A long-form improv podcast built on the foundation of old school pen and paper rpgs. It follows a team of Guild members as they try to climb the corporate ladder by completing quests and, hopefully, making the world of Hex a better place along the way.
Chuki knows you'll enjoy this adventure the gang goes on.
The gang learns to feel the music! Music in this episode was provide by the fantastic Tschida. Check out his music here: Tshchida's Spotify
The gang get's tasked with recruiting new blood into the guild at a local job fair.
The gang mosey down to neighboring ranches to help their owners figure out what is making their cattle MOOOOOve.
The gang finds themselves wondering through the great, wide wilderness. Is there some romance sprouting up or is it just spawning season?
The gang participates in the legendary Kruck Races! YOUR EARS ARE IN FOR THE RIDE OF THEIR LIFE!
The gang get's deployed to help a vampire hunter, posing as a gym teach, track down a sly vampire stalking the halls of the school.
The gang finds themselves at the mercy of one of the most popular influencers of ScryScram. Do they have what it takes to help her get her "rep" back?
The crew has to go over the river and through the woods to help a poor lost soul get back to her grandmother, but something dark is lurking in the woods.
The trio get's head hunted by another guild. Will they turn their backs on The Guild?!
The Guild server was down and now the gang has to take on multiple quests to help pick up the slack.
The trio finds themselves volunteering at a museum... It's just not the type of volunteering they'd hoped for.
The gang goes on a personal quest for Alice to help protect some off shore accounts and end up in Orville's old fishing grounds.
The gang gets called in to transport some questionable cargo. Hopefully they can keep the Fuzz off of their tail long enough to make their delivery!
The gang delivers some paper work to a rival guild, placing them in the awkward position of being makeshift mediators. Knowing our crew they will complete their task with complete poise and level headedness.
The gang deals with the fallout of what will come to be known as "The Crabton incident". Hopefully their guest motivational speakers can help The Guild get back on the right track again.
The gang gets sent on an errand to collect more power crystals for The Guild Artificer, Peabody. Surely it will go smoothly without any unforeseen issues... Right?
So it's up to Fletch and Ace to Represent the Warblers in the Mountains Hexams Rivalry. Let's see if they can keep the peace while bringing Mr. Warbler's grievances to the Twoflings.
Hopefully Ace and Orville can get into the Hexmas spirit and not embarrass Fletch too much in front of her family.
The gang gets sent to the humble town of Sasquatchton and instantly becomes embroiled in a political plot that will forever change this sleepy town.
The gang gets sent to Humpton to retrieve a couple of AWOL Questers.
The gang is getting shadowed this week! Let's see how they help their new buddy experience the Questers Guild and see what the adventuring life entails.
A skeleton, a bird, and a fish walk into the desert... You'll have to wait for the punch line.
It's our groups first day at the famous Questers Guild! Will they get in? Do they have enough prior job experience?! Listen to find out! P.S Sound effects were obtained from https://www.zapsplat.com