Firebreathing Kittens

De: Firebreathing Kittens
  • Resumen

  • Firebreathing Kittens plays a different TTRPG every week. Four of the rotation of cast members will bring you a story that has a beginning and end. Every episode is a standalone plot in the season long anthology. There’s no need to catch up on past adventures or listen to every single release. You can hop in to any tale that sounds fun. Join as they explore the world, solve mysteries, attempt comedic banter, and enjoy friendship.
    Copyright 2024 All rights reserved.
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Episodios
  • Creepy Kralas (Trapped In An Endless Ikrala)
    Apr 30 2025

    Creepy Kralas is an actual play podcast of Trapped in an Endless Ikrala featuring Muse, Wilford, and Edgar. The adventurers risk their lives in a horrific store full of hungry furniture mimics. Ikrala is compatible with the game Liminal Horror.

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    2 h y 52 m
  • Trailer for Creepy Kralas
    Apr 30 2025

    Creepy Kralas is an actual play podcast of Trapped in an Endless Ikrala featuring Muse, Wilford, and Edgar. The adventurers risk their lives in a horrific store full of hungry furniture mimics. Ikrala is compatible with the game Liminal Horror.

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    5 m
  • How To Play Trapped In An Endless Ikrala
    Apr 30 2025
    How to play Ikrala Hi everyone, this is a special how to play episode of Firebreathing Kittens podcast. I’m the game master for an upcoming session using the rules for Ikrala. This episode is a summary of what I learned after reading the rule book. Hopefully this will be a handy guide for how to play for my players, will help me organize myself, and will be useful for you listeners, too, who are looking to play your own Ikrala game at home. I’ll organize this how to play guide into sections. Game category Abilities: STR, DEX, CTRL Combat rules Zero hit points Building a character Game category. Ikrala is a fantasy survival horror procedural dungeon crawl through a massive artificial constructed place, resembling something like a mall, a casino, an airport, or a furniture store. On the one hand, there is a horror to a place with no natural light where every square foot has been planned to slow you down, lure you into forgetting what time it is, and not realize you are spending forever there. On the other hand, there is a fantasy aspect to being in the store overnight, jumping onto the display bed, picking up any container off the shelf and eating out of it. Ikrala melds the horror and fantasy together into a massive nearly endless store where everything is yours for the taking, but everything is also out to kill you. Like the movie Beauty and the Beast where the furniture and cutlery has a mind of its own, or like a mimic treasure chest that eats the adventurers who open it, players will fight floor after floor in their quest to find the item they’re shopping for, and then find the elusive parking garage exit. How to play. Players roll a 20 sided dice, also called a d20, and compare the result to their ability score. If the dice is equal to or lower than their ability, they succeed. For example, a dice roll of 10 and an ability of 11 would mean the player succeeded on what they were trying to do. If the dice is higher than the ability, they failed. For example a dice roll of 20, which is often a critical success in other tabletop role playing games, is always a failure in Ikrala. In Ikrala, a 1 is always a success. Here is an example of a strength ability roll. Vera is trying to lift a dresser to block the door she and her party just came through. The dresser is heavy, and will be a good barricade for the door. But, being heavy, it is not trivial to move it. Vera’s strength ability is 11. Vera’s player rolls a d20 and gets a 6. This is a success. Vera successfully moves the dresser to barricade the door. Here is an example of a dexterity ability roll. William is trying to sneak past a display couch that has ominously opened up to reveal a giant mouth with sharp teeth. His dexterity ability is 8. He rolls a 10, which is higher than an 8, so he fails to sneak past and the couch notices him. It licks its couch cushion lips in anticipation. Here is an example of a control ability roll. Rut is walking along looking at items for sale when she spots a lava lamp. Its fluid motions are mesmerizing. Her player is asked to roll a control saving roll. Rut’s control is 13. Her player rolls a 13, which meets it to beat it, and Rut is able to pull her eyes away from the very interesting lava lamp motions and keep walking. Combat rules. At the start of combat, players roll against their dexterity ability to see if they go before or after the enemies. If their dice is lower than or equal to their dexterity, they go before the enemies. If the dice is higher than their dexterity, they go after the enemies. A dexterity challenge is also used to determine if the players successfully retreat from an enemy, which is something to keep in mind. Players can make one movement and one action on their turn. All attacks hit in Ikrala. There are no missed swings of a sword or arrows flying past the target. Attacks can deal either physical damage or stress damage. Physical damage is reduced by armor. Stress damage is reduced by stability. To make an attack, roll the weapon dice. For example you roll a d6 and get a 4 on the dice. Then subtract the target’s armor or stability. For example if the target has 1 armor or stability, a 4 on the dice minus 1 armor or stability equals 3 damage. It is possible to be impaired or enhanced by combat scenarios. Examples of being impaired are when your character is trying to swing a sword while prone on the ground, or is attacking an enemy protected by partial cover, or if your character’s in a mental fog. When impaired, use a four sided dice, called a d4, for your damage dice instead of your weapon’s normal d6, d8, etc dice. If your weapon breaks and you’re suddenly unarmed, an unarmed strike also deals a d4 of damage, an impaired blow. An attack can also be enhanced. An example of an enhanced attack is, if your character is unaware they were in a combat scenario and a giant spider waits until the perfect moment to drop down from the ceiling...
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    16 m
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