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After a bungling few days the investigation continues
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A group of investigators are summond to the bed of a dying man in Arkham, MA. What could possibly go wrong?
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Dr. Russ Wallerton and Jar Vis are back! This time they take a seemingly easy job to pick up a bounty on an ocean world run by tyrant lords.
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In this harrowing episode Jar Vis and Dr. Russ Wallerton have a contract to bring an insane cult leader in alive
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The party is still in the dungeon. It's the final part, what do you want?!
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The party is still in the dungeon. It's the fourth part, what do you want?!
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The party is still in the dungeon. It's the third part, what do you want?!
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The party is still in the dungeon. It's the second part, what do you want?!
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The party enters the dungeon or something. It's the first part, what do you want?!
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The crew realizes the dust isn't quite what it seems
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The crew realizes that they aren't alone on the station
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With one member in Jail the group takes a breather and figures out their next move
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The group continues on their bumbling chase and somehow stumbles into a property deal
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The Arkkala crew is back and off to find another evil doer!
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The group finally has the book, but their quest isn't over yet
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The group walks in on a ritual and everything totally goes according to plan.
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After narrowly avoiding an all out brawl, the group finds a hidden door in the basement
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After an eventful week, the group is one step closer to finding Alexander
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After finding the information they were looking for, the group finally acts on it.
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On their search for more information the group crosses the wrong Corpse Monger
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After an eventful train ride, our group finds their way to an unsavory area of town
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A group of strangers is brought together by a wealthy man that they each owe a favor to.
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Our heroes finally meet the man who runs Barovia. After they broke a bunch of his stuff.
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Our heroes learn about the consequences of breaking into someone's home
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Our heroes finally take Strahd up on his offer to join him for dinner. Nothing bad can possibly happen
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The group tries to stage a murder mystery... Kinda
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In search of a missing child, the group looks for some werewolves
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The group heads back to Vallaki to deal with some unfinshed business
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With the dress finally in hand, all that's left is to find Johan
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With the dragon slain it's time to get all that sweet loot!
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After dealing with the abomination in the well our group recieves a dinner invitation
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After the tragedy at the pond the group heads up to the Abbey
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After dealing with the Druids at the winery the group heads back to the gated town
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After getting turned away at the gates of Kresk, the party makes their way to a winery to help make a delivery.
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After dealing with the Burgomaster of Vallaki, the party parlays with the other prominent family in Barovia
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The group tries to gather more information about the missing person, but miscalculates how much they can get away with
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The group is called upon by the Lord of the town to help assist him in finding his missing maid.
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After a fierce fight with some Hags the heroes recover and make their way to the nearest town
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The pies were pretty good, but the Hags still have to die.
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After recieving a cryptic reading from Madam Eva, our intrepid adventurers continue along the road
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Our heros start to discover that Barovia isn't exactly a hospitable place and cross paths with Madam Eva
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Our heroes barely survived the Murder House. And are relieved to find themselves back outside... but should they be?
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Our heroes strike up an uneasy peace with the master of the lodge
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Our heroes exit the portal and find a hunting lodge.
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Our Heroes start making their way through the castle
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Our heroes emerge from the tunnel into the Mere of Dead Men
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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A rag tag bunch of heroes are tasked with checking on someone in Arkala
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Our heroes embark on a strange and dangerous journey
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Our heroes embark on a strange and dangerous journey
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Our heroes embark on a strange and dangerous journey
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Our heroes embark on a strange and dangerous journey
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Our heroes embark on a strange and dangerous journey
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Our heroes embark on a strange and dangerous journey
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Our intrepid heroes followed the culitists to Waterdeep only to have to continue on again
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Our intrepid heroes followed the culitists to Waterdeep only to have to continue on again
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Our intrepid heroes followed the culitists to Waterdeep only to have to continue on again
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Our intrepid heroes followed the culitists to Waterdeep only to have to continue on again
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Now gainfully employed, out heroes set out from Baldur's Gate
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After a brief rest in Greenest our heroes head back to learn more about the camp
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Our group of rather snazzily dressed demigods talk to their parents.
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Our group of rather snazzily dressed demigods clean up the mess they've made.
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Our group of rather snazzily dressed demigods run into a bit of purple trouble.
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Bonus Episode! We were able to read Michael Witwer's new book, Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons so we were able to review that for you, we also take care of some house keeping.
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Our group of rather snazzily dressed demigods meet for the first time.
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Our heroes are hot on the trail of the cultists
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After recovering briefly from the battle of Greenest, the Mayor asks our heros to figure out who attacked them.
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Hurt and Betrayed our hunters are out to get revenge on the Demon that wronged them.
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Aaron has a surprise for everyone... and no one is happy about it.
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The guys saved some guy's bacon... but maybe they shouldn't have...
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The guys just finished a hunt and are on their way out west to investigate an odd occurance when they get sidetracked.
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It's finally nearing dawn... The worst must be over.
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After arriving at the keep, the group is put to work immediately
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A group of adventurers in search of glory, gold and thrills arrive at the town of Greenest
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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A secret forge filled with War Forged?! We're in!
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The group begins to clear Thundertree of Danger
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The group arrives at Thundertree and things are not quite what they expected.
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It's been 6 months since our heroes returned to Phandelver, It's time to get moving again.
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This is the beginning of the end for the Diamond Amulet Campaign... And maybe our heroes as well...
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This is the beginning of the end for the Diamond Amulet Campaign... And maybe our heroes as well...
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This is the beginning of the end for the Diamond Amulet Campaign... And maybe our heroes as well...
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This is the beginning of the end for the Diamond Amulet Campaign... And maybe our heroes as well...
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The group tries to develop a plan to infiltrate the enemy base undetected.
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Things don't go quite as planned when our heroes are stopped by a group of Imperials
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Our intrepid band of adventurers find themselves on a desert planet that isn't tattooine!
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Our intrepid band of adventurers board their "new" ship and get more than they bargained for.
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A battle on an airship! What could possibly go wrong.
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Our heroes make their way aboard the enemy ship with the most guile that they can muster.
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Our heroes begin their given quest but run into a bit of a snag.
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Our Adventure starts with an Airship Attack upon the city! Will our heros be victorious?
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Our heroes find themselves in a complicated situation with a couple of dwarves and make their way to a mine.
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Our group attempts to clense the temple to disasterous results.
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Our group of heroes have finally tracked down Cragmaw Castle... Will they find the answers they seek?
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The crew continues into the ruins unsure of what they'll find
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The crew mutinies against the captain and plots a regime change.
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The ragtag crew finds a way off planet and encounters some totally unforseen problems
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A group of smugglers are just trying to make their way in the universe.
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The group continues their journey and finally finds the location of Cragmaw Castle
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The Group travels on Triboar Trail and encounters what seems to be an unlikely friend
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Our heroes are figuring out the next part of their journey and it looks like they're going to meet the mayor!
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The group is back and dealing with the aftermath of killing Glass Staff
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The party ventures further into the Red Brand Hideout and finally confronts Glass Staff
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The party ventures further into the Red Brand Hideout and stumbles upon an interesting creature.
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Our heros have found the hideout of the Red Brand Scourge... But it may not be that easy.
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Our, for lack of a better word, heroes finally make it to Phandalin and find out that not everything is goind well.
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Our heroes finally leave Cragmaw Hideout and head onward to Phandalin
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Our heroes venture further into Cragmaw Hideout with varied success.
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After dispatching the Goblin Ambushers the group tries to find their taken friends.
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A new group of adventurers has accepted a job to escort some supplies to Phandalin. They expect it to be an easy task... They may be mistaken.
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Here is the exciting conlusion to the Lord of Dirge, Will all of our Heroes make it out alive? Will Matloc be rid of his nasty tattoo? These questions and more answered this week!
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The group has their covers and their mission, It's time to party!
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Our rag tag group gets their next assignment, and begins preparations for the heist.
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We're back in the city of Dirge with Matloc and he's yet again found himself with new companions.
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This episode marks the end of the Corsair Trilogy!
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As the group enters the mysterious flying city they find more than they bargained for.
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Aaron finally resumes his place as Captain much to everyone else's dismay.
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Time for the final part in the Corsair Trilogy! Aaron and Benedict are back to hunting that elusive treasure.
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In the exciting conclusion of Orcs of Stonefang Pass the group goes toe to toe with the horrid titan Stonefang!
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The group continues on their quest to get all of the parts of Stonefang
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The group continues their decent into the caverns.
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The group deals with what lies beyond the door.
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Our "heros" decide to "help" a band of dwarves. This will surely end well.
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The Squad now has a Zepplin to use in the final assault on Her Majesty's Secret Monster. Yes. A. Zepplin.
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The Squad has found where they believe Franklin is in the compound but now need to figure out how to breech.
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The squad begins their assault on where they believe Franklin is being held
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Lt. Murphy a Ranger in the Colonial Militia meets his new squad: Loxly Hood, Theif. Steven Blitz, Civilian Engineer. Sgt Jethro Monad, Ranger. and Pvt. Jack Thatcher, FNG.
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The conclusion of the bumbling vigilantes is finally here!
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Well when you can't think of anything else, take some 4th Shift!
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Nothing seems to be going right, so Clark and Bruce attempt to follow the only lead they ever really had
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Clark and Bruce try to figure out their next move... but at least Clark says he has a plan
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Vigilantes Clark and Bruce are hot on the trail of the suppliers of a new street drug
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Only bad things happen in the Trollshaws during this epic finale of what started out as a very simple delivery.
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The group leaves the tunnels and ventures further into the Trollshaws. Nothing good happens.
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The group is on it's way to the Trollshaws with the package mostly intact.
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The ratag group of Hobbits, Dwarves and Men come together once more to embark on the epic quest of... delivering a package?
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Tex and Card finally find out what is exactly going on and discover who is behind all of it.
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Tex and Card make thier way to an even seedier part of Nar Shaddaa as they search for their next contact.
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Tex and Card finally get to meet Torga the Hutt but it doesn't look like they are going to be able to leave Nar Shaddaa any time soon.
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Tex and Card are down on their luck Smugglers who have just set up a meeting with an underling of a notorious Hutt. What could possibly go wrong?
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The group is nearing the end of their journey, or so they hope.
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The group continues to fight for their lives in the Chicago Mansion
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After leaving the church, the group heads to the nearest train station to buy some tickets and figure out if they can work together again.
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A few months after the events of The Map of Corsair the members of the group stumble upon each other in a church in Pheonix.
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The adventurers face off against the big bad, will they save the world? or just have a final pint?
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The group of adventurers encounter more hardships as they approach their goal
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Our band of not quite heroes continue on their quest to stop the big bad that they released. Their quest takes them to a seedier part of the city than they are used to being in.
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We return to the Dead Horse a short time after the events of The Obsidian Spike. Matloc's friends have been on a pub crawl for weeks now so he's looking to adventure with a new crew, Unfortunately, at the Dead Horse pickings are slim...
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What is left of the company makes their way deeper into the mines. Will they get out alive?
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The band of adventurers encounter more dangers in the Mines as they get more and more lost.
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Last week the group suffered thier first loss. As they go deeper into the mines who will be next?
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A group of adventurers in search of the Forever Stone, which is rumored to give eternal life, enter the Mines of Madness
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Casey, Matt and Carlos do a special edition of Tabletop Theatre where they talk about how they got into tabletop gaming, the show so far and the future plans for the show.
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This is the fourth and final part of The Diamond Amulet
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The adventurers accept the quest of the Goblin King and attempt to overthrow his usurper.
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The Adventurers recover from the wolf attack and head farther north into Goblin Territory.
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In Bree an group of friends embark on a quest with the promise of riches and adventure.
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Things start to go badly in the mansion for almost everyone. Who will make it out alive?
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The treasure hunters hit Barton Hollow and start looking for the Pemvari Family
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The Treasure Hunters investigate the loud thump on top of the train and attempt to continue their search for the Map of Corsair
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The Treasure Hunters come together and begin their hunt for the Map of Corsair.
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As our story draws to a close we find out if they will all make it out alive.
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Our blundering heroes make the wise decision to enter the forboding obsidian tower.
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The Heroes enter the wasteland where only good things are bound to happen.
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The heroes enter Caslu's fun house and finally meet up with the Big Bad
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The heroes have crash landed on a small moon near the planet where they believe Caslu is hiding
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The heroes enter the ancient temple and attempt to deal with what waits inside.
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The heroes come together and start on their journey to hunt down the fallen Jedi, Darth Caslu