaknesses.

Speaker 5 (21:18):
Yeah, if you were gonna be like lit on fire
or electrocuted or frozen, which one of those scares you
the worst?

Speaker 3 (21:25):
What energy type? Would you say that you're the most vulnerable.

Speaker 1 (21:30):
The most painful deaths? You guys are kind of slippery.

Speaker 3 (21:34):
If you were, which one would be worse?

Speaker 4 (21:38):
Can I also offer this frogman soup and say, I
apologize for my friends, but I would also like this information. Please.

Speaker 3 (21:45):
He's like, you'll have to excuse me if I decline
any super food you're giving me. After asking me what
kills me? Best shop closed, he closes the pond again.

Speaker 2 (21:57):
No, well we tried.

Speaker 3 (22:01):
So after a bit of time, the raft is ready,
the antidote is ready, You've bought your supplies, and you're
ready to go.

Speaker 2 (22:11):
Okay, so the boat's ready and we have the potions.
What's our plan again?

Speaker 4 (22:16):
Well, I think mostly we're going to go and figure
it out. But there was some talk about a distraction
team and an explosives team, but I think we should
probably get there first.

Speaker 2 (22:27):
Okay.

Speaker 3 (22:27):
Yeah, the scouts have given you kind of a vague
notion of what's going on, but until you see it
for yourself, you don't really have any way of knowing
exactly what's going on there. You know there's a dock,
you know there's a tower, there's a bridge, but you
kind of don't know how it all relates other than
just kind of a vague notion from these scouts who
frankly saw it and ran away.

Speaker 2 (22:45):
So I'm trying to figure out a way to roll
my lower warfare at some point during this adventure. So
that's part of why I'm really exciting.

Speaker 3 (22:54):
It's coming. Okay, it's coming. Don't worry about it all right.
Leaving bog Bottom behind, the journey to the dam takes
a little more than a day, so you travel. In fact,
you can probably wait till the morning, because why camp
in the swamp ties to go for an hour and
then camp, so you leave the next morning and make
your way there. You camp once in the swamp, which

(23:15):
is fortunately uneventful. The main danger of this part of
the swamp has been taken care of by the four
of view No. Two tusk to threaten your sleep, and
as a result, you arrive to the spot indicated by
the scouts a few hours after sunrise. The dam is
a massive edifice of mud, stone and timber stretching between

(23:38):
two squat hills. One hill has sheer sides covered in brambles,
but it's hard to see due to a massive tree
blocking the view. The other hill appears far more approachable,
with a gentle slope leading down to the swamp waters.
A bridge leads from the hill to the top of

(23:59):
the dam. New York Crude watchtower. Near the base of
the dam, there's a small dock with cages and a
door that leads into the dam's interior. Even from a distance,
boggards and villagers can plainly be seen toiling away to
complete the gigantic structure. I'm gonna let you see the

(24:19):
map here, Trent.

Speaker 2 (24:22):
Do you think you could blow up one of those hills?

Speaker 4 (24:24):
Oh?

Speaker 2 (24:24):
Yeah, we can just predirect the water around it.

Speaker 1 (24:27):
I'm gonna need a lot of urine, but.

Speaker 3 (24:29):
Yeah, it's gonna be several weeks peeing into jars. So
I put this map down. The map kind of shows
this large dam structure across the top of it. In
the middle of the dam, there is a watch tower
kind of on the backside, on the opposite side away
from you. That dam is pretty sheer. It doesn't look
like you could like climb it on the side very easily.

(24:51):
It's probably doable, but it would be very hard, especially
for all four of you to make it. It looks
like the easiest way to get up would be to
take the hill. There's a hilled kind of to the southeast,
and that's what leads up to the bridge. Now, before
you get too far ahead of yourselves. You can see
some boggards and I'm gonna show those to you. You're
on our map, so you can see a pair of

(25:15):
boggards up on top of the dam near the bridge.
You can see a third boggard across the bridge with
a pair of humans who are working to gather mud
and stones into like giant wicker baskets, probably to take
over to the dam and continue working on it, because

(25:35):
it's clearly not finished.

Speaker 4 (25:37):
Yeah, but you're not beating the Wickerman allegations here in Jason.

Speaker 3 (25:41):
No, that's fair. That's fair. In addition, there is a
boggard down on the docks with another human who is
currently working on the docks, like working to reinforce the docks.
There's also a cage on the docks that looks like
it has something in it, but you can't really tell
what it is. It's definitely not a human, but it's
kind of a dark shape inside of a wood cage. Now,

(26:02):
the tower that is on the back side of the
dock clearly has some boggets in it, but you can't
really see from this angle. It has a thatched roof
over it, and as a result, it's kind of dark.
Up there, and you can't really get a good view
other than the fact that you can occasionally see some movement.
So there's definitely some Boggets up there. Now on the
other side this other hill, the other side where there

(26:25):
is land, there is a very large tree that goes
up about forty fifty feet and is in fact taller
than the dam. Could you climb that tree to make
it up onto the dam? Possibly doesn't appear that there's
any Boggarts over there, but there's something strange about the tree.
It looks like it has a fog cloud inside of it.

(26:45):
But from this distance you can't really tell what's going
on with that.

Speaker 2 (26:48):
Okay, I have two questions. One, do I know if
Boggarts have night vision or dark vision room?

Speaker 3 (26:55):
Yeah? Dark vision is what you're curious about. Yeah they do.

Speaker 2 (26:59):
Okay. Two, those eight missing villagers. Sure wish i'd asked
if any of them were Boggarts. There are any way that
I want picked up or gleaned that information. Do you
think that maybe like a list was provided or some
names and some of them are clearly froggy or like
sounding problematic.

Speaker 3 (27:20):
I'm gonna go ahead and tell you that they did
give you a list and a description for all of them,
and none of them are boggarts.

Speaker 2 (27:27):
This makes this part way easier.

Speaker 3 (27:31):
Wait are you are you holding a blade to their neck? Wait?
Are you a good barge? I don't know, not doing that.

Speaker 5 (27:38):
Remember of this group the enemy.

Speaker 2 (27:43):
I think that that's actually the basis by which oppression
is built. I know it seems okay when we're not
the ones with systemic power. But if we.

Speaker 5 (27:52):
Okay people with systemica.

Speaker 1 (27:55):
What if the bomb chooses.

Speaker 2 (27:59):
Let Melanie out.

Speaker 5 (28:00):
Yeah, if that's what you want to call the bomb share.

Speaker 3 (28:04):
What if the bomb chooses, that's a there's the party's slogan,
Let the bomb choose. So, currently you are pretty far away.
I know it looks like on the map that you're
right on the edge of the map there. You are
not as of yet, You are more like quarter of

(28:24):
a mile away, kind of hiding. You've got your barge
that you were on, kind of up on a small island,
and you're currently just hiding in a bush, you know,
behind some plants and kind of taking a look at
the scene. Now, if you want to know more, if
you have specific questions about what's going on, we can
investigate some of that or you can formulate a plan
based off what you know.

Speaker 5 (28:44):
Right now, we know those three are pretty close in
terms of exploding.

Speaker 2 (28:49):
So Trent, only one of those is one of the enemies.
The other two are the people who are trying to
get potions.

Speaker 1 (28:56):
Into Technically, they have potions.

Speaker 4 (29:02):
How is the potion administered?

Speaker 3 (29:03):
It?

Speaker 4 (29:04):
You have to eat it.

Speaker 3 (29:05):
You have to drink it.

Speaker 4 (29:06):
Yeah, soup, brother, soup, soup.

Speaker 1 (29:11):
Is good food. You know, we didn't even promise, you know,
we said we're gonna try and get six of these
bad boys back to the village out of the eight.
And what is two minus eight or you know exactly?

Speaker 2 (29:28):
I think we should try to rescue all the villagers.

Speaker 1 (29:31):
What oh okay, okay, sounds like a hoo okay. I'm
just thinking about all the work that's gonna be.

Speaker 4 (29:43):
Yeah, okay, But if we get them on our side,
then they will also help us do the work.

Speaker 1 (29:50):
I love that.

Speaker 4 (29:51):
Plus six, that's ten people. We could keep two people captain.
We can probably even bring some bots.

Speaker 1 (29:56):
You know, I'm like counting on my paws and like, bye,
she's ready. Look at that tree, though, Can I roll
a perception on the tree?

Speaker 3 (30:05):
Sure, go and give me a perception check.

Speaker 2 (30:08):
Mlanie does ask us to always go the hard way
instead of the easy way, when the hard way is
what's necessary to get work done.

Speaker 1 (30:16):
Here Mlani speaks in riddles. It's an eleven plus five
sixteen perception on the tree.

Speaker 3 (30:26):
Boy, you can't be certain, but looking at the tree,
you're like, why is there a fog in the tree?
That doesn't make any sense? And you look closer and
you realize it's not fog, it's webs.

Speaker 2 (30:40):
Oh, brother, bug bomb.

Speaker 3 (30:43):
The bug bomb might work. That's possible.

Speaker 2 (30:46):
I would like to look at the size of the
fortification and to use my lowre warfare to determine the
size of the garrison.

Speaker 3 (30:58):
Okay, go ahead and give me a warfare.

Speaker 2 (31:01):
Okay, Can I have magical guidance on this, Marty?

Speaker 4 (31:04):
Sure? Can? You had a plus one for that.

Speaker 2 (31:08):
That's good because I did not roll well. I rolled
a nine plus three plus one is thirteen.

Speaker 3 (31:15):
Well, you can't be certain, but looking at it, you
can tell that there is an entrance into the dam
structure itself on the water line. You would suspect there's
probably an entrance up above as well, because otherwise none
of the Boggarts could get inside unless they took a
raft out to the dam, so there's probably a second entrance.

(31:37):
And looking at the size of the dam and the
fact that I mean, it does get wider and wider
the further down it goes. Boy, if there was barracks
or quarters inside the dam, there could be a fair
number of Boggarts in there, maybe as many as twenty.

Speaker 2 (31:51):
I think there might be as many as twenty Boggerts here,
and so I think we probably shouldn't try to fight
them all.

Speaker 4 (31:58):
You and else, you shouldn't try to fight.

Speaker 2 (32:01):
The desire to purchase ads. No, the desire to purchase
the things that the ads advertise.

Speaker 4 (32:08):
Yeah, you've got it.

Speaker 3 (32:09):
You wouldn't want to resist that.

Speaker 2 (32:11):
It's irresistible. You're going to roll a one on resisting
these products unless they're bad, in which case rolling that twenty.

Speaker 3 (32:20):
Here they are. We're back. God, I've bought so many things.

Speaker 2 (32:35):
Gold is doing really well right now, it is.

Speaker 1 (32:38):
It's great.

Speaker 3 (32:39):
I bought a lot of gold and some tactical wipes
and some ready made meals.

Speaker 4 (32:46):
I have a lot of my money at the Chimpy casino.
It was too good.

Speaker 3 (32:50):
Yeah, it's a better call.

Speaker 1 (32:51):
I mean, too many websites on squear space.

Speaker 2 (32:54):
I remember when the ads were going to the forest.
That was a great I missed when that was our advertiser.
Go into the forest, go into the dark forest at
night alone. It'll be fine anyway, Uh should we Yeah? Okay?
Our options are we go in the front easy way

(33:16):
which has the bad way, or we go on the
dock but then there's a boggert and a person and
we'll be very seen. Or we go in the spiderweb tree.
I'm very good at climbing trees. I was the best
at climbing trees when I was a kid. But it's
not a competition. Malonie reminds us that it's not a competition.
But if it were a competition, I was the best
at climbing trees, but it wasn't a competition. So I

(33:36):
just was at the top of the tree faster than
everyone else, and that has no moral value. And or
we could also try and sneak around and like come
around the back of the dam. We could also wait
till night and then like kidnap some of these people
and feed the potions. I don't know, I'm just spitballing here.

Speaker 1 (33:50):
Trent. What's your stelf at pretty good. I am at
a five. Okay, I'm at a six.

Speaker 5 (33:58):
I mean, what if we were to set up some
bombs on the way and then try to lead them
out and then detonate said bombs and then fall upon
them in ambush after they've been exploded.

Speaker 2 (34:13):
So my worry is that if the kidnapped villagers are
also part of the crew that follows us. I was
thinking you could throw bombs into the midst of Boggarts
rather than having trap bombs that you can't pick who
they affect.

Speaker 4 (34:26):
Sounds good to me. Hey, I know it's not as fun.

Speaker 1 (34:32):
I're you sure that these villagers are even good at all.
We've only been in town like a couple of days.
These guys could be what's good and evil, even what
is good and evil?

Speaker 4 (34:41):
Tell me, we have literally never tried to talk to them.
We don't know what their deal is.

Speaker 3 (34:46):
Listen, we got rid of alignment in Pathfinders, so don't
worry about it. Oh, we don't do that anymore. It's
all shades of grain.

Speaker 4 (34:54):
But some things are just evil, like fascists and frogs.

Speaker 2 (35:00):
Absolutely, and that are indeterminate.

Speaker 3 (35:04):
Yeah, so there is something a little odd that you notice.
It looks like the Boggarts all have some sort of
red single or symbol on their foreheads. You have not
seen this on any of the other bargas you have encountered.

Speaker 4 (35:24):
Are they also being mine in controled? Do I have
to feel bad about killing these fucking frogs?

Speaker 3 (35:29):
I mean, you don't know what the symbol is, so
I don't know.

Speaker 4 (35:32):
Maybe I have cooking Lord Jason. Does that help?

Speaker 3 (35:36):
It doesn't look like a cooking symbol. You don't see
any notation for how many cups or teaspoons of flies
to add?

Speaker 2 (35:44):
Does anyone have arcana or occultism?

Speaker 4 (35:47):
I could give you plus one. I've got one to arcana,
but that's it.

Speaker 2 (35:52):
Do you want to roll in arcana?

Speaker 3 (35:54):
Does nobody have arcana or occultism? You can try religion
as well.

Speaker 1 (35:58):
I do have quite good arcana.

Speaker 4 (36:00):
Oh yeah, well I have plus seven.

Speaker 1 (36:01):
In religion and I'll take them arcana.

Speaker 4 (36:04):
And I'm taking guidance from rastal. Thank you? All right?
That was a ten plus seven plus one is eighteen,
all right, and.

Speaker 5 (36:16):
Then for arkana that's an eighteen total thirteen plus five.

Speaker 3 (36:22):
So from both of your areas of expertise, you converse
with each other, ruling out some possibilities, talking about what
some things might be, and that's when you kind of
figure it out. The symbol that you see on their
forehead is a fiendish room one belonging to Go Gunta.

(36:49):
Go Gunta is a demon lord of swamps and a
patron of evil bondards.

Speaker 4 (36:57):
Well, so they're evil, we can mark them.

Speaker 3 (37:00):
They are definitely not good guys. These are cultists. These
are boggered cultists. Okay, it's not surprising that the ones
you saw out in the swamp weren't showing off the
symbol that would kind of give away that they were
part of this cult. Those ones were kind of hiding.
But the ones here at the dam are not hiding
their allegiance.

Speaker 2 (37:19):
So let's get some of them to chase Murdy and
I will walk up and ask if they want soup,
and then when they chase us will run and then
once they're in the woods, it will only be a
couple of them. Squash and trant attack and any of
the villagers who chase us, we will knock unconscious instead
of killing, Right, Jason, that's the thing you can do

(37:41):
in this way. You can do non lethal.

Speaker 3 (37:42):
Yeah, you can attack people and deal non lethal damage.
If you reduce them to zero with an attack that
does non lethal damage, they're just knocked out.

Speaker 4 (37:49):
Yeah, I might have a spam.

Speaker 2 (37:52):
How does that sound of folks? Okay, you can throw
bombs at the people who chase us.

Speaker 3 (37:58):
Okay, I appreciate the defeat of like Well, I guess
we could do that.

Speaker 4 (38:07):
I have a spell called command, which does have a
range of thirty feet, so I can hit a bunch
of people. I can command a target to approach, run away,
release what it's holding, or importantly drop prone or stand
in place. It does have to make a will save,
but they're already under effects of like a mushroom, so
I would hope that that affects their their willpower.

Speaker 3 (38:27):
So I should note it will only affect one target.

Speaker 4 (38:30):
It only affects one target. Yep, Jason, Jess, Yeah, Jason, friend,
since the game is no one's friend.

Speaker 3 (38:42):
You have made a terrible mistake, assuming that I am
your friend, Jason?

Speaker 4 (38:46):
Have you have you considered the rule of cool? And
that's cool when my character gets.

Speaker 3 (38:52):
To and it's even cooler to have these frogs chase
you through the swamp and murder you.

Speaker 4 (38:58):
Yet doesn't find cool to me?

Speaker 2 (39:00):
Well, you'll be able to commit if only one, Like,
you'll be able to command one of the villagers or
something to drop or something.

Speaker 1 (39:05):
What if we get one of them to come on
over and give us some tasty little secrets.

Speaker 4 (39:10):
Hey, the command doesn't do that. It doesn't like make
them your ally.

Speaker 3 (39:14):
Oh rats, that's a more powerful spell.

Speaker 2 (39:17):
And it only has thirty foot range. And we're a
quarter mile away right now.

Speaker 3 (39:22):
Well, at this point, I've kind of assumed that you've
moved at least a bit closer. You're now probably on
a couple on our feet away. You couldn't have seen
the roots without getting somewhat closer.

Speaker 2 (39:30):
And then you have another plan besides.

Speaker 1 (39:34):
My only other plan is we go up that webby
tree and we use some bug bombs and we blow
up the whole fugging dam. That's a lot of spinning
plates maybe, and I don't know how big these spiders are,
but I would love to use those bug bombs. I
don't know. I like this plan.

Speaker 3 (39:53):
So you've got two sides. You can either try and
climb this tree or you can go up the land bridge.
It's really up to you.

Speaker 2 (40:00):
You want to try, like you're playing, Yeah, let's do
it all right, So we're gonna offer them soup. You
all are gonna lay in ambush, and we're gonna we're
gonna take care of some of these fools and then
we'll go and get the rest of them.

Speaker 3 (40:13):
All right, So it sounds like two of you are
laying in ambush. That's gonna be Squash and Trant.

Speaker 5 (40:17):
Correct, Yes, yes, them.

Speaker 3 (40:21):
And it sounds like Spike and Murdy are going to
kind of approach more out in the open to attempt
to lure the bargaards away. Is that correct? Do I
got the shape of it?

Speaker 1 (40:33):
Yeah, we're doing a modified l shape.

Speaker 4 (40:37):
I've got a bowl of soup that has potion in
it prepared.

Speaker 3 (40:42):
Okay, you got some of the antidote mixting with some
of the soup, and you make your way up to
the hillock and frankly, the barguards, you're not sure if
they're just not paying attention or if they're, you know,
busy focused on their work, because they are, like the
humans are being there are basically on work detail. The
boggard seem to be guarding them and kind of doing work,

(41:04):
but mostly letting the humans do it, or I should
say the villagers. It doesn't look like they're all humans.
You just know that they're not boggards. It looks at
the guy on the dock might be a drummer, and
the two people on the bridge are human. But as
you approach, the boggard that is on the side of
the bridge with the two humans immediately kind of moves forward,

(41:27):
drawing a club that he had tucked into his belt,
shouting in boggart, and I doubt any of you speak boggered,
but he's making a bunch of loud, croaking noises, which
is having the two guards on the other side of
the bridge. One of them looks like he's about to
come over and investigate, but the other one is staying behind,

(41:48):
so not all three of them are coming to check
this out. You also noticed the boggard over on the dam.
It was not very far away. It's like, you know,
forty fifty feet away is suddenly intently at what's going on.

Speaker 4 (42:02):
Do you want to try to engage the boggart that's
coming towards you and I will skirt around and try
to talk to the villagers. I thought our plan trying
to pitch them on joining the Cult of Malani.

Speaker 2 (42:14):
Perhaps I thought the plan was that we were supposed
to run at this point so that we get chased
into them. And then it's funny because you're running with
the ball a soup like.

Speaker 3 (42:24):
Ahops, squashing here and about throughout the swamp. Okay, So
it's easy enough to do because, as it turns out,
the bargar, if he can understand what you're saying, you
don't see any indication of that. He instead comes charging
at you with this club, and the other bargard that
crossed the bridge kind of stays with the humans on

(42:46):
that side as the two of you kind of run away.
Now at this point in time, Tramp and Squash, I'm
going to ask both of you to make stealth child yea.

Speaker 2 (42:56):
I will say that as I envisioned, this plan does
not really fit within the scale of this map. I
was envisioning not running twenty feet back. I was envisioning running,
you know a little bit. So the whole point is
that we wouldn't be seen because we want to kill
these boggarts and then move forward.

Speaker 3 (43:17):
Yeah, So, for those of you listening, the map is
a little truncated. We'll assume this the entire ambush site
is let's just say it's fifty feet away. We'll still
use this part of the map, but we'll assume it's
further away so that the Boggarts that are still in
the dam maybe can't see what's going on. But for
ease of play, we'll still play on this corner of
the map. The map is only eleven x seventeen kind

(43:38):
of grid, so it's not huge. Okay, so Squash Trent,
give me those stealth checks.

Speaker 1 (43:45):
I rolled a fourteen plus six for a filthy twenty.
I also have a fifteen plus five for another twenty.
Let's go.

Speaker 3 (43:56):
So a pair of twenties is going to be plenty
to their passive perception DC. So the two of you
remain hidden as that boggard kind of runs past. So
the way it's kind of worked out is one boggard
has kind of chased down this hill. Another one has
kind of stayed with the humans, but he's he's moved

(44:18):
in front of the humans. Trant and Squash, you're kind
of between the two right now. They're not clustered together.
One's kind of closer to the humans, one's chasing Murdy
and spite and assuming you plan to spring your ambush
at this point in time, I'm going to ask everybody

(44:38):
to roll initiative.

Speaker 1 (44:39):
Should we use our as stealth for the initiative or
roll another one?

Speaker 3 (44:41):
Yeah, you certainly can if you will especially want to
do that if your stealth is higher than your perception, Yeah,
it sure is.

Speaker 2 (44:49):
But it's a new roll.

Speaker 3 (44:50):
Yeah, this is gonna be a brand new role.

Speaker 1 (44:52):
Yeah. I am going to turn to Trant and say,
if we get these villagers out of the way, we
could start just go and fucking hog while with bombs.
So maybe we should try and pull them out first,
or what do you think?

Speaker 5 (45:07):
I mean, I feel like we could go, well, there's
only two of them right within range. Yeah, so I
feel like we should start by just kind of sniping
the two within range. Helltho, then we're not going to
have much in the way of the advantage of stealth
when more come out.

Speaker 1 (45:26):
It's thinking, we get out there, get these villagers, hand
over the mouth, pull them into the tree. Okay, say
calm down, you bunk them on the head, bing bang boom,
they're out of commission, and then we start, you know,
firing it up.

Speaker 2 (45:42):
We are in a fight right now, You're in a fight.

Speaker 3 (45:44):
We have not arrived yet.

Speaker 4 (45:46):
Before we start combat. You know what else is arriving?

Speaker 3 (45:48):
Is it?

Speaker 2 (45:48):
The ads roll the higher initiative than any of us.
Thirty I hate when they roll thirty sided dice. All
right here that.

Speaker 3 (46:13):
We're back ambush, ads take that, all right, So let's
go around and gather everybody's initiative.

Speaker 2 (46:18):
Spite what he got two Murdy.

Speaker 3 (46:21):
What he got t plus seven is nineteen, Squash what
he got rolling stealth fifteen plus seven is twenty two?
And Trent what he got rolling stealth?

Speaker 1 (46:31):
If you got a twenty twenty? All right?

Speaker 3 (46:34):
You know the one time I actually rolled decently well
for my bad guys and you still all beat thumby.
That has happened this entire campaign, all right, So top
of the order, we've got Squash. Now you've got two options.
Here are two immediate targets. You've got one that's closer

(46:54):
to the dam. If you go to attack that one,
the other boggards at the damn may see it. You've
also got the other boggard that is chasing Spie and Murray.
If you go attack that one, the Boggart's back to
today and will probably not see it.

Speaker 1 (47:08):
I'm gonna go up. I'm gonna give this guy a
sneaky little stab.

Speaker 3 (47:12):
Sounds good. He is off guard to you, so his
defenses are going to be even lower than normal.

Speaker 1 (47:20):
That's right they are. Ooh and it's a thirteen plus
seven for a total of a twenty.

Speaker 3 (47:30):
A twenty is an easy hit. Unlike the bargguards that
you fought up in the tower, these ones are not
as well armored and frankly aren't as buff. These ones
look more like just workers.

Speaker 2 (47:41):
Maybe we should just storm in the place after this.

Speaker 3 (47:46):
Wow, that was like crazy easy.

Speaker 2 (47:49):
You can just stab these guys.

Speaker 3 (47:51):
Go ahead and roll damage.

Speaker 1 (47:55):
Oh I sure wish it was more than a one,
but what can I say? It's a one, but it's.

Speaker 3 (48:01):
A plus two, so it's a three all right. So
you dive out of the shadows and stab the barguard.
He streams in pain, But you still have one action left.
You needed to take one to approach, one to attack,
and you can attack again if you want.

Speaker 1 (48:20):
Can I twist the knife that's in him or pull
it out with a flourish? That's sort of another just
counts as another attack.

Speaker 3 (48:29):
Uh yeah, I mean basically you're making another attack, So
go ahead and make another attack. Role to see if
it does damage.

Speaker 1 (48:34):
I'd love to make another attack a swashbuckler's specialty. Oh boy,
here I go with my other attack, and it's a sixteen.
That's what the minus five and well with the minus
five it's in eleven but plus seven, So.

Speaker 3 (48:51):
Yeah, that is going to be a hit. So go
ahead and roll damage again. So you walk up and
swing your blade left, to swing it right and carve
deep cuts into this bargart. How much damage nine total? Huh? Well,
the boggard that was guarding the two humans collapses in
the flink of an eye. Your blade slices and dices

(49:14):
and cuts down the boggard. That is the end of
Squash's turn spite. Further down the hill in the background,
you can see Squashes come darting out of the shadows
and just dispatched one of the guards instantly.

Speaker 2 (49:29):
So should we just storm the place?

Speaker 3 (49:33):
Did we try to make a plan? In reality? We
should just run up and kill everything.

Speaker 2 (49:38):
I ask while while doing a defensive advance walking up
to this boggert, I'm gonna flank it by going on
the opposite side of it as as Murdy.

Speaker 3 (49:50):
Yeah, I was kind of chasing Murdy down.

Speaker 2 (49:52):
Yeah, and I just don't approve of people chasing my friends.
And so I am going to swing my morning Star
with a twenty four to hit. It's a sixteen plus.

Speaker 3 (50:06):
Eight, so so with my reduced armor class, that's not
only a hit, that's a critical hit. Your morning Star
bashes the thing in the back of the head. The
Boggard cries out in ribbity pain as you roll damage.

Speaker 2 (50:19):
Yeah, I don't know if it's going to cry out
much longer because I did sixteen damage to it.

Speaker 3 (50:24):
Sixteen you know how many hit points. It doesn't have sixteen.
So you cave in the back of the Boggard's head.
This Boggart cultist collapses into a pool of bubbling green blood.
I I yell, let's go.

Speaker 2 (50:45):
Use my remaining action to move towards the dam and with.

Speaker 3 (50:49):
That'll literally just move you to where you are on
the map right now, and we'll call that proportional. So
the villagers to be clear, see the Bargard guards just
get wiped and they both grab their heads and they're like,
oh no, But they don't really run. They just kind
of cower. They frankly just kind of run over into

(51:09):
the brush and just hide. They just look afraid. They
don't know what's going on. They look very confused. So
we'll move on here, Tramp, it is your turn. Okay,
Spike has destroyed the Barger guard. Squash has destroyed a
Barger guard. The only Barger guard that's left is the

(51:29):
one across the bridge, and he has drawn his sling,
and he looks like he's prepared to defend the bridge
against all invaders. Hey, with his sling.

Speaker 1 (51:40):
I guess, can I move up to here and then
hold the rest of my actions?

Speaker 3 (51:46):
You can move up to there and ready an affection.
So what you would do is basically spend two actions
to say, if something happens, I want to make an attack.
Of course.

Speaker 1 (51:55):
Yeah.

Speaker 5 (51:56):
If something happens, I'm going to fire my shot, get
across the bridge.

Speaker 3 (52:01):
Okay, so probably if anybody tries to cross, I assume
that's the trigger. Okay, all right. In that case, Mardy,
we are up to you.

Speaker 4 (52:10):
Yeah, I am going to how far can I get
to those villagers?

Speaker 3 (52:17):
We'll say if you spend two of your actions, movie,
you can make it up to the villagers.

Speaker 4 (52:20):
All right, that's reasonable. Cool. I'm gonna cower down in
the bushes with them, and I'm gonna lay my hands say,
I know it's been a really big day. I can
understand your fear. I brought some soup.

Speaker 3 (52:32):
They're like, what's happening? The bargains they're dead?

Speaker 4 (52:35):
Yeah they are.

Speaker 3 (52:36):
What are we going to do? They were the ones
telling us what to build?

Speaker 4 (52:40):
That's okay, I have some soup. Just eat some soup.
Everything will be all right, It'll all make sense.

Speaker 3 (52:47):
Can you give me a diplomacy check?

Speaker 4 (52:50):
Oh? I sure can, Jason. Oh, that was a five.
I do have five diplomacy bonfier those because of ten.

Speaker 3 (52:58):
I will say this as a reminder. You all have
one hero point.

Speaker 4 (53:03):
I do have a hero point. But if I send guidance,
does that help?

Speaker 3 (53:07):
You would have had to cast that. You don't have
the action to spare, but you can use your hero point,
which does not require an action to reroll that diveuct.

Speaker 4 (53:13):
I'm gonna use that hero point, Jason.

Speaker 3 (53:16):
Sounds good?

Speaker 4 (53:18):
All right? Going again? When I was a nineteen plus,
I'm here. I serve soup so well.

Speaker 3 (53:27):
At first the villagers were like, I don't know that,
I just ate. I'm not really hungry for soup. And
then they smelled. They're like, oh, you know what I
could go for some soup. So both of them start
chowing down on the soup, and almost immediately their expressions
start to change soften. They don't look as frightened. They
just look kind of confused, as if coming out of
a daze. That's all they're going to be able to

(53:47):
do right at the moment.

Speaker 4 (53:48):
Can I ask the question, like, are the villagers willing
to help us fight in like the coming rounds? Or
should I tell them to stay on the side of
the damn and to not get involved.

Speaker 3 (53:58):
To be honest, they don't really look like combatants. Ad all,
they're not wearing armor, they don't have weapons. Frankly, they
look kind of malnourished, and I wouldn't call them sickly looking,
but they definitely don't look combat ready, right, Okay, they
look like bystanders.

Speaker 4 (54:14):
Really Well, I'm gonna pat them on their shoulders and
I'm gonna leave them with two bowls of soup and
just you know, tell them, I know you've had a
rough couple of weeks. We're here, we're gonna do our best.
Just say any action and you'll stay safe. We'll make
sure we get you back. I'm just trying to call
them in steady prisons.

Speaker 3 (54:35):
So the boggart on the far side of the bridge
is going to use his sling to attack Trent. So
a rock comes flying across the bridge at you. Not
very nice, no, and I didn't roll particularly well. I
rolled a seven for a total of thirteen, which I'm
gonna wager is.

Speaker 1 (54:51):
Not enough to hit you know, I may see seventeen.

Speaker 3 (54:54):
Yeah, So he's going to then reload for his second action,
and then he's going to fire whistling stone at you again,
and even worse than the last time. These boggarts don't
look too skilled with their flings. Both those stones went
pretty far and wide. The boggart down below is going
to go to the cage, and he is holding his

(55:15):
hand atop the cage. That's all he does, right, Actually,
the one down below let's out a rather piercingly loud crope,
almost like a walk. Perhaps it's trying to raise the
alarm squash or over to you.

Speaker 1 (55:32):
Would grilling a perception check be one of my actions
in combat?

Speaker 3 (55:36):
I mean, most of the time, a perception check is
something that's kind of done for free when you might
spot a thing. But if you're intentionally trying to see
a thing or notice a thing. You're trying to focus
on a thing or ask a question. That would be
an actual.

Speaker 1 (55:48):
Okay, well, I realized when he went to go put
his hand on the cage. I meant to investigate that earlier,
but I got caught up in all the podcasting magic,
and I would like to see if I can sort
of tell what's in the cage. Well, first I want
to like run to the square that's closest to him,
across the river, next to Trent, and see if I

(56:11):
can tell what's in the cage.

Speaker 3 (56:13):
Yeah, all right, that will take an action. Go ahead
and give me a perception check.

Speaker 1 (56:18):
That's a fifteen perception.

Speaker 3 (56:21):
You're pretty sure there's a really big frog in there,
not as big as the slurk you fought. Looks more
like just your garden variety giant frog. But the fact
that they have it in a cage is a little odd.
Clearly it's not fully domesticated.

Speaker 1 (56:35):
This is a little bit odd. Well, I shoot.

Speaker 3 (56:39):
Him, You shoot the bargain over there.

Speaker 1 (56:41):
I shoot the guy who's got his hand on the cage.

Speaker 3 (56:45):
Yep, all right, So the barger down at the dock,
Go ahead and make me an attack roll.

Speaker 1 (56:50):
It's a natural four plus seven for a total of
a need live.

Speaker 3 (56:57):
Okay, your shot goes wide, hitting the damn I'm making
no appreciable damage for a minute. Third. When I thought
you said natural, I was like, oh, it's gonna be something,
all right. Okay, that is the end of Squash's turn.
He has spotted the giant frog and taking a shot.
But otherwise that's that Spiite, we are over to you.

(57:18):
You're kind of the furthest away from the bridge right
at the moment, but that can be rectified with a movie.

Speaker 2 (57:25):
Yeah. I can use one action to get right next
to Trent, and then I can use another action to
get right next to that boggard. Ironically, I thought I
was going to stop there, pull a javelin and throw it,
but it is just outside my range. I think I
think I can get there.

Speaker 3 (57:42):
Well, remember range, anything that's beyond the first range in
ferment you can still shoot at you just take a
minus two.

Speaker 2 (57:47):
Oh okay, yeah, okay, I can get there. I'm running
up there and I am screaming, don't put people in
mind cages.

Speaker 3 (57:55):
So Spike goes charging across the bridge.

Speaker 2 (57:58):
Yeah, hopefully it doesn't collapse. Underneath me. It does not.

Speaker 3 (58:02):
It creaks a lot, but it told you.

Speaker 2 (58:04):
Right, Okay, I rolled a eight plus eight, so sixteen
to hit.

Speaker 3 (58:08):
A sixteen is a hit. You go winging your morning
Star directly into this Boggart's chest while he's desperately trying
to fumble and reload his sling.

Speaker 2 (58:17):
And that is a two plus four, so six damage.

Speaker 3 (58:20):
Six damage reeling from the hit. This Boggart looks very
badly hurt from that, all right. That is spite, Trent.
We are back to you.

Speaker 1 (58:30):
Well, shit, okay.

Speaker 3 (58:34):
You've got a Boggart in a down below at the
docks that doesn't look like he's much of a threat
because he's kind of far away, And.

Speaker 5 (58:40):
I'm going to run up behind the boss and I'm
gonna hurl an alchemist fire at that boggart space.

Speaker 3 (58:46):
All right. The poor Boggart, who's thus far has fired
two slingstones, is desperately fumbling with a rock, just got
hit in the chest with a morning Star, and.

Speaker 2 (58:58):
Sixteen plus five one hit in the face with alchemist fire, and.

Speaker 3 (59:03):
Gets hit in the face with alchemist fire. Go ahead,
rolled down.

Speaker 1 (59:06):
She did not hit me. That's gonna be six plus
I think plus one. So seven.

Speaker 3 (59:13):
Collapses to the ground, burning, riveting and frankly spelling. Kind
of good.

Speaker 2 (59:19):
Okay, so cannibalism has entered.

Speaker 4 (59:22):
Is it cannibalism to eat these frog legs?

Speaker 1 (59:25):
No, we're not frogs.

Speaker 3 (59:26):
Yeah, I mean you're not a frog, so.

Speaker 4 (59:29):
Frog legs doo ah.

Speaker 3 (59:31):
Yes. Answering the important ethical questions.

Speaker 4 (59:34):
It's not cannibalism if they're evil.

Speaker 3 (59:38):
Sure, I think that's a rule somewhere. So you go
up behind Spie and throw the alchemist fire right into
that barker's mouth. You do technically have one action left.
You can move through Spie if you want. You're not
gatelocked there. You can move through your allies, or you
can said where you're at, do whatever. Because you are
a quick bomber. You could throw a bomb down at
the bargart.

Speaker 1 (59:57):
On the docks.

Speaker 5 (59:58):
I'm gonna sprint ahead of Margaret up on the side
of that hill and I'll just kind of hunker down
and wait to see what happens.

Speaker 3 (01:00:06):
Okay, So it's Paint's Bishopher for everybody. Squash and Murdy
are on the hill preparing to cross the bridge. Spite
is on the bridge. Trent has moved atop the dam,
and is not too far away from the watch tower.

Speaker 4 (01:00:22):
Murdy, Yeah, I'm gonna move as far as I can
onto this bridge with my one action, and then with
my remaining two actions, I'm gonna cast divine lamps at
that last boggart who's still outside.

Speaker 3 (01:00:35):
Sounds good, go ahead and make me unattack roll.

Speaker 4 (01:00:39):
Okay, ah, so that was a nap two plus seven
for my spell attack is only a nine.

Speaker 3 (01:00:48):
Your blinding beam of light misses the bugger garden entirely,
who croaks out in fear before ducking back behind the cage.
Its hand goes to open the cage, and since it
goes next, it opens the cage, hoping that the frog
will be its.

Speaker 2 (01:01:04):
Ally, we could have had a frog friend. Now we
have a frog emy.

Speaker 1 (01:01:09):
Oh we had a lot of frog emies.

Speaker 3 (01:01:11):
Well, in truth, you have neither. You just have a
frog that immediately turns on the box.

Speaker 4 (01:01:21):
All right.

Speaker 3 (01:01:23):
The first thing that frog does the moment it gets
out of its cage is leap upon the boggard and
begin biting him viciously. So that's what's going on down there. Meanwhile,
up on the dam there are other boggards. There are,
in fact, three more boggards up in the watch tower.

(01:01:44):
One of them climbs down the ladder with its first action.
With its second action, it approaches you, Trant, and with
its third action it's going to attempt to attack you
with its club. Okay, but I only rolled a eight,
which is a total of thirteen, which is not going
to be enough to hit you. No, nimbly able to

(01:02:06):
eat dodge out of the way of that. Meanwhile, up
above the pair of Boggarts, one of them is going
to make an attack at you. So it throws a bag,

(01:02:29):
a small sack down at you, Trent, that misses you
only barely and explodes on the ground in a sticky
viscus substance that would have rooted you in place. But
I missed.

Speaker 2 (01:02:43):
I was afraid it was the mushroom spores that we're
going to turn Trent against us.

Speaker 3 (01:02:48):
Oh no, Finally, the last Boggart that's up there is
going to load his sling and fire at you, Trant,
just because you're closest. Arm fifteen I'm gonna wager is
not gonna.

Speaker 1 (01:03:01):
Hit Nope, seventeen baby, Yeah.

Speaker 3 (01:03:05):
Yeah, these poor Barggards are having no luck today. Yeah,
So that is all the Boggards. The bargarts have gone. Squash,
you're up.

Speaker 1 (01:03:18):
I'm gonna run across that bridge to be amongst my friends.

Speaker 3 (01:03:25):
Okay, you can get right up to there for two actions,
right up next to the bargguard if you want.

Speaker 1 (01:03:32):
I would love to get up right next to that boggard.
All right, And these two two boggarts are up on
top of the watchtower.

Speaker 3 (01:03:43):
Yeah, the watchtower is about fifteen feet up above the ground.

Speaker 1 (01:03:47):
Oh excellent. I'm throwing the alchemist's fire up at them.

Speaker 3 (01:03:51):
Oh okay, so you're gonna throw up into the watchtower.

Speaker 1 (01:03:54):
Yeah, I got the range for that.

Speaker 3 (01:03:57):
Yeah. Sure. So Squash goes running across the bridge, passing
Merdy and Spike, who are still on the bridge, hitting
up next to the barge, and then tossing an alchemist
fire up into the watchtower. Go ahead and make me
in a tackle.

Speaker 1 (01:04:11):
It's a fifteen plus. Uh what would I Who would
I add for an alchemist fire?

Speaker 3 (01:04:19):
It would be three plus whatever your dexterity modifier is.

Speaker 1 (01:04:23):
Well, that's great news, Jason. Okay, that's a total of
twenty two.

Speaker 3 (01:04:31):
Twenty two is going to hit. Okay, so go ahead
and roll damage.

Speaker 1 (01:04:40):
What a delight, And it's a four four fire on
these bad boys.

Speaker 3 (01:04:46):
All right, we're gonna do four fire to the one
that you threw at, actually by fire because you get
splashed as well. Now everyone's going to take one damage. Oh,
the bargot that you hit looks like one of these
kind of workers or guards that look pretty fragile. But
the other bogger that's up on the tower looks like
the boss, and it's given the orders to the other ones,

(01:05:09):
and it looks significantly more sturdy than the frail guards.
And that is the end of Squash's turn spite. We
are over to you.

Speaker 2 (01:05:15):
Okay, I'm going to use I'm going to defensively advance
immediately to the north of the bogger that's on the dam. Sure,
and so that'll be a strike. And that is a
twenty to hit at twelve plus eight.

Speaker 3 (01:05:33):
That is a solid hit, not a crit. But you
do hit the buggered cleanly.

Speaker 2 (01:05:37):
Excellent. It's a shame that I rolled a one on
damage for a total.

Speaker 3 (01:05:40):
Of five five damage. That's still respectable. That bargger now
looks very hurt. You do still have one action left if.

Speaker 2 (01:05:47):
You want to make the time, I'm gonna attack it again.
I'm sad because I mostly I am very concerned about
the well being of the civilian that is on the
dock below. How far is it down to the dock below.

Speaker 3 (01:06:00):
You're about twenty five feet up.

Speaker 2 (01:06:04):
What would happen if I were to jump on top
of one of the combatants down there? They had either
the boggert or the large frog.

Speaker 3 (01:06:14):
So from this distance, you would probably take about ten
points at fall damage, but anything you hit would also
take about ten points of damage.

Speaker 2 (01:06:22):
I'm doing that. I am jumping on the boggart down below.

Speaker 3 (01:06:28):
So instead of attacking the bargart up here, you're gonna jump.

Speaker 2 (01:06:31):
Down on top of the bogger down below.

Speaker 3 (01:06:33):
Yeah, so, boy, give me a reflex save athletics. Go
with that. You can make an acrobatics check if you.

Speaker 2 (01:06:42):
Want not athletics not athletics.

Speaker 3 (01:06:45):
Yeah yeah, okay, So you go slamming into this barguard,
I'm gonna make a check for the boggart as well.
Let's just see how that goes terribly terribly, So you
crush this bog you land right on top of him.
The bogger was already being attacked by this giant frog
and had like half of its arm was in the

(01:07:07):
frog's mouth of the frogs trying to swallow the boggered hole,
and then you crash land on both of them. The
frog freaks out and jumps into the water. It's not
here for any of this. The boggard is dead. He
didn't survive that. He did not survive a full sized
human landing on him from up above.

Speaker 2 (01:07:25):
Yeah with that six bulk of gear.

Speaker 3 (01:07:27):
Yeah yeah, yeah, you just basically dropped on that boggard
like a ton of bricks. You do take ten points
of damage.

Speaker 2 (01:07:34):
From Oh, that's fine. I expected that. I think I
did it very WWE style. I think I drove down
into it headfirst, which people selbo. Yeah, people sell about it.

Speaker 3 (01:07:47):
You are spattered in green boggered blood from top to
bottom right now, you are coated.

Speaker 2 (01:07:53):
And I look up at the civilian, who is clearly
I am aware, still under the spell, and I say,
don't worry, I'll save you.

Speaker 3 (01:08:04):
Also spattered in green bogered bits from head to toe.

Speaker 2 (01:08:10):
And that's my turn, and I'll probably take the rest
of the battle to climb back up this fucking thing.

Speaker 3 (01:08:14):
Yeah, I mean, you're gonna have to get on the
raft or something, and yeah, it's gonna.

Speaker 2 (01:08:18):
Be very athletic. I think I can climb this. Damn.

Speaker 3 (01:08:20):
That's fair, all right, Trent?

Speaker 1 (01:08:23):
All right, right? Well is this game in front of me?

Speaker 3 (01:08:27):
Yeah, he looks pretty hurt.

Speaker 1 (01:08:28):
Hey, buddy, would you.

Speaker 5 (01:08:29):
Hold onto something for me? And then I'm gonna throw
Alkimi's fire at his face? Oh, that is an eleven
not doing good.

Speaker 3 (01:08:39):
An eleven son eleven unfortunately, is gonna miss the bargered panics.
He doesn't want whatever you're gonna give him, and he
goes over his shoulder, landing right behind him. That is
gonna still do one point of damage to the boggard
as it does explode right behind him, but he is
still up.

Speaker 5 (01:08:55):
And then I'm gonna whip out my katar and try
to stab.

Speaker 3 (01:08:57):
Him, all right, so a little bit of knife work,
yeah all right?

Speaker 1 (01:09:03):
Ooh nope, that does not do it? Wait did it
roll twice?

Speaker 3 (01:09:07):
It did roll twice oddly enough. And you know I'm
a fair and benevolent game master, so I'm gonna let
you have the first role, which I happen to know
twenty different there. So that's my one kindness for the day.
I'm glad I got that out of my system.

Speaker 5 (01:09:23):
Well, in that case, that would be a twenty two
because minus five, but I'm a plus seven normally.

Speaker 3 (01:09:28):
Yeah, but it's it's because it's in that twenty, it's
still gonna upgrade from a hit to a critical hit.
So go ahead and roll damage and then double it.

Speaker 5 (01:09:35):
Okay, that's D four plus three double, so that's six
double to twelve.

Speaker 3 (01:09:43):
Oh god. Yeah. In his panic to avoid the alchemist fire,
he left his throat wide open, and you just opened
it right up.

Speaker 1 (01:09:51):
He could every spot.

Speaker 2 (01:09:53):
Yeah, yeah, it was the distraction. You're like, look over there.

Speaker 3 (01:09:57):
Yeah, yeah, that is the end of trans turn Murdy.
You are still on the bridge. There are only two
Boggarts left. They are up in the tower. One of
them looks pretty badly heard from the fire. The other
one looks kind of like the boss boggered and does
not look very hurt at all.

Speaker 4 (01:10:17):
Well, Jason, I hear you about those two Boggarts that
I also see my friend and comrade down on the
bridge with a villager, both of whom needs some healing
and some antidote potions. So I would like to spend
how about this, would you accept if I spend one
move to get as close as I can to that
bridge and then my next two moves to craft a

(01:10:38):
police system for my climbing gear so that I can
thend my third move lower down a healing potion and
the mind control antidote.

Speaker 3 (01:10:49):
Sure, you know what, as you're walking over, you break
out the rope from your climbing kit, tie it around
the two vials, and you can lower it down as
you're third. That's fine, There's no risk of that going
into the drink or anything like that. On your turn,
you'll have to grab them and use them, but other
than that you should be fine. All right. So that's
the end of Murdy's turn. So Murdy's doing that, the
Boggarts go. The chief Bargart's going to climb down the tower.

(01:11:11):
That's going to be his first action. Second action is
going to be to draw his morning star.

Speaker 2 (01:11:19):
I shake my fist.

Speaker 3 (01:11:20):
The third action he is going to swing his morning
star at Murdy. Here we go.

Speaker 2 (01:11:28):
Well, fuck shit, we can see the die roll as
dear audience.

Speaker 3 (01:11:34):
Well, I may have rolled a eighteen plus eight is
going to be a twenty six. Murdy, what's your armor class?

Speaker 4 (01:11:47):
It is fourteen, my fair liege.

Speaker 3 (01:11:51):
Fourteen. So this is a critical hit. God, Fortunately for you,
I rolled minimum down. Oh yeah, you did, so you
only take eight all right, which is good because had
you fallen unconscious, you would have dropped the rope and
the vials down onto the bridge and possibly into the.

Speaker 1 (01:12:12):
That would have been really funny.

Speaker 3 (01:12:14):
That is the end of that boggart's turn. We have
the bugger guard up above, who's going to spend their
first action loading their sling, their second action firing their
sling at squash. What yeah, I know, it's unfair. Fortunately
for you. I rolled the one, so that's gonna miss,
and then I spend my third actually reloading my sling.

(01:12:35):
So that's it for the boggards. Squash. We are over
to you. There's two boggards left, the boss Boggard and
the guard boggered up in the tower.

Speaker 1 (01:12:44):
The boss Boggard is hanging out over a precipice. Yes, yes, interesting.

Speaker 2 (01:12:55):
What just happened is gonna happen to me?

Speaker 1 (01:12:58):
Oh oh, I think it's gonna be good and fun
when I do a fun kick flip off of the
tower and try and kick this fool off of the precipice.

Speaker 3 (01:13:11):
So you're gonna move over there and try and push
the barguard.

Speaker 1 (01:13:15):
Off the ch a very acrobatic maneuver to plant my
feet directly on this fool's shoulders and tip him into
the drink.

Speaker 3 (01:13:27):
All right, give me an athletics check. I don't like.

Speaker 1 (01:13:40):
That's a natural twenty plus seven acrobatics, Jason.

Speaker 2 (01:13:44):
Oh, but it's athletics. But it's still gonna twenty.

Speaker 3 (01:13:47):
It doesn't matter. It doesn't matter athletics. So you go
shoving this bargard and falls all the way down into
the swamp, bouncing down the dam as it goes, and
he hands down into the muck, sinking beneath the surface.

Speaker 2 (01:14:04):
I'm gonna be diving for finalote later.

Speaker 3 (01:14:07):
I'm just gonna go ahead and remove him.

Speaker 1 (01:14:09):
From the maut.

Speaker 2 (01:14:10):
Yeah, o.

Speaker 3 (01:14:15):
Spite, you can grab those potions in administrum. That'll be
most of your turn.

Speaker 2 (01:14:19):
I think it'll be my entire turn, probably, So I'm
gonna grab the potions and give a big old thumbs up,
and then I'm going to turn to the civilian. How
is the civilian handling this?

Speaker 3 (01:14:31):
The guy down on the dock looks at you, It says,
what what happened to my friend? He? He doesn't look
so good. I'm like he spattered with him.

Speaker 2 (01:14:44):
The answer is in this vial, and I try and
see if he'll drink the vial willingly. Okay, he does, Okay, good.
Otherwise I was force feeding this the file to this man,
and I'll trying to figure out the essex of that.

Speaker 3 (01:14:57):
Yeah.

Speaker 5 (01:14:58):
The exact contours of your ethical beliefs, they're always fascinating
to Tramp doesn't understand them at all, but he goes along.

Speaker 2 (01:15:05):
Yeah, same as spite. When I tried to climb this dam,
is that a single action or is that a multi action?

Speaker 3 (01:15:15):
Well, it's probably gonna be a multi action. Well, we'll
worry about it when we get there. Do you drink
the minor elixir of life that was handed down to you?

Speaker 2 (01:15:21):
It depends if I think I can try and climb
up in one action. I'm trying to do that.

Speaker 3 (01:15:26):
You definitely will not be able to do it.

Speaker 2 (01:15:28):
Then I am drinking the elixir of life.

Speaker 3 (01:15:30):
Right, You regained one D six hit points, so go
ahead and roll that and give it to yourself. Okay. Meanwhile,
we'll move on to Tramp. Every game three, there is
one boggered left up in the tower.

Speaker 1 (01:15:42):
Let's see how far up is the top of the tower.

Speaker 3 (01:15:46):
About fifteen feet.

Speaker 5 (01:15:48):
All right, and I get up to that staircase and
then overhand try to hurl a grenade up there. Absolutely
all right, and that's what Trant's gonna do.

Speaker 1 (01:15:58):
Baby, go ahead and roll meat on attack. That is
an eight. I'm gonna use my hair up point fuck it.

Speaker 5 (01:16:08):
Neither of those are going to do the jo Yeah.

Speaker 3 (01:16:10):
Yeah, So what did you get?

Speaker 1 (01:16:14):
Eight and then a six? Both are plus five, so.

Speaker 3 (01:16:17):
So, believe it or not, the eight actually hits oh
so shit, Yeah no, you're all good. So you lob
the alchemist fire up there, Go ahead and roll me damage.

Speaker 5 (01:16:28):
That's an eight nine total nine.

Speaker 3 (01:16:33):
You toss it up into the wicker roof of this
guard tower. That immediately catches flame, burning debris falling onto
the barguard, who dies in a fiery conflagration.

Speaker 2 (01:16:44):
Does he fall off the tower going like kind of
like Saramon?

Speaker 3 (01:16:47):
But yeah no, he goes the Wilhelm scream.

Speaker 5 (01:16:51):
France exaggeratingly shakes his head and says, it's a story
I've seen too many times. You can't stand the heat,
stay out of the getting hit directly by a hand grenade.

Speaker 3 (01:17:01):
That's just how that goes.

Speaker 1 (01:17:02):
Uh huh.

Speaker 3 (01:17:04):
So with that, you suddenly come to realize that the
outside of the dam at least is secure. The three
villagers that you have rescued have all come to their senses.
The one down at the docks looks to use fight.
It says, I don't know how I got here, right,

(01:17:24):
don't remember?

Speaker 2 (01:17:25):
Well, you got kidnapped by people that I don't approve of,
because you shouldn't put people in cages, whether mental or physical.
And so it was these people who happened to be boggarts,
but that is not a defining characteristic of the decisions
that they've made. And you got kidnapped by them, but
fortunately you got rescued by a team effort by the

(01:17:46):
entire village.

Speaker 1 (01:17:48):
And don't worry, buddy.

Speaker 5 (01:17:49):
You know, it's like I always say, if you don't
remember doing something bad, it's the same as not having
done it.

Speaker 1 (01:17:55):
Is always saying that.

Speaker 3 (01:17:57):
That's the worst part. I remember building their dam. I've
been here for weeks. And then Spike, he grabs you
by the shoulders, their leader. It's terrifying. His voice screams
and burns into your ears. He's cruel, he's vicious, and

(01:18:19):
he's guarded by a deadly trap. Beware the frog skull.
You do not know exactly what he means, but the
passageway leading down at the damn beckons you to go
deeper to face the final bogger, but that we'll have
to wait until next time, everybody. That is where we're
gonna wrap this session. That's right on the precipice, the edge,

(01:18:44):
the doorway into darkness. That's all we got here for today.

Speaker 2 (01:18:52):
We don't want to wait till next Sunday. We demand
that we got a five or ten minute break and
then keep playing, and then everyone else has to wait
a week.

Speaker 3 (01:19:00):
Very well, tough but fair.

Speaker 2 (01:19:05):
Thank you all so much for listening. And I don't
know do folks want to do plugs. We didn't do
them last time. Because I'm a fool starting with squash.

Speaker 1 (01:19:14):
In other worlds, I go buy the name of Io
and by the time this comes out, I might have
some new comics out. I'm bum lung on social media things. Oh,
the person who did the beautiful art I might add
for this campaign, Jonas goon Face, and I did a

(01:19:36):
comic that you can buy on my.

Speaker 2 (01:19:39):
Shop, legally distinct from Batman.

Speaker 1 (01:19:43):
It's legally distinct from Batman, but we are trying to
get sued because we almost had a contract with them
until they got a load of this guy pointing at myself.
Oh and I have a podcast called The Spectacle.

Speaker 2 (01:19:55):
Hazel Hi, I'm.

Speaker 4 (01:19:58):
Hazel l Akisha. You can find my zine called how
to Do It Anyway, a guide to self managing an
abortion at your House at Tanglewilderness dot org. And that's it.
I'm nowhere else. I do not exist. I'm only the
lovely voice in your ears.

Speaker 3 (01:20:13):
Jason, everybody, I'm Jason Bulman. You can find all of
my work by going to piso dot com. That's where
you can buy all the things that I make and
all of my other genius, brilliant coworkers make. You can
find me in all the various social media platforms, usually
at the handle Jason Bowman. That's b U L M
A h N.

Speaker 2 (01:20:33):
And Jason also has h's in it. It's always funny
when people say jokes about people's name. No, now that
I say that aloud, it's never funny. Robert what you got?

Speaker 5 (01:20:43):
You can find me at this podcast and at Behind
the Bastards. And obviously all of the stuff about bombs
is just jokes.

Speaker 2 (01:20:50):
All jokes legally distinct from truth. That's right, Amory Kills.
This is a podcast I'm on pretty regularly because it's
potcast that I do the voice for. And I also
have podcasts call cool People, did cool stuff and do
a bunch of things. You can find them probably. I
once wrote a book called Escape from Insul Island. It's
a really fun book. I feel like adventure and shooting

(01:21:13):
in cells and then getting really complicated moral quandaries as
you realize the complications of that. You should read Escape
from Insul Island.

Speaker 3 (01:21:22):
It also includes an RPG.

Speaker 2 (01:21:23):
That's true, There is an RPG of it.

Speaker 1 (01:21:26):
I have it.

Speaker 4 (01:21:27):
Yeah, it's great, and there might even be art by
Jonas goon Face involved.

Speaker 2 (01:21:31):
Oh that's true. The cover of Escape from Insul Island
was done by Jonas Goodface, our honorary sixth member. We'll
see y'all next.

Speaker 3 (01:21:38):
Week with a thrilling conclusion, Bye bye.

Speaker 2 (01:21:45):
It could Happen here as a production of cool Zone Media.

Speaker 4 (01:21:47):
For more podcasts from cool Zone Media, visit our website
cool Zonemedia dot com, or check us out on the
iHeartRadio app, Apple Podcasts, or wherever you listen to podcasts.

Speaker 2 (01:21:56):
You can find sources for It Could Happen Here. Updated
monthly at cools On Media dot com. Slash sources thanks
for listening.

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