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Do Not Say His Name
(Campaign 2 - Episode 115)
Dnd cover c2-115

T'Chuck is in the newspaper!

Information
Release Date: October 14, 2024
Recording Date: October 8, 2024
Episode Length: 1:05:01
Cast & Characters
Michael DiMauro: Dungeon Master
Tim Lanning: T'Chuck
Jennifer Cheek: Selene von Esper
Nika Howard: R'Oarc
Mike Bachmann: Screech Echo
Guide
Previous Episode: Next Episode:
Cemetery Plots Neitherworld


We are stuck in this weird haunted house with weird haunted glass creatures trying to kill us. This day sucks but I guess we knew it was going to be a huge pain in the backside when we decided to attempt to trick an assassin’s guild.

Story[]

Long Story[]

The party is attacked by two humanoid looking figures that seem to be made of glass! T'Chuck gives everyone an Emboldening Bond, and then, they fight!

T'Chuck creates some Spirit Guardians to help them in the fight. Screech sees his reflection in the creatures' faces, and gets freaked out. But he quickly gets over it. The creatures slash at Screech and T'Chuck, the closest ones to them. Selene sends Fireballs at the creatures, and keeps shoving them back with her Telekinetic Shove. R'Oarc heals her friends, and sends a few Eldritch Blasts at the foul beasts. At one point, one of the creatures slashes at Screech twice. The first one connects, but T'Chuck jumps in front of the second one, to take the damage for him. What a good friend! Finally, one of Selene's Fireballs takes out one of the creatures, while T'Chuck's Toll the Dead finishes off the other.

They both explode into shards of glass. That's dangerous. But, as Tywin Lannister is always saying, it's about what you leave behind. And these creatures leave behind something very odd. Floating in the air is a shard of what seems to be a piece of mirror, glowing with a magical energy. No one dares touch it. Instead, Selene uses her Mage Hand to bring it over to herself, and inspects it. All she can see are a pair of legs (sounds hot), pacing back and forth. This is most likely the Aarakocra they saw earlier. T'Chuck and Screech encourage her to touch the mirror, so fuck it, why not. She does. But nothing happens.

Then, very very faintly, a small chucking sound is heard coming from the other room. Screech is the only one who can hear it. He goes back into the attic room, and pinpoints the sounds coming from that weird diorama. As he watches it, he sees something move out of the corner of his eye. There's some business where Screech tries to catch whatever it is in a cup, but no matter how fast Screech is, this thing is faster. Screech gives up, and tries to get a good look at what it is that's moving around.

It's The Jokester!

He's tiny! And he seems to be trapped in the diorama somehow. Screech tells the others, who all come over to check it out. He tries to offer a hand out, so the Jokester can climb up, but the dastardly clown just nips at his fingers, for 2 points of damage. The Jokester does the same thing to R'Oarc when she tries to nab him and stuff him into her sausage roll warmer. That's... not a euphemism for anything. In anger, Screech tries to make like the Hulk, and smash, but the Jokester's just too quick. He vanishes.

Assuming he's just invisible, Selene calls out to the Jokester, apologizing, and asking why he's here. The clown re-emerges, still tiny, and kindly requests that they please stop trying to kill him. He says that he's trapped in the diorama, and there's something that the party needs to do to get him out, but he seems to be unable to say what. He does warn them that there appears to be a Fey Trickster around somewhere. T'Chuck notices that the diorama looks like the graveyard they were just in, so he pokes a hole in the cieling of the house, to see if a giant, T'Chuck-like finger appears in the room above them. It doesn't. Screech tries to use a dull sword to cut out a small square from the diorama, to see if they can take the Jokester with them. He can't. The sword just breaks.

Finally, R'Oarc decides, based on nothing at all, to say "Jokester" out loud three times. This works! The Jokester suddenly appears in the room with them, full sized. He's been freed! And he's going to be around for all of October! Hurray!

Screech punches him in the face for 2 damage.

Short[]

The party is able to defeat the mirror demons. They leave behind a glowing mirror shard, with the Aarakocra still pacing back and forth inside. Then, they find the Jokster! He's tiny, and trapped in the diorama of the graveyard. R'Oarc frees him, which hopefully won't lead to any disasters or hilarity.

In This Episode...[]

Cast and Player Characters[]

Non-Player Characters[]

Locations[]

Inventory[]

T'Chuck Selene von Esper R'Oarc Screech Echo General Inventory
7,387 gold, 1 silver
Hunting Knife
Heavy Armor[2x06]
+1 Mace of Regnier[2x31]
Breast-plate armor[2x34]
Backpack full of various useful things, such as "a tent or two", jerky, bread, cheese, etc.[2x38]
14 Boner Pills[2x61]
5 dead Phase Spiders[2x63]
A pair of disembodied lips, cured for preservation[2x65]
5 Kruthik heads[2x71]
A bunch of children's gummy vitamins[2x76]
Some of Doomjaws' teeth[2x88]
3 Pterodactyl Eggs[2x90]
+1 studded leather hat[2x91]
100 gold pieces worth of treasures[2x98]
4 Throwing Hammers[2x105]
Fantasy Cowboy Hat[2x106]
3 Diamonds, worth a total of 2,000 gold[2x106]
Zarnock the Cruel's scimitar[2x107]
A pair of magical 6-sided dice[2x111]
Stone of Good Luck (Luck Stone)[2x111]
+1 Troll-skin shield[2x111]
Theonite Collar
Various Books
Devin Decacog's ring from The Farhold Trumpeter[2x14]
Bag of 50 gp[2x22]
7 Boner Pills[2x66]
Bone of dead Drow Warrior[2x79]
Studded leather bracers[2x91]
[NEW] Magical mirror shard
2 Gold
Torture Knife[2x05]
D20-sized rock of Theonite[2x16]
Theonite Ring of Protection[2x19]
5 Potions of Greater Healing[2x23]
Homemade "Resuscitation Kit"[2x38]
Crudely copied map of the tunnels around Mineford[2x55]
Handful of different mushrooms from the tunnel walls[2x55]
Penny candies from the Mineford General Store[2x55]
A ton of Screech Bucks, as carnival currency[2x62]
Several Hand-drawn Screech Bucks[2x63]
Single Hand-drawn R'Oarc Buck, worth 100 dollars[2x63]
7 Boner Pills[2x66]
A bunch of moss[2x76]
5 VIP tickets to "Owlbearpalooza" in Farhold[2x77]
The disembodied skeletal hand of either Stephanie or Wally Bonebraids[2x78]
Pterodactyl feathers[2x89]
Sketch of the party in front of some hot spring geysers[2x91]
+1 studded leather armor[2x91]
Rat Pan Flute[2x97]
Diamond Engagement Ring[2x106]
Weird Sausage Roll Warmer[2x109]
Hydra Fang[2x112]
One Immovable Rod[2x113]
The Handbook for the Recently Deceased[2x114]
9 platinum, 5 gold
Business cards for Beholder-doodle
Grappling Hook[2x01?]
Torch[2x16]
Darkvision Goggles[2x59]
Drider's Scimitar[2x66]
7 Boner Pills[2x66]
"Please and Thank You" Amulet from Grimmly Tumbletoes[2x69]
Gem worth 5 gold[2x71]
4 Potions of Superior Healing[2x75]
1 Potion of Vitality[2x75]
1 Potion of Maximum Power[2x75]
1 Rope of Climbing[2x86]
Portable Hole[2x91]
+1 studded leather armor[2x91]
5 Smoke Bombs[2x106]
The disembodied head of Zarnock the Cruel[2x107]
Map of the tunnels around Mineford[2x55]
Crystal that shows some glowing mushrooms[2x55]
200 gp worth of an unknown "silky smooth, highly valuable substance" from the Brain Collector[2x57]
Drider's Longbow[2x58]
Drider's Chain Mail[2x58]
Drider's Leg Meat[2x58]
Map to Grimshaw Shadowhoof's maze[2x67]
Stack of Wanted posters[2x104]
Stack of Missing posters[2x104]
Copy of The Farhold Trumpeter[2x104]
The feet, claws, and random body meat of a Hydra (in the Portable Hole)[2x111]
A Cloak of Protection[2x111]
A few jars of acid Hydra blood[2x112]
A map of the Grand Graveyard outside of Farhold[2x113]
A stack of fliers for the circus[2x114]
Amulet of Proof Against Detection and Location (Big Bo)[2x113]

Quest Board[]

  • [Active] - Keep The Emperor safe
    • [Active] - Find out who ordered the hit on the Emperor
      • [Active] - Meet "The Professor" in Grimwatch Hollow, a graveyard outside of Farhold
  • [On-Hold] - Save Selene's family!
    • [Abandoned?] - Go to Brunnell
    • [On-Hold] - Recruit the help of Hortentia Calamore
      • [On-Hold] - Travel to Vhur'endal
    • [On-Hold] - Recruit the help of House Bartell
      • [On-Hold] - Travel to Anchordowns
  • [On-Hold] - Find a cure for Thaldin Emberbrew
    • [On-Hold] - Go to the nearby Drow city, probably Vhur'endal
  • [On-hold] - Investigate "Bill, the Necromancer", in the far off city by the coast
  • [On-hold] - Take the disembodied lips to the oceanfront, for a burial at sea

Quotes[]

  • "Add a d4 to dat ass..." ~ Michael DiMauro

Rolls[]

Combat Begins vs 2 glass-like creatures


  • Initiative
    • Screech - 28
    • T'Chuck - 22
    • Creature 1
    • Creature 2
    • Selene - 5
    • R'Oarc - Nat 1 + 4

Round One


  • Screech
    • Casts Ensnaring Strike
    • Melee Attack vs Creature 1 {x2} - 22, Nat 1 + 1
      • Hit, Miss - 14 damage, and requires it to make a Strength Saving Throw - 18
        • Success - Not Ensnared

  • T'Chuck
    • Casts Spirit Guardians to create some spiritual guardians, requiring the creatures to make DC 17 Wisdom Saving Throws
      • Creature 1 - 10
        • Fail - 9 damage
      • Creature 2 - 17
        • Success - 9 4 damage

  • When T'Chuck and Screech got close to the creatures, they were supposed to make Wisdom Saving Throws, so they do that now
    • T'Chuck - Nat 20
      • Success - Is not frightened
    • Screech - 12 13
      • Fail - Is frightened

  • Creature 1
    • Melee Attack vs T'Chuck {x2} - 16, 16
      • Miss, Miss

  • Creature 2
    • Melee Attack vs Screech {x2} - 15, 24
      • Miss, Hit - 18 Slashing damage

  • Selene
    • Casts Fireball at a spot behind the creatures, requiring them both to make Dexterity Saving Throws
      • Creature 1 - 26
        • Success - 30 15 Fire damage
      • Creature 2 - 27
        • Success - 30 15 Fire damage
    • Uses a Bonus Action to Telekinetic Shove Creature 2, requiring it to make a Strength Saving Throw - 13
      • Fail - It is shoved 5 ft back

  • R'Oarc
    • Casts Cure Wounds on Screech, healing him for - 13 HP (Bachmann rolls)

Round Two


  • Screech
    • Casts Hunter's Mark
    • Melee Attack vs Creature 1 {x3} - 23, 20, 10
      • Hit, Hit, Miss - 26 damage
    • Uses an Action Surge to attack some more - 18
      • Miss

  • T'Chuck
    • Creatures must make Wisdom Saving Throws, due to T'Chuck's Spirit Guardians
      • Creature 1 - 14
        • Fail - 15 Radiant damage
      • Creature 2 - 21
        • Success - 15 7 Radiant damage
    • Melee Attack vs Creature 1 - 26
      • Hit - 5 10 Bludgeoning damage

  • Creature 1
    • Melee Attack vs T'Chuck {x2} - 11, 18
      • Miss, Miss

  • Creature 2
    • Melee Attack vs Screech {x2} - 18, 24
      • Hit, Hit - 32 Slashing damage T'Chuck uses Protective Bond to take one of those strikes for himself. So they each only take 18 Slashing damage

  • Screech makes another Wisdom Saving Throw to resists being frightened - 20
    • Success - No longer frightened

  • Selene
    • Casts Fireball, requiring both creatures to make Dexterity Saving Throws
      • Creature 1 - 10
        • Fail - 28 Fire damage - Kills It
      • Creature 2 - 19
        • Success - 28 14 Fire damage
    • Uses a Bonus Action to Telekinetic Shove Creature 2, requiring it to make a Strength Saving Throw - 14
      • Fail - It is shoved 5 ft back

  • R'Oarc
    • Casts Eldritch Blast on Creature 2 {x2} - 12 + 3, 23
      • Miss, Hit - 4 damage

Round Three


  • Screech
    • Melee Attack vs Creature 2 {x2} - 24, 20
      • Hit, Hit - 28 damage

  • T'Chuck
    • Creature 2 must make a Wisdom Saving Throw, due to T'Chuck's Spirit Guardians - 10
      • Fail - 16 Radiant damage
    • Casts Toll the Dead on Creature 2, requiring it to make a Wisdom Saving Throw - 16
      • Fail - 27 Necrotic damage - Kills It

Combat Ends


  • Selene rolls Perception to see if she recognizes the room in the mirror shard (with a d8 from R'Oarc) - 25
    • She recognizes it as the room from when they first came in.

  • Everyone rolls Perception when Selene touches the mirror shard
    • Screech - Nat 20
    • T'Chuck - 20
    • Selene - 20
    • R'Oarc - 11
      • Screech hears a small voice snickering from the other room.

  • Screech rolls Stealth to be sneaky - 25
    • He feels like he might be hidden.

  • Screech rolls Investigation to see if he can find the source of the snickering - 27
    • He thinks he notices some movement in the diorama.

  • Screech makes an attack roll to place a cup over whatever is moving on the diorama (plus a d4 from T'Chuck and a d8 from R'Oarc) - 16
    • He slams it right over a little moving figure, but then it pops up next to the cup.

  • Screech rolls Slight of Hand to fake out the little moving figure, making him think he's outside the cup, when he's really not - 23
    • He's positive he manages to pull this off. But the figure just walks through the cup.

  • The Jokester bites Screech's finger - 23
    • Hit - 2 Jokester damage

  • Screech does an attack to smash the tiny Jokester - 26
    • Miss!

  • Screech does another attack to smash the tiny Jokester again - 29
    • Hit? But it doesn't seem to do anything.

  • The Jokester bites R'Oarc's finger - 26
    • Hit - 4 Jokester damage

  • Selene rolls Persuasion to get the Jokester to come out and talk to them - 25
    • His tiny head pops out and speaks to them.

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