Session Zero Heroes - A TTRPG Actual Play Podcast
Speaker A: Welcome back, everybody. It's another episode of Benderson Bruise. And not only is it another episode of Benders and Bruise, it's the season two finale that's gonna be fun to play with in editing. Uh, awesome. We're so glad that you're here. We're so glad that you're listening to our season two finale. Uh, if you're not caught up on things and you're listening to this episode what are you what are you doing, you crazy person? Go back. Yes, thank you.
Speaker B: Click the listening stuff backwards. So this is a unique taste.
Speaker A: I have heard of that.
Speaker C: Too soon?
Speaker A: Too soon. Too soon. How do you decide when to start, though? When we're, like, an ongoing podcast. You have to wait until we're, like, done.
Speaker B: You wait till retirement? Yeah.
Speaker A: Goodness. That could be a while. We don't know. Anyways, welcome, uh, back again, uh, season finale. I've got a big announcement, sort of mini episode. I'll be posting after this about kind of things, some changes you'll see with our channel as a whole, which is kind of a cool concept. Don't worry, Benders and Bruises isn't going anywhere. We'll be back for season three. It's all good, but, um, whatever the case, uh, we're in the finale. We're in, uh, episode twelve. We're going to go around and give our character facts for this episode. Connor.
Speaker D: Yes.
Speaker A: Aka brock Lee. What do you got for me?
Speaker D: So, uh, while working at the old Blissful Brew, if there were ever any some unruly customers, uh, that Bill would say, like, hey, this guy's being a jerk. I would purposefully Earth bend the ground so that their chairs were always rickety. They would never be so, like, uh.
Speaker A: These are like the people that give Bill when he's serving the tea or whatever, and they're like, giving him crap, or they're just kind of being rude, or they're like spanking him as he walks by.
Speaker C: He was a dishwasher. What are you talking about?
Speaker D: But Bill would come to Brock be like, hey, this customer is being a know, like, to vent. Like they do. They go to the back to talk, man.
Speaker A: Uh, this guy doesn't seem like a good tipper.
Speaker B: I strictly remember in the first episode when Bill came to you and said, hey, there's a guy being unruly. You just walked out front and just like, Earth bended punched him.
Speaker A: And that's why I wanted to clarify what you meant because that guy was being an active physical menace to everybody.
Speaker C: In I'm pretty sure I started it.
Speaker A: Yeah, she for sure.
Speaker D: I didn't actually punch him. I, uh, don't think I laid a.
Speaker A: Hand off I think you tripped him, but I think that was about it.
Speaker D: Yeah, I did not punch him.
Speaker B: He, uh, hadn't got the punching yet.
Speaker D: I don't think I interacted with that guy aside from saying, come on, let's simmer down here.
Speaker A: That's right now, because he wasn't in his seat.
Speaker D: That's how I inflict psychological warfare on these guys. Everyone else's chair is fine. Is mine the only one that's.
Speaker A: Getting this?
Speaker D: That right there will inflict more psychological trauma than any sort of beating could.
Speaker A: I think you're right. Now, the person that did do the most damage to that individual during that whole interaction was our good friend GuoHan, who spilled a bunch of dirty, nasty tea all over him. Uh, guo dave, aka guo. Uh, what's guo's. Interesting fact.
Speaker E: So guo is an expert napper. He can not only fall asleep very quickly, he can also almost set an internal timer, if you will wake uh up. He's like, all right, I got 15 minutes. Let's do this. And 50 minutes goes by, and he'll come out of his slumber.
Speaker A: Damn. Pretty close to really developed in the circus with all these chores and stuff.
Speaker E: Yeah, he'd have to catch sleep where he could, or it's like, oh, I can catch a few winks between this show and this show, or nice. I don't have to clean up until that one. Until then, or sign kind of thing.
Speaker A: Yeah. Awesome. Well done. Well done. Another, um, individual that was key to the initial tea shop fighting in the assistance of tripping the man and getting him out of the restaurant was our good friend bill, uh, played by Cameron. Voiced by Cameron. Both I mean, you're playing.
Speaker B: So I have a fact, but I'm not sure if I should do this fact or if this fact should be revealed slowly through the plot.
Speaker D: Always with the plot.
Speaker A: This guy I'm just going to give you some hints.
Speaker B: No, you might have to edit. This is what I'm saying.
Speaker A: Okay.
Speaker E: I bet this guy watches anime for the plot.
Speaker B: Uh, this is not an edit.
Speaker A: Okay.
Speaker B: Should I say what his fear is?
Speaker C: Spiders. Yes, sure.
Speaker A: Spider too much of an issue, because.
Speaker B: I've been slowly hinting it throughout the first two seasons.
Speaker A: But, um, I could see how that would be really interesting to just happen.
Speaker E: Losing his bow, stat.
Speaker C: No, it's definitely spider monkeys. Um, not like spider monkeys that we.
Speaker B: Know here and just be like, hey, I've been hinting it through two seasons, but bill has this fear.
Speaker A: Or you know what? It honestly could come up in this very episode.
Speaker B: Okay, so I should not say it then.
Speaker A: It'll be more interesting when it happens.
Speaker B: Okay.
Speaker D: Nonlinear plotlines. Is that your fear?
Speaker B: Okay, so let me think of a fact. You'll just go back to me. Yeah, let me think of a fact then, because that was what I was.
Speaker A: Going to no, that's fair. That's fair.
Speaker E: What would bill do if he ordered food and got the wrong food?
Speaker A: That's a good question. Pebble reviews.
Speaker B: Bill does know about the pebble reviews. Actually, he hasn't told, uh, GuoHan about them, though. He saw him do it.
Speaker A: Right.
Speaker B: Okay. What would bill do if he was given the wrong order at a right.
Speaker A: Right.
Speaker B: And bill would how does bill handle.
Speaker A: That kind of disappointment.
Speaker B: Bill would actually, uh, take it pretty. Like, he'd call the waiter over and he'd be like, hey, this isn't what I ordered. Uh, could you give me this instead? Which is what I ordered. And then afterwards would be like, hey, could you, uh, take a little off my Bill because of the inconvenience?
Speaker A: But he'd be really nice about it the whole way through.
Speaker B: Yeah, this kind of plays into my fact from last week.
Speaker A: Which is?
Speaker B: Bill was raised in a rich family.
Speaker A: He doesn't stand for the idea that.
Speaker D: He wants not how rich people act.
Speaker B: Yeah, he's a more polite rich person. Yes. I guess it depends on your raising.
Speaker A: Uh, yeah, he buy the whole restaurant and fire.
Speaker D: I'm going to just set fire to the building for him.
Speaker C: It's not a very Bill thing to do.
Speaker D: Rich person with empathy. Get out of here, man.
Speaker C: Yeah. Who raised you?
Speaker B: Um, maybe there's reason for all this.
Speaker C: The nanny.
Speaker B: I didn't say that.
Speaker C: Your parents didn't raise to be a respectable young man.
Speaker E: Or he was raised by the nanny.
Speaker A: His mom was posing as Mr. Ogron all along. It's a reverse Mrs. Doubt.
Speaker C: His mom would be dead.
Speaker D: Being alive in backstory.
Speaker A: That's right. Yeah.
Speaker B: Good thing it's not a backstory anymore, right?
Speaker A: Mika, the person who managed to trick the initial, uh, annoyance to the tea shop in our very first episode. Mika, uh, who got him to go to another bar, maybe. Or at least leave one way or another.
Speaker C: Made up a bar.
Speaker A: Yeah, you did.
Speaker C: You went down some back alleys somewhere, but we never saw him.
Speaker A: Um, so, Mika what's? Michaela playing Mika. What's your interesting fact?
Speaker C: My interesting fact is Mika's perfect date whoa.
Speaker A: Would be april. Whatever.
Speaker C: On a Tuesday. Not so hot, not so cold. Maybe somewhere in the cold.
Speaker A: Every Tuesday comes in and it's a mellow temperature. It doesn't matter where you are. Tuesdays are the obstacle. Okay, hold on. So you're saying on a Tuesday, on a Tuesday that has kind of a medium to slightly cooler weather.
Speaker C: Yeah, kind of like fall weather.
Speaker A: Yeah, I get that.
Speaker C: Um, something outdoors. Use some imagination.
Speaker A: Fair enough.
Speaker C: Uh, ending the night under the stars.
Speaker A: Oh, very nice. Very clever.
Speaker B: Reminds me of a song. Mika going out on a Tuesday.
Speaker A: And that's as much as we can say without getting sued. We're just quoting. It's true. Um, my name is Skylar. I'm the game master. And my idea of a date is going out to a restaurant. Or the perfect date, I guess, is getting taken to a nice restaurant where they give me the wrong food and I eat it anyways because, I don't know, it's free food. Well, maybe. And also, I probably haven't tried it before, and that sounds like fun.
Speaker C: Wait, can you tie in the other two stories?
Speaker B: Do you want wrong orders?
Speaker A: That's your perfect date?
Speaker B: I'm confused by this because it sounds like you prefer getting the wrong order.
Speaker A: You know, sometimes you fall into a slump of like, well, it's this restaurant I've been to 100 times, and I'll just keep getting the same thing because I know I like it. And, uh, you, uh, need that outside force to just force you into a situation where you're too nice to ask, or you just feel awkward asking for a redo in the correct order. And so you just roll with it and it gets you something that maybe you end up liking. And if you don't, then you learn something about yourself.
Speaker B: I wish I had that luxury, but I have a food allergy.
Speaker A: That's true. You play with fire with that. Awesome. And in we go. All right, welcome back, everybody, to the big finale for season two, episode twelve. Um, we when last we left off, uh, you guys followed Mayu Yinyu to the big massive city like base that is the current, uh, not only just Udao's Rescue Team Squadron Base, but also the headquarters for Rescue Team Squadron in general, an organization that helps Earthbenders, waterbenders, et cetera. Just the various nations in need as they fight against the slowly rising forces of the Fire Nation, as they start to secretly sort of take over the borderlands of the Earth Kingdom, and so on and so forth. Um, while you guys were in or when you first got to the city, brock, you ran into an old friend, Sora, uh, who you remember from your backstory episodes. This is again great time to start promoting those and saying, if you haven't heard the backstories for all the characters.
Speaker C: What are you doing?
Speaker A: What are you know, go check those out. Uh, whatever the case, you saw sora an old friend of yours, she was there, of course. She's now risen in the ranks of the Rescue Team Squadron. She's a leading figure, which is pretty cool. Um, they showed you plans to break into their old facility, which they recently had to abandon because of, uh, Fire Nation discovery. Uh, now they're residing here in this base, but they had left some important plans back at the old base, and a specialist was set to show up at that old base and search for those plans here soon. A specialist that some of you recognize the name of wang long, the commander in general, or one of those things, I don't know military ranks very well, uh, of a fire nation group that has kind of been, like the leading cause of the attacks on these borderland areas of the earth kingdom and the water nation and et cetera. Um, two of you knew of Wang Long. Uh, Bill, you had been experienced him, uh, while sailing with Mr. Okaran when you first came to the Earth Nation. Uh, Brock, he was the Commander and General residing over the prison camp where you and your family were held before Sora got in and helped break you out with the help of other members of the Rescue Team Squadron. All of that happened and you guys agreed to assist them in breaking back into their old facility where you were going to get the Kalimba that Mr. Okuron had sent Mayu Yinyu. That was said to be the next clue.
Speaker F: Additionally, as you guys were finishing up.
Speaker A: With this meeting, where they kind of went over some of their initial plans on how they were going to break back into this facility, mika, you were reunited with your father, who felt so good it felt so good to be reunited with your father, uh, who turned out he tried looking for you forever. Found his way to Udao, was enlisted with the rescue team squadron in hopes that the travels that he went on with his teams would help you find or help him find you. Uh, but alas, he didn't need to go anywhere because you came to him and now he is traveling with you guys into this mission. He's, um, partially there as a Rescue Team Squadron member, but you get kind of the sense that he's more there because he wants to be with you and he wants to keep you safe and make sure that whatever you're doing, he's there with you and uh, he's happy to be reunited with you. Um, as you guys were approaching the old facility, as Mayu Yinyu led you, um, you guys overheard some voices coming near the front doors of the, uh, old base. And Mika, your father went to go investigate and came back and told you that the specialist, Colonel General Whatever Wang Long had already arrived. Apparently, um, he has gotten there early and he and his men have already kind of started to overtake the encampment. But he informed you that I guess this is kind of new, but uh, it seems that they had just gotten there as they're still pulling supplies from their, um.
Speaker E: Ah, no, you tell me Wang Long came early. Yes, it seems like Wang has already arrived, but it doesn't look like they fully unloaded their gear. So there's still some time to sneak in and recover the plans if we're quick about it. Um, what can we see from here, guys?
Speaker A: Uh, so, yeah, as you guys look, you can see, um, against the sort of darkening late, uh, afternoon, early evening skies, you can see some of the lanterns have been lit throughout the facility, causing little areas to sort of pop against the darkness behind it. Um, there's 1234 lights that shine at the front of this facility where you hide in the bushes maybe 100 yards or so away from and you can kind of peek through and see the various Fire Nation soldiers bringing crates and some other things over to the front. They seem to be kind of unpacking, uh, just a variety of weapons and tools. Um, nothing extravagant, but you notice that the tools are very like uh, there's lanterns and things, things that are used to kind of really do a deep search. Um, and you get the feeling that Wang Long is planning on starting this search for whatever the Rebel squadron had left behind at this base. Um, the base itself, again, fairly large. Uh, there's sort of a two half main building right at the front. Kind of goes into a pillared section, uh, building on the sort of, uh, what would be the west side. Um, that's where my Yu Yinyu kind of points these out, and he says that was kind of where a lot of, um, the living areas were. There's a large building in the center. You can't really see too much of it, but he says that was the training area where they used to do a lot of their weapon and bending training. On the east far, um, well, actually in the entire back end is like, kind of the big main area. Um, it's a courtyard surrounded by sort ah, of a three story building. Um, in the dead center of that building, you can see what is the command center. And that's where you're trying to get to. Uh, that's where the plans are being stored.
Speaker D: I would like to assess the situation.
Speaker A: Absolutely, please do. Roll away. Well, whatever your method is, it is a seven. A seven? All right, so on a seven, you get to ask me one of the following questions. Um, again, you can kind of adjust these questions based on the current situation, but I think in this situation, they're pretty much fit, I think. Um, and then you'll get a plus one ongoing when acting based on the answer that I give you to this question. So there's what here can I use to blank? Who or what is the biggest threat? What should I be on the lookout for? What is my best way out in or through, or who is in the greatest danger?
Speaker D: Uh, the best way into the command center, please.
Speaker A: Into the command center. All right, so you remember seeing the diagram or sort of like the miniature setup that they had of this base. Um, you kind of start to look over the base and you kind of associate like, oh, yeah, okay, I see what they had back at the rescue team squadron, their big fancy table where they were talking about the plan. You can see how the building layout looks, um, based on from memory. You remember that on the east and west side, uh, all the way to the back, close to where the command center is, but not quite there. You remember there were sort of like living quarters or something along those lines in that three story building that sort of surrounded this courtyard. And they had windows. Um, they mentioned that those windows were sometimes boarded up, but at the end of each building, on each floor, they had sort of a transition spot where there was a stairwell and the stairwell was an open concept. So even though the windows themselves might be barred up, although you might be able to find one that's not, or you might be able to break through those bars because they were wooden. Um, at the very least, you know that the stairwell is kind of an open concept, and in theory, you could probably throw a rope up there or make some kind of an earth platform or something that raises you up there, and then you'd be very close to the command center. Otherwise, if you wanted to somehow sneak in, get through the courtyard, and then go up the stairs directly to the command center, that might be an option too.
Speaker D: Well, I have a window I don't know about you guys.
Speaker E: Um I'll follow your lead.
Speaker C: Yeah, sounds about right.
Speaker A: Yeah.
Speaker B: Okay. Yeah.
Speaker D: So the window we go, I suppose.
Speaker A: Mayu Yinyu turns to Mika's dad and he says, well, uh, uh, Mactuck, that's his name. For those of you that didn't listen to Mika's prequel episode, that you should.
Speaker C: Go back and listen, you absolutely should.
Speaker A: It was phenomenal. Uh, Mactuck, do you and I maybe we could sneak around to the east side and the kids can sneak around to the west side, and that just increases the chances of, uh, success. And of course, for all of us, if, uh, you get noticed by the guards, try to make it out as some kind of distraction so that the rest of the group can still sneak inside. All right, if that works for everybody. And you see a little bit of hesitation from Mack Tuck as he kind of looks over at Mika like, oh, I don't really want to separate from everybody.
Speaker C: Um, I grab his hand, kill squeeze before he leaves, separation, squeeze back, and.
Speaker A: He gives you a nod and a smile. And he and Mayu Yinyu run off towards the eastern side of the building to try to get around and kind of take the same route that you guys are going to go through, but from that side while you guys do it from the west side. All right, Brock, you're kind of leading the charge as you guys race around to the side of the building, sneaking carefully to avoid the firebending soldiers that are sort of getting unpacked from the front.
Speaker D: About, uh, how high up is this window?
Speaker A: Yeah, well, uh, so the windows, uh, they kind of range. So there's the ones on the first floor, those are about 10ft up and then 20ft up and 30ft up, depending on how high up you want to get, um, as far as if you see any open ones. Uh, yeah, you do see one that's actually open. The bars have been removed. Uh, they look kind of broken, maybe just like, in disrepair.
Speaker D: Which ones are those?
Speaker A: That's a good question. It's on the third floor.
Speaker D: Third floor. Is that like, where we need to be.
Speaker A: That actually would put you a lot closer to the actual command center where the plans are being kept in this building. But it is a long ways up. Like I said, it's like 30ft up.
Speaker D: What's a building made of?
Speaker A: Um, mostly wood. Um, well, I would say that the general exterior is stone, but there's sort of like a wood accent to it. And the actual rooftops are all sort of like a terracotta type material.
Speaker C: Is there water around?
Speaker A: Yes, there is.
Speaker C: I'm going to use that for an elevator for us to get up there.
Speaker D: Minecraft water elevator.
Speaker C: Yeah.
Speaker A: All right. Give me a rely on your skills and training.
Speaker B: First rock elevator, now water elevator.
Speaker A: Uh, which one will be more impressive? Fire elevator. In Dungeons and Dragons, they call that wall of flames.
Speaker B: They call that a volcano.
Speaker E: Are you sure there's not a rock slide anywhere around here?
Speaker C: I got five. Didn't work out very well.
Speaker A: You grab some water from the nearby pond and you kind of sort of like, slam it up against the wall in such a way. Um, but you can't really create, like, a current to pull somebody up. It sort of just splashes against the wall and then falls into the ground and sort of soaks into the dirt.
Speaker D: Um, I will attempt to take the rocks in Brock's rock sack and bend them onto the walls. So it's like rock climbing walls.
Speaker B: Okay.
Speaker D: Brock loves his rock climb, so I have put them up, like, almost like a stone ladder.
Speaker A: Yeah, absolutely. Uh, do the same. Do a rely on your skills and training.
Speaker D: Let's see I get any boosts.
Speaker C: Focus. I think it's focus. That's what I yeah.
Speaker D: Nine.
Speaker A: All right.
Speaker D: Someone upset. Their minecraft elevator didn't work.
Speaker A: So on a seven to nine, you do it imperfectly, I'm going to tell you.
Speaker C: Welded enough for all four of us to get up.
Speaker D: Yeah, six of us.
Speaker A: There's four of you. The other two went around to the other side of the building to try to do the same thing you're doing, but on that side to try to help, like, in case things go wrong for one group, they can use it as a distraction and give you guys a bit more of an advantage. Um, okay, so, yes, you are able to make a sort of rock climbing wall, but in your personal use of rocks and experience with rocks, um, you have it set up in a way that it doesn't really seem like your fellow compatriots could climb this rock wall.
Speaker D: So it's just rocking it up there.
Speaker A: Yeah. You with your upper body strength that you've developed over years of training. Yeah, you could pull yourself up there, but this is 30ft of pretty free climb. Uh, but like I said, you can use mark of fatigue to not, uh, accept these.
Speaker E: I can't even reach the first rock.
Speaker A: Brock, I'll, um, boost you, or rather, I'll say this. You would take a fatigue to take a little bit more time to better set up this rock wall to allow other people to climb up it. Almost make it like a very rough rock staircase. But that's up to you.
Speaker C: Do it. Don't be aloof.
Speaker A: Or you can find another alternative. Like, even if you do want to climb up this, maybe there's another opportunity. How high is it? 30ft.
Speaker D: Bill can make it up there. He climbs trees all the time.
Speaker B: Yeah, sure. I'll climb it.
Speaker D: He can make it.
Speaker A: Right. Are you going to go up at Brock? Yeah. So you go, uh, up I'm more.
Speaker C: Agile than you are.
Speaker D: Apparently not, because you can't get it's.
Speaker A: More of a strength.
Speaker C: I could get up the rock wall.
Speaker A: It's like the difference between in Dungeons and Dragons. Well, okay. I could get to that. So basically, you guys will have to roll in order to make it up rather than Brock just making it in such a way that you guys can just easily climb it.
Speaker D: If they can't get there. Like, if they can't roll for it. Can I just mark fatigue and make.
Speaker A: I think you need to do it now. Fine.
Speaker D: I'll mark fatigue since your stupid muscle.
Speaker C: Shut your mouth. I could have made it.
Speaker D: Say that now.
Speaker A: Great circle.
Speaker C: Tell me what I would have made it a roll, and I'll tell you.
Speaker E: Not my fault.
Speaker A: Having it would have just been a roll.
Speaker B: If you really want to it's better than I can do eight.
Speaker A: That's pretty good. You would have done it imperfectly, but.
Speaker C: I still would have done it in theory.
Speaker A: Yeah.
Speaker D: It's, uh, not a nine, though, is it?
Speaker C: I would have done it. Why do I need to roll nine for, like, which skill you dingus?
Speaker A: Whatever, uh, the case, you don't need to roll because Brock looks he starts going up it, and then he stops and he goes, oh, wait, you guys probably won't be able to get up there. So he comes back down and he, uh, sort of messes around with his earth bending a little bit more to make a more adequate staircase for all of you to climb. Or almost like a ladder, in a sense.
Speaker D: What if it's like a staircase and we go up? Like those goats that go up, like, horizontal?
Speaker A: Oh, yeah, just walk up. Yes, absolutely. Whatever the case, you guys manage, uh, to get to the top, hop in through this old, uh, window sill, and you enter into a very dark room. There's not a whole lot of light that comes through here. It sort of feels like an apartment room, in a sense. Just, uh, like an old rickety apartment room. There's a small bed in there, and there's a dresser, um, a couple other little things here and there. Um, and then, of course, there's the door at the end of the room that would lead out onto sort of this balcony area that goes around and eventually would lead to the command center.
Speaker E: Oh, I, uh, forgot to say GLOW's fact at the beginning. Uh, glow has dark.
Speaker A: Continue. Yeah. No.
Speaker B: Convenient.
Speaker A: All right, so what are you guys doing now that you're on the third floor?
Speaker B: Nice. Did he tell us what we're looking for?
Speaker A: Plans?
Speaker B: Did he give us any specifics? Okay, then. Okay, let's just get they said they.
Speaker E: Were all coded anyway, so we probably wouldn't know what we're looking for.
Speaker B: So if we find something that we don't understand, that's probably it.
Speaker A: Yeah.
Speaker B: Okay.
Speaker D: In hindsight, we probably should have ironed those details out before splitting up.
Speaker E: Well, all right. We got to wait for our eyes to adjust here.
Speaker A: Right. As you sit in this dark room, uh, a couple of moments m pass by, and you could kind of make out outlines amidst the darkness. There's just enough, like, moonlight that comes in through here to allow you to kind of see just barely that we.
Speaker C: Could use as light.
Speaker A: Oh, that's a good question.
Speaker E: Good thing I didn't take another step. I trip over the stool.
Speaker B: Good thing. Okay. Uh, can I go to the door and open it?
Speaker A: Yes, absolutely, you can. Uh, it's locked, but obviously it's locked from the inside, and you are inside, so you're able to unlock it and then open it. Um, and as you do, light starts to come inside, and you realize that they have lit lanterns along this balcony area on each floor. Okay. So you peek out, and you can see the courtyard below you, and you can see that on the sort of ground level, there are a couple of guards that seem to be kind of patrolling along there.
Speaker E: Uh, Guo has an idea for later. Perhaps he grabs the bedsheets okay.
Speaker A: All right.
Speaker E: And puts them in his bag.
Speaker C: Toga. Toga.
Speaker A: Guo has acquired bedsheets.
Speaker B: Can I grab a lantern?
Speaker A: Yeah, sure.
Speaker C: Can I also grab a lantern?
Speaker E: I mean, if you're both your hands can fit on it.
Speaker A: Sure.
Speaker D: Can I assess the situation again?
Speaker B: You're saying we're both grabbing the same land?
Speaker A: Actually, yeah. Go for it.
Speaker D: So I rolled an eleven.
Speaker A: An eleven. All right, so now you can ask two of those questions.
Speaker D: What should we be on the lookout for when we go out of this door here?
Speaker A: Yes. Uh, so you notice that there are a handful of guards that seem to have kind of spread out through this facility. They're already doing some preliminary searches, and, of course, they're the ones that probably lit these lanterns that are spread out. Um, as I mentioned before, there's, uh, what seems to be a guard on the ground level. There's another guard a little ways away from him, kind of in the opposite direction you're going. He's inside of the training area, which you can kind of see into because it's a big open area with there is a rooftop, but the area. Itself doesn't have, like, walls that cover it's just held up by some columns. Um, and then as you look across the way, uh, kind of on the back way, far corner of the third floor section, you see a guard over there. Um, he's looking in the opposite direction, kind of towards the training area. So you guys aren't super worried about him, but you know that he's there just in case. Um, and then you notice that on the second floor of this area, there's also somebody that seems to just kind of be making rounds. He's checking in all the little, uh, apartment rooms that are on that floor. You, um, wonder if maybe there's one on your floor that you just don't see at the moment, because, like I said, it's a big sort of, um, semicircle. Yeah, like a big hotel in a sense. So he could be anywhere around there, but you assume that maybe there's one on your floor, and then what's your next question?
Speaker D: Is there anything in this room that will be useful later?
Speaker A: M. That is a good question. Um, obviously Guo just grabbed some bedsheets. That could be interesting.
Speaker D: Well, this is like an apartment. There could be, like, kitchen stuff, sure. But is there anything in the kitchen that might be useful?
Speaker B: Okay.
Speaker A: There's some pretty traditional stuff. Uh, some pans, some cooking utensils, which does include knives. If you're thinking about getting violent, I.
Speaker D: Mean, if it's Wang Long here, I'm.
Speaker A: Trying to, um, trying to think of what else might be of use.
Speaker F: Um, for the most part, this apartment.
Speaker A: Is still reasonably furnished.
Speaker D: What about medical supplies, medicine?
Speaker A: Um, yeah, you find in the sort of makeshift restroom or whatever you want to call it from ancient times, the proverbial hole in the floor that you do your business in, and it runs out to a place that disposes of it. Uh, and or bucket, whichever they kind of lean towards in this setting, uh, that they don't talk about because it was a kid show.
Speaker E: I have to go to the bathroom, but I don't want to walk all the way to the hole in the floor. I'll just use this bucket.
Speaker A: The bucket, and then I'll empty it in later. Um, but you do find a restroom, and there are what looked to be maybe some bandages or something being stored in there in sort of a little, uh, cabinet or something like that.
Speaker D: Would those bandages help us to take a fatigue back?
Speaker A: That's what you're looking for? Yeah, it's like a med kit in Fortnite. If you had fatigue that was due to injuries, I would be willing to do that.
Speaker D: I take some bandages.
Speaker A: All right, sounds good. I think for the most part, with all of you guys, since combat kind of is something that we do sparsely, uh, most of it's from just general.
Speaker B: Exhaustion, I think, or because people can't.
Speaker A: Climb up some rocks, which would be exhaustion.
Speaker B: So there's no monster energy drinks in there?
Speaker A: No. Unfortunately, no. There's no health ups? There's no healing potions?
Speaker D: No green mushrooms?
Speaker A: There's no green mushrooms. Or red mushrooms. Or magic mushrooms. Or magic mushrooms. All right.
Speaker D: Can you find some weed? High as a kite.
Speaker B: Let's get moving, guys. We're pressed for time.
Speaker E: All right, let's, uh, go. But before we leave the room, guo leaves a rock from one of his pouches. Uh, not a special collectible rock, just from his other pouch, a plain rock, and leaves it by the door.
Speaker A: Is this a pebble rating?
Speaker B: What is this a ah.
Speaker A: It's a marker.
Speaker B: Okay, then we shut the door behind us and, uh, start scuttling down the hallway.
Speaker A: Sure.
Speaker E: Glow leaves the door open.
Speaker B: Okay.
Speaker A: All right. Sounds good.
Speaker G: Snyder's return is a tabletop roleplay interview and actual play podcast. We chat with content creators from both mainstream and indie publishers, and we release actual play episodes of systems like Our City of Misgame, Meddlers Monsters, and Mabin, and more games coming in the future. We also have a TTRPG review show on YouTube. Fly like a d six. Come and check us out. You can find us on Twitter at return. Snyder instagram. Snyder's underscore return. You can find us on YouTube at ah, snyder's Return Discord, and everywhere you get your podcasts.
Speaker F: Hey, everyone. Skyler here, your friendly neighborhood game master.
Speaker A: I just wanted to take a moment.
Speaker F: To let you know that we at Benders and Brews have been working our creative juices extra hard and pushing our artistic skills to the max in order to bring you some sick Benders and Brews merch. That's right, you can head on over to the tea public shop we created where you can snag shirts, stickers, mugs, and so much more with your favorite BNB characters on them. Grab a Chibi Mika baseball t shirt. Or maybe you want a broccoli mug designed with the employee Blissful Brew Tea Shop logo. There's all of those and more and even more down the road when we.
Speaker A: Come up with ideas.
Speaker F: So head on over to T Public and search for Benders and Brews. Or you can follow us on social media, where we'll post the links that'll be easily available to all of you. And, of course, if you get some of our merch, be sure to tag us in a photo of you with the respective BNB swag, because all of us at the studio would love to see it. Thanks for listening.
Speaker A: Let's get back to the show. Um, as you guys are open a crack.
Speaker B: Open a crack.
Speaker A: Sure. All right. Sounds good. Um, as you guys are running down this third floor balcony, sure enough, you can see, uh, off in the distance, there is, in fact, a guard on your floor. And he stands, uh, right in front of the double doors that you can tell open into that big center room, which is the command center. Um, and he seems like he's just waiting for somebody, possibly.
Speaker E: Guys, look out. The Wang gang's in the building.
Speaker A: Wang gang.
Speaker B: Is there, like, side rooms?
Speaker A: I mean, there's, like, a ton of apartments that you guys pass by as you guys go, if that's what you mean.
Speaker E: As we go by. Guo is going to check and see if any of them are unlocked. And, like, the ones that are unlocked, he's going to set a rock in front of.
Speaker A: Okay.
Speaker B: Yeah.
Speaker A: Um, you find open the door, crack a crack. All right, sounds good. Yes. You find maybe three to four different rooms that all are unlocked and able to get into. And you open the door just a little crack, and then set, uh, a stone in front of.
Speaker D: What exactly are you going to do with those?
Speaker E: Maybe you'll find out later, and maybe it won't come up at all.
Speaker A: And that's the kind of stuff that really bugs people because they go, man, what was he thinking?
Speaker E: What goes on in Quo's mind?
Speaker A: Uh, how do you guys plan on going about getting into the command center with this guard there?
Speaker B: Uh, you said he's, like, waiting for someone.
Speaker C: Is there a bathroom nearby?
Speaker A: Each of the apartments has either hole or bucket that represents the bathroom.
Speaker C: There one unlocked close by.
Speaker A: Sure.
Speaker C: By the guard.
Speaker A: Um, he'd be about 15 to 20ft away from it.
Speaker C: Okay.
Speaker A: And you'd be putting yourself in a little bit of danger, if you would.
Speaker C: But he's close enough to see where if I flooded the bathroom, he'd have to go investigate.
Speaker A: Right. But he would be coming.
Speaker B: Wait, these toilets have plumbing?
Speaker A: No.
Speaker C: Uh, yes. It's called number one.
Speaker A: What?
Speaker C: There's water in pee.
Speaker A: Why not deny that? That's true.
Speaker B: Okay, the bathroom flooding with pete.
Speaker C: He might think that somebody just Pete themselves. He'll have to figure out what is doing.
Speaker E: Fire nation.
Speaker B: I can't stop.
Speaker A: Well, you've definitely got me intrigued. What is your plan here?
Speaker C: Well, I want to make the water or pee, whatever, um, to come out of the apartment door. So this guard feels like something is amiss. He has to go check it out.
Speaker A: Okay.
Speaker B: You could knock something over so I.
Speaker D: Could sink him into the ground and we can walk over him.
Speaker A: Well, you guys are on like a wood.
Speaker C: Yeah, I was going to say I.
Speaker B: Can knock him out.
Speaker A: All things considered. Mika would probably have some water with her, or at the very least, she could run back to over where you guys climbed up and get some water from where I said there was water. Anyways, um, so you have access to water. I'm imagining you sort of use your water bending to sort of snake the water over towards the room and have it kind of leaking out and then kind of manipulate it so that it runs towards the guard so he can see where it's coming from coming from one of the rooms.
Speaker C: Okay.
Speaker A: Um, here's what I want you to do. I want you to roll a trick.
Speaker C: Oh, I'm great at those.
Speaker A: Awesome. So that's going to be with creativity. I see some pretty big numbers over there. Awesome. On a ten plus, you get to pick two options from the list. So, um, they stumble and you take plus one forward to acting against them. They act foolishly, and I tell you an additional opportunity they give you. Or they overcommit and they're deceived for some time.
Speaker C: M, I'm going to have them do. They act foolishly and overcommit.
Speaker A: Okay, perfect. All right, so as far as the overcommitting goes, he is standing there, he's waiting, and then all of a sudden, he feels something touch his foot. He looks down and he sees that there's water that seems to be running up, and it's on his foot. And he thinks this is strange. And he looks over and with his eyes, he's following where the water is coming from. And he sees it going into, or rather, it's coming out of one of the apartment rooms. Um, his immediate thought, uh, process probably isn't that there's a flooded pipe necessarily, but it is very odd that on the third floor of a wooden stone building, there's water coming out of one of the rooms. And being that he's there to try to find whatever about the shenanigans. Yeah, exactly. The shenanigans going on. He goes to investigate it. He approaches one of the rooms. You guys are all maybe crouched into one of the, uh, open apartment rooms that Guo had discovered were unlocked, uh, that are nearby. And you watch as he opens up the door to this room. Uh, he notices that it's locked. And so he shakes it a little bit and he goes, oh, and he's not giving up, so he decides to kick it in. So it makes a loud crash as he does, uh, a little bit of noise. But the door flings open. You hear another guard shout over, what's going on over there? And he looks out and he shouts back, no worries, I'm just investigating something. And the door was locked. And you hear the guards shout back, oh, okay, no worries. Um, so he's obviously put them off of maybe noticing some noise. They might think, oh, it's just that guy that's dealing with that room with the locked doors, kicking down doors over there. Um, so there is a potential opportunity that if you guys were to make some noise maybe at least once, um, you'd be able to get away with it. Thanks to that, um, he goes into this room and he kind of just disappears into the darkness as he's investigating this mysterious water bill's wanting to shoot whoa, what? No. With his rock gun. Yeah. Donk. Donk. The old donk. All right, so this guy is not guarding the main door anymore. You guys have an opportunity.
Speaker C: Run.
Speaker A: Run to the main door.
Speaker C: Tiptoe.
Speaker A: Oh, um, as you guys make your way over to the door, you look down over the balcony area and you can see, um, Mac took Mika's, M dad and, uh, Mayu Yinyu are on the second floor, and they peek out from opposite side from you guys, and they peek out from one of the apartment rooms. They see you guys, they give you guys kind of like a thumbs up. Um, and they start to sort of make their way from room to room, uh, kind of trying to make their way to the stairwell, which is at the end of the balcony area so that they can get onto the third floor and hopefully meet you where you're at. Um, so they're making their way across towards you. Uh, they're a little bit further behind than you guys are, but whatever the case, you guys reach the main doors of this command center and you push them open, and inside is very similar to what you saw back at the, um, Rescue Team Squadron Base that you were just at. Right? It's got a big table in the middle of the room. There's a variety of maps and plans that are sitting on top of this table. Uh, there's like, the little miniatures kind of like you saw before. But this time they're not placed out like this base. Instead, they're placed out, like, maybe some sort of a battle area or, um, a cityscape or something along those lines, whatever the case, um, there's like a large globe that depicts the different nations and where they sit on the world. There's, um, all sorts of scrolls and maps and all sorts of other things. Um, there's a big desk, um, like fancy desk with some drawers and such in it where you wonder if some commander figure, probably the general that you met back there might sit at, um, on the regular. That's what you see in this room. It's still fairly dark. Um, Bill, I think you said you grabbed one of those lanterns that were sitting up there. So you do have that with you?
Speaker B: Mhm. And so no one's in here?
Speaker A: No one's in here.
Speaker B: There's just all those papers.
Speaker A: Right.
Speaker C: Take them and run.
Speaker B: We got to find the Marimba. That's what I said. I got one marimba.
Speaker E: Quo shoves the Marimba out of the way and looks for Colimba behind.
Speaker A: All right.
Speaker B: And we shut the door behind us. Yes.
Speaker A: Okay, perfect. Oh, yeah.
Speaker B: Go ahead.
Speaker D: Can we jam the door so no one can walk in with what, like, a rock?
Speaker B: Go for it.
Speaker D: Uh, bills staff.
Speaker A: Uh, there's definitely some furniture in here. Obviously, there's that large table that I just mentioned. If you wanted to try to maybe slide that. Okay.
Speaker D: Uses big men muscles to push it in front of the door so they can't come in.
Speaker A: Oh, wow.
Speaker E: This is heavy. I think Air Nomads made this or something.
Speaker A: It is fairly heavy table. Like I said, it's a large table. I would say that I'm going to have you guys, uh, whoever wants to be the person that does this, do a push your luck. But I'm going to give you the proverbial advantage, um, because of the situation that you've created, where that extra opportunity of you guys making a little bit of noise might not be noticed by the other guards because of the whole situation.
Speaker D: What is push your luck rolled with creativity.
Speaker A: Uh, it is with passion.
Speaker B: I'll help him move it.
Speaker D: Okay, I got an eleven.
Speaker A: All right.
Speaker B: We didn't need it.
Speaker A: Well, I was going to say, um, all right, so with an eleven, you succeed. Um, bottom line, uh, all four of you get around this table. You each grab a section, lift up. Um, some of you may be lifting a little bit higher than others, but whatever the case, you make very little to no noise as you gently lift this table up. Set it in front of the double doors that lead into this room, and they are the only doors that lead into this room. And set this table down so that it blocks the doors from being opened. Guo's a little windy.
Speaker D: I imagine Guo was like he was holding on to it, but, like, his legs were off the ground.
Speaker A: He was being picked up with it. Um, so now you guys are at a little bit of a dilemma that you'd kind of mentioned and alluded to before. You have a whole room full of various papers and other things. Where is the Columbia and where are these alleged important plans that Mayuyinyu is trying to find?
Speaker B: Uh, I do that too.
Speaker D: Let's get through this mess. All right, I'll roll up thrice as well.
Speaker A: What is your one question that you would like to ask?
Speaker D: What your things to play columbia music.
Speaker A: Theory? Is that your question?
Speaker E: That's close question.
Speaker A: What could I play columba music with? And you think to yourself, well, I bet I kind of are are. What I will say is, like, you're actively searching for the Columbus specifically. And as you're kind of rummaging through some of these desks and drawers and such like that, um, you actually see it just sitting there on a chair in a corner of the room.
Speaker D: Is it with the papers?
Speaker A: Uh, there's some papers underneath it, but it's just kind of sitting there by itself.
Speaker E: Okay, I go over and grab it.
Speaker A: Okay. And the papers underneath it and whatnot don't seem like they're from Mr. Okran. So you wonder probably the Columbia is just the only thing.
Speaker E: All right, be careful not to drop the Columbia. Bring it over. I found it, guys.
Speaker A: And it's a fairly large Columbia. It almost seems a little, like, strangely large. Like, it doesn't need to be this big. Um, the little section with I think they're the keys, I think is what they call them or whatever they call them. Um, it's normal sized, but, like, kind of the back section where you have the hole, and the sound sort of echoes through and makes the sound, um, seems abnormally or unnecessarily large. So just something that you take notice of.
Speaker C: Break it open.
Speaker E: Man.
Speaker A: Not right now.
Speaker E: Know what the acoustics are like on this bad boy.
Speaker B: Play it.
Speaker E: I can't right now. The wang gang's right outside.
Speaker A: Stealth mission, man.
Speaker B: Okay. Um, why are those papers?
Speaker A: All right. Oh, yes, and then, Brock, you had two questions that you get to ask me. Thinks that you got a ten. Yeah. Do you need the question samples? Oh, you got them. Okay, perfect.
Speaker D: These are the only questions I can ask.
Speaker A: Uh, if there's something that you want to kind of, like, alter that's similar, but not quite one of these, uh.
Speaker B: Feel free to ask, what here can I use to foil the fire nation?
Speaker D: What here can we use to assure victory?
Speaker E: Well, you see a big old super soaker in the corner.
Speaker B: Yeah.
Speaker D: Uh, excellent.
Speaker A: Like I said, feel free to kind of manipulate the questions.
Speaker D: How can we find the other instructions? The letter. I thought it came with a letter.
Speaker B: Right. The Columbia, he, uh, said he had a letter that he got from Mr. Okeram.
Speaker D: Right, so why didn't we read that before this whole mission?
Speaker B: He might not have had it on him. I don't know.
Speaker D: We were in the whole city.
Speaker E: I'm sure the letter was probably in.
Speaker B: This office, somewhere in here. Probably.
Speaker D: Can I ask if the letter is in this office, or is it in my union used possession?
Speaker A: Uh, I mean, it's not really a question that's relevant to the current plot, per se, or, like, the current situation, but.
Speaker D: What here can we use to find the next clue for Mr. Ogron?
Speaker A: Yes, um, as far as you know, the Kalimba is probably the only thing that you have, but there's looking at it and seeing kind of how it looks a little OD or a little off, you wonder if maybe there's a little bit more to it.
Speaker D: What can I use to disassemble the Kalimba?
Speaker B: I don't need to disassemble it. We just play the song. What song? The one from the music box. It's Gohan's old, uh, surface ticket sale.
Speaker A: Ticket sale song. They got more people to buy more tickets.
Speaker B: Yeah, that's what the music box played. If he plays, they'll probably open it.
Speaker D: I'll hold on to my next question.
Speaker A: We're not going to play it right now.
Speaker B: There's people outside.
Speaker C: Can't do this. You can't do that. Figure it out.
Speaker E: Do you guys find those plans yet?
Speaker B: We're supposed to have the plans, the codes.
Speaker D: Where can we find what here can we use to get to the plans?
Speaker E: Okay, is there, like, an astro? Mech? They might be inside.
Speaker A: Oh, yeah, an astromech. Yeah, there's just, like, a robot in here. Well, you look around, and you see, like, a variety of various scrolls and other documents and so on and so forth. It's really hard to tell which ones are plans and which ones could just be who knows what right.
Speaker E: The cafeteria schedule exactly.
Speaker A: Or, like, take all of it. But you also wonder what else in here could be of use. There might be lists in here that talk about who was staying or living inside of the facility. And obviously, if they have those names, that could be a danger to some of the people that are involved with, uh, or secretly involved with the organization.
Speaker B: And is there per chance in this room, like, one of those long tubes that you put, like, papers in? Just like, a really long tube? Sure.
Speaker A: Yeah. There's probably a handful of those on.
Speaker B: Okay. I'm going to grab a really long one, and I'm going to just, uh, start rolling up papers and just stuffing it, um, inside the tube. Okay.
Speaker A: All right.
Speaker B: Everything in this room, you start filling a tube. Yeah.
Speaker A: All right. Sounds good.
Speaker D: Do you think if we all were to fill up a tube, we could get all the papers in here?
Speaker A: There are quite a few papers in here. I don't think it would be I'm.
Speaker B: Taking all the plans on the table.
Speaker A: Okay. There's no windows in this room. No. This was supposed to be, like, kind of the super secure command center. Um, Brock, real quick, just to kind of, like, sort of give you a little bit something to work on, um, as you look around and you're thinking about what it is that the group was talking about, the leaders were talking about, the key thing was keeping the plans out of the hands of the Fire Nation. Uh, however that goal might be achieved. Uh, if you were to try to look through all of these papers and plans and stuff, you would obviously need somebody with an eye for who knows what that is. And that would probably require either Mactuck, hopefully, or, um, definitely Mayu Yinyu would be able to tell these. But it's really a question of do you have the time to wait and hope that they are able to get there? Because if something were to happen, um, and they got found out and you had to make an expeditious retreat, uh, you might not have time. And so you wonder if maybe there's another option as far as keeping these plans out of the hands of the Fire Nation in theory.
Speaker D: I saw my second question.
Speaker A: Right. Uh, I think that was your kind of second question.
Speaker D: Uh, could I use something here to.
Speaker A: Sort of I guess there's a lot of paper.
Speaker D: Are we sort of sure where the general area of the plans are, or.
Speaker A: Is it just sort of paper scattered everywhere? Well, not so much scattered. It's just that there's some papers that look like they might be important that are on the table, but there's also all the scrolls and other stuff that are all kind of filed either in cabinets or kind um of like uh those little square shelves that they would have at like a mailbox kind of a thing. Like a community mailbox thing. There's a bunch of scrolls that are filed into those. Um, it's just a lot of possible information and you're not sure what's, what's.
Speaker D: This room made out of.
Speaker A: What's up with this? It's probably a wooden room for the most part or at least it has like wooden exterior.
Speaker D: Is there stone like ceilings and floors and such?
Speaker A: Yeah. So the basic skeleton of this building is mostly stone and then the wood is used as sort of an accent or things along those lines.
Speaker D: I got an idea. I'm going to grab the ground okay. And just sort of fling it up. Kind of like a mall has those sliding garage door type gates. M like a cartoon. Just grab the floor and barricade all the papers behind said now constructed wall.
Speaker A: Okay.
Speaker D: If that makes any sense.
Speaker A: So you're basically creating walls that would put a separator between you and the various papers and since you've moved the table over to the door I guess that would allow for a little bit more access to do this since it's not in the middle of the floor kind of blocking you putting this wall up.
Speaker D: Your look of confusion is very brock.
Speaker E: What are you doing?
Speaker B: Yeah, we're watching as you're moving the floor up.
Speaker D: Yeah, don't worry, I rolled twelve. Roll rolled.
Speaker A: Yeah.
Speaker B: No we're just brock, what are you doing?
Speaker C: Don't worry.
Speaker A: No we're going to make sure that.
Speaker B: What are you doing?
Speaker D: I'm making sure they can't get to these papers while we try and go get someone who can maybe tell us what we're looking for. I'm also very impulsive as you should know. So I don't really tell you all my plans.
Speaker E: Well there's too many papers for us to take with. We don't want the Fire Nation to have them.
Speaker D: Got to find.
Speaker E: So we should burn them.
Speaker D: But what if we burn the plans we need to find? We don't know if what Bill has is what we need.
Speaker B: So I'm thinking we, I'm assuming the.
Speaker E: People who made the plans are still alive but I guess that's an assumption.
Speaker D: I'm thinking if we can find Mayu and MIGA's dad they might know. But for now at least the Fire Nation can't take down this mean they.
Speaker B: Probably can take it down, not fire.
Speaker E: Uh, Guillot wants to listen to see if well did that make any noise?
Speaker A: Yeah, probably would have made ah, I was going to let you guys discuss before I drop it but yeah. So as you bring up these walls there's definitely a bit of a slamming noise that kind of emanates. Um and eventually you hear the double doors. Somebody outside the double doors tries to open them and he says you hear the voice say, what's going on in there? Commander, is that you?
Speaker D: Yes.
Speaker A: Do a trick.
Speaker D: What did I roll?
Speaker A: That one. That's creativity.
Speaker B: Uh, I'm heading to the door nine.
Speaker A: Okay.
Speaker B: With my bow, stat.
Speaker A: Nine. All right, so you get to pick one. Um, I'm guessing you're probably either going to take act foolishly and get an additional opportunity, or they overcommit and they're deceived for some time.
Speaker D: Act foolishly.
Speaker A: Okay.
Speaker D: Does that mean, like, I can if he tries to ask a follow up question, does that mean I get another chance to roll?
Speaker A: No, it would mean that he does something that he goofs up in some way, shape, or form and gives you some sort of opportunity to do something to take advantage of the situation. So do you want that one?
Speaker D: Yeah, I think we could do that.
Speaker A: Okay. So what happens is he says, who is that? Uh, I don't recognize your voice. And the slamming against the door gets more and more violent, and then eventually there's a crash as he sort of, like, punches through the door. And then all of a sudden, he goes, wait a minute. Oh, crap. And his door or his arm that he just punched through the wall or the doors with is now kind of stuck in the fragments of the hole. And he's kind of, like, just reaching around. He's trying to pull it out for a second, and then he thinks, like, oh, maybe I can reach for the door handle. But obviously he wasn't expecting this to happen to his arm. Uh, and so his arm is just a little too far away from the door handle to be able to unlock and open it. Um, so he just goes back to just struggling, trying to wiggle his way out or whatever the case.
Speaker B: I'm going to look back at I'm going to go, should I deal with this?
Speaker D: Bill just I don't want to say break his arm.
Speaker B: Nah, I got this. And Bill's just going to walk up. So he punched through one of the double doors right. And stuck in it. So Bill's just going to open up the other one and just whack him in the back of his head.
Speaker A: Okay.
Speaker B: Because he's stuck. So he's just going to share avoid him. Yeah.
Speaker A: No, that's fair. Um, I will have you do a probably a move the table.
Speaker B: I'm just stepping on it and then stepping over it.
Speaker D: Uh, he punched down the door?
Speaker A: No, he just punched through one of them.
Speaker B: But, uh, the table is right there. I just walked over it.
Speaker D: How did we leave?
Speaker A: I assumed well, because the door would.
Speaker B: Have opened the door oh, they were open in.
Speaker D: Right.
Speaker A: Because otherwise, what would be the point.
Speaker B: Of putting the that's fair. Well, in that case, yeah, sure. Could I just lean and stand right next to his hole and just.
Speaker A: Press.
Speaker B: The stick through where you his arm stuck. I can't do. That?
Speaker A: I don't know.
Speaker B: Um, no. I'm m going to have to grab one end of the table, and I'm just going to move it to the side and then open the door and do what I was planning.
Speaker A: Okay. Yeah. Because he's stuck. Uh, I'll do the same advantage thing, which I forgot to mention this. So it's basically you can reroll your lowest dice kind of a homebrew mechanic that we've created, and we're doing a push your luck.
Speaker B: So it's going to be passion pushing my luck. Okay.
Speaker A: Or rely on your skills and training. Either one.
Speaker B: Well, push your luck eleven.
Speaker A: Okay.
Speaker B: Skills and trainings more.
Speaker A: Yeah. Either way, uh, that's a full success. So you quickly pop the door open. He looks at you very confused, and immediately he is knocked out. Uh, he kind of crumples a little bit to the floor, but only so much because his arm is still stuck in the door. Uh, so he's kind of unconscious, in a very uncomfortable looking position. Uh, it doesn't seem to have sparked too much notice again, uh, from anybody else. Since you guys didn't make any noise from the table, uh, or anything else up until this point, anybody in the surrounding area just assumes that he's still breaking down doors.
Speaker B: Okay. After I do that, can I head down that hallway and turn the corner and see if I see, uh, Mayu and Mctuck?
Speaker A: Uh, yeah, absolutely. In fact mactuck got it. Actually, as you start to kind of, like, turn to start going down the hallway, you can see them. They just came up the top of the stairs, and they seem to be running towards you.
Speaker B: Okay. I'm going to wave them over.
Speaker A: Okay.
Speaker B: I guess we're going to run back into the room.
Speaker A: All right.
Speaker D: While he's doing that, can I pull the guard out of the door and steal his uniform?
Speaker A: Sure. Absolutely.
Speaker D: Push my luck.
Speaker A: Uh, no, I mean, he's not doing anything to stop.
Speaker D: I'll drag him off, like, to another one of those apartment.
Speaker A: Okay.
Speaker D: And I'll steal the clothes in there, and then I'll lock him in the room.
Speaker A: Mactuck uh, and Mayu, they run by the corner, and they're about to get into that room, and they see you just dragging an unconscious Fire Nation soldier into one of the dark apartment rooms and just disappear for a little while. And they're about to, like they're not sure if they should go after you, but then they look into the command center, and they see the other two, uh, waiting for him in there. And they're like, uh, okay, he's got it covered.
Speaker B: You shut the door, you lean out.
Speaker A: And go, don't worry about it. That is so creepy. Awesome. So they step inside, they see you guys in there, they see this wall that wasn't there when they originally used the space. Uh, they look very confused, and Mayhew says, Whoa. Uh, what do you guys got going on in here. Did you guys find the plans and the Kalimba?
Speaker E: Got the kalimba. We weren't sure where the plans were. We just started grabbing everything, but there was too much. So Brock built this wall to protect him until you got here.
Speaker A: Oh, um, interesting strategy. But hey, you know what? Uh, that works. Um, so, uh, do we move the wall?
Speaker B: Uh.
Speaker E: Are the plans behind this wall?
Speaker A: Oh, yeah. There's a handful of important documents I can grab real quick.
Speaker B: Were they on the table?
Speaker A: Oh, yeah, there's a couple on the table.
Speaker B: Okay.
Speaker A: And then there was a couple of lists that were kind of important of some important names of people that we work with. I was just going to grab those real quick.
Speaker B: Okay.
Speaker A: And they're behind the wall?
Speaker B: Some of them are, yeah, I got some in this old tube.
Speaker A: Oh, awesome. Okay, perfect.
Speaker E: I can try to help and just point the general area, and I can take those blocks out.
Speaker A: All right. Uh, this one and this one. And it's one of these ones right here. I don't know. Can you take out three maybe three blocks?
Speaker E: Yeah. I'm not as good of a bender as Brock, but I can move these.
Speaker A: Sure, yeah.
Speaker E: Takes out the blocks.
Speaker B: Sure.
Speaker A: You pop out just some little holes in the rock so that he can reach in and grab them. Um, meager? Are you doing anything during no, no.
Speaker B: Okay.
Speaker A: Just quietly, like, helping in whatever way you no, just standing there. Yep. Sounds good. Awesome. So he pulls a couple of documents out. He also grabs one of those tubes like Bill has, and he just stuffs them inside. And he says, well, uh, all things considered, I think we got just about everything. Uh, man, almost be tempted to just burn the rest.
Speaker E: That's what I said.
Speaker A: Do you think that'd be too noticeable?
Speaker C: It's a fire nation. They probably just sneezed.
Speaker A: Yeah, right.
Speaker B: They might just blame that guard that got knocked out, amped his pants. Yeah, there's a giant puddle in there.
Speaker A: Yeah. Wow, that's embarrassing. You guys really put the scare in him. I'm glad you guys knocked him out without him making too much noise. Hopefully they didn't notice. Okay.
Speaker C: I don't think so.
Speaker A: Awesome. Anybody got any?
Speaker B: I got this. It's my lantern.
Speaker A: Yeah, I think that'll work. I mean, there's so much paper in here. Yeah. All right, so whatever the case, once we start this, we got to get going, because they're going to notice pretty fast when a, uh, whole bunch of fire starts kicking in.
Speaker B: Okay, well, how about you start it and we'll make a break for it first?
Speaker A: All right, that sounds reasonable.
Speaker B: Okay. And with that, Bill just starts running away.
Speaker A: All right.
Speaker D: I'm stepping out of the apartment. Like, what's the plan? Uh, I'm wearing the arm, and I was like, what's the like, just streak across my face.
Speaker B: I am running.
Speaker A: All right. As you guys run out you hear a guard shout, hey, what's going on over there? And it's the guy from across the way. Um, and he's looking over at you and he's kind of pointing at you guys. He looks over at Brock and he says, who are they? Stop them. I got them. Don't worry about it. I got them myself. I'll take care of it.
Speaker C: I got a handy dandy stone clipboard.
Speaker A: I got this clipboard. You should not question me. So for like the twelveTH time, do another trick.
Speaker D: Do another trick.
Speaker A: Uh, as you emphasize, I'll get them myself. I think that's the key here.
Speaker D: What do I roll this with?
Speaker A: M that's creativity.
Speaker D: Okay, seven.
Speaker A: Okay, so you get to pick one. They stumble plus one four to acting against them. They act foolishly, you get an additional opportunity or they overcommit and they're deceived for some time.
Speaker D: I think they're deceived for some time.
Speaker A: Okay, sounds good. He says, yeah, you get them, you get them real good. Oh look, they're going that way, they're going that way. I got them and I just run. You run after awesome. So obviously this guy believes uh, that you can catch them and so on and so forth. But you wonder if maybe his shouting might have alerted some of the others around the area to the fact that something is going on. You're not sure, but whatever the case, you're focusing on chasing these rogue individuals that are running past you. Um, as you do that, uh, you start to see some bright light start to emanate from the command center as you know that your two adult coworkers in this mission have probably started the fire. And sure enough, just before you disappear into one of the apartment rooms that you guys came from, you look back and you see Maya Yinyu and, uh, Mactuck sneak out of the room and start heading back over to the east side of the building, where they kind of came from to kind of again split up the focus. Um, which is really great for them because obviously the focus is on you guys right now. As you chase the children into the apartment room, um, you guys are all inside the dark apartment room where you guys kind of started from. What are you doing?
Speaker B: Going to the window and climbing down as fast as I can.
Speaker A: Sounds good. One by one, each of you runs to the window and you start climbing down onto the ground floor. Um, Brock, just as you make it to the bottom wearing this armor and so on and so forth um, you guys have reached the bottom. You're about to decide where to go. And sure enough, coming from around the building you see Wang Long himself followed by a couple of soldiers. They're definitely a ways off from you but you all look and you see him. So just something, um, Wang Long looks over towards you. He squints his eyes and he sees you, Brock, and something in him, you can see something in his eyes. He recognizes you even though you're wearing the armor. He's seen that face before. And he squints in a glare of hatred and distaste. Remembering your previous encounter, Bill, you look back as well. Um, he doesn't notice you. He's already focused on Brock. But you remember and you have memories of this man and some of the experiences, both on the boat and even before the boat, that you remember him being involved with. Um, they all come flooding back into your mind as you start to race away around the corner of the building, uh, with your friends. And being that you guys are the kids that you are versus some armored adults that probably aren't quite fast enough by any means, you guys are able to escape into the darkness and eventually meet back up with Mayu, Yinyu, and Maktuk as you all, as a group, head back towards the slide that'll take you back to the rescue. Team squadron. But the remembrance of that man and his influence on your past know, resides within your heads.
Speaker B: Nice and go. Beat him up, man.
Speaker E: Wang sure brought plenty of protection. Glad we were able to get out of it.
Speaker A: Glad we were able to pull out.
Speaker D: How many is that? Is that five?
Speaker A: I think that's three or four.
Speaker D: So we got, like, six more to go.
Speaker B: Oh, jeez.
Speaker A: As we come to the end of the episode, um, you guys arrive back at the Rescue Team Squadron base. Short of breath, partially from running all this way and also from the big slide, exciting slide that you got to take for a second time. Uh, you arrive back, you're awarded with some medals of your bravery. You all become sort of, uh, honorary members of the Rescue Team Squadron, although you're not really assigned to any factions or anything like that, because, of course, you kind of have your own mission that's going on. And I'm sure you relay that to Mayu, Yinyu and probably anybody else that asks. Uh, that we're kind of trying to maintain the memory of our past friend and maintain the tea shop that he created. And they're very understanding about that. Obviously, what they're fighting for is to maintain the rights and the society that they've created here in the Earth Kingdom from the Fire Nation invaders. And obviously, maintaining Earth Kingdom businesses is a key part in all of that. Um, so they're very understanding. Um, but what you're left with before we end this season is you have the Kalimba, the next clue that's on your list that Mr. Okaran has left you, and you're not 100% sure, but you have a theory of what you're supposed to do with that Kalimba. Having remembered the music box that was part of your last gift and an instruction to GuoHan that there was a series of notes, sort of a little diddy a little song that he would need to play with this columba. Um, but what that will unlock or what the next hint will be that that will unlock will be something that we'll have to jump into in season three. So thank you all for listening. Thank, uh, you all so much for being a part of all of this that we create. Um, this is the end of season two and we will return again with that cliffhanger in season three as this group continues to follow these clues and hopefully save the tea shop that their friend left behind for them. Um, next time.
Speaker F: Thank you so much for listening to our show. Of course, don't forget to follow or subscribe to our podcast through whatever podcast site that you're using, such as itunes, Spotify, YouTube and others. Additionally, you can follow us on Twitter, Facebook and Instagram. Just look for the social media icons. Following us on social media gives you access to all news announcements and of course, new episodes as they are released. You can check out our website vendorsandbrews.com which will feature all of our episodes as well as news announcements and even cool character and player profiles. It's a great hub of information for the Benders and Brews podcast. I also want to say a massive thank you to Van Stein, who is reprising his role as Mack Tuck. Be sure to check out our prequel episodes which feature his voice and original appearances of his character. And if you're in need of amazing vocal talent, be sure to get a hold of him on Casting Call Club. Links to his profile are in the episode description. And finally, we would be truly humbled if you would be willing to take the time to leave us a review. If your podcast site allows you to do so, such as on itunes or in the case of YouTube, you can hit the like and subscribe button and drop us a comment. Tell us about what you thought about our podcast episodes. It sure would mean a lot to us. Avatar Legends is a tabletop role playing game created by Magpie Games, nickelodeon, Avatar, and all related titles, logos and characters are trademarks of Viacom International, Inc. All rights preserved. I also want to thank the following artists who you can find on Fiverr for their amazing creative work on this podcast. Character art was done by Alicio Papa. Draw background art by Konichi. Music by Joe Tims Two one, five. Thanks again for listening and we'll see.
Speaker A: You on the next episode. Bye.