Charlie invites the prisoners to acompany her to Raesha Vicai and learn the origin of the black pearl.
Enemies reveal themselves, and a secret comes out.
The games begin, but what sinister plot is running alongside them?
The Accountant and Dreamer become champions of the Radiant Games.
The gang learns about the true nature of the black pearl, and the threat posed by The Everheir Empire.
The gang tries out flirting then clears out the Jruska catacombs of danger.
The Shadow Prophets chase Therron Rithe into the Feywild.
Rithe and the Shadow Prophets clash in the Temple of the Deck.
After leaving the feywild, The Shadow Prophets must find a way back in time to prevent the apparent apocalypse that awaits them in the future.
Back in the correct timeline, The Shadow Prophets chart a course towards Mt. Dunrar.
Safely landing on the shores of Mount Dunrar, the group heads into the active Volcano.
The Shadow Prophets arrive at The Crimson Sanctuary, finding more dangers than they could have anticipated.
The group pursues Nil through the Crimson Sanctuary and runs into trouble along the way.
The pursuit of Nil Aternox leads the Shadow Prophets into an ancient spaceship.
With a lead on their long lost brother, Nero asks the group for assistance in finding him.
The group agrees to save Slenderbard from the slaver Cassian Grimlock, but that means navigating the Feywilds.
The team searches Amissa Aestate for Slenderbard, learning it was the previous home of the elven oracle, Etheria Dawnsong, and her dragonborn knights.
The group makes a new friend and expunges spirits from a haunted house.
The group prepares for their jailbreak, and follows Stabby’s lead on where to find the Book of Vile Darkness.
Slender, Jadeth, and Juno set off on a journey that brings them across the continent of Par’Adeus in search of a beacon of light and a promise to fulfill their deepest desires. The trio is ambushed by bandits in the woods, but are able to fight them off and rescue a “dog” named Spike. They are met by an ancient druid woman that guides them to the nearby town of Olemnar before disappearing into a portal in a tree.
The trio arrives at the town of Olemnar, but the guards halt them at the gate. They demand why the group has come into town, and Slenderbard convinces them he’s a merchant, gesturing back to his mule caravan. Juno lies that she’s visiting her sick family member, Deadward. Being terrible at improv, Jadeth jumps onto […]
The group sits down in the inn to discuss a plan to protect the bullywugs and also ensure the village has access to water. They think that the situation may be able to be resolved peacefully if both groups can reach an understanding, and they decide to visit the mayor to get his take. The […]
Welcome to the magical city of Argosia! Do not go into the lake!
Is it love? Death? Doom? Or just so, so many spiders…
The mysteries of Mount Mythrin continue
Yet somehow none of these are the most dangerous thing on the southern isle.
Catbot appears to Ashen Cabaret in a dream world with a bizarre quest!
Ukko and Ashen Cabaret find that nothing in the land of dreams is ever what it seems.
The city of Thornwall needs heroes, but they unfortunately got stuck with Ashen Cabaret.
The unexpected death of a friend is overshadowed by a soul binding deal.
Jadeth takes the gang to her best friend’s house for a slumber party!
A return to the ocean leads to Ashen Cabaret being pursued by the weirdest thing yet: an island.
A tale of pirate-y heroics, a mage lost to the ages, a cursed frog, a family reunited, and a confession from a tiefling.
After completing his trials, Ashen Cabaret meets with Thalazor.
Slender and Jadeth learn of old rivals in the city of Port Darwin.
Another journey through the border ethereal leaves Ashen Cabaret on edge.
In their pursuit of Vesk, Ashen Cabaret finds themselves in an underground city full of vampires.
Merrimentus invites the gang to particpate in his arena.