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November 23, 2025 71 mins

More mighty beasts assail our brave antiheroes!

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

Speaker 2 (00:06):
Book Club, book Club, book Club Club, Frog Rock Dog, Hello,

(00:27):
and welcome to Dog Frog Dog, the braw Dog podcast
that you've been waiting for. It is not actually about
hot dogs. Don't worry. The raw Dog isn't a reference
to that. And that's a Jamie loftist joke. Oh, I
only wish. This is the tabletop role playing takeover the

(00:48):
path Finder Takeover of cools On Media book Club, and
I'm your host, Margaret Kiljoy, but I'm not really your host.
I'm just the one who does the introductions because the
actual host, our game master, is Jason Hi.

Speaker 3 (01:01):
Jason, Hello, everybody. Welcome to session four of our Pathfinder
game night, Dawn of the Frogs. So we're a little
bit over halfway done with our story here today. I'm
excited to get into part four, so I'm gonna leap
right into it.

Speaker 2 (01:17):
Leap like a frog, leap frog.

Speaker 3 (01:21):
Yeah that's right aha.

Speaker 4 (01:22):
Rabbit Et.

Speaker 3 (01:26):
Starting off contentions. All right, When we last left our
intrepid band of adventurers, four heroes found themselves in bog Bottom,
a small swamp community on the north side of the
Isle of Quartos. There, you have been tasked with helping
a poor village beset on all sides by the waters

(01:47):
of the dun Meyer Swamp. This village has seen its
fair amount of hardship. Over the past several days, many
villagers went missing. You went and found some, recovering them
from an old windmill deep in the swamp. On returning
them to the town after defeating the boggards that had
them captured these evil frogmen, you brought them back to

(02:08):
the community of bottom And only to find out that
when they woke up, they had no memory of who
they were, of the town itself, and only wanted to
go be with the boggards. In fact, they had to
be convinced to stay. The town's healer, Laedrusa, convinced the
four of you with the promise of another reward, to

(02:29):
venture out into the swamp and find three ingredients that
Ledrusa needs to concoct an antidote to the poison that
she believes they are suffering from that is making them
lose their memories and went to go hang out with
the frogs. In particular, she needs ripe lantern berries, pale

(02:49):
waiting mushrooms, and the petals of a tombflower. In our
last session, you ventured out to a mushroom covered log.
There you dealt with a fungus lushy and can convinced
it to let you take some of the pale waning mushrooms.
You also made your way to the top of a hilltop.
There you fought a pair of deadly giant swamp flies

(03:11):
that nearly killed the squash and did some pretty heinous
wounds to spite as well. But you managed to defeat
them as well and get the ripe lantern baries. At
the end of our previous session, the four of you
had made your way back down to the raft, and
we're about to pull out to attempt to find the
tomb flowers. But before we pick up right where we

(03:32):
left off, I'm going to toss it around the horn
for everybody to introduce themselves and their characters. So we're
going to start with Robert, who you plan.

Speaker 1 (03:44):
I'm tran, widely considered to be the best whatever you
call someone who's piloting whatever kind of boat this is
in this swamp, got a lot of experience minutes long.
I also make bombs.

Speaker 3 (03:55):
I owe, who are you planning?

Speaker 5 (03:57):
Aye?

Speaker 4 (03:58):
I'm playing the doug and mister Squash. You can just
call him Squash if you want to. He's a nasty
freak and he's three feet tall and full sass.

Speaker 3 (04:08):
Baby Hazel, who are you playing?

Speaker 5 (04:11):
Sister murder gon a bow at your service, half worc, Cleric, Soup.

Speaker 3 (04:15):
Nun fantastic, and Margaret bring us on.

Speaker 2 (04:20):
I am playing Spite. I was named after one of
the virtues, and I am a human champion of Milani Perfect.

Speaker 3 (04:31):
So when we last left the story, the four of
you were coming down from this hill where you had
recovered the lantern berries, and we're about to head out
into the swamp. There is something out there in the swamp.

Speaker 4 (04:43):
You heard a.

Speaker 3 (04:43):
Story of some vicious creature known as two Tusk. You've
been trying to keep an eye out for it, and
you've seen signs that something is watching you from the
deep swamp, but you haven't seen any actual predator on
your tail. Just strange feeling that you're being watched. As
you order onto the raft to make your way to

(05:06):
the final location, the Soggy Cemetery located in the distant
corner of the swamp. You all have a little bit
of time if you wanted to heal up. I know
some of you are kind of wounded and perhaps would
want to spend some time regaining focus spells, perhaps doing
some healing.

Speaker 1 (05:23):
Yeah, used two of my grenades last term of my
five a day. Can I replace those with two of
the versatile flasks or how does that work?

Speaker 3 (05:31):
So you can't replace those immediately with versatile flasks. You
can use the versatile flasks and then get the versatile
flask back, but you didn't use Jenny, so you use
the regular ones, so you're gonna have to wait on that.

Speaker 1 (05:41):
Then I got nothing at it.

Speaker 2 (05:42):
I think I would maybe be the out of combat
healer because I can heal and get my focus points back,
whereas merder you have to you're better at point healing.
But I think that if I take some time, I'm
gonna heal myself back up with one lay on hands
and then also heal squash back with another landhands. But
then it involves twenty minutes if someone else has to

(06:03):
pull the barge while I light the candles on my
helmet and think about the necessity of revolution and the
complexity of all the moral questions involved.

Speaker 1 (06:14):
Don't worry, boss, I've been piling in boats like this
my whole life. Pretty much basically I hand squashed the pole.

Speaker 4 (06:25):
And I'm splayed out and I just have like one
hand where I'm like doing it.

Speaker 2 (06:30):
I hand Trent the pole after all, because murder you're navigating. Yeah,
all right, Trance has the pole.

Speaker 4 (06:36):
Somebody I don't even notice who takes the pole for me,
And I'm like, oh, man, I hate this stinky bug
pu Well, let's gonna be brigands or something. This job suck.
Do those remember when we were like terrorists? That would
be so fun. What am I doing in this swamp man?

Speaker 2 (06:54):
It takes a lot of money to get the supplies
necessary to blow up entire jails.

Speaker 4 (06:59):
I know, but we were scamming guys left and right,
and these people got no money to scam out of them.
I tried my ass off, and they don't have any money.

Speaker 3 (07:09):
It's true. The people bunk bottom or it's not exactly
a prosperous community. It is a very small swamp village.

Speaker 4 (07:14):
Try and make me feel good about that. You won't succeed.
You'll get close, but you won't.

Speaker 1 (07:19):
You know, I've heard it said that one man's terrorist
is another man's freedom fighter, and I've never understood that
because I'm one hundred percent a terrorist.

Speaker 4 (07:27):
I'm one hundred percent a terrorist. This guy knows what
I'm talking about, right, I'm like recovering from being dead
and also secretly getting drunk on ever clear last episode.
Tune in, folks, and I absolutely agree. I love doing
terrorism and I hate doing freedom fighting.

Speaker 2 (07:48):
I think I'm more of a freedom fighter, but I
understand that it's a complex dichotomy and maybe shouldn't even
be painted as a dichotomy at all. But if I
really had to pick, I'm sure I'd be a freedom fighter.

Speaker 4 (08:00):
It's true. We are the original odd couple, all of us.

Speaker 5 (08:03):
Murty is stirring soup and says more doing things, less thinking.

Speaker 1 (08:09):
Look, I'm not against freedom fighting. Like, if I see
any freedom in the swamp, I'm gonna beat the fuck
out of it. I'll light that siting.

Speaker 4 (08:16):
And I love freedom and exactly trandess.

Speaker 3 (08:21):
So you begin pulling through the swamp, Murdy, you're navigating,
So why don't you go ahead and give me a
survival check? Sure? Can you read the map given to
you by l DRUSA?

Speaker 5 (08:32):
No, that was my third twenty of the night on
the dice, So I got twenty.

Speaker 3 (08:38):
Seven twenty seven. Yeah, your dice have been hot. Going
all the way back to the previous episode twenty seven
is amazing. Yeah, you're easily navigating to the next site,
which is good because I'm wagering. Trent mostly pulls you
in a circle for at least the first twenty minutes.

Speaker 2 (08:52):
Once twenty minutes are up, I am back to the pole.
So does it get foggy? And then I light the
candles on my helmet because that'd be a good image,
slowly moving through a bog with candles on a helmet.

Speaker 3 (09:08):
I will say this. Yeah, as you make your way
to this part of the swamp, it is getting a
little later in the day, and as it does so,
the kind of fog begins to settle over the swamp.
It's not dark yet, but it is starting to get
kind of The shadows are growing long.

Speaker 4 (09:23):
All you perverts who do fan art, take note.

Speaker 3 (09:29):
A thin fog settles over the swamp as the barge
approaches the crooked and rusted gates of an old cemetery.
Lejusa said this place used to be Bockbottom's burial ground
before it mostly sank into the swamp a few years ago. Now,
the barge quietly glides between blackened headstones which protrude from
the water like crooked teeth. Up ahead is the only

(09:52):
hill in this eerie place, still above the water, and
on its crown looms a crumbling mausoleum covered in vines
wearing bone white flowers.

Speaker 2 (10:04):
Oh I bet those are the flowers we need I reckon.

Speaker 3 (10:07):
So it's a pretty creepy scene. Is your barge kind
of paths? You kind of slowly pull your barge up
between these crooked and rusted gates that are just sticking
up out of the water, past headstones that are covered
in kind of a black mold and film, and slowly
make your way up towards this island, Happy Halloween.

Speaker 2 (10:29):
Is it dark enough that we need extra light? Is
it still twilight?

Speaker 3 (10:34):
Not yet? It's dim out, but I wouldn't say it's
so dark that those of you without dark vision can't see.
It's just getting kind of gloomy out. But you can
still see.

Speaker 4 (10:46):
The flowers are right there. And why should I be
afraid I'm squatish after all?

Speaker 2 (10:55):
Just okay, yep, great, what you guys?

Speaker 5 (10:59):
Oh?

Speaker 2 (10:59):
I just I remember that not very long ago a
fly ripped your neck out.

Speaker 4 (11:06):
That fly was playing dirty as flies are wont to.

Speaker 3 (11:09):
Do that fly nearly decapitated you.

Speaker 4 (11:15):
My neck is still like extremely red and raw, almost
like yeah, yeah, he.

Speaker 3 (11:22):
Leads back too far like blood bubbles for yeah.

Speaker 4 (11:26):
What you think I ain't got in me or something?

Speaker 2 (11:29):
You do have all your hit points back, by the way, though,
I did hear you while we were on the raft.

Speaker 5 (11:33):
Yeah yeah, I am wrapping like gauze around this to
keep it.

Speaker 4 (11:38):
That's mighty kind of you. And ever since I've died,
there's a little bit of a dark midnight of a
soult in Squash where it's just like, maybe I should
take the advice of this sourpuss who I love so much.

Speaker 2 (11:50):
And I have my shield and morning start out and
I'm walking in front.

Speaker 3 (11:54):
Are you implying that, like Squash had visions of the
other side.

Speaker 2 (12:00):
Were dying too. That's half to yes.

Speaker 4 (12:02):
We zoom into Squash's mind and there's like a cow
playing a banjo and like a chicken playing a washboard,
and I'm like walking into a gate and they're just
like no, no, not yet, and Murdy is the one
ushering me back and just like has a ladle out
with soup and I like float like a hobo on.

Speaker 2 (12:23):
The cartoon wave of scent.

Speaker 4 (12:27):
Yeah, the cartoon waves of the soup scent. I'm like
floating upon and I come back to life.

Speaker 3 (12:33):
As it turns out, the shoney afterlife is some sort
of barnyard jug band.

Speaker 4 (12:39):
Can you imagine a better after life? I ask all
of you. Oh, I think so, we'll talk about it later.

Speaker 2 (12:47):
Anyway, I walk forward, assume and everyone will also come
with a shield and morning star. Every time we go
one of these places, bad stuff happens, so it's best
to be prepared. That's what my sister Malevolence is always
told me.

Speaker 3 (13:03):
Oh, yes, I forgot. You were all named after the roeshues.
That's right. Yes. As the raft kind of drifts up
to the shore and you all disembark, you're looking out
at what appears to be just a small slice of
this cemetery. It's the only part that's still above water.
And directly up ahead of you, about thirty feet away,

(13:25):
is this kind of crumbling mausoleum. It's not a large place,
you know, maybe fifteen feet by ten feet. It's not
a gigantic massoleum by any means, but it is adorned
with these vines bearing these bone white flowers. But no.
Sooner do you step foot on shore, does the soggy,
sodden earth around you suddenly stir and crawling up out

(13:49):
of the ground. All a bunch of skeletons.

Speaker 5 (13:55):
Let's fucking go. I took so much shit around none
dead cool?

Speaker 2 (14:00):
Fuck yeah.

Speaker 3 (14:02):
So four skeletons come crawling up out of the ground.
They are all armed. They have rusty old swords, they
have crooked bows on their back, and they just have
their rather long, bony hands. They all come crawling up,

(14:22):
giving you all ample time to drop your weapons. And
at that I'm going to need everybody to roll initiative.

Speaker 1 (14:32):
Nap twenty baby nice plus what five?

Speaker 3 (14:36):
All right? So trant has a twenty five squash? What
do you got?

Speaker 4 (14:40):
I rolled a fourteen plus five at twenty one?

Speaker 3 (14:44):
You rolled a fourteen plus five?

Speaker 4 (14:45):
Wait? What are we adding? I thought it was perceptionteen.

Speaker 2 (14:49):
Plus five is nineteen?

Speaker 4 (14:50):
Oh wait, here's the thing. I was raised in a
dirt shack. You see. Yeah, editor, cut that nobody can
know I'm stupid.

Speaker 3 (15:05):
Leave it in.

Speaker 4 (15:08):
Leave it in. Everybody needs to know I'm vulnerable. I'm human.
Fourteen plus five nineteen.

Speaker 3 (15:15):
All right, you got there. In the end, spite. What
do you got?

Speaker 2 (15:18):
I also have a nineteen to fifteen plus four?

Speaker 3 (15:21):
Murdy, what do you got?

Speaker 5 (15:22):
I got a five plus seven is twelve.

Speaker 2 (15:25):
You're the one who specializes in this.

Speaker 5 (15:28):
I think I actually didn't take as much undead stuff
as I thought. Jason told me that I should maybe
prepare for it and then talked me out of taking
some stuff. So I'm blaming Jason.

Speaker 3 (15:38):
I did no such thing.

Speaker 5 (15:43):
I think. I also was like, I shouldn't mind max
around this one specific thing that you said.

Speaker 4 (15:48):
We'll soften them all up for Murdy. Yeah, and then
it'll just be it'll just be a little boy popping off.

Speaker 3 (15:55):
Well top of the order here as these skeletons come
crawling up out of the ground, trance, you are first
to act.

Speaker 4 (16:02):
You goddamn right.

Speaker 3 (16:03):
Skeletons, though, are notoriously immune to a lot of stuff.
They're just bones. Many things do not affect well.

Speaker 1 (16:12):
I know one thing that definitely works on the undead.
My great grandpappy, Brusifer Campbell, Sure why not? Taught me
the ideal weapon to use against any kind of skeleton.
And then I'm gonna pull my shotgun.

Speaker 3 (16:25):
As the shotgun. Yeah, there is all right, you draw
your weapon, take aim. Yeah, not twenty at the nearest,
Not twenty at the nearest. Yeah, baby, yeah, that is
one directly off to your right. It just came crawling
up out of the ground, and that is going to
be a critical hit.

Speaker 1 (16:47):
Goddamn right, it is.

Speaker 3 (16:48):
Go ahead and roll damage two. You roll the two.
That is gonna get doubled to four because it was
a critical hit. Now the damage type is going to
kind of depend on what you packed in there. You
packed a bunch of pieces of titenus fly corpse in there,
which I'm gonna say does bludgeoning, So that is just

(17:09):
going to shatter the skeleton right next to you. It
just entirely comes undone. You blast it right in the chest,
and its bones fall back down into the earth to
its final rest.

Speaker 4 (17:21):
All right, And where'd you get that gun from? One
of our sponsors? I did?

Speaker 1 (17:27):
I actually got it from We're Back. And if you
use promo code not legally a Bruce Campbell reference, you
can get a shotgun just like it for ten percent off.

Speaker 3 (17:45):
It'll be groovy boy.

Speaker 2 (17:47):
Two actions left, and you can spend one of them
in sports gambling.

Speaker 1 (17:53):
I'm just spend one sports gambling and one reloading my shotgun.

Speaker 3 (18:00):
You know what, I'm gonna let that ride. What win.

Speaker 2 (18:05):
You can bet on the next attack.

Speaker 3 (18:09):
There's your future of actual place, right there is just
being able to bet on the game as it's being placed.

Speaker 4 (18:16):
Jason, you might be absolutely right.

Speaker 1 (18:18):
Yeah, I'm gonna put two gold on no one else
getting a critical hit this turn.

Speaker 3 (18:25):
All right, that is the end of trans turn. One
of the skeletons has been shattered and sent back into
its grave. Squash, we were over to you.

Speaker 4 (18:33):
You took out the skeleton that the one that was
closest to us.

Speaker 3 (18:36):
Yeah. Great.

Speaker 4 (18:37):
I go up to the one to my left, and
I'm I'm just blasting like the terminator with my gun
as I approach them, but I don't go farther than
like two diagonal squares. I'm trying to get them kind
of right in front of the mausoleum, because I know
that Murdy's got some undead spells.

Speaker 3 (19:00):
Kind of steps forward towards the massoleum, attempting to draw
all the skeletons to you, right in front of the place. Okay,
the rest of the skeletons are kind of arrayed around
it in the tombstones that are around the massoleum. They
burst up from either side, so they kind of got
you flanked, but they're not quite up on you yet.
So Swash, you have moved forward and that you are
going to fire a gun, So go ahead and make
an attack.

Speaker 4 (19:20):
Yes, that's a total of twenty.

Speaker 3 (19:26):
A total of twenty is going to hit. That's right,
So go ahead and roll damage.

Speaker 4 (19:32):
Oh it's a four maybe, which is as good as
I can get.

Speaker 3 (19:36):
All right, So that is like most guns, that one
does piercing damage.

Speaker 4 (19:42):
Ah, rats, I forgot.

Speaker 3 (19:45):
So the bullet kind of goes straight through the skeleton.
It doesn't look like I mean, you hit, but it
just kind of bounces off a ribbone and doesn't appear
to do any significant damage at all. You're not sure
that your pistol is going to be able to hurt
these things.

Speaker 4 (19:59):
At least now that and suck their own dick anyway. Well,
I still got one.

Speaker 3 (20:07):
Action, Yeah, you do still have one. I mean you can.
You could reload your gun, or you could draw a
different weapon, which you're probably gonna need to do.

Speaker 4 (20:16):
Not your rapier, my rape heer, I do God.

Speaker 3 (20:20):
I will say this. If you decide that your gun
is going to work. You can always attack it with fists.
You could also, like pick up a rock or a
chunk of tombstone and try and bash them with it,
if that's something you want to do, But for right now,
you can reload your gun.

Speaker 4 (20:31):
I just had an original idea. Is that I pick
up a chunk of dumb stone that I hit.

Speaker 3 (20:39):
The stroke of genius has hit me. All right?

Speaker 4 (20:41):
Wait hold on, God is speaking to me, and he says,
hit them with a tombstone. That says, I told you
I was sick.

Speaker 3 (20:49):
Oh, I don't want that job spiked. It is over
to you.

Speaker 2 (20:53):
I am going to do the defensive advance where I
raise shield, stride and strike. Squash has this hand. I'm
going to the no, I have to go towards the two.
I can't bring myself too. I go to the closest one.
I stand right for a squash and I attempt to
hit it with the morning Star well screaming, I've always

(21:14):
wanted to do this, but I rolled a mirror seventeen,
a nine plus eight or seventeen.

Speaker 3 (21:22):
So these skeletons, they're not exactly wearing armor, and although
they are kind of nimble. Being relieved of all of
their flesh. They're not that nimble, so that is going.

Speaker 2 (21:31):
To hit great. I got twelve damaged bludgeoning.

Speaker 3 (21:36):
Twelve bludgeoning damage. So as it turns out, skeletons, as
I've said, they don't take a lot of damage for much. Right,
you know, they don't have flesh, so you can't really
cut them very well. The piercing arrows don't really work
very well on them, but you know it does work
very well a giant club. So you basically slam your
morning Star into this thing and just shatter it. It
falls apart, making the sound like somebody running their fingers

(21:58):
across the xylophone. It just go into a heap of bones.
That skeleton has been destroyed. You do have one action left,
but there's no skeleton with him.

Speaker 2 (22:10):
Can I throw my morning Star?

Speaker 3 (22:12):
Not effectively, I'll be honest, you could, but you're already
at a penalty and throwing it would make it really bad.
You would basically need a NAP twenty to hit. It's
not a very aerodynamic one.

Speaker 2 (22:23):
I'm gonna stamp my foot and say I hate waiting.
I want to run up to it, but I'm not
going to, and my shield is already raised and that's
the end of my turn. I'm just gonna get do
anything my action, all right.

Speaker 3 (22:35):
So the skeletons are gonna go. The first skeleton is
going to advance from its grave, and it doesn't make
any good tactical decisions. So I'm just gonna be randomly
determine who would attack Spiked or Squashed since the two
of you are standing next to each other, and it's
going to attack Squash. No, yes, so here it comes.
It's going to swing its scimitar, and I'm going to

(22:57):
get an armor class of twenty five.

Speaker 4 (23:00):
Jason, that's so many.

Speaker 3 (23:03):
That is really high. I rolled a nineteen. What is
your armor class?

Speaker 4 (23:07):
It is eighteen.

Speaker 3 (23:09):
Oh okay, well it's not a critical hip, but it
is definitely going to be a hit. And to top
it off, I also rolled maximum damage. So take six
oh sorry eight.

Speaker 2 (23:18):
Or you could take five damage because I'm going to
use liberating step. I reach out and say not on
my watch. I hate my character. I mean, I.

Speaker 5 (23:32):
Love fits so funny.

Speaker 1 (23:36):
Immediately after she intervenes, I'm gonna say look out.

Speaker 2 (23:42):
So Squash, you take three less damage. That's mighty kind
of you, and you can step as a free action.

Speaker 3 (23:49):
You can move to any adjacent square.

Speaker 2 (23:52):
That rules, so, which means that if it takes its
next attack, it has to attack me, okay, or you
can me wherever you want, but you probably want to
move one stone to your west.

Speaker 4 (24:01):
A lot of numbers running fast and free here. How
many damage do I take?

Speaker 2 (24:05):
Five?

Speaker 4 (24:05):
Shop? I eat five damage for breakfast, and I know
I'm gonna move to my right. I'm gonna get right
up on this pool.

Speaker 2 (24:14):
Okay, that's just the way of squash baby, Yeah, fair enough.

Speaker 3 (24:19):
So in this case, it's actually going to attack Spite anyway,
Oh okay, because it is attacking with a scimitar, which
does have a benefit if it attacks a different target. Oh,
interesting attack, okay, because it has sweep, it's good for
long attacks. So it's going to hit Squash and then
it's going to continue its blade and attempt to hit you, Spite.

(24:41):
But I rolled incredibly poorly, so it misses entirely, and
that is the end of it. Strung all right, the
other skeleton's going to go and well, like I said,
they don't exactly work with tactics, so they kind of
just attack the nearest thing to them, which is Squash.
So the other skeleton comes marching up out of the
swamp and goes after Squash. It's going to swing at

(25:03):
you with its symmetry. Here we go.

Speaker 4 (25:08):
I hate that armor.

Speaker 3 (25:10):
Class at fourteen. Isn't gonna do it, though, So it
is going to spend its final attack, and it's actually
gonna attack you with its claw with its final attack
because that is agile and isn't going to have as
much of a penalty. So you were gonna try that,
and I didn't roll well on that at all on eleven.
It's going to be missed entirely. So both of these
skeletons have gone. Their hatred for the living shines dimly

(25:32):
in their empty eye sockets. But their turn is now over. Murdy.
We are up to you. They're undead in your midst, vile,
evil creatures, minions of unlife. They have risen up from
their graves to spit in the face of gods. What
do you do? Heal them exactly, Buck.

Speaker 5 (25:55):
I'm gonna cast heal at the three action version, which
does damage to It's gonna heal everybody from one D eight,
but for undead creatures that like does.

Speaker 3 (26:06):
Damage exactly, So heal when cast as three actions causes
a burst of healing energy to come surging out of you,
washing over the skeletons.

Speaker 5 (26:20):
I rolled a four four, so they all take four damage.

Speaker 2 (26:24):
Okay, Squash is healed for right, and squashes.

Speaker 3 (26:27):
Healed for Everyone who is hurt is healed four. The
undead that get hit by it do get a fortitude save.
They can possibly reduce this damage. So what is your
save DC for your spells?

Speaker 5 (26:41):
My spell DC is seventeen seventeen.

Speaker 3 (26:44):
All right, two fortitite saves here they come. Well, surprisingly,
they both actually made it. They do not have good bonuses,
but one roll to twenty and the other one rolled
the seventeen on the die, so they're both going to
make their saves. Oh my god, the Holy power washes
of you and the vitality of life hits the skeletons,
and their bones blacken and crisp. Both of them take

(27:06):
two damage from this.

Speaker 5 (27:08):
I think that this is microwaves. I'm like heating them up.

Speaker 3 (27:13):
It's not dissimilar. So both of them look like they
were wounded by that. Their bones are blacken and crispy,
but it did not destroy either one of them. Top
of the order, Trent.

Speaker 1 (27:23):
All right, well, it's a complicated situation.

Speaker 3 (27:28):
You know.

Speaker 1 (27:29):
We've got a lot of moving parts here. So I
think in situations like this, you know, got to act creatively.
I've got to try new things, things you haven't done before.
So I'm gonna take a five foot step and shoot
this guy with a shotgun.

Speaker 3 (27:43):
Yes, absolutely, that's it.

Speaker 1 (27:45):
Seventeen plus five so twenty two.

Speaker 3 (27:49):
All right, Yeah, you load the gun up with what
did you say, rocks?

Speaker 1 (27:52):
Yeah, yeah, just rocks, just the rocks at my feet.

Speaker 3 (27:55):
All right, so go ahead and roll damage.

Speaker 1 (27:59):
That's another two.

Speaker 3 (28:01):
Another two. The skeleton directly in front of you shatters
into a million pieces as your rock blast fits it.
That skeleton shatters and crumbles to the ground thanks to
the vitality damage it just took from the heel spell
and the blast that was enough to do it in
So you have moved and fired. You can reload if
you want.

Speaker 1 (28:20):
Yeah, this seems to be working pretty well.

Speaker 4 (28:24):
I'm just gonna throw some more rocks in this bad boy.

Speaker 3 (28:27):
Don't mess with an alchemist with a shotgun. All right, Squash,
we're back to you. There's one skeleton left alive. Surely
you can take it with something. Absolutely surely the chunk
of tombstone in your hand. Perhaps you know I.

Speaker 4 (28:44):
Was gonna draw my big fuck off gun sword, but
I got a beautiful tombstone. I'm gonna try and knock
its goddamn head off, all right. Is that an improvised weapon?

Speaker 3 (28:58):
So yeah, the way that's gonna work, you're gonna get
what's your strength modifier.

Speaker 4 (29:04):
Strength modifier is plus two.

Speaker 3 (29:06):
All right, So basically you're gonna be attacking this thing
with a plus three on the die. If you hit,
it's gonna do one D three bludgeting plus two for strength.
So it's pretty straightforward to attack. So go ahead and
roll the die and you get a bonus of three.

Speaker 4 (29:20):
Great because I roll the twenty.

Speaker 3 (29:27):
So to keep things moving along, simply go ahead and
roll damage. But your minimum is gonna kill it.

Speaker 4 (29:32):
Yeah, I don't care about this stuff. You just said,
I kill this skeleton stone dead.

Speaker 3 (29:38):
Yeah, you kind of drop the tombstone atop the skeleton.
Its skull gets cracked, crushed into powder, and for a
moment the body is running around with a bit of
tombstone up there. Then I remember this isn't Looney Tunes,
so it collapses.

Speaker 4 (29:51):
And I'm laughing. My ass off the whole time. This rocks.
This is what I got into this business for, baby,
This is what it's all about.

Speaker 3 (30:00):
Okay, this rack.

Speaker 4 (30:03):
And I looked despite as if like, hey, you like puns, right.

Speaker 2 (30:07):
I give you a big thumbs up, like give you
and like we like really awkwardly. I don't understand the
fist pump thing, and so then I'm like.

Speaker 4 (30:19):
I like trying to do it some more and you're
like awkward.

Speaker 2 (30:23):
And then I got really into it and you win.
Probably twice as tall.

Speaker 4 (30:29):
As you anyway, Jason what evans.

Speaker 3 (30:33):
So the last of the skeletons falls back down into
the dirt, slowly sinking back down into the graves from
which they came, and you now find yourself standing atop
this soggy cemetery alone. It is quiet, sun is beginning
to set, and you see the pale tomb flowers there

(30:54):
before you, easy to pick. Now that the threat has
been taken care of.

Speaker 2 (30:59):
I'm all going to look in the tomb to see
if there's anything you could steal. This is really easy
to justify with my hatred of the rich, because who
gets to have a thing like that? That mausoleum?

Speaker 3 (31:10):
No, that's absolutely fair.

Speaker 1 (31:12):
I'm going to load up a sack full of bones
just for future shotgun.

Speaker 3 (31:17):
The hand bones work great for that. There's lots of
tiny little ones. So you you take a look up
around the mausoleum. The mauscoleum itself is actually sealed. It's
not something you can just open. You'd have to like
break in.

Speaker 2 (31:33):
Eh, I don't really need need to break in.

Speaker 4 (31:35):
I break in. I got some gut powder.

Speaker 5 (31:40):
Oh, I have a thieves kit.

Speaker 4 (31:42):
Yes, everyone seems into us being like fantasy. Call for
a second. Let's blow up the tomb.

Speaker 3 (31:49):
I'm assuming you collect the flowers before you do anything dangerous.

Speaker 5 (31:53):
Yeah, yeah, there in my pocket.

Speaker 4 (31:56):
I spend enough time in a little Louisiana to hear
how much people hate Nicholas Cage's eventual tomb in the
middle of New Orleans. And I'm going to pretend that
this is that we're blowing up Nick Cage's tunes.

Speaker 3 (32:09):
Sorry, Nick, it sounds like one of you has thievery.
Do you just want to try and pick the lock first?
Are we going straight to gunpowder?

Speaker 4 (32:14):
I have plus seven thievery. I will do it.

Speaker 5 (32:17):
I have thieves tools that I can loan you.

Speaker 4 (32:20):
I would appreciate it, go.

Speaker 3 (32:22):
Ahead and give me a thievery check. It is an old,
rusty lock. It's not really very secure. It's not exactly
a state of the art.

Speaker 2 (32:29):
Oh, but you can get guidance.

Speaker 5 (32:31):
Yeah, you want guidance.

Speaker 4 (32:32):
I would love guidance.

Speaker 5 (32:33):
Yeah, here's guidance and thieves tools that should be at least
a plus three.

Speaker 3 (32:39):
Well, the guidance gives you a plus one. The thieves
tools don't give you any bonus unless they're very expensive
thieves tools, which I doubt you have.

Speaker 5 (32:46):
You probably I don't have the expensive ones.

Speaker 3 (32:49):
Yeah.

Speaker 4 (32:49):
That just kind of lets you try it. Yeah.

Speaker 3 (32:51):
Yeah, without it, you take big penalties.

Speaker 4 (32:53):
Actually, cool, cool, cool, cool. That's twenty six altogether. I
was born to grave rob Well.

Speaker 3 (33:01):
I mean, honestly, it didn't require that much effort. It's
a very simple lock. And yeah, you managed to pick
it within a few moments. You managed to get the
old rusty chain off and are able to open up
the door to the mausoleum. Inside there are a trio
of coffins, kind of a topstone beers. They're pretty soggy
and rotten. This whole cemetery having kind of mostly sunk

(33:24):
into the swamp things in here having exactly fared too well.
Despite it sounds like you're gonna go check out the coffins.
Is that is that what you're doing.

Speaker 2 (33:32):
I'm gonna pull I probably have a bandana or something.
I am covering my face because my uncle Larceny has
talked to me a lot about grave robbing, and he
suggests that it is actually always best to cover your
face because there's all kinds of gross stuff miasma as
it were, sometimes in the air. And so when you're
stealing from the dead, which isn't theft because why would

(33:54):
they need it, And then I'm going to go through
and start looking around.

Speaker 4 (33:57):
You're explaining this the whole time.

Speaker 3 (34:00):
You probably open the coffins and there's no amazing treasure
to be found here, although you know most of them
were buried in relatively simple clothing that has since kind
of moldered away. These are skeletons. I will say that
you find a pair of rings, They're probably not magical,
They're very simple and make one of them is silver

(34:20):
and one of them is gold.

Speaker 2 (34:21):
All right, I take them.

Speaker 1 (34:24):
I'm gonna drink one of those stone beers while they're
doing that.

Speaker 4 (34:27):
Yeah, likewise.

Speaker 3 (34:28):
Oh sure, yeah, hang it out having a cold one
before you head back to town doing the hero stuff.
Robin a grave.

Speaker 4 (34:36):
Yeah, we cheerish, but you makil us.

Speaker 2 (34:40):
Well, there wasn't all that much in there, but there
were these two rings. I bet we could sell them
and spend the money to get explosives to bring revolution
to the countries of the world.

Speaker 1 (34:49):
Hey, now you're speaking my language.

Speaker 3 (34:52):
There you go common.

Speaker 2 (34:56):
I say the same thing in infernal.

Speaker 3 (35:03):
The people back in town suddenly have a shudder. They
don't know why, but they suddenly realized, Wait, if we
hired good.

Speaker 2 (35:08):
Guys by some way of looking at it.

Speaker 5 (35:15):
Anyway, Anyway, there wasn't that much in the graves. But
you know where there is treasure.

Speaker 2 (35:22):
Is it in the sweet deals?

Speaker 5 (35:24):
It might be Listen find out.

Speaker 1 (35:26):
I thought you were going to say it's friendship, and
I was gonna get pitched.

Speaker 2 (35:29):
Now we're not sponsored by friendship. We don't care about it.
Doesn't sponsor us.

Speaker 4 (35:33):
Friendship, please sponsor us.

Speaker 2 (35:35):
However, if we're sponsored by the resurrectionist school, which is
actually just about getting bodies for medical examination, then maybe
that's what we're sitting.

Speaker 1 (35:43):
Yeah, corpses r us. We'll take your money.

Speaker 4 (35:46):
I'm never going to ask what you're talking about.

Speaker 2 (35:49):
One day, I'm going to do a cool people did
cool stuff on resurrectionists just because it's so fascinating to me.

Speaker 4 (35:55):
I can't wait to not listen.

Speaker 5 (35:57):
Yeah, the thing that you've described does not sound cool.

Speaker 2 (36:00):
No, it's probably not. It's actually bad.

Speaker 5 (36:04):
Anyway, we were doing as we're doing, a Midwestern goodbye.
But for the ads here they are hold on.

Speaker 3 (36:11):
I gotta slap my knees and go welp. Well and
we're back, and we're back.

Speaker 4 (36:23):
We are great work everyone.

Speaker 3 (36:25):
Yeah, I could feel it. I knew that we were back.

Speaker 2 (36:28):
Yeah, people are listening.

Speaker 3 (36:29):
Well, you've gathered up all three ingredients that you need,
so you have everything that Ladrusa needs now to create
the antidote to the vile poison that is making the
poor villagers forget their friends and family and want to
go live with the boggard. So all you have to
do now is make your way back to bog Bottom.
A simple enough task should be easy.

Speaker 2 (36:51):
I'm going to, for aesthetic value, put torches on each
corner of the boat so that when we go through
the fog it looks cool. Great idea and light the
cam on my helmet.

Speaker 3 (37:02):
Absolutely as it is starting to get dark now, that
does actually help everyone piles back onto the raft and
you begin pulling your way back to bog Bottom as
quick as you can, because again it is starting to
get a bit dark. Murdy, your roles have been stellar
thus far. Your survivor roles have been absolutely amazing. I'm
setting it up here so that if you bounce a one,

(37:22):
it's really funny. But knowing you, you're just going to
bounce another twenty, So go ahead and give me a
survival check to guide everybody back home.

Speaker 5 (37:30):
Jason, when you say it like that, you're going to
jinx the dice. You can't the dice hear this.

Speaker 3 (37:36):
No, that's why I said it that way.

Speaker 5 (37:37):
It's oh my god, oh my god, oh my gosh.

Speaker 3 (37:44):
Son of them.

Speaker 2 (37:46):
Have you ever done the thing where you take your
die and you put it in salt water so that
it's like the perfectly buoyant and floats, and then see
what number comes up and then you spin it. This
is how you can find out if your die is
actually neutral.

Speaker 5 (37:58):
I don't want to do that.

Speaker 3 (38:00):
I'm not doing that that might reveal that my dies.

Speaker 4 (38:03):
Yeah, you have to go to insert whoever pays the
most money to advertise on this podcast at dice dot
com and buy their die.

Speaker 3 (38:14):
There are a lot of gamers out there that will
do like a five hundred roll test on their dice
just to see what the average is. You know, people
take this seriously.

Speaker 4 (38:21):
There's a particular guy company that I have like two
mugs at Margaret's house about and boy I hearp it.
I hope that they'll give us ten thousand dollars because
I love them. You have to go get yourself some
precision dice. It gives you equal access to all the vertices.

Speaker 3 (38:38):
Of your dice.

Speaker 2 (38:39):
Yeah, that's important.

Speaker 3 (38:40):
The famous Luzaki told me that.

Speaker 2 (38:42):
All right, So we have twenty seven on our survival check.
This is the best swamp guide clone that die.

Speaker 5 (38:50):
I'm joining the maps cult things.

Speaker 3 (38:52):
So once again, Murdy has just an incredible skill at
guiding this raft through the swamp. You begin making your
way back to the community. The journey is a little
different now that it's grown dark. Earlier in the day,
the swamp was a vibrant place full of life, Iridescent
insects floating lazily on warm swamp air, floating up into

(39:18):
the fog coming back down, zooming around as you glided
between thick, green, vibrant vines. But at night takes on
a decidedly different theme tone feel. It's dark, it's foreboding.
There's a mist that rises up. Your vision becomes rather limited.
The insects grow quiet and instead are replaced by night noises, frogs,

(39:44):
slithering things plopping into the water, small disturbances as your
raft makes its way back word bulk bottom. The smell
seems to change too. Instead of being one of fertile life,
it now smells more of rot and decay. Swamp cooling
around you.

Speaker 2 (40:06):
Gosh, it's beautiful here.

Speaker 1 (40:09):
Yeah, a lot of people call swamps the deserts of
the sea.

Speaker 3 (40:12):
So I'm gonna go ahead and put you all on
the raft here, if you could all move yourselves to
wherever you want to be. It's a pretty good sized raft,
as you can see.

Speaker 4 (40:18):
It seems like a normal thing to say.

Speaker 3 (40:20):
It's about, you know, twenty five feet long and you know,
fifteen feet wide or so, if you can just place
yourself on the raft wherever you want to be, for
no particular reason, just kind of curious.

Speaker 2 (40:31):
I assume that you pull from the back of them. I, Margaret,
don't know shit about a pole barge. Where do I
pull from front or back?

Speaker 3 (40:39):
So I actually think you, generally speaking, you're gonna have
Murdy at back because Murdy is navigating with the kind
of rudder helping to guide the raft in the right direction.
I think the polling is generally done from the sides right,
because you want to be able to avoid obstacles and
push away from them.

Speaker 1 (40:55):
Yeah, that's that's my understanding.

Speaker 3 (40:57):
Okay, from all my barged from Robert's extensive barge life.

Speaker 1 (41:04):
I've done some barging in my time.

Speaker 4 (41:05):
I've done I've done a bit of bargin.

Speaker 1 (41:08):
I've barged a couple.

Speaker 2 (41:08):
Of times based on what I think might happen with
me by the side of the barge. I just want
to say, in real life, I have swim and chain mail.
It is doable. I just want to I want to
make that clear. That is the thing I have done.

Speaker 3 (41:21):
So the rules of Pathfinder allow for a great many things,
including swimming.

Speaker 2 (41:25):
Okay, great, I just all right, I just want to
be clear.

Speaker 4 (41:29):
Anyway, I think this squash is criss cross apple sauce
in the middle of the barge. Trend to meditate, Trent.

Speaker 3 (41:37):
You want to be on the other side of the
barge polling as well. There are multiple poles. You generally
want to have people pulling from others. Since oh sure, okay,
all right, you're pulling along, it's been about half an
hour since you last left the cemetery. You're gonna wager
that bark Bottom can't be far away. But a wave
of foul smelling swamp water rush over the barge as

(42:01):
a massive frog like creature leaps from the depths of
the swamp to land at the stern. It's two massive
tusks scrape the barge's hole while it's belly coats the
deck with a slick grease. Well looks like an old
dagger is embedded in the creature's glistening flank. The monster

(42:22):
lets out a thunderous croak as it licks its lips
in anticipation, while the entire barge shakes under the creature's
massive bulk.

Speaker 5 (42:32):
Some sort of wolf, Jason, This thing is fucking nasty.

Speaker 2 (42:37):
Knock up, you two tusks. You've put the last person
in the cage of a watery grave that you're ever
going to get to. Well, that thing's huge.

Speaker 3 (42:48):
Oh fuck what she said? Oh my god, shit, it's
my favorite part for all of you listening at home.
Is all that bravado until I moved the miniature on
the mouth and it is fully four times bigger than
any of them, and all of a sudden, all of
their bravano turned into oh no, it's giant frog boster.

Speaker 1 (43:09):
I think we should try diplomacy. Do you speak Elvish?

Speaker 3 (43:13):
I don't, so yeah, I'm gonna need everybody to roll
initiative this frog thing. And mind you, it's not actually
a frog. It has tusks that are about two feet
long sticking out of its mouth.

Speaker 4 (43:30):
Dear listener, this frog looks cool as hell.

Speaker 2 (43:32):
It does look cool as hell.

Speaker 3 (43:34):
It's belly is coated in some sort of slippery grease
that like when it pulls itself up. It is just
coating your raft in this slippery.

Speaker 2 (43:46):
Like a reflex same to me, that's not where I'm
a viking, all.

Speaker 3 (43:50):
Right, So I'm gonna go ahead and collect everybody's initiative. Squash,
what do you got?

Speaker 4 (43:56):
I rolled a seventeen plus five twenty two.

Speaker 3 (44:01):
Twenty two again, spite, what do you got?

Speaker 2 (44:04):
A five plus four is a nine.

Speaker 5 (44:06):
Murdy, what do you got eighteen plus seven is twenty five?

Speaker 1 (44:11):
Trance, what do you got eight plus five is eighteen?

Speaker 2 (44:15):
Well, one of us is getting swallowed.

Speaker 3 (44:18):
Okay, So the entire raft is now leaning. It is
at such an angle that for all of you, the
ground is now all considered difficult terrain. And what that
means is that your movement is basically halfed. So every
space you want to move across you ten feet of movement,

(44:38):
not five feet. So you cannot move very efficiently while
this thing's on the raft because you might slide right off.
You have to take everything very carefully. The ground is
too steep, Murdy, you get to go first. This thing
is right next to you. It hopped on the back
of the raft.

Speaker 5 (44:59):
Well, Jason, I would like to cast bless for two actions,
which is gonna give everybody a plus one status bonus
two attack rolls, and then I would like to try
to gouge out at least one of its eyes with
my soup ladle.

Speaker 3 (45:13):
So Blessed does have a short range until you kind
of spend some time with it.

Speaker 2 (45:18):
Right, that's fifteen feet if you take one step to
your oh, but then you would be able to attack.
If you took one step to your west, you'd be
within fifteen feet of me and Trent. And then also
you would be within fifteen feet of meat. So I
if you got swallowed by a giant frog, I could
make it so you don't get swallowed by a giant frog.

Speaker 5 (45:35):
That seems worth it. I consider gauging out the eyes
and decide I want to be close to my comrades,
so I'm going to attempt to move to the left
and also cast bless all.

Speaker 3 (45:48):
Right, the giant frog two tusk does not take an
attack at you or anything like that for you moving
in front of it. Yeah, you move and cast your spell,
so somebody's gonna have plus one bonus on their attack. Roles, Squash,
we are over to you. This thing is just hanging out.

(46:08):
It's just like it's roaring at us. The first thing
it did was just unleash a kind of terrifying bellow.

Speaker 4 (46:16):
Hmm. Well, you know they say the Grand Canyon is
the biggest hole in this world next to this guy's mouth.
And I throw a big bomb in the air that
I bought in town. What is it, alchemist fire? I
throw one of theirs.

Speaker 3 (46:30):
You're gonna throw an alchemist fire. Okay, your bonus on
this is well, it's gonna be your decks plus three
plus one more for a blessed no plus one for plus.

Speaker 4 (46:40):
I rolled a seven, and so it'll be a fifteen.

Speaker 3 (46:45):
All right. So you throw the alchemist fire, but it
lands just short, hitting the deck of the boat, and
it shatters there and does do one point of damage
to two. Tusk just kind of singes him lightly, but
he does not seem to you even have noticed. Your
attempt probably leaves a bomb throwing to Trent, No kidding.

(47:05):
So that was your first action. Actually there's probably your
second action. You had to draw the bomb.

Speaker 4 (47:10):
Draw that.

Speaker 3 (47:11):
Okay.

Speaker 4 (47:12):
You know what, this guy's a swashbuckler, and he's been
out the game for so long that he's just itching
for it. He's acting out in town. He's making a
fool of himself in front of his friends who he's
like desperate to impress, and he's just like no more.
He does a big front flip and he tries to
get on to the fucking head of this frog. I'm

(47:35):
gonna go ahead and call that a grapple check. You're
trying to grapple the frog. Yeah, but I got so
many swashbuckler stats. Good luck getting me to fall off
of this frog. I dare you, in fact, so.

Speaker 3 (47:50):
You're gonna be attempting a athletics check to grapple the frog.

Speaker 4 (47:56):
You sure it's not acrobatics? Okay, athletics, let's go. And
that's a fourteen plus five. So we got a nineteen there, Jason.

Speaker 3 (48:07):
Nineteen against my fortitude save. So here's the thing. You
do get a bonus for blessed, so that is going
to make it dead on. So you flip up there
and grab this thing, which I.

Speaker 4 (48:19):
Believe gives you panache, gives me panash.

Speaker 3 (48:23):
Congrats, you're a swashbuckler who has panash.

Speaker 4 (48:28):
Everybody loves me.

Speaker 3 (48:29):
Now here's hoping you don't die before you can use it. Okay,
I'm holding on to the tusks. That is the end
of Squash's turn. Two Tusks goes Oh. So the first
thing that two tests does is it spends its entire
action coating the back half of the raft in belly grease.

(48:53):
So it spends all of its actions doing this, and
it just kind of squirts and splatters this belly grease
all over the back of the raft.

Speaker 4 (49:01):
Am I like.

Speaker 5 (49:02):
Taking damage for this because it's moving into me.

Speaker 3 (49:06):
No. But now, anybody other than two tusks on the
back of the raft, if they get hit by an
attack or fail a saving throw, they have to make
a balance check which is an acrobatics check, or get
knocked prone because the ground is now super slippery.

Speaker 4 (49:29):
This is on the back of the raft and on
the back of two tusk.

Speaker 3 (49:34):
Yes, okay.

Speaker 4 (49:36):
And so someone who ignores difficult terrain, specifically from bogs
or an enemy within it, am I still affected by that?
This is not difficult terrain. This is something different.

Speaker 3 (49:52):
This is uneven ground. You are definitely still affected by this.

Speaker 4 (49:55):
Rats crumbs, Yeah.

Speaker 3 (49:58):
Okay, that was two to us entire urn. That's all
you did, tramps, we are over to you.

Speaker 1 (50:05):
Okay, this is a complicated situation. Can I do in
arcana to see what this guy might be more vulnerable
to of my gismos?

Speaker 3 (50:13):
Yeah, if you want, I mean, the ideal skilled to
use here would probably be nature, because it is a
nature You're a nature preacher. If you have nature, If
that would be.

Speaker 1 (50:21):
Idea, I do, I have plus two to that. So
basically okay, so that's a total of twenty I got
an eighteen, and my choices are I've got the glue
alchemist flask, I've got frost, I've got lightning, and I've
got fire.

Speaker 3 (50:37):
Okay, so honestly, looking at this frog, you don't think
it's particularly immune to anything. It's just big and probably
has a lot of hit points, so kind of use
whatever you want, all right.

Speaker 1 (50:46):
Well, in that case, fire in the hole, and I'm
throwing me an alchemist fire. All right, that's a total
of sixteen.

Speaker 3 (50:55):
So you said as sixteen.

Speaker 1 (50:57):
I also get a N plus one for a plus
plus one.

Speaker 3 (51:00):
Plus one, so that's a total of seventeen. Exactly what
you needed to hit did save the day. So go
ahead and roll damage as your bomb hits the.

Speaker 1 (51:13):
Enjoy being on fire, you thing, And that's an eight
I guess plus one, so nine total.

Speaker 3 (51:20):
It is a DA plus one because the splash damage
affects the target. So in this case it's going to
take nine points of damage.

Speaker 1 (51:28):
Yeah, that'll learn you.

Speaker 3 (51:30):
It roars out in pain. The giant two tusk is
very angry at that everyone.

Speaker 1 (51:37):
It's weakness is being exploded.

Speaker 3 (51:41):
That was your first action because you're a bomber, so
you get to throw bombs pretty quick. You do have
two more actions.

Speaker 1 (51:47):
I'm throwing another bomb, all right.

Speaker 3 (51:50):
This one will be at a bit of a.

Speaker 2 (51:51):
Penalty, Isn't it grappled?

Speaker 3 (51:55):
So it is. That does give it a penalty to
its ac Normally, all of you you would take splash damage,
but Trant is a bomber alchemist, so he can decide
not to deal splash damage to anybody but the primary target,
which I'm assuming he's doing in this case.

Speaker 1 (52:08):
Yeah, I'm choosing that. I'm being good.

Speaker 4 (52:11):
That's how it works in real life for anyone being
quartered by the CIA, you know.

Speaker 1 (52:15):
Yeah, think about it, and that's why you need to
take your mad bombing levels.

Speaker 3 (52:20):
That's right, all right, I'm.

Speaker 1 (52:21):
Rolling another alchemist fire, all right, and that's ope even higher.
So that's a fourteen plus six, so twenty minus five,
so fifteen total, I guess.

Speaker 3 (52:32):
So, because it's grappled, that's going to hit.

Speaker 1 (52:38):
Oh this is my best day ever. Two grenades in
a row. Yeah, I just do two damage.

Speaker 3 (52:44):
Though, all right, but that one does minimum. You've just
managed to send it a bit with that one. You
do technically still have one action left, but if you
throw this one, it's at a huge penalty.

Speaker 1 (52:52):
No, Can I just prep one of my versatile flasps
to be an alchemist's fire?

Speaker 3 (52:57):
Yeah, you can prep one to do that. You will
have to use it by the end of you're an
extern otherwise. Is well, wait, I think I don't think that'll.

Speaker 2 (53:02):
Be all right, SPIKEE Okay, So I'm going to use
one of my actions to move carefully to the next
space to my lower rate, and then I'm going to
go into my defensive advance and I'm going to step
forward and I'm gonna this time, I'm going to scream
an infernal get back in the water, you filthy abomination,

(53:27):
and try and hit this thing.

Speaker 3 (53:30):
Which infernal doesn't sound pleasant to listen to.

Speaker 1 (53:33):
No, I hate it, and I'm going to cancel her
ont finder Twitter for using what I assume is an
infernal slur.

Speaker 2 (53:40):
It was absolutely abomination. Is not a polite thing to say.
You know what's impressive is that I still got a
ten even though what I rolled as a one.

Speaker 4 (53:51):
That is impressive.

Speaker 3 (53:53):
So you you carefully line up and charge across the boat.
It's not very far, but because the boats at such
an angle you they had to take some time to
get there. You run up to the tuscan swing your
blade and miss completely.

Speaker 2 (54:06):
I hit the gooey surface of the boat.

Speaker 3 (54:09):
And you in fact nearly hit squash Yeah maybe no, yeah,
yeah almost almost.

Speaker 5 (54:17):
Did you take the one from Blessed? Yeah?

Speaker 2 (54:19):
Yeah, that's how I got to a t When you roll.

Speaker 3 (54:22):
One, it's kind of like the opposite of a critical hit.
Even if you did roll a hit, it would still
get downgraded once I.

Speaker 2 (54:28):
Have to credit. I have to have like a plus
twenty seven in order to yeah, okay.

Speaker 3 (54:32):
Yeah, yeah, you would have to get a critical hit
to turn it into a hit. That's that's the only
way that makes sense.

Speaker 2 (54:38):
That's my turn.

Speaker 3 (54:39):
It's our rule that prevents you from sending a mob
of peasants after a dragon because they will not be
able to hurt it at all.

Speaker 2 (54:45):
That makes sense.

Speaker 3 (54:46):
Murdy, We're back to the top of the order. You
know this thing is going to go soon, and you
can't imagine it's going to be squirting belly grease all day. Murdy,
what do you got?

Speaker 5 (54:54):
Hazel is deeply upset by that turn of phreeze.

Speaker 3 (54:59):
Yeah, the belly green is coming for you. You're already
coated in it, aren't you.

Speaker 5 (55:02):
Yeah, yeah, I sure, I am also coated in it.
I'd like to take one of my actions to sustain
the blest spell, so everybody keeps that plus one for
the next round.

Speaker 3 (55:13):
That also increases the radius by ten feet, so now
it covers the entire raft no matter.

Speaker 5 (55:17):
Where you are. Oh hell yeah, can I whack this
and then back up?

Speaker 3 (55:22):
Yeah?

Speaker 5 (55:23):
Sure, I'm gonna whack this thing again loosely. I'm sort
of going for the eyes because they, you know, learned
that in stew Scouts. Did you go for the eyes?

Speaker 3 (55:32):
Yeah, yeah, that's all right.

Speaker 5 (55:33):
Well I was sixteen on the die plus four is twenty.

Speaker 3 (55:39):
All right, so you managed to clip it, hit two
tusk with your ladel, Go ahead and roll damage. I
rolled a five five damage. Yeah, you hit it in
the eye. It's not one of those like nictitating membrane things,
so it kind of closes. You didn't blind it or anything,
but definitely hurt. It looks like it didn't like that.
And then you want to back up.

Speaker 5 (55:59):
Yeah, I would love to. Yeah, just back up there.

Speaker 3 (56:01):
All right, So you delicately and carefully get yourself out
of all the belly grease that's all over the place,
and that is the end of your turn. Squash. We
are over to you. Now, squash one thing. You are
grappling this thing, so you have to spend at least
one action to attempt to maintain the grapple, otherwise the
grapple will end.

Speaker 4 (56:17):
All right, that's the first one can be. Well, I'll
take it because it's a nineteen.

Speaker 3 (56:26):
Do I add an nineteen on the die?

Speaker 4 (56:28):
Yes? Nineteen on the die? Do I need to add anything?

Speaker 3 (56:31):
Will you tell your athletics? So what dog? That's good?

Speaker 4 (56:35):
Yeah, it's at twenty four for a grapple.

Speaker 3 (56:38):
That will be enough. So you maintain the grapple on
this thing now on its turn it and try and
break the grapple, but you have at least maintained it.

Speaker 4 (56:45):
Fat chance two tusk.

Speaker 3 (56:46):
Now you basically need to use at least one hand
to maintain the grapple, so you're kind of hold onto
it with your other hand. You can attack it if
you want to draw a weapon or do something.

Speaker 4 (56:55):
Yeah, I guess I do have to draw my weapon.
I'll drum my magi grip here, okay, and I'm gonna
try and stab it right into this guy's goddamn brain.

Speaker 3 (57:09):
Okay, So you are attacking, you have panash which means
your attack is going to do an additional two points
of damage while you have panash. Now I will note
that you do also have confident finisher, which is something
you can declare you are doing. You get to make
an attack role. You will even deal damage if you miss,

(57:30):
and instead of dealing an additional two damage, you will
deal an additional two D six damage, but you will
lose panash.

Speaker 4 (57:39):
That's fine, that's actually dynamite. So while you were talking,
I rolled a fifteen. I am gonna try and do
a confident finisher, and I'm up there and I try
and stab into this guy's goddamn brain with my beautifulness.

Speaker 3 (57:58):
So you attempt to drive your rapier deep into it.
You roll the fifteen. You have a bonus of what seven? Yes,
plus twenty two twenty three. It's flat footed, so that
is going to hit. It's not a critical hit, but
it is a hit. So go ahead and roll. Well,
the rapier normally does a D six, so in this

(58:20):
case roll three D six.

Speaker 4 (58:23):
Bit ha ha, that's four. That's five two, So that's
eleven points of damage.

Speaker 3 (58:35):
Please, what's your strength?

Speaker 4 (58:38):
Strength is plus one?

Speaker 3 (58:39):
You do a lot of damage to two tusk he
is very mad. He is also very badly hurt between
the bombs and the stabbing. Two tusk is very hurt,
and he would normally try and escape, but you have
him grappled, so he's not going to try and escape.
He's instead going to try and kill you. That's what
he's gonna do.

Speaker 4 (58:58):
Chance, So here it comes better fraud. I have tried.

Speaker 3 (59:01):
Boy, let's see how that goes.

Speaker 4 (59:04):
We'll see if I'm telling the truth.

Speaker 3 (59:06):
Two tescos and he's going to attempt to hit you
surprisingly with his tusks.

Speaker 2 (59:11):
Oh that's bad.

Speaker 3 (59:13):
So I rolled the thirteen, which comes out to an
armor class of twenty four.

Speaker 4 (59:19):
Okay, so the thing is I don't like.

Speaker 3 (59:27):
Yeah, I know you don't, but that's gonna hit. I
also rolled max damage, so take twelve.

Speaker 1 (59:33):
Oh well, all right, thanks for tanking.

Speaker 4 (59:36):
I suppose.

Speaker 2 (59:37):
I suppose I'm going to use my reaction liberating step
to reduce that by three damage.

Speaker 4 (59:44):
Oh good.

Speaker 2 (59:45):
You can move if you want to, but you probably
don't want to because you're grappling this thing.

Speaker 4 (59:50):
No, I'm good, I'm great.

Speaker 3 (59:53):
All right. So with the liberating step, you've taken nine
points of damage. You're still at eight. All right, So
two things happen. First, we can either resolve this one
or two ways. Are you going to let go because
of the liberatings?

Speaker 4 (01:00:05):
No way.

Speaker 3 (01:00:06):
Okay, give me an acrobatics check to keep your feet
because if you fall prone, that will be bad.

Speaker 4 (01:00:13):
I rolled in eighteen plus seven, so good luck, baby.

Speaker 3 (01:00:18):
You're far too nimble for that. Okay, so you're still up.
You're still grabbing it, which means I'm going to take
my second action to hit you with my tusks again.
Mm hm.

Speaker 2 (01:00:29):
At least it doesn't swallow. I saw this thing and
was like, this thing swallows whole.

Speaker 4 (01:00:33):
I was hoping.

Speaker 3 (01:00:34):
Oh, so the second attack is a complete miss. It's
third attack is a nineteen.

Speaker 4 (01:00:41):
A nineteen you say, well, it sounds like I'm gonna
use my flashy dodge.

Speaker 3 (01:00:48):
Flashy dodge you slashbucklosh, you're too slippery.

Speaker 4 (01:00:52):
Who slippery is what they always say.

Speaker 3 (01:00:55):
That gives you a plus two bonus to your ACU,
which means I am gonna miss, and it gives you
panash back till the end of your next turn. That's
terrible for me because now you have panash again. All right,
that is the end of two tusks. Turn, he is
very badly hurt. Trent.

Speaker 1 (01:01:14):
I'm trying to think of a joke that incorporates the
lyrics of the Fleetwood Max song Tusk. But telling this
thing don't say that you love me, it doesn't really work.
So you can say it an infernal sure, I don't
speak it, but try not to be in the way.
And then I throw a grenade directly over Margaret's head.

Speaker 3 (01:01:36):
Sounds accurate.

Speaker 1 (01:01:37):
Oh and I got twenty two total twenty two is
a clean hit.

Speaker 2 (01:01:41):
It lights the candles as it goes over.

Speaker 1 (01:01:44):
Yeah, it ignites off the candles, all right, big number,
big number, big number. That's a seven total eight damage.

Speaker 4 (01:01:53):
Damn real savage like so squash.

Speaker 3 (01:01:57):
You end up having to let go of this thing
as the body of two tusks bursts into flame once
again and begins sliding off the back of the raft,
its tusks dragging across as its massive bulk pulls it
back down into the depths of the swamp.

Speaker 2 (01:02:18):
Can I, like athletics, try and grab it and prevent
it from falling so I can get the dagger out.

Speaker 3 (01:02:24):
You cannot grab it, but I will give you a
role to try and grab the dagger. Just one though. Okay,
give me an athletics check.

Speaker 2 (01:02:33):
Nott twenty Where was that so twenty seven?

Speaker 4 (01:02:36):
Oh wow?

Speaker 3 (01:02:37):
Almost as if drawing it from a sheath, you reach forward,
grab the dagger, and just hold on to it as
the giant body of the slurk, which is what two
tusks is, slides off and down into.

Speaker 4 (01:02:48):
The also sounds like a slur yah a Carino.

Speaker 3 (01:02:52):
Slurks are a very old pathfinder monster. They're one of
the first monsters we ever created.

Speaker 2 (01:02:58):
Giants, it's a good monster. I'm annoyed I did and
get to hit it whatever.

Speaker 4 (01:03:05):
I got to hit it a lot.

Speaker 2 (01:03:06):
Yeah, I know the world shit initiative and shit to hit.

Speaker 4 (01:03:10):
You're not missing anything.

Speaker 2 (01:03:12):
I look down at the super cool dagger in my hands.

Speaker 3 (01:03:15):
You can tell that if this thing's been embedded in
the height of a frog for over a year, it
seems in remarkably good condition, which usually indicates its magic
and nature in some way, shape or form. Hell yeah,
go ahead and write down that you now have a
plus one dagger as well.

Speaker 2 (01:03:28):
Yeah all right, get over that guy, may right, so
everyone can have a plus one weapon moment, Get done
with us.

Speaker 1 (01:03:34):
Yeah yeah, if you don't mind I'm going to use
that on my guitar.

Speaker 2 (01:03:40):
I hand you the dagger, and I hand the scimitar
to to Murdy.

Speaker 3 (01:03:43):
For those of you listening at home, there is an
activity you can do between adventures. It takes about a
day to do, and they had some downtime between adventures
where you can transfer the magical runs from one weapon
to another.

Speaker 1 (01:03:53):
Anyway, I'm going to put a hand on shoulder and say, look,
I know you feel bad about missing with that grenade
back there, but I'm going to tell you something my
Grandpapy told me about grenades, which is that the beauty
of grenades is even if you don't hit what you're
trying to hit, you hit something sometimes that's good enough.

Speaker 4 (01:04:11):
Squash has like a tear in his eye. That's beautiful.

Speaker 3 (01:04:17):
The battered barge finally arrives back in bog Bottom, where
Ladrusa stands on the pier eagerly waiting. Although the journey
was exhausting, there's still one more task to be done,
carrying the villagers of whatever foul malady the Boggards have
set upon them. Ladrusa, however, looks hopeful. I'm so glad

(01:04:38):
to see that you've returned. And none too worse for wear.
Although the squash has large must holes in him. Everybody's
got like bloody necks.

Speaker 5 (01:04:48):
I'm awful hit points, y'all.

Speaker 1 (01:04:51):
Yeah, I'm shockingly not burnt or stabbed.

Speaker 2 (01:04:53):
I lay on hands one on squash fair. But while
we're on our way.

Speaker 3 (01:04:58):
Back, were you able to find the ingredients, I'm certain
we'll be able to cure the villagers if you have
what we need.

Speaker 2 (01:05:06):
Yeah. There's one thing though, as I hand the pale
moonlight mushrooms, huh, I'm afraid that you all have not
really talked with leather Cap and the next time you
go to harvest these mushrooms you really should talk to
them and get their permission first.

Speaker 3 (01:05:22):
Oh why heaven, we had no idea that there was
even un lesser out there. We will, of course treat
them with respect and dignity. We would never intrude on
them in such a way that.

Speaker 4 (01:05:31):
Oh.

Speaker 3 (01:05:32):
Great, I'm glad that you brought this to our attention.

Speaker 2 (01:05:34):
Great. I'm not rolling any kind of any kind of
perception to figure out their line. I'm just like this
person's telling the truth.

Speaker 3 (01:05:41):
I mean, honestly, Ladrussa does look kind of okay.

Speaker 2 (01:05:44):
Shock so it's just two earnest people being like.

Speaker 4 (01:05:46):
Yeah, moral compromised, completely, like completely ruined.

Speaker 1 (01:05:51):
I'm just I'm gonna tell her, Look, you really want
to make sure that you're as good as your word
with this thing, because an elephant never forgets.

Speaker 3 (01:06:03):
I'm glad to see that joke coming back and paying off.
The Drusa leads you all to the house of Rest,
where the two villagers are sleeping fitfully. They are in
a fevered state, thrashing in their beds and mumbling about boggards,
and they keep saying their great works. You don't know

(01:06:23):
what that means. The Drusa begins to prepare the elixir,
which takes about an hour for her to kind of
fully concoct, But after that period of time she returns
with this shimmering golden liquid and carefully administers it to
both afflicted villagers at once. Their fevered dreams begin to fade,
and within a few minutes they're sleeping peacefully. The Drusa

(01:06:46):
places a hand upon their brows, nodding approvingly. She thinks
it may have worked, but only time will tell. The
rest of you are free to return to town, where
once again the people of Bottom are more than happy
to hear of your success. At the moss Pig, the
owner is throwing yet another feast in your honor. You

(01:07:06):
were all rewarded with more coin in your pocket. Indeed,
you now all have another ten gold to spend if
you like, or you can start pocketing it for your
future revolution.

Speaker 2 (01:07:16):
So I would like to go back to the muddy
dead Fly and very politely ask if I could return
the bug bombs.

Speaker 3 (01:07:28):
The frog is like, are you sure you might need him?

Speaker 4 (01:07:30):
Then?

Speaker 2 (01:07:31):
I know, And actually everything that you sold me did
come in handy, well will eventually come in handy. Although
I realized that if I use the butterfly nets and
catch dragonflies, I'm actually putting the dragonflies in jail. I'm
basically hoping to talk so kind of annoyingly earnestly that
he just gives me my money to leave.

Speaker 3 (01:07:49):
He looks at you noddingly, approvingly. At one point in time,
his tongue darts out to rub one of his eyes
and go back into his mouth. Yeah, And then he
looks at you and goes, Yep, no worry funds and closes.

Speaker 2 (01:07:59):
The I'm trying to figure out whether my character would
go back and sneak in at night and steal or not,
probably not anyway, I go back to the party.

Speaker 4 (01:08:12):
Yep, I think it was a squash would try and
convince you to do that.

Speaker 2 (01:08:17):
But that's a side Yeah, that's a side adventure. Yeah,
later one more level ten come.

Speaker 5 (01:08:22):
Back, Murdy would Murdy would go steal your coinbag.

Speaker 1 (01:08:25):
All we gotta do is burn the place down, and
then while he's putting out the fire, we can just
put the bug bombs back.

Speaker 2 (01:08:31):
Hey, your mind, change the way that people see us
in town, because right now we're doing a really good
job of finding people to be in solidarity with our revolution.
Because once we're the heroes of this town, we can
use them as foots. I mean, we can enlist them.

Speaker 4 (01:08:47):
We need to make a popular front that's right by that.
What we need is more listeners to our podcast. Tell
your friends, baby.

Speaker 3 (01:08:57):
So I'm assuming you're all having these discussions at the
mall pig as the town celebrates your victorim.

Speaker 1 (01:09:02):
Oh yeah, we're pounding a couple of pints, taking some
of the mushrooms.

Speaker 2 (01:09:06):
And we're telling the story about two tusks and using
the dagger as proof.

Speaker 3 (01:09:10):
That has everyone in rapt attention. You all get free
drinks all night and are able to tie on a
nice one and have a pleasant evening. The next morning,
Leadrusa once again leaves a note for you to come
meet her at the House of Rest immediately.

Speaker 4 (01:09:25):
Immediately. Holy smokes all right.

Speaker 3 (01:09:30):
Within the House of Rest, le Drusa speaks with the villagers,
getting a recount of their captivity. Oh good, you're here,
she proclaims. Halpern and Perinea, we're just telling me about
their time with the buckerds. I think you better sit down.
You need to hear this.

Speaker 4 (01:09:50):
I'm wearing big sunglasses and like drinking a mimosa and
moving slowly.

Speaker 3 (01:09:58):
You're all definitely feeling it. The bog bottom stout does
not play around after you've had five or six of them.

Speaker 4 (01:10:03):
I highly recommend bog bottom stout.

Speaker 5 (01:10:06):
I'm handing squash a jar that has like a raw
egg and some bitters and like other nasty hangover things.

Speaker 3 (01:10:18):
At once, a harrowing story spills out from the two
recovered villagers, how they were captured by boguards out fishing,
then forced to eat a foul smelling mush that muddled
their thoughts. They weren't harmed during their time with the Boggards.
In fact, the Bockards took care to make sure the
villagers were well fed because quote, in a few days,

(01:10:39):
you'll join your friends in the great work. This information
intrigues Lydrusa, who now suspects more Boggards are building something
deeper in the swamp. She looks about with worry on
her face. Seems to me that the town might need
you for one last adventure, and that is We're going

(01:11:01):
to wrap up this session of Dawn of the Frogs. Everybody.
That is the end of the second night of play. Yeah,
we're done here with session four. We got two more
to goo Dona frog.

Speaker 1 (01:11:16):
Everyone have a lovely night. Come back next week to
hear the next episode. And until next time, Remember there's
no downside to the use of high explosives.

Speaker 2 (01:11:27):
Hi everyone, nice, look bye.

Speaker 6 (01:11:33):
It could happen here as a production fool Zone Media.
For more podcasts or cool Zone Media, visit our website
cool zonemedia dot com or check us out on the
iHeart Radio, Apple Podcasts, or wherever you listen to podcasts.
You can find sources for It could Happen here, updated
monthly at cool zonemedia dot com slash sources. Thanks for listening,
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Host

Margaret Killjoy

Margaret Killjoy

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