Summary: A wide-ranging actual play tabletop RPG podcast with an emphasis on characters and comedy.
Arkham, Massachusetts. 1920s. Reporter Rachel Hemingway is released from a yearlong committal at the sanitarium into the care of her companions, flapper Margo Macey and P.I. Saul Moran. While there, they are approached by a woman who claims that her great uncle, an archaeologist named Dr. van Horn, has also been committed yet is actually sane. After speaking with the doctor in his cell, they agree to retrieve an artifact from his house that he says is connected to an ancient cannibalistic religion. As luck would have it, they’re not the only visitors to come by the house that night. [OPTIONAL: Call of Cthulhu (Halloween Special) #1]
Dressed as a washerwoman, Petey pushes a laundry cart concealing Nick into the fort, attempting to avoid suspicion from the guards while searching for Two Toes. Finally, after some challenges, their pirate partner is unchained, but the trio must scheme and swashbuckle their way out. Little do they know that even if they escape the garrison, their lives may already be doomed along with Port Royal.
With Nick as the captain, the pirates set sail for Jamaica, and Petey gets his first taste of rum. Not soon after, another ship is spotted off the starboard side, and the pirates do what they do best, resulting in a fierce maritime melee. Eventually, they put in at Port Royal and promptly split up, each independently gathering intelligence on the whereabouts of their captured mate.
After a devastating shipwreck, two 17th century English pirates, Nicholas Nibble and Petey Tweed, cling to debris in the shark infested Caribbean Sea, separated from their friend and fellow pirate “Two Toes” Ramsey. Before long, they float up to the rocky shores of an unknown island, where they quickly discover they are not alone.
The sleepyheads wake up and continue to move from one strange room to the next until they ultimately find themselves staring at a sphere swirling with blue smoke, overseen by statues of Elven warriors. Suspecting the sphere may be the heart of the tower’s power, the heroes decide to shatter it and face the chaotic consequences.
After a skirmish with scarabs, the party is transported to another room of the tower where they must survive encounters with a fungus and a flute. The way out leaves them separated, with T-Gunn under the influence of a powerful sleeping spell and the others fighting venomous snakes. Dirk and Randolfus eventually join the Dwarf and give in to a deep drowsiness but not before startling secrets are shared which could forever alter the relationships of the party.
Having caught a Skinchanger literally red-handed, the do-gooders have a close-quarters quarrel, and afterwards, start a campfire. At last, the night of the full moon arrives and with it the fully materialized tower, a blue portal welcoming them in. The interior presents more portals and more peril.
Accompanying Inquisitor Randolfus to the tiny village of Carbuncle, Dirk Buckleheight and T-Gunn Stormstone help investigate suspicious goings-on involving a forbidding tower that only seems to show up during the full moon. Upon meeting the villagers, it becomes evident that the tower is not the only thing strange about Carbuncle. [OPTIONAL: Shadow of the Demon Lord 1-10]
Having been drawn in by chanting, the adventurers, including a newly remodeled Dwarf, secretly observe the celebratory aftermath of a successful cult ritual that ended with a man, presumably Pentachus Katandramus, vanishing. A much less successful scheme by Rusty leads to a battle with the cultists and then with something even worse. In the end, the party’s decision not to run away proves explosively fateful. [PREREQUISITE: Shadow of the Demon Lord 7-9] [OPTIONAL: Shadow of the Demon Lord 1-6]
After following through with their plan to dupe Shark McGee, Jimmy and Bobby proceed to the Bellerive Hotel where, according to Luigi, a ledger is stashed that can bring down Giovanni Salerno. Everything goes terribly awry, however, resulting in a gunfight, a car chase, and a fall.
Jimmy and Bobby prepare to whack Luigi inside his home while dealing with the pleas and procrastinations from him and his wife, along with the persistent cries of their baby. Before they leave, irrevocable decisions are made and true identities are revealed.
In 1930s Kansas City, union pipefitters Jimmy Carano and Bobby Marbles finish up a day of work in their other job -- persuading reluctant business owners to accept slot machines -- and are rewarded with yet another career opportunity: painting houses. A man named Luigi Vega has incurred the wrath of their boss, and he is to be “taken care of” as soon as possible.
After calming a riled up mob intent on killing Indians, Seamus and Barnaby are informed of a nearby encampment of outlaws. Newly deputized, they ride out at first light alongside future legends Wyatt Earp and Bat Masterson. A good old-fashioned shootout ensues, and not everyone rides back.
Waking up early, Seamus and “Uncle Sam” get in a final round of Q&A with the saloon-goers before getting the hell out of Dodge and heading north. What they find solves some mysteries but only deepens others. The searchers return after dusk as the bearers of bad news and bad arrowheads.
Barnaby Baxter and Seamus O’Shaugnessy, two drifters escaping their pasts, are headed out west in the 1870s when they come to a notorious city on the high plains. In the lively saloon, they confabulate with the barkeep and diversified patrons, discovering there’s no shortage of folk searching for other folk and decent rewards for those who’re able to find them.