Summary: A wide-ranging actual play tabletop RPG podcast with an emphasis on characters and comedy.
After a harrowing encounter with the villainous cat Pyewacket, the bunnies hurry back to Stonewall with the map they found and warn Grandma Maizy of what appears to be an imminent invasion of their burrow, likely by the misfit residents of Drainpipe. Gifted powerful herbs and donning disguises, Foo Foo and Run E. make the perilous journey to the depraved settlement, prepared to do whatever it takes to protect their home.
In a settlement known as Stonewall, two bunnies are given a mission by Grandma Maizy, the matriarch. Jon Radisher, a radish trader, has disappeared along the route to another burrow known as Bywater. Foo Foo, a fighter, and Run E. Carlos, a runner, begin their search for the missing bunny immediately, soon coming upon their first clue as well as a mischievous gang of weasels.
Bursting into Emilio’s private chambers, Sasha and Diego find the place ransacked with no sign of the Valantina boss. Breaking through yet another door, they make a gruesome discovery. After a bloody fight with Emilio’s right-hand man, the adventurers find a secret passageway, which takes them through twisted underground tunnels and into the domain of Chaos.
After entering the Asylum, Sasha and Diego come upon a bloody massacre in the Schatzenheimer base, and the gem they seek eludes them. Posing as a Tilean, Diego must bluff both of them through Valantina territory to continue the hunt. The situation gets even dicier when they learn of an unexpected third party who also covets the gem.
Two foreigners, Sasha Sagan and Diego Vega, arrive by boat to the city of Nuln in the Empire, seeking adventure and wealth. After difficulty finding a place to stay, as well as trouble with thugs and thieves, the kossar and the diestro finally get an opportunity to fulfill both objectives. Councillor Oldenhaller will pay them handsomely to fetch a jewel rumored to have a dark history, now thought to be in the possession of a local gang leader.
After being invited to join the exclusive group of live-action vampire role-players, Dickey and Plunger are taken blindfolded to a secret spot in the woods and finally meet the bloodsuckers’ master. An epic showdown between good and evil erupts and only one party can emerge victorious.
Having no success locating Benny or Maria back at camp, the boys return to the set of footprints, tracking them deeper into the woods. Along the way, they have an encounter with a beast that may or may not be the dreaded Owlbear. Eventually, the footprints bring them to a familiar cave, and inside is what appears to be an equally familiar scene.
When the second day of Owl Camp starts and there’s still no sign of DJ, the boys, with Elliot tagging along, begin an investigation into the disappearance of their cabinmate. They question Benny King, meet with the director of Big Hooters Campground, and follow footprints leading into the forest.
It’s summertime in Jupiter Springs, and for Dickey Newton and Plunger, that means it’s time once again for Owl Camp. While waiting to be assigned their cabin, the two best friends meet a fellow camper -- a strange southern boy who immediately arouses their suspicions -- after which they regale their bunkmates with marshmallow fluff and tales of the legendary Owlbear. When bedtime finally comes, fresh from sharing scary stories around the campfire, they realize something is wrong. Someone is missing. [PREREQUISITE: Kids on Bikes 1-6]
After descending deep into a fungal-lit crevice, Henrietta, Archibald, and Cyrus discover the hard way that they are not alone on Luna. Also answered is the fate of the Russian explorer Vladimir Tereshkova. Imprisoned, the team must find a way to escape, and with the help of a rebellious local, overthrow a mad tyrant. Only then can they even hope of making it back to Earth.
An eccentric American inventor, Cyrus Grant, recruits a British physician and explorer, Archibald Riley, and a fellow Englander, Detective Henrietta Honey, to accompany him on an expedition to the moon. Meeting in Tombstone, Arizona, the American assuages the concerns of the Brits, and without wasting any time, they take to the sky using Cyrus’ newfangled propeller, soon plunging into the ether. Everything goes fine as they reach the surface of the moon, but in a split second, everything changes.
Springing into the air, Squirg, Jubal, and Mae Mae make it to the top of the skinny butte in the Busted Lands, where the anchorite is said to live. The man they meet, however, is not who they expected, but he does offer help. With a magical cube, the three hearthlings seemingly have the power to teleport anywhere they wish, which takes them all the way to the heart of the hobgoth citadel as well as the beaches of the Sea of Gas. It’s there, deep under the center of the sea, that they must test their mettle and finish out their mission.
Entering the town of Sour Hull, Squirg and Jubal’s first stop is to a tavern for a hot meal and important info, particularly concerning the anchorite they’d heard about from the town’s refugees. Next, they patronize the shop next door, where spells are exchanged, and soon after, finally find out what’s in Zar Narwal’s box. This leads to a confrontation with hobgoths who have overtaken the town, and a new spell comes in handy just when the adventurers need it most.
After Jubal receives a fitting punishment for failing to control his curiosity, he and Squirg are provided a wagon powered by a wind elemental and sent on their way with an enigmatic box to be dumped in the Sea of Gas. Eventually the road takes them out of the Neon Forest, though different regions, and into a dark tunnel. Blocking their way to the other side is a giant pit, but even more troublesome is the creature that lives in the pit.
In the world of Dearth, refugees Squirg Fallowshins and Jubal Tryx are fleeing their homeland and traveling south under the dying red sun to the city of Serus Arx. Along the road, they encounter odd peddlers and a vicious monster from underground. A fierce battle ensues, and the victors continue on their way, only to be accosted by more monsters, even nastier than the last. Injured and outnumbered, the adventurers retreat to the home of the wizard Zar Narwal, who promptly gives them a mysterious yet lucrative new quest.