In the series finale to Alex’s Masters of Umdaar campaign, the Archaeonauts must use the Cube of Subeqo to defeat Drazkum the Debaser. First, however, they will need to capture the final piece, a sliver that they did not even realize was missing, from the Master’s helmet. And before that, they’ll need to put aside their differences, work out their interpersonal issues, and learn to work together as a team. Can this ragtag group of adventurers, mages and underwear relocation experts save Umdaar from the evil they unleashed, or will they learn the true power of the Demiurge when their enemy wields it against them? Listen to find out!
A group of settlers embarks on the trail west, each for their own reasons. In order to guarantee safety in numbers, they band together with other travelers hoping to start new lives on the frontier. But something is terribly wrong. The wagon trains’s cattle have started to sicken and die mysteriously. Travelers who wander off alone are vanishing. Can these brave pioneers discover the truth behind the shadowy dangers plaguing their caravan, or will they find themselves lost in the American wilderness, at the mercy of the bloodthirsty undead? Listen to find out!
In this week’s adventure, the Archaeonauts continue their quest for the fragments of the Cube of Subeqo! In order to retrieve the next fragment, they’ll have to cross a bottomless chasm, fight a colony of cybernetic ants in a destroyed city, and find an unreadable book in an impossible library. First, in order to cross the chasm, they’ll have to deal with a ferryman who demands that they give a part of themselves–or will they? Next, they’ll have to avoid a swarm of ants that has “uploaded” most of a city. Can they avoid being devoured? Finally, they’ll have to explore the Library of the Unknown, where the books reveal the knowledge that nobody else in Umdaar possesses. Can they defeat the fearsome librarian and escape with the missing fragment? Listen to find out!
The journey to reunite the pieces of the Cube of Subeqo continues, but not without its perils. The party will have to cross a peculiar river, find their way through a rather unhappy forest, climb a very tall mountain and finally convince some monks that they are worthy. And, along the way, they may have to rescue Ruby Gleam from a pretty bad date with a tree. Do the intrepid adventures have what it takes to overcome the obstacles in front of them and obtain the treasure they seek? Listen to find out!
There seems to be a veritable glut of Magical Fury games being posted lately, so here’s ours! The touring teen J-pop band 4W is about to play a big concert in their hometown, but first, they must survive a night at a seedy local hotel. One by one, the girls (and their middle-aged manager) are visited by a talking dove named Horatio, who offers each of them a coin and cryptic words of warning. When a demon manifests by the pool the next day, the girls (and their manager) spontaneously transform into a team of superpowered heroines in short skirts, and find themselves engaged in a battle to the death. Can the teens (and their manager) dispatch the demon in time for their show, or will their international tour come to an abrupt end before it even begins? Listen to find out!