Speaker 1: In the year two thousand and seven fourteen, a new
squad of operatives was chosen by the College of Illusion.
These fools promptly went on to frustrate their DM at
every opportunity. Today, still working together, because really, who else
would work with them? They survive as adventurers of fortune.
If you have a problem, if no one else can help,
and if you can find them, maybe you can hire
the Second Breakfast Club.
Speaker 2: Tony Kinney as Eddie.
Speaker 3: FELSONI, Jess Owen as a deer a Glow, Michael Cole
as Urag.
Speaker 4: And Jesse Wicks as Bill Cuilance, Nico Rodriguez as your DM.
Speaker 1: Welcome back to the continuing Tales of a Fool's Quest.
Speaker 3: When last we left our heroes, Oh yeah, they made
it to the City of Patients. They talked to a
few different people, made some decisions about how they were
going to approach the island, what spells to use. They're
pretty concerned about meeting this magnus devilin character if they
can find him, so they took a look at the map.
They got themselves a boat, which they paid a lot
of gold for, but was told that if they returned
the boat, they'll get most of their gold back. The
idea was to take the boat and head around to
the opposite side of Outcast Aisle to the cliff wall
there and go up the cliff wall so that whoever's
in Cadrin who's throwing fireballs at ships won't attack them.
They suited up with everything that they needed. They grabbed
some hot pockets, and I think they were ready to
set sail.
Speaker 5: And putting on my fire's there, all right, idea.
Speaker 4: It seems maybe I should buy some flippers too, just
in case.
Speaker 3: Yeah, all right, So you guys hop in the boat
across the water.
Speaker 2: Yeah.
Speaker 6: Is there a version of walrus that's fire resistant, the.
Speaker 7: Kind of stay.
Speaker 3: That's that's exactly what.
Speaker 6: Okay, Yeah, so they're getting in the boat, I'm getting
in the water walrus mode.
Speaker 3: Okay, So you guys head straight east, I assume across
the map and then head north to the uh to
Outcast Aisle. Now outcast Ale is broken up into two sections.
There's kind of a flat land which has the keep
and the castle which is called Cadron, and then as
you travel and that's on the western side of the island,
and then as you travel east it starts to go
uphill uphill uphill with a steep slope.
Speaker 2: It is a.
Speaker 3: Snowy island, but there are trees all over, so the
trees are covered in snow that are there, and so
you can see that the island itself is really just
like it's a flat on one side, and the one
giant slant that goes up really slanted high toward the east.
As you go, and you were kind of told that
there was an insane asylum that was up there. Yeah,
that they housed a bunch of people that they thought
were dangerous and not all right. But that was a
couple hundred years ago. Nobody really uses it anymore. It's
just kind of this retired asylum that was there. So
you guys had learned about that. You travel east along
the water coming out of Harbinger's Bay and then you
can follow you know, you can see the island, you know,
from a distance the entire time. So you travel east
and then you cut back north and head up to
out Cast Aisle as you preach the as as you
approach the island, you find a nice little spot to
dock your boat. And it's even got a little pier
area there, just a couple of small old piers. There
are no other ships there though, but you can see
a spot where you can pull your boat in and
dock there, or you can continue to pruise around the
island look for a different place if you'd rather not
approach that. And what you see from this side is
a spot to dock the boat, and then maybe a
small beach. It's primarily made of stone, and you know,
some wood drift wood and stuff, and then the cliffs
cliff wall right there, which looks exactly like the Cliffs
of Insanity from the Princess Bride. So you're looking at
a cliff wall face of seven hundred and two feet
tall and it stretches for about seven miles. But if
you go around the cliffs then you're going to be
within view of Cadron.
Speaker 8: Have you learned how to shape shift into a phasic yet?
Speaker 9: Mm hmm.
Speaker 6: Maybe well I did Hill Giant that one time.
Speaker 5: While we're sailing.
Speaker 8: I would just like to point out that I am
performing Rock the Boat.
Speaker 4: I didn't say just singing and performing it. Not just
singing performing, We're doing the whole shtick like there.
Speaker 6: You got the n you raped the boat, Rock the boat, day,
Wrap Boat.
Speaker 9: Cliff coat over.
Speaker 3: Bob says, as we approach this scary aisle, I think
we'll all have to use our guile. M.
Speaker 7: I did impact that sweater.
Speaker 6: Sweet so invisible walls scoping out the shore right around
the dock area. Yep, everything cool underwater.
Speaker 3: Also, yep, everything is cool underwater. Go ahead and give
me a wisdom roll, and I will tell you. You
do see some stuff regardless, But.
Speaker 7: Ten on the dice.
Speaker 3: Ten okay, uh so underwater you're everything is good. You
don't say anything wild down there. As you approached the
docks and the and the shore, you do notice that
there have there are a couple smaller boats, like five
or six man boats that have been pulled up onto shore,
and it looks like they've kind of rotted out. The
wood is wrought it out from it. But it looks
like at some point people did use this as I
don't know, maybe like a getaway spot or smugglers area,
something along those lines. Beyond that, at the base of
the cliff wall, you do see a lift point, so
this little spot where you can get on a platform
and take a few steps up that are carved into
the mountain, and then you see a large thick rope
that's dangling down from the cliff base. That's just chilling there.
Speaker 6: So I will go back to the boat, relay what
I've seen, and say, should I turn into something large
so we can go up the rope?
Speaker 10: I feel like that's probably the move. I don't climb
well myself.
Speaker 8: Or we could cut it and he'll drop a chandelier on.
Speaker 10: Something's wrong with you, really, I don't think it's that
kind of rope.
Speaker 5: You can't know until you're trying.
Speaker 3: There could be a chandelier seven hundred feet up. You
don't know.
Speaker 4: There could be a cliff face down on the other end,
and this rope is holding the chandelier.
Speaker 10: But it's not secured on this end, so wouldn't it
just fall anyway? Sustaging Maybe they use magic rope, magic rope?
Speaker 6: Can you cast magic rope on this magic rope?
Speaker 2: Well not right now.
Speaker 10: I don't have it prepared, But it wouldn't help ayay
because it's already secured.
Speaker 2: It's really all magic rope does.
Speaker 10: Yeah, I think Greg, if you can turn into something
big enough to climb all of us up, that I
think that's the that's ideal. Otherwise, Otherwise I think a
deer has given us piggyback rides.
Speaker 6: A giant wall crawling platypus, and you can all hide
in the pouch.
Speaker 5: Oh there's something you don't see every day.
Speaker 6: No, perple, I'll go he'll.
Speaker 3: Oh yeah, twelve okay, so twelve is good. Three moves.
Speaker 6: Plus one, So four moves okay, four moves and uh.
Speaker 10: Hang on, everybody, yeah, wrap ourselves onto him. So yeah,
well we'll take about, you know, over to the piers,
tie it off. He's waiting, I assume, but we'll tie
the boat up and then strap ourselves to.
Speaker 2: Let him. Pessica's up up the cliff.
Speaker 3: All right, all right, so we're gonna need a strength
check from you.
Speaker 2: Six to them. You don't get this hill giants strength bonus.
Speaker 3: No, it's always his stats.
Speaker 5: So why are you even the hill giant?
Speaker 6: What if I burn one of the moves to utilize
the strength bonus above and beyond my own?
Speaker 3: I mean, how does how is a move going to
help with? Well, just further going to do.
Speaker 6: Further work, the shape change, making the muscles denser and stronger.
Speaker 3: I would say, to increase a stat you're going to
have to burn two moves if you want to increase
your strength by plus one because that will be the
entirety of your shape shifting. So it won't just be
this for climbing, right, It'll be the entire time you're
shape shifted as the hill giant. So I would say
you could burn two moves and strength.
Speaker 6: To another plus one, which would go to seven, which
is at least a success.
Speaker 2: Yep, I think that's.
Speaker 3: The okay, So with that seven success, because that's still
just a partial success. I am going to say that
at no point can you really have two or have
like one hand off the rope. You need to have
your legs twisted around the rope, and only when you're
like one hand up over the next to continue to
pull yourself up, can you have not both hands on
the rope. So the entirety of your climb, you can
do nothing but climb with these four on you. And
this is a lot of it's a lot of weight.
Like like I think before, with your normal weight, we
said you could carry two people, So this is twice
as many as that.
Speaker 10: Yeah, so yeah, you were You weren't supposed to be
this colossus.
Speaker 6: It's inconceivable.
Speaker 7: It's a legendary thing.
Speaker 2: All right, and I think we're just gonna ride up
the cliff.
Speaker 10: Could keep an eye out for, you know, anything, Yeah,
to be alarmed about, but.
Speaker 3: There is something to be alarmed about. It's so weird
that you had mentioned that. Shit nuts, all right, So
some guy in a black mask. As you guys continue
to climb, you make your way about halfway up, and
all of a sudden, you get to this spot where
you see a nest that is kind of coming up near.
You're coming up to somewhere near and it's not really
super close to the rope, but it's you know, you
can see that you're getting close enough to the nest
that whatever's in there, you might be startling it. And
as you get closer.
Speaker 2: To the eagles eating a hobbit.
Speaker 3: Enormous bird, its wings just sprawl out over the nest
as it stretches and it lifts, and you can see
its giant mouth opens up as this pella can that
you that is way bigger than any pelican you've ever seen.
Speaker 10: You Now you hear me say giant pelican earlier, I didn't.
Speaker 6: Yeah I did.
Speaker 2: It was like turn into a giant pelican.
Speaker 6: That look interesting.
Speaker 3: So I will let urag make a roll to see
if he knows about something like a giant pelican, or
I will let Bill make a roll to see if
he knows about any legends of a giant pelican. Eight
eighth thirteen thirteen. Okay, so with an eight, you know
that when it comes to giant pelic or when it
comes to pelicans, they like to just get their victims
and they put them in their mouth and just pull
their head up, and they eat things that are way
too large. I'll even choke themselves to death on certain
things that they're eating because they're dumb. Burns down, Bill,
you know the legend of the this gigantic pelican. You
didn't think it was in the evocation nation, but there
is one that's out there that talks about this pelican
that can swoop down and when it eats a person,
it poops them out into a giant golden poop. Wait
what that well, now that is so fucked up.
Speaker 2: Shit.
Speaker 8: Listen that pelican. That pelican's gonna eat us, but everybody
else is going to have more money.
Speaker 3: A couple of things you know about this pelican. First,
do those things that happen. First, It is immune to
fire damage. It does not take any kind of fire damage.
It's got like this icy armor that surrounds it at
all times, which is why it likes cold environments, which
is kind of weird for a pelican, but it really
likes this cold island that it's on. And second it's attack.
When it swoops down and bites someone, it turns them
to poop almost immediately. You have about one minute from
the time that you are gobbled up in its mouth
until the time that you are poop, which is gold,
which is gold, golden poop. So those are what you're
thirteen thousand.
Speaker 4: Is that that pelican eats people and ships him out
his gold about a minute later. Very it also can't
be hurt by fire, so like.
Speaker 2: They crossbowl, No, no, probably.
Speaker 8: Not, Hey, Red, do you speak Pelican?
Speaker 6: Oh not right off the top of my head, but
I can understand it if it talked to.
Speaker 8: Me, because because a fireproof pelican.
Speaker 3: Is the pelican looking at us or even it hasn't
noticed you yet, but it hurt something. That's why it
kind of woke up. It's just kind of getting itself around,
stretching its wings out, probably a little peckish because it
was napping and it's a pelican.
Speaker 8: I'm just saying, if we could ride a fireproof pelican
into the fireball whazer could be handy.
Speaker 11: You want to try to seduce the pelican, bill, Is
that what I'm hearing?
Speaker 8: No, I want to try and seduce the pelican.
Speaker 7: What you seduce the pelican?
Speaker 5: Absolutely not.
Speaker 11: The last time you used to do something was the
lunch lady.
Speaker 7: It's time to move on.
Speaker 5: Absolutely Not Becky or Bertha, whoever she was. She was
the love of my life.
Speaker 7: I think her name was Olda.
Speaker 5: Doesn't sound right, It is right. I'm expecting Mike to
put in right after that.
Speaker 8: It was all that their name.
Speaker 5: Indeed, I could the first ever episode the worst question
the there.
Speaker 6: We've actually done something like that. Yeah, well, yeah, I
could uh holler out to it.
Speaker 7: Holler shorty, you're gonna holler.
Speaker 2: Maybe? So how far are we up? About halfway or so?
Speaker 10: I'm pictured, Yeah, about halfway. So we got like three
hundred and fifty feet. That's gonna take a while for your climb.
I think let's uh, let's keep moving and hope, well,
uh we can get that before it gets us.
Speaker 6: We put the holler on the back burner and keep Yeah.
Speaker 2: I don't want to draw attention. It hasn't noticed this yet.
Speaker 6: They'll don't touch your symbols.
Speaker 5: I'm already touching my symbols untouched. Of course I won't.
Speaker 3: If that's the play, I'm gonna want stealth checks from everyone,
and is gonna be a minus one for carrying you
guys up?
Speaker 5: Oh, I know, I'll play. I'll assist him. I'll play
a song.
Speaker 2: Yes, please.
Speaker 3: So it's a dexterity ten on the dice, ten on.
Speaker 6: The dice, but I have a minus one, right.
Speaker 3: Ten ten on the dice, ten ten on the Hobbs
is gonna screw this up for us? No, if you
guys don't get ten, I'm gonna let Hobbs get a ten.
Speaker 2: He's graceful like a cat.
Speaker 6: Yeahpt for that time he fell out of the giant tree.
Speaker 2: There's birds then too.
Speaker 6: Yeah, it doesn't do good around birds.
Speaker 5: You don't do good as.
Speaker 3: Birds, right, A seven's not gonna do it. So as
you're climbing, you guys are making some good headway. Bill
you look down at the nest and you see not
in the center of the nest, but just kind of
around the edges of the nest, some gold, just little
gold splutters like beautiful right, shimmering in the sunlight, and
you're all quiet, trying not to make any noise at all.
Oo Rag You're even as you're going up the rope
is creaking a little bit, but not enough to really disturb.
And unfortunately, because you're swinging back and forth, Adra's axis
just clang against the side of the cliff, and the
pelican becomes fully aware that there is a noise of them.
It stretches out its giant wings and takes flight and
it hovers over where you guys are climbing, its flapping
its wing, and it clasps on to the side of
the mountain, the face of the mountain, and then it
goes and tries to wrap its entire mouth around a Dera,
and it will attempt to rip her away from your
your because you guys are all tied in together, right,
It's going to try and rip her away from that.
Speaker 6: I can't.
Speaker 3: So it's attack does hit, but it only does two damage,
and it is not it is it is strong enough
to rip with a strength check of eleven plus two,
so thirteen. So Dera Adira, if you can beat thirteen
on strength, I'll have you push them away.
Speaker 2: Punch that freak took damage first, right Uh.
Speaker 7: Huh, I'm in a rage. Uh stray rows and nine.
Speaker 3: Nine so you are not strong enough. So a couple
things need to happen here. Everybody needs to do something
to secure their position on Ohag because it just ripped
your harness into pieces and adira, it lifts you up
and starts to gobble you down its throat into its
giant pelegamounts. Our heroes will return after these messages. Hey there,
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dot afools quest dot com. And now that the commercials
are out of the way, it's time to dive back
into the foolishness. So right now you're just in its mouth.
You haven't started going down the throat yet, but it
just yanks you off of the Ohrag and puts you in.
It's a giant line or something, and I'm on fire.
Speaker 6: There you go, But it's firework.
Speaker 7: He's gone to eventually.
Speaker 3: But yeah, so that was its attack. What would you
guys like to do?
Speaker 2: Mmm?
Speaker 6: Well, I'm sure is making sure that we don't fall
off the rope first or foremost correct.
Speaker 10: Yeah, I'm gonna I'm gonna grab onto his arm or
like shoulder, you know, and try to keep from falling.
But can I do that and cast a spell? Is
that like a well a dex check to try to.
Speaker 3: I would say if you if I'd say you could
do that as your turn, or you can do that
an cast a spell, but you would need a dex check.
Speaker 10: All right, that's what I'm doing, okay. And it's eleven
on the deck check nice. And I'm gonna cast magic
missile on that pelican.
Speaker 2: Okay, that's just seven.
Speaker 10: It's eleven nice for the cast and four damage okay,
and I think that it's force damage. I think it
ignores arm her.
Speaker 3: Magic missile did magic missile ignore them?
Speaker 2: Her?
Speaker 3: I know your fantasmal killer did.
Speaker 2: Maybe that was the one.
Speaker 6: Okay, Yeah, what would a giant fireproof pelican.
Speaker 2: He's scared of magic missiles. Pelicans are scared of nothing.
Speaker 3: Okay, So it's smashed and I am going to see Nope,
that it does not drop a deer out. But every
time you guys do damage, there's a chance it will
spit a deer out.
Speaker 6: That doesn't sound like a good thing. Actually, you're looking
hawk to her for fifteen.
Speaker 5: How far away from the nest are.
Speaker 3: We You're probably fifteen feet up now twelve to fifteen feet,
and you could if you wanted to, like sidewalk, you know,
scroll walk across the cliff face. You could move the
rope over to above the nest and then scale back down.
That is a possibility.
Speaker 4: I was just curious if it was safer to Yeah,
I guess I'm gonna have to try and secure myself
on the rag.
Speaker 5: Probably don't want to drop fifteen feet to straw will
likely fall.
Speaker 4: Yeah, I'm gonna I'm gonna try and get a good
hold on rag.
Speaker 5: Is it just a we're just doing a deck stairity
check to hold onto him.
Speaker 3: Yep. Well you can just hold onto him if you want,
if you don't want to do anything else, Oh I
do want to do something else, then the decksterity check.
Speaker 7: Yeah.
Speaker 4: First sad note, I remember the stickballs. They're like those
are like explosives are they fire.
Speaker 3: The stickballs. They were like a concussive blest.
Speaker 8: It's more that was okay, no.
Speaker 3: Uh no, they're fireballs. They are fireballs.
Speaker 6: Had those catapults?
Speaker 5: We have catapults?
Speaker 8: Oh yeah, you had a box one.
Speaker 6: I grabbed the box of them.
Speaker 5: But those are in your inventory somewhere.
Speaker 2: M h, well so are you guys.
Speaker 3: So you have to step on their tail to activate them,
or I guess you could like yank their tail, pull
on the tail off and they launched through the air
at to target and then scratched the hell out of
something before exploding great damage.
Speaker 11: You know.
Speaker 5: Yeah, I'm gonna I'm.
Speaker 8: Gonna try and grab a catapult out of Bregs back.
Speaker 6: All right, cal where you aimed at to get around.
Speaker 2: In his pockets?
Speaker 6: Not it?
Speaker 5: So am I rolling to see if I hold on,
then rolling to see if I hit?
Speaker 3: Yeah, roll your deck, starity, did make sure you hold on?
Then roll your uh oh your volley.
Speaker 5: It's an eight.
Speaker 3: I'm a dexterity, okay.
Speaker 5: And then once I get the.
Speaker 8: Cat out'm gonna try and aim it be like hattie,
pull my cat.
Speaker 2: Cat.
Speaker 3: You yank the cat's tail and the cat blasts off.
Now three for your volley, all right, So it blasts wide,
and it goes up the mountain and high or low
low low it is and it blasts above, and rocks
and stones and everything come cascading down from where it came.
But it does not hit you, guys at all. You
are able to avoid that. But it also does not
hit the pelican.
Speaker 8: You pulled it wrong.
Speaker 2: I'm not pulling it again.
Speaker 3: And now you have nineteen stuffcats nineteen catapult.
Speaker 6: All right, that was what's worth of shot?
Speaker 3: Adira? Would you like to do something from inside this mouth?
You're not able to huge, right, it's huge, but you're
not gonna be able to swing a weapon in here.
You're kind of like in a It's like you've been
stuffed into a chest.
Speaker 7: Can I poke it with an arrow?
Speaker 3: You could poke it with an arrow with one of
the exploding arrows open to shoot.
Speaker 5: At your feet and use it to rocket jump out.
Speaker 7: No, I don't want to use one of the arrows.
Speaker 6: Pungs.
Speaker 7: Yeah, I want to, like can I boxes?
Speaker 11: Epicladis they have like you Glas, whatever's back there?
Speaker 3: I know in Looney Tunes cartoons they've got.
Speaker 6: They always If I can have a Quizmo's mouth. They
can't have tonsils.
Speaker 7: Yeah, I'm going to try to like hit it somehow
since I can't use my axes. How about an eleven
to hit that? Uh? What is an un arms What
is an unarmed strike? For me?
Speaker 3: Is still Yeah, it's just your damage and push or raged.
Speaker 7: Yeah, five points of damage.
Speaker 11: I'm just like Rocky Balbo to his epiglottis or whatever
back there, whatever's.
Speaker 3: Going on, yep, And I will say that five points
does ignore armor, considering your in.
Speaker 10: In the same thickness from the inside or the outside.
Speaker 6: All right, and you can a gag spit her down
to fifty feet.
Speaker 3: Hobbs is able to hold on with his dexterity and
he pulls out his axe. Okay, just one. He pulls
out his axe and gets a NAT twelve with his attack,
so he is able to well, like it's your ax,
I guess. He swings and it just clips the wing
and wedges the wing right into the side of the
mountain face, and so it pins the pelican there and
does and does three points of damage. And the pelican's
looking pretty rough right now. But yeah, where are we at?
What do you guys want to do? What's going on?
Who's next? Bu Rags still just climbing because that's all
he can do.
Speaker 2: Yeah, I think the pelicans next?
Speaker 3: Then oh yeah, pelican?
Speaker 5: Whose side are you on?
Speaker 7: You guys lose a deer to a fucking pelican.
Speaker 3: Pelican swallow, that's what she said. What you just start
sliding down and your feet first right and you can
feel a tingling sensation running up your already metallic legs,
as as your boots begin to turn gold and you
feel the crushing sensation of its of its insides starting
to squeeze at you.
Speaker 2: The popification has begun.
Speaker 3: You have less than a minute and uh oh and
you need to take damage while you're in there. Oh,
I need to need to That is eight points of
damage as you begin to goldify.
Speaker 5: Too bad it than he rag? He could have just
turned into a golden nugget.
Speaker 6: And beach to it.
Speaker 3: Just come out fine, three hundred and fifty feet in
the air, he's.
Speaker 2: Gold let's fault.
Speaker 10: Turn into a bird, maybe shave shift on the way.
Speaker 5: He ships out golden Raggedy turns into a pelican. The
weirdest birth I've ever seen?
Speaker 6: Would you just give birth?
Speaker 2: They laid eggs oh is it you again? Yeah? All right,
so I don't need to make the decks saved it.
Speaker 3: Nope, that was successful. Cool because you got more than ten,
right or you got you got to love?
Speaker 2: Yeah? I got.
Speaker 3: Yeah, So Bill will have to make a deck save
again next time because he only gotten eight. But you're
you're good.
Speaker 10: I guess I'm just gonna magic missle him again, though,
go for the eyes bo if I've got that wand
that it cast spells through and it's a wand of
twin spell, so I have to have two different targets. No,
then I'm going to use that instead of the rod,
and I'm going to cast magic mis let him twice.
Speaker 3: Okay.
Speaker 2: It was an eight to hit, so it's.
Speaker 10: Going to draw attention or I think I'll yeah, I
think I'll draw attention. And the other and that was seven.
What's another four eleven damage?
Speaker 3: Jesus? It looks like it is on the cusp of dying.
Between yeah, between what you did, between what a deer
is doing to its insides and what Hobbs did. Yeah,
it's it's looking real rough.
Speaker 11: Now.
Speaker 3: After that, it squawks out in anger and pain, but
it's kind of a gargled squawk because a deer is.
Speaker 2: Choking, gurgling in its throat.
Speaker 7: Is that a lump in your.
Speaker 5: It goes to squawk. But when it's our mouth open,
it just you just hear.
Speaker 9: You're set up, a bitch, Bill your turney.
Speaker 8: I hate hate what happens when it dies and the
deerest still in.
Speaker 10: It's it's yeah, it's stuck in the cliff because of Hobs.
So we just we just pull her out of there. Okay,
so just be more valuable.
Speaker 7: Food's made of gold.
Speaker 2: And backwards knees. All of our leg braces are cold.
Speaker 7: Ah, it's a soft metal.
Speaker 5: I'm gonna throw a tiny symbol at it.
Speaker 3: You gotta make it dexterity save again, first three again, Jesus,
it's a throwing symboleness. So it's God the high or low?
Hello six on the die so so high.
Speaker 2: That was a D six.
Speaker 3: So it ricochets off part of the uh part of
the mountain and bounces back and smacks Hobbs right in
the face.
Speaker 5: Okay, did he catch it?
Speaker 3: He did not catch it, Hobbs, you son of a bitch.
Speaker 6: And it alerts the other seven pelicans.
Speaker 5: And he draws attention. Followed imately by two.
Speaker 3: Hobbs is going to forego his turn because he doesn't
want to withdraw the axe from the creature's sighed, because
he doesn't want a deer at a ball.
Speaker 8: He also just got smacked with the symbols.
Speaker 3: And yeah, he doesn't appreciate that, which means it is
uh Deira's turn from the inside.
Speaker 11: Okay, I don't think give you back to me.
Speaker 3: I didn't either.
Speaker 11: Okay, eleven to hit whatever, punch in his throat whatever
wherever the hell I am.
Speaker 3: That you're that's enough. There's no way you can. It's
got one hit point left.
Speaker 6: So at the worst case of indigestion.
Speaker 7: Two points of dam that is enough.
Speaker 3: How do you punch your way free of this pelican inside?
Speaker 11: I guess I just like punch a hole throwers, so
like I'm just so angry, contentously punch until tears are way.
Speaker 2: Out of that pouch on the bottom.
Speaker 3: Movie care, do you guys see a fist punched through
the back of the pelican in her hand is just
sprawled out.
Speaker 7: Was anybody helping at all?
Speaker 2: It was so many magic missiles.
Speaker 3: So the bird starts to it dies, It starts to
flop as its spine comes out with with a deer's
fist and then it's just hanging there loose leaves, winging
back and forth like a pendulum with its wing hooked
into the side of the mountain. And yeah, and a deer,
you're pretty much up to your knees, has turned gold
for your clothing, your boots. You're not sure about your
actual feet and lower legs.
Speaker 2: Yet you still feel your.
Speaker 7: Toes give them a wiggle.
Speaker 3: Yeah, you can still feel.
Speaker 10: Though.
Speaker 7: That was fun cause I go to a pond chap
and see how much this is worth.
Speaker 10: I mean, there's all that gold and nest right down
there too.
Speaker 2: So much.
Speaker 7: No, go get it, you guys.
Speaker 10: Yeah, yeah, we can come back later for that.
Speaker 3: You guys are not harnessed right now, and you have
three hundred and fifty feet to go, so you could
go down to the nest and.
Speaker 2: Let's let's take a break there at that nest.
Speaker 6: Okay, a quick breather.
Speaker 2: Smoke. If you got them, do.
Speaker 5: You want to borrow the best vest and turn it
into some climbing gear.
Speaker 3: Between the gold that you find in the nest and
the gold that a deer was turning into it is
thirteen hundred gold worth of worth of gold, nice.
Speaker 5: Gold plated everybody, just deer?
Speaker 2: Right?
Speaker 7: Is that what you're calling me from now on? Those
not very nice?
Speaker 2: No, no, no, that's just what it's gold.
Speaker 5: Think you think if we take the bird corpse, we
just stop things through it's colon and it'll turn into gold.
Speaker 3: Right, it's colon is pretty much on the outside now
seeing that a deer just ripped through it to get oxygen,
you just.
Speaker 6: Made an access poor that's sleeping.
Speaker 5: Maybe if we just rub on.
Speaker 3: It, I'll let you keep it if you want.
Speaker 5: How you could do a ritual with it?
Speaker 10: I don't take one of its giant feathers and stick
it in Bill's hat.
Speaker 3: It's colon is how like Rumpel steal skins, spins yarn
out of a thread out of gold, the stomach lining
of a magic colorican magical large intestin.
Speaker 10: Alright, so nothing else in the nest of some gold.
Speaker 3: Yep, just some gold we'll get.
Speaker 2: Secured. Back to the giant.
Speaker 3: Any eggs, no eggs.
Speaker 6: No, no eggs.
Speaker 2: You could lay some.
Speaker 7: Giants lay eggs.
Speaker 10: Well, you could be a platypus giant eggs.
Speaker 5: We should have had to eat our giant eggs, so
that it would have turned into multiple golden giants.
Speaker 3: Okay, so you guys secure your way and maybe up
to the top. Yep, all right, So you guys finish
climbing all the way up to the top and you
get there without any additional issues. As you get to
the top, you notice that you are at what appears
to be a decent sized compound. It actually looks like
like a really old church. It's got gated area around it.
But the gated area looks I mean, the gate's only
about four feet tall, so it's more like to kind
of keep animals out more than anything else, not to
keep people in or keep people out. There are multiple
entry points of this and you see that there are
some like overgrown like you could see there was like
a fountain there. There's some gardens and stuff, but it's
all just overgrown and taken back by the wilderness at
this point, lots of vines and stuff everywhere. All the
glasses of the windows have been has been busted out.
It's just very run down looking building.
Speaker 6: We have to catch any symbols, uh go through his.
Speaker 3: Yeah, not from the outside of the property. You're still
outside the gate, but it looks like you're gonna have
to go through the property to get to the path
that's gonna take you to Kdra cool.
Speaker 10: Uh, Darry, did you get hurt in that fight with
the plican?
Speaker 2: He took some damage?
Speaker 7: Right, yes, I did?
Speaker 10: All right, I'm gonna cast care wounds for a dera.
That's seven hit points that that will carre nine on
the dice plus many stuff.
Speaker 2: So we did.
Speaker 5: Don't do that. What if it turns your legs back
to normal?
Speaker 2: The legs is fine, it won't and won't cure her pants.
Speaker 5: That's fair. That's all that really matters.
Speaker 10: Her shoes, all right, So that's seven hit points back?
Speaker 2: How many you took? What like eight? Right?
Speaker 10: Oh yeah, perfect, good call. All right, let's head for
the nearest gate, okay, out of that property.
Speaker 3: So you guys head through the nearest gate and you
can see so it's a metal gate with like slats
through it. It's the kind that opens at the center point.
And you know, the left and the right side can
both swing in or out, but the left side has
broken off its hinge and just kind of standing there.
So you push the right gate open and you walk in.
Ou Rag, who already stated that he's looking for ruins notices.
There are some runs right away that are on the
interior of this four foot stone wall that goes around.
Go ahead and give me a wisdom for anybody who's
scouting out the area, and an intelligence for anyone who
wants to know what those runes do.
Speaker 2: Ten for the wisdom, Okay, ten for the intelligence.
Speaker 3: Okay. So for the ruins, Eddie, you automatic recognize them
as containment rooms. They hold something in place. It's kind
of an ancient form of this room, so you're gonna
suppose probably a few hundred years old, that it's been
put in there. And these rooms appear to be chiseled
into the stone work of the area. Ohag, you see
what appears to be like as soon as you kind
of cross through, and then you started seeing things out
of the corner of your eye, different people in different areas,
and you see what appear to be specters kind of
moving in and out of the property around them. They
seem to be doing tasks like gardening or cleaning the windows,
or just doing random stuff. Some people sitting there just
reading or going through the motions of what you would
assume is reading a book, even though they don't have
a book. But you know, they're turning pages and staring
at their hands, staring at their lap. None of them
seem specifically aggressive, so.
Speaker 6: They'se probably seem kind of just like remnants.
Speaker 3: Maybe it's kind of the vibe you get right now.
Speaker 6: Yeah, does it seem like anybody else sees them or.
Speaker 2: Is just me?
Speaker 9: Uh?
Speaker 3: They're kind off at a distance, so if anybody else
was looking around and wanted to make that role, they
could or you.
Speaker 2: Can compoint them out.
Speaker 6: Hey, guys, this area is very active with spirits.
Speaker 2: I see some up ahead spirits.
Speaker 10: These uh, these ruins are containment rooms. They're they're designed
to keep something locked in are like contained here.
Speaker 6: Yeah, it doesn't seem like they're very aggressive though, Like
maybe they're just memories of the people that were here
for a while.
Speaker 10: Let's watch them a second and see if we can
learn anything from them. Because whatever whatever these rooms are
here for, like these are carved into the stone, it
seems like something dangerous could be isn't here. And you know,
maybe that's Magnus Devlin, but maybe he's here for the
same reason, just to make sure whatever is locked up
here stays locked up. So let's uh, let's keep our
eyes open, caution and watch those watch those specters for
a minute, see what they do, if they if there's
any clue as to them doing anything.
Speaker 3: Okay, so you guys are just gonna stay put for
a minute and watch.
Speaker 6: Yeah, you kind of observe from a comfortable distance.
Speaker 3: Okay. You see a couple of specters come out and
they appear to be in old style like doctor's outfits. Uh,
and they are making writing motions on thin air, like
maybe they had a clipboard or you know, a tablet
or something that they were writing on. Obviously they don't
have any of those possessions on them, but you can
see them going through the motions of that. They're discussing
some of the other specters that are around, and then
they just kind of disappear, and you notice some of
the specters are kind of phasing in and phasing out
as they go through different parts and kind of teleporting around.
But again, none of them seem to have noticed you
at this point, and you're still near the gate, right,
you haven't really gone further in. Yeah, they're more towards
like the central area of the garden. I would also
say you probably notice some specters in the empty building
in front of you as well, passing in front of
the windows that are blasted out. You know, the glass
has been ripped away, so you see some specters moving
throughout the building as well.
Speaker 10: Let's go peek in the building see if we can
figure out what it was. I mean, do we know anything?
Do you know anything about this bill? About what the Yeah?
Speaker 5: Does that?
Speaker 2: What was here before?
Speaker 5: It was seem familiar?
Speaker 4: Is there anything that would ring a bot or this
seems like it could be related to.
Speaker 3: So you know this Neano's Asylum. But you can go
ahead and make a role to see if you know
about it. Fourteen Yeah, so you know a lot about it.
So Neano's Asylum was a place where they sent people
who they considered to be dangerous but not of clearer
present mind, and for some reason, these particular people could
not be healed. So essentially what happened was all of
these people had been sent off to the evocation Nation
so that the healers could try and heal them of
whatever malady plagued them. Some thought it was a curse,
some thought it was, you know, just something wrong with
their heads. They weren't really sure what it was. But
over the years you know, decades and decades and decades
and decades. When they found these people who exhibited these
violent behaviors but weren't able to be healed of their melody,
they were sent up to Neano's Asylum to kind of
just take care of them until they die. It was
just a place to keep them until they die. There
were rumors that after Niano died, who is the guy
who started this asylum and Evoker that was a very
famous healer, his son took over and his son was
a bit of associa path and so his son was
rumored to have conducted experiments and whatnot on the patients
of Niano's Asylum, though nobody really ever had proof of that.
And eventually people stopped sending patients here to Niano's Asylum
and just started taking care of their own people and
their own homes, and no one ever really left the
asylum after that, just kind of faded away into history,
that's what you know.
Speaker 10: Wait at that, all, right, let's go check it out.
See there might still be stuff here, you know. Let's
copeque in this building.
Speaker 3: Okay, So you guys make your way up to the
building and you find plenty of windows that are smashed out,
or the front door is pretty open if you want
to cruise through there.
Speaker 2: Go right to the front door.
Speaker 6: All right, So you.
Speaker 3: Guys walk into the front door, and the first thing
that you notice is where it's day outside. As soon
as you walk in, the entire building appears to feel
like it is night outside. So plenty of windows, but
no sunshine, nothing like that is pouring in through the windows.
You just kind of get the dim glow of like
a big full moonlight. And here's probably a good place
to take a break.
Speaker 5: Hmm.
Speaker 6: This concludes this episode of a Fool's Quest, and join
us next time for more fun and daring adventure.
Speaker 1: Thank you for listening, and don't forget to like, subscribe, review,
and comment on your favorite platform to listen to A
fools Quest.