Grab your snacks and come sit at our table as 6 friends weave a story together and crack jokes at each others expense. Join our players Kristy (Leaf), Ben (Katon), Matt (Aewyn), Joe (Baerdram), and Brian (Borel) as they travel the lands trying to find fame, while ruining all the plot points Dungeon Master Jake tries to present the party. We are New Crits on the Block.
Going on a short little break due to MANY life/world things going on. Just taking a breather. We'll be back with more episodes soon!
The Lone Wolves finally have free reign over the manor. Now, what will they do with it?
Each member of the gang is "questioned" to see if they're "worthy" enough to gain membership to the secret society
We answer fan submitted questions about the previous arc(s), past episodes, and personal lives! Join us for the Block Party!
A weathered adversary doesn't seem like themselves as a mighty clash of swaxes and swordgs begins.
Kerrigan confronts The Crew for the first time, but he's going to have to WAIT til we get the sillies out.
The New Crits Crew meet up with more of their party seemingly just in the nick of time.
Each member of the New Crits Crew has an intimate conversation with someone from their past.
Glacipa/Philliglace doubles down on her plans for the New Crits Crew and the rest of the realm.
One of the biggest spells the New Crits Crew has ever attempted is unleashed upon their foes.
After retrieving the Frostheart Blade, the New Crit Crew must race against the clock to save their new nomadic allies.
Dimensional unconventional plentiful sentinels. That's pretty much the summation of this episode.
Deeper and deeper the New Crits Crew venture into the ice cave... What obstacles will they encounter?
Come along with the New Crit Crew as they go on a trip on a trip (no that wasn't a typo).
Katon and Emmy do a quasi Freak Friday before venturing back into the cold tundra they left behind so long ago.
The fight with BoBo (that's what I'm calling Ouroboros from now on) intensifies, and many animal friends join in to... "help."
The New Crits Crew starts seeing the ripple effect from some of the choices they've had to make along their journey.
The New Crits Crew retraces some long-past steps to check in on someone they had an awkward first encounter with.
Borel sees his boy again and has an encounter with his... step mom? Legal guardian? Point is, it's kinda awkward.
The New Crit Crew have successfully navigated the first half of Jack's game. What else could be in store for them?
All the conversations, fights, tracking, and sewer diving have lead to this. Will our adventurers find way to save Havenport from destruction?
Tentacles here, tentacles there, tentacles everywhere! This Unfathomable Horror demon has got to GO. It's gross.
The adventurers pull out all the stops to deal with the super gross creature that appeared out of thin air. What can even hurt it? WHO KNOWS!
The adventurers engage in battle with an entity straight from the bowels (tee-hee) of otherworldly hell itself.
The group stumble upon a lil gathering that they're prettyyyyy sure they shouldn't be a part of. But that doesn't mean they won't crash the party!
This would probably be one of the grossest episodes for 99/100 people...but that 1? David Scattenborough.
The Rattenboroughs have a lovely family reunion while hot on the trail of their little gobbie secretary.
David finally comes face to... nose? Snout? With his brother. Ah, a brother's quarrel. Nothing more explosive than that.
If you like rat puns, this is the episode you've been waiting for. If you don't like rat puns, well... I hope you eat moldy cheese.
New leads arise that point the adventurers into the bowels of the city... And David couldn't be happier about the revealed path.
Here comes a new challenger! Our adventurers step into the ring to square off against the champions of the Fighting Pit. And they look tough. REAL tough.
The group has to pivot after Soot went a bit outside the parameters of the mission. OOOOO, foxy lady!
Making their way to The Bilge, the adventurers must track down the information needed to to continue their job
The gang get wrapped up in a little tussle, and may have altered the destiny of one sad goblin.
Returning triumphant, the adventurers deliver the mushrooms to help save the town from sickness, but quickly learn not everyone is a fan of their presence.
The correct mushrooms have been found, but will the correct mushrooms be picked? HOO can say?
There is an ALARMING amount of exposition. Maybe the biggest expo dump of all time? Top 3 for sure.
Our eclectic seafarers disembark from their long journey to some very unsettling news...
Leaf and her twigs (I just made that up) confront the evil of the forest. But they have no idea what's in store for them after...
Leaf and her Merry Band of Bulbs find the source of the recent attacks on the townsfolk. And it's... basically what you expected.
Young Leaf gets her first solo assignment to save a town! What could possibly go wrong?
The Initiates follow get to town, meet an old priest, and basically make his life a living hell. All in the name of The Light!
The initiates track down the source of the undead sightings, and get to travel to town with the coolest kid around.
Enemies become friends, and friends becomes enemies as The Regulators uncover the true intentions of who is pulling the strings.
A name makes WAY more sense, and Daisy and John may have finally made an ally in NeverRust.
Daisy and John dig deeper in to what makes Neverrust.... Tick......
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Just days after rescuing Tostito, The Regulators are once again on the trail of a fiendish friend.
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The New Crits Crew hit the road, run in to some old business partners, and everything is very tight and put-together and not loosey-goosey at all.
Leaf wastes NO time using her new abilities to harm her own party. But this time... she's absolutely justified.
An impossible choice is made, and an impossible outcome is realized.
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The New Crits Crew get some state-of-the-art totally unique and perfectly named tech that will help them on the next leg of their journey.
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Pushed to the brink, the New Crist Crew go to great lengths to save or stop the ones they love. Sometimes even both.
Katon doesn't know how to read a room and Aewyn & Baerdrum have a talk with daddy.
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Katon's got 99 problems and the women in his life are literally every single one of them.
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Old friends, like old swords (or axes), still are trusted best.
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THE CCIA has closed in on their perp and has them cornered. But what tricks do they have to slip away once again?
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The 3D Team heads to one of the most dangerous, treacherous, perilous in hot pursuit of their perp... the Airhub!
The DDD Team gets its first lead of the case! They search for clues and absolutely ask all the very important questions.
Have you ever wondered what it was like to work at the clerk's office? No? Too bad! Hopefully it destroys all your preconceived notions.
This shiny diamond thing really has a hold on people... I'm sure one of the members can easily figure out what's going on! They just need to get their hands on it...
Katon learns what it's like to be at the bottom of a rock slide, and Aewyn is fueled by sheer passion... but not in a healthy way.
Deep in the depths, the New Crits Crew come across a possibly ally. Or at least someone who can shed some light on what's going on.
Whaddaya know, the dwarves dug too deep. Won't they ever learn? And Aewyn picks something up. Won't he ever learn?
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With a lead on their long lost compatriot, the New Crits Crew go on a little spelunking expedition and bite off a bit more than they can chew
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Katon gets a family plan in motion and the group gets a spicy treat before heading to the legendary Mithril Hall.
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Aewyn tries his hand at being a cheeky little cherub, and the family reunion a LONG time in the making.
The Regulators get to the bottom of why those boys were always so dusty. And... Bart Parchment... isn't insane??
The Regulators get some much deserved R&R at the fanciest joint in town... but their respite is cut short by some late night surprises.
The wind picks up as a tumbleweed blows across the thoroughfare... The sun is high and the whole town is tense... This here's a good ol' shootout!
The Regulators find a lead, a possible ally, and an invitation to a showdown! Pretty productive episode, I reckon!
Take a seat by the fire and listen in as Tostito recounts some of his wildest memories of the past with his group of regulators.
We switch DMs for a quick second and see a sole/soul chair. This podcast is really getting ran/run down.
This episode introduces one of the greatest team-ups in the history of New Crits. And Kristy does a LOT of high level arithmetic.
Oyama has had quite enough of his wedding's crashers, and starts playing dirty. And the whole playing field changes... quite literally.
Katon has the grand idea of being the realm's first wedding crasher, but his friends turning into total party poopers puts a damper on his plans.
Leaf finds out that the shortest distance between two points is a straight and painful line. And a certain celebrity makes a quick reappearance!
The party finally goes to Hell... though Katon would argue he's been there for weeks already. Asmodeus Asmodeus Asmodeus!
Aewyn catches wind that the entire game has changed... but will anybody else hear about it? And Katon tries to get some alone time.
The #1 rule of D&D is broken... Don't Split the Party. And the New Crits Crew lick their wounds as they try to figure out what to do next.
Autodefenestration. Look it up. It'll all make sense. And Philippa has a slight disagreement with the New Crits Crew.
An experiment is conducted that breaks the confines of D&D rules forever. The New Crits Crew confront Ignis and Agnis.
Leaf is the true All Star of this episode, taking part in death defying rescue missions and calling in the big guns when things seem at their most dire.
A cryptic BoulderTooth™ call sends the New Crits Crew in a new direction, leaving some threads untied and unaccounted for.
With his kingdom in ruins, Borel begins picking up the pieces. But there is a piece he doesn't know is missing that may soon be back in play.
The Battle for Inranil rages on in the air above and the land below. The compelling climax to the encounter has arrived.
Pretty much every plan the New Crits Crew had baked up goes sideways, forcing them to think outside the box and bust out the big guns.
The fight rages on as the New Crits Crew call upon their particular set of skills in an attempt to turn the tide of battle in their favor.
The peace treaty takes a turn for the worse as all hell breaks loose aboard the airship.
The peace treaty gets underway as Borel invokes his ancestral right for Throne Debate aboard a seemingly very shoddily put-together airship.
The New Crits Crew invent the Good News Sandwich, and the entire entourage walk into a political powder keg.
Sometimes a deal with the devil is better than no deal at all. But sometimes it feels real, REAL good.
If you dance with the devil, then you haven’t got a clue... but come and join the dance with Aewyn, Borel, Katon, Leaf... and maybe you?
The New Crits Crew infiltrate yet ANOTHER castle to find a secret room with a rock in it. Wow. How descriptive.
A high-speed chase kicks this off this episode, Katon makes some miscalculations, and Borel wants to make everyone around him a dunce.
The game is afoot as the New Crit Crew don their deerstalker hats to figure out the Mysterious Case of the Dragon Apparition!
Borel does a whoopsie and puts the entire mission's extraction at risk. And Aewyn hears a name that could be trouble.
The cheering crowd, the brave combatants all making their triumphant entrances, the stage is set... It's RUMBLE TIME.
The wrestling personas are debuted as the Crew take center ring to kick off the biggest event this realm has ever seen. ONLY SERPS ALLOWED.
You've never heard a podcast plan an event as thoroughly themed as this one. We should be professionals. Seriously.
How do you gather an entire town's serpents into one place? There's only one possibly solution...
The New Crits Crew head to Borel's hometown, but things aren't quite the same as he remembered them.
After fast-forwarding through the last 4 years, the New Crit Crew get brought back up to speed with the current state of things.
The New Crit Crew go back to the future (but only sorta back, semi-future) and try to reacclimate to the world that is not the same as when they left it.
After securing what was thought a victory, there is still work to be done in order to fully vanquish the evil plaguing the Inbetween.
Things really pop off with the fight against K-Pati (that's what I'm calling it now) getting HEATED. The Crew pull out all the stops in an attempt to achieve victory.
Leaf looks into seeing a deal through, the New Crits Crew catch Fargus in the act, and are given a pretty hefty ultimatum.
Katon shares some information that is hard for Leaf to comprehend, Borel confesses, and Aewyn tracks their current target.
The New Crits Crew reunites after an eventful night apart to start tracking down the what's been plaguing the Nexus.
Borel gets his memory jogged, resulting in some spicy recollections. Leaf and Katon recover. Aewyn schemes.
Two pillar's of Leaf's reality change in an instant, and Aewyn and Borel bathe with a cat. Everything's going according to plan.
The New Crit Crew attempt to traverse the tumultuous terrain of the In-Between. Leaf quarantines. Aewyn and Borel prepare to live it up.
The Guide puts the crew to its first test to see if they are worthy of his help, and Leaf starts down a path towards her dream scenario.
The New Crit Crew gather information about their next destination. And if you're a Luxy Superfan, this is going to be your favorite episode of all time.
Leaf prepares herself and the rest of the New Crit Crew to travel down a road she never wanted to walk again, and Borel attempts to invent one of the most powerful items the realm has ever seen.
We answer fan submitted questions about the previous arc(s), past episodes, and personal lives! Join us for the Block Party!
Aewyn handles some lingering family drama, the crew learn of their next destination, and Leaf hears a name she hasn't heard in a long time.
The New Crit Crew uncover some inside information on what they're really up against, and Aewyn tries to keep his new secret as best he can.
Hopefully you're not squeamish about blood, because this one's like a slaughterhouse, y'all. Slasher-movie-type stuff.
A serendipitous opportunity arises that gives the New Crit Crew a chance at some well deserved R&R! Ps - BOO!
After walking in on a good ol' fashion self-stabbing, the New Crits Crew do everything they can to stop a good ol' fashion blood flood.
Summoned unexpectedly, Aewyn is given plausible reasons to not trust anybody (like he need any).
Aewyn has possibly the first sincere conversation of his entire life, and the rest of the Crew wrestle with how to tackle the next obstacle in their path.
Aewyn finds middle ground with an unexpected asset, and the Crew are torn on how to deal with their most immediate threat.
Aewyn's got some splainin' to do. And some bargainin' to do. And some outright lyin' to do.
Borel exercises his master tactician mind to clear a path for the New Crits Crew. NOTHING will stand in the way of his negotiating power.
The cast partake in some award winning world building, and Aewyn takes a risk on a sleepy old friend.
Friend becomes foe, as history has a chance to repeat itself once again. And Aewyn starts to set the record straight.
Aewyn hears answers to questions he wasn't even sure existed, and someone else monologues longer than Katon ever has.
Aewyn plays 20 Questions, the rest of the Crew change up their plans and go play Hide n Seek!
The Legend of RSJ grows, plans are hatched to halt enemy production, and subterfuge is utilized to protect those plans.
Aewyn is thrust into familiar territory, but finds things are much different than he remembers. There's no place like home...
Aewyn faces unforeseen consequences for actions close to home, long forgotten, and never known.
Aewyn's Acolytes (that's what I'm naming this group) strike up a deal. Nez returns to her people. And the gang come up with an explosive idea.
Aewyn & Friends reach the town they are meant to help, and Aewyn concocts the first ever 100% officially recorded killzone (that's cannon now).
Aewyn's origins are explored a little further, as are some acquaintances he met while trying to start his new life.
Katon has a performance review with The Boss, the whole episode is rife with teenage emotion, and the New Crit Crew get some new toys!
Some characters have a lot to unpack emotionally. Some more than others. I think you can guess which ones.
Katon finally gets a chance for vengeance as he comes face to face with an old adversary. Unfortunately, everyone forgot to tell him Friendly Fire was turned on.
We answer fan submitted questions about the previous arc(s), past episodes, and personal lives! Join us for the Block Party!
The different cells of the New Crit Crew meet back up at NCHQ after being apart for months. Exposition is dumped, feelings are shared, and Katon gets REAL MAD.
Katon plays host to the rest of the crew, but unsurprisingly it leaves a lot to be desired. Fortunately for him, the rest of the party knows how to spruce up and get down!
After learning more of what's possibly at stake, the New Crits Crew take a quick detour before continuing on their journey.
A god helps the New Crit Crew better understand their mission and their purpose. And two party members have to make a choice that could change them forever.
The New Crit Crew have reached the Ice Temple! I'm sure everything will go smoothly and there won't be any sort danger ahead or anything. Temples are safe!
Having found the key and the directions, the New Crit Crew head off into the open tundra in hopes of finding the Ice Temple. And Leaf turns into the most powerful animal in the entire world.
With the future of their people up in the air, the Ice Giants try to find some direction for what's next to come for them. Leaf strikes a deal. And we learn about shapes!
In the aftermath of the battle, the New Crit Crew take stock of what was learned, what was gained, what was changed, and what was lost.
As the fight intensifies, each member will have to make choices and sacrifices to keep the winds of momentum on their side. Leaf loses her Boulder-Tooth™. Katon distracts a predator. Aewyn becomes his own weapon. And Borel makes a move he forgot he had.
The day of battle has finally arrived. The Crit Crew go over last minute details of their plan, and get into position. Upon seeing the other side, they may have bit off more than they could chew...
During the customary pre-battle rager, a mystery guest pops by to really turn up the heat.
Following foreign customs, the New Crit Crew make themselves a bit lighter (physically and mentally) for the fight to come.
With only a few days left before the showdown, each member of the New Crit Crew takes some time to ready themselves for the fight. Each will play an important role if they are to shift the pillars of fate.
Katon's dreams finally come true, as he gets to construct the killiest kill zone ever created in history.
With the decision made, the New Crit Crew start the preparations for the early stages of fortifying their position. Borel and Leaf make an intriguing discovery that could tip the balance of the upcoming fight.
Jake thought it would be a good idea to switch up our normal formula. Jake was mistaken. Jake is to blame. For all of this. And we're sorry. Especially Jake. Jake the most.
We join Borel as he goes on a bogus journey, gets reunited with a flame-miliar face, and tries to cause an uprising! Wait, that can't be right...
Fresh off Leaf's victory to become part of the clan the New Crit Crew begin brainstorming plans for the impending battle, but a mysterious visitor could change up the entire game.
The acceptance into the giants' good graces hangs in the balance, as the most unlikeliest of members must participate in a feat of strength.
The New Crit Crew get a look into a culture that is not only very foreign to them, but one that had believed to have been extinct for hundreds of years...
After finding a way through the Iron Gate, the New Crit Crew find the true name of the group they've been calling "The Flaming Hand." And it's.... not the best.
The New Crits Crew reach the iron gate and now are seemingly in a race against an icy clock. And another team member is sadly lost...
Ok, I could write some really poignant teaser of this episode, but... I'll just be honest. This is the horniest one yet. No way around it.
The New Crits Crew meet and face off against something that seems to have been created out of the stuff of nightmares (or from the minds of our discord community).
Some longstanding issues finally get addressed, and Katon gets a lot off his chest. Like... a LOT.
The Crit Crew (eventually) hit the road! On the way to their next destination, they finally get around to reading a book they've had in their private collection for quite some time. A little light reading to pass the time, what could go wrong!
With a new path of their journey now open to them, the Crit Crew are forced to take stock of their mission, their party, their emotions, and most importantly.... their adventuring snacks.
The Crit Crew regroup after a tough battle and retreat to their Concrete HQ for some much needed R&R. Aewyn, Borel, and Emmy have an impromptu late night jewelry party.
The Crit Crew stand toe to toe with Helium to try and rock n' sock his robot. Sounds suggestive, I know, but trust me IT ISN'T. They're just going to beat him til he blo- you know what nevermind, just listen to the episode.
Now that Helium is in possession of his coveted Power Core, he has an entire armada of robots at his command. The Crits Crew will have to try broker a three-way peace if they are to avoid further casualties.
A mysterious screaming voice screeches out into the void, pleading for help from anyone who is able. Will the Crits Crew assist and embark on yet another spooky sidequest? Let's all have some... skele-fun! Halloween pun!
After barely escaping with the Power Core (and their lives), the Crit Crew now have to negotiate with a gnome who could possibly command an entire army of robots ready for war.
All actions have consequences. The Crit Crew may very well pull off their castle-bound caper, but at what cost? Where there is gain there must also be loss.
The Crit Crew only have one shot at pulling of the biggest heist of their lives. Their plan is put into action as old friends are found, new friends are gained, and following friends are lost.
The Crit Crew devise a fool-proof plan to crash a party at a castle! ....I feel like I've typed that before.... Anyways, they enlist the help of two new friends and 100s of dirty little scoundrels to Ocean's 11 this baby!
With all the leverage against them, the Crit Crew have no choice but to help H.C. with his gnomish super-cool schemes. Baerdram runs into a familiar face in an all-too-familiar place.
After collecting the winnings from the radical race, the Crit Crew return to their concrete compound to find something very important missing. Luckily, someone left a very easy-to-find clue directing them where to go next and even signed it! How polite.
It's a race to the finish line as the teams shred down the mountain! Raymond is the heavy favorite, but he hasn't seen what Leaf can do in situations with civilians and innocent bystanders. He shouldn't have given the Crits Crew the.... Cold Shoulder......
Nuff people say they know they cant believe, New Crits we have a bobsled team! The Crew takes some time before the big race to prep, plan, and PARTY! Feel the rhythm, feel the rhyme, get on up, its bobsled time!
Leaf has a very deep conversation with a plant, and the New Crits Crew get suited and snow-booted after finally reaching the second tier of Faylare.
The New Crits Crew deals with the aftermath of the Blood Bowl, and tries to set the town on a successful, more harmonious course. And one of the Crew... sprouts.
The cavalry arrives as the Blood Bowl will now feel the force of the entire Crit Crew working together to win the day!... except for Aewyn, who immediately ghosts as soon as the fight begins. Typical. With all the double-crossing going on, who is friend and who is foe? You must listen to finally know!
Baerdram has no option but to start the Blood Bowl alone, while the rest of the Crit Crew race to save Leaf from an unknown fate. Will Vugg be the last thing Leaf ever sees? How many throats will Baerdram claim before the day is done? Tune in!
Once again, Baerdram's battle prowess grabs the attention of a female combatant. She divulges information that gives hints that there may be a deeper, more violent plan in the works than the Crew previously thought. And Leaf has an episode of déjà vu.
Trumpets blare. The crowd roars. Muscles ripple. It's time for the Tournament of Champions! Baerdram clashes bare, taut skin with other opponents to see who will come out victorious. Cheer along at home! It's not weird!
With an EXTREMELY loose plan devised, the New Crits Crew begin doing the legwork that will hopefully secure them passage to "up top." And Leaf finally gets to show off her green/red thumb.
The New Crits Crew journeys to a new town, and begin to learn that the different factions of the inhabitants don't exactly play nice with each other. As a wise bard once said, "Gotta keep em separated."
While getting ready for the next phase of their adventure, Leland gets some quality training from two fighting experts. And the New Crit Crew have another stomach-churning run in with a teleportal.
The New Crit Crew take some much earned R&R as they restock, regroup, and refocus for the looming new quest at hand. The overarching scope of their journey starts to take form as they discover more secrets about themselves and the realm's past.
The New Crits Crew finally gets a few moments of peace to speak to the Ice Priest about their present, past, and future. His knowledge could hold the key to the fate of the entire realm.
We answer fan submitted questions about the previous arc, past episodes, and personal lives! Join us for the Block Party!
Upon reaching the throne room, The Crew is met with more faces from their past. Though it seems a lot has changed from the last time they all crossed paths... Mainly, like, the ability to manipulate the dead and stuff. Among other things. This one gets pretty gross and bloody. Sorry if you're squeamish.
After a very violent and bloody tour of D-Rac's castle, the Crew finally reaches the throne room where they've been told the Ice Priest is being held! What could go wrong?
The haziness of Aweyn's past becomes a bit more clear as we delve deeper into that fateful night in his kingdom's throne room. Memories and emotions manifest that will completely BLOW you away. And the New Crits Crew beat up a buncha dummies.
After discovering what exactly it was that crawled into the lab, Aewyn's bod gets absolutely shredded (but like, in the bad way)! While the New Crits Crew deals with great peril, Borel decides it's a good time to become a dog owner.
The New Crits Crew have to decide whether or not they're going to let this newfound "dark informant" free of his imprisonment. Pros? He apparently knows where to find the ice priest they have been looking for. Cons? Literally everything else.
Our adventurers begin their perilous trek up the mountain to reach the super spooky castle atop it. We should have called this Race To Sisyphus Mountain. You'll get why. And the group hears a strangely familiar voice...
The group puts their encampment assualt into action, with a little help from a spell that Borel somehow hasn't cast until now. And we all hear how to create the perfect Kill Zone. Learning is fun!
After years of running, Aewyn is finally forced to come face to face with his past. And the longest recorded game of Marco Polo finally comes to an end.
After releasing the town of Brierbeck from the clutches of an evil force, the group sets off into the nearby forest in hopes of finding their Ice Cube Priest. Also, a brand new type of weapon is discovered!
Engaged in a heated battle, the group must call upon Borel's newly unlocked powers (and I guess Katon's, too) if they have any chance of snatching victory from the fangs of defeat.
Borel's budding powers begin to blossom after years of being trapped deep within his memories. And Katon fights off evil with the strongest weapon known to man... BARS.
Our adventurers split the party (yikes) as half of them try to save the townsfolk from a burning building while the others give chase to The Shrouded Figure.
Katon rolls up his plate-sleeves and gets down with the sickness that's been plaguing the town. The group's dinner party gets interrupted by some uninvited guests.
Our adventurers (reluctantly) continue on their journey, with their new task being to find the Ice Cube Priest! Along the way, Aewyn narrowly avoids being found by people who have been trying to track him for a long time...
Following a successful break-in to the vault, the group has to escape undetected and attempt to break Borel out of his egg-fueled trance.
With the CORRECT vault now in their sights, the group improvises a new plan to break into it. While doing so, one of them gets a bit hot under the collar.
Against all odds, the group successfully broke into the vault! But... it was possibly the wrong one? Without any other plans in place, they're now forced to do the thing they're "best" at: wingin' it. Baerdram initiates and then deescalates a bar fight. Borel disciplines his underlings the best way he knows how. And Katon is forced to part with the one thing he loves most.
With all the proper pieces in place, the group begins to put their mastermind-level plan into action. Leaf brushes up on her Rat Stats. Baerdram lands his dream job as a make-believe bartender. Borel becomes a master of disguise. And Katon tries his hand at mediating instead of instigating.
Now that our adventurers are aware that they're wanted persons, they start to devise a plan that will help them fly under the radar during their heisty deeds. Baerdram has a campaign-long dream come true. Aewyn Razz's the security. And Borel meets a childhood hero.
Our adventurers head to Luskan to meet with the Information Broker that they hope holds knowledge of how to help keep Phillipa's hostile magic in check. Leaf brings a bear to a bar fight. Aewyn succumbs to peer pressure. A sketch artist tries his hand at capturing the group's essence. And the 100% real Brad Pitt stops by!
We wrap up our second arc by taking and answering questions from our wonderful, loyal fans out there! We talk about our favorite parts of the arc, what our biggest struggles are while creating a podcast, and so much more! Join us at our Block Party!
While our adventurers completed their mission and saved the forest, it seems as though things have changed in unexpected ways. To fix Phillipa's amulet, Hagar sends the group on a Fetch Quest. A man spared has seemingly turned over a new reef. And the party levels up to level 7!
While imminent danger has seemingly been avoided, a new threat may have just shown their familiar face. Aewyn awakens from a power nap. Borel becomes a proud papa. And Leaf curses the only way Leaf can...
Borel conjures up an old relic to help with a distraction. Baerdram can't seem to stay upright. Katon comes face to face with some family matters. And Leaf tries to be the fastest bear!!!
We get a final glimpse into Katon's past that partly reveals why he has that prickly demeanor he carries around. Borel wants to leave. Now. Leaf looks for the perfect suitor for a spell. Aweyn snuffs out a firestarter.
Our adventurers finally meet the man in the iron mask! Katon sees a ghost from his past. And everyone has to deal with one of the hardest encounters you could ever possibly have... A Bridge Boss. Oh, and Leaf wants to melt a guy's hands.
The group makes its way further into the mysterious cave. They make a new friend!... after hurting him horribly. We learn that Katon was basically the worst son of all time. Borel tries his hand at disguised infiltration. And Aewyn Assassin's Creed-s it.
Our adventurers learn that the next part of their quest could turn out to be a real pain and in the rear. And they also devise a stealthy infiltration plan that is hopefully squeaky clean. And you will hear Jake roar in a completely original, unique way.
The group plays "matchmaker." Aewyn and Baerdram play good cop/bad cop. Katon plays "Strip the Captive Nude"....again... And a tree talks!
Aewyn gets WAY too into music. Borel brings snowballs to a fire party. Baerdram carries the weight for multiple party members. This episode's got everyone feelin' Hot Hot Hot!
After narrowly making their harrowing escape, the gang has to decide what to do with their new House-Man/Man-House "friend." Phillipa loses control as tensions get icy. And Katon relives some of his farm life upbringing.
After narrowly escaping capture and perhaps death, our seafaring adventurers pick up a strange frequency on their BoulderTooths™... What is the source of this mysterious message? Which of them entered this ghoulish giveaway? Find out in our Halloween themed one-shot. MWAHAHAHAHHAHHAHA!
We wrap up our first arc by taking and answering questions from fans, family, and friends. Want to know what our favorite animals are? Or what video games we hold near and dear to our hearts? Tune in and join the Block Party!
Our first arc wraps up with our adventurers getting to test out their running legs followed by their sea legs. Things are so much more exciting out on the water! There's synchronized water ski shows, aerial acrobatics, and we even get to see a familiar face. Ahoy!
The "Penthouse Dungeon" questions finally gets answered once and for all. Aewyn springs the other royal sibling. Leaf sweet-talks her way into a private tour of the castle. And Katon participates in a... dance off?... We're just as shocked as you.
After following a tip from one of the royal siblings, our adventurers trade in their dirty rags for sweet suits and handbags. False identities are given, musical supergroups are created, and pieces of the puzzle begin to come together.
Leaf practices her catcall prowess, Katon forgets his name, and Borel tries his hand at his most difficult task yet... babysitting duty... All while the group stumbles upon an idea for Neverwinter's hit new TV show!
Our adventurers meet a man-house, Borel goes behind enemy lines, and everyone learns one of life's most valuable lessons: "When one door closes, two more get punched open."
New contract terms are "negotiated." Things get a little "explosive" for our adventurers. Baerdram "saves" a new friend. And Leaf... "helps."
Borel lights the forest on fire. Leaf blows wind. Katon gets stabbed. A lot. Aewyn runs laps around a cart. And Baerdram Bourbonbeard meets his match (in more ways than one). This one gets a little weird, but... IT'S A FIGHT EPISODE!
Our adventurers set up camp for the night... where secrets are both revealed AND kept! Katon boasts that he knows how to "operate horses." The bonds of loose friendships begin to form. And death threats are exchanged.
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Our 5 adventurers all meet at the local tavern they've been summoned to (obviously) as they learn about the details of their job from their more-than-suspicious contractor. They set out shortly after, but not before attending to a little "business" first...
Join us as Dungeon Master Jake tries to set up the world and our players Kristy (Leaf), Ben (Katon), Matt (Aewyn), Joe (Baerdram), and Brian (Borel) "help" him as he stumbles his way through it. We are New Crits on the Block.