Transcript
Speaker: Hello and welcome to Clarendon, the hireling chronicles.
Speaker: Caleranden is an actual play Dungeons & Dragons podcast in which we will actually play Dungeons & Dragons as a podcast. My name is David Case LeClaire and I will be the narrator and game master for these sessions.
Speaker: Caleranden is a world of magic and adventure, a world of toppled towers, mysterious museums, and winding woodlands. It is a world perpetually beset by the forces of chaos.
Speaker: But every time the darkness returns, epic heroes rise to save the realm. But our story is not about the epic heroes, at least not directly.
Speaker: Our story is about three moderately experienced adventurers that have recently left behind all of the baggage. And joining us as the hardy... The heavy honchos. Joining us as the heavy honchos, we have... The Humpty Dumptors.
Speaker: We have Beth Gleason as... Lilia Thomas. And if I were mayor of Mud Petal, I would... bulldoze the current mayor's house and put up something much more tasteful for me to live in.
Speaker: ah Sounds like it would be a nice change. It has to be done with actual bulls. Yes. And Drew Gleason asks. Darwinius Garf Nozzlesnot.
Speaker: Snot mayor. Eat mayor food. ah Sleep in mayor bed. Yeah, they definitely have the best food, best bed, best ditch. And Dave Sturgis as... I am playing Fredegar, the friendly Firbulg farmer.
Speaker: And gosh, there's a lot Fred would probably want to do if he was mayor, um including maybe getting in trouble for trying to pass an ordinance against Mustachioed neardewills. But we're talking about the first thing he would do, which would obviously be to repeal all of those weird policies regarding the farms and let them be independent again. Yeah.
Speaker: And then you could always do the mustachioed ne'er-do-well second. Are they a protected class? What is this? This is discrimination! All right, well, if any of you become mayor, I guess we'll find out if you were lying.
Speaker: Okay. Who knows? Nice one. Very natural.
Speaker: In our last episode, the hardy hirelings saved Swifthoof from a flood of skeletal monstrosities. Unfortunately, they were unable to navigate the New Market before the skeletons formed into a terrifying giant.
Speaker: Epic hero Anfereniel... who you might know as the Maiden of Eternal Twilight, stayed behind to hold off the Fell Beast while our adventurers escaped.
Speaker: Now, arriving at the edge of Tangled Tree Park, they will have to find new way forward.
Speaker: The sounds of battle have faded. You've run for another 20 minutes or so through the twisting lanes till the lane that you're on ends at an intersection with a wide street heading off to the left and right into the gloom.
Speaker: Across from you, there is a low brick wall with a tangled thicket of foliage rising up on the other side. There's an arched entryway with a sign proclaiming it as Tangle Tree Park.
Speaker: Could this be the fabled East-West Street that we were looking for? You were looking for the Avenue of the Bright Kings. It does not appear that this is that. Shardadon has got the map out and they're examining it. They're like, I think we want to be on the other side of this park.
Speaker: The entranceway into the park is overgrown with twisting branches. It looks pretty gnarly. However, ah short way down this road, there is a massive stone building that stretches from this street into the park.
Speaker: Charonon looking at the map says, Ah, that building might be another way to go across if we do not want to go through the bushes. What do you think?
Speaker: Uh, you have map. Oh, strange. You started on asking us. Yeah. It was just sort of asking the group and Talonvor and Topaz are just kind of looking around and then they look at you guys.
Speaker: Can't Fred talk to bushes? I asked them to get out of the way little bit. That I could do. I'm assuming Fred is no longer risen, but he can certainly talk to some plants.
Speaker: Yeah. Now, I mean, the park is wide, so it may not be the matter of just talking to a couple of bushes. We may need to survey um variety of of different strawberries.
Speaker: Yeah. You can certainly try. I mean, the limited communication that furbolics have with plants is sort of one direction. I can tell them to do stuff, but I cannot particularly understand them in return.
Speaker: Which is not great for asking for directions. But I could... Getting out of the way, I think, is reasonable. Okay, druid. Ah...
Speaker: It's not good to talk to animals, but no animal here. Swift of Naze. Oh. no Okay, hang on. She's really more one of the family.
Speaker: Can i cast Speak with Animals? You want to use a spell slot to cast Speak with Animals? Uh, yes. Okay. And I am going to try to get across to Swift of what the question is and see if Swift of has an opinion on which way to go.
Speaker: Sure. Sure. So you're talking to Swift Tuff and you're like sort of going back and forth. Swift Tuff's cocking their head and braying. Topaz Talivor are like, oh they're like squinting and looking at you like, what on earth is he doing?
Speaker: Swift Tuff does not want to go into the park. She's very concerned about Bramble's messing up her hide. Oh. And her lovely mane. which is so carefully braided.
Speaker: You can't really see that far into the park, but it looks like there's heavy undergrowth twisting in there like it hasn't been tended to in a very long time. So Swifthoof is nervous about that path.
Speaker: Could mess up Snot's hair, too. Okay, Swifthoof not want to go park. Okay. That way, no. We can go to the building if you prefer.
Speaker: Okay, one minute, one minute. Snot is going to communicate this to Swift Hoof. Maybe we should get moving rather than talking to a donkey. It's okay.
Speaker: She doesn't mean it. No, but I do. but Swift Hoof would prefer to go through the building, but, I mean, you may not want to leave your decisions to the donkey. Snot is going to attempt to convince Swift Hoof to go the way the party's going.
Speaker: Well, the party will go whichever way you want them to go. Oh. You can choose. The building goes across the park, as far as you can tell from the map. So it's like an alternate route.
Speaker: Okay. Well, Swift Huff does not want to go to the park, so we will go through the building. Talonvor shrugs and says, well, it seems fine to me. not, we'll be attempting to give direction as to the best way a donkey can proceed through this structure.
Speaker: Well, it is a huge building.
Speaker: It has a massive marble facade on the street, two large decaying doors that have pretty much fallen off their hinges. The carving above the door proclaims that this is the Hall of Mere Fancy and History.
Speaker: Oh. It looks like it's very large rooms inside and large corridors. Doesn't seem like it would be that difficult for the donkey to go through. Mere Fancy and History.
Speaker: but We could look for the Signet Stone here, couldn't we?
Speaker: I thought it was more near a cathedral or something. Ardencian Abbey, but it's a building of history. I don't know. Maybe we just ought to get going.
Speaker: Talonvor shrugs and says, well, if it's no harm, keep your eyes open. Snod keeps his eyes open. Yeah. Valuable advice.
Speaker: She pushes aside the remnants of the door and steps into large opening foyer area. Your footsteps actually seem strangely soft as if they're absorbed by the stone. Although Swifthoof's hooves, as they strike the stone, do make a moderate amount of noise.
Speaker: Swifthoof, try to be quiet. Swifthoof neighs like Queen of the Sage Plains does not do stealth. No. After proceeding through the foyer, you find yourself moving through a number of smaller windowless rooms.
Speaker: They look like they were display areas. You see broken shards of pottery, cracked plinths, and some scattered glass, a few objects, but nothing particularly interesting. Definitely no signet stones.
Speaker: Galleries seem to be connected by doors, and you're moving through in the general direction. that you believe is going to take you to the other side. I guess I was imagining that there's like rubble stuff to get around.
Speaker: There isn't too much rubble in here. It looks like the building has really stood up pretty well. There's broken stuff on the ground like ah pottery and occasional plinth or display case that's been knocked over.
Speaker: But it's not that difficult to move through here. Well, that being the case, I guess that Snot is really going to keep his eyes peeled for anything shiny or interesting as we're passing through this very special space.
Speaker: Okay, I'll make a perception check.
Speaker: Eleven. Nothing thing really catches your eye. lot of strange things. it looks like the area that you're in is a prehistory area. They're like dirt fossils and stuff that's probably not that interesting.
Speaker: It's not... DM takes dump all over anthropology. so Okay. I'm goblin anthropology. You reach a room that has several stone benches still intact.
Speaker: Talonvor sighs and says, look, I think we need a short rest here. Why don't the three of you scout out the rest of this place and find the way across? Okay. Wait, was he talking to us or was he talking to his three companions?
Speaker: He was talking to you. Oh, crud. he wasn't asking us to rest, I assume. No, no. Ah.
Speaker: You watch Swift-Off? Oh, yes, absolutely. Topaz, you want to go? Topaz's like, uh, Sharanon, why don't you take the donkey? Sharanon's like, ah, donkey.
Speaker: Go over padding it and ah brushing it. Well, Snot expresses his deep apologies to Swift Hoof before leaving her in the care of Sharnanan.
Speaker: And head with his companions to scout. Yeah, Swift Hoof promises to be very careful, and she will bite if Sharnanan gets too frisky. Hm.
Speaker: Okay, sound like plan. Oh, but mostly, Sharnanan pushing their face into Swift Hoof's fur and, like, rubbing it around. And the biting? ah swift with Edges away a little bit. and Commence biting, please.
Speaker: Maybe it's Charnan gets a few nips. All right. So the three of you going to keep heading on and and see if you can find a clear way across. Yes. Yeah. Keep my eyes open just like snot.
Speaker: for Chinese, Signet's nose, Stone's nose. Signet noses. Do you want to make your own perception check? or Or maybe if all three of you are keeping your eyes open, somebody could roll with Vantage.
Speaker: I have a plus four. Yeah, someone who is perceptive in a, we'll say, positive way. I have plus six, but I have been rolling particularly poorly tonight. I like the idea of Snot and Fred telling Lily to look at stuff.
Speaker: Helpfully, you know. Natural 20. Oh! see All right. Oh, my doubters. You travel through more empty galleries. It seems like a lot of this place has may have been already looted.
Speaker: In one chamber, you see what seems to be ah sign of Stone Age artifacts or stone spoons. There's a comb made of bone. And then as you go on further, your eye is captured by an elaborate bronze chamber pot.
Speaker: like it could actually be worth something. Go ahead, Snot. Oh, are you pointing it out to the others there? Yep. Oh, that looked like very special poop pot.
Speaker: Snot will go up to the chamber pot and peer inside to make sure it's not occupied, and then he will take it. Actually, strangely enough, it is occupied, but not by, i mean, what you might be thinking.
Speaker: It appears that someone has, who knows when or why stashed some potions in here. Oh. There are like three or four small vials glow.
Speaker: so cool. With a golden hue. What? Seems that other looters have avoided this for, guess, obvious reasons. Didn't find. her to be Not obvious to us, fortunately. Golden potions.
Speaker: They are potions of healing. Oh. Snot is going to gently, he's going to get them out from inside. Maybe it's better he just reach in and grab them. Yeah, so I guess Lily and Brad, you just see Snot opening up the chamber button, reaching in, trying to get something out.
Speaker: That checks out. Look what's not find. He's gonna run back over with the potions and hold them out to his two companions.
Speaker: Oh my! Do we know what they are? I'll say yeah, you know what they are. Maybe one to, uh, or clean off before you use potion. That does seem wise.
Speaker: How many are there? Three. Oh, each have one. That's a good idea. Maybe you're smart. So you distribute the healing potions among you.
Speaker: Are you keeping the chamber pot? How big and heavy a chamber pot are we talking here? It's not that big. You can put it in your pack. Okay. It's not. He's going to go back and tip that into his pack.
Speaker: Okay.
Speaker: As you keep going, you don't see anything else of particular interest, but the display rooms seem to come to an end at a corridor. Ahead of you, there is ah large stone doorway, the plaque on the floor next to it that says the Grand Gallery.
Speaker: Quiet, please. You also see a curving set of stairs leading up from a small spide corridor going in the same direction. So you can either go through the stone doorway or you could go up the stairs.
Speaker: I vote stairs. But we not going up. But there might be some stuff in the Grand, whatchamacallit, Yeah. Snot's looking really uncomfortable for having argued with you, and he starts shaking his head vigorously.
Speaker: Yes, go up for stuff. Okay. Fred, do you have a... Yeah, Fred's just happy to be there.
Speaker: I'm imagining this is Fred's lovemaking style. Going upstairs? Just happy to be there. The stairs curve around and lead up to what appears to be a upper level balcony.
Speaker: You will see as you step out onto the balcony, it stretches all the way across massive chamber, an enormous room, paintings hung along the balcony near where you are. There are some windows also through which you see tangled foliage.
Speaker: The room itself is dominated ah below you by what ah appears to be a massive embalmed mammoth standing on a display. Tattered cloth wrappings hang off of the ancient creature as its beady eyes stare sightlessly forward.
Speaker: Even from up here, you can see a large sign in front of it that says Mammoth Ra. Oh no. And under it, it says no touching. As soon as Snot catches sight of it, he ducks down behind the railing and motions for the others to get down.
Speaker: What in Hallya is that? Big bone monster. Quiet. It's not bones. It appears to be and actual mammoth, but covered in mummy bandages.
Speaker: Oh, not good. Is it alive?
Speaker: Snot is going to very slowly raise his head back up and peer at it. It is not moving. You do see that along the top of this gallery there are skylights.
Speaker: Many of them are broken, vines hang down. There is a good amount of light in the room. The room itself is about 250 feet long. You know, if we could get up to the roof and then just follow the building out to the other side, we wouldn't have to deal with all the rooms.
Speaker: Could climb vine, but donkey not climb vine. Unless it's not as stroking his chin as if he had some sort of facial hair, which he definitely does not.
Speaker: Is there a spot where the vines coming down through the skylights and stuff might be reachable? Yeah, from the balcony, there are a few places where the vines touch the edge of the balcony. They don't look very sturdy, but yeah, you could you could try to climb up.
Speaker: Okay. With continued glances at the, uh, Mamuthra, uh, Snot is going to move along the balcony until he reaches one of those, tug on it a few times, make sure it doesn't just immediately come down, and then he is going to try to flamber up it to the skylights.
Speaker: Just noting, if this is a terrible idea, could someone please let me know? Snot will know very soon. Can you make an acrobatics check? Yes.
Speaker: 22. Okay. vines, as you pull on them, there's a little give in them. Then you start to climb up. You're climbing up them pretty successfully, but you get the sense that if you take your feet off the balcony, you might swing a little bit away from it, but you're having no trouble climbing up them.
Speaker: I mean, he's going to go up them like a monkey. like So you just go right up to the roof. So you get up and there is shattered glass above you. Do you want to keep going? As long as I can find somewhere to grab onto that isn't directly on broken glass.
Speaker: Yeah, I mean, you rolled 22, so you're having no trouble at all clambering around up here. So Snots kind of get his head and shoulders up above roof level and take a quick look around before going through.
Speaker: Yeah, so you get your head and poke it up. through the vines, look around. You see ah long expanse of roof on either side. You're in the middle of the building.
Speaker: The area where you are doesn't look too sturdy, like a lot of the skylights have broken, and there's not a lot of roof in between them. It might be a little precipitous, but you think that you could get up there and go way across, and you see On the far side to the south, the direction you're going, you see the heads of massive stone statues from what's presumably a street on the other side.
Speaker: Are they scary? They look like they might move? No, they don't look like they might move, but they're a little scary. They look very disappointed.
Speaker: They look like bright kings or slow dukes? They look like kings, yeah. You can see the park on either side of the roof is just a mass of vines and trees, foliage.
Speaker: As far as your eye can see on either side. Smart donkey. Do you have a rope or something we could tie to kind of get other people up at a safer point?
Speaker: I would not trust Snot's rope for that. But maybe someone else in the party would have a rope that he could... I thought we all had ropes when we left. I think we did say you still had the ropes when you left the campsite.
Speaker: Oh, okay. So this is proper rope. Okay. Yeah, he's going to start lowering that down to see if he can swing an end over to the others and find somewhere he can secure it up here.
Speaker: So you are able to tie the rope up quite tightly, swing the other end down to Fred and Lily. The sky is still black with clouds rumbling and distant thunder, but you feel like kind of a breath of fresh air in the wind up here.
Speaker: Maybe a little bit freeing to be out of the ah confines of a strange stuffy marble building, which be very unfamiliar.
Speaker: Once we've got the rope tied off, Snott's going to come back down using the rope. Okay, we get friends... Uh, Epic Hero.
Speaker: Get up on the roof. Do you see something out there? No, it can see everywhere. It's open. Okay. Alright.
Speaker: Then we can navigate the building. Snotsop Park. Swiftpuff. Very right. Not going park. As you're having this quiet conversation, having tied off the rope and preparing to head back, you hear scraping noise from the gallery. it seems like on the far side down below, the sound of a door sliding open.
Speaker: Hide. Is there a railing? Yeah, there's a railing. over it Okay. Snot is going to press up against that and peer very carefully over it to see where that door noise is coming from.
Speaker: Yeah, you can see that the far end of the gallery, there's a door similar to the one that you chose not to go through on your end. And it has opened and two Fomor are moving into the room, appear to be lightly armored. And on the smaller side, they're slipping into the room. They're looking around make hand gestures to each other, like one of them is pointing to the other side.
Speaker: And they seem to be moving around the edge of the gallery. They haven't seen you. Bad purple elves down there. Fomor. Now get back to Heroes.
Speaker: Are there further skylights, like going back over the area we came from? You've only seen skylights in this gallery. Okay. But you've only really been on the first floor. There may be other ways to get up to the second floor if you wanted to look around more.
Speaker: Right. So these Fomors haven't made it up to the second level. That's correct. They're on the lower level. One of them's under the balcony that you're on, the other one's on the same thing on the opposite side.
Speaker: They're moving slowly along the edge of the room. They're maybe about a third of the way into the room. So they look like they're scouting? They're not following a trail specifically.
Speaker: Yes. They are scouting. Okay.
Speaker: Snot is looking very indecisive and... starting to fidget around in the way you're familiar with. That doesn't always mean he has to pee. Can we just stay hidden and let them pass?
Speaker: Yes, but they find heroes. And swift woof. Okay, so we kill them. Snot's eyes go really wide.
Speaker: Does Fred have any thoughts he wants to share? Hmm... Prid is definitely up for killing these guys, but he's also thinking about how they tend to not travel in small groups most of the time.
Speaker: But... Well, if they're scouting, then...
Speaker: Right, we either need to not be seen or we need to take them out very quickly. Yeah. Snot is holding out something from his pouch. Uh... Maybe make... sleep.
Speaker: We can make them sleep and then... They're on the opposite sides of the room from each other. Yeah. And he is waiting for the possibility that they might come together.
Speaker: Okay. And he has, he's got his spell ready to go if they move near each other.
Speaker: Alright, so it looks like they came in together and then they split up to go around the opposite ends of the room. There's only one door out from there on the north side. So you suspect that they must come back together at that point. So you guys want to wait for that point?
Speaker: Let's not, does. yeah Yeah, that makes a certain amount sense. Can we scooch more towards that door but remain hidden so that if the sleep doesn't work...
Speaker: Yeah. Why don't you all give me a stealth check as you're trying to reposition yourself a little closer? ah Snot is not doing great on the stealth roll, so I got a 10.
Speaker: Welp, Fred got 5, so that's lower than 10. 16. For once. sixteen one
Speaker: The Boots of Elvenkind are doing great work here. Too bad you don't have three sets of them. Yeah. So Snot and Fred are trying to reposition. Just bump into the wall. There's a a clunking noise as one of the paintings falls off and slams down.
Speaker: And you're pretty sure that they've seen you. They're closer to the end now, maybe two-thirds of the way through, but they're still split up across the gallery. One of them would be directly below you, and then the other one is in your vision on the other side.
Speaker: And it looks like he's turned to look up towards you. Still within 60 feet. They've seen us, or they just heard something and are trying to figure out where it came from. You're not sure. Snott's going to give a real quick glance at Fred.
Speaker: Fred is looking very upset about having knocked over the painting.
Speaker: Okay, Snott's going to cast Sleep on the one. that he has good line of sight on. Okay, so that is a... Wisdom 14. fourteen
Speaker: He fails. As you cast Sleep, the Fomor on the far side just slumps down to the ground. You'll be asleep for one round and then get another save.
Speaker: You hear footsteps now below you, running, seems to be towards the door on the north end of the room.
Speaker: Alright, I'm assuming Fred can hear Snot catching the spell. Yeah, you hear the spell and you hear some clattering sound. Yeah, regardless of how that went, Fred has decided it's now time to go run down there.
Speaker: Okay. Towards the footsteps if possible.
Speaker: So if I can describe this, in order to get to the door, you could run back down the stairs you came up. Those are the only stairs on this side. So you would be on the north side of the door. Or you could just try to drop down, jump over the balcony or something like that.
Speaker: But it's pretty far, like maybe, let's say it's 20 feet down. That's like two stories. That's still kind of far down. What if you cushioned your landing with the foam whore?
Speaker: But it is, I'm assuming that it's faster than going down the stairs. Yep. Yeah, I think Fred's going to jump for it. Okay, well, why don't you make an athletics check? All right. Looks like we're going to have to jump.
Speaker: I roll the two, so that's a nine.
Speaker: All right, you're going to take six points of fall damage as you like go over the balcony and drop down, but land a little funny. But as you land, you see the Fomor is almost directly in front of you.
Speaker: He's running towards the door, skidding to ah an uncertain halt as he realizes that you've just dropped down behind him. You see that he's wearing light armor, carrying a small buckler shield, and he has three spears on his back.
Speaker: Alright, then I think Fred is going to rise up and try whack him with the shield table. Okay.
Speaker: And I'm going to say you're about 40 feet away from the sleeping Fulmore who's on the west side of the room. You're on the east side of the room. Okay. Alright. So that's a 19 to hit.
Speaker: Okay, yes, that hits.
Speaker: That's an 8 plus 7, so 15 damage. Wow, I mean... That's about as much damage the table can do outside of a crit. And I guess I'll push him too, because why not?
Speaker: All right, so which direction are you pushing? which push Towards that northern door, or...? I guess... Fred's not thinking you through this super well, so, like, away from Fred, which I guess would be...
Speaker: So you've fallen and you stumble a little bit as you fell, but you got your table out and you're rising up. You just swing it at him, crushing him, knocking him back. Ten feet, he stumbles back. He appears to be bloodied.
Speaker: Okay, so that's Fred's move. Snot, you cast the sleep. Did you move after that? No, but you know what I could do is bonus action hide. Okay, yeah, absolutely. So make that with advantage.
Speaker: Okay. For Skulkerer.
Speaker: Skulking all the time. Ah, so skunking. Skulking. 21. Okay, yes. You quickly like slip back down behind the balcony and are completely hidden.
Speaker: And Lily, what would you like to be doing? Where am I in? So you're near the stairs. You could run down the stairs to the north door, but it would probably you would need to dash in order to get through that door this turn.
Speaker: Okay. Or you could follow Fred over the balcony.
Speaker: Not my strong point. But hey, why not? Yeah, I'll do an athletics check. Okay. So 21.
Speaker: Okay, you actually do really well. Something about spur of the moment. You grab the balcony, flip over it, drop down. You still take four points of damage, but it looks cooler.
Speaker: But with more style, yeah. It looks cooler. Really showing up, Fred. You're next to Fred, about 10 feet away. you have enough movement, I'd say you could cover that distance if you wanted to get next to next to this guy.
Speaker: OK, I will do that. And I will try to hit him because we've decided to kill them
Speaker: them. 22 to hit. Oof. That hits.
Speaker: Six damage. OK. I'm not going to waste a smite on this
Speaker: But I will sap him. Okay. So you have sapped him. All right. He stumbles back as you drop over and stabbed him.
Speaker: He is going to try and step away from you, Lily. So you will get an attack of opportunity if you want one.
Speaker: Uh, 16 plus 4. Okay, that hits.
Speaker: Another 6. He is very badly injured. As he steps back away from you, you catch him with the sword. He stumbles back with blood flowing freely, cut through his armor.
Speaker: His chest is hurt. He's still alive. He grabs spear from his back. He turns and he throws it at the sleeping foe more. I would wake him up. But he will have disadvantage.
Speaker: And he misses. I rolled double twos. Popular roll tonight. I know. So he turns as like a desperation move. He hurls his spear towards.
Speaker: That's a really bad roll. Hurls his spear towards the foam war. Spear goes astray and goes right into the leg of the mammoth.
Speaker: Oh, There's a horrible crunching noise as the bandages crinkle around the spear and the mammoth starts to move.
Speaker: The other foamer is going to get saved and he succeeds. Oh, so so he's getting back up. He's waking up. He stands up using half of his movement.
Speaker: He sees what's happening here. He sees his buddy is badly injured, and he starts to run back to the south. So he's running 30 feet. We'll say he's about 50 feet away from you and halfway across the gallery.
Speaker: And the mammoth's eyes start to glow and lifting but enormous mammoth foot. But let's go back to you guys. What would you like to do? There's a very badly wounded guy who's about 10 feet away from Lily.
Speaker: And then there's a Fomor running down to the south end. And then there is a mammoth starting to move. Or a mummoth.
Speaker: I guess first off, I want to give Lily some temporary hit points. Okay. Now that she is near me and I losing three temporary hit points. And you get temporary hit points too, right? Did you get that?
Speaker: I do. Oh, that's cool. Yep. And Fred will smack this guy. Okay. Or, you know, step step forward and smack this guy one last time. Excuse me while I smack this guy.
Speaker: I'll make this a ah reckless attack so I don't miss. Eight. And a three. So I guess I'll go with the eight. Eight total?
Speaker: So 13 total. That is not going to hit. Sorry, it's plus seven. So... That's 15. 15. That is going to hit. They say we just feel our way up to whatever number we need.
Speaker: Oh, I keep looking at my strength bonus and not my two hit on the actual weapon. What did you damage? Ten total damage. Okay. They call it a reckless attack, but this is wreck full as you totally wreck this guy.
Speaker: There's so much wrecking. I cause him to get wrecked. You just step forward, lifting your table above your head, slam it down on top of him.
Speaker: Is he ah tabled for now? Yeah. Oh, he is. He is. And forever. He is flattened. He is smashed to the ground in a heap of dead guy.
Speaker: Anything else? It's hard to top that, so think I'm done. Okay. For this turn. So Lily and Snot. Snot, you are hiding. But you can peek out and get an idea of what's going on here.
Speaker: And Lily, the guy that you were fighting as has now been crushed, but there's another guy. And this mammoth guy. Yeah, the mammoth is starting to move.
Speaker: Its eyes are like swinging around slowly. It's like are looking around. Its great bandaged trunk is swinging in the air. There's dust like hasn't moved centuries.
Speaker: Oh dear. Rising up as it's starting to creak forward. So, Fred, good job. I don't know where Snot is. We have a thing, ah big, a big thing to deal with now.
Speaker: Oh, oh, I, uh, hmm. How far am I from the mammoth guy? I would say 30 feet, because it's in the center of the room. But he's coming towards us.
Speaker: It hasn't started moving in a direction yet. It's like this thing is just waking up and looking around for who could have disturbed it.
Speaker: Who violated the no touching sign? Can we point at the... you One more. ah I mean, if you have a way to direct its attention in that direction, it would be wise.
Speaker: Who violated this mammoth? Toll the dead makes a noise on the target, doesn't it? Within 10 feet of the target. Yeah.
Speaker: So if I told the dead on the guy that's running towards us who's behind the mammoth, that probably would get the mammoth's attention. He's running away from you. Oh, he's running away from me. But yes, I'm agreeing with you. That would make sense.
Speaker: Okay, let's do that then. It looks like, i mean, these guys are scouts. they' They're not here to kill you. Now that he's seen you, he wants to go tell his buddies. I want to get the mammoth's attention towards him.
Speaker: Not us. Yeah. So I'll Toll the Dead on him. That's a 60-foot range. Okay, and that's a wisdom save? Wisdom, 14. He got a wand.
Speaker: Poor guy. So, damage? Eight. Okay. So you reach out to him. The black flames of Haliya are summoned and zap out towards him, and there's a loud noise from him as attempts to resist it, but it hits him, and the bell just rings out.
Speaker: The mammoth turns.
Speaker: He's starting to move towards the foam or like his legs are moving. Boom. Boom. Faster and faster. And he is rushing. I'm saying it's the mammoth turn now.
Speaker: Mammoth Ra is rushing this guy. The ever-living? He rolled a 19 on his attack roll. Oh, jeez. Do I have enough dice for this?
Speaker: Oh, jeez. Is he getting trampled now? He is gored first. Oh, that's... Right. Always gore before you trample. Yeah. then we might want to leave out the door. Where's that?
Speaker: He does 15 piercing damage from his massive mummoth horns as it strikes him. Also, you notice there's a gray rot starts to spread across the foamer from where the horn pierced him.
Speaker: yeah And Az knocks him to the ground, the foamer, and then he tries to trample him.
Speaker: Yep.
Speaker: 12 plus 8 20 plus 7 27 more oh yeah he's just wow there's just a splutch noise and a sort of splunch oh my god there's one of those eagles around yeah the mammoth is like just crushing him with his giant mummy feet what would you guys like to do Maybe if we get out here enough.
Speaker: Yeah, you're you're within 15 feet of the door now since you've been moving towards it as you fought the first guy. I have no idea where Snot is, so I'm just going to grab Fred and get out the damn door.
Speaker: Okay. So the two of you rush to the the northern door. Pull it open. Step through. Pulling it closed behind you. Yes. Okay. Pulling it closed behind you, and there's a sort of thumping noise as you pull it closed, and you're back on the northern side, which is the way you had originally come.
Speaker: And Snot, what are you doing as this happens? Um, so it seems like the mammoth didn't even direct attention at my colleagues who have now darted out the door, right? That is correct.
Speaker: Okay, uh, then Snot is going to... get back into hiding if he's unhidden yet, I'm not sure. No, he's still hiding. And he is going to make his way as quietly as possible around the balcony.
Speaker: Yeah. Go down the stairs and come out somewhere that's not the gallery. Well, let's just give Snot a stealth check just just for fun. Oh, funsies. Love those. Actually, though, 21.
Speaker: Okay, yeah. When pressed, Snot is extremely stealthy. Just keeping his head down, scampers along the balcony to the north, back to the curving stairs.
Speaker: And as you come down the stairs, you see Fred and Lily have just closed the door and are sort of leaning back against it and breathing heavily.
Speaker: Ah, we say not go this way. Not go this way. No, not go. Nope. Nope. How long has it been? Is it long enough for our colleague to have a short rest? Yeah.
Speaker: It's been over an hour. which spent a lot of time with that chamber pot. I everybody wanted to use it. You're like, oh, cool. My turn. My turn.
Speaker: Yeah. Just everyone get a selfie on it. All that stuff. And I think we said, quote-unquote, tipped it into its backpack. Oh, ah with whatever was in it. I wouldn't have phrase it like that. Well, let's move on.
Speaker: Moving on. Yeah. I think we should go back and maybe let the the giant thing calm down a little and not come back.
Speaker: Maybe there's another way to get to the roof that doesn't involve a giant thing. Okay. Do you want to search for another way to the roof first or make your way back to the heroes first?
Speaker: They task us to figure out how to get to the other side so we should get a roof plan. All right. Why don't you guys make investigation checks or one of you can roll with advantage. Has anyone any good at investigation?
Speaker: Plus one. No. In the history of D&D, no. All right. but Well, let's just do our rules separately.
Speaker: Nine. Two.
Speaker: Seventeen. Minus one sixteen. Fredegar saves the day. you guys go around to the galleries, you're checking out different ways.
Speaker: Fred finds a door that you guys did not see on your way through. And when he pokes his head through it, there is a stairway. There's a big sign saying roof access.
Speaker: So it looks like this will get you up there. Okay. Well, that's convenient. Can we hear the mammoth? Is it still stomping around? It's quiet. You can't hear anything from there.
Speaker: He's behind me, isn't he? All right. So you found a way to the roof, which you believe will enable you to get across. think so. We got to make our way back to the legendary heroes.
Speaker: as As you make your way back, you see that they're getting their stuff together. Sharnan is calming Swift hoof. Yeah, a little campfire going. They're cooking. Yeah.
Speaker: They've been snacking. They've been chilling out. They look like they're recovered. They're like, oh, excellent. Did you ah find ah find a way? The roof. We're going to go to the roof.
Speaker: All right. Sounds good. So, Vance is like, no, now the hold on a minute. I don't know if I'd agree to that. The roof. Why would you go to the roof? Because there is a mammoth running around on the ground floor.
Speaker: All right, roof it is.
Speaker: Diplomacy. Charidadon's like, oh, I want to see the mammoth. I've never seen a mammoth. No, you don't. No, no, you don't. Oh. Nope, nope, nope.
Speaker: Okay. One's looking a bit worse for wear, anyhow. So... They use a lot of value as soon as you drive them off the line.
Speaker: You gather everyone together. You head back to the door, and it leads out onto the roof. And here there is a walkway along the roof. seems to go both directions, so it's pretty easy to move along.
Speaker: It says, Adventurers Walk Here. Yeah. So you just want to head down to the south towards that avenue. That seems to be where Sharanan is saying you should go. OK.
Speaker: And as you walk along the top of the roof, you can see the foliage of the park spreading out around you. But you also see, as you move towards the south end, oh ah many buildings on the far side of this wide avenue.
Speaker: The avenue itself is at least 60 feet wide, stretching as far as you can see to the east and west. Just at the edge of vision to the east, you can see crumbling ruins of a gate, which must be the Winter's Gate, where you were originally heading.
Speaker: And then to the west, you can't really see their buildings there grow higher. Looks like there were formerly towers. Many of them are broken and fallen. Along the road, it is lined with massive statues.
Speaker: In my notes, I wrote they were towering above you, but you're on the roof. So the heads of the statues that are about same level of you. appear to depict armor-clad men and women from different ages, frowning endlessly against the rumbling black sky.
Speaker: And as you reach south end of the roof and make your way back down to the road, which we'll say is easy, you have reached the Avenue of the Bright Kings. Yeah. And we're sure these are Bright Kings and not like upbeat barons or something? like We'll find out next time.
Speaker: On Clarendon, The Hireland Chronicles. Oh, so professional. Thank you for listening and please join us for our next exciting episode.
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