Campaign is long-form actual play podcast. Our current series Campaign: Skyjacks takes place in an original setting inspired by folktales and classic adventure fiction. Join Liz Anderson, John Patrick Coan, Tyler Davis, Johnny O’Mara, and gamemaster James D’Amato as they tell a tale of daring sky pirates. … Also it’s basically an elaborate re-telling of Weekend at Bernie’s.
Still dealing with lingering confusion from the effects of the pollen being used by the greenhearts, Orimar is striking out at everything around him, including Jonnit. Also facing opponents that have the power to mimic the most fearsome forces on Spéir Jonnit has his work cut out for him. Meanwhile, Gable panics, realizing they have been seen. With the little strength they have left, they scramble to protect Travis from the most dangerous being they have ever known.
Travis and Gable fight desperately with the fading dregs of their strength to put down the greenhearts attacking them. However, in doing so they court a more dangerous foe. Jonnit fights to pull Orimar from the greenheart's influence and form a plan to lead the crew. Unfortunately, a desperate Orimar Vale cut from his senses is a perilous person to approach.
Travis and Gable are forced to confront the Greenhearts who were masquerading as the Queen. With Gable's injuries from their own confrontation with greenhearts and Travis not being in his body things could get quite dangerous. Meanwhile, Jonnit arrives in time to support Orimar in his own battle. Finally free from the pollen's illusions, Jonnit and Orimar must decide how to fight when they are outnumbered and deep in the clutches of their enemy.
Gable helps Travis break free of his illusion and the two of them try to play it cool until they can assess how much trouble Travis got himself into. Caught in his own illusion, Orimar clashes with the three things he feels the most passion for: Sefa, Calivar, and destroying the Red Feather Syndicate. The green hearts force him to confront the kind of man he has become and whether that man can truly accomplish what he claims to be after.
Thanks to Dref Travis discovers that his encounter with his mother was not what it seemed. Now he struggles to keep Orimar's clouded perceptions from lulling him away from the truth long enough to find safety. Gable discovers they are in a similar situation and takes advantage of it to work through some trauma. Unfortunately, it might have attracted some very unwanted attention...
Jonnit works to get his bearings and understand the rules of the wood. While trying to protect his loved ones he ends up returning to a nightmare he just relived a few weeks ago. Travis has an awkward visit with his estranged mother, just in time for the holidays.
Travis struggles with his newfound necromantic control over Orimar's body and finds himself in the least comforting place that could be called "home." The Uhuru crew awakens in the heart of the wood finding themselves separated from the ship and each other. They work to get their bearings and get to safety.
With a little help from Dref, Travis finds a way to help Orimar's body keep clinging to the edges of life and movement. Gable struggles through pain and disorientation to help Jonnit, but all is not as it appears. Elsewhere Jonnit tries to unravel one of the mysteries of the Queen's Wood. While Orimar struggles against memory, longing, and the unignorable sense that he is not himself.