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You Can Trance If You Want To
We step back into Doskvol a mere three months (!!!) since our last game, as the Sun Chasers take on a high-stakes heist at a lavish ball celebrating 300 years of the city's most famous bridge. But their carefully laid plan starts to unravel the moment they set foot in the festivities. Murderous ghosts, clueless contacts, troublesome psychics, and amorous Bluecoats await. There's quite a lot of profanity in this one, so apologies in advance.
4.9
1414 ratings
You Can Trance If You Want To
We step back into Doskvol a mere three months (!!!) since our last game, as the Sun Chasers take on a high-stakes heist at a lavish ball celebrating 300 years of the city's most famous bridge. But their carefully laid plan starts to unravel the moment they set foot in the festivities. Murderous ghosts, clueless contacts, troublesome psychics, and amorous Bluecoats await. There's quite a lot of profanity in this one, so apologies in advance.
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