Casual RP: Recent Episodes

Casual RP

Casual RP is a monthly adventure show and weekly podcast, where five friends from New Zealand play different role-playing games including Dungeons & Dragons, Vampire: The Masquerade and more.

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Sides are chosen and purpose is discovered, but the group will never be the same.

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The storm starts to clear as the companions encounter a new threat they’ll have to deal with.

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Kathula arrives and leaves nothing in her waste.

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Plans are made and tensions rise as not everyone is eager to contribute.

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The sand holds many secrets as the group gets ambushed and is forced to seek refuge.

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Things get a bit out of hand as the gifts become more trouble than everyone bargained for.

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The companions turn against themselves as the new magic items may be more important than they first seemed.

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Mysterious riders make their way into the camp, bringing strange arcane gifts and a new prisoner with them.

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Things get spooky as the group begins to hear voices from beyond the grave.

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New friends are made as the party comes across a cave marked with a noteworthy name.

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As darkness falls, the group find themselves dealing with overgrown insects and undead monstrosities.

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Duty calls as the Sol Summoner must leave their tribe and clear a path ahead.

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Things somehow go from bad to worse when the missing girl is finally found. Will Ainsley be able to talk his way out of this one?

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The search for the missing girl leads the group into ancient ruins which may not be as empty as they seem.

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When a young girl goes missing, the Sol Summoner and their ward must band together with two eccentric individuals.

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A new adventure begins as unlikely heroes cross paths and a mischievous orphan discovers their destiny.

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Jasher & Mykah talk about Casual RP’s latest Interlude: Camp Summerstar. They share favourite scenes, suggest horror movies and answer questions sent in by you.

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Things take a turn for the worse as the ruthless killer tries to pick each member of the group off one by one. Will anyone survive the night?

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Old friends reunite and new nightmares are formed as darkness creeps its way into Camp Summerstar.

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The year is 1980 and in the small American town of Springpeak, a rebel, recluse, rascal, and know-it-all are about to have the night of their lives… but could it also be their last?

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Jasher & Caleb talk about Casual RP’s latest Interlude: Whose Dream Is This? They share their favourite moments, talk about the future of the show and answer questions send in by you.

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The group is faced with one last adversary and a difficult choice as they are forced to decide which one of them is the dreamer.

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Things start to get spooky as the gang find themselves in a large room that may not be exactly as it seems.

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The group continues through the dream and are faced with a new, but frighteningly familiar enemy.

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Amyrah, Sean & Jasher awaken as various different Casual RP characters and have to figure out which one of them is dreaming before it’s too late.

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Jasher & Sean reflect on Blood Chalice and answer questions that were sent in by you. Be sure to check all thirteen episodes of the chronicle available now on our YouTube and all podcast providers.

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Hot off the heels of the Blood Chalice finale, the gang talks about the future of the Casual RP podcast & show.

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It’s the Blood Chalice finale! Everything comes to a head as a final battle takes place in the middle of the Montreal highway.

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Favours are called in as the coterie puts together a group to hunt down the vampire known as Spike.

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The coterie run into numerous old friends and enemies as they regroup at a police station.

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The trail of the Blood Chalice has once again gone cold, which prompts the coterie to start at the beginning and explore its mythos a little further.

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The coterie have no choice but to get used to Pieter Price as they return to the Notre-Dame Basilica.

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Now joined with members of the Tremere, local law enforcement and the Prince himself, the coterie is ready to end Spike once and for all.

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When uninvited guests try and enter into the Toreador ball, the coterie quickly find themselves once again hot on the trail of the vampire known as Spike.

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After meeting with the Prince, the coterie are introduced to a new friend and are given another lead on where the Chalice of Blood could be.

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Continues on from the Jungles of Kelmarth D&D Campaign. The People’s Guard return to Shinrin and start to make plans for a wedding alongside other festivities.

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The coterie’s search for ley lines lead them to the Notre-Dame Basilica where they take part in Midnight Mass. Also, who is Pieter Price?

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It’s been two weeks since their last lead and the coterie find themselves caught up in a turf war with an old enemy.

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The coterie is lead to the house of a filmmaker with a penchant for conspiracies and the night quickly takes a turn for the worse when another group shows up for a delivery.

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Chloé, Nelis and Palivore adjust to life as a coterie while they begin their search for the mythical relic.

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Three vampires unexpectedly find themselves invited to an otherworldly party held on the top floor of Hôtel Bonaparte.

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On the brink of exhaustion, the companions face off against treacherous foes, old and new.

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With the souls they seek in sight, the companions come face to face with eldritch monstrosities.

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The People’s Guard continue to encounter strange new allies on their journey to the Spring of Souls.

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Still mourning from the events of the previous night, the companions meet a survivor who tells them stories of curses, snatchers and summoners.

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The group are forced into battle against another kind of forest guardian before then facing new dangers as they find somewhere to stay for the night.

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The companions make a new friend and together they journey into the jungle to help the Pedra tribe’s spirit walker, whose fate Leila has had haunting visions of.

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The People’s Guard leave Shinrin and travel to the Pedra tribe, only to be confronted with ancient forest guardians and their old companion in an unexpected state.

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Things come to a head as the People’s Guard finally hold council onto what to do with the Heart of the Jungle.

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In the aftermath of the attack on Shinrin, the People’s Guard find themselves hosting old friends.

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While heatedly discussing what to do with the Heart of the Jungle, the People’s Guard receive word that the town is about to be raided by orcs riding winged beasts.

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Various heroes from around the Realms of Kelmarth are pitted against each-other in a battle to the death. It’s Battle Royale time, ladies & gentlemen!

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Various heroes from around the Realms of Kelmarth are pitted against each-other in a battle to the death. It’s Battle Royale time, ladies & gentlemen!

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On the run from the Nilfgaardian Empire a group of strangers get caught between a rebel band of elves and drowned beasts.

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The party has no choice but to confront Raz Nsi. It has all led to this.

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The party frantically searches the ziggurat for the Heart of the Jungle and soon find themselves split into two groups. One group faces a deadly threat while the other is faced with an ancient puzzle.

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The battle against the undead army culminates in Eberwolf sending The People’s Guard and their companions to scout out the foreboding ziggurat.

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As night falls The People’s Guard find themselves fighting for their lives in a battle between the living and the dead.

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The People’s Guard finally meet the person they’ve heard so much about - Eberwolf.

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Tensions rise once more within the party as they encounter new dangers in the cursed swamp, some of which used to be trusted allies.

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The companions journey deeper into the swamp and encounter familiar creatures hungry for blood.

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The People’s Guard find themselves meeting new faces in town before setting off towards the swamp with Ser Collins and a few unlikely allies.

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Ser Collins and The People’s Guard follow the path of the Unsong as it leads them to Shinrin Manor, where they come face to face with the beast itself.

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A veteran awakes as people in Shinrin start to be forgotten. Together the Craftsmen and People’s Guard must investigate this mystery and find a way to stop whatever is causing it before it’s too late.

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An outcast, cultist, folk-hero & lycan are caught between an ancient curse and the frozen tundra. Now THIS is Casual RP.

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After settling scores, everyone realizes they’ve forgotten something rather important.

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Selwyn spirals as he questions who really guards the people of Kelmarth.

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A cold war starts heating up and the party is caught in the thick of it.

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War begins to brew as traitors are routed out of their homes by the Craftsmen.

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A relaxing evening begins to get out of hand as Ash spills the party’s secrets.

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Ash tries to conduct a dark ritual as Leila questions her companions once more.

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Continuing on from Iron’s Bite, the unlikely group is put in perilous danger as they try to help Sundew complete her ritual.

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Selwyn’s faith is crushed as he comes to terms with what he stands for.

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It turns out that Ince’varians may hold many interesting hostages.

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Paddling down the winding jungle river, trouble is right around the bend.

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The companions learn more about the firbolgs and what may be happening to Cor.

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The mystery thickens as tension rises between the investigators.

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When a young noble dies from a cursed item a block away, the investigation begins!

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Tragedy strikes once again as Cor’s life hangs in the balance.

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Cor comes into possession of a demonic skull that could very well mark the party’s doom.

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A spell is cast as the group is forced to rely on fate as their savior.

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It seems like three women live alone in this swamp, but are their intentions more sinister than they appear?

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The party is invited into a strange house offering all the warmth and comfort of civilization.

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Cor begins to interpret signs and portents while Selwyn tries to keep everyone on task.

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A confrontation between the group and the spirit from Endelee is unavoidable.

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Whispers about a woman from Endelee plague the party’s thoughts.

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Selwyn & Cor bond over the past, present, and possible future.

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More horrors from the demon-infested hills of Orcrosh descend upon the party as a battle for survival begins.

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In a mystical corner of the Feywild, a group of strangers unite to help a familiar face with a personal quest.

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The drow force a confrontation between a soldier and a fallen priestess.

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A supernatural horror creeps its way into the party’s camp.

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Catch up on Chapter 3: Heart of the Jungle as we move on to Chapter 4.

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Are the goblins behind the disappearing children? Or is there something more toxic and venomous behind the kidnapping?

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It’s a beautiful summer day in southern Carden Maldor. Three young kids are playing outside while their grumpy bodyguard watches over them. But when they see someone suspicious going into the woods, they can’t resist following even though the woods are off-limits…

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Blood reveals secret memories as the group plans to flee the orc stronghold for the safety of civilization.

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The group fights for their lives against venomous enemies as Stephanos’s life hangs in the balance.

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Things get messy as the orcs refuse to let the party leave without playing an ancient game.

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The party is made to pay a high price for a prisoner’s release.

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Things get wet and scaly trying to bring down a monstrous reptile.

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Disharmony in the group grows as everyone is angry with Selwyn’s decision.

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Descending deeper into the valley the party meets an ancient orc who someone holds a grudge against.

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Cor goes hunting as the group gets closer to the orc fortress of Ghelgec.

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Ash is given another chance to leave the party as bad omens surround the future of Stephanos Boora.

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Beaten unconscious by their doppelgangers, Leila and Ash go on a journey through their very own psyches.

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Nightmarish demons lurk at the peak of a sacred Orcosh mountain.

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Cor becomes distant from the party and his greed for treasure grows.

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Back in the jungle the party camps in the mist-filled rocky hillside of Orcosh.

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Plots are set in motion that reveal the true depths of trickery drow are capable of.

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Rowing on through the underground lake the party is met with magnificent ruins and treacherous waters.

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The companions come across refugees wanting to trade for food, but their only wares seem to be strange clay jars that contain something fishy.

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A drow begins to give Selwyn a lot more attention than he is used to.

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Everyone is forced to fight for their lives as hideous monstrosities surround them from all sides.

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Leila and Selwyn’s bond strengthens as Ash becomes suspicious of one of their hosts.

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A musical evening begins as the party tries to adjust to life on a boat with strangers.

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The boat is pulled into the glowing depths by foul creatures from the maddening deep.

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Separated, the companions face their own problems while Selwyn lies in a drunken coma.

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Selwyn hangs out with other like-minded heroes as he gains entrance to the Warrior’s Lounge.

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The companions begin to draw unwanted attention from the dark elves.

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The dark elves offer Selwyn a proposition while those not welcome at their private meeting find other ways to entertain themselves.

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Acidic death slowly advances upon the group as they finally get a chance to rest.

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Ash has to deal with his new friend, who really isn’t happy about being trapped in a box.

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Everyone finds that their lavish guest rooms include a type of room service they definitely weren’t expecting.

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Leila is given a new job as Selwyn reacquaints himself with his vices.

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The party wakes up to find themselves surrounded by drow who offer them a very agreeable deal.

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This episode serves as a recap of Chapter 2 as we get ready to embark into Chapter 3.

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After gathering up the dragon’s hoard the party descends back into the river below.

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The group is met with the unfathomable, a gigantic great dragon guarding his hoard of treasure.

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The search through the tunnels continues as the group meet a few furry friends, much to Selwyn’s displeasure.

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Against better judgment, Cor and Stephanos eat mushrooms that cause reality to drastically change.

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A battle ensues when the party wakes up to find the camp being raided by flying kobolds.

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The orc problem is seemingly taken care of and things start to get interesting as people decide to share tents.

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The line between good and evil is greyed as the interrogation of the chieftain’s son begins.

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Conflict flares within the party once more with lasting consequences.

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A rescue plan doesn’t go to plan as the companions attempt to escape with their lives.

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Ash and Selwyn come up with a wild plan to try and get their friends out of danger.

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Leila and Cor make plans of their own as they visit an orc encampment.

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The party gets anxious to rescue their lost friends and can’t decide which way to go.

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Cor goes for a swim while the rest of the group battles against nature itself.

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Things get a little weird when a tree asks for help.

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Ash learns to adventure more cautiously as Leila discovers more about her destiny.

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The companions learn the price of staying together as tragedy strikes.

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The quest into the swamp to search for lost friends begins.

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The group runs a few errands while a surprising secret comes to light.

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Ash convinces Selwyn to take him to see the old hag.

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A half-dead stranger turns out to be someone from Ash’s past.

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The townsfolk of Shinrin aren’t too happy about the arrival of new settlers and the party is caught in the middle of the dispute.

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This episode recaps the most significant events from Chapter 1 to get you ready for Chapter 2: Ways of the Jungle.

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The adventurers finally return to the town of Shinrin.

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Selwyn begins to lose his cool as he is questioned and criticized by everyone around him.

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Another spidery visitor infiltrates the camp under the cover of night.

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The battle continues as the group is completely separated and extremely outnumbered.

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The settlers fight for their lives as spidery humanoids descend from the trees above.

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The party discovers that the path to Shinrin is coated in thick cobwebs.

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The Midsummer’s Eve celebration draws to a close.

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It’s Midsummer’s Eve and the celebration has begun.

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The party must pay a hefty toll to pass through hostile territory.

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Selwyn visits Club Petal as the settlers prepare for Midsummer’s Eve.

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A relaxing night at the bar gets spicy when Leila meets a handsome noble amongst the settlers.

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Selwyn is given a mysterious letter inviting him to meet someone at the edge of town, alone.

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Murder, magic, and rooftop chases abound as Leila weighs her loyalties and is forced to decide who lives and who dies.

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Intrigue thickens as Cor’s opponent seems to have layers of contingencies in place.

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Cor and Leila go visit a shady character about a job. But when racial tensions break out can the group still get the job done?

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Ash getting an odd job at the docks leads to a troubling investigation for the party.

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Arriving in New Forlonde, the group begins exploring this new town and discovers it has its own type of danger.

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Vicious small humanoids in masks leap from the jungle to attack the party.

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The party find themselves caught in the middle of someone else’s battle.

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As the group camps near a stream, a strange tri-flowered plant approaches whose scent proves very alluring.

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Leila’s secret is revealed as the group searches for more information on the walking dead.

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Spiders, monkeys, and more harass and threaten the party as they make their way through the jungle trail towards the coastal town of New Forlonde.

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The Craftsmen of Kelmarth deal with the aftermath of the bar fight, while Leila’s friends give her some advice on how to manage the situation.

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A quiet evening is interrupted by a gang of orcs looking for a fight.

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After a successful hunting trip, a few heroic individuals spend the evening dining with the Lord and Lady of Shinrin.

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We didn’t start this campaign as a podcast, we played for a few weeks and then decided to get a mic and record our sessions. In this episode we recap what happened before the podcast, it’s a great way to meet the characters, the players, and catch up on the story so far.