Vlad Dracula finally makes an appearance in this last entry in our Dracula Dossier series.Unfortunately only two agents happen to be around.Will this be the end of our intrepid hunters, or will they introduce him to two barrels of Christ’s peacemaker?
A poorly conceived plan becomes a poorly implemented plan as the boys investigate an Imperial research camp on Myrkr.
Things are quiet on the Danube, too quiet. While our operatives are unraveling the tangled clues leading to Dracula a thick fog rolls in to surround the party boat. It’s probably nothing though.
After happening upon a mysterious ship hidden in the forests of Myrkr the crew of the Mynok decides the planet hold too many mysteries to leave unexplored. After some debate they decide to head into the forest and discover the disturbance in the force luring at the hear of this alien wood.
The would be vampire hunters make their way aboard the party boat and onto the Danube. To find Dracula our heroes must acquaint themselves with the different figures involved in the Belgrade cigarette snuggling ring and the city’s “cultural elite.”Also they might want to check out the mysterious coffin in the cargo hold. Just sayin’.
James answers three listener questions in one episode! Gain insights on stronger performance and portraying ambivalence, co-GMing, and intrigue based role play systems.
With Bacta an Tamlin suffering from the effects of vornskr poison, Leenik and Tryst must find an antidote on their own. Meanwhile, the scouting droid has returned with information about a mysterious signal on Myrkr.
The Dracula Dossier is launching on Kickstater today! We will have a Night’s Black Agents play-through on Monday. For now enjoy Kenneth Hite explaining some of the things that make the game special.
This week James is joined by game designer, horror writer, and guest GM Kenneth Hite to preview the up coming Dracula Dossier by Pelgrane Press. To help out James got his old game master Zach Weber, fellow podcaster General Ironicus, and game designer Nathan Poletta.
Last episode painted Myrkr as a sylvan bastion of relaxation and profusely poured potables. This week, the claws come out as local wildlife closes in around the crew of the Mynock. Will the boys be able to resist the Vornskr’s venom? Will force-sensitive monsters make off with little Tamlin? Roll for initiative!