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!
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!
This week’s installment of Masters of Umdaar finds our brave Archaeonauts returning to the seaside village of Meh on the Mediocre Coast, site of their storied victory against the dreaded Ella-Vator! The Cube of Subeqo has led them back with visions of an underwater temple where the next fragment awaits. But before they can explore, our heroes will have to navigate the awkward social consequences of their previous dealings with the townsfolk, and discover the true story behind the underwater castle. When a fellow artifact hunter offers them a ride in her submarine, they gladly accept, but is their faith in her good will mislaid? (Spoiler: Yes.) Can the Archaeonauts outsmart a rival, survive a dungeon full of dangerous traps, and rescue the second-to-last piece from the watery depths? Listen to find out!