Speaker 1: In the year two thousand and seven fourteen, a new
squad of operatives was chosen by the College of Illusion.
These fools promptly went on to frustrate their DM at
every opportunity. Today, still working together because really, who else
would work with them? They survive as adventurers of fortune.
If you have a problem, if no one else can help,
and if you can find them, maybe you can hire
the Second Breakfast Club.
Speaker 2: Tony Kinney as Eddie.
Speaker 3: FELSONI, Jess Owen as a deer a Glow, Michael Cole
as Urag, and Jesse Wicks as Bill Cuilance, Nico Rodriguez
as your DM.
Speaker 1: Welcome back to the continuing tales of a Fool's Quest.
Speaker 3: When last we left our heroes, they left the town
of Patients and they headed across the bay, the Harbinger Bay,
to go up to Outcast Aisle, where they decided to
scale the Cliffs of Insanity to be able to go
up and get to Nyano's Asylum to kind of go
through a back doorway to get to Cadron, which is
where they assume Magnus Devlin is. They wanted to be
able to go this route because they were afraid that
Magnus Devlin would hurl fireballs at them from a distance,
which he was going to So to get past that,
they went up this giant cliff and now they're heading
down toward the toward the Castle of Cadron. While they
were climbing, they had to fight a pelican who swallowed
Adira hole. They ended up saving her, but not before
some of her stuff turned gold, and then they found
some gold in the nests they finished scaling, and then
they got to the top where they found the grounds
of Niano's Asylum. As they passed through Niano's Asylum, they
discovered that there are some specters who were wandering about
the grounds, and they seemed to be non hostile, and
they appeared to be working out scenes like behaviors, reading books,
picking flowers. The doctors were assessing their patients, so on
and so forth. Bill recounted the tales that he has
about Niano's Asylum and where it came from, and then
Eddie said that they should venture inside to take a
peek around and see what they can find out. Surrounding
the property was a four foot stone wall that was
still intact despite everything else in the build or everything
else in the grounds looking like it's falling apart, and
there were runs on there that were etched in it,
that were containment ruins. So as they entered through the
front door of Neono Asylum, the entire world went dark.
The entire interior the building went dark. Even though there
are busted open windows and it is daylight outside. It
is just like nighttime. Now as they're walking through these creepy.
Speaker 2: Halls, sounded the tech magic is the is the nighttime thing?
Is this an illusion? Or is it something else going on?
Is what I want to I want to figure out
which that's ten on the dice.
Speaker 3: Okay, it is an illusion.
Speaker 2: I'm gonna dispel it. Okay, that's what intelligence check, right, yep.
Speaker 3: And some smaller illusion things I like it to spell
for free, But this one's gonna be big.
Speaker 2: Isn't that twelve? Oh?
Speaker 3: Not twelve?
Speaker 1: Roll it again?
Speaker 2: Led nine?
Speaker 3: Okay, but no, still not twelve is fine? So what
mystical way do you dispel this?
Speaker 2: I look around and I realize it's an illusion, and
I just snapped my fingers and as I do, it
just dispels in a wave from that finger from me.
Speaker 3: Just okay, everything poofs away and you see, yeah, just
like I said, kind of a rundown asylum, like something
you might see in a scary movie, cobwebs everywhere, there's
a car, there's some empty beds, long hallways, but it's
a pretty there's not like a lot of rubbage and
stuff down on the ground right like it's there's some
broken glass from the shards of window that that have
come inside. But for all intense purposes, it's a medical
facility and so it's pretty well maintained. Everything was taken
care of it, and it's right for place. Yeah, pretty clear.
Speaker 4: Ye, specter's still around.
Speaker 3: You can see a couple of specters coming in down
the hallways.
Speaker 2: Yes, do they seem to react to me to spelling
that at all?
Speaker 3: Within Nat twelve?
Speaker 5: They do not? All right, I think this is the
House of Shadow. I just made that up, but I'm
going to be its.
Speaker 6: Master's gonna say steal it like the other house.
Speaker 2: Shadow and Flame. Yes they delve too deep.
Speaker 3: Mm hmm.
Speaker 2: All right, I'm gonna walk on down in, uh find
a what are we in, like a reception kind of
area or yeah, I'll go up to the reception desk
or whatever there and just poke around or they're like
files or or any.
Speaker 4: Kind of specter of their genine.
Speaker 3: There are there are some files and stuff. There's some finally,
cabinets and whatnot behind it that you can go rummage through.
Speaker 2: I'm going to tell the specter at the desk that
she's fired, and then yeah, I'm gonna go start rummaging. Uh,
just see if I can find out. Let's see. First,
I want to know, like, is there anything just because
as far as we know, no one ever left this asylum,
Like that's the legend, is that people came here and
never left. So see, like, is there anything valuable? Is
there any kind of treasury, armory, anything like that in
this place that I can determine just from what's at
the at the reception desk. I suppose yeah, is that
intelligence check?
Speaker 3: Yep?
Speaker 2: Eleven?
Speaker 3: Okay, within eleven, all right, you're gonna find out two things.
Speaker 2: Within eleven.
Speaker 3: First, there is a what they call the coat room.
It is where they store the possessions of the people
when they got checked in here. So there's a chance
there might be something valuable in there, but you don't know.
It really kind of depends. Knee jerk reaction would to
say would be to say that probably not a ton
of valuable stuff in here, just simply because if there
was something valuable, then when they got sent here, it
was probably kept by whoever sent them here. But there
is a chance if you want to check that. The
second thing you noticed is that out of all of
the files that you went through, no one was ever
ever checked into Room thirteen.
Speaker 2: So Room thirteen has never had anyone checked into it.
That seems interesting, And I don't know about you, guys,
but I want to know why. Sure, hopefully it's not
like that one floor in the House of Embers.
Speaker 4: You know, I'm gonna take a stab in the dark
with the communion of whispers.
Speaker 2: I just spelled the dark.
Speaker 7: I must take a stab in the light with the
communion of whispers. So when I spend time in a
place making note of its resident spirits and calling on
the spirits of the land, I could be granted a
vision of significance to me, my allies, and the spirits
around me. Eleven Okay, So on a ten plus the
vision will be clear and helpful to you.
Speaker 3: Okay. The insubscription you have a vision room thirteen is
you have a vision of yourself walking down the hall
nearby hall that you just kind of could see from here.
You walk in through room thirteen, you go to a
special or to the inside wall. You hit a special
picture that was hung on the wall. By pressing in
on it, you open a secret stairwell that leads you
down to a basement n where certain people, certain patients
were being tortured by Nano's son when he was here,
and he had these magical bracelets and they were connected
to the patients around like their upper arms, and he
was running tests on him like nose, and he was
them up to different types of vials and all sorts
of weird stuff to test something out. And in your vision,
he screams out it is a success. And then he
runs over and starts scribbling something into his journal. And
as he says that, they one of the doctors that
was with him says, what do you want us to
do with this currect patient? And Neano's son, who's his
last name is also Niano, but so Nano Junior says, Oh,
we don't need him anymore, get rid of it, and
then they slip the guys the patient's throat. Just as
that happens, you wake.
Speaker 8: Up, well, bad ju ju, guys, I have a bit
of insight into room thirteen. Yeah, there's a passage that
I can get us too, I believe leads downstairs to
where the son of the guy that started this place
that Bill told us about was doing very questionable things.
Mm hmm, not a very good man. But we might
find some interesting things downstairs.
Speaker 2: Let's go take a look. Is the is the coat
room on the way.
Speaker 3: The coat room is on the way.
Speaker 2: We'll stop the coat room and poke around a little bit.
Speaker 3: Okay, so you pop into the coat room which is
on the way, and what you find, well, let's go
ahead and do a probably a probably wisdom role for
like survival to search stuff, right.
Speaker 2: Yeah, eight eight okay, almost gave you my intelligence, almost
set eleven again.
Speaker 6: But the wisdom, oh awesome book for stuff, but mostly clothing.
Speaker 4: It's like a Prahats maybe.
Speaker 6: Vintage oh nine nine.
Speaker 3: Okay, So you find some nice clothes, Eddie. You find
some old books that you deemed to be worth quite
a bit, you know, like collectors books. Everything you find though,
is just it just has a monetary value. There's no
magic items that are in this room.
Speaker 2: Are the books like useful? Could I add them to
my bag of books. To get a charge back.
Speaker 3: I would say roll one D four or yeah, yeah,
you just need one charge back? Yeah then yeah, for
sure you call that one back.
Speaker 4: Yeah, we'll do that with them, all right, cul cool
Eddie's backup book has books, has nothing but flip books.
Speaker 2: It's got some pop ups.
Speaker 3: Just cut doodles in the corners and then what uh?
Speaker 2: And then we'll head on down a room thirteen. Okay, yep, right,
I have all in them, them phantoms.
Speaker 3: But yeah, happened so far with the phantoms?
Speaker 4: Enter room thirteen?
Speaker 3: Okay, you in our room thirteen?
Speaker 4: And does it look just like it did in the vision?
Speaker 3: Everything's changed?
Speaker 4: So I will go to the picture yep, and fiddle
with it accordingly.
Speaker 9: Yep, what was that warning? He just bucks with it?
Speaker 4: Yeah, yeah, I didn't say anything about that part of it.
Speaker 2: It's a it's a portrait of some unknown guy. But
you just have to pick his nose.
Speaker 3: Yeah, fair, a hole right where the nostrils. You just
push in and.
Speaker 4: Finger right through the nose.
Speaker 6: Part That seems unnecessary.
Speaker 4: So does the access door does?
Speaker 2: Yeah?
Speaker 3: It does?
Speaker 10: Yeah?
Speaker 2: Cool? This sweeps don't stairs? Guys? Is it like a
spiral staircase with torches every fifteen feet or so. Absolutely nothing,
Tales from the Crypt Nothing.
Speaker 3: I liked that show.
Speaker 2: I really love the opening secrets.
Speaker 3: I couldn't remember that. I didn't recognize it.
Speaker 2: Peper was great.
Speaker 6: I don't think I've ever seen.
Speaker 3: That Crypt Keeper was the Babysitter of the eighties.
Speaker 2: Yeah, it's a it's worth watching it is.
Speaker 3: I wonder how well it holds up.
Speaker 2: It's still cheesy and awful.
Speaker 3: Hold there, yeah, yeah, yeah, yeah, it's like it's like
Tales to Tell in the Dark for older kids. Yeah,
that was what the one, The younger one was right
where they threw the.
Speaker 2: Scary scary stories. The dark Scary Stories of Telling Dark
was the book series.
Speaker 3: Yeah, yeah, sorry for the dark. They threw the magic
dust on and the firefloor. H Anyway, so you'll go down.
Speaker 2: Stairs present for your consideration.
Speaker 3: And you, oh, you guys, remember Eerie Indiana. That was
a great one, all right. So you get down to
the bottom and you find the laboratory just how it was,
only you find a couple of skeletons in beds, still
kind of hooked up to different things, and you find
some crates and stuff that are busted open, and some
journals that are on desks.
Speaker 4: Okay, Bill or Eddie, you might be interested in those journals.
And while after I point those journals out, I'm gonna
look around for any of those armbands that you were
that I saw, Okay, like the manacles or whatever they were.
Speaker 3: Yeah, so you find a couple manacles, but they are
not quite what matches what you saw in your vision.
The ones that you saw in your vision were quite
clearly magical. They had been infused, why by some magic properties,
and these ones are just mundane. You see maybe six
or seven that are there, kind of shrown about, and
you also see some of the crates and stuff. I
had little holders.
Speaker 4: Like little.
Speaker 3: Pieces of like wood that have been carved to hold bracelets.
And all of these little containers are empty, so it
looks like someone has looted to them.
Speaker 4: Somebody cleared out all the magical manicles.
Speaker 3: Yep. And do you other two want to look at
the books?
Speaker 4: Yeah, journals, all right.
Speaker 3: Make intelligence roles to see if you can find something.
Speaker 2: Twelve really, jeez, it's nine seven.
Speaker 3: Okay, So you're kind of going through them. Bill, you
really don't find anything too wild, But Attie, you find
the AHA recipe that was discovered by uh Nano Junior,
and it is a way to infuse magic items using
someone's blood and specifically by casting a spell on them
on the person. When a person rejects that, their body
rejects the spell automatically. It's like they've got counterspell in
their blood altogether at the time that you activate that,
and it counterspells it. If they're wearing one of these
bracelets that can be infused, it takes that power. And
what they were using it for was a type of
hit points, like a curing hit points. So each one
of the bracelets that they infused had seven hit points
on it and could store one spell. So it was
kind of a way to beef up your own constitution
as well as gain access to other schools of magic
that you could not cast mm hmm.
Speaker 2: But also pretty fucking.
Speaker 3: Evil, yes, very evil, and it only worked on specific people.
That's why he was testing it because these people that
couldn't be healed also were pretty much just immune to
magic innately their body rejected it m and so you
needed to kind of you can just do this same
you know, experiment on anyone. You'd have to find somebody
who innately does not accept magic.
Speaker 2: Is there any chemical acts?
Speaker 3: No, there's no chemical acts.
Speaker 2: All right? Uh, just checking out that you said there's
some skeletons with stuff still hooked up to them. Mm
hm do they have those armbands on? They do not
know the stuff hooked up to him. Is it like
magical stuff or just like just kind of lab equipment
type stuff.
Speaker 3: It is turned off right now. The only thing that's
lighting this room is one magic light scance. That's there
one wizard scance.
Speaker 4: Is there a big switch somewhere?
Speaker 3: Yeah, there is. There's a switch on each one of
the There's four different beds on here, only two of
them are occupied by skeletons, and there is a switch
on each bed.
Speaker 2: I'm gonna cast light on the nearest switch. Okay, why'd
your rell die? It was eleven for the spellcast.
Speaker 3: Okay, So you cast light on one of the switches,
it lights up and you get a better view of
the room.
Speaker 2: Now. Yeah, are the skeletons that you said? There's four
beds yep, with switches. Their skeletons, all four of them.
Speaker 3: There's two skeletons on. There's one skeleton on two beds so.
Speaker 2: So like half of it. I'm one and half on
the all right, I would go to one of the
beds without a skelee and you guys ready, no me, neither.
Speaker 3: Switch.
Speaker 2: I'm gonna flip the switch.
Speaker 3: Okay, you flip the switch, and it is magic. Magic
starts coursing through these wires and nodes and they are
shooting out little bursts of magic energy toward the bed,
but there is nothing to connect it. There's no.
Speaker 2: Yeah, all right, so I think I get what these do.
I'm gonna flip the switch back off.
Speaker 4: Okay, these are.
Speaker 2: Blood magic. Essentially, these beds torture people to death and
use the life force that dead person do and beue
artifacts to imbue magic items with the ability to store
a spell and maybe maybe a little bit of extra constitution.
But it's it's gross stuff. I don't like it here.
Let's let's get out of here. I don't think there's
anything in this place that we're gonna want.
Speaker 10: Obay, if we took down the walls in the courtyard,
would that give these spirits some rest?
Speaker 2: I'm not sure I want to see. I want to
go take a look at that garden where they were
all kind of milling about outside or where they were
the thickest anyway, and see if we can figure out
what's what's causing that. But I definitely want to try
to try to set these things free. I don't know
if they're really sapient or if they're just echoes, but
maybe we can find more out. I must, actually, I
want to take a good look at the phantoms and see,
I tell, are they just echoes or are they spirits?
Speaker 3: You would assume that if they were full spirits that
they would interact with you, but you're not exactly sure.
Like if they were full spirits without a containment spell,
then they would definitely interact with you, but you don't
know if the containment spell is maybe limiting them as
to what they can see and what they can experience.
There's a possibility that they are full spirits still, but
that you're just not within their purview until something interrupts
the that containment spell, or they could be echoes. So
that's kind of the vibe you get with your arcane knowledge,
and I probably should have made your role for that.
I'm so bad at this game.
Speaker 4: We're wearing them down, guys.
Speaker 2: Yeah, let's head back outside and see what we could
see out that that garden area there.
Speaker 3: Yeah, okay, back up.
Speaker 2: That spiral staircase and.
Speaker 4: Well, would uh, would my affinity for the spirit world
give me any inclinations as to you know, the power
why of what they are?
Speaker 3: I mean, probably no more than what you already know.
That they're trapped here. You're not sure why they're trapped here,
but somebody specifically carved those runs to keep these these
in here. So they're not like they're not ghosts that
are staying here because of their horrible death. It seems
like those ruins were carved, then they died, and someone's
stuck here. Yeah, someone is holding them here. Yeah, go
ahead and make a rule. We'll see if your magic
inclination can help you. There is one little piece of
information I haven't given yet.
Speaker 4: That oh hell yeah twelve fourteen.
Speaker 3: Yeah, So the switch that Eddie just turned on is
powered by magic energy of some sort. It was a
magical energy, and it's drawing on the different life forces
that we're here. So you can say it's safe to
assume that the containment spell was built so that he
could power his machines.
Speaker 4: So these spirits are just left over batteries m.
Speaker 2: Garbichev.
Speaker 4: Tear down that wall.
Speaker 2: Yep, I'm gonna turn that switch back off. All right,
let's go break a wall.
Speaker 3: Our heroes will return after these messages. Hey there, it's
Nico again. If you'd like to skip the ads next time,
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dot com. And now that the commercials are out of
the way, it's time to dive back into the foolishness,
all right, So you guys head back up, you head out.
As you're walking through the hall, one of the spirits
materializes right in front of you, like directly in front
of you, and then you all stop immediately because it's,
you know, startling. And then it continues to walk to
the side and go look out the window and it
smiles like while it's looking out it's definitely a patient.
They're wearing patient outfit gear stuff. And then you continue
on your way out and whoad, give me one more
wisdom role as the five of you make it towards
the gardens. Eleven eleven. You notice one of the doctors
that's walking out there is Nano Junior, the mad scientist.
He's standing over one of the patients who's playing with
some flowers, like she appears to be digging up the
you know, planting some flowers, like making them look crazy
and stuff.
Speaker 4: I wonder if he got caught in his own trap.
Speaker 2: It's a poetic justice.
Speaker 3: So you saw him, and then what are you guys
gonna do?
Speaker 4: Well, I'm still a hill giant, so I'm gonna direct
some shit.
Speaker 2: Okay.
Speaker 3: So you walk to one of the containment walls and
go to town.
Speaker 4: Find something to bait on it with.
Speaker 3: Okay, all right, make a strength we'll make an attack.
Actually ten, ten, that'll hit. Yeah, how much with the
improved strength? Oh yeah, how much damage?
Speaker 4: Four?
Speaker 3: Four? Okay, So that busts out some of the stones.
You can tell there's the core of the stone where
the ruin is right there is a little firm still,
but you like cracking all the stuff around it.
Speaker 2: Eddie.
Speaker 3: After you see that happen, you kind of get the
feeling that if you cast a spell at the same
time that he hits it, you might be able to
fully disrupt it.
Speaker 2: I just happened to have to spell prepared since we
were coming to fight a wizard. Andy possibly, I'm going
to do that, all right. That's the ten on the cast.
Speaker 3: Seven to hit, you guys, hit, and how much damage
for this second one?
Speaker 4: Ten?
Speaker 3: Okay, that's more than enough damage. So yeah, you guys blasted.
And after a few moments, hundreds and hundreds of these
suspecters start to appear around and they're all looking at
You're just all of them staring at you. And then
one of the doctors, not Neano Junior, I'm just a
different doctor. She looks over at you, and she gets
the craziest glint of hatred in her eyes as all
of these specters can now see you, and the patient
specters all are grinning happily, and they start to fade
away into the ether, and this angry female doctor blitzes
forward at incredible speeds and slams directly into brag. You
get possessed by the spirit. It spins you around in
circles as it hits you, and you lose your bearings,
and yeah, that is what you see the rest of
you see a second doctor spirit that is gearing up
to come charging at one of you. But now you
guys will be able to act. And then you see
Meano Junior, who sees these other specters start starting to disappear.
He pulls out a blade and just starts going and
trying to cut into this with this phantom blade. He's
got like a magic energy. He's just like, so that's
what you guys, see, what do you want to do.
Speaker 2: I want to cast a spell on Ure and try
to knock that specter out of him. Okay, I don't
know if it'll work, but I'm gonna try that. Well, damn,
I've been loving at the spell and that's a ten
to the second there's a seven on the bs the
second time.
Speaker 3: A not well cit is literally the only oa I
was going to let that happen.
Speaker 4: Does that charge your finger of death?
Speaker 2: Yes?
Speaker 3: Yes, no using it?
Speaker 2: You were using I was using the wind spell. Yeah, yep,
yeah that's sair. You swapped it out. Yeah, but I knocked.
Speaker 3: The spector out right, Yeah, you knocked the spector clean out.
And for a brief moment, she becomes scaporeal.
Speaker 4: Oh yeah, I He'll giant stomp the fuck out of her.
Speaker 3: All right, make it go.
Speaker 2: Back, all right, jocker memory.
Speaker 3: Nine to hit nine hits yep, four damn.
Speaker 4: Four damage.
Speaker 3: That's not going to be enough to do it. But
that would be about half of her health. And what
are the rest of you do? That's o ragging? And Eddie.
Speaker 11: Telladira what's your as kind of ghosts on the the
damage I'm saying before I will Okay again, it's a thirteen.
Speaker 3: Thirteen okay, so double the damage. Yeah, handed deer, it's
your turn.
Speaker 9: Mm hmmm. Try she's like alive now kind.
Speaker 3: Of Yep, she's a physical entity, so.
Speaker 4: Moment she can get whooped.
Speaker 3: Okay, yikes, that too, roll it again.
Speaker 6: She tripped on her plight throw her.
Speaker 9: Okay, so ever been a five ahead the first time?
Speaker 2: Yeah?
Speaker 3: So that's a miss whiff right over. Yeah, so you
are going to charge in and take a full swing
with only the crip miss, I'm just gonna say, you
just flat out miss everything and you stumble as just
as you rot to hit her, she becomes incorporeal again
and your axe goes right through her and you stumble
to the ground, losing your balance. You missed me a bit,
And I guess Hobbs is going to use his axe
to swing at the one doctor that Nope, he's going
to draw his axe and move into a defensive position
wave with it. He's gonna wave it.
Speaker 2: He's going to try to reflect the sunlight of the
blade into their ax.
Speaker 3: And uh, now the bad guy's turn, so uh, the
incorporeal one that is that got injured, she's going to
reach up with an icy hand and grab oo rag.
Speaker 1: That is aim.
Speaker 3: That is a hit.
Speaker 4: I have a feeling this is going to completely bypass
m yep.
Speaker 3: It does, and that is six points of damage psychic yep.
And then the other one, the other regular doctor, he's
going to charge forward and try to inhabit inhabit Bill
and that is a three. So he zips towards you
and you dive out of the way just fine. And
then the doctor with the knife is going to move
toward Eddie and that is a hit for three points
of damage as it slashes at you with its magical
ghostly dagger thing.
Speaker 2: That also ignores armor.
Speaker 6: Yep.
Speaker 3: I mean, well, do you have major armour up?
Speaker 2: Yeah?
Speaker 3: Okay, so major armor it will not ignore physical armor
it will, but magic armor it will not. And it
is back to Eddie.
Speaker 2: I am going to magic missile the injured one.
Speaker 4: Okay, you gonna twin it.
Speaker 2: I can twin it. I'm using that one. Yeah, I'm
gonna imagine missile, the injured one, and the one that's
attacked Bill, not the one with the knife.
Speaker 3: Okay.
Speaker 2: It's a seven eight to hit hate to hit hits,
and then I will draw attention.
Speaker 3: Okay.
Speaker 2: So for the injured one, we're gonna do six damage okay,
and for the other one it's four.
Speaker 3: Okay. So the first, the injured one, she dies again again.
Three guys sures back to life, and then the one
that had that you hit for four hit points becomes
corporeal for a moment. Nice, and it is.
Speaker 4: Restern given the size of my strides. Can I make
it over to that one, yeah, fairly quickly, sweet stop
stop nine to hit hits?
Speaker 7: Come on, really, four four damage is enough to do it?
Speaker 10: Yeah?
Speaker 3: You only have those two only had a health. But
it's going to hit you back, okay for six points
of damage. And Bill, you're so bad he has a
giant crazy.
Speaker 6: It looks like it'd be easy to hit you. I'm
not double healing.
Speaker 2: Since the only one that bad time left isn't hurt.
Speaker 11: Thinking, I thought Rag just kind of got his ass beat.
But so Rag, you get the normal amount of damage,
but you also get healed.
Speaker 6: Twenty ish hip points.
Speaker 3: Twenty ish, twenty ish.
Speaker 9: I think he's fine.
Speaker 6: Yeah, I would say twenty, but I assume he can't
take that many.
Speaker 4: I was at half of my normal and that put
me back to the bull figure.
Speaker 3: Adiram, you gotta get up, so I gotta do something
to get up. No, you just have to stand up.
You just yeah, you could stand up to make barbarian.
Speaker 4: Move for that.
Speaker 3: I don't think so.
Speaker 6: Ty will kick thing from your backup.
Speaker 9: It's just the one doctor right m hm, one guy.
Speaker 3: Left right next to Eddie.
Speaker 6: Three rocks. Ad it'll work out great or a chunk
of the wall.
Speaker 9: No, I'm just gonna hit it if I can.
Speaker 3: Yeah, you can make your to it, stand up.
Speaker 9: And try to slice it. It's you said it's like
alive again.
Speaker 2: Now Nope, no, okay, that was the one.
Speaker 3: That's the one that just killed.
Speaker 9: Well turned ahead anyway.
Speaker 3: Okay, you slice right through it.
Speaker 9: Ummm, that's gonna kill it because.
Speaker 2: I have it so much.
Speaker 3: Nope, you don't actually hit it. It slices through it
as a ghosts. Yeah, you do no damage, so save
your double damage roll for later.
Speaker 9: Well, then I hit for nothing.
Speaker 12: Here your.
Speaker 3: And the Hobbs is also going to hit for nothing.
And uh now the bad guys turn again, the which
Eddie called attention to himself. So he is going to
try to possess Eddie and I rolled a gnat too,
Oh just the one.
Speaker 6: So Eddie possesses him.
Speaker 3: So he tries to possess Eddie, but for some reason
gets caught up in the magic armor and by touching
that met major armor to try and get to Edity,
Eddie fully becomes uh coforea okay, so he's physical.
Speaker 2: Now all right, it's my turn. Yep, I'm a pokem
in the eye. Okay, that's all I'm gonna do.
Speaker 4: No, not really, God.
Speaker 2: Three studios. I think I'm just gonna magic missle him again.
Speaker 6: The head not going the way I wanted to to
the head point blank.
Speaker 2: That is seven on the dice, okay, seven on the damage.
Speaker 3: Okay, oh wait, so.
Speaker 2: That's ten for the cast my bed okay or eleven
because that one gives me plus one two. I don't
twin it because I want to have one charge left
them there.
Speaker 3: Okay, but yeah seven image all right, that hurts him
quite a bit.
Speaker 2: No, that's not a ten, that's a seven total. Yeah,
I will put the attention.
Speaker 4: Who reg Okay, I'm going to some from the hill journey.
Speaker 7: Take a chunk of the broken wall and just throw
the piece of wall at it.
Speaker 3: Okay, BALI yep, eight to hit that hits you're all
out of wall. Five you okay, still got it? Oh
extra damage too, Yeah you had that.
Speaker 6: Yeah, you had this fall amount. I doubled the healing,
but you would still get Oh.
Speaker 3: Yeah, so two d.
Speaker 6: No, I didn't double Do.
Speaker 3: You get forty six?
Speaker 6: You get forty six?
Speaker 2: And you.
Speaker 6: Okay, Bill, how do you got hit?
Speaker 7: Right?
Speaker 2: We are only a little.
Speaker 11: And it was really amazing how you didn't get hit
even a little.
Speaker 6: Double healing.
Speaker 3: With nine. Oh no, okay, she's just fourteen.
Speaker 2: You just leave that healing under the coast.
Speaker 3: He sure did your turn.
Speaker 2: So my one hit point that you feel.
Speaker 3: And you have two six, I have a feeling ada
is about that. It's not I have a feeling idea.
It's going to take care of it, regardless of the
nine hit points you just gave back. To them maybe.
Speaker 9: Okay.
Speaker 2: Yeah.
Speaker 9: Also fourteen to hit Yeah, no, I'll hit it, all right, sir.
Plus we're those plus sixteen points of damn.
Speaker 3: That will do it. That will do it. He had
fourteen and sad. Sixteen takes care of a ghost crater.
Speaker 6: And no one even knows I healed him.
Speaker 2: Nope, he gets splattered with ghost cuts.
Speaker 3: Yeah, ectoplasm, He's slim.
Speaker 6: Alright, I feel funky.
Speaker 3: Nice jump guys. Brother, he freed all the trapped spirits
and killed the mania doctor. Oh yeah, all right, so
head toward Cadrin.
Speaker 2: Yeah.
Speaker 4: I think we're Yeah, I think we've done enough damage here.
Speaker 11: I'm so sad he failed every one of the roles
to possess you guys. It was one of the few
times I would ever have to be able to use
the fourth thing that my Thing does, which is to
just fix.
Speaker 6: Your brain when you have a problem.
Speaker 11: I have a special because it didn't work. Yeah, but
it was gone by the time I got there.
Speaker 3: Yeah, I had some cool stuff set up for possession.
Speaker 11: I had one of the there's four things my Thing does.
Two of them never get used. One of them is
just shake your head clear of an enchantment.
Speaker 3: You used it on the cannibalism.
Speaker 11: Yeah, yeah, I cure cannibalism.
Speaker 4: Yeah, because there's that curse. Remember that.
Speaker 3: I remember.
Speaker 11: When Loki sucked us into the other realm and I
was like, nah.
Speaker 3: All right, So you guys head out of the Neo's
asylum and you head down this mountain. Like I said,
it's a very sheer drop that goes toward Cadron and
it's heavily forested. So you were able to successfully make
your way down there without drawing the attention to Magnus
Devlin or his fireballs. You make it to the keep.
I sent you guys a picture of the keep, and
for those who are listening, you can find this picture
this week in our discord. But you have the front
entrance to the keep, which you guys completely ignored, which
had all of the traps were not traps, but like
all of the defenses and all of the areas where
Magnus could have been hurling fireballs at you. But as
you can see, there is one stairwell that leads down
to like the servants entrance in the back of the
of the tower of the Keep that you guys have
access to.
Speaker 4: We're creeping in the back door we're.
Speaker 3: Creeping in the back door, So anything you guys want
to decide to do before you go that way, or
just going to rush right to the back door and
do it quickly so you're not seen.
Speaker 4: So our objective here isn't necessarily to take out Magnus Devlin.
Speaker 9: We just want his sucks.
Speaker 2: We just want we just.
Speaker 4: Need to do a panty raid basically on his complex.
Speaker 3: Panties are socks to you? Are you using socks for
the same thing? And I use socks for.
Speaker 4: Chili Peppers Revenge of the Nerds, same concept.
Speaker 3: We just have to socks.
Speaker 11: I would like to point out that we're doing quite
a bit of work to a piece of man who
lets something eat its way through my stomach.
Speaker 4: Isn't that how he cured me?
Speaker 11: Is he put something on me and.
Speaker 3: It chewed into me?
Speaker 2: Yeah?
Speaker 6: Yeah, and I still have laser eyes.
Speaker 3: You wanted to keep the laser eyes.
Speaker 11: I did, but that's not the point right now, And
they didn't remember it.
Speaker 3: You just wanted to stop shitting yourself.
Speaker 6: It's true back and yeah, not that you know of.
Speaker 2: Oh that's true. That's best help with that.
Speaker 11: Probably every outfit I roll has a funnel in the back,
just a two about the pant leg.
Speaker 6: And just shake it loose as you go.
Speaker 3: Jesus Christ, you're welcome. What are we doing?
Speaker 2: Oh well, I could make two of us invisible. I
have one last twin spell left here.
Speaker 4: I can probably turn into something stealthy.
Speaker 2: This is a leave two of us. I think we
should just hurry. We'll try to be as Hobbs is
already stealthy. Hobbs is pretty stealthy.
Speaker 13: I don't, I don't, And then I guess I probably
won't eat a twin spell any other time. Yeah, I'll
turn me and I don't know Adra or Bill, which
one of you wants to be invisible?
Speaker 6: I kind of thing.
Speaker 11: Turn a Deira invisible because I might be able to
distract him by talking for sure, because I can't. I'm
gonna wait till he turns her invisible, and then I'm
gonna throw a flower on it.
Speaker 2: So I'm on a twin spell turn me into You're invisible?
Okay fourteen? And then I'm gonna put that wand away
because it is out of charge.
Speaker 4: Just now, Dice, are hotka?
Speaker 2: Get that ride back up? They really are.
Speaker 6: I'm gonna smoke a cigarette before we go.
Speaker 2: I'm a hite one before we go in.
Speaker 4: All the fire balls.
Speaker 3: He's not gonna smell the smoke, all right, So what
are you shape shifting into? Probably go cat mode and
that is thirteen for hobbs to go stealth.
Speaker 4: It's a nine for the shape shift.
Speaker 3: Okay, so one move plus you're d four s okay,
so five moves.
Speaker 2: Ok Yeah, try to be sneaky.
Speaker 9: Secure those damn symbols.
Speaker 3: Every step which make your stealth for all.
Speaker 11: It's stuck sterity, right, yep, I'm sure it's not charisma.
Speaker 9: Big dumb and.
Speaker 3: Okay.
Speaker 6: Seven. So you guys all Russian, fools Russian.
Speaker 9: That's the song mm.
Speaker 6: Ving this episode, fools Russians.
Speaker 4: So is that a yes, we're going We're not that
tactical ship.
Speaker 3: Yeah, so you guys, you guys all Russian. Everybody does
really well except for Bill. But you get to the
servants entrance in the back way in without notice or
without a parent notice. You guys don't know that anyone
has noticed.
Speaker 2: You without a big fireball coming out of the tower.
Speaker 3: Yeah, you are not incinerated, so that's a plus. It
is a plus.
Speaker 4: So far, so good.
Speaker 3: Yeah, we're in going first, I'll go first. Okay, so
you open the door.
Speaker 2: I'll open it for him scause he's a cat.
Speaker 3: Oh yeah, he is a cat el thumbs.
Speaker 2: I'll open the door.
Speaker 3: Okay, So you open the door. The trap triggers. Everyone
needs to make a constitution save of ten.
Speaker 2: I refuse.
Speaker 6: I only make constitution saves of eleven.
Speaker 2: I only make him up five.
Speaker 3: Fourteen ooh ten eleven on the dice for hobbs ten damn. Okay,
all right, so everybody but Eddie who opened the door.
So that's so you take the brunt of this and
this is a curse trap. So the trap springs and
it shoots this dusty, awful substance at you, and you
inhale it, and the curse fills your lungs, and for
the next two days you cough once every sixty seconds,
a horrmale, wheezing hack of a cough, wet and fleming
gave and and when you breathe, you get that little
raspy feeling in your throat like you need to clear
your throat, like that flemy feeling, but you can never
get it out of there.
Speaker 9: I'll tell you that's really fucking annoying. Curse.
Speaker 3: Curse not magic, so stealth my be a little bit
more difficult. Thank you for that.
Speaker 11: Mike's clipping that for the next three episodes just randomly inserted.
Speaker 3: Every six seconds.
Speaker 9: So let's check this out as long as possible.
Speaker 2: Uh remember how our first nine episodes only encompassed to day.
Speaker 9: Yeah the cafeteria.
Speaker 3: Free trips to the cafeteria, Yeah.
Speaker 2: All right, well, oh yeah, to go in there and
take a look.
Speaker 8: Yeah, with the cough, ddiehaled.
Speaker 4: Something tug in and start snipping around. See pick up
a scent.
Speaker 3: Yeah, you do get a scent. Actually, the scent is good.
You can smell some fresh bread, bread baking, maybe a stew.
Smells like potatoes and scallions, and they.
Speaker 9: Maybe some fish about scruper What about.
Speaker 2: Like old people's spell or waffles?
Speaker 9: I mean not.
Speaker 3: The smell of the food is overpowering anything else.
Speaker 4: Well, I know where the kitchen is.
Speaker 9: Guys, good, I need a sandwich.
Speaker 3: So you follow through the servants tunnel, which takes you
through the back hallway. It's a tight tunnel, but it's
really designed for two servants to be next to each
other and that's about it, and everybody else to be
able to do their thing and it does pop you
right out into the kitchen. The kitchen does not appear
to have a lot of food here. But there is
one big pot, just a cook in on coals of
some kind of stew, and there is a fresh loaf
of bread uncooked, and about those same holes.
Speaker 11: But does the kitchen look like it's regularly used then,
like people are in and out often.
Speaker 3: I wouldn't say. I mean it looks like it is
regularly used for one or two specific sections, and then
the rest of it's like dishes and stuff is all
poled up and.
Speaker 4: Just a magic stew that never diminishes.
Speaker 3: Then they go, is it.
Speaker 2: All right?
Speaker 4: Wait?
Speaker 6: Wait, wait, let's let's get it first. In case you
cough on it, we'll.
Speaker 2: Just be contaminated forever.
Speaker 4: Did you try some stew, eddie and clear your throat?
Speaker 6: Yeah, I'm going to grab a bull of stew.
Speaker 3: Okay, you grab a bowl of stew, you eat it?
Are you missing any hit points?
Speaker 2: You are now.
Speaker 3: Weird one a bit, make a roll.
Speaker 2: I also eat some stew, but also was not missing
hit points. All right, heeled my hit point I was missing.
Speaker 6: I sure did.
Speaker 3: And then some yeah, anybody else, everybody's eating.
Speaker 9: Stew it's pretty good.
Speaker 2: Steve could use some mayonnaise, some mannaise.
Speaker 3: Hobbs will eat it.
Speaker 9: I must stay away from the kitchen food. I eat
a hot pocket.
Speaker 3: It's fair, okay.
Speaker 9: Just in case, Wait, Eddie and Billy.
Speaker 4: The stew do just seems like it's gone down.
Speaker 3: Hey, yeah, everybody, everybody that's seen the stew.
Speaker 2: Is fine, silicious steal. All right, let's move on from
the kitchen.
Speaker 14: Let's uh yeah, okay, So you moved through the rest
of the kitchen, Like I said, A lot of it's
covered in dust and filt and grime, except the areas
that are primarily used for cooking the stew and bread.
Speaker 3: Attached to the kitchen is a feast hall, and there
are no lights in the feast hall.
Speaker 2: I'm gonna cast light.
Speaker 9: Okay, trying to be stealthy, and you're gonna light up
an entire room.
Speaker 2: I mean, I keep coffee. I don't think. I don't
think Stelsey option anymore. You got in without getting immolated.
Speaker 6: You're invisible anyway. Light doesn't help see you.
Speaker 2: Yeah, I'll cast it by myself. I'm just cast light
on a spoon or something and toss it in there.
Eight So I will forget that spell.
Speaker 3: Okay, cast lights, toss it in there to light up
the chamber, and you see, hanging from the ceiling of
the fall are these two weird looking wooden catapult trigger
things that seem to like to see. They almost seem
like they're clockwork, but they're made of wood, not actual
not metal gears like wooden clockwork gears, and they're painted
gray to kind of match the ceiling of the stone
ceiling of the feast all but you can see them
up there and they are just kind of spinning around
slowly in circles. Yeah, and here's a good place to
take a break.
Speaker 12: This concludes this episode of a fools Quest, and join
us next time for more fun and daring adventure. Thank
you for listening, and don't forget to like, subscribe, review,
and comment on your favorite platform to listen to a
fools Quest.
Speaker 3: You guys want to hear it real quick about what
would have happened after you got possessed? Yes, yeah, so
the reason when it possessed you recording, I'm recording. The
reason that it spun you around, Mike, when it possessed
you is because everything everyone was going to become a
Specter to you, uh, and they were all going to
attack you, and you if you defended yourself or attacked,
I was going to make you do that. I was
going to roll a D six one and see which
one of your allies or possibly the bad guy you hit.
So the idea was, and then if they wanted to
get the uh the ghost of this out of you,
they needed to take you down to half health. And
they never had to fully kill you, but they always
had to take you down to half health. And while
the Specter was inside you, you took two damage every turn.
So the idea was, if they kicked it out of
you and it repossessed you, they'd have to get half
your health again. Meanwhile, you're taking two damage every round.
So it was supposed to be a challenging fight for
you people with insane amounts of armor, But then you
just gave me counter spelled it and then yeah, oh,
and the only way to make them physical was to
hit them with a magic attack of some sort, so
which really, yeah, that he's the only one that does.
Speaker 6: And then twined it.
Speaker 3: Yeah, yeah, that fight did not go nearly like I thought.
Speaker 11: You were the only one that had the possibility of
making the corporeal, and you did two in one turn
without knowing, and then the third one in the same turn.
Speaker 6: I guess because he hit you and bounced up your Yeah.
Speaker 4: Yeah, you bounced up your major armor. Yeah.
Speaker 3: It was a crit fail. Yeah, it was just very disappointing, Tony.
Fix your thing.