
Sign up to save your podcasts
Or


The Rum Rollers have faced many horrors, but nothing prepared them for the Undead Tarrasque—a mountain of necrotic flesh and bone that shouldn't exist, an anomaly in the world's math. As the crew reaches their breaking point, the newly born god from the God-Tree, Liber-Tree manifests his prime avatar to help the Rum Rollers face the truly grotesque gargantuan.
Liber-Tree is graciously played by our friend and guest star over at What the Dice podcast!
https://open.spotify.com/show/34HiliBLUATm9rY8UXoC3d?si=c7c8eec94da14f55
Gemini said
In the debut episode of the Shadow Seekers' latest arc, the "Grand Croy-quet" tournament, in the Fey Wilds, began with a display of high-fashion, high-stakes, and surprisingly heavy hits. While the heiress Ash was conspicuously absent—rumored to be recovering from a "botanical malaise" in the private villas—the suitors wasted no time trying to impress the vacant throne and the ever-watchful Grand Chip, Malice Croy.
The session opened with the porters of the Croy family summoning a shimmering portal, revealing the Relic Mallets perched in the lush gardens. The players, stepping into the roles of the continent’s most powerful (and desperate) suitors, each claimed a masterpiece of sporting engineering:
Emily as Silus: The "Designer Consort" used the Liquid Refraction mallet, leaning into the Charming Changeling Wink to distract the crowds.
Rick as Thorne: The "Captain" brought a Sexy Human Mirage energy to the pitch, swinging the Brine-Lord’s Anchor.
Matt as Valerius: The "Exarch" played the Haughty Celestial with The Gilded Sovereign, though the bench referred to him as the "Tweet Suckler."
Jake as Graknak: The "Warchief" provided the Stronk Orc muscle with The Logical Conclusion.
Meg as Julian: The "Prince-Consort" brought Androgynous Human Gravitas and The Darling’s Flutter.
Olivia as Kaelen: The "PNC CEO" exuded Lich Vigor with the Ledger of Debt, though the CEO spent much of the early round calculating the "cost" of her shots.
The match began at the Golden Dip beach, where the first hoop loomed like a gilded gatekeeper. The initial momentum was driven by finesse and celestial arrogance. Emily (Silus) showed off her changeling agility, navigating the salt-path with ease to be the first to clear Hoop 1. She was quickly followed by Rick (Thorne), who used the sheer power of his Mallet to bully his ball through the gate, and Matt (Valerius), who seemingly "charmed" the hoop into accepting his golden orb.
Meanwhile, the "Power Hitters" like Jake (Graknak) found the early game frustratingly delicate. Graknak’s swings were enough to shatter stone, but the early finesse requirements of the Golden Spiral proved more elusive than a battlefield victory.
As the second round commenced, the "gentlemanly" nature of the game dissolved into the expected Croy-quet chaos. Sovereign Pleas were whispered to the absent Ash, and Striking Shots began to ring out across the gardens.
The heat intensified as the leaders approached Hoop 2, which sits perched between two of Capitan Thorne's gyrating entourage. The terrain became treacherous, and the "Crunch" of the game truly began to settle in. However, the round was cut short before the leaderboard could shift significantly. Olivia (Kaelen) was skipped in the second-round rotation due to a tactical pause in the PNC's financial planning, leaving her poised and ready to open the next session.
The thrumming, metallic heart of Airshiff 86 has become a battlefield. The Rum Rollers, facing a crisis in the city’s vital Propeller Room, have squared off against a massive, malfunctioning automaton—a bronze monstrosity shaped like a gargantuan crab. While the seasoned crew handles the tactical chaos and the automaton's shadowy echoes, the fight comes down to a single, breathless moment of daring.
In a move that has left The Crisp—Athenia's high society—in a state of breathless shock, Mamey, the group's Goliath Barbarian, has physically claimed the Throne of the Shifting Palm. Resting her massive frame upon the black marble claw, she presents a stark, primal contrast to the delicate, golden-masked court. It is here that the divine intersects with the political: the goddess Craiglyna descends to grant an audience. Mamey, acting as a temporary sovereign, accepts a quest of cosmic proportions: to locate a mysterious Sonic Key. The image of a Barbarian sitting where the Grand Chip once lounged, bartering with a deity, signals a new era of "zest" for the nation-state.
Away from the public spectacle of the throne room, the real power remains fluid. Malice Croy and her daughter Ash retire to the private inner sanctums to discuss the long-term survival of the Pussichipacy. The assassination attempt by the PNC remnants served as a wake-up call; the "crunch" of their rule must be sharpened. They weigh the merits of the potential suitors from Byzantium and the Neophyte Empire, debating which "flavor" of alliance will best preserve the Croy bloodline while keeping the Jar of Ashuma and its disintegrated katana fragments safe from those who would use them to "unseason" their reign.
While the high-level politics unfold in the capital, Faust and Franklin are tasked with the grim reality of ground-level management. The goblin populations under the Hegemony's control have become unruly following the palace chaos. Eschewing the subtle manipulation usually favored by the Croys, the pair implements a more direct "cleanup". By systematically identifying and executing the dissenters among the goblin ranks, they restore a bloody order to the city's lower depths. It is a brutal reminder that in a Pussichipacy, those who do not "snap" under the Matriarch’s bite are simply discarded like stale crumbs.
The episode concludes with the Shadow Seekers more divided than ever, yet each holding a piece of the Hegemony’s future. As Mamey prepares to hunt the Sonic Key, and Ash solidifies her role as the heir apparent, the "Salty Anchor" of their alliance has been pulled up. The world is no longer just a snack for the Croys—it has become a table set for a divine and corporate war.
The Rum Rollers have found their rhythm. Gone are the days of fumbling for steel and spell; today, they move with the lethal coordination of a crew that has stared into the abyss and didn't blink. But as they venture into the thrumming, metallic heart of Airshiff 86, they are about to learn that some malfunctions cannot be solved with a sharpen blade or a well-placed bolt.
The Shadow Over Athenia
The episode opens in the heart of Athenia, the gleaming capital of the Verdant Hegemony of Croya. This isn’t a city governed by law, but by the Pussichipacy—a unique, matriarchal absolute rule established by the shape-shifting Croy family. Under the gaze of the Grand Chip, Malice Croy, the city feels like a living theater. Every citizen is a performer, and the Croy women are the ultimate directors, moving through the streets in "Stable Forms" of haunting beauty while hiding their fluid, predatory nature beneath the surface.
The party is granted a rare audience with Malice Croy in the Throne of the Shifting Palm. The atmosphere is thick with the scent of salt and expensive perfumes. Malice, lounging on her black marble throne, treats the complexities of international diplomacy like a light snack. We delve into the history of the "Silent Revolution," where the Croys didn't conquer the land with armies, but by slowly replacing the ruling elite of the old Aethelgard League until the world woke up one morning and realized it belonged to them.
The tension centers on Ash, Malice’s daughter, who has recently ascended to the heights of her power (Level 20). Ash carries a relic of immense geopolitical and spiritual weight: the Jar of Ashuma. Inside are the remains of the former CEO of the PNC, a man who met his end by his own hand though forced by the Shadow Seekers. The jar also contains the fragments of his disintegrated katana, a weapon shattered by the weight of his own failure and ritual seppuku as well as Faust's timely spell. To the Croy family, this jar isn't just a trophy; it’s a container of corporate essence and a potential key to absorbing the PNC’s remaining influence.
The courtly dialogue is shattered when a high-level strike team of assassins—likely remnants of the PNC’s "Disposal Unit"—launches a desperate, suicidal raid on the throne room. Their goal is clear: retrieve the jar and eliminate the heir.
The chaos that follows showcases the terrifying power of the Matriarch. While the party and Ash spring into action, Malice remains seated, treating the violence with a bored, casual disdain. The battle is a clash of steel against the shifting, "salty" magic of the Croy bloodline. The assassins find that attacking a changeling in her own sanctum is like trying to stab smoke.
The Rum Rollers have officially left the solid ground of the lower realms behind, mooring Adüné at the docking gantry of Airshiff 86, a city-ship that defies both gravity and traditional economics. In this episode, the crew navigates the high-pressure social atmosphere of the Star Talker Federation Union (STFU) and discovers that in the sky, your worth isn’t measured by the gold in your purse, but by the weight of the gifts you give away.
The Discovery of the Red HatsAs the crew moves from the industrial "Under-Hull" to the shimmering "Market Dome," they learn the truth about gnomish status. They encounter the two distinct classes of the Federation:
The Crimson-Capped (The Gift-Givers): These "Red Hats" are the social elite, gnomes who have attained high status by gifting their inventions, labor, and even their food to the collective. To a Red Hat, a hoarding mind is a failing engine.
The Bare-Brows: The unproven or the "indebted," those who have yet to contribute a significant "Great Work" to the city’s harmony.
The Theology of ProbabilityThe crew is granted an audience with High Brewmaster Fizz, who reveals the true purpose of Airshiff 86’s mission toward the god-tree, Liber-Tree. In a stunning revelation of divine physics, the crew learns that the gnomes do not pray—they calculate.
The Federation seeks the patronage of a god to obtain Star-Sap, the only fuel potent enough to keep their massive cities aloft. In exchange, the gnomes offer the only thing a god cannot manifest: Certainty. Airshiff 86 is a massive, flying Probability Machine. By living lives of perfect mechanical and social harmony, the gnomes process the infinite "chaos" of the universe into "ordered outcomes," acting as a biological CPU that helps their god-patron navigate the complexities of existence.
The Celestial BrewTo toast this new alliance, the crew is introduced to the "Brew" itself—not just a drink, but a liquid miracle. From the Cloud-Puff Pastries that must be tethered to the table to the Ales of Accord that grant drinkers a glimpse of the world’s ley lines, the Rum Rollers realize that on Airshiff 86, every meal is a ritual and every sip is a contract.
Will the Rum Rollers find their place in this gift-based technocracy, or will their "heavy-world" habits drag the city into a catastrophic descent?
After years of carving out a bloody existence in the pits of Hell, the party has finally emerged. This episode of Metagaming finds our "heroes"—if you can call them that—shaking off the sulfur and brimstone as they complete their first long rest on the surface of Tareth in sORCrates. For the first time in an eternity, they wake up to a sky that isn't burning and air that doesn't taste like ash. But the peace is short-lived; a quiet surface is just a canvas for a new kind of chaos.
The transition from survival to conquest begins with a single, high-stakes leap across the continent. Utilizing a teleportation helm, the party bypasses the mundane roads of Tareth and strikes directly at a heart of political power: Athenia.
Athenia isn’t just any city—it’s the seat of power for the House of Croy, the noble bloodline that counts Ash as one of its own. As the party rematerializes within the cold, marble halls of Ash’s ancestral home, the atmosphere shifts from the visceral horrors of Hell to the sharp, backstabbing elegance of high-society intrigue.
The wolves are no longer at the door; they’re inside the palace. As the House of Croy prepares to deal with their "prodigal child," the rest of the party begins to eye the finery of Athenia with hungry eyes.
Will Ash reclaim their birthright through diplomacy, or will the party turn the ruling seat of Athenia into a new outpost of Hell?
In this high-stakes, high-altitude episode, the crew of the Rum Rollers faces their most daunting challenge yet: gnomish bureaucracy. Having tracked the legendary celestial gnomes— in a wandering tavern-city from the God Realm—the crew decides to forgo a formal hail and instead attempts to sneak up on the massive floating metropolis.
However, the "Zephyr-Steampunk" defenses of a city run by divine gnomes are not easily fooled. As Adüné, the crew's sentient flying ship, navigates the swirling nebulae and golden exhaust trails surrounding the city, a series of near-misses and mechanical hiccups forces a bumpy, adrenaline-fueled landing on the outskirts of the harbor.
The tension shifts from sky-combat to social survival as the party enters the Immigration Wing. Surrounded by hyper-efficient gnomes with glowing clipboards and clockwork monocles, the Rum Rollers must navigate a labyrinth of paperwork to prove they aren't astral pirates. After a grueling round of questioning and a close call with a "Truth-Sensing Steam Vent," the crew successfully secures their Identification Papers. Now officially recognized guests of the God Realm gnomes, the Rum Rollers are free to explore the wonders of the Airshiff 86—but with Adüné safely docked and the gnomes watching their every move, the real mystery of why they’ve come to this wandering city is just beginning.
After a whirlwind of high stakes and narrow escapes, the Shadow Seekers finally take a moment to breathe—and eat.
In this episode of our D&D adventure, the party finds themselves tucked away in the cozy, steam-filled corner of Grandma Sue’s Noodle Shop. Located in the gritty but familiar Outer Blue Ring of the city, the shop provides the perfect cover for a much-needed tactical briefing. Over bowls of spicy broth and hand-pulled noodles, the Seekers hash out their next move. But as the steam rises, so does the realization that they are exhausted, travel-worn, and in desperate need of a change of scenery.
Deciding that the grime of the Blue Ring has overstayed its welcome, the party makes their way toward the heart of the metropolis known as sORCrates. They cross the threshold into the Middle Red Ring, where the air smells of expensive perfumes and magic rather than coal and saltwater.
Their destination? The Pink Pony Inn.
As the most illustrious, full-service luxury establishment in the district, the Pink Pony is a neon-lit bastion of comfort. From the plush velvet upholstery to the enchanted privacy charms on every door, it is exactly the kind of place where a weary adventurer can disappear.
Once checked in, the group splits up. No more shared campsites or damp dungeons—tonight, everyone has their own room. We follow each member of the Shadow Seekers as they indulge in their own dalliances, whether that’s a deep soak in a copper tub, a quiet evening of research, or perhaps a more mysterious pursuit.
From the publisher's feed