Dec 312014
 
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In this week’s Actual Play, the prisoners from The Big Break finally put their plan into motion and mount a daring escape. First, however, they must recover the warden’s security passkey, without which they cannot access the dry docks where submarines from the surface make regular deliveries. In the warden’s personal quarters, they discover another prisoner, one mysteriously immune to the alien creatures that have turned other inmates into hyper-loyal, super strong footsoldiers, and rescue him from solitary confinement. When the escapees trigger the warden’s dead man switch on a hidden booby trap, they must find an alternate route out of the prison complex, one which will lead them to confront the prison doctor and a squad of alien hybrids in hopes of boarding the one escape sub. Can they defeat the hybrids and pilot the sub to freedom, or will they find themselves sealed in a watery tomb? Listen to find out!

Dec 242014
 
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A few months after their terrifying encounter in Portland, Maine, the frazzled gang of Mythos hunters has gone into hiding, waiting for a new case to present itself. When Agent Lundy calls with news of a home invasion and vicious beating, Frank must round up his friends and head to Lancaster, PA, where holiday folklore seems to have collided with cosmic horror. A mysterious creature seems to be brutally punishing the wicked with a switch and a whip–or is it really warning them of something far more dire? As our Investigators delve deeper into the victims’ lives, their town, and the history of terrifying Christmas season attacks, it soon becomes clear that some kind of Germanic boogeyman is on the loose. Can Frank and company prevent this creature from killing again, or will this happy holiday be their last? Listen to find out, on a special Christmas session of our Call of Cthulhu campaign! Continue reading »

Dec 172014
 
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The stage is set for The Nettlers (and Taeros) to recapture their beleaguered hometown from the clutches of orc mercenaries. Taeros and Barnabas head for the manor house in search of Pendrel and Brinton, but instead encounter a deadly orc assassin. Meanwhile, Bohrs and Avon deal with the corrupt captain of the guard, in hopes that his men will rally to the cause of freeing the village once he is out of the way. Finally, Brinton and Pendrel discover that the town’s only hope for survival may be hidden away in a secret room in the home of Dr. Freddy and Daliah, Brinton and Bohrs’ profiteering parents. Can The Nettlers (and Taeros) free the townspeople, save the city, and survive the magical onslaught of the orc shamans? Find out in this week’s episode of our ongoing Dungeon World campaign! Continue reading »

Dec 102014
 
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Following the near-disaster of their bank heist, The Fear Force Five head back to their new hideout in the abandoned warehouse to count their loot and regroup. What they don’t realize is that Porter, the demon fueling The Sparkler’s powers, has assumed control of his host, and intends to drag his poor, mewling mortal bodily to the hot place. Now, Porter has just twenty-four hours to run roughshod over The Sparkler’s life, destroying the things he loves the most. His family is in danger, as are his trainer, his crush, and even his cat, Sylvester. What none of them could anticipate is that the Fear Force Five itself is also on the list, which means that Porter is obligated to bring ruin down on their heads. Can Apex City’s most feared team of supervillains save one of their own from an eternity in perdition–and, more importantly, after Porter finishes his work, will they even want to? Listen to find out!

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Dec 032014
 
Rag-NERD-rok Podcast Tree
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This week, the crew of The Diadem tracks down their missing client, Sinasu the Hutt, on Nar Shaddaa. Cal and Wert explore a safehouse that Sinasu’s crew sometimes use and discover a helpful lead. Meanwhile, Fenn, Shorty and 42 head over to the BactaMax healing facility to find one of Sinasu’s lieutenants, who may have been compromised by a rival gang. They eventually track the missing Hutt and his entourage to the water treatment system, where the gangsters have set up a base camp. However, in order to deliver the cargo, they’ll have to contend with a betrayer in their midst, an “old friend” who wants to turn them over to the Imperials, and a horde of enemy ships that may have followed them into the makeshift sanctuary. Can they unload the crate of krayts before it’s too late? Listen to find out!