Crispin journey’s into the heart of his once rivals, Pals and friends, seeking new power, as the others prepare themselves for night. Things heat up a little faster than they expect though.
The group splits up after deciding on a plan, and each hero journeys out into the city seeking something important. They seek revenge, friends, the truth, and even hope for the future.
Lee Bronne rushes out into Mayfield, convinced he’s hot on on his rivals trail, while the the others continue the torture of the poor John Copperpot, convinced they’re hot on the trail of the truth.
Obsessed with revenge, Lee Bronne turns on Shira and hatches a dastardly plan for escape, while the rest of the party has their first encounter with the law of Mayfield.
Lee Bronne and Shira give chase through the dark depths of the earth, while the rest of the party attempts to figure out just how well you can put out a massive house fire by beating it with swords and axes.
Dweezil and Lee head down in the darkness of the coppershine basement, and find something a little more than pickled cucumbers. Something . . . alive.
A struggle ensues over the mystery of the Rowan Box! What could be inside, and what will our heroes do to find out? Destroy private property, kill innocents, light a building on fire?!
Our heroes journey to the quiet, unassuming home of the man they murdered deep in the forest, desperate to learn the truth. Does the quaint little home hold a secret? Can they lay down their suspicions of their new team member long enough to find out?
The descent into sin continues! Gambling, grand theft auto, assault. Will Roxanne’s new character help curb their behavior, or drive them further into darkness?
You can’t be hero all the time, sometimes you just need to give into those murderous impulses, that thirst for alcohol, and the allure of pop-themed montages.
You can’t be an adventurer, battling the hordes of evil every moment of the day, so let’s take a golf break! But is it really a break, and not simply an battle on the green, with golf clubs as their swords and balls as their magic?
Our heroes begin investigating the members of the Copperpot family, but they’re not the only ones out there with a job to do. Their rivalry with the other troubleshooting group begins to heat up, and a familiar third party makes itself visible.
The players go to meet their new employer, but find it strangely difficult to reach him. But don’t worry, with enough manure, ribbon candy, and wizard posters, anything is possible!
It’s finally time for our heroes to decide what quest they spend the next 60 years trying to beat! Will it be a story of familial love, a task of public service, or some aid for the youth of tomorrow?
The dark of the night falls away, taking it’s horrors with it. Our heroes wake and ready for another harrowing day of troubleshooting. Where will the new dawn take them?
Day 2 finally ends, and our heroes are rewarded with baths, beds and delicious vegetarian dishes. Now all they need is a long period of completely unbroken and totally uneventful sleep.
In what is most likely to become a theme, our heroes stare down the long arm of the law. Can they convince the cops that they had nothing to do with this mangled body they’re standing over?
The final battle with Pal commences, and uncertainty hangs in the air. Will they save Robespierre? Will Pal be conquered with words or with violence? Will Lee Bronne ever tell the party what he saw under the tower?! Will Ragna ever get to hear that song he likes?!
Our heroes get their act together and quickly conquer their foes before heading into the Tom Tit Tot. But what horrors await within it’s dark confines? And will Shira survive alone against Pal, having finally broken through the dome?
Climbing further up the tower, the players attempt to defeat the next group of Pal’s friends, but dissension begins to fray the team. Can our heroes regain their teamwork in time to defeat Carl and Not Carl?!
Our heroes race to find Pal, as discover a disaster waiting to happen. But everything is not as it seems. Who will discover the truth, and will they share their knowledge?
Escaping Pal’s illusion, the players waltz right into another. But is this another trick, or something more? And what do Pal and Friends have planned?
With our heroes victorious it’s time for the triumphant return home, to money, baths, and rest. Wait, what do you mean they have to figure out a way out? And who’s that?!
The finale of Smuggler’s Cove, but can our heroes finish in one piece? Vertical wind tunnels, angry kings, explosions, and way too many fish stand between our heroes and victory!
It’s time to decide what’s really going on. Our heroes visit the various people they’ve encountered on their desperate adventure, and discuss what they think is happening. After all, you need to be confident before you blow something up!
After a vicious fight with the remaining water striders, the mystery of the tower begins looming over the team. Will their pokes and prods yield the answer, or will it mangle them, violently and horribly?
The source of the blue is discovered, as is it’s guardians. Can our heroes win, or will they be too creeped out to swing their swords?
What mysteries lie in the depths and heights of the church tower? What are the partygoers, what happens when you stab them a whole bunch, and what’s that guy’s full name? Can the heroes figure it out without lighting Lee Bronne on fire?
It’s time to right the ship! What will happen as the winches are triggered? And what might happen if, just if, someone rolled a 1 during it? And while whatever catastrophe that might be rages, Lee Bronne and Shira begin their assault on the church tower.
Odette’s in trouble! Will they, can they, rescue her from certain doom at the hands of screaming monsters, or will they take the strait shot to the church now that the way is clear?
The mining ship explodes with kelpie! Can the players escape to the apothecary with their fantasy C4 without grievously injuring eachother? Gosh I hope not!
After taking council from a crazed, semi-lucid conspiracy theorist, the players finally make a concrete plan, and begin searching the various shipwrecks for tools to aid them.
Those who escape mount a rescue for those captured, and try to figure out what to do next in the face of impossible odds. It’s not all plans and strategy though, experiments are conducted, new characters are met, and a great betrayal takes place.
When trying to communicate with a strange, unseen, but seemingly all-powerful force, you should probably not start throwing money in it’s face or peeing on it. Just a friendly tip should you find yourself in a similar situation as our heroes.
When presented with strange cultists born from blood, trapped in an indefensible tavern, and moments from being overwhelmed by a army of crazed, screaming enemies, it’s important to keep your priorities strait. Because the most important thing in that moment is pouring a keg of beer over your bro’s head.
Who knows what awaits the player’s in the darkness of the sewers? Who know where the quest to find blue water will lead them? What darkness, what horrors, await them in Smuggler’s Cove?! Oh wait, it’s just party! That’s a relief! Ignore the episode title, everything is going to be fine!
A short meeting with the illustrious Robespierre` nets our Heroes access to the sewers, along with some unwelcome accompaniment. Can they ditch their chaperones long enough to find out the truth under the city? Can Lee Bronne really eat that much spaghetti? Will Crispin ever get a drink?!
Before our heroes can journey into the depths of the sewers, they need to journey to The Tower of Commerce, and seek an audience with the illustrious Prefect Robespierre. And they might as well stop and buy some tea while they’re at it.
Escaping from the magical doll house, the heroes continue on to their employer. The quest to find out why water is blue will be a treacherous one, filled with strange otherworldly rivals, talking birds, magical bags, and crabs!
A rift is created in the group on how to deal with the surprise marionette, and Shira storms out in anger. While the rest of the group decides what their first paying job is gonna be, she visits the Loggerspoole toy store, and attempts to figure out what sinister secrets lurk there. Unfortunately, she just might find them.
The battle over, Lee Bronne and Ragna try to discover the nature of their attackers, and clean some of the mess. The players wake and ready for their first day of real work, though not everyone reacts well to their nightly adventures. Lord Zappa in particular seems a little on edge.
While Ragna and Lee Bronne fight for their lives, the rest of our party relaxes in their homes, secure in their beds. Or are they?! One by one, the party experiences strange nighttime phenomena, unsure if they’re dreaming or not.
Lee Bronne finds himself all alone against a group of intruders! With the rest of the group out partying and resting, only his own cunning and ingenuity can save him now, but will it be enough? Or is this the end of this young hero’s story?
The task finally complete, our hero’s return the urn triumphantly to it’s “owner”. Questions still remain, mysteries lie unanswered, but there are more things to tackle than strange rings and strange manors. Like tidying up and getting crunk!
After deadly traps, deadly killers, and deadly fire, our heroes are almost home free! Just one more step, and it’s over! But Jack Honey and Sweets certainly aren’t going to make it easy on them. Did it just get really hot in here, or is it just me?
Well we got 9 episodes in before lighting everything on fire! That sounds like a success to me, though hopefully Shira doesn’t end up being a part of that “everything. With the group all together again, can they punch a fire into submission? Well they certainly will try!
And the action just keeps getting hotter! The players may have reached the urn, but things just get worse and worse. Can they figure out how to safely remove their treasure, all while dodging multiple traps, a violent psychopath, and an overeager young bard? Does Shira think it all belongs in a museum? And how many foreign objects can Ragna collect in his meat? Find out on tonights exciting episode!
The action explodes, all at once! Angry landlords, violent lumber, robot fashion police! Can our heroes stay in one piece long enough to repo some pottery?
Lee Bronne meets up with the rest of the crew, and makes sure to make the best first impression that he can. Bolstered by the addition of their obviously competent new bard, the team heads out to complete a small inconsequential task so that they might complete their first small, inconsequential task. It may or may not involve kneecaps.
The players come up with a plan to pay the rent that may or may not involve ransacking their bosses home, Lolani goes on a rampage in a toy store, and a new hero joins the fray!
Finally, Mortimer Crim stands before our players, and a life of adventure and heroics awaits! But first, there’s a little matter of a contract. And then, after all that hemming and hawwing over possibly signing themselves into a life of slavery, the players are given their first noble quest!
If only it was that simple! Having dealt with the crowd, the other players’ patience runs out when Dweezil Zappa walks through the door without waiting. Each of them hatch their own plan to get inside Crim’s office.
It seems like the players aren’t the only people looking for work. But just because there’s a massive and ever growing horde of violent sociopaths getting in their way, does that stop our heroes? Of course not! But do they have the chutzpah, and the tools, to get the job?
The adventure begins! We meet the players and their characters, who are surely destined to become the best of friends! Introducing Lolani the city guide, Dweezil Zappa the effete dwarvish noble, fantasy-Batman Shira Snow, the orc with a white picket fence Ragna, and the Worlds Greatest Sculptor Crispin Ascalon.