A live-play D&D Podcast.
The group comes to the aid of a crestfallen family in the Village of Barovia.
The group confronts what lurks in the basement of the Durst Manor.
Belsa, Ramseur, Mats, Irma, and Vypra delve deeper into the secrets buried below the Durst Manor.
Our adventurer's seek answers within a creepy old house in the Village of Barovia.
A group of misfits gathers to investigate a strange band of travelers taking up residence outside of Sharnholme.
The Fairisle Four report their progress to Gunni, and get a new lay of the land after their bold incursion behind enemy lines.
The Fairisle Four push deeper into the hidden tunnels below the streets of the Stacks.
The Fairisle Four follow Nevine to the underbelly of the Stacks.
The Fairisle Four and their new friend Nevine enter the belly of the beast in Sharnholme.
The Fairisle Four ruffle feathers and make new friends.
The Fairisle Four decide what to do with the puzzle box, and search for allies in the viper's den of Sharnholme.
The newly named Fairisle Four set their sites on what happens after they leave the University.
The nameless group gathers at Darkcheek Manor after the harrowing events of the past week.
The Weavers encounter an old enemy.
The Weavers continue their search through Greydark Bellestrade's Masterpiece Temple of Ashar.
The Weavers continue to explore the Temple of Ashar, unearthing things that have laid hidden for a very long time.
The Weavers push deeper into the Valley of the Forgotten, searching for the Temple of Ashar.
The Weavers face the end of the trials set forth by the Ten Clans of the Great Herd.
The Weavers continue their trek into the Asharspires, seeking a guide in the Skygraves.
The Weavers race to make it aboard their skyship amongst the chaos at the skyport.
The Weavers wake up to a new reality and decide what to do next.
A collective retelling of the adventure from leaving Sharnholme to what's happening now.
The group set off to confront Gemma once and for all.
The group explores what lies beneath Anchorhold.
The group works to balance their new priorities with Johnny's revelation of a commitment he has.
The group executes their plan to simultaneously save Dorji and embed one of their own deeper with The Meek.
The group finds out just how far the corruption in Fairisle goes, and Paisley is invited to join the Meek by completing a disturbing task.
Things escalate rapidly as the group of hired hands continue to unravel the mystery of what is happening in the shadows on Loggerhead.
The newly gathered group of specialists find themselves at the pointy end of an assassin's blade while attempting to gather more information on the goings on of a shady organization.
A new adventure begins at the university spread across the chain of islands known as Fairisle.
The Weavers start to connect the dots, and cautiously make new alliances.
The Weavers continue their search for Greyegwyn Fargazer, and dark secrets are revealed.
The Weavers spend some downtime on the ship during their final stretch of sailing to the wondrous city of Freeport
The Weavers continue their journey toward Freeport, encountering surprises along the way.
In this one shot, Brian takes us back to the aftermath of the War of Ends and explores the culture of the little-known continent of Farkovia.
In this one shot, Brian takes us back to the aftermath of the War of Ends and explores the culture of the little-known continent of Farkovia.
The Weavers confront an ancient evil on Meric's Landing.
The Weavers discover the source of Meric's corruption and delve further into the mystery of his failed town.
The Everdusk gets lost in an oppressive cloud of mist and fog, and the Weavers discover some of the treacheries it harbors within.
The Weavers continue their journey to Freeport, far away from the charted trade routes
The Weavers spend one last night with Sebastian, Vinny, and a plethora of other friends, old and new alike, on the small volcanic island of Veriden Cove
The Weavers find themselves, once more, on the open sea, but this time they share a ship with a motley assortment of carnies.
While the Weavers deal with the fallout of political upheaval in Sharnholme, Sebastian Silas and his followers find themselves in peril, relying on a new ally to help them escape.
The Weavers and their new friend Vinny look to escape the chaos that Sharnholme has descended into.
A simple carpenter gets caught up in a web of illegal activity he didn't bargain for and seeks refuge in an unexpected place. The Weavers make their way back to town after the events in the Graywood south of town.
The Weaver's deal with the fallout of their conflict with Esmeralda, and search for a way back.
The Weavers explore a house that hides many secrets, and find themselves face to face with a terrifying power.
The players discuss what is happening in the story so far.
The Weavers push further into the loop bog, following a trail that leads to Esmeralda.