FEAR INITIATIVE, a weekly horror role-playing game podcast. Join Morgan Peter Brown, Laura Dromerick, Megan Duffy, David Ian McKendry, Daniel Montgomery, Allie Goertz, and Jeff Seidman on their weekly horror inspired RPG adventure. Demons, giant spiders, creepy dolls, and pet racoons.
The final showdown is at hand as the Storm Shields face off against the Quinta and her demonic army .
With the Quinta and her army on the horizon, the Storm Shields ready themselves for a battle that they may not all survive. If they do not defeat the Quinta here and now her army will take over the entire valley below. If that happens she will become unstoppable.
While preparing for battle the Storm Shields receive a visit from an old friend. And with one more night before the Quinta's army descends on the city, they soon realize they'll only get one chance to save the world.
The Storm Shields regain control of the rear gate after defeating a group of demonic adventures. A search of their ship reveals a plot that goes deeper than first thought, and it's soon made clear that the Quinta and her flotilla of creatures are a lot closer than originally thought.
Tik and Rael take flight to discuss their feelings for each other. Meanwhile, a hundred feet below, McQuade, Nightshade, Lydia, and Gwen face certain death.
Important items have gone missing and true feelings are revealed, as the Storm Shields move one step closer to defeating the Quinta's army... but love might just tear them apart.
After uncovering a plot to murder them, the Storm Shields device a plan to take care of the man behind this deadly conspiracy.
Although tricked into an ambush, the Storm Shields soon discover the Iron Master has a tenuous grip on his authority as they receive aid from a far more powerful friend.
Leaving the still burning town of Zvanomir, the Storm Shields continue downriver to Beetle with the Quinta's ships still on their heels.
The Storm Shields reach and attempt to warn the people of Zvanomir, a small fishing village at the edge of a swamp. Not far behind them is the Quinta's flotilla of monsters reading to decimate another town and add more soldiers to their army. Meanwhile, Tik seizes an opportunity to end things once and for all.
The Storm Shields continue downriver in The Shark as they rush to warn the next town. Along the way they come across another ship taking a leisurely cruise downstream.
The Storm Shields return and are joined by a new party member who comes bearing a warning from Lilith. Meanwhile, the team arrives just in time to see that Quinta Dragusha has already claimed the city of Daramere and is in the process of adding its citizens to her army.
Welcome to SEASON 4 of Fear Initiative and a very special welcome to our newest cast member, Allie Goertz!
The Side Quest Crew unravels a mystery only to discover more questions. Meanwhile, a familiar villain makes an appearance and one member of the party goodbye forever.
The Side Quest Crew's attempt at doing a good deed backfires and a hallway of death may lead to answers.
An investigation into Gaddoth's death leads the team back to Zornda's Patisserie. There they find a tunnel leading to a strange underground structure and someone in need of their help.
It's the morning after their companion Gadoth "The Iron Breaker" of Tribe Narthok Order of the Golden Lion Servant of Torm, was turned to stone by a strange creature. The surviving members of the team continue their investigation into the terror. These time delving deep into the mines beneath the city.
Still looking to root out the terror, the party heads out at night to get a better idea of what they're dealing with.
After recovering from the zipline incident, the side quest crew pick up another side quest involving package delivery.
After barely surviving an onslaught of strange constructs, our adventurers decide to try the city's signature pastry, before getting further sidetracked by a very amusing and extremely deadly ride.
Exploring the other side of the world. We meet up with a group of young, hopeful, and naïve adventurers, looking to make a name for themselves and maybe a little gold too.
The Storm Shields depart Dusk aboard The Shark as they head down river to stop the Quinta's demonic army before it can reach the city of Torago.
The Storm Shields fight to save as many citizens of Dusk as possible before racing to stop the army of monsters heading for Torago.
The Storm Shields get their first glimpse of what turning on the Beam did to the city of Dusk.
The Storm Shields find shelter in a schloss and safety from the dangers outside. However, it appears they are locked in with an even greater threat.
With the beam activated the Storm Shields look for a way back down the mountain that doesn't involve getting slaughtered by an approaching army of angry vampire townsfolk.
The Storm Shields ascend the Grand Staircase with the hope of activating the Beam and ending Dusk's vampire menace once and for all.
Lydia bumps into an old friend for a quick conversation, before finding herself alone in the city. She goes to the last place she remembers seeing her friends, the keep where the demon Agliax lives. Meanwhile the rest of the Storm Shields remain on the outskirts of Dusk were the find a secret code that seems impossible to crack.
The Storm Breakers uncover a sinister scene beneath the city of Dusk where they encounter an old friend.
The Storm Shields find something deeply sinister beneath the cheery surface of Dusk.
We are again joined by our special guest Christoff Visscher from Cantrip Candles. Got to www.cantripcandles.com and use the promo code GOLDENTOILET to get 10% off, until the end of November (2020)
The Storm Shields find a way out of Dusk that may cost to high a price. Meanwhile, Cecile reveals to the party a secret about himself that he's only recently discovered and doesn't quite understand himself.
We are again joined by our special guest Christoff Visscher from Cantrip Candles. Got to www.cantripcandles.com and use the promo code GOLDENTOILET to get 10% off, until the end of November (2020)
The Storm Shields reach the City of Dusk, where the locals give them an uneasy feeling and an old enemy resurfaces.
What the Storm Shields thought was a righteous act may turn out to be cold bloodied murder.
As the ground begins to thaw, The Storm Shields (or are they the Storm Breakers?) leave their winter home in search of their lost benefactor, Sir Alden. Joining us on our adventure, special guest Christoff Visscher!
Season 3 Premiere! The Storm Breakers find themselves transported back to a very familiar place, but something is not quite right. It is already winter, one party member is missing, and they don't appear to be alone here.
After defeating Lilith's father our adventurers search for a way out of this dream like world, only to discover that their is an even greater evil waiting for them.
It begins with a drip... Not sure if they're in a dream or trapped in Lilith's mind, one thing is certain, there is something waiting for them at the end of the path.
Accompanied by the assassin Stecker, the party prepares to descend on Doktor Odenwald in his private laboratory.
It's been two days since the Duke's murder. Spending those two days locked away in cages while the rest of the city evacuates, our adventurers are given a difficult choice, which may forever divide them.
Nighshade's new mistress asks a favor of her as our adventures watch the last remnants of the city's inhabitants flee.
With Maldail finally defeated our adventurers find themselves confronting a new and far more dangerous foe.
The city is plunged into a massive battle as thousands converge on the castle in an all or nothing fight to save New Kaladurh.
From one danger to another, our adventurers make their way out of the Shadowfell and into a city full of deadly spiders. Yup, yup, good plan, good plan.
Whether they choose to stop the evil, save the innocent, or run get help, our adventurers realize all their choices lead them back into the city. Meanwhile, McQuaid has a few stern words for the young newcomer to the group.
Faced with a no win situation, the group must decide whether to stay and die or live to fight another day.
As Rael and Nightshade fall victim to a curse, Barington must make a difficult choice that is sure to haunt him forever.
Cecil mysteriously vanishes, but the team find themselves joined by a new recruit. A strange warehouse requires investigation
On this episode we're joined by Graham Skipper as we play a game of S.C.R.E.A.M. The Horror.
Follow a group of friends as they embark on a canoe trip down the Dead River. I'm sure everything will be just fine.
Nightshade, McQuaid, and Lilith take a stroll through a quiet little town. Cecil's doctor’s appointment costs him an arm and a leg.
The party regroups after a tough fight. Meanwhile, Nightshade finds herself in double trouble.
Rael and McQuaid run into someone they thought was dead. Cecil and Lilith pull off the perfect crime... THE PERFECT CRIME!
A harrowing encounter with a familiar assassin could be the end of the road for our adventurers.
A fight in the alley goes haywire. The adventures come together to uncover a deadly plot.
A murder, a robbery, a nightclub, and a good steam; just a normal day in New Kaladuhr City.
While on patrol in New Kaladuhr, McQuaid encounters a darkness that tests his faith and dedication.
The adventurers travel through the creche of Prystrit and get put through the ringer. Rael takes a mental vacation
Cecil is badgered with some large problems and the adventurers attempt to understand what happened in the now deserted Jurraferlesh before leaving the mountain valley for good.
The day after their showdown with Maldail, the adventurers lay the village of Jurraferlesh to rest, meet some interesting strangers, and Cecil has a brush with death.
The adventurers finally have their showdown with Maldail and things don't go quite as expected.
Agliax offers a tempting proposition but negations become explosive. Arriving at the Fang, the adventurers meet their Doom.
The creator of the Zomblins isn't all that she appears to be. A call for help is answered.
Our adventurers delve even deeper into the mystery of Spirit Hollow when they discover a hidden passageway underneath the town.
After most of the party is nearly killed fighting a woman who's innards were replaced with bugs, it's finally time to get out of this horrible, creepy town. The greener pastures and safety of Spirit Hollow awaits.
Leaving Jurraferlesh is way harder than it needs to be, especially when corpses keep popping up. The local priestess has a message for Nightshade and Cecil has an encounter with the Drowned Drow.
Our adventurers learn that things can always get much, much worse when they're stuck in a house surrounded by a horde of zomblins. And Lilith has a visitor.
The gang seeks shelter from the rain in an old abandoned house in the middle of the woods. What could possibly go wrong?
A new group of young and idealistic adventurers arrive in the town of Jurraferlesh. Hired to deal with a goblin infestation, the team is confused by the news that the problem has already been sorted out. However, after a little poking around they discover the situation is far more complicated.