The Orcs around Grand Hamlet are becoming increasingly brazen in their attacks, and our spies inform us that they are amassing a large army to march against the town. The King is sending you, along with a small detachment of troops, to rally the people and defend the town against all opposition.
As a test of your abilities, the King has appointed you as Regent over a small parcel of land. Since we must keep our armies in the field well supplied, you are to build the town into a farming center of no less then 6 farms. Construction of a barracks for defense is also advised, as our scouts have reported Orc patrols in the area.
Like the stinging of a wasp, the attacks from the humans grow more and more bothersome. You have been assigned to a small outpost on the Borderlands of the Swamps of Sorrow. You are to defend our lands from the incursions of these ravenous dogs by crushing any opposition that you encounter.
Blackhand has assigned you to an outpost in the Swamps of Sorrow. Your task is simple enough that even the Warchief feels that you are capable of it. Construct at least 6 farms, so that we may keep our troops well fed and ready to do battle. Only a fool would leave his treasures unguarded, so you must also build a barracks for the defense of these farms.
Series 03 of The Spoony Bard's Aural Theatre launches with a four-part arc in the classic real-time strategy Warcraft: Orcs and Humans by Blizzard.
We do a lot of talking and introductions and things, so if you want to skip to the meat of the episode, fast forward to about eight minutes in.
The Master is dead, but there's one thing left to do: destroy the Mariposa Military Base, the facility from which the super mutant menace is spawned. It's also where Lou Tenant is, the hulking super mutant who almost beat her to death, who threw her in prison where Dogmeat was killed. There are some loose ends to wrap up, and a facility to blow up.
After an inexcusably long hiatus, we're back with the tenth and penultimate episode of this season! In this SPOOOOOKY episode, the situation in Adytum has been resolved, and with it comes connections and allies, resources and weapons, and most importantly the location of The Master. With nothing else to do, our heroine Natalia and her new friends head Southward to the Children of the Cathedral.
Further evidence links the Children of the Cathedral to the mutant menace, but before Natalia can visit their grand headquarters, she needs to resolve the problem of Adytum and the Blades.
When Natalia wakes up, she finds herself confronted with an enormous mutant with a red eye fused into its socket and the most beautiful voice you've ever heard. Natalia is in the Mariposa Military Base! Armed with nothing but her wits and her dog, she must escape this place or be turned into a super mutant herself!
The Glow, a place where the radiation is so hot it can burn someone from the inside out. The Brotherhood of Steel sent Natalia and her crew here to fetch something, and so they knock back a few anti-rad pills and descend into the pit!
Vault 13's water purification mechanism has been repaired and so Natalia's home is safe -- or it would be, if it weren't for those big green supermutants roaming around. Natalia is given a new task: find out where the mutants are coming from. She sets out once more into the wasteland with her companions Ian and Dogmeat, free from the restrictive time limit, and free to explore the wasteland at her leisure. There is a lot of work out there for a mercenary, and maybe while she's indulging herself she can gleam something about the mutant menace.
With the water chip in her hand, she and her companions return to Vault 13. With the new device activated, the vault can go on with clean water and everything works out just fine for everyone.
...but can everything work out just fine? Not with those hulking green mutants around. Natalia is given a second task, this time to investigate the source of these mutants. This is for the good of the Vault; perhaps for the good of all the Wasteland.
Natalia returns from Junktown having thoroughly acclimated herself to the dangerous nature of the wastes. She has guns, brass knuckles, experience, and most importantly, a dog. But no water chip.
Time is running out for her and her Vault. Perhaps someone in the Hub can point her in the direction of another Vault.
With the disappointment of Vault 15 behind her, Natalia and Ian venture forth from the bustling trading town of the Hub toward Junktown. There are less leads suggesting a water chip might be obtained here, but it is the only other town for many, many miles.
Having failed to locate a water chip in Shady Sands, she and her partner head toward The Hub, hoping for better luck there, or at least a rope so they can further explore the ruins of Vault 15. But what kind of people live in a thriving trading town in this wasteland? How well will they take to one such as Natalia?
We kick off the new season with Into the Wasteland, the first episode in an 11-episode audio-drama adaptation of Interplay's 1997 classic CRPG Fallout: A Post-Nuclear RPG.
It's a much darker tone than last season; Fallout takes place in an alternate timeline in which a nuclear war led to the world being annihilated but for the survivors who hid away in underground shelters. Our protagonist, voiced by RPG Rabbit who had narrated last season, is a descendant of some of those survivors, and she is being sent to the surface in an effort to save her people from water shortage.
This episode and the season as a whole owes much to the support and contributions of listeners and drama or video game enthusiasts. Unlike last season, this one employs the voices of dozens of people from all over the world. Thanks to everyone who contributed, and of course if anyone else wants to, feel free to send us an e-mail and we may be able to use your talent in upcoming seasons.
It's the end of our first season; while we get ready for the first episode of the next time, RPG Rabbit and Calvin Redburn spend an hour talking about what we learned, what we didn't learn, ideas for the future and also there are some skits and bloopers.
The final episode of this podcast's first season! Cecil and his company have come a long way, climbed many a mountain and fought many a foe, and all for what? What is this foul alien demon thing and what is his aim? Perhaps these questions will be answered in a clear, concise way to satisfy everybody but also maybe not! Find out!
And get ready for our next season: Fallout! The first episode is rumored to drop May 01, so...let's hope we can adhere to schedule this time!
Thank you everybody who has offered their vocal talents for the upcoming season, and for those who tweeted or mentioned this podcast. This is a niche audience, but there are probably a lot of people out there interested in just this sort of thing. You can help us be more visible by rating us on iTunes or writing a review! But it's cool if you don't; we're pretty excited we have as many people tuning is as we do.
Stay tuned; next season has a smorgasbord of actors from all over the world. We look forward to seeing (er, hearing) how this turns out.
In this penultimate episode of this season, the party goes on a fantastic voyage through the giant hulking automoton.
The crew boards a spacewhale and soars across time and space to the moon. Herein they meet moon monsters and moon men and moon memories make many majestic mysteries. What happens on the moon stays on the moon, so it is here that our heroes share their darkest secrets with one another. Maybe you already figured some of them out.
The final crystal is within grasp, as long as nobody betrays the party! Herein we complete a few side quests, discover the lucky fate of one of our favorite characters, and use an awesome new drill to free ourselves from these subterranean homesick blues.
Happy new year from the Spoony Bard!
In this installment, a cocky ninja prince joins the party and is almost as effective in combat as he is hitting on Rydia. It turns out Dr. Lugae had a pretty warped imagination, committing horrible acts against Edge's parents that even the final fiend of the elements, Rubicant thinks is a bit excessive. We spend the entire episode in the underworld and head to the Land of the Summons, that place where Rydia was hanging out and aging a hundred times the normal speed. Hopefully Cecil won't be a graybeard when he makes it out of there!
"Everyone rushing towards death…" -- Kain
Rydia returns from some mysterious and vaguely explained land to aid our heroes in their pursuit of Golbez and his megalomaniacal machinations. It's a long climb to the top of the Tower, and many give their lives in the effort to stop Golbez from realizing his dream. Dwarves, the Eblaners, and the people of Baron unite to lay siege to this mysterious tower that holds the secrets.
To save Rosa, Cecil must hand over the crystal. But will the personification of pure evil and destruction and lies stay true to his proposition? We won't spoil it here! In this episode, we are reunited with several heroes, and journey from the high skies to the deep earth where the truth lay buried.
Kain has offered Cecil a dark bargain on behalf of his master, Golbez: retrieve the Earth Crystal and exchange it for Rosa's life. Cecil and his party travel to the city of Troia and seek out the Dark Elf in the Magnetic Cave, where it is said the Earth Crystal lay. But how can they traverse the Magnetic Cave wearing so much metal?