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.
Speaker 4: 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, yeah, they were still
chilling and crossing, and they decided to do a shopping episode.
So they met with Wrigley, the half orc contact of
Leopard skinnerd who helped them get a boat. They actually
bought two boats that they that they got from him
like oversized rafts. Really like one was an oversized raft
that's they're just gonna haul Bill's car on and that
that one is the after birth.
Speaker 1: And then.
Speaker 4: And then it's spelled b e r t h.
Speaker 3: It is spelled e r t h. Actually yeah, uhh, yep,
and uh yeah. And then and then they got like
a full not a full sized boat, but like a
bigger raft with actual sides and rooms and in a
cabin and stuff so that they're gonna they're gonna have
and they can fit another car on there which have
the place the place of power for any After they
did that, they decided to go to the general store
get some items for their trip, for things that they're
gonna need out in the swamp. Spent just oodles of
a deer's money without her. It's all of our money,
it's all their money, yes.
Speaker 2: The first strings usually yep.
Speaker 3: And then they decided to head on down into what
they learned is now the pyramid, which is, you know,
an upside down pyramid that goes into the ground, and
there are monsters down there, a few cavens down there,
but it's pretty secure as far as keeping the water
out for the most part. They do know that there
is water trickling in from places where there have been cavens,
so they need to look out for that. And ure's
a giant salamander and Bill is wearing a T shirt
that's three sizes too small and has a picture of
a pink salamander on it.
Speaker 4: That's because I'm a goddamn rock star.
Speaker 5: He's my biggest ban mm hmmm.
Speaker 4: I prefer to think that you've changed the pink.
Speaker 2: Salamander Earworm Gym.
Speaker 5: Dude, you're wearing that.
Speaker 2: Oh no, Jim's been turned into a blind cave salamander.
Speaker 4: You're what.
Speaker 3: It was a weird game that was a weird game,
but it was a fun game that was like real
addicting to play.
Speaker 2: Yeah, Earthworm Gym. Oh yeah, Gym two had the salamander,
the cave salamentar level.
Speaker 4: I remember seeing those games. I don't think I ever
played him.
Speaker 2: M hm.
Speaker 3: I wonder how they hold up.
Speaker 4: That's it's a scary question. Yeah, I think they do okay.
Speaker 3: Every I mean most Nintendo games held up pretty well. Like, yeah,
there wasn't a lot you could put in it to
make it. Yeah, as long as you're okay with ship
graphics and not being able to save your game at
all anywhere.
Speaker 2: Actually, I think Earthworm Gym is one of the ones
you could save, even because it's super Nintendo. Of those
cartage as you could.
Speaker 3: Right now. So they made it back down to the
speakeasy and they're standing in front of the speakeasy door
ready to enter. But before they go in, I don't
know if you guys have a plan for getting down
into the basement or what you're looking to.
Speaker 4: Do instead of trying to figure out if the bartender
is friendly with warlocks.
Speaker 2: Yeah, I feel like, you know, if it turns out
they're friendly with warlocks, we could pose as as as
as warlocks and just get, you know, an invitation, like
but otherwise we might have to do some sneaky stuff.
Speaker 4: I have an idea.
Speaker 3: I'm gonna open the.
Speaker 2: Door, okay, then we go.
Speaker 5: I'll slitherin, all right.
Speaker 3: If you slither in and you see the bartenderists uh
standing there, and she's like, oh, hey, welcome back, y'all.
How you doing, sweetie?
Speaker 2: Hey? Just fine?
Speaker 3: Yep? Tell me ka good good? Well, I see you
guys are right back to it, Ready for another round drinks?
Speaker 2: Yeah? Yeah, another another bucket? I suppose?
Speaker 3: Did I see you brought your own buckets? What's what
was in those?
Speaker 4: Oh?
Speaker 2: Yeah, I was just practicing that spell.
Speaker 3: Oh how's it working out for you?
Speaker 2: Work? Good?
Speaker 4: Huh?
Speaker 3: That's good now.
Speaker 2: Yeah, all right, well.
Speaker 3: Sweetie, bring them on over here. I'll fill them up.
Speaker 2: Excellent.
Speaker 3: What would you like?
Speaker 2: Uh yeah, it just more meat? That's fine.
Speaker 3: How can I just meat?
Speaker 2: Yeah?
Speaker 3: What about the rest of y'all?
Speaker 4: I would like a champagne and juice.
Speaker 3: Champagne and juice. What kind of juice would you like? Hunt?
Plump juice? Are you a little a little caught up
in the inside.
Speaker 2: Need some help raising juice?
Speaker 3: You need to need to clear out those innards.
Speaker 4: Listen, I don't keep this figure without plumb juice.
Speaker 3: I can tell your figures pretty something.
Speaker 4: That well, thank you. I've been trying to show it
up with The shirt.
Speaker 3: Doesn't leave a lot to the imagination, does it.
Speaker 4: I would hope not.
Speaker 5: Nipples would tearing holes in it?
Speaker 3: And how about you, my salamander friend.
Speaker 4: I'm gonna bring up my tiny, my tiny cymbals and
cover my nipples.
Speaker 3: Yeah, I just put there what mixed together?
Speaker 5: Combine it together?
Speaker 3: Awesome? We here it is that, I got you all
squared away. I'll be I'll be the gold now.
Speaker 2: Oh yeah, yeah, the gold.
Speaker 4: Just like last time. I I do want to well,
I want to be Frank with you.
Speaker 3: Hello, Frank.
Speaker 4: That's mister frank. I'm gonna speak frankly with her and
just say, listen, are you are you working with those warlocks?
Have the calling sympole down below?
Speaker 3: She has to answer honestly.
Speaker 4: Then she can ask me a question. He're trying to
Why do you want to them?
Speaker 3: She says, well, yes, I do have an agreement with them.
Speaker 2: I am going to cast light as an illusioned spell.
That's the twelfth.
Speaker 3: As an illusion spell.
Speaker 2: She knows I can conjured booze. Yeah. All right.
Speaker 3: So she's like, oh, y'all one of them? Are you
a warlock?
Speaker 2: I just got a shrug.
Speaker 3: All right? Well are you are you going to join
up with the Conclave? She asked to bill As her question.
Speaker 4: Back, well, see we were You have to answer honestly, Oh, yeah,
we do have miss Well, are we going to join
up with the conclict? We're going to see them. Yeah,
we're not joining up with them necessarily.
Speaker 2: I have.
Speaker 4: I have some reservations that I need to have them
at first.
Speaker 3: Hmmm. I didn't know they took reservations.
Speaker 4: Oh, they'll take it out how they can get it
all right? Have you seen me in this shirt I have?
Speaker 3: You're really pulling it off. At least someone off to you.
Speaker 4: It's harder than you think. I've tried.
Speaker 3: It looks real, all right, hun will if you all
need access, I guess now as good as time as
any before the bar stops filling up.
Speaker 2: Cool, All right, we're gonna we're gonna head on down
and see about. Is there anyone we should talk to
you down there? Got any names for us or anything?
Speaker 3: Well, there's Becca.
Speaker 2: Becca.
Speaker 3: She a dwarf she is. How do you know? Becca?
You just sounded shot salamander talking to meld be worse.
Speaker 4: Could be a sting lass window.
Speaker 3: Yes, I don't know what that means.
Speaker 4: I'm not supposed to.
Speaker 3: But his teeth are a little creepy.
Speaker 4: That's true. That listens get real lique. He used to
have a skin tag. So just it was like a
whole cape.
Speaker 2: It was.
Speaker 3: And I don't know what that means either.
Speaker 4: It means literally what I said.
Speaker 3: I'm gonna summon my own drink. She needs a drink, now,
summons herself a shot takes it?
Speaker 5: All right? Well, I'm gonna make for the trap tour.
Speaker 2: Yeah, yeah, we'll head on down there, I suppose.
Speaker 3: All right, So you all head on down by juice
with me. I'll go first and salamander mode. Yeah, all right,
so you can just climb down the little wall. Ye
don't even need the steps. Who's after him? I'll go next,
all right, make a dexterity save. As you get near
the bottom of the no well, you go to step
where there ought to be a wrong and the ladder
was weekend from him ripping it off the wall.
Speaker 4: That was the.
Speaker 3: The compromise we made. He made the wall weak. So
you rip half the ladder off and fall to the
ground and laps, so it doesn't feel good and you're
gonna take three points of embarrassment damage.
Speaker 4: Oh before I climbed on the water to turn around
real quick.
Speaker 3: Here's you're here.
Speaker 4: I'm talking.
Speaker 5: I got him, would.
Speaker 4: Just go real quick? Uh do you know where Beck's from?
Speaker 2: Oh?
Speaker 3: Yeah, I don't know where beck is from?
Speaker 4: Actually, she she hasn't been here long ago right.
Speaker 3: Now, she's only been here for the last two months
or so that I've seen her. She comes don't know
where she came from last time, thank you. She's not
the first warlock i've but you know, she's nice enough.
She's good people.
Speaker 4: That's good. Yeah, yeah, I can understand. Not wanting to
ask questions. I just I like to cover my bases.
I like to know if we know the same people.
You know what I mean?
Speaker 3: Right, you can ask her when you talk to her.
Speaker 4: Well, well, thank you so much. And then I'm gonna
start climbing down the ladder.
Speaker 3: Still carrying my juice. All right, care make your deck
check because the ladders half gone.
Speaker 2: Now, laying there on the ground, still catching my breath.
Speaker 4: All right, I'm gonna need this three better than the
last roll.
Speaker 3: Yeah, eleven, all right, eleven. So you get down. You
can feel where the ladder broke away from the wall,
and you're in all right distance that you can shoot
me on down as far as you can hang and
then drop easily and land on your feet with a plume,
without spilling a drink.
Speaker 4: Stuck the landing, try to land them on the trie
and go the ladder.
Speaker 2: Well, I would dust myself off. And uh, I mean
I still got the light, so you know.
Speaker 5: Hould that up, salamander, see the dark?
Speaker 2: It's light now?
Speaker 3: Oh do bacon do the thing fair?
Speaker 5: So we're here, so it gets heard the south take
two gloves, two rights, one.
Speaker 2: Of the left.
Speaker 5: That was to get to the speaking you're just gonna
call it back up.
Speaker 2: Yeah, you you just push this button, this, this this
symbol that we're here in a lights Yeah, touch it
as I'm saying that, and I assume it lights up. Yep,
it lights up, all right, cast the spell magic? Not
this time?
Speaker 3: Okay, So it lights up and you all sit there
and wait for a minute, or do you do anything
while she's on her way?
Speaker 2: You just wait for her to arrive. I think we
just wait.
Speaker 5: I'll scamper into a shadier section.
Speaker 3: Okay, so you can.
Speaker 2: You can submerging the channel and.
Speaker 3: Yeah, well he's pretty sort and it's yeah, he's.
Speaker 5: I'm a slementer to the size of this chest.
Speaker 2: Here's an alligator.
Speaker 4: Yeah, pretty much, but adam all.
Speaker 3: Right, So you slither off down. So the the tunnel
is a kind of a tea right, So where you
come down from the ladder, there's the cave in a
few steps behind you. And then if you go down
this one hallway, the one direction you can go it
teas off left and right. From the left is where
the dwarf came last time. So from the to the
right is probably where Rag would go to sneak and hide.
After a few minutes, a dwarf woman comes a long
and she's got a torch and she's drudging through the
water and she's like, there'll be someone here now, otherwise
I'm going to be really angry about it. Turns the corner.
She's like, oh, oh, well going back. Holy shit, I
haven't seen you in years. I'm real sorry, but I
forgot your name. I must have.
Speaker 4: Oh I'm muddy.
Speaker 3: Hey this is my friend Bill.
Speaker 2: Yeah, I'm Bill Morelock.
Speaker 3: You guys are doing real well with this spy stuff
we're using as true, you are using code names. That's
a salamander, dear, Hi, this isn't going to confuse the listeners. Well, well, Bill,
that's nice to me. Who who signaled? Are you all?
Speaker 2: Oh? Wait?
Speaker 3: Does she see the salamander you went and hit, didn't you?
Speaker 5: Yeah? That was that was hidden all right?
Speaker 3: So the two of you are necromancers? Oh well, Bill,
here is I'm a.
Speaker 2: I mean, I'm not a necromancer just because I know
a necromancy spell.
Speaker 3: No, you know that stuff all gets confusing me. Well,
I mean I'm from the necromancy.
Speaker 2: See, I'm from a little originally.
Speaker 3: So I just assumed if you recognize me, then you're
probably also from the Necroman nation. Rights.
Speaker 2: Yeah, Eddie, I'm bail and I don't travel very often.
Speaker 4: You know, I've just been Listen, I've met with I
met with warlocks in all the different nations because I've
really been trying to get a pack to my own.
That's where Ednie, That's what everyone.
Speaker 3: Calls me Eddie, because I've just been trying.
Speaker 4: To become a warlock for so long.
Speaker 3: It just really doesn't rain about.
Speaker 2: Some people call him confident Eddie.
Speaker 4: I've heard, I've heard, I've heard those. I've heard quite
a people say that. I'm very for that. So I
don't help the.
Speaker 2: Well, don't let him be humbling. That guy's got his
own manner.
Speaker 3: So so Bill man something you you can you're a warlock,
you can cast multiple schools. Then yes, that's what I understand. Okay,
but Eddie, you cannot. You're just a traveler.
Speaker 4: Well not yet.
Speaker 2: Well, he's helping me out because Eddie and I are
dear friends, and he's so well connected. I mean, he
knew you, he knew to come to you.
Speaker 5: I do that.
Speaker 2: I don't get lynched.
Speaker 4: I see, I do know a lot of people. I've
been all over the world and taking pity on me.
Speaker 3: Henry Ward, Well I guess I'll take pity on you
as well. Do you mind showing me to separate schools
of magic?
Speaker 2: Yeah?
Speaker 3: I mean I got the light here right, well, but
that doesn't mean you cast that. I'd like to see
you cast two spells to magic, please.
Speaker 2: Okay, So I'll put the light out and then i'll
cast that again. Okay, that's an eight. So I will
take the minus one ongoing okay, and then I will
see what else I have prepared right now, because.
Speaker 3: I don't recall fireball.
Speaker 2: Cast a spell magic on her room, I will cast
or just pretend to summon salamander and.
Speaker 3: O, hi, your giant lizard.
Speaker 2: I'll cast Tenser's disc. That's a that's a conjuration. I
think your evocation it's one of those.
Speaker 3: I think it's conjuration.
Speaker 2: And that's thirteen.
Speaker 3: Okay, twelve, wonderful. Thank you for doing that.
Speaker 2: That you do the same please? Yeah?
Speaker 3: Absolutely, everybody just rubbed it. So she creates a little
ball of electricity in her hand for one thing, and
then for the other she begins to fly oom.
Speaker 2: That electricity is that is that evocation?
Speaker 3: It is evocation. Yeah, it's impressive.
Speaker 2: I don't know hardly any evcatient spells really, yeah. Yeah,
I had a chance to learn many. Mostly there's any
some conjuration so far.
Speaker 3: Oh well, this one was one of the early ones
that I got through my patron, So it's good.
Speaker 2: Yeah.
Speaker 3: Well, if you'll follow me, I'll take you to uh
where we kind of bring the new recruits.
Speaker 2: Excellent.
Speaker 3: Yes, So she starts leading back down the tunnel. She
leads you guys a good way and takes you to
another stairwell. This isn't like a ladder that's going down.
This is actually a stairwell that descends. And so she
descends a little ways toward this big open space that's
down there, and it's pretty well lit. Lots of candles,
lots of torches, sconces, a couple of mage lights, all
sorts of different things, and in it everywhere there's a
couple stock piles of like treasure and gold that are
in there. It's all just kind of jumbled together in
a big mix. Though it's not really like set aside.
It's almost like they just use it as a type
of resource, right, like like a big pile of clothes, right,
that they can pick when they need. But in the
middle of the room, the things that are really well
lit are all maps, and they all appear to be
magic enchanted of some sort.
Speaker 2: I want to go take a look at those, Okay.
Speaker 3: So each map that you see is a map of
one of the nations, one of the eight nations, and
you can see on there there are weather patterns that
are like moving across the different countries. There are like
certain maps appear to be darker, and there appear to
be like lights and torches and stuff or you know,
not torch, but like fires and stuff that you can see.
So it looks like it might be nighttime in those
nations and people are moving about. So these seem to
be kind of like interactive maps of what's going on
in the.
Speaker 5: World, interesting a satellite view in real time.
Speaker 2: M Spippy.
Speaker 3: This is our control room. It's where we are able
to keep an eye on what's going on in the
nations and make sure that we are keeping our warlocks
in a safe space. Most of our warlocks here are
carrying some kind of magical tracker. They do this on
their own. We don't require it. But if you look
at the map and she points to one in the
Necromancy nation, and she's like, see this right here, this
specific necromancer, this pin right there, that's moving. They are
on a ship right now, traveling across the sands. So
that's this is what I do with most of my time,
and we bring people in kind of vet them out.
Speaker 2: Let see see m So I've been here in rumors
about some sort of conclave here in the Conjuration nation.
What's what's the what's the deal with that?
Speaker 3: The conclave is a place where our warlocks not only
get together and commune with one another and get to
know each other and provide support for each other, but
it also gives them a vote into what we warlocks
will do and how we engage in the world. For
the most part, with our patron, or for most of us,
we have one specific patron deity that we work with.
Some have other deities that they work with for patrons,
but the power the majority of us has comes from
a deity or at least a divine creature that's here
in Euphray. And to be able to get that vote,
you're going to have to go through the trials, And
we don't recommend a new warlock through the trials. Yet
it's just it's a lot, it's real dangerous. I'm not
sure that you would be ready for it. I would
hate for something bad to happen to you just because
you wanted to try it.
Speaker 2: I mean, what it's called the trial. You're supposed to
try it in the name.
Speaker 3: Yeah, But normally we have people prepare for the trials
before we send them to it. You know, you sometimes
could take a couple of years of training and combat mastery.
Speaker 2: And do I look like the tape who has ever
trained a couple of years for anything in my life?
Speaker 3: No?
Speaker 2: Don't?
Speaker 4: He did. He did drain six months for the hot
dog eating competition. I hate that hot dog, the daisy Glizzy.
Speaker 2: I hate that hot dog.
Speaker 3: He placed a second, just that one hot dog, the
big one. Yeah, oh wow, that's pretty important quarter pound
glizzy hot dog. Yeah, it sounds fabulous. I would never
eat that.
Speaker 2: What's the trials?
Speaker 5: Though?
Speaker 2: You said that's dangerous? What is that? What does it?
What does that entail?
Speaker 3: Well, so there's some riddles and there's some fighting, but
ultimately you have to get through a lower part of
the pyramid here and you get to what we call
a portal room. That portal room will take you to
where the deity is as it stands right now. He
can call a conclave and summon pretty much any of
them back to their place of power. Each person in
the conclave gets a section of area in his dwelling,
in his domain that he gives them as a place
of power to be able to return to should they choose.
That's the first gift he gives you, as your sworn patron,
the ability to transport to your place of power within
his domain. Evin, we already got one. A.
Speaker 2: I don't think it sounds that. I don't think it
sounds that dangerous.
Speaker 3: The creatures that you fight are very dangerous. Hmm.
Speaker 5: The one I wanted. Do we get to go as
a group.
Speaker 3: You can go as a group. If you choose, then
you're all putting your lives at risk. And there's if
you go and you fail this and you die, there's
not even someone who's going to recover your body. Once
you go through the trials, you typically don't want to
go back through that area again. You won't need to.
He gives you a place of power that you can
just call yourself to.
Speaker 4: Well, I'm I'm a coward, so I don't want to.
But Bill is very daring and brave, and so I'm
sure he'll convince me to do this.
Speaker 2: I think I think we should. I think I think
we would like to attempt these trials.
Speaker 3: See Becca, I strongly advise against it, but if you
choose to, I'm going to give you one more out.
I don't think you should. I think this is very
deadly and it's nice to have a new warlock. We
haven't seen one in quite some time, spend months since
the new recruit. We know that alarm did go off yesterday,
which is just bizarre. If you stay here with me,
we can work on your training. You can keep an
eye on the map, see what's going on. We can
focus on really developing your combat skills.
Speaker 2: I mean, my combat skills are pretty good.
Speaker 3: You can make a disc in the air.
Speaker 2: And that's not all I can do.
Speaker 3: Oh, I guess that's good.
Speaker 2: Just what I showed you, all right.
Speaker 3: That's fair. Didn't mean to sound judgementale. I'm just worried
about your well being.
Speaker 2: I can appreciate that. It's very nice to me. Would
we be able to stay here and rest a little while? Sure,
and we've had a long morning, already, but you know,
before the trial, I do want to check out these
maps because they're very interesting. This one's the Conjuration nation here, yeah,
and look at that. Does it show where their armies are?
Those conjured armies I heard up in the northeast and
the southwest here right?
Speaker 3: Yeah? Absolutely, you can see the armies right here, and
she indicates right across the border, especially at the point
like near where the Dairy coast ends.
Speaker 2: So yeah, they seem pretty concentrated at those two spots.
Speaker 3: But are you here to help with the war efforts?
Help us?
Speaker 4: Not?
Speaker 3: The conjurors.
Speaker 2: Uh, we don't even know what the war efforts are about,
because like they're not really at war, right what's going on?
We're just trying to figure out the political landscape as
it were.
Speaker 3: Well, part of what's happened since the Conjurors have amassed
their armies, we believe they were actually going to attack
the transmutation nation. We thought that they were going to
invade Cheddar and move right in and take over. So
it was decided that the first real action that the
Conclave would take and hundreds of years outside of just
hiding and surviving, was to cause some disruption on the
inside of the conjuration nation. The disruptions that we've caused
has been smaller attacks, small cells of warlocks attacking and
creating chaos, but it's enough to make the conjurors hesitate
and not move into the transmutation nation. We're giving the
transmuters some time to prepare their defenses, should they have some,
because once chatterfalls, the whole southern half of the transmutation
nation is going to fall all the way almost up
to Tevere.
Speaker 5: Yeah.
Speaker 2: Yeah, that makes sense, and it's I can see why
you why you choose the gorilla route with with warlock numbers.
So feel.
Speaker 3: I'm glad you can see our strategy.
Speaker 2: Yeah, it makes a lot of sense. Well, I'm gonna
go and meditate for a little while or whatever. I'll
be back in a few and we can we can
get this trial.
Speaker 3: You know, you don't have to be so vague with me.
If you need to talk with your patron and ask
for guidance, that's fine.
Speaker 2: Yeah, yeah, I'm gonna ask for guidance.
Speaker 3: Okay, Well, I'll leave you to it. I can take
you to my prayer room if you'd like.
Speaker 2: Yeah, that'd be perfect.
Speaker 3: Good it's got scented candles. I've got lavender and vanilla
and black licorice all mixed together. It's a swirl candle.
Speaker 2: Perfect. I'm going to adjust my spells.
Speaker 3: She drops you off to let you do that, shows
you the room, and then she goes back and she
starts getting to work on just random stuff. Our heroes
will return after these messages. Hey there, it's Nico again.
If you'd like to skip the ads next time, as
well as support our show, you should check out our Patreon.
All levels get ad free listening where you get to
skip all the commercials, and then there are a bunch
of other features depending on what tier you go with.
Check out the link at www dot afools quest dot com.
And now that the commercials are out of the way,
it's time to dive back into the foolishness. She drops
you off to let you do that, shows you to
the room, and then she goes back and she starts
getting to work on just random stuff.
Speaker 5: Now she's not the only one around here, is she.
Speaker 3: She's the only warlock you've seen. She seems to be
the only person working in this room.
Speaker 5: But there are other people around.
Speaker 3: You haven't seen anyone else. Okay, she's coming down here.
Speaker 5: Okay, Well, well he's playing around with his spells. I'm
gonna kind of wander around Salamander and see what I
can see, Okay, kind of scoop things out.
Speaker 3: Yeah, what's that role for that one? The search an
Area discerned reality? Yeah, not twelve, not twelve okay, damn.
All right, So you do find all the shit. You
do find some like doors that are pressed into the wall.
They're almost like hidden doors, but you're able to spot
them out. There are two of them that go east
and one that goes north, and then there's one open
door that goes south. Okay, so the open one is
obviously not hidden, but the two to the east and
the one of the north look like hidden things. Oh
and the door to the west is the one you
guys came in through.
Speaker 5: Okay, we came in from the west.
Speaker 3: Yeah, I should have mentioned that one, but you obviously
know about that one.
Speaker 4: Okay.
Speaker 5: This is all leading off from that map room yep. Okay,
and the room that Bill is in mm hmmm quote
unquote Bill, Yeah, is that off to the south.
Speaker 3: Uh No, that's actually just kind of attached to this room.
Speaker 5: Okay, just a little alcohol.
Speaker 3: Yeah, like a reading book almost.
Speaker 5: I'm poke down around the south area a little bit
since it's already open. Okay, just see what I see.
Speaker 3: Uh you. That's a hallway that you see there, and
it is pretty well lit. There's a couple made sconces
on the wall, so no fire actually burning, but it
seems to lead back and you here with that twelve.
I'll say, you do hear some clinging, like clean, clean
cling down toward the end of that hall.
Speaker 5: Okay, oh, keep going.
Speaker 3: All right, so you head on back there. Let's see
if she notices you go. She does not. That's a four,
so she's busy working on some stuff. Well that's probably
six or something, So run that for him. And let's
say she doesn't notice as you slink off down the
corridor and you get back to a room where you
see another like a tefling man working on us. Not
a full anvil, but he's got a tiny little like
jewel hammer right, like a jewelry hammer, and he's hammering
something into it. Looks like an amulant of some sort. Cool.
Speaker 5: I'll watch him for a little bit, okay, curious.
Speaker 3: Yeah, he does some magic stuff that you aren't very
If you're not the magic kind of guy, you could
recognize when magic is happening because of Bill and Eddie,
but you don't recognize exactly what he's doing. But yeah,
he does some hammering, he heats it up, he casts
a spell, he's going through the motion.
Speaker 5: The ambulets that he's working on. Does it look any
kind of familiar anything we've run.
Speaker 3: Across so far?
Speaker 2: Not?
Speaker 5: What about that that one that we found or Eddie,
I would.
Speaker 3: Say, no, you haven't, Okay, okay. I was gonna see
if Kevin Spacey had one, but I think he kind
of deviated from the warlock enclave and went about his
own things, so he didn't have one.
Speaker 4: So I head back.
Speaker 5: Toward Eddie and Bill. Hey, guys, have got some interesting
things out here. When are you're ready to check things out?
Speaker 2: Oh? Yeah, yeah, I just finished up communing with my
patron or what have so.
Speaker 5: Down that hallway to the south, there's a tiefly working
on some sort of amulet, casting spells at it and
tinkering with some more and casting magic at it. I'm
not sure what he was doing with it, but yeah,
looked pretty interesting. And there's two more hidden doors on
the eastern wall here. Oh, I'll kind of point him
out to him. They're almost flush with the wall, but
you can almost make them out.
Speaker 2: Yeah, SPCA paying attention to us.
Speaker 3: Uh, she's just working on the maps right now.
Speaker 2: Let's go see what's in him.
Speaker 4: Cool?
Speaker 3: All right, So you go, there's door one and door
to which one? Do you want to open?
Speaker 2: Door one?
Speaker 3: Okay, so you open door one and she actually does
notice this, and she goes, Oh, you don't want to
go there yet. That's the pathway to the trials.
Speaker 2: Oh, oh, what what's this other door?
Speaker 3: Oh? That goes back to the bunks. That's where you
would have stayed if you had stayed here. Oh, I
see there's several rooms back there, a kitchen, the laboratories,
just a living quarters.
Speaker 2: But that one's the way to the trials.
Speaker 3: Huh, yep, it's gonna If you look down the hallway there,
maybe thirty feet ahead, you can see the stairs go down.
Speaker 2: All right, well, I think I think that's where we
need to head.
Speaker 3: All right, are you ready?
Speaker 2: I feel ready ready as I'm ever going to be.
Speaker 3: Do you need any spell components or any treasure or
anything you need to make your magic work? I mean,
I want you to be fully equipped any weapons. There
are a couple of swords here. There's this lance.
Speaker 2: Oh yeah, let's take a look at that lance. Let
me see that. Is it a really fancy lance.
Speaker 3: It is a really fancy lance.
Speaker 2: That is a beautiful gift for that is a beautiful
weapon for us to use to defend ourselves. Perfect.
Speaker 3: Yeah, it's gem and crusted. It's got an enchantment on
it that you can look at if you want. And
it's got a hook on the back of it. Yeah,
like that spearhead or the lance head has like a
hook that comes back where you can pull.
Speaker 2: Yeah. Yeah, what's the enchantment do?
Speaker 4: All right?
Speaker 3: So you cast a spell?
Speaker 2: Yeah?
Speaker 5: Uh?
Speaker 2: Ten?
Speaker 3: Okay, eleven? So this is the lance of Rot. So
what happens is when you stab someone with it on
a full success ten or eleven or twelve, they have
to make a constitution save and if they fail, then
their body begins to rot and they take one D
six like damage every round until it's healed. So it's
like a damage over time thing, but for a D six,
which is a ton of damage.
Speaker 2: Yeah, that's pretty damn good. All right, thank you.
Speaker 5: The lan got any scrolls?
Speaker 3: No not really. Sorry, No, that's all right.
Speaker 2: Scrolls are hard to come by, you know.
Speaker 3: Yeah, well we typically don't really use scrolls. Our gifts
are given to us by our patrons, right.
Speaker 2: Yeah, yeah yeah. These guys just they don't have patrons
like us.
Speaker 3: Can you read magic?
Speaker 5: I'm just a slament.
Speaker 3: I'm just please, don't ask me hard questions.
Speaker 4: Trying the word.
Speaker 5: Don't have to have a spear in there? Do they?
Speaker 3: I'll say they do have a spear, but it's not enchanted.
Speaker 5: Yeah, because I think didn't I lose mind in the
last battle or something through it? Oh?
Speaker 2: Yeah, you did?
Speaker 3: You you would I'd use your ammo. Yeah, and there
was only the one, so yeah, so yeah.
Speaker 4: I'll.
Speaker 5: Kind of grab it in my mouth and kind of scamper.
Speaker 2: Off with it, all right.
Speaker 3: Yeah, yeah, you just have it. This is just a
normal spear.
Speaker 5: Restocking. Yeap.
Speaker 4: Oh yeah.
Speaker 3: The only two weapons, or the only three weapons of note,
were the two swords in the in the lance.
Speaker 4: I don't I don't think I do you think I
would look good with a sword?
Speaker 2: I think it'd be dashing.
Speaker 4: I'd like the sound of.
Speaker 5: Bad strap to one hand.
Speaker 2: See what his sword does.
Speaker 3: So one sword is like a rapier looking sword, and
one sort is like a big bastard looking sword. Which
one do you grab?
Speaker 2: Yeah? I got a twelve to see what it does?
All right?
Speaker 3: That works. So the rapier allows you to do one
defensive action, like if you were about to be hit.
You can take a step back if someone is near
you and put them between you and them. Good guy,
back guy, seems up your outy, good guy, bad guy whatever.
As long as you are adjacent to someone and you
get attacked by a melee attack, you can activate the
sword and just immediately step behind them and they you
move them to in between you.
Speaker 5: Okay, okay, awesome, I'm gonna come back to regular form
and check out the Bastard sword.
Speaker 3: Okay, grab the Bastard sword.
Speaker 2: I'll see what that one does too.
Speaker 3: Twelve twelve Okay, this one is kind of like the
rot one, only this is the Bastard Sword of Starfall. Essentially,
if you roll a ten or eleven or twelve, the
other person has to make a dexterity save and if
they save, if they save seven through nine, they take
half damage ten or they take no damage. But essentially
you cause a magical meteor to fall from above and
crush right into them as the sword hits them.
Speaker 4: The deer is going to be so jealous.
Speaker 5: It's like, well, I'm a dearer right now.
Speaker 4: It's going to be so jealous.
Speaker 5: He's going to be missed out on all this stuff.
Speaker 3: Charity has two giant axes. Yeah, I have a whole arsenal.
Speaker 5: Somebody's crossbows is kind of neat, and I'll go back
to uh Saliman or form yep.
Speaker 2: Yeah, I suppose. Uh, I suppose that's as much prep
as we're gonna do.
Speaker 3: All right, you're you're ready to go?
Speaker 2: Yeah, I think we're ready to start these trials.
Speaker 3: Okay, please give me your left hands.
Speaker 2: Left hands, yes, that's my good one mm to borrow
rags a new bastard sword and start sawing it.
Speaker 5: I'm morphed back into Salimator, so it's part of me.
Speaker 2: Now, non, that's with your creepy salamator teeth. Just all right,
I'll give her my left hand.
Speaker 4: Okay.
Speaker 3: She puts a bracelet around.
Speaker 2: It, thank you. So that's so I can get back
in without paying the cover charge.
Speaker 3: It's so I know if you die or get through
or not to activate the portal when you get towards
the end of the trial, or get to the end
of the trial. You're going to need that bracelet. Only
people with the bracelet can go through. No. I see,
if you tried to go through the portal without it,
you would probably end up in oblivion.
Speaker 2: Hmm.
Speaker 3: I prefer next, uh, Chris. She starts putting this. She
puts a bracelet on the other two that are there,
and she activates a ruin on it that matches the room,
the enclave room that was upstairs. She's like, all right,
well follow me, and she takes you down the hallway
and down a set of stairs toward this big, beautiful,
opulent door double doors, and for the first time you
get the vibe that you're in like an actual ancient
style pyramid. Like the features of the room kind of
start to change as you get deeper the water. There
is water still trickling down along the walls. Now there's
not down the center of the hallway like it was before,
but it's like against the base of the wall. And yeah,
she opens up the double doors and says, any other
questions before you go in?
Speaker 2: I don't think so any advice for us besides don't go.
Speaker 3: I mean don't go. It's really the best. I can't
really tell you much about the creatures you'll be fighting.
The riddle isn't too complex, but just remember you don't
have to do the riddle to make it through to
the enclave. So if you can't figure it out, there
is a way around. Just remember that.
Speaker 2: Okay, all right, well thanks, thanks a lot. We'll see
on the other side or with v all right.
Speaker 3: So she opens up the doors and you guys walk
into the room and here is probably a good place
to take a break.
Speaker 5: Yay.
Speaker 1: This concludes this episode of A Fool's 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 and listen to a
fools Quest.