Join four pen-and-paper game fanatics as they journey through the alluring, vibrant land of Lavenlyn - a fairy tale world of dark intrigue, misty forests, and old gods. Justin, Patrick, and Madelyn take on the roles of fantastical adventurers in this actual-play RPG show, using a game created by theā¦
The party comes face to face with a fortress of might and magick. The fate of the world as they know it hangs on a thread. Can they prevail?
Preparations complete. A trap set. A barren battleground. Will it be enough?
An ancient door is opened. A mythical blade is reclaimed.
The party comes to blows with a magick parasite.
Climbing deeper into the core chamber, the party does some dreaming, exploring, and trouble shooting.
The temple's dark history begins to be unraveled.
Delving deeper into the maze, the party discovers a series of nooks, hearths, books, and a few unnerving works of sculpture.
The party begins their foray into the Temple of Light.
The party races to break the curse plaguing Vyrmoor.
A happy reunion at the place where it all started.
Cade County, 1985. A small cell of the Program investigates a series of disappearances on the border of the Smoky mountains, the lot of them unprepared for the horrors that will unfold in these dark hollers. Sensitivity Warning! The following episode depicts or otherwise audibly portrays the following subjects: Mentions of vomiting. Mild gore. General body horror, disfigurement. Insects and insectoid-like creatures (no spiders). The violent use of firearms against fantasy monsters.
The necromancer takes flight, and the party gives chase.
The party squares up with an ancient, sinister giant.
The Sunder on the horizon, and some trouble, too.
The party makes their way through a perilous swamp.
While their caravan of allies rest up for the journey ahead, the party delves into a forgotten chamber to plunder for useful tools in the fight against Zael.
Now safe, the party begins to connect and communicate with the Heart of the Plants.
A powerful new ally awaits the party within Glisten Gulch, but their old foes reached their goal first. An ambush is sprung, and a storm of steel and magick ensues.
With Spadefoot reunited with the party, they amass their small army, connect with old friends, and plot against the dragon under a shimmering dawn.
The Temple of Clay found, Spadefoot enters in hopes that the old hero Moragack will be willing and able to ground his soul to this world.
The Fellowship of the Foot take their last stand against the Paladin of Zael.
The Fellowship of the Foot ventures into a massive, ancient wall filled with militant goblins - but all is not well within the wall, and navigating it will be their most dangerous challenge yet.
The Fellowship of the Foot comes head-to-head with the Zael's strongest warrior.
Three guardians of blade, bow, and magick guard our white-furred hero as he trapezes through the Crystal Forest, but old dangers and new lurk in every nook and cranny. Protecting the faun will be no small task, and Spadefoot's childlike naivety may prove the guardians' greatest hurtle.
With ancient memories on his mind, Spadefoot begins his journey to ground himself in this world. A vicious foe stalks him through the snow. Three guardians rear their head.
Their hearts fueled by the arrival of a great ally, the people of Yottle gather around to make a real plan. Emerald dances with the green king. Echo and Herbert organize the war effort. Gwydion warns about his homeland's dangers.
Inside Sunbeam's green tower, the good folk of Yottle gather together to hold council.
The party awakens to a raid on Jomes Valour. Their rumor magick and forged documents worked as the last nudge to sway the Crown in their favor, but the nefarious inquisitor won't go down without a fight.
It's deep night in Sunbeam, and the group has parted ways. They've each their own agendas to attend to - ancestors to visit tucked into the city's dark corners, swampland rituals to be completed, and tools of battle to be built.