Mercy follows the wrong directions. The Mayor’s cronies threaten Milya. And the party crosses a crowded bridge.
The Mayor’s snack is interrupted. Alton tells a story. And the party is being watched.
Arias Pass turns out to be inhabited. Plank asks for information. And the party looks to the sky.
The podcast celebrates an entire year of Kindagood-ness. The players meet in person. And the party faces down an undead menace. A very special double episode!
The lights go out. Plank finally accepts an invitation. And the party sticks with what’s working.
Mercy bids farewell. Milya asks some hard questions. And the party makes first contact with the forces of the Halfling King.
Long Tom is swayed by generosity. Watercraft are more expensive than anticipated. And the party pursues an unusual predator.
Alton feels the heat. Plank gains total cover. And the party can’t kill what it can’t see.
Farfar’s behavior is shocking. Virgil reluctantly explores a tunnel. And the party acquires a boat.
Plank attempts a daring nautical maneuver. Alton can see his hometown on the horizon. And the party is ambushed by no-good deserters.
Milya secures lodging in Answald. Farfar learns of a sacred artifact while armwrestling. And the party fails to recognize a familiar cleric.
Virgil has some ‘splainin to do. Milya has good news. And the party takes a job to earn the aid of the powerful and wealthy Yrsa Knutsdottir.
While sneaking through a stronghold of powerful assassins, Plank rearranges statues, Virgil explores his artistic side, and the party learns the value of (magical) silence.
Plank unleashes an inferno. Alton makes a startling discovery. And the party considers their exit strategy.
Farfar and Plank sow discontent. Alton and Virgil deceive church officials. And the party lays eyes on the city of Penryth.
Rival factions converge on the crime lord’s mansion. Farfar falls while Virgil falls behind. And the party reclaims what was lost.
As the mansion of Tommy Smiles burns to the ground, the party finds themselves betrayed and abandoned in a dangerous neighborhood. Trapped between vicious treasure hunters and agents of the church, the party is left with few options.
The party—trapped in a burning city and weighed down with loot from Tommy Smiles’ mansion—must make a quick decision whether to put themselves into the power of Quaestor Stein to escape the vicious Warbeard and his gang.
The party finds themselves prisoners in all but name, deep within the mighty fortress Citadel of Penryth. Quaestor Stein probes at the party’s defenses. The heroes discover that Stein is not at all who they thought he was.
Released from the Penryth citadel, and with Milya now far out of sight, the party grapples with their next steps. A visit to a loved one brings comfort, and the horizons begin to open on the party’s next chapter.
The party teams up with Stein and the paladins of Penryth to take on the underworld. They learn of a secret meeting at the Hotel d’Luxe and go undercover to cause mayhem.
The game is afoot! Bad Bethel and her gang are trying to escape the Hotel d'Luxe, slipping back to their crime lair. The party is close behind, trying to catch the elusive Bad Bethel, the new crime queen of Penryth. …
The party's quest to bring Bad Bethel to justice has taken a turn for the wurst. Our heroes are surrounded by hostile henchmen. The air rings with a call summoning more of Bethel's followers to rescue her. And she has …
Level Eight - welcome to it! The party sets sail in their ship, tracking down a man who may hold the secret to safely traversing the cursed Dwarven homeland.