V: Dimansion of the Tectomancer - Chapter I
Our heroes undertake a perilous journey from the rocky coasts of their heist to the riverlands where they seek Ypsilanti's Dimansion. The locals are not pleased at their arrival.
Our heroes undertake a perilous journey from the rocky coasts of their heist to the riverlands where they seek Ypsilanti's Dimansion. The locals are not pleased at their arrival.
Apologies for the audio in this episode. We had a problem with our setup during this recording that we did not realize until much later. I'm labeling this Chapter 0 because, while it establishes details that will return later, it can be skipped with regards to the main adventure if the audio problems are an issue. I will provide a summary in the comments of the episode (and eventually plan to have a full transcript). I hope the issues aren't too distracting, though, because while it might stand alone as a subsection of this adventure I honestly believe this episode is very strong in content and character development. Please give it a shot.
Our heroes need to steal a book in order to enter the Dimansion. Naturally, all other books are just getting in the way.
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!
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...
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 Scale of Zaffre is trapped and its crew fights for their lives. This isn't looking good.
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.