Emerald 13 is the last one in this section, and they set out for it with a simple resolution: let's never die again. That lasts about eight minutes.
Let's never die again
It starts at the emerald wall with some stained glass going in, and then they head counterclockwise around the section. The new rule is no more dying, as long as there are no poisonous spiders. One of them points out that on normal difficulty everything else could be harder too.
The passage is narrow and full of skeletons. A creeper drops in, someone almost shoots the other in the dome, and one of them falls back to eat and heal.
A record and a dual spawner
There is a spider spawner back in a dead end and some suspicious gravel that turns out to hide nothing. Then a record, which they are both pleased about, and a dual spider spawner. Any interest in keeping it? No, they already have one at the other base.
The webs are the real enemy. One of them can't wait to not have any webs anymore. The other learns that an axe as your main weapon does not work well when everything is web.
Stuck in the web
Spiders start spawning to the left, and these ones poison. One of them is caught in a web with something like five spiders on him and asks if he can eat his way out. You can't. Chat reports Scoti shot by a skeleton, and Basket ends up back at the beginning with an empty hotbar.
The walk back for their stuff is mostly getting stuck in more webs. Between the webs, the poison and the eating mechanic, irritation runs high. They do get most of it back, and leather from the spiders goes into a new pair of pants.
Spiders from the ceiling
A room that looks like a trap is a trap. Cutting through a web on the left updates some gravel, and spiders pour out of the ceiling from what sounds like dispensers. One of them runs and does not make it. The other just happened to cut the right web and not the wrong one.
The one who died resets the bed at base and walks back. Along the way: a whole bunch of iron, a Looting bow with Unbreaking I that does not seem to exist in anyone's inventory, and a promise to spend the first diamonds on a music player. They already have one back at base.
A message from our sponsors
A row of signs along the wall interrupts the regular schedule of CTM for an ad: tired of filling all your loot chests by hand? Loot tables, a mere four dollars and twenty cents. Another sign marks the way to Forlorn Legacy, emeralds 31 to 36, which they agree is a future area.
There is a rail, and one of them thinks it is a trap. It runs a long way. At the end are two buttons, one of them fake, and the line leads back to main base. They ride it home.