Follow the Paladin Hal, Tibs the Wizard, and a Druid called Nobb as they embark on a grand quest through through a dungeons and dragons adventure!
The crew continues to explore this crazy maze and is starting to piece together the clues to complete the next challenge.
After an exhausting fight with a Brutis, Hal, Tibs, and Nobb find themselves with strange new effects. Confused as to what to do next, they hop back into the maze looking for revenge.
After successfully completing the first challenge of the maze, the crew continues to bumble farther into the abyss. Now guided by the aid of a rather odd robot called Brutis who will hopefully help them overcome blindness and jibbering speech as they continue to uncover more riddles and confounding puzzles!
The crew has everything they need to figure out the challenge before them. They will try overcome being deaf, dumb, and blind... at least two of those can be fixed, right?
The crew is lost in a neverending maze being chased by axebeak abominations. With very little to go on, they must continue to blindly find their way out.
The gang tries to find their way through the maze, but will they be their biggest obstacle? Yes, yes they will...
The crew finds themselves in front of the circus where it all began. Will they be able to keep their cool and figure out what is happening, or will their temper get the better of them...again?
Hal reveals some insight about his past, Nobb and Tibbs try to sell their new products, and Lord X finally locates the infamous circus! It's about to get spicy in here!
Dynamite, enchanted bananas, and fresh biscotti recipes. Looks like our characters are having fun at Mo's Jo!
The gang barely makes it back safely! It's time to debrief with Mr. Tophat, decompress a bit, and have a sweet and tasty level up!
Disclaimer: This episode is currently unfinished. Thanks to an error, Max's audio sounds tinny and stupid. We are still trying to figure out if it was an error or if he really is just that annoying. Hopefully, we can get this sorted out within the following week. Pleases, *bear* with us as we sort this issue out. (That was a Nobb joke, if you didn't get it... you probably don't yet, but, like, listen to the episode.) The Crew sets off to finish the plan they set forth- cut the ghostly world off from all others. Will they live long enough to complete there task? Are they strong enough to destroy both orbs? Find out on this weeks episode of... The Table Knights!
The team finds themselves without a plan after defeating the giant goo monster. With nothing left but a war of ghosts and ghouls, where will they go from here?
The crew seeks out the edge of the world to fight a sea of ghouls and save a god. Will they be successful, or will the DM finally kill someone and attain true happiness?
Issac is finally found...wait, I thought he turned to goo? Maybe this plot twist will be explained while the gang tries to help the dead clear their waiting room.
The crew is off to help the ghost out. They made it through the war zone, but will they survive simple bureaucracy? After all, Ghosts are very particular about how business is run.
Listen along as the crew tries to overcome the obstacles of working together to make their way to the Ghostly Intelligence Agency.
The crew negotiates with Lord X for a lucrative business opportunity, we learn about the genesis of the Society of Provence (not SoP) ... And then things get a bit spooky.
It's time to level up, spend some gold, flirt with our friends, and meet Lord X...
After a quick bet, the group enters the palace to continue their search for Issac...they find more than what they were hoping to.
Nobb makes threats, Tibbs gets a woopie cushion, and Hal has a self-realization. All while searching the town for the missing Issac.
Nobb discovers there is a bank across the street from their inn...unrelatedly the boys get some new loot and a mysterious egg...
The crew is determind to find Grendelin's Polquet hammer, but not before breakfast.
The crew makes their way onto a beautiful island in search ofa mysterious city and their coworker Ivan.
The gang finally gets to spend their hard earned (and sometimes stolen) gold at the Society of Provence. They get their first mission, and to Nobb's dismay...paperwork...
The gang finally makes it to the big city, where they learn a bit more about what's going on.
Hal, Tibs, Nobb, and crew finally strike out, but will they make it to their destination in one piece?
Tibs, Hal, and Nobb learn a lot about themselves (and a little about eachother) as they await to leave The Village of Misfits.
Hal, Nobb, and Tibs learn they must help the village recover from being raided, but not before things get spooky...
Hal, Tibs, and Nobb board "The Leviathan's Ark" with hopes of a leisurely cruise to the Capitol…but we all know what happens to best laid plans.
Some new friends join up with Hal, Tibs, and Nobb as they get ready to set sail for the capital.
Join Hal, Tibbs, and Nobbs as they try to infiltrate... I mean "join" the thieves guild that has been terrorizing Grettenville
Hal, Tibs, and Nobb are forced to make a deal to keep them out of the big house.
Hal, Tibs, and Nobb find there way into the town of Grettenville through some less savory means. I hope you're not afraid of rodents!
The crew stumbles through the outskirts of Grettenville in search of the slippery Shingles Magee after escourting a merchant through a bandit infested forest.
With the disapearence of Hanselvania, our adventures decide to travel to Grettenville. Unfortunately, things tend to get a bit hairy when traversing through the woods.
And They are off! Join Hal, Tibs, and Nobb as they visit a zoo, win prizes, and learn their fortune in a traveling circus... All before the main event...
This is a quick episode explaining the pilot and first 3 episodes of our podcast. They are, to say the least, rough. So this is us helping you get to the good stuff (Episode 4) and avoid the bad stuff.