Tales and Ales is a real play podcast where the players and GM are all drinking beer, generally from a sponsoring Austin-based brewery. There are 5 players and a GM, and possibly a couple too many phallic jokes.
Duncan Lott, Mike Nottebart, Kate Chambers, Cameron Lott, Josh Campbell, Ripley Adams
Ripley GMs a homebrew RPG with Cameron, Duncan, and Kate playing! They play characters working in the Parks & Recreation Department of Pawnee, Indiana, and get up to all sorts of hijinks getting ready for a weekend ice cream social.
POSH recovers from their battle in the Gods' Sect and investigates the temple. They find strange happenings, and must look outward. Will they find the answers they seek? Or will they find more questions?
A game DMed by our very own Josh, with Ripley, Cameron, Duncan, and Kate playing brand new characters living in the peaceful city of Broln. But how long does peace ever last, even in the midst of the Rebirth Festival?
This episode, we're joined by Argus Cidery's Cam Russell! Accordingly, the party meets an eccentric halfling with a biting wit and an ear for eldritch disturbances... will this wispy warlock walk with POSH? Or will the dastardly devil dash their dreams?
A crossover episode with the Bearded Foe Twitch stream! Cameron, Duncan, Ripley, Kate, and the Bearded Foe's Taylor play a game GMed by the Bearded Foe himself, Sean Dixon! Will our new intrepid adventurers accomplish their mission, or die somewhere, adrift in spaaaAAAaaaAAAaaace?
The party tries to search for clues after helping the petrifying woman to a hospital, but they are at a loss of where to go. They decide to take the night off and hit a tavern, but one of them wanders off into unknown dangers...
What was the mysterious being that made itself known to POSH? What answers does it hold, and what new questions does it bring? And what other mysteries lie in wait for our brave heroes (and Julius)?
The party lands in Re'enala and heads to Hagge- the city-state under the watchful eye of King Turo the Ancient. What will he ask of our daring adventurers, and what dark fates await them in the City of Dust and Stone?
POSH finds their favorite magic-item-peddler! What mysterious gifts does he have in store for them? And what will they learn of the confounding voice that seems to follow him?
The party is on the Cloudwader, a near-city airship on their way to Salanza, the nation surrounding the city-state of Hagge. The city-state's king has asked them for help, and as they soar through the air towards them, they must prepare, as well as look back on their lives and adventures.
POSH follows the hints Swarryned gave them, and makes a couple more discoveries. Will this be enough for them to defeat the Wastelings? Or will they be stuck in Everdusk for another day- perhaps even until they meet their end?POSH follows the hints Swarryned gave them, and makes a couple more discoveries. Will this be enough for them to defeat the Wastelings? Or will they be stuck in Everdusk for another day- perhaps even until they meet their end?
P.O.S.H. knows how to "kill" the Wastelings... at least one of them. But the "dead" one always comes back. The party decides to focus more on that which survives the Wastelings' aura, with a hint from a couple hidden sources.
DJ Tanner and Champion are ready to throw down... will the party overcome this onflict, or will they destroy themselves before they can make it out?
A different group of adventurers in a different world! This time mastered by Cameron, and introducing the four characters in a... rather uncompromising position. Where do they find themselves, and what must they do to escape?
The party finds more tools for them to utilize and more items mysteriously left untouched by the Wastelings... but how do they use them, and where do they go from here?
The party learns more about these mysterious entities floating around the ruined husk of Everdusk. They also meet someone quite unexpected, but what can they learn of this stranger, and are they here to help, or to hinder?
The party has found themselves in a destroyed Everdusk City Hall, facing off against a creature that exudes death and destruction, naked and almost powerless. What can they do to survive, and what is the situation in the rest of Everdusk?
The party has been granted some help from the city of Drulft, but what's going to happen to the Guild of Thieves? What familiar voice will they hear leaving the city? And what are they going into through the portal?
POSH has saved the Deep Races (and the world, at the same time) from the conquest of the Throat-Rend tribe of orcs. To repay our heroes for their deeds, the people of the Underdark will offer some insight into skills and talents they didn't have before. How will our adventurers choose to better themselves?
The party is ready for their audience with Tdrekt Shteorr, but what can they do to stop the Chieftain of the Throat-Rend Tribe from completing his conquest? And how can POSH be sure they will live up to their end of the bargain?
POSH reaches Drulft's gates and must get past the orc guards, and then navigate the city streets to find Andraste. But what awaits them in the city?
After opening the mysterious door, the party exits the cathedral and makes their way down the service stairs. But what lies in wait beneath them, stalking the road between them and Drulft?
After falling Sceona, the party leaves and must find a way to Drulft. In their path lies a door... but will they find out how to open it? And what lies behind in the dark?
The party felled Sceonama... only to have him rise again, calling himself Sceonamta. Will our heroes defeat this new abomination, and how many iterations are there?
The party learns why the portals activated and where the lead orcs were headed. They follow through, and find themselves facing off against a nightmare.
The party arrives in Everdusk City Hall, and finds the mysterious archway, an ancient, roughly-hewn polylith surrounded by ornate, modern beauty. What secrets does it hold, and who is behind the light?
The party goes to Everdusk, and while waiting to be called upon to help with the odd event in the city hall, the members of P.O.S.H. individually meet with people from their lives, whether by choice or happenstance.
After roasting the Deep Horde, the party goes to Monhollow, the capital of Bradsnen, to meet Queen Gonfi and receive a well-earned reward. They then meet an... eccentric gnome with a talent for artificing.
The party descends into the chasm camp itself, and must destroy the Deep Horde and its means of picking itself back up. Will they set the world aflame, or be burnt themselves?
Can the party fell the Mad Drider? And will Lesara's expectation come true? Will someone taste dirt in defeating the dastardly Drider?
We turn to face the group who addressed Andraste, and a fight ensues! Will Silifrey seize this opportunity and go through with her plan? And what's that faint clicking over the edge of the cliff?
The party learns new information about the military leader, Pelaios, and falls prey to a foul Deep Horde trap! Will they escape? And what is that Tiefling hiding?
Our heroes rediscuss their moral quandary and decide how to proceed with their companion, and must find how to pass a dangerous obstacle while outmanned.
Lesara goes missing from the group, but she had been cut off from the group and had to catch up through other means, while dodging through Drow patrols.
This episode is the first of four sponsored by 4th Tap Brewing Cooperative! Lesara scouts ahead, but goes missing. The group learns a secret about one of the people who's helping them and have to decide how to continue on with them. They then have to go somewhere none of them ever wanted to.
We meet the group- a dwarf bard, a half-elf druid, a gnome warlock, a half-orc paladin, and a human ranger. They rest in the tavern of a town beset by dark elves and dark dwarves, but a group breaks through the line and they must rush back to their posts.