1GM 1 PC Speedrun: House of Three Squires AP

An actual play transcript from CS Ross’s Born to Lose Podcast, featuring the 1 GM 1 PC Challenge format. In this mode, Ross ran as the gamemaster for a single player character through the House of Three Squires. The player starts with the full map, full knowledge of the adventure, and Persona and Fate points for the character. This session was a speed-run challenge, and Shane King earned the most points by completing the scenario as efficiently and optimally as possible.

Podcast Link:

The transcript was cleaned up a bit to make it easier to read. Used with permission.

Shane’s playthrough shows he used prior knowledge of the map to move directly to locations, managed inventory carefully, set up rope access through the shaft, and relied on his ten-foot pole, candles, spikes, rope, and gear. He also leaned extensively on Nature to cover skills he lacked. Also, he riddled in the dark, like any pro. Lots that can be learned.

Below is the full, spoiler-filled, complete playthrough for the House of Three Squires with Ross as the GM.

Character Sheet
Note: This sheet reflects an in-progress snapshot. Bream started with 6D Nature.

Start 00:06:52

GM: This is a wild and dangerous land filled with forbidding forests and savage monsters along the lonely roads that bind civilization together can be found warehouses, fortified inns where travelers may rest behind stout walls and have a hot meal before venturing forth once more into the unknown. The House of three Squires is such a wayhouse.

Its proprietor, Ronwald, holds a commission from Greve Jermod the Lame to operate the wayhouse and care for travelers. Situated on a lonely stretch of the Post Road, the house is a day’s travel to the nearest town of Asktoft. The evening is cold and blustery when you arrive at the stockade that surrounds the House of Three Squires, and you have built up a powerful thirst for one of the famed three-squires sour beers. The stockade gate stands open and unattended, occasionally slamming home with a lonely thud when the wind catches it just right. It does not take you long to realize that something is very wrong. Not only is the place open to the elements and undefended, it seems deserted and you find a pool of congealed blood. It’s cold and blustery when you arrive at the gate of the stockade. It is night out, but with a full moon, so there is dim light. Ominously, the gate stands open and unattended, occasionally slamming home with a lonely thud when the wind catches it just right. There’s no attendant at the gate and no telltale curl of smoke from the cook fire up at the house. All is quiet, save for the sound of wind screaming through the trees. You’re in dim light and it is the start of turn one.

## Turn 1 00:08:21

Shane: Wow, this place is pretty gnarly. Even the wind is screaming.

GM: It’s bad out there, dude. Yeah.

Shane: Right. So I’m playing Bream Bogbutter. He’s a halfling guide. And my raiment is this baggy green sweater. And I’m carrying a ten-foot pole.

He’s a guide from the marshlands just north of Stortmarke.

So I would like to enter the stockade gate. And I believe if I look to my right, the first building should have a door.

GM: That’s right. So you enter into the courtyard. It is quiet and desolate. There’s a well in the center. And on top of the well is a wooden board.

To the left of where you enter is a three-walled shrine.

Beyond that is a tavern with a sign for the three squires hanging outside of it.

In front of it, you can see trestle tables that are right in front of the tavern and are now empty. There are buildings across the courtyard. And, to the right is another building. You can see there are three doors. The building across from you has two standard doors and then also a large carriage door.

Shane: “All right,” Bream whispers to himself, “what’s behind door number one?” And he walks over to that first door to his right.

GM: You enter into the workshop. The stench of death emanates from here. When you open the door of this workshop, a cloud of black flies buzz from within. On the floor is a pool of dried blood and the body of a wiry, middle-aged man who is curled up into a ball, his arms are clutching a terrible puncture wound in his gut, and it’s crawling over with maggots spilling out in between his fingers. The dead man’s face is locked in a rictus of pain. A farrier’s hammer lays to his side, perhaps dropped when he was wounded.

Shane: Okay, so, putting my hand over my nose and mouth, and I walk within about a ten-foot distance to that body, and I am gonna try to flip it over with my ten-foot pole to have a good look at what might be on this person.

GM: You flip it over.

Looking around this place, the workshop has a bunch of smith’s tools, charcoal nails, bits of iron, there’s an anvil.

On this man’s body, he’s not clutching any of that equipment, per se, but he does have a shiny gold ring on his right hand.

Shane: So he whispers to himself, “I don’t know if you know this, but we halflings have a reputation with rings.”

And I walk over to the body, and I’m going to slip that ring off his finger.

GM: All right. Great. You got it. It’s a ring. It’s worn hands one, and it is worth 3D.

Shane: Wow. I didn’t even have to tell riddles for it. I think I’ve learned my lesson from prior halflings, and I’m going to put that ring in my pocket.

GM: Yeah, sure. It’ll fit in the pocket space.

Shane: Okay. I think I’ve seen what I need to see. And I would like to exit this room and then walk down to door number three.

GM: You head over into the kitchen.

There’s a confused array of muddy tracks leading through the kitchen, into a rickety stairwell that leads down further into a dark basement. A wooden mask with a terrifying visage hangs from the lintel above the door.

Shane: Well, well, well. I’m gonna take my ten-foot pole and put it in through the eye hole of the mask and just kind of lift it off the mantle and ride it down to myself.

GM: Great. You got it. It is a worn head slot item.

Shane: All right. I’m going to put it on my face. I’m not trying to be creepy or nothing. It just happens to be the slot to put it.

So next I’m going to go back out to the courtyard. And I’m going to walk over to the well.

GM: Okay. You go over to the well. So on top of the well, there’s a wooden cover that obscures the opening. The well itself has a winch and a rope. That’s attached to it. And it’s kind of going past the wooden cover.

Shane: Okay. So I’m going to remove the wooden cover.

GM: Ok. You do that, and you see the mouth of the well is about four feet wide. There’s a rope and bucket all tied up here that can be raised and lowered.

Shane: I’m going to hook the bucket up to that rope, lower it down, and see if I can draw up a bucket of fresh, cool, clear spring water.

GM: You do. It’s incredibly fresh and cool and clear.

Shane: Perfect. Then I’m going to detach the rope from the bucket, and I’m going to take the rope off of the winch.

GM: Yeah, you unravel that and untie it there. So you have a bucket at the top of the well and an extra rope.

Shane: Okay. So where are we going to put this rope? Oh, it’s dark, right?

GM: It is nighttime, and the full moon is out. So you’re in dim light.

Shane: Dim light. Okay. I might need one of these candles. I’m gonna use my tinderbox to light a candle and leave it on the rim of the well.

GM: Okay.

Shane: So I have a little bit more light in this area. And then I’m going to take my oil and also leave it here for the moment. And then I’m going to put the rope in that in those two slots that I just freed up in my backpack. So I have space to carry the rope.

GM: Okay, great.

Shane: And then I’m going to do something I’ve always wanted to do with the House of Three Squires. I’m going to go back out of the stockade gate. And Bream is a guide, right? He’s directions-wise. And he’s like, I swear somebody said, don’t take the road around the back of the building, there’s a big hole in the ground, and I’m going to go look for it.

GM: Okay. You go looking around for a big hole in the ground in the back of the buildings.

Shane: I’m gonna go out into the brush and with my ten-foot pole, I’m poking the ground in front of me as I walk around, sniff the air and see if I can find this place.

GM: Okay. Make a Scout Ob 5 test. It is person-sized, and you’re guessing at the location.

Shane: Okay. So I am going to use my Nature because I don’t have the scout skill, rather than raw beginner’s luck.

GM: And I’d say this is in sneaking.

Shane: This is within my Nature. I guess I’m sneaking around, and I happen to have the soggy trait. And I’m very dry. I haven’t slaked my thirst with any of those three-squires beer, so I’m not feeling too soggy, and I long to be soggy, so I’m going to use that against myself to earn a check. I take minus one.

GM: The wind is so dry. It’s like Arizona.

Shane: Phoenix, Middarmark. We’ll put it there on my sheet, and let’s see. It leaves me five dice.

GM: Ob 5.

Shane: All right, let’s see. 6D. That’s a fail. I don’t think I’m going to spend any rewards on this. Oh, my Fresh die! Hang on.

GM: Oh, yeah. You are fresh.

Shane: I’m just going to roll it just to see. Hang on.

GM: Yeah.

Shane: Why not? Because then I might want to spend some points on it. Yeah. If I get a six, then I definitely will.

GM: Oh wait. Yeah, you got three sixes.

Shane: Okay. So. All right. So we’re gonna we’re gonna do it this way. I’m gonna spend a Fate point on my direction-wise. We reroll one of those fails. We come with three fate points and two persona points, right?

GM: That’s right.

Shane: Cool. So gonna spend a fate point. And I’m going to go ahead and reroll one more of those. That’s a fail. Okay. All right, let me spend a fate point. Yeah, I’m gonna spend a Fate point to reroll my sixes. So. 3D because I have three sixes altogether. We got it. Yep.

GM: All right. That’s the end of turn one.

## Turn 2 00:22:48

GM: And so you are there, and you’re dragging around your ten-foot pole with your one hand. You got your candle in the other, and you set it down to look around into the back rolling hills surrounding the three squires. And you find that there is, if you use your ten-foot pole to kind of like push aside the shrubbery and overgrowth that has gone there, and it conceals a man-sized hole in the ground. And you listen down, and you can hear the sounds of yipping and yapping far below and the dripping of water on stone. And you can see that there is a cave shaft or a stone shaft that leads down into the depths below.

Shane: Oh, I did it. I think we can just call it here, Ross. I mean, I’m a winner in my book. I don’t think I need to keep playing. I’ve always wanted to find that exit from the surface before having anything to do with the underground here. Okay, cool. Well, no, no, no, I just I will continue. So, I’m going to take the ten-foot pole, and I’m going to lay it across the hole. Does it fit?

GM: The ten-foot pole is way bigger than the hole.

Shane: Awesome. So I’m going to lay down the ten-foot pole. I’m going to take my grappling hook. I’m gonna tie knots in both of these ropes. And I went into the rope to my grappling hook.

GM: Sure.

Shane: The nice thing about this ten-foot pole is it’ll. I need to retrieve the rope from down there. I can try to lick the rope. Or pull it hard enough to just break the ten-foot pole. You know, get my rope if I need to. And I’m gonna, you know, coil the rope nice with all the little knots in it, and I’m going to throw the rope down into the hole.

GM: Yeah. Okay. You do.

Shane: Right. Now I’m going to go back to the well. I’m going to go back in through the stockade gate. I’m going to leave that there.

GM: Sure. Okay. And you go back to the well.

Shane: And I’m going to pick up that bucket of water, and I’m going to go to the, I suppose it’s like the northeast. There are these three doors.

Shane: Exit to location six.

GM: Heading over to the carriage house. Yeah.

Shane: Indeed.

GM: Yeah. You cross the courtyard to get into the carriage house on the ground floor. There’s a stable with stalls for six horses and a separate area with a wide entrance that could hold a single wagon. And between them is a doorway that leads to a stairway to a second story.

Shane: I’m going to give. I walk over to the horses and give one of them a pat. Easy, easy. And I’m going to put the bucket of water up to it.

GM: All right. Great. Yeah. You go into the stables. There are stalls for six of the horses, but there are only two draught horses here. And you give them some water because they look absolutely wretched and horrible. They’re their ribs showing through the taut skin on their sides. And they lap up the water, and you see a little bit of swishing of their tails as the joy is starting to come back into their lives.

Shane: Yes, indeed. So, are the horses hitched or are they, you know, locked in here with like a gate or something?

GM: They are hitched to a post that onto the wall.

Shane: Okay. What does the hitch look like? Does it look trivial to unhitch the horses? Oh, yeah.

GM: It’s just like a small loop of rope. That’s just been laid on top of there. So it’s nothing to undo that.

Shane: Okay, we’re gonna undo it, and I’m going to let the horses run free because, if I recall correctly, there are grazing rules. So I think the horses just need to go graze.

GM: Oh. All right. Yeah. Okay. And they kind of go out into the courtyard, into the, into the, the, that area and start moving about and you know, find their own way sniffing at the ground hunting down little tufts of grass that have cropped up all around this area.

GM: All right.

Shane: Good luck. Good luck, horses. I hope you live long and live well. I am now going to exit Location six. And then I believe to my right is there’s a sign right for the House of Three Squires Tavern.

GM: Yeah, yeah, the tavern sign.

Shane: Go into that building over there and have a I’m going to sneak into the building, if that makes sense. I’m going to go very quietly with my little halfling feet, I’m going to go quietly and softly into that entrance, looking very carefully at what’s inside so that I’m not surprised.

GM: Yeah. Okay. So you go over to the tavern. The oak door to the tavern is swinging ajar on its hinges, but there’s a putrefying stench that assaults you as you approach the threshold. Trestle tables and benches take up most of this space. They’re covered with plates of rotting food, and Jack’s a spoiled drink. It is totally gross. The food is crawling with maggots. Several bodies lie in pools of congealed blood on the floor amidst all the rushes, and a bar runs along one wall with several casks atop of it, surrounded by an army of leather jacks. There’s a stairway in the back leading up to a second story.

Shane: What are leather jacks, by the way? I have no idea. What is a leather jack?

GM: That’s a great thing. I always assumed it was like, is this like a bar? like a tap that doesn’t. Why would you have a leather tap?

Shane: See, I don’t know, I don’t know. Or is it a stool? I don’t know. It’s this, you know, these burning wheel guys, man, they know, I think they study the dictionary as kids.

GM: It’s a hand-stitched drinking vessel made from hardened leather.

Shane: I want me one of those. okay. sneaking very, very carefully. I’m going to go, and I’m going to sneak up and have a look in those leather jacks and see if any of them is empty.

GM: You enter into there, and when you start like that, crawl over the dead bodies that are on the floor, and three giant rats with deformed features and hairless, weirdly colored mottled skin raise up from the pile of dead bodies, bits of flesh falling out of their mouths, and their red eyes gleam in your candlelight as they spy you and get ready to charge after you.

Shane: Okay. Can I try to avoid them as if no one were there? What if I. What if I try to sneak away and hide behind the bar or sneak and go up the stairs?

GM: Yeah, let’s give that a shot. We’re gonna do. Let’s do some opposed tests. I’ll roll first.

Shane: Yeah. If the candle is what’s making them notice me, I’ll put my hand around the candle to try to dim the brightness.

GM: Mhm. All right. Let me roll here.

Shane: Sorry. What kind of test is this?

GM: This would be an opposed scout test, but you can almost certainly use your sneaking nature.

Shane: I’m going to use my hidden depths to give you two dice. So I think I’m being a little bold. I’m out here by myself. I’m a guide, and I may have gotten myself in over my head. All right.

GM: Here, here it is with you giving me two more dice, and that gets you two checks. So you now have three total. I have three successes on this.

Shane: And I don’t have scout, and I want to use my sneaking Nature.

GM: Yeah.

Shane: So that’s going to be 6D because I gave you two checks, right?

GM: Yeah.

Shane: Yeah. And then let me see if I have any. I have the vermin ward. I’m wearing it. And I use it as a wrestled with.

GM: I was like, should you be able to activate its powers if you don’t know the theologian test? I think so because rules is written. It is saying that you learn about it with a theologian. so you do have the benefits of it.

GM: Well.

Shane: So I like to play by the rules, right?

GM: So yeah, that’s what this is all about identifying.

Shane: Yeah. If you have to identify it to use its power, that’s one thing, but I am going to use it as a supply. So I’m going to basically crash the vermin ward. And what I’m going to do is I’m going to like take it off and just kind of prop it up. So it’s like standing up, I guess, against the bar or a table leg or whatever’s near me, a person. And it’s in the hopes that they will attack it, right? So they’ll see this vermin ward. And you know, either it will make them shy and scare them away, or maybe they’ll go pick it up and gnaw on it or whatever, but I’m going to consume it as a supply for +1D.

GM: Yeah, I love it. Okay.

Shane: And then I’m also fresh, so that’s 8D. All right, let’s see.

GM: You got it. Yes. you use your you use this, this vermin ward, this mask and skid it across the floor. While hiding your candlelight. The troll rats see that and are incensed with a hatred for it and jump on top of it, gnawing at the wooden mask, giving you ample opportunity to tiptoe your way past them.

Shane: Yes. All right.

GM: So that is the end of turn two.

## Turn 3 00:34:48

Shane: Yay! All right, so candles last four turns, right? Oh. And let’s see. All right. So I’m going to go up. You said there were stairs, right?

GM: Yeah. There’s a second story here.

Shane: Okay. So I’m going to go up those stairs.

GM: You see a hallway with several open doors, all of which seem to be bedrooms. As you climb the stairs, you hear an odd whirring and clacking sound. The clacking sound comes from one of the rooms where you can see the back of a pair of kobolds crouched in the doorway, staring at something within.

Shane: Mhm. Mhm. I would skip that room for now. What kind of peer in and see if I can make out what’s going on?

GM: Yeah. You look around in there, and you see that there is an elderly woman sitting at a spinning wheel, turning wool into yarn. That’s what the clacking sound is, is making. And there’s these two kobolds who are sitting cross-legged just a couple feet away from her. And they’re just like, absolutely mesmerized by that. And you can see one of them has this clawed finger pointed out and just kind of like circling in the air, tracing the path that the wheel has taken, being like, whoa, this is so awesome. And the woman who is doing this weaving or spinning, spinning this thread, is chatting to the kobolds. And you see her eyes are closed the entire time, and she keeps asking the kobolds different things like, oh, oh, Rickard go get me some. Go fetch me a glass of water here. I’m getting very thirsty.

Shane: Oh, man. If only I had packed food and water. Three. I only have garlic around my neck. The lady is hungry. Okay. I have an idea. This might be kind of weird. It just occurred to me. I’m improving here. But I’m going to take my baggy green sweater and kind of pull the collar so it’s over my head a little bit. So I look like an old baba.

GM: Mhm, mhm.

Shane: And, I’m going to bend my back so I look like a bit of a hunchback, you know?

GM: Yeah. Oh, I’m getting the picture.

Shane: So I look kind of elderly and creaky, and I’m gonna in my best granny voice, I say, oh, is that you? Is that you, Elsa? And I’m going to walk into the room and make my way over to the spinning wheel. And I’m going to say, why don’t you give me a turn?

GM: Yeah. Okay, you do that, and you completely shock the kobolds who have been staring at this thing. They get up and try to run past you and down the stairs.

Shane: I let them go.

GM: They scamper out. The old woman, then still spinning the wool, says, oh! Oh, no. Elsa. Left a little while ago. I’m Unni. Who are you, dearie?

Shane: Unni, my name is Bream. Bream Bogbutter. You must be hungry. Here. All I have is this garlic. Take it.

GM: Oh, okay. Raw garlic. I don’t really think I can eat this.

Shane: Okay, well, maybe I can turn it into something for you. I’m going to close the door behind me, and I want to make camp.

## Camp Phase 00:39:05

GM: Yeah. So I’m not going to say it’s a safe camp because there are still monsters downstairs. But I’m going to say that this is an unsafe camp.

Shane: Okay.

GM: And we’re going to be squatting in town. So do you light a fire or keep a dark camp?

Shane: I’m going to need a fire because I want to cook.

GM: So then I’m going to roll, and you can’t set a watch. So then I’m going to roll 3D minus two.

Shane: Don’t be a catastrophe.

GM: These are always so harsh. Oh, well it’s not bad.

Shane: That’s not bad.

GM: You find one of the three other rooms that are up on the second floor, and you spy it out, and you’re like, this is good. This is on the corner. I’ll be able to hear people coming up the stairs and give them a little time to react before I get surprised or attacked or anything like that. None of that happens, thankfully. But on the downside, you do find that this is the garbage room. So this is just like an area that has been piled up with all sorts of nasty, gross, rotting food and has this filth and dirt and debris and garbage that has been in here. So while you’re here, you can’t alleviate hungry, thirsty, but you don’t have that. So that’s good. And you get a +1D to scavenger test because of all the piles of debris.

Shane: Let me ask you this. We’re in Unni’s room right?

GM: Next to it. Yeah.

GM: Yeah, yeah. Like I’m saying, up on the second floor, there’s four rooms, there’s Unni’s room, and there’s three others. And the one room has the desk and then the other two are basically described as more or less empty. So I’m saying one of those mostly empty rooms is actually this garbage room.

Shane: Okay. That’s fine. I thought I was camping in Unni’s room, but that’s okay. If not, I can still cook a meal and bring it to her after.

GM: Yeah.

Shane: Right. And yeah, I was going to say it would make sense if her room was full of detritus because she has been unattended probably for several days. But yeah, no, that makes sense. Not the worst possible result, and I’ll take it. All right, so I’m camping and I’ve got this little instinct to always keep up my mapping. So I don’t, I don’t want to map every location I’ve been to. I just want to map basically from here to the I want, okay, so I want this location, the well, the kitchen and the path to the hole in the ground.

GM: Yeah, yeah. That’s Cartographer Ob 2: personally surveyed, small area.

Shane: Well, I happen to have the cartographer skill. So there’s no getting out of this with my nature.

GM: But you’re still fresh.

Shane: So fresh. So three dice. All right, let’s do it. Got it.

GM: Yeah. You got a map.

Shane: Excellent.

GM: You still have three checks to go through.

Shane: Excellent. Now check number one. I’m going to cook a meal for granny. So I’m going to use my garlic. Trying to make a garlic soup.

GM: See what we are doing here. Forage for one. Okay.

0GM: Yeah. Make a cook Obstacle three.

Shane: Test cook three. Oh, I happen to have cook as well, so.

GM: Yeah, because that’s forage for one.

Shane: Yeah. Okay, so I’m about to bring out the hidden depths of this garlic. I’m going to use my hidden depths trait. And I’m fresh. So that’s four dice, right?

GM: Yeah, you got it.

Shane: So. Okay just a quick check here. I’m using the garlic to cook normally. Garlic gives +1D if you use it as like an ingredient, but I’m using it to actually make the meal because I don’t have any rations, so I don’t get the plus one D.

GM: Yeah, I’m saying if you’re just using this right off the bat, then it counts as the forage and not the supplies.

Shane: Okay, cool. I like that interpretation. I agree with it wholeheartedly. All right. So yeah three successes. I did it. Wow. Bream’s on a roll.

GM: Lucked out on that roll. Yeah, you cook up some really delicious deep garlic flavored broth. And it, especially on this cold, windy night, it really hits the spot.

Shane: Yes, indeed. I can’t wait to take this to Granny. She’ll be so proud of my cooking. All right. And let’s see. I’ve got two more checks. Right? Yeah. So I didn’t anticipate having this many checks, going into my first camp. I thought I would have maybe two checks. But I don’t want to like go through the book looking for things I could do, so I’m gonna have to improvise here. I think the. First thing I want to do, you said I’m in a rubbish room, right?

Yeah. That’s right.

Shane: I’m gonna look for anything I can eat. I’m gonna scavenge for fresh rations. Looking around in the heaps and whatnot. Actually, instead of fresh rations. I’m sorry. Sorry. I take that back. He’s looking for a cup, remember? He wanted that leather jack downstairs.

GM: Oh, yeah.

Shane: He’s just looking for a cup that he can fill with water.

GM: You can get a leather jack.

Shane: For a bottle? Like it’ll hold like two drafts or something like that.

GM: And you just get two cups.

Shane: Yeah.

GM: Apparently, there’s a whole army of them.

Shane: One halfling, two cups. Let’s do it. Sorry.

GM: Okay, you got them.

Shane: Oh, cool. They’re just there.

GM: Yeah, there’s so many of them.

Shane: Awesome. All right, so I’ll carry two cups. Okay. So that’s not a test. So then let’s figure out what we’re going to do. Well, I left my rope on that hole in the ground, so I wonder if I can, during this camp phase. Kind of go to Granny and borrow some of that yarn that she’s spinning and maybe try to make my own rope.

GM: How do you approach her with that? How do you pitch that?

Shane: Oh it’s simple. I bring her a bowl of my hearty garlic stew.

GM: I say she stops spinning and smells the soup. And it’s like, oh, oh, this is really good. And blows on the surface and takes some sips of it. Oh yes. Quite nice.

Shane: Yeah. Well, I say garlic isn’t good if you haven’t eaten in a while, but it’s all I got. Granny. Hey, I’ll trade you for some of that yarn.

GM: So she thinks that you’re just. Okay, so. Yeah, but you have identified yourself as a halfling. And he says, well, this is quite nice. Who are you again? You’re some sort of burglar.

Shane: MM. I prefer explorer, but if you want to put it that way. Yeah, I suppose you could say I’m a burglar.

GM: Are you one of the guests here?

Shane: Well, I’m actually a guide. I bring people to and from the House of the Three Squires. I was hoping to bring a whole tour party.

GM: What do you need with my yarn? I’m making a sweater.

Shane: Well, I’ve already got a sweater.

GM: For cold nights like this.

Shane: Oh, I see the sweater is for you. MM. Well, I need the yarn for rope. Rumor has it that while you’re up here spinning yarn all the patrons and all the workers of your inn have been attacked by little creatures from the dark caverns below.

GM: He’ll take care of that.

Shane: Oh, no. No, no. These are much bigger than rats. And there’s a lot of them. In fact, I think I heard the sounds of people down deep in the earth. You’re in trouble, granny. You’re lucky they didn’t take you, too.

GM: All right, let’s make opposed. It’ll be my nature versus your persuader. You have persuader.

Shane: No.

GM: Okay. Are you riddling?

Shane: Well, I didn’t exactly approach it in a riddling way. But maybe I’m merry making, you know, I’m trying to bring her some stew and share in the good times. Give her a little stew. She gives me a little yarn. Trying to make the lady happy. I just want a little something in return.

GM: That sounds fun. Let’s do that.

Shane: Right.

GM: I got one success.

Shane: Okay. All right. We have a strategy for that, but we’ll see if it let’s see if we can get around to it. All right. So nature 5. So. All right. I got three successes.

GM: Okay. So that’s the second camp check out of three. And she hands over the ball of yarn.

Shane: Nice second check. Thanks, Granny. Enjoy the stew. And then I’m going to take it back to my garbage-infested room, and I’m going to make some rope out of it.

GM: Let’s do. Clothing a Weaver Ob 1.

Shane: I happen to have the Weaver skill. Probably from all that fishing I’m supposed to be doing.

GM: Yeah, sure. And you’re still fresh?

Shane: Yeah. Still fresh. That’s three dice. All right, let’s see. Now I’m using the yarn. Does that count as supplies? No, no, no, you know what I’ll do? I’ll melt some candle wax to help reinforce. Oh, yeah.

GM: So I would say cross off one candle, and that’ll count as supplies.

Shane: Yeah. There we go. All right. That’s gonna be 4D. And you can do with this. Got it.

GM: Yeah. Yeah. You’re you’re you’re on a hot streak. All right. Yeah, that’s the third check of camp. So that’s going to end your camp phase. But you now have a new spool of rope.

Shane: Excellent. A great camp, all things considered. All right, well, Granny’s been fed, and I say, I think I just walk into a room and I say, sit tight for a while. I’m going to try to save everybody.

GM: Yeah, yeah.

## Turn 1 00:53:10

Shane: And I’m gonna go check out that room with the desk in it.

GM: Yeah. You go over to that room because you saw that there was one of them. One of the rooms had a desk in it. And it is a heavy, ornately carved wooden desk.

Shane: Yeah. And I’m gonna open the drawers of the desk and see if I find anything.

GM: You do? There is a worn brass key.

Shane: Where can I put it? Oh, yeah, I can put it in my.

GM: Can you put the ring on your hand and then put this in your pocket?

Shane: Oh, no. If I put the ring on my hand, who knows what’ll happen. I might turn invisible and be beset by Nazgul. I know what happened to Smeagol. You’re not gonna trick me, Ross.

GM: Damn. You didn’t fall for it.

Shane: But you know what? I appreciate a GM hint when I get one. You know what I will. I’m gonna wear the gold ring.

GM: Okay, cool. And it’s wearing a dead man’s ring. No big deal.

Shane: No big deal. He doesn’t need it anymore. Maybe I’ll return it to someone from his family when I leave.

GM: Yeah.

Shane: I have no intention to sell it. I don’t need money. Who needs money? Resources? Zero. Come on. All right. And I forgot to mark my grappling hook off my sheet, too, so I will put. I’ll put that there. All right. Well, I do a little Tetris, everybody. Just updating my sheet here.

GM: Yeah.

Shane: All right. So with all that done, I am going to go into the kitchen.

GM: All right. Because you have that mapped, right?

Shane: Yeah. I don’t have to face those troll rats. I’ve got it mapped. So I’m just going to fast travel to the kitchen.

GM: Yeah. All right. You do.

GM: Oh yeah. That’s right. And this is the room where you found the wooden mask. And then there’s a set of stairs leading into the basement.

Shane: I’m just gonna walk down the stairs.

GM: You do, because that trap only triggers on the weight of more than one person.

Shane: Yeah, that is one of those elite speedrunner hacks. I mean, that is golden.

GM: So I was like, damn, you got me, man.

Shane: Good. I actually didn’t even realize that I read right over it. I didn’t even think about it.

GM: Yeah. Same. Yeah, you slide down there.

Shane: Yeah. So I slide down the stairs and then, what do I see?

GM: Yeah. You enter into the basement below the kitchen. It’s a chilling, dank chamber. It reeks of sour vinegar, rancid beer, and a distinctly unpleasant animal odor. There are racks of beer bottles, barrels. Most of them are caved in now, but. And they line the walls. There’s a viscous, tacky substance pooled on the floor, and there’s a multitude of hooks which would be perhaps used for aging meat hanging from the rafters, but they’re now all empty. The rest of the chamber is full of brewing equipment and sacks of grain, sacks of grain. On the far side, a heavy wooden door has been chopped down from the other side. Its splintered remains lie on the floor, and a salted ham, which has been gnawed to the bone lies beside it. Beyond the doorway, as appears, is what appears to be a natural limestone cave, and in one corner near the door is a hand pump and spigot surrounded by several wooden buckets.

Shane: Now Somebody really likes him. I’m gonna go to. I’m going to go along the walls and push on the walls and see if there’s a if there’s any give on any of the bricks.

GM: What I’m just putting up on the reading. Could you say that again?

Shane: I’m gonna sidle along the walls sneaking very carefully. And I’m going to be just pushing on the bricks because, you know, in Bream’s head, these creatures came from down below. And he thinks maybe, you know, maybe they came through like a secret passage somewhere. Yeah, yeah. Over by the hand pump.

GM: Over by the hand pump. The bricks and the mortar in between has been decaying and crumbling, and the bricks are kind of loose there.

Shane: Mhm. I’m going to take a few bricks out and lay them to the side if I can.

GM: Take one out, and it takes a little bit of effort to pop it out. And you can see once it’s out, there’s, you know, a cavity on the other side, and you can see with your candle there, just the faint outline of some sort of cave formation in there.

Shane: All right. I’m going to pull enough bricks out, kind of like in the perfect shape of a halfling.

GM: All right. Make an Ob 2 laborer test.

Shane: Okay, cool. Well, surprise, surprise, I don’t have laborer. So I’m going to use my nature. This should be outside my nature, right?

GM: Yeah, this isn’t really sneaking. You are still fresh.

Shane: Okay. You know what? Yeah. I’ll go ahead and roll. Oh, barely.

GM: Oh, you did two successes. Okay, great.

GM: So since you passed, there’s no tax. And because it’s always margin of failure that you get taxed at. And so that’s the end of turn one.

## Turn 2 01:00:06

GM: And you open up an entryway just big enough for your small halfling self to, to be able to squeeze through into there and get into room twelve.

Shane: Mhm. I’m not going to go in just yet. I’ll open up the space.

GM: Okay. Yeah. You see, the inside is a natural spring. There’s a thick lead pipe running from the hand pump and spigot right next to you, and it draws water out from an icy natural spring. Here, the water is moving and bubbling and fresh.

Shane: So don’t ask me how I know this, but I’m going to turn around and go back into the basement cellar, and I’m going to walk directly opposite to the wall on the other side. And I’m going to push on some bricks there.

GM: Okay. And when you do, you go past all of the brewing equipment and sacks of grain that are there and scurrying out from behind the sacks of grain are three troll rats.

Shane: Oh, no, I triggered the troll rats. Oh, troll rats.

GM: Around.

Shane: You. Oh, no. I disturb the troll rats. I didn’t mean to do that. I forgot about that. Okay. What do we do with troll rats? I think we drive them off. So here’s what I do. I have my quiver and my arrows at my side. I pull my bow out, and I slowly draw an arrow as they approach me. And I’m going to, you know, basically threaten them. So Bream is going to shout a few times, you know, go away, get back, back, back from where you came.

GM: We are going to go into a drive off conflict. Here’s something. And as someone who’s been so involved in the game for so long and with elbow to elbow with the creators, drive off has fighter and health for the disposition, but fighter and will for the skills. That just doesn’t quite jive.

Shane: Well, if you think about it. Right.

GM: What are your thoughts?

Shane: No, I mean, driving off is a test of wills, man. It’s like who is going to stand their ground?

GM: Shouldn’t disposition be fighter and will.

Shane: Well, that’s a good question.

GM: I don’t know why the mix.

Shane: Well, look, probably only Thor knows that one.

GM: There you go. I’ll ask him next time I have a chance. Anyway, so I have a disposition of three plus. Zero. I have a disposition of three. Each one of them has a single hit point.

Shane: Fighter added to health. Right? Okay. Yeah. Well, there’s a lovely thing about disposition rules in that they can’t be taxed. So I’m going to use my Nature, outside of my Nature.

GM: Right. Because there’s no way to fail.

Shane: Yeah. Because you can’t fail. So if only I had a level three trait or something. I could use some dice. I still have soggy, but I’m gonna I’m gonna save that for if I’m in like a dire situation.

GM: You’re still fresh.

Shane: Yeah, may as well. So I got 7D. All right, come on. Six successes. Wow. Oh my gosh, I never roll this. I got a really good run of luck. I’m gonna knock on wood now, though.

GM: Yeah. So you have disposition ten going into this?

Shane: Yeah. Ten.

GM: Yeah. Amazing. All right. I’m going to declare my weapon as sharp bite, which gives a bonus to feint.

Shane: Okay. I am going.

GM: And you have an order of might benefit against these creatures.

Shane: Yes, indeed. I’m going to use my bow and arrows to scare them off.

GM: All right.

Shane: Cool. I forgot to be honest. I forgot what the bow does. Isn’t it like plus 2D to maneuver, and you can turn attack versus attack to a versus test.

GM: Yes. But that special ability, you can only do once per conflict.

Shane: Okay. That’s thanks for the reminder. That’s good.

GM: That was the big bow change from the first edition to second, where previous bows could just do that all the time and just be invincible.

Shane: Yeah, yeah.

GM: Okay. So if you’re using the bow, I have set my cards down in front of me. You will just trust me on that. And what are your three actions?

Shane: Well, we’ll reveal one at a time. Yeah.

GM: Yeah, we’ll reveal one at a time.

Shane: So I have maneuver against your attack.

GM: Okay. So you start with maneuver, and I start with attack. They are versus.

Shane: Yep. So I get plus I get plus 2D for the bow, right? Just double-checking that.

GM: Yes, yes, you do, in addition to all your other stuff. And then I say. Okay, I have rolled.

Shane: 6D.

GM: You stop me cold, so you get a margin of success. Three plus your order of might. So success five.

Shane: Yep. So five. So I can do all the actions. So I’m going to impede you for -1D to your next roll. I’m going to gain position for +2D to my next roll. And I’m also going to disarm them of their little chompers.

GM: Oh no my beans.

Shane: Not sure what that looks like in the fiction, but they, they’re hesitant to give me a sharp bite.

GM: Was going to be a surprise. So I’m saying it’s like you’re losing these arrows and causing the troll rats to scurry about and like shooting it right in front of them and stopping their like their moves. So like.

Shane: They.

GM: Kind of like they’re trying to like flank you, and you’re stopping that cold.

Shane: Nice. Awesome. All right. Action two. Maneuver.

GM: Maneuver versus maneuver. So these are independent. So I am going to get one success.

Shane: Yeah.

GM: And I will impede you.

Shane: Okay. So I have +2D for my game position. That’s ten. And then this one for fresh. So that’s eleven dice right? It’s solo player rolling eleven dice without having tapped my nature.

GM: So you can’t. Sorry. I’m already disarmed.

Shane: All right, so I’m. I know, right. So I will impede you again, and I will gain position again.

GM: All right. Last one. You said attack. I said feint.

Shane: Wow. Okay, there we go. There we have it. Let’s see how we do. So I’m impeded, however. I’m gonna roll. Let’s see. My Nature is 6D, minus one. So that’s five, plus two for my gain position. Plus Fresh. So that’s 8D. Yep.

GM: Yep. And you wipe them out.

Shane: Sick!

GM: While they were scurrying about, distracted and herded by your bow. You shoot them in the back, pinning them to the ground, easily defeated. That is the end of turn two. So you’re still fresh. Victory with no compromise.

## Turn 3 01:09:31

GM: So your arrow pins their tail, and then they break it off and go scurrying into the darkness, terrified of your might. And that you, that actually burns out a candle because that’s the fourth turn overall.

Shane: Oh, that’s right. Thank you for the reminder. So I will light another candle off of my sputtering one.

GM: Yeah.

Shane: And, I’m going to gather my arrows and then hold one up and like, Give it a good, blow, you know?

GM: Yeah, yeah.

Shane: Trying to look cool. Really no actual use for that. And put it all in my quiver. And I’m going to go back to what I was trying to do before I was beset by troll rats. And I’m going to go push on that wall on the other side.

GM: To find the secret panel.

Shane: Yay. Okay, so I’m gonna pull wood.

GM: Painted to look like stone. And you open it up and find a secret cache.

Shane: Secret cache. Nice. Oh.

GM: You open it up and. Yeah, yeah. You see, the walls here are bare, save for a rack that holds a sword, crossbow, battered shield, helmet, and quiver full of quarrels. Crossbow is a good weapon, man, I tell you. In the center of the room is a small, unadorned chest.

Shane: I’m gonna go to the chest and use the brass key.

GM: All right? It opens it right up inside a pouch of Pack 1 gold coins and Pack 7 of silver coins.

Shane: Oh, silver coins.

GM: 7D.

Shane: I wasn’t prepared for that. Yeah, I think that’s correct. I forgot, I mean, I read this a week ago.

GM: Oh, okay.

Shane: But yeah. Okay, so gold coins and silver coins. So now, remind me in order to score the treasure, what do I have to do? I have to get the treasure out of the dungeon.

GM: Yeah, get it out of here.

Shane: Okay, man, that might be kind of tough to carry that much silver. It’s a lot of silver. I will pocket the gold coins just to get credit for those. I’ll put the gold coins in my pocket because I’ve already used the brass key.

GM: Sure.

Shane: Okay. Definitely doing some Resident Evil menuing right now. No lie. And I’ll take pack two of that silver.

GM: Okay. So that’s 2D from that.

Shane: Yeah. And put that in my backpack. Okay. Mhm. Man, I should have taken the jeweler skill for this. That would definitely come in handy. Let’s see. I’m running into an inventory problem.

Shane: Yeah. So it’s like, I want either the sword or the crossbow. You know what? Because I’m going to need my hammer and spikes, too. Maybe I just don’t need the oil. I’m gonna put down the oil. Move my tinderbox to my backpack. And then put the board on my belt.

GM: Okay. All right.

Shane: And. I’ve got these two precious cups that I scavenged, and I’m torn as to whether I should, uh. Leave them here or what? Because I’m gonna need them later. This is really challenging. This is harder than I thought, guys. When you’re in the chat or when you’re listening to this, you can point out like all the little flaws and hiccups, or you can point out like the better decision that would have been made. But when you’re playing, you know, your brain just, yeah, your brain just sort of grows wings and flies out of the window. So that’s where I am right now as I’m looking at this at these two cups sitting in my inventory. Can I carry the crossbow with one hand?

GM: I believe I can carry it in one hand, but you need two to wield it. Yeah.

Shane: Okay. So what I’ll do is I’ll kind of like, go back and forth a little bit. So I’ll put the cups in the spring water room. So they’re just near the water. So, you know, I can maybe fill them up if I need to, but then I’m just going to carry the crossbow in my hand. So there you have it. Yeah. Inventory managed. The only thing I left, I think I left, was how much like back 5D of silver there.

GM: Yeah. There’s still, there’s still pack five of silver there.

Shane: In the chest, obviously too. Okay. All right. Cool. Now I’ve done what I came to do. I’m going to go back up into the kitchen. Where I rejoin my map. And I’m going to fast travel to the hole in the ground.

GM: Yeah. You do.

Shane: All right.

GM: I am looking up something real fast. That just occurred to me. This would be for your benefit, if it’s true. All right. Crossbow is Ob 4 to purchase, so that counts as treasure.

Shane: Nice to change. yeah. That’s awesome. Okay, so add that to the tally for sure.

GM: Yeah.

Shane: All right. This is kind of the part of the adventure I’ve been dreading because it can kind of go any which way. And I’m not.

Shane: With all the monsters.

Shane: Yeah, with the real, the real monsters. So, um.

GM: But I kind of like when you, when you’re like sword or crossbow. I’m like, don’t take either. You don’t, you don’t fight.

Shane: Yeah, I know, right. Just sneak around and entertain them. Like juggle or play a flute or something. but we’ll see how it goes. Yeah. I’m ready. So I go to the hole in the ground and you know, I got my rope and my hole set up there with the grappling hook and everything and.

GM: Shimmering down there. Huh?

Shane: Yep. I’m going to take off my backpack. and I’m debating whether I should leave it here or lower it down with me. I’m going to take the rope out of my backpack and wrap it around my torso.

GM: And then okay, sure.

Shane: Yeah. And then I’m going to put the backpack on the ground. And in the backpack I’m gonna put because I took the rope out, I’m going to put the gold coins in there. Yeah. And then in my pocket, I’m going to put that last candle.

GM: Yeah, that makes sense.

Shane: Okay, cool. yeah. Okay. And then, and then I’m going to. Go down the hole. Let’s do it.

GM: All right. It’s a narrow squeeze. Is it a narrow squeeze for you? It doesn’t say anything about halfling size. It is a narrow squeeze, so make a Dungeoneer obstacle three test, but I’ll give you +1D for gear for that rope. That’s all set up.

Shane: Okay. And the grappling hook? The grappling hook as well. Grappling hook counts as plus one D for this I believe. If you want to look that up feel free.

GM: Right. But can you have multiple gear on a test?

Shane: That’s also a good question. And a while since I’ve had more than one type of gear that would work for a test.

GM: I think your setup has it all there. So that gives you plus one.

Shane: All right. I’ll buy that.

GM: Yeah.

Shane: I’ll buy that. All right. So let’s let’s do it. So I don’t have dungeoneer. Surprise, surprise. I’m going to use my replace it with my nature and I’m still fresh.

GM: I think you’re sneaking, to be honest.

Shane: Oh, yeah? Well, you know what? If I’m sneaking, I’m sneaking. So. Because I’m definitely going to be sneaking when I get down there. One hundred percent.

GM: Yeah.

Shane: I’m already in ninja mode as I repel down this, get through this tight squeeze and repel down this thing. I think that’s seven. Eight. That’s 6D plus one for the grappling hook setup and plus one for fresh. So it’s eight. And what was the obstacle again. Sorry.

GM: Ob 3 because it’s a narrow squeeze.

Shane: All right. Oh. Whoops. Let me try that again.

GM: Like that. Yeah. You got it. Easy. End of turn three.

## Turn 4 01:19:40

GM: You shimmy down the hollowed-out pillar. And find the secret, secret route from the surface down into the depths below the house of three Squires. And so you’re in this, I mean, you’re coming from the other side. So everything’s like not written in the right description.

Shane: So yeah.

GM: Yeah.

Shane: Making you read everything in reverse. It’s like you got to be careful.

Shane: Entirely possible.

GM: You’re the only person in the history of this game to do this.

Shane: You gotta be careful. If you read the House of Three Squires in reverse, Ronwald will come visit your house.

GM: Yeah, right.

Shane: And you don’t want him to do that. Trust me, he’s not in a good mood.

GM: Yeah. So you get down to the bottom, and there’s an opening at the bottom. And you enter into this large cavern. There’s a jungle of stalactites and stalagmites and narrow pillars. There are some hammocks that are strung in between them. There’s a spicy musk. Yeah, only described as spicy from many kobolds who have made this their home and live in this area. The air is filled with the loud buzz of cheers and hisses that make up their weird language. The broad limestone pillar in one corner is where you’re coming out of. At the other end of the cavern, there’s a ridge that rises about fifteen feet from the floor and appears to lead to another tunnel. There’s a stream of water trickling down from that ridge, so it’s nice and slippery, and on one end of the corner, away from both where you’re at and the ridge. So this is kind of yep. In that. Where would that be? Yeah, over there in that one over corner. I guess to your left there are several wooden slatted cages several meaning twelve in which human prisoners are crouching down in their own filth. There are eight prisoners.

Shane: So I observe very carefully, are the kobolds watching the cages?

GM: Yeah. So the I’m double checking the number here of how many there are. Sorry, I’m just kind of reading. Reading real quick. There. The twelve count. Why is this not saying how many cupboards there are? The couple have not noticed you. The ones that are here, twelve cages, eight prisoners, blah blah blah.

Shane: I’m going to attempt. If they’re not watching closely enough,

GM: They’re not watching closely to where you’re at now.

Shane: Yeah. So if they’re not watching the cages like intently, then I’m going to try to sneak over.

Shane: You see the people? My goal is where did all the people go? and like, I need to free these people as soon as possible, so I’m going to go over to the cages and like, you know, holding a finger to my lips to make sure everyone’s like, very quiet.

GM: Oh, yeah. Yeah, yeah. And one of the humans that are, that is trapped over there notices you and, like, locks eyes and, like, puts his finger to the lips as well to his lips as well and kind of like waves you over and is clearly in, in lock with your, your attempt at helping them.

Shane: Like.

Shane: Point to the crossbow. And then I point to the guy and I like nod.

GM: Oh yeah. And he’s like slowly nods and gives a thumbs up.

Shane: This must be Ronwald. Must be, must be the.

Shane: Yeah.

GM: Yeah.

Shane: All right. So I would like to look at the mechanism and try to unlatch all the cages, but starting with Ronwald First if order ends up mattering at all.

GM: In fact, does not. So seemingly all of them are all connected together. so you it has this one lock that connects to all twelve of them. Do you attempt to undo it?

Shane: Yeah. It’s going to roll me into turn four, but, uh.

Shane: It is.

Shane: Let’s do it, man.

Shane: Okay.

GM: Make an Ob 2 criminal test.

Shane: I’m gonna get old saying this, but surprise, surprise, I don’t have criminal. So I’m gonna roll my nature and I’m gonna really enjoy this fresh because it’s the last time I’m going to use it. I have spikes on me, but I want to use the spikes as a supply.

GM: Yeah

Shane: Now, when you use spikes, you have to roll 1D. So you always use one, but then you roll one d6 to see how many you use. And then when you come back and get them later, you gotta roll one d6 again to recover them. So I’m going to go ahead and roll that one d6 yeah. Uh not good, I rolled five yeah. So it’s gonna take five. So I’m like jamming spikes into the mechanism.

I’ve got spikes in like five different ways. And then I go ahead and just rip the latch. All right. So what was that 8D. Got it.

GM: Oh yeah. Easily. So uh that is turn four. And your tummy rumbles.

## Turn 5 01:25:20

GM: You’re hungry. Getting rid of your fresh man. You had a really good run there.

Shane: That was a good run.

Shane: I know, man. Where are my cups when I need them? Oh my gosh.

Shane: Yeah. Oh.

Shane: I knew it. I guess I could eat a candle if I had to. Um.

GM: The tallow candle trick.

Shane: Yeah.

Shane: Right. And also I left my oil up there too, but I don’t know what kind of oil that oil is. All right. So I think we’re gonna. well I’m gonna recover my spikes first. So let me not forget to do that.

GM: So you have three total.

Shane: Yeah.

GM: You crack open the wooden slats. But do so like with these spikes are able to kind of pry out all of the rough iron nails that are holding it together. And with Ronwald’s help, because this bearded gentleman that helps you there and has both feet is definitely helpful in this manner and opens up the slats there and helps guide all of the other prisoners out of their cages while honestly, the, the, the kobolds, the tense kobolds are scattered around this chamber. They’re sleeping, arguing, fighting, doing little pranks on each other, which is funny. And they haven’t the alarm hasn’t been raised. So they’re kind of unaware of what’s happening.

Shane: All right. So I’m going to using my directions wise, I’m going to give very clear directions to all the people to get out of their cages if they can, and very quietly sneak over to the chimney where I have the rope signaling with my hands.

Shane: Oh, I.

GM: Think they’re going to need some help figuring this one out.

Shane: Mhm.

GM: Mhm. Do you guide them out of the chimney?

Shane: Very good at directions. So I like, you know, pull up my forearm and pretend it’s like the chimney. And I take two fingers, to do like a little walking man. And I walk along my bicep and I make sure to flex while I do it.

Shane: Yeah.

Shane: Towards like the, the arm and then I like poke my two fingers into the flesh of my arm to be like, go in, go into the chimney there.

GM: Because like Oswin is here and he is, he limps over to you and you can see some bandages around him and they’re like starting to bleed through. So he’s like, please, brother, please help me, help me get up this chimney. I’m so close to being away from the clutches of these horrible beasts.

Shane: You said you should talk. I get it. Like, I’ll help you. I’ll help you, Ronwald. I go in, keep, uh. Come over here. Help me. Help me drag this man out of here.

Shane: Okay.

GM: So you were going to drag him out? This is going to be a vertical pitch. Two people. So, dungeoneer obstacle three. But I’ll give you a plus one D for gear and a plus one D for Ronwald’s help.

Shane: Nice. Okay, so. Oh, boy. Obstacle three, you said.

Shane: Yeah, yeah. Okay, so I have.

Shane: I’m going to use my Nature again.

GM: Six prisoners have already gone up.

Shane: That’s 8D on three. Odds are pretty good. I’m gonna go ahead and roll. Six successes. My heart was in my throat for that one.

GM: You get all eight of them safely out. And then they’re out onto the fields. The House of Three Squires is known to most of them very well. And so they’re able to easily get far away from this wretched place and run off to try to find some further safety at the next town over.

Shane: Yeah.

Shane: Okay. You might want to patch this hole up. Somebody might fall in there. All right. So I’m going to go with them. I guess we’re on my map now, right? So I show them the map. I’m like, hey, I drew a map. Like this is where the hole is compared to where the arcade is like. It’s easy to get there. Just come with me. I’m gonna take everybody back to the well, and, uh. Oh, I’m gonna first I’m gonna recover, among the group. Can I recover my ten-foot pole? My rope?

Shane: Oh, yeah. Yeah, if you want.

GM: To pull that up.

Shane: Yeah, yeah. Two lengths of rope and my grappling hook. And if any of them do, do they have enough free hands to help me just carry it, carry it all back to the well.

GM: Yes.

Shane: Okay, cool. So back at the well, I’m going to go get the bucket, which should be in this. Oh no, I didn’t map to the stables. I don’t want to go there. Um.

GM: The bucket from the well should be at the well.

Shane: Yeah. Oh, yeah. Yeah yeah. Okay. So I’ll, you know, wrap one of the ropes back around the winch. Probably the one that I took from the winch and then tie it to the bucket, lower it down and bring up fresh water for everybody.

GM: Sure. You got them. Everyone’s drinking water and feeling good.

Shane: Yeah. Oh, man. Oswald. Well, don’t look too good. Make sure you drink plenty of water and rest.

GM: Oh, and then just for bookkeeping, getting the prisoners up out of here was end of turn five.

Turn 6 01:31:52

Shane: Yep. Okay. Okay. I don’t know if that’s enough turns to get Joerg because he dies.

GM: It would have been eight. Plus, the camp is nine turns.

Shane: Yeah, he has like, three turns left. Right?

GM: Yeah.

Shane: Yeah. I want to try to save Joerg if I can. And also, I want to see if I can. Like, I talked to the villagers. I’m assuming, like, hey, did we get everybody who’s missing? And I take an inventory of whoever they say is missing.

GM: Joerg. And then Ronwald is beside himself because his young daughter, Elsa, is running around somewhere in these caverns.

Shane: Mhm. Okay, great. I don’t know about your daughter, but my daughter is obsessed with Elsa, so, Yes!

GM: Yes. Yeah. I’m like, oh, really? We’re going to use Elsa on here. Where’s Anna?

Shane: And Kristoff. Oh, you mean she’s like, down there building snowmen or something? She’ll be fine.

GM: Song for the kobolds.

Shane: I know. Can you imagine? Let it go, kobolds. Let it go, let it go… All right. So, knowing all this, my job is not done. I will basically relay everything that I found to Ronwald and in the group, make sure they’re aware of that Unni is still upstairs spinning yarn, and someone should go see to her, and we should lock up as many locations as you can. Let’s cover the well back up.

GM: Yeah. Yeah, sure.

Shane: And close the stockade gates, make yourselves as safe as possible. I would recommend if there’s anyone healthy among you, to ride to and let the greve know what’s happening.

GM: And they’re like, yeah, yeah. Are the horses still in the stables?

Shane: Well, I let them out to graze if you don’t see them.

GM: Oh, okay. We’ll go grab the horses, and we’ll run off, and that’ll be great.

Shane: Please do. Okay.

GM: They do. So they take the horses, and they free themselves. And they are safe and sound.

Shane: Awesome. Ronwald, a word.

GM: Oh, okay. He’s coming. He’s staying with you? Yeah.

Shane: Yeah, you. You seem pretty handy with that crossbow.

GM: Oh, just shooting womp rats back home, you know?

Shane: Yeah, well, I could certainly. I could certainly use your help if you’re willing to, if you’re willing to just guard this place for now. I’ve got some valuables that I want to leave here, and they could really use a guard.

GM: Absolutely. And no one’s going to take me away from here while Elsa is still running around. You know, she’s such a crafty young woman. I’m so proud of her. She was able to get out of the cages on her own, but now, who knows where she is in these horrible depths below. But I’ll keep a watch here and keep a lookout if she resurfaces.

Shane: Very well. So I want to temporarily create a cache with Ronwald as the guard.

GM: Oh, okay. Yeah.

Shane: Just like using the guard. The guard roles. So that nobody messes with my stuff.

GM: And standard cache is inventory twelve.

Shane: Yep. And I’m gonna basically empty my backpack, go very carefully. Go back down into the cellar, listening as I go. Okay. And I’m going to take the rest of the silver and bring it back up if I can.

GM: Okay. You got it.

Shane: All right. Cool. So that cache is cleared. So that’s 7D silver. I’m basically making a cache with Ronwald, and I swear, guys, if you could see my character sheet, you’d be like, so it just looks awesome right now. But unfortunately, I don’t. I promise you, it looks really organized and cool. The coolest character sheet you’ve ever seen. And I’m literally just talking to entertain you while I drag seven silver into my cache. I’ll just write a silver seven there. I’m not going to copy silver seven times. I’m going to bring the gold coins with me. They might come in, or I’ll bring one thing of silver coins actually in my. Pocket. I’ll hold the other candle. I might be able to use those silver coins as supplies. And then I’m going to put the gold coins in the cache. Okay, basically, I’m trying to go in there without a backpack. I need the hammer and Spike’s probably. Almost done with the inventory Tetris. I’ll leave the tinder box. Famous last words.

GM: OK.

Shane: All right, I’ll go ahead and light. No, I’m not going to light the last candle. That would be foolish. Okay. Rope. Hammer. Spike. Sword. No backpack. Silver coins in my pocket. All right. So I’ll just say to Ronwald, look, if I don’t come back, which hopefully I do, because Elsa’s fate rests in my hands. I want you to let my friend Wilbur the Weaver know that I was lost in the caverns below. And he should take my stuff. I want all my stuff to go to Wilbur. So everything in this backpack and this cache will be Wilbur’s.

GM: I will take these last words as your last will and testament.

Shane: Yep. And it’s definitely not your treasure that I took from your cache. I got it from somewhere else. I just brought it with me. You know, I’m a tour guide and like, I, you know.

GM: It’s a nice ring you got.

Shane: Yeah. I mean, you know. Oh, you might want to go check that room over there. The forge. Yeah, you might want to bury some of the bodies in the tavern as well, you know?

GM: All right. How do you approach this?

Shane: Well, I’m gonna have to carry my ten-foot pole, my grappling hook, my two strands of rope back to the hole. I had other plans to kind of use it entering from this thing. Oh, you know what? I’m not going to go back to the chimney. No, screw that. I’m going to go down into the spigot room. Okay.

GM: Like you can map down to down there, down to the basement, and then you walk into the, into the, into the cave room.

Shane: Yeah. And. I think I’m gonna go for a swim and see what’s on the other side.

GM: Yeah. So let’s pull that up real quick.

Shane: Now, this part to me sucks because you can’t take a light source through, like a pool of water unless you’re a magician or cleric. So, I think you’re in like total darkness while you go through, but I’ll do my best to make sure the candle doesn’t get too wet. Oh, shoot. I left my tinder box. Oh, no. And I already volunteered.

GM: Yeah. You said you’re going to take a swim, so this is going to get real dark, real fast.

Shane: Oh, man. All right, let’s do it. Luckily, I have Ridley.

GM: In the spring. Is delicious and refreshing. So, you clear Hungry & Thirsty.

Shane: Yep.

GM: You got that going for you? yeah. And then you negotiate the underwater passage. Were you able to get rid of your backpack?

Shane: Yeah. So I basically, I got rid of my backpack and left it with the cash. It has my grappling hook and one rope in it because I left the other rope at the well. I’m going to bring my ten-foot pole. Since I’m not using my candle, I’m going to bring my ten-foot pole with me.

GM: All right. Great, great. You swim through the water trap, and that is a dungeoneer Ob 4 test.

Shane: Oh, man. Okay. The dungeoneer I don’t have. I’m going to use my Nature. Nature is six. And I think if there’s any time to use my soggy trait, it’s now. So I’m going to use a soggy trait for +1D. No, it’s, it’s coming down into some brackish water or cool water. Whatever. I’m no stranger to this type of situation. From the marshlands.

GM: Yeah.

Shane: So I’m gonna do seven dice on this. Okay. Three successes.

GM: Okay. So that will fail unless you have anything to modify it.

Shane: Yeah. Well, I happen to have directions wise, so. Yeah, I’ve got my ten-foot pole with me, and I’m trying to just keep in mind which direction I’m going because I can’t see and I’m like poking my ten-foot pole to see if it keeps going forward, you know? And that’s the way that I need to swim. So I’m going to spend a persona point to use “Of course.” “Of course, the ten-foot pole. I just need to point it forward, and it would show me the way.” So how many should I get to reroll?

GM: Four.

Shane: Okay. One success and so on. Yeah. Okay. All right. We did it.

GM: That’s all you needed. Okay, so that ends turn six.

Turn 7 01:43:52

GM: You emerge on the other side in complete darkness in, in, in. You break through the surface of the water, and you can hear the echoing sounds of water dripping from the ceiling above into this pool. And you feel the cold air breeze or the cold breeze coming through from some direction.

Shane: Yeah. As I was about to surface, I took a big gulp of the clean water to relieve my hunger. Thirsty? Yeah.

GM: Oh, this is the best spring water that you could ever imagine. That clears out hungry and thirsty.

Shane: Are you sure it’s that clean after brim bog butter has gone for a swim in it?

GM: It was clean before you got in there. I’ll tell you that.

Shane: All right, all right, I’ll buy it. I’ll buy it. Okay. Get to the other side. Dry myself off as I wring my sweater out, you know, put it back on. And I got my ten-foot pole and just start you know, pushing it around in the dark, just trying to find my way forward. Making sure.

GM: You can find at least where the rocks are there, and you can get onto solid footing.

Shane: I’m going to keep. I’m going to keep pushing my way forward. I’m making sure there’s no crumbling abyss in front of me or anything like that.

GM: That’s a good idea because there is, in fact, a crumbling abyss in front of you. And so you get a good sense as to where that is.

Shane: And I feel the other side with my ten-foot pole.

GM: You can, because it is about seven to eight feet wide.

Shane: All right, so this is where I’m going to lay the pole where the breeze is coming from.

GM: The cold air from the far depths of the caverns below is rushing up from this abyss in front of you.

Shane: Yeah. So I’m going to lay the pole across it. I’m going to spike one side of the pole so it like, stays where it’s supposed to be.

GM: In the pitch dark.

Shane: Yeah, I’m going to loop my rope with the grappling hook and just keep throwing it to the other side until it catches on something.

GM: Yeah. Okay. Okay.

Shane: And then pull the rope tight, wrap it around the spike so that I have kind of like a guide rope, and I’m going to put one foot in front of the other and walk across the ten-foot pole to the other side.

GM: Oh my goodness. Hold on a second. Let me see. No. No, that wouldn’t be it. That wouldn’t be it. Would be on that.

GM: I’m going to say this is: I will allow a dungeoneer test normally. Obstacle one. But because of the lack of sight. Obstacle two.

Shane: I get +1D for my setup.

GM: Yeah, yeah. Uh oh. And let me also say before you roll.

Shane: Sorry, I already rolled.

GM: Oh, you already rolled.

Shane: Yeah. All right, go ahead.

GM: You got it. No, no. You’re good.

Shane: I didn’t fail, so you don’t have to tell me. That’s fine. The juicy twist or condition that you have that you had queued up. Yeah.

GM: There’s a rule about. I have to tell you something before you roll anyway. Yeah, you got it. You miraculously cross over there and get to another spot of solid ground.

Shane: Nice. I retrieve all my stuff. Oh, let me roll for my spikes. So I gotta roll to place the spikes first and then roll to. Oh, that’s all of them. I definitely use all my spikes, and then let me roll again to see how many I get back. So then there are at least two that I can get back. Got them. Okay. All right. Okay. Get to the other side. And I’m going to continue to use my ten-foot pole to kind of.

GM: It would be the end of turn seven.

Turn 8 01:49:00

Shane: All right. I need to get over there ASAP because I think he’s got one or maybe two turns left.

GM: So yeah, he’s got one turn left.

Shane: Okay. If I can get there. If I can get to him with one more test. Do you think? Well, you know, I’ll leave it in your hands. Joerg’s life is in your hands. Just remember that if you kill him, it’s your fault, not mine.

GM: On me.

Shane: I tried my best. Okay. Let’s go try to save Joerg. So I’m gonna poke around in the dark with the ten-foot pole. I’m going to make my way over.

GM: Okay. Yeah. You feel around like a blind man in a cave and get a general sense as to where everything is. You’re kind of tripping and stumbling across all the pools and stalagmites that are cropping up from the floor and the rubble and the shifting elevations in footing. That’s all around you. Well, there’s a split in the directions here. One direction has a series of steps going downward, and then the other direction is more flat.

Shane: Right. So. There should be a more flat direction to the right, correct? I could potentially get to Joerg just without being noticed, so I might try to do that. Like very carefully sneaking down into this passageway, trying to not be noticed. I’m gonna feel along the right-hand wall. What is it like?

GM: You do that, and you can feel along the right-hand wall, and you start, as you’re like, feeling that you feel the wet stone. And then you eventually get to this sticky webbing material that when you, when you hit it, it’s like a string that kind of like shifts and vibrates. And then you can hear some huge amount of movement up ahead and above you, shifting on all this webbing. That’s, that’s all around you.

Shane: Okay. so the first words out of my mouth are, I’m neither friend nor foe. The root from which all mountains grow. Sometimes green, sometimes fiery red. You’ll return to me when you are dead. What am I?

GM: Okay, so we are going into a Riddle Conflict.

Shane: That’s my intent.

GM: Let’s do. Let’s do this. I don’t know if I’ve ever actually done a riddle. Conflict.

Shane: They’re fun. Super fun.

GM: So you roll manipulator and add it to your will.

Shane: Yep.

GM: And then let’s see. I don’t have that as a set conflict type. So I got five. But my Nature descriptors are hunting, hiding and climbing. So, as it is well known, it does speak and is intelligent.

Shane: Sounds like it’s outside of your Nature, buddy.

GM: Yeah, yeah. Well, that sucks. So I roll half round up, right?

Shane: Yep.

GM: All right. Well, I got a disposition of three. Answers will give you a +2D to defense. Material clue will give you +2D to maneuver, and a riddle itself will give you +1D to attack and +1S.

Shane: Okay, cool. So it’s manipulator added to your will, right? So I’ll use I don’t have manipulator so I’ll sub my Nature. I wish I had something I could do to get another plus one. I don’t want to spend a persona point. I’ll save that for the conflict. Let’s just go ahead and generate the disposition.

GM: Yeah. This is your last persona that you have.

Shane: Yeah. 6D. Right. Four successes plus my will of four. That’s 8.

GM: All right. I want to use the answer to your riddle, but can you say your riddle again?

Shane: All right. So I am neither friend nor foe. The root from which all mountains grow. Sometimes green, sometimes brown, sometimes fiery red. You’ll return to me when you are dead.

GM: Yeah.

Shane: Okay. I’m arming myself with a riddle.

GM: If you think I know the answer, I think it’s I think it’s that. And so if you got that, I’ve got mine. And so yeah. Okay. So then what I will do, let me give me a second to script here.

Shane: And I think if you actually don’t get the correct answer, then you don’t get the benefit of having the answer. You can arm yourself with the answer to not be disarmed, but you’re not going to get the plus two to defend.

GM: It’s like you have to. Well, in theory, in most games come up on the fly with a riddle. Yeah. You have to actually have a good riddle to be able to use the attack benefit. Yeah. All right. Does precedence not come into play here, right.

Shane: Okay, so now that you’ve scripted, I’m going to go ahead and script as well. So. All right. I scripted attack attack attack.

GM: Okay. I start off with maneuver. So that is a versus test.

Shane: All right. So I’ve given the riddle. What do you think is?

GM: Yeah. So I think it’s mountains.

Shane: If you think it’s mountains, you’d be woefully incorrect. Guess again! And then I’m going to manipulate her. Right. So riddling. I’m gonna use my riddling Nature. I’m going to spend my persona point to tap my nature. I’m going to roll twelve dice. B6 b4 and I have, I gave a riddle so I get +1D so that’s actually 13D. 8 successes plus my +1s to attack.

GM: I’m absolutely devastated.

Shane: Yes. Must have been a while since she participated in the old ways. The ancient ways of riddling. Perhaps she was so bad. Perhaps you were so bad at riddles. That’s why you fled the abyss from whence you came. You know the rules. The winner of the riddle may make one request of the loser.

GM: Rolls over the riddle again and again in her weird, insect-like mind. Distracted completely by your comings and goings as she says, “No. Is it this? No. Is it that? No!” And giving you an opportunity to do shenanigans as you go about. So now you’re still pitch black. So telling riddles in the dark. It is the end of turn eight. You are hungry and thirsty again.

Turn 9 01:59:38

GM: How can you possibly find Joerg and/or save him?

Shane: So, as you know, the loser of the riddle is due to give one favor to the winner. And in so doing, I will give you the answer to the riddle. But do you agree to these terms, or will you violate them and thus anger the Immortals?

GM: Alright, I’m just looking at the compromises here. Okay. So what is it that you ask?

Shane: By winning the riddle, right? Can’t just sit there. Something has to happen. I won something, right? I got my intent, right? So I know there’s no intent to ask.

GM: Hindsight, we should have set these out.

Shane: Yeah.

GM: So, but whatever.

Shane: So I believe it owes me a favor, right?

GM: I think in an ideal scenario, before we started the conflict, we would have been like, okay, we’re about we’re hitting a real conflict. What are the consequences of failure and success for either side? True. And and then like, so we’re just like, we’re negotiating that out of order. But I think what you’re asking is totally reasonable.

Shane: Yeah, I see what you mean. We should have said what are the stakes of the conflict up front? Yeah. Other than not being eaten, right? Which isn’t really an effective intent, in this case. So yeah, so that would have been my request, to make just one request of you. If you’re cool with that, I’m going to tell her you have a choice. Return to the abyss below. From whence you came and never come back here or. Help me find this man among your webs. Free him. Carry him to the surface. And then from there, carry out your schemes. Feel free to go wherever you wish to go, and I will give her the answer to the riddle.

GM: I think that’s a little bit much. I think she would agree to hand over Joerg, unwrap him from his bindings, and have you leave her in peace.

Shane: Very well. I believe that is a very fair compromise. So show me to the body.

GM: And since you have done so. And what is the answer to the riddle?

Shane: It’s the earth.

GM: Ah, I was close.

Shane: It’s the earth.

GM: “And the earth from the darkness from whence I came. Very good. True tricksy halfling. You. Here is your precious companion.”

And Joerg is handed over to you, dying, poisoned, wounded, retching up, vomit onto the floor. How do you save him?

Shane: Oh my gosh. So, believe it or not, these webs are precious gifts. They can be used as bandages. Simple taste of the webs will make you retch so hard that you expel the poison. Or something like that. Right. So I’m going to attempt to kind of do some sort of healing on Joerg to stabilize him and stop the poison from doing its work.

GM: Yeah. Okay. Healing poison. Make a healer Ob 6.

Shane: All right. I don’t have healer. It’s six. This is going to be tough. I’ve used all my traits. Dang, man. Let’s see. Do I have a supply I can use? Maybe my shoes. Can I put a shoe in his mouth? Maybe that’ll make him throw up. yeah. You know what? I’m gonna. I’m gonna, um. I use my shoes as a supply. Like I’m trying to get Joerg to wake up and I’m going to take off my shoe and put it under his nose. Maybe a whiff. Will wake him up. What do you think?

GM: Yeah. Okay.

Shane: Maybe he’ll just throw up in the shoe or something like that. Okay. So I’m gonna get rid of my shoes for +1D. All right, so 7D. Let’s do it. Three successes, no sixes showing.

GM: And I think you’re out of points. Right.

Shane: I’m out of persona points. Yeah. I have one fate point left, but that’s not going to be enough.

GM: Not going to be able to juice that roll.

Shane: Yeah. So that’s a failed Nature test.

GM: Kind of turn nine, you lose your shoe and, uh.

Shane: Wait, wait, wait, hang on. That was outside of my Nature, right?

GM: Yes.

Shane: So my nature is taxed by three, right?

GM: By margin of failure. Yeah. Yeah.

Shane: So tax by three. All right. Cool.

GM: Yep. So that’s the end of turn nine.

Turn 10 02:05:49

GM: You’re trying to get him to retch up, and his body starts shaking, convulsing, dying in your hands, and you hear footsteps behind you and a gasp. Oh, father! And Elsa stumbles into the room, seeing you, or I guess seeing somehow or another, seeing you with her dying father in your arms.

Shane: And it’s like pretty much completely dark, right? Like, we can probably just see the glint, the glint of each other’s eyes.

GM: Yeah, yeah.

Shane: Elsa… Elsa, I found your father, Joerg. He’s in a bad way.

GM: And tears streaming from her eyes. I’ve been looking for him. I was able to escape from that horrible den of kobold butchers trying to find him. When, when when when these monsters gave him up as a sacrifice to this hideous giant spider. And I came in. If I was only five minutes earlier.

Shane: Well, sir, it’s time you grew up a little bit. It’s time to bury your father. He deserves a proper burial. We shouldn’t leave him here in this cavern.

GM: Yeah, yeah, I agree with that.

Shane: So let’s do it. Look, it’s a little bit up that way. There’s a pool. We’ll go for a swim. I’ll hold the pole behind me. Just hold on to it. I’ll pull you through. You’re gonna have to breathe as deep as you can and hold your breath for as long as you can.

GM: Okay. The trip back to the pool is mostly as you would have come through on the way here. However, because you’ve lost your shoes, the rough footing and flooring is particularly painful to go over and crawl past, make a health Ob 1 test.

Shane: I’m going to need that ten-foot pole. You know, I’m going to use my rope as supplies here. I am going to wrap the rope around my feet.

GM: That’s awesome.

Shane: Like ruining them and tying them like gladiator sandals, you know? I even make sure to put one thread of the rope goes through the big toe.

GM: It’s just like the Sopranos Pine Barrens episode.

Shane: It all comes back to Sopranos. It’s the Pine Barrens episode. So that’s going to be 5D. Three successes. We got it.

GM: Great. The ropes are a little worse for wear, but it protects you to get past all these bumps and sharp spikes coming out of the ground. And you get over to the you know, with your ten-foot pole, you’re, you’re feeling around, and you get over to the water pool.

Shane: Yeah. yeah. Make sure to warn Elsa of the abyss along the way and all these things. And we try to traverse back, but using directions wise I’m very clear about where to step and what to do and everything. I explain to her exactly what we’re going to do in the pool, exactly how to move, how long to hold her breath, all that good stuff.

GM: Yeah. I’m with you.

Shane: All right, so we’re going to attempt to traverse under this pool bringing Joerg with us. Oh, I’m going to sip some water first, though, to get rid of my hungry and thirsty.

GM: Yeah. You cleared that out. Make a dungeoneer Ob 5 test.

Shane: Okay. My Nature’s 3.

GM: Yeah, yeah. That’s right.

Shane: Can you make that test a little bit harder given that we’re doing this in complete darkness? Did you really factor that in?

GM: OK Ob 6.

Shane: One success. So it’s a fail, huh?

GM: Yeah. So it’s a fail by margin of five.

Shane: All right, so my nature’s is taxed to zero.

GM: Yeah.

Shane: All right, let’s do the Nature Zero rules.

GM: Yeah. So your nature goes to five over five, right?

Shane: Mmhmm. My nature’s gonna drop.

GM: Yeah. And then you lose a trait.

Shane: You get a trait, my friend. You get a trait like crooked or weird or. Squishy or, you know.

GM: You come out of the other end of this pool very changed.

Shane: Right. So what do you think the trait is? Huh?

GM: Okay. Yeah. So you gain a new trait of timid. So, going in, your halfling guide was very outgoing, and that’s why he got into the guiding business, because he just wanted to explore, wanted to see what was out there in the world. And now that you have seen what is out there, and especially the sight of Joerg dying in front of his daughter in that horrible state of just pain and misery for the last moments of his life. You’re now rethinking your previous caution to the wind kind of attitude, and now you are timid.

Shane: Wow. You attacked me right at my core. Wow. Timid. And that one’s pretty easy to play against yourself, too. And by the way, the whole tour guide thing, that’s the other use for the ten-foot pole. I put a little flag or like a stuffed animal on it so that people can see me when we’re going along the Post Road. And I’m gonna love to use that trait to earn a check in just a second.

Shane: So maybe instead, is it hidden depths or soggy? Which one?

GM: I’m definitely getting rid of hidden depths.

Shane: I’m turning into Smeagol.

GM: I was gonna say you’re going down a certain path. Erase any tests and lose any advancements to Nature.

Shane: Okay, cool. Dang. That sucks. I had racked up so many tests.

GM: You really did.

Shane: I was hoping to advance it by the end of the session.

GM: Yeah, you just pop that right back up. Oh, yeah. Yeah, yeah. Anyway, so, you will you swim as part of this whole experience? You swim through this completely pitch-black passageway, and you know that there are sharp rocks all over the place. And you’re recalling the death of Joerg and trying and trying and successfully getting his daughter out of here. But this, this experience is going to haunt you forever. And you make it through, but you are afraid.

Shane: The afraid condition. It’s my least favorite condition. But afraid not too bad in single player.

GM: A lot of the benefits are already gone.

Shane: Yeah, you just kind of lose the beginner’s luck, but. Okay. Yeah.

## Turn 11 02:16:36

Shane: Yep. Yeah. All right. So we get to the other side.

GM: Yep, the other side.

Shane: You know, ring my sweater out. Wipe off Elsa with my sweater. Wool sweaters, man, you know, you can do a lot with them.

GM: Okay. And then. Yeah, from here, you can get her out to safety. Because it’s an easy walk through the brewery, and then you map the rest of the way.

Shane: Make sure she goes up the staircase by herself. Okay, so we’re out. We’re good.

GM: Yeah.

Shane: So get to the top, ask Ronwald, see if he can see if we can get that roped down to help drag Joerg up. He’s dead right?

GM: Oh, he’s super dead.

Shane: Sucks. Oh, well.

GM: Yeah.

Shane: Next time. You gotta go for him first. And in fact, I thought about it when I first lowered the rope down. So rejoin with Ronwald.

GM: Yeah. He’s there. He’s got your cache.

Shane: Yeah. I’d love to ask Ronwald if he could help me get his desk out of his room. And so I can go sell it in town, but that just sounds like super inappropriate at this moment.

GM: It sounds rude. It sounds.

Shane: Rude. It’s like, hey, you know, I noticed you had a really great desk upstairs. It’s probably worth like three D of treasure at least. Like, what do you say, buddy? If I remember correctly.

GM: It’s your couch, and I’m trying to sell it.

Shane: Yeah, so I know. Right. But you know, I do tell Ronwald. Hey, after all that, rescuing Elsa and determining the fate of Joerg and everything like that. I just have one request of you, Ronwald. You’ll hear me out.

GM: Sure. What’s up, man?

Shane: You just want three kegs of that three-squires sour beer, if you don’t mind.

GM: Yeah, three kegs will do. There’s a bunch of them in the stables over there.

Shane: All right, well, if you don’t mind, I’m just gonna roll those kegs over to my stuff, get everything together.

GM: You go over to the carriage house. There’s a merchant’s wagon parked here. and the wagons covered by a tarp. Ronwald just pulls it over there, and the wagon itself holds twelve full barrels of beer. You two can work together and pull three of them down and just roll them out.

Shane: How many? Wait, how many barrels of beer in there?

GM: Twelve full barrels.

Shane: Oh, damn. I’m tempted to like. Okay, I’m gonna try to haggle with him for all the barrels of beer. Ready?

GM: Okay.

Shane: I say, hey, Ronwald.

Shane: You’re going to need money a little bit more than you need beer for the next couple of days. You know, you’ve got to make that stuff liquid. So, you’re going to need supplies to refortify your stockade and hire help.

GM: Let’s get those horses, tie them up to this wagon, and you and me can take this to the next town.

Shane: Yeah, let’s do it. Let’s do it. Come on. Let’s get out of here.

GM: Already gone.

Shane: Oh, no. You’re right. Well, I’m no stranger to dragging a cart around on my back. Just kidding. Oh. Well, if you don’t mind, I would like to secure those barrels. How about a trade? You see, I found this gold ring, and it’s not mine, but scavengers’ rights. I should be able to keep it. But you could have it, you know. What do you say in return for this ring? I don’t need to take all twelve barrels. How about ten?

GM: Okay, so we’ll make, um. Let’s just do this as a Haggler test, and I will oppose it.

Shane: Awesome. So I happen to have Hagler. yeah. So let’s do it, man.

GM: Ronwald is kind of beat up, so I’m going to give him an injured condition. Well, he’s taken totally unawares by this and just overwhelmed by the emotion of seeing you know, of escaping with his life and seeing all, almost every one of his beloved guests got out of here safely, except for poor Joerg. And he knows that you did your best. There’s. There was nothing you could have done there. That was beyond anyone’s ability. And at least the memory of Joerg will live on with his daughter.

Shane: Well, I still get to roll, right?

GM: Yeah. You might get zero successes.

Shane: We’re both worse for the wear, right? Me and Ronwald are probably dirty as hell. Like just looking at each other, haggling over some kegs of ale. And I think I’m noticing that I’m not as good at haggling as I used to be. I’m feeling rather timid. I’m worried, asking him for these barrels of beer. I might be asking for too much. I’m going to use timid against myself. You know, I would have given him two dice. You already rolled. So I’ll just do minus one.

GM: You can give him two more dice, and I’ll roll two more.

Shane: Yeah. Why don’t you roll two dice, and I’ll take two checks in return. I’d really like to have a good camp. Yeah. All right. And I’m gonna roll my two d6. For Hagler. Right. Oh, in the gold ring I’m giving. I’m going to give him the gold ring regardless. Can I use it as a supply?

GM: Yeah, sure.

Shane: We’re tied. How about that?

GM: All right. We’ve already used the trait, and now we have the tie break, right?

Shane: It’s. Well. So I’m just going to roll Nature. 4D. Three successes for me.

GM: Okay. Yeah. So he says, okay, you know I trust in you, and I’m sure you’re going to be, you know, we’re going to meet together, and you’ll give me my share of this if you that’s what it is. You can haggle with Ronwald and give him the ring as collateral.

Shane: Collateral? Yeah. And then I’m gonna go sell the beer and then bring him back some of it.

GM: This beer for you. And he’s like, oh. That’s a great idea. I’m gonna take Elsa, get her, try to find any other living family, and then we will meet back up. You sell that beer for me, you take a cut of it, and, you know, for all the work that you’ve done, that’s what you deserve. You know, you’re a real hero here. And then, you know, we’ll get back together, and you give me some of the profits, and then that will, you know, it’s a setback, but I’m sure with that, I’ll be able to get back on my feet very well.

Shane: And hopefully anytime.

GM: Like the first edition version of this, he lost a foot.

Shane: Yeah. I think they like swapped it over to Osmond or something. No, they were gonna start amputating him as failures and turns progressed or something like that. So, every certain number of turns, Ronwald loses a finger or a limb or whatever, I think it was something to that effect.

GM: Yeah. Sorry. Distracted. Anyway. Yeah. So he’s like, here, take the whole cart.

Shane: All right. Well, thanks, Ronwald. I gotta wait for those horses to come back. Because, you know, I need some help.

GM: Oh, didn’t you tell the. Didn’t you tell the villagers to take the horses and ride them to the next town?

Shane: Yeah, exactly. So I told them to go warn the Jarl. Go to Asktoft and warn Jermod the Lame. Go warn him of what’s going on. See if they can send some help.

GM: Yeah. So that ends the turn.

## Camp Phase 02:27:31

Shane: Yeah. So I’m going to make camp while we wait for them to return.

GM: Where are you making camp at?

Shane: Man. Dang, that’s a good question. You know what? Before. Before I make camp, maybe we need to secure an area. I asked Ronwald, “What’s the safest room you have here? can we go to it and bar the door and take some rest?

GM: Oh, don’t tell anyone else about this, but I have a secret stash down by the brewery.

Shane: Oh, it’s on my map right here. Oh. Let’s go, let’s go there.

GM: He’s shocked to find that it is empty.

Shane: Right. And can we make camp real quick? And then, uh. And then maybe call kobolds.

GM: No. No. Bounce. Do they have no respect? Okay. Yeah. So, yeah, you can make a you want to make camp in the secret stash if it’s.

Shane: Yeah, if it’s a safe camp, then yes, I would like to do it here. Otherwise, I would prepare. I would like to build a barricade or something before camping.

GM: Yeah, and so safe camp. And then are you going to light a fire or have a dark camp?

Shane: let’s do a dark camp. So it’s a bit safer. All right, we gotta get my two cups before I settle down.

GM: Ooh.

Shane: So fill them up with water. Give, uh. Give. Can I bring down a keg of the beer and share it with Ronwald?

GM: Yeah, yeah, yeah.

Shane: All right. Skol!

GM: All right. As you’re sitting around with your leather jacks, drinking beer with Ronwald, the troll rats, unbeknownst to you, sneak around and them and their smaller you know, offspring get emboldened by your presence and steal an item out of your pack. Whatever your top-listed item is.

Shane: I don’t have a pack. Is it going to be my pocket?

GM: Yeah.

Shane: All right. Silver coins. That’s one. One tranche of silver coin.

GM: Lost a silver.

Shane: All right. Okay. So minus one silver. So I’m down to five. Yeah, just six silver up in my cache. All right. So for camp, I’m going to first try to update my map.

GM: Mhm. So cartographer obstacle two.

Shane: All right. I’m going to use my, uh. Well, I have cartographer, so I’m gonna use my timid trait to help me. I think, being timid, normally I would be Merry-making with Ronwald, and actually focusing on making a good map. So I think instead I’m being, you know, I pour the drinks. Cheers. I don’t even drink mine. I just kind of sit it down, and I start making. He’s maybe trying to talk to me. I don’t want to talk. So I’m just focusing intently on my map. So that’ll be 3D. I can roll for this. Let’s see what we get. Got it. Three successes.

GM: Yeah. You sure do. Okay. You mapped it all out, and then you have, what, two checks to spend?

Shane: Yep. Yeah, I got two checks. So first check, I’m going to try to recover from the afraid condition. So that’s Will OB 3. And I believe the beer gives me +1D.

GM: Yes, yes, that’s right.

Shane: So that’s 5D. Oh, one success.

GM: Not this time.

Shane: But it’s a six. I’m going to spend my fate point to reroll it.

GM: All right. And that’s your last fate, right?

Shane: Yep. We got it covered.

GM: Yeah. So that’s a total of two successes, right?

Shane: Oh, no, it’s Afraid.

GM: Yeah. Afraid is Ob 3.

Shane: Yeah. So that’s it? Yeah. I didn’t make it. I’m still afraid. Did I earn all my rewards this session, guys? Got another best way to get there and back again. Where do people go? Always keep up with my mapping of camp. Yep yep yep yep yep. I’m going to try to. Can I try to increase the value of the silver? What I’m going to do is basically try to make a necklace using some of the leftover yarn. And I’m gonna use my hammer that I use for my spikes and kind of hammer out the silver coins into, like, you know, long strips and, make a cool necklace.

GM: All right. Yeah. Make a jeweler test. This is going to be Ob 3.

Shane: Okay. It’s, uh. I don’t have jeweler. no, I don’t have tools for jeweler, so I think it’s going to be one step harder, right?

GM: Yeah. That’s right. Ob 4.

Shane: So I’m going to use my spikes as supplies again. It’s kind of like chiseling designs and stuff.

GM: Absolutely. Bend some of the coins into shape.

Shane: 6D. Three successes. Fail.

GM: Okay. And so I will say that you do it, but you’re kind of a little bit obsessive about it, and when you should have been taking a rest and chilling out with Ronwald. Like, stay up all night working on your jewellery. And so you do it, but you’re exhausted.

Shane: Oh, nice.

GM: That gives you plus one. And while you’re down in the brewery, Ronwald points out some of the barrels that were down here that were not destroyed. because there were a couple of them. And so you’re able to use those for your drinking that you just did.

Shane: Nice man. So the silver upstairs. Yeah. So it was pack six of silver before. That’s all going to just be worn on my neck now.

GM: Yeah. Right.

Shane: So how much is pack six of silver worth? It’s 6D.

GM: Yeah.

Shane: 7D silver, necklace, with granny’s yarn, and I think that I think I’m done if we can get back to the surface and wait for the ridders to arrive.

GM: Well, what about the beer barrels?

Shane: I’m going to keep them near my cache. They’re mine. I’m just going to wait for those horses to come back so I can take them to Asktoft and sell them. Like how this actually all pans out.

## Turn 1: 02:34:50

GM: I got one thing that I want to pop in here. You want to wait this out?

Shane: Yeah. Basically, I want to go to town. Right. But I want to go to town with the barrels. And I don’t have any horses to help carry the cart. So I gotta wait.

GM: You just have to hang out at the surface of the House of Three Squires and wait things out. That is a survivalist Ob 2.

Shane: Oh, nice. I have survivalist.

Shane: Okay, cool. So Ob 2 survivalist test. Right?

GM: It’s going to be Ob 3 because you’re in moonlight. Unless you have a light source.

Shane: That’s a good point. I’ll recover my candle. And my tinder box, and I’ll light it because I think all my stuff is basically. And I’ll light a candle. Does that get rid of the obstacle?

GM: Yeah. Now you’re down to Ob 2.

Shane: Okay, cool. Two dice on two. Do I have anything I can supply? Okay. I’ve got the cart now, so I don’t think I need the. I was going to say I’m trying to think of a supply I could use. You know what I do? I’m going to ditch my ten-foot pole. I think my ten-foot pole is done. So I’m going to use it as a supply. Basically, I’m going to make a lean-to with the ten-foot pole ruining it.

GM: Yeah.

Shane: Okay. Yeah. Just basically wait out whatever weather and cold and wind, you know, all this wind and everything.

GM: Yeah.

Shane: All right. So our 3D, my trusty ten-foot pole. And two successes. We did it.

GM: Exactly. That’s the end of the turn.

## Turn 2 02:37:06

GM: The riders come back with the horses. And per your agreement, Ronwald’s like, “Yeah, go hitch up these horses to, to, to the wagon and, and ride it out, and I’ll see you at Asktoft. And no, he will certainly not. And all right, so you ride out with your dozen beer barrels ready for the market. That’s the game. So I’m going to go over the points. You survived.

+5 MVP

+3 Goal: Elsa

+1 for the crossbow

+24 for the barrels

+24 points for the eight prisoners rescued

+6 for 6D silvers.

+1 for the silver necklace

+2 for 2D worth of gold.

And I think that’s everything. So that’s sixty-six points.

Shane: Nice.

Strategy 02:39:26

GM: It’s good. You gotta you gotta break it up a little bit. You gotta have fun with it. You clearly looked at this adventure beforehand and had a plan coming into this thing because you set all that crap up with the ropes and getting in through the ventilation shaft.

Shane: Yeah, that was my House of Three Squires No Glitch Ten-foot Pole Speedrun. Also, no food.

GM: Yeah, that was a bold move to go into a Torchbearer thing with no food.

Shane: No food, no water, because I knew I could get water at the spigot. So yeah!

One clarification note: Shane taxes his Nature to Zero to use the new trait to earn more checks, but the class trait cannot be removed.

DH, p 68

Current Nature Taxed to 0
If your current Nature rating drops to 0 due to tax, one non-class trait of your choice is immediately changed to a trait like Pariah, Odd, Faded or something else appropriate. The group should make something up on the spot. The trait level remains the same.

Still, Shane’s use of Nature was very impressive.

Also, Shane got back one of his lost silver D loot by making a necklace, so he actually earned 66 points and not just 65 for the new world record.