Session 1.2024.08.31

AI Transcribed Audio

Speaker A: Someone did it already.

Speaker B: I always done it for like three games or four games.

Speaker C: Yeah.

Speaker A: Yeah.

Speaker D: I don't know.

Speaker A: People be tripping.

Speaker B: I don't get help. So many people have to okay that.

Speaker A: Stuff, it gets through all from the wrong people, obviously. It's like, why? Not to mention that would be an intellectual property that could have done a lot.

Speaker D: Yeah.

Speaker A: If they played it out correctly.

Speaker B: It almost feels like it was supposed to be like either a longer movie or a tv series.

Speaker A: Yeah, like, look out.

Speaker D: Fallout.

Speaker A: Fallout.

Speaker C: Fallout.

Speaker B: And last of us.

Speaker A: Yeah. They at least like, talk to the source material people.

Speaker C: Last of us is how you make a video game movie.

Speaker B: And the mortal Kombat movie or the newer mortal Kombat movies are just fun.

Speaker A: Are they?

Speaker C: Yeah.

Speaker A: I've only seen the original, which has an amazing trend. New ones.

Speaker B: This is over as top as Mortal Kombat.

Speaker C: Yep.

Speaker D: Oh, shit. Went down the edge. Figure mid teens. That's for the paranoia aspect.

Speaker A: What was that?

Speaker D: Oh, character background.

Speaker B: My guy would be like twenties. I don't think he ever had an age.

Speaker A: I gotta be like late twenties.

Speaker B: I've gotten to the point where I asked chat GPT to make me a pro of someone that looks like this. And then I take that and go dump it into an art generator, into a pit. It's like it gets close. Then I just do like, I tell it. Do like a full body concept and like, either like, you know, 2d style or anime style. Microsoft's edge one does all right. That's all I use.

Speaker A: That's how I did the last one I had for I could iterate on, which was, at the time, kind of unheard of now. It's pretty common.

Speaker C: That.

Speaker A: Actually did not generate an image from a character.

Speaker C: That's fine.

Speaker A: Questions about the character, but it's done, essentially.

Speaker C: Yeah. Guess we'll need that if we go in the Twilight land wilds. It's permanent twilight. I did. Yeah. So that's. Where'd the mouse go? There it is. Now pretty much almost everything has been updated onto the wiki. And then I updated the maps with some of the places that have been named. And there's a nifty compass rose now, so we always know which way is north. And that. I guess that'll be something too. If you guys don't. If you don't have a place where your character is from already, think on it. Or use one that's been named already. Or just pick a number. But let's see. I did get a new sink faucet. So it does spit out water. So when you turn it on, it doesn't need much to get a lot of water to come out. Map and wiki updated. And then we do, we can set the moon phases like how long they, how long the fades last for between full to nothing and back. And then basically the. I don't remember the name of it now. Next two. That one's always full. Basically.

Speaker B: You say it all at the right time. Something.

Speaker C: Well, there are a couple times a year where all three moons will be full.

Speaker B: That one's not gonna be so bright.

Speaker D: That's when you speak, Brendan.

Speaker C: I was just messing about with setting their phases, but yeah, that one doesn't have a. It's always kind of like ranker.

Speaker D: It's always facing the side.

Speaker C: Yeah, it's always like full moon. So when you can. Which it's basically always visible on the planet. Looks like I have one at 30 days and the other one at 60 days. But we can also, we can just change that to. It really only matters actually, it doesn't really matter until we have some specific lore for when all three moons are full, which, let's see, it'll be a little while before lichens.

Speaker B: It's when the weird really gets weird.

Speaker D: Oh, I was kind of curious on the weird tracker. Does that reset every session or is that constant?

Speaker C: That's permanent.

Speaker D: Okay.

Speaker B: When you unleash your weird.

Speaker A: Oh yeah.

Speaker C: It's like the I win button or I need. I need to know this now.

Speaker D: You release your inner power and energy and it does what it looks like. The northern lights, everyone. Or spectral energies around us all. Maybe that's a good teleporter. Get us out of college quick. I was trying to figure out what the effect would be other than.

Speaker C: It'S pretty much just going to be probably in line with your character. I mean, they do have check boxes or a custom one especially like the fighter. Yeah, they all have specific ruinations.

Speaker D: Yeah, no, that was for this one. Releasing weird. The ones they had suggested are release your inner power and energy, weave the spectral energies around us all and allow greater beings to possess your form. So could they be really cool in storytelling? Yes. What sort of effect would they have on storytelling? I don't know.

Speaker C: Depends on what you end up doing it with.

Speaker D: Yeah.

Speaker C: Or doing with it. Yep. Because I be eligible to use your ruination at least four times. At least three times before you have to worry.

Speaker D: Before you roll a new character.

Speaker C: No, it doesn't necessarily mean your, your guy is gone gone, but it does. You succumb to weird and become a monster.

Speaker D: So come to the weird and become monster. I don't know. If I became a monster, would I be playable?

Speaker C: That will probably be up for discussion when that happens. But it'll probably be extremely challenging to be a monster and be in a civilized place and do good things.

Speaker D: You don't.

Speaker B: You feed me.

Speaker D: I got watch.

Speaker C: I will use the perilous wilds travel moves when we. When you guys actually travel over land. But let's see. Yeah, so I guess we. Unless there's any questions I'm sure there will be related to, like your. If there's any questions related to character creation that you need answered or anything immediate.

Speaker A: Your background and appearance, they really have an effect on your character other.

Speaker C: Than your starting kid, I don't think so. It's just not your background. You just get an item. Yeah, and questions. And it's fiction more than anything. I guess we can introduce characters and horses. Anyone want to go first? All right.

Speaker B: My guy's name is Jaquez Valdez or Jaquez. His background is outlawed. Then his clothing, as he wears tattered sleeveless duster over leather vest paired with worn jeans and boots. He has fingerless gloves, a wide brim hat, and a black bandana around his neck. Dual revolver named Wrath and Ruin. He also carries a rifle on his back. He's lean and muscular with a few old scars, has long, uncut black hair, and then amber eyes that seem to flicker like candlelight in the dark. His personality is he's a foul mouth, fiercely independent, with a hair trigger temper, loud, rude, sarcastic, competitive, and cynical. And he's a heavy smoker and drinker and is smiling whenever in a fight, and loves living on the edge. He believes in two things, money and guns. This horse, I guess, is a black stallion named chuckles that can do the tricks and bad behavior part of it.

Speaker C: If you want, you can tell your party what your horse like, what he can do.

Speaker B: He'll gallop because a rider would call or whistle. And then it's bad behaviors. He likes biting people and trying to add or remove the saddle.

Speaker C: Alrighty, next. Unless you have anything else to add. Oh, yeah, that's right.

Speaker B: He grew up. He grew up on Laguna Shore, which is a smuggling settlement way down here on the morrow coast.

Speaker C: And Laguna Shore will probably be. I haven't put the actual towns on that, but it'll be one of these towns. It'll probably be this. It'll be this one.

Speaker B: Whatever one's close to the water, since it is monsters.

Speaker C: Yeah.

Speaker B: And the weird there is it's just permanent foggy.

Speaker C: Yep. Heavy fog. So it's like 50ft of visibility.

Speaker B: He worked his past life, I guess he worked for a company called Sable. Sable and senior trading coat. Where they would smuggle whatever was needed outside of the official lines.

Speaker C: Nope. You guys don't know where you're at. Put that on there.

Speaker B: And then he left because they started doing too much weird cold and stuff. His last job, he didn't like what he saw.

Speaker C: Then I already haven't. He doesn't change anything since he sent me. Okay. That's the other thing too, is I'll want digital copies of your guys's character stuff. What was the Laguna? What?

Speaker B: Laguna shore and the morrow code?

Speaker C: Yeah.

Speaker B: Languna shores like most. Eyes wild. Where Tortuga.

Speaker D: Where's an area that has like an open prairie?

Speaker C: There's. There's a fair amount of kind of the savannah. It'll show up. So all this. Let me get the. Sorry. I think most of the Savannah's like, prairie stuff is going to be like, in here is what all this is. Um, I don't.

Speaker D: I'll let you know when I come with the name.

Speaker C: But India, there's some here. It looks like over here.

Speaker D: A mid sized count by Kansas Prairie Field. If you're seeing my character right into town. Kind of scruffy vagabond. Definitely would have looked like they had better days. If you had to hazard a guess for age, you'd probably think mid teens. He's wearing a canvas duster that at one time was probably a dark brown or a red. Now it's just kind of that rusty, muted, faded color. He's got a collar of a shirt and a dark vest underneath with a leather tether connected to a broken pocket watch. In the pocket, he's got a pistol to the side and the rifle and the sheath on the saddle. That knife tucked into his belt, he looks like he's on ovation. Ragged, scruffy, as though he's been on the road an extended amount of time, but still trying to keep looking for somewhere. I just changed the color of his eyes to an ice blue. And they just look tired with turning. Here's a back story.

Speaker B: Audrey.

Speaker D: His name is Audrey Wick Odri. He grew up in a pretty good situation. His dad was a preacher. Folks seemed to like him. A bit on the mischievous side. He managed to stay on the proper side of the church and wasn't on the run for many country law law bringers. Audrey found old man Jackson fascinated. Just the guy in the community. He lived the types of adventures Audrey could only dream of. That was until Audrey started living the.

Speaker A: Dream.

Speaker D: That started when Audrey found the cursed item in old man Jackson's place after the murder. His place was a mess, but whatever they were after, they didn't find it. Audrey did. Turned out to be touched by the weird via the cursed game. Choke it, if you could call it that. Scrawled on one side, it says scorches. Burned into the wood with a strange iridescence. Came with a map that simply pointed the direction. Can't throw either away. Damn thing just keeps going back with a brief moment. Note stating that there's only two ways to survive. To survive, run and get all the tokens, or hide. Well, hiding didn't fare well for old man Jackson. So Audrey's been doing his best to stay alive and go where the map leads. His personality, he's fairly personable. And he started out with not too many cares. Now he's a bit parent, not sure who or what might be coming for him now. And he's got that scorches chip in his pocket. There's no such thing as paranoia. Your worst fears can come true at any moment. Hunter Scopson. The horse is a bay cover of stallion. In Knox. It's strict guard duty may or when with signs of danger, which really feeds into his paranoia. Bad behavior, dislikes wearing blinders, so the horse is a bit paranoid, too.

Speaker C: Two stallions in our party already. Some mean horses be fitting, though.

Speaker D: The breed is a smaller horse, so it fits a smaller brain.

Speaker A: That's where you end up being from.

Speaker C: Nowhere.

Speaker D: Think of like a Kansas Savannah plane.

Speaker A: Was this the one that had the port in it? Down here?

Speaker C: This, yeah, down here is where is Morrow coast. It's monster controlled. And that's where Jack's. Jack was. Jaques call him whatever. I'll be calling him Jack Jack. Or until your party comes up with nicknames.

Speaker D: Give my guy one off and let's.

Speaker B: See what comes out.

Speaker C: This is calling it rw rat and ruin.

Speaker D: See, I'm not sure which continent.

Speaker C: You want to be quick. You can just be from grim water, which is where has planes in it. Or you can be from the territory south of it, basically, or north of it. This is germwater here. If you can even see my pointer, I guess I'll zoom a little bit. Yeah, you can be pretty much four, six and seven are the planes. And the rest of it is like, be like, there's gonna be tropical, or it's a fair amount tropical. So there's not yes.

Speaker B: I'll stitch back here if we need. And Braxton is back here.

Speaker C: Who knows? Maybe you're. Maybe that'll be answered in play tonight when we. When you guys find out where you're at and what you're doing.

Speaker D: Yeah. If we're in grimwater, he could be just straight out of getting into the weirdest. So be in the eight mile run. Bottom flats. There's a good name for a tail. There you go.

Speaker C: It could be bottom flats.

Speaker B: There you go.

Speaker D: Somebody posted a map of all the town names. Madagascar, something like that.

Speaker B: Crazy.

Speaker D: It really was. It had the sounds of, like some local telling people where to go.

Speaker B: Nice.

Speaker C: All right, Swami.

Speaker A: His name is Roland Mack, or Doc by Roland, late twenties, brown hair, hazel eyes, short trimmed, kept beard, generated a picture.

Speaker B: There you go.

Speaker C: Nice.

Speaker A: So that's the, that's from bing, by the way, the co pilot. Bing, to say, the top left one. Iterate that do this and it like keeps the face and does stuff to it. It still craps the bedroom as well.

Speaker C: That's just those image generators.

Speaker B: What are you doing?

Speaker A: Human from a rural area and townships in zone twelve, either the township can be fairhaven or the zone. I don't think it's called port town, so. But he's more in like, the rural areas and kind of goes back and forth between the coasts from time to time and then ventures out from there. So most of the experience is usually closer to the port areas. But he's traveled a lot. He fixes up whoever he tell he believes in God. But some churches have not always been kind to his, fixing up anyone who.

Speaker D: Comes under his life.

Speaker A: They're not always cool with that, but he'll fix up anybody and roams around. His horse is called mayday. It's called a day. It's dark brown, white legs below the knees, white patches on the belly. Has a white stripe down the face. It's a sabino racking horse stallion named.

Speaker B: May.

Speaker D: That is friendly.

Speaker A: His trick kneeled beside a wounded rider so they can mount. A bad behavior is nervous around them. I don't know all the backstory stuff.

Speaker C: You want to go into, it's however much you want to share now. It's whatever.

Speaker A: So you would know that he was. You tried to touch the veil as a child and tried to wander into the point where the veil was torn more intensely. Exploring where you shouldn't be. Started having dreams and heard voices and I guess he would just tell you. How long have we been together?

Speaker C: It's up to you guys. Probably not. Probably not. Very long. Yeah, I'll say probably not super long.

Speaker A: Okay. I won't say a whole time.

Speaker C: Then.

Speaker A: I have to say that, you know, that he's interacting with the veil. Then he travels around. He doesn't care who he fixes up. This is kind of gray that way. You know that sometimes he talks in his sleep, so has chaotic and random dreams, but sometimes he speaks in voices that are not his or languages that are not his. Sometimes words go on there's therefore. But he enjoys traveling, goodness, trade. He's made a lot of friends and came lodging and has some protection, kind of being the person that's proven to patch holes as opposed to creating them. And so he's an acquaintance to everyone. Wherever he goes, there's always someone willing to. Because he believes there's always someone willing to pay coin to stop the pain. So he's the guy that shows up and does it. He's worked for a lot of groups over the years, and some of them not friendly to each other. So, you know, that's kind of where he's gray. So sometimes these groups understand that Roland's agnostic to their causes when it comes to just fixing people. Sometimes groups don't take kindly to their foes getting patched, even by a stranger. But if the money's good enough, I'll patch even what comes out of the veil. And he carries a black ivory handle pistol that he got from a job that he did for someone at one of the major railroads as a gift for his work. And you have seen him kill. If we've been together for any time, he's not afraid to do what he does.

Speaker C: Yeah, I'll say. Say like six months to a year.

Speaker A: Then you see him kill someone. We probably kill someone, but they had it coming.

Speaker D: What do you get this from? Dead man, maybe.

Speaker B: Fine man.

Speaker D: He wasn't needed anymore.

Speaker A: Sure do.

Speaker C: All righty. Huge worker.

Speaker D: I've been hanging around with you guys for six months to a year. Strange crap has been coming at me on a regular basis. I'm obliged.

Speaker C: Yeah. So you guys are in grim water about a day's ride south of brave landing, which is this little token here. That my mouse right here. That's here. Um, you have arrived at the. Why is that? Zoomed out at the Blackrock mine. It's been abandoned. You're here because someone, your party, or a meal that your party owes a debt to, wants you to bring back a wagon load of gold from this abandoned mine. So you guys have just arrived on the. At the scene with your horses and a wagon pulled by a pair of mules.

Speaker D: Cold ore or smelting tars?

Speaker B: Hopefully not smelled.

Speaker C: He didn't specify.

Speaker D: It's not that. Bars and Cozori's eyes.

Speaker C: Just get.

Speaker D: A meal.

Speaker C: Mule. Two mules.

Speaker B: No other guy's name.

Speaker C: Oh, Emil. Yeah. E m I l. Emil. Yeah. Before you had left town, giggles traveling circus had arrived at Braveland. Clinton was setting up shop as you guys rode out.

Speaker B: Wait a minute.

Speaker D: No, your horse is. Chuckles.

Speaker B: Chuckle and giggle.

Speaker D: What was your worst, Alex?

Speaker A: How big is this?

Speaker B: Are we at the bottom?

Speaker C: Yeah. So at the.

Speaker B: A town by it or has it just been abandoned?

Speaker C: It's an abandoned mine a day ride from brave landing. Which is the town you guys just left from. Left from yesterday. Yep. He just sent. There's a. Anthony is driving the wagon for you guys. He's slender, broad face, chestnut brown eyes. With it like. It's kind of like in a curly afro, brown hair.

Speaker B: It.

Speaker C: As you come up to it. As you rode up to it, you come up to it and it's like a. It's a stone. Like there's actually like a stone building, like built over the entrance of like this low cave or low hill. I guess it's been built into it. And you can see at the top of it there is like an. Almost like a guard tower. And then there's two doors that are large enough, like an entrance that's large enough for two, like, wagons to go side by side. So I don't. Roughly 20ft wide. And they're kind of like. They're. Right now they're open just enough for, like, a person to go through should. Everyone in the garden tower, it's pretty quiet. And you don't.

Speaker B: Does garden tower look disrepaired or.

Speaker C: Yeah, it's. It looks. It's been probably about five years. Would you learn that from Emile? While they were mining in some of the deeper parts, large like centipedes started burrowing out of the walls.

Speaker D: So we open these doors, we're just going in. Right? Wagons right there. Just don't pull right on out.

Speaker C: You say? So?

Speaker A: Yeah.

Speaker C: I'm just a hired wagon driver.

Speaker B: He's our loader. We don't have to load the gold here, captain.

Speaker D: That's good.

Speaker C: He goes, no, sir. I was paid to drive.

Speaker B: I'll go look at the gate, see if we can open it more.

Speaker D: I'm keeping an eye on the shadows.

Speaker B: Yeah.

Speaker C: Okay. Yeah. So you walk up to it and you do see. Like, you do see some, like, I don't know, like human like footprints that are, like, small. Like a two year old.

Speaker B: Some kid around here.

Speaker C: How many footprints there? There's kind of like a mishmash. Like, it's just someone's been going in and out of there. I say you peek in there and there is no. There's the light that comes in through the entrance a little bit. And that's about it. There's no light or anything in there.

Speaker D: Light up the towers.

Speaker B: Bang on the metal. Is there anyone in here? Your ankle?

Speaker C: No, you don't. After a little bit of waiting, you don't hear anything.

Speaker B: Try and open the gate, Mandy.

Speaker D: It's a troll on the inside, probably.

Speaker C: You got a pull on it. And they're pretty rusted. And dirt's been, like, built up along the, like the bottom of it. So you'll need some help these ones out.

Speaker A: Doc sees you struggling with the. Gets down there.

Speaker B: Guys, come help.

Speaker C: Anthony.

Speaker D: You got him. Rope around one of the doors. And how. The two fountains pull back.

Speaker C: They're attached to a wagon, so I don't know if you want to.

Speaker A: I'll just use.

Speaker C: You can use your own horses too.

Speaker A: Wrap it around the horn and on the gate and start pulling the gate. It's kind of walking my horse sideways away from the girdle.

Speaker D: Knocks a little bit as the door.

Speaker C: Yeah. Drag. Digging, like, push dirt out of the way. After about five minutes, you get the one door open. Yeah. Some light pours in it. You can see that it's like. It's a. It seems like it's a large, open, like, room where wagons would come in to get loaded and stored. Yeah.

Speaker B: Ask Anthony if he has any lights or if we were smart enough to break.

Speaker C: I said, you guys have. You should have some gear. Your saddlebags have adventuring gear.

Speaker A: Rummage one per session.

Speaker D: He looked at me and I was like, what do you mean? We got Tinder all over the place.

Speaker B: I guess I have camping here because.

Speaker D: I'm looking at the watchtowers. Got pull out torch.

Speaker C: Or make one?

Speaker B: Yeah.

Speaker C: Light it with your camping gear. Tinder, I guess. Flint and steel.

Speaker D: Is there anything left behind in the. And the towers are along the inside.

Speaker C: So the. The tower that you is like, is right here. And it's up about 20ft up. So you can't. You don't. There's no way to access it from. From outside that you can see.

Speaker D: Okay. There might be a door or something going on.

Speaker B: Light stuff.

Speaker C: Yeah. You enter into a large room. Like, the floor is like, compacted dirt. And you see it that's like straight across from you is another door about this size for, like, minecarts to come into a few of them. And there I guess there would be. You would see that. No, you can't. Yeah. Across the way, you see another large door. And you see, like, three sets of mine cart tracks, like, end here where they would come and shove their cart to the north is another door. And then see two small, like, human doors, regular doors here. It's too compact and dirt in here. You maybe you see like a trail that basically just goes over to these. This, like, stairwell that goes up.

Speaker D: Any other wagons?

Speaker C: Um, no, there are no wagons in here.

Speaker B: Tell Anthony to watch the horses.

Speaker C: Got it, boss.

Speaker B: Falling. When we find the gold.

Speaker D: We don't have to mine it, dude, I hope not.

Speaker B: Just find it.

Speaker D: We're going to be mighty upset if we show up with a car, say there's no gold in this place. They shut it down.

Speaker A: Watch the. Immediately pull my pistol out.

Speaker D: Let us know if anything strange happens. You let scream loud.

Speaker C: Yeah. So you go start heading up the stairs. You do notice, like, there's some muddy tracks and some. And a little bit of blood on the stairs. There is some, and then there's some that's, like, fresher, but it's still, like, it's not quite, like, dried out.

Speaker D: Are these little two year old cracks or are these.

Speaker C: No. Yeah. The only tracks that look. Tracks that are recent are about two year old human size feet.

Speaker D: But the bloody ones, the ones we're seeing on the stairs as we're going up, are larger. No, they're two year old too. Size.

Speaker C: Yeah. The couple from, like, little bits of mud, you can see that they're the same, like, small feats with a few drops of blood here and there. And as you go up the flight of stairs, it's about a standard flight of stairs. And you come up to, like, a yemenite. There's a hearth, like a living quarter, like a little gathering, like, small mess hall type area, like where the miners would have used. And then. Yeah, and then, like, on this wall, there's, like, another stairwell that goes up to the actual tower. It's cold. It's been cold and dusty, but you do kind of like, see, like, I guess in front of it, it does look like either someone or something is, like, laid in front of it.

Speaker D: Someone is laid in person.

Speaker C: Yeah. Has.

Speaker A: As a surgeon, can I tell from the amount of blood if someone.

Speaker D: Has died or they're just wounded?

Speaker C: No, it looks like it just dripped off. It's not very much. It's like a few drops on a stair or two. It just sticks out because it's not, like, dried out. It still has some red in it. Yeah, well, it's just like a stairwell that goes up to the little guard tower area. Yeah, it kind of goes up there. There's a guard tower. There's like, an old, like, cannon mount. That's what this thing is. And then there's.

Speaker D: Yeah.

Speaker C: And there's, like, some old, like, guns and stuff that I've got left that are pretty weathered and rusted up there in some barrels and rusty cannonballs, that kind of stuff up there.

Speaker B: No more bladder flip flops.

Speaker C: This area looks like it's been undisturbed.

Speaker D: Looking down a barrel, can't tell if it's loaded or nothing. In the office, is there, like, a desk? Is there any paperwork that might tell us where the order is that we're supposed to pick up.

Speaker C: There? This is up where you're at. You haven't found any offices. The topper areas kind of just like. It's got an overhang. They, like, keep the powder and arms protected. But the cannon is basically only thing that's up in that upper area. There are some powder kegs up there.

Speaker B: You want to shoot it?

Speaker D: We might need it.

Speaker C: Actually, we're scrutinized. Yes. Let's have a roll. Scrutinize this if you want to try to determine if any of that powder is smart is viable still. So who's you guys all looking at it or just one of you?

Speaker A: I guess if you're asking a question about it, be like, I'll go take a look.

Speaker D: Yeah, I'd let you take a look. Your sparks are better than mine document.

Speaker A: I've been to chemicals of all kinds.

Speaker C: No, two D six.

Speaker A: Okay, so it's just regular roll groups.

Speaker C: Yeah.

Speaker A: Eleven with. I guess it's plus two, right? I'm smarter than two.

Speaker C: Yeah.

Speaker A: All right, so I got an eleven.

Speaker C: Okay.

Speaker A: So on ten plus, ask the GM two questions from the list below. And so what am I looking at exactly? Just a powder keg.

Speaker C: Yeah, you're looking at. There are some powder keg storage in one of the. Against the wall over there. I guess I just. We don't. I didn't see those questions, but you would. There is still, like, look through the powder kegs, and one of them that's back in the bottom of the pile or whatever is. Still hasn't been gotten damp or anything yet.

Speaker D: Nice. Now, don't have to mine it all by hand.

Speaker B: They're like the powder cake.

Speaker A: Like that.

Speaker C: Yeah.

Speaker B: I just pick it up and take it, start taking it back down my knee.

Speaker C: Just like.

Speaker D: You, too. See if I got the muscle for it.

Speaker C: One person could carry. Could carry it because they're not.

Speaker D: Oh, I thought there were multiple.

Speaker C: No, there's only one. The other ones. There's one powdered keg in there that was still viable. Still has a viable powder in it.

Speaker A: What else is it?

Speaker B: Old guns that are no use in a cannon, but probably not.

Speaker D: Maybe a good club.

Speaker B: Cannonball. Old cannonball. I gave it to Anthony once. I got down, and he said, hold on to this.

Speaker C: Just be like. Put it in the cart.

Speaker B: Put it in the back of the cart. I pat it.

Speaker A: That goes off. Not even I'll be able to help you.

Speaker C: Yeah, there's two doors there. There's two. There's two doors here.

Speaker B: Push your hole in place.

Speaker C: No, you open, um. Nope, you open the. The first one, and it's a. It's like a small little office that looks like somebody left in a hurry. All the drawers and stuff are, like, all pulled open.

Speaker B: I found your papers.

Speaker D: Your papers. I'm wondering if we were gonna have to mine the gold. Is there some note, something that says, you know what? We've got a pile.

Speaker B: He was looking for papers.

Speaker A: I go over and put my gun away, and I start writing through the papers. I have a skill called dig up the dirt. It says, when you interview leads, witnesses, or study documents. Papers concerning a particular group, organization or people. So you can dig up information. So I can just dig up. Infill on that and see if we can get to your point. Maybe we can learn where the gold's at.

Speaker D: So what they do with it. I don't know about you, but it's gonna take me days if I gotta mine this stuff.

Speaker A: So I gotta.

Speaker B: We'll go back to town and hire people.

Speaker C: For what? Set a move? Or is it. Are you scrutinizing something?

Speaker A: No, it's a movie called dig up the dirt. That's the. When you interview these witnesses or study documents, papers concerning a particular group, organization, or people. So you can pick up information from on a ten plus choose two. On a seven to nine, choose one. The options are choose any two NPC's from the group that now share a personal connection. Who is really in charge of the group or what's the group's next move, objective and goal. And that's the one I want to do, is figure out what the group's goal was, which would probably be moving gold out of the mine. See how I can figure that out.

Speaker B: Or where they would store it or.

Speaker A: What side of the mine they were in. Whatever is helpful to build up.

Speaker C: I was gonna say what you. I guess what you find is that they left extremely fast. And there's likely, like, carts of ore still in there that have yet to be emptied.

Speaker D: Good, because I hadn't seen any pics yet.

Speaker A: Bad news is they left fast. And we learned about centipedes then.

Speaker C: Mm hmm. Yeah. Tunnel critters.

Speaker A: Other than the toilet critters, there be.

Speaker C: Gold.

Speaker D: After that room. Have to open up the next one.

Speaker C: Yeah.

Speaker B: Just lean against the wall, smoking a cigarette, waiting.

Speaker C: Yeah. Then you go in the other room, and it looks like it was probably the supervisor's room. And it's just little, like, small bedroom desk that looks like it's been emptied and all the drawers are still hanging out or on the floor. You do notice that the bed is like, has newer blankets on it and they're ruffled.

Speaker D: Is there a map or anything on the wall for what the mine looks like?

Speaker C: Nope.

Speaker D: Come on.

Speaker A: Take it through the desk and see if there's any more papers or anything.

Speaker D: Let's see if there's any personal effects left by the bed. I don't know who's sleeping here, but they don't handle. Make a bed with veins.

Speaker C: Yeah. You don't find anything of note other than bed linens and that are newer than they should be. Any spots of glue on the actual bed sheets? You probably. Yeah, you would probably see, like, some, like, small hand, like, grab points, like, where someone's, like, grabbing and, like, pulling them up or whatever on the. They would be about the size of, like, a two year old's hands.

Speaker D: Five fingers.

Speaker C: Mm hmm.

Speaker D: Okay. You looking for the six fingered man? They're the size of a child. It doesn't mean it is. That's true. And we're dealing with the weird. For all I know, it's only three fingers.

Speaker A: Child mind neighborhood maybe.

Speaker D: So do we want to go through the double doors next, or do we want to check out the door on the other side? What time of day is it?

Speaker C: I say, I'll say you guys rode here. So it's probably, probably like the sun was probably, like, setting as you arrived. I'll just say that, like, it's approaching evening or the sun. I'll say the sun is, like, set as you arrived.

Speaker D: Is there, like, a stable in this large area where we're at?

Speaker C: You don't have see a stable area where you're. Where you're at? Yeah. You haven't come across anything.

Speaker D: So I'm thinking side door. But then the horses might fit in the mess area. Take them up a flight of stairs, wagon down.

Speaker C: I say this door up here is decent. Like ten foot across this north door.

Speaker D: Just saying when it's time to go to bed because I'm too late to do too much finding or go back.

Speaker C: Yeah. So you guys head up to the north door. It's kind of just like a big wooden, like, double door. And when you. And it opens pretty easy, then you get like a whiff of manure and rotten hay when you open it and looking in there, it looks like it's just like a natural cave that they turned into.

Speaker D: Good thing we brought feet.

Speaker C: It just opens up into a cavern that you can see that's about 15ft tall. Then goes back, keeps going back until your light runs out.

Speaker D: No, Weeb di's.

Speaker C: You don't hear anything? No. You don't see anything else from the door unless you actually walk deeper into the place you guys want.

Speaker D: I want to find a cart full of gold so we can go home.

Speaker B: Gold thrown together.

Speaker C: It's probably through the door that has the three tracks coming.

Speaker B: That's where I can go. Open that door.

Speaker D: Close the stable.

Speaker B: So good.

Speaker D: Smell so bad.

Speaker A: We probably smell like that.

Speaker B: Cigarette.

Speaker D: You smell fresher than that.

Speaker C: Anthony would have been setting up. He actually would probably asked if you guys want to set up camp in this big room or just go out or set up outside. All right. I'll get dinner. I'll get the animals squared away and dinner cooking. Hopefully. That hearth up there you work found. Still works.

Speaker B: Look like it. Be careful with the gunpowder.

Speaker C: He looks at you like, do I look stupid?

Speaker D: Give him a crap. What sort of season it is.

Speaker A: Spicy nitro.

Speaker B: How big was this door? Is it like a big metal door?

Speaker C: Yeah, it's. I guess it's several feet. It's about 10ft wide. Let the three tracks come in underneath it.

Speaker B: Open it up.

Speaker C: All right. Yep. You open it up and it squeals really loud and you get the smell of, like, damp air and you hear like, water sloshing and then you see, like, oops, that's not a drawing tool. Where's my tool? Give me this. Yep. Then you see, like, one track goes that way and then the other ones turn down to the right. I just head south.

Speaker D: Track?

Speaker C: Yeah. The minecart tracks that ride head and.

Speaker B: Fall in the track.

Speaker C: They don't look. I mean, they look all the same. What the heck? Where's that stupid foundry? You would see some in this room as you, like, wander into it. They're kind of just like haphazardly thrown on the ground. Like candles and torches and stuff. Yeah. Looking up north, you see like. Like shelves with stuff on them. Tools and some mining tools and hats and lantern oil and that kind of stuff all up there.

Speaker D: Probably try and check down the hat.

Speaker C: Yeah. You can find one. Not a big deal up to the north.

Speaker D: Doesn't quite fit right, but it's better than nothing.

Speaker B: Gold news tracks as well.

Speaker C: No, it doesn't. It keeps going. That's just as far as I drew it.

Speaker B: Keep going that way. Then follow on the track looking and listening for noises. A kid, apparently.

Speaker A: Definitely draw a weapon.

Speaker C: Switch track where you follow. Yep. So as you're following it, you see that, like the. It kind of gets terraced down this way. But the track continues like a long across the lake, about 15ft off the surface of the water as it continues level from where you guys are at. Still looks sturdy. But you do like. I guess, like by the edge here, you do see a cartoo.

Speaker D: Is there anything in it?

Speaker C: Yeah, it's almost full.

Speaker B: On the track.

Speaker C: Or is it on the track? No, it's on the. It's on the track.

Speaker D: How easy does it roll?

Speaker B: How strong?

Speaker C: It'll take two of you to, like, get it moving. And it's got, like, handles on the side that, like, grip it and get pushing.

Speaker D: I'll make sure the brakes not enabled before we start.

Speaker A: Yeah, I would just instantly.

Speaker D: Say so how many of these do we need before we fill up the wagon?

Speaker C: See, like, looking at that, you probably need. It'll probably take like, four.

Speaker A: What isn't actually full width.

Speaker D: Or make sure it's not the runoff. Rocks, water, sediment.

Speaker C: Nope. It looks like it's gold ore. You can see flecks and gold in it. Clinting off the.

Speaker D: Come on, jock. You can put minor down on your resume.

Speaker B: Wonder what we owe.

Speaker C: I don't know.

Speaker B: Burnt down there.

Speaker D: Bars. A lot of work left before you do anything with it.

Speaker B: Is there like a hard stop at the end of the track or is the track just run out?

Speaker C: Where?

Speaker B: Oh, like a stopper?

Speaker C: Yeah, maybe a stopper.

Speaker B: Tell Anthony to back up the cart to the door.

Speaker C: Yeah, yeah. He parked it there. It's parked there. And you can hear him. You hear him faintly singing up from over by the hearth fire as he's.

Speaker B: We get all the cards first before we suppose it's gonna take a while to offer.

Speaker A: We're committed.

Speaker D: Let's go.

Speaker B: I wanna keep going. Down this track, across the water. One new line.

Speaker D: Let's check out those other two lines.

Speaker A: Yeah, let's figure out. We run into centipedes. What they're like before we meet them on water and.

Speaker C: Yep. You travel down there and one. One of the tracks heads east and the other one ends at the. Here. Like one of the actual mines. I don't know.

Speaker D: Pretty much walk in till either the line ends or strike an ore cardinal.

Speaker C: Yep. That comes up and you can. You can see the walls glitter, like, so it's still. It was a very rich deposit.

Speaker D: I wonder why. Close this place down. Wait a minute. Is this place in the elves?

Speaker C: Probably not. I told you it was an abandoned mine because of too many tunnels. Yeah, tunnel critters.

Speaker D: So pretty much we hit there. It's a glittery wall. But we haven't found another ore car.

Speaker C: Nope. There's some tunnel down this way and then tunnel up this way, too.

Speaker D: But no more tracks.

Speaker C: Correct.

Speaker D: Okay, let's take a look at the other line. You gotta make sure we hit the right wall for that.

Speaker C: All right. Yeah. So this one goes along, like, the edge of the wall. Wall. But it's got a wide enough pass so you can, like, two people can walk on the side of it. Boom. Goes around and he crosses over a small river. It's about 5ft wide. That's kind of cut into the bottom. And then you see another cart.

Speaker B: Is there gold in there?

Speaker C: Yep. Oops.

Speaker D: They build a little slight grade. So we can write it out.

Speaker C: Nope. It's remarkably level.

Speaker B: Check the brake and then start.

Speaker C: Yep. So as you start moving, this one out goes off with a good squeak, especially in this one, you can tell has lots of rust on because it's a lot damper in this little area before it starts moving. And then just as it starts moving smoothly here, a bunch of, like, skittering and clacking. Coming up behind you.

Speaker D: Faster, getting faster.

Speaker A: Get it across the water. I keep going, I'll pull my gun. Follow behind the cart. Like watching the back.

Speaker C: All right.

Speaker A: Try to get them where they have to cross in a narrow space.

Speaker D: If I can get enough momentum in the carta, I'm jumping in.

Speaker C: Yeah. So as Jack and Doc's watching her and he's not pushing. Is it Ordie? Is that your name? Steve Ordie? Sorry.

Speaker D: Audrey.

Speaker C: Audrey. That's Audrey.

Speaker D: Basically. I took weirdo and spelled it backwards. And the first part's like, hey, that works for.

Speaker C: All right. Yeah. So Audrey and Jack are pushing the cartae. And then doc, as you're watching the rear, you see a large centipede about the size of a dog crawling on the ground. And then you notice that there's, like, a few more on the wall and ceiling.

Speaker A: Obviously coming towards us.

Speaker C: Oh, yeah.

Speaker A: I'm gonna do the spray and brain move. Try to hit as many of them as we can.

Speaker C: All right.

Speaker A: Like, either scare.

Speaker C: Yeah.

Speaker A: Spreading wrong.

Speaker C: Yep. You're spraying and praying.

Speaker B: Push with one arm and fire another one.

Speaker A: Eight. Because I choose one. I don't want to unintended target to hit it.

Speaker D: Thank you.

Speaker A: I don't want to make it miss new or enemy. I'm just going to have them start to focus on me. That might be a mistake, but I don't see. Should I start reloading?

Speaker C: Okay.

Speaker B: I'm doing aim inspire.

Speaker A: So how much damage do I do? How do you tell?

Speaker C: You don't. It's not even tags. It's just. It's fiction based.

Speaker A: Okay.

Speaker C: Essentially.

Speaker A: So spring and prey. Fire your targets. Target or targets without care or procedure. Roll reflexes on seven. Plus, you hit your targets as directed by the GM. On seven to nine, you also choose.

Speaker D: One, which I chose the enemy.

Speaker C: Okay. Yeah. You're shooting, and you see a lot of your. Most of your shot slays glance off their armor, but you do hit one in the face, and it keels over, squealing, still dragging the map around. All right. I'll say if you're. You have your hand on, then he starts pushing further. So you aim and fire with disadvantage. Yeah. So you roll three d six. And keep the lowest. Cause you're holding on the cart. And Audrey's pushing faster, so it kind of jerks you. Dang. So what's your fire? So what's your seven? Nine. All right. Yep. So they rush up. You shot does kill one, but the other ones are right up on top of you. And one goes to lunge at you. You can see, like, its mandibles open up, and they're, like, wide enough to, like, wrap around your waist.

Speaker B: Dodge out of the way.

Speaker C: All right.

Speaker B: Nine again.

Speaker C: All right. You can get grabbed or have to let go of the cardinal, and then the cart starts slowing down.

Speaker B: I might go cart, just draw my other gun and spring and pray.

Speaker C: All right. Yeah, you can shoot or nothing. Not gonna worry about that. Because there's specific moves that say, oh, yeah. So, like spray and pray. So, like, docs having to reload. So I'll say you're still doing that in this quick succession. So you, did you do anyone fire a spray? Right, okay, so you empty your guns.

Speaker B: Yeah.

Speaker C: Okay, you had nine and then, like, 13. Oh, okay.

Speaker A: That one. That's close to him. Can I kick it?

Speaker C: You don't need to, because he shoots them, unloads both his gun, and kills him.

Speaker B: Reload my gun? All right, once my guns are done, start pushing the car again.

Speaker D: Be like, that's it.

Speaker B: That's easy. Those people left because of that.

Speaker A: Actually, that's the advantage. Between aim and fire and spray. I'm pretty good.

Speaker C: It's the aim and fire here. You're not emptying your gun unless you six minus it.

Speaker A: But I'm just wondering why it would. Why would you ever just spray and pray? Then how do I look at it?

Speaker B: Multiple targets. Multiple targets.

Speaker A: Cause the aim of fire says, take aim and fire at targets. Current precision.

Speaker B: I don't know.

Speaker C: This week, it's fiction. And then you may just not be able to aim and fire, depending on what you're doing.

Speaker B: Or if you had, like, a rifle, you can only really shoot at one.

Speaker D: It's a lever action.

Speaker A: Are they all dead?

Speaker C: Yes.

Speaker A: I'm gonna go up to one that's dead and actually, like, take it with us.

Speaker B: All right, dinner.

Speaker D: Mystery beat.

Speaker A: Yeah.

Speaker B: Crab leg.

Speaker A: So they're pretty small. Dog size, you said?

Speaker C: Yeah, they're size of a large dog.

Speaker A: Okay, I'll take. I'll put two of them on the cart.

Speaker D: Is this for dinner? Are you making armor?

Speaker B: Check them out.

Speaker C: All right. See you get that cart part next to the other cartoo.

Speaker B: No more.

Speaker D: Do we want to do it tonight, or do we want to have dinner in seal of store in.

Speaker B: How long did that take?

Speaker C: Oh, probably, like, 20 minutes to push that back.

Speaker B: Go again.

Speaker D: Okay.

Speaker C: Yeah, just take, like, 20 minutes to push it back.

Speaker B: I just continue down this one.

Speaker C: Same one that you guys went on. Okay.

Speaker D: There's no more bugs. There you go.

Speaker B: Yeah, I'll find out.

Speaker C: Yeah, you get down, and you fall it to the end, and there's, like, a walkway above you as this goes underneath it, and then the track ends by the walkway.

Speaker A: I'd say we should favor tracks just for load amounts.

Speaker C: Yeah.

Speaker A: That'S what jock would do, but I'm fine. If you want to explore.

Speaker B: How much Audrey wants.

Speaker D: I'm just here for labor.

Speaker B: I go back to the next track. It'll just be about getting the job done.

Speaker C: Yep, yep. Yeah. So you go back to the top.

Speaker B: One that's stable, right?

Speaker C: Yeah, no, you can see, like, some of the wood is, like, starting to show signs, but it's only, like, five years. It's only been abandoned for five years. So it's still fine.

Speaker D: Pops out of the pond.

Speaker C: Yeah. So you get it splits. So which one you want, north or southeast? Yeah, you're going south. Walking down here, you heard a bunch of skittering coming from behind you and then some in front, in front of you. And, like, when you look behind you up here, you see like, a bunch of, like, holes in the wall and you see like, three tunnel critters come out of it. And then, like, two come out from this narrow, I guess, out of this area here. All right.

Speaker B: Not aiming. Five, because I have two pistols. I aim and fire at two different targets.

Speaker C: Yes, that would be fine.

Speaker A: Which way are you firing?

Speaker B: I don't think we need to.

Speaker C: The front ones.

Speaker B: Shoot them in the face.

Speaker C: All right, they're done.

Speaker B: Then start turning towards the other one.

Speaker C: All right.

Speaker D: Originally I started looking for cover. There is no cover. Gotta drop my gun. I'll take one. I might even take two.

Speaker C: That still sucks. Oh, luck. One luck. Yeah. So they rush up to you, and one of them latches onto your, like, waist and jerks you to the ground and starts, like, carrying, dragging you backwards. And you'll take a minor trauma. And then, Audrey.

Speaker D: My reflexes aren't so good, so my seven became a six.

Speaker C: Poof.

Speaker D: I realize I've missed. And I pull my knife out as it's coming at me. I can't pull the trigger fast enough. I try and step down on it.

Speaker C: All right. Yeah. So it, um, grabs you, like, the. Around the waist and knocks you to the ground and has you, like, grabbed. So you take a minor trauma and then you can draw your knife and roll that if you want. And then, Jack, you can also.

Speaker B: Yeah, 13, put my grid on there.

Speaker D: It's like where the mouth is. You're not eating me. No.

Speaker C: Okay. Yeah. So you do on a ten plus, you subdue or restrain enemy. You deal decisive critical damage. You avoid their direct counterattack. So what do you do? So you dealing? Decisive critical damage. Okay, I'm not trying to run away all the way. Yep. Yeah. So. Yep. So as you stab it, you also take a moderate wound. As you get injected with something, and you feel like part of your lower waist going numb. Imagine you're on the ground and you stab up through its head. Okay, so that one of them is dead. All right, you can go, Jack. And then.

Speaker B: Yeah, I would spin around and see that Jack's getting pulled away. Aim and fire. Both of them or just one little higher.

Speaker C: You can do both if you want.

Speaker A: Scroll through character.

Speaker C: All right, I got snake, guys. Yeah. I'll say, um, something real quick. Okay, so we'll do it. Yeah. So, yeah. Jack fires. Doc, you get hit in your left arm. So you have a moderate gunshot wound to your left arm.

Speaker A: Is that separate, like, from the minor wound?

Speaker C: Yeah, it's more trauma. It's a moderate trauma.

Speaker A: Does the tight matter or just the fact that it's moderate?

Speaker C: No, it's moderate, and it's a year. You have a gunshot wound on your left arm.

Speaker B: Surgeon, an hour. That's always good.

Speaker C: So that will play into fiction.

Speaker D: Three, three minor. For a moderate.

Speaker C: Three minor, two moderate, two major. It might be on your character sheet space somewheres, maybe. Oh, it's, I'm finding, I'm moving my.

Speaker D: Sheet into the white to get contrasted.

Speaker C: Yeah, it's like, right below the appearance line is where your trauma track thing is. It looks like if you have the, oh, wait, never mind. That's the different character sheet. That's not the Google one, that's the other character sheets. Okay. Yeah. So you get hit by Jack, the other bullet misses more glances off. The one that was on or the other one? Did you shoot both? You're shooting at both of them, right? Yeah, yeah. The other one hits the dirt and skips because too many people are in the way.

Speaker D: It's the dirt.

Speaker C: Yeah. Yep. As this, as the other one comes, it's gotta lean up and you'll be in danger shortly. But, um. What are you doing, doc?

Speaker A: Shove it into the open, meaty mouth and pull my trigger.

Speaker C: She's spraying or aiming.

Speaker A: I mean, aiming him right up on it. So there's not a lot of aiming to do.

Speaker D: Aiming.

Speaker B: Aim on fire. Because regarding spray or prey, you have to reload.

Speaker C: Well, also, I think when I think aim and fire too, you're just, you're fanning or you're levering, so you're not going to be able to spray and pray if you're with dual wielding. Really?

Speaker D: Yes.

Speaker A: But this shot is placed in danger. But bump a shot into its mouth.

Speaker C: All right, you kill it, but it's like you're kind of tangled up in it now. And the other one, and then another one comes out of the wall, rushing towards you, though. All right, Audrey, you have one that's coming to drag you away. You let your left leg is, like, numb. Now.

Speaker D: Whichever ones that got me, he's the one I try to stick with the knife.

Speaker C: That one's dead. You killed that one that actually poisoned. There is a second one coming. Like, it's like, I guess it's climbed over the top of the dead one is, like, coming to.

Speaker D: I cross my fingers, and I shoot at it as it's come over the top of its buddy's body. Let's see, eight. And my reflexes is the minus one. So seven. So we managed to hit it.

Speaker C: Yes. You be placed in danger, or it's a glancing and less effective.

Speaker D: I'm in danger.

Speaker C: Okay.

Speaker D: Because if I kill it, I'm already in danger, and if I don't kill it, I'm still in danger. So glancing is going to just put me in danger anyway.

Speaker C: Yeah, so you. Yeah, so you kill it, and it, like, falls on top of the lake. You have, like, two of them, kind of like, pinning you to the ground. All right.

Speaker B: I jock holster my gun. I have to reload them and pull out my rifle and take.

Speaker C: Yep. You hit the dirt next to it, and it grabs onto Audrey. And. Actually. No. Grabs doc's leg and starts pulling him. All right, doc, what are you doing?

Speaker A: Another one, like, execution in the head.

Speaker D: Five.

Speaker B: Sit down.

Speaker C: All right. Yeah. So as it grabs your. It grabs your leg and you feel a prick and, like, warm liquid injects into your leg. So you have moderate. Moderate right leg is numb. Yeah, you can see, dog, you would see because you're, like, you're pretty close to each other. So you could see him getting dragged away. Now can I take a shot at it?

Speaker A: Yeah, yeah. He's doing that to you. I would. As soon as I feel that, I would grab my. From my medical pouch, grab my scalpel.

Speaker C: Yeah.

Speaker A: And pull it out and just, like, jam it in its eye.

Speaker C: All right.

Speaker D: I got a seven.

Speaker A: Nice.

Speaker C: I'll do your fiction because you're rolling, too.

Speaker A: Oh, yeah. What does that mean?

Speaker C: Fight. Yeah, and grit.

Speaker A: That's the street nine.

Speaker C: All right.

Speaker D: So somewhere between the flash of my gun and the scalpel going, I think I decapitated.

Speaker C: Yeah. On the. So, yeah, you. You stab it into its head, and the shot comes in, and then you lose the scaffold in the. In the head of its embody. So you're currently disarmed for your melee, but it is dead. All right, I started reloading.

Speaker B: Yeah.

Speaker A: Get to reload your rifle.

Speaker B: On. Aim and fire. And a six minus.

Speaker C: Oh, yeah. Yeah. So describe, like. Yeah. Make sure you guys describe that stuff, too, since it's part of your move.

Speaker B: 1 minute.

Speaker D: Push off.

Speaker B: Just grab the stuff. The dead body. Kick them off. Roger.

Speaker D: This is worse than that time when you guys tricked me into taking the peyote button.

Speaker B: Laugh about that. On your feet.

Speaker D: He get me up and I kind of walk.

Speaker B: What in the world's going on now?

Speaker D: Get me over to the cart. I can push and help on one leg. I can do it.

Speaker B: I look over at doc to make sure they're.

Speaker D: Hold on.

Speaker B: Reloading.

Speaker A: Down. Slow moving.

Speaker C: I was gonna say, you do gain a minority, um, bleeding arm from your gunshot wound. Yes. Yes. Because you haven't done anything to treat it yet, so they have a minor bleeding. It can get worse if you don't do anything with it. Yes.

Speaker A: I don't know where you can.

Speaker C: Some of us fiction based. I mean, could rambo it and go.

Speaker B: Back and get gunpowder. Here.

Speaker D: Let's pack some dirt in it while we've got chins.

Speaker C: You guys have clothes, and you have medical supplies.

Speaker A: Okay, how many?

Speaker C: You guys are out of combat? But you said you were. You're, like, reloading, so you didn't mess with it. So it just bleeds. Yeah, no, that's all right.

Speaker A: Yeah, I want some reload piece of shirt.

Speaker C: You'd be able to dig it out. Like, you'd still see it. It's mostly just, like, slick. And then it getting shot. Jerked it out of your hand.

Speaker D: Is that what end, please make it.

Speaker A: Yeah, it's code for get the heck out of here. Yeah, this point.

Speaker B: Go.

Speaker C: All right, so what are you guys. You guys are all reloaded. You stop the bleeding, or. I slowed it, I guess.

Speaker D: I go over to the cart, and.

Speaker A: It'S like, damn it.

Speaker D: Last time tonight.

Speaker A: Well, we know where the cart's at. Do we want to, like, backtrack or risk making noise?

Speaker B: Like, I don't know, their legs are known other than they're walking funny.

Speaker C: Yeah. So you guys would be like, your legs are. And, like, your leg is asleep.

Speaker D: Well, I'm leaning into the cart to get it to go.

Speaker A: I would say let's wait on the cart and go back and heal up.

Speaker D: Well, this is downhill right here, isn't it?

Speaker A: No, it's low level.

Speaker C: It's basically level.

Speaker D: Oh, even this part?

Speaker A: Well, the ground is not, but this is raised up.

Speaker C: Ah, yeah. Yeah. So this. This sloped down to, like, the water.

Speaker B: We'll go back.

Speaker D: I was thinking we get that thing started, and that part has a little bit of a slope to it.

Speaker A: My concern is that we wake things up. Up. I don't know that we can handle another round of.

Speaker D: I think we already woke them up. They're sleeping now, though. What's that?

Speaker B: You guys can't walk, right? We'd have to go back.

Speaker C: It's be like when your leg is asleep. Like, it still functions, but, like, you're not sure about it.

Speaker D: You push, we'll guard.

Speaker B: I'd slap one of their legs as soon as it wakes it up.

Speaker A: Remind me not to ever let you medicine on me. What is this? Spend downtime patching up.

Speaker C: How long is downtime that's gonna be? So most of the stuff in here is like, like minor is like of light, uninterrupted rest. So probably like an hour or two. Moderate is like, you gotta like, sleep it off or more like. Or someone or get actual help within majors. You have to go.

Speaker D: All right.

Speaker B: We push the cart.

Speaker D: I'm like, I'm here. I don't want to come back. If I'm functional enough or if you want to push it.

Speaker B: We'll put doc in the cart.

Speaker D: You keep an eye out. You're pretty good.

Speaker A: Yeah.

Speaker B: Push that.

Speaker A: Maybe put your rifle up here and I can have an extra shot.

Speaker B: There you go.

Speaker A: You can extra shots. Although it's better in your hands. Actually, you are a better shot there.

Speaker D: So that you've now got two pistols.

Speaker A: There you go.

Speaker D: Get it back out. Generally better with the knife in.

Speaker A: We're now a tank.

Speaker B: Yeah. Start pushing it.

Speaker C: All right.

Speaker D: Kind of take a step.

Speaker B: Yeah, this one's mostly jock.

Speaker A: Push me.

Speaker C: Actually, as. Yeah, so. So doc's riding in the cart, and then you're pushing, and then you're pushing on.

Speaker D: Probably about a half a push on the other side.

Speaker C: Okay.

Speaker A: I'm watching for bogeys.

Speaker B: Don't fall off.

Speaker C: Um, yeah, let's have pretty easy to.

Speaker A: Stay on top of rocks.

Speaker C: Audrey, like, well, when you guys get over the water, Audrey, give me a react to danger. Roll with advantageous, say, reflexes. So you're not trying to think that.

Speaker B: Reactive danger is whatever, as long as you can.

Speaker C: Yeah, well, he's trying to maintain, I guess, balance or like, not if I.

Speaker D: Can grip myself up.

Speaker C: Yeah, that'd be fine. Power. You can grab the cart. Yeah, grit would be fine.

Speaker D: My best. So that would be eleven.

Speaker C: Yep.

Speaker A: It just looks awkward.

Speaker D: Well, my reflexes sucks. That would have been a minus one. That would have taken me to an eight. I would have held on, but it wouldn't have been anywhere near as pretty.

Speaker C: Yeah. See, navigate the treacherous. The narrowest section successfully.

Speaker D: It'd be more like going over the water, kind of hang on.

Speaker C: And you guys, like, make it back to.

Speaker D: One more and go.

Speaker A: My surgeon skill says you can spend downtime patching up an ally. All their trauma is reduced by one level and all minor trauma is removed.

Speaker C: Yeah.

Speaker D: So if you work on me and my moderate becomes a minor by morning, does it go away? Because minor would clear after a couple hours at that point, I don't know.

Speaker A: I guess depends on how long we've been.

Speaker C: I probably would. Just because you would be able to sleep, you know, you'd be awesome.

Speaker D: And moderate, poisonous.

Speaker A: Well, I have two moderates, so screw you.

Speaker D: Let me know if you need help pulling out that book.

Speaker A: That's right.

Speaker B: You be next.

Speaker D: You'd be next. The medical techniques. As I'm sticking around, I just see.

Speaker A: You looking at me. I wasn't, like, fixing myself up with this dirty look, and you're like, you're next. Doctor's got to make himself well to help you.

Speaker D: No, that's okay. Because moderate becomes a mind for the following day. I'm still. I was just kind of curious if you're working on somebody takes it to one.

Speaker A: Yeah, that's a.

Speaker C: It was, from my understanding of that move and how minor trauma goes away, it just says, that's just the stuff that just rests up after a couple hours, periods of light, uninterrupted rest. Some moderate stuff would definitely all be gone by the time you slept or even, like, ate a meal.

Speaker D: Severe sev. The AR doesn't look like.

Speaker A: So you asked the minors, go away, and I can turn the moderates into minors. Right there.

Speaker D: Lovely. That's improvement for me.

Speaker A: How long you guys want? Downtime.

Speaker C: So. Yeah. What are you guys doing? You got back here?

Speaker D: Dinner.

Speaker A: If I had time, I would patch him up to.

Speaker D: Dinner, sleep, and then figure out next morning. What did it take to get that fort? Card. Yeah, mine probably out to the.

Speaker C: Mm hmm.

Speaker A: Do we spend the whole night here?

Speaker D: Considering we've got cards. We haven't loaded them into the wagon yet. Yeah, I think that's pretty much I'd.

Speaker B: Be doing my time.

Speaker A: Okay. Then I would fix him up, too. And then I take one of the bodies, and as a surgeon, I can perform an autopsy to learn more of its nature, hopefully not famous.

Speaker C: So if you do have you do all that stuff, then you. I don't think you would. Probably wouldn't need to have. Yeah. So. So what's everybody doing?

Speaker B: I just be offloading the parts on other part.

Speaker A: My main goal is fixing this to it.

Speaker C: Right.

Speaker B: If we're gonna stay here the whole night, I eat some food.

Speaker C: Yeah. Then you're gonna spend the rest of the evening.

Speaker D: Would Anthony help you with that, or is he really just the driver?

Speaker B: I might make Anthony help.

Speaker D: You have two options. Anthony. Go in the cave with us and play with critters.

Speaker B: What does Anthony think of the centipede.

Speaker D: That we brought back?

Speaker C: He's be creeped out by it, but then be like, yeah, mostly creeped out by it because he's basically like a truck driver. You would just say, this ain't the weirdest thing I've seen, but that's a nasty creature.

Speaker D: I mean, I have time for that.

Speaker A: My focus is the.

Speaker C: I was gonna say, if you want to do, like, the autopsy and heal both of the guys, your minor wounds won't be healed because you're not resting.

Speaker D: Okay. In that case, I kind of poke at it. You think we can drag a wagon over the top of these and they go crunch? Or would they cause a wagon flip?

Speaker A: I don't want to test it, but.

Speaker D: It'S interesting question for science, I put below. Yeah, science.

Speaker A: So if he has a moderate, do you have a severe?

Speaker D: No, no, I had a moderate and a minor.

Speaker A: So if you had a moderate and a minor, I trauma him, which removes all of his minor. The other one becomes a minority. Does it stay there, or does the sleep through the night also remove the minor?

Speaker C: Are you guys sleeping? Because it doesn't sound like it.

Speaker A: So we're sleeping overnight.

Speaker B: I don't care.

Speaker C: What are you guys doing at this point?

Speaker D: It's getting into early, late evening. Even if we did have a full wagon, probably wouldn't be headed back in the dark.

Speaker A: Some of you guys. The difference is, if we don't sleep, we're earlier, but we keep our minors.

Speaker D: I'd rather go and eel you with that.

Speaker B: I'd just be offloading the cards.

Speaker D: If I'm dead, Emile doesn't have to pay me. Damn it up, then, because I know there's a fresh made bed over in that. Except for the bloody handprints.

Speaker A: So you get a luck point every time you fail?

Speaker C: Yep.

Speaker A: And then you can spend those whenever you need them. But not all at once.

Speaker C: No, you can spend them all at once if you wanted to.

Speaker A: You don't have to spend them all.

Speaker C: No, you just. They just add a value to your role. Cool.

Speaker D: And they don't expire.

Speaker A: That's cool.

Speaker D: That was just a mechanic question. You bank them, and.

Speaker C: You live through the failures. All right, so where are you guys sleeping?

Speaker B: Wherever you guys want.

Speaker C: And where are you putting the horses? In the stable area or just leaving them in the main room with you? Like, oh, yeah. What are you guys doing?

Speaker A: They're also early warning systems.

Speaker D: Yeah.

Speaker A: Maybe keep them, like, away from the doors. Use that overhang area.

Speaker B: Yeah.

Speaker C: It.

Speaker D: Have ten. Just let them know free doors are closed. Don't get into trouble. Or turn one of those opposites into makeshift stable.

Speaker C: They're not big enough. There's the stable. Or you just keep them in the room with you.

Speaker B: Put them around. That's right. Asleep.

Speaker C: You guys all just sleep in the main room?

Speaker D: Might be living in that old manure straw.

Speaker B: Yeah, probably the kid.

Speaker D: But.

Speaker C: You guys didn't do any watches.

Speaker B: I would.

Speaker A: Yeah.

Speaker D: This place. Yeah.

Speaker C: All right.

Speaker B: I'll probably just offload cards so I can get, like, four or 5 hours of sleep.

Speaker C: Yeah, just whatever. Sure. Okay.

Speaker B: I guess.

Speaker C: What's your watch order gonna be?

Speaker A: Well, you're the most healthy, so you probably would be first. Yeah, mostly if you're gonna load until last minute.

Speaker D: Yep. Take first. Three or four.

Speaker B: I could take first in second.

Speaker D: No, I was thinking Anthony's.

Speaker C: Anthony will do a watch.

Speaker B: I'll take first.

Speaker D: I'll take last.

Speaker B: Make Anthony be one of the second ones.

Speaker C: Who's doing second.

Speaker B: By the way?

Speaker D: That way everybody gets too consecutive.

Speaker C: All right, Aubrey, give me a. Actually, where is it at? Oh, yes. Yeah. Give me a roll with your highest stat. Actually, I should guess it's just with plus two.

Speaker D: Nine.

Speaker C: Mm hmm.

Speaker D: If I wake up poison again, I might take this. I'd have to go through and just kill them all. More gunpowder.

Speaker B: Closing the bomb.

Speaker C: Okay. Yep. See the night passes and people that had watched after Anthony know he had a bad night of sleep.

Speaker D: Bad dreams.

Speaker C: Yep. He was, like, muttering and, like, rolling around in the morning. He just asks you guys with his. I forgot. He has a stupid voice. That was someone else that had russian, but no, he has, like, a haitian Mickey Mouse voice. But he does assume any of the rest of you guys have dreams about a little, like, cat eyed baby?

Speaker A: Cat eyed baby.

Speaker C: No. Yes. Thing was staring at me with blood dripping out of its mouth. Freaking creepy.

Speaker D: I hope it wasn't hungry.

Speaker C: Didn't look hungry. And the blood pouring out of its mouth. Dripping out of its mouth. Sitting there watching me.

Speaker D: From where?

Speaker C: No. Isn't my dream.

Speaker D: No. I was saying if the dream matched the room.

Speaker C: I don't remember anything of what? Where I was. Black.

Speaker D: Curiosity. Go over to the one office that has the bed in it and open the door just to see if it's changed.

Speaker C: It has changed.

Speaker D: Doc, I think there might be a patient wandering around here for you.

Speaker A: Is there more blood?

Speaker C: There is some fresh blood on the. On the door handle.

Speaker D: So they snuck in here, stared down Anthony for who knows how long, but still want to go sleep, so they don't seem overly vengeful compared to some of the other stuff you've seen. Come after me.

Speaker A: Put a beard trap in there. A little bit of a chuckle.

Speaker B: Truck. The stable area. See the thing down there?

Speaker D: Poop room. Let's go get that last cartae.

Speaker B: Sound good to me.

Speaker C: Soon say you loaded up one.

Speaker D: Yay.

Speaker B: Breakfast of cigarettes.

Speaker C: Anthony would cook breakfast. Would it cook breakfast?

Speaker A: You're not lighting him up. You're just.

Speaker D: Why did I interest you in a cigar of a higher quality?

Speaker C: No. He fries up some, like, bacon and beanstar.

Speaker D: World can't be all bad.

Speaker C: All right.

Speaker D: Wait. Anthony, to offload one of the other carts. Go search into the dark number four. And we can focus on just offloading.

Speaker A: Those more real life.

Speaker D: Which one split north? South and went south. So there's a possibility of another ballpark to the northe. I got it. Maybe a bug ball.

Speaker A: Is there a switch there?

Speaker D: Track switch?

Speaker A: Or is it just two rail tracks?

Speaker C: That's like. It would be a switch, so they could swap it back and forth.

Speaker A: Swap it correctly if it gets exciting. We don't have to switch on the fly.

Speaker D: That's a sharpshooter. We could switch it on the fly.

Speaker B: Maybe.

Speaker A: Watch around corners.

Speaker C: Yeah, you would see, like, um. As you're walking, like, you would see, like, some, like, basically, like, black spots in the wall. Like, that doesn't glitter. That looks like more centipede holes. Yeah. As you go up, nor you can get up closer. No, no, I didn't. I thought I left this on. You see in the. Over here, as you're watching it up, your light starts glinting, like, off, like, liquidy looking stuff. And then as you get closer, it just looks like hundreds of, like. I guess, like, cue ball, like, billard ball sized, like jelly orbs. Yeah, they look like eggs.

Speaker D: I don't like this place. I don't think we'll be able to come back here after this hatchet is. How much destructive power does a keg of dynamite have?

Speaker A: You stuck it inside that thing a whole lot?

Speaker D: Well, I'm trying to figure out how much. I mean, I know it's enough to piss everything off at this end, but it might be a nice parting shot when we leave and close the doors. If we light the fuse, maybe close the door.

Speaker A: I don't know how much more gold is in here.

Speaker C: You would see that, like, this is, like, a really rich. Like, there's obviously gold in the walls still.

Speaker A: Our job is to bring this back.

Speaker C: Out.

Speaker A: Deliver the information yeah, but I think we need to come back with tools. Specifically, where there's lots of fire.

Speaker D: Fire purifies all.

Speaker A: Can we tell in those holes when we walk by if there's anything in them, or. They're just dark?

Speaker C: They're just dark. I. They just look. And, like, if you got close enough, you'd see that they just, like, just go into the rock. I mean, Audrey could probably actually, like, crawl inside one if he wanted to, but it would not going in there. It'd be like. It'd be like worming, like, down the thing.

Speaker D: Dark holes filled with who knows what sperm. He would thank you for your kindness in not making him do that.

Speaker C: But.

Speaker A: I hope I'm going to be prepared.

Speaker D: Let's run. Check the cart for eggs.

Speaker A: I want to see, with the extra oil that we got from the supply, if I can oil the wheels so they make oil less noise.

Speaker C: Yeah, that'd be doable.

Speaker A: So you see me tinkering around with.

Speaker D: That.

Speaker A: Like, on the axle itself and, like, on the track. This stuff is trying to make it a little easier to move without making, like, super loud noise. See if we can summon fewer creatures when it moves.

Speaker D: I make, you know, where the oil piles up. Yeah. So maybe it can be lit.

Speaker A: Well, I wouldn't make a big pile for lighting up, but just making sure it's greased. Well.

Speaker B: Now you're ready. I'd give it a push.

Speaker C: All right, then. Once all three of you guys give me. React to danger with advantage, and then I. Any stat but grit with advantage, you guys should take the highest two.

Speaker A: Yeah. I had a one, one, two roll.

Speaker D: It's in here.

Speaker A: Did you really?

Speaker D: Yeah.

Speaker A: We both held one, one, two. And then even with my luck, the most I could get would be five.

Speaker D: I couldn't even get it.

Speaker B: It won't match.

Speaker A: Wow.

Speaker D: My cutting over plus one.

Speaker A: So wait. Actually, I could succeed. I could succeed with luck. So let's make it less severe. So that'd be 23456. I'd get a seven if I use both my luck. So I'm gonna use both my luck.

Speaker C: Okay.

Speaker A: To convert it to a success.

Speaker D: I would get a six if I used all my luck with it, so I'm not gonna bother.

Speaker C: Yeah, that won't. There's not. It's. You hit the threshold. It doesn't. Like if you rolled snake eyes. It doesn't. It's the same as rolling six.

Speaker A: Does it help our scenario for me to actually have passed?

Speaker C: Yes. Yeah, yeah, yeah. No, you won't be. No. Him just going from, like, four to, like, five to six. Like, that doesn't. That's not beneficial. Yes, yes, that is beneficial.

Speaker A: Okay, then I'll spend a lot for sure, as opposed to, like, when you're all trying to stealth. And the last, the worst person in the team is like.

Speaker C: Yeah. So you guys get up there, you start pushing, and there's one, like, and then it. And then it goes. But you do hear just a single skittering. But it sound, I guess you hear, like, one. Yeah, you hear one, but it sounds, like, a little bit bigger. And it also sounds, like scraping along the ground behind you. So, like, coming around, like, the corner up here. Uh, you see one that's probably, like, four times the size. So, like, one that could. And it's just like, it's trying to, like, chase you, but you guys are, like, um, keeping pace or, like, starting to, like, gain some speed on it.

Speaker B: I'll be pushing everything.

Speaker A: I go over to you and actually pull your gun out. Do you resist?

Speaker C: All right.

Speaker D: I don't even realize you've done it.

Speaker C: All right. Yeah. So again, let's have some react to danger as this thing is pursuing you. No, this will be flat out. And you can ingrit, like, all of them are valid as long as it makes sense in the face. So you guys can describe what you're doing.

Speaker D: I got a ten.

Speaker C: Okay.

Speaker D: With the grid like way. I rolled a six because the other one was a two.

Speaker A: Yeah. A D nine. These smarts. I'm actually going to be backing up and pushing on the cart with my back while I got my guns out.

Speaker C: Okay. All right. It's not gaining on you guys, but it is still chasing you.

Speaker A: Good. I'll grab one of the lanterns. Actually, we don't have any other noise yet.

Speaker C: Oh, I'm gonna say the cost to success as you do here. You do see two emerge out of. Oh, sorry. You can't even see what I'm looking at. These, you see two emerge out of the holes and start to chase you.

Speaker A: A couple lanterns. I want to take one of the lanterns. And I'm actually going to take it as we go.

Speaker C: Bye.

Speaker A: Then I'm gonna slam it on the ground, like, right here.

Speaker C: Okay.

Speaker A: And try to make, like, a fire spot there with it.

Speaker C: All right, you guys, give me another roll with advantage this time as the black fire opens up.

Speaker A: Gosh, I literally just rolled another one. One, too.

Speaker C: You need to throw your dice away. Yeah. With advantageous. I got ten plus. Uh huh. Ten plus.

Speaker B: We both succeed.

Speaker C: Okay, so. So you're on your back. You're pushing. Right? So you're pushing. So I'll say what happens is those guys pick up speed and you don't realize it. And you fall over as one of the. As the centipedes climb up the wall to, like, try and get around the fire. So I'll say one is coming as, um, as they push down. So you guys are still just chucking. So what do you do, doc?

Speaker A: And then try to get up after I shoot.

Speaker C: Okay.

Speaker A: I want to do a good aim.

Speaker C: All right. Aim and fire. Yeah. That's crazy. I wonder if the probability on that.

Speaker A: To have 112-11-2112 yeah, eight.

Speaker C: Okay, so. So you take this shot places you in danger or your shots glancing and less effective.

Speaker A: I don't sure what the difference will be in this. If he's after me, if I can kill it, I just want to kill it and then get up and run. So I want to kill it.

Speaker C: All right. All right. You. Yeah, you shoot the one, but the other one.

Speaker A: If you have two guns, do you roll a separate role or is it just represented by.

Speaker C: It's your fiction and what you're describing?

Speaker A: Oh, that two guns now, because I stole his but have more than one shot on him. So if the shots glancing and less effective, I could just have. It took both guns to actually kill it. It's less effective.

Speaker C: So you would. So if it's less effective, that's basically, like, it will delay it, and I'll say you can get up.

Speaker A: Okay.

Speaker C: If that's what? Like, it. It stuns it and, like. Yeah, say it kind of, like, stuns it. And then you see the other one, like. Like is right behind it, like, on the ceiling. So that you got, like, two, like, rushing at you as you get up and catch and start running for your guys, they're like, sprint after them. Yeah. Then you hear, like, almost like a loud, like, hissing sound, but. But you don't see pursuit from the big one anymore. I was gonna say, yeah. As you guys break the. The get through the switch, you see like, four more, like, rushing up this way. So, yeah, you guys give me a read. React to danger again without no advantage this time. Unless you guys are doing something else, you can think.

Speaker B: After I heard it shots, I probably would have and then saw these, I would tell them to keep pushing. I'd start shooting.

Speaker C: All right, so you're gonna. Are you gonna stop pushing and shoot?

Speaker B: Yeah.

Speaker C: Okay. All right, so then you're just gonna. And then. All right. Yeah. So before we do any of those rolls. So, yeah, I. So you're stopping and you're gonna start shooting.

Speaker A: And I'm running, I'm running towards. I see him stop and turn. Then I would get up right next to him and turn back around. We got four guns going up.

Speaker C: And then do you say anything or you just let go and start?

Speaker B: I would say something to audrey that. Keep pushing this. I'm gonna deal with this like a yell because. Yeah, that's just loud. But yeah, I'd shoot a.

Speaker A: These two come up. I just have good time. Turn around.

Speaker C: You, and keep pushing. Yeah. Okay, then you don't need to roll for that. So there's no more. You're not in danger right now.

Speaker B: Yeah, yeah.

Speaker C: Okay.

Speaker A: Oh, double ten double fives.

Speaker B: I got double fives as well.

Speaker C: All day.

Speaker B: The probability is with this table.

Speaker C: I don't know, that's a twelve. All right, so you want to shoot the ones on the ceiling or on the ground? The closest ones, I'd be shooting these, actually. I guess you guys wipe out four.

Speaker A: So now we shoot the two that.

Speaker C: Were behind us back here, and then.

Speaker B: I shoot the new one.

Speaker C: Okay. Yeah.

Speaker A: You come up, you're going one way.

Speaker C: Nice. All right, so, yeah, so you guys smoke four of them. We saw two chasing you. And then what do you guys do?

Speaker A: Keep firing.

Speaker C: Okay.

Speaker B: Yeah, I would deal with the threat.

Speaker C: Roger that.

Speaker A: I'm not gonna run if he's not running. Another ten, but six, four. So that's twelve.

Speaker C: Nice.

Speaker A: With two guns.

Speaker C: Eight. Okay, do you want to be target? Yeah, I'll say both. You get both of these, but you do hear more.

Speaker B: And then I run back to the.

Speaker C: Cart and start skittering. Okay.

Speaker D: Do they swim? Just thinking aloud.

Speaker C: I will say, like, yeah, so as you guys are running across this track, you actually see, like, the water starts kind of like, don't disturb the water shuffle. Kind of like something is, like, coming out of it. And you see, like, the head of one that's like, even huger. Like, trying to, like, come out of the water and try and get at you so you guys can defy danger as you're shoving. Yeah, you're all on this cart pushing it now, so whatever. Okay. Yeah, that's.

Speaker B: I'm using reflexes to try.

Speaker C: Well, yeah, I was it. So here, I'll. So, yeah, so it, like, comes up and it, like, hits the track kind of. So, like, it shakes. So, like, that could be maintained steady or great. It.

Speaker A: Or before this, if I see that. How common is something like this in our lives?

Speaker C: That will be up to you guys. That's your take. This is for you guys to how you react to this. It's just like another day in the your lives or is like, oh, that's new. Well, that's it.

Speaker B: I'd be new species, but it just be like, yo, creatures for my guy.

Speaker A: Okay. Just trying to get a gentleman, like, how serious this is. Okay. This is more stuff.

Speaker B: We just need to go.

Speaker A: Okay.

Speaker B: Would be serious, but it's like, nothing like. Oh, crap.

Speaker A: What is that?

Speaker D: Yeah, my fighter flight right now is off light.

Speaker C: Let's go faster.

Speaker D: But if it gets messier, it might turn to flight.

Speaker A: All right, so what. Sorry, what were you doing?

Speaker B: Oh, I was just using my reflexes.

Speaker C: Oh, yeah. So you're maintaining balance because it does, like. It hits. The hits kind of like the supports. Doesn't quite reach. You guys. Okay.

Speaker A: Try to use the card as my balance.

Speaker C: Roger.

Speaker A: Eight.

Speaker C: Okay. I'll say, yeah, you guys kind of, like, stumble a little bit and I slow. Some say you do. So there are some guys, like, hot on your trails, and you can see them, like, kind of, like, running down the track now a couple. And then, like, maybe you starting to see some up in the topper caverns, like, coming out of holes. But, yeah, you guys are all right, so give me actually. Yeah. So what do you guys. How do you react to this?

Speaker B: Cleared the bridge. I would turn into a quick shot.

Speaker C: I'll say you're. You're about halfway across, and you can see that, like, that thing, like, hit and sunk down. And you can tell, like, it's like. You can see the water kind of, like, more. Like it's gonna put more effort into reaching you.

Speaker B: I'd be getting ready to dodge.

Speaker C: And then you have. Yeah. You see ones coming around the track, and you do start to, like, here. See, like, more coming out of this ceiling over the hole, I guess.

Speaker B: Yeah, I'd be dodging till we're past the bridge and on to more stable ground.

Speaker C: So you're. There's. This is, like, what you're. You're not nest. You don't have. There's nothing to dodge right now. I'm just like, I guess trying to. What your characters are doing as you're taking in this information.

Speaker A: Everything's pretty far away. I'd be pushing harder.

Speaker C: Okay, how do we get it faster?

Speaker A: As much as possible.

Speaker D: Yeah, we're moving fast enough. Climb on top. Fire. Momentum will take us to the. It's like, how are we gonna close the doors?

Speaker B: Figure that out.

Speaker A: Yeah, let's get off the wall.

Speaker D: Does this go to the far side of the door where the. The tracks in then the large room and we can close the doors behind us.

Speaker B: Jack's not hanging that far ahead.

Speaker A: Yeah, I just want to get over the water.

Speaker D: That's what I'm doing. I'm pushing harness.

Speaker C: All right.

Speaker B: Yep.

Speaker C: All right. Yeah. So you guys putting all your effort into it. So I'll say you guys do me another. You can, like, grit this one, since you guys are trying to power, power through it. Yeah. As you hear the water, like, shifting and you see like, this thing come, like, shooting out of the water towards you. That was a huge with advantage.

Speaker A: Oh, I know we got advantage.

Speaker C: Oh, did I not say that? No, sorry.

Speaker A: Look, look, I'm not going to burn it.

Speaker D: Can I reach out? If I see him start to go, can I reach out and try and grab him? I got an eleven for my role.

Speaker C: Yeah, I'll say you can do that. But it will, I guess, allow some of the scorpions, they're not scorpions, but centipedes to get up on you. And you guys do see that some pair have come dropped from the ceiling, like, in front of you guys. Oh, is it not? But yeah, you catch Jack before he tumbles off the the rail. But you do have two, like, in front of you now, and then two, like, right behind you. And the big thing is like sunk into the water. The giant centipede is.

Speaker D: Remember that question I had? Can this thing run over or will.

Speaker A: It derail the car?

Speaker D: But you got both guns. I continue pushing.

Speaker A: How fast is the thing moving?

Speaker C: What, the cart? I mean, not like super fast. It'd be about. You guys have probably got it up to almost like running speed for the human. So.

Speaker B: Shoot them in the face.

Speaker C: Yeah. Smoke them as you.

Speaker B: I'm watching the water.

Speaker A: I got eight on the ones behind us with the two pistol shooting above. But those speak lancing unless affected.

Speaker C: Okay. Yeah, they kind of stutter, but then lose a few steps before they keep picking up. All right, so, yep.

Speaker B: When you guys take a shot at them.

Speaker C: Yep. There's very much chasing you. There you go.

Speaker B: City and this guy.

Speaker C: All right, then you guys. So you guys just shove this one right into the rear end of the other one, slams into it, and they both, like, get knocked off the track and make a mess. Yeah, but the door is not closable.

Speaker B: All right, keep an eye out for a second for the big one.

Speaker D: I go get the gunpowder, set it right about here. If we need to, we'll close the door, start off loading.

Speaker A: Yeah, you want to make like a little trail of gunpowder, like cartoon stuff.

Speaker D: We could.

Speaker C: If you have that mike there, you'd be able to do that with a keg, and you'd be able to make enough of a trail that you can light it from a smarts perspective.

Speaker A: I put it out far enough where I know it's not going to affect us.

Speaker C: If you're trying to, like, collapse this, you would know that, like, you won't be safe unless you're, like, behind the closed door.

Speaker B: We could lure the big one out and throw that in its mouth.

Speaker A: I thought about it, but you have to be able to light it.

Speaker D: Thought about that, too.

Speaker A: And not be close.

Speaker B: We can make a fuse at some point, but we'll offload this. Go.

Speaker A: Massive grenade. Yeah.

Speaker D: But for now, let's have floating.

Speaker B: Yeah. I'm sorry.

Speaker D: Before we worry about that, did you.

Speaker A: Want to put the thing out here or not?

Speaker D: Oh, yeah.

Speaker A: Okay. So we do a little bit of a tiny trail. Put it out there. Designed not to keep it in, but if you needed to light it up.

Speaker C: Because it's kind of blow up stuff. Okay.

Speaker A: Let our friend Anthony know that there is a counter trail there, not to.

Speaker B: Disturb it walking over my cigarette. Oh, my gosh. Yeah. Probably wouldn't.

Speaker D: Knocking the ass off.

Speaker A: Yeah, that's cigarette.

Speaker B: Pointing at it with a cigarette. My guy would know that stuff. Even if he has a minus one.

Speaker D: It's marked.

Speaker C: It just means you're not good at reasoning things, basically. Let's see. Yes. Once you guys, as we're unloading, you can. One. Just one person is gonna be a flat roll.

Speaker A: Our dice are terrible.

Speaker B: Mine. How high in love is mine? Rarely go in the middle.

Speaker C: Just. Just flat rolling. A TD six.

Speaker D: It's a six. Does that mean we all get a luck point?

Speaker C: No, this is the. There's no. No luck for any of this is just the tip. This is just a roll for. Yeah. So while you're loading, you spy to centipedes rushing up to you.

Speaker B: Shoot me, Adam.

Speaker C: Lean in. Fire.

Speaker D: Not this one.

Speaker B: Snake eyes.

Speaker C: That's crazy.

Speaker D: You still have my pistol.

Speaker A: I do. Unless you ask for it back.

Speaker C: I was a. Yeah, I was gonna say, I guess. Did you just hold, like, for unloading, or did you just holster it in your belt or whatever?

Speaker A: Yeah, unless you want it. Wanted it back at this point. Would you have taken it back at that point? Because we're gonna. We don't have any enemies. I probably would have given it back to you, actually.

Speaker D: Okay, if you've given it back to me. Yes. I'd have it. Yeah, but I wouldn't have asked for it because I'm still be slightly freaked out. It's like, more.

Speaker A: The question is more. Would you have refused it back because there's no more? So I shoot with one gun, then I get an eight.

Speaker C: Okay. All right, sweetie. Danger or less effective?

Speaker A: We'll just say danger.

Speaker B: Just don't want to kill one. Be nice.

Speaker C: Where'd my mouse go? There it is. Okay.

Speaker D: Did you pass the meal for a bonus?

Speaker B: Yep, definitely a bonus.

Speaker C: You kill one, and then I guess two of them get really close, and then you see, like. And another one is. It's showing up. All right, so give me someone. Give me a. Another, actually, yeah, give me another four.

Speaker A: Four.

Speaker C: Yeah. Yeah. So you see more stuff is coming. More stuff. As you guys are, as Anthony and Audrey are loading.

Speaker D: Don't forget you can, like, ten plus these dice.

Speaker A: I've got ten plus. So I'll take the near ones. Cause you have long range. Right.

Speaker B: So I'll just kill all my guns. I wheeled since I'm sharp, so you have extra range. We have the next tag up, so.

Speaker A: You'D be able to easily hit stuff that rang out.

Speaker C: Okay.

Speaker A: I kill the ones close.

Speaker B: Yeah, they're not shoot.

Speaker C: Okay.

Speaker A: They were kind of dealing with me.

Speaker C: Okay.

Speaker D: Then.

Speaker B: I'm just eyeing that keg.

Speaker C: Yeah, I was gonna say these are kinda calling for another flat roll. Okay. All right. These ones have gotten closer. They're still running at you, but.

Speaker A: More shots.

Speaker B: Yeah.

Speaker A: I'll just be less effective.

Speaker C: Okay. You're dual wielding.

Speaker A: I'm single wielding.

Speaker C: Okay?

Speaker B: I got.

Speaker D: Myself into easy.

Speaker C: Okay.

Speaker B: Kill two of them because I figured this far out, I'd probably step up. I can see the ones around the corner.

Speaker C: Yeah. So you kill two more, but these, I guess ones will be close. So they're putting you and Doc in danger. All right, let's have another flat roll.

Speaker D: If you need me.

Speaker A: Five.

Speaker D: If I hear somebody yell, get over now, I'll understand.

Speaker B: Pork chop sandwich.

Speaker C: Oh, I'm gonna say, yeah, there's a bunch. So you see a bunch more like coming out of the ceiling. All right, you have two that are an immediate threat to you, to doc and Jack.

Speaker A: You want to fall back and blow this thing?

Speaker B: Sure.

Speaker A: We would put it out where it's not going to harm us, which, including.

Speaker B: The OR to wait until that group gets there.

Speaker A: Yeah, but it's the timing of lighting it, so I just do a smarts thing of just when we should light it.

Speaker D: And how much more do we have yet to offload into the wagon, it.

Speaker B: Took me, like, an hour. Like, took me several hours to get one cart by myself.

Speaker C: Yes. I was gonna say you. I imagine you're just kind of, like, not hustling, but not, like. Like, I don't know, not being frantic about it, not, like what's happening now. So they're, like, moving it as fast. As fast as possible. They're just tossing it in. I say, you have. There's two loaded.

Speaker B: I'll do one more shot while you, like. You can light it. Why? Then I'll shoot first, and then, like, okay.

Speaker A: I want to time it so that.

Speaker D: These get close, like, where it's gonna.

Speaker A: Catch as many as it can, and.

Speaker B: I would just spray and pray it.

Speaker C: Okay. What a song. I know it's a lyric.

Speaker B: I'll do. I got seven. So I'll just do the enemy. Focuses on him. That's, like, kind of what I'm trying to do. I'm just shooting into the.

Speaker C: All right, seven. And then they're focusing on you. Yeah.

Speaker B: And then I'm backing up while shooting.

Speaker C: All right. Yeah. So these ones are all.

Speaker B: Then I take cover behind one of the carts.

Speaker C: Okay. Yeah.

Speaker B: Tell Anthony I don't know how much experience he has.

Speaker C: No, he's like Anthony and Audrey. He's not your head down. He's like. He knows. Like, he hears all the shooting. Yeah. So you guys dive behind cover. Yeah. And you just lit it, right?

Speaker A: Yeah.

Speaker C: Okay. Slid it. Okay. Yep. You hear a giant kaboom, like, the ears.

Speaker D: Keep your mouth open.

Speaker C: And then it goes, like. Yeah. Super quiet ear ringing, depending on if you got your ears covered or not.

Speaker B: Part of his lifestyle.

Speaker C: All right.

Speaker A: Especially, like, firing pistols in a cage.

Speaker B: He's so bad. And my rifle.

Speaker A: Yeah.

Speaker C: Yeah. So the. The smoke clears. You guys look like. You see, like, there's just, like, tons of gore everywhere. Yeah. Splattered on the wall behind, like, next. Like, behind you and stuff. And you. You do see, like, at, like, the edge of your light, other, like, ones running away.

Speaker B: I see Jacqueline just laughing. Like, that was fun.

Speaker A: Immediately going over, grabbing or.

Speaker C: That's where we'll end for tonight. Because it's 09:00 I have four luck points. Roll for you?

Speaker A: Like, no, I just succeed.

Speaker B: Can you actually get more than six or.

Speaker C: For what? Luck? Yeah, because there's just four.

Speaker B: There's six boxes on.

Speaker A: Just bank it forever.

Speaker C: Yeah, no, there's nothing. So any thoughts so far on the system or not played enough yet?

Speaker A: It's familiar because it's still fairly dungeon roll.

Speaker B: Yeah, we'll see. Later on, since you never get stat boost and stuff.

Speaker C: Yeah.

Speaker A: Yeah. I'm curious about the skillings. Like, the playbooks aren't, like, from where? Do you get anything else other than what's on the page for the playbook?

Speaker C: No, that's it.

Speaker B: I think it's weapons and aren't, like, gear because there's tags.

Speaker C: Yeah, that'll be like, stuff that you guys either find or, like, get ordered or, like, there's not money on. Yeah, it have to be that.

Speaker B: It's like, I want this, and it's like, okay, go do this.

Speaker A: I guess, like, you're used to having, like, a cornucopia of options. You know what be best applied here for the scenario and this. There's not as many options, but I'm easily entertained.

Speaker D: So it looks like it's geared more towards the storytelling than it is towards stat multiple skills.

Speaker A: Yeah.

Speaker D: So if you can storytell your way into it, you have all the skills you could possibly want.

Speaker A: Yeah.

Speaker B: And we're still on Pathfinder, so most of our brains are probably in Pathfinder brain. Yeah, no, it's fun.

Speaker D: I'm trying to figure out this strength of things. Like, even on the skill book, it's like, you can do this. Well, how strong is that?

Speaker B: Well, like, that big creature, if I was like, oh, I'm gonna hold my shot and then shoot it in the face. Like, how do you kill a big creature?

Speaker C: It would just, like, narrative is like.

Speaker B: Okay, if I get my rifle out and I sit there and wait and then, like, shoot it if it has an eye or, like, where I think the brain would be or whatever, that.

Speaker C: Well, most likely, like, you hit your target, but it doesn't say it does anything to it. So, like, if you're fighting like, a zombie, body shots wouldn't do anything to it. So, like, that thing, their bullet, you may hit it, but it may just glance off it. Or you do. Or you shoot its eye and then, like, it gets pissed. Yeah. Or it goes away. Like the surgeon thing.

Speaker A: I could actually. If I. If I had taken the time to do that, we would have, like, a potential to have a vulnerability that's known and that would maybe work its way into the fiction. On a large animal, it's like, I could do a lot. This is where you shoot it. Maybe it hurts it harder or something.

Speaker C: Yeah, that's. That's will be like, the. The biggest thing, even for me, too, is, like, fiction wise. Like, does it make sense for, like, your normal gun bullets to do anything to this thing? Right.

Speaker A: Right at that point, then you're doing, like you were saying where you were returning the keg into a grenade.

Speaker C: Yeah.

Speaker A: You know, I think we haven't played enough for me to know, but, like, yeah, weird that the weird is weird. Weird never goes away if you use it because it feels like a skill that's just killing your character. Like, it'd be nice if there is a way, and I don't know yet because we haven't used the stuff to know, like, I could use it, and maybe there's a time that we could take or something we could do, or.

Speaker B: You have to go find someone that can remove.

Speaker A: Right, right. Maybe expensive to have a way where the weird can be reduced so you don't feel like, well, my character, at some point was no longer able to ever use the weird, or he's dead.

Speaker D: The secret spring of the anaconda lost.

Speaker A: But maybe that's part of this world is it's just dark and extreme, and it's a big deal when you use it. That's why I say we haven't played enough for me to know.

Speaker C: Yeah, well, I think that's what the weird thing is. Like, they're using that power that's like, you could have used it on that creature and just straight up killed it. Like, Jack probably could have just. If he, like, ripped and teared or whatever, he could have probably just jumped into it, down its mouth and just tore it up. And then all of a sudden, you see him come out of the water leak.

Speaker A: I asked him, like, how unusual is this? Like, no, that's because if Doc would react, be like, oh, my gosh, this is crazy. You know? If the first time you see them, then maybe he would have used his re power because he felt like he was mortally threatened. But if it's like, this is Thursday.

Speaker B: Yeah. My guy just focused on the cart. Like, I don't know what that thing is, but whatever. I'm getting the car.

Speaker A: And, like, I've been around as a doctor with, like, teams that have gone into monster land and stuff. Like, we probably have seen stuff.

Speaker B: It was threatening, but it wasn't. Like, one of us is dead, and.

Speaker C: You guys have all. Well, you would have been because you're, like, mid teens, 16 to 1819 or whatever.

Speaker D: Well, my level of freak was pretty much focused on.

Speaker C: Right. Well, I was saying one ability where.

Speaker D: Like, once a day, I can be fire like black blanken, but it doesn't say how strong it is. So if I'd done that and worked it in the fiction. Joy, incinerate it. It's a wide range. Is it short range? Is it?

Speaker C: If it's not, like, increasing your weird, you probably could, like, burn that creature, but I doubt you'd be able to straight up kill that huge one. Just flamethrower hands or, you know, whatever that is.

Speaker B: Yeah.

Speaker D: It says it's a once per day, and the cursed gift has been bestowed upon you. Choose which you can use your gift once per day, and one of them is produce black roasting flames from your hands. And I was thinking, it's like, okay, we get them on a bottleneck, we cook them. Now, is this a colonel pain and burn, or is this what singed?