Weekly episodes follow a DnD game with a lot of home brew involving animals that have gained sentience. Finding their place in the universe is more difficult than it sounds when they don't know their own origin.
The party enters the Shadowfell and almost immediately finds someone they failed to kill in the past. Luckily they run into someone with a mutual need for dead bodies.
What's left of the party moves toward the Shadowfell and their next journey as Season 2 is about to really kick off and our quieter players(stars of the Townberg Trio) find their places in this new groove.
The party returns toward the Bear King's Castle and handles some random encounters along the way.
The party wraps up at the faire and decisions have to be made about the road ahead and inherent traits of the party.
The party starts taking turns in the fighting ring this week. Tune in to hear their battles and cheer on the winners.
The party continues their time at the faire and things start to go downhill from there...
The party navigates through more hijinks before arriving at the fair and starting to have a good time.
The party continues on in their journey toward the Mountain Queen's territory and continues to run into strange scenarios along the way. Was the Feywild always this weird, or did people just get more comfortable with the hags gone?
The group comes together in season 2 after about a month of in game time. Champion has returned to Emilio after bringing back 13 out of the 14 children. The rest of the party comes together with a stow away and a new recruit to find consequences of magic in their first encounter.
Three of the members of Townburg are put in a position they never expected and feel the need to do something about it, to save the town and right the wrongs.
All of season 1 wrapped between our intro and our outro, nothing else added. (Unless PodBean puts commercials in) 78.5 hours long
They party cleans up the mess of the hags and faces the existential crisis of an animal that was developed in chaos having completed the purpose they worked toward for so long. Now they must decide what the rest of their lives look like. Join us in Season 2 next year.
They party is honored at the Bear King's castle and many of the Fey are present. The Brewer fairy arrived upon request from the part, and an old friend or two make an appearance.
The party works to conclude their fight against the big bad even going so far as to split the party between realms. The story continues with their movement into deciding what to do after the battling is done. Or before next season...
The party fights to stay alive as they attempt to protect themselves and the Feywild from these strange interlopers from another dimension. The party feels like they might have an idea of what is going on, but they've honestly never needed one to kill before.
The party continues their fight against the creatures from the Astral plane. They split apart to avoid the anti-magic cone in the middle of the field. Rule number 1, never split the party. Let's see how this works for them. To be continued after this episode. Sorry for the split up BBEG.
The party faces off against whatever it was Bery was fighting on the other side of the rift in the Astral Plane. Magic is acting up for some reason and the party can barely see what they are fighting.
Our Critters take stock of what they have with reunited relationships and loot alike. Bery does some research on the party's new toy as a familiar voice rings in his head.
Our party bears down to defeat this final hag and erase the coven for what only some of them know the coven did. The hag is only one challenge. The party needs to repair the realms damaged through this evil magic, but something else also lurks.
The party continues the fight against Dreaming Eileen Branchwhistle, the last of the hags responsible for taking children and practicing a dark magic. Our Critters have somewhat of a plan to correct the evil they have cast on the world, but first they must be defeated.
The party makes a quick stop at the Astral Plane while they rest to return one badger to his husband badger, but something familiar and unfriendly comes back with them. All this while waiting for the last hag to appear.
The Critters continue their fight against this annis hag despite thinking it was a night hag. Champion is focused on murder in an attempt to save those children in the hut. The party focuses their attention to the old woman looking for answers.
The party finishes their rest and look toward the next target. Information being thrown around isn't all correct, but they run toward the target hoping to figure everything out along the way. Maybe answer can be found as they get closer to the end of this coven.
The party continues their fight from last episode mid sentence. The battlefield is chaos and not caused by our wild magic sorcerers this time. Let's see where this goes with only a few days left in some mystery count down.
The Critters wake up for the day ready to traverse the frozen river of a this new hag. They seem to be getting used to killing hags for the benefit of a land that they barely know, and yet feel the urge to protect.
Our party continues the fight against the hag. She doesn't throw hands, but her lair starts to throw snow. We get to see our party play a bit of dodgeball.
The Critters come back together and plot their attack. None have seen what awaits them in the frigid lair of a snow hag.
The party must find a way into the realm of the snow hag. Magic prevents some of the critters from entering.
The fight continues in the midst of wild magic choices. Our party discusses likeability and push forward.
The consequences of last session are faced in the start of this one and a long night awaits.
Our party starts turning on each other in the magic and confusion of the situation. The hag has a new form within a form.
The Critters charge in to attack this next hag in a grove similar to Melchior's. Hags don't seem very diplomatic.
Join us this holiday season as we try to figure out what to call the holiday in a fantasy world referencing Christmas figures from around the world about as well as we reference the Feywild in our normal games. Come join us and share your experience with us through social media platforms you can find at Crithippo.com. We hope you enjoy out attempt at holiday levity.
Our Critters finish some simple landscaping and take inventory while forming a plan to take the next hag.
The murder machines wake and rejoin the critters on the way to the Spring Court to face the next hag.
The critters continue their fight of fire versus cloth. Why can’t all battles be so easy?
Sorry today's is a little late. I accidentally uploaded episode 51 twice.
During the rest, part of the party hears something and goes to investigate. Some slept, some not, they venture deeper.
This fight continues as the party struggles with multiple members unconscious. Things don't look good.
The Critters continue their fight against the hag and her pets. These hags are more powerful than originally thought.
The Critters plan naps around fear of a slow ghost possibly chasing them like the snail from TikTok.
A quick recap of the ruins starts in a fight with the elementals still protecting sacred summer lands.
The Critters continue the job of pest control on their way to the next hag. Maybe these pests have loot!
Our party leaves the hag's lair after a full night and a lot of confidence. The Critters head toward the farm previously mentioned, yet often forgot.
Our party continues their fight, things get confusing, creatures drop, and fear abounds! (a much appreciated reminder from Champion the DM is also a player at the table)
Our Critters face down the hag and continue a fierce battle. This one isn't as easy as the three during the Autumn Court party.
Our party enters the grove of a forest hag, unaware of the power a lair holds to the right spell caster.
The Critters continue through the maze despite difficulties and missed clues. I swear this puzzle wasn't supposed to be this hard.
The party is over with the mood destroyed due to murder... Our party chooses to rest up before setting off on a new mission.
The mystery continues as dinner seems to be ruined. The Critters deny responsibility and search for a killer out of some other guilt, completely unrelated guilt.
Our party meets a less liked member of the Fey court and tries to support them in the Critters' own way. Let's see what happens.
Yeah, so the original name was the fight of the invisible, but it's late and I'm not changing it. So here it is. The Critters continue to fight and things get personal. Attacks turn to each other and critters start to drop.
Our Critters continue their food fight to provide dinner for tomorrow's meal and entertainment for tonight.
As mentioned in the episode, we got permission to use some of the items from this awesome guy. Check him out and maybe give him a follow on social media or support through his patreon. https://www.thegriffonssaddlebag.com/
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The Critters feel at home in a party of chaos deities who also happen to be Arch Fey. A fight for dinner will commence.
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Our party has a new direction, to the Court of Stars for the Autumnal Equinox. They travel with a new friend of Fey royalty.
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The Critters meet a new stranger who might know something about where they want to go for their dryad friend.
The critters start their journey in the Feywild and begin to follow a warm feeling in their gut. Intuition is taking over.
Our party meets with Melchior to learn more of what they have gathered. A competition with the new druid and Bery ensues.
The party levels up again! They then start looking around the room and notice the remnants of a baked potato and corrupted magics.
The early days of the Covid19 Pandemic wreak havoc on our game with sound issues and a lost potion of data. And yet, our party continues forward. I try to make up for the lost bits with a summary of what had happened, along with references in later episodes as to what was missed. This week we release two episodes to compensate for the lesser due to error.
Is Honey's healing enough to counter the damage of these rude humanoids? The party struggles to end this fight alive.
Bery runs into another room filled with cultists. It's possible the cult is dealing with dwarves and elves from below ground.
The Critters are cleaning up, but you'd think it would be easier for them. Wild magic benefit and magic items take a turn.
Our party learns about the powers of the Feywild through experience and these Seasonal Eveles are serving something up other than food.
Our characters revel in loot and complain about difficulty, but this group of murder hobos doesn't know what difficult is...yet.
Our Critters continue to fight and defend their fallen comrades. Some familiar faces make an appearance.
Our Critters enter yet another fight. Except this time the enemy isn't scared. I hope our party can handle the dark.
The party levels up in an awkward spot and thus the episode is split strangely. It's like a shopping episode without shopping.
The critters struggle to finish this fight, one is lost, one is cursed, and the potato is helpful?
Our party struggles through taking on two fights at once. Lesson learned, never announce Oculus Tentacles.
Things take a strange turn when chaos grips the battle field and engages the enemy early.
Loss plagues the party and clouds decision making, while the critters try to advance through this dungeon.
As the Critters continue to fight, new allies appear. Will it be enough to turn the tide of murder?
The Cult does not believe "Oculus Tentacles". Is he who they worship? Something is off here, other than a spectator's restraint.
Our party returns to Melchior with the elf in tow. New information about this conclave as a whole has come to light.
We've learned the location of Azariah and she is still alive, though possibly hurt. Now our group of critters must go potato first into the enemy camp!
The party must figure out where these creatures keep coming from and look for the elf friend of their druid, Melchior. Hopefully she is alive when they find her/if the find her.
The critters attempt a radical plan to avoid further attack or detection. They want to be the hunters now.
Our critters spend time recovering at the Thorny Grove and getting more guidance from the tolerant human druid, Melchior. He gives them more direction on where to go for information, an old friend.
Our not always so friendly critters continue fighting and searching the swamp for what might have caused them. Consequences await!
The Chaos Critters continue their fight with evil fey over a place of bad memories. Will they find anything of use here, or just commit more atrocities through murder? There is still a question about all those goblins.
Our Party returns to the Thorny Grove. They are judged by Melchior and tasked with another mission; to return from whence they came! Back to where this mess started to figure out how it started.
Our party begins the process of solving the puzzles to fulfill their side of the Parley agreement. Hopefully the orcs will leave once the job is done. Are riddles puzzles? Sure, let's call them puzzles. The more important question is who is going to clean the castle after the orcs if they succeed, or whose blood will be spilled if they fail?
Our party sets off on their first official adventure, to parley with the orcs. They will be judged, and the journey will not be as easy as expected.
Our party comes face to face with the local authority and are examined for their crimes against nature. He will decide if they have any future.
Our party recognizes themselves, their prison, and plan an escape....through violence!!!