Goonie's World
Summary: A wide-ranging actual play tabletop RPG podcast with an emphasis on characters and comedy.
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- Artist: Goonie's World Podcast
- Copyright: Copyright 2019 All rights reserved.
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After returning from the shrine, the three adventurers meet up at the Fallen Solider tavern where they hear rumors about the neighborhood of Purse and its walking dead problem. From a guard at the entrance, they learn about an outbreak of a deadly disease. With some persuasion, they are allowed through the quarantine and head straight for a house where an explosion is said to have started the whole thing.
Two short-statured adventurers, Dirk Buckleheight and Tegan Stormstone, enter a shrine hidden in the forest that reportedly houses magical gemstones. After narrowly escaping death, they eventually come upon a strange, inanimate clockwork and decide to wind it up. Together, they attempt to explore the rest of the shrine, discovering its many wonders and horrors. [NOTE: New listeners can start here if they wish. The previous SotDL episodes are optional.]
With their notoriety on the rise, O.K. Boomer, Bloody Dickey, and M.G. head to Las Vegas armed and incognito. There, they must find a way north to Area 51 where, if everything goes according to plan, a time machine will send them back to the 1980s. But everything doesn’t go according to plan. Sacrifices are made, heroes are chosen, and nothing will ever be the same.
After putting their trust in Mr. Boomer, the rebels travel by train to San Francisco where a contact awaits with details on how to save the world. To their surprise, the contact is a familiar face they haven’t seen in many years.
In a dark future, Dickey Newton and M.G. (aka Merlyn Grubb, aka Plunger) work at a marshmallow fluff factory serving Earth’s addicted alien overlords. After being appointed a new supervisor named Mr. Boomer, they soon discover the old man is not exactly who they thought he was. Suddenly, they’re presented with an opportunity to hypothetically make the world right again, but it won’t be easy. [PREREQUISITE: Kids on Bikes 1-6] [OPTIONAL: Fudge (Hard Time in Hardgate) 1-6]
Just when it seemed like everything was going their way, fate reverses course for Jorge, Merle, and Johnny, as the conspirators suddenly face the possibility that they won't get what they want. It all comes down to one day in late November, and oh, what a day it is.
Fate has brought together a Cuban exile, police officer, and nightclub owner who find they have more in common than they thought. What starts as a conspiracy to make some money soon escalates into something much more ambitious.
The moment has finally arrived for the former Night Rangers to make their great escape, but before they can, Duke must deal with Enzo who stands between him and the Bean Machine’s radio, while Frank is tasked with retrieving Stroker amid a deadly pudding riot. But breaking out is only the beginning, and many more obstacles will surely await them as they hightail it to Jupiter Springs with Melvin Grubb’s secret message.
Just in time for the long-awaited pudding arrival, Duke visits the infirmary, and Frank works out a deal with Officer Milky, setting up the final phase of their mission to escape Hardgate.
In the aftermath of King Kelly’s assassination, the Night Rangers relocate to a new cellblock and continue to plot their escape, which, repugnantly, means enlisting the help of Stroker. Additionally, with the pudding still in transit, they must take another drastic action or risk retribution from Sugar Tits.
Frank and Duke move forward with their pudding plan while simultaneously taking their first steps toward freedom.
While Frank and Duke work on a sweet scheme to hold off the Pale Riders and the Dog Pack, they’re introduced to a mysterious convict with new info that changes everything, giving them the will and the way to eventually escape Hardgate.
Two members of the Night Rangers Motorcycle Club from Jupiter Springs, California, Duke Dale and Frank Williams Jr., are reunited years later in a Nevada federal prison called Hardgate. With both life and loyalty in mind, they are faced with the grave choice of pledging allegiance to one of the prison’s various gangs or attempting to survive on their own. A third choice, not yet a possibility, is escape. Find out more about the Fudge system here: https://www.fudgerpg.com/about/about-fudge/fudge-overview.html
Joined by Delia, the heroes enter the mysterious shrine in search of crystals and clues. What they find is chaos, insanity, and death.
As the adventurers continue their investigation, they discover that farmer Ham has been keeping a secret, and afterwards, have a hairy encounter in the woods. There, they learn of a shrine that could offer clues to the fate of the farmer’s pigs and possibly a whole lot more.