James and Kat discuss Splatoon, bicycles, magical fermentation, preserves, and Kobolds. That’s right. Someone was foolish enough to let James talk about Kobolds.
A group of four rag tag heroes take a job acting on behalf of what they believe to be the church of the Golden Wyrm. Stuck alone in the dark depths they awaken something truly terrible. As a result they are confronted with an opponent more terrible than they have ever faced before: grief. Can they over come their loss to once again seal the horrors they have unleashed?
E.S.P.Insight arrives at an all but abandoned five star resort in Costa Rica. The owner Howard Mandel appears to be keeping more than a few secrets, and the walls of the hotel appear to be housing more than a few ghosts.
From haunted luxury cruse liners, to possessed spas, or even bewitched designer retail outlets the crew of E.S.P.Insight is ready for any kind of spiritual disturbance. Finally their adventures will be reaching a prime time audience, but is the world ready for them?
A day at the multi-chromatic hot-spring has been ruined by horrible bug larva. That can only mean one thing NUMENERA! Will our heroes be able to survive this metamorphosis can the remember to complete their bargain with the brain witch? How many more times will they Shout Numenera?
In this episode James tells you what’s so great about sailor moon character sheets, what you should do about describing actions in combat, and how to handle two players with the same specialization.
After discovering the young girl riding a giant centipede was a beale plagued by voices, our heroes elected to see her to the many colored hearing springs in the valley. Will they be able to help this child struggling with her powers? Are the watchers friend or foe? Why is it so much fun to shout Numenera?