Tabletop Theatre takes you into the world of Tabletop Roleplaying at its best. Each month features a new Game Master telling a unique story in 4 chapters that we release each Wednesday of that month. Enjoy Fantasy, Science Fiction or the Supernatural? Then this is definitely the show for you.
After a bungling few days the investigation continues
A group of investigators are summond to the bed of a dying man in Arkham, MA. What could possibly go wrong?
Dr. Russ Wallerton and Jar Vis are back! This time they take a seemingly easy job to pick up a bounty on an ocean world run by tyrant lords.
In this harrowing episode Jar Vis and Dr. Russ Wallerton have a contract to bring an insane cult leader in alive
The party is still in the dungeon. It's the final part, what do you want?!
The party is still in the dungeon. It's the fourth part, what do you want?!
The party is still in the dungeon. It's the third part, what do you want?!
The party is still in the dungeon. It's the second part, what do you want?!
The party enters the dungeon or something. It's the first part, what do you want?!
The crew realizes the dust isn't quite what it seems
The crew realizes that they aren't alone on the station
The group finally catches up to the Collective
With one member in Jail the group takes a breather and figures out their next move
The group stumbles into a mild street fight
The group continues on their bumbling chase and somehow stumbles into a property deal
The Arkkala crew is back and off to find another evil doer!
The group finally has the book, but their quest isn't over yet
The group walks in on a ritual and everything totally goes according to plan.
After narrowly avoiding an all out brawl, the group finds a hidden door in the basement
After an eventful week, the group is one step closer to finding Alexander
After finding the information they were looking for, the group finally acts on it.
On their search for more information the group crosses the wrong Corpse Monger
After an eventful train ride, our group finds their way to an unsavory area of town
A group of strangers is brought together by a wealthy man that they each owe a favor to.
Our heroes finally meet the man who runs Barovia. After they broke a bunch of his stuff.
Our heroes learn about the consequences of breaking into someone's home
Our heroes finally take Strahd up on his offer to join him for dinner. Nothing bad can possibly happen
The group tries to stage a murder mystery... Kinda
In search of a missing child, the group looks for some werewolves
The group heads back to Vallaki to deal with some unfinshed business
With the dress finally in hand, all that's left is to find Johan
With the dragon slain it's time to get all that sweet loot!
After dealing with the abomination in the well our group recieves a dinner invitation
After the tragedy at the pond the group heads up to the Abbey
After dealing with the Druids at the winery the group heads back to the gated town
After getting turned away at the gates of Kresk, the party makes their way to a winery to help make a delivery.
After dealing with the Burgomaster of Vallaki, the party parlays with the other prominent family in Barovia
The group tries to gather more information about the missing person, but miscalculates how much they can get away with
The group is called upon by the Lord of the town to help assist him in finding his missing maid.
After a fierce fight with some Hags the heroes recover and make their way to the nearest town
The pies were pretty good, but the Hags still have to die.
After recieving a cryptic reading from Madam Eva, our intrepid adventurers continue along the road
Our heros start to discover that Barovia isn't exactly a hospitable place and cross paths with Madam Eva
Our heroes barely survived the Murder House. And are relieved to find themselves back outside... but should they be?