Inglorious Bards: Recent Episodes

IngloriousBards

Untold adventures still await you! Listen to the Inglorious Bards battle strange beasts, thwart evil plans, solve mysterious mysteries, and do something with vegetables that will make your grandpa cry. ... I'm talking about chopping onions. The Inglorious Bards!

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The Wake, an airship of unknown origin and impossible magic, carried the Guardians through countless adventures before meeting its end in Kanebren. When the elementals imprisoned within its engine finally break free, they unleash years of rage in a storm of destruction. They want no ransom, no justice, and no mercy. They want the Captain, and they will get their revenge.

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Smooth-talking scoundrel Jace Lawson has a foolproof plan to escape the Oubliette: break into the hangar, get to his shuttles, and leave everyone else wondering how he pulled it off. The only complication is surviving long enough to get there. Fortunately, the Guardians bring all the muscle and firepower he could ask for, and they're eager to use it. Good thing Jace never worries about the odds, because to anyone else, this would look like an exceptionally bad idea.

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The Guardians are sentenced to life in the Oubliette's dungeons. But when a mysterious benefactor offers Sabynne a perilous quest for their freedom, the promise feels too good to be true...and too dangerous to trust.

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Ripped out of their reality, the Guardians find themselves bound as slaves and forced to kill for the entertainment of thousands of spectators from across the Planes, or die trying.

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Calienvaroe is held captive by dragons and drake in a tall, ruined tower of an ancient fortress. Sabynne and Vessel attempt to rescue her without alerting the Drakes. Luminara's visions of the future predict that countless lives will be lost if they do not succeed. Zaldor makes a plan for escape no matter the cost of sacrifice.

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The Guardians fight a horde of Dragons to the death with the help of Luminara, an ancient Omen dragon and ally from their past. But Luminara did not arrive by chance; she is here for a greater purpose and requires the aid of the heroes if she hopes to succeed.

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The Guardians achieve the impossible, recovering an ancient relic powerful enough to kill dragons. They set out to use it to rescue the captured Calienvaroe, but the dragons have plans of their own: hunt down and destroy every hero before the weapon can ever be used.

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Recap of episodes 71-75

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Ruins of ancient civilizations are filled with uncounted dangers, spoken of only in legend. When the Guardians seek a world‑saving relic within a millennia‑old Cheloran stronghold, they soon encounter the devastating defenses the Chelorans left behind, and realize with horror that they were unprepared for the sacrifice required to succeed.

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After Rook fulfills his contract, Sharemordren deals a devastating blow to the Guardians. As they reel from the loss, a glimmer of hope arrives: a message from a long-lost friend, brought to them by an unexpected ally.

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Despite their many achievements and immense strength, the Shields of Calaviaire are swiftly humbled when they come face to face with an ancient dragon. Zaldor moves to punish Stevel for his foolishness, while Jericho sends Galen to an alternate dimension for a brief but pointed “time out.” When the group uncovers the truth about the Key to the Quiet Room, Ansgar is struck speechless.

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Reluctant and weary, Hemlock guides the Guardians back through the searing heat of the Magma Gauntlet with Shilara’s grudging assistance. Meanwhile, Jericho learns that the enemy of his enemy might just be a friend—for a price.

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Lead Wizard Mallbeck’s search for the cause of reality’s unraveling goes wrong when he accidentally creates an extraplanar bomb capable of obliterating Navarre. Jericho and Hemlock risk their lives to disarm it. Zaldor completes a months-long side quest that ends up breaking Jericho's heart, and Galen firmly reminds the Guardians that friends don’t let friends scout alone.

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Lord Ansgar Icebeard has been called a patient dwarf—but he does not like to repeat himself. When Headmaster Videl finally acquiesces and grants the heroes passage into the basement of the Luminae Academy, Ansgar learns a difficult lesson: one must be careful what they wish for.

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The moment the Guardians broke free of Xecsa, they were summoned to the Luminae Academy for an emergency meeting of the High Council. Calienvaroe was nowhere to be found—but in her place sat an uninvited stranger, one who made it unmistakably clear just how dire their situation had become.

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The Guardians reach the top of Vlesarra Technology and find Crystal Bell, the CEO and keeper of the location of the Key. The moment she leaves with them, Arc Sec 1 surges after them in a storm of chrome and gunfire, and a tireless hunter plans his attack.

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Vlassera Industries Headquarters is a beautiful monument of glass and steel. A hundred of feet above ground in the glimmering tower, 6 Neon clad heroes blast their way through security forces and titanium armored robots. They haphazardly smash through glass walls, fire a blaze of bullets, and slice with electrified swords because they need to make their appointment with the CEO and learn her secret plans.

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The season is recapped.

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The Krunk convinces Mac to start repairs on The Wake. The Heroes explore the army base, one of them becomes a cult leader, one of them tries a hand at genocide. Then they head to Vlassara Industries to track down The Crystalline Bell.

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The Heroes clear out the remaining Arc Sec guards and go on a search for something they lost in the transition to New Xecsa.

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Transported through time and reality, the Shields crash onto cement streets beneath towering metal skyscrapers, neon lights strobing, and ads erupting every few seconds. The city hums with dangerous locals and traps around every corner. Above them, a menacing flying fortress hunts for the out-of-place intruders. To survive, they must blend into this relentless cyber-neon world as quickly as possible, as there is no going back.

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The Wake barely crawls into Port Heath, a skeletal town clinging to the ruins of a fallen city. After hasty, inadequate repairs, Zaldor drives the ship straight into a raging magical thunderstorm that is a lethal barrier guarding Xecsa—a realm whose secrets are even deadlier than its storms.

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Transported through time and reality, the Shields crash onto cement streets beneath towering metal skyscrapers, neon lights strobing and ads erupting every few seconds. The city hums with Dangerous locals and traps around every corner. Above them, a menacing flying fortress hunts for the out-of-place intruders. To survive, they must blend into this relentless cyber-neon world as quickly as possible—because one thing becomes unmistakably clear: there is no going back.

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Chilloran magic is ancient, powerful, and difficult - like trying to read a cookbook written by a thunderstorm. The Shields of Calaviarre quickly discover that dabbling in it is less “mystical adventure” and more “near-death experience.” Galen makes a choice that changes two lives forever, and Goli is reunited with adorable wife.

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Vessel was created over 4,000 years ago to be a servant and support for the Chilorans. Today, he is once again fulfilling his directive deep in the vaults—this time for a very different group of people. Vessel will lead these adventurers through the underground labyrinth and warn them of dangers whenever asked. But Vessel will not do any of these things until he is asked—and that tiny detail could be the difference between life and death... especially for a gnome.

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We recap the last 5 episodes.

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Driven by a directive given millennia ago, Vessel leads the heroes into a labyrinth full of traps and trials that test their courage, fortitude, and intellect against the riddles of the Ancient Chiloran. But even if they survive the traps, they must still face the Hulking Automatons that await with their own directive: to kill everyone that is not Chiloran.

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Galen gets a break in his quest for Vedenite, and the group decides to cross an ocean beneath the mountain to reach it. Zaldor faces reprimand in his role as a Wizard of Selection, and Goli is dragged into an unexpected reunion.

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After enduring a brutal aerial onslaught of dragons, the battered Wake limps toward the legendary dwarven city of Shadow Hall. There, Lord Ansgar is hailed as a hero, while Goli faces consequences of choices he made in his previous life.

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The Wake and her crew barely escape the Iron Fortress, though the airship is left badly damaged. With no skilled craftsmen in Kanebren to make the magical repairs she needs, the crew sets their course for Shadow Hall, hoping to avoid trouble along the way. Jericho is reunited with a long-lost acquaintance, while Zaldor is confronted by a figure from his past—one who warns that ancient beasts are beginning to rise from their centuries-long slumber.

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The Iron Fortress powers on once more. Its systems groan awake waiting for their next command. Corridors glow with a cold light that reveals dangers previously concealed in the darkness. The archives reconnect to their databanks, exhuming secrets that were never meant to be discovered, and many people who thought that they were lost forever are suddenly, and violently, found.

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Jeremy recaps us up to date.

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Hugo holds up his end of the bargain, even as his thirst for revenge against the Guardians burns within him. Room after room unfolds before them, each passage leading deeper into the heart of the decaying ship. At last, they discover the means to awaken the Iron Fortress—and with it, all of its deadly protectors.

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Warily following their new guide deeper and deeper into the bowels of the Iron Fortress, the Guardians are forced to confront the horrors of what the Legion has done—and continues to do—to the people of Calaviare.

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Sharemordren's last know location, The Iron Fortress, rapidly decays much faster than time requires on the outskirts of Kanebren. As the Guardians descend into it to look for clues, they find that this rusting city is filled with unknown magic, otherworldly monsters, and some unexpected help.

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After overcoming their most formidable enemy, the Guardians are invited to stay in Kanebren and help rebuild. But just as things begin to settle, an old acquaintance resurfaces with a different agenda—with all of Verenn in the balance.

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Sent away from their beloved home by Lady Morrowind on a desperate quest for survival, Lord Ansgar and Goli have fulfilled every task laid before them. They sought out legendary heroes, recovered long-lost magical relics, and returned to Kanebren—bloodied, but alive. All of it, for one purpose: to defeat Baleroc—the Umbral Dragon. Now, alongside the Guardians, they cast aside strategy for action. The time has come to face the beast... or die trying.

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Jeremy recaps the season up until NOW.

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With the power of Osgaren and the keys to the Crystal Towers, the Guardians set out to infiltrate the ruined city of Kanebren. Deep within its crumbling walls waits Baelrock, the Underdragon. Any chance of Defeating him will take strategy, courage—and more luck than anyone’s willing to admit.

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Ansgar believes the fabled Protector of Calaviare holds the keys to saving Kanebren. But the Protector vanished into a town no map remembers. And if they do find him, will he answer the call… or remain a ghost of the past?

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After solving centuries old puzzles to reclaim the legendary Rune of Osgaren, the crew of the Wake must still face a monstrous danger in a massive cavern far below a mountain before they can call it their own. But even if they succeed, they will confront an even more powerful and enigmatic foe.

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The Source pulses through Goli, whispering secrets and granting hidden knowledge that draws him toward a mysterious, powerful artifact. Guided by the Source, Goli begrudgingly leads the crew of The Wake into an ancient, long-undisturbed fortress, but to the others, nothing makes sense—and their efforts to help only make things worse…much, much worse.

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The bumbling new captain and untrained crew of The Wake follow Goli’s questionable sense of direction in search of people who supposedly know how to slay a dragon. Galen gets recognized from a past life, and Zaldor, in a bold display of poor judgment, nearly dies by hugging.

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Jeremy with a big recap.

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Two proud and capable dwarves join the heroes on their quest to liberate the city of Kanebren from a monstrous threat. When the group teleported into what was supposed to be the heart of the city, each of them had different expectations—some imagined a dramatic arrival, others hoped for a magical vault with treasure, maybe even a tavern nearby. But not a single soul predicted they'd materialize thousands of feet in the air, surrounded by wind, clouds, and the unmistakable stench of death. So much for a grand entrance.

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The Guardians of Tabonry are no more. The heroes each close a chapter on the lives they once knew, unsure of their next steps.

Fortunately, they know someone who can see what lies ahead. Unfortunately, that future holds a threat that is ancient, relentless, and impossible to avoid.

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The Guardians have changed—inside and out. As they journey back home, they realize that their experiences have transformed them not only as individuals, but as a team. Some return feeling like heroes, others burdened by failure, and a few still haunted by unfinished business.

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Facing an onslaught of Castle Guards and the lethal Queen Shade assassins, the Guardians' hopes of survival were already razor-thin. But when the Ashen Queen HERSELF descended into the fray, their chances shrank to a mere whisper of possibility. And then, as if the heavens sought to seal their doom, the Jagged Witch—once their ally—turned against them. In that moment, hope wasn’t just lost; it was obliterated. The only way the Guardians could escape this tomb alive would be through a miracle, or a really REALLY stupid idea.

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Al Kenet grows tired of the childish games of sneaking around her palace. She is ready to claim the revenge that she has been dreaming of for centuries. The useful idiots that she brought with her have become a nuisance, and they are no longer necessary. The old world is dying, and the new world struggles to be born: now is the time of The Jagged Witch, long will she reign.

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A recap through episode 40.

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In the dark labyrinth of tunnels beneath the Ashen Queen's palace, Yannick is forced to let Al Kanet lead the quest. Her singular goal is the destruction of the Ashen Queen, and she proves that she will cut down and kill anyone who stands in her way, even the Guardians.

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The Guardians finally arrived at the gates of Kaseer, a formidable religious city state that is the seat of power of the Ashen Queen and her coven of Blood Witches. At the Gates, Zaldor reveals his skills in deception, Galen swears another blood oath, and Yannick desperately tries to keep everyone focused on their deadly serious task. But there are many distractions in the city, and their new conspicuous "ally" has an agenda of her own which comes with dire consequences.

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Exhausted, wounded, and barely conscious, the Guardians finally stand face to face with the Jagged Witch, Al Kanet. Unfortunately for them, Al Kanet has not been sleeping; she has been waiting for this fatal battle, so that she can once again taste the blood of her fallen enemies, and finally be set free.

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After what feels like weeks of travel through the labyrinth of Al Kanet's tomb, the dazed and stupefied heroes descend into the Jagged Witch's final resting place. All they have to do is defeat an entire coven of Forgotten Witches and Skeletal Mages, and submerge their hands in blood... hopefully not their own.

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Seeking protection from the Ash Queen’s detection, the Guardians direction must be genuflection but further inspection of the haunting projections shows bloody infection will mean their subjection.

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Jeremy recaps through episode 35.

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Galen gets fatigued trying to keep up with Geggy's grueling pace through the Jagged Mountains in search for the Tomb of Al Kanet. Fortunately, the path to the tomb is made clear with some help from Jericho's new friend.

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The Heroes were given 10 steps, each one is more harrowing than the last, that must be completed for there to be any chance for them to destroy the corruption in Thave. Step one is supposed to be a simple blood test, but blood magic, it turns out, is EXTREMELY dangerous!

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The Guardians are brought to a mysterious magical tower, seeking answers to their nearly impossible task of defeating the corruption in Thave. Zaldor is forced to face his past as he and Jericho bond over grief.

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The Guardians barely evade trouble in Sarveed on the quest to Kaseer. On their way, they encounter a stranger who requires their rescue, but Galen is convinced that they made the wrong choice.

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The Guardians are reformed and try to avoid detection as they travel to Kaseer. Zaldor has a couple tricks up his sleave, but to get into the capitol city, it's going to take a good pickpocket, a face, and a healthy dose of deception, whether Yannick likes it or not.

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Jeremy recaps up to episode 30.

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Jericho finally destroyed the bundle of silver cords that he and Hemlock had been seeking for days. The explosion created a magical created a magical mist that changed the faces of the Guardians forever, and when the mist lifted, the heroes found themselves surrounded by otherworldly corruption and a deadly enemy that plans to cut their reunion short.

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The Guardians survive Fenmarrow Forest only to learn that the road to Kreevorn is littered with assassins, aberrant creatures, and a fate that will change our heroes forever...

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Time stops for no one, and the threat in Thave grows closer and more dangerous. The Guardians find themselves desperate to answer the call, and to find the lost faces that Jericho and Hemlock so desperately miss. Unfortunately , time stops for no one and a difficult decision must be made.

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Hemlock ties up a loose end, and all the Guardians plan for a long, dangerous journey to Thave. All except Jericho, who is determined to do anything to find his missing friend. Even if it costs him everything.

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After a deadly confrontation nearly disrupts the celebration at Newall, Mayor Plen decides that he should hire some of the Guardians for a NEW type of job. Jericho and Hemlock struggle with the knowledge their friends are not who they thought they were.

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Jeremy recaps up to episode 25.

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Calienveroe has seen visions of the future. She sees the destruction of Verenn, or hope of it's survival. Which future unfolds will depend entirely on our heroes. So she tasks them to confront a great evil in Thave before it can bring destruction to Navarre. The heroes agree to begin their journey tomorrow, but first they have a part to attend.

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The heroes awaken in Tabonry to find it changed in their absence. The snow falls, the new wall is built, and the places that were once home are now changed forever. Yannick deals with being a living legend, Dash takes a stab at diplomacy, and Hemlock discovers that he is a hunted man.

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The heroes find themselves in the biggest struggle of their lives as they are confronted with mind bending horrors, deadly challenges, and the lord of this domain, Vestrath himself.

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Stuck in hell, the heroes find themselves haunted by visions, specters, and choices from the past. Dash lives his worst nightmare, and Yannick is forced to reopen old wounds.

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The heroes crusade across Hell to destroy a source of Vestrath's power. Jericho makes a sacrifice in an ocean of lava, and Galen gains knowledge of the deadly denizens that dwell in the deep.

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Jeremy recaps up to episode 20.

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On their continued quest to locate and vanquish Vestrath, the heroes make their way to the Ebon Sanctum, a mysterious floating tower which will require all of their wit and determination, and a lot of blood to breach.

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Granting the heroes wishes, Luminara the Omen Dragon transports the group further into Hell in search of a weakened demon lord. Be careful of what you wish for...

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Galen dooms himself inside the Demon Gate, but nor before receiving a foreboding prophecy. We soon discover that it is the first of many.

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The Bards all in mourning meet a new ally. And find a strange fleshy opening into the ground.

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Episodes 11-16 get recapped by Jeremy.

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With a massive object made of shadows descending towards Tabonry the heroes brace to defend the city.

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In a struggle of life and death, the heroes battle Old Mother and the follower's of Vestrath, and deal with he aftermath... and the bodies.

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A demon is going to be summoned into Tabonry at midnight. As time runs out, Agiri is given forbidden knowledge, Hemlock forms an unexpected alliance, and Jericho finds love in all the wrong places.

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The heroes are driven to investigate the assassination of Mayor Hale in order to clear Hemlock's name. But in their search for the smoking gun, they lose sight of the bigger picture and are harshly reminded of how dangerous the streets of Tabonry can be.

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The heroes go back to the bugs. They came, they saw, they kicked their ass. They also get involved with some political dances and dealt with being framed for a grievous crime.

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Jeremy recaps the first 5 episodes of season 6.

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Hemlock meets both a mysterious nemesis and a cautious ally who warns the rest of the heroes of their deadly fate if they attempt to rescue the missing Ysoki "Sticks."

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Construction on the wall resumes, thanks to the heroes. Unfortunately, the mayor seems to have changed the deal. Yannick struggles with bad omens, and Dash is visited by a mysterious stranger with dire news.

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The Heroes barely escape the vicious hordes in the mine, bloodied but victorious! Dash and Jericho keep a secret from the rest of the group until the last possible second, and the Heroes encounter ANOTHER demon...or so they think.

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The Heroes delve deeper into the deadly labyrinth of Denner's mine to dig out the final projection stones, but unending swarms of vicious, hungry, and humongous monsters make it a near impossible task. Undeterred, Yanick pushes Dash onward as Jericho and Agiri use every spell they've got to keep the group alive. Perhaps most importantly Hemlock and Galen find a new favorite means of killing!

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The Heroes investigate the destroyed wagon hoping to find exactly what they needed. However, to complete their quest, they must race into a mine full of horrors and poo.

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Galen's past and future come to a crossroads, and naturally his friends support him by making bets about his fate. Yannick tries to make nice with a Tabonry city official as he casually guides him to a near certain death. Also...bears!

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Jeremy recaps the first 5 episodes of season 6.

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Yannick tries to kill Agiri in an attempt to learn more about the mysterious glowing orb beneath the ruins of the Renarian Temple, and the heroes attempt to make good on their growing list of promises to the mayor, promises to Captain Vaynor, and promises to Kerahell. Well, two out of three ain't bad...

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After bargaining with the Mayor, the adventures follow some sage advice to investigate the ruins of the Renarian Brotherhood's stronghold that they hope to lay claim to as a new temple for Kerahell. They soon discover that the place is a dangerous money pit in more ways than one.

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After destroying a summoning circle and doing some light looting, the adventurers head back to Tabonry. They are met with a group of citizens trying to protest the building of the new wall to expand the city. They of course get involved. There is some shopping and some family drama before getting the most holiest of quests.

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Feeling wounded and cocky after surviving the first encounter with kobolds, the adventurers stumble their way through the White Hills, continuing their search for the evil wizard, Gazmore.

After a chance encounter with a mysterious messenger, they happen upon an ancient fort buried deep into a mountain. The horrors that they find inside provide more questions than answers.

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Season 6 kicks off with all new heroes and all new adventures. Adventurers Agiri the Human cleric, Dash the Ysoki kinneticist, Galen the Human thaumaturge, Hemlock the Fetchling gunslinger, Jericho the Gnome bard, and Yannick the Human champion get after it in typical Bard's style. The brave, new heroes gather in their hometown of Tabonry with plans to keep the peace and make some gold, but it turns out that it's much easier to make some enemies instead!

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This is it folks. The Bards give their thoughts and ask all their questions about Season 5!

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In the final episode of season 5, the Heroes are in a prison underground taking on the undead Lord Ry'Kal.

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The Heroes go into the cave looking to get some answers from the cultists. They get way more than they bargained for, as the danger and trouble grows the deeper into the dungeon they go.

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The remaining Heroes mourn the loss of their friend, and start on the road of vengeance.

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Having dealt with the smuggler Gulak's henchman, the Heroes get information that lead them to a nearby village that leads to deadly results.

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Lets get the band back together!!!  it has been 2 years, and the Heroes are still spread out across Caliviaire.  Coal attempts to round them all up to go after the Legion.

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The Heroes spilt up into 3 groups and go to separate ends of Caliviare to each repair a cascading arc simultaneously.  What could go wrong?    

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The Heroes split up into 3 groups, each traveling far into different directions to take care of a cascading arc.  Vessel and Fiona go home, Valamir and Arragus find themselves in a castle to the northwest, and Coal and Cavan go south and find themselves in a precarious position.  

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In the vast city of Kanebren the Heroes make contact with the Queen's Cabal.  They make plans, and discover more information on how to take care of the cascading arcs.

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Jeremy and a little bit of Seth recap the story so far.

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The Heroes get more weird messages, and have to fight for their life against nightmarish creatures.  

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Beneath the city the adventurer's hunt for treasure.  Valimir finds a new friend unexpectedly. This is a fun one. 

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The Adventurers, at the Cavalcade deal with snakes, cultists, and the leader of the snake cultists Krelik.  

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Jeremy does a recap of the adventure so far.  Enjoy.

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The adventurer's pay a visit to The Cavalcade and encounter a carnival-like theatre troupe. The heroes more than an eyeful and split a conspiracy wide open. Dingle-Dangle!

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Several of our adventurers deal with some internal strife and grief. Loss and change comes to many by the end of the adventure.

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After fixing the ley line at the magical mansion, the adventurers head back to hold off the execution of Valamir's father.  What they come back to is...alarming.  

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After calling in some favors on high, the adventurers finally make some headway in staying off an execution, so they can go on a journey looking for evidence to help Valamir the second.

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Jeremy does a quick recap so you can catch up on the season so far.  Enjoy.

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Having just witnessed his father magically shackled being carried through the streets accused of multiple murders,  Valamir rallies his friends to find out what is going on.  

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What are adventurer's supposed to do when presented with rare and well deserved down time?!  Maybe they choose to hone their craft, or do some community service, or perhaps they even gamble and drink their way through the Welcome Hall in search of the next adventure.  Find out!  

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On a new segment of the the show, the Bards go to the movie theater together and watch a film, and then review it together.  Their first outing is fitting.

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While Coal is off vacationing and getting more ominous information from an old friend, the rest of the gang are fighting for their lives in an ambush outside of the church.

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In the aftermath of the lighthouse battle the adventurers try to regroup.  They get presentable and go to the church of Soleen for a funeral and a ceremony.

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Cavan wakes up from his exhaustion sleep to a new friend, and an important decision to make.  The rest of the gang continue to slay hobgoblins in the lighthouse and happen upon something much larger is going on than a wacked out teleportation stream.

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Having defeated the shade warpers, the fell shade, and narrowly avoiding an encounter with a Lich in the crypts of the Church of Soleen, the adventurers once again help the University with a task that takes them out on the water. 

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We are doing something new this season folks.  Every 5 episodes or so we will be doing a recap of what hat gone down in the season so far.  Enjoy.  Let us know what else you would like to see by joining our Patreon and chatting with us on our Discord.

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Weary from battle, the heroes talk to Lady Veridor about the shade warpers and their goal. Out of solid leads, the heroes return to the Church of Soleen to find a surly priest in the temple and MUCH more than they bargained for in the crypts below.

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The gang scour the city to find the source of the shadow monsters.  Statues are prodded, telescopes are manipulated, old heroes are found.  Join us for another adventure.

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After finding the scroll the case they were looking for, and the thief Halbin, the gang make there way back up from the sewers to the city streets.  No sooner do they return the stolen items back the university that a new crisis pops up in the library.  

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With the party split things go a little awry for Arregus, Fiona, and Vessel, when they get into a scuffle with some thugs.  The rest of the gang Covan, Coal, and Valamir come in to save the day.  They continue the hunt for the thief in the guts of the city. 

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Season 5 kicks of with the new gang whipping through the forest.  Arregus the Halfling Bard, Cavan the Goliath Paladin, his brother Coal the Goliath Fighter, Fiona the Gnome Artificer, Valamir the Human Wizard, and Vessel the Warforged Cleric begin there tale in Verenn.

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Join the Bards as they create there characters for Season 5.

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The Prophets start the adventure in a quandary.  The CI Iggy is suspended above a hungry monster.  Professor Fein-Glas with his hand on the lever to drop him.  Tune in to see what happens and to see if the Prophets can succeed in there mission to arrest the drug dealing Tenko for the police.

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The Prophets are all set up for there undercover sting operation to entrap Tenco.  Things quickly go awry but somehow not to failure.

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Having left 918-B in shambles.  The Prophets return to the citadel.  They are given a new assignment and go undercover with the PD to take down a local thug.   

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Still on 918B things get dicey when the Prophets try to confront Dr. Gibbs.

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Finally on the secret facility on asteroid 918-B, the Prophet's plan to sneak into the base blows up...almost literally.  Using a space ship to melee bad guys, instigating a jail break, and trying to figure out there own morality issues....this episode has it all.

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The Prophets, having already decided to travel to 918-B, a rock in the middle of an asteroid field that contains Dr. Gibbs secret base, spend a ton of time doing absolute futile gestures on the Ark Rise station. When they leave the station, everything literally spirals out of control.

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The Prophets continue their investigation on the space station Ark Rise.  Having just been threatened by members of the Eclipse Domain, our heroes carry on cautiously.  Investigation, interrogation, a crazy giant-robot fight, and a weird space battle with drones add plenty of danger. This one is a lot of fun.

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The Prophets are on there crappy little shuttle in the middle of nowhere, investigating the are in space where the boy from the hospital was originally picked up.  Going to the closest point of civilization a trading station called Arc Rise.  Things do not go as planned... Because there is no plan.

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The Prophets fly their scrappy, little shuttle in the middle of nowhere, investigating an area in space where a strange boy was found.  They arrive at the closest point of civilization, a dangerous trading station called Ark Rise.  Things do not go as planned...

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The Prophets mop up the mess they made of the hospital attack.  After some investigation, a violent stop at a mining ship, and a tense awkward familiar feeling moment with a ranking officer, the heroes are left behind in the middle of space on a crappy shuttle looking for answers.

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The Prophets mop up the mess they made of the hospital attack.  After some investigation, a violent stop at a mining ship, and a tense awkward familiar feeling moment with a ranking officer, the heroes are left behind in the middle of space on a crappy shuttle looking for answers.

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Join the Bards for a run through of the game system they are using for season 4.  It is called Mutant Chronicles and it is a blast, but it is very different from what they have done in the past.  This is for the super fans who want to be able to follow along with every roll of every dice.  Enjoy.

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Join the Bards for a run through of the game system they are using for season 4.  It is called Mutant Chronicles and it is a blast, but it is very different from what they have done in the past.  This is for the super fans who want to be able to follow along with every roll of every dice.  Enjoy.

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The Inglorious Bards are back, and they're off to the stars! A brave band of all new heroes are sworn to protect the planets of the Nova Alliance with Ash the human pilot, Script the android mechanic, Dr. Pastuza the ratfolk medic, Zoma the rhino soldier, Professor Fein-Glasse the scientist, and Valu the alien mystic. Can these new defenders take on the challenges in this dangerous galaxy?  Who's ready for adventure?!

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The Inglorious Bards are back, and they're off to the stars! A brave band of all new heroes are sworn to protect the planets of the Nova Alliance with Ash the human pilot, Script the android mechanic, Dr. Pastuza the ratfolk medic, Zoma the rhino soldier, Professor Fein-Glasse the scientist, and Valu the alien mystic. Can these new defenders take on the challenges in this dangerous galaxy?  Who's ready for adventure?!

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This is it for season 3 people.  All of the Bards gather together to talk about the adventures of season 3.  We answer fan questions, we answer our own questions.  Join us in a send off of a long and joyful season.  We will be back soon for season 4, stay tuned.

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The Defenders of Verenn conclude there journey fighting the Honorcrin in the 11th Span.  It is a long tough battle to free Verenn of this fearsome foe.  It will take everything that they each have to succeed.  The final episode of Season 3 is not to be missed.

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With one vicious foe defeated, the Heroes gather their resources and prepare to take on the final enemy facing Verenn...the Honorcrin. The adventure takes them far away to the realm known only as the 11th Span. There, they will discover the power and danger that awaits them, as the season finale approaches.

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The Defenders prepare to face off against Scordrennar, the foe that has been trying to bring the Defenders and the whole of Verenn to it's knees.  Will the Heroes succeed?  Will they all survive this epic battle?  Tune in to see.

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The Heroes, still dealing with some bouts of identity crisis, do some fighting both physical and verbally in dealing with the wizard guilds of Azimere. Can they bring these wizards to their senses and stand up against the forces moving against Verenn?

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The heroes are underneath the city of Corindell on the island of Azimere, the home of the wizard council.  Deadly puzzles stand before them, as they find themselves in a shifty situation.

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There are golden warriors, a brutal battle, and crazy chaos, but the greatest danger is hero turning on hero.

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Still in the eighth Tower of Scordrennar, The Defenders of the Realm gather intel and set off to a place of the distant past that most of the heroes did not even know existed. There, a secret is revealed that changes everything they've been fighting for.

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The Heroes travel North to the unknown, in search of the lost tower, or a sphere.  It is unclear.  Giants, trees, Elves, and riddles get in the way.

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A reckoning for one of the Heroes and a reckoning for one of their greatest foes happens at the same time. Will the Defenders stay unified as a group? How will they survive the turmoil in the tower? Have they lost everything they have been working so hard for over all this time?

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The Defender's find themselves in the middle of the Maiden's Depths, an inland sea, trying to find a Tower of Scordrennar.  Storms, shadows, and undead, try to stop them, and a fateful decision is made that could impact the entire world.

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From past to present, we take a look a closer look at each Defender, and we see how the mess at the base of the Scordrenaar tower pans out.

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As the Defenders return to the Scoredrennar tower, Sildren does his best to complete the genocide of the low-level orc aggressors.  Some unwelcome guests show up, and then some more unwelcome guests show up.  And all of a sudden. four forces are in a deadly battle outside the tower.

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Are the hero's the baddies? They certainly push those limits when the walk into a village of low-level aggressors at high noon like a band of rowdy individuals. Death follows in the wake of the heroes but also waits for them beneath the desert.

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Zanner casts a powerful vote with what remains of a wizard council. The heroes then descend into the Archives of Kerahell to find the secret to key taken from Sir Kendal. Then, they are off across the world to a desert filled with orcs.

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With group about to be torn apart, the Defenders meet and hash out their differences.  Pearcy and Paleek talk to royalty and meet a forgotten adversary. Then they all head to the fantasy superstore for some much needed shopping.

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The Hero's find themselves hunted in the badlands outside the Oubliette, as they try to find a way back to to Navarre with the help of a gifted mapmaker.  And on the other side, Zanner reckons with the decisions that could split the party forever.

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Boli, Pearcy, Sildren, and Yaru are persecuted at the Oubliette.  Weary and wounded, they are thrown back into the arena.  Even with help from an old friend, survival for all of them looks grim.

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Many of the heroes are whisked away to a oppressive place called the Oubliette, where dangerous new enemies are made.  Back in the cold north of Verenn, Zanner, and Paleek search the remains of Char Ice's lair and wonder how to get back home.

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Walls, confusion, so many ice shards, so much hellfire, betrayal, and one ancient, white dragon.  How will the heroes deal with it all?

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The Heroes start the episode split up again.  After further weakening the power of the great dragon Charice, and getting the gang back together.   They set off on one of the most dangerous missions yet with a strange bedfellow.

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Pearcy gets bold, and Zanner gets scolded.  The Defenders head to the Thousand Isles to further weaken the great dragon Char Ice.  A brave but heavy choice is made in the process.

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The heroes try to enact there plans to kill Shale the red dragon.  Fire, violent destruction, a dwarven horn is blown to call for help, and heroes are smashed through the rubble of Mearscon.

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Fighting, torture, revenge, giants, dragons, passion.  This adventure has everything.  The Bards return to find Mearscon in peril.  The Heroes start to make plans to take it back.

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The gang start the adventure being whisked away by a deluge of water and zombies through the interior of Storm Hall.  Undead guts, endless shenanigans, and a new OLD friend is made.

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In the sacred underground temple of the Stone Father, our heroes fight to the top of a water gate to place a mythril pin.  Things don't go exactly as planned.  Join the heroes in battle in Season 3, Adventure 50: Wail of the Banshee.

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In the sacred underground temple of the Stone Father, our heroes stumble upon not only a place of burial, but a battle field and final resting place for some of the bravest of the Dwarven-kind.  The battle is over for some but not all.  Join the heroes in battle in Season 3, Adventure 49: "An Unexpected Turn".

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As the heroes minus Zanner continue forward towards Decareth they decide to take a short cut through the underground halls of the Dwarfs, and Boli's longtime home. But even though he is home, it's not the home he left in the years before. The halls of Shadow Hall are getting darker and for some, the light has completely been extinguished.

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After deciding their next task, the group, minus 1, begins their journey East towards Calaviaire. An encounter with a known enemy goes surprisingly smooth. And an obelisk isn't what it turns out to be. Welcome back to Season 3 Adventure 47 "Battle at the Obelisk".

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Whether new or a long time listener - this recap will get your right where you need to be in order to pick up right where we left off!

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"It's too easy", he said.  The Defenders find themselves in yet another battle with the Colium dragonkin.  The battle does not go as expected, but for whom?  Is it skill?  Is it luck?  Is it the beginnings of an intricate trap to lure our Heroes to their demise?  I don't present the answers, but I do present Season 3 Adventure 46 "Where There's a Quill There's a Way".

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What a fun night of interacting with our fans and testing our knowledge of all things Inglorious Bards over the last 3 seasons!  Listen to the Q&A and play along with the quiz to see how much you know and remember about our Adventures!  

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Sometimes one Gnome just isn't enough.  But then two Gnomes is just out of hand.  Like really, when is there ever a reason to be in the presence of TWO gnomes at one time?   And what happened to good manners?  And why is that snow falling down like a curtain, and why is that water spout shooting up like an ice cold upside down Slurpee machine?  And what in the world happened to Pearcy's voice???  The answers await! In Season 3 Adventure 45 "The Endless Pond".

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The cold is harsh, but the sharp icy bite of Vodak the White is even more so.  His strength and tactics are difficult to match.   But Yelena has surprised everyone with what might have been a lifesaving volley of fire from above.  Will it be enough?   Can she do it again?  What will come of this battle of Fire and Ice?  I'll give you a hint... Season 3 Adventure 44 "The Dragonslayer(s)".

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After dealing a crushing blow to the Colium army the Defenders stumble upon a cache of items that will help them in their journey.  But will any of it help Sildren?  Or is it too late?  As the Emissaries of the King push on they discover another cache, but not of coin. What will they do with what they have discovered?  Find out in Season 3 Adventure 43 "The Price of Knowledge".

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Beyond the wall in the cold North our Heroes attempt to determine why the enemy seems to always know where and when to strike.   The Emissaries of King Fayon are battle hardened and seasoned by the winter that only seems to get darker and colder with each passing night.  But that does not make them invincible nor does it make every fight an easily fought one in Season 3 Adventure 42 "Tricks and Stones".

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In life, as in battle, we often walk away from a situation with wounds that never quite heal right.  They scar.  Some of these scars can be covered and hidden.  Some cannot.  Some scars are only skin deep, while others go much much deeper.  But our scars tell a story.  Let's continue our story in Season 3 Adventure 41 "The Scarred One".

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The air is cold and the horizon is white as far as the eye can see.  There is a heavy drift of snow on the tower at Verrik, and the townspeople are preparing for something big - something REALLY big.  Will the Emissaries of the King receive a warm welcome or will they get the cold shoulder?  What is much ado and why?  Let's continue where we last left off in Season 3 Adventure 40 "Double Dragon".

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Having found a new friend to join in the Defenders of Verenn in their saga, our 6 Heroes continue their fight against injustice.  But is there more to the story?  Sometimes you don't know your enemy as well as you think you do.  Sometimes you don't even know the person standing next to you as well as you think you do.  What will we learn about the future? Find out in Season 3 Adventure 39 "Anthology of Heroes".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Support the show and get access bonus content at https://Patreon.com/IngloriousBards

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After a long rest full hit points, max hero points and all spell slots are restored.  Our Champions, Heroes, and Defenders are struggling to make sense of events prior.  Could there have been a different outcome?  Where do they go now?  Why is it so cold and snowing everywhere?  What lies ahead?  Have they made King Feyon proud?  What does any of this mean?  Does anyone know of a good tropical getaway?  Maybe we'll find one in Season 3 Adventure 38 "Bali, Hi".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Support the show and get access bonus content at https://Patreon.com/IngloriousBards

  • Listen to the adventures on your favorite podcast player:

iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Following the cryptic clues of the blue spirit that resides in the great fortress of the frozen waters, our Champions make their way through stairwells, secret rooms, and a former epicenter of some of the greatest wizardry and magic that Verenn has every experienced.  One great discovery leads to another which leads to the penultimate...   But at what cost?  We present: Season 3 Adventure 37 "Home By Knight Fall".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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After days adrift at sea, having barely survived their Battle at the Spires, the small dinghy that has accompanied our heroes on so many adventures to the point now keeps them afloat in the wandering open water.  As they row the air gets colder, the clouds get thicker and the sea water becomes more crowded with ice.  Grab a warm drink and a blanket, snuggle up, and enjoy Season 3 Adventure 36 "Fire and Ice".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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Oh man.... Oh Man... OH MAN!!!!!!  Our Heroes, having just dispatched a room full of undead ghouls seek to find more understanding about the Spires of the Thousand Isles.  But what they do find leads to even more questions and adds momentum to what has already been set into motion.  Have the Defenders of Verenn taken on more than they can handle? All will be revealed in Season 3 Adventure 35 "Cracking Skulls".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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  • Listen to the adventures on your favorite podcast player:

iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Even the most respectable of the Bards has a day every now and then where it just feels like life is taking a dump on him (or her).  There's really not much else to say.  Oh! And there are some puzzles and pirates and plenty of blood and gore along with the poo.  So sit back, grab a sani wipe and enjoy Season 3 Adventure 34 "Monkey See Monkey Poo".

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Support the show and get access bonus content at https://Patreon.com/IngloriousBards

  • Listen to the adventures on your favorite podcast player:

iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Stuck between a giant whirlpool and a fierce undead pirate foe is just another day at the office for our Bards.  But that doesn't mean it's an easy day at the office.  With no rest or respite the Defenders of Edlan Home, now in the middle of the Shimmering Sea, are fighting for survival.  Side note, why is it called the Shimmering Sea anyway?  See all that shimmers in Season 3 Adventure 33 "The Maelstrom".

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It's not everyday a fermented beverage plays such an integral part of an adventure.  Actually, it really probably is everyday that a fermented beverage plays an integral part of an adventure.  But we're not judging.  We might even be imbibing.  It is the holiday season and all.  Speaking of seasons and imbibing, please accept our gift to you this week with  Season 3 Adventure 32 "KAMBUCHA!!!".

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Our heroes, engaged in the throes of battle, brave to the end, wonder if this, in fact, may be the end.   Will the dark shadowy terror prevail? Will Navarre, Verenn, and life as we know it be lost to the forces of wrathful rage that seek to devour them?  Is this the final battle to decide the ultimate outcome?  It may be for some.  Press on with the fight in Season 3 Adventure 31 "An Unlikely Ally".

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The Tainted Waters drops anchor a safe distance from the island full of Undead.  Captain Madeyes doesn't like the looks of it.  But the Emissaries of King Feyon insist on making their way to shore in spite of the sorrowful moans coming from the island.  Are a band of brave Bards any match for the countless mindless undead souls that are waiting to devour them?  What is so important on this island?  Discover in Season 3 Adventure 30 "Undead Island".

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Things aren't always what they seem.  Sometimes Rogue halflings are Pirates and Ratfolk swashbucklers are Bards.  Sometimes Knights of the order do let their hair down.  Occasionally trees aren't really trees.  What?  I'm not sure where I'm going with this.  Just follow along in Season 3 Adventure 29 "A Manly Treasure".

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Permission to come aboard!  The Emissaries of the King of Navarre continue their journey to the Thousand Isles after a light snack of fresh seafood.  Or is it the seafood snacking on them?  Either way, there was seafood and snacks.  And pints!  Zanner is always a hoot after a few sips of a pint.  But serious business awaits as well in Season 3 Adventure 28 "The Tale of Capt. Jagged".

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After saving the day, er, night in Mosshaven our brave heroes set sail once again. Their course seems a little unclear, but one thing is crystal clear - There is gold to be had!  Paleek has a few tricks up her sleeve when it comes to a friendly wager but Zanner knows how to deal a cold hard blow when it comes to a bigger golden prize.  Get your seat at the table and ante up for Season 3 Adventure 27 "Striking Gold".

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It's an especially nightmarish tale for our Heroes this time.  What's real?  What's just a figment of the imagination?  What's your worst nightmare?  The Guardian's of Verenn are facing an enemy like no other.  And just when they think they are safe.... Season 3 Adventure 26 "Nightmare in Mosshaven".

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Our Defenders of the Realm arrive at Mosshaven to find a sleepy little town with a sleepy innkeeper and sleepy townsfolk.  Soon they will see for themselves, or appear to see, why everyone seems so fearful and morose.  Speaking of... it's my nap time.  So while I'm getting my own shut eye, you just sit back, relax and enjoy the soothing sounds of Season 3 Adventure 25 "Drained and Fatigued".

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Our Defenders, having just cleared the Temple of Soleen of an evil from beyond, find their work is not yet done. Sir Brenros has to make a very difficult decision. And Zanner is caught with his pants down. But I'm not even going to spoil it by telling you about the Sea Ponies. Experience for yourself Season 3 Adventure 24 "Cleansed and Tainted".

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The echoes of the great hall seem to continue without end - wait, no.  That's just a technical difficulty you're hearing.  Some things our Heroes just can't save.  One of those things is 21st century Earth technology.  However!  The King lays out 3 new tasks for our bardless band of Bards.  They all seem equally important, but which do they choose?  I'll give you a hint: Season 3 Adventure 23 "Vires on fire".

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You know when you have one of those days that you don't think can get any worse, but then it does?  Like when your body is the only thing that holds two sides of a chain bridge together with giant hooks in your flesh, but then you get torn apart by a well meaning Druid?  Heroes have rough days too!  After narrowly escaping the devices of Raneth, our band of do-gooders know they have to keep pressing forward.  but don't look back now.  It's  Season 3 Adventure 22 "Bridges of Death".

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With the rightful ruler of Navarre, King Feyon, seated once again on his throne our Heroes are bestowed lofty positions and titles. Will they accept them and the new opportunities they bring or with their passion for adventure still be their driving force? Time is of the essence as darkness looms near the Pits. Which path will they choose? Follow along in Season 3 Adventure 21 "New Friends, Old Foes".

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Hello! And welcome to the Inglorious Bards... This week we have a special one-off episode led by our very own Seth! You may know him as Puck, Kolsch, or Iggy, but this week he is our Pirate game master, intent on giving us hell - and a good time. So, stop reading about it and get to listenin' you rrrrrascally scallywags! And rrrrrrrrememberrrrrrrrr.....

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The plan is set - on both sides.  The laws, new and old, must be enforced.  The vote is being called.  The lines have been drawn and now it is time to pick sides once and for all.  The King has returned, but will be be welcomed?  The people cheer, but for whom?  The powers that be are coming to light while at the same time darkness grows darker.  These events will forever change the future of Mearscon, the future of Navarre, and the future of our Heroes.  Don't miss Season 3 Adventure 20 "The Return of the King".

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The Commoner's Law has been decreed. In Mearscon some people are in disbelief. Some are scared of what kind of retribution lies in store. Others are ecstatically awaiting for it to come to fruition. Those in power - Senators, Noble Houses and Priests alike - are doing their best to quell the forces of change. But they find their power is not as powerful as it once was against a group of Defenders who have grown in might. Join the battle in Season 3 Adventure 19 "Go Find Your King".

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The Festival of the Fall Sun is always a good time when you're in Mearscon.  There are tasty treats sold by pretty girls in the streets, there are games of showmanship that are played out by handsome barrel-chested farmers, svelt archers and majestic riders.  And there are the political games within the walls of the Senate where Senators use the common people like pawns in their vie for power.  Who will win the ultimate prize of stating a new Commoner's Law and who will ultimately rise as de facto ruler of Mearscon? Play along  in Season 3 Adventure 18 "Commoner's Law".

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Our heroes, who split into two groups in order to finish up their respective quests, have a bittersweet reunion back in Mearscon.  Stories are told, ale is drank, laughs belt out and tears fall.  The future is beginning to look grim on one hand yet hopeful on the other.  But there still remain questions of the past and future.  Why did it have to happen that way?  What if they had not split?  What have they done?  Was it worth it?  More questions and few answers await in Season 3 Adventure 17 "Saying Goodbye".

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While half of our Heroes are away to the north, the rest of them proceed south in what is hopefully the penultimate mission to retrieve the last chalice that was stolen from Calaviaire. This takes them to the sands of Thave. Though it neighbors Navarre, most people don't cross the River Red that borders the two lands. What awaits our adventurers? You're about to find out in Season 3 Adventure 16 "Temple of the Spider".

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It's not a common, nor preferred, decision to go a different path in order to cover more ground and accomplish two pressing tasks at once. But sometimes the need is great enough to take the risk. Sometimes, it is not. Sometimes, the dangerous path is obvious. Sometimes, it is not. And sometimes... sometimes... the path offers no return home. Follow the path to Season 3 Adventure 15 "Jix The Jix".

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Take one Idrisyl, a bowl full of cherries, some whipped topping, a game of Hopsies, a gourmet dinner, a senile but deadly wizard. Add 5 more Heroes of your choice (of our choice, actually), simmer in a pot full of wine and garnish with political intrigue and scandalous activities. You now have the recipe for Season 3 Adventure 14, "The Talmaldren Affair"

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You know when you are in a hurry to get out of town and one thing after another comes up before you even get the saddle bags packed? "Oh yeah, I need to grab an extra set of scrolls, just in case." "Oh! And there's the bag of holding that we don't want to forget to bring this time." "Looks like there are some Demons to take care of before we leave." It's that kind of stuff that keeps this podcast relevant in Season 3 Adventure 13 “(Still) Leaving Mearscon”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Spotify: https://open.spotify.com/show/5NWaivxKlYJlZRUndYVVeX

Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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How many Heroes does it take to start a civil war? Depends. How long does it take to travel a half-day journey? Depends. How many rooms can you fit into a rift in space? Depends. How trustworthy are those who seem most pious, most vigilant, most loyal? Find out, in Season 3 Adventure 12 “Leaving Mearscon”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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Sometimes when you save another raiding party from certain death you are appreciated. Sometimes you are not. Sometimes.... your life is forever changed. In this weeks episode our Heroes battle it out and battle some more. What is their motivation? Is it the pride of telling the winning tale? The hope of finding forgotten treasures? Simple lust for adventure and thirst for answers? Whatever it is, you are sure to get it all in Season 3 Adventure 11 “Antoria's Gift”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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There's nothing like a Mother made meal in Mearscon. There's also nothing like watching giant insects decimate your adversaries. As the tensions rise between the ruling Houses our Heroes continue to prepare things for the return of the King. They also find themselves on a mysterious path that starts in yet another pit... deep beneath the city. Why do all these pits and tunnels exist? Who originally built them? Join the quest in Season 3 Adventure 10 “Insect Rodeo”.

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Was it real or was it a dream? Our Heroes are being hunted in Mearscon. The ruling Houses of the City all seem to be in pursuit of the Defenders of the Realm. Meanwhile there is still one more chalice to recover, there is a King to help reseat and there are other leads to follow in making it all happen. Sildren decides to go it alone, Idrisyl becomes a target and somehow Jix comes up with an idea that just might work in Season 3 Adventure 9 “Let Us Pray”

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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Our Heroes having dealt a blow to one of the ruling Houses of Mearscon, they decide to lay low for a few days to let the tensions and tempers settle. Just how low they are going to lay? In the mean time the Science Magician, Mr. Tumblepot, has a dangerous and lucrative task for our crew. There is also a message from The Wolf to deliver. But secretly Jix is worried about what might happen to his family if it were to be discovered that he was a part of the chaos from last night. Hey... has anyone seen Iggy? He's bound to be somewhere in Season 3 Adventure 8 “Alleys and Allies”

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In House Summeral the Heroes find sweet rest and delicious foods.  They also ponder the next step in helping Sir Brenros complete his quest.  This leads them to a tapestry shop with a less than helpful shop owner.  Fortunately there is a customer who proves to be more than helpful with plenty of information and inspiration to tap from.  Egos are stroked, egos are bruised, and bad jokes abound!  All in Season 3 Adventure 7 “Razing the Bar”

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Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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The Defenders of the Realm continue to assist Sir Brenros as they follow their leads to the capital city of Mearscon.  But along the way they happen across some folks in need of assistance.  Arrows fly (and miss), swords and mauls swing (and hit), potions fall short, magic scares everyone, and you won't believe who pulls off the biggest sleight of hand trick EVER.  Oh, and did you know there were so many different kinds of Mustard in Mearson?  Well, there are.  And you can learn about them in Season 3 Adventure 6 “Big Things”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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  • Listen to the adventures on your favorite podcast player:

iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Spotify https://open.spotify.com/show/5NWaivxKlYJlZRUndYVVeX

Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

Castbox: https://castbox.fm/channel/Inglorious-Bards-id1401235

Stitcher: https://www.stitcher.com/podcast/inglorious-bards

Overcast https://overcast.fm/itunes1418258124/inglorious-bards

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Our Heroes take another step closer in helping Sir Brenros complete his mission. A mysterious woman may hold answers to important questions, but will she talk? Old foes are fought, new friends are made and a birthday party is crashed. All this, and Jix learns about...Tingle Tossing? Is this like Hammer Tossing? It's Season 3 Adventure 5 “Liars, Spiders, and Bears”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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  • Listen to the adventures on your favorite podcast player:

iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Spotify https://open.spotify.com/show/5NWaivxKlYJlZRUndYVVeX

Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

Castbox: https://castbox.fm/channel/Inglorious-Bards-id1401235

Stitcher: https://www.stitcher.com/podcast/inglorious-bards

Overcast https://overcast.fm/itunes1418258124/inglorious-bards

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Our Heroes devise a plan to smuggle precious cargo to safety, but Sir Brenros has an uneasy feeling about it.   Jix shows off some surprise talents and knowledge, a Wolf is reunited with his pack, a monster that nobody knows the name of comes out of nowhere, and what ever happened with Idrisyl and Venali???  If Zanner will stop talking long enough you can find out in Season 3 Adventure 4 “Battle Barge”

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Spotify https://open.spotify.com/show/5NWaivxKlYJlZRUndYVVeX

Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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The Defenders of the Realm find more trouble in Tabonry.  A walk down memory lane brings up some sore spots for our heroes, but also some possible clues for Sir Brenros.  A bird and a cat fight it out, Jix learns more about what happened over the months while he was displaced, and a new brand of King is crowned.  Oh! And let’s not forget the dinner date Idrisyl set up with the former Captain Venali!  Get all the juicy details in Season 3 Adventure 3 “Two Kings”.

  • Watch us live every Tuesday 7pm Pacific at https://Twitch.tv/IngloriousBards

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iTunes: https://itunes.apple.com/us/podcast/id1418258124)

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Spotify https://open.spotify.com/show/5NWaivxKlYJlZRUndYVVeX

Google Play: https://play.google.com/music/listen?u=0#/ps/Iajfbn2rvkxehapmsv7hsnhf6j4

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Overcast https://overcast.fm/itunes1418258124/inglorious-bards

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Our Heroes go under the ground only to get over their heads. A lost boy is found, but his father isn’t convinced. Idrisyl and Iggy make new friends and new enemies. A new business venture is formed, love is kindled, Zanner gets groomed, natural 1’s are rolled – it’s complete chaos this week in Season 3 Adventure 2 “Flawed Judgment”

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Four months later… our heroes are still defending, still adventuring and still sometimes getting into more trouble than they bargained for. Zanner plays with fire, Iggy tests his strength and everyone questions their fortitude.  A meeting with their old friend Sir Brenros takes them back to Tabonry, but they find it’s not quite the same as when they were there last. What has happened in these last four months? Join the Inglorious Bards now as we continue Season 3 with a new Adventure 1 “Changing of the Guard”

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The Inglorious Bards are coming to Twitch.tv every Tuesday at 7pm Pacific.

Come join the live video stream, see the battles unfold before your very eyes, and join other fans of the show in the chat during the live show.

Check out https://Twitch.tv/IngloriousBards.

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Iggy delves deep into an underwater tunnel and gets more than he bargained for, Sildren makes some new close friends...real close, and the heroes learn you can't go home again.

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The heroes continue their descent into the old tower, but they are not alone. Dangerous shrines and talking orbs of shadow show no mercy for the adventurers.

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Our heroes confront a murderer of the town guard while another threat looms just outside the city gates. Magic and violence break out, as the heroes struggle to find this new enemy assaulting the town of Tabonry.

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The heroes say farewell to Sir Brenros before taking on a new assignment to find a murderer in town. During their investigation they finally unlock the secrets to their Mire pins as well as the group known as the Wolves.

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The heroes grab their weapons and seek out the slave operation in Tabonry. Things get messy and violent real quick when the group lays siege to the criminal operation in town.

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Our heroes find a new ally, Sir Brenros Aldramane, who brings news of slavers in the town of Tabonry. The heroes join forces with this old knight and crash a dinner party featuring the most wealthy and powerful folks in town. It's high stakes, fine cuisine, a dangerous heist, and everything that could possibly go wrong.

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The heroes meet a new ally with information about a dangerous shadow fiend. They search the town of Tabonry for an old theatre and find danger lurking within. A magical device designed to banish the fiend brings both salvation and chaos for the heroes.

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The heroes arrive at the town of Tabonry to find some way to rescue their friend, Zanner. The little gnome is lost somewhere in time and space, and only his friends can save him.

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The heroes attack the chain gate to stop the portal from opening between worlds. Magic, fire, teleportation, and terrible teamwork bring a surprising end to the adventure.

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The heroes return to Edlan Home with the missing girl taken by the swamp witch. They must make a critical decision on what to do with the master gear: leave it in the capable of hands of the sorceress Calienveroe or try to use the master gear to close the chain gate themselves.

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Are you a fan of the adventures of Iggy, Idrisyl, Kylian, Zanner, and Jix? Learn about the different ways you can show your support for the podcast.

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In an acid filled swamp, the heroes launch a surprise attack on a witch. They battle an endless swarm of rats and dark spells to rescue a girl kidnapped from Edlan Home. Their adventure takes a critical turn when they are forced to make a decision that effects their town and possibly the entire kingdom.

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Beneath an underground city, the heroes have been captured by a tribe of troglodytes. Viewed as both prisoner and demigods, the heroes must prove their powers to the troglodyte chief and his people. Challenge after challenge, the heroes embark on one final task that takes them through a dangerous tower and the deadly denizens that live within.

Thank you to special guest star Christopher Smith for joining us in this episode.

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A huge, new ally awaits the heroes in their search for the swamp witch. But the adventure takes a turn deep underground to a ancient city inhabited by a dangerous race of primitives.

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Our heroes battle their way through a forgotten tower to find a secret they've traveled far to find. Dangerous guardians, a collapsing structure, a mysterious stranger from the sky, and a missing girl all await await them.

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The wicked gnome assaulting the farms of Bottom Hill has returned, and he's brought a friend. How will the heroes deal with this nasty wizard and what secrets does he hold? The heroes then plunge into a face carved out the side of a chasm and get far more than they bargained for.

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New heroes! New adventures! It's season 3 of the Inglorious Bards!

We start with meeting our new heroes before tossing them right into a chase down a mountainside. The group then returns to the quiet town of Edlan Home where they run into a strange little goblin and hear of trouble at a nearby farm. All is not well at the farm, as our heroes quickly stir up trouble for themselves and the locals with lives at stake.

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The Bards are back with Season 3!

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The final episode of the season. All the Inglorious Bards get together to talk about the adventures of season 2, answer questions from fans of the show, and bring up their own questions they've been saving all season long.

Thanks for coming along on our adventures and for all the support.

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The yellow dome protecting the town from thousands of ravenous, alien bugs has failed. The heroes are trapped on a planet overwhelmed by monsters. Many lives are at stake with only one shuttle to get everyone off planet. There is a bloody day ahead.

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The heroes are inside a dome surrounded by thousands of bloody-thirsty aliens, at the top of a hostile company's office, facing down a security squad, security robot, and psionic witch, and are trying to take control of the town with a piece of paper. What could go wrong?!

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The heroes celebrate their victorious battle with the rest of the Prophets back at the Citadel. Albis 47P makes a new friend right before the crew heads out on another dangerous mission. Their destination: to come face-to-face with an old enemy and save a town in the process.

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Our heroes race to defend an orbiting solar array where Legion forces have launched an attack. The Prophets fight battle after battle to defend the station to force the Legion back.

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The heroes spend several days of downtime at the Citadel yet cannot find a moment to rest. New offers made, new people to meet, and new dangers threaten the Prophets. A surprise attack is launched against the planet Haven at the same time a soulless killing machine storms into the Citadel.

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Under the dome protecting the town of Salore, the heroes find themselves pushing the limits of their jurisdiction and getting on the wrong side of the law. Threats are made and a deal is struck that puts the Prophets in a difficult situation. But before heading out, they need to blow up just one more thing.

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The heroes arrive at the town of Salore. It's a community living beneath a dome and threatened by danger outside and strife within. Struggling police, racial tension, and sketchy companies get the crew in over their heads as they step over the line to get to the truth.

  • Show your support at Patreon.com/IngloriousBards to get exclusive access to after show commentary, character creation, character sheets, and bonus episodes

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After partying their way on board the hijacked freighter, the heroes blast their way further through the ship to root out any more Rip Claw gang members. They search the ship and find a cargo container with more than they expected inside. In the end, the crew takes a shuttle down to the surface of the dark planet below.

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The heroes get details from Dr. Mares about his experience with Chadra, the strange alien creature slain on the worldship. It's not long before the Prophets are called to speak before the most gifted minds in the Alliance. In the end, Kelin's Party Barge finally earns its name.

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We are proud to announce the Inglorious Bards Patreon page at Patreon.com/IngloriousBards

Here is a run down of some of the content available for our patrons spread across different tiers.

  • Bonus Episodes: Full episodes of extra adventures of the gang.

  • Bonus Audio: Continuums: After each session, we record an after show where we talk about what happened during the adventure and where we think the story might be going next.

  • Bonus Audio: Evolutions: Listen to the players level up their characters throughout the campaign. What abilities and new powers do they bring to the table? What skills or feats did they focus on?

  • Bonus Audio: Monthly Content: Once a month, we will release exclusive audio to patron members that cover a range of topics like a discussion on the rule system, a deep dive into the house rules we use and why, one-shot sessions, and even lost episodes.

  • Campaign Polls: We'll introduce polls where you can vote on your favorite moment or favorite line from the show. You'll also get a chance to vote on where the direction of future episodes will go. 

  • Exclusive Forum with the Cast: Join a private Discord channel where the Inglorious Bards players and game master respond to your questions and crazy theories.

- Access to character sheets, battle maps, and other digital files: Follow along with the adventures with the character sheets used by the players and the battle maps they fight on.

  • Create Side Quests / Encounters / NPCs / Creatures: Join the private creator's forum where you can enter suggestions for side quests and encounters for the players to tackle. Have an idea for a helpful NPC or big bad guy? Send it our way. The galaxy is filled with strange alien creatures, what will you come up with? (These are subject to game master approval.)

  • Highest Patron Tier Benefits: Be mentioned as a player sponsor in each episode AND come join us in your own adventure and play along with the Bards. We'll fly you in, put you up at a hotel, go out to eat, and have you join us for a one-shot adventure of your choice. This is only intended for individuals or sponsors that pledge at the highest level for a minimum of 6 months.

So take a look at the different tiers available and thank you for your support!

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With Catherine in the clutches of the vile gris, the heroes must find a way to rescue her and resolve the situation onboard the world ship. Yet there is something else lurking in the dark recesses of the vast ship. Something violent. Something with a plan.

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Show your support at Patreon.com/IngloriousBards

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The crew encounter a dangerous race bent on taking control over an isolated people. Kolsch battles a robot determined to quarantine him for 48 hours, and the group takes on this new enemy in the darkened catwalks of a massive engine room.

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Show your support at Patreon.com/IngloriousBards

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Season 2 begins with all new heroes and adventures! The show kicks off with a hover car chase through the woods as the crew chases down smugglers. Returning back to the Citadel, their base of operations, the group takes on their first mission and blast off into space in search of trouble and crazy fun.

  • Join the Discord community to chat about the show at https://discord.gg/5UwHBs2

  • Show your support at Patreon.com/IngloriousBards

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The Inglorious Bards are back with season 2!

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The final episode of the season. All the Inglorious Bards get together to talk about the adventures of season 1, answer questions from fans of the show, and bring up their own questions they've been saving all season long.

We will be taking a break for about two months and then returning for all new adventures with season 2.

Thanks for coming along on our adventures and for all the support.

-- There was an issue with one of the microphones. Backup audio was recovered, so if it sounds grainy when Tim speaks, now you know why. --

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The heroes make a stand against the chaos cult inside the Spire. As the cultists finish their plan to unleash violent gods upon the world, a final bell tolls...summoning the undead general, Morien. The heroes must risk everything to save the city and the world.

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The heroes search for the fabled key to the Banewarrens in their efforts to stop the chaos cult and the dark powers of Morien from destroying the city.

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The heroes have explored deep into a volcano in their search for a Lacian gate. Their quest is to seal the gate once and for all to prevent their nemesis from getting free. There is just one small catch...somewhere in this massive cavern, the dragon Karverath lies in wait, ready to slay anyone approaching the gate.

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A farewell ceremony is held in the rain before the heroes head out to the Dusk Mountains. There, they encounter a fierce hill giant in their search for another Lacian gate.

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The battle continues against Lissiar with the heroes surrounded by stygian skeletons, lich hounds, and the undead queen herself. Dark water blocks the heroes path and closes in on them from behind. The situation grows more dangerous and grim with each passing moment. And another step in Morien's plan to dominate the world is revealed.

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Unsure of how to pursue the cultists deeper into the Banewarrens, the heroes explore an ominous mausoleum that appeared overnight in the Necropolis. Inside, they find a nightmarish enemy that threatens to tear the group apart.

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Leaving the Banewarrens, the heroes look for answers on how to access the inner vaults in pursuit of the chaos cult. They must also confront Pireal, the man dressed in black they've known for months and whose ancient prison they just discovered. And Puck searches out a mysterious mausoleum that appeared overnight in the Necropolis.

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The heroes enter the breach into the Banewarrens and make unsettling discoveries.

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With rumors spreading that evil forces have broken into the Banewarrens, the heroes look for any sign of the infamous vaults beneath the city. Along the way, they help out their old friend Vakeer, the bard and terrorize a poor man and his cheese shop.

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Puck and Elmon drop by a mercenary guild house to pay Jorn, the one-eyed guard, a visit. The heroes are then visited at their manor by an odd man who tells the history of the first age of the world and the Banewarrens. And the elves of Iridthil's Home show their gratitude.

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Elmon encounters the remnants of an orc camp where he comes across a foreboding note. The other heroes help a poor man lost at sea before things get weird and very bloody. The group then returns to the city only to have to deal with a mysterious purple mist rising from the streets. No sooner is one emergency handled before they have to battle even more orcs to protect the elven sanctuary of Iridithil's Home.

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The adventurers have set sail along the coast, tasked with scouting an invading fleet of orcs. A few days into their journey, the heroes have tracked down an orc war party camped on top of a rocky promontory overlooking the ocean. Now, the heroes close in on the orc camp while three orc warships close in on their position.

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Three months of time have passed and a calm has settled over the city. Our heroes have worked on their new home, connected with old friends, and enjoyed a well-earned peace. But other forces have grown in the darkness, making their plans, and biding their time. The heroes and the city will soon be set upon from all sides as the storm rises.

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Our heroes investigate an abandoned mansion that has been hidden somewhere within the city behind a barrier of magic. Tasked by the city to clear out any thieves, vagrants, or worse...the heroes force their way into this disturbing manor.

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A new law banning orcs from the city will soon be voted on, and our heroes have a plan to stop it. Maneuvering within the political world, they speak with several prominent guild leaders as well as their friend, Maleel. Yet before the day is done, they return to the necromancer, Amariel, and update her on the terrible events that occurred in the Necropolis.

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The sun sets across the Necropolis as the heroes battle in the depths of a masoleum. They must find a way to close the lacian gate before the horrors of the graveyard rise up around them.

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Rhil continues to infiltrate the chaos cult, aiding them in dangerous work to earn their trust. As the heroes stake out the cult meeting room, four bells toll bringing a familiar and dangerous enemy. And the group steps through the gates of the most dangerous district in the city: the Necropolis.

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The heroes continue their infiltration of the chaos cult by pretending to be new recruits. The pressure rises when they are ordered to burn down homes and frame the local, elven community. While the heroes decide how far they are willing to go, Avius finds familiar landmarks and pulls out a page he stole long ago labelled "Taylor's Map".

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Elmon and Rhill attempt to infiltrate the chaos cult. Elmon predictably gets off to a rocky start with their contact, forcing Rhill to talk their way out of trouble. Later the duo perform criminal mischief to earn trust in their attempt to insinuate themselves into the cult. Come join us this week while our heroes cause some chaos in their attempt to join the cult.

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Our heroes follow up on their lead to infiltrate the chaos cult. Using their own unique brand of subterfuge, they infiltrate a dinner party and crash it with typical aplomb. Undead continue to seek out Elmon, but this time they track down the elf for a new purpose: to deliver dangerous information. And come join the Inglorious Bards this week as Avius puts on an amazing puppet show!

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A Counciliator spy passes along a plan to strike back at the chaos cult. The group gathers supplies and meets up with a new friend who wants to take a dangerous course of action.

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Having defeated the madman at the top of the clock tower, the heroes now face a new enemy...one of their own. A giant clockwork spider descends on the city, a hero is critically wounded, and Olgrim holds more power than he ever imagined. And that's just how the adventure begins.

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Asking a curiosity shop owner points the heroes towards the location of Sanor. They sneak and battle their way through a clock tower to finally get close to the Grey Ascent.

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In this episode, our heroes finally discover that the Ivory Swords have been holding Rolmik captive. Bargaining for his release, things take a turn when Puck makes an alarming discovery. Once finishing their business with the Ivory Swords, the group heads back to Tauliss to recuperate. They continue to track down clues to the Grey Ascent by visiting an old friend and searching a library.

Come join the Bards as Elmon and Puck dish out different kinds of revenge, Avius performs an aggressive welfare check, and we learn that Olgrim is sensitive about the girth of his fingers.

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Our heroes continue their journey through the temple, during which they encounter a rift that endangers the entire party before having to fend off a venomous foe. After which, they search for an escape from the depths of the temple but find an obvious trap with a prize too enticing to leave behind. Olgrim is left with a fateful and dangerous decision that could save or destroy the party.

Join us as Olgrim takes a literal and metaphorical leap of faith with mixed results, Elmon makes a run for it with decidedly negative results, Avius finally gets to handle someone else's rod, and Puck yet again proves his mettle and loyalty by stepping into the fray.

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After managing to defeat the kaken hatchling, the heroes return to the boglig village, tell their story, and speak to the chief. Spending the night in the village, Olgrim and Puck are presented with an interesting dilemma with very different results. The heroes finally meet the man the bogligs have been healing. The group decides to head back towards more familiar ground but takes a detour to investigate an old temple they saw on their way to the boglig village. The group must face a hard truth before proceeding into the depths of the temple, where they will face off against the temple's new inhabitants.

Join us in this episode where Puck enjoys some Boglig caviar, Olgrim tries out a new career as a mime, Avius convinces the group to join his cult, and Elmon is called out by name for his past actions.

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This week the Bards find themselves facing a primitive tribe of frog like creatures called Bogligs. They are tasked with a challenge of cunning and strength to prove their worth to the tribe. Some of the heroes shine and impress the Bogligs while others provide comic relief. After the competition, the Bards find themselves in a battle for their lives. When things finally start to seem to be going their way, a new enemy rises up and proves to be the greatest challenge they have faced so far.

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In this episode, the group runs into a now familiar frenemy, whom they enter into an informal compact. Elmon goes head-to-head against a local champion and gains the attention of an Elven woman. Meanwhile, Puck terrorizes bullies for the crippled children, and with the help of Avius, they enter into a magical contest against a sorceress and some halflings. Olgrim helps us figure out how hard-headed a dwarf can be. Then the group heads out of Tauliss to complete an overdue commitment, running into trouble in both the woods and along the water.

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Leaving behind their experience against the dark specters, our heroes continue to battle their way through the sewers. Olgrim figures out why multiplication can be dangerous on their way to the heart of the rats' nest where Avius and Puck shine. After leaving the sewers and recuperating at Middle Hawks inn, the heroes attend a faire where Olgrim and Puck get slathered in mud. The bard, Vakeer, drops by and shares some rumors going around the city. Elmon and Puck enjoy one of their favorite games before the group runs into a priest of Lothien they've seen before.

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The heroes return to the sewers to exterminate more ratmen, find themselves challenged crossing a deep channel of sludge, and end up blocked by an odd pool of water. A secret is discovered that leads to an old construction below the city with an air of mystery.

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The Bards find work with a previous acquaintance to learn more about the Grey Ascent. Traveling into the sewers of Taullis, they run into more than one type of vermin. They discover a kidnapped victim in peril before a dire event becomes much more pressing to investigate. Olgrim continues his trend to get down and dirty. Puck finds new and old ways to confound those that have spurned him. Elmon finally figures out a knack for persuasion, and Avius proves how useful he is with manual labor.

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Having recovered their companion from the Chaos Cultists, the party quickly runs into trouble from an unexpected source. Their honesty is put to the test, and they struggle with a choice which may haunt them in the future. Avius does his best not to provoke another grandfather clock, and Puck continues to antagonize anyone foolish enough to slight him.

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With Olgrim Shield biter taken away by cultists, the rest of the heroes search desperately for their friend, seeking out a previous acquaintance hoping he will have information on Olgrim's abductors. They gain an ally and pave a path through a fanatical enemy force determined to prevent them from rescuing their companion. We will find out exactly how much damage a hug can do, and Elmon gets religious.

All while Olgrim struggles determinedly for his life, fighting to the end.

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Our heroes pursue several clues to the location of the Grey Ascent, a magic trinket coveted by many. Following a lead, the group battles more constructs, gets tangled up in the thieve's guild, and follow a bloody trail to more clues. An old enemy of the Bards returns with dangerous consequences.

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Join the Inglorious Bards as they attend a dinner party, discover why you never leave a disgruntled goblin alone in a kitchen, and battle a magical construct.

The Inglorious Bards return to dry land from their commission to chart an island. Stumbling into near immediate employment upon their return, they find themselves acting as guesst and bodyguards at a dinner party over watching some of the cities aristocrats. While Puck tests the limits of his host's employees and the rest of the party works to keep the silverware on the table, the true intent of the party is revealede, leaving the party to wonder if the events were connected or opportunity

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Join the Inglorious Bards as they explore an uncharted island, engage in diplomacy, and find out what happens when you leave a dwarf alone in a room swarmed by enemies. Our group continues their journey to the uncharted island where they uncover a crumbling tower, find a mysterious man with a surprising ally, battle monstrosities, and sink their teeth into battle against the faceless hordes.

Come join the irreverent adventures of the Inglorious Bards as they dish out pain on their enemies and really bad jokes on the rest of us.

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Come join the Inglorious Bards on their first adventure of the campaign. Follow the not-so-harrowing tales of Avius the wizard, Puck the goblin healer, Elmon the archer, and Olgrim the drunken dwarf as they tangle with cultists, rescue a homeless man from drowning, and unceremoniously get mugged.

Our group of adventurers take it upon themselves to attempt to foil the plans of evil cultists. Having garnered information that the cult was expecting a special shipment coming into port upon the ship, The Duke's Castle, the group has decided to intercept the cultists and the learn more about this mysterious shipment. We join them as they watch the ship from a safe vantage. Listen in as the group attempts to stop the cultists' plans while they encounter a persistent mugger, begrudgingly throw a drowning man a rope, and end up with more questions than answers from the mystery cargo.

We invite you to join our irreverent and light-hearted adventure of the Inglorious Bards as they comically bumble their way through danger and dark magics...enjoy!

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Welcome to the Inglorious Bards!