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!
After being tricked by an evil Master and teleported halfway across the realm, our intrepid Archaeonauts find themselves in a vast forest, surrounded by hostile gorilla people. Once captured, they meet with two fellow prisoners, an undead gentleman underwear thief and a tubular shark-person shaman. When their captors’ queen learns of their situation, she dispatches the team, newcomers in tow, to retrieve the fragments of a long-forgotten artifact that could help them defeat their enemy once and for all. Can the Archaeonauts battle their way through a sacred tomb in order to obtain the artifact? Will the queen discover that her royal panties have been pilfered by a dapper zombie? Is it better to be nourished forever with a vine growing into every bodily orifice, or suffer in the nether realms in eternal agony? Find out, in this week’s episode of Masters of Umdaar!
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?