The crew decides to don their spy clothes to undercover the mystery of the Happy Sunshine Orphanage. Can they steal any real information from under the watchful eyes of the workers? And what secrets does the nearby skin merchant hide?
Shira meets her families old friend face to face, but can she convince Brekt to help? And will the rest of the crew be able to rescue the children of the Happy Sunshine Orphanage?
Shira stalks into the cellar of Brekt’s tower, looking for it’s hidden owner. Meanwhile, the others decide it’s finally time to save the children.
The remaining members of the crew break into Brekt’s tower to rescue Sapphire and Shira from the police. It might be a little more difficult then just fixing a gutter though.
Undeterred, Shira and Sapphire infiltrate the mysterious brass tower that should hold a clue to her family, as the rest of the team rolls up to provide support.
Can Shira survive the dangers of her own curse, and the deadly magic of her own comrade Sapphire melody? Can Pegasus find the proper lie to explain why they’re standing in a dead man’s private room breaking his stuff???
Our team continues to butt their heads against the mystery of the golden accounts room, while Shira and Sapphire melody ride into soggy Little Occam, looking for answers.
Our heroes stumble on something mysterious, and search for what’s hidden beneath the surface. Meanwhile, Sapphire Melody goes on her own adventure through Shira’s belongings.
Our heroes in the secret dock prepare to cause a ruckus and widespread chaos, as Shira carefully peels back the envelope on an old, lost letter.
Can the players infiltrate the secret dock without instantly and immediately alerting every single murderer to their presence? And is doing that easier or harder than granting new life to a many eyed new friend?!
The players engage in a one on one fight with giant construction equipment over a definitely lethal drop. Also, shopping!
Our heroes decide to investigate the hidden room of the Tower of Commerce, rather than burn it down immediately. After all, it’s not like there’s any real danger there is there? Meanwhile, Shira and Sapphire Melody attempt to enter to the mysterious marked door in Wintershome, hopefully without also destroying everything.
It’s time to break walls and break necks! Time to shatter stone and the daily commission rate of textile salesman. Time to harvest toothpaste and consider harvesting bones.
Determined to take the fight to their enemies a little bit, the team splits up. One group heads back to infiltrate the Benbow Inn, while the other head the investigate the Tower of Commerce. Can they find the secrets of the tower with pure stubborness?
Their business complete, and their names forever etched into the halls of athletic competition, our heroes prepare to leave the smuggler’s tavern when something unexpected stops them dead in their tracks.
The whole team meets back up, and decide how best to use their stolen prize. Use it to destroy their enemies? Sell it for an exorbitant fee? Crush it into dust and have Beans eat it? Endless choices. One thing is sure though, something is going on in Smuggler’s Cove.
Pegasus is forced to make a decision, can he save Sapphire Melody while avoiding getting killed by a squad of heavily muscled thugs and Melody herself? Meanwhile, the rest of the crew steps foot into Smuggler’s Cove for the first time in awhile, and find much has changed.
Prize in hand, our heroes look back on the warped inn and wonder what powerful magic they might just be handing over. Is the money worth what might happen?
It was supposed to be an easy job. A quick buck. But now our heroes are staring down an infinite stretch of empty hotel halls, and it looks likes they’re gonna have to work for their paycheck.
When Lolani left, she didn’t just leave behind friends and good memories, but also dark, unfinished mysteries. What lurks inside the once warm Benbow Inn? Can the players get a quick payday and survive?
Our heroes are between missions, and that can only mean one thing! A calm and complete inventory of the current state of Atla politics and recent events, with a focus on linking previously acquired errant facts into one cohesive answer. Or we could totally just go shopping!
Our heroes had plans. They had shopping to do, side quests to manage, tasks to get done. But that was before this morning, and now the only thing that matters is figuring out what happened.
Only half the crew got to see what was waiting for them as they woke in the morning, so that means we still have more to see! And no matter how much some of them, and us, might just want things to go back to way they were, the world seems changed forever.
A carriage bounces through the streets of Little Occam, battered and torn by the storm in the night. Where is it taking Sapphire Melody? And will the morning bring relative safety and comfort to our heroes?
Another adventure complete! Time to divy out the treasure, and head home for a round of relaxation and rest. Home is where you lie your head, where nothing hides in the corners of your eyes, waiting for them to close. That would be ridiculous!
Explosives ready, and finger hovering over the button, it looks like Pegasus and Sapphire have run out of time! How can they possibly keep the house from being turned to splinters?!
Never not be running! The team rushes to plant the bombs, but the constant assaults on them have begun to take it’s tole. Meanwhile, Pegasus needs to make a decision, exactly what is he willing to risk to do the right thing? What is he willing to do?
Pegasus and Sapphire drag their employer into the haunted house, hoping beyond hope that they can find a way to fix everything. But can they find a solution before the others finish traversing the hellscape of the cellar, and set the house to blow?!
Our players head quickly back to the haunted manor, armed with explosives and determination, ready to end this nightmare once and for all. But Pegasus just can’t accept these dire circumstances, and tries to find another solution.
The debate rages; will our heroes destroy this ancient elven manor to rescue it’s new inhabitants, or preserve it? What black market dealings, what shady methods will they have to turn to, just to do the right thing?
Dweezil is taught some important lessons about respecting others during courtship, and our heroes attempt to ask questions from the worst fantasy source: a magical beast that talks only in riddles.
Shira Snow has only few moments to question the head bursar before her crew bursts in and stomps all over everything (including the head bursar), and inform her that they actually have a plan.
The lightning fast minds of the new Dream Team scramble to find the most effective way to salvage their heist, as the others attempt to find the best way to squeeze a librarian for information.
The realization that events are beginning to move away from their control hits the players, and they scramble to form some kind of concrete plan. Will this desperation lead to success or just more petty vandalism and theft?
And so our heroes venture forth to the north and south, to thwart their rivals from entering Sielle Manor and to be very rude in a private library.
In true, altruistic, heroic fashion (and not because they’re terminally afraid of contracts and paper) the players turn down Sveaskog’s form, and begin an investigation. Because if there’s one thing they love, it’s solving puzzles and finding the truth!
The confrontation with Lord Sveaskog is on! But can our player’s suss out the truth under the ever present gaze of the much-more-virtuous Dawn’s Knights? Or will they be forced to murder random completely innocent employee’s of the estate?
Leaving the strange, quiet, gross halls of Sielle Manor, our players exit back into the normal world. Will they work together with their rivals to accomplish good deeds, or will their own inability to not bend and break the law be their undoing?
What’s in the basement forest? A strange portal? More monsters? Friendly faces? Perhaps even the truth, and with it even more questions. Hopefully they don’t just light a basement filled with wood on fire.
Our heroes push further into the nightmarish heart of what was once a proud manor, and attempt to decipher the means needed to access a secret room deep within an old fire pit. Someone is waiting for them down there in the dark.
Once again. two burly men square off, bulging and scowling. Will Ragna maintain his man-streak, or will Uncle Morty break the chain? No matter what happens, there’s gonna be a lot of unintelligible screaming and roaring.
It’s time for experiments! Time to play with severed fingers, shifting columns of meat, living barriers, and a single page of names.
Our heroes reunite even deeper within the strange confines of the Sielle Manor, and slowly the mystery of it’s previous inhabitants begins to unravel. But what about it’s current guests?
Except for one or two moments of sheer, unrelenting terror, or players have managed to proceed in a mostly calm manner. But what happens when some people are determined to punch dogs in the face, come what what? Can the re-united dream team last longer that 10 minutes without imploding?
Our heroes retreat from the forest into the adjacent rooms, but find they contain more than hints of a dark past. While they may appear to be mundane bedrooms, they each contain something strange. And of course the best reaction to something strange is to stick your face in it!
The adventure moves out into the strange forest, a noisey, secretive place of dark pockets and low animal murmurs. How long will the quiet tension hold, before the wild looses it’s dangers on the players?
And so the players meet their new rivals, and rush to complete the job before they can be stopped. Visits from grandma, very large locks, and copious amounts of semi-congealed fat await them in the hills of adventure!
The “heroes” decide to head home and call their vacation off before they destroy another hospital, electing instead to choose another job and head out to meet their employer.
The stonemover is mere feet from a paper-thin hospital filled with mind-controlled, injured innocents who battle our heroes alongside a shadowy assassin who appears invincible! Maybe next time the players will take the day off at the beach instead.
Bringing a semi-king back to life is difficult, as the player’s quickly realize talking to the medic of Mafic Road! The ingredients to nullify the poison are both rare and questionable, and powerful foes stand between them and their goal.
Extended falling sequences, battles with Days of the Week, and dealing with irate ER doctors. Today really isn’t turning out to be a relaxing day off for our heroes.
Our player’s decide a semi-dead gnome lord is too pressing a problem to ignore any longer, and journey to Mafic Road in search of truth.
No matter how far we come, we’ll never forget our roots. And those roots are shopping. The players need to buy some specialty equipment, and maybe even return to a quiet old building by the lake.
Our heroes decide their to-do list might be building up little bit. Better take a quick break from proper jobs for a little torture.
The player’s gather at HQ to select their next adventure, but before they can get to work Crim asks them to run a quick errand. What, or maybe who, is waiting for them?
Ragna finishes dealing with an over-zealous Shira in the night, before a new dawn breaks, and our players set out for another day’s labor.
Crispin thinks he can go home and get some sleep, but he’ll soon learn that in Atla the night is for secret magics, debauchery, whispered truths, and quiet adventure.
Finally, the question of the Copperpot family is (mostly) answered, and it’s time for the player’s to return home to their entirely not-threatening homes to rest peacefully for the night.
Our heroes despair, how can they save those changelings left? The problem of children without bodies seems an impossible one, and the players decide to seek counsel from Pal on what to do next.
Before our heroes can reap their reward, they need to act on what they know. Who’s a changeling? Who isn’t? The only sure thing is that once the players make a choice, there’s no going back.
Our heroes realize it might not have been the best idea to enter a magically sealed building that’s filled with only fire, monsters and civilians who require rescuing. Can they get out unscathed? Will they rescue the Copperpots? Will Shira’s only dress survive?!
Amidst the smokey green void that was once a family home, our heroes are faced suddenly with the true danger of this disaster. Can they make it out alive and intact, and still rescue the Copperpot family? Or is that too much to hope for in the midst of such a situation?
The Coppershine Estate burns under the dusk with the Copperpot family inside. Can the players make it to them safely in time, or will a shadowy figure in the crowd doom them all?
Having narrowly escaped death and paperwork, the team meets to infiltrate the nigh-impregnable home of Derek Murphy. Maybe they’ll find themselves one step closer to the truth, though the fateful hour of the party looms nearer than they’d like.
The new and improved Dream Team head into the Eye of The Basin. Can they the secrets inside, or will they be destroyed by their own hatred of puzzles? And can Dweezil solve the puzzle that is the Happy Sunshine Orphanage?
Our heroes search The Basin for Senjer’s secret lab, but nothing’s ever that simple. No one seems to have heard of “The Eye”, they’re being followed by a mysterious cloaked figure, and Dweezil just can’t find a good tapas place anywhere.
Our heroes head for The Basin, the darkened shadow of the Lower Bailey. Will even their first moment among it’s folds change them irreparably?
Our heroes decide to go deeper. While one team deals with the Night Machine, the others look deeper into Robespierre’s murder and Lord Copperpots charity. But can so many mysteries be solved at once, and what will it cost them to find the truth?
While the main group of our heroes decides on their action, Shira and Lee Bronne hear something strange and go investigate. Can they get along for just enough time to search the house?
Bonus One Shot! In this episode, we try out the free-form roleplaying game Everyone Is John, in which the players make up the obsessive myriad personalities of an insane narcoleptic.
Is lighting a building on fire enough? Of course not! There’re far more ways to ruin a home than just fire, let’s have the player’s demonstrate on Ragna’s home!
It’s time to get naked! The players assure me it’s for purely tactical reasons, that it’s all bussiness. What truth may come to light, when it’s all laid bare?
Our heroes decide to go have a “chat” with Lord Copperpot, while the Dream Team heads back to Little Occam, just to make sure everything’s okay. What could possibly go wrong?
Everyone finally meets up and they’re all carrying bodies! Some living, some dead, some maybe soon to be dead? Will heroism win out in the end, or will the players plunge further into the depths of villainy.
With the comatose body of Robespierre in tow, four of our heroes head towards HQ. But Lee Bronne and Melody have other plans. Dark plans.
The group splits up, each pursuing a different mystery. The Night Machine, Robespierre’s Death, and the titular Crow’s Nest. What will they find?!
Our remaining heroes awaken groggily to the morning, but the ghosts of the past refuse to disappear. Old questions yield new answers, and with them, new problems.
The players wake from their not-so-peaceful slumber to the next day, but Lee Bronne and Melody continue their hunt for their elusive and deadly prey.
Our heroes head home, tired after a long day of troubleshooting. But the day isn’t over yet, as Lee Bronne and Sapphire Melody head out into the night, hunting for their rivals.
And so the players have been caught in Jacker’s trap. Will they make it out? Can they make it out?! Or will they lie trapped in the sub-basement until their peaches and pickles run out?
The players try to end their fight with The Midwife without getting turned to meat chunks. But perhaps it’s not the monster they should fear, but something else entirely!
With a few final questions for Moorchild, and some theorizing as to the nature of the mangrove mystery, our heroes set out to do battle with the terrifying monster that lurks so very close. Can they be victorious?!
Amidst the floating mangrove islands, the truth will be found. What are the dolls? What’s that bird thing? Who are the crab people?!
Underneath the Coppershine Estate lies a wonderland, but is this a happy place, or does danger lurk just barely under it’s brightly coloured exterior?
Our heroes attempt to corner their prey, and then, it’s time to discover what secrets this house truly holds. What truths will our players learn in the depths of night?
Get that sniper! The heroes chase after their unknown assailant, bring axe and magical fire to bear down on the villian. Meanwhile, Melody attempts to babysit Cyprus.