Dig through the roots and loam on the forest floor with us in Beast Fables, a TTRPG live play inspired by classic stories animal tales such as the Redwall Chronicles and Watership Down. Join a crew of beasts as they explore the ancient Scottish highlands from the perspective of heroic beasts. Streaming live on YouTube at 12 pm GMT, most Thursdays! Sponsored as part of the Roll20 Spotlight program. Go to roll20.net/start/doad to make a free account and try out the Adventures on a Dime rules we're playing with!
The first episode of the brand new season of Beast Fables. Join old friends and new foes as the Bristley Woods descends in the grips of deathly cold winter.
The long-awaited conclusion to the Summer Arc of Beast Fables. Pipistrelle, Balthazar and Lutzen confront Chipper amongst the burning ruins of the Iron Beetle. Who dwells inside the stone sanctum ahead, and why would Chipper go to such lengths to steal from the Craftpaws?
Sparrowhawks swoop in the darkness of night, rending ballista-wielding pirates. Lady's Bank is a chaotic bloodbath, and our heroes are hot on the heels of Chipper.
Pressing on despite losing their precious gear, the heroic trio approaches the region where the Red Fang's base is supposed to be.
Gently, the first dawn of autumn crosses over Loch Katrine and sweeps away the violence of the night before. Our beasts reunite to continue their quest.
Separated from her companions, Pipistrelle needs to outmanoeuvre her winged assailant and double back to her friends, before something awful befalls them!
Separated from their dear friend Pipistrelle, our brave duo now find themselves washed out onto Loch Katrine.
A hole to patch, a vole to question, and a thief to catch. Hidden in the shadows of a spare ship-builders shed, our beasts have quite the task ahead of them...
The trio have survived an ambush, and are hiking towards Lalas Dock. Can they make it time to catch Chipper, with the stolen Machine?
Balthazar's well-meaning yet oblivious nature has led our beasts into a trap. Looking down the barrel of a crossbow, can our heroes fight off a band of lake-pirates?
A cool wind guides our three beasts into the village of Bramblefork, established as an offshoot colony by beavers from Brambledam. However, something isn't right ...
Our heroes head toward Loch Katrine, hiking fast to catch up with their nemesis, Chipper.
Injuries sustained and violence quelled, our intrepid beasts need to wrap up their business and move on upriver towards Bramblefork before they lose Chipper's trail.
Something vicious swims upstream towards Pipistrelle and Lutzen. How will their Otter friends react, and will the hungry jaws lurking in the river's depths?
While Balthazar has made a heartfelt plea to the Wolf outside Aspengrace, Pipistrelle and Lutzen and gone fishing. Will the bat-rat duo capture a scaled feast, or succumb to the waters?
Pipistrelle has been caught under the claws of Line-Finder Flynn, while her companions sleep blissfully unaware in the treetops above. What will happen next?
Curiosity unsated, our three heroes agreed to send Pipistrelle after the mysterious Literary Wolf on a night flight. What secrets will she uncover with her wings?
Balthazar, Lutzen and Pipistrelle shake off their ambush from a Polecat and take the next leg of their journey with the afternoon sun crossing into the west.
Heading north, our three beastly heroes follow a lead from Crier to the town of Bramblefork. Who is Yeep Grainpaw? And why is Chipper working for them?
Lutzen has released Grymble from her contract. Without his mechanical beetle, there's little reason to carry on to Brambledam. What new horizon will he follow his friends to next?
Charred but alive, our three beastly heroes have made it safely through fire and smoke to the shelter of the Bent Branch. With adequate rest and time to tend their wounds, the knight and messenger consider bringing a tinker along for their travels...
Wisps of smoke rise into an already darkened sky. The haunting creak and scrape of unearthly creations wraught from metal and coal pierce the silence of he dry grassy meadows. Will Pipistrelle and Lutzen survive?
Lutzen has been found, and rescued from a part-dried muddy riverbed. Now the only task for our Rat and Bat is to make it back (safely) to the mechanical beetle. If only they knew what danger lurked ahead...
Seperate from her guardian, Pipistrelle remains at the broken mechanical beetle with a rather suspicious squirrel, named Chipper. With prying looks and deflective questions, how will these two beasts fare?
Revolution is in the air, along with the scents of burning flesh and feathers. Parents clutch their children and guilds take flight as the 'Clawlickers' are ousted from Holdall.
Hastening on all fours towards Odoak, Grear has received her mission. Find the emissaries from the Tusk Legion, last spotted at the Yellow Band Club. Implored by Hiccup, she also rushes to save the most important works from the Stitcher's Library of Flesh.
Grear scans the horizon with her bright eyes. On the wind, she can hear the faint sounds of a hawk's shrill cry. Tusk Legion scouts reported infighting within Holdall. Can she complete her mission? And at what cost?
Grear scans the horizon with her bright eyes. On the wind, she can hear the faint sounds of a hawk's shrill cry. Tusk Legion scouts reported infighting within Holdall. Can she complete her mission? And at what cost?
With leads to follow and good deeds to do, Balthazar and Pipistrelle awake to a baking hot day inside the gloom of their hostel room at the Bent Branch. The first item on their agenda? Find Grymble.
Oceans of luscious grass ahead and the piercing screech of a Barn Owl behind, our beastly heroes catch their breath. With eyes set on a trail of smoke, they begin their journey to the town of Willowmoot.
The sun moving from dusk into black night, rain now spits down on our intrepid pair. As they explore an abandoned settlement by buglight, what peril have they drawn the attention of?
Having rescued Anthilda and guided the rest of the colony back to the mice-herders from the Guild of Colony Conductors, our Beastly Heroes now find themselves a tad lost... Sponsored as part of the Roll20 Spotlight program. Go to roll20.net/start/doad to make a free account and try out the Adventures on a Dime rules we're playing with! Background music from Arcanum: Of Steamworks and Magick Obscura and Ghost of a Tale
Saying farewell to friends and strangers, Balthazar and Pipistrelle consider their route to Odoak. With rumours of dissention and famine at their backs, what dangers will they face?
Balthazar receives his knighthood and Pipistrelle recovers from her broken arm. Our beastly heroes meet for the first time, and start to plan their journey to Odoak.
Prologue ii - In which our beastly heroes are drafted using the Adventures on a Dime system, the society of our Scottish forest is further honed, and begin to craft the foundation of our Quest. Introducing Balthazar the Toad and Pipistrelle the bat!