A bunch of friends sit around, have fun playing D&D, and we share the story with you, our wonderful audience.
Vurzeale is their captive. It's time to see what he knows – at any cost. Content Warning for brief descriptions of torture.
The meeting with Vurzeale is set for the Necropolis. Granny shares her big secret. And the party scopes out the meeting spot before it's time to confront him.
Amador gets back to the party with information about a minor politician who is willing to help them contact Vurzeale. Not long after, Granny also receives a separate, chilling message…
What's a D&D campaign without at least one heist? Let's rob this rich guy who's probably gonna get arrested in a couple days!
The cart finally arrives, allowing the rescued cat to finally be returned home. Then, covering their tracks to buy more time before Suero catches up to them, the party decides to pay the “Honorable” Amador Bello a visit, to tell him what his friend has really been up to with this “expedition”... and to hopefully dig up information about Vurzeale, the man seemingly responsible for setting the party up. The party also gets their group name, at last!
The party flees deeper within the mountain, trying to outpace the horrid aberration hunting them. Partway through, they come across a mysterious abandoned altar… only adding to the mysteries of this world.
Caz and the strange mountain lion duke it out in this campaign's rendition of a bush fight, until Asher, Fizzy and Daeris can arrive to help. Once the battle finishes, the mystery of the odd key-like object remains…
Asher has a plan. In order to draw out the person who's been hunting them within the three days Suero allotted them, he'll use himself as bait by “turning himself in” to the Ghiran guards as a prime witness/suspect. A risky plan, but with it the party hopes to force their pursuer to move quickly… and hopefully make a mistake they can capitalize on to prove their own innocence.
The party has captured the man from their previous fight alive. Once he awakens, it's time to drill him for any knowledge he may have about who hired him and why. But even as they wonder if the information will be enough proof, something unexpected throws a wrench into their interrogation…
With Suero backing off for now, the party decides to follow Amador's thread in the hopes it will lead them to more evidence for their innocence. To do so, they head up to Northern Eces to find a cave where a supposed “expedition party” has disappeared…
The party scrambles, trying to get ahead of the guy following them while also trying to figure out what the hell they did, what the hell Shay did, and how the hell they were going to rescue Malie. They are only somewhat successful, as they find their tail a lot harder to shake than they thought…
The party successfully gets the jump on the man in the rat mask… but the fight doesn't quite go as smoothly as planned as he starts fighting back with his own blood.
The party continues their investigation in any way they can, trying to figure out WHY people are asleep and cannot wake up, WHY some seem to spread it and some simply sleep, and WHAT exactly is this place they dream themselves to. Their search for more clues takes them once again into the sewers, where another animal-masked man sits…
The fight with the horse-masked man begins! As the fight progresses, the party starts to realize that there is something horribly wrong with this man, more than they previously thought. The mystery only expands as they explore the sewers… and the sleeping world.
After sharing a few of their secrets, the party discusses their next plans. Even with a lot of new information, there are still many questions left to be answered… and prying eyes to avoid. But before they can move on from Magrin, they must also deal with the horse-masked man.
With Caz out of commission after her experience in the house under watch, the party then must decide what to do about the strange man wearing a horse mask currently residing in that same house. Detective DeLiva still needs his proof, so the team splits up to investigate further… a decision that leads to some shocking reveals about our very own allies.
The party wraps up their time in the city and are saying goodbye to Vera when High Lord tells them the person Daeris is looking for is in the dwarven town of Magrin. The group hurry to find this detective and get his help for Daeris… but first, he needs theirs.
The party takes Vera out to a tavern for what best can be described as a haphazard group date. Caz must wrestle with her attraction to and suspicion of Vera, even while the afternoon takes a turn for the strange.
There is yet business to do in Thornhurst. Before they leave, the party digs into the mystery of Who Framed Don. This involves locating the one known only as “High Lord,” an old friend of Don's who is still active in the criminal community. With leads slowly dwindling, he would be a useful ally…
The party reconvenes at a bar in Thornhurst, the travelling city of thieves. As they settle in to their cheap ale and start thinking about their next actions, a large lizardfolk and his team start marching towards them… and they do NOT look friendly.
The party sets off their trap for the bandits! And once the combat is done, they're able to continue on to Thornhurst, the traveling city of criminals… Will they find what they need there?
In order to investigate the theft Caz's uncle allegedly carried out, the party must see the scene of the crime. Which means… it's time to visit the Reyes estate again, and Malie.
The party gets some shopping done, and some of them take a trip to the Academy. Afterwards, it's time to head back to the Reyes estate, despite Asher and Malie's last less-than-ideal departure… But first, a visit to the carnival and Caz's family.
With the farmer and his wife rescued, the party returns to Ghiran to reap the reward of turning in bandits. The mystery of the past quest hangs over their heads, but before they can start investigating, another mystery vies for their attention – Caz's arrested uncle, Don.
Hello and welcome to the recap of episodes 1-15! Listen here as Jace catches you up. You'll meet the new group and find out about their early adventures!
Coming off the shock of the mysterious man who stepped on Rueben, our group heads into the tree, where they find more bandits waiting for them....and a bag that's got a far more dangerous story than they could have ever realized.
Our party has arrived at the base of the bandits. They decide to send in Cas first, who proceeds to do what she does best: stealth.
Our investigators head to Saillant. On the four day trip there, they decide to further look into Rot's book, which proves to be....an interesting experience. They find new mysteries upon entering the small town, including the mystery of where Tana disappeared to.
Our group now knows that the Farmer and his wife have been kidnapped, and they decide to help get them out. They begin their prep, which happens to include some friendly neighborhood stealing. Meanwhile, Rot has gotten more curious about the book they Acquired...
Our newly released group waits out their time in the city of Girhan, the home of...Granny! They take to the city to seek out whatever it may provide. Daeris is finally questioned, and some other members of the group stumble upon a farmer in need.
Our group of snoops investigate the cellar of Farmer Madigan, and find out that things aren't always what they seem...and that they are in more danger than they anticipated.
A new day has dawned, and our sleuths are now suspects in the death of Roy.
Our group of sleuths gets to the bottom is the mystery of who killed Roy, but find that it may not be what they hoped.
Our rag tag group of investigators start to dig deeper into the mystery of who killed the wealthy landowner, which seemingly includes hidden pathways and rooms in the house! What could this man have been up to?
Our seven solvers drill down more of the story behind Roy, investigating two of his workers based on information given to them from Amador.
Our new party deals with the consequences of releasing the elemental. Some are accused of the crime, while others try to cover it up. The night is progressing as a thunderstorm bares down, and then there is a scream.... and suddenly, a much larger crime has occured.
Our intrepid adventurers close out their journey, and we tell everyone what our characters do post campaign. More casual than a proper session.
Our intrepid adventurers have their final fight.
Our intrepid adventurers make their way to the stronghold, but are stopped by two enemies that are far more familiar than they could have ever known...
Our intrepid adventurers deal with the aftereffects of the fight with Maleris and his children, and Rudi finally looks into the necklace that she found in the temple on Danos.
Our intrepid adventurers have their fight against the first of their two big enemies: Mercy's family.
Our intrepid adventurers finally have their battle with the Rosenvalles, finding them a much harder enemy than they were the first time they faced the couple. Will they finally be able to defeat the couple?
Our intrepid adventurers begin their infiltration of Barca. Cards are pulled from the deck, charades is played, and they make their way to the Rosenvalles' lab, where they prepare to finally take them down.
Our intrepid adventurers finish off the fight with Maleris's forces and make their way towards Barca.
Our intrepid adventurers hustle away from the meteorite and La Croix's base, heading toward Maleris. They happen upon a small town that has been ravaged by Maleris's group. After getting most of the townspeople left out, they must decide whether they want to leave the last person to their death, or to help protect them.
We meet our new group, as they all go to a party at a rich man's house. Some of them are invited, some of them are not...but all have reasons for being there.
Our intrepid adventurers continue their march to Maleris. Gael pisses off a city guard, Mercy meets an old mentor, and a rock falls from the sky.
Our intrepid adventures have made their choice, and now they must put that plan into action. The first step they take is bringing Marks, one of the new gods, into the world...
Our intrepid adventurers face some challenges, with Mercy and Gael's doppelganger fighting in one to one combat. Meanwhile, the rest of the group meets Haru's family.
Our intrepid adventurers head off to Seogye.
Our intrepid adventurers begin the final trek to Prucrecia, where they will take on Maleris and La Croix. But before they leave? A picnic with Maddie's parents.