Speaker 1: In the year two thousand and seven fourteen, a new
squad of operatives was chosen by the College of Illusion.
These fools promptly went on to frustrate their DM at
every opportunity. Today, still working together because really, who else
would work with them? They survive as adventurers of fortune.
If you have a problem, if no one else can help,
and if you can find them, maybe you can hire
the Second Breakfast Club.
Speaker 2: Tony Kinney as Eddie.
Speaker 3: Felsoni, Jess Owen as a deer a Glow, Michael Cole
as Urag, and Jesse Wicks as Bill Cuilance, Nico Rodriguez
as your DM.
Speaker 1: Welcome back to the continuing Tales of a Fool's Quest.
Speaker 3: When last we left our heroes, they decided to go
back down to the Speakeasy and they talked with Telmika,
who Bill used some magic on her and symbardic magic
and convinced her to tell them the truth about her
affiliation with the Warlocks, which she did do, And then
for some strange reason, he switched identities with Eddie and
is now going by Eddie, and Eddie's going by Bill,
and lou Rag's going by Adeira, and he's a giant
Solomander for reasons. So they went down the tunnels. They
met with a warlock down there named Becca. She's pretty
nice as a warlock as far as warlocks go. She's
also from the Necromancy Nation. And Bill, who now goes
by Eddie, told her that he's from the Necromancy or
not from the Necromancy Nation, but they traveled a lot
and recognized her and that they were friends. She doesn't
remember him, but that is what he said, and so
she's agreeing with it. They went down to the Giant
map room and lied to her a whole bunch, and
then she told them about these trials and how the
war efforts were being disrupted by the warlocks, and the
trials that they would need to complete to be able
to meet the only deity that seems to be residing
on Euphray in the world of Euphray.
Speaker 4: And she.
Speaker 3: Took them to the hallway where the trials are. Oh
before that, Urag went down the hallway and found another
warlock working on some amulets, doing some enchanting business, but
didn't really pursue that. And then they went down to
where the trials started, or where the trials begin, went
through a big thing, a double doors, and the doors
closed behind them right now with a large clang. As
they are in a dark cavern looking room.
Speaker 2: It's all echo, Yes, it is all echo. I mean
I'm gonna cast light. Yep, I'm gonna forget light.
Speaker 4: What did you cast light on?
Speaker 2: I was gonna just cast it on the lance I
was carrying, but I rolled a three for the cast.
That's a sick So.
Speaker 3: That's a failure. So that fizzles out and it's a
good thing. You guys brought torches. How many torches did
you have?
Speaker 2: I don't know. We just said torches. I don't think
we set a number.
Speaker 5: I would assume one week.
Speaker 4: Yeah, probably three.
Speaker 5: Okay, My eyeballs glow yep, but they.
Speaker 3: Don't really like make a safe light you know, does help.
It doesn't illuminate the room.
Speaker 6: We got to tear ladders apart, fire beetle.
Speaker 5: Okay, we run if we run other torches. I do
have this dynamite.
Speaker 3: Twelve, all right, So that's your three moves plus a
D four for extra moves. Now you're gonna spend one
of those moves to ignite yourself.
Speaker 2: Yeah? Nice?
Speaker 5: All right?
Speaker 6: Back to skitter, skitters, slither, slithery.
Speaker 5: Glow, all right.
Speaker 3: But they all got magic weapons too, from an arsenal
full of stuff that was pretty neat, pretty neat weapons,
all right. And you see yourself in this big cavern again.
This is a pyramid style cavern, so it's all kind
of squared off. In the center of the cavern, you see, uh,
this statue carved and it appears to be of Greyhawk,
and like of Greyhawk just smack dab in the middle
of the room. Outside of that, there's a water fountain
that rings the statue, and there is a door way
like another set of double doors beyond this hallway or
beyond this room that leads to what you assume is
another hallway or something.
Speaker 5: Let me go investigate that statue.
Speaker 2: Yeah, let's go look at that, Okay.
Speaker 3: So you go look at the statue. On the basis statue,
you see there is a carving, like a small story
carved about the origins of the pyramid and that the
followers of Greyhawk in the time of chroniclers, so this
is the age before the last age, so that there
was Age of Judges, which was the age that happened
before this, and then there was the age Chroniclers that
happened before that.
Speaker 5: So this was.
Speaker 3: Created, this work, this pyramid was summoned by the chroniclers
of Greyhawk using what they call a magic bag of beans,
and they grew this pyramid upside down into the grounds.
Speaker 5: It's a roote.
Speaker 4: Beware ye all who enter going past this point. It's
the point of overturn.
Speaker 5: I thought that was the doors.
Speaker 2: No, they're not locked. They just swing closed dramatically.
Speaker 6: Yeah, you could leave.
Speaker 3: Tell Miko would be fine if you guys went back
and just gave up. But you're not getting to anthroknoxis.
Speaker 5: How does she know if we completed bracelet?
Speaker 2: The bracelet, Oh, the bracelet's that's right. Yeah, Well, let's
go to the other side of doors. On the other
side there, okay.
Speaker 3: So you open it up and it gets you into
a small hallway. The hallway leads about twenty feet. There
are some higher glyphs carved into the wall as you go,
each one depicting images of the twelve gods, as well
as a handful of monsters. And you know, so you
see like a basilisk, and you see a dragon, and
you see a few other types of monsters that are
scrolled on the.
Speaker 4: Thing, but.
Speaker 3: Not a lot. I mean Bill can kind of decipher
them with his Bardic knowledge, and mostly it's just a
story that was carved up into this, but not a
whole lot of meaning. It was probably grown with the seeds,
so not really a message from the chroniclers.
Speaker 2: Gotcha, We'll head on down that path, you know, taking
it slow, keeping an eye out. But seems like just
a just a hallway go straight ahead. Does it turn
at the end or.
Speaker 3: The hallway does go straight ahead and takes you to
a single door, and there is a carving on the
door for you to as you get there, it says
this door is enchanted and you will not be able
to re enter once you're past.
Speaker 2: This is the point of never third. Yeah, I think
this is the point of over ten.
Speaker 3: But it is magic, and you can dispel magic should
you need.
Speaker 2: Yeah, I don't have us prepared right now, but time
well then we go.
Speaker 3: Okay, So you open the door and walk in and
close the door behind you. You come into a very
The ceiling is probably twelve feet above you. There are
stacks of like old goods like barrels and cloth and
furniture and stuff stacked in each side of the room,
and there's a giant circle in the middle of the
room of space where you see these oval looking shimmering
eggs kind of reflecting back towards you. And they're not
as big as the egg that has out there may
be waist high for for Bill and Eddie and knee
high for normal style rag. But yeah, they're in the
in the middle with all of the furniture and closest
stuff like that separated away from them. There's nothing near
the the eggs.
Speaker 2: You guys know what kind of eggs those are?
Speaker 5: Mm hmm do I.
Speaker 7: There's probably nothing from the native areas I'm familiar with.
Speaker 3: It is nothing from your native areas, So I would
say if anyone knows anything, it would probably be Bill.
Speaker 2: Okay, I do have a bag.
Speaker 3: Oh yeah, you can use your bag of books. Conk,
go ahead. We'd have to do with legends or lower
legends and lore.
Speaker 5: Okay, let's do that.
Speaker 4: It's an eleven and eleven. Nice, it'll do it.
Speaker 3: So you recognize these eggs. You don't know what creature
comes out of them, but you do recognize these specific
eggs as eggs eggs that house monstrosities or potential monsters
that as you near the egg, the egg will open up.
Speaker 4: It responds to.
Speaker 2: Proximity proximity. The lands is like eight people on.
Speaker 3: Yeah, those will pop open if we get close and
then within eleven I would say it responds to warm
blooded proximity. I don't know if that will help you,
guys or not.
Speaker 6: Okay, so definitely fire beetle they.
Speaker 5: So, yeah, those things will pop open if we're get inside.
There's some kind of monsters in them. They respond to
anything warm.
Speaker 4: But what happened to Kne I don't think we have
to attached itself to him.
Speaker 2: We have to get them to the infirmary right away.
What kind of thing?
Speaker 4: I need a clear diffinition.
Speaker 5: So maybe you walk around the outside edges of the room, or.
Speaker 2: I'm gonna light a cigarette.
Speaker 4: Okay, I'll be a letter for you.
Speaker 2: How high has the ceiling you said? About twelve feet?
Speaker 8: Yep?
Speaker 3: And the furniture and stuff on the far edges of
the walls is stacked almost as high as that, So
you'd be climbing mountains of rubble, not rubble, but like garbage.
Speaker 2: Right? Is it? Clear area about twelve foot radius too?
Speaker 3: The clear area is about well the eggs are about
ten foot diameter.
Speaker 6: They make a ring.
Speaker 3: There's six eggs, so it's a ring of the six
eggs ten foot diameter. For that ring, there's a spot
of about a space of about five feet that extends
beyond that on all sides of the ring that you
can maneuver around. But then anything outside of that is junk.
Speaker 2: And the eggs themselves are what three feet tall yep,
so it's nine feet above them. That's probably enough space
we squeeze by out by the ceiling. Right. Spider beetles,
those got sticky feet like regular beetles, I mean fire beetles. Checking.
Speaker 9: Oh, they can burrow.
Speaker 2: Sweet.
Speaker 3: The ground in here is made of like stone, like
pyramid stone. Yeah, and you could burrow into the trash
and make your way through.
Speaker 2: Yeah, it could.
Speaker 7: So I could tunnel through the trash and skirt the room.
I could probably do that with trying not to set
it all up fire. And you guys wanted to follow along.
Speaker 2: I'm gonna cast big ass hand. Okay, that's ten. That's
an eleven because cigarette I'm gonna pick bill up by
the scruff of the neck and then just put them
on the other side and then pick me up by
the scruff of the neck and just put me on
the other side.
Speaker 5: Hmmm.
Speaker 3: Okay, I feel like there should be a role for this,
but I don't know what it would be. The spells
spells working.
Speaker 4: Your feet would be dangling over.
Speaker 2: Yeah, we'd pull those up as as we could.
Speaker 4: Yeah.
Speaker 3: Yeah, I'd assume you're like scrunching yourself up.
Speaker 2: Yeah.
Speaker 3: Okay, I guess what I'm gonna do. I'm gonna make
a roll for the eggs. Okay, I don't really see
a role that you guys would need to make for this.
Your spell was successful, the command is successful, So for
you too, I'm gonna make a roll for each egg
to see if it gets to you. That is a
three on the dice for the first egg, so who
is So Bill makes it over and that is a
nine on the dice for Eddie. So they the eggs
start to open, the two of them, like, because you're
going over two of them, you know, is there in
a circle. So the two you go over, Eddie, they
start to open as they sense you coming, and one
of the egg things remains open, but nothing jumps out
to actually attack you. As you land on the other
side of this who rag you're burrowing?
Speaker 6: Yeah, I'm musa skirt the outside of the room.
Speaker 3: All right, so you got to use a move to
burrow and then man, probably I would probably say, dexterian.
Make sure you don't catch it on five and burn
yourself in Sure.
Speaker 6: That's eleven on the dice.
Speaker 5: Oh, well, there you go.
Speaker 3: Okay, so you guys make it?
Speaker 2: Uh?
Speaker 3: Yeah, you make it through to the other side of
this door.
Speaker 2: Wow? Why do I feel like? Now I'm gonna have
my hand just smush them all flat?
Speaker 6: A clever game of.
Speaker 9: Squeeze your head and squeezhe head.
Speaker 5: Mm hmm, cass summon giant frying pain.
Speaker 2: All right, there's a door over here, I assume, I
hope yep, I say here, you're supposed to go through
the other one.
Speaker 5: It's actually there's actually a trap door in the middle
of the eggs.
Speaker 9: Don't give any ideas.
Speaker 3: So you open the door and it takes you into
then next room. This room is actually lit up with
with mage lights on several walls, and as you enter,
it's a sandstone chamber and there's a great stone door
that's at the very far end. Its surface is carved
with ten hieroglyphs, each depicting a creature of some sort
that at least Bill is aware of. And above the
above the hieroglyphs, there's an inscription.
Speaker 4: It says, only.
Speaker 8: Those who know the balance of the world may walk
into the Hall of the Eternal Pharaoh. Four stand true.
The light that creates, the water that renews, the air
that carries, the shadow that claims. Choose with wisdom or
the tower devours.
Speaker 2: Okay, so there's ten ruins. We have to choose four
of them.
Speaker 6: Yep.
Speaker 3: Here are the ten different hieroglyphs. The first is a medusa,
the second is a manticre, the third is a solar,
The fourth is a phoenix, The fifth is a kraken,
sixth is a scaub, seventh is a wraith, eighth is
a sphinx, ninth is a wind elemental, and then the
tenth is a basilisk. I didn't say the basilisk, get,
did I?
Speaker 2: Nope? Okay, all right, the light that creates, the water
that renews, the air that carries, and the shadow that claims.
So I feel like the shadow that claims would be
raith probably, and the air that carries is probably that
wind elemental.
Speaker 5: Solar for the light that creates.
Speaker 2: Seems like it's like but but then, yeah, I was
thinking of the phoenix.
Speaker 5: The phoenix is possible, but that's.
Speaker 2: That seems more like from the flames and fire new.
Speaker 5: Yeah, that's that's what I was gonna say. Is it's
like renewing or rising again. That's what's creating something new, right.
Speaker 2: Yeah, but it's the waters that renew.
Speaker 5: It is the waters that are new. M. Kraken's don't
really renew, right, I don't think. So what bassilisks to
again stone That's what I thought, and that's what madusas
do too.
Speaker 2: Darkness that claims could be the scare scabs represent death.
What does.
Speaker 5: A man is there?
Speaker 2: Manticord It's like a big lion with wings and a
spiky tail and a man face, a man face.
Speaker 5: Mm hmm.
Speaker 2: I'm still not sure if the light that creates would
be the solar or the phoenix. The solar is a
like an angel, heavenly like creation. Yeah, that makes the
phoenix like being reborn. It's kind of kind of a
creation theme. And the fire is the fire makes light and.
Speaker 3: Just like we did before, if you guys have a
specific ability or talent or tra and you want to
make a roll for one specific high hieroglyphic, I will
let you.
Speaker 2: Yeah. Actually, you know what, I refilled that bag of
books and I think there was a Best Cheery in there,
So I'm gonna I'm gonna dig through that and see
if there's anything in it about Krakens being water that
renews or anything.
Speaker 8: I'm gonna.
Speaker 5: I'm gonna help you find it in the book for
aid if you okay, just.
Speaker 2: To give him a plus by now that'd be a twelve.
Speaker 3: Not that matter, but okay, Yeah, you do find in
there that some legends around the Krakens that while they
are mostly known for their deep sea homes, right, and
they do come from the water and they are chaos
of the seas, they are also a sign of renewal
for the water itself, not for the people.
Speaker 2: Yeah, pretty why they make that ointment out of krakens?
The krakenoll? Yep?
Speaker 4: What?
Speaker 7: Okay, so the water would be cracking air the elemental
shadow Wraith alone, we don't know is light of creation.
Speaker 5: I'm gonna kind of scour through the legends to think
to try and remember if there is anything about solar
solars being connected with creation.
Speaker 3: Ten ten Okay, yeah, no, what are you guys?
Speaker 4: I can killing it.
Speaker 3: Yes, So between the two of them, you would you
don't really realize so much about the Solar itself being
an angel, but you do know that the Phoenix is
more a symbol of rebirth through fire, so being destroyed
and brought back, whereas an angel is more creation. Okay,
and Grayhawk used his angels to help create you Fray
when it was built.
Speaker 5: Okay, So yeah, it seems like the Solar would be
the like the crew that creates.
Speaker 2: So we're pretty sure about the Wraith and the Elemental
being the shadow that claims in the air that carries Yeah.
Speaker 5: I mean that makes Yeah, I don't think anything else
makes much sense in those places.
Speaker 2: Yeah, I'm pretty COMPLI of that. All right, then I'm
gonna I'm gonna let's see touch the ruins. Do they
do anything if I touch them? I'll touch the one first,
the Solar first.
Speaker 3: Yeah, you touch it and it lights up a bright
white light.
Speaker 2: And then I'll touch the Kraken.
Speaker 3: The Kraken turns a deep blue color.
Speaker 2: And then the wind Elemental.
Speaker 3: The Wind Elemental shines in a silvery display of magic.
Speaker 2: And I guess the wraith, and the.
Speaker 5: Wraith lights black, and all of them open up.
Speaker 6: The door.
Speaker 3: Begins to glow, and one more riddle appears on the
door itself.
Speaker 4: It says, I am the end.
Speaker 8: Of all things you at the start of eternity. I
am feared by kings and peasants alike, yet welcomed by
the weary.
Speaker 2: What am I?
Speaker 5: But that's just death?
Speaker 2: Right?
Speaker 7: Yeah, that's the pertn't think in my mind? Death the
end of all things, at the start of eternity, feared
by kings and peasants alike, welcomed by the weary.
Speaker 2: It seems like that or the dark?
Speaker 9: What am I?
Speaker 2: You are? Death?
Speaker 4: All right?
Speaker 3: You say that, and the door locks and opens up
wide for you to enter.
Speaker 9: Kay, all right, taken a little fire beetle, ass in there.
Speaker 3: Our heroes will return after these messages. Hey there, it's
Neko again. If you'd like to skip the ads next time,
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the way, it's time to dive back into the foolishness.
Speaker 9: Taking a little fire beetle ass in there.
Speaker 3: You take your fire beetle ass in there, you light
the room up as in your little bubble of light.
And this is it is a ramp that rolls down
toward an area that's almost flooded. At the bottom of
this floor. You can see different parts of the wall
where the liquid is trickling in, and not a lot
of water is pouring in, but enough that you can
understand why it would be pooling on the stone floor.
Speaker 4: Right.
Speaker 3: And so you see this big pool of water down
to the bottom, and there are trees growing up out
of this pool.
Speaker 2: Cool kind of trees. They are gulf yas.
Speaker 3: Big, dark leaved, like dark purple leaves. They're not green
at all, and they seem to be feeding on some
kind of moss that is around there, around the base
of the tree, the trunk of the tree that's coming
out of the water. You might know these trees, all
of you from legends of the under Dark. Not me, No,
maybe you don't know them.
Speaker 6: I'm just a fire beetle.
Speaker 5: Oh are we willing for more informations that we were doing.
Speaker 7: If you want, yeah, the knowledge of legends and antiquity,
you go first there.
Speaker 5: Okay, so I got an eleven the bad way though.
Speaker 4: Wait what and eleven the best way?
Speaker 6: Yeah?
Speaker 3: Yeah, Not only are you not familiar with these trees,
you think you are familiar with these trees. You're pretty
confident that you know about these trees and the leaves themselves.
Those moss covered purple leaves have healing properties.
Speaker 5: Yeah, those are Yeah, those are the those leaves make
healing questions. They're like the US. Yeah, it's like a famran.
Speaker 2: So when I spout Laura about something no one else
has any clue about, I take plus one. So I
get plus one of this, right.
Speaker 3: Yeah, yeah, they clearly he got it.
Speaker 6: He got two on natural dice.
Speaker 2: I got three. That's thirteen thirteen.
Speaker 3: So you disagree with Bill. These are not healthy and
also they are known for housing small bugs that get bill,
hold on, hold on a second, flesh eating. I don't
think those are the trees you're thinking of. Do you
remember do you remember freshman year when those upperclassmen gave
us those cigars and they made us stick for a week.
I think these were those. I think those were these.
Speaker 2: Leaves and in them. Yeah, I think that's these.
Speaker 5: I don't think that's possible.
Speaker 2: I'm pretty sure you don't even like trees.
Speaker 3: Not since then, I'm I'm really gonna hate to do this,
but I feel like I have to. You both are
going to be very confident in your own decisions about
these trees. RAG is a neutral third party. However, we're
going to do charisma roles to see which one of
you who believes.
Speaker 2: Hmm, charisma's not terrible. One plus two.
Speaker 5: I can promise you that these are the healing trees.
Speaker 3: Twelve, Rag, you side with Bill, all right.
Speaker 2: Listens, get parasites. It's not my fault.
Speaker 6: I warned you, Oh Akondo, who those trees?
Speaker 5: You don't know trees?
Speaker 2: Who doesn't know ease trees? He said?
Speaker 5: Do you think he's just gonna believe me when I'm wrong?
Speaker 7: So while they're bickering back and forth, I'm going to
see if I can listen to the spirits of nature
in this cavern, okay, and get a get a different
take on this situation.
Speaker 3: Yeah, make your role to talk to damn truths.
Speaker 9: Eight eleven.
Speaker 3: Okay, So there are spirits of nature in the room. First,
you've got the tree. The tree itself, its spirit is
kind of impartial, right.
Speaker 6: Like it like, oh, I'm just a tree.
Speaker 4: I'm just a tree.
Speaker 3: Like if you don't want to get sick, don't eat
my leaves, like yeah, but it will talk to you
and answer questions.
Speaker 10: Oh hi, hello, strange place to see a tree. It's
not so strange for me.
Speaker 4: I grew here.
Speaker 2: How long have you been a here?
Speaker 11: Oh well, I started as a little moss covered sapling,
and I grew up probably oh four thousand, maybe five
thousand years. It's hard to tell when there's no sunlight,
but I don't really like sunlight anyway.
Speaker 9: It's good to meet an elder.
Speaker 2: Oh yeah, well, it's good to be an elder.
Speaker 10: So hey, my friends and I are passing through here,
are we okay?
Speaker 2: Here?
Speaker 11: I don't have any qualms as you passing through?
Speaker 2: Okay?
Speaker 9: They seem to some of them think that you're dangerous,
and some of them think you're not.
Speaker 2: I just figured i'd.
Speaker 11: Ask, oh, I mean I'm I'm not dangerous, and just don't.
Speaker 4: Don't eat my leaves.
Speaker 3: There's a couple of people in here who wait, my leaves.
Speaker 9: Okay, noted. I appreciate that.
Speaker 2: Heads up.
Speaker 4: Do you want to see one of them?
Speaker 2: Yeah? I do, all right.
Speaker 3: You see a root start to rise out of the
water holding a skull, and it just, yeah, pick glistens
as the water ripples off, and then then the root
slowly slides back down.
Speaker 5: When I see it, I'm just see you suld have
beaten the leave. He obviously didn't, or he wouldn't be dead.
Speaker 6: I'll turn to these heads.
Speaker 2: Guys. Don't eat the leaves there. See, we were going
to trust you, rag, you said.
Speaker 5: I did say that, so thank you, old tree. What fine,
If we're going to be unhealthy, we.
Speaker 2: Can We'll leave you in peace. Then oh yeah, well
that you probably find it eat trees reading. It can't
be dangerous.
Speaker 9: We can leave in peace as long as we don't
eat his leaves.
Speaker 4: There's more more skulls in the water, though.
Speaker 11: You gotta be careful about those when you walk through
the water. Sure, yeah, thank you, Yeah, no problem.
Speaker 2: The skulls are in the water. A lot is a
murderous tree.
Speaker 5: It's not the tree.
Speaker 9: It's just.
Speaker 6: Oh oh, the bugs. How quickly we all forget the bug?
Speaker 2: But make sure the tree was cool? It. Listen.
Speaker 5: I remember that you were talking about the bugs, but
I was too busy trying to not lose my first argument.
Speaker 6: Did I get any read on the bugs at all
or just just the tree?
Speaker 4: No, you didn't get to read on the bugs. Yeah,
just such.
Speaker 7: Wonder maybe the thugs are some kind of curse or
mugg litns something or other.
Speaker 5: Good news. I've been through a lot of curses. I
spent the last decade building up an immunity to.
Speaker 7: Curses, the microns and curses. Since I'm young, Okay, we're
gonna want a fire beetle skitter my ass past the tree.
Speaker 6: Then, okay, make sure i'll get too close with my
fiery butt.
Speaker 2: I'm gonna prance because apparently I'm built.
Speaker 5: I'm gonna ship my pants.
Speaker 3: As you get in the water and you start making
your way through, you feel some bones and stuff as
you're as you and then you feel something slither up
across your one of your legs. There's something live in here,
and it chomps down on the flesh.
Speaker 6: Below your care therapists like, it.
Speaker 3: Slithers up between the cracks and your carapas and it
drops down on the flesh and it doesn't do a
lot of damage, but it bypasses armor and does three
points of damage.
Speaker 6: Blue Rag freaks out. Something toes my foot something, does
my foot sump to does my footage?
Speaker 2: Smashes on the halls to the other end.
Speaker 4: All right, you haul ass?
Speaker 2: I yeah, turn off all the garbage smashes on the
detention level bom shut them all down.
Speaker 3: So you haul ass and you get out of the water.
The other two are watching you from the from the
far side, and you see a half a dozen of
these bugs.
Speaker 2: All over you and none of us are in the water.
Speaker 3: You two aren't in the water yet.
Speaker 2: And he's he went through the water. He's out of
the water.
Speaker 3: Now he's out of the water, and like six of them,
but they're all on his carapis trying to find ways
to get into his flesh or to get to his flesh.
Speaker 6: Okay, Well I'm out of the water now, and fire beetle.
I'll just go fiery, all.
Speaker 3: Right, Okay, so go ahead and use a move to
do that.
Speaker 6: Yeah, a move to uh yep, just flame on and.
Speaker 3: Then see how much damage. I will say it's AoE
damage for all of them on your body. Six six
points of damage. Okay, they all look pretty cooked, like
they all might have one hit point left.
Speaker 2: Well whoops, nine.
Speaker 3: Nine, they all look pretty cooked, just dead. They all
start falling off your carapace and onto the ground.
Speaker 6: I didn't see the dot by the nine.
Speaker 2: The lightning bolt the water, yep, okay, it's a nine
to cast it.
Speaker 4: So are you still smoking that cigarette?
Speaker 2: Yeah? Okay, but I got minus one from earlier? Still,
oh wait, no, I redid my spell, so I don't
have that. No, I didn't rest. I think I still
have that. I don't know do I still have that?
Speaker 3: You're the GM, I would say no. I would say,
you did rest to redo your spell, so that's fine.
And then when you use light again, you decided to
forget it instead of doing a minus one.
Speaker 2: So that'll be a five minute or plus. So yeah,
a ten, A ten okay? All right? So yeah, lightning
bolt the water lightning bowls two D six that's the seven.
Speaker 3: So you lightning both the water, and it shocks the water,
and all of a sudden, like the water starts buzzing
with activity. Right, things start like moving, and the water
starts getting real restless and shaking, and then after a
few minutes everything starts to calm back down.
Speaker 2: Shall you get it one more?
Speaker 3: It's almost like hungry piranhas in a pool when you
throw in meat right from all the movies and stuff.
Not real piranhas, but you know, or maybe a real
like TV show pro.
Speaker 5: You are a big scary wizard.
Speaker 2: Well you are big scary.
Speaker 5: I'm gonna roll my I'm giving it one more like
I'm rolling to give you damage. I got a six
to give you damage.
Speaker 2: That's that's a twelve. So you didn't give me damage?
Speaker 6: Then it's a critical graz is the sixth?
Speaker 5: The beginning of yeah, seven, eight nine is.
Speaker 2: Yeah, so I give the bugs damage?
Speaker 3: Did you give keeling too?
Speaker 2: No?
Speaker 3: I just gave dangers damage. Then now you give the
bugs damage.
Speaker 2: Rolled the three that time for your spell? Yeah no,
I rolled a ten for the cast for the damage.
Speaker 3: Wait for the damage. The water is deserved again, but
much much less like you. If you didn't kill them,
you probably have stunned them.
Speaker 2: All right, I think we can cross Bill. Let's just
do it fast. Okay, I'm gonna I'm gonna I'm gonna
go wading through the pool as fast as I can.
Speaker 3: Okay, you go way through the pool as fast as
you can. I'm gonna give them a minus two on
their attacks. That's a seven on the dice. That takes
it down to five for Eddie, And that's a five
on the dice, takes it down to two for her,
three for Bill.
Speaker 5: That's good because they had a lot of it, which
they did.
Speaker 3: They did, but that was clever using lightning twice to
stun them. I think that was good.
Speaker 2: Good job.
Speaker 3: Yeah, the tree is like.
Speaker 7: Sorry, why would you do that?
Speaker 2: I thought you were into it.
Speaker 3: All of a sudden, skulls start rising up from the
water all around, and like the tree chucks a skull
at you. Fuck you dummy, you ummy, Like how did
you get here? Jellyfish have a symbiotic relationship. Just slash
eating bugs.
Speaker 5: Just electrocutes addy back.
Speaker 6: I feel bad that you shocked the tree.
Speaker 3: Sorry tree, all right, and you have one more door
to go through.
Speaker 2: Does this one have any writing on it?
Speaker 3: This one just has the hieroglyphic symbol for you finally
got into the room of death.
Speaker 2: All right, So I'm going to touch that symbol. Does
it light up?
Speaker 3: It lights up and you can walk right in.
Speaker 5: Right not above it.
Speaker 2: Yeah, I'm gonna touch that. You didn't do it right, Bill.
Speaker 5: While you were too hasty.
Speaker 3: All right, You walk into this next room. The door
closes behind you, and it's like a sauna in here,
like an exotic foresty though there's like a hot spring
like style of water in there. It's just really warm
in the air. You can feel like your body is
starting to sweat already. Large pillars line the room and
jut up out of different places. But and it's like
a sand around this water that's in the center. But
it's more like an oasis. And it is that creepy
under dark waterypool of death that you just pass by.
And in the room far beyond you hear a glittering
or a chittering noise.
Speaker 6: Glittering then.
Speaker 3: Dragged got got pretty late here for some reason. Okay,
in the room far away, you hear a chittering noise.
Speaker 2: M hm hmmmm, it's probably just the chitterlings.
Speaker 6: Why does that sound like an army of insects?
Speaker 3: Mm hmm, I want to say an army of insects.
It sounds like maybe one really big insect mm hmmm.
Speaker 2: Dang it.
Speaker 4: All right, sounds like you're kind of people.
Speaker 2: Yeah, let me get out my bucks. Mansion hand Bucks Bucks.
Speaker 3: I decided to put this monster in so that O
Rag might have something.
Speaker 4: That he can learn to uh.
Speaker 3: Shape shift into later because I thought it might be cool.
Speaker 2: I want to cast invisibility on Bill. It's a ten Okay,
should have twined it, should have cast it through the pond. Na.
Speaker 5: Oh my god, I'm no longer gorgeous.
Speaker 2: And I think let's do it.
Speaker 5: M m.
Speaker 4: You enter further into the.
Speaker 3: Room, yep, Okay. As you move further into the room,
you find on one of the altars, the one nearest you,
you can see for one of the pillars, it's you
get closer to it, you can see there is a
body of a very dead body. It's been a corpse
for quite some time, but it is chilling there sprawled
out on the top of the pillar.
Speaker 7: Mhm.
Speaker 3: This is not a Florida singaling color. I just don't
know what else to call.
Speaker 6: It's like a half sized pillar with a pedestal, like.
Speaker 4: A like a pedestal.
Speaker 2: But yeah, all right, I'm gonna, you know, looking around,
approach that pedestal. All right, See what's going on with
that body there? Where's the where's the chittering coming from it?
Speaker 3: Came from the far wall, like the direction you need
to go to get to the to get to the door,
to get out of this room.
Speaker 2: Keep an eye on you know that way. But go, yeah,
check out the body on the pillar.
Speaker 3: Okay, so you go. Check out the body on the pillar.
Its arms are dangling down to sides, its feet are
dangling off the edge. Its head is lulled back, and
it's full corpse at this point, right it's neck is
barely hanging on with a little bit of flesh that's
left that has turned leathery after all the years of
it chilling there. But you can tell there is a
large wound in the center mass of the creature's chest
where it looks like something may have ripped out mm
hmm of the body.
Speaker 5: As he's investigating that, I am going to sneak up
and throw its arms around him.
Speaker 2: I'm going to poop and then press the digitation, and
then I'm gonna soil Bill's pants.
Speaker 3: You can't see his pants to soil.
Speaker 4: He's invisible.
Speaker 9: He just smell it.
Speaker 2: Phil. If you're going to abuse it, I'm not gonna
make you invisible.
Speaker 5: It had to happen.
Speaker 2: It looks like something busted out of this guy's chest
right a little bit. I think those those bugs in
the other room, one of them got in and broke out,
and that's one off. It was one of those eggs.
Oh that makes eggs that we lifted ourselves over and
get tunneled around the edge.
Speaker 5: Yeah, it's probably I just thought maybe this is what
a heart attack looked like.
Speaker 7: So the floor of this room, is it still stone
like the other rooms or is.
Speaker 3: This Nope, it's mostly sand. I mean there's probably some
stone under the sand, but it seems like there was
sand poured into this room and then water put in
the center to give it like that oasis vibe.
Speaker 6: Okay, so I can actually burrow a little.
Speaker 3: Bit, then, yeah, I would let you burrow. You can't
go too deep, but you could be enough to hide.
Speaker 7: Yeah.
Speaker 6: So I'll go sub level and.
Speaker 7: Scope things out, maybe around the room, and see what
I can find that way.
Speaker 5: Okay, curious about that skittering.
Speaker 3: So you burn a move and you move throughout the
room looking for the thing nearing the skit rings. Yep,
make a make a wisdom roll, and I'm gonna see
if it beats its hiding roll thirteen. It beats it Wow,
it got an eleven to hide.
Speaker 6: Just so you and I got a plus three on wisdom.
Speaker 4: Yeah.
Speaker 3: Yeah, I almost just said, no, you don't sense anything,
So I was like, we'll see. Yeah, so you do
sense a creature. We'll say that even though it's hiding,
part of your ability to sense spirits around helps you
target where this creature is fair and you find it
in the corner of the room, near the door that
you need to exit through. Watching, just watching like that,
like it's put itself in a position where it can
ambush should it need to, okay, or should decide to
as you guys near the door, so I.
Speaker 6: Get any kind of read on what it.
Speaker 3: Could be or from how you're hidden. And it's not
really moving, No, probably not, but you know, it's about
about probably the same size as a fur bog, so
bigger than Eddie and Bill, maybe a little bit bigger
than you. It's hard to tell from on the ground, but.
Speaker 2: Just shaped exactly like three velociraptors.
Speaker 5: Okay, I'm standing on each other's I'll kind of get
a general feel of general whereabout and then head back
toward the other two.
Speaker 7: And I kind of poked my head up, Hey, there's
something over in the corner there watching us. It's waiting
in ambush.
Speaker 2: I'm a little bit me. It's buried.
Speaker 9: No, not really, it's just well hidden.
Speaker 2: All right, walk without rhythm.
Speaker 6: I love it, the ministry of silly walks.
Speaker 3: Step step, slide, step, jump, pivot, pivot, spin.
Speaker 5: Just through somersaults the whole way up.
Speaker 6: No, that's rhythm.
Speaker 5: Sorry.
Speaker 2: Yeah, it's pretty big.
Speaker 9: It's bigger than me.
Speaker 2: So all right, I'm going to prepare my big ass hand.
I'm not going to cast it yet, musn't just be
ready to when it when it reveals.
Speaker 5: Itself, I'm ready. You're the man, You've got the biggest hand.
Speaker 2: And then there's there's a door on the other wall.
Speaker 4: Yep, there's a door on the other wall.
Speaker 3: Uh. I will say with that thirteen that you got
to sense it. You got the feeling that it could
sense you back with something a little bit more than
just say so it sense well not even just trumors,
but like it can sense fear, like more than just
you know, sensing a presence. It can it can sense
actual fear, like a physical trait. So Bill's invisibility might
not be a helpful, is okay, unless he's just unafraid,
which I really kind of doubt that.
Speaker 5: At first I was afraid petrified.
Speaker 9: Well as if I stay fire beatle, I could possibly
sneak attack from on the ground.
Speaker 7: Once we get ready to launch into action mode.
Speaker 2: Yeah, all right, let's do it. I'm gonna. I'm gonna
stride boldly towards the door. Uh, you go ahead and
burrow on it.
Speaker 4: The rag burrows bill is invisible.
Speaker 5: I'm gonna, I'm gonna start symboling. I'm gonna start symbling.
Speaker 3: Eddie baths all right, start symbling. Eddie walks forward, and
a creature leaps from the side of the wall where
it was tucked up against the wall and stands in
front of the door. It's about nine feet tall. It's
got a large onyx shimmering head. Its body has no
fur but a carapace with large sharp claws, and it
opens up its mouth to let out a bone chilling
screech as the Xenomorphe steps toward you.
Speaker 12: 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.
Speaker 2: Someone's on your porch.
Speaker 4: Get him, looks like FedEx.
Speaker 2: Get him, get him fudge. That's right. You tell him,
you tell him, you tell him not to be out there.
Speaker 11: Good boy, good boy, good boy, good boy.
Speaker 2: Who's a good boy? Sounds like a porcupine? Serious, look
it up, that's what they sound like.