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C1 Ep. 70 The Brelish Job Chapter Three image

C1 Ep. 70 The Brelish Job Chapter Three

E72 ยท Eberron Renewed
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369 Plays6 years ago

The gang takes the next step in their journey towards the Gala. But it turns out that finding an eccentric gnome is about as difficult as one would expect.

This episode is brought to you by the generous donations of our amazing Show Sponsors: Laura Pickrahn, Jessica Smith, Irene Viorritto, Ryan Royce, Darrin Katzska, Darrell DeLaney, Jon Cary, Charles Compton, Nikko Batson, Matt Lewis, and The Kamm Family.

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Transcript

Opening and Donor Shoutout

00:00:00
Speaker
This episode is brought to you by the generous donations of Matt Lewis, Darryl Delaney, Darren Katska, Ryan Royce, Jessica Smith, Laura Pickron, Irene Villarito, Nico Batson, John Kerry, The Cam Family, and Charles Compton, as well as many others.
00:00:26
Speaker
D20 radio, your gamers roll.

Introduction to Hosts

00:00:39
Speaker
Hello and welcome to Eberron Renewed, a D&D 5th edition actual play podcast set in the Eberron campaign setting. I'm your dungeon master, Eric. I'm Philip. I'm Randy. Jeff. And welcome to another episode. Gentlemen, what happened last time?
00:00:57
Speaker
we returned tomorrow time made plans for a gala or a gala however you like to pronounce it sure swanky party that's how dex pronounces it uya became somewhat enlightened somewhat

Discovery of the Red Owl, Hadith Irwinar

00:01:14
Speaker
Yes, in so many ways. Yes, yes, indeed. Okay, so, oh, one important thing is we did find out that the next Pactbearer that is on our rate, Arzolan Barrage Radar is the red freaking owl. Yes, Hadith Irwinar herself.
00:01:35
Speaker
Yeah. Indeed. Look at it, seeing that coming. We find out that this whole time, one of us accidentally had it packed and didn't know it. They just gotta kill us. Yeah, that would be a bar. That would be a twist. Block twist. Okay, so it is time to do a bit of a time jump, because as Phillip so aptly put it during our break, spare everyone the possibility of a random travel encounter. Taking up the whole episode.
00:02:04
Speaker
So you all have as covertly as possible arrived in sharn. Did you all take your airship? How how would you have done this?

Debating Airship Travel Risks

00:02:21
Speaker
Airship seems risky. I want to know whether we could do enough to it to make it less risky.
00:02:37
Speaker
Yeah, that's a good question. Besides, I mean, we've already made some cosmetic changes. Sure. A hole in the side. Black sails. Yeah. It says borrowed time. It does. It's got borrowed time. It's got all sorts of weird lightning burn clock imagery scored along the whole stupid ropes. Still in knots. I don't know.

Planning a Discreet Landing

00:03:03
Speaker
No, I mean, if you all were, so, um, Lady Omern has told you that, uh, Gurnath Ikletarin's, uh, place of residence is in, uh, kind of the upper reaches of Sharn, um, which is probably where you all would be most conspicuous.
00:03:25
Speaker
So if you all were willing to land in one of the mid to lower tier areas of sharn, kind of near the ground, honestly, then you could probably go unnoticed.
00:03:38
Speaker
That's fine. But you would need to take a, a sky cab up to the upper reaches or elevators or stairs or whatever. Well, I guess at one point we had to ask the rest of the group if they were willing to go back to Sean or they needed to be like, does crass want to go back to Sean or does grass need to stay in gray wall for a while while we do this?

Crassed's Commitment to Sharn

00:03:57
Speaker
Crassed like to that question says, listen, um, until we get born out restored.
00:04:06
Speaker
None of us are ever going to be welcome back there, but if this is what we need to do to make, at least take a step in that direction, then let's risk it. Okay. All right. Grown man makes his choices. Um, Bornell asks what you all plan to do in Sharn. What's, what are you? Of course. What are you doing?

Pre-Gala Strategy and Stealth

00:04:28
Speaker
I tell him. Of course you do.
00:04:32
Speaker
I mean, like, like I said, if we can get there before the fake king, then I could go to the party. But then there's a scene. Oh, no, but the fake king shows up and then there's a scene. And we need to do this as quiet as possible. I just really I don't think we can make take that risk. Fine. Don't get me wrong. I'd like to have you there for a fight. But
00:04:57
Speaker
You're being there would guarantee one. Whatever. So have you all just think of it this way. About one in three times. These guys just know exactly where we're going to be. So I put it at a 30 percent chance that while we're away, a boarding party attacks the ship.

Dex's Etiquette Lessons

00:05:18
Speaker
All up to you to kill them all just hammer time So have you all spoken to Charlie about attending the gala with you all I assume that Dex the entire trip over has been oh, yeah Etiquette lessons with Charlie. Yeah, I mean, this is all predicated on Charlie being willing to go in with ya So if we're if we're going to sharn, we'd already at least agree to give a shot. That's persuasion check
00:05:47
Speaker
He's been he's been doing his best to school decks in the the art of
00:05:55
Speaker
winning friends and influencing people. Yes, the art of not making a fool of yourself at a party. And even been trying to teach. Now you see decks at parties of this kind. There is a sufficient chance that, well, there will be some dancing expected of the more noble

Suspicious Obelisk Reconstruction

00:06:18
Speaker
people here. Do you know how to dance?
00:06:24
Speaker
I imagine that Dex...
00:06:27
Speaker
learn some dancing, but probably not for a long time as he'd done it. I see Dex having at some point in that Thieves Guild in a large city tried to infiltrate something, something like this. And Charlie

Arriving at Gurnath Ickletarn's

00:06:41
Speaker
tries to walk you through the steps of some of the more popular Brie-lish dances. Charlie keeps trying to lead and Dex reminds him that Varen Lassite would lead. So yes, I understand that, but I need to lead to show you the steps and then we can switch once you're comfortable with them.
00:06:58
Speaker
OK, so you all are. Leaving the ship. In one of the seedier neighborhoods, not as bad as the cogs, but yeah, is it just the three of you going to? I think probably need a nickel turn. He can, you know, we can say we're friends of Aaron last night and Paulo Amaran and yeah, that's OK.
00:07:27
Speaker
So how are you all going to reach the upper levels of sharn? Sky taxi, sky cab, sky cab. All right. So you stay on one of the platforms in hail and a small skiff pulls up and stops and you see a man, a human male sitting in the driver's seat like, OK, get on board. Come on. Let's go. The same one. Does the sky cab have a handprint? I have a black handprint on it.
00:07:53
Speaker
and you see the wood has been like scrubbed down as somebody was trying to get this black handprint off but it's all the way down yes it's all the way through the wood okay let's go uh sure five gold pieces fine thank you um the sky cab shoots up into the air i need constitution saving throws from everybody
00:08:18
Speaker
because he said he was sick I thought he only had to do that it's been a while no very much no no five six like three you all feel a little nauseous but you maintain your your your composure I just wanted to
00:08:41
Speaker
Yes, it was only Draconos that had to roll last time. So it's been a while since you all have traveled in something this small, this fast and Booyah, it's the first time for you. So that's not true. We've all traveled in our own skin exactly this fast in the opposite direction very recently.
00:08:57
Speaker
and it didn't go well. But we were not ill. Okay, so after a minute and a half

Maze Navigation Challenges

00:09:05
Speaker
or so of just practically flying straight up in the air, it comes to a sudden halt and stops next to a platform in the upper reaches of Sharn. You can see the sky clearly from this vantage point. Are we on the floating section?
00:09:20
Speaker
No, you're not on the floating section. There's a floating section? Yeah, the uppermost level of the city is floating above the rest of the city. Everyone will actually, Beric and Dex, give me perception checks. Nineteen. Sixteen. Sixteen, nineteen.
00:09:44
Speaker
You all see because you're near enough to the district where kind of your current situation all began. Where the explosion by the Sons of Liberty occurred and you see the building is being rebuilt constructed. It's happening very quickly. I need each of you to give me either investigation or insight checks.
00:10:14
Speaker
Uh, 25, 17. Hey, Barrick, you do not pass decks because it's daylight out, fairly bright. Um, you take a few steps and you see this building that's. Oh, they've started to construct the top, the roof at this point. Um, the walls are completely filled in, uh, stone architecture. Um, it looks like the building had before.
00:10:44
Speaker
And your stomach drops as you realize what this building looks like. And you had no context for it before. It looks like a giant version of an obelisk.
00:11:07
Speaker
The building is being rebuilt. But you're realizing that it's being rebuilt as it looked before the explosion. Interesting. It is proportions, specifications. Without getting to the bottom, you wouldn't know if there were ruins. I want to go over and check and see it. But you see it as part of the skyline, essentially.
00:11:32
Speaker
Too far away to go check out for room. I mean, it would take you five minutes to get over there. I nudged the other two and I say, uh, what's that up there look like to you? Now that it's pointed out, do I see it? I can save you some time and just say what I think. Um, I mean, given, given the, the nudge in the right direction, uh, and Booyah, you might just, I mean, you had no context for this building before. Um, but yeah, you can, you can see what he's referencing.
00:12:03
Speaker
That's a real big mind control doohickey right there fellas. Barret curses. It's no good. We go look closer. We have time, no time. I mean, your clock's running. I mean, you had a week when you left Great Wall. It's been

Dex's Ice Spear Incident

00:12:21
Speaker
a few days. Because the Swords of Liberty blew it up.
00:12:26
Speaker
And Beric is so angry right now because back when he was Cursebringer, Erebus gave him all sorts of crap about the Swords of Liberty not being enemies. Yeah.
00:12:42
Speaker
through. Um, we got, we, it takes a couple of minutes to go over there and just see if there's runes. I feel like that's something we ought to check out, right? All right. Sure. Make them walk over there. And if there are, we'll just blow it up. Right. Yes. We'll have tools. Yeah. We can make things happen.
00:12:58
Speaker
Well, after five minutes walking, you see that the building goes down beyond this level, like the foundations would obviously you would need to go further down to see if there are any ruins. But I mean, getting closer examination, I mean, it
00:13:19
Speaker
unless it's just a hardcore coincidence. Like this is, I mean, even the, the stone seaming and everything as you get up close is similar. Do we feel anything or cause it's not completed yet? You don't feel anything. All right. Do you try to touch the building? Oh hell no. I don't know, Eric does. Nothing happens. I'm already possessed. Yeah, you can't. There's only room for one in here. You got no vacancy. That being, oh man.
00:13:49
Speaker
Write that down. Everyone who goes into that building suddenly. Booyah looks around and sees all the people and looks at this big thing and he just, this, this not good, this very bad. Yeah. Well, what you two notes.
00:14:04
Speaker
Obviously, you would you would recall decks in Barrick. I mean, what this district of the city was slash is, I mean, this is where the dark liners are based, where a lot of Citadel agents were. Right. I mean, the ambassadors from other nations were based out of this building. This is an important part of town. Awesome. Well, let's go find Garthok, icky, dark, icky socks.
00:14:33
Speaker
Okay. So you all reach the address that Stormlord Omering gave you and you see a very unassuming
00:14:46
Speaker
It would be a storefront if the front windows weren't boarded up. This thing kind of sticks out like a sore thumb in this part of the like majestic. I mean, this is all opulence to you. It's just you're literally in a city in the sky. Everything is prettily made. The stones are carved beautifully. It's yeah, but there's this one storefront that is shorter than the surrounding buildings. Wood face boarded up windows in a single wooden door.
00:15:17
Speaker
Walk over and knock. There is no answer. Knock louder. Still no answer. Actually sign or anything. No, there's not. This is just the address like the lady over there. There is an address and a mail slot.
00:15:42
Speaker
Give me a, as you knock louder, Barrick, do a strength check for me. Oh. 14. 14. With your final like boom, boom, boom, loud knock, the door swings open on your third knock. Huh. And you see stairs leading down. Yeah.
00:16:10
Speaker
You do note that the staircase leading down is well lit. There are everbite lanterns about every 40 feet. The staircase itself travels down. You would guess about 80 feet down. Alright, would you like to check for traps here? Yes, I would. 28.
00:16:34
Speaker
It is investigation, right? Yes. There are no traps that you see. Detecting traps is actually perception. Oh, then 26. Okay. Investigation is figuring out how to, if there is a trap, how to disable it. It's a mechanical trap. Okay. 26 then. Okay. Still okay. There's not a trap that you notice. Well, then you should go first.
00:16:59
Speaker
I mean I do have evasion if it's dexterity problems. Yeah let's start I guess walking down the stairs. Like I said it is very well lit and as the staircase comes to an end after about 80 feet you see
00:17:19
Speaker
the landing of the stairs at the very bottom, there is a hallway that leads straight ahead for about 25 feet, but then there's also an immediate right turn that you can take. This would be a vault builder's home. Yeah, of course. So it's either straight or right? Straight or right. I want to look both directions. The straight way you can tell ends in a T-shaped intersection to the right. The hallway after 20 feet has a hard right turn.
00:17:50
Speaker
Can I check for traps down each direction real quick? I mean, up to a point, but yes. Well, yeah, sure. I just, I want to be constantly checking for traps, basically. Which one are you starting with? Uh, to the right is a 23. There are no traps that you can see. Straight ahead is a 28. No traps that you can see. Medium, medium, high, low.
00:18:16
Speaker
I'm trying to think if there's anything we can do that's more elegant than any meanie might email. Yeah, I don't mean to have anybody to communicate. Well, okay, let's, let's get some basic things out of the way. Eric sort of stands in the landing goes. Hello. Hello.
00:18:45
Speaker
Mr. Ickletarne. Somebody's mocking you. Maybe we just go closest door first. You'd see no doors. Oh, there are no hallways leading in directions. I think we just have to pick a direction.
00:19:07
Speaker
start walking to the right. Okay so you turn to the right and then like I said after about 20 feet that hallway ends in a right turn which then after 10 feet immediately forces you to turn right again which after another 10 feet forces you to turn left after another 10 feet it is a right turn then after 10 more feet is a left turn for the hallway continues for 20 feet to another right no left turn
00:19:33
Speaker
And so now as you venture down this hallway after about 15 feet, you see that there is a hallway. You could turn to the left and it goes for about 20 feet or you can continue to go straight for 25 feet. OK. If you're. We go.
00:19:56
Speaker
You went immediately right. Then another right. The first one was 20 feet. 20 feet. Then right. Then went 10 feet. Yes. Then right again went 10 feet. Yes. Then left 10 feet. Then right 10 feet. Then left 10 feet. You just went left. I went right. I went down. That's a right. And then left for 20 feet and then left again.
00:20:26
Speaker
OK, my mind, it's just turned back on itself. See, I've got like this. OK. That's correct. OK. Well, yours has incorporated the potential left hand turn that you've come upon after 15 feet. OK, the left hand turn would head us back towards the passage we were just in. Well, it goes it goes beyond. Right. OK. A little beyond. It's crazy. We go down halls, no doors. It's left or straight. Left or straight.
00:21:00
Speaker
I don't care. I don't care either. Booyah make the call. Let's go. We go left. Okay. So you turn left. Um, after 10 feet of walking down this hallway, um, Dex was leading the way. Oh yes. I wanted to check. 24 to hit. That's just to hit. There's no that savings or anything just to hit, huh? Yeah.
00:21:31
Speaker
as you see out of the classical wall arrow out of the wall at the far end of the hall a giant like 20 foot long spear made of ice shoots out uncanny dodge so that is that's a lot of nineteen twenty six thirty five as this ice spear hits you in the shoulder and then dissipates in cold air
00:22:04
Speaker
Who say we go? Who say we go left anyway? This hallway you travel 10 feet down. It continues another 10 feet and you can see that the hallway ends with a wooden door. Check for trips on the door. Yeah.
00:22:26
Speaker
Okay. You want five more feet and then, no, not really. Um, go ahead. Do we not arrive at the door? No, you were still 10 feet away from the door, but you're fine. Uh, it's perception to check. So 19, 19. Um, there are new traps that you can see. Is it unlocked? You would need to try to open it. Let's knock first. Yeah, fair enough.
00:22:54
Speaker
A knock on the door. There is no answer. Says a voice. Says a deep voice from somewhere.

Confrontation at the Maze's End

00:23:02
Speaker
A knock louder. Give me perception checks from outside the door. Sixteen. Sixteen. Eighteen. Sixteen, sixteen, eighteen. Yeah, I mean, all of you hear heavy footsteps begin heading towards the door.
00:23:22
Speaker
Heavy footsteps. Probably not no mesh. Unless he's in a mech suit. Let's back up. Maybe. Yeah. Take a few steps back. And ready ourselves? I don't want... Ready in the sense that I've got a brick. The footsteps have stopped. Hello? My spherical turn?
00:23:51
Speaker
We're not, we're not here to harm you or anything. What'd you always say when you knock on someone's door? Well, when you knock on somebody's door at the end of a maze. Clear. That person is clearly concerned about what might come to their door. Uh, Mr.

Battle with Animated Armor

00:24:08
Speaker
Rickletarn. We just, uh, we needed to speak with you. We were sent here by, uh, by lady Paolo Omeran.
00:24:18
Speaker
No answer. Well, try the door. Take my stick and I push on the door. I knock again. I want to see if I can hear footsteps coming closer again or getting closer or something. They're like waiting right there. Door opens in or out. Opens in. Go ahead. Volunteering me.
00:24:44
Speaker
Uh, Barrick will ready the action, uh, to cast Eldritch blast if whatever's on the other side of the door attacks Dex. Okay. I'm going to ready a command spell. Okay. I suppose I will.
00:25:09
Speaker
ready to push the door open action. Well, no, I'm going to go ahead and get into Perry stance before anything happens. And then can I do that and also push the door open? Or can I push the door open real quick? I mean, with your first turn, you can jump into Perry stance. But I mean, Perry stance is taking a stance to Perry. So then if you go to open a door, you're not. I'm just going to jump back into it. All right. I open the door. OK.
00:25:43
Speaker
as Eric rolls for what we meet. No, this is planned. Okay, as you begin to open the door, I'll give you this that you wanted to be in the period stance.
00:25:58
Speaker
As soon as the door opens four inches you just see a giant sword blade come crashing down and you pull your hand back as it lands in the stone floor and then it scrapes back up and you see a not large like large creature but larger than normal gauntlet
00:26:19
Speaker
fling the door open and you see count as attacking. I'm sorry. Give me a second. Yeah. You see two figures standing on the other side of the door that look like this. Oh, I feel like we fought one of those in the. Didn't we fight one of those in the in the room with all the murals?
00:26:37
Speaker
Something similar, but not this in particular. That was animated armor. This is something different. Yeah, so you see for the listeners a set of elaborate armor with various designs all over it and where there should be a body within the armor you just see red magical energy within it. You can go ahead and pop off your Eldritch Blast and be right to that action.
00:27:00
Speaker
First one misses. Second one. Oh, my gosh. Six or fifteen. Miss. The second one fires straight at the chest of the one that flung the door open and it just dissipates off of its armor. Oh, boy. So yeah, initiative, everybody. We had readied an action.
00:27:29
Speaker
What did you ready? Command spell. Yeah. You can choose not to, guys. Is command spell a charm spell? First, it's an enchantment. There's a description. Enchantment. You speak one word. Command through a creature you can see within range. Has to succeed on a wisdom saving throw.
00:27:56
Speaker
But if it doesn't become charmed by you? No, it just, yeah. It's just basically, I'm going to just try to stop it for a round. So it doesn't, yeah, it doesn't, it doesn't become your friend, which is what charming is. It just, okay. So there you go for the front one or the back one? Uh, the front one, the one closest to us. Okay. Wisdom saving throw. Yeah. DC 16. And actually the other one also. Oh yeah.
00:28:20
Speaker
Uh, first one rolled a 16, so it passes. Second one rolled a 13. So, uh, halt takes no, it doesn't move, takes no actions. Okay. So now we need to roll initiative. A 20 for Barrett.
00:28:43
Speaker
18. What? What do you roll? Roll to four. I rolled a 17. 21. Character sheet will turn on classic D&D phrase from days to today. Okay, so Booyah, you are up first. I don't think that has ever happened. Ever. All right.
00:29:08
Speaker
Yeah, I was going to cast a guiding bolt at the one closest. Your command spell did not work. Okay. Do you, what languages do you speak? Goblin, abyssal, elvish, giant.
00:29:30
Speaker
and comment, right? Yeah. Okay. Yeah. Do we know how we've been doing? I speak goblins. Okay. Translating everything. Yeah. Your, the command spell fails. He's my Wookie. All right. I'm going to shoot a guiding bolt. That's going to be a 27. All right.
00:30:10
Speaker
19 radiant damage. Okay. And the next attack on that guy has advantage before the end of my next turn. Excellent. So a flash of light just fires out.
00:30:25
Speaker
Socks it square in a chest. It is now Eric's turn. Let's try Eldritch Blast again. OK, so first one. That's probably going to do it. Twenty five.
00:30:41
Speaker
Hit. Hope. Second one. Eighteen. Nits. That's... But fifteen force damage to the first one. I'm just shooting at whichever one's closest to me. Focus fire. Nits. In an unfamiliar spot.
00:31:07
Speaker
Okay, so you guys both use ranged weapons, so am I still in front of them? Like they shot around me? Meat Shield. That's fine. Meat Shield Rogue, as it always is. I'm gonna do that thing I do where I hit that thing with that stick of mine.
00:31:30
Speaker
That's a 28 to hit. That is a hit. 24 points damage. And I will
00:31:43
Speaker
have advantage because we got hit them with a guiding bolt. So you might roll again and just see if you get the 20. You do know. OK, I did. There is a two on there, but it's not 20. All right, so that was 24 points, is it? Yes. Of damage. As you swing your ribbon, we can hit this. The front one, you see some of the pieces of armor like falling off is like magical energies being whisked away off. It is going to the front one.
00:32:16
Speaker
is going to step up and swing at you decks.
00:32:24
Speaker
20? No. Opposite of that. Oh, okay. So it steps up and tries to swing at you. And I'm just gonna... Because its construct is so fragile, it swings with too much force as it normally would, and it causes the arm with the sword to just come flying off and clatter on the ground. Sweet.
00:32:51
Speaker
So that's the word. Yeah The and then it's going to like confuse step back out of the way as the other one steps up and tries to swing it sore. I think that's really not fine. Feel free to use it. It's in balls today. That is also not going to hit with a nine to hit. So it smashes and it tries a horizontal swing and just shatters the door that they open. So now it is
00:33:21
Speaker
Booyah's turn. He was gonna try to shoot a bolt at it. From planar justice. That's going to be 24. That's a hit. Are you shooting at the one that still has both arms? Are you going after the one that's damaged? The one that's damaged. Okay.
00:33:50
Speaker
Are they humanoid? They're not, are they? No. That's that... 11 damage. 11 damage? Mm-hmm. That...
00:34:01
Speaker
Um, so your bolt sinks into where the magical energy is behind, like in its helmet. And you see the magical energy just explode out of the armor as it wisps and it kind of hovers for a second and then flies underneath another door in the room. I mean, it flies away. Okay. Um, and all the armor just comes clattering to the ground. Okay. Shoot at the second one.
00:34:27
Speaker
That's probably not gonna do it. Well, maybe 20. It. 16. It is now Barrett's turn. Okay. Well, I'm going to, I think, hold on to my big guns and continue to Eldritch Blast it. Okay.
00:34:56
Speaker
So, again, working with this shadowy form of a bow. Beric just again and again. That's 18, that missed last time, so I assume it still does. Better, that's 26. That is a hit. And it takes 13 points of force damage. Okay.
00:35:25
Speaker
Dicks. I got this stick. Hit. Hit and stick. Nice to have a hit and stick out. I am using the blade. Yeah. You know, that weapon that you begged me to give you. I love this stick. It's my hit and stick. It doesn't sound like you love this stick. I'm just saying, I'm going to do the thing I do because it's what I do. If I was a monk, I would be saying, I got these fists and they need to hit stuff. These fists were made for punching. Yeah. Well, this stick was made for swinging at robots.
00:35:57
Speaker
Also made for swinging at the air. It looks and sounds cool when you swing it at the air. It was a 12, I missed. That's about it. The one that you just swung at, the only one standing is going to try to attack you. 11. Okay.
00:36:18
Speaker
So it steps up and tries to swing the other direction and just buries its sword into the stone door frame and pulls it back out as the stone cracks a little bit. Booyah. Booyah loses another bolt from planer justice. Eric loves destroying structures. What is that? And bones.
00:36:42
Speaker
Oh, one. Nice. We. You know what? You hear like that magical energy that you had dissipate from the set of armor flew away and disappeared. You hear from a corner of the room. Heavy footfalls. Yeah, I think there's like a construction room in there. Yeah, quick one. So second shot. OK.
00:37:16
Speaker
That's a bunch. 30. Yeah, yep, yep. Oh, 18. Double sixes. Nice one. Okay, it is now Beric's turn.
00:37:42
Speaker
Eldritch Blast? I think so. Just go with the classics today. That's fine. Well, I just feel like there's worse things down here. I only get a couple spell slots, so... 19. 19. That is a hit. Oh, good. Oh, I'm sorry. No, that's a miss. Apologies.
00:38:05
Speaker
19. That is a miss. You make me sad. I'm sorry. Why must you sad me? I'm sorry. I have their AC right here and that's not enough. Especially after making him happy. 23. I don't think that hits. I've got a solid 50% ratio going on here. I'm hitting with one of my two bolts. Seven. Force damage.
00:38:38
Speaker
Hey, whatcha gonna do? I'm going to... I'm gonna hit it with my ribbon weave. Okay. I'm looking at stuff and... I'm gonna get a ribbon. I'm gonna swing at it. Man, okay, so this hanging on to my big guns might not be, uh, might not be the way to go anymore.
00:39:04
Speaker
I've rolled two, it's like four times today. Mine was Dex's three. Okay. This one... I should back up. They keep coming at me. I'll do one more round up though. You do good up there Dex, you stay put. This one's going to try to swing at Dex. Fourteen. No.
00:39:30
Speaker
Um, Booyah, your turn as it, it tries to do an uppercut swing this time and the sword just lodges into the top part of the door frame and it yanks it out. Right as a bolt flies its way. Uh, 18. Miss once again. Hit. That's 31. Yes.
00:40:00
Speaker
That's better than I do. I figured out your modifier. It's insane. Six, twelve damage. Twelve damage. The bolt plunges into the face where the face would be. Magical energy like wavers and then dissipates, coalesces and flies off in a direction where you can't see.

Defeating the Armor Constructs

00:40:21
Speaker
Okay. It is now Barret's turn. You can't see the other one yet. It's making its way towards you.
00:40:29
Speaker
I'm gonna move into the next room. Into the room? Okay. Yeah. There's another doorway that the sound is coming from behind or it's... No, you just couldn't see it within the room. Oh, I see. In the room I see it? Yes, you see it. It's about 10 feet away from the door.
00:40:56
Speaker
Okay, I'm going to cast Guiding Bolt out of the amulet. So again, the shadow bow appears, but this time as he draws it back, the arrow is sort of glowing silver. 21. That is a hit. Cool. That's 27 radiant damage. Okay. And the next attack against it will have advantage.
00:41:31
Speaker
I mean, it probably will have a hard time getting back up. I want to heal Ikitar. These guys are going to ruin your house if you don't call them off. Okay, it is now Dex's turn. One thing this stick can do is trip things. So I'm going to roll, and I still get advantage on this, right? Okay. That's not going to do it.
00:41:57
Speaker
Natural 20. Nice. So what would you like to do with that 20? I mean, I do trip it. Yes. And as it goes down, can we just have a departure shake off? I mean, it falls hard and loses a leg so it can't get back up. I mean, they do have shield, so I'll say he drops his shield. With low rates, I see. Yeah. Okay.
00:42:25
Speaker
So yeah, the shield is right. It's on the ground and it's defenseless. Let's do what we do. Destroy it. Remember the angels. Okay, it is now its turn. So it is going to attempt to stand back up, which it does, but it doesn't have its shield any longer. So
00:42:54
Speaker
We'll say that the straps on its shield broke when it hit the ground, so then it can't utilize it anymore. So Beric and Dex are in the room. Booyah, you are not. Beric, you stayed in range. Yeah, I was still shooting at it. So it's going to take a couple steps up, Dex, and grab its sword with both hands and swing down at you.
00:43:24
Speaker
Natural one? Yes. So it swings with a lot of vigor and just... Just launches the sword. Cross-loop.
00:43:46
Speaker
It swings around in the door. So now that you're in the room, you see on the east wall. Oh, I went into the room too. I absolutely should have said that. Obviously. Yeah. On the east wall, there is a stone door. And further up into this room, still on the west wall, there is another wooden door. So it swings around and kind of spins having missed and it sort of goes flying and just busts open the wooden door.
00:44:14
Speaker
And so if it were locked or trapped or anything, that door has been disabled. So yeah, it is now Booyah's turn. Hey Booyah, I'm running down to get into the room. As soon as he enters the room and sees it, he fires off a bolt. And that's not gonna hit 17. Nope. And gets in melee range as he draws his rapier and swings with the rapier.
00:44:42
Speaker
11 and then bonus action to shoot another bolt. That's going to hit 29. Okay. 17. 17. All right.
00:45:01
Speaker
Some of its armor pieces are starting to fall off. It's looking pretty worse for wear. Barak. Okay. Then, so it's standing up again. So I'm going to revert back to Eldritch Blasting now that we're all in the room. Terrible-ness. And do the background. That was being nicer.
00:45:25
Speaker
Not this time. Dex! Miss Bess. You know, that trip thing, really, only it's beneficial when the guy doesn't act right after you. I didn't think about that. There's not a lot happening. So some of the armor has come off. Do I see gears? No. Stuff? No. Okay, this is dead animated. It's like magical energy inside of it. Magical energy thing, okay. Sure. I have a mistake. 20 some odd.
00:45:53
Speaker
That's a hit. That's a 12. I think my D20 radio die. All right. Well, 22, 28, 31 points of damage. Noice. So your ribbon just spins around and around kind of weaving in and out through this magical energy and you just yank back.
00:46:20
Speaker
And the center part of the armor just comes flying out of this magic underneath. Once again, coalesces and then flies now that you can see underneath or out the wooden door that busted it. So.
00:46:33
Speaker
I want to very quickly move to look through that doorway because I fear that there's a factory of these things that I I want to just look in this room really I just want to put my head through the doorway and make sure there's not gonna be more of them you do that and I'll check this room just to look around while walking towards the stone door
00:46:51
Speaker
Okay, so as you rush up to look through that door, you can't see the magical energy anymore. But you see a long straight hallway that goes on for about 35 to 40 ish feet, around halfway down, the hallway turns to the left. And then at the very far end of it, it also turns to the left. At the stone door. What are you looking at? Well, no, I want I want also in this room, yeah, this room and then
00:47:18
Speaker
You see faded torn tapestries hanging from the eastern wall, so where those two wooden doors are. And on it, someone has scrawled, I'd rather be in Kire.
00:47:35
Speaker
So I do love tapestries. That is canon. That is canon. OK, now I do want to look at the stone door. I'd like to, I mean, check for traps. OK, but these doors just have a nice window in them. You can look in or like a transom. Mm hmm. You know, twenty six, twenty six. There are no traps that you can see.
00:47:59
Speaker
We were just returned by this point at the hallway goes on. I didn't see. Yeah. What do you want to do? All right. Uh, you, you didn't see anything. This concrete door here. I mean, if I was going to hide behind two robots, I would have also had behind a concrete door. That seems reasonable. Yeah. Just be true. Open this door.
00:48:23
Speaker
I do my best to open that door. It does not budge. I do better than my best to open that door. Did you unlock it? Still do not budge. I try to unlock it. Okay. 11. Your thieves tools, you kind of get them jammed at one point, you can't get the thing to turn. So can't make it through.
00:48:53
Speaker
I try again. Well, Booyah, try. Sure. I'll let one of you try one more time. Definitely not me. And it's my Dex plus. You are, you're not proficient in these tools, are you? No. Okay. So it's just my Dex. Was that an 18 and 23?
00:49:21
Speaker
23. So Booyock kind of patters up and takes Dex's thieves tools out of his hand and just and just punches the jubal tea. This is the Fonzie. And you see the door swing open. I take my thieves tools back and I put them in my bag. You see walking through this door, there is a it's it's a tea intersection leading north and south to the. Well, that's that's all you can see in the doorway.
00:49:52
Speaker
I mean, I think you're right. If I'm hiding something secure, I want to put it behind the stone. I check for traps, both directions. Any two rules? Um, I'll let you check to the north because as you like look up to the north, that hallway only goes on 10 feet and then there's a dead end. The other hallway goes down about 60 feet or even further than that, like 80 feet.
00:50:16
Speaker
20, 30, 30. To the north, you see no traps that you can tell me. I did. But looking this way, it looks, I mean, at least this section here is safe. That's too long for me. It's a dead end? It's a dead end? I thought it was a- To the north? Yeah. Yeah. Oh, it's a dead end. Well, let's investigate that. Yeah. Let's go take a look. Okay. As you turn to face the north at this dead end, you see some crates, sacks, things like that, just kind of piled up in this corner.
00:50:45
Speaker
Let's just check the walls. Yeah. Okay. Perception. Ooh. Twenty five. Another two. So 13. Nineteen. None of you can find any kind of secret door or anything like that. Okay. What's in these sacks and crates is just stores. Food stuffs. A lot of it's gone rotten. So let's proceed.
00:51:16
Speaker
Okay. So south. Yeah. Okay. And to the south, um, like I said, it's about 80 feet long. So give me, um, give me a rough guesstimate. I'm guessing you want to check for traps as you travel through this hallway. How far would you like to walk before you start, you stop and actively check for traps? What do you think? I don't know. Every 20 feet or 15 feet or 15 feet, 15 feet.
00:51:45
Speaker
Yeah. Okay. So you're going to make it down this hallway next week. Um, I can roll all four right now. If you want me to, um, go ahead and roll 23. Okay. Well, uh, you don't spot any traps. 17, 18.
00:52:08
Speaker
Um, just before you step on it, you spot a pressure plate in the hallway after traveling about 30 feet down this hallway. Um, you can give me an investigation check to kind of get a sense. Like you've spotted the thing that triggers the trap, but to figure out what the trap is, I need an investigation check.
00:52:27
Speaker
Natural 20. Natural twice. So 33. So you see right in the hallway, like there's some basic stonework design down this hallway, but you see some very small holes right over this pressure plate. So you think it's actually like a poison dart trap that darts would shoot out of this. So now you can give me a check to disable it.
00:52:54
Speaker
Which you, it's the same thing as lock picking thieves tools, plus your decks. I do have a 20. What would you like to do with that 20? You can just take a freebie on the disabling the trap if you want. Okay. I was going to ask for advantage, but you're going to be a freebie. I'll take a freebie. Okay. Yeah. Okay.
00:53:16
Speaker
So yeah, you're able to pretty easily just jam some stuff up underneath the pressure plate. You get some of your pythons that you know, and you just I do have those. Yeah. Yeah. And so now once something stupid now, even if somebody were to step on the pressure plate, the trip trap would not activate.
00:53:33
Speaker
All right. Okay. It will help when we get a hasty retreat. Yes. So continue down that you still want to go every 15 feet. I do. Okay. It's worked so far. Okay, give me a roll. It's gonna be awesome radio. 25. You don't see any traps. Okay, next one. Yep.
00:53:55
Speaker
Problem with rolling every 15 feet is you roll a lot more often. Yeah. And your chances of rolling it out for a one increase. Well, I mean, they guess they say the same, but yeah, but I rolled a one as well. Okay. Uh, you do not spot a trap. Yeah, no kidding. Um, so now from this point, you can see that the hallway continues on to a dead end.
00:54:22
Speaker
But about 20 feet before that dead end, there is a hallway, like the hallway turns to the right, and at the end of the hallway in the dead end, you see, you can't quite make it out, but you see some kind of stone statue figure. We've had great success with statues in the past. Hopefully there's a riddle. Our one true enemy, the riddle.
00:54:49
Speaker
uh well let's carefully go investigate yeah go ahead we'll walk up to it um i want to
00:54:57
Speaker
go up to the statue. If I'm breaking a 15 foot rule, I want to roll that. I'm going to walk into the statue and I'm going to check. Well, here's the thing. I can't. I can check it for traps. Yeah, I will. I like you want to come and check it for magic as well. That'd be you can't do that. It will anymore. I'm following behind you. I can I can do arcana checks. I mean, that's right. That's right. Okay. So I'm going to check the
00:55:21
Speaker
uh statue for once you get close enough to look at the statue you see that it is a stone statue on a pedestal of a medusa with her hand extended out and you can see that she is screaming and there is a real cloth strap covering her eyes don't undo the strap yeah looks like somebody somebody took care of this one for us i do i even need to check for traps on this or do we just need to keep moving
00:55:51
Speaker
Okay. Do you want to do an arcana check on it just because we're walking past it? I guess. Twelve. Can't sense anything. So we double back a bit. Yeah, you need to go back 20 feet to go down the hallway to turn to the right. Will do. Okay.
00:56:17
Speaker
Um, so this hallway goes for, you can't do greater restoration or anything, right? I'm just thinking if we rescue a Medusa from petrification, she's going to be grateful. It could be a handy outlet. Um, so, no, that's right. Just some things. Um,
00:56:43
Speaker
You go back and you turn to the left now coming from the other direction. You can try about 25 feet and you see the hallway turns to the left after 25 feet. How much of this one hallway we let me check for traps with one check. I'll let you roll to check the whole hallway.
00:57:00
Speaker
It's a natural one. I'm done checking for traps. I'd rather just get hit with another ice shard. It's literally your function. Thanks. I believe hitting things with my stick is a part of my milieu as well. I mean, you were complaining at lunch that you didn't get to check for traps enough. I was complaining. I was talking about it. I wanted to do more Rogi things.
00:57:22
Speaker
So, uh, open it up, turn in left. You see that this hallway goes, uh, for about another 40 feet, just in a straight line before it, from what you can tell it turns, uh, right at the end. Let's take a walk. I mean, okay. Yeah. I don't know what else to do. Let's go to the end of this hall. Okay. You travel 20 feet down the hallway. Um,
00:57:51
Speaker
And I need. My natural one. A. Wisdom saving throw. From everybody, 18. 21.
00:58:18
Speaker
Six. So you step on this part of the floor and what was a faintly carved symbol into the ground ignites in purplish energy. And you all see Booyah just begin to scream and run back the other direction down the hallway from where you came. Cool. This one again. You were frightened for three rounds, so 18 seconds.
00:58:50
Speaker
You just wait. Wait it out. And 19 seconds. OK. And the eight seconds, it takes room to run back. Right, of course. That thing is gone now. The symbol dissipates. Yeah. Yeah. Eric killed it. Way go, Barry. That thing nasty.
00:59:13
Speaker
Okay. So as you all continue down the hallway, it turns to the right at the end and you see, um, a closed, um, iron portcullis. Okay. Traps keep coming. Doors get progressively sturdier. It seems it feels like we're making progress towards something. Uh, I shall check for traps. Okay.
00:59:45
Speaker
14. There are no traps that you can sense. Walk towards the door. Yep. Check it for traps. Yep. 26. There are no traps that you can see. See if you can unlock it. Can I try the door? Well, it's a portcullis. I don't try and lift it. Yeah. So strength check. Well, I don't know if I'm the right man for this job. Which of us is? I know. Let me check. There was a time in my life. Right. Strength check.
01:00:17
Speaker
11 Booyah, I'll give shot. Yeah, go for it. I lived a little bit. Maybe you help rest way. It's the strongest person. I know 12 12 Nope, can we each get a hand on it? You can yeah, yeah, do a group check assist Okay, that means we're assisting Booyah I think is what yeah, it's got to be cuz he's the only one with a shot guys help Booyah do this So you have advantage
01:00:45
Speaker
Well, that's 14.
01:00:49
Speaker
Twenty one. Hey. So with your encouragement and like assistance put back into it manages to get it all of three feet off the ground as he's fully extended up. Crawl under. Baseball slide. Yeah. OK, so you're able to kind of pivot and let it fall down behind you. All right. Is this room still rooms are still lit like everything? Yes, everything is still lit. OK. Well, yeah, a buff. What do we see in here?
01:01:17
Speaker
This appears to be kind of an empty storage room. You see up to the north there are two doors. One is a wooden door on the left and one is an iron door on the right. Where's the glass door?
01:01:37
Speaker
It's just nice to see the other way kick in on the eastern side of the door. There is an arch an open archway leading out of the room and further to the north of that is a wooden door. Let's investigate the room. Yes, good idea. Twenty five. I'll say that there is
01:02:05
Speaker
Like the, the flagstone flooring, there's a four by four of these flagstones square in the center that you see a slightly raised above the rest of the floor. Those don't step there. Okay. Yeah. I mean, all right. So making your way around the perimeter of the room, which, which available doorways are you going to check out?
01:02:31
Speaker
Uh, let's start with the iron door. All right. Go to the iron door. Oh, I'm sorry. Maybe based on no logic at all, but it's, you know, what we got. Sorry. The iron door is on the Western side. You're coming in from the East. The archway is just South of you all still on the Eastern side. What do we see through it? Um, you see five feet of hallway and then it turns to the right. And if you poke your head around the corner, you see 10 more feet of hallway and it turns to the right again. Right.
01:02:58
Speaker
check with that iron door yeah gonna check the iron door for traps okay that's natural 20 yeah this dice give it and take it away so you're checking the northern iron door thought it was
01:03:14
Speaker
The western iron door. You said it was- The western door was a wooden door. Oh, okay. Oh, okay. Sorry. We're checking the iron door. Whatever door that is. Okay. So, um, you spot that the fact that this iron door, you're looking at it examining, you see something weird with the hinges. Okay. And for my 20, I'd like for that little turd to come out of it and be like, I heard you were looking for me. I'm Garfunak Ihitar.
01:03:41
Speaker
No. Can he know what's weird about the Hindus? Yeah, I'll give that to you. It's a one way door, so you could open it from the outside, but it's impossible to open it from the inside. Are we inside or outside?
01:03:55
Speaker
Like, the side that you are on, it would be able to open. But we would not be able to open it from the other side. The other side it would not open. Alright, so maybe we open and wedge it with something. Yeah, wedge or somebody hold or something. I mean, I... I think let's open it and see what's there. You know what else only opens? From one side though. Jail cells. That's a fair point. Who knows what's in there. But at the same time,
01:04:24
Speaker
Who knows what's in there, you know, uh, you know, who could know what's in there. Our friend who can walk through walls. Well, yeah, I can do this. Yeah. Booyah.
01:04:37
Speaker
Booyah steps into the ethereal plane and goes through the wall and pokes his head and looks. You see that this, like through the iron door, it's just a short hallway that leads to that wooden door that's also on the north side of the room. And you see a skeleton in this short little stretch of hallway. Look like that other wooden door over here and skeleton in there.
01:05:05
Speaker
That's weird. Well, how big was the skeleton? Human human size. Just a skeleton, not like a skeleton with stuff on it or just look like no clothes, but there was a door at the other end. Yeah. Door wooden door. Look like this other wooden door.
01:05:22
Speaker
I mean, I'm not willing to investigate this further. I'll be perfectly honest with you. Okay. Let's, we're trying to get to, let's, let's stick with our, what we're trying to get to. So, um, you have the wooden, that tells us about the wooden, what would the, where the wooden door leads and we know where the iron door leads. Well, the Northern wooden door, there are two wooden doors. So still have the Eastern wooden door and the archway. And let's examine the Eastern wooden door. Okay. Four traps. There are no traps that you can see. I rolled it too. Try it.
01:05:52
Speaker
Yeah, the door is locked. Try to unlock it. I know what to do. Eric, you're not the boss of me. Why do you keep making me make decisions? Uh, not enough. Probably. I think like, uh, three plus. Yeah. 11. No. Booyah, try again. Sure, Booyah.
01:06:21
Speaker
Oh, twelve. Nope. All right, we can't get through this door. I guess we're trying the archway. I mean, break the door down. I mean, you could do that also. What do you want to do? Yeah, let's go to the archway. How are we going to break the door down? None of us are any good at that. Yeah, we're not very strong, are we having a weapon? How many hit points does the door have? It varies from door to door, in fact.
01:06:50
Speaker
All right. Okay. So we're going to the archway or we're breaking down the door. Going to the archway. Okay. Okay. So you make a right, then make a right. Then as you make that second right, you see a hallway that's about 25 feet long. After 10 feet, there is a hallway that leads to the left. And at the end of the hallway, there's another hallway that leads to the left. I wonder if anybody listening is drawing this thing. Somebody is.
01:07:15
Speaker
I'm giving rough guesstimates of the distances because I don't want to count a bunch of squares. So right. Yeah. Just proceed down the hallway. Yeah. Let's go check all the way down to the end or check in for traps. I'll be checking for traps. Can I do it in two checks? Sure. First half. Twenty four. You see nothing. Second half. You told me. What is it? It's a seven. OK, so 18. You see nothing.
01:07:43
Speaker
And we're at the end. Yep. Okay. So are you turning left or are you doubling back to go down the other left-hand hallway? Draw this one out for me in the air. So you're traveling East after 10 feet. There's a hallway that goes South after another 10 feet. There's another hallway that goes South. Okay. So we passed one to get to the end. Yes. I see. Um, but they both go South. So we take one more app. Sure. The end one. Okay. Uh, so at the end of this hallway, you see a,
01:08:15
Speaker
Um, a wooden door, um, that is on the, uh, right hand side of the end of the hall. Okay. Check it for draft, check it for draft 19. Um,
01:08:33
Speaker
You do see as you're checking the door for traps, the handle. You see a very fine piece of string almost invisible to the naked eye that leads into the doorway. And you see that there are kind of very
01:08:53
Speaker
faint covers over the stone, like you see that maybe it's like some kind of paper that has just been put over. And as you like poke a finger through it, you see an arrow ready to launch on the other side of this. So how far? What's the distance? I mean, it's set to where somebody standing at the door, it'll hit them. Yeah.
01:09:17
Speaker
That's the only paper I can see is that one line. Can I just trip this one with my ribbon weave? Okay, we stand aside. Yeah, I stand 10 feet back because or eight feet back. That's how long my stick is. Okay, so you tap the door handle because it doesn't move fully. And just eight arrows shoot out and clatter against the wall opposite the door. Good call there.
01:09:39
Speaker
Yeah, that was a, I wouldn't have been fun. Try that door. And I, and I'm reheartened by the fact that there are still traps happening. Yeah. Uh, and I will try to open the door. It is the door handle appears to be stuck. Like you can move it just enough to know it's not locked, but it's jammed shut. Can you guys think of anything besides a strength check to get around this? We tried to break it down WD 40. Maybe we could try to break it down.
01:10:08
Speaker
Yeah, we just kick it open. We can just try to break. Would you like to use a weapon or a spell or your physical might? I will try Eldritch Blast on the top hinge. I just break the hinge. Do I need to attack it or just roll damage? You do need just roll damage on it.
01:10:35
Speaker
14 and 13 27 damage. So the door blasts off its hinges flying open. It was a wooden door. So yeah. So yeah, it goes flying open. And you see a 15 by 15 foot room that is completely empty. I walk in. Let's investigate the room. I walk into the room and I scream.
01:11:04
Speaker
And I curse the name Gerflock Narpy Farms. I have a natural 20 on my perception check for the room. OK, is there anything you would like to add to the room or the narrative in general? Other than a secret, a secret door that leads to a secret door that leads at least in the direction of Ikyltarn.
01:11:28
Speaker
Um, okay. I'll, I have no idea how to notate this, but yeah. Um, okay. So on the, uh, exact opposite wall from where you entered, um, you see a brief flicker of a shadow as you realize that there is a seam and light coming through it. Okay. I pointed out to Dex. Uh, there's actually a door there. I calmed down a bit.
01:11:57
Speaker
Well, do you have your cloak on? Because you shouldn't be feeling bad. And this one's secret, therefore more secure. Mm. I have, you know, I did add my dick to my initiative that first time, so I do have the cloak on. I take it back. I walk in the middle of an ice cream. This is fun! You might have been even angrier. Like, that might have been your boosted reaction. Because it's positivity. Yes. He's annoyingly optimistic. Oh, I see.
01:12:27
Speaker
So everything else I said works. We're getting closer to more traps. All right, so I go to what Barak has pointed out to me and I check for traps. Go ahead.
01:12:39
Speaker
22 22 you see no traps try it. Yeah I I I push that can't really can I tell which direction it would open it looks like it slides into the wall itself like the sliding door I Give it a slide slides away
01:13:03
Speaker
What do we see? You see a hallway that leads 10 feet to the north to the right. And there's an archway on the left-hand side of that at the end. And then it leads down like 50 feet to the south to your left. I'm just going to walk and look in the archway.

Cliffhanger with Silver Dragon

01:13:27
Speaker
I'm just going to go there.
01:13:31
Speaker
Maybe check it for traps caution to the wind. I'm getting made crazy. Okay, so you make your way up the hallway and arch your neck through this archway. You see a bookcase on the to your left. So like the hallway that you were in the adjoining wall.
01:14:00
Speaker
in this room. You all see at the far end another door. But in the center, the door is open that you see. And in the center of the room, you see the corpse now, fresh corpse of a silver dragon.
01:14:19
Speaker
And you see a figure standing on top of it that's like kind of tattered clothes, clearly just been through quite a fight. And you turn the corners, it's just slitting the throat of this silver dragon and letting the head drop down to the ground is like silvery blood pours out. And the figure looks up at you and kind of looks with astonishment. What are you doing here? End of episode.
01:14:50
Speaker
Well, says Drake here. Thank you all so much for listening.
01:14:59
Speaker
If you want to be a part of this conversation about this episode, please join us over on the Facebook group, TheGeekPantheon. We are on Twitter and Instagram, at TheGeekPantheon. We also have a Patreon. If you like what we do and would like to see it done just a little bit better, please consider giving Patreon.com slash TheGeekPantheon. We would love to thank Kevin McLeod for the use of all of his music. You can find it over in Competech.com. And once again, thank you all so much for listening. I am your dungeon master, Eric. I play three entities. Randy. Jeff. We'll see you next time.
01:15:39
Speaker
Check, check, check. Mike, check. Jimin on the one. Check, check, check. Something about hot dogs. I got rid of the website. Can anyone identify the reference?
01:16:02
Speaker
Jammin' on the one? Nope. It's the Cosby Show episode where Stevie Wonder guest stars and has all the Huxdables except for Cliff record something into his keyboard and then he makes a song out of it. That's what Theo says. Jammin' on the one. Stevie Wonder asks him, if you were going to say something cool, what would you say?
01:16:29
Speaker
That's what Theo Huxtable comes up with jamming on the one Okay It's so hot here