Series IV - Chapter X
Amar has to enter diplomatic negotiations with the leader of the tusk of sorrow while the others lay in wait. There is blood drawn, moves met, and a custom move that determines the fate of the gang.
Amar has to enter diplomatic negotiations with the leader of the tusk of sorrow while the others lay in wait. There is blood drawn, moves met, and a custom move that determines the fate of the gang.
The gang makes their way out of the deep depths of Avtale's tribute room and into tower proper. Amar blazes the path forward as Kile and Sanagar are forced to use sneakier techniques. We learn more about the tusk, its people, and the hopeful role Amar will play in changing their fate.
Sanagar, Kíle, and Amar plunge deeper into the ground as they head to find the tusk and "the flowers." Kíle finally finds some coin, Amar wrestles a great warrior, and Sanagar sees a glimpse of his own death.
Sanagar, Amar, and Kíle confront the giant snake in the main chamber of the temple. To put it plainly, things get bloody fast and a certain toad man proves to be a powerful ally in death.
The Gang sets out to find "flowers" and the Tusk of Sorrow. They make a detour and a new friend, they open up to each other, and they get down and dirty with some toad men.
Kíle, Sanagar, and Amar find themselves at the mercy of Thorso (the capital of the swamp). They are forced to lie their way into the king's chambers which only further reveals the state of the Ghalls. The gang also really get a chance to show their personality in a more social session.
Amar and Sanagar set out from the breeding pools and on their way to Thorso. They meet Kíle, a native to the Ghalls and "help" her on a mission. Then the gang finally reach Thorso.
Tokneq, Amar, and Sanagar meet Alba (the mysterious boatman) and travel further into the swamp in an attempt to reach the capital city Thorso. Things will never quite be the same.
Our adventurers try to unravel exactly what is going on, try to rest under the vast open sky, and end up in deep waters with a mysterious boatman.
Tokneq, Amar, and Sanagar set out Nairem to meet with Sanagar's brother to get information about the whereabouts of the Blood Moon Flower (and maybe an Army as well).
We begin our session by introducing Amar, Tokaneq, and Sanagar. We have a few establishing questions punctuated by the creation of a toad nation.
We learn the fate of Captain Eilis, Grieg comes face-to-face with way more gods than one should ever have to meet, and Nulsc puts himself in a spot.
The climactic finale to our Cartel one shot! Ramon's day gets worse, and Mina works tenuously with the feds as Gustavo's world falls apart around him.
There's stil time before April 15th to back Cartel on Kickstarter
The Scale of Zaffre is trapped and its crew fights for their lives. This isn't looking good.
Today we try out the fantastic narcofiction TTRPG by Mark Diaz Truman at Magpie Games! Described as a mishmash of Breaking Bad and Narcos, we have a blast shooting up police stations and comitting patricide.
If you're interested, you can still back it on Kickstarter (ends 15 April 2018!)
The crew of the Scale prepare for War. Eilis and Hrodgir bid each other a tearful farewell. Battle is joined.
After staving off a potential mutiny, the crew of the Scale prepare for what may be their last fight. Nulsc brushes up on his social skills, Grieg mostly cleans, and Eilis has a doozy of an emotional moment with King Hrodgir.
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The crew is hunted by a mysterious creature aboard their ship.
The gang gets sidetracked and discovers an island of lobster people.
Nulsc does something stupid. Grieg attempts to help him out. Eilis keeps the ship under control.