Join us for collaborative pulp fantasy stories every Tuesday! Currently playing Monster of the Week in the DND setting of Eberron!
The Daask call in their favor. The Inquisitives learn the nature of the Draconic Prophecy, and Taragos hatches a plan during the Race of Eight Winds.
The Inquisitives abroad seek aid from the Karrnathi military, and find themselves face to face with Willem one last time for a good old fashioned family beetdown.
The Inquisitives arrive fashionably late to a vampire lord's private party as they search for Elmar and Camilla, and ultimately find themselves in an utterly foreign place.Ā
Apologies for the wonky audio, we found Little Paxton chewing on the cables. The son of a prominent branch of the Brelish royal family has disappeared and the Inquisitives take up the job to retrieve him. This job and, the greater fate of Sharn, is further complicated when Shiloh reveals his true identity.
Paxton'sĀ gullibility comes back to bite (or punch) him. Halwin meets aĀ powerful fiend who claims to come in peace.
The Inquisitives learn about the upcoming Race of Eight Winds, Frank discovers his artistic side, and Lil Paxton takes Paxton to the park.
In the climax of the very cold case of Evelyn Bradshaw, the Inquisitives encounter the most challenging obstacle yet...emotions!Ā
The Inquisitives learn the dark truth of Professor Clevinger's past, and find themselves out of their depth while attempting to call forth Evelyn's spirit.
The Inquisitives investigate Professor Eric Clevinger...after taking some time to kick it on the quad.
The gang comes face to face with a specter from the past as they investigate the attacks on campus.
Frank comes to understand the consequences of the previous job. If It's Mysteries gains two new intense employees, and the fall semester kicks off at Sharn State.
With Alagor in tow, the Inquisitives confront Cillian and his forces.
The Inquisitives combat Cillian's aberrant experiments as they flee into the King's Forest.
Paxton infiltrates the cellar and makes an unexpected connection. The gang finds their raptor.
Paxton boosts a dangerous fashion statement. Halwin schmoozes his way into new information, and Frank chats up the most dangerous person in the room.
The gang finds that they are not the only ones paying the Vadalis manor a visit. Paxton does some wind sprints and a serendipitous connection is made at the mansion front gate.
The crew reap the rewards of Frank's victory, and then remember that they have a job to do. After a bit of investigation, and a number of Jurassic Park references, the Inquisitives discover the first solid lead in the case of the stolen raptor.
The crew arrive in Taernsby on the day of Brightblade, a holy festival celebrating the virtue of strength and steel. Frank signs up for a raucous bare-knuckle brawl, and while Halwin and Paxton are quick to bet on a sure thing... things take a turn when Frank finds himself up against a home town hero with a legendary uppercut.
The gang confronts an all new kind of danger...camping! Paxton learns a bit about Dragonmarks. Halwin piano wires another guy, and Frank makes a new friend who shares an identical nom de criminalitƩ.
Road trip! As the Inquisitives journey into the countryside to track down a missing raptor, they reminisce about recent events and their meeting with Councilor Ilyra Boromar. Paxton discovers the existence of magebred animals, and we address the fantasy bee situation.
Halwin's personal life gets a lot more complicated after an evening with his mentor is interrupted by an assassin.
This time the spotlight is on Frank as memories of the Last War haunt his dreams, and an old friend comes calling. Ā Ā
In our first Reprieve episode, Paxton mourns the loss of a loved one and gets caught in a deeply political conversation. Also there's a fight club.
An extra long, double stuffed, Oops All Claw climax. The gang confronts their mercurial quarry in the ruins of Blackstone Church. One inquisitive has a near death experience, and Paxton pushes the limits of the soar sled.
While Paxton and Frank continue to work through their passive aggressive feud, the gang finds themselves in the middle of an assassination attempt involving a key suspect.
The gang investigates a triple homicide connected to The Claw in Lower Dura. The primary suspect? An old acquaintance.
We end as we began. During a climactic confrontation on the lacrosse field we witness the greatest feat of athleticism ever performed by a near middle aged half orc, and learn that the key to victory was inside us all along.
The gang party hard while investigating Dooger's death. Halwin learns more about the Claw. Paxton finds a potential replacement player, and Frank dances the night away.
A new mystery begins! Loan calls in Halwin's favor. The gang delves into Sharn's college lacrosse scene after a personal loss prompts suspicion among the intramural club teams.
Halwin makes a deal for advanced wintry firepower, the gang makes a questionable alliance, and the ooze arc concludes in a surprisingly hairy location.
The Brelish military comes calling, and Halwin has a close encounter with the Gelatinous Ooze.
The plot thickens...or just kind of oozes, I guess.
While the detectives "investigate" a new bagel shop, they come into a contact with a mysterious green slimeĀ that has strange burning properties.