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Never split the party! Unless you’re going to do some chores and take a furtive walk around town.
A shopping trip, afternoon tea, and a polite murder request. Happily, no flesh bag. Sadly, no book club.
This episode is kind of like “Hansel and Gretel,” except there’s a bag made of human skin.
Our adventurers are off to scenic Valaki, and in the bar of the Bluewater Inn they meet some Very Interesting People.
The Dog and Pony Show returns! With the same dog… but a new pony. And new players! And a new DM! Please enjoy this trip to a tavern in Little Borovia, and watch Tony die a little bit inside in the service of Dungeons and Dragons.
In this episode, our adventure comes to its end. A while ago, the Adventurers’ Pyramid installed Calcryx the white dragon as the ruler of the Sunless Citadel, with Meepo as its right-hand kobold. Unintended consequences can be tough. Will the adventurers escape with their lives and their treasure? If they can, they’re definitely going to make the front page of the next issue of Oakhurst & Beyond!
It’s good to learn things. Where does the Hobgoblin fit in the hierarchy of D&D monsters? If you’re killed by an arrow, does the second arrow really do damage? And how much blood can spill out of the bodies of unconscious adventurers who were just trying to get back to the surface and claim their reward?
Our adventurers have begun their trek back to the surface! But they’ve left so much destruction in their wake… and now they may have to pay the price. (Also, Furian’s curiosity gets the better of him.)
The boss battle concludes! The frog is dead! The tree lies in ruins! But not everyone will make it out alive! Who will survive? Those who remain will get an exciting trip to… Level 3! (And you get to see us level up our characters.)
This is it! The beginning of the end! Our party enters battle with the evil druid, his monstrous tree, his two plant-zombie thralls, his twig blight army, and most importantly, his giant purple frog!
Yes, the underground gardens of the Sunless Citadel are a beauty to behold, especially if you’re a fungi enthusiast researching for the Great Bugbear Bake-Off. But these ancient statues from a dragon-worshipping cult are just creepy.
Our group’s meeting with Balsag Rogruk Bugbear is not going well. But have no fear, a park bench and an underground garden party are just around the corner.
Does a pile of skeletons make a park bench? How fast is a rat at both moving and dying? Why should you never disturb a fire snake’s hole? Our adventurers learn the answers to all of these questions, and then get off on the wrong foot with a new acquaintance.
The Adventurers’ Pyramid, having killed many goblins, now faces the wrath of Durn, their Hobgoblin boss. Can diplomacy save the day? Can Meepo? Can anything?
You’ve seen the dungeons, but what about the dragons? Our first-level adventurers get what they asked for in this episode, as they encounter Karylax, the ice dragon wormling. Will he welcome back his old companion Meepo, or does he view our party’s Kobold sidekick as an enemy? Only one way to find out!
Tragedy at the archery range! Can anyone save Meepo? Will an assortment of goblins pay the ultimate price? And what’s through that next door? (Hint: Probably more goblins.)
With all the rats finally dispatched, it’s time to switch all our attention to Goblins! Will the Adventurers’ Pyramid be charming enough to talk their way past another collection of Goblin guards and invite them out to drinks after work on a Thursday? Or will it be death for Meepo the Kobold?
Who wants to kill a Rat Queen? It’s a dirty job, but someone’s got to leap into the fray and become the meat in a rat sandwich. Is Max up for the job?
It’s time for the podcast that asks the question, “Why are there rats?” In this episode, Max discovers a fountain with a creepy inscription. Also our team meets—and kills—a whole lot of rats. Dungeon fun!
Max and Nox concoct a plan to fool a bunch of goblins. A surprisingly tall goblin guard makes an appearance. Many deception rolls are attempted. Can nonviolence really work, or is it all a folly? The dice rolls will reveal all!
How many rats does it take to get to the center of a Sunless Citadel? Our adventurers find out, and then learn some important lessons about the dynamics of Kobold culture.
Our new adventurers are about to face their first combat situation, as a group of giant rats attack the party. Who will survive unscathed and who will be bathed in their own blood?
Our adventurers visit a mansion to receive an assignment, participate in a team-building exercise, and climb down a rope into a subterranean gulf of darkness.
We begin a new TPK season with an almost entirely new collection of players! In the small town of Oakhurst, many adventurers are gathering. Is there trouble on the horizon? Probably! Does the town’s local newspaper have a surprisingly broad circulation? Seemingly! Does that demon lady really think her weasel is a fox? Possibly! Step inside the tavern and get ready for some Dragonborn rock and roll.
The end of Shocktober 2019 is in sight, but rather than taking on the evil Lord Seyvoth directly, our adventurers have chosen to mop up a bunch of side quests, with the help of speed, steroids, and other questionable substances. IT ALL ENDS HERE! UNTIL NEXT YEAR!
At long last Scüp and the gang have reached the top floor of Seyvoth Manor! But there are some puzzles to solve and sheet music to obtain before this adventure can reach its conclusion…
So many creepy mansion rooms for the Mystery Wagon gang to explore, so little time! How will they keep Fluffy and Henry from drinking from a blood fountain? What’s the message that a ghost in a mirror has to impart, and does it involve amazing bargains on mirrors? And Henry grapples with returning memories of his life before death. But in a spooky way because he’s a Fantasy Canadian Frankenstein Monster now!
As Shocktober 2019 continues, Scüp and the gang continue fleeing a necrotic vortex, and then explore Seyvoth Manor’s equally spooky attic! Will this adventure continue to teach our players that books are dangerous? Probably!
We return to our spooky second run-through of A Night in Seyvoth Manor, with a somewhat familiar, but legally distinct, set of characters. It’s time to venture up to the second floor of the house! Will Fluffy drink something else magical and poisonous? And will those stuffed bears the characters keep finding help defuse a tense situation with a g-g-g-ghost? Find out as SHOCKTOBER 2019 begins!
Back to Borovia! These adventures will be streamed and posted here for Incomparable members. They’ll show up on the public TPK feed sometime in 2020.
We just realized these never got posted to TVK! Here’s the unedited live session of the Adventurers Pyramid, as streamed live on Twitch.
Enda the Rogue has been found at last! But there’s a task Dragonforge & Associates must perform before they can return to the hunt for Rutherford Urmbrusk. What could go wrong? [Dragonforge & Associates will return in November to wrap up season 3. For the next five weeks, we return to Seyvoth Manor for SHOCKTOBER 2019.]
Back to Borovia! These adventures will be streamed and posted here for Incomparable members. They’ll show up on the public TPK feed sometime in 2020.
This battle is the pits! No, really, there are two pits. Our adventurers use acrobatics, hypnosis, and arrows to attempt to subdue far-off enemies.
Dragonforge and Associates are reunited, and it feels so good. Also, it turns out putting your wizard in front of the party is not a smart move.
The Dog and Pony Show crew (well, some of them) are back with a new adventure. Tony Sindelar is your DM! Dan Moren is now a player? Join them and returning players Erika Ensign, Mikah Sargent, and Aleen Simms, as well as new player Jane Ritt, as we return to Greater (and Lesser) Borovia and the Curse of Strahd! These adventures will be streamed and posted here for Incomparable members. They’ll show up on the public TPK feed sometime in 2020.
What’s the difference between a real alligator and a fake chicken? It’s an important lesson, but not as important as remembering not to touch the mushrooms.
Ask not for whom the scythe swings—it swings for thee. There’s also an unpleasant amount of vomit, and an even more unpleasant amount of snakes!
Robot scorpion or not? How could a scummy pool be dangerous? Why are statues so terrifying? Very few of these questions are answered!
The other half of Dragonforge and Associates slowly unburies itself, meets two strangers, and then has some fairly typical sewer problems.
Rocks fell! Everyone maybe didn’t die! But who is left alive and awake from Dragonforge and Associates. Also, why does that lizard person look so familiar?
This room is really big. Our adventurers continue to battle rogues and scoundrels and possibly there might also be some lizard people around? There’s a lot going on. And stay tuned for the exciting cliffhanger ending!
This episode covers all facets of the underworld of Undermountain—scoundrels, kneebreakers, and grifters. Our adventurers try to rescue an urchin! And what would a Dragonforge adventure be without some Ding Dongs?
Have you heard the good news about lycanthropy? Our adventurers visit with their new friends in the werewolf cult, who are very interested in signing up some new recruits. Also, our party gets its dwarf back! Shh, stop cheering, she’s got a really bad headache.
Which is better, diplomacy or intimidation? This episode might reveal the answer! And then we flip the map and spend a lot of time pondering the Z axis as our adventurers climb down a giant statue. What’s at the bottom? Nothing good, that’s for sure.
Proving that Tony thinks that no D&D adventure is complete without a trip to the sewers, our adventurers once again trudge through the sewers. Will Pieter fall in the sludge again? Will Olestran forget to mark something as his quarry? And are those rats, or giant rats?
Watch out Undermountain, because the best team of adventurers-slash-sandwich shop promoters is back on the case! Dragonforge and Associates are still on their quest to find Rutherford Umbrusk, and the latest lead in the case takes them to the seediest part of Waterdeep to bargain with some questionable characters. How will they mess this one up? Listen to find out!
This mini-season of Eglath’s Angels concludes with a deadly vampire battle, a powerful wizard, and a talking hammer.
Johnny Nine is alive! Our friends and their newfound Golem navigate turnstiles, boiling mud, and darkness. What’s in the darkness, and why does it want to hug Eglath’s Angels… to death?
Three dummies smash orbs in a locked room. Three bored adventurers wait in a hallway. Then there’s a riddle involving a flesh golem.
Our mini-season of Eglath’s Angels continues with a series of curious decisions. Flesh golems? No thank you! Creepy room full of suspended colored orbs? Yes please! And why do a dumb thing once when you can do it twice?
Eglath’s Angels return! Your original crew of TPK knuckleheads is back, but they’re not on Athas anymore. In this special mini-season, they’ve been swept onto a different plane, where they’ll play in a classic D&D module! But first, Carlos attacks a tree.
In the thrilling conclusion to Dungeon Crawl Classics, the world’s foremost experts in elevators try to unlock the secrets of a strange new weapon and fight an ant man. Will they discover the truth about what lies in the heart of the glacier? Should Monty buy new dice? And what strange fate awaits our cave people?
No sound effects, but here’s the entire video session of our members-only Star Trek adventure from earlier this year.
Our first generation of characters is dwindling! Which villagers will step up to the task, and how many caveman bodies will they have to step over to join our party? Doors will be opened! Lizards will be kicked! Art will be appreciated! And a legally-distinct enemy will have our adventurers desperate to roll something higher than a ten.
Meet Chuck the Dwarf! He’s a flintknapper extraordinaire who’s going to help lead the party through more underground tubes than they’ve ever seen before. Plus, you won’t believe what kind of security system this glacier has!
An entire cave-dwelling village is mobilized to find the cause of mysterious smoke coming from the local mountain! Tony Sindelar DMs a new crew of characters as they journey from Hither to Yon. It’s a rip-roaring good time!
This is it, people! The season finale finds our adventurers up against a terrifying black dragon after literally no preparation or strategic planning. Will they survive to reunite the dog with the pony?
The Dog and Pony team finally investigate the forge, then traverse a chain ladder into the depths of the caves. Ladders and bridges take a long time to figure out. After all that trouble, they’re rewarded with something much worse than they expected.
Now that Spurious knows how his go-to spell actually works, he puts it to serious, fatal use. Then the team goes on a wild Duergar chase that leads to a bathroom, a closet, and a secret tunnel. This party is really really bad at secret doors.
Our intrepid (or maybe just tepid) adventurers continue to explore the old Dwarven ruins. How many adventurers does it take to read a scroll? The answer is too many.
In the life of every party there comes a time to make a gruesome decision about how to defeat one’s foes. Though not every party can notice a rug and a suit of armor, but fail to notice an entire room full of corpses.
What happens when you ignore a warning sign? A really long, scary battle! But if you live through it, you just might finally get a long rest. And maybe meet a ggg-ghost!
The Dog and Pony gang investigate the forge, and learn some important lessons: Do not trust furniture, but do trust literal warning signs.
Bruldish fights with her cousins, and we see a whole new side of Elavor. But will the adventurers ever find the forge?
When is a flopping fish not just a flopping fish? When it’s attached to something that’s trying to eat you.
Will our adventurers finally get a long rest? How big is this cave system anyway? What can you do with two magic hands? Do skeletons have belongings? This episode brings you the answers to questions you probably didn’t have.
In this episode, our adventurers meet more stinky cave-dwellers, learn the difference between bopping and booping, and one of them swings their weapon at an empty square for some reason. Listen and find out why!
Successful cave exploration requires management skills, rope, and a truly epic weaponized hootenany
Deeper into the mountain we go! Remember all those warnings about orcs? They’re proven to be true! Also we learn where orcs sleep. (It’s beds. They sleep in beds.)
It’s time to leave town and set out on an adventure! Having given up on their missing compatriot (for now), the party takes a chance on canine companionship and comes up with its official name at last. Now it’s off to the mountains to seek fame, fortune, and forgotten treasure.
They touched an orb! They barely survived Death House! (See Episode 105 through 112.) Now Imra and the people she saved are back, in a new adventure. Once again DM stands for Dan Moren, as Dan leads a group of familiar adventurers into new challenges and, most intriguingly, an encounter with a musical halfling riding a pony that might change the course of their adventuring careers forever.
Shocktober 2018 concludes in the cells beneath Seyvoth Manor! Will our adventurers find either of the missing children they’ve been searching for, or is it werewolves all the way down? Are books the best weapons of all? And most importantly, will our heroes survive to play again in 2019? Some of those questions will be answered, probably unsatisfactorily, in this episode!
Into the basement of Seyvoth Manor! What manner of horrible things can be found in the underbuildings of a haunted mansion? How do you feel about tentacles—wait, don’t answer that. How about doors and hallways? And what life lessons can the trash fire teach us? Shocktober 2018 nears its fateful conclusion!
Continuing a trip through a spooky haunted mansion, our adventurers check out some plants and then, against their better judgment and the advice of others, leave the vestibule and descend into the basement to see if dogs are qualified to do brain surgery. (Turns out they are!)
There’s a library in Seyvoth Manor, once packed with books entertaining and informative. Now it lies in ruins, but a few magical books remain, with treasures and terrors in equal measure for those who are brave or foolish enough to explore. Like Fluffy, he’s plenty foolish enough.
It’s time for Shocktober 2018! We’re back in Seyvoth Manor, but not the one you may have heard before! It’s a new edition of D&D, a newly built version of the story, and most importantly, an entirely new group of players and characters. And there’s something strangely familiar, yet legally distinct, about the group. In this, the first of five episodes, our adventurers enter the house, debate the differences between a foyer and a vestibule, ponder if dogs are a kind of plant, and attempt a duet with a piano-playing ghost.
The third season of Eglath’s Angels comes to a conclusion! The fate of the Howling Hatred cult is revealed! Omlol takes a journey entirely unlike any we’ve seen before! Many members of the party are in grave danger! And for those who survive, what is their next destination?
A room full of mushrooms (again?) teaches our adventurers a valuable lesson about… something? It’s finally time to meet the leaders of the windy cult. And despite Regdar’s best advice to refrain, Carlos shows off an extremely unexpected talent.
Kenku are jerks. Our new friend is very wise for an undercover cultist. Our adventurers need to decide if they’re an ambulance service or not. (They’re not.)
Presta is dead and her companions are all pretty horribly wounded, except for Carlos, who seems perfectly fine. Can this group of adventurers find their way out of these confounded caverns before they lose all hope? It may take an escape by, as you might expect with this group, a path entirely unexpected by the Dungeon Master.
Battered and bloodied, our adventurers really want to be anywhere but where they are. How did we get in this mess, anyway? And is there any chance any of them can get out of it?
When you’re at the bottom of a bottomless pit and you’ve got no hit points left, who you gonna call? Mr. Goodberry! And he… actually may not be any help. Good luck!
Heroic rescues, a murder hallway, and the big wheels keep on turning. You know, it’s just another day in Athas.
More Bugbears, more magic, more problems. Our adventurers make a few dozen tatical errors. But Carlos just wants to give diplomacy some time to work.
In this episode Carlos wanders off once again, and once again nobody stops him. The healing properties of Kank Milk and its marketing opportunities are explored. Also, Heeeeeeere’s a Bugbear!
The thrilling conclusion! With a special guest! And you get to see Mikah almost the entire time!
Yep, you get these new video versions of Gamma World in your feed, too. Sadly you won’t see Mikah much in this one because of weird Skype reasons. Next time!
Yep, you get these new video versions of Gamma World in your feed, too. Sadly you won’t see Mikah much because of weird Skype reasons.
Yep, you get these new video versions of Gamma World in your feed, too. Sadly you won’t see Mikah much because of weird Skype reasons, and the maps don’t move. But the fun continues!
Yep, you get these new video versions of Gamma World in your feed, too. Sadly you won’t see Mikah much because of weird Skype reasons, but he’s there if you look closely!
Our adventurers abandon the Feathergale Spire and find an underground location in which they can continue to spread lies about who they are and what they’re inspecting.
In this one there’s an awful lot of skulking around the Feathergale spire. Plus, who doesn’t love a hunt?
Our party makes its way to Feathergale Spire, where it turns out that it is the anniversary of the founding of the Feathergale Knights. Time for a big party! With appetizers! And probably trouble. We’re like that.
The Feathergale Spire is a tempting building on the horizon. A dead body in a ravine intrigues Carlos. You know, the usual.
Our adventurers haven’t been run out of town before, but this time it finally happens. Then they go on to Freedom, a town founded by slaves, and investigate the desert wastes in search of more clues to the fate of the missing caravan.
We’re quarry inspectors, actually. (This episode is not endorsed by the Kled Chamber of Commerce.)
It’s time to investigate the place where Carlos (who styles himself a hero) saved that kid, and then we’ll take a journey to the Cave of Floating Rocks to learn about the history of mining accidents on Athas!
In the wake of Carlos opening a door that should have remained closed, the Bringers of Woe have come to bring the pain to our adventurers. Not everyone with a name will make it out alive!
The adventurers investigate the underground complex beneath Kled, turning up a magic rock and a serious vermin infestation problem. Also, Carlos carefully studies a closed door and nobody notices until it’s too late.
In this exciting return to the world of Dark Sun and Eglath’s Angels, pottery is purchased and giant sinkholes are investigated.
The final battle begins! Our adventurers take on vampire lord Mathus Seyvoth and his undead accomplices as our Shocktober adventure reaches its climax! Who will escape alive?
For our third (and final!) spooky year, we return to Seyvoth Manor, where a crew of adventurers is desperately trying to survive a spooky house and rescue two children who have been kidnapped from their village. This Shocktober surprise features a previously unexplored room, a spooky doll, and a final ascent to the third floor of the manor, where the evil lord Seyvoth awaits…
Omlol learns an important lesson about asking doors and chests if they are mimics… the hard way! Then our adventurers return to Kled to have interesting conversations with uninteresting townspeople.
After a little more time annoying people in Kled, our adventurers head to the famed Trickle Rock Cave, where there is a little bit of trickling and a little bit of danger!
Our party invades the city of Kled, splits the party, starts a hootenanny, makes new friends, and does what they do best—which is apparently lying unnecessarily?
We were in the desert Everybody had matching tattoos Somebody rolled into our flock And we all saw a rock It wasn’t a rock It was a rock monster Rock monster
In a bit of trouble with wind and templars, the adventurers of Eglath’s Angels take on a new mission to get themselves out of the city of Tyr for a little while. Turns out they’re just as bad at lying as they always were. And a new friend joins the party! But once they’re out in the desert, they’ll prove themselves to be cunning warriors… right?
A final battle with greenery, and then our adventurers will try to escape from the Death House at last! But will the house truly live up to its diabolical name?
Death House continues barreling toward its inevitable end! Will all our adventurers make it out alive?
From a hugging wall come creepy, hulking ghoulish creatures ready to kill (or hug?) our adventurers! And then later there may be a crypt with a whole lot of bugs.
Death House resumes, and our adventurers must explore strange passageways, discovering deceptive items and even more deceptive walls!
The journey into Death House goes a little deeper, with creepy closets, creepy magical foes, and more creepy children!
A new adventure begins! Led by Dungeon Master Dan Moren, our adventurers wake from a night by a campfire to discover a deserted town, a couple of creepy kids, and a suspiciously creepy mansion.
Time for Pieter, Olestran, Flessa, and Riswynn to take some of their earnings from the most recent Dragonforge adventure and spend it in the marketplace! Nothing bad ever happened in the marketplace, right? (This episode takes place immediately following Total Party Kill 104.)
At long last, the final confrontation with the vampire lord! But will our adventurers’ previous actions in the Undermountain be to their own benefit, or will they play right into their enemy’s hands?
Our adventuring crew approaches its final destination, the lair of the vampire lord. But first, a seemingly innocuous anteroom with two pools in it! Surely nothing bad can happen here!
What happens when you put a dude in a Ding-Dong? What’s the most menacing sort of high-five you could imagine? Things get much more dangerous as you close in on a diabolical vampire lord…
Pools and Ghouls! Creepy liquid and horrible wraiths and a surprising encounter with a Ding-Dong. The Undermountain dungeon crawl… er, crawls toward its climax!
Can our adventurers outwit a group of flaming suits of armor? Knowing our gang, it’s a toss-up. Plus, a zen garden of horrors!
So… a Gelatinous Cube, eh? Ate Pieter Dragonforge and Flessa, you say? Did anyone survive?
You know what’s worse than giant spiders? The thing our adventurers find in the bottom of a pit, that’s what.
The battle with the giant spiders continues, with Olestran battling his fear and the rest of the group battling the actual spiders. And when that fun’s all done, it’s time search the room for treasure!
Dragonforge and Associates return! To battle giant spiders! AAAAAAAAHHHHHHHH! SPIDERS!!!!!!!!!!
Shocktober concludes for this year with a whole lot of magic books and an appeal to the Angel of Justice that doesn’t go as planned.
Our Shocktober adventure does the Monster Mash with an adventure in a spooky laboratory with a cabinet full of brains, a storage room that’s got more than meets the eye, and a secret attic altar with a bunch of forbidden books.
Shocktober continues! Our adventurers grapple with a giant shambling monster made up of the body parts of various animals. Many things are regurgitated! Gruther is slammed! Arrows are let fly! Prison cells are investigated! An objective is located—twice! And then there’s a duck. So tune in, Jimmy!
Our adventurers get in a little fighting before the episode becomes a whole lot more philosophical. Also, they try to pawn all the hard work off on someone who isn’t them.
Helmed horrors conquered, there are ghouls to deal with. (Ghouls’ Night!) They are not easy to deal with. But if they can be dispatched, our adventurers will be gifted with… a mysterious corpse?
Dragonforge and Associates regroup, re-introduce themselves, and face some helmed horrors!
Dragonforge and Associates consider the magical wiring diagram of the Tombs of the Undermountain, but someone ends up crying for their mummy. (Get it? MUMMY!)
The battle with the flaming suits of armor continues! And then our adventurers interrogate some very strange prisoners.
Now that the skeleton battle is over, we are welcomed into the Temple of Jergal by Brother Bathelby. There’s also a lot of listening at doors, life-sized chess, and some unpleasant suits of armor.