Eight and Rou follow Dawson to the underground Temple of Brinde. They begin their exploration and quickly discover danger lurks within.
Eight and Rou spend the evening hearing stories from Dawson’s adventures before setting off for the temple the next morning. They also learn a little more information about their upcoming adventure, mainly that Dawson lost several friends the last time he was there.
The group arrives at the entrance of the temple, and decide to camp within the cavern entry until daylight in the event they need a quick escape. When they finally descend into the temple, Dawson discovers that the traps his group had cleared previously have not been reset and everything appears just as it was all those years ago.
As the trio draws closer to the room where Dawson’s friends were lost, he grows more agitated and anxious. He prepares his weapon and gives Eight and Rou one final warning about the danger that lies ahead. It isn’t until they start to examine the room and disturb its contents that the silence of the temple is broken by the sound of moving rock.
Follow Dax @GM_Dax, Kappa @TheKappaChris, Wren @ThornyDryad, and Graeme @graemecrackerz1
Transcript by Wren
Upbeat piano intro music ends [00:27]
Pensive piano music fades in [00:30]
Wren (as Eight): Hello! I am Eight and you are listening to Roads Uncharted. Last time, on Roads Uncharted, my friend Rou and I reached the village of sunny, Honey Hills. A village that is ripe with peasants who tend boxes in fields. Upon reaching the village, we decided it was time to take stock of our provisions and replace things that we have need of. As such, we went to the general store, the Bee's Needs,and we obtained a number of various sundaries which we needed. While there, friend Rou and I were having an earnest discussion about new spoons, cookware, soaps and candies, when we were approached by a tall man carrying a giant hammer. He reminded me of Arthas, to an extent.
This man, named Dawson, is apparently an aging adventurer who is quite ready and willing to retire at this time; however, he has a task of a personal nature that requires his attention before he hangs up his hammer for good. Friend Rou, full of vim and vigour, claiming we are "expert adventurers", has volunteered us to assist this Dawson with his mysterious temple dive. Which, according to him, seems to be a long abandoned place of worship for an elemental deity named Brinde. We have arranged to meet with Dawson in the morning and depart on our new adventure. And that is what happened last time on Roads Uncharted!
Dax: Eight, Rou, and Dawson. You had decided to wait until the next morning to leave. How early did you leave Honey Hills?
Wren: Sunny, Honey Hills.
Dax: Yes, sunny, Honey Hills.
Graeme: Probably around, like, six a.m. would be when Dawson is shooting for. Way before everyone else is up, so that no one can follow you.
Dax: How's Rou handling that? That's an early morning.
Kappa: I mean, given the time of the year, I imagine that Rou would get up around when it's starting to hit daytime. So, if it's around there, it's not too bad. He'd rather sleep in. He's enjoying the tavern – er, I'm enjoying the tavern bed. But he's excited.
Dax: That's fair. That's fair.
Rou: I imagine that we all had dinner the night before and Dawson was regaling us with some tales and I'm very, very interested and getting amped up to do some more of the traditional adventuring.
Dax: Dawson, is there a specific tale that you might have regaled the other two with last night? Cautionary or otherwise?
Graeme: Yeah. The first bit of our conversations over drinks and meals over that night was probably.. gave me the idea that these two are a little bit silly. A little bit lackadaisical. Here for the fun, and the thrill, and the treasure, as most adventurers are. But, I think that the tale I would have told is that, there's a time and a place to goof around and, you know, in the midst of ruins infested with enemies while you're taking a long watch and taking a rest and you're barricaded behind a door. Sometimes, goofing off and pulling pranks is not the best thing and how an adventurer who was supposed to be watching the door wanted to pull a prank on the wizard. They kind of wandered off and then, you know, a couple crossbows came through the door and kind of hit him and now he's deceased.
Kappa (as Rou): That is very grim.
Wren (as Eight): What am I supposed to learn from this tale?
Graeme (as Dawson): That, you know, in my opinion, it's that when you're in the midst of an adventure in a place that you're not familiar with and you know there's enemies around and traps, that being serious and understanding that it is very risky and keeping your head always one step ahead and keeping your eyes out is how you stay alive. The jokes are saved for, you know, when you get out with the loot and you are at the tavern the next day.
Wren (as Eight): I imagine traveling with adventurers who do nothing but make japes and joke around all of the time is very frustrating.
Graeme (as Dawson): You know, I get it. Sometimes you got to get the giggles out. But, all that I'm saying is that if you're in the middle of a dangerous place sometimes, maybe hold the giggles in until you're done.
Wren: I have the most somber face on right now. And I'm just nodding in agreement.
Kappa: Yeah, I've taken out my journal out and wrote "Giggles for later", underlined several times, closed it, and continue listening. It's very – it's not a negative emotion or anything. It's just very interested. This is adventuring.
Wren: This would be rule #3.
[Kappa laughs]
Kappa: But, yeah, the next morning, Rou's excited. I'm excited.
Graeme: I think there's one last thing I would have showed you all for importance the night before. I would have unfurled a map and it is old. Real old. Like, decades old. Probably 20 years. It has several rooms mapped with, you know, drawings for like, there was a trap here that was disarmed. Or, this is a choke point or this is a safe spot to camp. It's probably three or four rooms and a stairway and then it stops.
Kappa: Looking at the map, I point at where it stops.
Kappa (as Rou): So, this is as far as you got?
Graeme (as Dawson): Yeah. That's as far as we got.
Kappa (as Rou): We?
Graeme (as Dawson): I was younger. I used to travel with the same group. We called ourselves Dawnlight's Blades. It was me, Crik, Jezebel, and Delilah, Forrester, and Taylor. We went down there. There's.. rumored to be a real expensive, real potent magical item down at the center of this dungeon, this temple. And we came into this room right here.
[Thudding noise like someone tapping on a table]
Graeme: He taps the map.
Graeme (as Dawson): At first, it was – it looked pretty safe. We had disarmed the traps leading to it. It was a square room about thirty feet by thirty feet. Skeletons gathered in the corners. Heaps of them, which we entered and then this creature came out and we thought we could handle it. And we couldn't.
Kappa (as Rou): So, you all just left and walked away for your safety. [pauses] Right?
Kappa: And I have the most skeptical, like, concerned face at the moment, asking that question.
Graeme (as Dawson): Well, Taylor got stabbed through his stomach.
Kappa (as Rou): Oh!
Graeme (as Dawson): I was dragging him out of the room to get back to our safe choke point and the door began shutting behind me and that's the last I saw of my friends.
Kappa (as Rou): So, it is very much personal for you.
Graeme (as Dawson): Yeah, I mean, I'm tired of seeing their faces at night. And I just want to know what happened to them.
Kappa (as Rou): It's no longer about the loot inside. It's about getting closure for your friends, isn't it?
Graeme (as Dawson): Yeah. If you both want the loot, you're welcome to it.
Kappa: I take a sip of honey mead right now.
Kappa (as Rou): Dawson, I'm sorry. I don't know if, what I would do, if that happened to Eight or Arthas or any of the other friends we've met along the way. The fact that you've been going this long? This is a new motivation that I've encountered for adventuring.
Kappa: I glance over at Eight and go,
Kappa (as Rou): Whatever is happening with this temple, I do hope we find some closure for you. The loot, for us, I don't think it matters too much. So, if we find your.. what happened to your friends and that's all that we need and don't need to press on further. Eight, I don't know how you feel about the temple loot, but I'm okay just leaving it and making sure that Dawson here gets the information that he needs.
Wren (as Eight): I agree. The -
Wren: And I do air quotes.
Wren (as Eight): "Temple loot" is not important. The experience of exploring that temple, however, is invaluable. So would be discovering whatever it was that besieged friend Dawson and his missing companions.
Graeme (as Dawson): I appreciate that, but I understand that you two, ideally, have a long life ahead of you. And sometimes the items you find in hidden temples, whether they're legends or items, can sometimes mean the difference between life and death. And that is what I have spent the rest of my life since leaving there doing, is helping adventurers stay alive, even if it's just one more adventure.
Kappa (as Rou): How noble. How noble.
Kappa: And my expression changes from contemplative to a more, you know, back towards the lighter side of the conversation.
Kappa (as Rou): And, who knows! Maybe the treasure is cursed and is better left alone. You know? I've heard that treasures and items that adventurers can come across can be cursed and be, you know, more detrimental to you in your inventory than locked away in a temple. You know? I just...You've seen this before -
Wren: I interrupt you, Rou.
Wren (as Eight): Where did you hear something like that?
Kappa (as Rou): I – I - you hear stories growing up. You read books and cautionary tales.
Wren (as Eight): When I was growing up, I was tending to Mother's needs and keeping the tower clean. I also did a lot of studying.
Kappa (as Rou): You didn't come across any books or fairy tales that had some sort of evil sword that sucked your life as you killed other folks with it, or a circlet that took control of your mind and caused you to do unspeakable things? No?
Wren (as Eight): Oh, heavens no! Mother had practical books with true knowledge in them.
Kappa (as Rou): [muttering quietly] Oh, okay, well…
Graeme (as Dawson): I mean, in my experience, I ain’t never seen a cursed item. Not saying that they don't exist. Just I've never put my hands on 'em. A rule of thumb: if there's purple glowing eldritch runes and it looks real scary and there's a pile of adventurer's corpses reaching for the weapon that's on a pedestal? Probably best not to touch it.
Kappa (as Rou): But what if it looks cool?
Graeme (as Dawson): I'm not going to tell you no. I'm just going to say, if all of those bodies couldn't get to that sword, why are you going to be able to do it?
Kappa (as Rou): Hmm, very wise, very wise.
Graeme (as Dawson): The last bit of advice I have right now, while, you know, seven drinks in is "if you're going to swing a weapon, make sure they don't get up." Violence doesn't have to be, you know, your first option. But if you're going to resort to violence, you should be prepared that they don't get up afterwards.
Kappa (as Rou): It is very rarely our first or even second - maybe third option. Usually, it's just talk our way out of it, run away, or we've already made friends with the person, so they don't wish to harm us. Violence is usually four or five steps down.
Graeme (as Dawson): That's a good way to be. Alright, I'll see you two in the morning.
Kappa (as Rou): Good night, Dawson.
Wren (as Eight): Good night. If you need a wake up call, I would be happy to provide one.
Graeme (as Dawson): Yeah, that'd be wonderful.
Wren (as Eight): Excellent. I will see you shortly.
Wren: Eight woke Dawson up several times over the course of the night because he did not specify what time and how often the wake up call is supposed to be!
Kappa: Oh no! [Laughs]
Graeme: I think after the second time, Dawson would’ve been like,
Graeme (as Dawson): Wake me up when the sun comes out. Get out of here! Get! [Laughs]
Music switches to a light-hearted guitar [14:34]
Dax: Alright, so you take off the next morning, six o'clock. Bright and early. You have a hearty, yet quick, breakfast. Just enough to get you the energy to make it through your journey. Do you stop at all during the day, or do you eat while you’re walking? Considering it's a day's trip.
Kappa: Yeah, if Dawson picked up rations for the day trip. I do not want them to go to waste. So, I'll eat on the road.
Graeme: Yeah, um, Dawson is definitely carrying more than a day's ration. Dawson is carrying, like, a week's rations for the group.
Kappa: [Laughs] Just in case?
Graeme: I mean, he has not mapped out the rest of the dungeon. He doesn't know if it's going to take a week, or...
Kappa: Yeah.
Dax: Fair, fair.
Kappa: Mhmm.
Dax: Alright, so maybe Dawson's a little tired from interrupted sleep. And after drinking all night, too. I mean, you're running a little slow, probably, I'd imagine. Alright, so, as dusk is settling in you arrive at the opening of a cave. Do you proceed in now? Or do you wait until the next morning to explore?
Graeme (as Dawson): I think that we should probably wait until morning to explore.
Kappa (as Rou): Can you explain why? Because as far as I'm concerned, we could go inside, set up camp in one of the safe rooms, you know?
Graeme (as Dawson): I mean, they were safe then. They… I don't know if they're safe anymore.
Kappa (as Rou): Hmm. I see, I see. So, if you know for sure that the room is safe, you would have gone in?
Graeme (as Dawson): That's correct.
Kappa (as Rou): The point here is to make sure that we're well rested to deal with any sort of dangers that might befall us. And that involves getting a good night's sleep.
Graeme (as Dawson): On top of that, can you see in the dark? Because I can't.
Kappa (as Rou): Well, isn't it going to be dark in there anyway?
Graeme (as Dawson): Yeah, but in there we're going to have torches. Imagine if we had to make a hurried exit.
Kappa (as Rou): Mm.
Graeme (as Dawson): And impose as much a distance between here and us as we could. It's gonna be much harder to keep track of your companions in the dark in a mad run through the woods. Easier in the day when you can at least keep eyes on each other.
Kappa (as Rou): Of course, of course. Eight, should we try to figure out how to see in the dark? It seems like that is quite the useful ability.
Wren (as Eight): I suppose it's something I can look into with magical study.
Kappa: Yeah, camping out.
Graeme: Yeah!
Wren (as Eight): Would you like a wake up call?
Graeme (as Dawson): No. [pauses] Thank you.
Wren (as Eight): Fair enough.
Dax: Are you all camping in one of the rooms, or camping outside?
Graeme: I think we're camping outside, but adjacent. So, maybe twenty yards away from the cave.
Dax: Okay.
Kappa: It's in earshot and eyeshot.
Graeme: Yeah.
Wren: Maybe, like, behind some brush or something?
Graeme: Oh, yeah. We've – I would definitely advise to take cover behind some brush or under a canopy of trees.
Dax: Sure. Yeah, brush and a couple of stray rocks are easy enough to find. Eight, as, uh, real quick, before I jump to that...anything y'all want to accomplish? Or -
Wren: No.
Dax: Are you good?
Graeme: I'd like to pick up a handful of twigs before bed and I'll put them in my bag. Um, yeah. I'm definitely looking for ones that are, like, straighter but with, like, maybe one offshoot in a direction?
Dax: Sure. Easy enough. They're all over the place. As Dawson and Rou are sleeping, Eight, is there anything that you're doing tonight or anything that would have done the night before?
Music shifts to a melancholy piano [18:35]
Wren: Probably would have sat up with my broken spoon, opining the loss. And, I feel like, I feel like I would grab a stick from the ground and see if I could start carving it into a rudimentary wand of sorts.
Dax: Okay.
Wren: And, and it's, realistically, I know it's not really magical or anything, but I feel like there's this comforting placebo effect where, "Oh, I'm handling something through which to channel magic." And, even if it's not actually, mechanically solvent, to me it makes more sense to venture into an unknown, possibly dangerous temple holding some sort of implement through which I feel like I can channel my power, rather than going in without it.
Music shifts to a suspenseful string [19:58]
Dax: Okay. The next morning arrives. You make your way into the cavern. Dawson, this is still very familiar to you even though it's been so long. It's almost as if it were yesterday. Rou and Eight, what you see as you descend into the mouth of the cave, you notice that the walls are rough and it's unworked rock. Um, you can see that the cavern itself seems to stretch upwards almost forming a large domed ceiling, almost one hundred feet high from what you can see. You can see the very edges of a light from the mouth of the cave playing along the walls and just barely outlining this carving at the back of what appears to be a great horned beast. Its mouth open in a roar and within its maw is a metal door. No window. And a single handle.
Kappa: Love the word "maw". Are there sconces with unlit torches around?
Dax: There are what appear to be iron sconces, uh, one on each side of the beast. They are unlit.
Kappa: Okay, I am going to light, with my torch, the one on the right side and just go,
Kappa (as Rou): I read somewhere that if you are going to be delving, having it on the one side will help you track your way back, so long as you keep a system.
Graeme (as Dawson): That's something I never heard before.
Graeme: I pull out my sticks.
Graeme (as Dawson): I usually point them in the direction that I'm going and follow the side that doesn't have a nub back.
Kappa (as Rou): Hmm. That works, too. That works, too. When you're trying to go back, you follow the torches on the left side. You lit them on the right side going in.
Graeme (as Dawson): That makes perfect sense.
Kappa (as Rou): But your method works, probably good, especially if there are no sconces or torches to light!
Wren (as Eight): Did you know that if you put your hand on the right wall when you enter a location and continue to walk with your hand on the right wall, you will not get lost because eventually the right wall will turn back around and become another right wall! And if you follow it all of the way through, you will never lose your way.
Kappa (as Rou): What? That is – hold on.
Graeme: [laughing] There is a look of deep concentration on Dawson, like "Is that true?”
Kappa (as Rou): I suppose so!
Wren: While everyone is contemplating that, I will light my lantern.
Graeme: I will, uh, light my torch. Does it look like there has been any signs of anything living in this opening? From what I can see?
Dax: I mean, you look around. If you're really looking around the cave, you'd notice here or there that there appears to be old ashes and remnants of a fire. Maybe somebody that was traveling and just took shelter from potentially a storm. Um, but, I mean, it doesn't look like anybody has lived there permanently.
Graeme: Well, I have my torch lit. I'm going to go to the door that… do I remember if this was trapped or not?
Dax: This one was locked and your group did have to pick it open.
Graeme: I try the door to see if it is still locked or if it has been – set – if it still remains unlocked.
Dax: It is unlocked.
Graeme: I will open the door. Um, I think I have my shield, I pulled my shield out so that I have my torch and my shield out and I start slowly leading the way down.
Dax: So, Dawson is first. Who's in the middle?
Kappa: I'm okay with whatever. Maybe it's like a wedge formation!
Dax: I mean, that's fine.
Wren: Oh, yeah, a wedge. Okay, I was going to say that I'm probably towards the back if there has to be someone in the back.
Dax: Yeah, a wedge is fine. It is wide enough for you to wedge if that's what you wanted to do. So, behind the door is a tunnel that leads ten feet forward before you run into stairs that head downward. Aside from the occasional sound of dripping water, it's dark beyond the light of your torches and your lantern, and aside from the scuffling of your feet on stone, it is silent. Dawson, you come to the first room at the base of the stairs. Everything looks as it did the way you left it. The door is actually ajar, leading towards the next room. This room had on each wall a trough carved out of stone. Um, you could see where there was, at one point, pumps on each of the troughs.
The pumps right now are completely rusted up. They were in bad shape all of those years ago when you explored this area originally, Dawson. They are just even more worse for the wear. You can see that there is, um, the stone has turned almost green between the rusted metal and the water. As you carry forward through the next couple of rooms, again nothing seems out of place. All of the traps that you had triggered when you were last through this area have not been reset. It's almost like walking back in time. You get to that last room and you come, once again, to that thirty by thirty foot room with heaps of skeletons gathered in the corner. You can see that there is that set of stairs and you know that at the bottom of the set of stairs is a door that your group was unable to breach. What do you do?
Graeme: I think that as we get closer and closer to this room, Dawson is growing more and more agitated. As we kind of come to the thirty by thirty room, and we are kind of outside it, I will kind of tie my shield back up and I am going to set my torch in a sconce outside of the room and grab my hammer. And I think I kind of set my hammer on the ground and I kind of kneel and there's probably, like, some oxidized blood smears leading from that room to a spot at the bottom of the stairs that we just kind of came down, like someone had been dragged. Um, and he'll take a moment and look at it.
Not saying anything. And then take a deep breath and the – he picks up his hammer – and he mutters a word in a language that doesn't exist anymore, I don't think. And the hammer begins to ignite as rivulets of, like, lava begin to roll from the hilt of the basalt all the way into the maul's kind of square stone ending. And begins to almost drip, but it never seems to touch the ground as lava rivulets and droplets fall; they kind of disappear from existence before hitting any surface. And the heat coming from this hammer just begins to kind of radiate a little bit.
Graeme (as Dawson): Alright. Um, this...
Kappa (as Rou): Is this where…?
Graeme (as Dawson): Yeah, this is where.
Kappa (as Rou): The room itself, this is where you...
Kappa: And looking at the smear on the floor...
Kappa (as Rou): This is where they were...
Kappa: Have we gone, we haven't gone into the room, right?
Graeme: No. I actively would have stopped us from going in this room. [laughs] I think this is why Dawson is at the front.
Kappa (as Rou): Is there...do you remember or recall anything that might have triggered the security measures in this… in this room? Perhaps we can now, with -
Kappa: Uh, not with foresight.
Kappa (as Rou): Perhaps now, with retrospect and experience, it might be easier to avoid getting trapped?
Graeme: Would I?
Dax: No, actually. You're not entirely sure what set it off. Everyone was doing different things and then chaos happened.
Graeme (as Dawson): Um, I've, I've got nothing. I know that one of us, there's a pair of stairs going down to the door that we couldn't get open. I know one of us was investigating that. One was investigating the skeletons. I was kind of looking around at the center and then I don't know what the other two were doing and this thing just came up on us.
Graeme: Do I remember where it came from? Was it the ceiling? Did it kind of drop down into the room?
Dax: You probably would have made the connection that that was what happened but you didn't actually see anything. You just know that suddenly it was there. So, with some of the strange things that you've seen in your life there's any number of possibilities. But that's what your brain has always kind of pieced together for that. Kind of like, um, when you block out something that's really bad. Um, it's just how your brain makes sense of it.
Graeme (as Dawson): Uh, I think it came from the ceiling. Just keep your eyes up. Everyone ready? Everyone got a weapon?
Kappa: I will draw my sword, which I've rarely done except other than to practice.
Wren: I brandish my stick.
Wren (as Eight): Yes!
Wren: I say, just holding a little wooden implement that looks like it's been poorly carved.
Graeme (as Dawson): Uh, do you need a weapon? Or is that a weapon?
Wren (as Eight): This is my weapon.
Kappa (as Rou): Oh, Um, sorry, I don't think we ever discussed it. Eight here is a caster, well versed in magics… and the arcane.
Graeme (as Dawson): Oh, alright. That makes a lot more sense. I thought you were just going to poke it.
Wren (as Eight): Oh, no. I will summon a chicken.
Kappa (as Rou): It's a very good chicken. Not, not, not to eat.
Graeme (as Dawson): Alright. If, in the off chance that we clear this room but I don't make it...
Graeme: I am going to describe the clothing and notable gear that my party was each – you know, I think I have it written down. This is something Dawson has been preparing for for a long time. I think Dawson will hand both of you a piece of paper with the names and gear, um, and then Dawson is going to step in the room.
Dax: Okay. Eight and Rou, I am going to assume that you follow?
Kappa: Yes.
Dax: You pass through the doorway and you are opened out into this room. This large room. You can see the heap of skeletons just as Dawson described. You can see the door on the other end. Nothing appears to be out of place. Nothing appears to be in the room.
Kappa (as Rou): I'm going to wager an action here. [slightly louder] If there are any strange creatures in here guarding a treasure, please know that we are not interested in this treasure. We are just trying to find out what happened to our friend and his former adventuring party. We mean no harm and we'll be on our way shortly. Please do not attack us. [back to normal level] See, usually that works. That worked fairly well before.
Dax: There's no response.
Kappa (as Rou): Okay, if there is anything, at least we tried doing the friendly thing, the diplomacy thing.
Graeme (as Dawson): Yeah, why don't the two of you look around the room. I'm gonna be in the center. That's where I first saw the creature. If it shows up, I'm going to hit it real hard.
Kappa (as Rou): Wonderful. Okay.
Kappa: I will… I pull up the paper with the descriptions and start reading it and looking through some of the remains here if there are any to be found.
Dax: So, you're looking through the remains. Eight, what are you doing?
Wren: I will kind of stand awkwardly in the middle of this room, kind of milling around. I'll probably just be looking up. Looking at the walls. Looking at the blood smears and other detritus that's on the floors. And I'm just, like, pointing my lantern in every direction as I'm watching. I don't think I really have a particular game plan. I'm just kind of waiting to see what's going to happen here.
Dax: I would like the three of you to give me a group Vigilance check. So, Graeme, the way group checks work is that the group talks amongst themselves and finds out who has the highest characteristic; so, Willpower, Agility, whatever it is. Who might have the highest rank and you form the pool and have one person roll. Um, so, in this case, it's Vigilance. So whoever has the highest Willpower.
Graeme: I have a three.
Kappa: I have four!
Wren: Yay!
Dax: And I think that's higher than you, Eight?
Wren: Yeah, I’ve just got a three.
Dax: Alright, so that'll be four green. And who has the highest ranks in Vigilance?
Graeme: I have two ranks.
Wren: I have one.
Dax: Alright, so it'll two yellow and two green. And it will be Hard difficulty, so three purple. So, who would like to roll those, but you got the Boost thing.
Wren: Don't forget, I have Heightened Awareness! So, if someone is in close range of their good friend Eight, they get a Boost die. And if anyone is in engaged range of Eight, we will get a good old double Boost!
Kappa: I have so many dice in my hand!
Graeme: I believe in you!
Dax: Alright, so you're going to take on the group roll?
Kappa: Sure.
Dax: Do the one Boost.
Kappa: The one Boost. Okay.
Dax: Yeah, just because of the size of the room and how you're all kind of doing different things.
Graeme: Wait, would Ready for Adventure apply? Where I can move an S.P. from the GM pool to the player pool?
Dax: That's.. I mean, that's something you could do at any point. You don't need me to call for a specific check. That just basically means -
Graeme: Well, we're ready for adventure!
Dax: Okay. Then I will put my single GM story point into the player pool!
Graeme: Yay! I'm helping!
[Kappa laughs]
Kappa: Great. Alright, here we go. This is a lot of dice.
Dax: Mhmm.
[Dice rolls]
Kappa: Okay. Oh, that's a lot of things. Five Successes. That's it.
Dax: Oh, that's all?
Kappa: That's it.
Dax: That's all?
Kappa: Yup! [chuckles]
Music shifts to a tense melody [35:53]
Dax: Dawson, you're standing there with your hammer. You're keeping an eye out. You're constantly roaming your eyes around the room. Eight, you're kind of doing the same thing, but at a little less of a heightened awareness-type deal, because you're just scoping things out and taking in the room for the first time. Rou, you're picking through this heap of skeletons trying to see if there's anything identifiable to see if Dawson's companions are among the pile.
Kappa: While I'm doing that, I don't want Dawson to hear, but I'm just going,
Kappa (as Rou): Ew. Ew. Ew!
Dax: Despite the noise of the shifting bones and the tattered, rotting cloth and your "ew, ew"...
[Rock and pebble moving sounds start in background]
Dax: The three of you suddenly hear what sounds like rocks falling down a hillside. Not unlike the rocks Eight and Rou heard when they were near Springpoint. And you hear a low guttural [imitating droning noise] and that is where we're going to end the session.
Wren: Oh no!
Graeme: Thanks, I don't want it! [laughs]
Music and rocks sound effect fades out [37:05]
Dax: Thanks for listening! We hope you’ll join us next time but in the interim, follow us on Twitter @RoadsUncharted.
The “Roads Uncharted” podcast is GMed and produced by Dax, who you can find on Twitter @GM_Dax. We use the Genesys RPG system published by Fantasy Flight Games, and music licensed by Epidemic Sound.
Eight is played by Wren, who also composed the music for our opening theme. Follow them on Twitter @ThornyDryad.
Rou is played by Kappa, and you can follow him on Twitter @TheKappaChris.
Arthas, champion of Offam, is played by Neil.
And Dawson is played by our guest, Graeme. You can follow him on Twitter @graemecrackerz1 and Twitch at twitch.tv/graemecrackerz.