Hello and welcome to our podcast. We are a D&D podcast following the 5e rules created by a group of friends for our college radio station KJACK Radio. We will upload new episodes every Monday.
We get to see what Dierick was up to in Ect while split from the rest of the party and later reunite with them as well. Then they begin their preparations in order to kill a demon.
Now free from the orcs the party finds out about a way to heal Ra' ash the red so he can leave the island, but the only issue is that it requires demons' blood.
The party now including their new Friend Aravan are forced to fight in the pit. While doing so they are interrupted and meet Ra' ash the red.
The party finds themselves cornered by a bunch of orcs and with only two options. Fight there way out, or let themselves be captured and taken to a fighting pit.
After the Treaders scuffle with the church in Dealls they found themselves worse for wear and in need of a break from their quest to help the gods. As a result they decide to help Orion 1,018 on their quest as a distraction from their own.
After a less than ideal start to their confrontation with the kidnappers, The Traders change their strategy in order to best their foes.
Now in Dealls, the party decides to investigate the bounty for the missing galleons. In order to get things accomplished quicker the party decides to split up and look for clues. Unfortunately this doesn't work in their favor.
The Treaders communicate with the gods, learn where to go next, and make some deals. Additionally they reconvene with Orion 1,018 and head to Soos with the plan of stopping at Daells.
The Treaders after finishing their battle with the bog monster meet the friendly witch they have been searching for who helps them communicate with the gods.
The party begins their trek to the bog witch with the help of Orion 1,018. Along the way they will have conversations and avoid the protective Bog Monster.
After reaping the benefits of their most recent quest the Treaders stay in Aclifene for a few days to shop, research, scam, and investigate the grape. Afterwards they continue their quest to aid the gods and learn they need to seek help from a bog hag.
After some investigating and discovering Haera is headmaster of the alchemist collage they go to the queen to ask some questions and hopefully get some answers. While there they will also take a quest from the queen and off the bounty board in Aclifene to see Old Man Winchester.
Finishing their combat with the cultist the Treaders complete their agreement with Ka'lisa, unfortunately she still requires more souls. After a shady deal with Dandon the quota is filled and the party continues their adventure to Plagoon.
The Treaders continue their deal with Ka'lisa and go to the temple where supposedly the cult they are targeting resides. Discourse ensues within the group determining how to proceed with their goal, but they find themselves unprepared regardless.
Our party who recently decided on calling themselves the Treaders make their way through a portal and find themselves in a place that is strangely both familiar and different.
In this final episode of unsung heroes our heroes finally fight the battles they had been preparing for.
With each member of the party now in possession of a small fortune they are told they have a year to prepare for the final battle.
Continuing their plan the party meets with the mayor in order to report their findings and also accepts a job to receive an ancient Pyratian obelisk. However before they leave they have some shopping to do and downtime to kill.
The party wraps up their experience within the ancient city and must decide what to do next. Eventually they decide to go to Plagoon with the plan to report their discoveries to both the Church and Mayor.
After Elana's confrontation with Ka'lisa the party decides to go to the ancient gnoll infested city.
Unsure of what to do next the party must discuss what they believe they should do. Tensions are high and they are unsure of who to trust between the Great Maw and Ka'lisa.
The party equipped with the melon hole filler returns to the large pyramid but realizes the door will take quite some time before it fully opens. So in order to pass that time they return to Pyratus in order to regroup, invent, and head out to meet Tellius.
Continuing to explore the pyramid, our adventurers find a variety of things (mostly clay bars) and meet a new friend who happens to be a “co worker” of Alena. Eventually they complete their objective and begin heading to their next destination.
Our party discovers that to enter the pyramid they have traveled to they need to find a key. As a result they travel to a smaller nearby pyramid where they hope to find the key but it will be more difficult than they first thought.
The group prepares and begins their long and difficult journey to the new archeology site, but along the way they run into a few issues.
A variety of adventures come together at Pyratus and even though their goals and motivations vary they seem to be working together.
Green finishes his adventuring days while the rest of the party finishes their trial against aggression and finally decides on a name for themselves.
The party needs to solve a mureder next to exorcise the Devil's Triangle while Green tries to bring peace to Filgaria.
The party begins their attempt to dissolve the Devil's Triangle starting with Rose. Green however is sent on a different path.
The party executes their plan to persuade Rose to help them and afterwards find ways to kill time until the Devil's Triangle meets at the capital.
Our heroes go to the king for their next quest and take an interest in the one involving Aatraxia and gathering the Devil's Triangle.
The party frantically continues their attempt to bring peace between the Fang and Brotherhood despite the setbacks of sabotage.
The party begins their quest from Sir Sneak but along the way they realize something is seemingly wrong with their perception of the Fang.
The party leaves Ect and continues their journey to the Psychedelic Forest where the Brotherhood's camp is located. While there they meet Gardinius and instructions for what to do next.
The party enjoys a lovely dinner with the king and have some interesting conversations with the king and some of his councilors. Afterwards they are sent on a mission where they get interrupted by scheduling issues before they can finish the session.
The party finishes their business in Soos and decides to travel with Green whom the king has requested an audience with.
When investigating the Bittleburg Estate our party learns of the nefarious deeds that Bittleburg has committed and meets a new friend along the way.
The party makes their way to Soos where Haera and Leon each have a reunion with their family. They later decide to investigate the Bittleburg Estate in return for some help from the mayor.
Dierik makes a deal with Rose to meet his father with the condition that he needs to grant her a meeting with the captain of the Ordinance.
Taron makes a friend on the Ordinance while Leon and Haera look for a boat named the bouquet where Dierik's father is supposedly located.
After Haera's capture Leone tries to meet up with the rest of the party so they can save her. During that time Taron, Dierik, and Sally get to know each other better and Make sure Harold has an apprentice.
With the help of Sally 6 blades our party is able to escape and recover Will. Things may seem great now but these actions have a few unintended consequences that may come back to haunt them.
As a majority of the party tries to escape the slammer Dierik meets the help he has asked from Jenu in the form of Sally 6 Blades.
With the entire party united our heroes return to Will's home with the intention to learn more about his strange disappearance, but this time they aren't the only ones there.
Our divided party further investigates Will's home and returns to meet up with the rest of the party. The party then regroups and decides they should go back to Will's place with the whole party.
Our Party decides to begin looking into the whereabouts of Will and split the party to do so. While one half of the party learns more of where the rabbit hole that is Will's disappearance goes, the rest of the party is left at the Rusted Grape.
Our party is now split with half trying to interrogate captured bandits and the other half infiltrating the bandit's camp.
Our group plans and executes a strategy of defense against the bandits terrorizing the vineyard.
Our party learns of a vineyard in need of help and decides to answer the call. But first they want to look around town before they go on their first quest.
Four adventurers meet in a tavern who unbeknownst to them had experienced a shared dream a month prior. Is this fate? Who knows but their journeys will certainly be interesting to watch.