The Abyssal Auction: Part Four — Following a tense exchange of money and merchandise, all heck has broken loose. Can the auction's bidders survive an assault from within -- and without? Additional music in this episode: "Day I", "Day II", and "Night III" by Swelling
The Abyssal Auction: Part Three Let the money fight commence! As our turquoise heroes bid to claim their quarry, their opponents move against them, mostly because of the many terrible impressions they made in the previous episode.Additional music in this episode: "Piano Improvisation" by Moon Finger; "The Whisper" by Pipe Choir III www.pipechoir.com; and "Night I" by Swelling.
The Abyssal Auction: Part Two After an unfortunate journey, the Coriolis arrives at a fancy, clandestine deep sea auction house. Time to do what exactly one-third of this party is good at: Shmoozing the room. Additional music in this episode: "Creepy Bell Music 01" by Magmi Soundtrack; and "Piano" and "Late Jazz Piano" by Szegvari.
The Abyssal Auction: Part One The crew of the Coriolis take on a new mission, one that exchanges the slimy hazards of enormous mollusks for the slimy hazards of good old-fashioned capitalism. Let's have a money fight! Additional music in this episode: "Creepy Bell Music 01" by Magmi Soundtrack.
With their first proper mission under their belt, the crew of the Coriolis attempt a series of negotiations with mixed results. A night at the Cloaca forges new friendships, while morning at the Gills forges new ... enemy ships. Additional music in this episode: "Piano Abstract" by Ubik; and "Intense Horror Music 01" by Magmi Soundtrack
The Infinite Clam: Part Six Amber, Devo and Zoox face off against foes both tangible and cerebral, within and without, ancient and new. The Infinite Clam's power is harnessed at great cost. Additional music in this episode: "Phased Drops" by Michael Carrier
The Infinite Clam: Part Five The crew of the Coriolis approach the anomaly that has trapped them in their current bivalve environ. Amber takes a dive. Devo exercises surprising restraint. Zoox experiences a metaphysical identity crisis.
The Infinite Clam: Part Four. A surprising revelation about their enlarged environment sends Amber on a trip down memory lane. Unstable energies further discombobulate the Coriolis crew's sense of scale.
The Infinite Clam: Part Three. The heroes fend off a curious lionfish while getting their bearings within a curious bivalve. A slapdash infiltration brings them face-to-face with the Super Captain. We all love the Super Captain!
The Infinite Clam: Part Two. The Coriolis is visited by an inscrutable little guy whose name definitely does not appear on the manifest. They reach their destination in the Phytal Flats, and then things go very south, very quickly.
The Infinite Clam: Part One. The newly employed crew of the Coriolis take on their first official job with the Bluespan Brokerage. Devo confronts his past as he crosses paths with the leaders of the Benevolent Parish.
Our heroes take their new ship to a VERY familiar aftermarket vendor, tacking on a few much-needed improvements. We spend a bit of time talking character classes, and finally come up with a name for the crew's new vessel!
The Gallery Job: Part Four. As one crisis interrupts another, the Dreams of Deborah's plucky crew must weigh their priorities. A Brinarr precariously teeters on the brink of death.
The Gallery Job: Part Three. A brief diversion during their first undersea voyage has proven to be far more arduous (and far more dangerous) than our heroes initially expected. A race for the prize breaks out with a new, well-armed competitor.
It's time for the final confrontation. Who's been hunting our heroes all throughout this campaign? What's Lucas really after? Why is Merle getting just completely boned in every fight? Answers to these questions and more linger just behind the play button. Taako has a plan. Magnus has a snack. Merle says his prayers.