Goonie’s World is an actual play TTRPG podcast with rotating GMs using a wide range of systems, including original homebrews.
After entering the Empty City, the party sets its sights on Percy Butterworth’s tower and is accosted by mutated Degenerates. Inside the tower, they are forced to answer a series of riddles but, at last, get their hands on the tantalizing treasure they’ve journeyed so far to find. Holding on to it, however, requires a battle bigger and riskier than ever before.
The team traverses the Collapsing Mire, encountering absurd abominations, and stumbles (literally) onto a shortcut to the Acid Wastes. After battling even more bizarre beasts, they arrive at Plankton Downs, where they’re told that Percy Butterworth’s treasure lies in an abandoned alien city further to the south.
The adventurers exit the Slow Sledge and are informed that all of the stilt lopers, which would take them the rest of the way to Plankton Downs, have been reserved. The Loper Lord agrees to provide one if the tyrannical overseer of the nearby Xenolithium Mine, whose batteries charge the lopers, were to have an unfortunate accident. The party seeks a more diplomatic path, but the situation inevitably turns violent.
While traveling on the Slow Sledge to Plankton Downs, the team visits the bar, crowded with colorful characters such as ice miners and nuns from the Martian Orthodox Church, when they inadvertently stumble upon the scene of a murder. Wasting no time, they attempt to suss out the killer before more victims are claimed.
Lump, Clancy, and Sylix make their way underground in search of the Slow Sledge to Plankton Downs, clashing with a resident known as the Fair Evolutionist, who takes a personal disliking to one of the party members. Soon after, they meet a group known as the Toil Pilgrims and are taken to the Plaza of Pondering, where the sledge terminus is located. After purchasing some refreshments, the party once again finds themselves in a figh...
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 Dow...
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.
Dobrogost, Barbi, and Zel flee from the Hooded Men and come upon a strange camper in the forest. When their friendly encounter turns hostile, the travelers continue on their way to the abandoned sawmill. Soon enough, they meet the undertaker brothers Zoltan and Zaus, learning their terrible secret.
After an interrogation, the team discover that the grave robbers were hired by two brothers who inherited an abandoned sawmill somewhere within Öreg Erdő. Heading deeper into the forest, they help a defenseless creature as well as harm others not so defenseless.
1520s Hungary: A Foundling, Half Witch, and Bonekeeper navigate through a dark, old-growth forest known as Öreg Erdő. Arriving in the small village of Szomorú, they learn of several recently deceased women gone missing from their graves. That night, the travelers decide to investigate the graveyard for themselves.
One dark and stormy Halloween night in the 1980s, tweenagers Plunger, Dickey, Chip, and their new friend Ceecee begin a tabletop RPG of eldritch horror, their shipwrecked characters investigating a mysterious island lighthouse. But just as they’re finishing up their game, the kids are suddenly confronted with real-life horror and must find a way to channel the courage of their characters or risk a true Total Party Kill.
Davey Crocket, Jim Bowie, and Plain Ol’ Joe – accompanied by Porter Rockwell – spend some time befriending and mounting horned herbivores, then set off to collect all the canons. Exploring the last mesa, the group is beset by winged creatures from above. When, at last, the group has gotten what they came for, Old Koot’naheen is summoned with a blow from their whistle. Unfortunately, Ol’ Kooter is not the only one drawn by the sound...
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