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!
Following their adventure in the skylands, Ruby Gleam (Spell-Weaver Supreme), Dourla the Loveslug, Ryder the Last Battle Toad, Charlemagne the (newly) octopoid cytyr, and Sir Reginald meet a new companion, Sir Jorn, a secret mutant knight errant. On their journey inland, they come upon a group of refugee duck-people, displaced from their city when an evil sorceress and her golem servants chose it as the staging ground for her dark technomagical spells. Now, the brave group of Archaeonauts will have to infiltrate the village, avoid the notice of the patrolling constructs, and defeat the wicked mage before her working is complete. Can they pull it off, or is this noble quest more than they can handle?
Ruby, Dourla and Ryder unite with some newfound friends to hunt for another Demiurge artifact in the perilous world of Umdaar! This week, another of Ruby’s visions leads them to the Mediocre Coast, where they discover a lovely resort town known as Meh. There, they meet Sir Reginald Blake, a mutant psychic whose third eye sees unknowable secrets, and his traveling companion, Charlemagne, a cytyr–half-robot, half-baboon. Together, they decide to summon the sky-carriage that climbs the silver pillar at the center of town, hoping that the artifact they seek is located somewhere in the skylands above. However, before they can claim it, they’ll have to face the formidable beast, Ela-Vator, negotiate with a lusty fish-person, and survive within a deadly thunderstorm. Was Ruby’s vision of the artifact accurate? Will the Archaeonauts survive their climb to the heavens? Just how versatile is the sex doll programming in Dourla’s cybernetic helmet? Find out, in our latest episode of Masters of Umdaar!
Three adventurers, drawn to the edge of a blighted wasteland by visions of an ancient Demiurge city, find only a small company town in a fetid swamp. Ruby Gleam, half-snake, half-unicorn, is a flamboyant spellcaster who uses the magics of Umdaar to make herself the center of attention. Dourla, a cybernetic slug with a malfunctioning control helmet, uses her master spy skills to stay beneath The Masters’ radar. Ryder is the last of the frogmen, a long-forgotten warrior race, who has in his possession a dormant Artifact. They soon learn that other parties of Archaeonauts have passed through town, seeking the Staff of Shadow, and set out in search of the staff themselves. Will they share the unknowable fate of their predecessors, or will they succeed where others have failed? Listen to find out!