In Neuro Shell players collectively role-play the divided mind of an amnesiac as they figure out who they are, how they lost their memory and some greater established conflict while being mechanically set up for failure and miscalculation.
We feel the sway of the train. Lights flash across the windows. This is the express. It's a 20 minute ride with no stops till we get out of the city and get home. We'll pass Warren Station, then Grant Station, then get to the end.
A day that started with calling the families of Bureau agents who died inside the monolith, and then a string of meetings that left Judith wondering if she was really the person for this job.
Finally on the Doomed Bloodbark, the ship is divided between captain and first mate, Bowdyn has a deathwish, and Haka found a spy...and that's just how things got started!
The story of Jimmy, who got lucky with cards but unlucky with women. The sorry F. P. Rex, the kingpin who was always in charge until his estranged daughter showed up and put a bullet in him.
Last time on Spell and Blade your oathbound adventurers defeated Nor’Razki Blackpool, leader of the Cult of Storms, and cast him into shark-infested waters...and was cursed by the God of Sharks and Storms!