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A D&D One Shot Adventure with BDBD - Part One
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In this episode, Davey and Hannah introduce listeners to the enchanting world of Dungeons & Dragons as they embark on a captivating one-shot adventure. Filled with suspense, imagination, and familial bonding, they navigate the eerie village of River Mist and the foreboding forest in search of a stolen pendant, leaving listeners eagerly awaiting the next installment of their journey.
• Introduction to Dungeons & Dragons and its mechanics
• Character creation and the role of the dungeon master
• Setting the scene in River Mist and embarking on a quest
Hello and welcome to Bonus Dad. Bonus Daughter a special father-daughter podcast with me Hannah and me, davy, where we discuss our differences, similarities, share a few laughs and stories. Within our ever-changing and complex world, Each week we will discuss a topic from our own point of view and influences throughout the decades or you could choose one by contacting us via email, Instagram, Facebook or TikTok links in bio.
Speaker 2:Hello and welcome to another podcast episode with Davy and Hannah but not Hannah, because I am now being called Rogan Huntsenberger.
Speaker 1:I've been looking forward to doing this type of episode for a long time and I'm a little bit worried, actually, of how it's going to go, because today me and Hannah or Rogan Huntsenberger will be playing Dungeons Dragons just the two of us.
Speaker 3:On air.
Speaker 2:On air yes.
Speaker 1:Yeah, so I've written a one-shot, which, in the world of Dungeons Dragons, means it's a very small adventure Campaign, very small campaign, yes, and this is going to be a two-parter.
Speaker 2:Yeah, probably. The likelihood of me getting through this quickly is slim.
Speaker 1:Yeah, I've written a little story and we're going to be acting that story out in the world of D&D. But I thought, before we kind of kick off the episode properly, I thought we'd probably just explain a little bit what D&D Now. But I thought, before we kind of kick off the episode properly, I thought we'd probably just explain a little bit what D&D is.
Speaker 2:Yeah, and then I think it would be best to explain kind of what my specifically the stats that I have and the spells that I have. Maybe we'll talk about those as well, because actually some of them I'm not entirely sure what they do. So that would be helpful. It would be helpful to rogan hansenberger anyway.
Speaker 1:yeah so, uh, let's talk. Let's talk about dnd to start with. So dnd is essentially it's called a tabletop role-playing game and what it is an rpg, and it's very. It's almost like you're playing with the theater of the mind. It's, it's all, yeah, it's all imagination. You're playing characters. Uh, you have a dungeon master, which is generally me hello, and then you have the characters, which are the players. Generally you have more than one. Doing a one-on-one session like this is something I have never done before. Normally we would have a band of adventurers. I would create a world. Generally, when I say I would create a world, a lot of the time the worlds are already created and the story's already written, but it's then how you play within that world.
Speaker 2:Yeah, and equally, you can make your own world as well, if you wanted to, if you were that, uh, creatively inclined that's called a homebrew.
Speaker 1:Yes, that's what they call a homebrew campaign now is this a? Homebrew. This is a homebrew, yes, I wrote this.
Speaker 3:I wrote this now.
Speaker 1:We are currently playing a game called the curse of strad we are we are, which is yourself, uh, your mum, rachel and ewan, and then myself as dungeon master, and mitchell and mitchell oh yeah, sorry, mitchell titanius and titanius anglesmith, and we have actually already been playing this game for over a year yeah, it's a long campaign you are nowhere near the end yeah you are nowhere near the end um what is Rogan Huntsberger's alignment? Chaotic good.
Speaker 2:Chaotic good, chaotic good.
Speaker 1:Interesting. Yeah, so yeah, it's a fun game. It is a really good game. You can really get into it, so much so the other night you cried.
Speaker 2:Okay, I didn't cry.
Speaker 1:You were crying. I saw tears in your eyes.
Speaker 2:I was shocked that you killed my friend. I'm actually still really mad at you about this. Yeah, yeah, we haven't touched on this, but I am very upset about this well, you, you had to pay the price.
Speaker 1:You had to pay the. Basically in the story, hannah used a mirror, a magic mirror, which had an assassin in it.
Speaker 3:Yeah.
Speaker 1:And the assassin she sent off to kill somebody. But the price came back on Hannah, on Hannah's character, and it was a 50-50 chance on if it was going to be Hannah getting her or this other character getting her, and it was done on the dice roll.
Speaker 3:Yeah.
Speaker 1:It was done on a dice roll, so yeah, but I thought I'd do a few other little facts about dungeons and dragons oh, he's got some fun I've got some facts would be complete without some facts exactly so.
Speaker 1:It was created in 1974, the year before you were born, yes, by gary gigax I don't know if I pronounced that right and dave arneson, and it's now owned by Wizards of the Coast. So this has been going on for 51 years. Yeah, dungeons and Dragons. It's now in. I think it's sixth edition. It was inspired by war games and it's credited as the first role-playing game, and it did establish the RPG genre In the 80s I have mentioned this before and this is when I got into dungeons and dragons, so I did it as part of oh, what's the duke of edinburgh award yeah, you were there in its infancy yeah, well, 10, about 10 years into it, and it, as one of the uh activities that we could do as part of um duke of edinburgh award, was dungeons and dragons.
Speaker 1:Yeah, and I chose it. Well, very little do you need to actually play One of the activities that we could do as part of Duke of Edinburgh Award?
Speaker 2:was Dungeons and Dragons. Yeah, because and I chose it Well, very little do you need to actually play it, all you need is some dice.
Speaker 1:All you need is some dice and it was very maths-y. Early on there was a lot of maths.
Speaker 2:I feel like there's a little bit of maths now.
Speaker 1:There is I mean D&D now is very role play. It's gone more down the role playing side of things. In the 80s there was what was called the Satanic Panic Right, and especially in America, where people thought it was ritualistic, we were promoting occultism and it was very, very controversial. It has influenced a number of video games, such as Elder's Gate, elder Scrolls, final Fantasy. It's one of the most famous settings. It's called the Forgotten Realms. It's where a lot of the D&D is created Fifth Edition, which is the edition that we play currently. Okay, we don't play Sixth Edition, we still play Fifth Edition. It is the most successful version yet and it's actually brought millions of new players to the game, so it's getting much more mainstream.
Speaker 3:I'm probably one of them.
Speaker 1:You are. Yeah, I mean, have you ever? I suppose playing with me was the first time you ever really played, it wasn't it? Do you ever play?
Speaker 2:it with anyone else. Yeah, no, I've played RPGs before you, but in more of a board game style, Like Munchkin, for example, is kind of like a kind of a more board-led version I would say of dnd. There's also um four souls, which is kind of similar. You play souls, yeah, you play a character and then you have certain abilities, so I guess it's very similar um. So I played those before I played official dnd. I suppose I've done a few one shots, different styles of d playing, different dice situations, but yeah.
Speaker 1:I mean you can have, you can, I mean you can use a board, because we do have little figurines when we do battle maps.
Speaker 2:It's easy to visualize when you have a board.
Speaker 1:It is, but most of it is in your mind. Yes, most of it is in your mind. It does. There are a lot of people who are celebrities who love it, including Vin Diesel. Joe Manganiello, stephen Colbert, are very, very big D&D fans, in fact-.
Speaker 2:Who's the lady out of True Blood? The ginger lady, Deborah Wolfe? Yes, she loves it.
Speaker 3:And she's got John.
Speaker 1:Berthnal into it as well, she's a DM. She is a DM. She's a bloody good one as well.
Speaker 3:Yeah.
Speaker 1:She's a really, really good one, In fact, Joe Manganiello. So you've heard of the character Vecna.
Speaker 2:Yes, yeah, from Stranger Things, stranger Things yeah, so he is a D&D villain.
Speaker 1:Oh, and there's such a thing as Manganiello did in a game in Critical Role is now actually canon with Vecna's hand. Very cool, yeah, it's absolutely brilliant. So it's a live play show so you can watch people play D&D online, such as Critical Role.
Speaker 2:Yeah, very fun to watch. There's also animations based on Critical Role's campaign Legend of Vox Machina.
Speaker 1:And they're just doing the Mighty Nein as well, yeah.
Speaker 2:There's also films, the D&D films. There's actually two out. You've got the original Dungeons Dragons. Yes, and then you've got the most recent one, which I think was a very good adaptation.
Speaker 1:The most recent one was brilliant. It was great, absolutely brilliant. It really played into their characters.
Speaker 2:Who Rodriguez?
Speaker 1:Rodriguez.
Speaker 2:Oh, what a great character she played.
Speaker 1:It's absolutely brilliant, but what I love about it is that no two games are the same.
Speaker 2:No, someone could play the Curse of Strahd and have a different outcome to what we have.
Speaker 1:Yeah, yeah, yeah, I mean things that you guys have done in the Curse of Strahd so far probably has never been done before Never been done before.
Speaker 2:Should we move on to discuss kind of how characters are created? So, um, it's easy, because I've got. I've got one in front of me. So, basically, a character is determined by its, its abilities and its skills, including, um, its its armor class, um, there's things, such initiative, all of these things don't really make sense, I think, initially, until it's actually what we'll do is when we start playing it.
Speaker 1:I'll explain.
Speaker 2:We'll explain it but basically my character, that that, are you calling yourself anything in this game? I'm just dm okay so the character that the dm has created for me is a.
Speaker 2:I'm a rogue tiefling, so a rogue is a character that is normally determined as the kind of the pickpocket, I guess the thief, the thief of the game tiefling species, I mean species, don't generally have any kind of mod pickpocket, I guess the thief, the thief, the thief of the game tiefling species I mean species, don't generally have any kind of modifiers to anything they do actually they do, they do sometimes, they do yeah um, I don't think I've ever used my particular modifiers um, but a tiefling is, uh, someone that's horned generally with kind of scaly-ish skin.
Speaker 2:Um, it's just basically kind of like a race. It's a race, isn't it? The species is like a race in the game. There are elves, wizards, there are humanoids, there are. You could be a goblin if you wanted to. You could be anything.
Speaker 1:Well, Mitchell's character is a dragonborn. Yes, he's a dragonborn.
Speaker 2:Which is pretty cool. And then there's a batch load of skills that every player has, but then they have modifiers on those skills, so they could be anything from animal handling to perception, to religion if that ever comes up nature, etc. So, as a rogue, my sleight of hand and my stealth are pretty high, naturally because of what I am. But then I also have other things that I'm good at. In the Curse of Strahd, for example, I'm not a rogue at all, I'm a fighter, so all of my kind of fightery uh, modifiers are higher, so my strength, for example, is higher and my performance is higher.
Speaker 2:There's another one and my athletics check is higher, so I've got to really work with this character and use them differently than I'm used to, and then, of course, but you have been a rogue before I have been a rogue because I also made you an arcane trickster as well I see, I see since, so I thought I'll give you a couple of spells to play around with. Yeah so, um, normally rogues don't tend to have spells. Actually I don't think you do when you get to level three.
Speaker 1:You get to choose, uh, a certain speciality level. Am I starting today?
Speaker 2:three oh three, three um, so I've got some weapons as well, just so that you're aware. So I've got a dagger, a short bow, a short sword, a fire bolt. So that's a spell, that's a cantrip a cantrip, yeah, and I've got an unarmed strike, of course. So a punch, basically yeah uh, the spells that I have at my disposal.
Speaker 2:I think I gave you tasha's hideous laughter you gave me so my cantrips uh so cantrips are spells that you can use again and again yeah, you can use them to your heart's content. Whereas spells you have only. Well, I've only got two slots, so I can only use them two per long rest.
Speaker 3:Yes.
Speaker 2:My cantrips are firebolt, which is a bolt of fire, a minor illusion. Do you want to explain exactly what a minor illusion is?
Speaker 1:A minor illusion means that you would create a minor illusion so you can use it for distractions. Things like that you can like, yeah.
Speaker 2:Okay, mage hand.
Speaker 1:Mage hand is. It creates a hand that floats through the air and you can use it to pick things up. Okay, you can't use it to fight, though you could use it to pick locks.
Speaker 2:Can the mage hand? Is it the same weight as that I can carry as my normal rogue? It doesn't have any modifiers on the strength of the mage hand. So for example, I can't lift a house up with my mage hand, but I would be able to lift a rucksack because that's what I can do yeah, yeah, yeah, yeah yeah yeah, and remind me what is it. Thorma, thorma, it's an infernal legacy you've given me.
Speaker 1:It is that you manifest a minor, a sign of supernatural power within range. You can create one of the following magical effects your voice booms up to three times, you cause flames to flicker, you can cause harmless tremors, you create an instantaneous sound that originates from a point of view, and you can instantaneously cause an unlocked door or window to fly open or slam shut. So it's like you're doing. You can a little bit telekinetic.
Speaker 2:Okay, a little bit telekinesis kind of thing. So that's my last cantrip.
Speaker 1:Yeah.
Speaker 2:And I've got some level one spells, so I've got a magic missile which is essentially a bullet. Yeah, Then I've got what's.
Speaker 1:Tasha's hideous laughter.
Speaker 2:Tasha's hideous laughter means that the person you cast that on laugh, yes, and then identify would be to identify a object, an object or item, yeah, yeah, yeah.
Speaker 1:And then level two I've got hellish or a book, hellish for a book, that's a brilliant spell.
Speaker 2:Tell me all about it hellish rebook is is that the fire one? Is it a fire?
Speaker 1:no ah so you, uh, you point your finger and the creature that damaged you. So, basically, basically, it's in combat. So if someone was to attack you and damage you, the person that did it or the creature that did it is momentarily surrounded by hellish flames.
Speaker 2:Yeah, yeah, yeah.
Speaker 1:The creature must make a dexterity saving throw. It takes 2d10 fire damage.
Speaker 3:Yeah.
Speaker 1:On a failed save or half as much on a successful one. So you will hurt them no matter what.
Speaker 2:Cool, you've given me 20 arrows to start off with. Are we counting ammo in this game? Yes, okay. Yes we are Okay, I've got a bag of ball bearings. Yeah, I've got a bell. I've got five candles. I've got a crowbar, a hammer, a lantern, an oil flask yes, candles I've got a crowbar, hammer a lantern, an oil flask yes, simply to. For the oil, for the lantern, a pitton, I've got 10 pittons actually they're the things that you stick into rocks.
Speaker 2:That's it, I'm up yeah, five days worth of rations. Yeah, some rope, 50 feet of rope, and a tinderbox. I've also got one pack of thieves tools and a crowbar and you can also speak Thieves' Cant as well. Aha Interestant.
Speaker 1:Mm-hmm.
Speaker 2:Okay, rogan Huntsberger is quite a long name.
Speaker 1:Yes.
Speaker 2:So I think my character would like to be referred to as Arby.
Speaker 1:Arby. Yeah, okay, do you know where the name Rogan Huntsberger came from?
Speaker 2:I do indeed, because it's Logan Huntsberger from Stars Hollow.
Speaker 1:From what.
Speaker 2:Gilmore Girls From.
Speaker 1:Gilmore Girls. When I made this character for you, I thought I'd do a punny name for Gilmore Girls, just for you.
Speaker 2:My intelligence is quite high. It's 8, but it's minus 1. Wisdom's quite high, charisma's quite high. Dexterity is obviously the highest. My armor class is 15. My armor class is 15, which means that in order for something to hurt me, they have to roll over 15.
Speaker 1:Over 15.
Speaker 2:The DM has to roll more than 15 for them to hurt me, which is actually quite high.
Speaker 1:It is quite high, but I could have modifiers on my scene. You could have modifiers, yeah.
Speaker 2:Exactly which. We will explain as it goes on.
Speaker 1:So you will be playing your character, and my role in this will be to set the scene, be the storyteller not the storyteller, but the person who sets the scene but also to play all of the other characters as well.
Speaker 2:Yeah.
Speaker 1:So the role of a dungeon master is quite varied, yes, quite varied.
Speaker 2:And we've got our dice today as well.
Speaker 1:We have got our dice today.
Speaker 2:Now our listeners can't see them but you will hear the clickety-clacks. But mine have little rubber duckies in them. It's not very RB. You know now that I've got my dice out this doesn't really fit the character. I don't think little ducky dice. But we're going to go for it.
Speaker 1:I have my vampiric curse of stride dice.
Speaker 2:You do your nice red ones there in a little pot. Cool, do you want to set the scene then?
Speaker 1:So I will set the scene. You are in a place called River Mist.
Speaker 2:River Mist.
Speaker 1:Yes, you've been traveling for a number of days.
Speaker 2:So I'm tired.
Speaker 1:So you're tired and you've come across this place called River Mist in the Forgotten Realms. When you arrive you can tell it's an old village. It's small, like yourself, it looks tired. You can feel as you walk through the streets or through the main street of the village that there's an eeriness to this place. It's old, it's tired and it's almost like filled with some kind of unspoken fear.
Speaker 1:The wooden houses lean inward, their that roofs moss covered and sagging like huddled figures down the street. No children are playing and you can see there are a few villages dotted around and there's a forest at the end of the main street. As people turn to look, just glance at the forest, they quickly look away, almost like they're avoiding that area. As you go through the main street you can kind of smell like a damp smell, almost like rotting leaves after a storm. So it's just kind of like autumn time. And as you come across one of the houses you see a frail woman, really frail, looks really old. She's wrapped in a tattered brown shawl, her fingers look bony and long and her veins beneath her thin skin are incredibly dark, as they're kind of protruding from these kind of withered arms.
Speaker 3:Oh, my okay.
Speaker 1:And as you walk past, she looks at you and she says Hello, can you help me?
Speaker 3:Sure, what can I help you with? You're not from here, are you? I'm not from around these parts. No, are you an adventurer Of sorts? No, oh are you. Are you an adventurer Of sorts? Yes, see.
Speaker 1:I had a servant. He was a goblin. He had a wretched thing. He stole my pendant, my only treasure. It was a family heirloom. He ran into the woods. Please, please, could you get it before nightfall.
Speaker 2:Yeah, of course. Does this pendant have any special qualities that I need to?
Speaker 3:be aware of.
Speaker 2:It is a family heirloom, that is all Okay so okay, Certainly because this seems like a noble quest for someone of my attributes, the goblin.
Speaker 3:Yes, snick is his name, snick Snick.
Speaker 1:He was with me for years and then he ran off and stole my pendant. Wretched little thing he is.
Speaker 2:Please find him. Does Snick have any abilities that I need to be aware of? No, he's just a servant. Okay, how did he manage to pry the pendant from you?
Speaker 1:He was eyeing it. I've been eyeing it up for days and I left it on my bedside chamber and I woke up one day and it's gone. Okay, he ran into the woods wretched little thing he is. Please help, I need it before nightfall.
Speaker 2:No problem, I can get your pendant for you. However, I have noticed that the locals tend to stay away from the forest. Can you tell me why?
Speaker 1:The forest listens.
Speaker 2:Okay, are there people in the forest?
Speaker 1:No.
Speaker 2:Can I see if she's lying, please?
Speaker 1:Roll a perception check.
Speaker 2:So I'm rolling a d20?.
Speaker 1:Rolling a d20. So basically, what's happening now is that I have a number in my head of how intelligent the lady is. Hannah has to beat or Rogan has to beat. That number that's in my head and we'll see how the story goes from there.
Speaker 2:Okay, so I'm rolling my d20. I've rolled 13, but I would like to add my perception modifier of three. So that's a 16 a 16.
Speaker 1:Yeah, yes, she's lying oh, I thought she might be here yeah, she's lying, okay, um, but, but you don't know, you can't quite tell exactly what about okay, okay, um, I would like to persuade her to tell me more about what might be lying in the forest okay, uh roll a persuasion check okay, so my persuasion is a plus one modifier.
Speaker 2:Okay, I roll quite. I rolled a four, so five. So no, that's fair. Fair, old lady. Uh, what's your name? Sorry, I didn't catch you my name is old martyr old martyr, old martyr is what I am known of.
Speaker 1:I've lived here all of these years, ever since I was a wee child ever since you're a wee child. But you don't know what's in the forest interesting no, we tend not to go into the forest because we we know it. The stories are that the forest listens.
Speaker 2:Okay. Is there anything that might help me in the forest that you are able to provide, or is there someone in the town that would be able to provide, because I want to do a good job for you and get your pendant. It's in your best interest.
Speaker 3:I would stay on the path.
Speaker 2:Stay on the path. That is good advice. Do you know exactly where in the forest a snick has gone off to do you think Don't know he?
Speaker 3:just ran off, just ran, just ran off. When I woke up this morning he's gone Super helpful.
Speaker 2:Thanks, old martyr, cool. So there's nothing that can help me, but stay on the path, cool. I mean, I've got a lot of my, I've got a lot of my disposal already in my inventory. Is there anything?
Speaker 3:in town that has like a shop, or is there any where I can? This is a very small farming community, okay farming community.
Speaker 2:Do you have horses? No so I'm on foot sorry okay, now this is. This is obviously quite a stake on my life, um, so I was wondering if there was any uh reward for securing your pendant successfully by nightfall. My gratitude, your gratitude, is not enough. Um, I was hoping for something a bit more like dollar I have one other heirloom, okay, my wedding ring oh, I don't really want to take a wedding ring.
Speaker 2:That's all. I'm chaotic. Good, I shouldn't take a wedding ring. Yeah, I don't want to pick up on this lady. Um, I don't think she's gonna have anything on her that's remotely usable. But is there anyone in what would be the best question to ask her? Is there anyone in town that would be able to assist me in my journey that you know? No?
Speaker 1:unfortunately no, because no one likes the woods okay, no one getting that impression okay, which is why I'm asking you, otherwise I would have asked one of the other villagers makes sense.
Speaker 2:Makes sense. What time of day is it?
Speaker 1:we are're midday.
Speaker 2:Midday.
Speaker 1:Midday.
Speaker 2:Midday, and she wants it by nightfall.
Speaker 1:By nightfall.
Speaker 2:Yes, dear. Can I ask why it's impertinent that you need it before nightfall?
Speaker 1:You can.
Speaker 2:Do you want me to roll for it?
Speaker 1:No.
Speaker 2:Okay, why do you need your pendant before?
Speaker 3:nightfall, because I can't sleep without it. You can't sleep without it, because I can't sleep without it. You can't sleep without it. No, not by the side of the bed.
Speaker 1:I need it by the side of the bed Because it's such an old family heirloom. I can't sleep without my family with me, and my family is all represented within that pendant.
Speaker 3:It shows my ancestry. I think she's deceiving me.
Speaker 2:Okay, so I would like to know if there's more to this pendant than she's deceiving me. Okay, so I would like to. I'd like to know If there's more to this pendant Than she's letting on, and I'd like to know some more. Insight Insight yeah, bowls, I rolled a nat one.
Speaker 1:You believe her?
Speaker 2:Yeah, of course I do. I'm not going to find out what this pendant does Okay, that's fine, I can't guarantee, and because there's no reward, I have no real motivation To. This pendant does okay, that's fine, I can't guarantee, and because there's no reward, I have no real motivation to get this to her before nightfall. What my biggest worry is is that she will turn into something really like menacing without this pendant, like a bit like cinderella situation. If she doesn't get a glass slipper before midnight, she's a goner. So I guess I have no choice to get this pendant. She might turn into something. So I guess I'll be on my merry way. All right, then I'll get this pendant for you, but in future, if you want the help of someone of my sort, I would be a little bit more forthcoming with information in future, and that's kind of like a bit of an intimidation warning.
Speaker 1:Okay, draw an intimidation check. 10, 10. She kind of she looks at you just her eyes just kind of flicker slightly as though wavering on that kind of she. She's not quite scared of you, but she does take a bit of a warning and, bearing in mind, she's quite a frail old lady yeah, I feel bad yeah, like she needs to be a bit more forthcoming.
Speaker 2:Okay, dear, and that doesn't persuade her to tell me anything more.
Speaker 1:No, I'm sorry for putting this on you, but you're the only one who can help.
Speaker 2:I'm ever so eternally grateful for this. Okay, I guess I'm heading into the forest, um, with everything that's on my back, because there is nothing here. Is there anything in the room that would? Am I outside? You're still outside, just outside on the porch there's nothing that looks out of place in the house that could determine that this is actually a witch that I'm talking to, as opposed to you what's your passive perception? Uh, my passive perception, uh 13 13.
Speaker 1:Yeah, no, you can't see anything that there's. There's nothing that's jumping out of you that she could, because you are an arcane trickster, so you do know a little bit about magic. Yeah, um, so there's nothing that really strikes you, that there's anything kind of mage like or anything that's that's in the house balls okay, cool, um, I'll be on my merry way then you can see from what I can see, I guess I'm heading into there's anything kind of mage-like or anything that's in the house Balls.
Speaker 1:Okay cool, I'll be on my merry way. Then, from what you can see, from what I can see, I guess I'm heading into the forest, but staying to the path, okay. So as you walk past the tree line, so you come to the end of the village and the trees are like a wall of just foliage in front of you.
Speaker 2:Can I see a path?
Speaker 1:You can see a path. You can see a path so you can tell immediately that the temperature drops. As you walk into the trees, you can feel that the air grows heavy, that it's thick, with the scent of wet earth, decaying leaves, and there's almost like this kind of metallic type smell in the air oh, blood. Yes, you can see that these trees are old. You know these are old trees.
Speaker 1:They are old, okay their twisted bark is almost kind of split open as well. Some of them formed like mouths, okay, and faces. Their branches are really tightly woven. It's almost as though the ground is clinging onto these trees, not wanting the trees to leave. That's the kind of eeriness that you kind of get.
Speaker 2:In that case could I start by stealthily walking down the path? Then I think I'd like to be a little bit more cautious.
Speaker 1:Okay.
Speaker 2:Roll for stealth.
Speaker 1:Okay, well, yeah, go on then. Oh okay, uh, 17 plus eight. Okay, 17 plus eight. Yeah, your stealth is plus eight modified. You made my modifier. That's amazing. Okay, so I'm stealthy, you are, you are, you are gliding through, but you can tell that 25 that as you're going through the forest, there's a cold mist and it's kind of clinging to the ground as well. Oh no, and as you walk through, as you kind of go through the mist, can I hear anything Perception? Oh, no, seven.
Speaker 2:Seven. Yeah, yes, oh, okay, I can hear something with seven.
Speaker 1:Seven, seven, yeah, yes.
Speaker 2:Oh, okay, I can hear something with seven yeah.
Speaker 1:You can hear, just faintly. You can hear, but you don't know what it is, but you don't even know if it's in your mind. Oh no, but there's something. You get more of a feeling of a sound rather than the sound itself.
Speaker 2:Okay, I'm stealthing.
Speaker 1:You're stealthing, as you're kind of going through the mist, the mist kind of stealthily.
Speaker 2:I'm hiding in this mist, yeah.
Speaker 1:As you go through the mist. The mist is kind of circling around your feet as you're moving through the forest. Okay, now, at one point you just crunch.
Speaker 2:What's under my foot.
Speaker 1:It doesn't make a sound because you are really stealthy, Stealthy of course, but you do feel something underfoot.
Speaker 2:Oh, is it spongy.
Speaker 1:And as you look down you see an old, worn doll, doll, doll with the button eyes missing, coraline.
Speaker 2:It's no fun, it's no blinksy.
Speaker 1:It's no fun, it's no blinksy.
Speaker 2:Can I pick up the doll please?
Speaker 1:You can pick up the doll.
Speaker 2:Is there anything on it that determines who it belongs to, like a name tag or any tags that determine its origin or anything?
Speaker 1:Nothing.
Speaker 3:Does it feel magical?
Speaker 1:Arcane origin or anything, nothing does it feel magical? Uh, arcane, what? What sort of you, what sort of when you?
Speaker 2:say, does it feel magical? Can be a bit more specific. I don't have any. I do have detect spell, actually, don't I? You do have detect spell but I don't want to use that yet, or do I? Uh, no, because it has to be one per short rest I I just want to know if it feels magical, if it feels like it could be magic attached to it to hurt or maim someone.
Speaker 1:Okay, roll an Arcana check.
Speaker 2:Nine.
Speaker 1:Nine.
Speaker 3:With the modifier which is minus one.
Speaker 1:No magic Can't detect any magic. Yeah, as you look through it, with an arcana check, because you would need to actually do the spell of detect magic to see if there's any kind of magic but from from doing an arcana check, just it, it doesn't look like you would have seen anything like this.
Speaker 2:Okay, in any kind of magical okay, from my knowledge of from your knowledge of magic From your knowledge of magic. In that case, I'd like to put it in my rucksack, please.
Speaker 1:Okay, as you go through the forest, you can see that the trees then start getting thicker.
Speaker 2:Okay, and thicker, and the path narrows okay, am I still being stealthy or do I still?
Speaker 1:just know you're still being stealthy, still being stealthy, but you can almost see like the path kind of. It's almost like you're getting to a point of the forest where the path is ending, but not quite ending, but it's getting much more overgrown. This is, this is like the deeper hasn't been kept because, no one keeps it no, because no one goes from what you can tell from your passive perception, that nobody has been here for a long time, but not even the goblin.
Speaker 1:But well, your passive perception was 13 yes yeah, but you can see that somebody has been through here hopefully snick our goblin friend.
Speaker 2:I will follow the path that looks like it's been Tromel then okay stealthily. I rolled a high stuff, yeah yeah, yeah, uh.
Speaker 1:So here you can see that the trees do grow. Slightly differently from the previous trees, these are thinner okay their roots are twisted like clawed fingers on the ground, almost like the trees are lifting out of the ground.
Speaker 2:Yeah.
Speaker 1:Almost like the Ents from Lord of the Rings, that type of tree. As you walk through the bracken and the undergrowth and the trees you can kind of see. You can feel the floor is quite squidgy and it's almost like these trees are pulsing.
Speaker 2:Oh, like swampy.
Speaker 1:Like swampy, swampy. Yeah, you're kind of going through is that put?
Speaker 2:does that make me less stealthy? Have I got disadvantaged? Yes, oh I've done it again, 17, so uh, that's uh 25 stealth okay.
Speaker 1:So you're getting your glide just kind of gliding through so you can, as the as you're walking through, you can see the shadows of the trees, just kind of almost like they're watching you as you're walking through she was right old pendant lady martyr and as you walk through these trees, suddenly you come to a clearing hey, I was hoping for this.
Speaker 2:Okay, okay, uh, before I enter the clearing yeah. I just want to check to see if I can hear or see anyone in the clearing that's hiding, I suppose.
Speaker 1:Okay, so roll for perception. Frickity frack, it's 10.
Speaker 2:10.
Speaker 1:Yeah, the clearing is deathly still. You can almost see that the trees have almost receded into a perfect circle. This clearing Like a crop circle. Like a crop circle. Okay, it's almost as though something was once there which the trees couldn't grow in that area.
Speaker 2:Can I ask is there any rocks formations or any runes or anything that could determine some sort of witch's circle or anything of that nature?
Speaker 1:You can see a few bones littered around, humanoid bones, Bones Littered around in this clearing and in the middle in the ground you can see an old, rusted sword.
Speaker 2:Oh, please may I stealthily inspect the sword yeah, so you're going to go through. I'm going to have to go through the clearing, yeah okay, I want to visually look at it, not touch it visually.
Speaker 1:Look at it. Okay, so it is sticking out of the ground oh, like Arthur and the Stone style no, no, it looks more like it's fallen into the ground. Oh, okay, as in like in some kind of battle, the sword is just kind of Okay, Someone's fallen. The sword is stuck in the ground and that's where it stayed.
Speaker 2:Does it look like a standard sword or has it got any embellishments on the handle or anything like that?
Speaker 1:Standard short sword, but rusty, rusty.
Speaker 2:Yeah, so no use to me. I'm not going to touch it or pick it up or anything. The bones, are they of an adult nature, adult humanoid bones, or are they younger?
Speaker 1:Can I determine? So, give me a nature check. No, actually no medicine. Do a medicine, check Medicine.
Speaker 3:Medicine check. Oh okay, that's better.
Speaker 2:Modify Ah five.
Speaker 1:Five. You can just tell their bones okay, yeah, fair enough.
Speaker 2:Just their bones, no osteoporosis.
Speaker 1:No, no, no, no but you can tell, you can tell that they've kind of there's a few kind of nicks and marks on these bones. So it does suggest that this was some kind of battle okay.
Speaker 2:Does the path then lead away from this clearing as well? Is there another?
Speaker 1:path, the path at the end of the clearing right, I want to.
Speaker 2:Can I chuck one of the bones at the at the edge of the path clearing? Yeah um, what I'm going to try and assess is if there's a trap there okay, so I'm going to throw a bone to you mean into where you're moving towards towards. Yeah, yeah, okay you do that, throws bone throws bone, bone just hits ground, cool, okay.
Speaker 2:Confident, then, is there anything around here that I can detect that's shiny or something that looks out of place, other than the rusted sword and bones? Is there anything that I can detect in this area at all?
Speaker 1:Perception.
Speaker 2:Yeah, 18 this time 18.
Speaker 1:As you look around and you are kind of looking quite intently, as you're looking around this, clearing nothing, Okay, then I'll carry on to the path, please. Okay, as you go to the edge of the path so you're walking through the clearing you go to the edge of the path and as you start walking through those trees, you come to what you see is a building, a building A see is a building A building, a very, very small building, almost like a small ruined chapel.
Speaker 2:Okay.
Speaker 1:It is crumbling, there's no roof on it and the walls are covered in moss. It is barely standing this thing. It's completely ruined.
Speaker 2:Can I see within it very clearly.
Speaker 1:You can indeed.
Speaker 2:Is there anything in it?
Speaker 1:Yes, okay, you can see the statue of a faceless woman standing in the centre. Her outstretched hands are empty. There's deep grooves in the stone. It's almost as though something had clawed at this stone she's faceless, so no head.
Speaker 2:Or is it just a smooth face? It's a smooth face so she has a head, but there's no markings.
Speaker 1:It's almost as though one of two things has happened either the face has been removed or it was never there to begin with.
Speaker 2:So there's no strict evidence to suggest Okay. So from my vantage point, is there any places that someone could be hiding? So behind the chapel or in the chapel?
Speaker 1:There is an altar at the end.
Speaker 2:I would like to stealthily go into the chapel and make sure that it's clear stealth, yeah, of course ah, 11 this time 11 yeah because my modifier is so high. I actually rolled a three, but it's still, it's still fairly good I mean as you're kind of kind of going through, I through.
Speaker 1:You are making a little bit more noise, but you are still fairly stealthy, but twigs are starting to snap underfoot as you're kind of going through.
Speaker 2:So what you want to do, check behind the altar yeah, I just want to check basically that the coast is clear inside, and then I'll head outside and do the same thing okay, as you do that and you look behind the altar, there's nothing there, nothing there. Anything of interest around the altar? Is there any trinkets or anything that look cool, shiny? No, no I'll be like shiny things and collecting tat. I've decided.
Speaker 1:One thing that you do notice. Etched into the top of the altar it says do not listen to her.
Speaker 2:Do not listen to her.
Speaker 1:Yes, and I think that's where we'll leave it.
Speaker 3:Okay.
Speaker 1:For this episode, okay, and we'll come back to part two Return a Sivu play. Return a Sivu play.
Speaker 2:Interesting, you've left me in an altar.
Speaker 1:Left you at an altar with the words do not listen to her. Etched.
Speaker 2:Well, I guess we'll see you next time for this installment of this one shot. Indeed we hope you liked the first half. Cue the outro. Thanks for joining us on Bonus Dad, bonus Daughter. Don't forget to follow us on all our socials and share the podcast with someone who'd love it. We are available on all streaming platforms. See you next time. Bye-bye, outro Music.