Episode 495
Back to @OspreyGames Heirs To Heresy (available Here)
Between John of Jerusalem and the mysterious help of the Arabic gentleman they have run off Padre Franks and killed most of his men. Now however they must work out who the mysterious stranger is and why he has helped them.
Faced with effluent filled homicidal robots the idiots continue on the mission the disembodied voice told them to go. Will they be able to withstand the horrors they will find.
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.
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
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.
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.
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.
It is a night of unexpected contacts, as everyone seems to be getting in touch with the Neonates either to tell them to do something, not do something, or maybe do something different. It’s all very complicated and none of the options seem like good ones.
Can they extricate themselves from the mess McCullough has gotten them into? Continue reading →
Finding themselves strangely in possession of their heads, the Neonates return to their house and try and work out what they want to do next. They are in a difficult position, with the Brujah and the Prince both now viewing them with suspicion.
The Student’s have a plan, but possibly not enough information. More research is needed but also power tools, flammable liquids and also a lot more salt. Will the case of the Murderous tree finally be ended? Will they all die to avenging badgers?
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
This Podcast is Explicit and contains Archive, Trees, Ghosts, Badgers, Foxes, Salt, Murder, and Infidelity
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
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 are so close, Now they just need to get Hendry to the Sepulchra of Oil and get him out of there. Will the tolling of the discordant bell ring out their doom? Find out now!
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
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 have to gotten Down-Spire, but there is now a new problem. The Red Armoured Assassin has now found them and seems intent on making Dundarron Hendry ass dead as possible. Can the Ministries Eyes keep him alive. Continue reading →
As the neonates wait to hear what is to become of them, they try and work out what their plan of action should they survive will be. Whatever happens however it will cause a sea change in their relationships with the Brujah, and the Prince.
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
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 have to get Down-Spire, but they really don’t want too use the guarded stairs. Which means… Climbing down the chains that keep Middle Perch from tumbling down to the ground. A hard climb, a dangerous climb, and one with more dangers than just falling screaming a mile to their deaths.
Oh Dear…
That went not well for the neonates, and now they find themselves in an even worse position. In front of the Prince, and with their Sire’s present. There will be much parental dressing downs, and the ever present danger of just plain being beheaded.
Hopefully they survive, both physically and their egos!
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
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 ministries eyes have managed to get Dundarron Hendry a whole level down… by walking down the stairs. Now they must get down further, preferably without being seen or worse captured. To get down further they need to go to various insalubrious locations, starting with the Masksless Enclave. If they can get there.
With the Neonates in a very sticky situation they are torn between following the plan and achieving McCullough’s mission and not being killed. Given it seems like the Prince’s ghouls have identified them it all looks a little hopeless, but they may still be able to escape…
NB. We made a slight mistake with incapacitated for Vampires with Blood left in their pools, however it worked out in the end, and we will try and do it right going forward.
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
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!
With their target located and the vague beginnings of a plan the Ministries Eyes begin to try and find a place to stash Dundarron Hendry once they “persuade” him to come with them. However to find a place the long arm of the Aelfir cannot reach, which is precious few places in Spire
Being naturally cautious and having done their preliminary scouting the neonates are ready to go and collect McCullough’s package. Planning and preparation all done, its now just a case of picking it up. Right? Right??
Having been given a mission that they cannot refuse the Neonates turn their attention to working out how to pull off what McCullough wants. Also they take a look at their rapidly changing domain and try and work out what powers are currently in play…
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
The Eggs are dealt with, but soon the Ministries eyes find themselves being approached by all manner of Gutterkin with a message for them Stag Mask once more has a mission for them, and this mission will bring them directly into conflict with the Aelfir rulers of the city. Continue reading →
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
Left standing over the corpses of Seamus Hereford and Niadis Sulham the Ministries Eyes find themselves beset by moral quandaries of what to do with the altered Eggs. Also Seamus’ alchemy shop seems to contain secrets beyond the alchemical sort… Continue reading →
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
They have finally hunted the missing eggs down, or at least they think they have. What has Niadis Sulham and her tame Alchemist been up to?
With a Tardis full of exceedingly disturbed Archaeologists the fugitives go looking for the best Mental Health facility in all time and space, and settle on The Wayne Facility For Mental Health. Taking precautions and making sure that everyone (including Horizon Beyond) knows the plan they set off and hope to get everyone well again in short order.
It seems likely that there may actually be more going on here than expected. Continue reading →
They have finally reached the point of no return. The food supply for the Gluttony Demons has been cut off so now they are looking to fill up on Vampire bites. Meanwhile the Neonates need to lead them on their merry way to Grannies house and to the Demon traps set up behind it.
The Question is, with the hosts looking so “ripe” will they manage it before they hatch?
CONTENT WARNING – Spire is a game about facing up to privilege and power, and doing what you can to pull it down. Given the current real world situation this might be a little on the nose for some people, and we are more than happy for you to skip this one until a calmer time if you feel its too much right now.
The Ministries Eyes know how the eggs were taken and have a lead in Cobasas the Gnoll loanshark, but it doesn’t seem likely that he is the culprit; rather he is a catspaw for someone else. Can they get him to spill the beans on who requested his help? If they do, dare they hunt them down? Continue reading →
Episode 320
Audio: There was a drip… and incessant drip as the British weather decided to go from trying to cook us to trying to drown us. I have removed as much as possible but sadly some signs remain.
With Granny hit with the Whammy, its time to Tidy up the knick knacks and set some demon traps up. The plans neonates come up with!
With the Gluttony demons devouring their way through half of Readings Takeaway, and most of the Homeless population having left they are getting desperate. How will the Neonates capitalise on this. Continue reading →
Before they had no plans, now they have too many plans and deciding between them is the issue of the day. Will they use demonroot and go down the dark path, or get Madame Cinder to trap the demons. Is there another path? Also how is the house purchase going? It’s a hard life being a Neonate.
Today we celebrate the Podcast’s 7th Birthday, and we Celebrate in style with a bit of SLA Industries (using FATE because Mawdrigen didn’t have time to relearn the system!)
Join us in the World of Progress as 3 313 Stormers get to grips with a RED BPN deep in Cannibal sector three.
We finally get chance to get back to the Vampires of Reading, and find them with a sticky demon problem and a lot of vague ideas of how to deal with it. so they go and visit yet another dodgy contact, in the form of the mysterious Madame Cinder…
It’s all gone wrong in the Indonesian Archipelago as the naturalists continue trying to survive until the boat comes back, without water (other than the islands) and with Very little food. Can they manage to stave off the strange island creatures, and prevent thmselves from going mad with the influence of whatever is in the water?
The Dindroff-Menscher – Bakersfield expedition is continueing in the Indonesian Archipelago, but it seems as if it is being plagued by problems. Giant boars and people turning to dust are not normal to most expeditions, but it seems like they are for this one!
Can they survive the flora, the fauna, and each other?
The TARDIS seems to have decided where the fugitives are going next, and it turns out it’s… well kinda dank, drippy, and a bit industrial. How long before they get into trouble, oh wait, they already have… That was quick.
After a little more research the squad heads home to wait for their forensics results. However when they start to come in they are not pleased to see what they contain.
Having finally remembered what it was they were supposed to be doing, the Coeterie decide to surveil the issue. It turns out that the gang is much more difficult to deal with now, and definitely count as “issues we should have dealt with”. Now they have to turn to their allies in the hopes that they can help…
So they found a financial adviser, and organised to get their finances in order and their Haven Safe. Now they just need to go to a meeting and his interestingly named associate Dr Thermopylae and everything will be back to normal.
As three Goblins there is only one choice when you hear that the magical college of Wan-Taage is having a fantastic Meat feast… go and nick it. But can our intrepid gobbos pull it off facing Archmages, Magical canape’s and necromancers.
Plus their most dangerous foe, a cart driver in a trenchcoat… Continue reading →
It all started with a for sale sign where there was no for sale sign before. This spells potential disaster for the Neonates, but who is behind it, and can they find some way of escaping from the clutches of late stage capitalism!
It all started with a for sale sign where there was no for sale sign before. This spells potential disaster for the Neonates, but who is behind it, and can they find some way of escaping from the clutches of late stage capitalism!
Torchwood, those staunch defenders of Earth have decided that the fugitives are exactly the sort of people (and aliens) who they need to deal with the whole “glowing rats” issue they have. Of course there is a bit of quid pro teach us how to fly a sodding Tardis and get June out of it please! So obviously the fugitives are 100% in. Continue reading →
The Conclusion of Brendan’s date goes “well” by the previous standard, but then it is followed up by the Revelations that the Neonates may have been played for fools. This will no doubt end well.
First the Neonates watch a very questionable “voodoo” ritual hosted by the Blessed Aesina, but what exactly is going on they don’t really know. Then Brendan goes on a date, with disastorous consequences.
This episode was delayed by the editing laptop deciding to become a brick for a bit! However we are now back with this the first session of the second chapter of the Vampire the Masquerade 20th anniversary campaign!
The neonates are now much less new, and this brings with it issues as there are always going to be people wanting to take advantage of them. Which is exacty what is going to happen to them.
First Off we sadly had a ton of planes going overhead, and the worlds loudest pigeon! Sorry I did try and cut them out where I could!
So they have a plan for dealing with Talithar now, watch her probable route into their domain and drop on her the moment they see her. The fact these plans involve standing around in other vampires domains is neither here nor there.
Also have they really thought through the “look like the sort of people she eats” part of the plan? Continue reading →
Talithar might be coming back, and the coeterie need to be ready for it. However there also seems to be someone spying on them and in these precarious times, that is a definite danger. Obviously they will begin planning the sting on Talithar and come up with an intelligent and safe plan for dealing with the spying. Of course they will. Totally.
It has become obvious that something is going on and they may need to gather some more information. The Neonates need to get hold of the Woodley coeterie, or what is left of it any how. Will they be able to find tem by wandering the rack? If they do will they be able to get the help that they need?
They are starting to get the hang of this being damned creatures of the night thing! They have some clues as to why there was a dead body and have even arranged for a few leads but will they be able to concentrate on them or will they get distracted by other more pressing satorial matters. Oh dear!
The dead body is dealt with but they still have to work out how it got there. Cue a lot of research, looking for information, and talking to cats. Did I say talking to cats? Yes I did, look it’s weird being a Vampire OK!
Will they be any closer to solving the question of who is out to get them?
So we finally get back to the woodland animals as they try and work out who tried to crash Roger’s boat into a lock. Having captured Tony Caferriti they now have to pump him for information. Oh, we lost Fluffy, never mind.
Join us now as Mawdrigen rewrites his own system on the fly! First Episode Here
They need to find more information, and they have a good lead that perhaps they can find it at the Inn of the Red Crossroads. Of course they first have to get there which as it is in the centre of an enormous battleground that three different clans have fought over repeatedly might be difficult. Luckily they have an ample supply of Ghost repelling mushrooms, shame they do not have a mushroom that repels assassins or internal conflict isn’t it? Continue reading →
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