Wanderer Podcast: Recent Episodes

Wanderer

We play Wanderer weekly and record ourselves playing it. Wanderer is a customizable role-playing game (RPG) system that's browser and Android compatible.

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Forgotten, but not gone. The lads are transformed into wolves to save the masses from deadly winter, caused by the powers that be.

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Meet Frank Purple a.k.a. Professor Plum, near future part-time rent-a-cop for a store that sells interchangeable brains as though they were SIM cards. His antagonist is an unnamed, criminal body-swapper.

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A more than year long, fifty three session roleplaying campaign; comes to a dramatic end. Sic is a ghost. Baxter is a zombie demon. Oyster is legitimately threatening, and Ban grumpily describes Magbriggan as a human farm for demons.

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Sic Cofactum further expounds on the power of The Documare. Ban explores demonic innards. Baxter comes to grips with his predicament. Oyster confronts a former neighbor responsible for vanishing his house.

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Baxter literally strong-arming his way to survival. Sic explores the mysterious and gruesome Cistern of Psuche. Oyster’s mustache begins to hum before his party. Ban and the ghost boys find themselves in a moonless desert.

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The Alderman’s whereabouts are still unknown. Ban meets Moxiliar Sey. Oyster figures out the truth behind the light. Baxter continues his out of body experience.

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Mr. Crixus telepathically toboggans his way through Lucille’s mansion. A momentary reprieve in Mr. Sey’s muteness while his search for answers goes on. Mister Python continues finagling a fatally awesome party.

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Mr. Python undergoes serious subterfuge and party planning.  Mr. Crixus crashes a ceremony.  Mr. Sey explores the ghostly graveyard.

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A real life flashback, followed by another  scene from Ban’s not-so-pleasant childhood.  Baxter slides further into his predicament.  Sic attempts his inaugural flight around Magbriggan.

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Sic is a free market guy.  Oyster Python forges ahead looking for any sort of authority to fix his house’s situation.   Then we close on another spooky flashback with Banerthal and Oyster,unfortunately Ban’s voice is still out during this episode.  

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Baxter Crixus imbibes his final drinks.

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Sic attempts to figure what he is going to eat during eternity.  Ban has a flashback of meeting Elmer Flipp.  Baxter confronts Dr. Leemps at the hospital.  Oyster pays a visit to his quadrants’ municipal water office.

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The Alderman plays with dangerous plasm.  Ghost Ban sends the Link Boy’s ghost to retrieve Oyster Python.  Baxter looks for a shady character in the Documented District Hospital.

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Baxter Crixus must escape the fighting pit with one broken arm and no motor control over the other.  Oyster Python feels invincible because he is  waxing and inebriated.

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Nemo succumbs to his sinister thoughts, which may be bad news for Sic.  Ban continues grooming the first of his ghost mob.  Oyster spectates one of Baxter’s toughest and most visually stunning fights yet.

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The ghost of Banerthal Sey hunts for knowledge and more humours.  Oyster gives Baxter pewter lamps for plasmic rituals, in exchange for fight tickets.  Sic is not alone as he wheels himself through the underground tunnels.

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A voiceless Ban[1] gets back to doing what he does best! Sic Cofactum is well below the city, in what is known as, the Canyon Lands. [1] Editor’s note: Our dear friend Colin was unable to speak during this and many upcoming episodes. He is better-ish now, so fear not; his golden voice of reason … Continue reading "City of Magbriggan, Part 39: Encounters of the Banerthal Kind"

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Oyster reconciles with Baxter for leaving him immediately after the bizarre trial.  Oyster absolves some of his debt with Baxter by interrupting  a plasmic ritual being conducted by his downstairs neighbors.

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On the verge of death, Baxter consults with telepathic tadpoles.  Under duress, Sic shares real locations on a fake list.

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Baxter meets a curious boy in white robes by small fountain.  Sic and Isabella are forced to leave the tunnels, finding themselves in a strange mansion and Wind safe house.

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Sic bravely enters the underground hatch.  Ban goes from having his back against the wall to dangling over a metaphorical cliff edge.

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Ban gets into beef with a tough woman wearing a straw hat and shepherding a herd of pigs.  Baxter carts himself way from court.  Subterranean Sic finds cyrillic writing and faces a test as expedition leader.

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Ban gets help from the documented district to save Baxter, but he also spies a person of interest in thecase of the  Humour Bath.  Sic Cofactum is leading an expedition beneath the city; he must beware: fall-dough corruption, feral pigs, and Demons.

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Sic journeys beneath the city through the mysterious tunnel system.  Ban finds, and takes, another friend to the hospital.  Baxter makes use of his new found power.

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Sic finds someone in his secret chamber.  Under duress, Baxter joins Ban and Oyster at the Place of Trials.

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Ban attempts to deal with the Ox inside the Place of Trials.

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Sic navigates his way back to the documented district.  Baxter squares off against the notorious Elizabeth.

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Ban gets called as a witness in Zanzibar’s trial.

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Oyster bumbles his way through the tedium of Demon trial procedure, but manages to keep himself alive and out of contempt of court, for the moment.

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Oyster wheels and deals his way through Demon court.

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Baxter finds his long lost sister, but she is different.  Ban returns to Dr. Luther’s secret office.

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After the accidental arson, Ban is pursued back to the Documented District by men brandishing crowbars.  Baxter overhears a conversation about a Jade Horseshoe.

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Baxter’s haunting troubles with Ela Tass have ended for the moment, but he must find a way extricate himself from the demon Abelard.  Ban and Sic run into Baxter outside of the Embassy, in a warehouse near the lumber mill.

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On the same night as Amadeus’s party, Ban and Sic go back to the Sawmill.  Oyster aspires for his troubles, both legal and lethal in nature, to balance each other out.

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Ban and Sic take the very inebriated Oyster Python back to his apartment.

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Amadeus’s parties are highly regarded, and easily the best in all of Magbriggan.  The invitations appear to be normal spectacles.

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Members of the party are given new character moves for their Humour Advancements.

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No Christmas cheer will be found in this episode.  The group prepares for another gladiatorial fight.  Ban studies  the Humour Bath, passes a well choreographed parade, and plans to dig up his brother’s body.  Baxter’s real fight is imminent, but first he wants to place a bet on himself.

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Baxter and Oyster rendezvous with an arms dealer named Cody to acquire some lethal poison.

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Oyster meddles with Demon records,  Ban strikes a deal with a secretive doctor.

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Oyster attends a secret meeting with a wanted Demon, named Charles, where they discuss the Keeper of the Times.  Sic searches the fighting arena for his poisoner’s supplier.  Baxter places an enormous bet on himself, the underdog, and visits an eye doctor.

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Sic studies nonhuman humours,  Ban plays with faldo, Baxter is haunted by his recent past.

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Ban gets himself into a tough situation, while Baxter begins a new project.

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Oyster becomes the first human to step foot in the Place of Trials, where he is being forced to legally represent Zanzibar.

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Oyster makes an unannounced visit to the Documented District.

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Baxter is trapped in a demon house and Ban finds something.

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Sic is determined to find his poisoners.

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Sic Cofactum politically out maneuvers a nasty Demon.

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Sic visits the numismatist, Baxter meets an admiring fan.

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Baxter and Sic take Ela Tass to the Documented District for medical attention.  Ban bluffs about a demonic pact with Manfred; a sort of “life insurance” involving a name in a box.

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Baxter breaks from routine during his fight.

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Banerthal and Oyster discover radio exists in Magbriggan.

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A bad day to be a chair.

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Welcome to Magbriggan, city of demons! The curtains open as Baxter Crixus –an 18th century English nobleman imprisoned in Magbriggan after making a deal with a demon to win a duel — fights for his life in the demons “human fighting arena”. Among the crowd a pair of long lost twins cheer for opposing sides. … Continue reading "City Of Magbriggan, Part 1: Let the Games Begin!"

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Unfortunately, due to recording malfunctions, this is the last installment of The Ousichor sessions. The crew fight another Thorb in this one. They continue South where they take part in a celebration called Hay Day; that gets interrupted by a spherical titan. They go on South to confront the evil tyrant and his army of … Continue reading "The Ousichor, Part 12: The Last Encounter"

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After deliberation, the adventurers decide to investigate another passing boat.

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While sailing south on Clee’s boat, the group is joined by a stranger.  Then they have a bad premonition.

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One of the team members tries on the mask, while everyone makes their way South on barge.  They hear gunshots and find refugees fighting for their lives while fleeing from the South.

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The confused party plays with convex shapes called Titanigons.

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The gang gets interrogated by the Holy Stones.

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The confused protagonists upset the Holy Stones and try to reveal the truth about Captain Bob.

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The troupe of amnesiacs meet some friends of Dr. Vinta, who teach them how to ride floating jellyfish.

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A babbling ghost, a giant predatory bird and Clark Vinta.

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The party happen upon some natives who have happened upon a chest.

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The party witnesses a scene from their mysterious past.

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The party finds themselves on a beach without any memory of how they got there or what they were up to.

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The band of misfits reaches the heart of the Tree, and for the most part, find what they were looking for.

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The team learns the levers, and attempts to dispatch enemy archers.

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While platforming, the party finds more trinkets and swords, but also more automatons.

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The band find themselves over another pit with a moving platform contraption controlled by levers.

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The underground journey continues, the heroes try avoid snakes at all costs.

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The intrepid partiers stumble across scary statues and glowing switch.

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The dungeon crawlers reconcile with the digger, run on a wheel, and manipulate a sphere.

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The party is beset by deadly hamsters, hard choices must be made.

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The party spends some quality time with a golem.

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The party cross a scary bridge to a temple, where they struggle to navigate mysterious puzzles.

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The party meets the neighbors: a monstrous fish, a man who has spent too much time digging, a two-headed snake, and a young boy.

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The party arrives at the Tree Of A Thousand Lives and attempts to obtain a magic fruit that will save their dying member.

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The party makes characters. Actually the party mostly goes off on tangents. In the episode: introduction to the setting, the plural of “abacus”, memory garden books, and selling “a thing” on eBay.