One-Shot: Chaos erupts in a toy factory, and it's up to the Goblin Night Shift Guards to come to the rescue.
The party seeks to save the Fae Realm in our show finale.
The party finds more than they expected when they approach the last known location of the Kidnapped Kingdom
The party faces a longer trek, as the quest was not fully agreed upon...
A new party, a new trial... A rag tag group meets at an inn with little more than an invitation to riches and power. Chaos ensues. Mostly, we wonder how long DM Jared will be able to survive this madness.
Deep in the mine, the party find themselves cornered - the time-traveling gem is "safe"... for now
The party enters the mines and learns many secrets about the past and present.
The festival of lights is half way over and an evil makes it's presence known.
Something sinister is happening with the King; meanwhile the party decides to do some investigation around the Castle.
Spooky happenings take place in the castle, the party gets transported to another realm.
A new item to fetch for Electrum, one that resides in the castle... The party takes the challenge.
Leaving the party that they weren't invited to seems tougher than it should be.
The first job from Electrum sends the adventurers to a party... Nothing could go wrong here.
A new city, a new party, and they are already breaking the law. The party gets informed of, and invited to a heist...
In the final battle with Keth, things turn deadly.
An ally comes for both help and to lend a hand as Keth nears ever closer to the mages tower.
In the fog, Vehari’s wild magic causes trouble, while evil grows closer to the party…
An old friend arrived to give some context and help to the party. Things are deeper than they seem.
A few guests arrive as the party tries to split the stone of power...
The underground forest throws deadly traps at the party - their only goal is to get out of there alive.