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