Taking the Fandoms you love and building worlds to play Dungeons and Dragons in. Homebrew Avengers, Percy Jackson & the Olympians, and Star Wars so far - what will we do next?
The party exits the tunnel to find themselves in the midst of a storm, much like the one that brought them to the island in the first place. They scatter, hoping to assist as many of their allies as possible.
The Midnight Mumblers pas through the overt trials and find themselves face-to-face with a mechanical Azure Guardian. In the dire situation that follows...they seek help from an ally who never leaf-ed them behind.
The party has successfully entered a series of tunnels beneath Cursed Cove. Although they survived a..."meeting" with Veritas, they also discovered the tunnels connect to the House of Violets
The party gathers to plan how to navigate the physical obstacles before them, and the social challenges in their path. Unsurprisingly, the plan involves deception.
As the party is planning on how to circumvent the ruler of Cursed Cove, who else would show up but Gilda Deepmaw
After successfully charming Veritas messenger, Bam Bugbeara, the party pries all the information that can possibly get out of it.
Looking at 45 episodes and the party still being in the first town, DM Matt is curious if he understands how tutorial towns are meant to be laid out....
The Coral Crew faces down a horde of monsters and even saves some innocent bystanders, all while defending a few rookies in over their head.
As much as the party grows, the problems seem to grow and they're the only ones who can solve them - classic DND
The notion of being a Cursebreaker is...becoming less and less shiny. The party - maybe the Coral Crew - sets a plan that puts their own mission at the forefront.
The party has found the Crimson Harbinger behind the experimental lab and continue to go toe-to-toe with his machinations
With our Guest in tow, the party forges through the Crimson Harbinger lab to find a place to rest
Having "unlocked" the front door to the Crimson Harbinger ruins, the party delves inside to find the medicine they need.
The party is met by a strange visitor to the House of Violets, and they must deal with the odd mission that comes with it.
All it took to save the day was making a pact with an unknown entity. But that's all in a day's work for the party as they make their way to reconnect with their allies and get a nice - much needed - rest.
The party, along with two Veritas members, take on the monsters in the basement near the orphanage
The party faces down banshees, giant monsters, eyeball monsters, and worst of all - orphans.
Alongside the Cerulean Blasters, the party makes for the cursed orphanage and splits up to look for clues: Scooby-Doo-style
The party faces more problems than they know what to do with, but their priority is to determine who is worthy of their trust.
Having recovered a magical mirror shard to the Witch's Walk, the party places it and takes a journey in the name of finding bravery.
The gang has started heir duels. Against 6 former walkers of the path
In the Temple of the Path, the party decides which swordfighters to face down a they try to help Hemlock have a valorous death and carve their way out of the temple
Pressing deeper into the Temple of the Path, the crew divides and conquers. Or do they...
In a temple dedicated to the Path, the crew with Hemlock and Europa in tow push on to the challenges that await.
With their enemies defeated, a mission for Hemlock to prepare for, and the knowledge that someone the gang considers a friend is a member of Veritas, Trigger sets off on his skateboard.
The party continues the fight alongside their new ally, Hemlock Flourish. With a band of Veritas to deal with, they fight to save each other and learn more about their enemies.
Having reached out to the Keepers of War, Peace, and Order, the crew solidifies a deal to secure a piece of divine heling magic.
In the careful hands of Merrolyn Crimsonwood-Svetzle, the Crew connects with allies spread across the world or Korsaire
The crew has taken up Doubt's offer to try and fix her connection to luck. IN doing so, they leap into the unknown and face some haunting trials
Continuing their journey through the Cursed Cove, the party leaves the spirited smithy of Scorch and heads for Steela's psychic contact.
The crew has laid out their plan for the day and it involves a lot of errands. What awaits them at the Golden Hammer?
While the pirates rest, Trigger has discovered a secret network of caves below their home. And as everyone knows, secret caves are only ever safe and nothing ever goes wrong.
Lester is safe, the crew is back home, and the chaos of their first Cursebreaker missions have come to a close. What could go wrong?
Having found the powerful mage, Lester Moore, the pirates face a new threat in the mysterious group, Veritas.
With the mage Lester Moore's tower ablaze, the pirates make their way to his home with haste
The party has collected a mirror shard - a piece of the Witch's Walk. In order to claim any of it's power, they must journey into their own minds
The Pirates, having successfully completed their scrapper mission, discuss how to divvy up the wares with their temporary ally, Bubble.
Diving further into the lair of the Kou-Tua, the pirates are having to work for their cargo. I apologize, I forgot to swap the stream to our faced for an embarrassing amount of time
Our brave crew joins the Sea Dwarf Bubble on a mission to recover some cargo. When they run into some opposing forces, they must think fast to get their prizes.
The party reports to Gilda Deepmaw and gets a new assignment from Lance. Deciding to go after a salvage mission, they make for the docks to find a Captain...other than Captain Gwynn, of course.
The gathered pirates, having successfully calmed the spirits of the House of Violets, now seek to understand more about their new home.
With an array of memories forced upon them and night setting in, the crew must face to ghosts of the House of Violence and decide whether to kill them...or heal them.