The Chimaera

tabletop roleplaying collective

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Series VI: The Sons of Arahallin - Chapter IX

The journey toward the last son - the drunk: Pyimir. Determined to finish the bloody endeavor he began, Ozier follows Krekki's intuition into Pyimir's forest.

It’s lucky that we had a couple of ancillary characters to pull from for this campaign, and getting to play The Fae is just an added bonus. Be sure to check out Adrian Thoen’s other works (particularly Impulse Drive)

Series VI: The Sons of Arahallin - Chapter IX
The Chimaera

Series VI: The Sons of Arahallin - Chapter VII

Our adventurers make it through the area that once housed the valley of Iggthot, which is quickly being consumed by the pity-seeking rains of the oldest of the cyclopes, Hed.

We finally get to see what the failed cyclops has for ability, and what Krekki can really do.

Series VI: The Sons of Arahallin - Chapter VII
The Chimaera

Series VI: The Sons of Arahallin - Chapter VI

After a pyrrhic victory over Iggthot the Valleymaker, our adventurers grieve and convalesce. Krekki shows his usefulness as Hed rears his ugly... well... head.

This episode was hard. Greeg was a favorite of our characters, and his sea-salt cantankerousness was a joy to build around. And despite the early conversation in this episode, I was extremely sad (and sorry, to Zach) when he died. There was a hush at the table (and, later, when listening back to the recordings) coupled with a fear of how we’d procede.

But we kill our darlings.

More to the point, though, Last Breath is the best move in Dungeon World and to bend the rules to accomodate (read: force) a narrative is disingenuous and works to errode both the emotional stakes of the game and the main tenant of Dungeon World: play to find out what happens.

Krekki has legs, though (literally now!) and we’ve had a lot of fun playing the Brute Playbook in games off-air before now, so finding a(n almost) suitable replacement was easy. And as usual, Zach is more than capable of bringing one of my half-ideas to vibrant and wry life.

Let’s see what happens now. At least Socks is OK.

-N

Season VI: The Sons of Arahallin - Chapter VI
The Chimaera

Series VI: The Sons of Arahallin - Chapter I

Nulsc, Greeg, and Ozier step foot on the island of the dead cyclopean god Arahallin for the first time, with promise to kill his five sons.

Here, they encounter Laharisfur, whose inherited breath feeds the kiln he mans with myopic attention.

Series VI: The Sons of Arahallin - Chapter I
The Chimaera

Series VI: The Sons of Arahallin - Chapter 0

The dream team is back, baby!! This is the set-up episode for Series VI, which I'm calling The Sons of Arahallin. For a change of pace, I (Nathan, that is) will be putting Ryan, JD, and Zach through the ringer in a series of boss battles as they rip through the lineage of the cyclopean king Arahallin.

Maybe-temporary music: “Walking in the Shadows” by “GO” Saito & Masae Saikade for the Lagoon OST

Series VI: The Sons of Arahallin - Chapter 0
The Chimaera

V: Dimansion of the Tectomancer - Chapter XV

We use Jason Cordova's Labyrinth Move (of Gauntlet fame; link incoming) to construct a session where our heroes explore the magical portal they figured out in the last chapter. They travel across great distances, but push through to get closer to the heart of the Dimansion... and to Ypsilanti's most private space.

V: Dimansion of the Tectomancer - Chapter XV
The Chimaera

V: Dimansion of the Tectomancer - Chapter XIV

Confronted with an unknown contraption, but with sure-footed confidence in their direction, our party shakes off the fear of what came before. Together, they tackle a tower of violet light as friends that have been through hell but still hope to emerge on the other side.

V: Dimansion of the Tectomancer - Chapter XIV
The Chimaera