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Runtime Break start 3h 51m 2h 5m
Episode 111: The Nein Hells
Bell's Hells had returned to Vasselheim, having thwarted (it seems) the Unseelie reunion with the Vanguard. In doing so, eliminated one of the powerful associates of Ludinus Da'leth (the Sorrowlord Zathuda himself, the blood father to Fearne). With the information you have, you walked through the city, you gathered some supplies, and prepared yourselves for what is the looming return to the surface of Ruidus, where you and another troop are to secretly traverse once more towards the capital city of Kreviris; to delve beneath its surface into a hidden spot before infiltrating the core of the city to notify those back on Exandria that you are in position, so the assault can begin and distract the enemy forces and factions to best enable both of your teams to succeed at their goals.
After you gathered your things and said some goodbyes, ordered some alcohol, climbed into a dead titan's 'ass crack bar'. You met up with two familiar Zephran family members of Orym, who escorted you to Lake Umamu on the far western side of Issylra, where you had uncovered that secret underwater portal, the backdoor entrance to Ruidus and its hidden tunnel. Unknown to most but just a few.
As you arrived in the familiar abandoned fishing village (now partially taken over by the Zephran forces in preparation for your arrival) you set up within the nearby inn, where you had stayed before, talked amongst yourselves until your companion team arrived. One you've met a couple members of, but have been told they're referred to as The Mighty Nein, a very chaotic introduction of both sides coming to meet together was left on a final question from Laudna,
"Why are there only seven of you?"
Beau:"No."
Robbie:"There are some eggs up there."
Caduceus:"Sure."
Travis:"Fucking Thanos, over here."
Yasha:"No.'
Imogen:"Says one of the most powerful guys I've ever met."
Intuit Charge
a magical explosive device created by Aeorian mages during the Age of Arcanum. When triggered, it deals a significant amount of psychic damage to creatures within 300 feet who then must make a DC 20 Wisdom saving throw, taking 10d10 psychic damage on a failure and half as much on a success. Any creature that failed a saving throw is additionally stunned for one minute and can repeat the saving throw at the end of each turn to try to end the effect.Bardic Inspiration
from Dorian along with aGuidance
from Jester.Eldritch Blast
Chetney:"I send a cat away for a shot of ayahuasca and I just fuckin' let it roll."
"This is okay."