The Cracked Die Podcast - Episode 20 - Thief in the Night

Episode 20 January 16, 2020 00:45:33
The Cracked Die Podcast - Episode 20 - Thief in the Night
The Cracked Die Podcast
The Cracked Die Podcast - Episode 20 - Thief in the Night

Jan 16 2020 | 00:45:33

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Show Notes

Our heroes discuss if they should loot or not! 

Game and Adventure Path by Paizo Publishing- www.paizo.com
Background music provided by Tabletop Audio - http://tabletopaudio.com
Theme music by Angelo Di Loreto - https://angelodiloreto.com/
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Episode Transcript

[00:00:38] Speaker A: Welcome back to the Cracked Die podcast. I am your GM, Sean, but I'm sure if you've listened this far, you recognize my voice by now. So here we are, 2020 me, all recovering from the holidays, and what did the cast and I forget to do but record an episode? And we looked and we did the math, and we were like, oh, no, we're not going to have an episode for this week. So via the power of the Internet, we got together and we recorded this episode. So you're going to hear some sound quality differences from our normal episodes. However, I think it sounds pretty good. There is some echoes on some people's mics, but that's just because we're not in our normal recording studio and we're not all on the same equipment this time. So this episode and the next episode were both done remotely and sadly, without one of our cast members. But we'll talk about that in the episode. So I just want to say that you will hear a bit of a sound difference this week. However, that being said, we are getting closer and closer to our pathfinder two core rulebook giveaway. We are getting closer and closer every week, and I'm very excited about that. I believe we have six reviews right now. And once we get between ten to 15 reviews, not just the star ratings, but the typed out reviews on Apple Podcasts, we will be doing a drawing for that rulebook. So get those reviews in so we can give you a book. [00:02:18] Speaker B: We want to give you stuff for free. [00:02:21] Speaker A: All you got to do is type something in. Lastly, before we get to the episode, I again want to say thank you, thank you for listening to us. I can't say enough about how much we love hearing from you guys. We got a wonderful, wonderful email from a listener who powered through every episode that we have in a day or two. They had a long flight. They had lots of long flights, and they got to listen to all of our episodes. And they emailed us. And we just really want to say thank you, thank you, thank you for that. Because without listeners, we're just yelling into a void. So with that, let's head to the virtual Table this week and see what our merry band of adventurers get up to. [00:03:11] Speaker C: Previously on the Cracked Die podcast, our. [00:03:14] Speaker D: Heroes finally defeated the whites. Our heroes explored their surroundings and found quite a bit of treasure for themselves. After that, our heroes decided to take a quick rest in which our heroes leveled up. What's in store for our heroes now? Find out now on the Cracked Die podcast. [00:03:38] Speaker A: Welcome to the 20th episode of the Cracked Die podcast. [00:03:43] Speaker C: Great. [00:03:44] Speaker A: It's not really 20, but because we did three of this anyway. [00:03:50] Speaker C: It'S not the 20th week. [00:03:52] Speaker A: Carry the six, Christine, quick. All right, so at the end of the last session, you all napped and then the characters napped as well, and you all leveled up. So what happened? What did you get? Let's start with Aaron. What happened to Silver at level three? Yeah. [00:04:19] Speaker E: Hello, everyone. Silver the bard over here. So at level three, most classes start to pop off. It's pretty traditional in DND style tabletop rpgs, I get access to second level spells. As a bard at third level, which is pretty cool, we each get something called like a general beat as well as a skill increase, which I won't go into details here, but what a cool thing that I get is something called signature spells. So on each spell level that I know, one of them is my signature spell. And if that comes up in game, I'll explain it then. [00:04:57] Speaker A: Are you going to share what your signature spell is or are we going to wait? You're going to wait. Okay, Christine. [00:05:04] Speaker F: All right. So Soraya actually has a couple fun new alchemical recipes now or physical cantrips that she can cast. So she actually has the moderate versions of bottle blightning, thunderstone acid flask, and alchemist fire. So she can do a little more damage over time. [00:05:25] Speaker A: Sweet. She does get a yay. [00:05:28] Speaker F: I mean, what else would you want from me? Anyway? So her general feat this time is. [00:05:41] Speaker A: What did I just pick? [00:05:42] Speaker F: Of course I'm trying to do this now. [00:05:45] Speaker A: Proper planning. I see. [00:05:47] Speaker F: I literally just did this. And it's a special Lucy crafting. So she's a little better at making her alchemy. Now she gets a circumstance bonus. And of course, for her skill increase, she's going to do her crafting as well. [00:06:00] Speaker A: Nice, haya. [00:06:03] Speaker G: Well, I think the coolest thing that happens in third level for Brianna is that she gains an ally. I chose the blade ally, which is basically this creature or a spirit of battle that dwells within either your shield or falls you around. You summon them or in your sword. [00:06:33] Speaker A: I chose the sword. I was really concerned we were going to have a pet following you. [00:06:39] Speaker G: Now, I was tempted, but no, I attached the ally to her sword. [00:06:45] Speaker F: No friend for Jasper, but that's what. [00:06:48] Speaker C: Every party needs, like 16 characters for. [00:06:50] Speaker A: The GM to keep track of, clearly. [00:06:55] Speaker G: So as I am a champion that follows the tents of good, I get to choose once a day whether it does disrupting, ghost touch, returning, or shifting. I also gain the weapons critical. The weapons critical specialization effect. And I attach to the scimitar. [00:07:16] Speaker A: Nice. And what is the scimitar's critical effect? [00:07:20] Speaker G: That's a great question. Let me get back to you on that. [00:07:27] Speaker C: I think it's probably the same for all swords. [00:07:29] Speaker A: Okay. [00:07:30] Speaker C: Typically, like, swords have one, axes have one, hammers have one. [00:07:34] Speaker E: That kind of thing makes you flat footed. [00:07:37] Speaker A: There you go. [00:07:38] Speaker C: Yeah, that's great. That gives me more stabby stabs, no matter if I'm flanking or not. [00:07:43] Speaker A: And with your arrows that you seem to use way more than your swords. [00:07:47] Speaker C: Well, I have magic swords now, too. [00:07:49] Speaker A: Yes, you do. Let's talk about what happened to you when you leveled up. [00:07:53] Speaker C: So, twin Talon. So one thing I've noticed, and the thing is, I've not played a lot of second edition since it's brand spanking new. And this is literally the only game I think I've played of it, is that rogues, whereas every other class gets either like, a skill increase or a skill feat every level, rogues get both. Every level? Yeah. Like before, where rogues get a lot of skills, now they get more skills and they can do extra stuff with them. So level three, I got my skill increase. I put it into stealth, since I often use stealth for initiative. And then my general feed I took was incredible initiative. So I get plus two to my initiative, which makes my initiative bonus plus 13. Yeah. So I basically can't get below a 14 or initiative, which is very nice. And I could get up to 33. And then the skill feat I took was catfall. Catfall is an acrobatic skill feat, and it allows me to treat falls as if they were 10ft shorter, meaning if I fall 10ft or less, I take zero damage and land on my feet. And then right now I'm trained in acrobatics, but as my proficiency goes up to expert master and then legendary, possibly the amount of feet that I will ignore gets bigger. So if you get to legendary, you can literally fall infinite feet and land on your feet. [00:09:19] Speaker A: Wow. That's actually really important now, considering how falling damage is so deadly now. [00:09:25] Speaker C: Yeah, absolutely. [00:09:26] Speaker A: So deadly. [00:09:27] Speaker C: And then the only thing I really got from my class was the ability to deny advantage. So what it allows me to do is that because I'm so good at making other people flat footed, I am not flat footed. If they flank me or they're hidden or undetected, as long as they're my level or lower, I cannot be caught flat footed by other creatures. [00:09:50] Speaker A: That's really cool as well. Rich, what happened when Pond Watcher leveled up does he no longer have to roll dice? [00:09:56] Speaker H: Yeah. Now Pond Watcher just hits and it's fine. [00:10:00] Speaker A: Cool. [00:10:03] Speaker H: So, funny thing is, Pond Watcher also received the deny advantage class feature at third level. So you're not special. And I also can't be flat footed. [00:10:15] Speaker A: Okay. [00:10:16] Speaker H: And he got super good at athletics because he's just so buff and so tough. [00:10:22] Speaker G: Oh, my. [00:10:23] Speaker H: And he got a feat. And I thought that there was only one thing that was thematic, given the adventures he's had so far, which basically means getting hit by giant monsters and thrown and unconscious and drowning and getting murdered. And that feat is diehard. [00:10:42] Speaker A: Oh, nice. And then next Christmas, you get diehard with vengeance. [00:10:48] Speaker C: That's the third Christmas. [00:10:49] Speaker A: That's the third Christmas. [00:10:50] Speaker C: Second one is on an airplane. [00:10:52] Speaker A: Okay. [00:10:59] Speaker H: No, but what it actually means is that when I reach dying four, I do not die. I only die when I reach dying five. [00:11:07] Speaker F: Nice. [00:11:07] Speaker A: Oh, wow. Nice. [00:11:08] Speaker F: I was looking at that one. It's really cool. [00:11:10] Speaker H: I will never die. [00:11:12] Speaker A: Don't say that. Yeah. [00:11:14] Speaker C: Please stop yelling at monsters to kill you. [00:11:16] Speaker H: Well, that's the whole idea. They can't. Even though they try, they just can't do it. [00:11:22] Speaker A: That's great. That's great. [00:11:24] Speaker H: I speak in. No. [00:11:27] Speaker F: Oh, no. [00:11:30] Speaker A: All right, so normally we would ask temid what his level up stuff is, however, sadly, we ate him. Yes. Great flavor, great seasoning. But really, Anwar is not with us today, so we'll have to find out what happened to temed when he levels up next. [00:11:54] Speaker H: He probably just really likes beer now. [00:11:57] Speaker A: Yeah, right. A keg of everlasting beer. So, now that we all know how great you've all become, let's talk about what happened while you rested, because no one here really had a relaxing sleep. Soraya. [00:12:16] Speaker F: Yes. [00:12:17] Speaker A: As you slept, you were greeted with a familiar image in your dream. More fire. Yes. The fire surrounds you, engulfs you, swirls around you, licking at your ankles. However, you feel no heat from it. You are walking down a long hallway of what looks like molten lava. Tiny cracks and fissures streak through the lava, leaving black lines of hardened stone. As you continue down the hallway, the lines begin to overtake the lava, and the hardened stone wins out in the end. Still, you can see small lines of an orange glow. As you keep walking, you begin to smell smoke. At first, it reminds you of a campfire, but soon it turns into the sick smell of burning buildings and flesh. You keep walking and the hallway turns into Breechel's town hall. Only this time, the heat from the fire sweeps over you. You see warble in the town's council, engulfed in flame. Suddenly you are buffeted by the heat. As you start to feel your skin melt from your bones. The heat is so intense as the town hall begins to fall around you, being replaced by the black obsidian tunnel. You see the red orange glow from the cracks, and finally you figure that is where the smoke and heat is pouring out from. As you start to run, the bottoms of your feet have melted to the floor, your skin crackling and blistering from the heat. You're not sure if the heat, the flames or the smoke that is playing with your vision. But right before you black out, you could swear that the lines in the wall were moving, coalescing into a shape. Darkness now surrounds you. As you look around at nothing, you can't help but feel there is someone or something watching you. As you settle into actual sleep, you can't help but think of the glowing red line moving. [00:14:13] Speaker F: Don't like that. [00:14:18] Speaker G: Beautifully written. [00:14:19] Speaker F: It is. [00:14:20] Speaker H: Sauna. [00:14:20] Speaker A: Ever. [00:14:22] Speaker F: Like, man, I was supposed to sweat and heat up a lot, but, like, melting my feet off. I don't know how I feel about that, okay? But I stay asleep through that. I don't wake up or anything. [00:14:35] Speaker A: Yeah, you do. You sleep through it. [00:14:39] Speaker F: I roll back over. I'm used to this. [00:14:41] Speaker A: Yeah. Basically, life sucks. [00:14:42] Speaker F: Everybody dies. There's fire. Fuck it. [00:14:46] Speaker G: You're like the old lady from. What is it? Atlantis? The lost empire. [00:14:59] Speaker F: If any. She rolls over, she makes a sound, pulls her pillow over her head, grumbles, falls back asleep. [00:15:05] Speaker A: It's Tebid. Temid's obviously the one on watch. I see you're not sleeping well. [00:15:12] Speaker F: Well, no. I'm pretty sure after last time. Tebid and Soraya talks when they're making camp. He just kind of like side eyes what's going on and just looks back out the door and makes sure nothing else is happening. [00:15:23] Speaker A: So you get back to. [00:15:27] Speaker G: Boy. [00:15:27] Speaker A: Oh, true. After you serve your watch, you get into your sleeping bag. [00:15:36] Speaker H: I've grabbed my teddy bear. [00:15:38] Speaker A: Yes. And you fall right to sleep. Like a deep, restful sleep for the first time in a while on this trip. And you start to dream something that isn't too common for you anymore. Simple dreams at first. Your home, your mother, your family. As you drift deeper into the dream, you are walking on a field. Maybe it's one of the many fields you have traveled to get to breech Hill. As you are walking, you begin to feel a light rain coming down. It's cool. Almost reminding you of home. As you keep walking the rain starts to come down faster and cooler. It's getting to a temperature that is almost snow, but not quite. It starts to chill you to your bone, and suddenly you start to look around. You see that the rain only seems to be landing on you. The rest of the field is bright and sunny, as if a cloud is only over you as you look up. See that is not a cloud, but a giant, white, shimmering dragon. And it's not rain falling on you, but the blood from a huge gash at the stomach of this beast. The flesh starts to melt away until only bones are flying above you. The blood pours down over you and your head and your body, chilling you to the bones. The blood feels as if an acid is being poured on you. Your flesh begins to pucker and calcify. You notice that your arms are starting to grow scales. They begin to travel up your arm. You feel the rest of your skin hardening and reshaping. The scales solidify and you see them change from white gold to red and black. You turn around and see your mother's face, horrified. What have you become? She screams at you with blood tears streaming down her face as you try to stammer out. The skeletal dragon lands behind your mother and bites down, crushing her. [00:17:17] Speaker H: No. [00:17:18] Speaker A: You try to scream out, but your voice comes out only as a growl. You shudder and you are back to normal. You see nothing but darkness. The field is gone and the rain has stopped. Two orange flames flicker as you approach a small cottage at night. Orange flames flicker and move as you get closer. A kindly old man opens the door, holding a candle. Please come in, he rasps. You look cold and tired. The man, skin pale and paper thin, won't take no for an answer. He guides you into the cottage and insists that you stay the night. He makes up a lovely plush bed for you. Slowly you drift off to sleep, wrapped in a red and gold blankets that are so soft and comfortable, and a mattress that must be made by magic, for it is so soft. With that, you wake up in the safe room of a citadel with the rest of the party. So, yeah, those are two of the dreams people had. [00:18:11] Speaker H: Jeez, that's very upsetting. [00:18:14] Speaker F: Lovely. [00:18:14] Speaker G: Yeah, no kidding. [00:18:16] Speaker A: I slept great. For now. [00:18:23] Speaker G: Not that I would know this, but would you recognize the old man? Or is that something we'll find out at some other point? [00:18:32] Speaker H: Wouldn't you like to know? [00:18:34] Speaker G: Oh, I do. I guess we'll wait. [00:18:39] Speaker F: Curses. [00:18:40] Speaker H: I don't know, actually. Just kidding. [00:18:44] Speaker E: He didn't speak with a southern accent. [00:18:47] Speaker A: It was not you, silver. I can tell you that much. [00:18:49] Speaker H: And he didn't offer me any jumbalaya, jambalaya. [00:18:55] Speaker E: Jambalaya is good, by the way, if you never had it. [00:18:58] Speaker G: I think I have. [00:18:59] Speaker E: It's quite good. But you'll feel it in the morning, afterwards, let me tell you. [00:19:03] Speaker A: Oh, boy. Okay. [00:19:05] Speaker F: Good to know. [00:19:06] Speaker G: Lovely. [00:19:08] Speaker A: So, after those lovely dreams and such a restful evening, you all proceed back downstairs from your safe room that you've created with all of your goodies, back into the crypt where you met the tiny dragons and a gelatinous cube and some wife flying on dead things. Yeah, temid is actually still sleeping because as we all remember, he was drained, too. So you only recover from drain with a full 24 hours of rest. And then from that, you only recover one step. So he's going to stay in there and take the whole day to recover one level of drain, which is why he is not down here with you guys. [00:19:54] Speaker H: I'm going to drape him in my bedroll. [00:19:57] Speaker A: Your bedroll is kind of covered in, like, pond watcher sweat, because that drain. Your point? [00:20:04] Speaker F: Okay. [00:20:05] Speaker A: It's a healing cell. Got it. [00:20:08] Speaker H: Sleep now and bask in the sweat of a very strong and powerful man. [00:20:13] Speaker F: Just for giggles, can I have a little rudimentary fermentation thing set up? You'll feel better when you have the. Soon you wake up. [00:20:22] Speaker A: Yes, you can. [00:20:23] Speaker E: Terrible thing to watch a man go. [00:20:25] Speaker C: Through withdrawal, but he really should have. [00:20:28] Speaker H: Brought a lot more booze with him. I don't know what he was thinking. [00:20:32] Speaker E: You're absolutely right, your grace. I mean, he just bought, like, three things of beer. That's not enough for a man that drinks like you. [00:20:39] Speaker A: Oh, boy. [00:20:40] Speaker G: Maybe he didn't think he would be here this long. [00:20:42] Speaker E: Some poor planning on his behalf. All right, well, he's a young man. He'll learn his lesson. Let's take this crypt here. Got to take the bull by the horns. You know what they say. Let's head there. [00:20:55] Speaker A: All right, so you head back down into that main hallway that you've been in, and we're using roll 20 because we are. And I've managed to set up what you can actually see now. And as you can see from your maps in front of you, it's not. [00:21:12] Speaker F: A whole lot, actually. I have dark vision. [00:21:16] Speaker A: Oh, do you? [00:21:17] Speaker F: I legitimately do. [00:21:19] Speaker H: What do your elf eyes see? [00:21:21] Speaker F: Well, there's a number of hallways, so. [00:21:24] Speaker A: I can tell you you've explored all of the hallways to the north. You've explored the doorways to the east. It's the doorways to the south that you need to go through. [00:21:37] Speaker F: But that's the direction that is. [00:21:39] Speaker G: Yes. [00:21:40] Speaker F: What's this then? Some light reflecting over here. [00:21:43] Speaker A: That is the hallway you guys took to get to the whites. [00:21:47] Speaker F: Oh, okay. So this leads into the crypt. Oh, yes. So there's a door here. There's a door here. It looks like there's something down at the end of the hallway. I can't quite tell, though. All right. Well, yes, it does look like there is down this way. There's a few doors, it appears. And these up here. We've been through all of these. [00:22:07] Speaker C: What you're saying there are two doors on our right we haven't gone to? [00:22:10] Speaker F: Correct, correct. And it looked like there's three closed doors at the end of this hallway. [00:22:14] Speaker C: They were open. That's where the July's cube and the cold. [00:22:18] Speaker G: Right. [00:22:18] Speaker F: Okay, cool. So here and here. [00:22:22] Speaker E: Are we going to try to be stealthy here? Because we're not going to be stealthy. I'll have bardic inspiration going. Otherwise I won't. [00:22:31] Speaker G: Well, what is left that we know that we have to watch out for? [00:22:36] Speaker E: That lady who box might be here. [00:22:40] Speaker F: Yes. [00:22:40] Speaker E: A couple of other undead nonsense, that kind of stuff. I can sneak with the best of them and I can entertain you all with a tune. Just let me know. [00:22:49] Speaker C: I think it'd probably be best if we started with stealth. They don't know that we gain anything from your inspiration if we're not in combat. [00:22:56] Speaker G: We do appreciate your voices as a soothing factor since it is a little bit eerie down here, to say the. [00:23:04] Speaker F: Least, just a tad. Well, I mean, it's not much worse than what I'm used to, but I don't generally have to deal with somebody undead and monsters. [00:23:12] Speaker E: I think the worst cave I ever had to be in turned out to be some large snake's mouth. Turns. I'm not a good dentist. [00:23:24] Speaker H: True words. [00:23:25] Speaker F: Has he tried dental surgery on you, then? [00:23:27] Speaker H: We've had many problems on the road. [00:23:31] Speaker E: And I have my abilities as a dentist. Mostly it's just taking out rotted teeth. [00:23:39] Speaker H: In people's head and then running as fast as you can. [00:23:43] Speaker E: They already paid me money. [00:23:46] Speaker H: Up front is important for a dentist. [00:23:48] Speaker F: Or any freelancer, really. I don't really give my things away with first left door or right door. [00:23:56] Speaker C: I don't think it matters. I think we should go to the one that's closest to the entrance first. [00:24:02] Speaker F: All right. So let's go this way. [00:24:04] Speaker G: Do not move so fast. Go square by square so we can see movement. [00:24:11] Speaker F: That's right. I'm so sorry. I don't need light. Forget that. [00:24:15] Speaker A: So what's the marching order? [00:24:17] Speaker F: Well, I'm not particularly sneaky, but I can scout ahead. This way we don't have to proceed with the light and let them know we're coming. [00:24:25] Speaker A: What is your stealth, Sareia? [00:24:28] Speaker F: My stealth is plus one. Hang on. Is it pitch black in here or is it low light in here? [00:24:37] Speaker A: No, it's pitch black. [00:24:38] Speaker F: Damn it. Jasper has low light vision and he's got like a stealth of plus seven or something. [00:24:43] Speaker A: All right, well, I have a role for you so you can continue down the hallway. [00:24:46] Speaker F: It goes off on an angle like this. [00:24:48] Speaker A: Yes. [00:24:49] Speaker H: There she goes. Never to be seen again. [00:24:51] Speaker G: Goodbye. [00:24:52] Speaker F: Is that a closed door right there that I see? [00:24:54] Speaker A: That door is closed, yes. [00:24:56] Speaker F: All right, so there is a door here. It's closed though. [00:24:59] Speaker A: I don't think you'd like following her. Right. [00:25:01] Speaker C: We're going to let her go ahead so we don't have the light. [00:25:03] Speaker G: Goodbye. [00:25:07] Speaker F: I'll come and I'll report back. The hallway goes on for about. What is that? 510 25 30. About 35ft. 35 40ft. And then there's a door. Would you like me to open it or would you like to follow? [00:25:20] Speaker G: I wouldn't want you to get ambushed. Sorry, ambushed. [00:25:25] Speaker F: Why don't we do this? Hold your shield behind you, follow me as I open the door and if there's trouble we'll call for the rest of it. [00:25:33] Speaker A: Okay. So you're going to get rid of Brianna's light? Is that what I'm saying? [00:25:37] Speaker F: No, what I'm saying is instead of holding the shield in front of her, put it on her back so the light is going. [00:25:45] Speaker A: So it's blinding whoever's behind her. Got it. [00:25:47] Speaker F: That's why I'm saying no. She and I should go and if there is trouble we'll make noise and the rest of them can come running. [00:25:53] Speaker A: All right. [00:25:54] Speaker C: I think it's fun to have the two people who I assume have the lowest stealth go first. [00:25:59] Speaker G: Do you want to take twin Talon with you? He's far more stealthy than I am. [00:26:03] Speaker C: I mean, I can't see. I can't see without the light, but it's also likely that I won't be seen. I'll just put my hand on your shoulder. I don't know. [00:26:14] Speaker G: Hey, that's not my shoulder. All right. [00:26:16] Speaker F: I'm not going to move through the door. I'm just going to gently push open the door. [00:26:21] Speaker A: Okay. The door is unlocked. As it swings open. You don't see anything in there other than what you actually see on the map? [00:26:31] Speaker F: All right, so it looks like there is another door that I can see. The room continues off to the right. There are four more little crypty things. Do they look disturbed in any way? Like, has anything come out of them? [00:26:44] Speaker A: Four monuments loom in the dark and somber room, each with a prominent carving of black winged angels and various stylized pentagrams. Burnished plaques along the floor next to each supplicer bear the names of those interred within. While atop the northern wall near the ceiling, the words sepulchre of the nail are carved in prominent relief. None of them seem disturbed. [00:27:13] Speaker F: Okay, I'll go get the rest of the group. [00:27:17] Speaker G: Yeah. [00:27:18] Speaker F: It doesn't look like anyone is in there. Doesn't look like there's anything disturbed by. There's four more crypts, but it doesn't seem that there's anything living there. And it doesn't seem anything has come out of them. So shall we press on? [00:27:33] Speaker G: Might as well. [00:27:33] Speaker F: All right, who wants to go into the room first? [00:27:37] Speaker A: The room is exactly as I described it. There are four sepulchres, undisturbed for purposes of exploration mode. [00:27:46] Speaker E: I'm going to say that silver is just taking special notice of Pond watcher because Pond Watcher was injured yesterday, so he might be just, like, checking up. [00:27:56] Speaker A: Okay, sounds good. What is twin Talon doing? Since we're in exploration mode, twin Talon. [00:28:06] Speaker C: Is being as stealthy as possible. I'm pretty sure we had word on the map that we found that there was an area where there were four hell knights that they like high esteem, that were buried separately. So I'm assuming that's what. [00:28:24] Speaker F: Oh, yes, that sounds like this. [00:28:26] Speaker C: So I think that this is probably the area of the four hell knights that we found about. And since it's all the way to the one side of the map, I think we should go through the doorway to the right. I don't have a compass rose here. [00:28:40] Speaker A: I hid it. I'm sorry. [00:28:41] Speaker G: It's okay. [00:28:42] Speaker C: But anyway, as we come into our left, the door opens up into a larger room. It looks like. Yes, that is much. But that's the way it looks. [00:28:52] Speaker A: Just so you know, the map is oriented with north actually going north. [00:28:56] Speaker E: Okay. [00:28:57] Speaker A: All right, so you enter into the. Sorry. So, twin, you're going to start looking to the east. Sareia, what are you doing? [00:29:07] Speaker F: Trying not to wander off because there's more things that I can see, but I don't want to get lost. I will point this door out to twin Talon. [00:29:16] Speaker A: Okay. [00:29:17] Speaker E: Christine, can I ask you? [00:29:19] Speaker F: Yes. [00:29:23] Speaker A: I don't. [00:29:28] Speaker F: Like, I can't decide if she would be like, I've died once before without help. [00:29:35] Speaker G: Silver, stop projecting, okay? Just because you go under. Off. [00:29:39] Speaker E: Yeah. [00:29:40] Speaker H: Also, she might see the door and. [00:29:42] Speaker C: Reach for it and then remember being. [00:29:44] Speaker H: Murdered by a door and then be like, twin Talon. [00:29:47] Speaker F: Hey, there's a thing over here you might want to check and make sure it's safe. [00:29:52] Speaker C: Yeah, with the light the way it is, I totally did not see the storm, so I'm glad you pointed it out. [00:29:58] Speaker F: Dark vision for the week. [00:30:02] Speaker A: Pond watcher. [00:30:03] Speaker F: I have no idea what you guys see. So I'm just like, yeah, this thing's here. And you're like, wait, what? [00:30:07] Speaker C: Yeah, brienna doesn't hit it. [00:30:10] Speaker A: Then what are you doing in this? [00:30:13] Speaker H: You may see me over at the top most set, Booker. [00:30:16] Speaker A: I do. [00:30:17] Speaker H: After our friends have walked away, I take a look in my inventory and find an item called Crowbar. [00:30:27] Speaker F: It's better than what I thought. I mean, it would probably be twin Talon. That would piss on it. [00:30:32] Speaker H: And I'm going to use it to try to do an athletics check to pry open this sarcophagus and look inside. [00:30:40] Speaker A: What is your athletics bonus plus ten that's a critical success that I rolled for you. [00:30:48] Speaker F: Oh, damn. [00:30:49] Speaker A: So as the rest of you are looking and plotting which way to go, pond watcher, you just shove the crowbar into that supplicer and like, daddy needs. [00:30:59] Speaker H: A new pair of shoes. [00:31:02] Speaker A: Well, you go to kind of like flooring. [00:31:03] Speaker F: Pondwatcher's casually grape robbing. [00:31:05] Speaker A: You kind of try and open it gently, but you put so much force behind it, the top just kind of falls over and shatters on the ground inside. [00:31:18] Speaker G: Jumps from the north. [00:31:20] Speaker A: Everyone hears a stone like lid to a giant grave shatter on the ground. [00:31:31] Speaker E: I want to say silver was just sort of nodding approval. [00:31:38] Speaker F: Devil on his shoulder. [00:31:40] Speaker A: You see that there is indeed a set of ceremonial armor in there with a skeleton. Obviously it's decomposed and gross, but you do see. Yeah, that's what you see in there. [00:31:58] Speaker H: Well, okay, I guess. [00:32:00] Speaker E: Well, we should, for safety sake, pop open the rest of these. [00:32:05] Speaker H: Yeah, there could be full of bad zombies or something. We need to be safe. [00:32:09] Speaker E: Yeah, just to be precautious. Once something bumps out of crypt, everything's going to be popping. [00:32:15] Speaker H: All crypts deserve to be open now. Yeah, all right, I agree. That's just the rules. [00:32:20] Speaker C: I thought we had disabled the skeleton pop up trap. [00:32:26] Speaker E: Silver is like nodding and trying to appraise the set of ceremonial armor. [00:32:34] Speaker A: Does anyone have detect magic? [00:32:36] Speaker H: Definitely not. [00:32:40] Speaker A: All right, great. So, pond Watcher, I'm assuming you go around and you pop open the other graves. [00:32:47] Speaker C: Twin Talon would like to caution you against doing that. I don't know. Besides the incantations against necromancy, what protections they put on these graves. But it is not a good idea to go disturbing the dead. We should leave. What is dead? [00:33:09] Speaker A: Fly. [00:33:11] Speaker H: I'm surprised to hear that from you. Because you hate these hell knights so very much. [00:33:15] Speaker C: I do. [00:33:16] Speaker H: And we desecrated the graves one room ago and got all these sweet magic weapons. [00:33:21] Speaker C: Right, and I expressed my distraught nature at that point too. But those graves popped open on their own. We didn't do anything to do that. [00:33:30] Speaker E: Well, part of being a law abiding folk is sometimes you have to not let aberrations be. And I think if we do find something here, I'd rather take care of it now than it pop up later when we armor. [00:33:44] Speaker F: I usually trying to say that to be law abiding, we need to be grave robbing. [00:33:47] Speaker H: Well, look away, because you all can. [00:33:52] Speaker E: Interpret the law how you feel. [00:33:54] Speaker C: That's not really how laws work. [00:34:00] Speaker A: Are. [00:34:00] Speaker G: Meant to be felt. [00:34:03] Speaker H: Do you mean the laws of slave holding celliacs? Like, I don't feel too bad about this. These people are not very nice. [00:34:10] Speaker C: I don't actually care about the people. That's not what I mean. The people are a bunch of fucking assholes and they deserve to be dead. In fact, all the hell knights deserve to be dead. But once they're heard, I think we should leave. Dead hell knights or dead anyone lie? I think it's just you're asking for. [00:34:31] Speaker H: Oh, because you mean they might turn into giant monsters and try to kill us? Or do you mean to be respectful? [00:34:37] Speaker F: Can it be both? [00:34:39] Speaker C: I think that them turning into monsters is possible, but I mostly just mean that not respectful to the hell knights, because again, shit, people hope they're all dead. I think that it's just. Maybe it's just the way that my culture deals with death. But once someone is interred, it is very disrespectful. And you're just asking for something bad to happen to disturb the dead. Let the dead lie. [00:35:08] Speaker F: They are known to consort with demons. We have no idea what kind of curse could come from disturbing them. [00:35:13] Speaker A: Silver, as you detect magic, you see that there is magic in all of the sepulchres. And you see that the bracers on the one that is opened, the sepulchre that is opened are kind of radiating more magic than normal. [00:35:29] Speaker E: Okay, well, there. Have a discussion. Do you want me to do a check on that? Like arcana or something? [00:35:36] Speaker A: Yeah, give me. What's your arcana bonus? [00:35:40] Speaker E: I'm pulling it up right now. Bardic lore. But they're the same thing. Bardic lore would be eight and Arcana is plus. [00:35:49] Speaker C: Are we doing detect magic differently than the way it works in second? [00:35:53] Speaker A: Oh, that's right. [00:35:54] Speaker F: Yeah. It's like ten minutes. [00:35:56] Speaker C: No, it's just a 30 foot emanation. You send out a pulse that registers either the presence or absence of magic. You receive no information beyond the presence or absence of magic. [00:36:04] Speaker A: Okay, so yes, there is magic. I'm assuming you can block out the magic that you know your friends are. [00:36:11] Speaker C: Carrying because you can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. Okay, so that makes the spell a lot less bad than I thought. [00:36:20] Speaker A: Okay, so you can ignore all the magic around of what you know everyone's carrying. And yes, you see that there is magic items in the area. [00:36:28] Speaker E: Okay, well, I have a plus six in Arcana to check any of the. [00:36:33] Speaker C: Magic items that I. [00:36:34] Speaker A: Okay, so as you kind of. You're praising the armor of the. The one open grave at this point, you notice that the armor is just ceremonial and it isn't going to fetch any price. Those bracers. Those are definitely bracers of missile deflection. [00:36:54] Speaker C: Oh, that's quite nice. [00:36:58] Speaker E: Okay, could pond watcher use them or could silver use them? Could twin talon? Can anyone use these? I don't know if I necessarily can, but they're pretty cool. [00:37:11] Speaker F: Are you sharing what they are? [00:37:13] Speaker E: Well, I'm first going to walk up to Sareia and be like, yeah, I'm going to let them have their chat. But those are their bracers. Super nice. I'm pretty sure we want to to our advantage. You can deflect arrows with those things? [00:37:31] Speaker A: It is on core rulebook, page 607. As an interact action once per day. Once per day. The trigger is a ranged weapon. Attack hits you, but doesn't critically hit. It's a reaction. You can't be flat footed. You gain a plus two circumstance, bonus Ac against the triggering attack. If this would cause the attack to be a failure, the attack misses you. [00:38:02] Speaker E: Still pretty useful. [00:38:03] Speaker H: Sounds pretty cool to me. [00:38:04] Speaker A: They're 52 gold. [00:38:05] Speaker E: That's a lot of gold. I'm just going to take them off the corpse. While they're talking. [00:38:11] Speaker H: Can I do some sort of bluff check to make them not notice him doing this? [00:38:16] Speaker C: I mean, he's rooting around in the sarcophagus. [00:38:20] Speaker H: Right. But you're so captivated by me talking to you. [00:38:26] Speaker F: Sure. I mean, what, theoretically, yeah. You could make a performance, can't you? [00:38:34] Speaker C: Against what? Will DC? [00:38:36] Speaker H: Yeah, I just really want to roll something, let's be honest, to have some. [00:38:40] Speaker F: Dice hit the table. [00:38:41] Speaker H: It's very bad. So I'm going to roll and roll 20. [00:38:47] Speaker F: Which was worse. [00:38:48] Speaker H: It's a ten. [00:38:49] Speaker E: It's a ten. [00:38:50] Speaker F: But you could also do, like, roll one d twenty plus one or whatever. Correct. [00:38:55] Speaker H: All right, well, it was a nine plus one, so it's a ten. It's very obvious he's trying to stall while Aaron Silver steals whatever it is. [00:39:03] Speaker F: This is against Will. [00:39:05] Speaker C: Yeah, it's your we'll save. Whatever your will save is plus ten. Your wool Dt. [00:39:10] Speaker E: I'm pretty sure there's some other nice goodies in these other treasure boxes. I mean, coffins over here. [00:39:18] Speaker F: The funny thing is, if he was a little more respectful about it, I don't know how much other people would argue. [00:39:24] Speaker A: Again, it's fine. [00:39:25] Speaker H: I mean, I will respect your wishes as my traveling companions. I just know we've had a very hard time here and very bad things have happened to us, and we deserve to get a little bit for it. I don't know. [00:39:37] Speaker F: The only thing I will say Alec was looking for heirlooms. Are one of these names his family? So we can send the sword back to them. We had discussed wanting to do that. [00:39:51] Speaker A: As you look at the supple curves, you see the following name. Mistress of blades, Zara Delphine. Master of blades, Retin Vicili. Master of blades, pravisser Yasina. And master of blades, perilctor Lauren Sunil. [00:40:12] Speaker E: Harold is such a fun name. [00:40:16] Speaker A: Yeah. [00:40:16] Speaker H: So none of them are Alex people. And also, I broke his sword on the spinal column of a skeleton. [00:40:22] Speaker E: So who cares if we find something that's related to his family? We'll take care of it. [00:40:28] Speaker H: Like the painting. Send the painting to his house. [00:40:31] Speaker E: Yeah, I'm sure he'll enjoy. [00:40:35] Speaker C: We'll take care of it. [00:40:36] Speaker E: But for now, I think we could find some stuff that will really help us out in these here sarcophaga. [00:40:42] Speaker A: Now, you can be respectful when you open them up if you'd like. [00:40:46] Speaker E: Oh, I'm not, like, pissing on the corpse. But, yeah, he sees it and he's like, yeah, I'm being respectful to them, but can't take it with you. [00:40:57] Speaker A: Okay, so as you look through the other supple curves. [00:41:03] Speaker H: Well, are we going to do it. [00:41:04] Speaker A: Or are you guys. [00:41:05] Speaker C: Quintelen will caution you against it, but he's not going to shoot you if you start opening coffins. [00:41:11] Speaker F: Yeah, I feel like she will probably not take anything, but it's up to you what you do. [00:41:16] Speaker E: Yeah. [00:41:16] Speaker C: I caution you against doing this. I think we should stay on target and on mission and search this bottom basement where it's the last part we haven't seen yet. [00:41:26] Speaker H: Silver, maybe we can do this after we clear out this basement. [00:41:31] Speaker E: Well, yeah. All right. You want these bracers? [00:41:34] Speaker H: Yes. [00:41:39] Speaker E: Just in case you need them. You'll get the last word on that one. Guilt is a silly thing to hang yourself up in when you don't. [00:41:50] Speaker H: Well, I'm sorry, everyone. I am not a very nice person, I guess. But as he slowly straps the bracers under his arms. In my culture, if someone is dead, you take what you can from them to make sure you also do not die. But I understand that this might offend, and I apologize for my behavior. And these are so sweet looking, though. [00:42:13] Speaker F: Look at these. [00:42:17] Speaker G: Like a glove. Wait a minute. [00:42:21] Speaker F: See what you did there? [00:42:23] Speaker G: Thank you. [00:42:23] Speaker A: Thank you. [00:42:23] Speaker G: Just trying to cut the ice, or. [00:42:26] Speaker F: However, get some levity to the situation. [00:42:28] Speaker G: Yes. [00:42:29] Speaker A: All right. So are you guys going to go through the big open hallway or are you going to try and open this door? [00:42:34] Speaker D: Will all heroes decide what to do with the tombs? Will silver and pond watcher loot them? Will they ever agree on gathering loot again? Find out the answers to these questions and more on the next episode of the Cracked Die podcast. And now a word from our sponsors. [00:42:57] Speaker B: Are you tired of getting your hands dirty whenever you go adventuring? Do you have disagreements with your colleagues on whether you should open something and get the treasure inside? Does your morality or something you were raised with prevent you from looting tombs? Well, here at Bronson and Sons, have we got the product for you. Introducing to you Bronson and sons unpaid hirelings. These hirelings have just finished training with their guilds, but still need a few more experiences before they can go out into the adventuring workplace. These unpaid hirelings will do whatever you ask of them so that they can earn their credits. Need a trap disarmed? Use a hireling? Need to open a tomb, but afraid something might spring out and eat you? Use a hireling? Are you not quite sure if you found all the traps in this room? Well, you know what? You can use a hireling. Stop by Bronson and Sons to hire a hireling for the low cost of a hireling. That's right. For simply two gold. You don't have to do anything you don't want to. And the best part is they don't take a cut of treasure, they get credits. Come on down to Bronson and Sons to get your hiring. They work for exposure or die from it. [00:44:27] Speaker A: Bronson Sons is not responsible for any damage that your hiring causes to you or your party. There is no refunds on dead hirings. Please make sure you feed and water your hiring or else they'll die of natural causes. Do not pay your hiring. No matter what they say, exposure is the best form of payment. Just ask the kings. Bronson is on finding creative solutions for things you don't want to do. Thank you for listening to the Crackdye podcast. Background sound effects provided by sirenscape because Epic Games deserve Epic music. Please visit [email protected] Pathfinder second edition, Age of Ashes, Adventure path are all copyright of Pizo Publishing. Please visit [email protected] for more information.

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