
Sign up to save your podcasts
Or


Within the metropolitan city of Bastion, three citizens, heavily in debt to Associated Reanimators, are staying at a transient hostel in the Killduck Borough when the collectors come calling. No peaceful resolution is found. Afterwards, the debtors are sent by the nun Sister Seven to meet with an elderly woman named Ladya Hope, who hires them to retrieve the treasure of the deceased famous explorer Percy Butterworth in Plankton Downs. The team starts off right away, headed to an underground electric conveyance, intent on beating their competition, cryptohistorian Ronin Friendly.
After being confronted by security guards, the team acts swiftly, and a major surprise is revealed. With the portable computer now in their possession, they retreat to a safe location while Khiry extracts some very interesting data. Back at the Aphrodite, the thieves head up to the low orbit docks, where more surprises collide, resulting in a chaotic conclusion that doesn’t work out so well for everyone involved.
The criminal masterminds continue to plot their audacious heist, and Laz manages to set up a rendezvous at a hotel later that evening. In the meantime, they scout out the casino and weigh their options. After they raid a hotel supply closet, Skip is met with an unexpected shock at room #1208.
Under the surface of Venus, three ambitious Earthlings conspire at Miixxiie’s Milk Bar and Buffet to accomplish an unthinkable undertaking – robbing the exclusive Aphrodite casino, which orbits above the thick, Venusian clouds. As the would-be heisters get to know each other, a new character and unexpected intel enter the picture. Exciting possibilities begin to emerge.
With treasure in tow, Duddley “Raw Dawg” Gruff, Cosmo Moonfoot, and Emmaleth Starstorm begin their trek back to the Keep on the Borderlands. It’s no walk in the park, however, as the party is pursued by blood-thirsty orcs from the Caves of Chaos. A final surprise greets the heroes near the entrance to the keep.
Another battle with hobgoblins ensues, and later, the rescued merchant’s fate is settled. Finally, the party reaches the culmination of their efforts, and a make-or-break test of valor lies before them. Feelings are shared, and blood is shed.
Entering a secret door, the adventurers run afoul of goblins, and later, find themselves battling their larger hobgoblin cousins. After freeing a prisoner, their attention is drawn to the blare of an echoing battle horn.
The party’s encounter with a strange old hermit leaves them battered and bruised, but with some scroll casting and a day of rest, they reach the Caves of Chaos fully invigorated. After settling on an entrance, they finally get their first taste of the caves’ risks – as well as their rewards.
After spending the day journeying through the wilderness, the adventurers make a camp at twilight and fend off foes from above. Later on, a nearby camp is spotted, and a devious plot is obstructed. Afterwards, the party meets an unexpected guest.
An Elf, a Fighter, and a Halfing converge at the Keep on the Borderlands, banding together over their mutual thirst for fortune and glory. In a tavern, they hear rumors of the Caves of Chaos, where riches may await those daring enough to confront the monsters that dwell within. It is those distant caverns that the adventurers set off to discover the next morning.
From the publisher's feed