Summary: A wide-ranging actual play tabletop RPG podcast with an emphasis on characters and comedy.
Our heroes, Wendyl Woolbeard and Mÿke Tÿsen (and Silas Seeker), continue their perilous journey across the ensorcelled land, encountering the strange old hermit the Trog had mentioned, as well as foul beasts in the woods and waters. After a fork in the road, the travelers soon find themselves face-to-face with pure wickedness.
In the loft of a detached garage, three boys settle in for an epic night of fantasy roleplaying and fluff tasting. Join Plunger as the Gamemaster and Shadow Specialist, Dickey Newton as the Element Master, and Chip Estrada as the Pugilist while they navigate their courageous characters through a realm of magic and menace to find an infamous heap on the borderlands. [NOTE: A familiarity with the characters from our Kids on Bikes episodes is probably necessary to fully enjoy this series.]
Niles and Vinny go from spies to Spartaci as they engage in gladiatorial combat in a makeshift rooftop arena nine stories over the bay, jeopardizing their mission and their mortal lives. Are you not entertained?
Under the aliases of Dorian DeLorean and Jean-Pierre Rousseau, the spies attend the art auction and hobnob with various scum and villainy until they’re finally introduced to Diamondface himself, who seems very interested in their forged painting. When the opportunity arises, they do some snooping and uncover a surprise.
Washington, D.C. 1980s. Veteran secret agent Niles Thorpe is paired with younger rookie spy Vinny Rigatoni. Their mission: infiltrate an illegal auction of stolen art in Macau, China and appropriate a computer disk from the auctioneer, South African art dealer Diamondface, which contains Swiss bank accounts linked to code names. [Optional: The Spy Game 1-3]
After battling a giant mutant, Tegan, Dirk, and Rusty continue to explore the house in Purse, encountering more monsters and mysteries. Crunching too many crystals, Tegan involuntarily gains some new body modifications. Moments later, eerie chants draw the party’s attention, daring them to investigate.
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.