In the final episode of our Inverse World mini-campaign, Seahawk and Crew discover a terrifying secret on the island of Ice Loch. While Mal and Crysis invade the home of the island’s ruling family atop the ice spire, Sidd explores the nearby village market and Clark heads back to the ship for no good reason. Will the fearsome foursome of the Solar Sailor accomplish their mission and free ice Loch from the stranglehold of the Starskgaards, or will they decide to cut their losses and get as far away as they possibly can? Listen to find out!
In this week’s Actual Play, Seahawk and his crew of nefarious sky mercenaries continue their quest to free the floating island of Ice Loch from the choking influence of a local crime family. In order to open the port, they’ll have to infiltrate The Spike, the gigantic icicle anchoring the island to the world crust. Will our ignoble adventurers manage to sneak past the watchful residents of Ice Loch and free the port, or will their true purpose be discovered? Listen to find out!
This week, Rag-NERD-rok takes to the upside-down skies of Inverse World with the first installment of a three-episode mini-campaign! A criminal mastermind known as The Tentacle contracts Captain Seahawk and his crew of rowdy misfits aboard the Solar Sailor to travel to the island of Ice Loch and force the local government to loosen its draconian stranglehold on area trade. Among them are Crisis, an elemental creature made of liquid fire who runs the ship’s boiler, Clark, a hapless high-flyer who gained his remarkable acrobatic abilities after he fell into Sola’s gold cage, and Sidd, a man with a mech suit and a tinkerer’s knack for creating useful inventions. In order to complete their mission and get paid, they’ll have to infiltrate the island and threaten, cajole or strong-arm the crime family that runs its shipping. However, en route to their destination, the crew must pass through a treacherous uprainstom that will test their abilities to work as a team. Can they survive the onslaught of Sola’s tears and reach port, or will they find themselves careening toward the fiery center of Invells? Listen to find out!
The Fate’s Fools gang is still trapped in the hallucinatory mycotic dungeon, the gauntlet of disconcerting spaces they must run in order to reach Hell’s Yellow Heights. After a mishap separates the group, Piotr finds himself wandering through a physical manifestation of Walter’s mind, unearthing repressed childhood traumas. In order to escape Walter’s vengeance, Piotr will need to go deeper, to the vast beet fields of Walter’s subconscious, where the seed of an idea might be planted. Once it takes root, however, Piotr’s subliminal suggestion grows beyond his intentions, and provokes a revelation that could turn Walter from his holy quest to call Destiny an asshole. Can the group help their paladin companion through his crisis of faith and find the dungeon’s exit? Find out, on this week’s episode of Fate’s Fools!
The Fate’s Fools gang sets out to reach Hell’s Yellow Heights, the underground realm of the Valkonian dwarves! However, in order to reach it from the Deep Elf swamp, they will have to traverse the nasty, enchanted mycotoxic barrier separating the two realms. Along the way, they decide to stop and party with a group of druids who have traveled to the subterranean caverns in order to attune themselves to the world’s desolate places, and take lots of drugs. Fen earns some coin by selling the meditation circle a bagful of ‘shrooms, T’mek finds himself babysitting Piotr and Walter, and Baldwin catches the attention of an amorous orc hottie. Soon after, they reach the barrier, a membrane-thin fungal wall that releases a potent magical spore cloud. Anyone exposed to it hallucinates themselves into another dimension, a pocket universe adjacent to dream and death. Can Walter, T’mek, Fenfaril, Baldwin, Eebmox and Tanjaya survive the psychotropic dungeon? Listen to find out!