150: That's My Clampy Hand!
The Iron King, at last! But will our plucky adventurers survive their battle with a giant rabbit with an even more giant mechanical claw? Either way, Gamma World ends now in this mega-sized final episode!

The Iron King, at last! But will our plucky adventurers survive their battle with a giant rabbit with an even more giant mechanical claw? Either way, Gamma World ends now in this mega-sized final episode!
Things are dire. Bobobob Joe is helplessly trapped in a laser grid and trying to remember his last words. E-84 is desperately trying to use its science skills to save the day. Can Carlos the giant mutated rabbit sniper take our our adventurers, or will they survive to face the Iron King at the center of the robot factory?
A dangerous hallway. More robot security systems. There’s only one solution, and it’s Bobobob Joe putting his favorite toy at risk. This could be deadly for everyone if E-84 doesn’t execute one of the most amazing teleportation moves of all time…
So we knew that there would be robots. The whole idea was to find and stop the source of the robots. But there are so many robots! And only one of them is looking for a lab coat. Fortunately, E-84 is also a robot and totally knows how to use control panels, right?
This area is currently off limits, under orders of The Iron King. Visitor tours are on Tuesday. Please return then. Thank you for visiting Stupendico. Have a stupendous day! Get back to work, Carl!
Deeper into the tunnels go our adventurers, where they come into contact with some feisty robots and… do I smell bacon? Oh no, it’s more Roadhogs! They better hope they don’t get too close to Bobobob’s toy dump truck.
Machines vanquished and tables saved, it’s time to explore deeper into the realm of the Iron King, where there’s some tingly moss and nasty flying things.
As the quest for the Iron King continues, our adventurers face a roomful of angry badgers and one sinister buzzing machine. With their bodies in the kill zone and their backs against the only Ikea table to survive the apocalypse, it’s time to have an important rules discussion about how death-saving throws work in Gamma World.
It’s time to assault the tower from which the Iron King is sending his destructive robots. Can a zombie pig work as well as a fake ID? How horrifying is a bat-lion with laser beam eyes? Why are badgers so terrible at their jobs? Roll in the toy dump truck!
Our adventure team stands on unsteady ground and battles some unpleasant badgers. Well, that’s not fair. Only one of them is unpleasant. Also, there’s a biker pig who has a really weird day.
Out of the post-apocalyptic wastes comes a brand-new band of adventurers — and a stream of mysterious, destructive robots, threatening the town of Town. Professor Rat sends a new team of interesting people (and a couple of interesting robots) to discover the source of the threat.
Battered and bloodied, our adventurers really want to be anywhere but where they are. How did we get in this mess, anyway? And is there any chance any of them can get out of it?
When you’re at the bottom of a bottomless pit and you’ve got no hit points left, who you gonna call? Mr. Goodberry! And he… actually may not be any help. Good luck!
In which our adventurers break stuff and fall in a bottomless pit.
Big wheel keep on turning, Carlos keep on running. We’re flute inspectors.
Heroic rescues, a murder hallway, and the big wheels keep on turning. You know, it’s just another day in Athas.
More Bugbears, more magic, more problems. Our adventurers make a few dozen tactical errors. But Carlos just wants to give diplomacy some time to work.
In this episode Carlos wanders off once again, and once again nobody stops him. The healing properties of Kank Milk and its marketing opportunities are explored. Also, Heeeeeeere’s a Bugbear!
Our adventurers abandon the Feathergale Spire and find an underground location in which they can continue to spread lies about who they are and what they’re inspecting.
In this one there’s an awful lot of skulking around the Feathergale spire. Plus, who doesn’t love a hunt?
Our party makes its way to Feathergale Spire, where it turns out that it is the anniversary of the founding of the Feathergale Knights. Time for a big party! With appetizers! And probably trouble. We’re like that.
The Feathergale Spire is a tempting building on the horizon. A dead body in a ravine intrigues Carlos. You know, the usual.
Our adventurers haven’t been run out of town before, but this time it finally happens. Then they go on to Freedom, a town founded by slaves, and investigate the desert wastes in search of more clues to the fate of the missing caravan.
We’re quarry inspectors, actually. (This episode is not endorsed by the Kled Chamber of Commerce.)
It’s time to investigate the place where Carlos (who styles himself a hero) saved that kid, and then we’ll take a journey to the Cave of Floating Rocks to learn about the history of mining accidents on Athas!
In the wake of Carlos opening a door that should have remained closed, the Bringers of Woe have come to bring the pain to our adventurers. Not everyone with a name will make it out alive!
The adventurers investigate the underground complex beneath Kled, turning up a magic rock and a serious vermin infestation problem. Also, Carlos carefully studies a closed door and nobody notices until it’s too late.
In this exciting return to the world of Dark Sun and Eglath’s Angels, pottery is purchased and giant sinkholes are investigated.
Shocktober comes to a spooky finale, at long last! Will our adventurers survive? What will be the fate of the two children they were tasked to save? Will Henry meet the fate of a Frankenstein (monster), or is there an exciting career as a Frankenstein (lawyer) ahead of him? It all ends here!
The final battle begins! Our adventurers take on vampire lord Malthus Seyvoth and his undead accomplices as our Shocktober adventure reaches its climax! Who will escape alive?