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!
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!
There seems to be a veritable glut of Magical Fury games being posted lately, so here’s ours! The touring teen J-pop band 4W is about to play a big concert in their hometown, but first, they must survive a night at a seedy local hotel. One by one, the girls (and their middle-aged manager) are visited by a talking dove named Horatio, who offers each of them a coin and cryptic words of warning. When a demon manifests by the pool the next day, the girls (and their manager) spontaneously transform into a team of superpowered heroines in short skirts, and find themselves engaged in a battle to the death. Can the teens (and their manager) dispatch the demon in time for their show, or will their international tour come to an abrupt end before it even begins? Listen to find out!
A German banker flies across the Atlantic on the Hindenburg with a secret stash of Nazi gold. His grandson, a time traveling thief, plots to go back and join the infamous last voyage in order to steal it. His grandson is a time traveling cop, sworn to protect the space-time continuum by foiling his grandfather’s schemes. Little do any of them know that a body-swapping, chrono-jumping alien hell-bent on irradiating the gold has also been tossed into the mix, along with its cohort in crime, who was once incarnated as the lover of the German banker. Can the Rag-NERD-rok Crew unknot this twisted tale of time-hopping mayhem, or are their attempts destined to go down in a ball of inexplicable fire? Listen to find out!
This Fiasco was created using the playset Clock Blockers, by Rob Wieland.