Latest / Tale of The Manticore, a Dark Fantasy Dungeons & Dragons Audiodrama / S3 The Story So Far: Eps 11-20
Transcript
- 0:02Speaker 1: Tale of the mantagor bonus material the story so far
- 0:08Speaker 1: chapters eleven through twenty. What follows over the next few
- 0:19Speaker 1: minutes is not an episode of Tale of the Mantacre,
- 0:21Speaker 1: and it will not take the place of a real episode.
- 0:24Speaker 1: It's just bonus content. A round up summary of the
- 0:27Speaker 1: last ten chapters, told as briefly as possible. Let's begin
- 0:32Speaker 1: In chapter eleven, Tener discovers markings on some dead Orcs
- 0:36Speaker 1: that identify them as members of the Blood Foot and
- 0:38Speaker 1: Black Cloud tribe. Achille discovers something too, the small but
- 0:42Speaker 1: heavy chest containing a large sum of coins and a
- 0:45Speaker 1: mushroom the two elves know to denote a bribe or tribute.
- 0:49Speaker 1: On the following day, the companions begin to move through
- 0:52Speaker 1: Orc territory. In the evening, they see a woods and
- 0:55Speaker 1: decide to spend the night there, But before they can
- 0:57Speaker 1: reach it, they encounter three more Orcs. Surprisingly, the Orcs
- 1:01Speaker 1: turn and flee. The companions give chase, but fail to
- 1:04Speaker 1: catch up with their quarry. Now they worry that the
- 1:07Speaker 1: escaped Orcs will raise the alarm. In the next chapter,
- 1:10Speaker 1: the exhausted companions try to find a place to rest
- 1:12Speaker 1: for the night. This proves to be more difficult than
- 1:15Speaker 1: they expected due to the flocks of noisy crows who
- 1:18Speaker 1: harass them constantly. In an effort to avoid the birds,
- 1:21Speaker 1: the companions move into a misty ravine. Here they find
- 1:24Speaker 1: a cave occupied by some large sleeping beast. The Pieces
- 1:28Speaker 1: try to sneak by it, but another group of crows
- 1:30Speaker 1: caught in alarm and the monster in the cave wakes up.
- 1:34Speaker 1: Now the party must deal with mamby the Ogre. A
- 1:37Speaker 1: brutal fight ensues in which Kord's life is almost lost,
- 1:40Speaker 1: but in the end the party is victorious. In chapter thirteen,
- 1:45Speaker 1: in the aftermath of the battle, the exhausted Pieces make
- 1:48Speaker 1: camp right there in Mambi's cave. In the morning, they
- 1:51Speaker 1: search the place and find a small skull decorated in
- 1:54Speaker 1: jet and turquoise. The story now switches to the perspective
- 1:58Speaker 1: of Otote, the ork shaman. Lotote is old and blind,
- 2:02Speaker 1: but he can see in a manner of speaking through
- 2:04Speaker 1: his crows. He tries to find the Pieces as they
- 2:07Speaker 1: continue their trek across Black Cloud territory, but finds them
- 2:10Speaker 1: too late to catch them. However, if the Pieces ever
- 2:13Speaker 1: return this way, he'll be ready for them. The episode
- 2:16Speaker 1: concludes with Achillea's strange dream, in which she runs through
- 2:19Speaker 1: a dark forest, lost and scared, until she eventually comes
- 2:23Speaker 1: across a pond and sees in its reflection the face
- 2:26Speaker 1: of a human boy. In the next chapter, having passed
- 2:29Speaker 1: out of Black Cloud territory, the party continues its journey
- 2:32Speaker 1: to the north in search of Adoc. When they start
- 2:35Speaker 1: to run low on food and water, Kord uses magic
- 2:38Speaker 1: to locate a raspberry bush. This temporarily solves one problem,
- 2:42Speaker 1: but it leads to another. The raspberry bush is the
- 2:45Speaker 1: home of a family of Sprites, and they do not
- 2:47Speaker 1: appreciate having it ransacked by a group of hungry Demi humans.
- 2:51Speaker 1: Tantyr accidentally swashed one of them, adding injury to insult.
- 2:55Speaker 1: Desprite's leader declares that Tantyr must be punished and demands
- 2:58Speaker 1: that the party make restitution for their affront. As punishment,
- 3:02Speaker 1: the Sprites put a minor curse on the young alf
- 3:04Speaker 1: As for the restitution, they demand that the party turns
- 3:07Speaker 1: over their salt. This confuses the PCs until they learn
- 3:11Speaker 1: that Achillie is indeed carrying some fimgren. Atrash of the
- 3:15Speaker 1: Iron Tower had given her some as a gift for Auldveai.
- 3:18Speaker 1: It turns out this does not conclude the encounter with
- 3:21Speaker 1: the sprites, because now that all debts are paid, the
- 3:24Speaker 1: fairies offer a wager to the PCs. The bet will
- 3:27Speaker 1: be some of the party's gold coins against directions to
- 3:30Speaker 1: a source of fresh water. The wager takes the form
- 3:33Speaker 1: of a riddle. The Sprite later asks it, and to
- 3:35Speaker 1: Rennie thinks he knows the answer. In chapter fifteen we
- 3:39Speaker 1: hear de Rennie's correct answer. The companions are given directions
- 3:42Speaker 1: to the river and also told that there are ruins
- 3:44Speaker 1: near it. One ruin, they say, contains a magical treasure
- 3:48Speaker 1: that the Sprites call a wizarding stick. The party leaves
- 3:51Speaker 1: the Fairies, following their directions until they reach the river.
- 3:54Speaker 1: Here they slight their thirst and spend the night camped
- 3:57Speaker 1: on its eastern bank. That night, Achilia went once again
- 4:00Speaker 1: dreams of the little boy. This time she moves from
- 4:03Speaker 1: a room decorated with sun symbols and a stained glass
- 4:06Speaker 1: window to a throne room. Here, still a passenger in
- 4:09Speaker 1: the boy's body, she begins to search for something. In
- 4:13Speaker 1: the morning, the companions follow the river north. At the
- 4:15Speaker 1: end of the day, ten Tier spots a jumble of
- 4:17Speaker 1: stones on the river's far side that he thinks might
- 4:20Speaker 1: be the ruin the sprite spoke of. They decide to
- 4:22Speaker 1: make camp and attempt a river crossing in the morning.
- 4:25Speaker 1: That night, Achillia's dream comes again, but this time she's
- 4:29Speaker 1: ready with a plan. She casts the spell message in
- 4:32Speaker 1: her dream, and this allows her to communicate briefly with
- 4:35Speaker 1: the boy. She knows he's searching for something, but doesn't
- 4:37Speaker 1: know what. By now, she's also making the connection between
- 4:41Speaker 1: the skull found in the Ogre's cave and the advent
- 4:43Speaker 1: of her strange dreams. The next day, the companions cross
- 4:46Speaker 1: the river and investigate the jumble of stones, which Achillia
- 4:49Speaker 1: thinks was once a mill. Before long, Drenny spots a
- 4:53Speaker 1: plume of smoke rising into the air from somewhere on
- 4:56Speaker 1: a nearby hill. Chapter sixteen begins with the piece investigation.
- 5:01Speaker 1: They discover more ruined buildings, but only one is still
- 5:04Speaker 1: intact and it seems occupied. After spying on it for
- 5:08Speaker 1: a while and learning nothing, ten Tears suggests they knock
- 5:11Speaker 1: on the door. The occupant turns out to be the
- 5:13Speaker 1: cleric Daln Fairwind As a follower of Sidal He is
- 5:17Speaker 1: here both to escape persecution and Camertine and to perform
- 5:20Speaker 1: a quest he wants to lift the curse of Moroc.
- 5:24Speaker 1: Moroc was one of the original kings of the Kymoor people,
- 5:26Speaker 1: and Fairwin shares his tragic story. It's a tale of infidelity, regicide, infanticide,
- 5:32Speaker 1: and sacrilege in which the king murders his wife and
- 5:35Speaker 1: her bastard infant as punishment for his crimes against religious law.
- 5:40Speaker 1: The king brings Siddal's curse upon his whole kingdom. In
- 5:43Speaker 1: the next chapter, Fairwin concludes the story of Moroc and
- 5:47Speaker 1: talks more about why he fled Camertine. When Achilia shows
- 5:50Speaker 1: him the skull she and the others found back in
- 5:52Speaker 1: the Ogre's cave and tells him about the strange dreams
- 5:55Speaker 1: she's been having, Fairwin takes it all as divine providence
- 5:58Speaker 1: to him that Killia and her companions were sent by
- 6:01Speaker 1: Sadhal to aid his mission. Together, they decide to investigate
- 6:05Speaker 1: the area nearby where the Throne Room would have once been,
- 6:08Speaker 1: since the spirit in Achillee's vision was searching for something there.
- 6:12Speaker 1: When Fairwind and the PCs reached the former throne room,
- 6:15Speaker 1: both Achillea and Cord make discoveries. Achillie learns by chance
- 6:19Speaker 1: that Fairwind knows something about Otdoc, only he prodounces the
- 6:22Speaker 1: name Odok. Fairwin doesn't know much about the mysterious person,
- 6:26Speaker 1: but he does know without a doubt Odok is a
- 6:29Speaker 1: famous historian and a prolific writer. In chapter eighteen, we
- 6:33Speaker 1: find out what Cord discovered. The wooden construct has found
- 6:36Speaker 1: something hidden under brambles and crabgrasses. It's a tile that
- 6:40Speaker 1: can be easily lifted away to reveal an empty space below.
- 6:44Speaker 1: It appears that they have found the Camor Royal Crypt.
- 6:46Speaker 1: Perhaps if Achillier returns the skull of the Prince to
- 6:49Speaker 1: its intended resting place, the curse of Moroc will be lifted.
- 6:53Speaker 1: The five pieces descend into the crypt below using Deranni's
- 6:56Speaker 1: rope and begin to investigate. They pass under an arch
- 6:59Speaker 1: and to a t junction when Tentyr feels his courage
- 7:02Speaker 1: begin to ebb. In chapter nineteen, the party progresses through
- 7:06Speaker 1: the dungeon crawl that is the Royal Crypt. They encounter
- 7:09Speaker 1: a room of statues, then a curving hallway where a
- 7:12Speaker 1: tomb robber had long ago succumbed to a spear trap.
- 7:15Speaker 1: Beyond this, at a four way intersection, the pieces encounter
- 7:18Speaker 1: the ghost of Prince Lehane himself. Through the use of
- 7:21Speaker 1: a message spell, Achilia is able to learn the fastest
- 7:24Speaker 1: way to the inner crypt. The episode ends as the
- 7:27Speaker 1: pieces make their way to the dungeon's final room, and
- 7:30Speaker 1: some kind of climactic encounter seems imminent. The last chapter
- 7:34Speaker 1: of this round up begins with the characters about to
- 7:36Speaker 1: enter the inner Crypt. Duranni and Tentyre are the first
- 7:39Speaker 1: to go inside, and Durannie tells Tantyr not to touch anything.
- 7:43Speaker 1: The crypt is a wedge shaped room ringed with seven
- 7:46Speaker 1: stone slabs, six of which bear skeletons. When Achillea sets
- 7:50Speaker 1: Prince leir Haines skull on its slab and Fairwin concludes
- 7:53Speaker 1: his prayer for the dead, that comes a terrible noise
- 7:55Speaker 1: from the far side of the room. Then a spectral
- 7:58Speaker 1: form floats up from the remains of the queen. It
- 8:01Speaker 1: is the ghost of Anaya. At first, it seems that
- 8:04Speaker 1: the spirit will spare the party in return for Achilles's
- 8:07Speaker 1: service to her son, but the mere presence of a
- 8:09Speaker 1: cleric of Sidal is too much for the undead Queen
- 8:12Speaker 1: to endure. When Fairwind attempts and fails to turn her,
- 8:15Speaker 1: she animates her skeletal warriors,