Speaker 1: Welcome back, folks. We're just another actual play here to
tell tales, have laughs, and beat some bad guys. Also,
just as a reminder, seventy five percent of ad revenue
raised by these first pilot episodes coming out in twenty
twenty four will be donated to charity. Thanks for your patience.
While we got this episode finished up, the delay time
was spent getting a real good pub a love and
forever home where he's being treated like royalty. Remember, folks,
always spaying new to your pets and if you can,
adopt from your local shelter. Last time around, our unwitting
heroes encountered and survived a ghost town, then made it
back to the wagon train for a few hours to sleep.
We return now with their groggy awakening. Here in episode three,
we gather Settle in the pink gray of the dawn
arrives far too soon after such an active night in
the ghost town of Shady Glen. You and the other
visitors who only return to the wagons in the wee
wee hours of the morning, are groggily dragging yourselves from
your barely warmed sleeping rolls so that you can prepare
for the day of travel. Thankfully, there's a pot of
strong coffee and a pan of fried potatoes and bacon
ready to start the day, the rich odor of the
coffee mixing with the sharp saltiness of the smoked bacon.
You five are some of the last to wake up
and visit the main campfire for breakfast, blinking sleepily in
the bright morning sun, while the chill of the morning
air is fast dissolving into the heat of the day.
And more minutes, folks, you hear Daisy calling throughout the
camp on and ten minutes folks be ready, Starting with Ella,
what are a lot of you doing? Is you're getting
moving this morning after your exciting evening in shady Glenn.
Speaker 2: Ella would probably start I checking on her stuff and
then go in search of coffee, just kind of groggly.
Speaker 3: Uh.
Speaker 1: Are you trying to stay quiet so you don't.
Speaker 4: Wake up a wee little Huffy?
Speaker 2: Yeah? Yeah, Ella?
Speaker 1: Can you give me a stealth check? And Huffy, can
you give me a perception check?
Speaker 3: El seventeen Matt twenty for twenty five.
Speaker 1: Despite your efforts to creep out of your bedroll and
climb out of the wagon without disturbing Huffy, Huffy wakes
up anyway, Huffy, what do you do?
Speaker 3: Huffy's gonna groggly rub his eyes and sit up in
bed and look over at miss ellas go more than
miss Ella. That was not a long.
Speaker 2: Night, was not You can go back to sleep. But
now I tend to be an early riser.
Speaker 3: I suppose I should get up. I mean, if everybody
else is getting up, sure.
Speaker 2: You want to help me check on my things, and
then we'll get some coffee.
Speaker 3: Coffee is great. I like coffee. I can do coffee.
Speaker 1: Sound good, Echo, you don't sleep, but you go into
sleep mode. You have a little bit of a restorative,
meditative period. What are you doing in the very few
hours since you left Shady Glen?
Speaker 4: I think after waking up, Echo would kind of go
through their routine of the morning, clean and repair their hat,
refold their scarf and place it back around their neck,
and then repair or kind of meditate while shining their
shield or repairing their hammer or themselves and just kind
of have that moment to themselves to just think and
meditate and pray if the moment seems.
Speaker 1: Right for it, staying in the staying in the wagon.
Speaker 4: Or probably and then after a little while when more
people are hurt on the camp then go outside and
return to their duties of watch and security and whatnot.
Speaker 1: Echo, you take your moments of meditation, and like I said,
y'all got into the wagon train camp very very late
at night or very early in the morning. However you
like to look at it only a couple of hours ago,
and are perhaps the last in the wagon train to
really start moving around. So by the time your private
meditation where you're tuning out the noise of the world
to look inward at the time that's reached its conclusion,
the camp is it's bustling. There are people moving to
and fro, gathering up chickens and oxen and you know,
saddling horses and all sorts of stuff. Annie, you didn't
get much sleep, but you do have a wagon that
you've been traveling in. What are you doing? Is you
get moving this morning?
Speaker 5: As always, Annie sleeps with one finger on Joline's trigger,
sort of like one eye open, and she gets up groggly,
looks around the wagon and she has this string of small,
hollowed out gourds with pebbles inside of them that she
stakes up around wherever she sleeps. So she gets out
of the wagon and starts pulling up the small stakes
and then starts rolling up this string, kind of looking
around the camp and getting the lay of where everybody
is and what's going on.
Speaker 1: You know, you are perhaps hastily set up alarm system
since you got back to the wagon so late. Is
still up, it's still undisturbed, and that strong odor of
coffee is creeping across the camp towards you as you
kind of taking stock of your space and of the
space around you.
Speaker 5: Any any likes the smell of coffee, but she doesn't
actually drink it herself, because you tend to run out
of it when you're out in the wilderness, and then
you sort of become dependent on it, and it's like alcohol.
And he doesn't drink, and she doesn't like her senses dolled.
So when she's done pulling up her alarms during she
takes a long draw off of her water scan and
starts heading into camp with her stuff, and then.
Speaker 1: Up next to Silas, Silas, what are you doing to
get ready on this sleep deprived morning.
Speaker 6: Silas, having had his quatter stoff broken into, is now
currently practicing with his yukuwa, which is basically sort of
a short throwing spear. If you can imagine that, it's
about like a three feet and he's currently just furishing it,
moving it around just to get acquainted with its weight,
and is just practicing in case any danger comes in
this day, he can actually take it in stride.
Speaker 1: Are there any decorative features to your.
Speaker 6: Ikowa the standard equipment? I would say it's a basic
ornament from the monastery that he was trained with, but
since he was trained much more with the quarter stuff,
he still feels the need to get some practice with
this particular weapon. It's just a regular blade with the
wooden stuff.
Speaker 1: I was just curious if I had any esthetic features
that made it different from the stock generic that you
would buy at the store, or I guess a stock
generic that you would have made at the monastery.
Speaker 6: I would just say that since monastery is still a
simple place of practice and living, so they probably just
handled in in one that he frequently practiced with.
Speaker 1: Echo. As you're kind of beginning your patrols around the camp,
you see people kind of packing and wrapping things up,
parents calling kids over and wiping the breakfast off their face,
all that sort of stuff. As you are kind of
hiking around, you pass by Silas who is doing his
practice with his yikowa, and Huffy and Ella gampering on
off to the main campfire to get some coffee and breakfast.
How do you interact with any of these people that
you just had an adventure with a few meager hours ago.
Speaker 4: I think Echo is still very much in a I
have a job to do sort of mindset. But if
eye contact is made, they would noddle their head in
acknowledgment and continue on their patrols and then eventually find
themselves near the area where food is being served or
if there's a fire.
Speaker 1: With that set, and do any of you interact with
Echo as they kind of patrol their way towards the
main breakfasting campfire.
Speaker 6: Silas approaches Echo and says, there was definitely strange occurrence
that I've never really experienced before.
Speaker 3: It really was.
Speaker 4: Nothing in my old town has ever been that interesting, scary, strange.
I'm glad we all made it out, okay, though, Oh yeah,
did you get any sleep?
Speaker 6: No, I've just been trying to get reacquainted with my
weapon ear but nothing much else.
Speaker 4: Seems like we've had the very similar morning then doing
the same with this, and they lift up their shield
that they kind of keep to their side.
Speaker 6: That could definitely come in handy.
Speaker 4: It certainly has, although not sure.
Speaker 6: What a cohostly gunslinger will have up their sleeps the
next time we come across it.
Speaker 4: Well, hopefully we don't come across something like that. I mean, personally,
I would rather not, but at least now we sort
of know how they behave a little bit. Though they
also probably aren't all the same either. I say this
as if there's more than one. It's crazy that there's
even one in the first place.
Speaker 6: With that, I would definitely prefer something that I could
rather hit or at least catch up with.
Speaker 4: I would always like my opponents to be something I
could see, so I keep walking around the perimeter. If
you need anything, please confind me.
Speaker 6: Sure, I'll see what the others are firing up. I'm
sure that since they are more civilian type, except Annie,
I would assume that they were probably shaken up as well.
Speaker 4: Maybe and be sure to get some food. I heard
someone say the coffee is really good.
Speaker 6: We'll sing by the food table.
Speaker 1: You guys make motions as if to separate and go
on your merry ways, but echo your typical kind of
patrol path takes you in the direction of food, and
Silas your quest for breakfast and coffee also takes you
about the same way, so you too are kind of
doing that. Well, I'll see you later, and then you
start walking in the same direction. Kind of awkward moment
right now. Luckily, it's not a very big camp. I mean,
there's maybe fifty ish people when the wagon train overall,
so ten or twelve wagons between them, and so you've
got not a very long way to get to the
main campfire where you see Huffy and Ella probably having
reached the coffee pot, reached the frying pan full of
breakfasting foods, and be able to start serving themselves. HUFFI
and Ella, how's it going with this breakfast situation? When
Echo and Silas kind of wander.
Speaker 2: In, I would say, depending on how high the food is,
Ella would be helping Huffy get his breakfast and coffee.
Speaker 1: You know, that's a good point, because I'm rather imagining
a crate to be two or three feet on a side,
and there would be, you know, a frying pan sat
on a log about two or three feet high, so
it'd be maybe right at eye level or maybe a
little bit above for Huffy, so possibly would do well
with a little bit of help to not pull the
holding down over his own head.
Speaker 3: Huffy would be heaping sugar and pouring milk into his
coffee until it was mostly sugar and milk and not coffee,
and then sipping on it softly.
Speaker 1: And Annie, you're just staying hold up in your cart, right.
Speaker 5: And he made her way to the camp and grabbed
what food she could. But she was making a point
to figure out where Huffy is because she wants to
talk to him. But then the call to to pick
up everybody's stuff and get moving goes, and she just
kind of stuffs her mouth and makes a note of
where he is.
Speaker 6: Huffy.
Speaker 1: Give me a perception check, Ella, Echo and Silas as well,
give me a perception.
Speaker 6: Check twenty four a natural one for Silas.
Speaker 2: Silas ever oblivious, I got a natural twenty act me twenty.
Speaker 1: Two excellent, excellent and Echo seven. You know, Echo and
Silas you are. You're on the job, You're looking around
and keeping track of stuff. Silas you're perhaps in the
back of your mind, drifting to the front of your mind,
worrying about this broken quarter of staff of yours. The
two of you don't notice the kind of dirty looks
that Huffy is getting from the other folks on the
wagon train as he puts easily like an eighth of
the remaining sugar rations into his one single cup of coffee.
Huffy and Ella, you do notice it, whether or not
you understand why. That's up to you. Annie, you would
have filled up your plate and kind of been bumming
around this area at the time that Huffy and Ella
showed up to get food. Had seen Ella helping Huffy
and Huffy kind of hogging all the sugar before Echo
and Silas had wandered up.
Speaker 2: Naw, Huppy, you might want to leave some for everyone.
Speaker 3: That's a good point, miss Ella. I didn't think about that.
I'm not used to having a ration.
Speaker 2: Yes, well, we are unlimited supplies out here, so I
mean something that I've been getting used to already, and
I'll help you get used to it as well.
Speaker 3: Thank you, miss l I'll try to mind my manners.
Speaker 2: All right. That's going on a place to see it.
Then I've got it.
Speaker 1: Partners, it's time for an adbreak. Have you hydrated today?
Speaker 3: Who?
Speaker 1: No, We'll go get yourself a beverage hydrate that meat mobile.
You're riding around it.
Speaker 4: And we're back.
Speaker 1: Are you ready? Here we go. There aren't a lot
of places left to sit around the fire besides, like
a handful of crates that haven't been loaded onto to wagons.
But you can see, like as you're making your plate,
as you're grabbing up crate to sit on or something,
those are getting picked up too. So we have very
little time before the limited makeshift sitting options that you
have get taken away.
Speaker 5: And he walks up from behind Huffy and claps a
hand on his shoulder and says, I mean, even if
there's plenty, you gotta make sure you're getting yours. I
holding up back too.
Speaker 3: I'm doing good. You're just so tired. He slops down
half the cup of coffee and one big gulp.
Speaker 5: Didn't get much sleep.
Speaker 3: Huh No, I'm not a fan of ghost.
Speaker 5: Well, it's the first time I've ever seen one myself.
I mean, I'm sort of a so used to things
trying to kill me. You know, bounies don't usually want
to be but uh, you know, usually they ain't already did.
Speaker 3: That was my first real fight. I mean I had
to fight because undead are unnatural and a crime against nature.
But it was my first real fight.
Speaker 5: Oh, strong feelings there about the dead. Huh mm hmm,
all right, fair enough, fair enough? So uh about your brother?
Speaker 3: What about him?
Speaker 5: Well, at some point I want to talk to you
about him, because you know we're both looking for him
now and could really use your help.
Speaker 3: I mean, I worry you're gonna hurt him. He's not
exactly a cooperative person. He's kind of always done things
his way, and and he.
Speaker 5: Has pulled out Huffy's brother's wanted poster and just flipped
it over and taken out a charcoal pencil and starts
writing down and sort of mumbling to herself. Uncooperative.
Speaker 3: Okay, so uh he's a you're a boy, he means, well,
he just he's always done things his way.
Speaker 5: Head strong, all right, good to no, good to no?
Do you have any uh hm, any motivations, strong motivations
you know about him?
Speaker 3: I don't know what I know about him at this point.
Speaker 5: Oh come on, I'm sure, I'm sure you know plenty
about your own brother.
Speaker 3: I just I don't think he would have killed somebody.
I don't know that he has it in him.
Speaker 5: Well, I mean that remains to be seen, let's hope not.
Speaker 1: And you hear daisy at a distance in the camp.
Five more minuters, folks, we ride in five be ready
as Echo and Silas kind of wander up this direction.
Speaker 6: Silas quickly he takes a cup of coffee and just
some pieces of food, and there's just walking and eating
as he hears the words that you know, five minutes
until let's start walking. So it's just gonna do this,
he walks.
Speaker 2: You would wave at Echo in silent, but he's kind
of focusing on eating quickly.
Speaker 1: Silas, give me a perception check to see if you
notice that some of your comrades from the night before
have started to kind of have a conversation over there.
Speaker 6: A natural nineteen for twenty three.
Speaker 1: Maybe it's the food, maybe it's the coffee. Maybe it's
just spending a little bit more time moving around and
getting the blood flowing around people. But you're waking up
and you realize that the cloud lady, the little tiny cobald,
and the lizard with the crossbow are all in a
cluster over by the food having a conversation.
Speaker 6: Now I will forward to them and say, well, hello,
I just wanted to know how were you all.
Speaker 3: Doing well, friend, I've had better night.
Speaker 6: I was just wondering if if you still have your
wits about you or are she'll shaken up because we
may have more in store as we go along.
Speaker 2: Really think we might run into more of that, huh.
Speaker 6: Although they say the frontier is just filled with all
kinds of nonsense, dear, but we held our own, given
that we just had a little bit of time to
figure it out.
Speaker 2: I suppose we did hold our own fairly. Well, it's
just frightening.
Speaker 5: I will say, I've seen my fair share of ruffians,
and yeah, I held your own, surprise, and actually, and
he's looking at La frankly, ma'am. I you know you
seem a little soft, but you were there. You were
right there with us.
Speaker 2: Well, clouds are the sources of storms.
Speaker 6: Of course, I couldn't agree more. I think you definitely
kept up with folks like us and kept a level head. Also,
I couldn't help but notice you took mercy on that
ghostly gun slinger right smack dab in the middle of
the fight when the strength and mosey away.
Speaker 2: I'm more concerned with protecting those who needed in situations
like that.
Speaker 6: Ah, We'll keep that in mind, but I'll show one
you art here. Everything is mean better get used to it,
I'd say.
Speaker 1: About this time, Echo, you have finished your last loop around,
helped a few people get the last of their knots
tied or crates up onto their carts. And now you're
kind of doing a walk around and telling people to
move on. And you walk up to this cluster of
people that you kind of know. Right at the time
that Silas says this, good.
Speaker 3: Morning, good morning friend dot go how are you.
Speaker 4: I'm doing okay, sort of watched around the camp and
everything seems normal, So that's good. Wouldn't want to repeat
of last night, that's for sure.
Speaker 5: Well, hopefully we won't be running into too many entire
towns full of ghosts.
Speaker 4: Well are you all ready to go? Have your things
packed up and put together?
Speaker 5: Believe so, yeah, I'm ready to get moving.
Speaker 6: Notice you were doing a bit of rupling there.
Speaker 5: Yes, Well, it's good to do your research.
Speaker 6: So were you able to make sense of that, Gunslinger?
What exactly was the deal with that apparition? Was that
something that you were writing about?
Speaker 5: No, no, that was, to be perfectly honest, I have
no idea what that was. But and She holds the
paper up and showing Huffey's brother on the other side.
I'm just, you know, getting some details.
Speaker 4: Are you planning to catch the boy all right too?
Speaker 5: With egg two s health here?
Speaker 6: Of course?
Speaker 3: Yeah, that's Cassidy. He's my oldest sibling.
Speaker 4: Sorry for my intrusion. I did hear you talk about
a little bit at the bar.
Speaker 5: That's fine, that's fine. Have you, uh you ever seen
this person?
Speaker 4: Hmmm, No, I don't believe.
Speaker 5: So fyah enough he's supposed to have already headed west,
so hopefully we'll see him eventually.
Speaker 6: How's this person related to the boy?
Speaker 5: Well, supposedly this is Huffy here, his brother.
Speaker 6: Yuh.
Speaker 5: He don't go by Cassidy right now, though apparently apparently not, so.
Speaker 6: You've got a few between the two of you.
Speaker 3: No, Cassidy is my closest friend.
Speaker 6: Interestingly, to try to find your friend reporting on him
to party hunter.
Speaker 3: I think it's all a big misunderstanding. I keep saying
that we're we're gonna find him, We're gonna get it
sorted out, everything's gonna be great.
Speaker 5: Yeah, we'll just uh you know, we'll meet him and
Huffy he'll be there. And since Helfy's there, he won't
wanta Hm, well, we'll do what he's accused to do.
And I guess you know, we'd persuade him to come
back to whatever sheriff is nearby, and I get paid,
and then they get to sort it out and clear
Cassidy's good name, of course, and then Huffy gets to
go home with him.
Speaker 6: Of course, of course if you all half a chance,
and you'll probably sig down.
Speaker 5: The bad well, you know, there's no need to hurt anyone.
They don't try to hurt us first.
Speaker 4: Besides, it's always got to remember that history is written
by those who win. So perhaps it's true someone wants him,
but did they do it wrong?
Speaker 5: And who better to explain that than Cassidy himself precisely?
Speaker 2: Perhaps Huffy and I approach him without a stranger at first.
Speaker 5: I mean that could work well, just depends on his temperament.
I guess no, Rever, you don't ever just approach somebody
unless you know you are willing to hurt him.
Speaker 3: But I mean, he's my brother. He would never hurt me.
He's the one that taught me how to use the stick.
Speaker 5: Well, of course, I I'm talking about me huffy, I
wouldn't just approach about it.
Speaker 3: Oh.
Speaker 5: Absolutely, it's like approaching a wild animal. Mmm, I don't know.
Speaker 3: Wild animals are way better than people. They're way more predictable.
Speaker 5: Along that we agree.
Speaker 1: It's about this time that miss Days he comes on up.
She's you know, mounted on horseback and kind of rounding
up the last of everybody. And she pulls up with
you guys nearby the previous sight of maybe the cooking fire,
but everything's kind of been picked up at this point
around you and reins in her horse. Well, how do folks,
you got everything ready to go? Better get into your wagons.
About time to run on out? Yes, mam, she uh
looks huffy up and down, says, and you don't need
all the sugar.
Speaker 3: Yes, ma'am.
Speaker 1: She like heads out with her horse, you know, gallops
off to the front before you can even she's she's
already off, leaving a trail of dust behind her, calling
over her shoulder, get to your wagon, we're going. And
then she uh gets up to the front of the
wagon trains like oh, and everybody starts moving out. Y'all's
wagons are near the back since you guys joined the
wagon train. More recently, so you have sufficient time to
scamper on back there and hop onto one of the
last three wagons of the wagon train and ride that
way should you so desire. What are you guys gonna do?
And who's riding with? Who are you guys car pooling
or wagon pooling in the same wagon? What's your travel
plans for this groggy, sleep deprived day of travel?
Speaker 5: Annie leans down and pat's huffy shoulder and says, ain't
nothing wrong with lack a new sweets, and then picks
up her stuff and walks back to her singular wagon.
Speaker 4: Gako would walk up to Huffy and Ella and approach them.
Would you mind if I joined you all?
Speaker 3: Well, that would be great, friend, Echo.
Speaker 4: We'll lead the way.
Speaker 2: Hello will lead the way toward the wagon that has
all of that stuff in it.
Speaker 3: Huffy will follow.
Speaker 6: I catch up with Anny and Roacha and say you
mine a bit of a company.
Speaker 5: Mmmm. She kinna look him up and down. I suppose not.
I don't think I got your name.
Speaker 6: Where are my manners? I'm silas all right?
Speaker 5: Well, name's Annie, Annie Femo.
Speaker 6: Nice to meet you, Silence, Glad to be joining you
on this journey. Annie.
Speaker 5: That all your stuff there.
Speaker 6: Oh, I don't carry much, so it's all with me.
Speaker 5: Fair enough, all right, let's help on.
Speaker 1: Nice time for another outbreak. Remember, folks, kindness is a
radical act. Have you done something to be kind to
yourself today? Oh? You'd better, and we're back. Time for
a little more story. Did you all hop into your
respective wagons? Annie the second to last wagon, Echo, Ella
and Huffy in the very last wagon, the last to
be moving in the wagon train. And you're looking out
onto the open prairie of the lip of the Soul's
Our Canyon. The canyon itself is very lush and populated
with wild animals and homesteads and small towns and places
like Shady Glen apparently, and the rim of the canyon
sports more flat, wind blown prairie land that gives way
to kind of sandy desert, dotted with plateaus and wind
blown archways of stone and other more barren desert features.
It's a lovely view. If you look northward out over
the canyon, it's a very flat, almost uninterrupted view to
the horizon. If you look southward away from the canyon,
while you're traveling west, ultimately away from the six hopefully
nothing exciting happens today when all of you are, except
for perhaps Echo, very tired, Silas, you find yourself sitting
in the back of the wagon that Annie has commissioned
for herself and her stuff. Annie, do you want to
tell us besides the obvious crates and bags and such
of supplies that you would need for travel, is there
anything done to further personalize this cart or is it
just kind of wooden floor canvas top? Pretty simple and straightforward.
Speaker 5: It's pretty simple and straightforward. But the boxes and crates
are arranged such that they are in the middle and
stacked to the roof such that there's just this one
pathway to a little sort of cubby in the back,
and that's where Annie's bedroll and extra stuff is. And
she sort of has it set up like there's a
small gap that could kind of function as a murder
hole in a castle. Yeah, Annie's made a nest because
she sleeps with one eye open, and if she has
to wake up suddenly and defend her position, she has
it set up that way.
Speaker 6: Goes he set up? You got there?
Speaker 5: Well, you know, you sleep alone out in the wild
a lot, you have to be weary. I don't know
what's out there?
Speaker 6: You could say that against apparently, I don't think we'll
be caught left footed if something like that happens. Again.
Speaker 5: Well, I try not to be called left footed at all.
But uh you uh, you kind of rushed out there
pretty quickly too, what a what's your background?
Speaker 6: Silas, nothing much. I've just been training with the monks
in the monastery back at the six and well, I
picked up a thing or two. Figured before I dedicate
my life, would the efforts of the monastery, I could
perhaps go on an adventure and maybe actually use some
of these skills.
Speaker 5: So you're out here to see the sides.
Speaker 6: Then reconnect with a friend too.
Speaker 5: Oh who's his friend?
Speaker 6: Someone in Steel Hollow child and friend of mine. We're
grown together up in the streets, long before we even
joined the monastery. And out of the blue there came
a letter from him. He seems to have come across
a good opportunity back in te Lollow and would love
to have me there. So I just packed whatever is
on my back and had it out there.
Speaker 5: Well, seems like you'll you'll have a story or due
to tell your friend when you see him.
Speaker 6: Then huh, well, imagine he has stories of his own too.
Speaker 5: That's true. He probably made the same journey you're making
now then.
Speaker 6: Oh yeah, he was tough as well. He taught me
quite a lot as we were growing up. It was
some of the toughest neighborhoods. We scrounched up what we
could to survive. I owe my lot. It would be
nice to see his face after so many years.
Speaker 5: Well, I understand getting by. I'm sorry about your stick thing,
by the way, I saw get broken half.
Speaker 6: Ah, not think to worry about. Back in the monastery,
they said the most powerful weapon person's got ain't in
their holster or a quarter staff. It's ripped up there
in the noggin out theirs, and nothing more mighty than
what the Good Lord blessed us right between our ears.
Speaker 5: Well, permit me to disagree, but I'll see what you're saying.
So you you plan on replacing it and never fell.
Speaker 6: Hopefully we'll see her rabs. I'll find a new one
or get a fix for this one instead. All so,
it's quite lucky for you to just come across next
to kin with balmpty that you were trying to follow.
Speaker 5: You're right about that. Usually you have to hunt down
that sort of thing, and usually though, they don't want
to be found either.
Speaker 6: So it's actually the deal with this bounty. Is it
a dead or alive?
Speaker 5: Poster says dead or alive? But between you and me,
I don't like wasted bulls, and I don't really want
to hurt that kid's friend. I guess I will if
I have to, though.
Speaker 6: There's definitely more cooperative, but they're not moving.
Speaker 5: Well in my experience. There also sort of harder to
take back in town when they can't walk back themselves.
Speaker 6: Well, there is that, although it is going to be
a bit tricky, I would say, given that Kin is
quite a dead at magic, I saw Hafey turn into
a horse. I bet you didn't miss that either.
Speaker 5: Yeah, that was that was wild. Actually, I've never seen
a person just straight up turn into an animal like that.
Speaker 6: Well, it's definitely keep in mind because if you do
try something, I'm pretty sure that whoever your query is,
they can probably make a quick getaway.
Speaker 5: Well we'll see about that.
Speaker 6: Better be quick with your tongue than your prosper That's
all I'm saying.
Speaker 5: Oh, Joe, Lene and I are always quick, don't worry
about that. Wouldn't still be laughed today if.
Speaker 6: We weren't how many bounties he got in you?
Speaker 5: Oh, I'll stop counting to be perfectly honest, I mean
money's money fair enough.
Speaker 6: Don't tell me when.
Speaker 5: Any just any just smiles and keeps driving.
Speaker 6: As long as you have those sharp eyes peels, I
don't mind. You could surely use someone with a keen
sense of perception to look out for the danger.
Speaker 5: I don't worry about that, e though, kind of need
to have your ass peeled out here.
Speaker 1: Moving on to Ella and Huffy and echo, Ella, this
is originally your wagon with your mostly your stuff in it,
and then huffy, of course you have your smuggled end crate.
What does your wagon look like if it's anything other
than the kind of stock generic boxes and bags and
a wagon.
Speaker 2: Miss out hers is pretty generic. You'd probably have to
do some shuffling about to make room for two more
people to sit with her, but you could do that
quickly while things get moving.
Speaker 1: The three of you get comfortable in the back of
the wagon, perhaps those of you with more than two
feet of height, swinging your feet off the back of
it as.
Speaker 2: Off you go, or it's a little crowded, I wouldn't
expecting company on this trip.
Speaker 3: It's okay. I'm small, I don't take up a lot
of space.
Speaker 4: I'm sorry if I'm intruding. I just I didn't want
to sit alone this time.
Speaker 2: Of course, no company is always welcome, Macella.
Speaker 4: What did you used to do before you left home?
Speaker 2: Well, I've done a variety of things. Mostly I laid
in a band and in a saloon. I did some
work in the saloon otherwise as one of the saloon
girls selling drinks to the gentleman, and then thought a
tutoring Huffy. And there were a few other students as well,
but Huffy is of course the best and brightest of
them all.
Speaker 5: I mean, without a doubt.
Speaker 2: Echo, What was it that you were doing before?
Speaker 4: I've always just been working. I was in a town
that is a little less colorful than yours seems to be.
It was a lot about working and just surviving for
most people. And only a few years ago did I
My father said, I woke up. I don't I became myself.
I guess whatever that means. But I just continued working,
and then everyone left, and then we left.
Speaker 2: You're quite young yourself then.
Speaker 4: About three, apparently, though, I was made a few years
before that. I just don't remember any of it.
Speaker 3: That's half my age.
Speaker 4: You're sick, fully grown, and you're about half my size
or maybe less. You are a little one.
Speaker 3: I'm small. Cobalds aren't very big, and I'm not very
big for cobald.
Speaker 4: And you're a very positive one too. You should protect that.
Speaker 3: I try to be. You know, I've been lucky. I've
had a good life.
Speaker 2: Not one is as lucky as you've been, Huffy.
Speaker 3: My parents gave me a good life, and now I
need to find my own life. That's why I'm out here.
Speaker 2: Very hard choice to make when you're in a good place.
Speaker 3: I got sick of being stuck on the compound. Mom
had grounded me, and I think it's silly to ground
somebody that's fully grown.
Speaker 2: That does seem strange.
Speaker 4: Yes, I think Echo would be very just observant and
has taken interest in Huffy's demeanor specifically only because they've
had most interactions with adults, and so people who are
either children or have similar personalities are very interesting to them.
And there's kind of even though they don't have too
much of facial expressions, there is a fondness that you
could if you can look at smaller body language, you
could see that there's a fondness building for Huffy, Echo.
Speaker 2: Is there something you're particularly pursuing out here.
Speaker 4: There's not anything specific that they'm looking for. Mister Wright
always wanted to go out west to just see what
there is out there, to see what opportunities he could find,
and I was always going to go with him. So
I suppose, at the very minimum, I'm going to just
see it for myself, and if I like it, I stay,
and if I don't, I find a new place to
go to.
Speaker 2: And who is mister raight.
Speaker 4: Mister Wright was the man who raised me built I
worked for him, and he was sort of a priest,
sort of just the person who worked at the church.
And I worked for him and helped him maintain the church.
And I was just going to follow him. And he
was a bit old and a bit ill. And I mean,
as we saw yesterday, this travel is nothing light. So
and Ego will kind of like gesture at the scarf
and the hat around their neck and on their head.
These were his.
Speaker 3: I'm sorry, your last friend, Echo.
Speaker 4: This is okay. He was a good man and he
lived a good life. From what he told me anyway,
and I think that's the only thing that we could
ever ask for those of you who are living.
Speaker 2: Of course, I think you are right about that. My condolences.
Speaker 4: Yeah, you know, people are gary, They're bad, but they're
also good and strange. And I mean, even looking at this,
we're just a group of strangers who are just on
the wagon's train and across the land. But if you
were to look at us, we look a little ridiculous,
and yet this is normal and okay it is and
a lot. I'm just looking at people, and I think
we could all do better from taking a little time
to do that for ourselves as well.
Speaker 3: I like to talk to people more than I like
to look at people, but I understand where you're coming from.
Sometimes my talking gets me.
Speaker 4: In trouble, but it also makes you you.
Speaker 3: It does. It's good to be me.
Speaker 4: No, I don't know if either of you heard it.
But did miss Daisy ever say how long this track
is going to be? At least until our next place?
Speaker 3: Oh? No, I didn't hear anything.
Speaker 4: Because I wasn't paying attention. If she did say that, well,
I guess we'd better get comfortable.
Speaker 3: Puppy is sitting crisscross on the ground and goes I already.
Speaker 2: Was, I can. I can make some more adjustments as
well as we go, and perhaps tonight when we stop,
I'll make some more adjustments and things will be nicer tomorrow.
Speaker 3: Anything beats riding in a crate. Although it helps that
my legs aren't very long.
Speaker 2: I would imagine so.
Speaker 1: Bad break, it's a great time for you to notice
whether you're clenching your jar tents on your shoulders. It's
okay to let yourself relax a little. Made it through
another outbreak, folks, Let's get back to the antics of
these unwitting heroes of ours. The lot of you keep
having your get to know you sorts of conversation. When
maybe about five miles up the road, you slow down
as you pass a small cemetery and there's a memorial
stone out front. The wagons aren't moving very fast, very
possible for somebody that's a bit fleet footed, not huffy
to pop out and see what the memorial stone in
front of this little cemetery has to say, should you so.
Speaker 6: Desire, Silas is gonna pop out, and, seeing that he's
fairly board, just want to do excise some of his
eyes and his feet, and so he's just gonna pop
out of the wagon and see what it says.
Speaker 1: The stone out front of this small cemetery says, Shady
Glen Memorial Cemetery, in memoriam of the people of Shady Glen.
May their souls rest in harmony, their lives extinguished by
an unknown person who cut down children and adults alike.
Speaker 5: And was never found.
Speaker 1: May their rotten spirit haunt those abandoned walls for all
the turnative. Now it's to be about thirty ish graves
or so in the small cemetery, some of them the
sizes of some of the victims that you saw in
your interaction the night before the establishment of this cemetery,
and the death dates on the gravestones are yesterday's date,
but one hundred years past.
Speaker 6: Well, I'll be damned. Turn around and head out back
to the wagon and say to any it looks like
the occurrences of Shady Glen were a century ago.
Speaker 5: A whole censor.
Speaker 6: Yeah, we that cemetery out there belongs to the people
of Shady Glen, those who were cut down by that gunslinger.
Speaker 5: Didn't that boys say they were doing that every year?
Speaker 6: Oh, they're probably attracting folks like us every year, and he.
Speaker 5: Shakes her head every year for one hundred years. Yeah.
Speaker 6: Probably the faithful Day where the whole town was taken
down was probably one hundred years ago on this date
or Relentless Killer Glad. We called to sort them out,
and in front of your eyes there was good looking
out for those at the back of its foot. It
seemed to have weekended quite a bit.
Speaker 5: Yeah, I don't know what those were about. So, I mean,
a ghost is one thing, but those things seemed different.
Speaker 6: Those are the kind of things that probably kept it
up right, started to run away right after we destroyed
one of those.
Speaker 5: Yeah, but how does a thing like that come about? Like,
I mean, I suppose I don't know how a ghost
comes about, but I would think they just sort of
remain seemed like they were just remaining. But uh, I
don't know about those spurts.
Speaker 6: I'm not an expert at magic. So maybe we oughto
discuss this with ala Unhealfy because they seem to have
a handle with it.
Speaker 5: Maybe, I guess we'll bring it up at the next.
Speaker 1: Down and you guys head on up this old dusty road.
There's no exciting events that happen on this first day,
and thankfully you get a nice full night of sleep
mechanically aka a long rest, and the next several days
of travel aren't especially eventful.
Speaker 4: There are some little.
Speaker 1: Odds and ends that happen here and there as the
days go by. A loss oxen and the oxen that
are being driven along with the wagon train that needs
to be rounded up and coaxed back to camp. How
do you guys think between the five of you you
might address an issue like that bringing back a lost oxen.
Speaker 3: I could try talking to it.
Speaker 1: Are you using a spell?
Speaker 3: Or it is animal friendship? The spell lets me convince
a beast that you mean it no harm and charms
it as long as it has an intelligence lower than four.
Speaker 1: Oxen have intelligence of a two huffey you track down
this oxen, and I mean, you're all of two wopping
feet tall, and an oxen is very big at the shoulder,
probably easily as tall as Echo and the other very
tall people that you travel with, and that's not even
the full height, as they're taller even still, did you
approach with very little fear and cast animal friendship? What
does it look like as you cast animal friendship? On
this creature.
Speaker 3: Like his other spells, it comes from his hand as
a cool purple light that spreads through the animal once
he touches it and puts his palm against the animal's head,
reaching way up over his own hand.
Speaker 1: And using this animal friendship spell, you bathe this wayward
oxen in this purple glowing light, and it immediately stops
pawing around and trying to graze off to the side
and avoid following the wagon train, and trots along behind
you just as fast as your little legs will carry you,
and the wagon train is treated to the sight of
a wee two foot cobald leading back at six to
eight to nine foot tall, massive four legged.
Speaker 3: Creature to the rest of the group as upon an oxen.
Speaker 2: Now, how did you manage land?
Speaker 3: I'm a druid, It's what I do right.
Speaker 1: A few days later in the trip, you are all
sleeping soundly over night when you hear the telltale sounds
of a wild animal trying to get into the food rations.
Somebody must have left a crust of bread or a
soup bowl that they hadn't washed out somewhere in camp.
And it seems some young Moor adolescent albars have come
calling to kind of root around and sniff around in
what was left here? How do you just handle albars?
Speaker 6: Silence comes rushing out of the wagon and both right
in the direction of albar and just starts yelling, all right,
get out there, get out of there, scram.
Speaker 1: Give me an intimidation check A four. Just the middle
of the night, you are not as big as an albar,
And being that it's the middle of the night, it's
very possible you're in your jennies. You don't scare these
adolescent albars at all? Is everybody leaving Silas to handle
this solo?
Speaker 5: Annie comes out and she has Joline sort of like
slung over her shoulder, and she has her druid focus
in her left hand, and she's casting Speak with animals, Speak.
Speaker 1: With animals, works on beasts. Albers are not beasts. They
are monstrosities.
Speaker 5: Okay, does Anny know that you don't.
Speaker 1: Give me a give me a survival check to see
if Annie knows that.
Speaker 5: Yeah, that's thirteen plus five eighteen.
Speaker 3: Annie.
Speaker 1: You may not have bumped into an owlbert before, but
you keep abreast of rumors that go around, and you
know that owls are beasts and bears are beasts, but
the combination of two beasts is never just a beast,
So yes, you know it's monstrosity and it.
Speaker 7: Won't work out on this Ann he walks out and
aims Joline in the earth right next to the Albars
and fires off a bolt because she's also gonna yell,
go on.
Speaker 5: Get out here now.
Speaker 1: You give me an intimidation check, all right?
Speaker 5: And am I gonna get advantage on that with Jolene?
Speaker 1: I think so, And with shooting the arrows nearby.
Speaker 5: The first one is in eighteen, then eight fourteen, so
eighteen minus one seventeen intimidation.
Speaker 1: The combination of multiple humanoids rushing out to confront them,
and the perhaps more familiar sound of the crossbow bolt
flying through the air and hitting the ground next to
him that spooks the Albars. And like I said, it
was a crust of bread or a few beans left
from the stew the night before. They're not finding anything
immediately and it's not worth it, so they scatter, knocking
over just about anything in their way as they scatter
out of sight away from you best they can, and
Silas and Annie have successfully scared some Albars off from
causing any destruction in camp.
Speaker 5: Sometimes you just need to show a force.
Speaker 6: Oh yeah, and our bears definitely preferable over anything else,
because they're visible.
Speaker 5: At least they ain't ghosts.
Speaker 6: Through that.
Speaker 1: And you travel the rest of the week in much
the same fashion, occasionally facing some kind of hardship or
some kind of obstacle as you go. A broken wagon
wheel here, a lost chicken there, a river to afford
somewhere along the way, and other various hardships as you
are traveling the rest of the week, and then at
last you approach the city of Emberfell. Emberfell is one
of the last few glittering gems of civilization along the
Wassis as one is moving further west of the six
It is a testament to the technological prowess, unbridled creativity,
and sheer grit of collaborating minds. The city itself grips
the near vertical walls of this part of the Soul
Star Canyon, reaching downward with tendrils of steel and glass,
all five thousand or so feet from the rim down
to the wastis river raging below, dipping these tendrils into
the flow of the river to power massive onspiring turbines
that light up the city. This vertical city is also
surrounded by a cloud of small airships and balloons and
pulley systems that are all transporting the goods and people
up and down the mile tall city. The level of
the rim, sprouting out horizontally over the open air of
the canyon, is an impressive hub, a platform designed for
receiving larger zeppelins that travel up and down the oasis
and the rising above the landscape are a series of
steel and glass towers, the tallest of which is crowned
in a round glass dome. Emberfell is one of the
very largest and the very last of such devanced cities
on your path westward. For those acclimated to city living
back in the sixth Emberfell feels a good deal like home,
with amenities and tech and automates and pollution and bustling galore.
But none of you have experienced a vertical city like Emberfell,
And it seems the other members of the wagon train,
even Daisy, are odd into a stunned silence by the
sight of the city. As you approach, you veer off
the main road down a well trod dusty path to
grand thirty foot tall iron gates set into thirty foot
tall iron walls that loop in a half circle around
the fields and orchards and corrals of domesticated beasts and
monstrosities like chickens and pigs and cows and oxen and
rox and onkegs and baby albears and infants, griffins and
so on. Neat fields of wheat and barley and rine,
corn and grapes and beans and potatoes and all other
sorts of food stuffs line the well trod road up
to a wide square, with several squat buildings made of
steel plate and clay, and plenty of room for dooring
or parking the wagons of the wagon train, and numerous
crisscrossed wagon wheel paths that inate. This is the general
receiving area. There's a large archway leading into the vertical
city from this open entrance yard, and you can see
in this archway that spans easily forty feet across and
thirty feet tall, there are neatly dressed automates standing with
little brochures printed brochures in black and white of sites
to see in the city, things to do for work,
in a general kind of Welcome to Emberfell pamphlet and
that's the episode. Folks. Whatever will Annie, Echo, Ella Huffey
and Silas get up to in this mile tall city
of Emberfell find out on December seventh, when episode four
in Wonder will be available.
Speaker 3: The