
Land of Eem: Actual Play
Join Ben Costa, James Parks, and George Higgins as they play the Land of Eem tabletop roleplaying game, inspired by the series of fantasy books: Dungeoneer Adventures and Rickety Stitch and the Gelatinous Goo.
Ben Costa and James Parks are the creators of Dungeoneer Adventures, Rickety Stitch and the Gelatinous Goo, and the tabletop roleplaying game, Land of Eem. They have been friends since the 2nd grade, and love making stuff together.
Lovers of fantasy, they strive to craft tales that celebrate the adventures of unlikely heroes. Ben and James grew up playing tabletop roleplaying games, creating countless characters and collaborative worlds with our pals, a pastime that paved the way for their creative careers, as authors and illustrators.
Land of Eem is a tabletop roleplaying published in partnership with indie game publisher, Exalted Funeral. and is about adventurers exploring and discovering the remnants of a forgotten better age. Described as The Lord of the Rings meets The Muppets, players portray lore-seeking travelers, fortune-seeking pioneers, and adventure-seeking heroes in a time devoid of them. But for all its post-apocalyptic doom and gloom, Land of Eem is tonally quite lighthearted and droll.
Dungeoneer Adventures is a fun, middle-grade fantasy adventure series from Simon & Schuster, about the only human kid attending the adventure school, Dungeoneer Academy. The books are packed with illustrations and available at Target, Barnes & Noble, and Amazon, or you can ask for them wherever books are sold.
Rickety Stitch and the Gelatinous Goo is a fun YA graphic novel series from Random House, about a skeleton bard and his best friend on an epic quest to discover who he was when he was alive. The books are available through Exalted Funeral or online at Amazon, and you can ask for them wherever books are sold.
For more visit:
https://landofeem.com
Land of Eem: Actual Play
Land of Eem Fantasy Actual Play S03EP20 | The Daggerhearts (Season 3 Finale!)
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Season 3 Finale | Pirate Alliances, Sea Monsters & the Battle for Skelowack Strand
The Land of Eem podcast sets sail for its most explosive episode yet! In this epic season finale, Galen and Riley join forces with the infamous Captain Verma Woodenfoot and the Pirate Court to launch a daring assault on the Daggerhearts’ lighthouse stronghold—a pirate fortress threatening the fragile peace of Skelowack Strand.
But strategy quickly turns to chaos as a multi-headed sea chimera named Old Sinker gives chase across the high seas. Just when hope seems lost, an unlikely ally appears: Schlor, a giant sentient snail who boosts their ship with magical slime, giving them a tactical edge—and an early arrival.
With their allies still en route, Galen and Riley are forced into a high-stakes naval battle against a massive Daggerheart warship. Expect wild cannon misfires, dramatic boarding maneuvers, and a final desperate cry of “Ramming speed!”
Will our heroes survive this nautical nightmare? And what secrets does the mysterious parrot in a pirate’s hat hold as it flees to the lighthouse?
Don’t miss this action-packed conclusion to Season 3 of the Land of Eem Actual Play Podcast—featuring pirate warfare, sea monsters, and the kind of wild improvisation that makes tabletop RPGs unforgettable.
Visit us at: https://landofeem.com
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Free Land of Eem Quickstart Guide: https://landofeem.com/quick-start-guide/
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Rickety Stitch Comics: https://www.exaltedfuneral.com/products/rickety-stitch-and-the-gelatinous-goo-the-exalted-collection
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Subscribe on YouTube: https://www.youtube.com/@LandofEem
Hey friends, Hi, happy Saturday, Happy happy Saturday. Happy Saturday Well today is the. Saturday, and you know, okay, oh my gosh, it is the season finale.
Speaker 2:That means what it was. What does that mean?
Speaker 1:Episode 60th episode. What season Race? Season three, the wind up in the pitch, you know season three coming over the plate with a slow ball.
Speaker 2:Yeah hey, princess, funny bone happy almost welcome, welcome happy, almost halloween indeed hope everyone has fun plans yeah plans for halloween?
Speaker 1:we do. We've got plans for halloween, do we not?
Speaker 2:I think so I think, I think, uh think we're going to play some Ghostbusters tomorrow morning.
Speaker 1:It's possible, it's possible.
Speaker 2:Should we say a time? We haven't decided on time?
Speaker 1:We have not decided on time Same time. Same time, same bat channel. That might be ideal, yeah, alright, okay, so tomorrow the adventures of uh perry whitmore and um uh gersh hudson yeah, gersh hudson gersh your character sheet is gershwin, which I yeah you know, is named after a famous composer. You composer, but all he does is hunt famous decomposers. You know.
Speaker 2:Oh, this guy over here.
Speaker 1:Ready for Ghostbusters human tomorrow? Let's do it.
Speaker 2:Yep, yes, indeed, like Janine, the entire time.
Speaker 1:Indeed, it's becoming a tradition. Year two of the tradition. We're going to force it. We're going to make this a tradition come hell of high water um, but today, today, oh, we are diving into the land of emcs, land of emcs and if, uh, you would love to play the land of em beta if you want to try it out, but the map and the game and tons of, uh, extra rpg goodies come on our kickstarter beta bundle is that?
Speaker 1:I don't know, I can't, I can't plug anything all right head on down to drive through rpgcom search for the land of beam. Beta bundle is a free bundle of all the books, just like we're using, including the beta rule book. Uh, some adventure packs. Uh, believe a copy of this beautiful map. Ben, can you zoom out and show the map? Oh sure I really want to show off all this hard work. The map is lovingly adored with hexes this is an updated map, so this is you know, exclusive.
Speaker 1:This is exclusive to the stream. The world that's in the beta is not going to be as updated, but, um, if you want to keep track with what's going on with it, you can check out land of youcom. You can also download it for free there and and if you sign up for the newsletter, you'll get all the uh. Get all the updates about the upcoming uh kickstarter, which uh when is that gonna be?
Speaker 1:um, we're looking at april at the moment. Okay, cool, uh, subject to some wiggle room, but, um, we've got lots of updates about the kickstarter coming very shortly. Appreciate everybody's patience, um, but it's exciting stuff. And guys, what if I can't? What if I can't wait for the kickstarter? What if I want to support you now? Is there some kind of thing like patreon? There is a thing I Patreon.
Speaker 1:I think you can't, you can go to patreoncom slash rickety stitch I believe you can, if you'd like to support us now, in which case you'll get a insider updates, updates on art, You'll find out about new projects first and you'll actually get access to the full land of EME sandbox setting which you can dive into. It's over six regions, hundreds of locations and characters.
Speaker 2:It's a work in progress. It's a work in progress, but there's a lot in there.
Speaker 1:If you're running a game, not even Land of Eam. There's a lot of resources for a GM If we can get over 2,000 patrons. We're going to set up a live 24-7 camera on Ben to watch him do art While George and I do a hot chicken wing contest.
Speaker 2:Hot hotches. For 24 hours. Yeah, for 24 hours, yeah.
Speaker 1:It's very rough. It's just like Wally's Waffles and Wargs. Check out season 3, episode 2, season 2 episode 5.
Speaker 2:We're off the rails. We've, you know, alienated everyone in the first five minutes by just promoing everything.
Speaker 1:Yeah, you got to promo up front you know, yeah, that's what they tell you.
Speaker 2:Smash that like button, Hit like subscribe. Don't forget the bell.
Speaker 1:Ring that notification bell so you can know exactly when we go live. Sorry guys, we've got to plug it so that we can actually do this for you. So yeah, do tell your friends.
Speaker 2:Oh, and also Rickety Stitch, there you go.
Speaker 1:Oh fantastic yeah, dr Fantasma.
Speaker 2:You should check out that TikTok.
Speaker 1:She just recently promoted Rickety Stitch and it was hilarious.
Speaker 2:All right, so let's jump in. You guys are at Hornswoggle Port. You have just allied with the Pirate Court, specifically someone that I don't remember.
Speaker 1:Oh no, I got it, Captain Verma Woodenfoot.
Speaker 2:Verma, woodenfoot of the Woodenfoot Pirates.
Speaker 1:Right.
Speaker 2:Who is, you know, one of the three most prominent pirates of the pirate court.
Speaker 1:Mm-hmm. We got the Cyclopes and the Cyclopses, mm-hmm.
Speaker 2:And the plan is, after you gave this information to them that the Daggerhearts are at the Lighthouse, the abandoned Lighthouse the plan is to go and launch an assault Assault Because the Daggerhearts are bad news for Skelo X-Trend.
Speaker 1:They upset the balance. You know they do.
Speaker 2:Alright, so you find yourselves setting out on the seas, the high seas. Roll a check for me.
Speaker 1:I'm going to get us started, georgie? Oh yeah, sure, alright, I'm rolling up a D12. It's 13. It's 13,. Baby, we're starting out. Strong Bernard is guiding our hand. These dice are hot until they're not. It's a discovery, I think. Do you want me to roll a D4,200,000,000? 100? Yeah, D100.
Speaker 2:I think you want me to roll a D 4,000,200, 100. Um yeah, D 100.
Speaker 1:96. Uh, I feel like we've rolled 96. I feel like we have it. I don't want to jinx it, but I think I know what a 96 is. It's the Scrock wing. It is we're going to die. It is the scrock wing, it is we're gonna die. It is the scrock wing, is is our nemesis nemesis. I mean, in all fairness, we did steal the scrock wings child, we did, and we used it to destroy, uh, an evil sorcerer's tower.
Speaker 2:Totally worth it, totally worth it you turned it into some sort of mutant yeah.
Speaker 1:Yeah, we don't talk about that. I prefer to think that we gave it powers.
Speaker 2:Yeah, we enhanced it, Okay as you are sailing, and here's the setup. Here's the setup the pirates have. They don't want to send an entire fleet because that's pretty conspicuous Like send it all sailing together, like people are going different ways, taking different routes.
Speaker 1:Oh, oh, oh. So we're being like, we're trying to be coy about it. We're flying casual, sailing casual, yeah yeah.
Speaker 2:So you're not just like sailing with a fleet. Coy about it. We're flying casual, sailing casual, yeah, yeah, so you're. So you're not just like sailing with a fleet, like you're on your own path, kind of, and what? Is our path going to go around terror island, or sorry, go on what you were ordered to do is yeah, hug up close to terror island, oh boy yep, so.
Speaker 1:So we're going to go from one to three.
Speaker 2:As you were sailing one of the pirates says there's something on our ship.
Speaker 1:Say raise the sail, Weigh the anchor. All right, raise the sail, weigh the anchor, alright. Well, I guess it depends on what he saw. I mean, maybe we shouldn't do that still a new captain giant barnacle.
Speaker 2:Giant barnacle, that's good eating it's actually, let's say, it's weighing you down and you weren't able to go free okay, it's elephant sized. When you look at it, holy cats, is it like inside of the ship?
Speaker 1:oh, I was going to say are there elephants in the land of AIM?
Speaker 2:probably. Oh, I was gonna say are there elephants in?
Speaker 1:the land of aim? Probably no, no, something like uh in in character, I don't know how big it is. Then, wow, I'm just, I'm just messing. Um, yeah, there's a barnacle on the side of the ship weighing us down. I say, uh, hold that barnacle, maybe it talks. It probably doesn't, but it's worth a shot.
Speaker 2:You see it's like big head, it sprouts a head, and you see that it's actually a snail. Whoa, whoa.
Speaker 1:Is it some kind of whelk?
Speaker 2:It does speak do you mind if I eat your ride? I mean do you mind if I hit your ride hit your ride, oh gosh, where are you headed.
Speaker 1:Do you mind if I hitch a ride? Hitch a ride. Oh gosh, where are you headed.
Speaker 2:To Conch.
Speaker 1:Well, we are not headed to Conch. Take us to our island.
Speaker 2:I seem to have lost my way.
Speaker 1:Oh gosh, what do you say, Georgie? Drop this guy off at Conch. It's not too far. Yeah, it's not too far, but would we be delaying, not meeting our rendezvous on time? Yeah, perhaps you could point me in the direction well, you're gonna from right here, you're gonna go ahead, do west okay.
Speaker 2:I have a compass I can give him.
Speaker 1:Yeah, I know, I was just thinking if we could like give him a compass, I'm gonna give him a pat on the head. I tell him, I tell him, how about this? We'll sail a hex in the right direction and if he kind of just continues in that direction, he should be all right. He should be all right, you know, like that way we can like physically point him in the right direction, kind of sacrifice our travel speed, but not too much. Thank you, yeah, you're welcome. Giant barnacle snail, what's your name?
Speaker 2:okay, okay my name is floor, floor, floor floor, that's s-t-h-o-u-r l-e how did you know?
Speaker 1:I'm great with names. Can I tell you we, so we'll do we're doing one two. What can I tell you? So we'll do one two, I guess when Riley goes to do the navigation check we'll just sail one more to the west and then come down.
Speaker 2:Nine All right, it's smooth sailing. Okay, smooth sailing, okay, smooth sailing. In fact, you can fish.
Speaker 1:Ooh yeah, go for it. Can I roll a wilderness check to help? Do you want to do it, George?
Speaker 2:You can do it, I know you love it.
Speaker 1:No, no, no, no, you do it and I'm going to assist. I love assisting. Ooh, I know you love it. No, no, no, you do it and I'm going to assist. I love assisting. Oh, I rule in nine, so I think I only add one, right, I think that's how it works. I got to go to DriveThruRPG real quick and download a bit of my book, yeah. My total is nine. No way you do it. How many fish are there?
Speaker 2:Oh, there's lots of fish in the sea. Wow Roll a d12. D12. Four.
Speaker 1:You fish up four rocks.
Speaker 2:You got a luminous mungfish.
Speaker 1:Luminous mungfish. Look at this guy. Huh, Luminous mungfish. It's so bright. It just keeps people up at night. The crew begins to resent you Turn it off. Yeah.
Speaker 2:People are trying to sleep over here.
Speaker 1:All right.
Speaker 2:So you take Mr Schlor? Oh yeah, yep. And in the meantime he has coated your entire ship hull in his slime.
Speaker 1:Oh amazing, we got slimed.
Speaker 2:And he says you will be able to sail a bit faster now, oh sweet. And then he kind of waves his eye stocks Farewell. You see him like rocket off, like a swimmer Off your boat. And disappears into the water.
Speaker 1:Yeah, he has like a massive wake behind him.
Speaker 2:It's like water parting as he goes, a sea serpent eat him immediately.
Speaker 1:It breaches, it jumps out of the water.
Speaker 2:I say hard to port. Maybe we have one more square we can move.
Speaker 1:today I say hard to port, hard to port. Maybe we have one more square we can move today. Well, the slime is really going to help us. Yeah, I think so. Make up time, I'm going to move that one more square that we had, so we've moved four total. It's a hex, it's a square. Okay, you know square.
Speaker 2:It's a square I you know Square.
Speaker 1:I'm sorry, why didn't you go with octagons? You know.
Speaker 2:Because hexes are, just, you know, really traditional within the RPG scene. Hex crawls sort of thing it's a beautiful shape. Because you know why? Because you can go in all directions, Yep.
Speaker 1:It's amazing I understand.
Speaker 2:Okay, so tomorrow you guys can travel double distance, whoa.
Speaker 1:A double distance all the way. We can hug that shoreline like crazy man. Yeah, Night sets in. Do we have any conversations or do you just rest up? I talk with the crew mostly about trying to pep them up for the battle ahead.
Speaker 2:What's our plan?
Speaker 1:You see those cannons up there. Aye, you see how big up there. Aye, you see how big they are. Aye, you know what sound they make.
Speaker 2:Arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr, arr Arr.
Speaker 1:Arr, arr, if that worked, I mean it's 10. I think they're like yeah, we like cannons, we like boom.
Speaker 2:They all start fighting over who's going to be able to fire the cannons, a brawl breaks out.
Speaker 1:I say everyone will have a turn. You know, and it's got line up single file. You each get to fire the cannon.
Speaker 2:Okay, okay.
Speaker 1:There's 30 of us. Right, right, right, we have 30 shots cannon yeah, okay no, that's good actually, and then you can just cycle through, cycle, yeah, and after you fire the cannon, you, uh, you, uh, you're gonna go board or swing across to the other ships. You know, you just gotta like get ready to get launched over to the other ship and you board it and we take him over.
Speaker 2:Who's gonna be sailing the ship and all that jazz. That's a good question, because I'm leading the boarding party.
Speaker 1:Yeah, I point to Linnell who, if you recall, is blind. She's done a great job so far the ship just careens into a rock that doubles the speed. Yeah, it does double the damage to the ship. Whoa, okay, we'll have to leave a seeing-eye person with her. We'll figure it out. Get some rest, guys. Just think of cannons, big shiny cannons. I could do it, I could, but you never want to split the party, just saying.
Speaker 2:Why not it usually?
Speaker 1:ends in disaster. Golden rule D&D. Have we split the party? Just saying why not? It usually ends in golden rule D and D. Have we split the party here, like between you and me?
Speaker 2:No, right, I don't know it's not for any extended period of time. No.
Speaker 1:Yeah.
Speaker 2:All right.
Speaker 1:The next Mornu.
Speaker 2:Ooh, not the next Mornu yeah.
Speaker 1:Yeah, the same Nightu. Yeah, say boys, right of the cannons. Um what do we got benny?
Speaker 2:it's going list by region. Okay oh right, yeah, it would be uh it's canon now scalawack strand is pretty unique, true to my son is unique.
Speaker 1:Nick nolte emerges out of the water.
Speaker 2:Yeah, one, two, three, four.
Speaker 1:Five, six, seven, eight, nine.
Speaker 2:Ten, five, six, seven, eight, nine, ten.
Speaker 1:Oh, my good lord.
Speaker 2:Oh, that's good.
Speaker 1:For whom?
Speaker 2:The pirate In the crow's nest Shouts. Everyone awake in the middle of the night.
Speaker 1:Hey, james, get up, Scramble to the deck, carrot in hand.
Speaker 2:There's something in the water. It's circling the ship.
Speaker 1:Claudia immediately starts spitting fireballs down into the water to see what it is. Can I use, according to plan? To good thing, I rigged up this flare gun and like shoot it into the sky so we can see.
Speaker 2:Is that how a courting offline works?
Speaker 1:Once per session. Flashback to a past action the loyal chum performed offscreen to help their current situation. Was that action? Packing a flare gun Rigging up? I was thinking I made it. Oh yeah, just because that would be more aligned with my character Cool Because it's a tinker roll. Oh lordy, fail it, it'll be fine yeah.
Speaker 2:Well, actually you'd put something together, but someone just immediately dismantled it.
Speaker 1:You have no idea who Pull it out of my rucksack and all the components are missing. Noggin has created a makeshift espresso machine.
Speaker 2:Oh my God, no, oh, I used all those parts for the espresso machine. Anybody want a little pep?
Speaker 1:He's all wired Pacing back and forth in his bathrobe and slippies.
Speaker 2:When Claudia spouts fireballs into the water, you just glimpse like a big shadow.
Speaker 1:It's one big shadow. Yeah, oh Lord. Okay, I say I holler over the side of the boat. Show yourselves, we've got you surrounded. Galen suddenly begins talking like a pirate.
Speaker 2:The ship is knocked and everyone lurches.
Speaker 1:Oh my gosh, it's like a sea monster or something. This is horrible. We have no way to fight a sea monster, we have cannons. It's just gotten too close yeah.
Speaker 2:The Weyland pirate goes to you, Galen, and he says this isn't good, we're close to Terror. Island Yarr Could be any manner of creatures.
Speaker 1:Indeed, we may have to just try to outrun it. The ship gets knocked again. Can I look through the food stores and see if there's any meat that we could dump over the edge?
Speaker 2:Yeah.
Speaker 1:Eye for clues.
Speaker 2:Sure.
Speaker 1:Oh boy.
Speaker 2:Bernard. Seven, seven there is some, but using it will make everyone really angry.
Speaker 1:Yeah, just it's going to be a huge. Yeah, we already know how bad it gets when everyone's hungry at sea. It's not a good scene. Not a good scene alright, make your scurvy check, but we're so close to land I know we keep dumping all the fruit over the edge. Alright, I Get aboard my Trusty war tortoise FB and I jump in the water and I say, come at me and I duel the monster. I don't do that. I was about to say you sink like a stone. What can?
Speaker 2:we, it's too close for cannons.
Speaker 1:We have no depth charges. You sink like a stone. Yeah, what can we? It's too close for cannons. We have no depth charges. Let's see, I say head for. Oh, oh, oh, oh, head for the rocks.
Speaker 2:Yeah, I was going to say can you eye for?
Speaker 1:clues Head for the shallows. Yeah, the shallows. Yeah, because we're pretty close, we could maybe make a travel check and try to get into the shallows. Yeah, because we're pretty close, we could maybe make a travel check and try to get into the shallows, where it can't necessarily follow or it has to be revealed and see what we're dealing with. I'm going to use jack of all trades and say that I'm a champion river racer, which always was done in shallow water, and so I'll do my best to navigate the ship without hitting the bottom.
Speaker 2:Okay. So you guys, you know you're not immediately close to the shallows, it's like six miles away.
Speaker 1:Better hex. Let's use that slime to the maximum Of its abilities.
Speaker 2:So we're going to treat this sort of like.
Speaker 1:How rough would it be if we shipwrecked On the seaside valley At Terror Island. There comes a Swiss family Robinson over there.
Speaker 2:Oh no, alright, so you're a River racer. You said, yeah, all right, I'm going to say that you're negating the disadvantage that you'd have because it's right under the ship. Okay, so it's a regular roll. Here we go, make a nimbleness check. You're basically running away, yeah.
Speaker 1:I do it. I give you plus two to check, plus two. Okay, so I'm plus three. That's good. Hey, there we go.
Speaker 2:Look at that twelve. The ship gets knocked one more time, I'm pretty sure there's no permanent damage. The slime it's knocked one more time. I'm pretty sure there's no like permanent damage. But uh, the the, the slime especially helps you zoom away as you move closer to the shores of terror Island and, um, as you look in the distance, you see like three shark shark heads below the water.
Speaker 1:Oh my gosh Street sharks Nope.
Speaker 2:It's a sea chimera.
Speaker 1:Oh, that's horrible. Princess Funnybone says spicy food that'll drive them away. Little known fact there Sea chimeras love spicy food, so it was a huge mistake to dump all that wing sauce. Now we have to eat plain wings. No one's happy, it's a disaster.
Speaker 2:A sea chimera is basically a sea monster that has like three different shark heads.
Speaker 1:Got a liger shark, got a great white shark, I don't know. They hate cinnamon. True, they hate cinnamon. There's a 100% chance that whatever is under the water will become a sci-fi original. Wow, only if it's starring Vin Diesel and it's a lot about family, you know, oh my gosh, drive a car into its mouth and I'll be really happy, wow. So, uh, we we've basically probably traveled through the night at this point, right, so we're, we're this close to the Island we're going to be at minus one to our yeah, we're hugging the shore but we're going to be at minus one to our roles.
Speaker 2:That's rough. A pirate named.
Speaker 1:Gwede.
Speaker 2:Gwede Lee yeah, he comes up to you when he says that that could have been old sinker.
Speaker 1:Oh, that's right. Remember, george, there was the sea chimera that was terrorizing the universe. I say we've done well to get away from Old Sinker. Then he doesn't let up.
Speaker 2:How are we going to fight Old Sinker? What do you suggest?
Speaker 1:Got to give him a bigger target. How are we going to fight old sinker like, what do you suggest? Gotta give him a bigger target. Gotta give him a juicier piece of prey, you know, just like pack, uh, 50 pounds of ground beef with dynamite. I, I think that we'll do like roy scheider and Jaws. Yeah, oh man, what if we engage? If we can get to the Daggerhearts and engage in sea combat with them, maybe it would present more targets for Interesting. Like we'll make it chase us to the battle?
Speaker 2:Yeah, and then people will tell me chase us to the battle. Yeah, and then people will. You know, I love chaos.
Speaker 1:This is yeah, If we can just keep ahead of it and then bring it into battle with us. It'll probably sink half of our own fleet, but you know, it's worth it. Maybe, maybe.
Speaker 1:this is a long shot because we have no resources to make this happen, but maybe if we could somehow get old sinker into underground cavern on the island, oh, and trap it inside with the dagger hearts. But that seemed. I don't know how we would accomplish that. We've got no. We're not prepared for battle with a giant sea monster. We immediately just start dangling crew behind the boat to entice the sea monster.
Speaker 2:I mean you could.
Speaker 1:Do you think we can outrun it? Ben, it's basically locked onto it, right? Yeah, we have the slime that was fortunate. Yeah, I think we should try to keep it with us and stay ahead of it and go to the go to the Daggerhearts. Could we crack open Amaru's Legends of the Sea?
Speaker 2:Oh yeah.
Speaker 1:And like find out if Sea Chimera is like. If there's any weaknesses like, what are they like? What's the weakness of a Sea Chimera? If there's any weaknesses, what's the weakness of a Sea Chimera? Their only weakness is too much good stuff. Wow, it's a real AMPM situation.
Speaker 2:It is an AMPM situation Make a lore check.
Speaker 1:Go for it. You're at plus one because of the Amaru's Legend of the Sea. All right, seven.
Speaker 2:Seven.
Speaker 1:It's a bunch of words that Riley just doesn't understand, she sort of gets it but there's some missing. Gotta go for the Arby's spot.
Speaker 2:All you know is that in ancient times, Nyads worshipped the sea chimera. Worshipped okay and provide offerings to these creatures.
Speaker 1:What kind of offerings? Pictures of offerings. Does it say anything Like does it show like a ham hawk or like a tuna? Yeah, you know food offerings, one luminous monkfish, but that Like there's a show like a ham hock or like a tuna. Yeah, you know, food offerings Um got one luminous monkfish, but that seems like it's not going to really sacrifices. You know what I mean. I mean I got a sour keister clam. Uh, what else we got.
Speaker 2:Nyad sacrifices.
Speaker 1:Oh, like we have to just kill a bunch of. Nyads, good Lord, that's horrifying. How many fish do we have? Could we make a slurry Fish slurry? We need a lot of fish.
Speaker 2:Got a luminous mungfish.
Speaker 1:Got a luminous mungfish a sour keister clam Yep, which really gives it that punch up of the aroma, gives it some tang.
Speaker 2:You know, yeah, you could make a Hornswoggle Daiquiri with those ingredients.
Speaker 1:Is that true? Because it could be, and that's why I had to ask. Hornswoggle Daiquiri? Is any of those ingredients, plus like rum?
Speaker 2:Yeah.
Speaker 1:Rascal rum. Yeah, can I have the stone Dorgan? Read the Amru's Legend of the Sea cover to cover.
Speaker 2:That's a great idea.
Speaker 1:That's its power. We found a stone Dorgan that its magical power is that it will read a book cover to cover and give a sum it up for us. What do you think, Ben? Would that give us any more insight? Was there details you're?
Speaker 2:holding back. Uh, yeah, I don't know how that's gonna work. It takes 24 hours.
Speaker 1:So like, yeah, we won't learn anything until tomorrow and we'll already be exhausted. But it's like I'm sitting next to the stone dorgan. It's like harry and lloyd trying to read the newspaper. I'm like getting sort of through it and then he's like takes it from me and just starts reading it really fast uh, yeah, you can try that. You try it, I'm gonna do it might make it happen, because otherwise the dorgan is just hanging out you on the deck playing with the pirates distracting him.
Speaker 2:Well, normally it's just a stone statue Like.
Speaker 1:I disagree. Come in, rub it. He rubbed its belly and then it it starts reading book for you. It's perfect. Um, let's see. So we don't have any niads, haven't sacrificed anyone, we're not going to sacrifice the crew yet, uh, and we got to keep moving, otherwise it's going to get us right. That's kind of the big picture with where we're at yeah, yeah yeah, okay, so we've moved one. Uh, how, how many hexes can we move with that kind of check we made overnight?
Speaker 2:um well, we decided that, uh, you can't like push yourself on the sea right, that's right, you're always moving yeah, so you. Well, the problem is you guys had to stay up, like the crew was, like you know, on high alert.
Speaker 1:The full crew was on high alert.
Speaker 2:Yeah, yeah, no one can sleep with a c-camera chasing us but no, the slime lets you double your movement for a day, and that's just like one of your movement, I guess. So, um, I mean, that would be ten hexes.
Speaker 1:Right, yeah, if you're doubling both legs and we've technically used one overnight to get to the shallows to keep ourselves safe, so we have nine hexes, so there's nine. Well, no time like the present, maybe we can do what Riley's saying we're going to Tokyo Drift, right into the cavern, and bring the Sea. Chimera with us. It's going to see all the targets and it's just going to frenzy and we'll live as legends.
Speaker 2:Unfortunately hugging the coast of Terror Island is a minus three check oh.
Speaker 1:Would have been helpful if they told us this before we left. Well, yeah, yeah. So three minus one, it's a six, I mean it's. You know what I'll take a bump in the road, I'll take a bump in the road Because actually that's going to be enough to get us, unless a bump in the road. I'll take a bump in the road Because actually that's going to be enough to get us. Unless the bump in the road is literally a bump in the road, we puncture those ship and our traffic. Yeah, we just begin singing.
Speaker 2:Alright roll a D6.
Speaker 1:We end up bagging Hornswoggleport Four, four. Can't remember where this one is.
Speaker 2:It is, or can't remember where this one is.
Speaker 1:It is instant death, bad weather there's a storm that rolls in oh, it's, uh, we're near terror island, it makes sense all right, so yeah, which, how are you moving? Uh, we'll move down to the 31 that's three of our hexes and then we would probably just keep kicking out to 32 over here. That's five hexes total, and then for the remainder of this this is doubled, so it'd be six hexes right there. Before next travel check.
Speaker 2:So when you cut across this way, you actually see um camera, some, some of the other ships.
Speaker 1:Oh nice, they fire on us.
Speaker 2:Um, they, they call out to you ahoy hail.
Speaker 1:We use uh like navy semaphore and like our arms to like spill out letters. I'm running up a bunch of multicolored flags. Yeah, they're just the crew's underwear, but it's close.
Speaker 2:What are you doing? You're supposed to hug the coast.
Speaker 1:We've already hugged it. We're just moving really fast. I assume we were trying just to hug the coast to the tip of Terror Island and shooting across right, or did they want us to go all the way down? Yeah, that wasn't clear to me, oh.
Speaker 2:Some captain you are.
Speaker 1:Well, you know the directions were. How am I supposed to know that? Everybody knows that?
Speaker 2:Well, but you know what we're here.
Speaker 1:We're here now together. We made it, and let's give these guys what for you know what I mean.
Speaker 2:Lightning starts shooting down from the sky. The storm is getting crazy.
Speaker 1:I'm going to rush to take the sails in so they don't get smacked up and ripped by the storm.
Speaker 2:Okay, so you're there with you. Were not able to make your second uh movement at all. No, well, not yet okay did you?
Speaker 1:I don't know no, we've moved six hexes six hexes, six x's because we were at 13, 29, 1, 2, 3. Oh, did I do four, yeah, five, six all right.
Speaker 2:So on this next check, you're gonna have disadvantage as well as minus two um coming in like where are you going into the lighthouse?
Speaker 1:Well, I mean, we know where the cavern is. I think we're still trying to like head that direction, right?
Speaker 2:Yeah.
Speaker 1:How are?
Speaker 2:you going to approach it?
Speaker 1:Well, what is the?
Speaker 2:safer approach.
Speaker 1:I mean the safest approach is going around uh huh, I mean, now that we've linked up with the other ships, we can certainly do that you guys are moving way faster yeah, just do laps around it, or? What are you guys waiting for? Like Speedy Gonzalez, I don't have a good answer, because we're going to get there before. Is Chimera still following us? We don't know.
Speaker 2:You haven't seen. I mean, you guys are traveling super fast. It's really unlikely.
Speaker 1:So we apologize to these guys and we go back and continue to hug the coast up Terror Island and then we lap them, yeah, and then we go back to Hornswoggleport and lap them again. How long does this slime last? Forever.
Speaker 2:Just for this day. Oh, I mean you're able to travel 10 X's, which is great.
Speaker 1:How about this, Ben? Do we notice previously on Line of Aim? Do we notice any kind of places where we could wait and ambush with our ship for the rest of the guys to catch up, Like within eyeshot of the cove?
Speaker 2:I mean yeah, entering this area.
Speaker 1:Uh-huh.
Speaker 2:Your speed would be negated Because it's like you're immediately entering into treacherous waters. Treacherous waters, treacherous waters, but like there's a lot of cover.
Speaker 1:I mean that might be the better way to go is to to cautiously pick through there and then maybe like at least our speed would be negated but we wouldn't lose speed. We're just really trying, like when are we supposed to meet up with the rest of the pirates? Like we're early obviously.
Speaker 2:Yeah, I mean meet up with the rest of the pirates.
Speaker 1:Like we're early, obviously yeah, I mean you saw some of them so you have an idea of where they are. What if we um, um, what if we go to the island and scout it out, like just on foot?
Speaker 2:maybe we could do it what if we?
Speaker 1:we could also just do like a pincer attack go by land, leave guys to man the cannons. It's possible. We know how to dismantle those traps so we could get in there and like and you have a carrot of pain.
Speaker 2:I do but if we could figure out how it opens up.
Speaker 1:We could screw it up. Let's go for it. Let's mess with the plan. Figure out how it opens up, like we could screw it up. Mm-hmm, let's go for it. Let's mess with the plan.
Speaker 2:We can come around south and dock where we docked before. That's right out in the open. Perfect.
Speaker 1:No, we could. What if we went into these rocks and then took like long boats over to the island?
Speaker 2:I'm not sure you have long boats short boats shortest, shortest boats we can find yeah, yeah, I will take a plank and a paddle dinghy all right, I'll take fb and I'll take riley.
Speaker 1:I and I'll take Riley. I guess FB could be the dinghy. She's just like always hung on the side of the ship, you know.
Speaker 2:We'll say you know she's not fit for like swimming miles across the ocean.
Speaker 1:Yeah Well, if we get, if we get close, we can, you know, use her to deploy. I guess I'm not really clear on the whole pirate's plan.
Speaker 2:The plan was to take different routes to end up at the same place.
Speaker 1:Right, but the timing is what's the issue? Right If we had not gotten the? Slime and we had hugged Terror Island to whatever interminable point they actually wanted us to hug it to, which was, I assume, like 11, 35 or something down here, then we would have been like easily, three days from now or two days from now all right.
Speaker 2:Well, they were expecting you to just go around more. It's fine.
Speaker 1:It's fine that, uh, there's miscommunication because you're not a real pirate, because we're yeah instead of getting jalen like throws his hat down, curses this guy this way.
Speaker 2:You know what I mean, and they were going that way, yeah, so now you guys are at the same spot before you get there. That's their issue. It's all in the past, now it is. So your options now, I think, are just to keep going around the horn or to go through the rocks.
Speaker 1:What do you think, jimboy? I think the horn is probably safer than going through the rocks. Okay, let's do it and it'll like? Allow us to use our speed still and kind of get through there.
Speaker 1:Yeah, go for it, ruly, ruly, disadvantage, because I was going to give you, I was going to give you inspiration. So at least you're not minus two. Okay, cause this is going to be a rough one. Yeah, oh, oh, galen, this too okay, because this is going to be a rough one. Yeah, oh oh, galen is actually seasick because he keeps the sour keister clam in his pouch is getting worse, more, more sour, so he's he's actually. He reached for like some gum, but pop that in his mouth instead yeah really.
Speaker 1:Let me tell you something.
Speaker 1:He throws up all over yeah, clam gum yeah, okay, not bad sure, I'm sure it exists, because clam decanes actually exist in the real world. So clam decanes exist, they do, yeah, every year on um, what is it? Uh, so, game informer and, like min max, will do a extra life to raise money for kids and one of the things you can bid on is like pay 35 bucks and they'll have to eat a clam decaying, which is a candy cane but clam flavored, and it is just like the most reprehensible thing, like they're not charging enough for it because it looks like they're in so much physical and psychic pain.
Speaker 2:You know, it's not like a peppermint flavored clam, it's like clam, clam, clam, yeah, straight up, clamp.
Speaker 1:You know what. We'll do it on the Patreon yeah.
Speaker 2:It's an ASMR video.
Speaker 1:Oh no, full stereo, oh god.
Speaker 2:Can you imagine Three minutes?
Speaker 1:in like not only will you be dry heaving, but everybody else listening and watching.
Speaker 2:Oh my god, alright, three minutes in.
Speaker 1:Not only will you be dry, heaving, but everybody else listening and one oh my God, All right, we got mac and cheese flavored candy canes too. That's cool.
Speaker 2:Anyway, carry on.
Speaker 1:Either of those would really knock me out. Yeah, but I would do it for charity.
Speaker 2:I would do it yeah.
Speaker 1:Let's see, I got an eight.
Speaker 2:That's not bad, that's not bad.
Speaker 1:You want to use Questapunta. Okay, where are you going? I say Georgie. What if we? Went around the horn and then sneak attack once they set sail. Yes, they'll never expect us coming from the south. Yeah, we'll hammer them as they're coming out of the thing, yeah, because nothing exists beyond this line at the bottom of the map, so they'll never expect anything from that direction.
Speaker 2:It's the edge of the world.
Speaker 1:It is that's where the space adventures begin. Whoa number of adventures begin, yeah. Whoa number of the stars, yeah, galen Raleigh in space, space, space, space space. So I moved us. We're now south of the light hoose, the hoose of light. I spend a moment to check in on Zona Inbok and his child he keeps bristling at the thought that it's his child. I say Zona, he looks like us. He says we, you guys love the same hive mind like it's just an extension, like one of your little tendrils you do not understand like a very gently.
Speaker 1:If you listen closely enough, you hear the little mushroom in the pot speaking the same words as zone am back at the same time. Do not understand. Yeah, it's like his mouth is still forming yeah, it's like a really weird, like horrific sight, but it's natural to the mushroom men it looks like a little, you know, gizmo face, face. Oh man I love. Sonny and Buck. I hope nothing ever happens to him. It's true.
Speaker 2:Just the pot shatters and he dies. No.
Speaker 1:Thank God we have that pot Instantly mummifies from the sea air.
Speaker 2:Yeah.
Speaker 1:Dried mushrooms. People throw them in a stew. You know, Boil them, mash them, stick them in a stew. Stick them in a stew Cool.
Speaker 2:So it's nighttime. You approach the lighthouse An hour after you get there, you actually see a ship leave. An hour after you get there, you actually see a ship leave from the other side of the island.
Speaker 1:Okay.
Speaker 2:And it's heading west.
Speaker 1:Oh interesting. Should we follow it or should we take their hideout so they can never return? Well, we remember from the previous time we broke into their hideout that I imagine there was more than one ship right. There were like a slew of pirates and stuff.
Speaker 2:Yeah, I mean, you know that there are, like there's a fleet of dagger-hard ships. They're seen throughout the Scallowing Strand.
Speaker 1:Yeah, so if the ship is gone, there's only one ship of many.
Speaker 2:The first of many. Wow, I look around to see who that was. It was Sona, yeah.
Speaker 1:Yeah, what do you say, gorgi Should?
Speaker 2:we take control of the island while they're away.
Speaker 1:But it was only one ship that sailed out, right, I thought that I thought the island could only fit one ship. No, no, you said there's a fleet of them underneath right I mean, you only saw one ship, but you did not.
Speaker 2:Your view was very limited by what you're seeing, like you were looking down at the ship.
Speaker 1:Okay, I mean, I think that ideally the best like pirate plan in this situation would be for us to create a blockade outside the mouth of the cave and any time a ship sailed out, we all just shot cannons at it and sank it. But that would require, like the rest of our ships to get here so we could create an, an actual fleet. Yeah, um, I think we could go check out where this ship is going, but that would risk run the risk of us like losing because we don't have speed anymore and it would run the risk of us not making a rendezvous.
Speaker 2:Decisions, decisions. I'm up for anything.
Speaker 1:I think maybe let it go and save the crew for the fight ahead. Agree.
Speaker 2:All right, so you're just going to chill out for the night and like prepare yeah, actually rest yeah, so we're not at any kind of penalty tomorrow um, I assume you're. Are you trying to like, hide your ship somewhere? We'll pull it behind some rocky formations.
Speaker 1:Make a trickery check it's Jimmy's department All right, here we go.
Speaker 2:Tell your helmet does not apply.
Speaker 1:Helmet Nine Still, yeah, awesome.
Speaker 2:All right, you seem pretty pretty hidden where you are.
Speaker 1:Just like get the whole crew taking big strands of kelp and like knitting them together into a quilt and throwing it over the ship. Yeah, it's perfect. They break up the outline. It's like a giant ghillie suit for the ship.
Speaker 2:Yeah, At the break of dawn. At the break of dawn.
Speaker 1:At the break of dawn.
Speaker 2:Your lookout calls out and informs you that there are ships approaching from the north.
Speaker 1:Ours or theirs, ours, yours, did. Vera Woodenfoot, or whatever her name is. Does she actually have a plan for what we're going to do when we got here, or was it just like? Who's in charge of this escapade at this point?
Speaker 2:Yeah, we can ret this point. Yeah, Um, we can write on that and uh, but no, it's fine I mean like yeah, it's, yeah, you were informed that um Commodore. Perry the like they have galleons like bigger than your well, right, right, right Suited for this type of stuff. Wow, so the Wooden Foot and the Cyclops and the Barking Butcher are taking lead. And then there are smaller ships aligned with them, but they have three main, like big warships.
Speaker 1:Got it. The Nina, the Pintainta and the santa maria uh, I love it so you will be following their lead yeah, um, unless you want to like go rogue, go rogue and and assault from the inside.
Speaker 1:Well, I mean, like that's the thing. Right, if they have a plan already, maybe we, maybe, james, you were right Like we should just get on the island and try to go the other way. Yeah, like I was thinking we could do something like drastic, like we could unload the cannons and like roll them like out there and shoot them from behind. That's not a bad idea. Like, short of that, we just uh, bring tons of gunpowder and blow up their base from the inside. That's true. Oh yeah, we got all that gunpowder. Um, well, so how about this ben?
Speaker 2:like do you have gunpowder?
Speaker 1:I assume, or well, we know we had stocked our cannons somehow, I remember saying we had cannon gunpowder I have. I'm sure I have this written down somewhere, because that's cannons Wrong tab. It's cannon, it's cannon, gatling cannon, it's all cannon over here. You know what I mean. Yeah.
Speaker 2:D12 damage. Backfire on one.
Speaker 1:Oh, I didn't write down how many shots we have, but figure it out. But I think, like we could, the shots are usage die. That's right. That's right. T20 usage die. Has anything on the island from where we can see changed in the sense of them having more fortifications, like outside of their little cove base, or is it still pretty derelict?
Speaker 2:Looks exactly the same.
Speaker 1:So what if we put the cannons in the lighthouse tower? Is that possible, ben Like, hoist them up. It's like a ridiculous concept.
Speaker 2:Like they weigh so much it would take your whole crew and it would be really slow.
Speaker 1:Yeah, so we wouldn't be able to be there in time, like it wouldn't be a, we couldn't get that in place before the rest of the ships got here. It's fine if not, I'm just throwing it out there. It's an interesting idea.
Speaker 2:Unless you had some idea beyond, Like some idea how to do that.
Speaker 1:Yeah, it's called feet of strength and dummy thick thighs. Well, I was thinking about making like a do that. Yeah, it's called Feet of Strength and Dummy Thick Thighs. Well, I was thinking about making a pulley system so we could lift them, like how we got them onto the ship, or how you lifted the stuff for the boggles when we almost got into a fight with those wooden foot boggles.
Speaker 2:Yeah, the issue is like pulling it up a tall lighthouse. You know what I mean.
Speaker 1:It also kind of makes us a little immobile, so maybe we shouldn't take the cannons off the ship. Yeah, well, one thing we could do if we still want to stay behind, we can put a guy up in the lighthouse tower who can, like you know, sight for us, and we can rain artillery fire around the guys from behind, from cover, so he can improve our targeting, if that makes sense. Okay, we could also like put a spotter in the tower. What if we sailed directly into the base?
Speaker 2:You're not exactly sure where the entrance is into their cove.
Speaker 1:Yeah, you know what I say, that we just like come in from behind. I think that's just the best plan. They go by land through their tunnel into their base with the snow. I was thinking come from behind with the ship, like if the fight's going to take place like to the Northwest of us, ish, cause that's where the cavern is yeah, we'll come around through here. Yeah, we'll come around through there and, like when they're pointed in the other direction, we'll swoop in and yeah, let's do it, board their capital ship.
Speaker 2:Yeah.
Speaker 1:Just a direct assault, we'll board it. Yeah, I think we'll. Just, we'll settle on that plan to keep things moving.
Speaker 2:All right, as you guys were deciding this. Like the ships roll in um the. You see the big wooden foot vessel come 36 cannons on one side uh, through this way here, and there are other ones you know, you're not sure you you think that some of them also went through this treacherous straights.
Speaker 1:I mean, they're just really good pirates.
Speaker 2:Um, and some are coming this way and whatnot. They're coming from all directions because no one actually knows where the entrance is. That's not information that you were able to give. So what are you doing? We?
Speaker 1:are going to join the battle. Yeah, once the battle begins, we'll sail up from the south and start flanking their ships.
Speaker 2:Yeah, we'll sail up from the south and start flanking their ships.
Speaker 1:Yeah, we'll flank them from a different direction.
Speaker 2:All right. Well, it's about an hour before you hear the first sounds of battle. Boom, boom, boom boom. Yeah.
Speaker 1:The zoom of cannons. All right, let's do it. Yeah, I'll make a sailing or a travel check to get us into position.
Speaker 2:Yeah, it's going to take a while, actually, from your position.
Speaker 1:Okay, I can't, I can't right now. Oh boy, uh yeah, it's a four. There's no point in bumping it okay, uh, actually it's, it's a two. I'll bump it to a three. It's a quest point yeah, okay, make a.
Speaker 2:Um d100 roll is a quest point. Yeah, okay, make a D100 roll.
Speaker 1:Seven.
Speaker 2:Okay, you know what I'm not going to have you roll. I think it just makes sense that you run into a dagger hardship.
Speaker 1:Okay.
Speaker 2:Like in this hex right here.
Speaker 1:Okay, okay.
Speaker 2:So yeah, this is a conflict. You confront a Daggerheart ship and you see some of your allies off in the distance and there's blasts and stuff. What are you going to do?
Speaker 1:I'm going to use eye for clues to identify that this ship is one of the major vessels and that it's probably their plan to join the fray, like we were trying to do it. So this is one of their big ones.
Speaker 2:Okay.
Speaker 1:So if your eye for clues works, I'm going to jump on you. I'm going to use eye for clues and go straight into danger. I'm going to say this is their biggest ship. George is like no, no, no.
Speaker 2:I have an idea.
Speaker 1:I'm going to hear of the people, their entire ship, and sway them to our cause. That is an 11. Amazing.
Speaker 2:What is the clue that this? No, sorry 11.
Speaker 1:Amazing. What is the clue? Um that this? No, sorry, sorry that this is their biggest ship. So and they were, since it's in this location they were going to get the surprise. They were going to surprise our guys. So if we can fight this ship, we can prevent our guys from getting surprised like we were going to surprise theirs. Does that make sense? That's a lot of words.
Speaker 2:Well, something is happening beyond your knowledge, so I think what this will be limited to is just that you've encountered the biggest ship and we will party wipe in a naval battle with the biggest ship and we will party wipe in a naval battle with the biggest ship in the pack of hearts. So in some sense what you're saying can be true, but it doesn't mean that you know.
Speaker 1:Oh, because we already bumped into the ship. Is that what you're saying? Okay, maybe I for clues. What I'm saying? Okay, maybe Eye for Clues.
Speaker 2:What I'm saying is like your Eye for Clues, you can say that this is the biggest ship. That's fine, but it's not going to have all of the ramifications that you're saying.
Speaker 1:Got it Okay. So maybe Eye for Clues. So, could Eye for Clues be something else other than it's the biggest ship? I don't know. I think we should just go with that. Okay, cool, yeah, and I'm gonna I'm gonna actually um discerning eye to create a weakness or vulnerability in that ship for narrative purposes. Uh, I'll say, well, let me see if this actually works. First of all, that's 12. This is what I was gonna say. Um, I was gonna say that it's it's heavily armored in front and it's like a front-facing ship, it's like very unconventional, uh, but that leaves the rest of it, the rear, more unprotected. And since we're coming up on it from behind, since it's going towards the combat, and we are going toward the combat too, we would have maybe some open shots on it before it was able to come around it is facing you it's facing us.
Speaker 1:Yeah, why would it be facing us if it's going towards the combat?
Speaker 2:it's not, you're coming towards each other, oh.
Speaker 1:I definitely don't want to armor the front now. Oops, yeah, how about this? It's a broad-siding ship, so it has no forward-facing cannons.
Speaker 2:Sure.
Speaker 1:So that would allow us to get, it would give us some advantage maneuvering, yeah, so large that like the front of it is just a TGI Fridays, yeah, I mean like I guess that could be the weakness or vulnerability. Right, it's like a very, very large ship as we're going with, so it has more limited mobility and it's more built for just broad siding, so it doesn't have any cannons to defend itself from the front. It just has to get alongside ships instead, whereas we decided to just Mount stuff on the front of our ship, which is crazy, but we're we're committed. We're committed to shooting things with big cannons.
Speaker 2:Um, I mean you have three cannons so I don't think they could all fit on the front of the ship. They have to be on the side of the ship.
Speaker 1:Make me sad.
Speaker 2:No, that's yeah, oh.
Speaker 1:I don't know yeah.
Speaker 2:Cause you, you have a yacht, basically we have a pleasure yacht.
Speaker 1:Ours actually has a TJ. I just assumed they were on the deck pointing forward. That's fine too. I would say you can have one forward and let's Tokyo Drift it let's have all three on the side and we'll like, we'll try to have some crazy ideas you.
Speaker 2:You can choose where they are right now. One can be in the front and then you can choose where the other two are well, james, if you're going to put all of them on one side, that's fine I think yeah, I think we should put them all on, so then, um, I'll just discerning eye instead.
Speaker 1:Let me change that to. The ship is so big and we're relative to us. We should have one on each side and one in front so that we've got maximum blasting direction, just because we'd get stuck you can't focus fire or something that's true. So one in front, two on the left and the right side is.
Speaker 2:Right now pirates are just going about the ship moving the cannons and keep changing your mind.
Speaker 1:Yeah, no, I get it.
Speaker 2:There's a lot of miscommunication going on. Let's put all three.
Speaker 1:Let's put I'm gonna I'm gonna say like, let's put all three on the left, and then we'll go around the ship and broadside it. Okay, we'll like swoop past it. We'll use all of our powers and all of our creative abilities to find a way to get all right. So then, um, I should change my discerning eye roll to do something different, because this is all different.
Speaker 2:I mean, but that's not how it works. You have to say what it is and then roll. You don't roll and then say All right, all right. Forget it. I didn't use it, it's fine.
Speaker 1:I'll just pocket it. Let's go, we engage in combat.
Speaker 2:All right, alright, roll. Are you guys actually firing yourselves?
Speaker 1:Well, we had like 10 guys in each line behind the cannons lining up to fire cannons.
Speaker 2:I'm going to use.
Speaker 1:I'm going to use two arms and go to the bow of the ship and yell two arms and then, once per combat, everyone in the party gets plus 1d6 dread for two rounds.
Speaker 2:Nice.
Speaker 1:So that we can maximize our cannon fire. That's super awesome yeah, that's my most fighty ability. I don't think I've ever used it. I did not know you had something. That's it. It's new-ish because I just leveled. I see, Alright.
Speaker 2:George, since you're the captain, why don't you roll initiative?
Speaker 1:Ten.
Speaker 2:Yarr says I Nice. So yeah, you guys can roll for the ship.
Speaker 1:Okay, go ahead, james, will I?
Speaker 2:do it. I'm not sure Should I roll three d12s. You have to attack, I believe.
Speaker 1:Yeah, their d12 damage backfire on one. Anyone who uses them has plus one range attacks. D20 usage die.
Speaker 2:So you got pirates. I'll say you're firing plus two with these guys.
Speaker 1:Cool, cool, cool. All right, it's all good. At least it wasn't a one that's a five so I could bump it up with a quest point to a six. It's a four, I get plus one attack. Oh, are you attacking? I'm not attacking. See, that's the thing. Chat manly, our most senior pirate, stepped to the front of the line. He fires it, but it wasn't rigged right and like just shoots across the deck and like into the other side next you have two more shots right.
Speaker 1:oh my god, oh my god, oh my god. How can this be? They sold us lemons. They sold the worst cannons. Those are threes, Is it a backfire Ben?
Speaker 2:Are you sure?
Speaker 1:Are they plus two?
Speaker 2:Well, they're plus two Okay.
Speaker 1:You do have to roll each dice, for each shot oh my gosh oof.
Speaker 2:One of them, uh, one of them backfires. Yeah, one of them is shot just like done.
Speaker 1:This is okay. I'm sorry, george, this is catastrophic. It's, uh, it's bernard, didn't you bless our dice today? Uh, you know, he's this is catastrophic.
Speaker 2:This is very good. There was like some horrible explosion that just like blew up all your gunpowder. For one of them, it's like jammed the thing and um noggin is standing there like covered in soot.
Speaker 1:His hair is back this round.
Speaker 2:This huge vessel just turns and faces you broad sighting. That's it's whole round. What do we do?
Speaker 1:should we board it? Should we? We should probably immediately board it right so that they just can't deal with. They're gonna yeah, they're just gonna obliterate us if we don't. We should probably immediately board it right so that they just can't deal with the pirate. They're just going to obliterate us if we don't. Ben, are there cannons on both sides of the ship?
Speaker 2:Yeah, you think so, yes, Okay.
Speaker 1:I'm going to grab a hat from one of the pirates from the wayland. I'm a, tear it right off his head, put it on myself and then, um, and then I, uh, I'm going to like grab some cables and start to start to like wind up, to jump and swing to the other side, to the other ship, right, when they come by the broadside. Yeah.
Speaker 2:Okay, that'll be in action Before I fire.
Speaker 1:Yeah, and I'll try to fire some cannons at them. While James is getting ready to board. I'll scream to the pirates that like come on, boys, you want to live forever. I'll scream to the pirates, like come on, boys, you want to live forever. They all nod their heads, yes, and then no one follows you holding a carrot and a hammer that looks like a cloud.
Speaker 2:Old noggin comes on deck how we doing.
Speaker 1:What's going on. Elmo comes up and bodyguards him and, like tackles him to the deck Get down. And it's like wood splinters behind him, the crack of muskets from the other ship, smoke rolling over the sea, yeah, what was your roll, George? I rolled a 7 and a 3 natural, so plus 2 plus 1 for both cannons. I'm still firing cannons.
Speaker 2:You got a roll initiative.
Speaker 1:Ah, okay, I go after them.
Speaker 2:All right, so, james, you were going onto their ship. Yeah, sorry, explain that again. What check are you making?
Speaker 1:I'm going to make a I guess a nimbleness to swing across to their ship. Okay, screaming. Do you want to live forever With the Wayland's hat that I stole from him and put on my head in a sweeping motion? That is a seven.
Speaker 2:Success with a twist. You make it over to the side, but you're surrounded by pirates.
Speaker 1:I just roll like a bowling ball directly and land in front of the honor guard of the cabin. Twelve guys with cutlasses.
Speaker 2:Alright, then your ship is fired upon. Well, one of them is a doozy.
Speaker 1:Oh no, Noggin just turns into pink mist.
Speaker 2:Oh, you know what?
Speaker 1:It hits the noodle machine and everyone loses morale.
Speaker 2:Alright, your ship has taken 15 dread to the hull. Oh boy, okay, your ship has 50 hull, that's a 35 out of 50. Their ship has a billion hull and, yeah, it kind of like some of these cannonballs plowed the the deck and there's just explosions of splinters and wood noggin is, uh, just like you said, knocked out of the way by elmo and uh, it's chaos.
Speaker 1:now it's your turn okay, uh, I'll fire two cannons back so are you firing? Yes yourself or well, like the crew. Sorry, I was like implying I'm directing the crew, or do I? Do I act independently of the crew? Yeah oh, did I not do anything last round then?
Speaker 2:I'm not sure what you could have done.
Speaker 1:Yeah, that's fair yeah, um, so then the crew will fire the cannons and then I guess I could. Oh no, there are two cans, sorry there are two cannons, yeah, um, and then I would probably join james on the other side, other ship, and that could be my um, so those are uh two hits hit, hit, uh, yeah, yes, um what is the crew's ranged attack bonus?
Speaker 1:they all get plus two okay, so then the cannons, including the cannons. Okay, all right, that's different. Um, and then the does how much damage from our cannons? Write that down. Twelve, twelve, nine and a four, we've done 13 damage to their hull.
Speaker 2:Okay Roll 2d20.
Speaker 1:We have not expended them. Beautiful Keep firing.
Speaker 2:Okay, next round, james. You find yourself surrounded by three pirates. You see pirates manning the cannons just across from you, but you're being blocked by these pirates, and you also see them On the other side. They've got a whole armament of cannons as well.
Speaker 1:they've got a whole armament of cannons as well, so what do you want to do? I am going to use pick on someone your own size. All the cannons turn on you.
Speaker 2:The cannons.
Speaker 1:I'm going to use pick on someone your own size so that the pirates have to attack me for two rounds, but I get minus two defense. And then I'm going to make a mad dash for the cannons. That are the crew that dash for the cannons. That are the crew that is shooting the cannons on the side that's shooting at our ship, the one pointed at us.
Speaker 2:Okay, Make a nimbleness check.
Speaker 1:That's a three.
Speaker 2:All right, you're kind of like stopped in your tracks, like they're not letting you get past this round. Tried to run away, basically yeah.
Speaker 1:Oh boy, my rolls aren't good for this situation. Yeah, it's a little rough. Okay, georgie boy, what do I need to roll to make it to the ship? The same thing that james did and then wasn't paying attention for the nimbleness. Okay, got it. Uh, I have bad nimbleness minus one.
Speaker 2:Uh, six, that might be enough yeah, um, I'll say that, similar situation. You swing over to the other side and you're kind of in the middle of your own problem, okay, you're kind of in the middle of your own problem, okay. But you see Riley, she's being surrounded and you see the same setup. It's just like it's a bunch of pirates on board and you both have your own pocket.
Speaker 1:Pocket pirates Um.
Speaker 2:I whistle for FB to leap from our boat to the other boat. She just plumps, plunks into the ocean.
Speaker 1:She's uselessly ramming their ship she can't gain any speed. She just keeps bumping some pirates in the bottom of the boat or in the bottom of the galley. You're like, do you hear a thumping on the hull?
Speaker 2:What's going on? It's just like SP going boom, boom.
Speaker 1:Yeah, that's where we're at our threat is so little that only half of the crew has been activated so yeah pirates are just like mulling around in the break room wondering when those shifts starts yeah, all right, uh, who we're gonna hit the self-destruct button. We just got to find it.
Speaker 2:Roll your initiative for your ship and then that's a six.
Speaker 1:It goes before enemies, yes, and then I'll roll an initiative for myself real quick. That's one, so a two.
Speaker 2:I go after enemies, you won't be able to attack this round.
Speaker 1:Oh, okay, okay, so the ship able to attack this run. Oh, okay, okay, so the ship gets to attack. I will do that, I fire. Oh, it's two plus you said plus two, so four and a Second one is critical, that's 10.
Speaker 2:That's 20. Got it, and then Nice shot.
Speaker 1:Ah no, they rolled a two on the expenditure dice. It's like such low percentages, but they're happening. You know this is not going well. The end of season three. Riley and Gale are captured by Daggerheart pirates. They're thrown under the bridge. I mean, it's pretty on brand, yes, okay, and then, riley, you were attacked by pirates.
Speaker 2:It's pretty on brand, yes, okay. And then, riley, you were attacked by pirates.
Speaker 1:Okay, minus one. Banking on this, minus one, come on.
Speaker 2:That's a hit, a hit. That'll do it, that'll a hit, a hit, I'll do it. I'll do it. Six dread to you.
Speaker 1:I'm near enough to you where you should be getting the plus five temporary hit points.
Speaker 2:Pirates even do.
Speaker 1:Oh, my goodness gracious.
Speaker 2:One dread, and then you were shot with a blunderbuss. Oh boy.
Speaker 1:Riley, riley, pink mist.
Speaker 2:That's not good, dude. Oh man, I got my probably going to be your death, but it will be my death.
Speaker 1:It will be my death.
Speaker 2:I do have armor on. Could have been worse. That is 10 dread.
Speaker 1:So I actually stand and I know I got to take out that guy first, that's for sure.
Speaker 2:That's the guy I gotta focus on Okay. Okay, now your ship is attacked.
Speaker 1:Actually, you know what Can I use Stoneheart on that? That would be yeah, that's wise, that's smart.
Speaker 2:Was it half damage.
Speaker 1:I can't remember.
Speaker 2:D6? D6? Half damage. D6? D8?.
Speaker 1:I need to actually write that on my sheet, I think you changed the rules. It's five dread, so let's see.
Speaker 2:Okay, so that is one big hit. The other two are grazed shots Two, you take four dread.
Speaker 1:Okay, that's not that bad. So we're at 31 out of 50.
Speaker 2:We've dealt more damage to the other ship.
Speaker 1:We got lucky. We'll see if it holds out. I mean, that might be our saving grace. We start actually punching holes in the ship, let's see. So is this the beginning of the next round, because I couldn't attack this round, right, yeah, okay yeah, they have not expended any of their cannons, no, dang it A well-oiled machine they've done this before they don't use too much powder in each thing.
Speaker 1:So, uh, let me roll for the ship it goes last. Only roll for me, I go last. Uh, riley can roll for herself hmm, we're on the back foot. We're on the back foot. We're on the back foot on this one.
Speaker 2:Okay, start with Galen being attacked.
Speaker 1:How many crits will there be? Well, let's say critical miss and a critical hit.
Speaker 2:Let's resolve a critical miss first.
Speaker 1:So that guy goes to sway, but he was cupless.
Speaker 2:He actually goes tumbling into the blunderbuss guy. He fires his shot.
Speaker 1:Nice.
Speaker 2:Then the other guy. You're distracted by that and he just gets to do it.
Speaker 1:Guess me good.
Speaker 2:That's only two dread.
Speaker 1:Ow Ow.
Speaker 2:What am I saying? I take only one, dread then then we go over to Riley, who's attacked twice.
Speaker 1:Riley is just warm feast.
Speaker 2:It's like an organ grinder it's a hit with a counter attack. The other one misses. The other one is actually a critical miss too. He goes swinging at you and tumbles over the edge of the ship.
Speaker 1:No one's ever been stupid enough to board their ship.
Speaker 2:So they're actually really thrown off by this.
Speaker 1:Riley ducks right out of the way and then gets punched right in the face with brass knuckles and then she tries to counterattack back but she's still woozy because that knocks her out. It's like, ha ha, it's bad, that's good stuff. Too much good stuff.
Speaker 2:Riley is down.
Speaker 1:Do I get a counterattack or I'm just like out?
Speaker 2:You're out, you're out. See how many rounds you're out, as well as if you're wounded. And then that leaves two guys, four guys for Galen to deal with.
Speaker 1:Okay, let me shoot the ship's one cannon that remains. Issue you first. Oh, you haven't shot us yet. Yeah, sorry, go ahead oh okay, it's only too dread to you because our ship is so lithe, you know?
Speaker 2:yeah, just uh quick in the water or like just sliding off the slime yeah, it's sliding off the slime whatever is still there why can't we sink that?
Speaker 1:ship it's covered with like petroleum jelly, sir, we don't know, it's flammable, though we critical nice, here we go, 14 damage, there we go, that's uh I gotta okay, we don't expend the shots. They're like there's 27 guys in a line behind this one cannon and they're just finally figuring out that they got to be judicious with, like the cannon powder and everything. Oh, we should probably care. We should care. Oh, yeah, the guys. Yes, yeah, we should be more. Yeah, we should be professionals. You know, let's not be still one guy firing wildly.
Speaker 1:I will, sweeping, strike 1d4 adversaries plus one. I will only strike 1d4 adversaries plus 1. I will only strike 2. I roll d12 plus 2. I critical I do d10 times 2. 10. All right, 10.
Speaker 2:Alright, you Take out the two guys that Were around you immediately.
Speaker 1:Okay.
Speaker 2:And they go.
Speaker 1:And then you get to Riley, next turn.
Speaker 2:And you have a couple Options here. Yeah, kill the captain.
Speaker 1:Well, you're sort of Free to Attack cannoneers.
Speaker 2:You have a couple options here. Yeah, Um, kill the captain. Well, you're sort of free to um attack cannon ears, Cause the guys that were around Riley are not like blocking you from that.
Speaker 1:I see, but, but Riley is just a crumpled like soggy. Yes, buckshot, like stuck in her armor. She's like, yeah, how many rounds were you out for, james? Oh, I didn't roll it. And have you been? Yeah, are you wounded? I didn't roll it. I rolled a D4. All right, so technically, that means you're safe for four rounds. I didn't roll it. I roll a d4? Mm-hmm? Oh, all right, so technically that means you're safe for four rounds. I do need.
Speaker 2:She's out pretty good. I need to roll if I'm wounded.
Speaker 1:They can do oh, that's a d10.
Speaker 2:Oh gosh Eight, you're not wounded.
Speaker 1:Nice, uh Ben, what are the chances of feet of strengthening a cannon out of it's more like whole, like mooring, and throwing it at another cannon. Throwing it, yeah, oh like knocking it over. Like knock one over and then point another one at the deck like luke skywalker. Yeah, that's not a bad idea.
Speaker 2:I think that's what galen would try to do I think it's going to be much easier to knock it over I will knock it over, but you're saying it's possible, it's possible. I don't know that it's possible.
Speaker 1:It's not. I mean like if he had to, I had to use police and stuff to even help those bog rules. Yeah, no, I would. I would dislodge a cannon from its moorings and try to get it. You know to be ineffective.
Speaker 2:Yeah.
Speaker 1:Okay, I'll try that.
Speaker 2:Uh, but that would be. We got to roll a new initiative and everything well you, you go first.
Speaker 1:It's an action. Yeah, so would uh feet of strength cover it? Yeah, okay, uh, let's do that. Let's, let's, let's do that. It's eight.
Speaker 2:Or sorry, seven, a savvy success of the twist. I'm going to say do it, but the one you knock it into fires the ship.
Speaker 1:Yeah, that makes sense, like set it off, okay. So then let me roll to see. Yeah, while you resolve that, I'm going to roll to see the ships. Okay, our ship will go first. That's a hit, okay.
Speaker 2:That's a hit.
Speaker 1:Two dread, we're getting really lucky with these. And then so I rolled an eight, so our ship will fire once. It's a six plus two, so an eight.
Speaker 2:Only just one dread.
Speaker 1:Only just one dread, Okay, cool. And then their ship proper would go, I guess, but with one less cannon. Oh, and actually the cannon that fires should roll an expenditure Dang. I think, it's safe to say that that's like out of commission for this fight. Yeah, all right, or oh, you meant the cannon I knocked over fired.
Speaker 2:I thought I knocked it into another cannon, which fired and said oh, yeah, yeah, well, yeah, I'm gonna say that else, that they can't load it in time either oh, that's cool for this round take yeah so they got one shot they.
Speaker 1:If you had one shot, would it be a critical? I don't know why I just rolled g20, all right one more dread, one more dread, and then do they expend it? They do, oh yeah, things are going our way I know it. Um, really get up, she doesn't move. Uh, balin is remarkably unconcerned. He's like, yeah, she'll get up, it's fine. He doesn't want to believe that she's actually shuffled off this mortal coil Back to the top of the round they attack you oh right right, yeah, yeah, all the, all the cannoneers pull out their swords oh yeah, now they don't have a huge line.
Speaker 2:Like you guys. You know it's two professional pirates.
Speaker 1:They have degrees in gunnery god, all right, they have degrees in gunnery. Oh god.
Speaker 2:Alright, one attack. Oh sorry, that should be a one. So it's hit with a counter attack.
Speaker 1:Yeah, hit with a counter attack. Alright, I'll do twelve, I hit him, I do ten, I hit him for ten.
Speaker 2:Yeah, you, you just cut him in two, but he deals three. Dread to you. I'd be 10. I hit him for 10. Yeah, you just cut him in two, but he deals three. Dread to you.
Speaker 1:So he deals two dread. I've had one, so 25 out of 23.
Speaker 2:And then that is a classic hit. Right there, four dread.
Speaker 1:Yeah, my defense is zero, that's right. It's not minus one, okay, so for got it. So three dread 21 out of 23.
Speaker 2:um, okay, uh, roll initiatives whereas meanwhile you can see, um from your vantage point, like off, off, towards the North uh, the wooden foot ships. Um is now you see that it's like moving South out of view, like towards the, uh, lighthouse Island, and then you get a better view that, um, it looks like a bunch of Daggerheart pirates had come from the north somehow.
Speaker 1:Dang. Our attack is they're smaller ships.
Speaker 2:And so I mean, this is yeah, I mean this is uh, yeah, you think that? It's, you know it'd be wild if if they really knew of this attack, or they just keep ships out in the, the, the waters for this.
Speaker 1:Oh, like hidden in the waters. Yeah, yeah, yeah, interesting. Okay, well, you know our guys are are gonna have to either deal with it or the dagger hearts are gonna rain supreme. Um, yeah, it's a heck of a thing to see. Uh back to the combat, I guess. Is there anything else that's uh happening out there, or just the the wooden fleet, wooden foot ship is getting pushed towards the south um, the big ship is moving away while it's the smaller ships are like finally dealing with these, uh other okay dagger heart ships got it, got it, got it, okay um and um, yeah, that's the next round.
Speaker 2:The ship you're on starts turning away, starts shifting to bring it. It's like full cannon array against your ship.
Speaker 1:Oh, like the other side, that's going to take a while.
Speaker 2:Okay.
Speaker 1:Well, our ship goes first. Let me see if I go first in this. Yeah, I get a six. Um, let me roll for the cannons because we're gonna fire on these guys for sure. That's a 10, only four, and we don't expend. I, meanwhile, am going to Do. I have a straight shot in the navigator.
Speaker 2:The navigator.
Speaker 1:The helms Helmsman.
Speaker 2:Where is that guy?
Speaker 1:on a galleon, it's like on the bridge yeah Up, tip top.
Speaker 2:Is it usually in the open?
Speaker 1:Yeah, but you've got to go up the stairs to get to the bridge area Above the captain's quarters.
Speaker 2:Let's say there are numerous pirates in between there.
Speaker 1:Yeah, that'd be tough to get to. I might try to intimidate a bunch of them. My abilities go. My ability scope I don't have. I throw a sour keister clam at everyone it works, it works yeah, uh, how about this?
Speaker 1:I'm out too. Yeah, I'm gonna commanding presence, uh, once per session. Impress or frighten an NPC out of combat or group of goons without I'm going to commanding presence Once per session, impress or frighten an NPC out of combat or group of goons without saying a word. Goons will keep their distance or flee from combat. Does that work in combat? Ben, okay, yeah, couldn't remember, so I'll spend my turn doing that and moving towards the bridge. What is my intimidate keeps changing. I don't think it's a plus three. Still, right, like I don't have, or do I? Still? I still have scars too, I think so. Yeah, oh, good, thanks, so it's a pump it to a six.
Speaker 2:I have one out of three quest points left okay, um yeah, you start walking ominously towards the bridge and the number is thin as uh, these pirate goons just kind of scatter. But um, there are two formidable looking pirates that remain and they like, ready themselves for you okay, they steal themselves for combat and that might be this turn.
Speaker 1:It's a Riley. One more turn you're still down for? Yes, I think. Okay, let me hurry this along. Our ship goes first, I go second. Hurry this along, our ship goes first, I go second. The cannons fire be critical. There we go.
Speaker 2:For 22. Wow Nice.
Speaker 1:And that's the last shot they have.
Speaker 2:Oh no, oh, no, oh, no, okay guys. No, oh, no, okay guys. I'm not making this up okay.
Speaker 1:I know.
Speaker 2:I know I'm making this up. The ship has one left.
Speaker 1:Which ship? This current ship? Yeah, how do you mean? One hull point. Can I change my action and try to do some damage to this ship instead, like light, some powder stores on fire.
Speaker 2:I mean, you see that, that's hilarious first of all.
Speaker 1:That's like typical I'm so. First of all, I'm surprised we did that much damage.
Speaker 2:Like we've criticaled a bunch, we've gotten very lucky um, you see that there's chaos on the ship after that shot. Uh, can feel it creaking, yeah, and the, the navigator, is having trouble steering it um, I have an idea I don't know, you can change your action at this point.
Speaker 1:But yeah, well, I think going for the navigator is not a bad idea, because if you can change your action at this point. But yeah, I think going for the navigator is not a bad idea, because if the navigator is struggling, maybe you can like wrench it in the wrong direction or something. I think the trouble is getting through these two guys in one turn to get to the navigator. I can't, that's true. Like it's going to be protracted, right. So one thing I can do Can I use my druidic rope?
Speaker 2:is the navigator within 30?
Speaker 1:feet. Uh yeah, I use the druidic rope to wrench the the steering wheel, even, even, like wrenching it into our ship.
Speaker 2:The steering wheel, even, even like wrenching it into our ship, I think um, there might be a little bit too like uh too good. I think you'd have to get in better position.
Speaker 1:Cause he's like up on his thing. Like you, claudia fire the hole.
Speaker 2:I think you'd have to like pull off some athletic maneuver to do that. Your heroic action. Which may put you in a bad way I would do that, I would.
Speaker 1:I would put myself in harm's way to do that um athletics check. You said yeah so I think what I would do is is leap up the stairs and try to run on the railing or something, or, or, like you know, leap over the railing to get to him.
Speaker 2:Couldn't have been worse, uh yeah, you just kind of falter right at the start and you're just standing in front of those goons? Yeah, not goons, they're they're they're better than goons.
Speaker 1:Yeah, oh boy.
Speaker 2:Um, oh boy, we may have to do a part two on this, uh finale, which is fine.
Speaker 1:Yeah, it's a cliffhanger, that's for sure. Oh Lord Riley's unconscious One hit point left on the enemy ship.
Speaker 2:We have no, we have no cannons and yet, yeah, the ship is almost sinking.
Speaker 1:I think that Linnell would would know to just ram the ship.
Speaker 2:Wow, she's suddenly a viking ramming speed as the captain, you would have to make that order.
Speaker 1:She's also blind, yeah it's not a problem, she can hear my voice. Um, I'm very tempted to yell. Can I do that this turn? No, it would be. I would have to get. They would have to get their attacks off and then yeah, I already tried an action.
Speaker 2:Right now you're going to get attacked.
Speaker 1:Yeah, should we just see quickly if we can get through and she can ram the ship Sure.
Speaker 2:One, one, three Dread.
Speaker 1:Okay, the next is a hit with counter attack 6 dread 3 dread, 2 dread, 19 and 5, so 19 23 from the first. Next guy does 6 dread. I'm going to go ahead and use my blocking ability. The character sheet is too long. Shrug it off once per session. Block 1d8. I shrug off exactly 6th Dread, so I'm still at 19 out of 23. And I'll counterattack him, hit with a counterattack and then I roll d12, d10 damage. One blocked in mortal combat, I think is another counterattack. Yes, okay, wow, I completely blocked that. I counter-attack.
Speaker 1:Okay, I miss oh no, all right, we had like a duel of nicks yeah, um, I yell riley and I see her ears like start to like up a little bit. I think she's ready to go this round.
Speaker 2:There's a guy with a blender bus that shoots you.
Speaker 1:I accept I counterattack. I thought you were going to say Riley, for a second.
Speaker 2:Yeah, finish her Walking around to the wound and taking final the wound. That is a hit exactly exactly exactly exactly seven. Dread and riley. Um, you're waking up. Next round, I am. You wake up to a pirate stealing your stuff. That sucks.
Speaker 1:I'm going to bite him yeah. I'm going to bite his hand. Yeah, let me roll. Initiative for the ship. Our chip goes last, I go first. I critically hit Amazing. You critically bite his hand. You just have a pirate's hook in your mouth now. All right, bite his hand. You just like have a pirate's hook in your mouth now. All right. So what is your action, george? Are you commanding the ship? I don't know. Yeah, I guess. I guess I don't have to roll because I'm commanding the ship.
Speaker 1:So I would yell to lanelle ramming speed I think that's going to be your whole action just to get yeah yeah, yeah, agreed, agreed, um, and I guess the order of events makes sense too, like I would be going before and then they'd be reacting at the end.
Speaker 2:Yeah, all right, you get away from the whalen. And, uh, and what was your deal, james? I critically hit biting a hand and I rolled a d6 for my dread because I know nothing else. All right, the pirate stumbles back and he drops what he was carrying. I'm not sure what he had, but took a weapon. Nimbus hammer, I can't. It's on the ground between you guys.
Speaker 1:Yeah, I got to grab that thing. My gosh, that's a really good item. It's a relic.
Speaker 2:That's what keeps me competitive and fighting.
Speaker 1:Okay, um, it's the ship's turn, yeah and they're like I think this is the last action.
Speaker 2:I have time leading there they won't be able to fire, but they're going to be able to broadside you guys next time that's okay, because we're gonna ram them this time.
Speaker 1:So it's uh, our ship's gonna just turn straight into them and careen into them all right, how are we gonna handle this here? I guess it would be like a mutually assured destruction thing. Right like so. So how much damage does it do to our ship and how much damage does it do to their ship? We only have to do one to them. So it's more about how much damage does our hull take.
Speaker 2:Right, and they're a huge ship and you're not.
Speaker 1:We only have to do one. Yeah, I understand what you're saying.
Speaker 2:I'm going to say this is 3D12 guaranteed against your ship.
Speaker 1:I accept Okay. If what I think happens happens, I want this actually to be the end of season three.
Speaker 2:Yeah, and then we watch it on shore.
Speaker 1:Season four starts with like the ramifications of what happened. That would be amazing. Alright, yes, we live, oh god how much do you have left? We had 26 out of 50. Just cuts to Admiral Piette on the front of the ship going. It's too late. Oh God, Alright, Our ship is so small that it just sails through their hull to the other side yeah, you kind of breach a spot that was already cracked or something and through their hull to the other side.
Speaker 2:Yeah, you kind of breach a spot that was already, uh, cracked or something, and um the ship starts going sideways while you guys are on it, um, but I think we'll end it there.
Speaker 1:Yeah.
Speaker 2:Yeah, um, we'll decide if we're gonna uh. I don't know I think we'll end it there. Yeah, yeah, we'll decide if we're going to I don't know, play it out or roll, kind of make some broad roles, to see what happened.
Speaker 1:Yeah, I love it. Classic, all right. Well, thank you everybody for joining us. This has been Land of Eam. You can download the rules for free at land of eamcom, um, and sign up for the newsletter to find out about uh upcoming, uh kickstarter news for the full game, um. Additionally, you can catch us tomorrow. We're going to be uh continuing our tradition of uh live streaming the ghostbusters rpg. Same time, same bad channel.
Speaker 2:oh, oh wait, I want to say something, as all this chaos is happening around you and the ship is sinking. You see this big fat, uh parrot, squawk and fly out of the ship. Oh my gosh, towards the lighthouse towards the lighthouse, towards the lighthouse. And the parrot is wearing a pirate hat. End.
Speaker 1:Nice, love it, I love it. Alright, gentlemen, this has been fun. Thank you everybody for joining us and we will catch you tomorrow, alright, yeah.
Speaker 2:Ghostbusters tomorrow.
Speaker 1:Here we go ghostbusters same time all right, bye-bye everybody, all right guys farewell.