After defeating Buddy, the chainsaw-wielding madman guarding the exit, Cole, Connie, Chet and Rick find themselves on a tropical island, surrounded on all sides by anachronisms and curiosities. However, before they can leave and begin to explore, a door seals shut, splitting the group and trapping Connie and Chet inside the Namaste Hotel. It soon becomes evident that the sinister forces that have brought the group to the island have kidnapped the pair for undoubtedly nefarious purposes, taking them deep into the shadowed underground. When Rick and Steve set out to explore the island, they run into two other amnesiacs, Ox and Doc, who have been roughing it outdoors for the past week. In order to rescue their friends and uncover the truth about what has happened to them, the new group will have to confront Loredo and his minions–which, unfortunately, includes a group of temporally displaced pirates who have been given orders to kill. Can they overcome the threat and rescue their comrades from untold peril? Listen to find out!
Four strangers awaken with no memory of who they are, where they are, or how they got there. They find themselves inside a deserted capsule hotel called the Namaste, a confusing, impossible space that seems more like a movie set than an actual hotel. Through flashbacks and recollections, they begin to uncover their identities, as well as a mysterious connection to a figure named Mr. Loredo. Is he responsible for their current predicament? Will the motley group ever learn the truth? And why does the bellhop have a chainsaw, anyway? Join The Rag-NERD-rok Crew for an original Fate Accelerated campaign frame inspired by shows such as Lost and Persons Unknown, and find out…in three or four episodes!
Three gentlemen from the upper crust of Victorian society — a doctor, a champion polo player and a “poet” — are planning on spending a lovely day on the estate of their Grandfather. However, things don’t go as they planned. Between the alien invasion, time jumps and terrifying monsters, this afternoon at Grandpapa’s is not what was expected.
And worse, their tea is likely to get cold!
This game was run in FATE, but the scenario was created using Ed’s homebrew scenario creator.
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!