An intense session of Alien from @freeLeaguePub and @modiphius!
As they plan to get the Chronos working again, Clayton lures the Montero’s company man with a promise of profit and the Chronos’s Simulant gives Rye some very very bad news.
Waking to find themselves surrounded by wheezing tittering undead creatures the Strange Acquaintances have to fight through their fear and break out if they are to find the Abomination and destroy it. Can they do it?
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Episode 409
We Return to @OspreyGames Paleomythic (available Here) and catch up with the Marked.
Having released the Snake Tribe Shaman who had previously bound the great Cave Bear and brought her back to the cave, the Marked now have a few days to catch their breath. However the Toolbreaker and Warshouter camp still remains just outside the Tribes borders and can only bode ill.
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An action packed session of Alien from @freeLeaguePub and @modiphius!
Having just seen a beast erupt from the face of one of the Chronos crew the crew of the Montero have exceedingly pressing need to make it dead. If they can manage that then they just have other creature, the fact the air scrubbers are covered in egg-sacs, the reactor and a whole host of other issues to overcome.
This week we play more Star Trek Adventures from @Modiphius
The Plants are Gathered and now they need to repair the runabout and get off the planet… But the Officers also need to get all of the devolved onto the runabout so they can be cured at the nearest star base.
The Strange Acquaintances are heading out into the wilderness to face an Abomination and hopefully end the danger to the village. You’d think that would be enough to keep even the stupidest of the Villagers off their backs, but it turns out… No!
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This week we play more Star Trek Adventures from @Modiphius
Having located relatively un-devolved scientists the Officers split their efforts to try and save time on their inevitable scramble to escape the planet before the Ion storm hits. This leaves Doctor Tkav and Rogers on duty ripping the science station apart for parts to repair the runabout, while Kilad and Kalos are left on Plant Collection Duty.
Will they manage to perform both tasks swiftly enough? Will the Devolved allow them to?
TRIGGER WARNING SEVERE EYE TRAUMA please do not listen to the second half of the episode if eye trauma and severe body horror is not your thing.
Episode 404
A terrifying session of Alien from @freeLeaguePub and @modiphius!
The Crew of the Montero continue to try and deal with the situation they have walked into on the Chronos. With the crew awake, but not really operational they need to get them working fast, and they still need to fix the air and get the reactor going. What was that thing that killed Cham? Worse, is one of the awakened crew hiding a terrible secret?
This week we play more Star Trek Adventures from @Modiphius
Having landed on Xerxes IV, and managing to make it to the Science Teams base the Officers must now ascertain what is going on and come up with a plan not only to repair the run about and leave the planet before the devastating Ion storm hits and also what to do about the devolved scientists.
Another session of Alien from @freeLeaguePub and @modiphius!
The Montero having exploded, the crew now find themselves trapped on the Chronos. They have to get the reactor working , sort out the terrible air quality, and possibly deal with whatever creature that killed Cham. If it doesn’t deal with them first…
Also there is the crew of the Chronos who are slowly waking up to deal with.
We are Playing another @Modiphius game again with Star Trek Adventures.
Having found themselves on a planet with devolved members of the Science team they came to save, the officers of the Runabout need to work out what equipment they can cannibalize from the science station to repair the Runabout.
We are playing Alien from @freeLeaguePub and @modiphius again!
Things on the Chronos are going from bad to worse. Cham has been killed by some kind of monster and everyone suddenly has a pressing need to be anywhere else. Heading back to the Montero is obviously the best plan… surely… right.
The crew of a Runabout hear a plaintive distress call just moments before hitting an Ion Storm and crashing. With a Human, a Vulcan, a Beatazed, and a Child of Tama they are the best of the best that Star Fleet can offer. Surely they can work together to solve the issues of the planet, and effect a Rescue at Xerxes IV
Having Finally gained access to the Chronos, the crew of the Montero begin their examination of the hulk. Only to find that there is something very, very wrong.
Can they get to the bottom of the mystery, before whatever is on board ends their investigations permanently. Continue reading →
Vyker’s got that look in his eye that says someone is about to pay, and with a tied up Elf and a scene of destruction its likely its someone close by.
Unfortunately then a bunch of angry villagers turn up to have a talk, and let’s be honest here none of the Strang Acquaintances have much luck with talking.
Please let us know what you think either here, at thecultofteaanddice@gmail.com, or @Cultteaanddice if you want to give us any Feedback, please also feel free to leave us reviews on Itunes or on Podchaser
This Podcast is Explicit and contains Archive, Violence, Threats, Us actively trying to talk our way out of a situation, resorting to violence, and angry peasants.
The Strange Acquaintances are getting out of Orlais, and going to Vyker’s most favourite place in the world… Ferelden.
Having heard that one of the towns is having some curse related trouble (that they may or may not have brought upon themselves), they decide to go and take a look and try and be big damn heroes.
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Still in the Facility, our newly awakened specimens continue trying to find a way out while avoiding more of the guards. What is this place? Continue reading →
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Waking up in a strange facility, four strange beings must decide how best to survive. Who is keeping them here? Who can they trust? Why is T28 so Gung Ho?
Its time to murder Bleyan in a cellar with the aid of some mages.
Yeah it’s going to go exactly that easy isn’t it. There is not going to be any sort of complication or problem dealing with this part of the plan right?
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We Return to Cthulhu Dark with another one shot. In this case can the various heroes of Hrothgar’s Town work out why no one has come to the midwinter feast. Something Strange is afoot, and these few Norse Warriors are well out of their depth.
Still stuck in a party that they are exceedingly ill equipped to navigate the Strange Acquaintances have to scramble to get their obligations to the various people who gave them invitations resolved before the main event, Bleyan’s betrayal and murder. This requires them to do things like successfully communicate with people however… so its going to go well!
Please let us know what you think either here, at thecultofteaanddice@gmail.com, or @Cultteaanddice if you want to give us any Feedback, please also feel free to leave us reviews on Itunes or on Podchaser
This Podcast is Explicit and contains Archive, Plotting, Bad Dice, Unleashing the Rogues for fun and profit, terrible seduction, and almost no letter writing.
They dealt with the people following them, but now they have to talk to them which is even more terrifying. However… there’s also an evening of hobnobbing with the Nobles which for the Strange Acquaintances is a fate worse than death
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It’s nearly time for the ball, just a few last things to sort out, such as the routes that our heroes will take, and buying something called Gutripper. What could go wrong…
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The Planning for the heist continues and the various parts of the team spread out to go an achieve their particular parts. These being securing magical aid and bags of holding, and taking a look at the very obviously a trap target building.
And all this while Mawdrigen sounds like Alec Baldwin.
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This Podcast is Explicit and contains Archive, Mawdrigen having no voice, racial profiling for fun and profit, planning a heist and a reverse heist, doom
We’re back in the world of 5E as members of a troop of very skilled thieves. Lying low in a new town our heroes find themselves approached to take on a particularly interesting job. A job… which instantly starts to sound like a trap.
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This Podcast is Explicit and contains Archive, heists, planning for heists, a very strange tabaxi, and an obvious trap.
With their previous plan utterly scuppered the Strange Acquaintances now have to scramble to keep up. Do they help Bleyan in the hopes of getting him alone later. Or do they just ensure whatever he is up to goes really REALLY badly.
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This Podcast is Explicit and contains Archive, Plotting, Poisoning for fun and explosive diarrhoea, non-Orleasean Mean, Seduction, and ridiculous plans.
The Strange Aquaintances get closer to hunting down Bleyan with the decision to actually go to the brandy parlour with some hastily constructed cover identities. With people so cunning and stealthy, surely something won’t go amiss right? Right!? Right…
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Having killed one of the guards, they only have two left before they can free the Snake Tribe Shaman. However, it turns out that this isn’t as straight forward as you might expect. Vicious fighting ensues…
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With the Cave bear freed the marked now need to free the Snake tribe shaman who was the cause of it all. Of course this involves breaking her out of the Toolbreakers War camp, which is not the easiest thing to achieve.
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The Strange Acquaintances are still trying to find out about Bleyan and manage to work out where best to “deal” with him. However this is being made very difficult by the game the nobles play in Val Royeaux. Everyone knows everyone else but somehow does not seem to be able to help with where the guy actually is!
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The Marked have managed to get two of the three snakes holding the Cave Bear to let it go, but now they need to head south into the lands of the Water Tribe to see if they can persuade the spirit of that tribe to let the Bear go. Will they manage, will they learn secrets they wish they didn’t know.
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With one snake down the Marked are heading into Toolbreaker territory to take the next one down. This time however rather than a snake filled with violence they find an erudite riddle master. This could be an issue!
Please let us know what you think either here, at thecultofteaanddice@gmail.com, or @Cultteaanddice if you want to give us any Feedback, please also feel free to leave us reviews on Itunes or on Podchaser
Please let us know what you think either here, at thecultofteaanddice@gmail.com, or @Cultteaanddice if you want to give us any Feedback, please also feel free to leave us reviews on Itunes or on Podchaser
Having round that the Great Cave Bear is being held immobile in the Otherworld by three spirit snakes, the Marked have chosen one and headed along it. Will they now be able to persuade whatever spirit it is to release the bear?
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You would think that the Marked would get a break having dealt with the Toolbreakers at the meeting stones. Now however the magic that the Tribe of the Bear Claw Cave rely upon is failing, and other signs show that the Great Bear Spirit is failing.
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A New Game with a new GM as Bubbles steps up to run Dragon Age By Green Ronin for us!
When a band of disparate tavern patrons hears a ruckus outside they obviously go to investigate, but will the motley connection end up being equal to the task?
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The Marked plan on ambushing the Toolbreaker ambush and then push on to the meeting stones. Can they achieve the surprise they need using their magical talents to level the field? Or will this be another time when the Toolbreakers get the upper hand…
Please let us know what you think either here, at thecultofteaanddice@gmail.com, or @Cultteaanddice if you want to give us any Feedback, please also feel free to leave us reviews on Itunes or on Podchaser
The Marked push into the lands of the Sun Worshippers trying to find where their killed members were attacked. Preferably without falling into the exact same trap that they fell into. Will they be up to the task?
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The marked have been confronted by Sharak Tailweaver returning badly injured from the trade trip to the meeting stones. They need to heal him and then find out what happened, bringing punishment to those responsible.
Can this threat be ended? Can the Marked save the tribe again.
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Spring arrives at the Cave of the Bear Claw Tribe, and the Marked have been given the option of making themselves some items before the rest of the tribes materials are sent to the Meeting Stones for trading to other tribes. We get deep into the crafting system in this episode!
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Chased by a Tusk Cat the Marked must try to get back to the safety of the Cave before it catches up to them and at best takes the food, and at worst… turns them into it’s next meal.
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With the Elk down, now the Tribe just need to get it back home. Of course, off in the distance they heard a roar which is almost certainly going to cause them trouble. Can they do anything to distract the great beast, or will they surrender their hard won prize.
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This Podcast is Explicit and contains Archive, killing animals, butchery, gathering, cave people, magic, traps, Crafting, horrific death, sleeping on the meat, and running
The Elk is cornered and with the arrival of another of the tribe they are reinforced. Will it prove enough to take out a nearly one ton Elk? They have put a lot of traps in place hopefully they will help.
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It’s time to go to the Prince’s Soiree and mingle with the other Bloodsuckers. Unfortunately Pal is still missing and Frisk in a rare display is more than willing to strong arm the Coeterie to ensure they toe the line. Where is he? and more importantly what will the Huntress of the Midnight sun be doing while they are there? Continue reading →
CONTENT WARNING – The Players have been planning an assassination, and it is a brutal one. You have been warned!
The long planned assassination of Stephanie Van Der Mal is now on a timer, the Ministries eyes have no more time to plan, adjust, or investigate. They have to go now or possibly see their target become even more well protected.
It’s go time, but Winnie still has some lingering doubts about the mision
Firstly we received some Tea from the rather excellent people at Wayward Masquerade makers of the equally excellent Dragon Bagon’s and Bagthulhu’s. Give them a look if you need a good Dice Bag!
They’ve secured some food, but they need more if everyone is going to survive the icy grip of winter. Leaving their next target up to the Spirit of the Cave Bear will they be up to the challenge it sets, or will their fail and lose not just their chance, but potentially their lives? Download the File
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They are finally ready to go. The Ministries Eyes have everything they need, including a large amount of Doom Rock which seems like it may be instrumental. First they must get Stephanie Van Der Mal’s Trainer out of the way. A Plan which involves following him then plying him with noxious substances to knock him out.
They cannot possible mess this up right?
Firstly we received some Tea from the rather excellent people at Wayward Masquerade makers of the equally excellent Dragon Bagon’s and Bagthulhu’s. Give them a look if you need a good Dice Bag!
The Cult of Tea and Dice, where British reviewers drink tea, play RPG’s, and assault your earholes with our opinions on things related to gaming and the sweet nectar of life that is Tea