cover of episode Arc 2 Ep. 3 : The Lockkeeper PART 2

Arc 2 Ep. 3 : The Lockkeeper PART 2

2023/12/9
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Rotating Heroes

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Ally Beardsley
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Jasper William Cartwright
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Mike Trapp
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Zac Oyama
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Jasper William Cartwright: 本集回顾了上一集探险队在Solidport附近遭遇的险情,以及他们对神秘包租客Dugan家族秘密的调查。他们从Jesse Dugan Sr.口中得知,由于赌债,Dugan家族被迫为竞争对手Roland Vokes走私武器和盔甲,并因此招致Saltbreakers的追杀。探险队在船上发现了这些走私货物,Nance还因为触碰了其中一件神器而受到了诅咒。最终,他们到达了连接Sapphire湖和East Sapphire湖的古代运河闸门,并由此展开新的冒险。 Zac Oyama: 在运河闸门中,探险队遭遇了被称作'淹没生物'的敌人,他们需要找到并打开阀门来提升水位,才能继续前进。战斗中,角色们展现了各自的技能和策略,Nance负责寻找和开启阀门,Turbine负责战斗和保护队友,Grib使用魔法消灭敌人,Yareth则负责治疗和支援。 Ally Beardsley: Nance在战斗中展现了出色的感知能力和灵活的移动技巧,她多次使用'风的步伐'和迷雾潜行来躲避攻击并接近阀门,并最终成功地打开了阀门,使船只得以继续前进。她还展现了出色的团队合作精神,与其他队员紧密配合,共同克服困难。 Mike Trapp: Grib在战斗中展现了强大的力量和魔法能力,他使用创造或毁灭水法术消灭了敌人,并最终变形成猿猴形态,以更快的速度和力量帮助团队打开阀门。他展现了在危急关头临危不乱的冷静和果断。 Jacob Wysocki: Turbine在战斗中展现了出色的战斗能力和团队合作精神,他使用催眠图样法术削弱了敌人的战斗力,并多次使用迷雾潜行来躲避攻击和支援队友。他展现了在危急关头临危不乱的冷静和果断,以及对队友的关心和保护。

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The crew navigates the canal locks, unsure if it's the key to their destination or a dead end.

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Why, hello there, Rotators. It's me, Jasper William Cartwright, and I'm here to introduce this episode, Arc 2, Episode 3, Part 2. Just me today, because I wanted to come on and say a big thank you. This public feed that we're doing is a new thing, and...

the rotating heroes pantheon. We've not released episodes publicly before. It's just been out on, on Patreon. And so we just wanted to say, thank you so much for listening to the show. We hope that you're enjoying it. Uh, it is an absolute blast getting to put these out and seeing all of you guys' reactions. If you are enjoying the show and want to help other people find it, please don't forget to drop us a review on whatever podcasting app you're using. That really helps us with the algorithms and, and,

the stuff like that and new people will find the show that's the that's the main thing new people will find the show but anyway enough of me rambling why don't we let you get back on with this adventure as we find out what awaits our crew as they enter this mysterious lock and have to get the whole thing functioning i'm sure nothing bad will happen it'll be really really normal really really so entirely normal take it away past zach

So last time on the Rotating Heroes pod, Turbine, Grib, and Nance and everyone aboard the Seagrass had a bit of a breather after making it through the turbulent waters and rocky outcrops near Solidport.

Once in open waters, the crew decided to spend a little time investigating just exactly what was going on with their charter guests, the obnoxious rich family with seemingly some secrets, the Dugans. While Nance consoled Bexy, Griv and Turvine were able to catch Jesse Dugan Sr. when he was a little in his cups and feeling honest. He confided in them that per some gambling debts, he was forced to do a favor for Roland Vokes, a rival family on

Aurora Avenue and turn a blind eye to some cargo being added to the Delsham's diplomatic mission, which led to the Delsham family sending the Saltbreakers after their voyage. No thanks to Cream, Grib, Turbine, and Nance met back up and searched the cargo. With Turbine's Nat 20 perception check, they were able to easily spot the added cargo and found an assortment of weapons, armor, and cases of wine.

Without knowing 100% what was going on here, they were hesitant to mess with it much further, though Turbine took a chain shirt from the Dugan supplies and Nance unsheathed the sword before putting it back. Upon waking up the next day, Nance discovered she was not feeling great and had possibly been cursed by the artifact she touched. Eventually, they arrived to the connection between the Sapphire and East Sapphire lakes, the ancient man-made canal locks.

Cool. Um, okay. Yareth is at the top of the order. He's, he's, um, uh,

looking around panicked. He's like, they are the drowned ones. We must get out of here. And he looks around and he notices, of course, the obvious, the water level isn't rising. He's like, we need to find the valves and open the valves so that the water floods this chamber. After he says that, it's his turn and he's actually a cleric. So he is going to hit a turbine with the cure wound.

Oh, cool. It's going to give you eight health back. Great. I'm back up to 30. Great. And then he's just going to keep trying to like steer the ship, like helm the ship because I think someone has to do that. It's Mop's turn. He's just going to like, like he's looking around. He's kind of, he's going to wait for someone to tell him what to do because he doesn't know what to do. Nance, it is your turn. You can make another perception check now that it's your turn. Seven, what's going on? Mop's going to give you health. Thank you, Mopf.

Thank you, mop. Six. Oh my God. Well, I mean, it's not like, you know that there's like a big hole to the side on the right. There's also a ladder over there. Yeah. Okay. You guys are at the bottom of this area. There's...

Not a lot to see from here. But yeah, that's what you notice on a six. To clarify the picture, I'll try to paint as good of a picture as I can. You guys are in essentially this box. The wall behind you closed up, and that's where you see the drowned guy and the other little underling drowned people. They're all kind of behind you.

To your right, you see a hole in the side of this wall that is seemingly where water maybe comes out. I don't know. You can't really tell from your perception checks. And there is like scaffolding on the side going up. You can't see a literal on-off valve or anything like that from where you are. You don't even know what the mechanism looks like, but it seems like it's on that side of the wall. And are the drowned folks, are they just like in the water?

I mean, the water's sloshing around. The people who shot arrows at you are on the walls above. On the walls above. Yes. Okay, cool. You're in a, like, essentially kill box. Right. So, yeah. I love it. You guys are stuck down here. Nance. Okay, so they're not behind us. They're, like, way up above us, but also behind us. Yes. It's not like they're behind us. You can't reach any of these guys in one turn. Then, baby, I'm going to start climbing. Cool. Okay.

I'm going to use step of the wind. I'm going to spend a key point and I take the dash action if I want as a bonus action. And my jump distance is doubled for the turn. Okay. So you are going to be able to, so you have 80 feet of movement. You took 20 to get to the wall. You go up 60, but that becomes 30. So you only get 30 feet up. And we're talking about a hundred foot is what we're trying is like where they're shooting from.

Yes. Did you throw that number out there? Roll an insight check for me. Yeah. Nat 20. Okay, everybody, Nance, on a nat 20, when you look at this sort of lockkeeper, drowned lockkeeper guy, and you see his minions around, it doesn't necessarily feel like...

you're going to just be able to kill these guys. It doesn't, like, it doesn't, it feels like... There's too many of them. It feels like you have to get out of here, is maybe the insight you would gleam from that. And as you're looking at the lockkeeper behind you, there's sort of freezing air around him. You notice that the gate behind you is itself kind of freezing itself. So that way is toast. Okay. Okay.

Okay. Then, yeah, that's my dash. That's my whole movement. So that's all your movement. You can take the dash action again, right? You know what? I'll do it. Yeah. Yeah, I take a... Because that allowed me to take a dash as a bonus action. So, yeah, as my main movement, I'll take a dash, and then I'll just be scouring the walls that I'm climbing for valves or...

Something that can... Cool. So you are most of the way up that wall that has the sewer hole in it on the side. That is Nance's turn. What do you do? Can I do another perception check to see if I can find where this valve is? Yeah.

Cool. That's perception, right? That's what we decided? Yeah. Unless you have something else that you feel like makes sense. Hey. Does an 18 do it? 18. All that you really gleamed that Nance wasn't able to gleam is that like, it's a pretty low threshold. It's just like at the top of that ladder should be like some kind of mechanism. Cool.

Cool. And, um, yeah, that's all you're able to tell. You feel like on an 18 perception check, it's not necessarily an instant thing. Yeah. It's going to take some time to turn this valve, fill this thing up with water. Yeah. Cool. Uh, do I still have my little magnet boots? You do. Yes. Can I, can I use my little magnet boots and levitate up to, uh, up to where, uh,

The valve is? You can, but the problem is, and we talked about this before, levitate doesn't do that. It's just float. You don't like fly. I don't fly. Great. Yeah.

Well, that's fine. I don't care, Zach. I actually don't care. The thing you don't understand is... I'm not even mad. I'm not even mad is the thing. So that's cool. That's all right. Can I...

I'll say that if you want to try that, that's not how those boots work. But if you make a flat charisma check and you get DC 20, I'll say that it starts to behave like the fly spell. I mean, it's worth trying. I don't actually have the text of levitation in front of me, so I just only have it's like, you levitate. It's like, all right, cool. Yeah.

I guess I might as well try, right? Doesn't hurt. Yeah. You said flat charisma check? I mean, take him up on the offer. Yeah. That is not a nat 20. Okay. Or it's a DC 20, not nat 20. Oh, okay. Well, I still only got a 12, so that ain't it. That's fine. You said it's like 100 feet up or whatever? Yes. And how is climbing speed determined? Climbing is usually half your regular speed. Okay, cool. Cool.

Alright, well I will I guess what I'll do is I'm going to climb as much as I can and then I'm going to

Misty step another 30 feet up to just get as much distance as I can up towards this thing as I can. I'm just making sure I don't have any weird spells that I forgot about, but I do believe that is about all I can do. So yeah, so my speed is 25. So that'll be like 12 feet up plus another 30 from the Misty step.

So you have to take 20 feet to get to the wall, though. Okay. And so you can go up five feet or, I guess, like two and a half feet, and then you go 30 feet up? Yeah. Okay, so you're about like 30 feet behind. I'm sorry. Nance originally went how far again? Sorry. I got up 70 feet, actually. Nance is up 70. Okay.

So, Turbine, you use your combination of moving. You dive into the water and dolphin kick out. And then Misty step up another 30. So you are 32 feet up.

And that's a bonus action to Misty Step. Do you do anything else? Oh, it's a bonus action? Yeah, you can use the rest of your turn to move. Okay, yeah, I'll just keep moving. Cool. So you do another 25. That turns into 12. You are now 45 feet off the ground. Hell yeah. Almost halfway. Great job. On the next turn, though, somebody roll me a d4. Uh-oh. God damn it. I'll roll a d4. Sure, why not? Three. Awesome.

I don't care, Zach. I don't even care is the thing. You hear more what feels like buckets of water spilling out. The noise that's familiar sounds. I know this sound. I know this sound so well. As more of these drowned figures approach, looking down at where you guys are at, they're not 100 feet up. These guys are about halfway up, and they're going to jump down at the boat to try to land on the boat.

Okay. So they're like 60 feet up. These like barnacle covered, uh, looking guys that like look the same basically as the guys that you just saw shoot arrows and then like pop back to like reload. And they're going to just jump and try to land on the boat. Uh, they, um, they all jump off. Uh, and, and like you hear their like legs like splinter as they like hit the deck of the ship. Um,

It's really disgusting and gnarly. Just get that looked at. But they landed on the boat and they're just spilling water out of their skin, staring at all of you guys. Oh no, their skin. And a couple of them are going to try to, there's, you rolled a three? So there's five of them on the boat. Okay. And they're going to make a couple of grapples on people.

Okay. So Grib, one's going to try to grapple you. It's going to try to make a grapple check on you, and it is going to make a strength roll. Okay. And I'm making a strength saving throw. So you do a regular check. It can be athletics or it can be acrobatics if you're the one being gripped. 19.

Great. So it tries to grab you. It's it slinks away. It's going to, they're going to try to grab the other. It's a funny reaction to have to try to grab someone. Oh, sorry. Water's falling out of their skin. And then he just sneaks away. It's like in a cartoon. It's like punching the big strong guy and big strong guy doesn't react at all. And he's like, Oh no.

Big mistake. Okay. Two of them are going to grab the other crew members. You see Bexy. You see Xander grabbed. Mop got a nat 20 and also slinks away like, stop. Stop, dude. And they have them in their arms. On the next turn, they might do something with it. So that's the end of those guys' turn. After that is Grib. It feels like it's sort of overkill to go to the

the valve at this point. Like that's going to be covered. My participation there, it's not going to make the process happen any faster. It may or may not. I mean, it's not, um, there are two people on it for sure, but you're looking around and there's kind of a lot on the boat. How much water would you say in gallons are these men made up of? A person?

Wow, that's an interesting question. I think like one guy, let's think of what a two gallon jug looks like. We are, what are we made of? 70% water? These guys are probably like 85% water. You figure a cooler, like the cooler that you would have at a barbecue, that's like 50-ish water.

Those are like 50 quart coolers or so. So two gallons of water is approximately 16.6 pounds. So that times 10 is 130. So more than 10 is what I'm hearing. I mean, they're probably not much more than 10. Gallons of water, really?

I'm not doing this math. I would say that they're probably 80% of water, which is around... Yeah, I think it's less than 10 gallons for one person. Great. I'm going to cast Create or Destroy Water. Great. Again, this is one of those things where it's definitely not how the spell works, so roll me just a raw wisdom check. A 22. So on a 22 wisdom check, yeah, I guess I'll say you can do that to one of these guys here. I want to...

decimate the one that's grabbing bexy cool so bexy keep my girl safe yeah you hear me from way up high thank you grim yeah bexy's like thank you oh thank you thank you thank you um and that that uh drowned uh drowned creature just explodes into water in front of her

So after Grib, you look back and you see that the frosty eyes of that guy, the lockkeeper, look at you all. And he slowly starts to walk around the side where Nance and Turbine are going. And he seems like he's taking his time. It feels like...

This is not a challenge to him. That's always the scariest is when the big bad moves really slow. So he's going to move about. He knows he can take his time. Yeah. Fucker. So he's still like 90 feet away from you. Okay. Cool. So that's the end of his turn. The crew's going to go. One guy is going to successfully get out of the grapple. Xander pulls the guy off and goes, get off me, man. Okay.

after that um uh they're gonna take a couple attacks they all hit for they hit one of the zombies the one that was grabbing uh xander for a total of 12 damage between the three of them hey real heavy shit

So, I mean, they took a lot of damage jumping down. So this one is pretty fucked up. After that, after the crew members turn, you notice on the ledges above you, we're going back to the top of the order, those archers take another shot at the boat. So they're taking a shot at the boat. That means Nance and Turbine, you're not getting shot at. Everyone else has to make a dexterity saving throw. 15.

15 will pass a grip um but one of uh zander does not pass uh and he takes a total of 18 half to nine so you're also going to take that grip so a lot all of the crew members are really fucked up they're filled with arrows at this point um

After that, it's Mop's turn. Mop is going to flurry the guy in front of him, so he gets three attacks on that guy. Okay, that's amazing, but very showy. Lots of flailing arms, you know. But Mop, his hand glows with this energy as he does that. He uses one of his flurries to use a hand of healing, and he is going to hit Bexie...

with five health. So he's going to give her five health back. Good old mop. So all the other ones are pretty fucked up. Bexie is still fucked up, but a little less so. Oh, I didn't roll damage for him yet. Sorry. Oh, he actually kills one and he heals Bexie. Nice. So there's now, there's only three guys left on the boat.

After Mop's turn, it's Nance. Nance, you are 70 feet up. What do you do? Okay, so for my turn, I'm going to do the exact same thing. Step of the wind, spend a ki point. So as a bonus action, I am going to be able to move 80 feet. Halved. 40 feet. So I use... Or, well, no, sorry. The first part is halved. Anyway, whatever. I have 20 feet left over after clearing the top. Mm-hmm.

and like 10 feet from you is this giant wheel that is like rusted. I go straight to the wheel and then I would love to try to turn it with my very tall body. How turning this wheel works is that to open it, there's a certain DC threshold you have to hit to fully get it open because you can open it partway and water will come through. But if you open it all the way, more water will come. So I will say you can use an object interaction to start trying to do that.

And that will be an athletics check for you. Great. Hey, that's 22. 22. Great. That's really good. You opened it a lot with the first one. Okay. Hell yeah. And you still have your action, right? Yeah. Great. If that's an object interaction, then yeah. You can use it here. You notice that the drowned guys are kind of far away from you are anyway. Okay, great. So I'm not feeling in immediate danger. No. Okay.

Then I'm going to, I guess, can I use my action to try to keep opening? Yes. The wheel? You would use your whole action for one more turn, I think. Okay. I love it. Okay. That is a 19. It's almost completely open at this point. Fuck yeah. Okay. I'm going to say that with a bonus action, if you want, you can take one more turn of that wheel. Yes. Yes. Yes.

Okay, that's not gonna do it, and I'm gonna go ahead and use a Luck Point to reroll that little bitch. Interesting. 18. Okay, that's actually enough. So with your entire turn, Nance is able to get this wheel all the way open.

below you, everyone notices, you hear this kind of weird jarring pipe noise as water explodes out of this hole in the wall next to you, starting to fill up the chamber you're in. You feel the boat start to rise, but it's not an immediate thing. I think you have a feeling that once it's at a certain height, you can

press on to the next area but um it's not happening right now at the end of my turn can i kind of turn i mean i'm sure these people are dead i don't care but i'm just gonna yell and be like you're dead i bet you can't hit me i want the archers to try to hit me with their arrows uh make a persuasion check you're dead you're dead you're freaking dead dude

Persuasion. That's a 19, baby. Great. They don't even look at you. Oh, wow. I'm so sorry to do that. But from up here, you do notice that they are moving in a unison that feels like they are all taking orders from this one guy who's extremely powerful looking. And you feel like,

The way that he's communicating to them, it feels extremely well organized. Cool. So that's the end of Nance's turn. Yareth is like, yes, awesome! As the water starts to spill out. To let you know, the water is now coming as fast as it can. It will be at the start of Nance's turn when the chamber is full. Okay. So it would normally be very slow. So Yareth is going to throw...

What's he going to do? So he's going to run over to those, the other remaining drowned guys, and he's going to cast Thunder Wave. So that is on a 15-foot cube originating from you, and he's going to make them make this save. It's a constitution save, so let's see if they can do it. That is, yeah, three failures. Okay.

And he's going to push them 10 feet off the boat. And so they get launched off the boat. Great. And so that's the end of Yareth's turn. He's like, I know a thing or two about fighting. After that, we have Turbine. Turbine, what are you up to? Cool. So I'm on the wall. I'm like halfway up the wall. Nance has already finished opening the wheel. The boat is slowly rising and there's people on the walls. Is that the situation here? Yeah, they're mostly behind you from what you can tell. Roll an insight check.

Uh, insight. That's gonna, ooh, that is a nat one. Oh, good night. Turbine, um, who knows? I don't know. It feels like, uh, Bexy is your girl, you know? Oh yeah, for sure. Bexy! Bexy! You're really worried about her from here? Bexy is your girl. Can I, uh, can I just, I'm gonna try to run back from the last fight. Can I try to, uh, to hypnotic pattern the big boss?

Um, he's definitely going to be out of range from here. How far away is he? Wait, hold on. You are, you're up on top. He's about like a hundred feet away from you. So maybe not. I'm 45 feet up the wall is what I think you said. Yes. He's in the back right corner. So he is about 90 feet from Nance, uh, which would make him about, uh,

I think like 70, uh, from where you are, I want to say it's also similarly far away, like 90 feet. Okay. So hypnotic pattern has a range of 120 feet. Okay. Um, yeah, you can give it a shot. Um,

I'm going to try it. I'm going to try to cast Hypnotic Pattern on the big boy. So let's see. I'm going to do that. Let me just see how this works. That is, I create this twisting pattern, blah, blah, blah. Each creature in the area, so him and whoever happens to be around him within 30 feet, has to make a Wisdom saving throw. Cool. Also, you can get half the archers that are with him. Cool. That sounds good. So they all have to make a Wisdom saving throw.

And on a failed save, the creature becomes charmed for the duration and incapacitated with a speed of zero. Okay, great. Okay, so you use the spell. You actually do hit half the archers. Okay. And so they are seemingly, even though that they are like absorbed by the...

by the beck and call of their lock keeper, they are taken by this spell and don't react to his call to them. The Drowned Master rolled a nat 20, though, and he is not affected by it. I see, yeah, that would probably do it. So that's going to be really, really helpful going forward. So I'll ready an action so that once the water hits me, I'll swim back to the boat. Woo!

Great.

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Three. Three, okay. Five more drowned blades come out and they jump onto the ship. We're going to roll for them. Okay. All of the ones that hit the boat, they take more damage than the last group. So it's as gross as last time, maybe a little grosser. And there are just as many as last time who slam into the boat ready to...

Slay him! A couple of them are actually going to attack this time. One is going to grab... Yeah, Xander gets grabbed. Okay, so two are going to come at Grib and take attacks. What's your armor class again? 17? Correct. Okay, that's only two hits, but they do take two swings each. Okay. So that's going to be 16 points of damage to Grib. Holy shit.

I have three health. One guy grabs Xander, and another guy comes at Mop to attack Mop, and hits Mop once for five damage. So Mop's looking pretty hurt. In fact, everybody's looking pretty hurt. Xander's grabbed. Grib is... You get slashed by these rusty swords that this wet creature is holding. He's like, destroy this water. He says...

Dodge this. So after that, if you can dodge a wrench, you can dodge a ball. I was going to try and do something, but I feel like I have to just heal myself, unfortunately. Cool. So I'm going to cure wounds myself. Nice. Level two. I heal for 12. Yeah, it sucks down here.

You're not feeling great. So that's Grib's turn. Grib, you healed yourself. Any bonus actions? No, no thank you. After Grib, the Drowned Master takes another 30 feet towards Nance. Nance, he comes at you.

And, yep, you're still a little too far away from him. Can I make a perception check and see, like... No, never mind. I mean, he's fucked up. He's fucked up. This seems like... What you know is that Yareth seemed to clock this as, like, something that he has heard of before. For whatever it's worth, like, it doesn't necessarily seem related to the Dugans, if anyone is wondering that. Oh, yeah.

Oh, yeah. This goes all the way to the top. Anyways, so he uses his movement to close distance with Nance. Nance, he's actually next. He walks almost all the way up to you at this point. I wag my finger at him and I go, you're dead.

I know. Oh, shit. Wait, you responded. Oh, fuck. That's so scary. That's so scary. After him is the crew. The crew, they're all not feeling great. Xander is grabbed. He's going to try to struggle out. He doesn't. He can't. And the other two are going to take attacks. That will only be one hit. They're going to hit him for...

damage. So one of them is hurt a little worse than the other ones. After that, we're going back to the top. You see the archers that remain are going to raise their crossbows and fire. Luckily for you guys, though, Turbine has hypnotized half of them. So... Blue Apron. Everyone on the boat roll a dexterity saving throw.

Oh, fuck. I fucking got a critical one. I'm not running good today, man. My rolls are so bad, man. I need some sage for my rolls, my friends. So, since it's halved, if you fail, you only take five points of damage. Turbine quite literally saved you by doing that. Okay, so...

All of the crew members go down except for Bexy. Oh my god. - No, motherfuckers. - Next up is Mop and oh, I'm sorry, I didn't roll for Mop. Oh, he passed anyway, okay. Mop took that three points of damage.

Mops really fucked up too, but he is going to come at the guy who has Xander's now lifeless body. He's going to use his flurry, which makes it one more attack and one healing one. So only four points of damage to this guy. He's actually going to not heal anyone and use his last attack.

Okay, he just missed. So this guy in front of him is like this wet noodle of a drowned guy in front of him, barely clinging on, but still holding our buddy Xander. Beyond that, the other two guys are still down.

uh after mop's turn is nance okay at the start of nance's turn the water has raised enough that you are now at the height you should be the gate in front of you opens the water is hitting turbine at this moment he is able to swim into the boat uh yeah make a dexterity check to swim back onto the boat yeah i can do that just a flat dex

That is a 17. Cool. So, Turbine, you're able to make your way up onto the boat. And also, while you're here, roll me a perception check while you're in the water. Sure. 13. Cool. It's not that hard. You look down, and you notice the ones that Yareth knocked off the boat are just standing on the bottom of the water looking up at you. Fucking creepers. Yeah, make an insight check about this. What? All right.

That is going to be... That's pretty good. That's a 21? Yeah. They're standing. You notice that there are others down here that are just standing. None of them are swimming. All right. I hate that. So, yeah. Take what you will from that. They... Not normal. Not normal is what you're saying. Not normal. Strange juju. But also, yeah. Maybe they can't swim. Yeah.

So anyways, Turbine, that's your... That was the ready action, but now it's Nance's turn, yeah. Cool, so Turbine's able to get back on the boat. Nance, at the start of your turn, the doors open between the two locks. The boat comes into the middle lock, and it is the same situation over again. But you're all the way up at the top already, so you don't necessarily have to come back down to go back up. You're up top.

So you can just use your movement to run straight forward and see what you see. Okay, yeah, I'm definitely gonna do that. I'm gonna run, try to get away from this creepy captain. Okay, he's going to make a swing on you as you leave his area. Oh, you know what I'm gonna do, actually? I am going to... No, whatever, I'll take the swing. Gotta save my keys. Save your keys? He is going to make a weapon attack.

That's probably going to hit a 22 will hit, right? Yeah. And he's going to hit you for six points of slashing damage plus 14 cold damage. Okay. Wow. So 20 points of damage. Yeah. As I'm...

And we're sure it's 2-0, right? Yeah, you feel like this frost chilling your body as he swings at you. And he's like, none shall leave. This guy is a bad boss. You're able to get away, though.

Quick mechanics question. What we just saw, okay, turned a little thing, water rose, boom, we got to the first level. Are you telling me that needs to happen three times for us to scoot out of here? It needs to happen again here, but once you're through this area and raised up, you don't necessarily need to be raised up a third time when you're in the last lot, because then you're even. Okay, great.

So you think it has to necessarily happen one more time. Okay, so then I'm going straight forward and maybe am I looking for another valve? I'm just looking around. Okay, cool. As you cross over the threshold into the second area with your movement, it seems like you'll have to move again to get to the valve. It's the same thing over here, but you do notice that there's another valve on the opposite side. There's two valves on this one.

Who's even close? Everyone's back on the boat? God fucking damn it. Okay, well, I know that this is boring to just monotonously do the same thing, but I am gonna burn another key point and I am going to step with the wind so that I can dash. Yeah, you're on the boat. Everyone's on the boat and they just see mist as Nance sprints through the water, the wet railing of the top right side of the chamber. Yeah.

Nance gets hit for half of her hit points and just jogs, power walks, sweat dripping to the other valve. You're able to move 80 feet over to that thing. Um, it's, it's pretty far away. So it's, it's good that it's that far away just cause that guy moves a little slower. Oh yeah. Great. And, uh, yeah, use, uh, that, that was your key point. Um,

Yeah, so I have my action. So you can do what you did last time. You can use your object interaction action. Gorgeous. Object interaction. This is with athletics, right? Yes. That is only a 16. Definitely still needs... Clears the DC, but you definitely need to keep...

Cranking it. Water's starting to come. Action A. That is an 18. Great. So you've opened it a lot, but you do notice that there is another valve on the opposite side as well. I'm going to say, hey, campers, I need another set of hands up here. We got a lot of valves to twist. Someone check on my sweet cream. Okay.

Bexie's like, I'll check on cream when I get a chance. I feel like my mom does this thing where she will ask three things in the same breath and you're just kind of left being like, yeah, so which one's most important? Like hand you your purse, like answer the door. Police are here. And can, do we have frozen? So I'm still doing the other three things you asked me to do 15 minutes ago. And I woke up to a post-it note in the bathroom that was like,

clean the whole house, essentially. So yeah, that's what she says. She yells down and says she needs help with the... So you guys, you hear Nance yelling down to you. Great. Nance has started to open it up. That is the end of Nance's turn. It's Yareth's turn now. There are two, three downed crew members on the boat, and...

Yeah, he's just going to use his channel divinity. He's gonna walk over to those guys. He gets this once a day and he's gonna turn undead on those guys. What kind of pirate doesn't know how to swim? Because they're undead. They're too full of water. They can't swim. They're all water. So it's a DC 13. They are going to try to make their saves. Okay.

The one holding Xander stays. All of the other ones flee. You know that they're going to run off the boat when they get a chance.

That is the end of Yareth's turn. Yeah, you see, like, he is this tortle that you know is the captain of your boat, but he raises his staff in the air and it shines with light and you hear like a seagull squawk in the distance as like wind whips around him. And you see the horror on these drowned bodies' faces. Even though they're undead, they are frightened of this and are ready to run. After Yareth, Turbine, it is your turn. You're back on the boat.

So you guys are now in the middle chamber. Um, uh, Nancy yells, you heard Nancy yelling from your right that there's a, another valve on the left side. Okay, cool. Um, the thing is I'm so slow. I'm so slow trying to get up, uh, to these, uh, these fucking, how fast are you grip? Are you faster than me? Um, I can, I could theoretically, um,

get my little guy to fly into it. - Out of curiosity, can you shape shift? - Yes, I can, but I cannot, I can't fly, however. - You can't fly, okay. - Correct. - You could shape shift into some sort of like climbing, like a, who was a boomafu?

How fast are you, Greg? A lemur. I mean, regardless of what it is, the fastest I can be with this would be 30 feet, whether I turned into an ape or whether I used...

Zwam or whatever. Got it. Would it help to cast haste on you? Yes. Would that make me go faster? You get double movement. And you get an extra action. All right. So that's what I think. So that's what I'll do here. I'm going to cast haste on Gribb.

That is to choose you. So just so you know, Jacob, what's going on here. Until the spell ends, you get double speed, plus two bonus to AC, you have advantage on dex saving throws, and you get an additional action on each of your turns. But once the spell ends, you have a turn of basically a hangover where you can't do anything. Okay.

Totally fine. Totally fine. Cool. So I will take care of you. We'll get you some delivery Thai food. We'll watch Harry Potter. Great. Great. Turbine. How does this manifest? Um, smell wise? Yeah. So it, uh,

as the clockwork sorcerer that I am now, basically just kind of like, you know, I'm all about putting things right. So it's like, I'm going to kind of kind of come over to Grib and it seems like I'm going in for a hug and I'm so tiny, I can barely wrap my arms around Grib. Like I can't even really, but it's kind of like a chiropractor, just like I'm cracking things into place and I'm like, and I'm moving stuff around. I'm giving like some really fast like muscle massages and

And, uh, and yeah, just like getting that blood flow and, and, uh, and grips, grips all, all fucking pumped. Hell yeah. Grib, you are charged with this. Like I'm lubed up. It's like little like energizer bunny energy. Um, and you're ready to freaking rock. I'm ready to rock.

Uh, Turban, anything else with your turn? There's one guy aboard who's holding Xander who's really fucked up. Yeah, I'll go ahead and quicken spell, and I'll target that guy. Let's cast... Can I do some kind of check to see if I think fire is going to just not do anything against these water guys? It's not like that. I'll just... Okay, cool. All right, cool. So I'm going to go ahead and firebolt this dude. Awesome. Boil him. So this dude's hanging on by a thread. It feels like a...

hostage situation in a 90s uh action movie you know some some uh

Some cops who don't play by the books. Yeah. And you firebolt this one drowned man behind Xander, and his head explodes. I do have to roll to hit. I feel bad saying that, but I do miss a lot of times with this, so I'm going to do that. Yeah, roll your attack. All right. Oh, that's going to hit, though. That's a 25. Hell yeah. Hell yeah. So you just, like, a burst of fire blows through this dude's head. You see, like, the mist coming.

the like water vapors as uh the the heat um evaporates the water it's like a sauna in here it's nice his xander's like unconscious body just falls over mop was like i was meaning to get that guy um after that uh uh somebody roll a d4 oh shit i'll do it three

Okay, once more, five of these dudes run and jump off the edges towards you guys. Let's see how much damage they take. A little less damage than the previous two groups. Boo. Zach, fuck that. Boo. So now you guys see these guys pop down. Yeah, they're going to grab. One's going to try to grab mom. Mm-hmm.

And that's a miss. One's going to try to grab Gribb. You can do either acrobatics or athletics, whichever is easier for you.

Great, so 15. Okay, so this isn't able to grab you. After that, the other three are going to grab. One's going to go for Yareth, and he's actually not going to hit Yareth as well. And the other two are going to automatically be able to grab two of your crewmates. Xander and Todd are grabbed. They may or may not do something next turn. They're going to do zombie stuff to them. Yeah, they're going to do zombie shit. I get it. Damn it.

Uh, so that's the end of their turns. Uh, after that, uh, is great. What are you great? So I'm primed and ready and I'm going to cast wild shape, something that grips, not a big fan of. He doesn't really like to be things other than himself. So he's going to turn into an ape, which is odds because he actually gets smaller. Um,

Oh my god, where he has... He actually sort of shrinks. Incredible. Turbine, you look over after you do your quick massage to Grib, he also, like, steam starts to rise off of him, and it almost is like a dehydration of a food and an air fryer. Oh no, he's shriveling up like a grape. And he shrivels up a little bit, but then also grows hair and becomes this slightly smaller ape. Uh...

Standing in front of you. And I fucking book it. So I get 60 on my first turn movement. And you also get an extra action. So you can use that extra action to dash if you want. What does that do? That doubles my movement? Yeah, and do apes ignore... Is there anything about climbing for apes? They have a 30-foot climb speed. Okay, so then you ignore this difficult terrain. Help.

Hell yes. So that's really good for this situation. Grib, you go how far? 30 feet normal. And then so 60 feet doubled. And then I do it again. Or with the dash. So what is that? 120? Grib, you're able to skyrocket up this thing. You look over straight out of Planet of the Apes. Yeah, just bounding apes. Grib flies up this wall in one turn. Grib, you're at the valve.

Great. I look back to the boat and I see my friends hurt and I feel like I should be there. Hey man, there's a bunch of difficult choices. You see this, uh, you feel like you could see like a single tear coming off of this ape's face from, from the boat. Um,

ape cry uh after grib wait wait sorry uh doesn't grip get it doesn't he have an action still oh yeah he does have an action now but i think that that last action is it reserved for an attack or not no it's reserved there there are things but i think it includes object interactions it is um the action can only be used it can use only to take the attack dash disengage hide or use an object interaction

Okay. Well, also, you do already have an object interaction. So you basically have two object interactions. So I'll give you two athletics rolls on this valve. Yes. Great. And I'm going to be doing... I'm not super familiar with how the wild shape... I'm doing its athletics. Yeah, you do the apes athletics. Great. 13. Okay. That's going to open it a little bit. Second roll is 17. Cool.

So, uh, two, uh, this ape is struggling. He just skyrocketed up that wall. It's kind of like when you watch, uh, American Ninja Warrior and they get to the top and they like have another thing they have to do, but they're already tired. Um, yeah. Yeah.

It's like watching the kids in Legend of the Hidden Temple try to put that stupid monkey statue together, and they just can't figure it out. I mean, it's hard after that. You've never even done it. Shut up, dude. Yeah, you're right. That's a good point. This is how you find out that I failed that step. Yeah.

Hey man, the rod is a lot longer than it looks. And like, you just can't, you don't know. You don't know. Okay. So after a grape gets to the top, he opens that valve up. Water is pouring out of both sides. Maybe not as, as fast as it could be. Nance, Nance almost opened it all the way.

Grib made a dent in his. It's not going to open as fast as the last one, but it is opening. After that, Drowned Master takes his full 60 feet of movement to move towards Nance. He's just eyeing Nance with this sort of cold, steely gaze. Jeez me.

I'm dead. Chase me. I'm dead. I'm not. I am chasing you. I'll get you. After the lock keeper goes, the crew is going to go. So they're going to make death saving throws. Except for Bexy, who is going to... I'm going to make an insight check for Bexy. So she's not sure what to do. So she's going to attack one. She misses. Okay. So the other guys are going to make death saving throws.

So one failure and two passes. Who failed? Xander failed. My boy. My son. After the crew, it's the top of the order. You hear these crossbows being raised behind you. It's still the lesser group that Turbine knocked half of them out, and they're going to take another shot at you guys. Everybody roll a dexterity saving.

And Grib gets to roll with advantage. Actually, Grib and Nance are not. Yeah, we're not even in there. So it's just me rolling advantage save, right? Yes, you, Yareth, Yareth passes, Mott passes, and Bexy got a nat 20. Do I know what I'm trying to get here? Okay. What's the DC? What'd you roll? A 12. It's a 13. Sorry. I'm going to cast shield then.

as a reaction. So, uh, yeah, I'll let, I'll let you cast shield. Um, great. Uh, so since this is flavored weird, that's kind of not how this will work, but, um, we'll say that, uh, using shield would, would take you up the one, uh, DC you need. So great. I'll take it. Awesome. So, uh, turbine, uh, you're going to take half of this. Okay. That is, uh,

16 have to 8. I did make saves for our downed people. Okay. And I think the rule is arrows coming at people who are downed have disadvantage. And because of that, I'm going to use my restore balance and I'm going to get rid of that disadvantage. Well, I mean, disadvantage is good for them. Oh, sorry. Okay, great. Great. Go ahead.

Nevermind, fuck off. - I knew that the whole time. - I want them to die. I stand them up and use them as a human shield. - You make the universe right by sending a bunch of arrows into them. - We find out it's player versus player right now. - So Lexi takes another death saving throw from the arrow. - All right. - Mop has one point. - All right. - What?

mop don't be such a hero tell us when you're hurt um mop is going to try to hmm he's the only one nearby these unconscious people and he can do this so yeah he's gonna use a second um or third flurry to attack one of the guys um

None of these guys have been hit that jumped down in this last round. But they have taken fall damage. So Mop is going to try to hit one. He does hit. He misses. And then he's going to use... Mop brings... He's going to bring Xander back to seven hit points. Got his max heal. And he hit the guy for only seven as well. So...

that's the end of uh mop's turn nance it is your turn and there's a little bit to go on that uh valve if you want yeah i think so um you can just use your object interaction on this yeah cool okay a for 15 yeah with 15 you are able to crank it all the way open uh that valve is fully open um and yeah uh what uh

There's nothing else to do on this side. You have this drowned master, the lockkeeper, slowly walking towards you like it follows. I'm going to kind of like tap into my monk abilities and start singing the Benny Hill theme song. And use Step of the Wind one more time, baby. You know it.

absolutely book it so that he's like kind of still chasing me

and get to the other side with my baby boy Grib and use my action to help him turn that. You have 80 feet of movement right now? Yes. Yeah, that's just enough movement to get to the other valve. Gorgeous. So I'm either going to start turning the wheel with Grib or ready in action so that the two of us can kind of turn together. I don't know if that...

Or I can just try to take a turn right now. I mean, it looks pretty far through the process, I'll say. So yeah, up to you. Okay, I'll just roll right now. Hey, there we go. 19. 19? You just rolled 19? Great. You get your second wheel fully open in this one turn. Incredible. So that's your full movement, your full action. Hey, Ridd!

Just a pair of totally hyped up gorilla and Nance just step in the wind and just two so hyperactive people just spinning wheels. Nancy, notice a little tear on Grib's face. I kiss Grib on the head. Grib makes sort of a quiet howl. So yeah, that's I think all you can do with this turn. Definitely. Yeah.

So that's the end of Nance's turn. Yareth is going to look back at where his crew has been decimated, essentially. Xander and Bex are up. Todd and Lexi are down. He is going to use another... He's going to use a second level Cure Wounds. Yeah, because he does not have Mass Cure Wounds, which would be very helpful right now. Hmm.

He's going to use a second level cure wounds to heal Lexi. So that's 2d8. So she's back up with 16. So at this point, Lexi is being held.

Xander is being held and Todd's being held. Oh, there's three of them being held. Okay, cool. Yeah, he healed one. That is all that he can really do this turn. I'm trying to see if he has any other bonus-y kind of things. Could he hit anyone? I mean, he used his spell. Oh, okay. Yeah, I mean, that's really all he's going to do this turn. After that, Turbine, it is your turn. There are still...

five of these dudes up on the boat. Love dudes. Okay, and then three folks are being held sort of, and looks like they might be, there might be some attempts at zombification here. Is that right? You, so make an insight check. Yeah, I can do that. I can do that for you, Zach. And let me tell you what I'm going to roll. That's going to be

A 10. Well, I mean, they don't look really bitey, but they look drowned. So I'll say... All right, fair enough. But there's three of them being held right now, right? Three of them are being held currently. Okay, cool. Here's what I'm going to do. I'm going to try to hit some of these water zombies here. And I will... I'm going to twin spell...

chromatic orb these guys. Cool. Oh, so sick. Try to hit double orb. Try to hit, try to hit two of them with this orb. So I'm just going to make an attack roll and you tell me if it hits, I guess. Any big money? Does a 13 hit? Uh, AC? Yes. Great. Cool. Yes. And then the second orb. Oh no. I don't imagine a 10 hits, does it? It does. Ooh. Wow. Okay, great. Uh, so I'm going to do, uh, I'm going to roll damage on the first one here.

That is 13 damage. Uh, we'll make it, they seem all freezy. I guess I'll try light thunder damage. I don't know if that'll do anything more to them or not, but they're all watery. Let's try some thunder damage. That'll be 13 thunder damage on them. Cool. And then the second one will get 15 thunder damage. Cool. Um,

All right. So that's the first time that one has taken any damage, the one that took 15 just now. Okay. But the other one is really fucked up. So yeah, you did a lot of damage to those two guys. That is... Can I... I don't think I can, but can I use any action to try to stabilize anyone else?

Anyone's down? Not if you... Nah, not really. Cool. That's your action. After that, though, the two pipes on either side are open all the way. The water is rising. After Turbine's turn, these Drowned Blades are going to try to jump off the side of the boat with...

Your friends. Your crew members. No, no, no, no, no. So the two with unconscious people are going to secede automatically. They just take them. Yeah. I'm going to let these people who... I will remember you.

- Only Bexy, Lexi and Xander are held right now. - Okay. - Xander and Todd fail automatically. You see these drowned creatures walk off the side of the boat with their bodies and begin just sinking straight down. - Wait, with who? Sorry. - Xander and Todd, the bosun and the guy who likes peacocking.

After that, Lexi is conscious now. I'm going to give her a strength saving throw to try to get out of the grapple. Or an acrobatics. She cannot get out. And he pulls her off as well. That's a travesty. So three of the crew members have fallen off the side of the boat. Grib, it's your turn now. The horror. On Grib's turn, the boat has risen up to the top. You're still hasty, Grib.

Great. So there's no need for me to turn the wheel anymore. The wheel is fully turned. The water's almost at height with you. They have just fallen into the water and they're slowly starting to sink. I'll say like right now they are, I'm going to roll. They are like seven feet down. They haven't sunk that far. And it's two of them? Three. Three of them. One's conscious, two of them are unconscious. Fuck, fuck, fuck.

I guess, I mean, can this ape swim? Yeah, I think you would probably know how to swim. Do apes swim? Does an ape shit in the woods? I guess I'll go after them. So I will say from you, they're probably, you are like 20 feet out from the boat. They're probably about 45 feet away from you. So they're well within your range. Great, so I'll just do a traditional, I'll stay an ape.

and I'm going to chase them into the water, and I guess I will try and... Beautiful swan dive. Yeah, when you jump into the water, roll a perception check. 18. Cool, yeah, you see all of these other zombies on the ground walking below the ship. You see them starting to sink, their lifeless bodies sinking with the drowned zombies. You can roll an insight check if you want.

16 plus 7. Yeah. So that's 16 plus 7. That's pretty high. That's like a 23, right? These guys can't swim.

All you have to do is... The zombies. I mean, like, so, yeah. I can just pluck. I can pluck and play. You can pluck and play. You can possibly pluck and play. I'm going to make an attempt to pluck and play. All right, so that would be... You're going to use your... It's a pose strength check to just pull them away from them or whatever else you want to do. Let me know. Yeah, I'll do a strength check. Cool. So they're going to try to... Their strength versus yours. Oh, damn it.

A 16 for the first one. A seven for me. Okay. So that is... That's a turn. Yeah. That would be your action, I think, just because it's like a grapple. Yeah. I did a movement action and then I did... So you have one more action because... Because of haste. Because of haste. I will do... I'll try one more pluck and play. Six. It's an opposed, so they rolled a five.

So you're able to pull Todd out of the grip of this zombie. Todd, do we get to pick? This drowned man. Wait, are we sure it's Todd? This isn't Lexi, right? I thought maybe it was Lexi. So there's Xander, Todd, and Bexy who are grabbed. Oh, Bexy, right, right. Yeah, I think we're just unnecessarily being cheeky.

But I want it to be Becky, so... Bexy? Did you want... I mean, honestly, if you wanted it to be Bexy... No, I think it's fine if it's random. Okay. Thank you. What a waste of time.

So, yeah, this ape wrestles Todd away from this zombie who just starts sinking down. The other two people continue to sink. After Grib's turn, the Drowned Master looks around. He's mad at this point. He's a bad boss. But there's no one near him.

But the gates do open. Only problem is you still have two people sinking on this side of the gate. Okay. It's now the crew members' turn, so I'm going to roll some checks for them. Let's see what Bexy's going to do. Okay. Bexy's going to dive in the water after Lexi. Hell yeah. They've had drama in the past. They need each other.

It's not easy for Bexy to do. She sees Lexi. She's been hurt by Lexi. Hurt in major quotation marks. And she's going to see if she can save her friend. Huge quotation marks around the friend as well. So Bexy is going to roll an imposed strength check. 19 on the die. Nice. You're fucking with us.

You're fucking with us. Okay. So... Don't touch your glasses like that. Yeah. For the viewers at home, Zach is touching his glasses like that. So, Bexy has nothing to her modifier. She has a zero to that. She rolled a 19 on the die. He rolled a 17, but he has a plus three, so he got a 20. Watches her friend... Watches Lexi slip out of her grip.

The other people who are awake... So Lexi... I can't use a luck point to make him reroll, can I? I'm going to say no. That's fair. I'm just throwing things out there. Lexi, though, has a turn to break out of the grapple, I forgot, because she is awake. Okay. Yeah. So Lexi, we will try. We'll try. Lexi, what do we got? It's her acrobatics versus his thing, so she gets a plus one in this roll.

17 for Lexi. 10 for the drowned guy. Lexi's able... Lexi! Lexi! So...

at this experience until she sees the glimmering hope of an ape jump in and help the people next to her, followed by the actual hope of Bexy reaching out to her, this person who's been really weird this whole trip. And that breaks her out of this enough to struggle out of the drowned one's grip, and she begins to try to surface. She's able to surface this turn. Look for the helpers, you know. We're going to roll death saving throws for the other two. Look for the apes that are diving in the water.

Like, that's what's going to give you strength in a time of crisis. They rolled an 18 and 19 on their death saving throw. Incredible. Uncrayab. They're still very much drowning. Uncrayablich. So that's the end of their turn. Top of the order, another volley of arrows comes at the boat. Sure. Still halved. None of the crew will make it because they're not on the boat. So it's just me taking arrows? Mob goes down. He gets hit by the arrows.

So this one's going to be seven damage for full, and then halved would be three. Okay, I failed it, so I guess I'll take that seven damage. How you doing over there, Trapp? I'm at 15. Not too shabby. Not too shabby. Yareth has one HP. Yikes. Now it is Mob's turn, who is going to make a death saving throw. Four, he fails. No!

After that, it is Yareth's turn. What is Yareth gonna do? He has one HP. - Can he just start like driving the boat out of the gate? - He can, but he is trying to, I think he was hoping to wait for the two people who are in the water still. In fact, a lot of people are still in the water.

Because this is the last area. There is no change of elevation in this area, but there is one more locked area. Who's in the water? Bexy, Lexi, and the dude? And Grib. All of the crew members. So four crew members are in the water. Only two of them are awake. Two of them are drowning, are being pulled under. Grib is in the water. So Grib has someone in his hands. He's taking care of it.

Bexie and Lexi have each other. Only one person is sinking down. It is Xander, the peacocking guy. Up to you guys. I go after him so I could yell, Yareth, start driving, and then I can try to jump in and save him. So Yareth nods at that. He's going to do his last second level cure wounds on Mop. And so that will be 2d8 for Mop. Ooh, big numbers.

Big numbers. Big nummies. Big, big nummies over here. So Mach pops back up with 14 HP. Yes. Nummies. At this point, yeah, Yareth is all fucked up. He's going to start driving the boat forward. All the crew members in the water still and Grib. Next up is Nance. Cool. I'm definitely jumping in the water.

I go, "Peacock boy!" And I swim down to our sweet boy. Amazing. So you're totally fine to just dive into the water at this point and swim towards... Give me your opposed. I got plus four to athletics, little dead bitch. You're fucking dead. You're dead. It's like... You're all to 22. But I'm like...

Do you hear that? He rolled a 22. Hey, I rolled a dirty 20, which I am going to use a luck point to re-roll. Yikes. Oh my God. Don't waste. Don't burn the luck. Go for it. We still have a whole other room to get through. Okay, that's good. That's a 23. Nice. Wow. Okay. Yeah.

That's good. Nance is like teleporting all over this place. Eat my 19, you little dead bitch. And flies down into the water like fucking Kevin Costner in Waterworld. Snatches this guy from this undead man's hand. Who just stares at you as he continues to float down. You're dead.

I actually went out of order. I think I swapped the order between you and Yareth. So if you think in this turn you would have tried to get on the boat, we can allow that. Yeah, please. I would love to try to get me and Peacock Boy onto the boat. Okay, because that's like... Yeah, I think if you step in the wind, you would have enough movement to get on the boat. Yeah, cool.

Okay. Yeah. And I've used my reaction, but it's not like I was using a ton of reactions. Cool. So are you out of key points at this point or how far? I am out of key points at this point and I have one more luck point. Great. So Nance is able to swim aboard. Make one last dex check to get aboard. Oh, yeah.

Oh, my dex is plus seven. You can make acrobatics or whatever. It's a little string bean. Yeah, that's 17. So you're able to toss Todd up and get on the boat easily. Cool. I just realized I took damage from those arrows that were shooting at me. So that should have affected my concentration, right? Yeah, roll for it now because it was pretty low. It was three, I think. Yeah.

That's a 22. I feel like that's probably not broken, right? Yeah, just going back, you're rolling your concentration check for the hay spell. You pass it with flying colors. Great. I don't know if you'll let this fuckery happen, but can I put Peacock Boy safely on the deck and just hold on to the side of the boat, making myself one long rope?

that would potentially give people advantage on their deck saves when they're bringing their people up. Yeah, yeah, you can hang on the boat. On a human ladder? Yeah, a little otter person just hanging off the side. Step on me! Yeah, so Nance is just sort of...

Step on me. Step on me. As it scoots forward. Barefoot water skiing. The doors are still open. Yareth is afraid to cross that area because the gates have been closing on their own. So he's not going to do it until you guys are through. Okay.

Turbine, it is once again your turn. Okay. We have no more enemies left on the boat, but we have a couple crew members in the water. Is that right? That's correct. Okay. And I think we're just trying to get those people on the boat so we can move right along here. So I don't think I have any spells or anything that can help people up, but

but can I like throw any ropes down? Is there anything like on board that I can like sort of like man overboard? Can I throw something down to help people get out of the water? Yeah. If you're on the boat, I'm on the boat right now. Yeah. Cool. Just hug a rope in there. I'll take your action, but I think that's, yeah, I don't think there's much else I can do right now. Uh, is the, uh, is the big lock master. Is he, how far away is he? He's pretty far. He moves a lot slower than he wishes right now. Sure. Yeah. Like, but he's approaching the gate that you guys are, um,

about to cross through. So like, by the time you cross through there, he's probably going to be right behind you. Got it. Cool. So I'm just going to try to get people on the boat as fast as possible so we can get out of here. So I'm going to, I'm going to take some, some rope nearby and just chuck it in the water to do something to help, help get our man, man overboard, or men overboard back on board. Awesome. So you do that. That will, they can even just like,

trolley behind the boat with that like and like water skiing and yeah yeah really sad water skiing um they're standing on my calves like it's a wakeboard perfect uh turbine that was your turn we have another round uh somebody roll me a d4 uh i'll do it this time it's another three another five dudes land on the boat all right fine

They don't... Who's on the boat right now? Just me, I think. I'm on the boat. Nance is hanging off the edge. And I think everyone else is hanging onto ropes. Two of them are going to try to grab Mop. One grabs Mop. Do they take falling damage at all? Oh, yeah. They take falling damage. Let me roll that. They take a good bit of falling damage. Good. I'm glad they do. I hope these big water balloons just burst as soon as they land. Okay. So one grabs Mop. One's going to try to grab...

Turbine. Oh, wait. Actually, they don't grab Mobs. Yeah, I was going to say, he didn't... He didn't roll his... I didn't do the opposed check, sorry. Turbine. One's going to try to grab you. Okay. It rolled an 11. You can try to Acrobatics out of that. That's an 8. No, sorry, a 20. Perfect. This thing doesn't even touch you. There are two more. Another one's going to try to grab you for a 13. All right, I'll do another Acrobatics here.

And you know, that's going to be a 16 for me. Another one's going to try to grab you. Oh, slippery, slippery turbine. And you know what that's going to be? That's going to be a 13. So this last guy does grab you. All right. Okay. And he's going to try to jump off the next turn. Um, so that's the end of their turns. Um,

Grib, it is your turn. Well, I believe I have Todd, so I want to make sure I get him on the boat. So would that be an athletics check? It's a dex check to get him on the boat, to get over the side. I'll let you to use whatever, actually. Oh, fuck off. Six. Oh, but what about my body? And the rope I threw. What about my body? So one.

Okay, so you take the higher one. He's basically... Like, Nance can, like, sort of grab onto him with her feet. I'll say even if... Not that this matters. It's an advantage anyway. But you're still hasted, so you have advantage on dex checks anyway. It's a dex throw. Oh, sure. Sorry. And I guess if he's not up yet, then I'll use another action to get him up, right? Yeah, you can do that. Jesus. Seven, eight, nine. I think that's enough...

Huh? Jesus Christ. I rolled a nine and then I rolled a seven. Okay. A nine. Oh, turbine left the rope, right? I threw a rope down. Yeah. Okay. So that with Nance hanging off the side and turbines rope, a nine is high enough to get him on the boat. Great. And then there's only one person left in the water or is there no.

I think everyone's on the boat. After that, Bexy and Lexi are still in the water. I will dive back down to help them. Yeah, that's going to be even easier because they're awake. I'll see what their roles are. Yeah, yeah, they're easily on the boat. Hey. So Bexy and Lexi join. I think at this point, everyone is on the boat. Everyone's on the boat, and a little cretin is trying to push Turbine off of the boat. Yes. I'm in a big hug. Okay.

No, no, no. It's a big wet hug. That's not what that is. It's just a big wet hug. No. The lock keeper is going to steadily make his way. You guys can't really see what he's doing from where you are, but it feels like he's coming after you. Sounds like a creepy bone. Now it is the crew member's turn. They're going to... They're just going to try to take some shove attacks on these zombie dudes. All right. So that would be...

Okay, so not great for Bexy, but it's an opposed athletics. He does not get shoved off. Lexi's going to try a little bit better. Also is not able to get them up. Todd and Xander. Xander's going to make his last death saving throw. He passes. Todd also passes.

Great. So that's the end of the crew members turn. They're just basically dying on the boat. We're back up to the top of the order. Everyone's on the boat. So the boat glides into the next area where the gate similarly creaks closed. You're in this last area. There's no more pipes, but the door is not open. You can make perception checks, insight checks. Perception is 21. I got a 22.

Nice. Oh, I got a fucking nat 20. Thank God. We're very perceptive right now. Tell us everything, Zach. Tell us everything. I just needed that for like my own morale. Oh my gosh. On a nat 20, like the door is not open in front of you, but you notice that like, it sounds like something's happening. You know, like there's like, it sounds like an engine, like engine is working in some way.

The door, you notice, is kind of moving a little bit, but you can't see very well what's going on. But Grib, you look, you dunk your head underwater, and you look, and at the base of that door, there's about 30 zombies holding it closed. And it doesn't seem like any of them is individually that strong, but the mass of them at that door is what's stopping it from opening. All right, okay. Could you describe the...

like the width in which they are holding the door. So it's two, it's like two separate doors that swing open.

that swing open uh towards you guys but it is being blocked by these bodies who are like wedging themselves in the way uh so they're basically all lined up in a straight line a couple more clumped towards the center where it's like more force is needed i think that is all that you see from where you're at there's going to be another volley of arrows now still just halved though

Lexi is going to take an arrow. It's going to fail, but everyone else, all the other crew members pass because they're disadvantaged. Does a nine pass? A nine does not pass. I failed yet again, but I'm going to use one of my luck points because I keep failing this thing and I keep getting hurt. I'm going to use one of my luck points and try rolling that again. So Dex, roll.

That's even worse than last time, so I'm just gonna get hit by those arrows. Can I use deflect missiles?

I know that this is flavored as an arrow. Yeah, yeah. It's like a little weird because I'm flavoring this other thing like this, but I will say yes, you can. It's 10 damage halved to five because Turbine hypnotized those archers. Incredible. So half of that is two. I took away 14, so I definitely brought that down to zero. Nance is able to catch the arrows. I'm not going to say you can throw them back because it's too far away.

If Yareth is steering the boat, he's at the front end of the boat, so he would have avoided the arrow attack. Then who else failed? I did. I rolled a 13. Cool. 13 is the DC, so you pass. You only take two damage. Full damage is five, so mark it for yourselves. How's everyone looking? I'm at 10 hit points. I'm at 22. I'm at 21, but I've got 17 with my ape.

Okay, cool. At this point, you guys are in this last area. Yeah, Mop. It's Mop's turn. He's going to take an attack on one. Use, I think, his last ki point to try to flurry slash give his healing action. Is he attacking the one who's holding me? Yeah, he is, actually. So he hits...

Fails and then is going to... How much health did you have, Turbine? 10. Actually, he's going to bring Todd back up with 4 HP. So Todd has 4 HP now. Great. He hit the guy for 6 damage?

We haven't really hurt these guys yet. Not really, no. After Mop is Nance. Okay, so there are like five guys on the ship with us, but then there are also 30 underwater holding the door closed. Yes. It's probably not an easy thing for a monk to do, I'll say, to clear that area up. But yeah, there are five dudes on the boat. Totally. Okay, so I'm going to take two attacks, and in a dream world, I would be able to push two of them off.

So I'll go up to the guy by like Bexy and Lexi that they were trying to each push off their guys. Cool. And this is, what am I rolling? Dex? Just roll an athletics check. Athletics. Okay. Interesting. Nine. He did not get shoved off, but you can, that only takes one of your attacks. So if you want to do more, you can. I'll do another one for sure. Eight. Much better. Eighteen.

Okay, he failed. So this guy gets knocked off the boat. So there's only four dudes on the boat. You see him sinking below, unable to do anything. Cool. And then I'll use my movement to just go up next to Wartortle. So you're up next to Yareth. That was Nance's turn. Yareth, it is his turn. He has one HP. He's going to cure wounds himself. I'm sorry to heal myself. And he is going to heal himself for...

Nine damage. So he's back up to ten. Good, good, good. After Yareth's turn, Turbine, it is your turn. Okay, and I am still grappled by this dude? Yes. You should turn to get out of that. Can I just, since I'm being grappled by this dude and he's presumably pulling me into the water, can I just fall back into the water and then Misty step out of his grapple back onto the boat?

Oh, so like pull him with you? Cool. Yeah, I think if he's grabbing you...

Turbine, just make an acrobatics check to see if you can do that. Cool. That's a nine. Okay. Versus his. Yeah, he rolled really bad. I'm going to say, yeah, you can fall off the boat with this guy. Okay, cool. So I kind of like, he's grappling me. I kind of grapple him back. We both topple over the edge. And then I misty step back onto the boat and he splashes into the water.

Perfect. So now there's three left on the boat. Anything else you did with your turn? Yeah. I mean, I don't know if that grapple counted as my action. The misty step was a bonus action. Do I have any slots left that I can do anything? Yeah, I think I'll say that that's the end of your turn. Yeah. I think that makes sense. Cool. Because I think you could maybe use...

You already used a bonus action. Yeah. So you wouldn't be able to do something, unfortunately. Cool. So after Turbine, you're in this last area. There's no more Drowned Blades dropping from the skies. Grib, it is your turn. There's two more left on the ship, however. There's three more, yeah. I suppose I just will continue to push if that's an option. It's a pose strength check. Great. I will do that. Cool. Let me know what you get. Seven.

Aren't apes strong? I mean, it's got a plus three. I'm rolling like absolute criminally bad. So this first guy doesn't fall off. You still have another action, right? Yes. And it doesn't... These take the place of actions, not attacks, correct? Sorry. How many attacks do you get on a turn? Two. I have a multi-attack. Oh, then I'm going to say, yeah, you can do four. Great. Fourteen plus my strength. Seventeen.

Oh, I just rolled an eight. Yes. So this, you shove one off. I forgot that actually it's like your second attack that is an act and your second action that is an attack, you only get one, right? Is that a weird specificity of that roll? It's another action. So it's not going to double the number of attacks that he has. It just gives you one more action. And that can be an attack or it can be other things as well.

So I think he is. So if, if Jacob normally has two attacks that I think that gives him three attacks total. Gotcha. Okay. Great. Thank you for that clarification. Great. I'll do my other attack. It's an 11 plus three. So 14. You shove another one off. Oh yeah. So at this point there are only, there's only one aboard, but you notice that the door is still closed below you. Do you have a, I mean like a roll an insight check.

Um, nine plus seven. Okay, so, like, you see this mass underneath the door, at the front of the door, and it feels like if there were fewer of them, it probably couldn't hold the door closed. Like, I can, like, cast, like, a damage spell in my next turn, but it'll have to come back around to me first before I can do that. Cool. Like, I can try to hit him with, like, a big ol' area spell. Yeah, I mean, I don't really have anything that can...

I don't have a lot of AOE. I took more healing stuff than AOE stuff. I guess I could do like a flaming sphere or I could do a scorching ray, but, but I'm also an ape. I'm an ape. So no, I can't. What can I say? Yeah. Um,

Okay. Well, so that's the end of Grib's turn. The Drowned Master is going to do something that you guys can't see from here. After that, it's the crew members. There's only one guy left aboard. Bexie and Lexi are both going to take shove attacks.

Yeah. Lexi is able... I mean, they're fucking best friends now. And they tag team this one last guy and push him off. What about me? Oh, yes. Oh, poor Nance. Nance is still hanging... Oh, no, never mind. I was going to say I touched one of their shoes. After that, there's no one else aboard. You guys are in this last area. The door is closed. Yareth is like, we have to...

I have an idea, but it won't. And he looks. You're fishing, Yareth. What is it? Just say it. You don't have to wait for us to pull the conversation out of you. You can just say what you want, Yareth. What is it? The big dramatic sigh. Yareth is going to look at his boy, Grib. And this is an extremely dangerous situation that is getting worse as it goes on.

He hands Grib his staff. Grib, you would know this, this is his staff of birdcalling. He is able to use it to make seagulls. The noise of seagulls, the noises of other birds. And he says, look, I will handle this. Do what you have to do.

And he's going to dive into the water. No! Swim down to that cluster of guys by the door. And he's going to cast a thunder wave. Is he going to be okay? I don't know where. No! It's my dad, dude.

Just make sure I read the language of this correctly. Bit up in the Cotton Eye Joe. Oh, a slow, sad version of Cotton Eye Joe? Gareth is able to swim up to... He dives into the water, landing next to the crowd of zombies. He perfectly positions himself to the middle of the gate, and he casts Thunderwave.

and a 15-foot cube on himself. Okay. I'm going to roll something. So he's able to hit like 15 of them. They take 15 on a failed save, half on a passed, but the ones that failed are pushed 10 feet away from him. So they're pushed away from the doorway, and the door starts to open. So Yareth...

uses Thunder Wave underwater at this gate. He was able to push

half of these guys away from him. The door starts open. The other half of them are still right next to him, closing in around him. And that's where we'll end the episode. Wow. My dad. I mean, it's a natural, it's a natural reveal. What will happen? You don't even need to tease. You fucker. Blastoise. What did you reveal today, Jason? Today was what was in the satin envelope. The satin envelope reveal. The big satin envelope reveal. God damn it. You're right. You're right. Um,

Guys, this was a long one. Sorry for going so long. Very wild encounters on this canal. This was rad, Zach. Yeah, this was really cool. I know it felt long, but it was very fun and engaging. Yeah, definitely. Appreciate it, y'all. Yeah, so next campaign episode, we'll pick up the battle there and see if our gang can...

Keep it together. Rescue Yareth. A survival reveal. Will Yareth survive? Zach is shaking his head. I don't know. I honestly do not know at all. That's it for today. We'll be back with the Ark Bark next week. Guys, I hope Yareth makes it out of here. Yareth will be fine. He's fine. He's a survivor. He's a fighter. He's a turtle surrounded by zombies underwater.

Okay. Yeah, sure. That's another way of saying what I said. All right. Well, thanks for listening. We'll be back next week. Bye. Bye. Bye. Bye.

Thank you for listening to arc two of the rotating heroes podcast. I hope that you've enjoyed it. If you have, and you want more rotating heroes in your life, you can listen to the rotating heroes podcast over our Patreon, where you'll get access to episodes months early. That's patreon.com forward slash rotating heroes. You'll also be able to hear the exclusive arc box, which is where this crew talks about what has happened in the last episode. In this arc, we have Jacob Waisaki playing Grib, Mike,

Trap playing Turbine Spizzle Zinc, and Ali Beardsley playing Nancy Ray Gann. Your DM was Zakoyama, and this episode was produced and edited by Zakoyama and Jasper William Cartwright. That's me. Bye!