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September 21, 2025 27 mins
Spirit of the Woods: Tale of the Manticore is a hybrid solo-actualplay D&D game and full production audiodrama.  I use Dungeons & Dragons B/X (OSR).  This is a dark fantasy tale made for a mature audience.

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Transcript

Episode Transcript

Available transcripts are automatically generated. Complete accuracy is not guaranteed.
Speaker 1 (00:00):
Hello, This is justin scott and you're listening to Tale
of the Manticore, a top shelf podcast about dungeons and dragons.
You should enjoy because everyone should enjoy. It's great. The
following podcast is intended for a mature audience. Listener discretion
is advised. Welcome back to Tale of the Manticor Season three.

(00:36):
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

(01:00):
of a Manticor is barbed with cruel iron spikes. There
will be much pain in the days ahead. Last time
on Tale of the Manticor, the previous chapter begins immediately

(01:21):
after the fight with the giant forest Troll, which surprisingly
ends with the monster fleeing the battle. The companions waste
no time in leaving the area. They head north in
an attempt to correct their course in the search for
the recluse odok Zygogue, while still putting distance between themselves
and the fearsome troll. The going is slow because of
the injuries sustained by Cord and the blink Dog. The

(01:44):
letter of which you must be carried. A conversation in
which Durani quotes a dwarf an Idiom leads to a
flashback where we learned the alf before he became a hunter,
began his adult life as a trader. The story then
shifts to a second flashback, this one concerning Old Vai.
One day before Achillie was born. Alvey comes across a
young Elfin woman fast asleep in the forest nearest home.

(02:07):
When they helf wakes up and the two look into
each other's eyes. They immediately fall in love. The chapter
concludes when the party makes camp, now a day and
a half's journey north of Duroth into safe distance from
the troll. Before she goes to sleep, Achillia gives their
newest companion a name. Flicker has joined the party as well,

(02:32):
not really as a player character, but as a member
of the group and will remain with them for some time.
I think this is the result of a successful stumble
upon twenty from earlier in the story, combined with the
party's victory over the dire Wolves. But you know, in
the five years I've been making this podcast, I have
never had a group this large. We are now up
to seven party members if you include Robin, and again

(02:54):
including the taxidermied bird, three of them are more or
less nonverbal. Game This would not be especially hard to
deal with, But as a writer, I hope I can
manage a group of this size and with these restrictions
misgivings aside, here we are. Let's join our new and
improved party and see what they're day will bring. Chapter

(03:19):
thirty five, Part one Day thirty Early Morning Mythic Event
move Reality Party status Achillee thirteen out of thirteen hit points,
Cord fifteen out of eighteen after natural and magical healing,

(03:39):
der Any sixteen out of sixteen, ten Tier fifteen out
of fifteen, fair Wind twenty three out of twenty six
after receiving one point of natural healing, Flicker eleven of
sixteen after natural and magical healing. Supply. The companions have

(04:02):
nine portions of food remaining. Spells available. Achille can cast
in large message glitter dust and detect evil cord can cast, entangle,
locate plants and animals, slow poison, and create water. The

(04:22):
blink dog was flicking her tail back and forth, sniffing
Dennie's bag and begging for the food it smelled inside.
The name Suitza, said Fairwind, smiling. Dernnie hefted his bag,
wearing a mildly annoyed expression on his face.

Speaker 2 (04:37):
Is everyone ready to go?

Speaker 1 (04:38):
He asked. Fairwin caught the ELF's meaning without understanding the words.
He rolled up the first scroll of Galandal, which he'd
been studying since waking up an hour earlier, and slid
it into its silver case. When he stood up, he
grimaced at the stiffness in his back. Did you learn anything,
Achillie asked, using the common tongue. M A little, replied

(04:59):
the cleric.

Speaker 3 (05:00):
However, to take many hours of work before I can
say I've truly understood it. It's written in a language
several centuries old.

Speaker 4 (05:07):
You know, Acilia nudded, but pressed anyway that you say
you learned a little, I'll tell you as.

Speaker 1 (05:14):
We walk, said Fairwood, despite knowing how Durni disliked it.
When they conversed wrong move, the companions struck Camp and
resumed their walk north through the forest of Beach. As
they went, the cleric explained what it garnered from the
ancient text.

Speaker 3 (05:30):
Now, as I said, it's not much. I've learned that
this is the first of two scrolls. But my guess
is that the Drothi only ever had access to this one.
I'll explain why in a minute. Although having one without
the other is not useless, it is difficult intentionally, so
I should think to glean complete information because the two

(05:53):
texts work together.

Speaker 1 (05:55):
Like here, the cleric spread both of his hands apart
and then brought them together, so the fingers from one
hand fit between those of the.

Speaker 3 (06:03):
Other, like ah, like a cog and wheel.

Speaker 1 (06:07):
You see.

Speaker 3 (06:08):
The purpose of the scrolls seems to be to show
the location of something called the Golden Path, but I
haven't been able to figure out what that is. It
might be a real place, or it might simply be
a metaphor.

Speaker 4 (06:23):
You said, you think that de rothe only had one scroll?

Speaker 2 (06:26):
Why is that?

Speaker 3 (06:26):
Achillie prompted, Oh, yes, I did say that, didn't I
The reason I think that is given the incomplete map,
we found that Dorothy were clearly still looking for this
golden path. If they'd had both scrolls, I don't suppose
they would have been.

Speaker 1 (06:44):
At this point, Derenni shot a quick look of vexation
in Achillee's direction. She in turn looked at Ferwind with
an inclined head and pursed lips. He got the message,
and they both fell back into silence. Hours later, when

(07:09):
the sun was past its zenith but still quite high
in the western sky, Dernni called the halt. This was unexpected,
as they had already stopped for the day's single repast,
in which they'd consumed the rest of the cooked rabbit,
and Cord had summoned a spring of water from the
ground they'd slight their thirst, and also filled one of
their skins to share. Throughout the day, Dorani had been

(07:30):
in a lead, as per usual. He presently motioned for
the others to approach, but his attention remained fixed on
a distant hill to the north. Behind it, the range
of mountains loomed ghostly and Cyclopean tender walked up to
stand beside his brother, and the two elves conversed in
low tones for a moment before de Rennie turned around

(07:50):
with a troubled look on his face. Achillie tried to
see what they saw, but her eyes were not as
keen as theirs, and she couldn't make out anything in
the distance other than the usual shapes of hills and
trees and rocks.

Speaker 2 (08:03):
What is it, she asked, I think.

Speaker 1 (08:06):
Dr Annie began. He cast a quick glance at tent Here,
who nodded as if in confirmation.

Speaker 2 (08:11):
I think I can see your tower ahead.

Speaker 1 (08:13):
He said, where do any pointed to the northeast.

Speaker 2 (08:17):
Do you see that hill over there, the one standing
a little apart from the others.

Speaker 1 (08:22):
Achilie thought she could see the hill, but it was
impossible to make out actual details at this distance. Still,
she accepted that what he said was true, and her
heart jumped in her chest.

Speaker 4 (08:32):
What do you wish to do, Achilleah, there's no point
in running, she replied, after a moment's deliberation. But let's
head in that direction and a hey willing, it will
still be there when we arrive.

Speaker 1 (08:46):
It took a full thirty minutes of travel before Achillee
could make out the speck that the brothers had identified
as the tower. Now, for the first time, she wondered why,
if they were all else, their powers of sight should
be so much keener than her own, She might I'd
have worried about it more if her anxiety over the
tower hadn't been the greater. Despite quickening their pace and

(09:06):
taking no breaks. An hour later, by which time the
tower was easily visible but there were still a good
distance from it, the inevitable began to happen. The iron
structure began to slowly fade from sight. The transition from
there to not there took about five minutes to complete,
but even if Achilia had sprinted from the moment it began,

(09:27):
she wouldn't have come close to catching it in time.

Speaker 4 (09:30):
Even if I could get there, she said, helplessly, how
could I hope to get in? The place has one
door with no handle on it.

Speaker 1 (09:38):
This time, Achilia neither broke down nor despaired. In fact,
since seeing the tower, her jaw had been tight, and
she had felt even more resolved than before.

Speaker 2 (09:48):
I won't let you down, Bobby.

Speaker 1 (09:49):
She swore under her breath.

Speaker 2 (09:51):
I promise.

Speaker 1 (09:54):
The appearance and disappearance of the tower was directly inspired
by my event, meaning move reality. So I suppose I'm
in the market for a new one. Rolling my deep
percentile twice gives me ninety seven and thirty four, consulting
the tables as he those are transform and expectations transform expectations.

(10:18):
That seems like something I could work with.

Speaker 2 (10:24):
I'm sorry, Achilia.

Speaker 1 (10:26):
Said de Rennie. He remembered clearly how upset she had
been the last time this happened.

Speaker 2 (10:31):
Are you all right?

Speaker 1 (10:32):
The half elf nodded Dumbley. When Cord put a wooden
hand on her shoulder, and Robin tweeted in sympathy, Fairwind
had an idea.

Speaker 3 (10:40):
Achilia, you are sure you'd never seen or heard about
the tower before you went there? When was it you
said a few weeks ago?

Speaker 1 (10:48):
Achillia shook her head. No.

Speaker 3 (10:51):
Then I must deduce that our encountering it again twice
since can be no coincidence. Perhaps it's occupant are also
searching for this odoak Zygogue.

Speaker 1 (11:03):
Achillia shrugged and closed her eyes in frustration. When Dorrennian
Tentere asked what the cleric had said, she translated in
a flat voice.

Speaker 2 (11:11):
It must be looking for something.

Speaker 1 (11:13):
Said Doretti. Perhaps it's looking for you, Achilia, suggested Tintyer.
Nobody thought that was very likely, given that she had
made every effort to catch it on the last occasion.
Hum I wonder, said Ferrowind, scratching the growth of beard
on his chin. He had half an idea, but it
would take more study of the Dorothi Scroll and the

(11:34):
Dorothy Map before he could fully form it. There's one
question about solo play rbgs that folks always seem to ask,
and it's a fair question. How do you handle mysteries
in a game where you are both a d M
and the PCs. In this story, the characters don't know
why they keep seeing the tower or why it seems

(11:54):
to be moving along the same trajectory as their own
course of travel. But I do know it was back
around episode twenty five when it dawned on me in
a kind of aha moment. So that's a complicated problem.
But actually things are even more complicated because I'm not
just playing a solo RPG. I'm also making something with
an audience in mind. The more I think about it,

(12:16):
the more I think this makes a big difference in
the way I play. It's not completely different from a
just for me solo game, but it is meaningfully different.
Now there's what the DM knows, what the characters know,
and what the audience knows to play with where the
rubber hits the road. There's a few ways to deal
with mysteries in a solo game, consider a riddle or

(12:36):
a puzzle. The easiest moves would be to roll against
a target's stat or just go with DM FIAT. Somewhat
more interesting would be to use the mythic event meaning
tables to push creative solutions. But there are other methods,
such as emailing a friend to see if they could
solve it with the friend acting as a proxy for
your characters. That could be fun. Brian right out of
Swords against Madness, has a really inventive one. Literally, he

(13:00):
sets himself the challenge of designing a table worthy puzzle
in a said amount of time. If he can't come
up with something workable before his timer runs out, the
characters can't solve the one in the story. I love
the kind of creativity that goes into this medium. It's inspiring. Anyway,
Enough pontificating, let's get back to the business at hand.
While the characters may be frustrated by recent events, there's

(13:21):
some good news to share today. Because this episode is
a level of episode ten. Tier has reached level four.
For that he gets a D six of New Hit points.
I'll roll that now A four is pretty good. Fifteen
goes to nineteen. His basic attack bonus will improve from
plus one to plus two, and there's a chance for
stat increases. Let's hope for good luck as we roll

(13:43):
four strength A one intelligence. I got a two wisdom.
This would be a good time to get a bingo
as Portendire has US six in this stat alas I've
roll to two dexterity bingo. That's excellent. Fourteen goes to fifteen.

(14:04):
Let me see if this changes any modifiers. Okay, I've
checked the BX rules and it does not, but it
brings him within one point of it, so I'm very pleased.
Let's see if we can squeeze any more lock out
of this die constitution. I've got a four charisma a five. Well,
you know, all in all, that was a good level up,

(14:25):
not stupendously good, but good. Well done, Tentire, you deserve it.
Moving on, I'm looking at my notes here and I
see that I have not made any hex scrawl rolls
for day thirty. Maybe I can wave those given the
tower sighting, which is a pretty significant event. Yeah, let's
assume that the rest of the day passes without further incident,
but that foraging is unsuccessful. That's a fair trade. The

(14:48):
PCs eventually run out of daylight and make camp. Now
we need roles for day thirty one, and you know,
I think at this point I need to recalculate how
far the companions are from their destination. I'm going to
need a map for this. Hang on while I go
away and crunch some numbers. Maybe this is a good
time to take a quick ad break. I'll be right back. Okay.

(15:15):
I've made a little back of the nap Can map
and calculated that the companions are four days away from
their original destination, assuming that Valcan's directions were accurate. At
this time, I think we're ready to do hex prawl
rolls for day thirty one. First up is fur the
weather A ten that's a typical midsummer day. Stumble upon
the seven means no result. Foraging is next. A three

(15:40):
on a D six indicate success with quartzelp. I'll say
that a patch of hedgehog mushrooms is discovered growing under
an ancient shady oak. Wandering encounters are next. I'm back
to making normal rolls for this, so using my D
six A five or six will indicate a random encounter.
If that occurs, I'll use the same collapsed table from
a few episodes back, the one that produced the blank

(16:01):
dog encounter. By the way, that table is now posted
on the blog if you'd like to see it, though
you'll need to scroll back home. Anyway. Here's the role
of five, so there will be an encounter, and here
I was hoping for smoother sailing. Rolling on my collapse
table gives me all right, And for the subtable, huh well, okay.

(16:22):
Then Chapter thirty five, Part two, Day thirty one, four
days from their destination late afternoon. Mythic event meaning transform expectations.

(16:44):
Party status achillea thirteen of thirteen hit points, Cord sixteen
of eighteen after receiving one point of natural healing to
Any sixteen of sixteen, ten Tier nineteen of nineteen, Fairwind
twenty four of twenty six after receiving one point of

(17:06):
natural healing, Flicker twelve of sixteen after receiving one point
of natural healing. Supplies. The companions have four portions of
food remaining spells available. Achillia can cast and large message
glitter dust and detect evil. Cord can cast entangle and

(17:29):
slow poison. Fair wind can cast cure light wounds and
protection from evil. The thinning forests had emptied into a
sward of long, dry grass. Here the shapes of the
northern mountains were so close and distinct that they seemed
to have advanced By now. Achilliea had the pictures in

(17:52):
Odok's sketchbook memorized to the last details, and while she
couldn't match this vantage to any of them, she felt
positive that they were close to finding their reclusive historian.
By late afternoon, the companions were in yet another forest,
this one of massive and ancient oak and fir trees.
He was decided that they might well find mushrooms in
such place, and by virtue of courts attunement to nature

(18:15):
they did. A patch of hedgehog mushrooms arranged in a
fairy ring at the base of a particularly old oak,
was discovered. Dorrenny was in the lead and got there first.
He crouched down in front of the mushrooms and admired
their flat funnel tops with butter cream yellow above stalks
of bone white. He knew better than to disturb a
fairy ring without looking around first. A traditional elf and

(18:37):
phrase meant to be uttered before touching such things came
to his lips.

Speaker 2 (18:41):
Be these claimed by any other, let them speak.

Speaker 1 (18:45):
De Renny did not really expect an answer. Most so
called fairy rings were mundane, not belonging to any fay creatures.
Even considering their own recent bad experience with his price,
he was so unconcerned that he didn't even bother to
look up. But suddenly everything went strangely quiet. Deny Achilia's

(19:06):
voice strained, He raised his eyes and saw a pair
of slender, pale green legs in front of him. Immediately
his insides turned to ice. Lifting his gaze, he beheld
a female shape of exquisite proportions, stark naked, but covered
in places by tresses of long brown hair. Interwoven with

(19:27):
the hair were dozens of shining green leaves and pink flowers,
where possibly the plants and the hair were one. The
creature's face, also pale green, was framed by its leafy hair.
It was the picture of innocence and purity, with full lips,
a wide, flat nose, and huge eyes of sparkling, awkwarmarine.

(19:48):
Its expression moved between shyness and curiosity as it looked
briefly from Dorni to Tinteer, then at Achilia, who held
Flicker tightly by the scruff of her neck. Here the
woodland spirits scaze lingered, and it smiled briefly. Finally it
regarded fair Wind, Cord, and Robin. Of them all these
three seemed of greatest interest, for it gently parted its lips,

(20:11):
as though in wonder hu, it said, staring at Cord.
Durnni drew back his hand from mushrooms, slowly and showing
his palms.

Speaker 2 (20:21):
Spirit of the woods, he said in Elvish, I meant
no offense.

Speaker 1 (20:30):
A dryad is a beautiful female tree spirit which is
bound to a specific tree and cannot venture far from it.
They're shy and non violent, but suspicious of strangers. If threatened,
a dryad can use a powerful charmed person spell that
can imprison a victim inside their tree forever. A dryad's
treasure is always kept buried into the roots of their tree.

(20:51):
Before I can go any further with this encounter, I
need to make a reaction check. This single rule is
going to be vitally important, as the expert Rules Monster
discret gives plenty of clues as to what an extreme
positive or extreme negative might look like. Since Durretti made
first contact and his charisma score affords him a plus
one bonus, I will apply that to the role. The

(21:12):
presence of flicker, I will rule also adds plus one.
I'm not sure how a dryad would feel about Chord,
but Robin, being a taxidermied bird, must incur a minus
one in the eyes of a forest spirit, right, so
I'll consider it. I've got a plus one to the role,
and I am desperately hoping not to get a low
result because that would essentially introduce a save or die scenario. Well,

(21:36):
here goes nothing. The forest spirit's eyes were limpid. It
was staring up at Cord when Dorennie stood up, backing
away a step with his empty palms showing. The movement

(21:56):
startled the spirit, who pulled her pale green body quickly
back beyond No not behind, but into the massive trunk
of the nearest oak. De Rennie cast a worried look
over his shoulder and saw the tintyre's face was drained
of color. M came the sound again. When Dorennie looked back,
the beautiful wood spirit had returned, but was half in

(22:17):
the tree. And half out. It was examining the entire
group with unmasked curiosity.

Speaker 2 (22:24):
It said, I think it is a dryad. It would
be best for us.

Speaker 1 (22:31):
To leave, de Renni said in a low voice, and
then this time to the wood spirit.

Speaker 2 (22:36):
Forgive our trespass. We will leave you in peace.

Speaker 1 (22:41):
The dryad cocked its head and stared directly into Doranni's
face with huge, unblinking eyes. H m. The elf stumbled
back another step, holding one hand behind him and making
a showing gesture with it, said the still holding Deranny's

(23:01):
gaze in her own, the elf discovered that he was
unable to look away or even to blink those eyes.
They were so beautiful he could get lost in them forever. Suddenly,
the dryad stepped out of her tree and dropped into
a crouch. It plucked four or five hedgehog mushrooms from

(23:24):
the fairy ring and then straightened, proffering them to Dernnie.

Speaker 2 (23:27):
M uh.

Speaker 1 (23:30):
Dor Rennie swallowed and blinked hard. He took the gift
and bowed. Before letting him go, the dryad gave him
another gift. She pulled a tiny pink flower from her
hair and put it into Doranni's hand. Along with the mushrooms.

Speaker 2 (23:44):
My thanks wood Spirits.

Speaker 1 (23:46):
Said Dornni, almost in a whisper, backing up as quickly
as he could manage. The others were already a fair
distance off. When he reached them, he said, go, don't
look back, and led them all away. Thanks for listening

(24:15):
to Tale of the Manticor If you would like to
support the show, there are many ways to help. You
can recommend it online or to friends. You can like
and repost episode announcements on social media. You can pick
up a Tale of the Manticore t shirt at Bare
Arts dust Store or one of my offerings on drive
through RPG. In fact, i'd be meaning to mention that
the One Shot in the Dark Ultra Light solo game

(24:36):
is now available in Portuguese thanks to John a Daily
hero Forge. If none of those work for you, you
can always rate a review the show on your podcast
or choice. My thanks to everyone for their continued support.
At this time, i'd like to read a listener review.
This one was left on Audible by Zoo Hall. Zoo
Hall rights. This podcast is a jewel among gems. The

(24:57):
story and characters constantly surprise and amaze you. The evolution
is organic. And die driven. Even when there is death
in the party, there is no flinching or rules lawyering.
I love the authenticity attention to detail that does not
bog the paste down and the leaps the story takes. Additionally,
the music and sound effects, as well as the visiting
characters are solid gold, much appreciated. Zuhal, I am so

(25:20):
so glad that you are enjoying the show, and I'm
extra thrilled that you mention the music, And of course
I strongly agree with you about the cast of voice talent.
They are superb. And this is where I make an
unsubtle pivot into thanking my cast to day. It's the
small but mighty core cast of Kyellen, Kevin Barringer and
David Cooper playing to any tantier and fair wind beautifully

(25:41):
as always. Now in these credits, I'd like to take
an extra moment to thank all of the amazing visual
artists who have contributed to the show, not just recently
but over the years. Special thanks go to the following people.
Brandon You, Roland Diaz, hodag Rpg, just In File, James Fulton,
Tobias Neil Simon, Williams, Amanda t Friendly, Mike Charles Featheroff,

(26:06):
this is Bardcore Del Ziegler, and finally, everyone who submitted
sketches for my Odokes Sketchbook Challenge. All include those artists
in the next episode's credits. My apologies if I mispronounced
any names in that list, or especially if I left
anyone out. I am grateful to everyone who is sent
in their artwork. For those curious to learn more about

(26:27):
Tale of the Manticor, I keep a blog where I
post all kinds of show and RPG related stuff like
the above mentioned art and also maps, tables, crafts, and
show notes. You can find it at tale of themandicor
dot com. To get in touch with me, I'm at
Solo role Players Network dot com, Tale of the Manticor
dot Blueskide dot Social, Tale of the Manticor podcast on Instagram,
or Tale of the Manticor at gmail dot com. The

(26:50):
adventure will continue on the next episode of Tale of
the Manticor. The story o Chaos rolls
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