The Second Cycle around our Dungeon World table begins with Series V, entitled "The Dimansion of Ypsilanti the Tectomancer." Here, we meet our new party: Gashana the formerly enslaved elvish princess Immolator, Omid the Mage running from the Ashkeshahri Empire, and Row the guerrilla Battlemaster still fighting a lost war. Normally, we also ask questions setting up the coming campaign, however the original recording was distorted due to an electronic problem. So we have re-recorded this introduction to explain how the original questions were answered. It's not our normal enthusiastic brainstorming session, but it will get you everything you need to know for the upcoming Series!
Hey ya'll! Welcome to the start of "C-Sides" our new series powered by the ChimaeraCast. For our first series we are going to travel west to fantasy Utah where we will accompany Brother Oak and Brother Austin as they go through their initiation challenges and head to the beautiful town of Willow Bluff. This episode deals a lot with background and getting you set out on the right foot, so if it's a little slow just bear with us.
I have to give an exceptionally huge shout out to The Gauntlet whose zine Codex (specifically the "Love II" issue) featured the supplement I used for this series. Thanks as well to Sid Icarus (@ActionEconomy) who wrote the supplement. Thanks to the Black Twig Pickers for their cover of "Wreck of the Old 97." Finally a big shout out to Vincent Baker for making this game. It was a blast to play!
After failing many rolls and gaining plenty of XP dealing with technical issues, we're back up and running! We've successfully passed the GM role completely around our table, so we decided it was time to reflect. In the Dragon's Den, we discuss our previous Cycle of Dungeon World games, our plans for the future of ChimaeraCast, and come up with the new Chimaera uniform. Next Wednesday, we begin the Second Cycle with Series V!
It is with a heavy heart, that we at the Chimaera miss two (2!) weekly updates -- we've run into issues with long-distance recording coupled with the corruption of some of the episodes we had recorded in anticipation of problems arising.
We're hard at work troubleshooting these issues to maintain an audio quality that we deem acceptable -- we have, of course, technoscribed the appropriate sonic signets to ensorcel the 16th bitrealm's support wizards (before you Tweet, yes we are redopplering for basechange dimensional rifting) and took steps to de-bleed and solder our capital-r-Rubberboards. Indeed, we even constructed additional pylons.
We love you and any support and positive vibes you can aetherize, this has been its fair share of frustrating. Find attatched, a balm made photofeline.
-Nathan on keys; Zach, JD, Ryan on heart; the young upstarted Sweetness Jared the Cat on being adorable
There is no two ways about this: blood is spilt, much is sacrificed, and our heroes are pushed beyond their limits. Some folks might call this episode a final battle. Let's see who makes it out alive and un-bwaped.
The gang begin trying to assemble the Tusk to try and exit through the lower depths of the tower. Amar is forced to show his leadership, Kile works in perfect tandem with her companions, and Sanagar gets a splitting headache...
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.