Adventures from the imagination of drunk intellects. Follows the real story as two sets of gods are born. A group of old and new friends, on a raw unedited actual play D&D homebrew fantasy story in two campaigns Allelopollus & Mannipollus, on the world of Tareth. (Drunken & Dungeoneer-ing) ++Cover Art by Jeff Brown - https://www.artstation.com/jeffbrown++ If you are still reading it means you might be interested in some of our other platforms. Click the website link for our Linktree. https://linktr.ee/RumPropelledGaming Support this podcast: https://anchor.fm/rumpropelledgaming/support

The Rum Rollers have found their rhythm. Gone are the days of fumbling for steel and spell; today, they move with the lethal coordination of a crew that has stared into the abyss and didn't blink. But as they venture into the thrumming, metallic heart of Airshiff 86, they are about to learn that some malfunctions cannot be solved with a sharpen blade or a well-placed bolt.

The Shadow Over AtheniaThe episode opens in the heart of Athenia, the gleaming capital of the Verdant Hegemony of Croya. This isn't a city governed by law, but by the Pussichipacy—a unique, matriarchal absolute rule established by the shape-shifting Croy family. Under the gaze of the Grand Chip, Malice Croy, the city feels like a living theater. Every citizen is a performer, and the Croy women are the ultimate directors, moving through the streets in "Stable Forms" of haunting beauty while hiding their fluid, predatory nature beneath the surface.The party is granted a rare audience with Malice Croy in the Throne of the Shifting Palm. The atmosphere is thick with the scent of salt and expensive perfumes. Malice, lounging on her black marble throne, treats the complexities of international diplomacy like a light snack. We delve into the history of the "Silent Revolution," where the Croys didn't conquer the land with armies, but by slowly replacing the ruling elite of the old Aethelgard League until the world woke up one morning and realized it belonged to them.The tension centers on Ash, Malice's daughter, who has recently ascended to the heights of her power (Level 20). Ash carries a relic of immense geopolitical and spiritual weight: the Jar of Ashuma. Inside are the remains of the former CEO of the PNC, a man who met his end by his own hand though forced by the Shadow Seekers. The jar also contains the fragments of his disintegrated katana, a weapon shattered by the weight of his own failure and ritual seppuku as well as Faust's timely spell. To the Croy family, this jar isn't just a trophy; it's a container of corporate essence and a potential key to absorbing the PNC's remaining influence.The courtly dialogue is shattered when a high-level strike team of assassins—likely remnants of the PNC's "Disposal Unit"—launches a desperate, suicidal raid on the throne room. Their goal is clear: retrieve the jar and eliminate the heir.The chaos that follows showcases the terrifying power of the Matriarch. While the party and Ash spring into action, Malice remains seated, treating the violence with a bored, casual disdain. The battle is a clash of steel against the shifting, "salty" magic of the Croy bloodline. The assassins find that attacking a changeling in her own sanctum is like trying to stab smoke.

The Rum Rollers have officially left the solid ground of the lower realms behind, mooring Adüné at the docking gantry of Airshiff 86, a city-ship that defies both gravity and traditional economics. In this episode, the crew navigates the high-pressure social atmosphere of the Star Talker Federation Union (STFU) and discovers that in the sky, your worth isn't measured by the gold in your purse, but by the weight of the gifts you give away.The Discovery of the Red HatsAs the crew moves from the industrial "Under-Hull" to the shimmering "Market Dome," they learn the truth about gnomish status. They encounter the two distinct classes of the Federation:The Crimson-Capped (The Gift-Givers): These "Red Hats" are the social elite, gnomes who have attained high status by gifting their inventions, labor, and even their food to the collective. To a Red Hat, a hoarding mind is a failing engine.The Bare-Brows: The unproven or the "indebted," those who have yet to contribute a significant "Great Work" to the city's harmony.The Theology of ProbabilityThe crew is granted an audience with High Brewmaster Fizz, who reveals the true purpose of Airshiff 86's mission toward the god-tree, Liber-Tree. In a stunning revelation of divine physics, the crew learns that the gnomes do not pray—they calculate.The Federation seeks the patronage of a god to obtain Star-Sap, the only fuel potent enough to keep their massive cities aloft. In exchange, the gnomes offer the only thing a god cannot manifest: Certainty. Airshiff 86 is a massive, flying Probability Machine. By living lives of perfect mechanical and social harmony, the gnomes process the infinite "chaos" of the universe into "ordered outcomes," acting as a biological CPU that helps their god-patron navigate the complexities of existence.The Celestial BrewTo toast this new alliance, the crew is introduced to the "Brew" itself—not just a drink, but a liquid miracle. From the Cloud-Puff Pastries that must be tethered to the table to the Ales of Accord that grant drinkers a glimpse of the world's ley lines, the Rum Rollers realize that on Airshiff 86, every meal is a ritual and every sip is a contract.Will the Rum Rollers find their place in this gift-based technocracy, or will their "heavy-world" habits drag the city into a catastrophic descent?

After years of carving out a bloody existence in the pits of Hell, the party has finally emerged. This episode of Metagaming finds our "heroes"—if you can call them that—shaking off the sulfur and brimstone as they complete their first long rest on the surface of Tareth in sORCrates. For the first time in an eternity, they wake up to a sky that isn't burning and air that doesn't taste like ash. But the peace is short-lived; a quiet surface is just a canvas for a new kind of chaos.The transition from survival to conquest begins with a single, high-stakes leap across the continent. Utilizing a teleportation helm, the party bypasses the mundane roads of Tareth and strikes directly at a heart of political power: Athenia.Athenia isn't just any city—it's the seat of power for the House of Croy, the noble bloodline that counts Ash as one of its own. As the party rematerializes within the cold, marble halls of Ash's ancestral home, the atmosphere shifts from the visceral horrors of Hell to the sharp, backstabbing elegance of high-society intrigue.The wolves are no longer at the door; they're inside the palace. As the House of Croy prepares to deal with their "prodigal child," the rest of the party begins to eye the finery of Athenia with hungry eyes.Will Ash reclaim their birthright through diplomacy, or will the party turn the ruling seat of Athenia into a new outpost of Hell?

In this high-stakes, high-altitude episode, the crew of the Rum Rollers faces their most daunting challenge yet: gnomish bureaucracy. Having tracked the legendary celestial gnomes— in a wandering tavern-city from the God Realm—the crew decides to forgo a formal hail and instead attempts to sneak up on the massive floating metropolis.However, the "Zephyr-Steampunk" defenses of a city run by divine gnomes are not easily fooled. As Adüné, the crew's sentient flying ship, navigates the swirling nebulae and golden exhaust trails surrounding the city, a series of near-misses and mechanical hiccups forces a bumpy, adrenaline-fueled landing on the outskirts of the harbor.The tension shifts from sky-combat to social survival as the party enters the Immigration Wing. Surrounded by hyper-efficient gnomes with glowing clipboards and clockwork monocles, the Rum Rollers must navigate a labyrinth of paperwork to prove they aren't astral pirates. After a grueling round of questioning and a close call with a "Truth-Sensing Steam Vent," the crew successfully secures their Identification Papers. Now officially recognized guests of the God Realm gnomes, the Rum Rollers are free to explore the wonders of the Airshiff 86—but with Adüné safely docked and the gnomes watching their every move, the real mystery of why they've come to this wandering city is just beginning.

After a whirlwind of high stakes and narrow escapes, the Shadow Seekers finally take a moment to breathe—and eat.In this episode of our D&D adventure, the party finds themselves tucked away in the cozy, steam-filled corner of Grandma Sue's Noodle Shop. Located in the gritty but familiar Outer Blue Ring of the city, the shop provides the perfect cover for a much-needed tactical briefing. Over bowls of spicy broth and hand-pulled noodles, the Seekers hash out their next move. But as the steam rises, so does the realization that they are exhausted, travel-worn, and in desperate need of a change of scenery.Deciding that the grime of the Blue Ring has overstayed its welcome, the party makes their way toward the heart of the metropolis known as sORCrates. They cross the threshold into the Middle Red Ring, where the air smells of expensive perfumes and magic rather than coal and saltwater.Their destination? The Pink Pony Inn.As the most illustrious, full-service luxury establishment in the district, the Pink Pony is a neon-lit bastion of comfort. From the plush velvet upholstery to the enchanted privacy charms on every door, it is exactly the kind of place where a weary adventurer can disappear.Once checked in, the group splits up. No more shared campsites or damp dungeons—tonight, everyone has their own room. We follow each member of the Shadow Seekers as they indulge in their own dalliances, whether that's a deep soak in a copper tub, a quiet evening of research, or perhaps a more mysterious pursuit.

Queen Phiada and Chandar, PoptArt and Moak are united and it feels so good!

The bells aren't jingling. They're tolling.Imagine the scene: The sleigh is loaded, the wind is howling at minus forty, and "Santa" finally steps onto the snow. But something is wrong. The "Ho-Ho-Ho" sounds like a guttural growl, and the scent of peppermint is being choked out by the stench of scorched earth and wet fur.In this week's chilling episode, we dive deep into the ultimate Christmas nightmare: The Night Krampus Stole the Suit.

Experience the ultimate high-stakes D&D moment! In this week's episode, the party faces a literal terminal velocity nightmare. Dropping from 15,000 feet, our heroes turn themselves into living meteors to collide with the heart of the NPC army. It's a race against gravity and a masterclass in tactical teleportation. Will they survive the impact, or will the campaign end in a crater? Join us for an adrenaline-fueled session of Actual Play D&D where every d20 roll determines their survival.

The Rum Roller have finally returned to sORCrates! Get ready for a massive celebration as the city prepares to honor the defeat of the dreaded Professional Necromancy Cult (PNC). Meanwhile, the body of the Wizard Formerly Known as Matt is prepared for a new purpose: receiving a new soul. A determined Druid plans to use this resurrected vessel to finally revive the grove around the mighty Liber-Tree, the newly planted god tree whose emergence destroyed the PNC's infamous Lava Tower.

Trapped in the Stomach of the World! Gravy Ghouls & Marshmallow Constructs guard the Masticating Maw's secret. A grotesque Thanksgiving dungeon.

The PNC are not getting away without the Shadow Seekers trying every weapon in their arsenal.

The Rum Rollers run away from their explosive god tree they plant as it eats up the thieves guild's poo filled super highway.

The Shadow Seekers make a destructive 'interview' for the PNC.

Escaping the court of the PNC prooves to be a harrowing task. Listen before the Eurythmic Veracity Fall 2025 to hear how the Rum Rollers escape this shit storm.

Escaping 1st Level of Hell and Purgatory the Shadows Seekers fall on more good luck of planning from the Croy family. A direct route set in place straight to the top to face Ashuma.

The Blood Debt of Ciro Aelthor. Grief quickly turns to rage as the party processes the brutal murder of their friend, Ciro Aelthor, at the hands of common thieves.This episode is also a deep dive into the party's desperate pivot from chasing street thugs to preparing for a high-stakes showdown in a Demon Court. Hear the frantic strategy session as they try to gather evidence, identify a demon advocate, and formulate a winning argument to defend the crime they most definitely did do.

In the perilous, lava-strewn tunnels of the underworld, the Croy family's most dependable and dapper Head Porter, has found himself in a truly hellish predicament. He awaits the legendary Shadow Seekers, a band of adventurers trapped in the infernal tunnels and on the run from demonic legions. Recognizing the dire situation, HP , despite his fear of singeing his perfectly coiffed beard, remembers an obscure Croy family legend: a secret, ancient pathway that bypasses the conventional exits of the underworld.This path, known only to a select few porters, requires an unlikely combination of precise timing and a deep understanding of subterranean acoustics. It could be their only salvation.Can HP, a man whose greatest challenge is usually stacking luggage, use his surprising knowledge to guide the Shadow Seekers through the fiery labyrinth? Will his dapper attire survive the journey, and will they escape the clutches of hell itself?Tune in to discover if a mundane head porter can become an unlikely hero in the face of ultimate damnation!

The party is in pieces, and so is their escape plan. Half the crew has literally gone down the drain, flushing their way into a thieves' guild hidden beneath the city. The other half is in a different kind of hell—a courtroom of fiends from the first layer of Hell, presided over by a monstrous judge, a gargantuan bailiff, and a Cerberus guarding their gear. Will the party reunite and escape their fate, or will they be trapped in two separate circles of chaos?

The Shadow Seekers finish their escapades with the demon queen.

The Rum Rollers split, with a couple going to save Adüné and the rest deciding to flush themselves to get out of their imprisonment.

The succubi and their queen, Demon Queen Mal, stand before the Shadow Seekers in a fleshy chamber that throbs to the double base petal of violence. Will they prevail?

Kiro challenges the CEO of the Professional Necromancy Cult and the Rum Rollers plus the whole of the newly flying ship Adüné is swallowed by a giant skull, only to appear in prison without their trusty ship and companion...

The Shadow Seekers prepare for their grand escape from Hell... by very unsavory means.

The Wizard formerly known as Matt is now a drift in the Infinite Sea and Grandam is sent to prison. The PNC holds the key. Will Grandam escape?

Aganon & Kalimba take a run at Ishamael's Tower.

Ending the Scoob Don't & Gang side shot with a BANG!

The gang finds James Ebraham's nephew and take a treacherous journey up the river to Divgorod Keep.

Scoob with a Doob and Divgorod with a war brewing. What could happen?

What happens when your party member wasn't there for the last session?

A gang of adventurers, Conundrum Inc. rolls into Divgorod in the Conundrum Carriage as they start to solve a new mystery.

The intergalactic police are here and they are ready to noodle and Grandam has a plan.

Shadow Seekers and Rum Rollers Unit behind common causes for the first time.

The time has come. The two mighty heros, the Rum Rollers & the Shadow Seekers, meet after a new galactic power makes itself known.

Kalimba joins the fray as the Shadows Seekers are being abducted. To where?! no one knows...

A new compatriot has joined the Rum Rollers, Ciro, and the gods warn the whole planet of Tareth is in peril.

What would you order from your very own Chest of Desire?

The Rum Rollers take their first stab at Ishamel's Infinite Tower.

Traps avoided, barley, and treasure found. The Shadow Seekers start their journey to clit cliff castle.

The preparations continue for the rag-tag crew of adventure's attempting to rob and dwarf-nap from the strongest kingdom around and meet some fun characters along the way.

The Shadow Seekers get a free ride to the closest dungeon and Mamey takes the lead by blindly opening doors... Listen in to see how that turns out!

Adüné's maiden voyage into the skies is fraught with combat!

The story continues as the Shadow Seekers climb the Infinite tower and fall through the floors.

Mamey, Faust, Franklin, Aganon, and Ezra push further into the infinite tower. Onwards and downwards?

The Rum Rollers learn to set out orders for a kingdom in the defense of sORCrates for orc Queen Phiada and Adüné finishes her upgrades to an airship.

No plan survives first encounter, but maybe the hodgepodge crew can still manage to pull off the job. Listen into to how everything goes pair shaped for the heist of the Keladorian Dagger.

A new crew is founded, loosely, to work together on a kidnap and steal job for a surely dwarf named Shurgull in this Side Shot adventure on the planet of Ellemore in the City of Star Pyre.

A lewd crusty mummy ask for your order. What are you having to drink?