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Inglorious Bards
Inglorious Bards
Author: IngloriousBards
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Untold adventures still await you! Listen to the Inglorious Bards battle strange beasts, thwart evil plans, solve mysterious mysteries, and do something with vegetables that will make your grandpa cry. ... I'm talking about chopping onions. The Inglorious Bards!
276 Episodes
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Vlassara Industries Headquarters is a beautiful monument of glass and steel. Hundred of feet about ground in the glimmering tower, 6 Neon clad heroes blast their way through security forces and titanium armored robots. They haphazardly smash through glass walls, fire a blaze of bullets, and slice with electrified swords because they need to make their appointment with the CEO, and learn her secret plans.
The Krunk convinces Mac to start repairs on The Wake. The Heroes explore the army base, one of them becomes a cult leader, one of them tries a hand at genocide. Then they head to Vlassara Industries to track down The Crystalline Bell.
The Heroes clear out the remaining Arc Sec guards and go on a search for something they lost in the transition to New Xecsa.
Transported through time and reality, the Shields crash onto cement streets beneath towering metal skyscrapers, neon lights strobing, and ads erupting every few seconds. The city hums with dangerous locals and traps around every corner. Above them, a menacing flying fortress hunts for the out-of-place intruders. To survive, they must blend into this relentless cyber-neon world as quickly as possible, as there is no going back.
The Wake barely crawls into Port Heath, a skeletal town clinging to the ruins of a fallen city. After hasty, inadequate repairs, Zaldor drives the ship straight into a raging magical thunderstorm that is a lethal barrier guarding Xecsa—a realm whose secrets are even deadlier than its storms.
Chilloran magic is ancient, powerful, and difficult - like trying to read a cookbook written by a thunderstorm. The Shields of Calaviarre quickly discover that dabbling in it is less “mystical adventure” and more “near-death experience.” Galen makes a choice that changes two lives forever, and Goli is reunited with adorable wife.
Vessel was created over 4,000 years ago to be a servant and support for the Chilorans. Today, he is once again fulfilling his directive deep in the vaults—this time for a very different group of people. Vessel will lead these adventurers through the underground labyrinth and warn them of dangers whenever asked. But Vessel will not do any of these things until he is asked—and that tiny detail could be the difference between life and death... especially for a gnome.
We recap the last 5 episodes.
Driven by a directive given millennia ago, Vessel leads the heroes into a labyrinth full of traps and trials that test their courage, fortitude, and intellect against the riddles of the Ancient Chiloran. But even if they survive the traps, they must still face the Hulking Automatons that await with their own directive: to kill everyone that is not Chiloran.
Galen gets a break in his quest for Vedenite, and the group decides to cross an ocean beneath the mountain to reach it. Zaldor faces reprimand in his role as a Wizard of Selection, and Goli is dragged into an unexpected reunion.
The Wake and her crew barely escape the Iron Fortress, though the airship is left badly damaged. With no skilled craftsmen in Kanebren to make the magical repairs she needs, the crew sets their course for Shadow Hall, hoping to avoid trouble along the way. Jericho is reunited with a long-lost acquaintance, while Zaldor is confronted by a figure from his past—one who warns that ancient beasts are beginning to rise from their centuries-long slumber.
The Iron Fortress powers on once more. Its systems groan awake waiting for their next command. Corridors glow with a cold light that reveals dangers previously concealed in the darkness. The archives reconnect to their databanks, exhuming secrets that were never meant to be discovered, and many people who thought that they were lost forever are suddenly, and violently, found.
Jeremy recaps us up to date.
Hugo holds up his end of the bargain, even as his thirst for revenge against the Guardians burns within him. Room after room unfolds before them, each passage leading deeper into the heart of the decaying ship. At last, they discover the means to awaken the Iron Fortress—and with it, all of its deadly protectors.
Warily following their new guide deeper and deeper into the bowels of the Iron Fortress, the Guardians are forced to confront the horrors of what the Legion has done—and continues to do—to the people of Calaviare.
Sharemordren's last know location, The Iron Fortress, rapidly decays much faster than time requires on the outskirts of Kanebren. As the Guardians descend into it to look for clues, they find that this rusting city is filled with unknown magic, otherworldly monsters, and some unexpected help.
After overcoming their most formidable enemy, the Guardians are invited to stay in Kanebren and help rebuild. But just as things begin to settle, an old acquaintance resurfaces with a different agenda—with all of Verenn in the balance.
Sent away from their beloved home by Lady Morrowind on a desperate quest for survival, Lord Ansgar and Goli have fulfilled every task laid before them. They sought out legendary heroes, recovered long-lost magical relics, and returned to Kanebren—bloodied, but alive. All of it, for one purpose: to defeat Baleroc—the Umbral Dragon. Now, alongside the Guardians, they cast aside strategy for action. The time has come to face the beast... or die trying.
With the power of Osgaren and the keys to the Crystal Towers, the Guardians set out to infiltrate the ruined city of Kanebren. Deep within its crumbling walls waits Baelrock, the Underdragon. Any chance of defeating him will take strategy, courage—and more luck than anyone’s willing to admit.
Ansgar believes the fabled Protector of Calaviare holds the keys to saving Kanebren, but the Protector vanished into a town no map remembers. If they do find him, will he answer the call… or remain a ghost of the past?




I love the feel of the pod. It's very well produced both story-wise and audio-wise. Multiple people might be talking at once sometimes, but everything comes through so clear it's like you're there in-person, so nothing gets lost! The players are funny and mesh very well together. The GM knows the game, and is clearly a very experienced storyteller.
You guys are great!
y'all are fantastic keep up the good work.