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December 7, 2025 104 mins

Who says ecoterrorism is bad? In fantasy games?

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

Speaker 2 (00:06):
Donna Frogs, Donna Food and Bomb.

Speaker 3 (00:18):
Bombs.

Speaker 2 (00:19):
Hello and welcome to Food and Bombs, the only tabletop
role playing game campaign that does everything in its title,
as well as being actually called Donna the Frogs, but
you know subtitled in our Hearts. I'm sort of your host,
Margaret Kiljoy. This is the tabletop role playing takeover of
cools On Media book Club. And if you are like

(00:39):
but I am tired of this. I just want regular
books back, I have good news for you. And if
you're like but I love the tabletop role playing content
and you should do more of it, I don't have
news for you. But this is the last episode of
Donna Frogs. What will the future hold? We don't know.
What will happen when we invade the damn We don't know,

(01:00):
But I'm gonna pass it over to Jason.

Speaker 3 (01:01):
Now, hey, everybody, this is indeed the final dawn of
the Frogs. That's right, It all comes down to this.
When we last left are intrepid band of adventurers, four heroes.
You're starting to feel a lot like heroes have washed

(01:22):
up on the shore of the north side of the
Isle of Cortos in a small town called bog Bottom.
There you've been helping the villagers. First, you help them
recover some villagers that have been kidnapped from an old mill.
But upon returning them to town, you learned that their
memories were foggy, vacant, gone. They had no memory of
their life in town. You then ventured out to find

(01:45):
an antidote to the poison that plagued them, given to
them by their boggered captives, to make their minds dull,
to make them eager to work on something called the
great Work. You spent an entire day out in the
swamp gathering ingredients, bringing it back to the town's Hilo
la Drusa, who brewed up a remedy to cure the
villagers and bring them back to themselves. It was only

(02:06):
then that the villagers said that the boggards demanded that
they go out into the swamp and continue working on
some great edifice. The town, in response, worried about this threat,
sent scouting parties out. Those scouting parties returned only to
report their findings. A great dam was being constructed at

(02:28):
the edge of the swamp, raising the water level, threatening
to drown the entire town of Bogbottom. Your services were
called upon one last time to venture out to the dam,
to rescue the villagers that were trapped within, and to
destroy the dam at any cost. You spent a day

(02:50):
traveling out to the massive stone and mud edifice being
constructed at the edge of the dun Meyer Swamp. There
you saw overseeing the work of captive humans. You came
up with a cutting plan to lure some of the
boggarts away, but in the end you just kind of
tossed that aside and bum rusted the place. You killed
a bunch of boggods. You jumped out off of dams,

(03:12):
crushing one of them. You threw fire into their watchtower.
You pretty much just caused chaos and panic across the dam.
But most importantly, the three villagers you recovered have been
given the antidote and they are safe. The boggards up
on the dam have all been slain or driven away.
You're not sure about that bargart scut. He fell down

(03:34):
into the swamp and he didn't come back. And now
all that stands before you is the opening that leads
down into the dam, into the darkness. But one of
the townsfolk gave you a warning. He said their leader
was terrible, get a terrifying voice, and he was guarded

(03:54):
by a deadly trap. Beware the frog skull is all
he could remember. That is where we left off, and
we will pick up right after that moment. But before
we do, I'm going to toss it around the horn
one last time for everybody to introduce themselves and their character.
Robert will start with you.

Speaker 1 (04:12):
Well, my name's Trent, and you know, I've always thought
of myself as a mad bomber. I love making explosives,
I love detonating explosives. I love watching people explode. But
just a few minutes ago, I stabbed a creature in
the throat and watched it die at a horrific, grisly death,
and it felt amazing. And I'm kind of going through
like a moral crisis now. To be honest, I certainly

(04:34):
shouldn't be alone right now. I don't know if I'm
going to be okay.

Speaker 3 (04:39):
Boss.

Speaker 2 (04:41):
Well, I'm spiite, and I think you're going to be
just fine because you did the right thing and sometimes
violence is the right thing. And I'm having a little
bit of trouble hearing you though, because I am spite.
I wear a lot of armor and I was named
after one of the virtues. But I'm having trouble hearing

(05:01):
people because on my helmet where I keep a crown
of candles on them, I use some of the candle wax,
and I ripped off a little piece of my clothing
and I stuffed wax and fabric into my ears.

Speaker 3 (05:14):
After hearing about the terrifying croak. You're already taking precautions. Understood, understand.

Speaker 2 (05:19):
Yeah, I just don't really like loud noises. They make
me distracted.

Speaker 1 (05:23):
Yeah, I get what you're saying. Boss. If you cut
someone's throat and there's enough pressure behind the corot and artery,
it's kind of like a grenade going off. So it's
fine that I enjoyed.

Speaker 2 (05:34):
It, Yes, because they were a bad person.

Speaker 3 (05:37):
Boy, we're all learning something here today. I owe, what
have you learned? What have I learned?

Speaker 4 (05:43):
I learned that I'm also gonna pull in Odysseus and
put a bunch of bullshit in my ears as well,
just because I saw a spight doing it. But that's
besides the point. You got eye on the line. I'm
a they them, Thanks for asking, but really I'm a
vessel for squash. Squash is he's a wilful, naughty little
dog boy whose narrative arc I'm kind of just now

(06:06):
figuring out. I've decided he's kind of like a like
a he him bimbo And isn't that fun?

Speaker 2 (06:13):
Like a himbo? A what a himbo?

Speaker 1 (06:18):
But the French spelling so is h I m b
e a u X Yeah.

Speaker 5 (06:23):
Himbo, that's my last name.

Speaker 4 (06:28):
He's kind of like if a member of the Bunet
gang was a dog, or if like you know, Stalin
in his bank robbing years, was like, you know, fucking
just cool about it. But these guys busted him out
of prison, and now he's just having fun with his friends.

Speaker 6 (06:44):
All right.

Speaker 3 (06:46):
Last, and certainly not least, Hazel, who do you playing?

Speaker 6 (06:51):
Hi? I'm Hazel and I'm playing Sister Murder on a
Bo Murdy the soup gun. I came in this anticipating
that I was gonna play like grizzled Nune. And I
think she's coming out of retirement. I think she's realizing
that it's kind of fun to hang around the young
kids who blow stuff up, and she also doesn't know

(07:13):
what to do with this about herself. She's here discovering
new things, having fun. You can have fun.

Speaker 5 (07:18):
It turns out that's not all just soup and hating everything.

Speaker 4 (07:23):
Is why I keep telling you guys.

Speaker 1 (07:25):
That's the first lesson at bomb maker School.

Speaker 4 (07:28):
Have just had fun out there.

Speaker 2 (07:29):
Make friends.

Speaker 3 (07:31):
What's the point of making bombs if you're not also
making friends? That's true.

Speaker 5 (07:36):
Maybe the real soup was the bombs. We threw a long.

Speaker 2 (07:39):
Way food and bombs. Can we take ten minutes before
we go down into this hole so I can really
just heal myself and then think about and refocus, get
my focus back on.

Speaker 3 (07:52):
Sure, let me just set the scene, Spike, you were
down on the docks, but it's easy enough to get
back up. You can grab the little raft and go
over to the shore, you know, paddle across because you're
down at the bottom of the dam after having jumped
off and crushed a bogger to death.

Speaker 2 (08:08):
Yeah, I am looting first before I leave the body
of the bogger. Sure, I'm looting everyone.

Speaker 3 (08:15):
Yeah, so you can easily kind of spend some time
healing up. The scene is that everybody's kind of gathering
up at the top of this dam. Now the dam
is between two large hills and it's kind of blocking
up the main estuary out of the swamp, so the
waters have been rising. The dock that you are on
clearly looks just temporary and is kind of floating as
the waters rise because it's on the water side, and

(08:38):
everyone's kind of gathering up at the top near the
watchtower because next to the wash tower there is a
set of stairs going down into the structure of the
dam itself, so you can spend a few minutes healing
and regaining your your focus points as you use lay
on hands. That's no problem. So yeah, I think you

(09:00):
were the only one that got hurt.

Speaker 5 (09:02):
No, I need to also heal and potentially a lot.

Speaker 1 (09:05):
I kind of hate a lot, but yeah, no damage.

Speaker 5 (09:08):
Someone whacked me.

Speaker 2 (09:10):
Oh that's right.

Speaker 5 (09:11):
Eight points. I'm casting the two action version of Heal
onto myself, which is going to heal for one DY
eight plus eight.

Speaker 3 (09:23):
So that's definitely gonna get you up to full.

Speaker 5 (09:25):
Because you're it's gonna get me up to the full.

Speaker 6 (09:26):
I'm not going to bother rolling on it otherwise, I'm
just rolling one DY eight and that's so fun.

Speaker 3 (09:33):
And spite you're using your lay on hands on yourself.

Speaker 2 (09:36):
Yeah, I'm using both because I have two focus points.
I'm going to use both, and so I need twenty
minutes to really just think about everything and commune with nature.
And I've been thinking a lot about maybe they also
shouldn't put cages on rivers.

Speaker 5 (09:53):
That's so true, bestie.

Speaker 3 (09:54):
Yeah.

Speaker 1 (09:55):
And what is the skin of someone's throat but a
cage keeping their blood in side? You know, I've been
thinking a lot about this, Boss. I think, really this
might be a good new avenue for me.

Speaker 6 (10:06):
I know, I said I was coming out of retirement.
I think I'm back in retirement.

Speaker 2 (10:13):
What if everything is like cages. I think I've read
a philosopher called a.

Speaker 4 (10:18):
Is your name Spie Fuko?

Speaker 3 (10:19):
Yeah, just cages all the way down.

Speaker 1 (10:25):
I think I read that in a book by a
guy named Renee to cut.

Speaker 3 (10:35):
Somewhere deep deep down in the bottom there's a Nicholas anyway.

Speaker 2 (10:38):
And revolution isn't free. So I am also looting sure.

Speaker 3 (10:42):
Frankly, the Barger guards don't really have much on them
in the way they've got clubs and slings and stuff
like that. They really don't have much on them.

Speaker 2 (10:50):
Oh and the good one got away, okay, and.

Speaker 3 (10:52):
The good one sunk down into the swamp.

Speaker 2 (10:54):
Yeah, I'll be dredging that later.

Speaker 3 (10:56):
You can see the sluice way, right, So, built into
a damn, right, you've got to have some ways that
allow overflow water that allows you to control the water level,
Otherwise it'll eventually go all the way up to the
top and spill over the top of the dam, which
will eventually erode and de throw the dam. So this
dam does have a sluiceway built into it, but it
doesn't look like everything about it's complete. It doesn't look
like the framing around it's complete and stuff. But it's

(11:18):
at the waterline and kind of hard to access. So
whatever you're going to do to it, you probably have
to do from inside the dam, not on the outside.

Speaker 2 (11:26):
Well, should we go down into the dam?

Speaker 1 (11:29):
Damn? I can't think of any other options.

Speaker 2 (11:32):
I'm going to light the candles on my helmet, all right,
and then walk down like Saint Lucy.

Speaker 3 (11:40):
All right. So the tunnel walls inside the dam are
made from dried mud, rough hewn timber rocks and branches
that form an arch shaped ceiling. An oily fish smell
hangs in the air, alongside the stench of rotting fungus
and smoke. Water runs along the floor in small channels

(12:01):
flowing down into larger puddles and drains that keep the
place from flooding. It's become pretty clear that even after
going down the main staircase, you are probably below the
water line of the swamp. Already the staircase you were
on kind of spiral down quite a bit before it
emptied out into one small squat chamber. Now the light

(12:22):
that you have on you is illuminating ten fifteen feet
in any direction. It's not a lot of light, but
it is enough to see buy you're in pretty tight
confined corridors. You can kind of squeeze and move through,
but it's not a super maneuverable place. Down here. It's
a little claustrophobic, and stink's really bad. The smell in here,
it's lots of rotting fish and kind of oily smoke.

Speaker 2 (12:47):
I also have the flax and fabric nostrils. I'm just
mouth breathing. Pu Can I walk it? Have speed with
my shield up?

Speaker 3 (13:00):
Sure you want to take the leap.

Speaker 2 (13:01):
Spite doesn't even question the fact that it's taking the lead.

Speaker 1 (13:05):
I'll go behind spie grenade in one hand, pistol in
the other.

Speaker 5 (13:10):
I also have my shield raised and behind spite.

Speaker 3 (13:13):
You're gonna have to kind of go single file at
least here for a little bit. The tunnel is very narrow. Yeah, whatever,
so spike Trent Murdy and it looks like squash here
bringing up the rear.

Speaker 4 (13:25):
Yeah, I'm walking backwards. I'm watching the rear.

Speaker 3 (13:30):
All right. Well. The winding tunnel leads you deeper and
deeper into the depths of this dam, and up ahead
you notice that in one wall of the passage. As
a twists and kind of turns around, you see a
small chamber. Wooden gate held in place by a knotted
length of rope, blocks the way into a cramp chamber

(13:53):
lit by oily torches packed full of straw mats and
filthy clothes left out to dry inside languish several villagers
who look about with confusion on their face. As you approach,
they ask whether Bargart friends are and if anyone is
willing to help them in completing the great work.

Speaker 2 (14:11):
I think you have to have your strength up, but
you need to eat soup.

Speaker 1 (14:14):
Yeah, and your friends are enough farm up away from here,
a nice, real, really nice farm.

Speaker 3 (14:22):
Are you trying to tell them that you sent the
Bogarts to a farm upstate.

Speaker 1 (14:27):
A nice farm.

Speaker 3 (14:28):
Oh, it's very nice. Yeah, but the Bargart said that
we would be getting to work more on the great work.
We're so excited to work on the great work. There
are three villagers in here.

Speaker 5 (14:42):
By the way, you'll need to keep your strength up
to work on the great work. We're bringing soup from
the Boggarts.

Speaker 1 (14:50):
Who are again at a farm.

Speaker 3 (14:52):
Oh so it's farm soup.

Speaker 4 (14:55):
Is farm soup?

Speaker 6 (14:57):
This guy?

Speaker 5 (14:57):
Is it?

Speaker 3 (14:58):
Jeez? That sounds like code work for poison. So can
one of you give me a diplomacy check? You could
be the person with the best diblomacy.

Speaker 2 (15:04):
That's fine, I've got a four.

Speaker 5 (15:06):
I've got five. Oho, I rolled a five on my die.
Do we want a hero point?

Speaker 6 (15:12):
That?

Speaker 5 (15:13):
How important does this feel?

Speaker 3 (15:15):
Just like in our last session, the first role of
the game is burning a hero point. I mean it's
up to you.

Speaker 2 (15:21):
I think that that's a total of eleven with guidance.

Speaker 5 (15:24):
I cast guidance on myself.

Speaker 2 (15:25):
And then can I assist?

Speaker 3 (15:27):
Yeah, you could give me a diplomacy check. It is
kind of a shared effort with everybody being like, no,
you want some soup?

Speaker 2 (15:33):
I rolled in fourteen plus four for eighteen for my assist.

Speaker 3 (15:37):
So with that and the bonus that I'm giving you
because you're offering them delicious soup.

Speaker 5 (15:43):
It sounds like roasted lizard. It's really yummy.

Speaker 3 (15:46):
The villagers take the soup and they're like, okay, well
if the boggart said that we should have it, and
they immediately kind of passed the soup around and begin eating.
They kind of shake their heads and it's clear that
the fog is lifting rather quickly. One of the women
in the cage says, my name is Quel Drona. How

(16:07):
long have we been here? I don't remember being brought here.

Speaker 1 (16:13):
That doesn't feel like a real name. I whispered to
other members of the group.

Speaker 2 (16:17):
Well does the list that we have did they tell
us how long each person's been gone or anything?

Speaker 3 (16:22):
No, it didn't include it. But people have been disappearing
for several weeks.

Speaker 2 (16:26):
Yeah, well you could have been here for weeks.

Speaker 3 (16:30):
Have you come to rescue us?

Speaker 2 (16:31):
Yeah?

Speaker 3 (16:32):
Now maybe nah.

Speaker 2 (16:36):
I came to rescue you. These people are busy with
other important work, our own great work as it is.

Speaker 3 (16:42):
Oh, you must be careful. These boggarts. They're enthralled to
some powerful leader named Zunger.

Speaker 1 (16:51):
We don't need to worry about that, because the Boguards
made one crucial mistake. They weren't immune to dying.

Speaker 3 (17:00):
Yes, they're certainly aware of that. Zunger goes into furious
rages and often turns his powerful magics on the other boggarts.

Speaker 1 (17:11):
Oh that's no good, what kind of magics powerful?

Speaker 3 (17:15):
His magic causes horrible burns, not like fire, but still
scorches the flesh like acid. Some of the bargards, even
if taken to rubbing themselves with some foul smelling, oily
fungus paste, protect themselves from Zunger's wrath.

Speaker 4 (17:32):
Where do they put up with Zunger?

Speaker 2 (17:34):
And where do they keep that fungus paste?

Speaker 3 (17:36):
Queldrona shrugs. They don't let us out of here unless
they take us up above to work. We don't know
anything about the rest of the caves.

Speaker 2 (17:46):
Oh you should go join your friends.

Speaker 4 (17:47):
Oh I'll let you out, trust me.

Speaker 3 (17:49):
There's nothing I would like more than to be gone
from this place.

Speaker 5 (17:52):
Oh yeah, you just head back that way first stairs
on the left.

Speaker 1 (17:56):
Mind the corpses.

Speaker 3 (18:00):
Qualdrona looks all of you and says, we are in
your debt. I will lead the others to safety. We
will wait nearby.

Speaker 2 (18:05):
Do you have a barge or yeah, we came on
a pole barge.

Speaker 3 (18:08):
Probably Yeah, we'll wait for you there after you open
up the gate. Qualdrona and the other two quickly gather
up their remaining belongings and frankly beat a pretty hasty retreat.
They get out of here. They are not interested in
hanging around at all.

Speaker 2 (18:28):
Well, we're out of antidote, but there's probably still two
civilians left, so we're gonna have to knock them on
conscious and carry them up.

Speaker 3 (18:35):
Well. As you're leaving, Quldrona says, be mindful if you
find any remains. I know that some of the villagers
didn't make it.

Speaker 1 (18:45):
Oh perfect, Oh easy, get at it. Not murdering people,
Free card guys, No.

Speaker 3 (18:53):
Worries, folks. The bargards did it.

Speaker 6 (18:55):
Uh.

Speaker 3 (18:57):
I'm sorry for your loss, as if it were a nightmare.
Now we'll take us some time to recover.

Speaker 2 (19:05):
Oh you'll never fully recover. You'll be thinking about this
people forever.

Speaker 5 (19:09):
That soup is healing, though, so you should be at
full headpoints.

Speaker 3 (19:14):
But you've got a belly full of soups.

Speaker 5 (19:19):
Went promises of Harasstal.

Speaker 2 (19:24):
We continue, all right. For the audience who can't see
this as a very claustrophobic it is accurately described as
a claustrophobic tunnel.

Speaker 3 (19:36):
Yeah, it is a very narrow winding tunnel that leads
to the kind of interior of this dam. So you
kind of take stock of the area around you, and
there's really only one way to go, and that's the
kind of follow the tunnel further in. I'm gonna go
ahead and advance folks as they are moving kind of
down these tunnels. So the stench of rotting fish is

(19:58):
almost overpowering. In this broad chamber, a simple cooking pit
with benches arrayed around it sits in the middle of
the room, beyond our sleeping nooks carved into the mud
walls where small personal effects are held in nets and
leather sacks. Clearly this is some sort of boggered barracks.
Opposite the entrance, carved into the wall is a massive

(20:20):
glyph like those seen on the foreheads of some of
the boggards, right above another passageway that leads into darkness. Now,
I should note my description left out four things. Those
four things are the four boggards that are sitting in
this room around the cooking fire, looking pretty mad that

(20:43):
you have entered their domain.

Speaker 2 (20:45):
I think it left out the description missed five things.
The fifth thing that's around this fire is ads, and

(21:06):
we're back. Oh that's a lot of boggarts, I say.

Speaker 3 (21:12):
As I said, there are four boggards in this chamber,
and they do not at all look happy to see you.
All of them have this symbol on their forehead, which,
if you recall last time, you identified the symbol as
the demon glyph of Gogunta, the frog demon of decay
that is oftentimes venerated by boggered cults. So we're gonna

(21:37):
do a little something I like to call initiative.

Speaker 4 (21:41):
They never heard of it.

Speaker 3 (21:43):
Well, it's a new thing. It involves putting you in
order so that we can determine who gets to act when.
So I'm going to go around and ask everybody to
roll me a perception check for initiative, and we will
get this thing kicked off.

Speaker 6 (21:58):
Oh my god, I'm so ready to a food fight, y'all.
I built a cool character around the bit.

Speaker 3 (22:07):
Finally it's finally gonna pay off. Yeah, all right, So
I'm gonna go around and ask for everybody's initiative, squash,
What do you got?

Speaker 4 (22:14):
I got a five plus five for a total of ten.

Speaker 3 (22:18):
Oh, my god, spite we got.

Speaker 2 (22:21):
I got a nine plus four or total of thirteen.
I should have used my lucky dye instead of my
unlucky dye.

Speaker 3 (22:27):
I don't want to jinx it, But is this the
first time I'm gonna actually have my bad guys win initiative? Trance?
What do you got?

Speaker 1 (22:33):
Well? I got a natural twenty.

Speaker 3 (22:36):
I guess that I jinxed it. I add to that?
Is that just perception?

Speaker 1 (22:42):
That's twenty five?

Speaker 2 (22:43):
No one gets the drop on trance. That is what
we are learning.

Speaker 3 (22:46):
Yeah, that'll learn me. Murdy, What do you have?

Speaker 5 (22:50):
I got him? Eighteen plus seven is also twenty five
if we're choosing who goes first.

Speaker 6 (22:56):
I did save my blessed spell for inside the damn,
so I can give a ready a buff, including you, tramp,
unless you have something that is advantageous to go ahead
of that.

Speaker 1 (23:05):
No, I love buffs, all right.

Speaker 3 (23:09):
Well, I definitely spoke too soon, because the both of
you are going to go before them. Murdy up in
the flickering darkness, you can see these boggards getting up
off the ground drawing their weapons. These do look like
the workers you saw up above. Certainly dangerous, but not
quite as dangerous as the outs and bosses that you've
seen before. What do you do?

Speaker 2 (23:31):
Is this your only bless Yeah?

Speaker 6 (23:32):
It is my only bless Actually, yeah, do we want
to I know that I made a big stick about it.

Speaker 5 (23:38):
Do we want to save that for the last fight?

Speaker 2 (23:41):
That would be my guess.

Speaker 5 (23:43):
That's probably true. Trent, Do you want to go instead?

Speaker 1 (23:46):
Absolutely?

Speaker 3 (23:48):
Okay, all right, So Trent's gonna go first. You are up.
You can see all these boggards. A bunch of them
are kind of clustered right near one another.

Speaker 1 (23:57):
Yeah, I'm gonna throw right into the middle of those
two that are next to each other, which I think
is my best spot for hitting more than one person.

Speaker 3 (24:03):
Yeah, here's the thing. If you hit this guy in
the back here kind of on the other side of
the fire pit, you can hit him and the splash
will hit the two next to him. That's kind of
the best thing you could do.

Speaker 1 (24:14):
That's fucking no. All right, And I rolled a four?

Speaker 3 (24:20):
Are you happy with that four? Because it's not a
particularly good role.

Speaker 1 (24:23):
It's not a particularly good role, but I use my
hero point, although unnecessarily this is the first role hit.

Speaker 3 (24:28):
I think we got new hero points, right, Yeah, so
everybody's getting their hero points back.

Speaker 1 (24:32):
Oh well, then I'll use a hero point unless the
ten heads. I don't think it best.

Speaker 3 (24:37):
No, it's not going to do it.

Speaker 1 (24:40):
I rolled a four again, so we're good.

Speaker 3 (24:46):
Well, Fate has officially decided that you are going to
miss with this attack. You throw it and it goes
behind the bogger, smashing on the floor, a burst into
flames and does a small amount of damage to the Boggart.
It does one point the splash and still hits the
Boggart that was your target. But that is all it's
gonna do. Now that said, that was only one action
for you because you're a quick bomb, so you do

(25:08):
still have two more.

Speaker 1 (25:10):
I've got my pistol in hand, and I'm gonna shoot
one of those boggers in the face, all right, and
I'm not I rolled it too.

Speaker 3 (25:16):
No, that's pretty bad. All right, Well you can reload.

Speaker 1 (25:21):
Yeah, I will reload.

Speaker 3 (25:23):
Yeah, that would be the end of trans turn.

Speaker 6 (25:25):
All right, Murdy, I'm gonna pull a classic and I'm
gonna run into the chamber up to that first Boggart.
I'm gonna raise my shield and I'm gonna whack him
with my charmed soup little and yell.

Speaker 5 (25:40):
It's a fucking food fight.

Speaker 6 (25:44):
I rolled a nineteen plus four because I have that
plus one, so it's twenty.

Speaker 3 (25:49):
Three, oh so close to a cred A twenty three
is a solid hit, just shy of a crit Let's
go ahead and roll damage.

Speaker 5 (25:56):
All right, and I rolled max damage.

Speaker 3 (26:01):
Yeah, you smash that bargard right in the face. He
is really badly hurt, but he's still standing. You moved,
raised your shield and bashed, so I think your turn
is done. So the bargards go. This could get messy,
all right. First, boggard that is standing right next to you,

(26:21):
Murdy is going to swing at you with its club
umber class of fourteen I think is gonna miss.

Speaker 5 (26:30):
God misses Jason.

Speaker 3 (26:33):
Well, it's gonna swing again, and I rolled a natural one,
so that's definitely gonna miss. And with nothing better to do,
I might as well swing a third time. Yeah, that
bargard must be seeing stars. You hit in the forehead
with the soup ladle. He starts swinging wildly around but
does not manage to connect. But that's okay, because there's
another Boggart who's going to spend his first action to move,

(26:57):
second action to swing his club at you. That's gonna
man swinging wildly in this cramped chamber. His club kind
of hit the ceiling and clipped off that missing entirely.
Second attack is going to miss as well. The next
boggard because there are four of them. Goodness comes bounding

(27:20):
up and is going to attack Murdy again.

Speaker 5 (27:23):
Okay, I'm doing well so far.

Speaker 6 (27:25):
I haven't even had to use my shield, which, by
the way, the shield is a pot lid for all
you you know, all y'all at home, all.

Speaker 3 (27:32):
Right, and we've already established an ARMA class of fourteen misses.

Speaker 5 (27:35):
Fourteen misses.

Speaker 3 (27:37):
However, oh shit, finally I got one role that wasn't terrible.
That was a nineteen plus five minus five is going
to be a nineteen. Does a nineteen hit you, Murdy.

Speaker 5 (27:50):
And nineteen will hit me? Unfortunately?

Speaker 3 (27:54):
The club comes descending down on you for three points
of damage.

Speaker 6 (27:59):
All right, Well, well not because my potled shield has
a hardness of five, so I do block all of
that damage.

Speaker 3 (28:06):
So you're going to spend your reaction to shield block.

Speaker 5 (28:08):
I would like to do that, sir.

Speaker 3 (28:12):
The frog is now full of frog sadness.

Speaker 5 (28:16):
Get better food safety practices.

Speaker 3 (28:19):
One dream was to bash you with that club, and
now it's been denied.

Speaker 2 (28:22):
That's probably the last dream that I'm ever going to have.

Speaker 3 (28:26):
The final Boggart is going to come up and attack
Spite because he saw his friends all attack Murdy and
was like, that's not working. I'll hit this easier target. Yeah,
you're not easier to hit.

Speaker 4 (28:40):
Though, really not.

Speaker 2 (28:41):
He doesn't know that I can't use a shield react,
So I mean, my shield's up, but it's I can't
use the reaction.

Speaker 3 (28:46):
So Boggart steps up in the shallow passage, riveting menacingly.
He brings his club down and I rolled the way.
My dice have been bad, not just for this, not
just for this combat, for this entire campaign.

Speaker 2 (29:05):
It's been impressively bad.

Speaker 5 (29:07):
We're subverting the d M.

Speaker 3 (29:10):
Yeah, yeah, I definitely feel subverted, that's for sure.

Speaker 2 (29:13):
I hired wishes, that's you know.

Speaker 3 (29:17):
What, that's fair. We've had power along. My second attack
is going to miss as well, because you know, why
change a pattern? Yeah, so the bar Goods have a
furious round of missing. If you didn't know better, you
would think that they were trying to play some sort
of song or something, banging their clubs on the roof

(29:37):
and the floor and anything but your skulp.

Speaker 2 (29:40):
Yeah, I'm going to offer advice and be like, well, actually,
you gotta swing with the hips. If you swing with
the hips, you can get more power out of the ground.
I don't think whoever's in charge of you has been
doing a very good job of being your warlord.

Speaker 5 (29:54):
They put people in cages.

Speaker 3 (29:56):
Right right Suddenly you remember they put people in cages
and fed them mind altering fungus. Yes, fight, it's your
turn here.

Speaker 2 (30:05):
Let me show you, I say, as I'm first going
to hit the one directly in front of me. So
I'm going to suggest that I have a method by
which I can educate them. And I believe I will
educate this one into pulp because I rolled a twelve
plus eight, which is a twenty to hit, and then
I rolled max damage, which is an eight plus four

(30:28):
is a twelve.

Speaker 3 (30:29):
That poor Bogart went up to you desperately tried to swing,
missed pathetically, and you responded by just caving in the
side of his head. That bargar falls to the ground
in a heap The other three boggards look at each
other suddenly, the shared glances. Although they're frogs, you can't
help but realize that they have an expression on their

(30:50):
face that could be best summed up as I have
made a mistake.

Speaker 2 (30:55):
Hi, yell, you never should have joined the cult of Gogurt.
And then I swing at the next one. Oh, I
rolled a five plus three is an eight. No, it's
not gonna do it, but I'm so annoyed that I
swing again.

Speaker 3 (31:12):
Oh I probly raised good shield. They can't hit for nothing.

Speaker 2 (31:14):
Yeah, oh, I forgot that I could have raised the shield.
I sure rolled a three that time, So that's a
one modified.

Speaker 3 (31:21):
See. Now they've taught you something, which just how to
miss all the time. Yeah, you swing wildly, the morning
Star flailing to hear it about, but does not manage
to land with the second Bargert, who is ducking in terror.

Speaker 2 (31:36):
Yeah. Sure, wish I raised a shield. Okay, that's my.

Speaker 3 (31:38):
Chair, squash. We are up to you. You are in
the back furthest away from the fight, but I will
remind you can move through your fellow players.

Speaker 4 (31:47):
I'm gonna move through my fellow players. Oh, then I'm
gonna do it. In a really flashy way.

Speaker 3 (31:55):
Like wall run.

Speaker 4 (31:56):
Like from a wall run, I'm gonna do some spins
people's shoulders. I'm gonna like give everyone a little kiss
on the cheek as I like spin it around and
then I like do a little backflip and I'm like, hadda.

Speaker 3 (32:12):
I will remind you that I think you can use
acrobatics to move through enemy spaces, which gives you pinash.

Speaker 4 (32:17):
Jason, you've got out ahead of me. I'm trying to
do that exactly. Actually, you know, I want to land
with my little tada and I say like, oh, you
guys into go gunta and I'm just gonna look for
some recognition on their face, all.

Speaker 3 (32:35):
Right, So first give me the acrobatics check. To tumble
through the bargard space.

Speaker 4 (32:39):
It's a total of a twelve.

Speaker 3 (32:42):
Total of a twelve. So you attempt to tumble through
the bargared space, but unfortunately you kind of run into
the barguard and get bounced out to the side, which
means you don't get pinash because you did not manage
to tumble through its space.

Speaker 4 (32:55):
Oh that's okay, there's more turns left.

Speaker 3 (32:58):
It's true, you have one action left.

Speaker 4 (33:01):
Oh that took up two.

Speaker 3 (33:03):
Yeah, you move slower when you tumble through spaces.

Speaker 4 (33:06):
Well, rats, I shouldn't have been so flashy just to
impress my friends.

Speaker 3 (33:12):
That also gives you pretty big bumus when you get panash.

Speaker 4 (33:14):
So yeah, don't worry listeners that pinash is coming. Did
I already say try and do my like? Oh you
guys into I'm just trying to see if I can
kiss them a little off guard.

Speaker 3 (33:25):
Well, you speak at them, but you're pretty sure that
they don't understand common, or if they do, they're not
giving any indication.

Speaker 4 (33:31):
Well, I did my best, and I shoot the one
closest to me.

Speaker 3 (33:35):
All right, make an attack roll.

Speaker 4 (33:38):
That's a twenty four total seventeen plus seven.

Speaker 3 (33:41):
Wow, you really do shoot him right in the face.
You're not sure if you can understand common, but the
word go gun to may have got his attention. Is
he kind of looked straight at you and then you
shot him square in the forehead. That is a critical hit.
Go ahead and roll damage total of six. All right,
six points of damage. You shoot that to Bargart right

(34:02):
in the face. Uh, his froggy skin has blackened, his
face is bleeding profusely, but he is still standing. That
is the end of your turn, though, Trent. We got
these bargards clustered in a way that you can hit
multiples of them with your bomb with splash damage, but

(34:23):
if you do so, you will also hit all player
characters who are adjacent to that target as well.

Speaker 1 (34:29):
Well, I think I'm gonna throw for that back corner
one so that Murdy is the only one getting splashed,
but I am going to use my splash damage.

Speaker 3 (34:36):
Okay, you could technically target either of the ones back there.

Speaker 1 (34:40):
I'm a hurling all right, natural twenty total.

Speaker 3 (34:48):
Yeah, you throw the alchemist fire back into the corner
there and it hits that one barguard right in the face.

Speaker 1 (34:55):
Prepared to croak, and I rolled a one for you,
all right.

Speaker 3 (35:03):
Well, yeah, so the bargart you hit in the face dies.
He was down to very few hit points. The two
next to him are gonna take uh extra damage. They
are both still up, but one of them looks very
badly hurt. And Murdy, I'm afraid you're going to take

(35:26):
two points of fire damage from that bomb. As the
fire splashes onto you, burning and scorching you.

Speaker 5 (35:36):
My armor doesn't do anything about that.

Speaker 3 (35:39):
Nope.

Speaker 5 (35:42):
Being a Cook doesn't do anything about that.

Speaker 3 (35:47):
I think there is a feat you can take for
that eventually, So Trent as a quick bomber that is
again only your first action. You did reload your gun.

Speaker 1 (36:00):
I think I'm gonna whip out the twelve gauge for
this one, and I'm going to blast the one directly
next to Murdy as opposed to the one that's next
to me.

Speaker 3 (36:09):
Okay, squad, Yeah, the one that's kind off on its own. Okay, Yeah,
it will have a bit of cover just from the
cramped conditions and your friends being in the way, but
we'll work on that.

Speaker 1 (36:19):
That's gonna be a total of twelve as a minus
five plus six.

Speaker 3 (36:25):
Okay, so a total of twelve is gonna miss. In
your surprisingly careful calculation to make sure you don't hit
your friends, your shot goes slightly wide and misses the
Buggard entirely. I think you probably had to draw that
gun since he had the other gun out, So that's
probably gonna be the end of your turn.

Speaker 1 (36:42):
Yeah, yeah, yeah, that's gonna be me, Murdy.

Speaker 3 (36:45):
We're over to you, all right.

Speaker 5 (36:47):
For my turn.

Speaker 6 (36:48):
I'm gonna spend my first action keeping my shield raised
and I'm gonna send my second action and my third
action because it's two actions casting divine lamps.

Speaker 5 (37:00):
All right, I'm going to call to.

Speaker 6 (37:02):
The embers of that fire and conjure a very very large,
very bright divine lips in the name.

Speaker 3 (37:11):
Go ahead and make me an attack role against that
barger that's directly to the south of you there in
this squat Barger Barracks chamber.

Speaker 6 (37:18):
I sure can't, Jason, Well, that was a NAT five
two plus seven.

Speaker 3 (37:24):
So yeah, that is gonna miss. The barger just manages
to sidestep it, but you do have your shield up,
which is good because the Barkert's go next the barger
that is directly next to you. Murdy, frustrated with his
previous turn where he swung at you twice and missed
both times, is going to this time try and swing
you three times and hopefully hit at least once, but

(37:45):
maybe not. Let's see, here comes the club. Armor class
fifteen fifteen does not hit. How about armor class two
does a two hit?

Speaker 5 (37:59):
I wish it did not not one.

Speaker 3 (38:07):
Dear listener, I want you to all understand that I've
been using a digital dice bot this entire time that
I'm starting to think is rig That was a terrible roll,
absolutely awful. I got a fifteen, a two, and then
a one, and that wasn't what I rolled. That was
the final Okay, that one misses. He looks very frustrated,
like he perhaps should have chosen a different path in life.

(38:30):
Maybe you could have been a frog painter. Maybe he
could have been a frog farmer. Maybe you could have
been a frog yeah, traveling.

Speaker 2 (38:36):
Yeah, salesman or occultist who is a bureaucrat somewhere else.

Speaker 3 (38:43):
He certainly isn't cut out to be a guard. That's
the thing we've learned. Now, the other boggart, the one
who has been burned and hit a few times and
is just barely alive, he is going to turn all
of his frustration and take it out on squash. Bring
it on, because little known fact, this boggard really dislikes

(39:07):
pugged and you're a showy, so he's going to try
and hit you with his club.

Speaker 4 (39:12):
Okay, racist a.

Speaker 2 (39:14):
Little yeah, that's why we're killing him.

Speaker 3 (39:16):
But he also rolled poorly. I rolled a three, so
that's gonna miss.

Speaker 4 (39:21):
Oh that's where racism gets you, buddy, Yeah.

Speaker 3 (39:23):
That's right. And then I got a two, and then
I'm starting to think that this thing isn't even rolling
a D twenty. It might be rolling just a D twelve.
What's happening? I can't get above a seven.

Speaker 4 (39:36):
Okay, I'd like to thank all the puppy girl hackers
out there who got into Jason's roll twenty.

Speaker 3 (39:42):
You've done a great job. So the two boggards have gone.
I'm sure they'll get another turn. I'm sure they won't
be sent to the boggard after life before they get
to go again. Spite it is your turn.

Speaker 2 (39:57):
Oh, I almost don't want to waste my good action
on the severe wounded one, but eh, all right, I say,
no swing with the hips like this, And then I
almost rolled my curse eye, but then I grabbed. I'm
petting the cursed die aside and I'm swinging the good die.
There's no way I've jinxed myself by saying that twelve
plus eight is a twenty. That's gonna yeah nine damage.

(40:23):
But this isn't in the head is a swing from
the side. I really want to show how you can
swing from the hips, but from the side and send
the body like all the way back to the back
of the cave.

Speaker 3 (40:33):
So your morning Star comes up underneath his arm, hitting
him like in the armpit, causing him to kind of
pinwheel across the room as he slams into the far
wall and a heap of broken bones and blood and
unfulfilled dreams of being a frog accountant.

Speaker 2 (40:52):
And then that's my first action. For my yeah, second action,
I want to flank the other one by going like,
get it between me and ready.

Speaker 3 (41:00):
Yeah, you can move over there, that's that's easy.

Speaker 2 (41:03):
And that time I'm gonna I'm gonna swing upwards. I'm
gonna do an up Oh no, which is you know,
I have a minus five on it, so we'll see
how it goes. Oh, I'm so close to hitting all.

Speaker 3 (41:14):
You are very close.

Speaker 2 (41:15):
I was on off, was one off.

Speaker 3 (41:18):
He's not a twelve. So that's gonna miss.

Speaker 2 (41:21):
I say, you never get to heaven if you don't
reach for the guy.

Speaker 1 (41:27):
Bogger, you don't hit in the head.

Speaker 3 (41:30):
That boggard is like he sees you miss, and he's
just like he's very strong, he's very mighty. He's definitely
gonna live.

Speaker 2 (41:38):
He's that unwounded one.

Speaker 3 (41:39):
This one's barely hurt at all. This one is gonna
be the one that defeats all of you single handedly.

Speaker 2 (41:45):
All the dice just turn entirely for the rest of.

Speaker 3 (41:48):
The king, I just get nothing but twenties, and you
all get nothing but one squash. It's your turn.

Speaker 4 (41:54):
I reload my gun.

Speaker 3 (41:57):
That's one action.

Speaker 4 (41:59):
I'm gonna give this guy a little taste of vitamin sword.

Speaker 3 (42:03):
Vitamins sword.

Speaker 4 (42:04):
Yeah, yeah, I'm gonna run at him with me gun sword.

Speaker 3 (42:07):
All right. So that's your second action, and for your
third action, you attack. So go ahead and give me
an attack role.

Speaker 6 (42:12):
Please.

Speaker 4 (42:13):
It is a seventeen total.

Speaker 3 (42:17):
Seventeen is gonna hit. You managed to catch the Boggart
in the arm. Go ahead and deal me damage.

Speaker 4 (42:24):
It's a six plus two is an eight.

Speaker 2 (42:31):
Dear, listener to the look on Jason's face as Forlorn.
None of the Boggart's hit anyone this entire combat. No
I got hit. Oh that's right, but you blocked it.

Speaker 5 (42:42):
No I got hit by Robert.

Speaker 3 (42:44):
I don't know what to say. Everybody, listen, this has
never happened to me before.

Speaker 4 (42:49):
I swear this has never happened.

Speaker 3 (42:52):
Listen. Sometimes when you're a GM, you you have performance anxiety,
and the dice don't go your way, and none of.

Speaker 4 (42:58):
Your bogger tit and then you just look normally. I'm
a mass murder machine.

Speaker 2 (43:03):
But yeah, it's gonna turn around when we get to
the boss.

Speaker 3 (43:06):
I'm sure well that performance didn't do it all right.
So that bugger slumps to the floor, your blade slicing
up his arm through his neck. He collapses in a
gurgling pile of his own blood, the last of the defeated.

Speaker 2 (43:25):
Before he's done curdling with blood, he's watching me look
through his stuff in the cubby.

Speaker 5 (43:32):
You know what else is looting you and looking through
your stuff?

Speaker 2 (43:36):
Is it? Ads? I thought we already did two? Do
we only do one?

Speaker 5 (43:39):
I thought we already did one?

Speaker 2 (43:41):
Who knows? Maybe this is an AD break.

Speaker 4 (43:44):
Maybe it's not. Maybe, and either we're.

Speaker 2 (43:56):
Back or not.

Speaker 4 (43:58):
If we're back, we're back, now back, And if we're back,
we're back. On squash. Squash takes his gun sword and
like twirls it around his finger and like tries to
sheet it, but it's a huge like gun sword, so
it goes right by his face. He's like, whoa, that
was like so dangerous.

Speaker 5 (44:20):
I'm walking over to Tran. I'm going, hey, buddy, you
owe me one of your healing potions.

Speaker 1 (44:27):
I pull out an alchemists fire and then oh healing,
I pull out the correct potion.

Speaker 3 (44:35):
The funny part is you don't label them, and they.

Speaker 1 (44:37):
Look no, no, no, this.

Speaker 3 (44:39):
One the barracks has gone quiet. The last of the
Boggards has been slain. This place clearly is you know,
there are all these niches and alcoves in the wall
where the barguards sleep. It looks like they probably use
these in shifts, Like there's not quite enough here to
represent all the boggards, so they probably just share, I mean,

(45:00):
some sleep during the day, some slip at night. These
four clearly had the day off and tried to defend
their layer.

Speaker 2 (45:09):
They died doing what they loved.

Speaker 3 (45:11):
Yeah, missing furiously, that's what they died doing. But now
you can search it if you like. As I said,
there's a passageway kind of off to the west and
heads off into darkness. Above it is this detailed carving
of the demonic ruin of go Gunta, the demon lord

(45:32):
of fetid swamps, that looks like really the only way
to go.

Speaker 2 (45:36):
First I'm looting, and then I'm taking up my dagger
and defacing the gogurt symbol.

Speaker 3 (45:42):
All right, so you're gonna start looting or the rest
of you going to start tossing the place as well.
There's a lot here to search.

Speaker 6 (45:47):
I was also separately planning on defacing the.

Speaker 2 (45:50):
We can do it together, just teamwork.

Speaker 4 (45:54):
I carve a cool s up there, and then I
start searching around.

Speaker 3 (45:59):
Oh, like the cool ass that's what you're caring.

Speaker 4 (46:02):
Yeah, three lines on top, three lines on bottom, you know.

Speaker 2 (46:05):
Yeah, all right, I think it's an old alchemist symbol.
Like I genuinely think that. I don't know why I
think it, but I remember reading it anyway.

Speaker 3 (46:15):
Yeah, I mean, the party that defaces demonic rooms together
stays together. So there's plenty of room to deface. To
go around, and you search through the area and you find, frankly,
a lot of basic equipment, cooking utensils, rope, torches, bags,
flint and steel, stuff like that.

Speaker 2 (46:35):
Every time I find a cooking utensil, I offer it
to Murdy, to the point where it's clearly annoying. Murdy. No,
I'm just gonna be like, but you have one of these?
Do you have one of these?

Speaker 6 (46:46):
I could take a better grilling fork, but I don't
need another specula and I'm honestly kind of set on
soup littles.

Speaker 5 (46:53):
The one is kind of.

Speaker 2 (46:55):
That one's magical.

Speaker 3 (46:56):
Who would have thought that the Boggarts were like really
in interested in all the different kinds of knives. So
there's like, you know, oh, it's a here's a pairing knife,
and a fley knife and a chef's knife.

Speaker 5 (47:06):
And they have a cheese knife. I've been looking for
a new cheese knife.

Speaker 3 (47:10):
They do have a cheese knife despite being frogs and
having no access to cheese.

Speaker 5 (47:14):
Do you think they can digest dairy?

Speaker 6 (47:15):
All right?

Speaker 3 (47:16):
You know, that's an interesting question. I don't have an
answer to.

Speaker 4 (47:19):
Either of these Bogarts are gormands or this is very sinister.

Speaker 2 (47:25):
Oh I didn't even think of the sinister part.

Speaker 3 (47:28):
Oh, I'm so sorry they killed the cheesemonger.

Speaker 2 (47:34):
Are there signs of like, I guess they wouldn't consider
it cannibalism if we are considering eating them, but like,
are there signs that this is where missing villagers ended up?

Speaker 3 (47:43):
You don't see any bones or anything like that. As
a matter of fact, they're so Their stewpot in the
middle looks mostly full of fish. It's a lot of
kind of fermented fish. So you do find that. When
going through a little personal belongings, you also find, you know,
a good pile of copper pieces, a bunch of silver pieces,
four gold pieces, and a platinum piece. Dude, you find

(48:04):
some coins scattered throughout the barracks. And everyone who's searching,
please give me a perception check.

Speaker 5 (48:11):
Eighteen six plus seven is thirteen.

Speaker 4 (48:16):
Twenty two total trent?

Speaker 3 (48:18):
Are you searching? Are you just taking search it?

Speaker 1 (48:21):
I only got a thirteen though, all right.

Speaker 3 (48:24):
So, spie, you discover in one of the alcoves, kind
of underneath the dirty straw matt that they were using
as a bed, you find a silvery oil in a
small glass vial, and after inspecting it a bit, you
determine that this is oil of potency.

Speaker 2 (48:46):
Oh, you've been having issues? Will this help you?

Speaker 3 (48:51):
Listen, consult your alchemist if oil of potency is right
for you?

Speaker 2 (48:56):
No, what is this tip?

Speaker 3 (49:00):
Oil of potency? You can apply it to a weapon. Boy,
I'm not helping myself here out. And you can apply
it to a weapon to make it magical for one
minute now, unlike the normal kind of magic ruins that
you all have on your weapons that give you plus
one to hit. Oil of Potency also includes the ruin

(49:20):
of striking, which means any weapon you put it on
will roll an extra dye of damage. So if your
weapon normally does a D eight, if you put this
oil on it, it will do two D eight per hit.

Speaker 2 (49:34):
I'm keeping this. I'm turning around being like, Okay, this
is the oil of Potency, and I think that if
you do the logic, I'm going to thank you.

Speaker 3 (49:42):
Yeah. Finally, over on the side near the fire, there
are two large jugs filled with a foul smelling fungus paste.
Let's go one of them. You've already encountered. It's what's
they feed to the villagers. There's a whole jug of it.

Speaker 2 (50:05):
I'm gonna be destroyed. I don't know how I'm gonna
destroy it. Never mind.

Speaker 3 (50:08):
I mean, you can dump it in the fire.

Speaker 2 (50:09):
I know, but button no, but what if it what
if it turns into a dust cloud? Well you're the
game master. Yeah, I dump it into the fire.

Speaker 3 (50:16):
You wake up three months later having finished filled.

Speaker 2 (50:19):
Is what I was about.

Speaker 3 (50:22):
Now you can destroy It's fine, just dump it out.
It'll get rid of it. So the other jug smells
of cinnamon and has an oily sheene about it.

Speaker 2 (50:33):
I think this is the one that protects us from
the acid.

Speaker 3 (50:35):
I say the elder did mention a paste, an oily
paste that they smeared on themselves to protect themselves from acid.

Speaker 2 (50:44):
I'm doing it. I'm just smearing it all over myself.

Speaker 3 (50:47):
So there is enough in here for you for you
all to coat yourself in this if you want.

Speaker 5 (50:53):
Is there any turmeric in it? Will I dye my
skin yellow?

Speaker 1 (50:56):
Mm hmm?

Speaker 3 (50:57):
It doesn't seem so.

Speaker 2 (51:00):
That a plus or minus.

Speaker 5 (51:03):
Me hazel minus murty. I'm not actually sure.

Speaker 3 (51:06):
Yeah, it sounds like spite. You're coating yourself in the oil.

Speaker 2 (51:09):
It takes me a long time getting and out of
my armor, so I figure I gotta do it before
the battle.

Speaker 4 (51:15):
Okay, I'm getting all slippery.

Speaker 3 (51:19):
With this, all right, You've got a slippery shoonye squash.

Speaker 2 (51:24):
Can you get my back?

Speaker 3 (51:26):
Yes?

Speaker 2 (51:26):
Thank you?

Speaker 4 (51:27):
Anybody else, yeah, go and get me. Yeah, I'm doing
everybody's back.

Speaker 6 (51:33):
Oh.

Speaker 5 (51:33):
I'm using my ladle to get my own back. Thank you.

Speaker 2 (51:40):
All right. I just start marching down shield raised down
the other tunnel, looking for a skull, being like remember,
once we see a skull there's gonna be a trap
in the ground. I don't know how to find traps
very well. I guess maybe I'm moving at slow motion
looking for traps instead of shield raised.

Speaker 3 (51:58):
All right. Down the short and smoky tunnel there is
a small chamber, the opposite side of which is a
massive frog skull mounted directly above an iron door. The
wicked symbol on the Boggart's head is reproduced here, glowing
with a faint green light, almost as if warning anyone

(52:19):
who might approach that something dangerous lies in. Wait.

Speaker 4 (52:22):
Do you think this is the skull we're talking about?

Speaker 2 (52:26):
Yeah, I think there's a trap. Any of you good
at that kind of thing?

Speaker 4 (52:33):
A Marilla perception check?

Speaker 3 (52:37):
All right, So it sounds like Squash is going up
front to look around for traps.

Speaker 4 (52:42):
Yes, tridden, Oh so very carefully.

Speaker 3 (52:48):
So this is a situation in which you don't roll.
I roll for you, and I don't tell you what
the result is. I just tell you whether or not
you find something or not fair enough.

Speaker 2 (53:01):
Yeah, that makes sense. No one look at the screen.

Speaker 3 (53:04):
Oh no, I'm going to break out my dice on this.

Speaker 2 (53:09):
You have physical dice, and you've been using this cursed
digital die just out of sticking to the commitment. That's commitment,
you know.

Speaker 3 (53:15):
I have to admit ROLL twenty oftentimes is just super
deadly for me. But today it has totally abandoned me.
But here we go. What's your perception.

Speaker 4 (53:23):
Bonus there, Squash plus five.

Speaker 3 (53:27):
You take a look around, and you notice that although
the floor of this place is mud and stones, directly
in front of the door is one large square stone
that is specifically kind of set off from the others.
It almost looks like a pressure plate.

Speaker 4 (53:47):
I don't care for that at all. I think we've
got a pressure place situation.

Speaker 2 (53:52):
My dudes, no one step on that.

Speaker 3 (53:57):
Don't step on that.

Speaker 5 (53:59):
Hmm?

Speaker 4 (54:00):
Do you want to like throw a bag of sand
off to it? Try and set it off before we
get get on in there. So I'll say this, squash,
do you have thievery? Are you trained in thievery? Am
I trained in thievery?

Speaker 5 (54:15):
Yes?

Speaker 4 (54:16):
I am. It's my best skill.

Speaker 3 (54:19):
Okay, Well, if you are trained in thievery, then you
can attempt to disarm the trap.

Speaker 5 (54:24):
Squash. Do you want thieves tools? I have thieves tools.

Speaker 4 (54:29):
Oh well, I'll consult with everyone first if we even
want to take the risk, because I'm a team player.

Speaker 2 (54:34):
Yeah, well why not?

Speaker 3 (54:36):
What could go wrong? Lots of things.

Speaker 5 (54:41):
I'm always for rolling dice.

Speaker 4 (54:43):
You heard that nothing can go wrong?

Speaker 5 (54:46):
Oh do you want guidance too? And we might as
well pile.

Speaker 6 (54:49):
Them all one.

Speaker 4 (54:50):
I would loft some guidance.

Speaker 6 (54:51):
Oh yeah, you've got guidance and thieves tools. I built
Murdy to be like an equipment.

Speaker 2 (54:58):
You did a good job of it.

Speaker 5 (55:00):
I feel like kitchen tools are useful for just like everything,
you know. So I tried to take everything the kitchen sink.

Speaker 6 (55:06):
It's yeah, yeah, you know what they say, go ahead
and make that thievery roll.

Speaker 4 (55:12):
So I rolled an eleven plus seven for an eighteen
plus one with guidance, So nineteen and then this thief
tools give me anything.

Speaker 2 (55:24):
They just let you do it.

Speaker 3 (55:25):
No, they're not. They just let you do it. So
you carefully lift up the stone and find the small
pressure sensor underneath that's connected to a small wire that
goes up into the wall. And it looks like it
goes up into the door, and you just cut it
and the trap is disarmed.

Speaker 4 (55:43):
I give a big thumbs up.

Speaker 2 (55:45):
I go and I raise my shield and try and
open the door.

Speaker 3 (55:49):
All right, So I'm gonna put spide up there, Trent.
It sounds like you were right behind Squash. You're right there, Mardy,
You're over there. Okay. The door swings open. As the
waters of the swamp continue to rise, they may in
time threaten to overwhelm the dam itself. To prevent this,

(56:10):
the Bargets have built an impressive sluiceway, a massive channel
through the dam that can be opened to relieve the pressure.
The wark here is far from done, though, and the
main gate out into the swamp is flooded and closed.
Should it be open now, the water would likely undermine
the entire dam, causing it to collapse from within. Opposite

(56:31):
the entry, on the other side of the sluiceway stands
a large vaulted area with a massive shrine made from bones, reeds,
and mud. A construct looking like some sort of corpulent
frog demon. There dancing before it is a Boggart clad
in bone charms and reads this must be the Swampseer,

(56:54):
the head of the cult of Gogunta. As she turns
the symbol of her foul god carrved into the skin
of her forehead, seems to glow with a faint green light.
She lets out a terrifying croak, raising her staff in
front of her, she points it at you and screams

(57:14):
in anger. We are going in to fight here, folks
with the swamps ear.

Speaker 2 (57:20):
Fuck yeah, Trent, If any of your bombs accidentally blow
up that shrine, no one will be sad.

Speaker 1 (57:26):
Good to know. I definitely was considering other people when
planning my actions here.

Speaker 2 (57:34):
That's what I like about you, all right?

Speaker 3 (57:36):
Can I get everybody to roll initiative for me?

Speaker 1 (57:40):
Nineteen?

Speaker 3 (57:43):
All right? Trant has a nineteen for initiative? Sounds great?
Squash what you got?

Speaker 4 (57:47):
I got an eleven plus five for a sixteen, A
tasty little sixteen.

Speaker 3 (57:54):
Very good, murdy, what's your initiative?

Speaker 5 (57:56):
I got an ot one, but plus seven is eight?

Speaker 3 (57:59):
Oh boy, enjoy going last?

Speaker 2 (58:02):
Spite well, I got ten plus four for fourteen. But
it's okay because that thing has a twenty nine.

Speaker 3 (58:11):
No no PK. Sorry, I finally rolled.

Speaker 2 (58:14):
Well, the te have turned against us, lads.

Speaker 3 (58:18):
I rolled an eighteen plus eleven gives me a total
of twenty.

Speaker 2 (58:23):
Nine plus eleven. Man, I want to just keep that
lady around and have her due perception for me.

Speaker 5 (58:29):
Yeah, as soon as I do, wish you.

Speaker 6 (58:32):
Could have seen the fiendish look pon Chason's face when
he rolled that. It was really a sight to behold.

Speaker 3 (58:38):
I was super exciting.

Speaker 2 (58:40):
Tpk tpk.

Speaker 3 (58:46):
So the swampseer goes first, and it's going to step
up to the edge of the sluiceway. Now, as a reminder,
this sluiceway is kind of a gulf between the two
of you. It's a channel that separates the two groups.
So Spite Trance squad Murdy, you're all kind of clustered
on one side. Then directly in front of you, the
ground drops away ten feet. It's then the sluiceway is

(59:07):
fifteen feet wide, going from one end to the dam
to the other, and then it rises up ten feet
on the other side. So you're kind of looking at
each other across this gulf of the sluiceway. So the
swampsear Zunger looks at you from across this gulf and
then starts croaking and chanting as it moves its hand

(59:27):
in a rhythmic pattern, and when it finishes, it flings
a blob of acid across this gulf at you. It
lands at Trance feet, exploding in a burst of acid,
hitting all four of you, spike, squash, and murdy. I
need all four of you to make me a reflex save.

Speaker 4 (59:46):
Okay, might this be a moment I could use a
fleshy dodge.

Speaker 3 (59:53):
So you cannot use any reactions yet because you have
not gone yet.

Speaker 4 (59:57):
He's tough but fair, folks.

Speaker 1 (01:00:01):
I got an eleven total.

Speaker 3 (01:00:04):
On eleven is a failure.

Speaker 2 (01:00:08):
I'm an eighteen on eighteen is a fel brutal.

Speaker 5 (01:00:14):
I got a thirteen plus three sixteen.

Speaker 3 (01:00:17):
So is a failure.

Speaker 4 (01:00:21):
There's no bones about it. I have also failed.

Speaker 2 (01:00:24):
I think we're covered in this oil.

Speaker 3 (01:00:26):
Well what did you roll?

Speaker 6 (01:00:27):
It?

Speaker 4 (01:00:27):
Rolled me a three. There's just no way, folks.

Speaker 3 (01:00:31):
A twelve you just avoid a critical failure. So this
is going to do acid damage to all of you. However,
you are all protected from acid. So let's see what
I roll. So I rolled a six. The pace you

(01:00:53):
have put on yourselves prevents five points of damage, so
you all take one point of acid damage.

Speaker 2 (01:01:02):
Yeah. I could do this all day, and then I think, well,
like not all day, all day, but like probably twenty times.

Speaker 3 (01:01:13):
Looking down at the paste, it looks like the paste
is still there, but it is greatly diminished. A bunch
of it boiled away. You look like you could maybe
take acid damage one more time and still have it
protect you. But then that's it.

Speaker 2 (01:01:26):
I have liked to reconsider my position on how long
I would like to have this be the way that
our encounter goes. Lady soon to die?

Speaker 3 (01:01:36):
All right? That was the swampsars turn, it moved, it
threw acid at you. Trant. You have the initiative next.

Speaker 1 (01:01:47):
Okay, you called that, throw in something full of acid
at somebody, and then I'm gonna step forward and I'm
gonna throw one of my alchemist's acids.

Speaker 3 (01:01:56):
So if you step forward, you will tumble into the
sluice way out.

Speaker 1 (01:02:01):
I'm gonna stand here and throw it.

Speaker 2 (01:02:02):
When I see you go for acid, I'm like, I
wonder if acid is the most effective strategy.

Speaker 3 (01:02:10):
We'll find out.

Speaker 1 (01:02:11):
All right, fine, okay, that's a nineteen.

Speaker 3 (01:02:15):
Total nineteen will hit?

Speaker 1 (01:02:19):
All right, that's D six plus one. That's a six six.

Speaker 3 (01:02:25):
You throw the vial of acid across at Zunger. It
strikes Zunger's side, dealing six points of damage. The swampseer
hisses in pain as the acid burns them. It does
look at work.

Speaker 2 (01:02:39):
I take it back, Trent.

Speaker 1 (01:02:41):
See that's how.

Speaker 3 (01:02:42):
You do it. Yeah, that was your first action.

Speaker 1 (01:02:46):
Well, I guess I'm gonna use the pistol in my
hand to shoot him.

Speaker 3 (01:02:50):
Okay, go ahead and make an attack roll.

Speaker 1 (01:02:54):
That is an eleven plus one, so twelve you find.

Speaker 3 (01:03:01):
But Zunger ducks it easily, just kind of dodgers out
of the way. His staff, which actually kind of looks
more like a tried covered in bones, kind of just
ducks out of the way and avoids your shot.

Speaker 1 (01:03:11):
Yeah, it'll happen.

Speaker 3 (01:03:13):
You do have one action left if you want to reload,
or I mean, I guess you could start climbing down
into this loice way.

Speaker 1 (01:03:17):
I think I'll reload.

Speaker 3 (01:03:19):
All right, sounds good, All right, squash, So it's your turn.
You've had a fifteen foot gulf in front of you.
You could back up and try and jump across. You
could climb down, you can shoot from here. What do
you want to do?

Speaker 4 (01:03:30):
That altar is so so so scary and it looks
really enticing and fuck this, I'm jumping over there.

Speaker 2 (01:03:41):
It's a twenty, just like kind of what you needed.
I think you literally needed a twenty even.

Speaker 3 (01:03:50):
Though it's not your skill. You back up and jump
across and I'm gonna let you land on either side.
We'll put you over here, and I'm gonna give you
a pinash for that, because that's the height of bravery
and swashbuckler tude. So you now have panash. But that
did burn up two of your actions. You now only
have one left.

Speaker 4 (01:04:09):
And that is squash, the height of panash. Squash hair
flowing through the air, has his big goddamn sword out
like an anime protagonist, and is slashing at Zunger.

Speaker 3 (01:04:28):
All right, give me an attack roll you land with
grace and panash.

Speaker 4 (01:04:32):
I land with grace, Panash and a seventeen total.

Speaker 3 (01:04:39):
Your blade flashes through the air, your slice going straight
for Zunger's face, who ducks back, and your blade literally
crosses right in front of his frog nose. You miss
by the breadth of a hair spite, It is now
your turn.

Speaker 2 (01:04:59):
Okay, So you said I could jump down using an
action safely.

Speaker 3 (01:05:04):
Yeah, you can pretty safely jump down into the sides
of it are actually kind of sloped a little bit,
So if you've taken just one action, you can kind
of safely jump down.

Speaker 2 (01:05:13):
Without Can I take all three actions jump down and
climb up ten feet.

Speaker 3 (01:05:19):
So the tricky part here is you gotta climb down,
move over, and then start climbing.

Speaker 2 (01:05:24):
That's what I was saying.

Speaker 3 (01:05:24):
Can you get a critical success or do really well
on the thing? You could get up in one turn,
but it really is a pain to get to the
other side.

Speaker 2 (01:05:31):
Spike cannot handle the idea of not attacking this monstrous creature,
not because of being a frog, but because of the
actions that this person has taken. And so she is
going to jump down, draw a javelin, and throw a javelin.

(01:05:52):
All right, do I need to roll the jump?

Speaker 5 (01:05:55):
No?

Speaker 3 (01:05:55):
No, no, that's fine. Just go ahead and make me
the attack.

Speaker 2 (01:05:57):
Okay, oh it's seventy my kingdom for a bless.

Speaker 3 (01:06:05):
So close yet so far. Your javelin goes sailing through
the air. This swamps here has been dodging attacks left
and right. The javelin heading straight. Ad Zunger just gently
turns to the side and watches its sail right past.
That is the end of Spike's turn.

Speaker 2 (01:06:21):
And now I hope this sluice weight doesn't open while
I'm in there.

Speaker 6 (01:06:24):
Murdy Jason, what do you think about the penalty that
I would be taking if they if I threw a
dagger all the way over at the frog.

Speaker 3 (01:06:38):
Just based on rain, should probably be looking at a
penalty of about two.

Speaker 5 (01:06:43):
Sounds great. I'm gonna take two actions to cast bless.

Speaker 6 (01:06:46):
Everybody's getting plus one, including myself, all right, and then
I have a chef's knife dagger this whole game and
haven't had a chance to use it, so damn fuck it,
I'm just gonna throw it.

Speaker 3 (01:06:58):
So the only person who's not going to get the
bonus right now is Squash. Actually, that's okay, you throw
the dagger. Go ahead and make me in a tack role.

Speaker 6 (01:07:06):
Yeah, I am rolling plus three.

Speaker 5 (01:07:12):
So that's a thirteen.

Speaker 6 (01:07:15):
Plus three minus two plus one.

Speaker 3 (01:07:22):
Yep, that's all the math.

Speaker 5 (01:07:23):
That's fifteen.

Speaker 3 (01:07:25):
Yeah, all right, you fling your chef knives across and
it misses the swamps here entirely, but it does embed
in the bottom of the statue of Go Gunta, So
you know there's that. We are at the top of
the order. Zunger looks at you, Squash, malice and hate
twisting on its lips as it begins to form the

(01:07:46):
words of magic. I need you to make a reflect
saved Squash.

Speaker 4 (01:07:53):
Well, it's a six plus nine, so fifteen total.

Speaker 3 (01:08:02):
So I'm gonna tell you what you see, and then
I'm gonna let you decide do you have a hero
point left? I do you do? Don't you? Okay, I'm
gonna let you decide whether or not you want to
spend that here a point. Here's what's happening. A green
claw is appearing around you. It is as about as
big as you are, and it looks like it is

(01:08:24):
going to grab you and drag you off the edge
into this loose way.

Speaker 4 (01:08:30):
A claw as big as me, and I probably couldn't
flashy dodge this this bad boy, because that's just ac
I'm yeah, this is a saving throw yep, I'm gonna
be heroic and use my.

Speaker 3 (01:08:45):
Point, all right, go ahead and rebroll. Sure.

Speaker 4 (01:08:49):
I'm glad that I did, because a fourteen plus nine
is better than the thing that I did before at
twenty three.

Speaker 3 (01:08:58):
So I'm still gonna move you five feet, which means
I'm still gonna push you into the sluice because you
made it, but you are gonna take half damage, which
is good because the damage on this is two D eight,
So instead of taking fourteen damage, you'll only take seven,
and it's acid damage. Which means it's reduced to two.

(01:09:21):
You only take two damage.

Speaker 4 (01:09:23):
Big d I eat two damage for breakfast.

Speaker 3 (01:09:26):
Indeed, but then you are pushed into the sluice way
and fall down ten feet take an additional five points
of damage. Brother. And then the swamp Sar is going
to unleash a terrifying croak. Its throat bladder increases in
size and unleashes a sonorous crime that causes terror and

(01:09:52):
fear to take root in all of your hearts. I
need all of you to make me a will save.

Speaker 5 (01:10:00):
Basically, would you describe this as an effect of magic?

Speaker 3 (01:10:03):
It is actually not magical. It is auditory.

Speaker 2 (01:10:07):
Would you describe the fact that I have candle wax
in my ears as providing any kind of bonus?

Speaker 3 (01:10:12):
Congratulations, you get a plus two bonus on.

Speaker 2 (01:10:14):
The s Squash did it too?

Speaker 4 (01:10:16):
Yes, Squash did it too? Thank you?

Speaker 5 (01:10:20):
Sorry? Can you re explain how this is not magic?

Speaker 3 (01:10:25):
It's a terrifying frog war cry I'm having.

Speaker 1 (01:10:30):
It's like a dinosase.

Speaker 5 (01:10:31):
Why would I be scared of that?

Speaker 3 (01:10:35):
Because he's pretty scary. It has certain subvocal harmonies that
just reach into the core of you and shake you
to your very being, as if you're being hunted by
some sort of masses.

Speaker 5 (01:10:49):
Yeah, counterpoints a predator.

Speaker 6 (01:10:51):
I defend myself against magic and things similar to this
by relying on techniques to drive from my org cultural superstitions.

Speaker 5 (01:11:01):
What's more ORC than like weird as war cries?

Speaker 3 (01:11:05):
You've convinced me. I'll let you have the bonus, Okay,
thank you?

Speaker 2 (01:11:09):
Based on the two I rolled, I would like to
spend one of my two hero points.

Speaker 3 (01:11:14):
Oh, yes, that's right. I let you keep your hero
point that you earn. That's right. Yeah, by all means
all right.

Speaker 2 (01:11:20):
It probably still failed. But does the bless affect this?

Speaker 3 (01:11:24):
Yes, it is actually a fear effects, so Bless gives
you a bonus as well, bonus one.

Speaker 6 (01:11:28):
Okay, well I rolled to five, but I have nine
will save plus one from Orc superstition plus one from bless,
which does become sixteen.

Speaker 3 (01:11:40):
So that's going to fail. So Murdy failed spite?

Speaker 2 (01:11:45):
What do you gotta have a twenty after a modifiers
success trance?

Speaker 3 (01:11:50):
What do you got?

Speaker 1 (01:11:51):
I rolled in nineteen plus five is twenty four?

Speaker 3 (01:11:54):
You don't care about?

Speaker 6 (01:11:55):
No?

Speaker 1 (01:11:55):
For ok cry, I'm deaf.

Speaker 3 (01:11:59):
Squad.

Speaker 4 (01:12:01):
Eighteen plus two from the mud I put in my
ears was there anything.

Speaker 3 (01:12:05):
Else one from blessed that's right, maybe, And I mean
it's a will save so whatever your will bonuses. Oh well,
but you've made it. You rolled the N eighteen. So
unfortunately Murdy is the only one who is affected. Now,
this isn't the most horrible effect. You are frightened one

(01:12:26):
for one turn. So basically until the end of your
next turn. Any D twenty roll you are asked to make,
you will take a penalty of one and at the
end of your turn it'll go away. That's it.

Speaker 2 (01:12:37):
Not like an anti bless yeah.

Speaker 3 (01:12:40):
Kind of. That is the end of Zunger's turn. Trent,
We're back to.

Speaker 1 (01:12:45):
You, alrighty well, I think I'm going to hurl another
one of my physical real alchemist fires at this guy.
All right, so I'm out on my dailies summer grow
that and that's gonna be fifteen total. Bit is there
a bonus that we're getting right now?

Speaker 3 (01:13:04):
Get a bonus of one?

Speaker 1 (01:13:06):
Okay, sixteen total?

Speaker 3 (01:13:08):
Sixteen is gonna come up short. The bomb lands just
next to Zunger. Zunger is pretty agile and manages to
dodge it, but that is going to do one point
of splash damage. The fire, does scorch Zunger.

Speaker 1 (01:13:19):
Then I'll fire with my shotgun. I guess, all right,
and that's gonna be just a guess A fourteen total.

Speaker 3 (01:13:27):
So yeah again, Zungar is pretty nimble for a frog
and is dodging and duck in the shots with the
best of them. I'm assuming on your final action you reload. Yep,
all right, Squash, We're back to you, Squash. I do
want to note that your protection against acid is now gone.
You have taken acid damage twice, Crumb, so you no
longer have any protection, and you are down in the

(01:13:50):
sluice way and you're also prone.

Speaker 4 (01:13:54):
Well, I'm gonna first order of business. I can't be prone.
I gotta do something about that. I stand up tall, proud,
a proud shooney in the bottom of this loose way,
and I start crawling my way up.

Speaker 3 (01:14:09):
Okay, give me a athletics check to climb that is.
It's pretty easy.

Speaker 4 (01:14:17):
Yeah, it is going to be a seventeen total.

Speaker 3 (01:14:22):
All right, seventeen is gonna get you halfway up. You
can make a second climb check, go ahead.

Speaker 4 (01:14:29):
Climb check. I do, and it's a one more than
my last role.

Speaker 3 (01:14:34):
Congrats, you've managed to climb up. So you're back up there,
you're next to Zunger again, who's like, ah, looking at
you with anger.

Speaker 4 (01:14:46):
All right, Zunger, I dare you to try that again?
I say, as I stand next to the.

Speaker 2 (01:14:52):
Precipice exactly the same spot.

Speaker 3 (01:14:55):
Yeah, And Zunger looks at you and is like I
totally would if that wasn't the spell I only get
to use once a day. Uh, spiite, We're over to you.

Speaker 4 (01:15:04):
It's Unger. You've fallen for my trap, now, I know.

Speaker 2 (01:15:07):
Yeah, Like I feel a lot better knowing that. Honestly,
I believe I will take one action to get to
the precipice okay, south of our demonic river caging monster again.
Not based on ancestral characteristics.

Speaker 3 (01:15:24):
That's right, Yeah, just purely based off behavior and worshiping
a demails.

Speaker 2 (01:15:29):
Yeah, and oh, I'm going to might not attack this round.
It's getting at me, but I'm going to try and climb,
hoping for critical success and getting a twenty two.

Speaker 3 (01:15:39):
Twenty two is very good. It's not quite a good,
it's very good. All right.

Speaker 2 (01:15:43):
Well, I'm halfway up, so now I'm going to try
again get all the way up, And how about a nine.
Do I fall down because I got a nine?

Speaker 3 (01:15:52):
No, you didn't critically fail. You just don't go anywhere.
So you're like halfway up, living on a prayer. So
Spiite is climbing up. That is the end of fight's turn, Murdy,
We're back over to you, and Murdy, you know that
Zunger goes next. So what are you doing? You are frightened?
Remember you take a penalty and one on any roles
you make.

Speaker 5 (01:16:12):
Do you know this?

Speaker 6 (01:16:14):
So here's the thing, which is that's less is one
of my big nasty spells.

Speaker 5 (01:16:21):
However, you all keep moving.

Speaker 6 (01:16:22):
Out of range, so I have to follow you, which
eats up my slots that I don't really want to
spend because I can do plenty of damage back here.

Speaker 3 (01:16:31):
So I will remind you that Blessed gets bigger every
round that you concentrate on it.

Speaker 6 (01:16:36):
Oh, that is true about it. We don't usually get
this far to combat, if I'm being honest.

Speaker 3 (01:16:42):
Most enemies you've been fighting have ten hippoints or something.
This Zunger looks powerful.

Speaker 6 (01:16:46):
That's true, all right, So it gets up to twenty
five if I sustaining. It's so five to twenty five
all right, fight might technically be within twenty five Squash, isn't.
I don't technically have another chef's knife.

Speaker 5 (01:17:05):
I think it would be in narratively silly if I
did it.

Speaker 2 (01:17:08):
You have a cheese knife, knife knife?

Speaker 5 (01:17:15):
Could the cheese knife be thrown twenty five feet and
do one before damage?

Speaker 3 (01:17:19):
I will count it the same as all the other knives.

Speaker 5 (01:17:21):
Okay, well, fantastic, I'm gonna do that, then, Jason. In
that case, I'm going to.

Speaker 6 (01:17:28):
Move to the edge of the sluice, but I'm not
going to get down in it, so I'm just moving
like one foot up.

Speaker 5 (01:17:36):
I'm going to sustain that.

Speaker 6 (01:17:37):
Blessed and sustaining it is going to expand it an
extra ten feet, So I've now got spite.

Speaker 5 (01:17:43):
Squash is just a little bit too far out at
this point, unfortunately. But next turn you'll be back in.

Speaker 6 (01:17:49):
And then with my last turn, I'm gonna huck this
cheese knife at the at the frog.

Speaker 3 (01:17:56):
Lady go ahead and make me in a tackle.

Speaker 2 (01:18:00):
I do like that the frog lady is in any
pronounced monster. I really appreciate it.

Speaker 6 (01:18:04):
Yeah, I'm gonna hear a point that one, because it
doesn't matter what I rolled.

Speaker 3 (01:18:10):
Oh, Okay, it was that good? Huh?

Speaker 6 (01:18:12):
Yeah, well that was a ten with previously established plus
two minus the one is in eleven, so I'm sure
that does not hit.

Speaker 4 (01:18:21):
Unfortunately, not going to quite do it.

Speaker 3 (01:18:23):
I'm afraid you throw another knife over at Zunger and
it comes up short.

Speaker 5 (01:18:28):
Actually, why did I hear?

Speaker 6 (01:18:29):
I should not, as you're appointed that this was not
the hero point I already did, so whatever, bit.

Speaker 3 (01:18:39):
Don't worry. You'll have plenty of chances to earn more
hero points by being super heroic. All right, I'm doing
my best. You are you? Are you doing fun? Zunger
is going to go, and I think it's time to
use my other croak. Zunger is now going to unleash
a devastating sonic attack. Zunger unleashes a sonic croak. This

(01:19:04):
one is so loud it causes your ear drums to burst,
in your flesh to split open. This rumbles and shakes
the entire sluice way, rocks fall from the ceiling. Doesn't
destroy the place, but it is ominous. This croak is
so loud, so shattering, that I need both squash and

(01:19:25):
strite to roll me. Fortitude saves for all the sonic damage.
I'm about to deal you.

Speaker 2 (01:19:32):
We have the plus two for having wax.

Speaker 3 (01:19:34):
You both do have the plus two because of the ear.

Speaker 2 (01:19:38):
Create and I get a bless do a hero point
this or no, I don't because I think I know
this creature's spell save.

Speaker 4 (01:19:49):
I have a seventeen total and I have an eighteen total.

Speaker 3 (01:19:54):
An eighteen and a seventeen.

Speaker 2 (01:19:56):
I think that I think the spell save is eighteen.

Speaker 3 (01:20:00):
I think you both just fail.

Speaker 2 (01:20:03):
All right, sokaz, I'm sorry for this.

Speaker 3 (01:20:09):
We have Here comes forty six sonic damage.

Speaker 2 (01:20:12):
Oh I'm probably not dead.

Speaker 4 (01:20:14):
Oh huh, that's a lot.

Speaker 3 (01:20:17):
Both of you take sixteen damage.

Speaker 2 (01:20:24):
I'm gonna hit you so hard with the morning Star
next turn so hard.

Speaker 3 (01:20:32):
Are both of you still conscious after this sonic blast?

Speaker 4 (01:20:36):
Here's the thing?

Speaker 3 (01:20:38):
No, So the secret is I'm not.

Speaker 4 (01:20:45):
I just go good night and I fall like a
second potatoes.

Speaker 3 (01:20:51):
So I've put a little skull symbol on squash there
so that you can see that squash is currently dying. One.
I'll put a little one on that so that you
can all see it. There it is the dying squash
collapses to the ground, unconscious and dying. The buggered Swampseer

(01:21:14):
only has one action left. I can't do that, can't
do that, can't do that. It's just gonna back up,
and that is the swamp Sear's turn. Trent, we are
over to you.

Speaker 1 (01:21:25):
All right. Well, I don't have my medical potion anymore,
so really my only option is to try to hurt
a thing, which I guess I'm gonna do again. Not
very creative, but I'm gonna throw another grenade at the
big guy.

Speaker 2 (01:21:40):
So you can do no splash damage never mind.

Speaker 3 (01:21:42):
Yeah you can. You cannot hit Squash.

Speaker 1 (01:21:44):
I'll avoid that in this case because it's not gonna
gain me anything. And then I think that attack roll
is going to either because I rolled it. That's total thirteen.

Speaker 3 (01:21:54):
Thirteen. You can fling another bomb. It hits the altar,
which starts the altar on fire, but it does little damage.

Speaker 1 (01:22:02):
That's what I meant to do. Yeah, I would use
the rest of my actions to climb down.

Speaker 3 (01:22:07):
Okay, you can actually climb down and make your way
over to the other side if you want. Okay done,
all right, trans is making his way over Squash. You
technically are not in that spot an initiative anymore. So
next up is.

Speaker 2 (01:22:22):
Spiked okay, I am attempting my athletics check to get
up the last bit. I rolled up twenty all right,
got a twenty.

Speaker 3 (01:22:31):
Oh that'll do it.

Speaker 2 (01:22:32):
So I'm there and I am going to is drawing
the oil and action.

Speaker 3 (01:22:39):
I'm gonna assume you got the oil on your belt
that you had it right.

Speaker 2 (01:22:42):
I am putting oil on my morning Star and I
am screaming, don't put my friends into unconscious mode.

Speaker 3 (01:22:53):
And I am my friends.

Speaker 2 (01:22:55):
Yeah, and I am bringing down my morning Star with
all my might. And that is a A thirteen plus
eight plus one is a twenty two.

Speaker 3 (01:23:09):
That will hit. Now. Remember instead of rolling one die
of damage, you now roll two dice.

Speaker 2 (01:23:15):
That makes me happy because the first die of damaged
I roll was a one and the next one was
a three. But that is a total of eight.

Speaker 3 (01:23:24):
You've now doubled the amount of damage that's been put
on Zunger. Zunger still does not look that hurt.

Speaker 2 (01:23:29):
Yeah, from I'm gonna die real soon and I cannot
put my shield up.

Speaker 5 (01:23:33):
I could do something about that.

Speaker 3 (01:23:34):
Please do That was Spike's turn, Murdy. Your friends are
very badly hurt.

Speaker 5 (01:23:41):
Yeah, I hear that.

Speaker 6 (01:23:42):
But what if I what if I just sustained the
blessed felt a little bit better.

Speaker 3 (01:23:47):
You should do that. It'll now hit everybody.

Speaker 6 (01:23:49):
It'll not hit everybody, though I read it takes plus one,
but I still have two actions.

Speaker 5 (01:23:53):
I know.

Speaker 2 (01:23:53):
But then you can't heal both squash and spite.

Speaker 3 (01:23:59):
Oh that is true, and well you must pick one
of them.

Speaker 5 (01:24:05):
Oh, I hadn't considered this.

Speaker 3 (01:24:08):
Don't worry. It's not like picking who lives or dies
or who your favorite is. But in some ways it
is so which one is it?

Speaker 2 (01:24:14):
Who does the most damage? No, No, I can't get
selfish here, never mind pay care.

Speaker 5 (01:24:21):
So yeah, hel works a couple of ways.

Speaker 6 (01:24:25):
This was before you got hit real bad, as I
was planning to heal squash and I could do a
two action version of this, and I do one D
eight plus eight to one person, or for all three actions,
I can do one D eight to everybody in the
thirty foot read.

Speaker 2 (01:24:42):
Oh, then you should probably just bring Squash back up.

Speaker 4 (01:24:45):
Oh that I love that.

Speaker 3 (01:24:46):
I will note if you do the three action heal,
you will also heal some.

Speaker 2 (01:24:51):
Oh yeah, just bring Squash back up, okay, and then
do the same the next turn when I'm down.

Speaker 5 (01:24:58):
Yeah.

Speaker 6 (01:24:58):
Sorry, pal, I'm gonna sick with the original plan and
do the two action version of heal.

Speaker 3 (01:25:04):
All right, go ahead and roll a D eight and
add eight, and that's how many hit points Squash will
be at.

Speaker 5 (01:25:12):
All right, buddy, Oh, how's on thousand and eight? You
would like to see? For proof? Is this one?

Speaker 6 (01:25:18):
Squash is healed for sixteen points and everybody is within the.

Speaker 3 (01:25:22):
Blest all right, So Squash, you were heeled for sixteen Mama,
you are no longer dying. You are prone again, and
you have the wounded one condition, which means if you
fall unconscious again, your dying condition will automatically increase by one,
which means it'll be much easier for you to die.

(01:25:43):
But you're not dead. And that was the end of
Murdy's turn, which is convenient because Squash, you now go
next hatcha child.

Speaker 4 (01:25:53):
Well, I get up at a prone all right. Now,
dying probably puts damper on the panash that I was
rocking with it.

Speaker 3 (01:26:04):
Technically, the panash does not go away when you go Yeah.

Speaker 4 (01:26:09):
I love these words that you just said to me. Jason.

Speaker 5 (01:26:13):
This is the most stylish sleeping pug you've ever met.

Speaker 3 (01:26:18):
I don't think anything in here says that you lose
panash when you go unconscious. It just says that when
combat ends that I mean, it didn't really end for you.

Speaker 4 (01:26:27):
There's no rules that says that dog can't wake up
from being dead.

Speaker 3 (01:26:30):
And fuck up a frog. So that's true.

Speaker 4 (01:26:35):
I am going to absolutely use this panash. I'm going
to stand up, and I'm going to flank over next
to Spite, and I'm going to try and use a

(01:26:56):
very confident finisher to pierce my foes fences.

Speaker 3 (01:27:02):
All right, So Squash, you stand up from unconsciousness, you
move over across from Spie on the opposite side of Zunger,
and you're gonna use your confident Finisher's right, roll me
an attack, Make it a good one. You get two
D six extra damage on this attack.

Speaker 4 (01:27:24):
It's well, two D six extra damage on a h.

Speaker 2 (01:27:30):
It's either a one or a twenty.

Speaker 4 (01:27:31):
I don't even know it's it's it's close to one
of those. It's a nineteen.

Speaker 5 (01:27:37):
Nice did you take your blest? Did you take your blast?
Well that's ninety twenty now, damn right, it is.

Speaker 4 (01:27:43):
With my blessed damn right.

Speaker 3 (01:27:45):
If a twenty that is a hit, So go ahead
and roll damage and then roll an extra two D
six and throw that in as well.

Speaker 4 (01:27:53):
I do a big mighty leap up off of the wall,
and well I rolled a one plus two D six
and they're both sixes.

Speaker 3 (01:28:07):
Well that's pretty good. So that's thirteen plus. What's your
bonus on damage?

Speaker 4 (01:28:11):
My bonus on damage is plus.

Speaker 3 (01:28:15):
Two, so fifteen total.

Speaker 4 (01:28:18):
Fifteen total.

Speaker 3 (01:28:20):
That is a lot of damage. Your blade slices into Zunger.
Hunger is now bleeding horrifically from a wound in their side.
They're looking terribly hurt, but it is now their turn.
All I don't like that spite. You may have just
been earned a moment of breastfite thanks to squashes daring assault,

(01:28:43):
because Zunger is now furious at Squash turns to them
God and is going to blast you with acid. Roll
me a reflex safe all.

Speaker 4 (01:28:56):
Right, fifteen plus nine twenty four.

Speaker 3 (01:29:02):
You'll take half damage, which I rolled an eight, So
take four.

Speaker 2 (01:29:08):
Well, or I'm going to use liberating step reaction and
you actually have three resistance to acid damage this term
or right now, they take one damage.

Speaker 3 (01:29:21):
I love that very well.

Speaker 2 (01:29:23):
And you can also, if you would like, take a
five foot step any direction.

Speaker 4 (01:29:28):
No so Squash has got the bloodlust and also just
saw what a solid that you did for him, and
he's like, hah, my friends are so cool.

Speaker 3 (01:29:38):
Well, Zunger is going to attack you with their trident.
Oh no armor class of eighteen.

Speaker 4 (01:29:45):
That is my armor glass.

Speaker 3 (01:29:48):
All right, that is going to do twelve points of
damage as it skewers you with the trident. You are
still upfortunately that I know you. I have sixteen hit
points because that's what you got healed too. But he
skewers you with this and is staring you in the eyes.
You can tell their hatred for you is at its peak.

(01:30:10):
You have caused them so much pain, so much misery,
and they have completely turned their back on spite. It's
Trank's turn. All right.

Speaker 1 (01:30:22):
Well, I think I'm going to first fire with my shotgun.

Speaker 3 (01:30:28):
All right, Zunger has a bit of cover because you're
down below.

Speaker 1 (01:30:32):
Well, I rolled a seven, you shot this sluiceway. Yeah,
I'm gonna discard the shotgun and move into melee and
try to stab him with my magic guitar.

Speaker 3 (01:30:44):
So you will need to climb up first. Out.

Speaker 1 (01:30:47):
I'll do that way. Yeah, I'll climb back up and
in my so give me an athletics track. Yes, there
we go. There's a number. That's good. It's a seventeen
plus three twenty twenty.

Speaker 3 (01:31:04):
Okay, so that got you about halfway up this loose way.
You need to make me one more check to make
it up to the top.

Speaker 1 (01:31:09):
All right, And that's less good. That's a five plus three,
So eight.

Speaker 3 (01:31:13):
You kind of stay right where you're at. So you're
clinging to the side of this loose way, trying to
get your way up to.

Speaker 1 (01:31:17):
The top, climbing my only enemy.

Speaker 3 (01:31:21):
Yeah, that's right, gravity, how dare you spiite?

Speaker 2 (01:31:26):
All right, Spite is living up to her name, and
she's not healing herself, but instead she is using a
weapon searge to bring down the mite of Malaney into
my weapon, which is gonna give me a plus one
to attack and then also a plus D six damage

(01:31:50):
and then is going to scream wordlessly an infernal, just
out of clever things to say, just screaming and hitting
with stick.

Speaker 3 (01:32:02):
The funny part is Zunger understands the infernal. He's like, what.

Speaker 2 (01:32:09):
And that is an eighteen to hit?

Speaker 3 (01:32:13):
An eighteen is exactly what you needed.

Speaker 2 (01:32:16):
Oh thank god, I needed both the bless and the
weapon search in order to get that eighteen and that's
fifteen damage.

Speaker 3 (01:32:27):
Zunger so focused on Squash, triedent deep inside Squash's guts,
is not paying any attention to you at all, spite
and it would be Zunger's undoing. Because you bring the
morning Star down on the back of Zunger's head and
the Frog cultist collapses to the ground in a pool

(01:32:49):
of its own blood. The Goguntan cult has come to
an end. This place has been sanctified.

Speaker 2 (01:32:58):
Fuck you Gogert.

Speaker 1 (01:33:00):
There we go.

Speaker 2 (01:33:02):
It took of both Erastol and Malani together, gave me
that edge I needed and goold.

Speaker 4 (01:33:09):
Fashion gump shin as I like slide bloodily to the
ground with the.

Speaker 2 (01:33:16):
I come over and lay on hands on you immediately,
and that's really nice you.

Speaker 6 (01:33:22):
I come over and heal and I mutter to myself
something about everybody wants the revolution, but nobody wants to
be a support class jokes.

Speaker 4 (01:33:36):
You guys are my best friends. I'm like losing lots
of blood.

Speaker 3 (01:33:43):
So looking about this place, obviously there's the Altartuca gun
to that you can easily tear down. It's mud and stick,
it's already on fire. From trance bomb. But looking about
this place you come to realize that you still haven't
destroyed it. The damn still exists. All humans are free,
all the boggards are dead or driven off, but the

(01:34:04):
dam still exists. Looking down at the end, you see
the gate of the Sluiceway. It is a large metal
contraption that looks like something they scavenged and put together.
It also looks pretty solidly stuck in place. However, will
you get it open?

Speaker 2 (01:34:20):
Trant? This is your moment, but not right now. You
need a fuse, and it'll need time to get out.

Speaker 1 (01:34:29):
I got a fuse, all right. I'm gonna mix all
my gunpowder and my remaining alchemist fires together. I'm gonna
put the gunpowder and the oil in the jar with
the lid on it that I bought.

Speaker 3 (01:34:42):
I was wondering if we were ever gonna bring back
Chekhov's jar.

Speaker 1 (01:34:48):
I'm gonna fill that and I'm gonna have the alchemist
fire in front of it. I'll have a nest of
fuses go from that to the alchemist fires, so those
will set off and then they will cook and debt
and it the oil and gunpowder in the jar that
sounds like it'll work. That's a plausible explosive.

Speaker 2 (01:35:05):
Right, I'm also looting to before this is happening.

Speaker 3 (01:35:08):
Oh sure, yeah, I mean it takes it takes a
bit for this to get set up. You go up
to the top of the sluicew you put the jar
next to the thing. You pack it in with mud
so that it stays in place, and begin making your few.

Speaker 4 (01:35:21):
We have like a beach boys montage, going in and
out of doors like a Scooby Doo.

Speaker 2 (01:35:27):
Yeah, as we're all helping lay explosives and except I'm looting.

Speaker 4 (01:35:32):
Yeah, I'm dressing a ghost costume.

Speaker 3 (01:35:34):
There's kind of a cheery montage noise as you're all
looting and setting a bomb. We wave this.

Speaker 2 (01:35:40):
Crowd get thumbs up to the camera.

Speaker 3 (01:35:44):
So you put together your explosive. You loot this place.
You grab a number of valuable items offt go gun to,
including the trident, a wand that allows you to heal people.
That Bertie probably ends up with a very useful wand
allows you to cast heel one extra time of day.

Speaker 2 (01:36:01):
Yeah, definitely give you that.

Speaker 3 (01:36:04):
There are their trinkets and treasures as well, including a
fair amount of money, giving you a sizeable little stash
of coins that you may be able to actually move
on from this place with.

Speaker 2 (01:36:14):
Hell.

Speaker 3 (01:36:14):
Yeah, when it's all said and done, your fuse is
ready and lit, your exit route is planned. You know
how to get back through the maze and back up
to the surface. All that's left is to light it.
Who does that?

Speaker 1 (01:36:29):
I mean, I feel like my plan was to light it.

Speaker 3 (01:36:33):
That's all right, how about it?

Speaker 4 (01:36:41):
Birthday boy?

Speaker 1 (01:36:43):
Okay, I'm gonna light it, and then I'm gonna tell
everybody we need to run very far now, however far
you're thinking a lot further.

Speaker 3 (01:36:53):
So, the group of you bolt out of here. You
bolt back through the barracks, up through the caves, up
the stairs, out the the top, across the dam, across
the bridge, and down the other side. And by the
time you get there, you're out of breath and looking
at each other and wondering did the fuse work? Did
it all play out?

Speaker 2 (01:37:13):
I never doubt Trent, I sometimes doubt me.

Speaker 3 (01:37:17):
And suddenly the ground heaves. There is a shutter and
shake as the entire area shifts. The center of the
dam moves up for just two or three seconds before
collapsing in on itself, shattering and spraying mud and dirt

(01:37:40):
and rocks everywhere as the sluiceway explodes, blowing the swamp
water back before it descends on a rush into the dam,
causing the entire thing to crumble in on itself in
a matter of moments. The flood of water wipes it away.
Within minutes, the entire structure just comes on.

Speaker 2 (01:38:02):
We're on the uphill side of this, right, yeah, great,
you cannot cage.

Speaker 4 (01:38:08):
What is wild?

Speaker 3 (01:38:11):
You got wet and very dirty.

Speaker 5 (01:38:14):
Do we ever find those other two villagers?

Speaker 2 (01:38:17):
Oh they're dead?

Speaker 3 (01:38:20):
Yeah, you're pretty sure that. From speaking to the other villagers,
it sounds like a few of them had perished during
the war.

Speaker 1 (01:38:25):
If they're not dead, they are now.

Speaker 5 (01:38:27):
But we didn't like find their bodies.

Speaker 3 (01:38:29):
No, you didn't. From what you learn from the villagers,
it sounds like they were actually entombed inside the dam.

Speaker 2 (01:38:35):
Oh they're free now, their spirits are free.

Speaker 3 (01:38:38):
Yeah. Sure. Gathering up the remaining villagers, you turn back
to Bottom as the town of Bog Bottom comes into view,
a dazzling array of colorful lantern shine all throughout the
tiny village. It appears every resident is waiting at the
entrance to greet their lost loved ones. A cheer goes

(01:38:59):
up and the rescued villagers rush to embrace their friends
and family. Ladrusa and the village elders are there to
thank you for your bravery, for your cunning, and most importantly,
for your compassion. Bog Bottom would have perished if the
Boggards hadn't been stopped, and there's no way the locals
will ever be able to fully repay such heroics, but

(01:39:20):
it doesn't mean they won't try. All of Bogbottom has
come together for a massive festival. The elders have decided
to commemorate this day as the Feast of Heroes, proclaiming
it as a new annual tradition for the small swamp town.
They promise there will always be a place for you
here in Bogbottom, and of course there is their promised reward.

(01:39:42):
Each of you is given a pouch of gold and
a silver medallion for your efforts. In the days that follow,
life returns to normal in bog Bottom. The water receives,
the fishers return to their favorite haunts, and the people
no longer fear the deep places of the swamp. But
as things become peaceful, so does restlessness set in. Adventurers

(01:40:04):
such as yourself rarely stay in one place for long.
And now it's time to depart the open road and
the next adventure ah waits, And that conclude Dawn of
the Frogs. At this point you all level up and
become second level heroes.

Speaker 2 (01:40:21):
Wooo, and we all survived.

Speaker 4 (01:40:29):
Had I had a beautiful death speed and.

Speaker 1 (01:40:32):
I got to blow up a damn Yeah.

Speaker 4 (01:40:34):
Yeah, we got to do ecoterrorism. I didn't die, nobody died.

Speaker 6 (01:40:40):
I'd like to find some local narrow dueled teenagers and
give them half of my perpetual stew and start to
do soup cult in this town.

Speaker 3 (01:40:48):
Mm hmmm, that's fair. That's fair.

Speaker 1 (01:40:50):
I'll do something similar with a bomb.

Speaker 3 (01:40:53):
Most importantly, you also still have those two bug bombs,
and there are still no refunds.

Speaker 2 (01:41:01):
For there.

Speaker 4 (01:41:06):
Murdy comes up to me hanging out with some us,
and I'm like, you guys want to see a cool gun.
And I look at Murdy and.

Speaker 3 (01:41:15):
The poor children of bottom gun.

Speaker 1 (01:41:17):
We figured out why we have to leave.

Speaker 5 (01:41:20):
I put my arm around your shoulder and let's get
you home old time.

Speaker 3 (01:41:25):
Listen, there there are still many wars occurring across the
Inner Sea region. The entire reason you ended up here
was because of one such war, and undoubtedly it will
call revolutionaries such as yourself back to the.

Speaker 2 (01:41:37):
Front line, and revolutionaries like those that will recruit from
bog Bottom when they when they grow up and understand
the need to free people from guns.

Speaker 4 (01:41:48):
That's got any more of that? And Squash smacks his
horrible lips magic soup, I like, I lap some up.

Speaker 3 (01:42:06):
Fuck. Yeah, Well, everybody, this concludes Down and the Frogs.
That is the entire adventure, from start to fo. I
hope you all had a great time. I did. I did.

Speaker 2 (01:42:17):
I am shocked that you're I'm not shocked at all.
It makes a lot of sense that you're an incredibly
good adventure writer.

Speaker 3 (01:42:23):
I've got a lot of practice.

Speaker 2 (01:42:25):
Yeah, it shows. Thank you so much.

Speaker 3 (01:42:28):
Thank you very much, Thank you for having me.

Speaker 1 (01:42:30):
Thank you, Jason, Thank you Jason, Thank you everybody.

Speaker 3 (01:42:34):
We'll have to do this again sometime, mabe.

Speaker 4 (01:42:36):
I know.

Speaker 2 (01:42:37):
And so if you all like this, maybe there'll be more.

Speaker 4 (01:42:41):
Please please please like this. I would love to do
this again.

Speaker 5 (01:42:46):
Yeah, should people like talk about it on social media or.

Speaker 1 (01:42:49):
Something tells you, scream about it on the internet, Tell.

Speaker 4 (01:42:52):
Your dog, tell the mayor, tell your mom.

Speaker 1 (01:42:55):
Tell the dog mayor mm hmm, tell the dog mayor.

Speaker 3 (01:42:58):
I'm sure we screwed up a whole rules. That's plenty
of things for you to talk about.

Speaker 4 (01:43:03):
Yeah, yeah, all right. Oh, if you're mad about any
rules that I specifically messed up, just make sure to
like collect all those thoughts and whisper them into a
bottle and then throw it into the ocean. I'll get it.

Speaker 2 (01:43:19):
That's right, all right. Well, you all heard our plugs
last time, so they're the same, and we're tired and
we love you. Well, God, I never end a podcast
saying that that's how tired I am. Robert, you got
into my head.

Speaker 1 (01:43:33):
Yeah, I was thinking that because I'm too tired to
say it.

Speaker 3 (01:43:37):
All right.

Speaker 2 (01:43:38):
Well, see y'all next week for cool Zone Media book
Club and hopefully more of this at some point, some way.

Speaker 4 (01:43:47):
Thanks for listening.

Speaker 2 (01:43:51):
It could happen here as a production of cool Zone Media.
For more podcasts from cool Zone Media, visit our website
cool Zonemedia dot com, or check us out on the
Iheard Radio app, Apple Pot Podcasts, or wherever you listen
to podcasts. You can find sources where it could happen here.

Speaker 6 (01:44:04):
Updated monthly at coolzonemedia dot com, slash sources, thanks for listening.

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Robert Evans

Garrison Davis

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James Stout

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