Critical Role - Thresher: 2-Part Underwater Epic | Episode 2, Power Rises Part 1
Episode Date: May 8, 2025Part 1 of Episode 2 After Rán-Beor's power is switched back on, the crew confront one another as tensions and unexpected truths bubble up to the surface. ABOUT THRESHER:Created in collaboration wit...h 12 Sided Studios and Paragon Pictures, Thresher is a two part underwater epic taking place in a unique world created by Matt Linton and Jacqueline Emerson and homebrewed for gameplay by Jasper William Cartwright, based on Candela Obscura, an Illuminated Worlds game from Darrington Press.Deep in the abyss where ancient creatures lurk, a motley crew must unite onboard the S.S. Thresher submarine to explore the abandoned Rán Boer station resting in the ocean’s unforgiving depths. Battling claustrophobia, paranoia, lurking behemoths, and hidden horrors, only one thing is certain; from the deep, power rises... Learn more about Thresher at http://critrole.com/thresher Meet the Cast!Creators Matt Linton (https://www.instagram.com/mattlinton11/) and Jacqueline Emerson (https://www.instagram.com/jackie_emerson/)Game Master Jasper William Cartwright: https://www.instagram.com/jw_cartwright/Jacqueline Emerson as Emily Wodsworth: https://www.instagram.com/jackie_emerson/Abubakar Salim as Daemon Adams: https://x.com/abzybabzyMark "Sherlock" Hulmes aka Mara as Beatrice “Betty” Callahan: https://x.com/sherlock_hulmesJane Douglas as Valerie “Val” Sutton: https://www.instagram.com/penny_dreadful/Noshir Dalal as Hercules De Baudin: https://www.instagram.com/noshirdalal/ Produced by Critical Role in partnership with 12 Sided Studios and Paragon Pictures BEACONCatch the cast decompressing after the episode ends by watching Thresher’s Cooldown episodes, exclusively on Beacon! Start your 7-day free trial today at https://beacon.tv/join and get unparalleled access to the shows you love completely ad-free! You’ll receive NEW Beacon exclusive series, instant access to VODs & podcasts, live event pre-sales, merch discounts, & a private Discord. YOUTUBE MEMBERS / TWITCH SUBSCRIBERSTwitch Subscribers and YouTube Members gain instant access to VODs of our shows, moderated live chats, and custom emojis & badges:https://www.youtube.com/criticalrole/joinhttps://www.twitch.tv/criticalrole Due to the improv nature of Critical Role and other RPG content on our channels, some themes and situations that occur in-game may be difficult for some to handle. If certain episodes or scenes become uncomfortable, we strongly suggest taking a break or skipping that particular episode.Your health and well-being is important to us and Psycom has a great list of international mental health resources, in case it’s useful: http://bit.ly/PsycomResources
Transcript
Discussion (0)
Greetings, crew! It's your Game Master, Jasper William Cartwright, and welcome to Critical Role's new two-part miniseries, Thresher.
In this expedition, the motley crew of the Thresher vessel must work together to explore the abandoned Ranbiore Station, resting in the ocean's unforgiving depths.
Battling claustrophobia, paranoia, lurking behemoths, and hidden horrors.
Only one thing is certain.
From the deep, power rises.
Now, this voyage is extra special because Thresher is a homebrewed world using Candela Obscura game system by Darrington Press.
Homebrewed by who, you ask?
Well, me.
New episodes of Thresher air on Thursdays at 7pm Pacific
on Beacon, Twitch and YouTube,
with the VOD uploaded to YouTube on the following Mondays at noon.
Prefer your expeditions in audio form? The podcast version arrives here on Critical
Role's podcast network with a one-week delay from the original broadcast. You're currently
listening to part one of this episode, and part two will be available this upcoming Tuesday.
If you want instant access to the podcast content and an ad-free listening experience,
check out Beacon and get full access to the audio version right when Thresher airs at 7pm Pacific on Thursdays.
Now, let us prepare for a harrowing journey into the abyss.
Oh, well, hello and welcome back to episode two of Thrasher.
Oh, I am so excited to be back.
Thank you so much for being here and thank you so much to a wonderful cast.
We have Nashir Della.
We have Jane Douglas, Abu Bakasalim, Mark Sherlock Holmes, Anna Mara, and Jacqueline Emerson. Thank you so much for being here, guys.
Very excited, I don't wanna waste any more time.
We go ahead and get into this, tonight's episode.
SS France embarks on maiden train.
Ocean Needle opens today at the World's Fair.
Off to the Beatles.
Hit the charts with Love Me Do.
Music's newest sensation.
Tonight, General Dynamics prepares Ranger 3 to photograph the ocean's surface.
Experts back.
Jacques Cousteau's Conch Shelf Run experiments begin.
Humans living beneath ocean waves.
Cuban Missile Crisis deepens.
Disturbing wisdom.
Operation Fishbowl launches nuclear tests over Pacific waters.
Strange sea creatures spotted near Singapore. Feeling good?
No.
Ha ha ha.
Mm-hmm.
The lights have come back on.
Suddenly, you can now see the illuminated ocean floor all around you,
along with these several buildings.
Hovering just above the two of you, you can see this creature.
This one seems more refined, less scarred, less marked.
You see that the face now has these two huge, bulbous eyes on it. It seems to have
a weird kind of seam that runs
all the way down its body, almost like
across the middle section, the whole thing.
And it sort of looks curiously
towards you. A mouth
now just filled with rows and
rows of teeth.
And I think all of you as well, from inside
the, uh,
this observatory,
also see this kind of slight moment, this slight hesitation, this standoff.
As you suddenly feel your feet return to the floor,
as whatever power was back on in this particular observatory
seems to be activating that pump,
and the room itself is now beginning to empty of water.
But we're not going to start with you three.
We're going to start out here.
I will say, we've plugged this thing back in.
What scar do we think that you have taken?
Well, my hand was crushed, right, when the thing slammed in, when Damon slammed in the power cut.
So I think, yeah, like a crushed hand,
maybe a few broken fingers or something like that.
Wrist is all bruised and blackened from the impact.
Yeah, I think you can see a physical mark across the skin now
where it's become discoloured,
where blood vessels have burst inside the hand.
And I think several of the fingers just don't work at like full capacity um and the two
of you are there on the outside of this sort of now sort of all being lit up it's it's a really
kind of quite odd sight it's such a sort of clean kind of neat exterior all of the buildings here
have this kind of strange even though they're weathered and they've got barnacles even just
like the structure of it it's not the same as you know what you would be used to with sort of lots of
pipes and gears and even on the inside it's got all that same familial texture but it's almost
like they made great effort to try and make this look somehow kind of sleek and the design of it
is something sort of almost feels slightly otherworldly. You do, however, see one of those big kind of doors
on the outside, like another compression chamber
that leads into the Colgrave Nexus,
not too far from you.
We're essentially in this standoff
as the creature is kind of floating,
looking towards you.
You can hear on my radio, it'll be like...
There's a dog behind us.
Yeah.
You better move slow.
OK.
Careful.
OK.
Cautious.
Start making a move.
You got me eye on this one.
OK.
I'm going to just slowly take my knife,
readying essentially.
OK.
Let's go ahead...
To get in between, if this thing goes for it.
We're going to ask for move,
and this is essentially how well you,
sort of, without alerting it,
without sort of, you know,
making these sudden jerking motions,
can get to the door without kind of startling it.
Can I ask a question?
I was in the observation.
Yes, you were actually giving, yeah, yeah, absolutely.
So you can both have an extra die because of the little...
Orcas hunt in packs, and it's not uncommon for the attacker
to actually be the ruse while the rest of the pack is elsewhere.
Don't give me ideas. What are you doing?
I'm paying attention to where they are not focused.
I'm going to spend a physical drive on this.
I'm also going to spend a drive, so I've got six die.
Wow.
Okay.
Five.
Six.
Five.
Five? Okay.
As you move slowly, controlled,
I think any moment of sort of slight wobble or unassuredness,
also dealing with this crippling pain in your hand,
um, you're supported well by Damon
as he sort of backs you in the door,
kind of opening behind you,
never taking your eyes off of this creature.
And I think that what happens for you is
you essentially have to keep your eyes on this creature
operating the door with your hand,
and it is burning painful.
As you take another mark in body,
as essentially you're having to use a broken hand
to open this door without even looking,
and it is just excruciating. But you can hear that faint, Eventually you're having to use a broken hand to open this door without even looking.
And it is just excruciating.
But you can hear that faint, the clicks and everything that you need.
You can hear it is an agonizing weight.
As you all watch on, as you can see this room emptying with water,
as this creature just sort of floats there staring.
As you get down, the door opens.
You go inside.
There is a moment where you're still outside,
it swims right towards you, its face right here.
Make me a gilded roll.
This is just the dice.
Six.
Six.
And I get a thing back as well. With a six, it cocks its head slightly,
reaches out, touches your head,
and then just gently...
Strokes down the side of your helmet.
As you're slowly pulled back in,
and the door closes, the creature just looking.
And as the door closes, you see the creature shifts,
and it starts throwing itself at the door,
like pounding against it. And you can see it's leaving now marks of blood, you see,
start to appear on the outside.
And a cloud of blood
appears as it smashes its head into this thing and you can't see now through the window for just a
cloud of red come on back in a way yeah gotta go yeah yeah i'm coming so the two of you find
yourself inside of a laboratory see there are rows and rows of workstations.
It does appear that this area has been unaffected.
If you do choose to turn your oxygen off, you also find that...
Yeah, immediately it's off.
Yeah, just like throw it to the ground.
And I'm, you know, just as I take it off, I'm kind of a bit shaky,
and you see me pull out a little flask
and sort of open it and just take a quick sip.
Close it and put it back.
Thank you.
Can you make me a focus roll, please, Damon?
Focus, fuck.
Oh, God, okay. Is that two and take the lowest?
Yeah. Four.
Four. Okay.
I think you have a moment where
there is a, like, desire for you
to, like, act, to move, to do something,
and you just about quell it, but i think that you know deep down that like
you have to like something has to change soon
i kind of look around i'm like radio in we safe you safe Radio in. We safe. You safe? What happened?
Are you alright? Is the power...
It's all on, right?
It's the same for you. As we cut back to this...
To the observatory, you are also
now able to breathe
without the use of the...
The helms.
I take off my helmet.
We can still communicate
with our helmets off, yes? Yeah, yeah, yeah.
It seems the lights are back on.
As for everything else, I'm not sure.
Akul! Akul!
No need to shout.
What?
As the water drains from the observation chamber,
Akul sort of crumbles to the floor.
The weight of his own body is now very hard for him to maintain.
Emily rushes over and kind of tries to remove
any extra weight or pieces of your suit that feel okay.
Can I do a focus check on that?
Oh, to try and...
And just see sort of what I'm observing
of his wounds and everything?
Okay.
And I'm going to burn a drive on that.
Okay, that's a four.
Okay, four.
Yeah, I think that you managed to get it off.
It doesn't seem like you're able to
sort of help him
with the kind of restricted movement,
but the pressure has been taken off of him now.
Like the weight of the suit,
especially considering it's now filled with water as well.
But you managed to maybe let the water out a little bit
so that he's able to at least kind of get to his feet
and sort of, you know, with the help of his,
with his cane kind of, you know,
move around and walk around.
You'll see.
How are you feeling?
I've been better.
If you can undo the seal by my boot,
at least I can drain the rest of the water from the suit.
Yes, of course. Emily leans down to untie it okay ah thank you we will cut back to the uh colgrave nexus you see that there is uh these
these benches pipes, kind of leading.
There is all these kind of vials and you kind of imagine that they were filled with all sorts of like different types of flora and fauna.
They seem to have been mostly studying the sort of inhabitants of wildlife.
You'll see like an anglerfish kind of cut open and dissected.
And there's a few things, the odd sort of plant or fish,
perhaps that doesn't look quite normal,
whether it be teeth that are too long or there's spines on the body, an eye in the wrong place.
And I think that on the desk not too far away from you,
you do see another one of these little kind of leather pouches
with the strap around it.
Yeah, I'll go up to it and take it.
Yeah, you pop it open.
It's another one of those things. Do you want to...
Yeah, yeah, yeah. I'll play it. Maybe it's like
waiting for Damon to kind of figure out, you know,
looking around, trying to see where we can go from here.
But I'll walk around with it, so I'm kind of
playing it as we move.
Yeah, what's Damon doing?
Yeah, I think
I go
towards you to see what...
And there's lights on now as well, so it's much easier
for you to move around. It does look like there's a...
There's a door which sort of leads further
into this sort of laboratory
sort of area.
It does actually seem to have some, like, flickering lights
and stuff on inside there as well.
Probably, yeah. I'll probably listen to this and
keep my eye on the door.
Yeah, great.
The dreams.
They're different now.
It used to be constant, insidious, like something creeping in through the cracks. Waves swallowing cities. Faces I recognized, but twisted and distorted. I'd wake up sweating, gasping, and knowing something was watching me.
But after I stole the vault seat, it was just the one.
And then, like that, the dream stopped.
I sleep with the damn thing under my pillow now.
I keep it in the hole.
I drilled a hole in my queen piece.
Checkmate, right?
Reminds me of my sis.
Gosh, I hope she's...
Marcus!
Mark, 56.
I don't know if I should even be recording this,
but I need something to keep track.
These damn pills.
They're supposed to help, right?
But ever since Yvette gave me this new badge, they just make me feel wrong.
Like there's something thick in my throat.
This buildup.
God, this smell.
It's like an oil slick.
A rotten fish.
It just sits there.
I can't...
See?
That's not normal.
I keep telling myself I'm just run down.
Nerve shot. but something's off. I should ask you taking them and see what happens.
Yeah.
Yeah, maybe I'll do.
And it cuts out.
Marcus!
It just collapsed to the ground, holding the recorder. We will return right after this short break. We now return to Thresher. hand on you and sort of pats. Sorry. I know we got a job to do and
he's my brother, Marcus.
He's who I came here to find.
I was hoping he might still
be here. The hand?
Mm-hmm.
I don't know what they did to him, but it
sounds like these pills he was taking or something
was all connected to all of this.
Yeah.
I'm sorry. I'm sorry. I know we...
No, no, no, no, no. You don't need to apologize. Just...
Let's, um...
Make it worth it.
Yeah.
Yeah.
Yeah. Yeah. Yeah.
Thank you.
All right.
I think in this moment, that earlier brain scar that you had,
it feels so present,
like a pressure that's pushing down
almost like it's in between your brain and your skull.
It's like a weight.
And I think that as you sit there
and sort of hear this information
and think these thoughts,
I think you realize that pressure's been there
for a lot longer than since you've been down here.
I do think there is a moment
where,
even if so slowly,
that pressure starts to ease,
as at least there is some,
some level of understanding.
Damon, why did you come here?
Are you just here for the job, for the money? I know the doctor.
The vet.
The vet?
Yeah.
It's the one.
I'm looking for her.
You're looking for her too?
Yeah.
Okay.
Okay.
She, you care about her or is this something else?
Something else.
I think she did this to Marcus.
Yeah.
They all did.
I want to make him pay.
You help me make him pay?
Okay.
I'm with you.
I know.
Let's do this. I go with you. I know. Let's do this.
I go towards the door, towards the flickering light.
As you walk in through that door,
slides open,
you see a very strange sight.
It's very unlike everything that you'd seen thus far.
Almost as if completely
Untouched you find yourselves in what appeared to be a living quarters
but it doesn't look like it was meant to be a living quarters like a sort of car has been sort of
makeshift in the corner and
You look to the side and you see that flickering is a bunch of sort of lights, almost like fairy lights,
been put up surrounding what appears to be some sort of shrine.
And on it, you can see a myriad of papers, images of articles, all of these things that seem to pertain to mentions of something called...
Anything to do with rifts.
Rift is a word that comes up constantly.
And I'll have both of you roll me survey, please.
Six. Okay. Four. Four. Roll me survey, please.
Six.
Four. Four.
Four.
You reach down and you see a letter.
A letter that seems to be not directed to anyone,
almost like a sort of love letter,
something written in passion.
In a moment, it's very kind of scattered.
And it's talking of just like a pure admiration and joy
and sort of love for this person and what they have done
and the things that they have achieved.
And you see that
the bottom is signed
Yvette Durant.
Dr. Yvette Durant.
You look around a couple more letters
and you notice that there is a
theme as
one name seems to appear
quite frequently.
As you start piecing it together,
you see it first, and I think there's a moment where you're like,
no, that can't be possible.
But you notice Hercule.
Hercule de Bodin.
These letters are addressed to T'a'k'yul.
And as you touch these letters and everything,
you start to get this strange feeling,
this oily texture in your mouth,
which is only made worse by when you, with a six,
look up and see right in the centre of this shrine,
there is a picture.
On it is the words,
and there's a picture of a man
that does not look like the man
that you are currently traveling with.
I turn my radio off and I look at you.
I turn my radio off.
You don't tell anyone over there what we saw.
Especially Mr. Poirot over there.
Understand?
Yeah.
Oh, yeah.
Yeah, okay.
Okay.
Can you, uh...
Is there another door here?
Or is this, like, the dead-end room?
There is a...
I'll say with a six, actually,
you do notice that there is a little hatch,
which seems to have a ladder that goes down.
Can I do something with one of my turn the tides?
Absolutely.
I'm furious.
I'm really mad about everything that's happening.
Just to very quickly clarify for everyone watching at home.
So when our players, our wonderful players,
achieve an objective, which I set out for them,
I give them a token and that allows them to shift the tide,
which essentially means that they get to take control
of the narrative for a beat.
There are some restrictions that you can't just hurt another player
or kill another player, but you can help another player, you can find something,
you can move the story forward in any way that you would like to.
So please take it away.
What I would like to do is, you know, in a few moments maybe while
Damon is kind of examining things, checking out this hatch,
I in a fury just go into the lab and I start grabbing stuff.
A pipe, a canister maybe of a gas or an air, and I start grabbing stuff. A pipe, a canister maybe of a gas or an air,
and I start building something.
And I want to make basically like a pipe gun,
like a kind of nail gun basically,
and just slam this thing together as quick as possible,
like grab just supplies, whatever I can find,
and just load this thing up as a loaded, ready-to-use,
like deadly weapon.
Yeah.
Okay. as a loaded, ready-to-use, like, deadly weapon. Yeah. Go.
And I think as you do that,
and I'm kind of left in the room,
I'm going to give you this.
And I'm kind of, like, surveying everything,
but I'm looking at this picture,
and I'm going to focus on this picture.
Okay. And then kind of wait, and then move back in,
and sort of look at this gun that you've made.
And like, throw like a strap of bandoliers,
or you know, things over there, and I'm just like.
Hey, I'm in business, huh? Yeah, I'm in business. So you know things over there just like I mean business
Yeah, I mean business
Whatever those fucking things are whoever he is I want answers
Alright alright
Let's go let's go I turn the radio back on. I'm like, hey.
Yes.
Where you lot hiding?
We're still at the observatory.
Are you safe?
We saw you go in.
Yeah, we good.
We good.
Yeah.
We fine.
What did you find in there?
Anything of use?
Suddenly, I kind of go quiet.
Just a bunch of lab stuff, science stuff, you know.
Nothing, nothing important here.
I feel like we should come to you.
Can we move, Emily, Elvan, Erkul? Can you move?
I will be moving very slowly if one of you would be willing to.
There's more of those things out there.
That's why we should be together.
I shoulder...
I shoulder Akil.
Can you find any way down?
We found a hatch that leads down.
Maybe we can meet up somewhere else.
They said something about tunnels.
With the tunnels, you can get anywhere.
As you are having this conversation and
power has been restored to this area,
a little fountain
suddenly appears in the middle of the
room where that little
pond display was
and you see it projected onto the side
of this fountain.
This rather pleasant looking
blonde lady stands
there and goes,
Hi! If you're looking for any information on our glorious station of rambior please feel free to direct
them to me um where are the tunnels huh the tunnels we don't have tunnels what would we
have tunnels for to connect the different rooms. Hm?
To connect all the different stations.
There is no tunnels.
Unless you're of course referring to our service tubes.
Tell us about these service tubes.
Just the ones I'm assuming that you came through to get through that door?
You do remember earlier when those tunnels were first referenced,
they were referenced as not being on any schematic or not showing up,
so potentially not being official.
Can you tell us more about the purpose of Billow's Reach?
Yes, Billow's Reach.
Is there a safety threshold? Is there a safety threshold set on these controls?
Absolutely, of course.
Safety is our number one concern at Land Tech.
Is there any way we could use them
to reach the laboratory?
You certainly could, but it would require
someone inside to operate
it. The quickest way to the laboratory would just be to swim across. It's right
there. She points across. Do you think you can make the swim? Yes, if you don't mind I
might need to tether myself to one of you, just in case.
Yeah, yeah.
We need to make sure you don't get any more scars.
And she pointedly looks at both your neck and your ribs.
I appreciate your concern.
You're right, old man, You look a bit peaky.
I mean, above and beyond the obvious.
It's not every day you get body slammed by...
Well, yeah.
A fish.
Maybe the lab...
Maybe the lab will have something.
We could also go through the tubes, no?
Through the crimson Strand and the Nova.
That recording about those hidden tunnels.
That new scientist talked about a humming, a sound.
Yes.
Perhaps instead of looking for an entrance, we should be feeling for vibration.
Or listening, yes.
She mentioned symbols which she did not understand.
It doesn't sound like something that was inherent to the base itself.
It is something I'd love to check out further.
I'm going to put my ear to the ground.
Did you mention, by the way, having found one of the tunnels?
Yeah, we went, yeah.
I think we said that there was a hatch.
Yeah, a hatch that we're going through.
We're going through one of these tunnels.
That's the service tunnel?
Are you asking me or the...
Yeah, I'll ask what we've been accessing.
It's something different.
It's like an actual secret tunnel.
Yeah, secret tunnel, yeah.
Secret tunnel.
Secret tunnel.
I guess, like, do you guys tell us on the radio
that you're trying to come in over?
Yeah, yeah, don't go yet.
Don't go yet.
We'll come to you.
Also, though, we have met some sort
of
library interface.
Are there questions you want us to ask?
Information, perhaps, that we
can relay to you? I click off
my radio. Yeah, who the fuck
you are? Click it back on. Nothing from
me. I start
if I know you guys
are coming this way, I'm going to start destroying
the shrine. Yeah, same. I'm going to go
in there, take all the letters.
Start ruining all of that,
incinerating it, or burning it, shredding it.
As you
touch parts of the shrine
as well, you start to get that same
oily, fishy taste in your mouth.
Great.
We will be right back after
this break.
We now return
to Thresher.
Cool.
So we're going to make our way over, the three of you.
Tethered, yeah. Great. Can you,
all of you, roll me just one
d6.
So are we trying to use this bellows reach
to adjust the currents to help us make this passage?
I figured it wouldn't be a bad idea.
Isn't it a shorter swim?
Yes, back to bellows reach, yeah, absolutely.
So if you wanted to go into the bellows reach and adjust it
so that you could then sort of give you a boost across,
then absolutely you could do that.
I want to spend as little time in these waters as possible.
Okay, everyone go roll me a six.
Six.
Five.
Five.
Okay, very good.
And then I'll just get a focus roll from you as you go in,
and you sort of essentially all of these back in the billow's reach now,
you see that there are these lines kind of connecting.
You can see actually now what seems to be quite clear
is that when one light is on, it sort of directs,
it sort of goes up a line and then connects to another dot
and to another dot.
And I think what you piece together,
just from looking at it,
whether you can control it as a different thing,
is essentially like it starts with a current
and then each dot is like a panel that it's adjusting.
And so it can direct that current then to a different place, essentially. and then each dot is like a panel that it's adjusting.
And so it can direct that current then to a different place, essentially.
So roll me focus to see if you essentially can work out which one would point you in the direction of the...
All right, let me drive this.
Of the Colgrave Nexus.
That's six.
Six, okay.
I'm gilded.
Yeah, it's not too difficult.
I think actually inside of the Colgrave Nexus,
you suddenly kind of hear like an audible like rushing of water suddenly.
And you look outside the windows and there is literally like a stream of bubbles
sort of now almost like enveloping the Colgrave Nexus.
So, amazing.
You're going out now.
Tethered.
So, I will need all of you to make me a move roll.
All right.
Oh, bon chance.
How high stakes is this?
I'd say it's pretty high stakes, yeah.
All right, I'm gonna burn a drive using my cunning.
Would, yeah, would the thing give them a bit...
Oh, no, well, I guess you probably accounted for that.
No, the idea of them pushing it towards them, so yeah.
Yeah, yeah, yeah.
It's just the rolls, the...
Yeah, yeah.
It's less about them getting across,
it's more about them slowing down.
It's a six.
Six?
Two.
Two?
I roll a three.
Three? Okay.
So you get back sort of outside.
You can see this current now.
I think somewhere you hear a distant... And I think that kind of prompts you to just move quickly.
I think you go first, straight away in.
You get caught in this stream and you find yourself.
You put your hands and everything out and you brace against the door.
You sort of land on it and begin immediately,
sort of having learned of learned from Betty,
like how to open these things and decompress, et cetera.
So you start opening the door.
And I think then what happens is the two of you,
as you suddenly come rushing through,
the door doesn't quite decompress properly.
You both slam into it and the door now like kind of crashes through,
having not decompressed properly
and it essentially becomes like a washing machine on the inside and each of you are going to take a body mark.
As you get like there's a essentially a moment as the room now finishes filling with water,
this door now somewhat broken, you get slammed against the walls and the sides until eventually it kind of settles down.
Are you all right?
I'm OK.
Yeah.
I can just hear it faintly from somewhere outside.
This door...
It's all right, it's outside.
It's hanging slightly.
So, do we hear that
bang yeah so i i i think we're gonna run then right and try and so i think what you see and i
think you know this instinctively betty is that you see the three of them in there they seem to
be looking at the door rather concerned perhaps hearing something though you can't but you know
for a fact that that door can't seal right now and if it can't though you can't. But you know for a fact that that door
can't seal right now, and if it
can't seal, you can't depressurize, and
they can't open this other door.
Flip the radio on.
You can't open that door!
The seal's ruined! It's not gonna
depressurize! You're not gonna be able to get inside! You can't use that
door now! What?! So what do we do?
I'm gonna say that you
can essentially try and coach them through it
if you spend a drive to let one of them attempt a sense roll to try and try and basically fix it
fix it but you're gonna have to try and talk them through it okay uh val yeah i'm gonna try and talk
you through it how the mechanism works okay you're gonna have to try and do this okay so yeah i'll
spend my one drive that i've got in there that I got back. They talk to me
Okay, you're gonna need to go in as a leave on the inside if the damage the panels broken you need to get in
I'll get into the wires cross it from green to blue blue to red
Yeah, yeah, yeah, yeah
That's it. Okay, so you understand what you see
And this is a driven. I mean, this is a... Yes, you get an extra die.
This is a sense.
Sense, okay.
All right.
All right.
Pair of fours.
Pair of fours.
Okay. Okay.
You manage to get the seal...
Sealed enough, essentially,
so that you can...
The door, like, kind of shuts in.
I think it takes a sort of painful amount of time
as the water is slowly draining, draining, draining, draining.
And it's when inside the lab,
as this door swings open and sort of five of you are reunited, you see that emerging
out of the hatch, this creature, one hand, two hands.
This concludes part one of this podcast episode. Part two will be here this upcoming Tuesday at 5 a.m. Pacific time.
We'll pick up this expedition right where we left off.
Until next time, and we'll be back on board the Thresher before you know it.
Thresher was produced by Twelve Sided Studios and Paragon Pictures for Critical Role.
Original world created by Jacqueline Emerson and Matthew Linton.
Adapted and homebrewed for gameplay by Jasper William Cartwright.
Produced by Sam St. John.
Critical Role producer, Kirby Winslow.
Critical Role executive producers, Ben Vanderfloot and Annie Kruger.
12-sided executive producers, Jess Jewell and Chad Pytel.
Starring Abubakar Salim as Damon Adams.
Jacqueline Emerson as Emily Wadsworth,
Jane Douglas as Valerie Sutton, Mark slash Mara Humes as Betty Callaghan, Noshir Della as Hercule Diboudine, Matthew Mercer as Marcus Callaghan, Travis Willingham, Marisha Ray and Sam Regal
were all radio voices, multicam director John Sertivan, 3D artist, Owen Tunstan,
and production designer, Gemma Alexander. Thank you.