Welcome to the Tales from the Crypt podcast. We are an actual play podcast featuring a
revolving cast of players making our way through micro RPGs, highly narrative tabletop games,
and the more popular and less known RPG systems from a wide variety of genres. Content may
not be suitable for children and content warnings can be found in the description. I'm Riley
Groves and I'll be your host, your guide, your GM on this episode of Tales from the
Crypt.
Tonight we will be playing Escape the Dark Sector by Themeborn Games. We have myself,
Derek, Stefan, and Connor at the table and we got Mikey Sears on the couch adding some
unnecessary commentary from time to time. Let's get to know each other a little better
using our pod deck's interview deck here. The question for today is, what will people
look back at us 50 years from now and be shocked and appalled by? This is an easy one for right
now for the end times here.
Oh, you meant like as a society. I thought you meant us personally. I was like, I don't
want to answer this.
That's why we went towards the society end.
We're going to be the ones that start world war three. I honestly don't know. I believe
that like 50 years from now they might look at us as like the way that we look at boomers.
Yeah, I assume they probably could imagine thinking that we're like behind their times.
What about you? What do you think? I don't think cockroaches are going to advance far
enough to judge us yet. So I think we're going to be all right.
I think it's going to be furries myself. Furries, you know, World War Three is probably
one of them too. And all right. Escape the Dark Sector is about four crew members,
four space military crew members. We were prisoners last time. I mean, we are prisoners
aboard a space station type thing, but we're all crew members together. We're not crew members of
the ship of military designations, right? Yes, we are all lieutenants. Everybody's lieutenant.
But I'm going to play Lieutenant Taylor. I have a cybernetic implant that allows me once per
chapter when not in combat, you may reroll your crew die applying only the second role.
And I'm much better at cunning than anything else. Who are you playing Connor?
I'm playing Lieutenant Abbott and my cybernetic implant is the combat protocol,
which once per round I'm able to reroll my crew die and choose which result to apply.
I am playing Lieutenant Cook. I have the advanced reflexes cybernetic, which
whenever you roll one or more hit die, you may reroll each one once and apply only the second
result. All right. I am playing Lieutenant Smith. I have an implant that allows once per
range combat. You may reroll one of your ammo die applying only the second result.
All right. You can jump into our introduction here. After weeks confined to the detention
block, you finally break free from your cell. Outside the lighting flickers intermittently
and the burning stench of recent laser fire bangs in the air. Beside a slaughtered guard,
a weapon locker has been smashed open. You load up on what little gear and ammunition remains.
Draw a starting weapon card for each member of the crew now and then draw a single item card.
Everybody take a weapon. I got a ray gun. I got a slug pistol. I got a slug pistol. I got a ray gun.
And then we take an item as well. It says then draw a single item card. So I think that's one
item card for the group. Big old shock prod. Who wants it? And what does the shock prod do?
Once per round of close combat, when you hit, you may roll again and apply both results.
Both results. That's the one I had last time. Who wants this one? It is a two handed weapon.
So it'll take up two of your slots. I mean, if we get into close quarter combat,
it's worth it to have it. Yeah. Yeah. Okay. I just drew who wanted it. I'll take it for now.
Okay. You hear footsteps approaching. There is no time to lose. You must find your ship at all costs.
You steal yourselves before slipping your way into the gloom. Turn the first chapter card now. Yeah,
who wants to go first? Who's first one down into the corridor? I'll go first. All right.
Remember once we exit range combat, we can't go back into it. We're stuck in melee.
From the darkness ahead, you hear a series of rapid popping sounds and a flurry of bullets
whistle past your ear. Before you can react, there is another burst of fire and the bullet slams into
your shoulder knocking you down. You lose two HP. Damn. Thank you, Lieutenant Abbott. Thank you for
saving us from getting shot. No problem. When silence falls, you edge forward to find the body
of a man. His fatal wounds still smoldering. A contract has been fulfilled. A bounty, no doubt,
soon to be collected. There is no sign of the assassin, so you lead the crew on a quick search
for items of value. Draw two item cards. All right, not bad. He's got shot. But you got two items.
I got the rusty pipe and the chrono bomb. With the rusty pipe, once per round of close combat,
when you miss, you may reroll, applying only the second result. Oh, thank God that's what the rusty
pipe was. And the chrono bomb lets you discard the item to reroll anytime you roll dice and reroll,
applying only the second result. That's not bad. All right. Nice. Are they both one-handed? Yeah.
Cool. All right, not too shabby for the first chapter. First steps. Who will lead us through
the next corridor? I'll go next. Lieutenant Cook. The doors to the room suddenly hiss open, locking
you inside. A face appears in the distorted view screen. Nominate a crew member to try to roll a
cunning in one attempt. Success. The doors are open and you hurry into the dark passage behind.
Turn the next chapter card. Failure. The officer laughs and the room begins to fill with toxic gas.
Cool. Cool. Cool. I lose one HP. Who's got? They must try to roll two wisdoms in three attempts.
After each attempt, I would lose one AP. Who's got the best cunning? I've got cunning for...
Not me. Is cunning the middle one? Yeah. I'm not very cunning over here. All right.
Dog, I got the most cunning. I mean, I actually do have some pretty good cunning. Like, I'm middle.
I got the most. Oh, you got the most? It's my best attribute. Double wisdom. Did you fuck me?
My bad. So the room fills with gas? Yeah. Are you the only one in it? The room begins to fill
with toxic gas. Roll two wisdom in three attempts after each attempt. Yeah, so you rolled again
for wisdom. Now you gotta get two wisdoms. Or do you roll for the wisdoms? Well, you get three
attempts to get two wisdoms. Do you want me to roll for them? I can roll for the wisdoms. I don't.
I mean, somebody has to roll for it. I gotta have one for wisdom. I've got wisdom. I'll roll.
Two in three attempts. Two in one attempt. Yay! Nice. You won't lose anymore health. We're not
dead. What's the success? Wait, what do we do next? I don't lose any more health. Every time you rolled,
I would lose one if you didn't get the wisdom. Good job. We saved you. Cool. Yes. Does that mean
are we still dying of toxic gas though? No, it was only me. Oh, it's just you. Yeah, you guys got me
out of the room and you can flip the next chapter to Kurt. Okay, good. It's all crew members. It was
one HP, I think. What? I thought it said just me. Twitter laughs, the room begins with gas,
nominating a member of the crew. After each attempt, if the total has not been reached,
all members of the crew lose one HP and the hacker must try again. After three fail attempts,
the door is final and you stagger him. We all lose one HP for attempts, so we all lose one.
My bad. Nope, not. I thought it was just me. It's alright, I'm still very healthy. Okay, me too.
Oh, let's not forget, if any of us dies, we all lose. We all lose. We all lose. You pass a room where
an engineer is repairing droids. She is so absorbed in her work that you spot an opportunity to steal
from her. As a group, choose one option. Move on or steal. What do you guys think? Are we going to
be scoundrels? I think we should... What do you have to roll to steal it? I mean, if we steal, we can get some...
Nominating a member of the crew to try and roll a cunning in one attempt. I got cunning for days.
Yeah, I got cunning for days. Yeah, we know. Yeah, but I mean, like, eventually it's got to pan out, right?
Yeah, go for it. I'm all for stealing. Okay, yeah, we'll steal from you. I'm all for stealing. I'm all for stealing it.
Do we want me to do this? I got fist to cut. I vote. Roll for cunning, yeah. Yeah, be a cunning. Cunning. Hey!
Cunning for days. You definitely... For days. You definitely retrieve what you can. Draw two item cards.
Oh, sh... All right, we have a battery cannon, which is a two-handed, like, giant machine gun. Nope.
That's the one I had last time. And I have a battle rifle, which is also a two-handed rifle, which I hate to say it.
I'm gonna take the battle rifle, the battery cannon, and the shock prodder up for grabzies. I'll take the battery cannon.
I enjoyed it last time. It worked. Connor does not seem to want it at all. Oh, Connor's already got
three hands worth of stuff, so... Oh, I will take it. The shock prod's really good. What do I get for that?
You get to just roll two attack dice every time you're in close combat. I forgot about that.
All right, I'll take... I'll journey into the unknown. Lieutenant Taylor ain't no pussy.
This room is lined with magnetically sealed deposit boxes filled with contraband confiscated
from detention block prisoners. As a group, choose one option. Move on. Time is of the essence.
Turn the next chapter card. Or hack. Nominate a member of the crew to try and hack the terminal
to open boxes. To hack, they must roll a wisdom in one attempt, and they can try hacking up to three
times. For each success, draw an item card. Two on a double wisdom. For each failure, the overhead
security shock node activates, and the hacker loses two HP. Two. Draw two items. Didn't even have to
think about it. He's like, I'm gonna do it. Stun grenades. In ranged combat, discard to throw this
grenade. It counts as a shoot action. The enemy is stunned, and no member of the crew rolls hit dice
this round. And speed stims. After rolling, your crew die, and before applying the result, discard
and change the result to a single cunning. I can only hold on to one of these, so who wants what?
I have one room left. You got room left too? Yeah, I got one room left. You have a grenade already,
right? Okay, I'm gonna keep the grenade. You can actually keep trying. You can try it up to three
times. But if you fail, you- I got punched. Yes, he takes two HP damage. Remember, if you die,
we all fucked. Two. Two. There you go. See, it worked out perfect. Power stims, and a rocket
launcher. Both are up for grabs. I mean, trade out, I think we can discard stuff, right? Yeah. Can I
just toss the grenade and then pick up the rocket launcher? No, you gotta get rid of two slots.
No, I know, I know. I was just looking at it thinking, I'm gonna get rid of my pistol. Right?
You wanna get a pistol and have a rocket launcher? Yeah, I'll take your pistol though. Okay. I'll
take two pistols. Nobody wants the power stim? I can't hold it. After rolling, your crew die,
before- it's the same as the other stims. Before you roll the result, it gives you a single might.
So it's slightly different. If it's a failure, it gives you an automatic success in that.
I have one, or somebody has one. Oh, dude, this thing can explode? Yes. Yeah. I didn't even read
that. Okay. That's fine. I just wanted to make sure nobody wanted it. I mean, it's pretty good,
but I'd rather have guns. Yeah, that's fine. Many guns. All right. I don't want the shock prod,
but I want it to trade it for something. I'm gonna lead us down the next passage. That was good.
Desperate to evade detection, you crawl into the foul-smelling ventilation ducts. Within a deep,
rhythmic, throbbing sound is punctuated by the metallic scuttling of unseen creatures.
Nominate one member of the crew to navigate this narrow, branching crawlspace. They must
roll two wisdom in three attempts. After each roll, all other members of the crew lose one HP
from claustrophobia, unless the total has been reached. If the total has not been reached after
three attempts, the correct route is found by chance. You all emerge exhausted and shaken,
forever haunted by this harrowing experience. I nominate Lieutenant Abbott. All right. I do
have pretty strong wisdom. Absolutely. I think yours is higher than mine. It's his best answer.
That's a wisdom. That's a wisdom. So we get out of here? I have to roll two wisdoms. Oh my god.
So we all, you guys all lose one HP. Still? Yeah. But that's another wisdom. So now we get out.
Abbott. Thank you, Lieutenant Abbott, for your wisdom. No problem. I'm happy to get us out of
that fable ventilation system. Who will lead us forward? I'll lead us forward. I just don't
want to read it. I hate reading, man. Lieutenant Cook, you encounter a vision seller peddling the
very latest in sensorium stimware. He offers you his troads and your choice of experience.
Each member of the crew must choose one option. Refuse. You don't mess with that stuff. Never
have, never will. Trade for a bliss vision. Discard an item. You jack in and gain... Jack in,
okay. You jack in and gain one HP as you experience glorious revitalizing sensations. Test something
experimental. There is no cost, but can you handle it? You must roll a wisdom in one attempt. On a
success, the vision cannot be expressed in words. You gain three HP. On a failure, you have bad trip
and rip the troads from your temples, unable to shake the disturbing images and you lose one HP.
I'm pretty hurt and I'm going to just try some experimental stuff out here. All right.
Need to roll a wisdom? A wisdom. That's the one that I'm good at, right? That's the one you're
good at. I'm kind of in the same boat. Double wisdom. Double wisdom. All right. That's three HP, right?
That's a three, yeah. I needed that. Ah, it's one minus. Oh man. What are you down to? What are you?
Seven. Smith's down to seven. I'm good. I'm good at that shit. I'm skipping. Can I take more?
I'm going by. I ain't messing with that. I thought I had the highest in wisdom. That's why I was
rolling for everything. I was like, oh no, I have might too. Whoops. We're going to die. Yeah,
you got the lot of might. I also have, I think that my might... We have the reverse. Not very
cunning though. I'll take the next chapter. Yeah, Smith should sit out a little bit. The picture
alone doesn't look great. It just looks like he'll not swell. In this... Do you guys say laboratory
or laboratory? Laboratory. Laboratory. Laboratory. Yeah, like from Daxter. Yeah, from Daxter. I
wanted to watch that too. Does he get out of my laboratory? I don't know how it fits in the
sentence, but okay. In this lab full of experimental technology, a gravitational wave emitter thrums
menacingly. As you attempt to cross the room, your steps become heavy and you are barely able to drag
your suddenly cumbersome gear to the other side. Each member of the crew must try to roll might in
one attempt. Apply these results to each crew member individually. Success, you reach the exit
and slump against the wall to rest. Failure, you must lose one HP or discard an item and then try
again. After three failed attempts, you finally reach the exit breathless and exhausted. So,
Crook didn't make it. Nope. I'm gonna roll might. Yeah, I gotta roll might. So to try again, I have
to discard a... Or take one damage? Yeah. I'll take the damage. Might, baby. I'll take the damage.
Discard the shock. I am going to take the damage as well. Son of a bitch! Take damage one more
time. Okay. How many times can you fail? Three. Three. So we're onto it. Okay, okay. So I got one.
Yeah. Well, I didn't make it at all. Son of a bitch, I just took three damage. Holy shit.
And you're almost dead. I'm a five. Okay. Yeah, that didn't go... Didn't go swell. Abbott made it.
Of course. Bastard. I had to roll a might. I'm good at might. It's my highest... Boom. There you go.
Boom. Fucking back. Cards kinda matters. Okay. I'm not leading us into the next room again.
All right. I know. Since I made it across the jump, I'll lead us. I hope you get eaten.
It's turning more like a hockey match. Can we turn to combat so I can take out some...
Oh, we haven't had one combat yet. I know. We haven't had one combat. Our whole game last time was combat.
The floor falls away and you hurtle down a whining chute before being catapulted into an arena where
a brutal sport is underway. Oh, combat finally. Armored players seem to amass points through
goal scoring, but also by eliminating fodder, unwitting prisoners such as you. Thrust onto the
pitch at regular intervals to serve as a bonus brutality target. You must work as a team to
survive the final minutes of the match. I just gave away the shock prod. You gave away the shock prod?
Yeah. Each member of the crew must end up with the same trait showing on their crew die after
a maximum of three rolls each. Rolls need not be simultaneous. Make them in any order you choose.
Okay. So we all have to have three chances to roll something. All right. We all have to roll this game.
We all roll. Whoever. We'll see. And we'll see who has. Whoever matches up. Yeah. And then we'll try
to go for that. Might. I got double might. You guys got double might and we both got. Cunning.
Cunning. We're going to go for might. I can discard this and go for cunning or like then we'll only
one person will have to like, I can switch us right over to cunning. Oh, that's a good idea.
Wait, what? That's it. And then it's just. That only means you have to roll a cunning, which is
a low. I have a better chance of rolling might. I do not. You guys have the same for rolling cunning.
So we should, I think we should use it and. Yeah. So. Roll cunning. I'm just sticking them on.
So I have to roll cunning. Yes. You have two more tries. Nope. Okay. Missed the dice. Double cunning.
Double cunning. So what do we do? We get out of here. Success. You move as one. Slamming home
the winning goal, then slipping away in the chaos of the ensuing pitch invasion. We move on to the
next. There's no reward. We just don't lose any health. We survived. Who's going to lead us on?
You. You. Get after it, kid. Oh God. There is a piercing screech as an alien lets out its hunting
cry, dropping onto you from some concealed perch in the darkness overhead. You must roll cunning
in one attempt now or lose two HP. Then as a group, choose one option and begin close combat. Oh God.
So I got to roll. Just, I have to roll cunning, but then no matter what we're going into close
combat. You got it. Look at that. I got a might. Okay. Cool. How much health do you lose? I lose two HP.
Then as a group, choose one option and begin close combat. Fight in defensive formation,
which has health of three might, two wisdom and one roll or corner it where it does two damage per
attack. And it has two might, one cunning and a wild. Which one takes less to kill it. So cornering
it, it has less health, but it does twice as much damage. What's everybody's health at? Five. Ten.
Seven. I mean, I feel like we shouldn't corner it and take two HP, but I feel like we could probably
kill it. I also feel like we could probably kill it. I got a, I didn't let me reroll anything. Yeah.
I pretty much. I think we corner it and go for it. All right. Corner it up. So that means it has two
might, a cunning and I'm cunning. Okay. All right. Everybody roll to attack close combat. I got a
wisdom, but I'm going to use my grenade to reroll it. You don't roll that. We all rolled wisdom. I
thought I had to roll that. We all rolled wisdom. I got a might. Okay. You got one might. I used my
chrono bomb to reroll. And that does two HP damage to everybody. Oh, that eraser is garbage.
That is some hot garbage eraser. Might. Wisdom. Round two. Wisdom. I got a cunning. Wis- Cunning.
It's dead. Cunning. Oh, huzzah. We lived. Thank God. All right. Draw two item cards and make sure
that they are health cards. All right. One is a chrono bomb, which we know what that is. You want
to replace yours? Sure. The other is a pulse rifle. Okay. Only you and I can take, nope. Only you can
take it. I can only take it. I'll take the pulse rifle. That is two of these bad boys. Too bad. We
will literally never fight anything. Probably. Probably. Probably. Last time it's all we did.
And we made out fine. Last time we just kept getting in combat and this time it's like,
no, the room kills you. The room kills you. Don't worry. We found some combat. We found some guys
to shoot in the face. Finally combat. Yeah. Finally combat. Here two lizard men are brutally
interrogating a quivering captive. As a group, choose one option. Attack. Give these bullies
what they deserve. Begin combat. Intimidate. Nominate one crew member to try and speak their
language. Ordering them to set the man free by rolling wisdom in one attempt. In a success,
they obey and the man rewards you. Draw an item card. Failure? They laugh, drawing their weapons
and vanishing behind a volley of suppressive fire. The crew member who attempted this challenge must
roll a hit die, then turn to the chapter card. Let me try and just tell him this is my jam right
here. Let me just tell him, let the guy go and go home. All right. You got it. You got, you got
a little wisdom, right? That's, that's, you got, you got wisdom for days, bro. The backup shock and all.
Wisdom. Wisdom. Nice. All right. I get to keep my grenade. And we get rewarded. One item? One item.
Yeah. What do we got? We got a power wrench. Once per round of close combat, when you roll a double,
you may roll again and apply both results. That's right. Close. So I would replace that with your
rusty pipe, maybe. That's true. I'll take it if you don't want it, but. You can take that. Okay. I'll
take the rusty pipe. I'm going to get rid of the slug gun because pulse rifle's way better. That's
a, one of those. I'll take the gun because I think I can still carry one more. Oh, if you can, take it.
Yeah. Nice. All right. I have it, the gun sling arrow over there. Oh, yeah. Sorry, sorry. So we've
waited to shoot people in the face this whole time. And then when it comes down to it, we're just like,
Hey, don't do that. Oh yeah. I forgot that we were all about the. We were all excited. I was like,
ready. I already, I already pulled the dice. I was like, I'm ready. I was going to toss a stun
grenade so they couldn't fight back. Okay. Whatever. It works. Ambush. Shock it on. He just, he just
killed him. You got an item and no one got hurt. I mean, I mean, it worked out. It was the best
case scenario. It was. I'm going to lead us on down the corridor here where the air is thick and stale
in this gloomy conduit junction where three large glistening eggs stand in the eerie silence.
As you approach, they begin to steam and tremble. You try to dash past, but acid drenched tendrils
lash out from within. Each member of the crew in turn must roll their crew die along with one
chapter die three times. After each roll, the trait shown on the chapter die is also shown on
their crew die. They are lashed by one of the alien hatchlings and must choose either to lose two HP
or discard an item as the alien acid burns through it. What was that again? So we got,
the damages is irrelevant. What do we have to roll to not die? The two die have to match.
These don't have to match. They have to match. They have to match. No, they don't have to match.
Each member of the crew in turn must roll their die. After each roll, the trait shown on the
chapter die is also shown on the crew die. Then they're lashed. Okay. Yeah. So if they match,
you get hit. Ah, so we don't want them to match. Yeah. You want oddities. I'm good. I'm good for
the first. I'm good. I got hit. Oh, lashed. Or you can lose an item rather than health. You can lose
an item instead of health is what it said, right? Yeah. Yeah. I'll just use, lose the chrono bomb,
I guess. Okay. Second step path. I'm good. I'm good. I'm good. I'm good. All right. Step two.
Last one. Good. No, not good. Good. I made it. Oh, what do I do? Yeah. All right. I'll give up my
blast pit, my slug pistol here. So now what? What's everybody's health at? I'm at five. Five. Three.
Three. Three. Eight. And we're in chapter three. I'm taking up the solid middle. Oh my God. We
forgot about the med bay. Yeah. Somebody can use. Oh yeah. These. Having made it pass, you press on
with no thought of waiting around to see what horrendous form the emerging creatures might take.
I'll lead us into the dark. Now this is an easy one. There is a price on your head and one of the
sectors most ruthless bounty hunters has tracked you across the galaxy, highly motivated to
eliminate you. You've been ambushed. The bounty hunter opens fire on you. You must roll a hit die
then begin combat. I shouldn't have been the one that did the, I take two HP damage. I am down to
three. I am going to use the flip over every turn after the end of each chapter. Turn this card over.
Oh, so it can only be used once. Yeah. So why don't you let Riley use the bed? We're at the same.
You're both at three. Yeah. Not great. Not great. So this guy, his combat special, whenever you lose
any amount of HP, this chapter lose an additional HP. So he'll hit you for three. He does two and two.
So he does three. He takes one damage from bullets. He takes one damage from two Ray thingies,
and he takes two damage from explosions. I'm fucking lightening them up. What is his,
his dice set up? Two fists, two cunning and one roll. Three fists. All right. So I'm going to shoot
him with my battle rifle. I'm going to take a ranged combat. I'm taking range combat. Oh wait.
Take a ranged. I'm going to flank him then. And I will. Oh, I was going to throw a stun grenade.
For ranged? So that way you can't attack? Yeah. In ranged combat, discard to throw this grenade.
It counts as the shoot action. The enemy is stunned and no members of the crew roll hit dice that
round. I thought that was a good way to start off the round. That is. Then I will hold off.
I'll flank. Okay. Next time. Fucking hell. My weapon also jammed. No, my weapon just exploded.
Ew. Hey, booty weapon. I shot, I shot him twice and did two HP damage. Oh, I still have my other
ranged attack. Next round. Because we're going for needed. Yeah, I see that. Okay. So he was
stunned that round from the cryo bomb. So nobody rolls hit die or he doesn't roll. So he would roll
roll again. Yep. Roll again. Now I will flank. I only have one lightning bolt like attacks.
You need more lightning bolts? No, I mean like my gun only fires one. Oh, so what do I do? It
hurt him. Just gonna shoot him. Do you have this? Do you have your? Oh, you already shot the gun?
I already shot the slug, yeah. I can reload it this round, I guess. Yeah, you should reload this
turn. I'm going to flank him. You two fire. Next. And then I'll pop out. It's a special flanking
round. You must take a flank die. Do I have to roll a hit die if I'm reloading? No, no. Okay.
So you're flanking? Yeah, I'll flank. So you two shoot this round. Uh, my gun jammed. I get shot.
Thank God for that big roll. I did one damage against him. Okay, I just realized I don't know
why I'm flanking. I too only have a gun that can shoot one laser bullet. But if you both hit him,
he does another damage. Yeah. Yeah, but now I'm in my own flanking round. Oh, okay. Have fun.
Half a damage. Okay, cool. So then it goes into. I have a bullet I can shoot at him. The last round.
I'm going to. Yeah, you have a bullet to shoot at him. So that'll keep us in range. Long range.
I mean, if you want to, if not, we can run up and try to beat the shit out of him. I'm fine with that
too. I can shoot one or two. Yeah. Why don't we run up and try to beat him to death? Sounds good to me.
You have a power wrench. I do. Fist wise, it's, it's, it's nice. That's right. Yeah. I'm going to
reload this round. I got a might. I got a wisdom or no, a cunning. Sorry. That's what we needed.
Anyways, so. All right. Headbutt. He gives him a reload. He gives one item. Yeah. I'm going to
reload too. Reloading my battle rifle and my ray gun, my useless ray gun. Who needs to go to the
med bay? Oh my God. Yeah. I have a. Before you had combat. Bro, I've got three HP. You think I'm,
you think I'm leading anybody in anywhere in chat in this chat? I have, I forgot. I definitely have
the most. I got like eight. Oh yeah. Do you see that? See that ski slope? Oh, it's an ugly guy.
You guys want to do combat again? I guess so. Did we, did we draw an item from killing that dude?
I didn't draw an item. Oh, yeah. That's a HP pills. Oh, somebody take him. Discard to restore one AP
to a crew member. Take him. Okay. I'm at four now. I can't believe my gun blew up first fucking
first round. Was that, was that your rocket launcher? Yeah. Cause you were like, Oh, rockets do double.
I'm like, I'm going to use it. I'm going to use it. Of course it is. Bang. Boom. Never works out properly.
All right, Connor. I mean, Lieutenant Abbott, what you got for the next stage of this journey.
All right. With barks of primitive speech and heavy footsteps, a hulking mutant figure emerges
from the darkness to confront you. Begin combat. Combat special. This mutant has regenerative
powers. Whenever you would remove a chapter die during this combat role, instead, if the result
is might, it is not removed. Put it back. Mike side up. So do you have to, how do we kill it?
Do you have to reroll it? What happens? So if you, whenever you would remove one, instead of just
removing it, you have to roll it. And if it comes up, might you put it back. Okay. Okay.
You get to hurt it. What do you mean? There's a might on here. We can never get rid of. I have,
how many? So it's three mites, a cunning and a cunning. I got it right here. I got cunning
for days. So don't even worry about it. So two bullets does one damage. Two lightning bullets
does one damage and a explosion does three damage. So I have no long range. I don't got a fucking
rocket launcher anymore, dude. I know I'm just staring you down. I mean, I can do one gun or one.
Oh, that's true. That's true. I can get the double. Okay. So we'll range combat it. I got to roll all
this. Okay. Why are you rolling all that? What do you got to roll? I have to roll three for my
assault rifle. Oh, okay. What do you have in your hand? All right. Let's fucking range combat.
Uh, two. Nice. Okay. That's dope. I still got hit. I got hit and I got a one bullet. I did.
Oh, I did not hit him and I did not get hit. I rolled three blank dice. I hit him twice with
energy weapons. What does that one damage to him? Yep. So how many do we get to remove? How many
damage do you do? Two does one. So that does one. That does two. That does two. That does four.
Two of these to one. That does, no, this does two. That's one, two. So that removes one die each.
And you got one regular bullet with my other one regular bullet. Does that count? Yeah, three.
Four of these. So, okay. Okay. So reroll all of them. Take all your dice out. Watch them.
All right. All cunning and wisdoms. See that machine gun and I took how much damage does he do?
One range too close. Oh, I didn't roll that. I did not take anything. So do we run in and punch him
a bunch now? I'm done with that. I thought he's dead. No, he's got one more. Son of a bitch.
I wisdomed him. I got cunning. I got him. You don't roll a hit die. Sorry. In close combat.
I hit him. So. Oh yeah. He keeps it. Nope. Nope. He dead. He dead. Do we get hit though? No. Am I
still the most healthful at seven? Yeah, I'm at four now. What do we get for beating him? Anything
or just move on? One item. Oh yeah. One item. Come on health. The ten to have is just sprinting
towards the end. We got two cards left. All yours. Alien sludge. Discard to restore one HP to a crew
member. Here we go. Now we're both at four. We're all at four. Look at that. Look at us. The three
space megos. Don't worry guys. We'll make it through. Oh my God. I am looking for the nearest
airlock and I'm air locking myself. Oh God. Don't worry. We'll make it. Nope. A screeching alien
pounces from the darkness. It's hook like limbs pulling you close as it lunges to bite you.
You must roll cunning in one attempt or lose two HP. That's just me. Oh yeah. I was going to say
I got cunning for days. Roll the might. That's two HP. Then as a group, choose one option. Attack,
take it down, begin close combat or evade. You lose an additional one HP shaking off the terrifying
creature before you all flee the corridor. How many cards do we got left? We got two. We could
we can do it. We could wipe this thing out. We can do it. It's only got five health. Yeah. It takes
normal damage. We're running there with a rusty pipe. Wait. It's close combat that we're starting.
Oh yeah. No, my bad. No, no. We're going to start immediately in close combat. I know.
If we- Said I'm running in with a rusty pipe. Geez, give her the old rusty pipe. If we don't win,
we die. Yep. I got double cunning. I got the cunning. I got a cunning. I'm also shielded.
I bounce right off the edge. I got a cunning too. Don't you get to reroll? Oh yeah, I do.
I got two might. Double might. And you're shielded. So anybody that's not shielded takes the
two HP damage. Oh, I may reroll my crew die. Double might. Double might and shielded.
Stefan, you're all right. You're dead. Yeah, you're good. We killed it. My combat protocol. Let me
reroll my die. All right. I mean, you should probably die. It shouldn't be me. We've come.
We're so close. We've come this far for me to get hubris and kill us all.
These cryopods hiss and smoke as clones of each of you step forth. Shoot them. To represent their
clone, each crew member must roll their crew die twice, placing a matching chapter die in front of
them after each roll, but only placing a single when a double is rolled. Each crew member must
then begin combat separately against their clone. Rounds of these separate combats are fought
simultaneously. Ranged combat and close combat can occur in the same round in different combats,
but not within the same combat. Okay. Okay. I don't understand that. So everybody's going to
go around. We're going to fight our clones. Our clones. Well, um. In ranged combat. In
range combat. You can, you can, you can do whatever you want. It's going to be individual. So why
don't bullets and lightning bolts each do one explosions do two. It does two ranged and two
close. So my stuff doesn't help you guys at all. No, we're all fighting our own selves. Okay. Let's
go around the table one round at a time. I'll shoot. It says they take place simultaneously.
Well, yeah. How are you going to do that on a podcast? Everybody just, that's true. My gun
jams and I got shot in the face. Can I fire each of my one-handed weapons in the same round? Yes.
Yes. Okay. I'm going to go in guns a blazing and my gun jams, but my ray gun blasts him for one.
Okay. And he hits you too. No, he misses me. Oh, he missed you. Yep. Well, that's good.
Oh, my gun jams and I get shot. What's that put you at two or one? It puts me at three. Three.
Oh, you're so health rich. I know. So healthy. I shot him twice and he doesn't hit me. So the
combat special is until they have defeated their clone, the only actions a crew member can take
are shoot and fight after killing their clone. All standard combat actions become available to them.
Plus the option to join any ongoing combat at the beginning of each round taking no damage. If they
do so. Oh cool. So we're starting the round over anybody. I am going to help. Oh,
Lieutenant Taylor over here. Cause you are, I think the worst off. Yeah. Yeah. I'm going to,
no, you're worse off than I am. You just took damage. Yeah. Do you,
do you think we should run in and punch him? I'm all for it. Whatever you want to do. I'm
going to shoot him again. I got the rusty pipe so I can reroll the close combat or I can reload
and shoot him. Yeah. Let's try to run in and punch him. Cause either way I'm probably dead
if I don't. Hey, I got it. I got the one. I got wisdom. All right. Thank God. Nice. Knocked him
out. Now we'll join you guys on the next round. I do hit him and he hits me. He's dead. No, I know,
but he still gets shot. So I take another one damage. I didn't die. All right. I'm going to
run in and attack mine. I'm so hurt. And I missed. What's your power wrench do though?
When you roll a double, you may roll again and apply both results. Oh, but my combat die
meant it allows me to reroll my once per round of close combat. Do it. Do it. You got it. Wisdom.
All right. There we are. So fuck them clones. All dead. Defeated. Two items.
Who? What's everybody's health at? Not good. Two. Two as well. Oh, I just got some blood or
something. The stale rations. Discard to restore one HP to your crew member. And what item did you
get? Just a stem. Discard to change result to wisdom. Okay. There you go. I'm at three HP.
All right. Lieutenant Abbott, what are you at? You're still in the lead, man. Five. You're taking
point. Matt, four. I'm right behind you into this airlock to get our ship. Smith's got four. How
many you got, Cook? Two. I'm really hurting. Yeah. Isn't the last one just like a wrap up or is there
going to be the excellent next one? No, there looks like there's something on it. He looks
friendly. No way we can talk to him. This is it. If your sensors are correct, behind this door is
the hanger where your ship is being held. But by whom you prepare yourselves for one final battle.
Oh, the alien queen. Die, humans. The alien queen was lying in wait. Jets of venom fly towards you
as she pounces. You must roll two hit dice now. What? Oh, you, you, you. You, yeah. I mean, she's
only, oh, they both hit me for four, for four total HP. Oh my God. Are you strongest in the group now?
Are you still alive? Yeah, I'm hanging on there. I got one left guys. One bullet does one damage.
Two lightning bolts does one damage. Explosions do two. We got three mites, two cunnings. Four mites,
two cunnings. All right, guys. Are we, are we doing it? I'm taking range first. She has two HP.
She has three damage range. Dude, if she hits me, I'm dead. If he hits anybody but me, we're dead.
Oh shit. I hit her. My fucking gun jammed and I'm. She's, you're dead. She just killed me. I didn't
get hit and I just did four damage to her. I got killed. I did three, two. Oh, overheats. You lose
one AP. Well, nevermind. That means I overheated it. But it's still fire. So I did, I did one damage,
but I also got hit. For two and you two are dead. Yeah, I got killed. We both died on that.
I think we lost. Well, I mean, if you guys survive, you guys should live. I mean, we, we will live.
Let's just power on. Let's just see. Let's just see if we survive. If we survive, they're dead, but
you know. That was the last two rolls. So, so we managed to kill the alien queen. However,
we lose the game as our dear friends, Lieutenant Cook and Lieutenant Abbott have died.
But for storytelling purposes, reload their deceased bodies in and give them a proper burial
at sea while we fly the hell away. I was just going to eject them out. At sea or in space?
It's still technically a bad idea. It's still shit. You're going to fucking pod my ass into the
nearest sun. Do it. Do it. Sorry. This is Viking style. Appreciate it. Damn. So we lost. We lost
the game. We lost on the last tile. We made it so far. We did. Plummet. You took so much health.
There was so much damage so quickly. My game was nothing but a downward decline. Yeah. I got the
same exact one as Derek. Save me. Damn it. I was just all downhill from the get go.
Well, that's going to do it for this episode. Tonight we played Escape the Dark Sector. We've
had an excellent time tonight playing together and playing for you guys. We hope you guys enjoyed
listening to us tonight as we blabbered on like idiots. If you haven't hit that subscribe button,
please do so. Leave us a comment or a like on whatever platform you listen to. And we will be
back next Tuesday. See you next next Tuesday. See you next next Tuesday. See you next next Tuesday.
The Tales from the Crypt podcast is recorded in the Wolfbeard Games Studio in upstate New York.
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