Speaker 1: Hi, This is Jason from Natural Glant Bodybuilding on YouTube
and you are listening to Tale of the Manticore. The
following podcast is intended for a mature audience. Listener discretion
is advised. Welcome back to Tale of the Manticor Season three.
Like the creature from which it takes its name, Tale
of the Manticor is a mashup, a cross breeding between
two different species of storytelling. Here you will find the
unpredictability of old school paper and dice games with the
story craft of a dark fantasy novel. No character is
sacred and none will be spared if the dice decide
their fate is at hand. According to lore, the Tale
of a Manticre is barbed with cruel iron spikes. There
will be much pain in the days ahead. Last time
on Tale of the Manticor, Chapter twenty three begins with
Tentu's decision to leave the chest alone and return to
the others. While he has been away, the companions have
busied themselves with other things. Fairwind, still unable to see
in the dark, goes deep into prayer Duran. He tries
to keep himself from following his brother and Achillia and
Cord examine the want taken from the Royal Magus's slab.
When Fairwind comes out of his meditation, he tells the
others that he has been prideful, having cast himself as
the redeemer of this land. Now he realizes that altruism,
like the kind Achillia and the others have shown to him,
is the greatest virtue. To show that he means it,
Fairwind performs his first ever miracle of healing, not on
himself but on Court. This is about the time that
tend to returns. The others are relieved to see him,
and although they are interested to learn what he discovered,
they decide not to investigate the crypt and its contents
any further. The pieces leave the dungeon, and in the evening,
as they shelter in Fairwin's chapel, the cleric offers to
join the party. Chapter twenty four, Part one Day, seventeen
morning mythic of nd meaning propose weapons Party status Achillea
nine out of nine hit points, Court fourteen out of
fourteen after receiving one point of natural healing. De Renni
nine out of nine, Ten Tier ten out of ten,
fair Wind eleven out of eighteen after receiving one point
of natural healing. Spells available can cast shrink, message and
glitter dust. Cord can cast entangle, locate plants and animals,
and slow poison. Fairwind can cast purify food and water.
Achillia's wand turned out to be a deep violet color,
not black as she had earlier thought when she had
only seen it by dark vision. She held it while
she studied, and the whole time she could feel a
spiritual connection to it that helped her focus her thoughts.
Perhaps that's why one of her heretofore unreadable spells in
her book suddenly became clear and opened its secrets to her.
While Achillea memorized your new spell of glitter dust, Fairwind
picked up a few belongings his cudgel, a sling, a
traveling pack he was using as a pillow, a water skin,
some quills and reed lights made from duck feathers and
duck fat, a flint and steel, his holy symbol, and
finally a slim prayer book. This last item he did
not pack right away. Instead, he flipped through his pages
and selected a brief prayer for safe travel. By the
time he was done, Cord de Renni and Tenttir had
returned tender at his new sword in his hand, and
looked about as pleased as Achillie had ever seen him.
De Renni carried a bucket filled with water. He filled
their water skins and used what was left to clean
Fairwind's bandage. The diagonal cut across the clerk's chest where
the undead Warrior's sword had cut him, looked angry and puckered.
The bandage had absorbed a lot of blood, and the
water in the bucket was soon tinted red with it.
Derrenni had been unable to find any of the plants
he might have used to make a poultice, so the bandage,
after being wrung out, was once again applied directly to
the wound, as the elf carefully wrapped it around Phairwin's chest.
After that it was time to go. Farewin gave one
last bittersweet look around his modest home and then stepped
out the door, wondering if he would ever see the
place again. It looks like the hex's crawl is about
to resume, so I'm gonna need some dice. Let's see
at D twenty for weather. I got a six. By noon,
it will be a hot and sweaty day, not ideal
for a long hike, but not so bad. The next
role is for stumble Upon and nineteen the gods are
teasing me as they like to do, and nineteen is
close but no result. Well, all I really want for
the party is a nice, safe day of travel that
brings us to wandering encounters for this region. Only on
a five or six will there be one the role
the two that's relief. It only took a half hour
for the companions to reach the northern boundary of the
kymor Lands. Along the way, they passed by plenty of
shapeless ruins overgrown with crabgrass and coarse brack. As they
picked their way over and around the toppled stones, der
Renni occasionally stopped the group to just Fairwin's bandages, which
refused to stay in place. Finally, mildly frustrated, he asked
Achillia to ask the cleric if he could not heal
himself the way he healed Cord the day before.
Speaker 2: I could, yes, but I will not.
Speaker 1: The scar that forms here, Farewyn said, drawing an imaginary
line across his front.
Speaker 2: Will ever be a reminder of who I am supposed
to be.
Speaker 1: That was all the answer he provided, so Derni had
to accept it. He also had to admit that he
didn't know much about divine magic, so who was he
to judge. The Kymoor settlement was nestled inside the bend
of a river that cut a horseshoe shape in the land,
and so the companions knew they were leaving it when
they reached the water connecting this bank and the far
one was the ruin of a bridge. Most of the
structure was still intact. He was a flat plane resting
atop a series of five arches, all in stone. The
bridge was in such good condition that the face of
a woman sculpted on the right side was still easy
to make out, despite being time worn. By the way
the face's mouth hung open, the chilia guess that it
would once upon a time have spouted water, but it
no longer did so, perhaps whatever hidden pipe or channel
that would have fed it had become clogged over the centuries.
The stone face was not pleasant to look upon, and
every member of the party was reminded of the queen's
wraith and how she looked not dissimilar. Nobody mentioned it, though,
and the companions crossed the bridge in silence, with Tenere
in the lead, followed by do, Renni, Cord and Robin,
then Achillia and Fairwood on the far side. They took
the opportunity to drink all they could manage and to
fill their water skins till they could not follow the
river and still head north. They maintained their single file
order and resumed the march, leaving the Kymore ruins and
the river behind. The Land on this side was more
vibrant and more great. Even the air was fresher here,
and so despite the hot sun, the midter clothes sticky
with sweat, their spirits were high. After a time, Fairwind
tapped a Killia on the shoulder. She looked back and
raised her eyebrows in question, without breaking stride. Why is
it that we walk in single file? He asked. Akilia
had been wondering the same thing since she meant to
Rennie and was not certain of the answer.
Speaker 2: It is the elf and way, was her vague reply.
Speaker 1: Fair Wind was not satisfied. Yes, but why do the
elves do it that way? My old friend and.
Speaker 2: I would always walk side by side so we could talk.
Speaker 1: Past the time the Killia was thankful that Dornian Tentir
could not speak the common tongue because she had to
take a guess. Elves walk in single file to hide
their numbers.
Speaker 3: Of course, Achillia.
Speaker 1: Correctly guessed the main reason that elves walk in a
single line, But there is a reason. Unlike humans, they
prefer to move without much talk. This keeps them more
alert it is less likely to scare off game. With
all the chatter at the rear of the line. It
won't be long before Durnni gives Achille to the eye,
and she's smart enough to take the hint. After that,
the companions will spend the rest of the day walking
in silence. Now, I don't think it would be very
interesting to narrate that, so I'll skip ahead saying they
eventually find a good place to make camp and do so.
That means it's time for another set of hex crawl rolls.
For weather on day eighteen. Ooh but two, I'm going
to say that they face sweltering heat and are forced
to use two days worth of water to cover the
usual distance. It may affect how other roles play out, too.
Stumble Upon, I got an eleven. Nothing there I need
to add an on the go forging role for this day,
Day seventeen, probably should have had one, I now realize,
but that's no big deal. I can imagine they all
finish up whatever broth was left over from Fawn's duck
before they set out out. The rules say that foraging
is only successful on a roll of one on a
D six, but I've already ruled in the past that
if chord casts locate plans and animals, the chances would
go up to three and six. So a one to
three on a D six will indicate success the role.
A three chord is able to find a single pear
tree with enough fruit to sustain the PCs for a
single day. Last up is wandering encounters. A five to
six will mean there is one rolling a D six
A one. That's another day without incident. Very lucky. You
know I should break up all these mechanics with a
bit of story, So let's do that, But first an
actual break be right back after these messages. Chapter twenty four,
Part two, Day eighteen, late afternoon mythic of end meaning
propose weapons status Achillia nine out of nine hit points,
Cord fourteen of fourteen, Derni nine out of nine, ten
Tier ten out of ten, fair Wind twelve out of eighteen.
After receiving one point of natural healing supplies, the companions
have no food and twenty portions of water. Remaining spells available.
Achillia can cast shrink, message and glitter dust Cord can
cast entangle and slow poison. Fair Wind can cast purify
food and water. The pair's cord had found for them
in the morning had been tasty, but by late afternoon,
marching north in the sweltering heat, the companion's hunger was back,
but far worse was their thirst. They stopped frequently to drink,
and Achille noticed with some alarm that the weight of
her waters skins was already significantly lighter. It was during
one of these water breaks that ten Tier began to
complain ju Jin's braid.
Speaker 2: How much farther did you say we had to go?
Speaker 3: If Volkin was right, we are almost halfway there.
Speaker 1: Was Duranni's answer. Halfway, sputtered ten Tier, spitting over the
top of his raised water skin.
Speaker 3: Halfway live a mouse, and don't waste your water.
Speaker 1: Ten Tier fixed the plug on his skin and scowls.
All this walking is killing me.
Speaker 2: I wish we could just be there already.
Speaker 3: I kill you.
Speaker 2: Can't you just wave your wizarding stick and take us there?
Speaker 1: All though his words were clearly meant in sarcasm, there
was no lightness in his tone. Neither was there any
hint of a smile in his eyes when he huffed,
let's just get on with it. Ten Tier might have
been tired and unhappy, but as they fell back into
line and resumed the march, Achillie could not help but
smile inwardly. The young ELF's comments had awakened a sweet memory.
Dravatis persona a Chilia.
Speaker 3: Oh, I hate all this work, said ten year.
Speaker 1: Old Akillia, pouring another bucket of water into the big cauldron.
It was her fourth trip back from the river, and
she still had two more trips to go before she
would be done.
Speaker 2: Don't say that, beg.
Speaker 1: Me, Oldve chast dies gently.
Speaker 2: There's nothing wrong with honest toil.
Speaker 3: It's boring and it's heart and I hate it.
Speaker 1: Akilia pouted her best pout, but Alve appeared to be
immune to it. Couldn't you just teach me some kind
of spell to make it easier? Not yet up, she
winded him. What's the use of magic if you don't
use it to make life easier.
Speaker 2: Perhaps you do need a break.
Speaker 3: Can I stuff for the day?
Speaker 2: No, but you can take a rest and have some tea.
I'll tell you a story while you drink it.
Speaker 1: Achilie was disappointed not to be free of her chores early,
but she did take the offered break and set about
making tea. While they drank from their steaming cups, Alta
told her a fable that she would quickly forget, but
that remember again years later. This is how it went.
Speaker 2: Once upon a time, in the small village of Droth,
there was a fletcher named Tomar who spent long hours
crafting arrows from dawn and till dusk. Tomar often dreamed
of days when he could rest and enjoy life outside
the workshop. One morning, while gathering wood in the forest,
he stumbled upon a smooth, pretty stone in the middle
of a circle of toadstools. On impulse, he picked it up.
It was at that moment that a tiny face, it
was no bigger than your thumbacilia, appeared from behind the
largest toad stool. The face belonged to a little man,
pale as snow and naked as a baby. Behind his
back were folded wings like bees wings, and on his
head was a circlet made from an acorn cap. This
is a magic stone, said the strange little man. With it,
you can wish away the hours of work, and time
will pass, so you may do as you please. This
was truly a treasure. Tomar thought, is it mine to keep?
He asked ecidedly. Of course not, replied the tiny man.
We fairy folk never give or take, but we will
always make a trade. Tomar was a little disappointed. He
did not think he had anything of value to barter with.
I am but a poor fletcher. He declared, what can
I offer you? You have eyes the color of mistletoe,
said the fairy. This was true, Tomar did have beautiful eyes.
I will take the green of them and you may
have the stone without hesitation. Tomar agreed. He put the
stone in his pocket and went home. Later that day,
he sat at his workbench, and, with his goose feathers
and pots of glue, and his arrow shafts and heads
all about him, set to work. After only a few minutes,
his curiosity got the better of him. He took the
magic stone from his pocket and wished that the work
day was over. In an instant, everything changed. His work
table was now clear of equipment and had a score
of arrows complete and bundled on it instead. When he
looked out to the window, it was dark. The stone
had worked. He jumped out of his chair and danced
around the single room of the house where he lived
all alone. The next day, he couldn't resist trying it again.
Once again, the magic worked. Another score of arrows had
been finished without an ounce of effort. Now Tomar felt
like the luckiest man in the world. Imagine he would
never know toil again for the rest of his life.
Tomar used the stone every morning from then on, and
bundle after a bundle of good quality arrows appeared on
his desk each evening. All he had to do was
buy the materials. Eventually, he found he could also use
the stone to avoid the hassle of buying those, as
well as doing his shopping, cleaning his house, and cooking
his dinner. One day, many years later, Tomar reached for
the stone and noticed that his hand had become wrinkled.
He touched his face and found a long, stringy beard
on his chin. He blinked his eyes and suddenly let
out a great sob. He was an old man. He
had no memories, no interests, and no one had ever
asked him why his eyes had changed color because he
not one single friend. Tomar had wished away his entire life.
Speaker 1: You know, I think I've been carrying the germ of
that fable in my head for years. During much of
my working life, I found that, like Tomar, I was
often wishing my life away, trying to make it to
the next weekend or the next holiday. Nowadays, I don't
feel like that anymore. Every day is just a day anyway.
I hope Olvay's story was a nice palate cleanser, because
it's time to get back to the game. This episode
is a level of episode for de Renni. Usually I'll
try to tie these two distinct moments in the narrative,
but it isn't always possible. I think this is one
of those cases where nothing is really happening in the
moment to justify the change. However, considering what Dernny has
just been through, it's a mountain of experience. For reaching
level three, he's going to get a D six of
no hit points, chances for stat increases, and best of all,
he'll enjoy his first bonus to hit of plus one.
This modifier applies to missile and melee attacks, but not
to damage. Okay, here comes a D six for new
hit points A three. Well, that's a little disappointing, but
you can't win them all. I guess his current total
and maximum of nine goes to twelve. Next step is
potential stat increases for strength, I've got a four intelligence
A two. How about for wisdom? Another two dexterity and
this would be nice. No, I've got a five constitution
A two and last chance charisma the three whoof that
was a bit underwhelming. I'd call it a level of
dud if it weren't for the attack bonus. At least
that's something we're sure to see in action. Well, with
that done, we are back to daily hex rolls for
day nineteen. Weather A twelve. The heat is gone and
the day is mild and comfortable. Stumble upon seventeen. Nothing
there foraging with Chord's help A two. That's a success.
Durny has the idea to ask if Cord could use
his magic to find them a rabbit, and he does.
They only managed to catch one, but it's enough to
feed everyone. For the day. The last role will be
for wandering encounters. A five or six on a D
six will indicate that there is one. If that does happen,
I'll need to cook up a new table. Here's the
role A four. Ooh, that was close. No wandering encounter, however,
I'm going to flash my DM badge at this point
and force an event. Chapter twenty seven, Part three, Day nineteen,
early evening mythic event meaning propose weapons party status. Achillea
nine of nine h points, Chord fourteen of fourteen, de
Renni nine of nine, ten Tier ten of ten, fair
Wind thirteen out of eighteen. After receiving one point of
natural healing supplies, the companions have no food and sixteen
portions of water. Remaining spells available. Achillia can cast shrink,
message and glitter dust. Cord can cast entangle and slow poison.
Fair Wind can cast purify food and water. Earlier in
the day, when they had taken their first rest in
ten here had started complaining again. Achilia had entertained the
rest of her party with Aldvay's story about Tomar the
Fletcher and his magic stone, translating for fair Wind and Cord.
As she went the cleric had nodded sagely the story's
obvious moral lesson saying.
Speaker 2: Hm true true scripture tells us that the end of
the melody is not its aim.
Speaker 1: In contrast, Derrenni, intent here had exchanged conspiratorial grins before
bursting into laughter. What's so funny, Achillie had asked. Dorenni
had wiped a mirthful tear from the corner of his
eye and replied, it's just.
Speaker 3: That no self respecting fetcher would ever use goose feathers.
Speaker 1: Achilia had knit her brow in response, while muttering, I
don't think that's the fables intended take away. Dorenni had
then produced one of his own arrows and showed her
the fletching.
Speaker 3: Eagle feathers if you can get them, wild turkey if
you can't. Also, the glue is unnecessary. A skilled fletcher
cuts grooves like soup.
Speaker 1: Achillia had just rolled her eyes and suggested they keep going.
The day's march took them through a small wooded area,
then a grassy sward to where pointed out a good
place to hunt, and ten tiers shot a rabbit for
their dinner. After that, the land began to rise and
the companions had to alter their course slightly to avoid
the occasional hillock. They had just come round one of
these when they saw it, a tower of metal atop
a hill not a quarter mile distant. It got the
rays of the sun which was still high in the
western sky, making it gleam like a star. Thank you
very much for listening to Tale of the mantic Or
if you'd like to support the show, there are lots
of ways to help. You can recommend the show online.
You can like and repost episode announcements on social media.
You can pick up one of my offerings for sale.
A quick reminder here My brand new one Shot in
the Dark expansion module is ninety nine cents on drive
through RPG, and the expansion Module maker kit is there
for free. You can also buy a tail of the
Manticore t shirt at www. Dot bar Arts dot store. Finally,
you can rate or view the show on your podcatcher
of choice. I am ever grateful for your support. At
this point, i'd like to share a listener review. This
one was left by Agent six on Apple Podcasts. Agent
six writes, I've only just finished the first season, but
I have to leave a review as to how awesome
this show is. The storytelling is fantastic in the mix
of old school and actual play just works. Production quality
and consistency also make this show a standout. This has
inspired me to get back to playing an older edition
of the game myself. I can't wait to start season two,
Agent six. You said a bunch of stuff there that
makes me smile so happy that you enjoyed season one,
even happier that you're going to start season two. But
most of all, I am so glad that you've decided
to get back to OSR games. Let Chaos roll Agent six. Next,
I'd like to thank my fabulous cast of actors. The
core cast is here Kyellen as Derenni, Kevin Barringer as
ten Tier, and David Cooper as fair Wind, and I
am always thrilled to have Andrew Flinging back the mix. Andrew,
of course plays Oliveay, and what a great job he
did telling the Fletcher's tale too. Thanks Kyellen, Kevin, David,
and Andrew. For those curious to learn a bit more
about Tale of the Mantagor, I keep a blog where
I post all kinds of show and RPG related stuff
like art, maps, tables, crafts and show notes. You can
find it at Taleothemanticore dot blogspot dot com. To get
in touch with me, I'm at Mantacre tale on x,
Tale of Themantacre dot Bluesky dot Social, Tale of the
Manticor podcast on Instagram, or tale of Themanticor at gmail
dot com. Oh, one more thing. If you're listening to
this on or near the actual date of release, I'll
be at Ardcon in Calgary in a few days. I'll
be getting a talk on solo play and hopefully playing
it a ton of games. Say hello if you're planning
to attend. The adventure will continue on the next episode
of Tale of the Mantagor it's the story or Chaos
roles