Hey there, Pants people. Steven here. Just want
to say real quick before the episode, thank you
for listening. Thank you for hanging out with
us. Thank you for being here. We love you. Enjoy
the episode. Yeah. Bring the hype. Bring the
hype, Storyteller Oren. Hell yeah. We got a crazy
ass race combat going on. Before we get back
to it, before we get back to it, I think Stephen's
got some news for us. Stephen, what's going on?
Well, I mean, first, you know, I wanted to thank
Siobhan and Farron here at Mountain Mania. Thank
you so much. Mountain Convention Center for inviting
us, having us here to play our first ever. Live
Fancy Pants show. I'd like to thank David, because
David, honestly, you are killing it. Like your
wife Gabby said during our break, he only burped
once. And that's great. You're giving me all
these buttons, you know, because you keep showering
the praise. None of this would have happened
without our tech wizard, Jeremy. So thank you
for putting all this together. I mean, we wouldn't
be here without you, that's for sure. And of
course, last but not least, we have to thank
our friend, Rochelle, who not only came all the
way up here, drove all the way up here, like
I said before, from Alabama, but also sent us
some mail. Wait, what? What? What do we got?
Rochelle sent us some mail. Do it, do it, do
it. I didn't bring it down to the room because
open container is a thing. I wanted to be gracious
and not push the limits. Even if this is a bar.
Right, even though we are in a bar, technically.
But it was not their alcohol in the bar. Rochelle
sent herself, really, a bottle of whiskey. Is
that cheating? Is that cheating? Just asking.
Well, I don't know. I mean, like, it's still
mail. I mean, it's worth it. I think it counts
for the mail drop. I think we get a mail drop
out of this. There we go. I will backflip for
a mail drop. I want it. I hunger for it. After
we're done with the game, which I'm having a
blast. I don't want to end, but once it does
end, we've got a premium whiskey, bourbon whiskey,
from your home state of Alabama. Yuck. Well,
adjacent. Home state adjacent. Atlanta, Georgia.
That's right. Yes, yes, yes. That's fantastic.
Very excited. Oh, it's so good. Yeah. Can't wait
to have some more. And before we carry on, we
have one more thank you to give out. I think
everyone is on this one. Stephen, thank you for
being such a great player. And thank you even
more. Immensely, thank you so much for letting
your hair down so I don't have to stare at that
greasy, stupid ponytail all night. Thank you.
You know, I literally wore my hair down because
I didn't want to go to ponytail time. We were
up in the room before here, and Steve was like,
you know, I'm going to have my hair down so David
can't make fun of my ponytail. I could do anything.
I should have known better. Don't underestimate
me. Again. Thank you, thank you. You guys want
to get back to the combat? Yes. You guys want
to get back to the combat? I'll play. Yes, please.
All right. All right. Get some Sirenscape. Get
some Sirenscape. Let's reset the scene. You were
asked by Mesmerize to come to the world of Arnakek
to assist her younger sister, Tonya Ivanka, who
is being targeted by this nefarious sort of Goliath
chieftain named Snarl. Who's trying to take down
Tanya as a means of getting back at Mesmerize,
or Yara, her older sister, who he believes stole
his son away years ago and made him weak. Snarl's
a staunch traditionalist of the windy tundra
here. And he believes nobody should be allowed
to leave. Nobody should feel the comfort of windlessness
because it will make them soft. His son? Dead
to him. Soft. Tanya? She's trying right now to
escape this place, trying to win this race to
experience windlessness, as they say, to reach
the end point, this windless lake, a sacred spot
in the world of Arnicake, a spot that your new
ally, Rinbell, wishes to see for herself. But
anyone who reaches this place without earning
the right will get torn apart, apparently, by
wind elementals, judges, who wish to see this
race go through, wish to see this... This victory
earned. So here you stand, upon your raft, launching
quickly, rocketing across the tundra scape between
two sort of glaciers in this large crevice. You're
around into this race now. And things have already
gone quite rough. The Iron Toad Clan dwarves
have slid up next to you, ramming into your sleigh,
and then using their sledgehammers, they managed
to get a finishing blow enough to break a good
chunk. Three squares of the... I don't know math.
Off your sleigh. It's looking pretty bad. Your
horizontal movement each round has been dropped
to only five, which can be pretty rough for you.
But worse than that, there's less room to move
on. What's going to break next? How long can
all of you stay on the sleigh if it keeps taking
damage? And those dwarves, you've managed to
use a gust of wind to knock a few of them off.
Two of them with a combination of ring bells,
a whole person. and Blanche's wind attack have
been blasted far off the sleigh. They're rolling
in the snow. They are gone. They are behind.
They've ended combat, falling off the sleigh,
and they are out of this fight. One of them is
currently hanging on, holding on to the side.
He's going to use half his action, he's prone,
or half his movement to get back into place in
this turn. I forgot that was a thing last time.
One other quick correction before I go on. I
said I cast jump on two of my Goliaths. I double
checked. Jump cannot be upcast. Only one Goliath
has jump active. That's all I need. Because one
little other reminder, I have two buttons now.
I can attack you twice with advantage. I can
give you disadvantage. If someone's crazy to
give me a button again, if you drop my guy, I
get back up again. It's nasty. No, no, no. It's
nasty. No, thank you. Oh, thank you. Do not want.
Thank you. With that, we enter this second round.
I have my checks pre -rolled, as I mentioned
before. So I need a roll with advantage. Tonya
Ivanka is still holding the sails, keeping Rinbell
steady as she's steering this thing. I need a
survival check with advantage. That is a 27.
27! Nice. That wins this round. It is happening.
Rachel. It is happening. Rachel. Carly. Carly.
Thank you. David has three buttons. Holy shit.
And you're a cat, sir. You're a cat. We cannot
have any more. Chris, the last one out. I can't
get more than this one. I burned one. I'm relying
on you. All right. That's advantage three times.
Gross. I already won. Why are we doing this?
Because I still have two fifth level spell slots.
You know what? Don't catch yourselves out quite
yet. Rimbell, I'd like to know if you'd like
to go first, last, or somewhere in between. Gentlemen,
what would you like to do? I really feel like
if we don't just rock it straight forward, they're
going to... But remember... Our movement is reduced
because of the time. Our lateral movement is.
Our horizontal movement. I think our vertical
movement is. Vertical is fine. The sails hurt
your vertical. Yeah. Essentially, I hurt your
check. First or last? I think I would say first,
right? Because I think if we wait, I think if
they ram us, we're already a third down, right?
Fair enough. Okay. Rip out. You can only ram
somebody if you go after them. So if you go last,
you cannot get rammed. I will say that. Because
you're watching them, you're evading. Going last
means that you get to pick your moment after
one else goes. But if they maneuver ahead of
you, then you have to work around their sleigh.
So that's the cost. So the next level of movement
down is how many feet? 30. So you're going 40,
and it's 30 and 20. You don't know what to get
there. So the dragonborn at least will be in
range to ram us. I mean, I don't know. I just...
It's your call, ultimately. You're piloting this
ship. Don't avoid the ram. Go last. I mean, we've
already taken a lot of damage. Then we need to
go last. Okay. Right? For real. Like, we're below
100. Right. All right. That's fair. We're going
last, David. Going last. I get to play my field
first. Let's do it. They're getting ahead of
us. Right in front. Yep. The Frostclaw Dragonborn
are going to move. 25 up and 15 over to slot
themselves just in front of you, trying to hudge
you off. You don't disband on your next check
unless they're fully ahead of you, but right
now they're trying so hard to get in that spot,
and you're going to need to move around them,
stealing some vertical movement now, because
you only have five. You need 10 just to even
slip around them, so a little gross there. What
are the speechless up to? Um, Rochelle, don't
forget what spell of mine is active. Yes. All
right. Then you can go 15 up, 15 over, closing
in on you. And last, the iron toe. These dwarves
with their sledgehammers messed you up last time.
They still got those sledgehammers out. They're
ready to rumble. And here they come, sliding
up beside you, hammers at the ready. Will they
ram you again? Will they break your ship again?
But wait. With one dwarf too far away from the
actual rudder to act on it. And one dwarf. hanging
off the side, currently prone and unable to reach
the rudder. That means I get this advantage.
No, that means I don't act. Right, you don't
move, right? Right. It has to be those front
six squares you have to end your turn. Yeah,
the front six squares if you want to keep moving.
So that means these guys are falling behind.
Ooh. Actually, David, on that note. That's all
I got. That's all I got. The one that pulled
ahead of us. Yeah. The pilot is incapacitated.
Oh, dude. The pilot is incapacitated. You forgot
about hideous laughter. Right. We all forgot,
to be fair, until you just reminded us. It's
actually okay. What happens here, he's still
incapacitated. He still has no movement action.
The other two are in range. One of them can still
help out. One of them can still sail. So they're
using their action and pilot for the round. And
one guy's down. Still bad for me. I still can
get just barely ahead of you. I can still try
to get their movement there. And now it's you.
Doors aren't going anywhere. They can't. I mean,
if you can line me up. Straight. Oh, that too.
Yeah, yeah, yeah. Exactly. And then I can just
move. Yeah. Yeah. So, David, we're going to use
our movement to just ram those idiots in front
of us. So you won't move forward if you... Are
you going to go around and ram them? No, we're
just going to ram them. Just going to ram them
in the back? Yeah. Right in the back. Sure. Let's
mess them up. It's the best time. Let's mess
them up. Okay. All right. You guys boldly move
no forward at all. You just push straight forward
as they're sliding in, thinking they're so cocky
and cool. You smash into their vessel. A game
of chicken that they just lost. I think that's
how chicken works. Well, no, but that's all right.
Okay, I need 2d12. And they are going to take
double damage from this on their sleigh because
it's vulnerable. Nice. That's 18 points of damage,
David. On 2d12, so double 36. 36, okay, okay.
Not enough to hit a threshold. They're, just
like you were last time, 14 away right now from
losing a good portion of their sleigh, from losing
their ability to move those crucial 10 horizontal,
but that is still pretty darn nasty. And with
that, you've made your move. Everyone's in position.
We're going back into combat initiative. The
gridded teeth didn't move at all? They did. They
got closer. Oh, okay. I didn't even notice. They're
now a little bit ahead of you, and they're 15
feet closer to you. They were far away, unfortunately
for them. But they're getting there. And maybe
they're close enough now. That jump spell is
going to come into effect. Maybe, maybe. Before
they go, though, their leader, their chief, is
going to make his move. Snarl. Looks to you.
And he raises that giant stump -like staff. He
slams it down in front of his sleigh. Let's learn
another new mechanic here. Now, if difficult
terrain is imposed... Oh, how are you going to
do difficult terrain when there's an enemy right
in front of us? I mean... You have a point. You
have a point. Never mind. We're not doing difficult
terrain. We missed snarl. We're not going to
do that thing that was cool I was going to do.
Surprise, surprise. Good move. Snarl on that
snarl. Yeah, he snarls at you. All right, that's
fine. Instead, I'm going to cast enhance ability.
I'm going to cast it on that same guy I cast
jump on. Okay. This guy's going to have beefed
up strength checks. And that's all he does. He
sees you. He snarls. You get in the way. He looks
like he's going to do some cool stuff. The ground's
beginning to rumble. And then you smash him in
the dragon board. And right behind him, you see
he's aiming ahead. He didn't realize you were
going for this bold move. He kind of drops the
staff. He reaches out, roughly shoves the shoulder
of this other Goliath forward. He snarls him.
The Goliath sort of nods. He starts beefing himself
up. He gets to a jumping position. He's going
to board. Before that can happen. Tanya's up.
Same as last time, Tanya is standing at the front
right by Rinbell, and she's working with the
rigging. She's going to give you the help action
for your next sail check. It's her whole goal
here. And, Rinbell, that's you. So, David, remind
me which are about to jump. I need all four of
those lovely creatures to make charisma saving
throws. Charisma! What are you doing? I hate
it. You should, because I'm also going to make
you do math, and I'm really sorry. Oh, my one
weakness. Let's start with the non -weakness.
I'm going to start with the non -snarls here.
19. 20. Oh, shit. And the one on the back gets
a 12. Well, I guess the dude... Wait, there's
four of them. That's a three that are not. Snarl.
Oh, Snarl gets his own special save. The one
in the far back, or the 12, the other two guys,
19 and 20, the one next to Snarl. Okay. So the
19 and 20 save. Okay. The other does not. They
just feel you. Snarl slaps them. But then he
starts feeling it too, whatever this weird thing
is. Will you get my boss monster? Please. We'll
find out. The big guy with this. I hope not.
He's going to do this nasty stuff. I got three
buttons for him. Does anybody have two buttons?
Yeah. Oh, shit. No, I don't. This is going to
be close. That's going to be a 17. No. No! He
does not save. No, Snarl! He's so cool, though.
What are you doing? He's so cool. So, Snarl and
the dipshit who didn't save... No! ...not have
Bane cast upon them at any... Oh! Oh! Saving
through our ability check takes a negative D4.
Ability check. Okay. All right. And saves. Wait,
hang on a second. Saves. You're setting up. Saving
or attack throw. No, that's shit. Okay, that's
not what I thought it was. But anyway. Okay,
that's fine. So D4. Minus. Yeah, perfect. I love
it. That is a good move. In fact, when the time
comes for you to roll, I'll let you roll a D4.
P .S., Rimbell drops concentration on that dipshit
who's now somewhere in the snow. Are you sure?
To hold concentration on this spell. Yeah. Okay.
All right. That's fair. I mean, just for those
rules lawyers out there who are going to bust
me on that shit, because I tell them I have two
spells of concentration. Yeah, Gabby. Gabby,
the rules lawyer. We see you in the Discord every
week correcting all our mistakes. Jules LaRoche.
So Nastia's having you see the snarl and the
guy in the back kind of look a little diminished,
a little weak. What does this look like? Is it
like this dark sort of magic surround? Is it
shadow magic that you're so fond of? Oh, everything
Rumbel does looks like smoke and raven feathers.
Phantom feathers, dark smoke across the ground.
Snarl's trying to rub it out of his eyes. They
look weakened, perhaps ripe for the jewel of
LaRoche -Picot. We'll see, yeah. Yeah. I'm off
tonight. I don't know. All right. We didn't think
this through. I can't see the map, David. Oh,
yeah. Yeah. All right. So who's piloting the
one in front of us? Who's now the one in front
of us? Okay. So is that the original guy that
you... That's not the original guy. The other
guy's still prone, but he's... Yeah, he's still...
I still got concentration on him. Yeah. As long
as I have concentration on him. You can jump
back in front of the mic, David. You're right.
The first guy is laughing. Yeah, actually, David.
I was going to say, yeah, did you at the end
of his... Oh, no, it's not the end of his turn
yet. I mean, because that's concentration, right?
Yeah, it's concentration, but... I don't know
if it's worth it to hold or not. Yeah, you should
have been making another wisdom save. Oh, correct.
I'll make it now. Go ahead. Yeah, I fell. You
fell? Perfect. We're good. Great. I mean, holding
that's not horrible, but... It's not, but...
Unless you have something else you want to do.
All right, so I am going to, on the current pilot
of that, it's going to be interesting mechanically.
I'm going to cast Dissonant Whispers. Third level.
Oh, yeah, of course. The old Jules classic. So
now the first pilot is no longer capacitated,
but is still prone, right? No, no. Doesn't it
whisper? It's just not concentration. But Tasha's
is, isn't it? And he failed it. I failed it.
Oh, yeah, he failed the save. All right, here
we go. Wisdom save. Wisdom. Three on the die.
Fucking fail. What's happening? Wow. Yeah. Make
a wisdom save. On a failed save, you take 3d6
psychic damage. And here's the interesting part,
because I don't know how this is going to work
being on a ship. You have to move immediately
as far away as your speed allows. Huh. But it
just occurred to me, I don't know which direction
that's going to go. Yeah, I mean, that could
even just be as far away on the ship. I think
he's going to jump ship. What? I think it's fair.
I think it makes sense. First of all, that damage,
because he still has a chance to stay on this
thing. That is 13. 13. I'll tell you, even with
that, he looks pretty rough, especially with
how roughed up he looks. This mist sort of covers
him as it leaves you. He's screaming. He goes
running away from you. leaping off into the snow.
And as he kind of like... Huh? I just can't believe
it. It's awesome. He's scared. No, this is the
game right now. You're playing bowling, knocking
these pins down. He jumps off. I'm going to roll
a dex save to see if he can catch on and hold
on to the side. He'll be prone on the side. He
has to have his movement just to get back up.
No. Just short, actually. Just barely short.
He goes to reach out, and his claw sort of lingers
in the air. Oh, it's a button projection! Thank
you! We're not going to cut out the sleigh. That
is button -worthy. Thank you. Buttons are everywhere
tonight. This is awesome. This is awesome. And
that guy is gone. Unless someone saves him. Yeah,
I don't think that's going to happen. You know
what? At the end of the round, there's a chance.
There's a chance he can grab onto your vessel.
Maybe an iron cell. That's the one thing. He's
currently mid -slide towards you. But time is
weird. So we're moving on. Time is weird, David.
Time is weird. The dwarves. One dwarf is going
to climb back onto the ship. Okay. Put a hand
on the rudder. But right now, they're in a place
where they don't want to try to jump over this
thing because it's scary to do that. There's
only two of them. They're out of the race. They
need to get up on you again. So they're just
going to help action on the sail. get in place
to move action next round to steer this thing,
and that's all they can do. Dwarves are gone.
Two of these dwarves are gone. Dragonborn. We're
going to make some attacks. And they're going
to make them on Tanya. Oh, no. They move down
right towards Tanya. Oh, weakness. Young elven
girl. But you see, I should mention this before,
Tanya has been trained by her sister to some
degree. You remember Mesmerize, a powerful illusionist.
with the ability to cast this sort of displacement
on herself, making it very difficult to get a
hit on her. Tanya has basically this sort of
displacement effect over her body. You see like
a second version of her kind of off to the side,
shifting constantly. It's hard to quite see her.
Once this fight started, she's under that. It's
a bonus action. I didn't cast it before, but
it's here. I want to say that before all this,
she put mage armor on because it only makes sense.
You know, it's mage armor. Mages have mage armor.
We specifically had 10 to buff. You had 10 to
buff. So she has mage armor. She has displacement.
She also has aid. So we're down 15 AC right now.
Disadvantage my attacks. But not a lot of HP.
You gave her 10 more. That's really good. Will
it be enough to stop me from attacking her? I'm
sorry, David. I have to say, we've got a lot
of buttons on the table. I know that I'm screwing
myself by reminding you. We gotta burn up some
buttons. I appreciate that. But I'm saving these
buttons. I don't like that. These are snarls
buttons. Oh, they're snarls buttons. This random
nobody gets my buttons? No. The boss gets my
buttons. We'll see what he's up to soon. It's
a miss. First spear attack comes in. I have multi
-attack, though. It's a miss. So he goes, steps
twice, almost gets it in there. And she hits
the illusion, doesn't break. It's still there.
And the first one doesn't quite get purchased.
Come on, second guy. Don't worry, it's natural
one. One more attack. One more chance to break
that damn displacement. It's the natural one.
Are you serious? Dude. Oh, it's so sad. Hey.
She doesn't have buttons. She doesn't have buttons.
So Tanya's there standing. These illusions dance
around her. They go stabbing. Blades piercing
out. But none cut flesh. None touch blood. She
stands tall. Sort of dancing side to side. Help.
Get them off of me. And that is my dragonborns.
The two are going to stay where they are. Do
their usual thing. One more turn here. Most of
my Goliath are happy to stay put, but one of
them, one of them has jump and an increased strength
check ability. Make sure real quick that has
advantage. Perfect. Okay. Now when you jump into
the wind, jumping from vessel to vessel in this,
you have to be able to, of course, physically
make the jump. But another part of this is you
need to be able to make a athletics check. equal
to the distance you are jumping. Because you're
fighting into the wind. It's not an easy thing
to do. So this guy needs to hit. I don't like
it. It's a lot. 25, but I committed. I committed.
I committed. He's here. I have advantage. I'm
a Goliath. I'm strong as hell. I can do this.
I have three buttons. I want this Goliath on
your ship. I'm going to use a button. To add
to my advantage and this is a rule we do here
in fancy pants I call bonuses and minuses when
you double the advantage you get the advantage
and a plus two You can stack up your plus twos
your bonuses that way, you know You don't just
have that crappy cancel advantage situation that
you get in a lot of games If you have two, you
know piece of advantage, I want to make this
fun. So taking a plus two on this I'm taking
advantage on my role He leans out of the side.
Don't throw all that fucking dice yet. Now wait
just a damn minute. What are you doing? Two buttons.
Two? You're using two on me? So I still advantage,
but no plus two. No plus two. Okay. That's very
mean of you. And I hate it. A very cool goliath
is about to make a move. About to jump. Let's
see what happens. Unbelievable. Oh God, what?
What? 18 on the die. And a plus 6 to athletics.
Holy shit. Okay. But I don't have a minus 2 and
I don't hit a DC 25 check. Oh, it was 25 feet.
It was 25 feet. I won! So he goes, okay, he's
going to land right by our ship before he goes
skittering on the background. I get the deck
saved still so I can catch on. It's full movement.
He doesn't get an action here. Fair. Let's see
what I can do. Come on, Goliath. Come on, Goliath.
Two on the die. So this guy, Jules, Jules, you
give me those buttons. What are you, this guy's
bracing up. He launches in the air. He's sailing
towards your ship. What do you do to give me
that disadvantage? Ugh. Just be cool. He just
says no. He screams no. He just screams no. And
just rushes up. Look at that loud singer voice.
No! That's enough to startle. Which is all of
his body weight into him. And this guy is currently
falling. Now the dwarf slay is still behind him.
These two guys have a chance, one chance, to
try to catch on to that slay before they go blasting
off, out of the map, gone from the fight. Another
dex save. Before I make that save, we have finished
the round with Blanche Trudeau. Blanche, what
are you up to? So let's talk about movement and
distances here. Yeah. My Gust of Wind spell is
still active. If Blanche moves to the square
directly behind Jules. No, no, no. Up two. So
now she's right behind Jules. By my eye, yes,
exactly. But also, yeah. So 60 feet straight
forward, 10 feet wide. I believe she can, with
her Gust of Wind, hit. the Goliath who's hanging
off the ship, and the two from their original
ship, including Snarl. And she's walking with
the wind blowing her, and she has her hands out
with her palms up with her own gust that she's
carrying with her, stepping slowly, carefully
into the wind. So Jules! How do you know this
Rinbell character? And she holds her gust up.
Now's not the time, Blanche. Pay attention. It
really is not the time. You'll have to tell me
after, I'm just... Yes, yes, after. Stick to
the task at hand. We must avoid spoilers. Okay!
But it is the time to remind you that two of
those have been baned. And get a D4 minus to
their saving throws. Yeah, Snarl has been baned,
and I think it was the guy at the bottom of the
ship who's not in the gust, I think. Oh, fair.
But Snarl's who really matters, I think. Here's
what I'm going to do. The one guy who's going
to be free -falling, he didn't actually grab
the ship. He failed that. If he fails this, he's
going to be blown far enough away, he won't get
to the northern ship, he's out. He's gone. I'll
do him first. DC 15. 14. Yep. Okay. So you watch.
You blow this guy. He's certainly reaching out
trying to grab. You hit him with the wind. He
goes blown back. Missing the dwarven ship as
he's launched away. But that gust is still going.
Shooting far beyond him. The goliath that is
getting hit by this behind Snarl does not have
bane on him. I'm going to do him next. It's natural
one. Oh my god. What happened? I need these buttons.
Why aren't you using buttons? You've got like
a thousand. And he's what, 15 feet? 15 feet.
He doesn't get a chance to grab on. Oh, just
natural one. He's so far off the edge. Yeah,
natural one. He's so far off the edge. You hit
him, and he goes, boom, rocketing backwards,
not expecting this sudden turn of the wind. Snarl
turns to him, growling as the wind strikes him,
too. He does have vein, but I'm cashing in a
button on this. He's got a button, yeah. I'm
not going down so easy. Look at what you've done.
Yeah. All right, Snarl. Advantage, and you rolled
that four for me. That is going to be 23. Oh,
yeah. Yeah, yeah, yeah. He's good. He's safe.
Okay. That negative four can't stop him. He's
bolstering himself. He feels that sort of dark
shadow magic weakening him, but he's not going
down so easy. Snarl stands firm. That's your
turn? That's the end of my turn. That's the end
of round two. One more save to make. Can that
Dragonborn that's currently sort of sliding down
make it onto the Dwarven ship? It's going to
be a deck save. Super close, super close. I don't
know if it's a miss by one. 14 out of 15. He
slides down right where that big gap in your
ship is and that sort of channel between your
two vessels the Dwarves made. He like, hits the
door and goes humbling almost like through there,
disappearing into the whiteness behind as you
blast forward. Another foe is off the map. Good
stuff. Let's make our sail checks. Um, I just
had a weird thought. I don't know if it's, I
mean, their ship is already in front of us. They're
down one rider and another is incapacitated still.
We could mutiny their ship. Oh, okay. I don't
know. I hate it. Let's see how our sail check
goes, right? David, that's a 24. 24. Okay, we're
at round three. You got 24. That actually puts
you second. I'm going to choose to move first.
Oh, it's the Dragonborn ship that's moving first.
We gotta stop him. They're right behind him.
Oh, can we catch up to him? Uh, no, he kept going.
Oh, sure. They move five over to be directly
in front of you, but they start rocketing ahead.
They're trying to keep right in front of you
if they can, but they chose to go first. So they
try to block you, maybe force you to make some
moves around them. Would you like to go now,
or would you like to go last? Rinbell. Rinbell!
Can we catch them? Yeah, yeah. Now? I mean, that
ship is in better shape than ours. Let's take
it. Let's take that ship. Okay. So what are you
doing? Moving just a little bit forward? Straight
ahead. Launching ahead, you manage to pull up
right behind the counter. Almost alarmed as you
have caught onto the heels so fast. Now I'll
make my other movements real quick. The doors
aren't doing so hot. They only need to go about
10 feet forward, 10 feet sliding over. At a rough
time of it, they're falling steadily behind,
waving their sledgehammers at you, but now it's
going to be hard for them to catch up to make
any use of their weapons. What about the speechless?
Yeah, here's where it gets interesting. I hate
that. Yep. They're right on us. 20 forward, burning
up 10 of their vertical speed to add to their
horizontal to go 20 to the side. They pull up
right beside you. At last, snarl in range to
do some damage. Will the wind save you now, Blanche
Trudeau? Let's find out. You had no movement
left. You could not ram the ship before you,
but you sit on its heels. Once again, sort of
sandwiched. The dwarves are behind, but the Goliaths
are in now. We start the round with Snarl. What
should I do with Snarl? Yeah, all right. Let's
do this. Oh, you son of a bitch. He's on the
ship. You son of a bitch. He's getting on your
ship. I'm gonna do a fun thing here. I'm gonna
do a fun thing that I really, really like. Let's
do some more rules. I can try to take control
of your ship. Huh. No, actually, no. I'm not
gonna do that. I'm not gonna do that. I'm gonna
just kill Rainbell. That's all I'm gonna do.
That's more fun. We're here for it. Uh, yeah,
okay. Snarl jumps over to your ship, leaving
his ship basically unstaffed. He's moving in
on you. And he's going. Choose a bonus action.
You see he kind of raises his weapon and a frosty
sheen covers it over. This icy, glazed spikes
of ice jutting out, turning that staff into this
sort of spiked mace. He's going to make two attacks
on you with this weapon. It's going to be a 21
to hit. That will hit. And a 21 to hit. Guess
we'll both hit. All right, then. Yikes. Okay.
Let's do some damage here. 22. 25. 28. 29 damage.
A combination of bludgeoning. And cold, if that
matters. Not generally, no. Okay, he takes one
in two hands and he just hits you. Two rough
blows coming down hard on you. Still have that
button in my pocket, but I don't need to use
it yet. Snarl has invaded. He's got you locked
down. Tanya sort of screams out, What do I do?
What is the plan? Does she stay here? Unless
you move forward. It's up to you guys. Let's...
Let's change plans. Let's take the... Let's take
the gridded teeth ship. I was thinking the same
thing. Okay. All right. Okay. Only one board.
Tanya, jump to the left ship. But we're radical.
We have a choice here. I can make a DC five athletics
check to jump, or I can take an AOO, an attack
opportunity from snarl. What do you think? Yeah.
Yeah. I think, I think the athletics makes more
sense. Okay. Here she goes. You better hope she
has a point in athletics. Oh no. Cause that's
a four on the die. Tony Ivanka goes to move.
And I think maybe like Stahl, as she goes, she's
moving by, she's going to run. Roars at her.
Sort of scares her. She scares to the side just
a little bit enough to twist her feet and she
falls between going through. She falls into the
channel between ships. She's currently falling
unless one of you can save her. She will be removed
from this race. Your one goal to see her to the
end is in jeopardy. All because I broke your
stupid ship. No, it's fine. I think I got it.
I think I got it. Yeah, yeah, yeah. The question
is, does Windbell's strong heart got it? Because
you're up. I got part of it, maybe. Okay, okay.
All right, all right. So as a bonus action, Renbell
casts Missy Step. And she puts herself back into
the pilot position on the other ship. Pretty
good stuff. Renbell, too far. Move up a bit.
Okay, yeah, yeah, yeah. Yeah, yeah, yeah. Bad.
And Renbell moves up a bit. And then... I need
Scar to make... Oh. She drops concentration on
that Bane thing. Okay. And I need Scar to make
a charisma saving throw. Okay. Strength? Certainly
high. Charisma? Maybe not. It's a good thing
I have a button. And he dropped her concentration.
Who did this? Who did this? This was Carly, by
the way. Here we go. Ooh, that would have failed.
Good thing I have a button. Let's see the second
one. Into 15. Oh, no, sir. No, sir. No, my button.
And your big bad guy is now banished. What? To
another plane of existence. No! So he just stays.
He's banished. He turns towards you. He's just
about to move and about to jump. You see him
making that movement towards you. And then...
Zip. Boop. He's just removed. A tendril shadow
walking away from the spot. Much like when you
arrive in this world, he is gone. There will
be some weird rules for Banish I've been thinking
about for this. I think Banish is going to work
relative to the caster's location rather than
being in the same world. So it's not like he's
going to pop in that exact spot on his ship.
He'll pop up, I guess, relative to you. Oh, interesting.
15 feet away, basically, and that's sort of just
ahead of you. and off to the right. But he won't
do so if you're holding concentration for, what,
one minute? One minute. The race might be over
in a minute. Wow. So just deleted Snarl. Unless
I can break your concentration, which I am going
to do. Sure, sure. Everyone here, if there's
a button out there. No. I need it. No. Save my
bad guy, please. Jules, you're up. You see Snarl
just. Gone. Jules is going to help her up. Don't
worry, Jules. I've got it. Are you sure? Uh -huh.
Okay. I'm pretty sure. Jules is going to... Rachel!
Thank you. Carly, you're looking out for me.
How do people get multiple buttons? Chris! Chris!
I knew I could rely on you! Thank you! Thank
you! Stop coming back! We're still gonna win.
Jules is gonna use a bonus action to cast Bardic
Inspiration onto Blanche. Okay, cool. So you
get an additional 1d8. Okay. Let me see the map,
David. Where are we at? Okay. There's still a
guy on the back of... our quote -unquote new
ship. Right, that's what I'm saying. Are we still
going to move forward with that? Oh, thank you,
Gabby. I haven't earned it yet, but I'm about
to. I think. Okay. All right, so Jules is going
to go ahead and he's going to go for Dissonant
Whispers on the guy at the back of the ship to
the left. Oh, yeah. Oh, yeah. I need to pass
this. I mean, you don't. And bring back Snarl.
You don't have to. Chris, your button's going
now. You don't have to. And this is going to
be in my third level. Whoa. Okay. This is my
third level. I cannot fail this. I cannot fail
this. You should. Or I'm in trouble. That would
have failed, but I've got a button. Come on,
Goliath. I need you to bring back your buddy.
This is going to be tight. What's the save? What's
your roll? 14. Fuck. Yes! It's a 14. Oh my god,
yes! Yes! Alright, we're burning another button.
He's too mad. He's mad because you made his buddy
go away. His leader. Grits his teeth like the
emblem does. Symbolism. I don't know. He's cool.
Nice try. It was good. Yeah. A for effort. Yeah.
It was a good move. Good move. You burned my
button. You burned my button. Now I'm going to
burn your ring bell, but not yet. Because the
dragonborns are going to go first. They're content
to drop off their ship. One of them will still
pilot it. They're losing that help action when
two of them are jumping onto your broken vessel
you're trying to abandon. And they're crowding
around you, Jules, making some attacks. I didn't
move. You should have. I should have moved. Do
you need to move? I should have moved. Yeah,
you need to move. I should have moved. Do you
need a button to let you move? Oh, that is nasty.
Anyone got a button? I do. Fuck here. Anybody
got a button? I got it here. You can make your
move before I make mine. I'll allow it. I'll
allow it. Where do you want to go? I'm moving.
Let me see. Jules, quick, move to the other ship.
I'm moving to the other ship. But, like, not
right next to Tanya. No, not there. That works.
Yeah, that works. Thank you. Blanche, is this
okay? Yes, perfect. Is this good for you? Thank
you. Okay, good. I'll stay here. You tell me
when I can move. I've got a plan. Okay. Stop
goofing. It's a serious fight. I'm serious, Dragonborn.
They jump over, but you're already gone. Shut
up. You spent a button on four sad Dragonborns.
Now who are they going to kill? I know who. Blanche
Trudeau. Bring it. We'll still do one on Jules.
Stay on the edge of the... slay and sort of come
at you with the spheres. Let's do this thing.
Two on Jules first. Let us go. It's going to
be a 17. Yeah. And a 15. Yeah. Oh. Doggy. Okay.
Okay. Only nine damage. My first attack. Or first
two attacks. Okay. Two on Blanche now. And it's
going to be a 15. No way. And not even a 15.
This guy goes to you and ping, ping. You just
get your sword out. Ting, ting, parrying it.
That singing blade driving him mad as he tries
to get in on you and he can't make purchase.
That's my Dragonborns. And lastly, I have one
Goliath. I can still make a move to save his
boss. I can still move up on Rin and I can attack.
I step up right behind Rin. His axe is raised.
I'm going after you. I've got two attacks. You
haven't seen these guys yet, but they're nasty.
Here we go. It's going to be a 24 to hit. Oh,
yeah. Level hit. Second attack will probably
miss, I'm assuming, with a 10. Oh, yes. One chance.
Let me roll my damage. You're going to roll a
very, very important constitution saving throw
to maintain concentration on banish. Firstly.
It's going to be not the best damage, only eight
points of damage on you. This guy comes down
with one axe. Tries to go for the second one.
You manage to weave out of the way, but will
that break your concentration? DC 10. That is
a 10 exactly. Get out! You waver for a second.
I think we see a projected image of Snarl. It
begins to sort of fade in like a mirage. Gone
again. You hold that spell. Grits your teeth.
Snarl's still gone. That's my move. That's going
to be Blanche. So you can opt to automatically
fail the saving throw, right? You can do that.
I'm interested. I'm interested. Tanya, watch
this. Blanche is going to continue to cast Gust
of Wind and blow Tanya. And now the Dragonborn
is also in her line. Nice. So I need a DC 15
strength save for the Dragonborn. The natural
one again! Get out! What is happening? Okay,
okay, yeah. Both Tanya and the Dragonborn are
pushed 15 feet away from Blanche. Tanya safely
on the last square of our new ship. Nice. And
also, she'll just stop when she hits the enemy.
She gets pushed back, bounces off the ground,
and she's just barely on it now. She was, like,
falling. Just do it. launch back onto it, sort
of rolling, prone currently beneath this goliath
who looks down, growling towards her. And the
dragonborn, which had a one. No, that was the
goliath. No, no, no, because it's a straight
line. Oh, that's the goliath. Okay, okay. Damn.
Never mind. He gets blown off. She's at the edge.
Yeah, cool. Yeah, so Tanya doesn't get blown
into anybody because he's not there anymore.
Yeah, so he thought he was being cool and he
was actually rolling in the snow. Will I save?
No. The last Goliath goes tumbling off the edge
of the ship, falling backwards into the snow.
This is, this sucks. All this sucks. Okay. And
then Blanche is going to move onto the new ship.
Okay. And you should be able to go without jumping.
You are good. You jump onto the ship. You're
all on this new ship now. Mesmerized, vessel
abandoned. It's going to start to fall behind.
Broken, battered. But it got you here. It got
you here. And that's Blanche's turn? That's the
end of Blanche's turn. We are going into the
last round now. Tanya looks up. Up ahead! It's
about to end! And you can see the vision is about
to break off. Light is shining and something
still and vast lingers beyond this place. You're
almost there. Almost there. But will you be first
when the Dragonborn are ahead of you? Almost
fully 25 feet ahead of you right now. Your ship
is resting against their back. And there's still
one pile of ink. Maybe it's not snarl, but one
guy still remains to mess you up. That means
he doesn't have advantage anymore. He doesn't
have advantage. He doesn't have advantage. He
doesn't have advantage. This is very, very true.
So, let's make those sale checks. Oh my goodness,
you can't. David, that is a nat 20 for a 29.
Holy, I'm in a rules for 30. That is crazy. I'm
going to give you 50 feet. Wow. Holy shit. Let's
get at a dodge. I'll tell you right now. Straight
and one lateral? Yeah. Well, actually, we have
two on this ship. We can move two on the lateral.
On this ship, we're not down to five anymore.
We need to get ahead and block them off. Oh,
that's a good point, too. Because they're what?
You said they're 25 feet ahead? So if we move
50, they only need to move. 30, actually. Where
their tip is is 30 feet ahead of your ship. They
only have to move at least 20 to get to us and
then ahead of us. You've taken Snarl's vessel,
and now you're rocketing up. Ready for this?
Head and lateral over? Yes. So we'll forward
lateral. To the right tent in front of the Dragonborn
ship. Oh, we can't quite get there. Short five
feet. Well, then should we at least go the other
way then to try to get a little space? Yeah,
let's do it. So ten feet left, or five feet left,
I don't care. Ten. Ten, it'll make a harder jump.
Got your ten back, yeah, so you rocket forward.
You just brace yourself. You're on this new ship,
this powerful ship. You take Snarl's rudder over,
and you just drive forward into the snow. You
see the finish line ahead, and you are cutting,
cutting towards it, weaving out of the way of
various, like... Bits of ice and spires, and
you just slide up. The dragonborn are still just
behind you, though. They have not made their
check yet. At least, I have not said what they've
made. So it's time to reveal this. Oh, I see
what's going to happen now. Yeah. I see what's
going to happen now. Remember, I pre -rolled
these checks, and I rolled a natural one. I rolled
a natural one on the fourth round. Nice. I knew
it was coming this whole time. What a great round
for that to happen. The one ship they don't move
at all, which means you are currently pulling
ahead of them in this round. You're already winning
this race. What can I do about it? What can I
do? I don't know. Let's go into initiative. Technically,
there are two on your ship, actually. Let's roll
a new save. Because they can roll the Mesmerize's
ship. You may fall behind, but these guys can
still make their check. Oh, sure. Yeah, of course
they can. They're still piloting. They're piloting
a ship. They don't have help action, so it's
only the first roll, which is... There's two
of them. They don't have the help action? Oh,
they had to use it last round. They both attacked.
Oh, gotcha. Hey, wait. No, wait a minute. Sailing
is a move action. They both moved last round.
It's a move action for this round. Good guess,
though. Hey, I love it. It's awesome. It's awesome.
with only 30 feet. Can't quite close in on you.
You're about five feet behind. These guys are
on your tail, but you are ahead, and you are
rocketing towards that light, and now we're going
into the last round of initiative. You have the
lead. You are winning this race. Will Snarl return
to mess you up? What will happen? Let's start
with Snarl. Do I make a save or am I just gone
forever? Is Snarl just out? Do I get saves? What
happens? Oh, hey, let me look. I hope so. No,
I made that con save. As long as you hold concentration.
As long as I hold concentration. Every once in
a while, the wind whips and you can hear like
me. I was like, echoes of something screaming,
trappy on this realm, like barely phantasmal.
Just like can't quite get through. Star was going
to turn. Tony's going to use the help action
to push you through to the very end. Rindel,
you're up. All right. Okay. So I need the guy
who's by himself. On the claw sailing ship? Mm
-hmm. Let's make a wisdom saving throw. Okay.
Ooh, that might be fine. Might just make it with
this badass death cleric from a different world.
18. Yep. That's gonna save. So he is not commanded
to do anything. He's fine. Okay, okay. So...
Hold. He's fierce. He wants to see this end.
Does that bring Snarl back? No, it is not concentration.
Oh. Snarl's still gone. For now. For now. All
right. Well, failing that. Never mind. That'll
be it. Okay. That is Brimbell. Go to reach out
with this last tendril of shadow as you're sort
of holding. This guy shakes it off and is pushing.
He's just leaning into it, trying to catch up
as much as he can, trying to get close. Jules,
you're up. So the one left on... The Dragonborn
ship? Yeah. What are you doing? What is this?
What are you planning? Yeah, I'm going to hit
him with this and it whispers. Okay, alright.
I saved once, can I save again? Come on, Dragonborn.
I need to bring back Snarl. Wisdom. It's a fail.
Only a 10. Nice. 15. Psychic damage. And I think
he's got to jump, no? He does have to jump. Yeah,
he goes plowing up into the snow. Rolling, rolling
into the ice. I can try to make a save. Deck
save, stay on. Another natural one. What is happening?
He's gone. You hit him with it. Once again, another
one just turns, runs away. He sees that this
is a lost. Cause, Star -Lord gone, his ship taken.
He turns, jumps off, rolls away. And then as
a bonus action just for shits, Jules is going
to cast Bardic Inspiration onto Rainbow. Okay.
Hey, that's a little bonding moment. So you get
your D8. Hell yeah. Okay. That's going to be
me. And all I got, dwarves are gone. They're
too far back to do anything now. They didn't
even roll for them last time, so it just doesn't
even matter. The Dragonborn, however. Making
two athletics checks to get onto your ship. They're
both going to make it. Whoa, really? Jeez. One's
going for a written ballot. One just barely makes
it to get to Blanche. Cannot reach Tanya, unfortunately.
So Blanche, let's do yours first. This isn't
possible. What is going on? You both miss. One
with a natural one and the other tackled a six.
Okay. No way. But you know what? Here's the one
that matters. My one's out of the way. Here's
my 20 on Rinbell to bring back Snarl. Come on,
Dragonborn Scout. You can do this. Oh, maybe.
Oh, maybe. 18. That'll hit. Okay, another one's
going to be a miss. Last chance. Not a lot of
damage at all. Very, very low roll. It's going
to be four points of damage. His spear just goes
up, sort of rips into your cheek a little bit.
Blood flies off into the wind. But now you get
a chance. Concentration save. And you've got
your bardic. But you don't need it. That would
be a 17, David. 17 to save. And Snarl is still
gone, which brings us to Blanche. These guys
are on your ship. Looks like they're going to,
yeah. What is your Dragonborn going to make at
the end of the race? Good for them. Yeah, so
what exact, so. They're just on the ship, right?
Yeah. So if we cross the finish line with them
on the ship, they sort of win too? You know what
happens then. Huh. All right. Well, let's try
this. I'm going to cast Blindness Deafness on
those two Dragonborn. Oh, on both of them? You
can do both? I can at third level. Oh, nice.
Okay. Nice. Okay. Yeah, that's really cool. Dropping
gusts. Casting. So it's a thing. It's a DC 15
constitution save. Okay. And I feel like these
guys probably have decent con. Yeah. Let's find
out. It looks like a natural one, but it is cracked.
You can look at it if you want. No, no, no. If
it's cracked, you can reroll it. That's the rule.
That's the rule. It's very cracked. We have integrity
around here, David. Do it to me, Dice. Captain
Portopane, you're failing me. Fail on one. Fail
on the other. Five and a seven. Okay. They're
both blinded. Amazing. That is beautiful. Okay.
Both fully blind. And with that, we hit the end
of the round. You're pushing out. The lights
about to hit you. The lake's about to hit you.
These guys are still on your ship. You don't
know what rules happen then. I'm going to give
them a chance. I'm going to say, because they're
blind and you're rocking and you're moving, let's
do something fun here. These guys can't see,
Red Ballad. You're in control of this thing.
If you want to make a survival check, you can
try to make one last maneuver to throw them off,
to weave into a way that makes them stumble.
With them being blind, they can go, let's roll
a contested check. Your survival versus mine.
Can I use my button to give? Rin a plus two,
because she's already got advantage on the sail
check, right? That's pretty cool. You can use
their button to get her a plus two. All right.
This is the end of the fight, potentially. Snow's
gone. What happens now, though? You're pushing,
you're pushing. Give me that roll. I definitely
didn't need to help. I didn't need that. Maybe.
I hope not. What did you get? This is 26. Describe
what it looks like when you throw these two idiots
off your face. Uh, it's not really particularly
fancy. It's just a little swerve. Hell yeah.
Doesn't take much when they're completely blind.
You just sort of, you're about to reach the end.
You're like hitting the very edge of the glaciers,
moving into the light of what lies beyond. And
just as you do, you like swerve this thing violently
one way. One guy stumbles off the other way.
Fish tailing. Other guy stumbles off. Both go
rolling backwards as you push with that last
pilot check. blasting out onto the ice. Let's
hope what you see here once I find that part
of my notes. At least they're on Google Docs,
right? Are they on Google Docs? I'm still notepad.
I am now. I'm cool now. As your sleigh skids
out onto the ice, the wind vanishes. Let me turn
that off. Get out of here, wind. I was going
to say, there's definitely wind there. There
it is. The wind vanishes with one final whisper.
Even the sound of it, that roaring, rushing constant
in this world, is suddenly somehow gone. And
you are locked in a place of deep silence and
unbelievable beauty. The sunlight shines on the
frozen surface of a huge lake. Scattered around
are tall, elaborate structures carved of glistening
ice. The sun seems to fill these structures,
illuminating ornate inscriptions that run through
these temples like veins through a body. There
are dozens of them, some expanding high into
the sky with rounded, bulbous tops that seem
to trap and enhance the light that filters through
them. And as you move forwards, sounds of your
feet echoing across the lake. Another sound greets
your ears. A rumbling sound like thunder. And
it emanates from below. You look into the ice
beneath you, crystal clear, and you see something
incredible. A massive serpentine form lingers
beneath the lake's surface. Its long, coiling
body trails down, down into the darkness of the
abyss. But its head rests near the top. It looks
almost... with rainbow -colored scales that reflect
the light from above. Its open maw reveals massive,
dagger -like teeth. Great, fin -like wings spread
out from the form in multiple points along its
long spine. This magnificent being is now a frozen
corpse, it seems, yet it still emanates with
power. Beneath the ice is a light show. The dark
clouds of a storm spread throughout the deep,
flashing with lightning and rumbling with faint
thunder. The throat of this being open to you
looks to be filled with similar burning clouds,
storming clouds. Thunder doesn't burn. Rinbell,
you have felt the presence of such beings before,
divine beings of incredible power that seem to
interfere with the powers of the gods outside
these Concord Gem worlds. Once, perhaps, these
things were the gods of these worlds. But the
thing that lies beneath the ice, you feel, is
most certainly dead now. You know this. Despite
that lingering power, it is gone, its soul. And
yet there's something there. There's a spark
of its soul. Some remnant remains. And that power
it gives off, this tiny fragment of this thing,
it's mind -blowing. Tanya moves up beside you,
perhaps noting your amazement, Rin. So you now
see the secret of our world. This is Paraka,
Arnakek's god. She sleeps now, but I believe
she will awaken one day. And all of Arnakek will
know of her windlessness. And we will not be
weak. And I think here we'll fade from this scene,
except... No, we won't. Because as you're looking
at this... Out. Snarl appears beside you, roaring
mad. He takes you all in, looking, looks at the
ice. Your ship, which I imagine you now may be
left behind, stepped just off of, moves behind
him, and he has appeared about 15 feet away,
relative to you where he was before. And in this
moment of stunned shock, he takes in what's around
him. Perhaps he too has never seen this place.
And then his eyes lock back on you. Onto Tanya.
He grasps his weapon. Begins to move in. So focused,
he does not see that being of swirling wind move
up behind him. You see, Snarl didn't earn this
place. He didn't earn his winlessness. And I
think we all know what happens to cheaters. So
as he raises his weapon, you guys don't need
to lift a finger. And Tanya stands brave and
smiling up towards him. As he goes to bring this
thing down and is stopped by this being of pure
wind that grabs him, yanks him, more of them
appear, suddenly surrounding him. And I think
what you witness next, maybe you turn away from.
Can I just say snowflakes aren't the only things
flowing in those little mini storms, those humanoid
winds, as they quickly become very red. Gross.
Cut by the wind indeed. And now we'll fade from
this scene. And I will ask you how long your
characters wish to tarry here in this place.
I imagine for Rinbell this may be a multi -day
exploration, as there are many structures to
view, to study, to map, perhaps. But for the
rest of you, there are lives to return to at
the Citadel. Sean Franklin, for one, has been
left somewhere behind. I mean, you see like a,
you hear like a, a broom sort of flying up over
the glaciers, kind of crashes down somewhere,
vomits again. He's in a role here. Hiking back
against the Everwind is going to take a long
time. You will need to leave this place very
soon if you wish to reach the elven village of
Bevel before nightfall. You have touched this
place. You have earned the right to leave. Tanya.
can leave. And even if she doesn't leave, the
being that wanted to kill her is, well, torn
to shreds. A bloodstain on ice. A red slushie.
Couldn't leave it alone. No, I couldn't do it.
No, I couldn't do it. Too far? Anyway, what do
you guys want to do? Well, Jules, I believe we've
fulfilled the obligation to this friend of yours.
What will we do now? Let's get back home. We've
got some things to take care of. I... I must
admit, I don't much care for this world and this
constant wind. It's, even with the ring, quite
uncomfortable. And so I ask, are there any passing
goodbyes between these two parties as Rin wishes
to stay? Yeah, Blanche extends a hand, a firm
handshake. It was a pleasure to meet you, Rinbellia.
Quite a capable fighter. I'm glad we had you
on your side this day. Thank you. The same. I'm
sure we'll meet again in some way, one way or
another. That sounds ominous. Occupational hazard
of a great character. Oh, hell yeah. I think
there's another very endearing hug between Rindel
and Jules. And as they embrace, I'll see you
again sometime. Absolutely. Okay. Thank you.
You're welcome. Thank you. And so, you begin
to move away. We see this party walking across
the ice, crossing over the now dormant sleigh,
the sail slackened, moving back towards a place
where there is wind, moving to push against it.
And as they go, Rinbell, standing in this place
of absolute wonder, watches them leave. Perhaps
upon your return, Rin, you will speak of this
adventure to the Raven Queen's new recruit. I
think... He'd find it quite thrilling. But let's
move away from you and back to the other party.
After a few days of travel, armed with new sights
and knowledge, our heroes leave Arnikek with
young Tanya in tow. Upon reaching the aquamarine
-conquered jewel of the gateway between worlds,
Tanya, too, waves you goodbye. She leaves to
spend some time in Kattingrad, the capital city,
to make some preparations before making her way
to the Citadel, making her way to find her sister.
And so, as you... Break away from her as you're
about to move on to the jewel, about to phase
to a different world. She looks you in the eye.
My sister is not dead. I know it. That's Dance's
accent. My sister is not dead. I know it. She
was too strong and much too tricky to die. I
will find her someday, out there in these many,
many worlds. But in the meantime, the conquered
world had better be ready for her. And she...
Points proudly to the eye and signal on her coat.
Radical eyes. Don't you fucking dare. It's cool.
It's cool. Oh, God. Still not cool. God. I thank
you for everything. We fade out here. Oh, no.
What do you mean? Before we fade out. The screen
fades back. Puts a hand on Tanya. Radical eyes
shoulder. Yeah, it's cool. Good luck in your
search for your sister, Murder Eyes. What? It's
Murder Eyes, right? And with that, we fade out
here. Fade slow to black. But I do have one last
tiny, tiny little detail to send the story off.
A few days later, an envelope is found by Jules.
A single symbol of a tiny eye adorns the front.
And inside you find a magical ring designed to
look like a coiled spell scroll. Etched into
the ring is the inscription for two spells. And
you find that these spells can be swapped out
with any of your own and used by anyone that
attunes to it. Steven knows what's going on here.
This is called a ring of spell storing. And it
currently holds the spells, major image, and
phantasmal force. Wow. One. Final gift from a
very, very grateful sister. And we'll call it
there.