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Nick and Chris have yet to make the Star Wars episode. However, this is without a doubt the Disney episode. The parks, the rides, the movies, the new streaming service.
Nick watches the Star Wars trailer live. This somehow segues to Clint Eastwood. I don't know....
Our heroes roleplaying adventure continues as they haggle with the gangster Otso for some transport. It get's weird because this place is weird, and then Meecho and Glume get good and sauced.
Our heroes scored some loot, but at what cost? Meecho, Glume, and Grace work out a plan for fencing their treasure but something is wrong.
Nick gets sick from Chris's Jumanji D&D book. What is wrong with Nick's brain? What is a multipod? And do they have value in today's society? 28 Days Later gets an unexpected live re-write.
In this creepy installment of our roleplaying adventure, Meecho, Glume and Grace enter the bowels of Super Adventure Funland. What do they find? What do they encounter? Click, click, click....Give it a listen.
Ok, maybe the title is a bit harsh but it certainly seems possible. Essentially, Nick loses it a bit and Chris watches, at times a little scared.
Gun rights come up, school shootings, the NRA and other things Nick should probably shut up about. In fact, this probably shouldn't even be released but YOLO. Internet be damned. Have a listen.
In this 7th installment, Nick and Chris continue their Gamma World roleplaying adventure as Meecho, Glume, and Grace seek the hidden tech in Super Adventure Funland but not before they find a dead horse and blow it all out of proportion.
Also...Wasabi Peas...
After a bout of the flu, Nick and Chris have diarrhea of the mouth in the bunker.
Buying cars, acting, porn ads, Nirvana, Foo Fighters, strippers and Woodstock's 50th. And other stuff. But really though, who do these guys think they are? Who cares what they think? What a bunch of blow hards.
In this 6th installment Nick and Chris continue their Gamma World roleplaying adventure as Meecho and Glume enter a small bordertown enroute to a buried facility which Meecho thinks will reap great reward.
As usual, friends and enemies are made, but this time a new adventurer appears. Meecho is reluctant but a decision must be made.
In their 5th installment, Nick and Chris roleplay Gamma World in the bunker. The story continues to unfold...
Meecho, determined to prove Glume's good faith as properly placed, heads to a distant site which Husk's crew hasn't been to, but to Meecho has all the markings of a treasure trove of tech.
However, traveling in smaller numbers seems to be more dangerous than expected.
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