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Goonie’s World

Author: Goonie’s World Podcast

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Goonie’s World is an actual play TTRPG podcast with rotating GMs using a wide range of systems, including original homebrews.
248 Episodes
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In the Kingdom of Karlton, a team of adventurers takes an assignment from Lord Lank to investigate an urgent production issue at a bakery shop called Mufu’s Muffinry in Greenport. As they begin their mission, a rival team of adventurers inserts themselves into the Tunnel Goons’ business but winds up on the receiving end, insertion-wise.
With the remaining UCL team members rescued, Rex Danner, Dr. Prudence Bullfeather, and Detective Dylan December enter the second cave door. Once again on the summit of Mt. Buffoon, they tangle with more knights and learn stunning secrets about the isle. Inside the Temple of the Sacred Flower, the explorers face their most difficult challenges to date, and a final surprise awaits them.  
After rescuing one of the archeologists, the dashing explorers ascend the smoking volcano and are confronted by members of yet another clan of natives. Inside of an ancient temple, they witness a bizarre ceremony and engage in thrilling heroics.  
The explorers speak with Sir Humphrey Stumpf in the natives’ village, learning important details about the isle. Afterwards, they venture to the north, meeting a native from another clan and discovering the unfortunate fate of one of the missing archaeologists. In a cave, they find more bad news, as well as intriguing clues. 
Explorers in the 1930s journey to a remote, uncharted island in the Atlantic ocean, searching of a missing team of British archaeologists. A mysterious order of knights wants to stop them, however, and the island natives don’t seem too welcoming either.  
Willow Pipp, Simon Maker, Fennel Wispywhisks, and Squeaky McSquirmels face off against the wicked Princess Maybelline, attempting to secure the Staff of Suetonius from its crystal cocoon. Afterwards, once again mounted on Sir Snuffles, they journey to the Northern Marches, where Lord Balthazar and his Pierats dwell in the city of Chimneyhaus. An epic battle ensues, and the lowly mice of Bernpyle must rise to the occasion and prove they truly belong among the renowned ranks of the Mausritter.  
Riding on the back of Sir Snuffles, the mice enter the realm of the Faeries in search of the Staff of Suetonius. Once there, they immediately find themselves entangled in royal intrigue and must fight to free Queen L’Oréal from imprisonment at the hands of her usurper, Princess Maybelline.         
Leaving Bernpyle once again, the mice head west to the land of the giants, in search of a corgi to aid them in their inevitable battle with the cat, Lord Balthazar. The trip presents a new threat in the form of crustaceans, and later, an unexpected ally protects the rodents from a plethora of predators.
With the missing cheese in tow, the mice head back to Bernpyle, taking the rescued Stumpsville residents and a captured Pierat with them. Along the way, the hairy heroes suffer a terrifying assault from above and meet another furry fellow whose wise words alter the course of their mission.   
The mice investigate the invaded city of Stumpsville and face off against savage Pierats and killer spiders, rescuing some of the residents. The key to saving their precious cheese, it turns out, might be connected to the sweet sound of music.    
Four little mice who live in the city of Bernpyle are sent on a crucial quest to find out why a delivery of cheese from the city of Stumpsville never arrived. As they undertake their arduous journey, an encounter with ruthless frog bandits tests their courage, but the furry foursome endure, reaching their destination and discovering yet another danger: dreaded Pierats!
The team rescues a civilian and servitor carrying vital intel from the crosshairs of a sniper, then helps secure the area. Things turn chaotic when the lights suddenly go out just as a horde of Poxwalkers shows up. Will it be lights-out permanently for Kroog, Flak, Lynane, and Bumper, or will they shine brightly like the flame of the emperor?
The heroes are faced with escorting a Fireteam Bravo tank through the rubble and helping the wounded that are strewn across the battlefield. Afterwards, tanks and Valkyries bombard the spire and its gates, while the ground soldiers push forward. Finally breaching the gates, the team confronts a formidable cultist.     
After taking shelter and awaiting their next orders, Kroog, Flak, Lynane, and Bumper are tasked with disarming mines to clear the way for tanks as they proceed to Delta 9. Explosions occur. Later, the team meets a suspicious man claiming to have disturbing news about the emperor.
The soldiers make their way towards Delta 5 and have gory encounters with heretics and mines. With the bunker now in sight, it’s up to one brave fireteam member to make a daring, selfless act for the glory of the Imperium.  
In the 41st millennium, a group of criminals conscripted into the Penal Brigade of the Gilead Gravediggers are sent on a perilous mission to assault a dam. Nobody in the Imperium would be surprised if they are blown to smithereens right out of the gate, but Fireteam Bravo has other plans, and God-Emperor willing, they might just live to see another dark day.       
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.  
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