A group of unlikely heroes meet at a coming of age suicide festival and decide to share a hotel room as most strangers who meet for the first time often do.
The reluctant heroes are tasked with investigating the suspicious death of a popular patrol captain and ass play unexpectedly enters the picture.
New suspicions are raised, drunk racists are questioned and the compatriots get their first taste of combat as they throw down in the street against a pack of gross nasty ass wolves!
The Ramblehouse loses a whole star from their Yelp review as the party's night turns deadly and the investigation shifts to a sexy blacksmith and a former fiancee!
The crew don't see dead people, but they do use their keen powers of insight to track down a spirit-haunted seer who may be the key to the whole investigation!
For the first time, the party ventures forth from the relative safety of the walls of Trunau and plunges headlong into the haunted ruin that is the Plague House!
Our heroes disturb some unexpected residents of the Plague House and face off against their creepiest enemies yet!
Defying roleplaying game convention, our low-level party combats a stairway full of giant rats! And as they descend into the darkened basement of the Plague House, Barron matches wits with a bear trap and the crew comes face to face with a truly savage foe!
With the identity of a foe revealed, the group descends deeper into the cellar of the Plague House - where they stumble upon a deadly invisible enemy!
Tensions run high as the evil below the Plague House is revealed, the players nearly mutiny when they believe Troy is intentionally trying to kill all of the characters and the heroes deeply regret allowing themselves to be goaded into foolhardiness by some stupid kid!
Victory! Finally defeated, the shadowy Daktani reveals a sinister plan that may threaten all of Trunau! The party returns to deliver these dire tidings to the town leaders, even as preparations are made to lay Patrol Captain Rodrik Grath to rest.
As Skreed's trap is sprung, a bigoted priest takes advantage of the chaos by staging a lynching, and the heroes brave smoke and flame in a collapsing building to rescue an old friend.
As the battle rages, the companions face off against inebriated bandits pillaging a local tavern! Will they triumph in time to save a little girl from a fate worse than death? WARNING: This particular episode deals with dark and mature themes. As we were discovering the voice of the show early on, our improvisation led us down paths exploring the horrific nature of orc society. Please be assured that we course corrected to stray away from these themes as the podcast continued.
One horrible crime averted, the group turns their attention to thwarting another. But will Lorc survive a brutal self-inflicted wound and help save an innocent family? WARNING: This particular episode deals with dark and mature themes.
The beat goes on as the companions assault a tower filled with orcs, rockin and rollin' to the magical drums of an enemy skald!
Lorc and company race to find his adopted son and a long sought after piece of the puzzle comes to light. But first, they must survive a bout with a lung-searing cloud of alchemical smoke and the savage beastmistress within!
As the heroes mourn a devastating loss, revenge opens the door to a bloodbath. Meanwhile, a chance encounter with a cryptic stranger brings disturbing news from the front, and an old friend returns just in the nick of time!
The companions find their spirits bolstered by the return of perpetually pickled Patrol Sergeant Omast Frum. But they'll need all the help they can get against wave after wave of bloodthirsty orcs storming the city gates of Trunau!
A deadly trap is sprung as our heroes unleash hell on their orcish foes. The brutal battle for the city gates rages on!
Troy makes a shocking admission and a giant monitor lizard tries to make a meal out of Barron, as the battle at the gates of Trunau comes to an explosive conclusion!
With the final beacon lit, the party turns their attentions outside the walls to an unseen siege engine lobbing fiery death upon Trunau!
It's a showdown on the banks of the Hopespring, as a gigantic foe slogs relentlessly through the water towards our desperate and exhausted heroes in our longest episode yet!
After a long delayed rest, our heroes track their unknown quarry into the mouth of an ancient cave. What terrors will they encounter beneath Bloodmarch Hill??
Delving deeper into the caverns beneath Bloodmarch Hill, the party encounters a very different kind of danger. Will the pursuit of their quarry continue, or will they succumb to a fate worse than death?
The heroes have tracked the merciless Skreed down to a mysterious cavern deep below Bloodmarch Hill. But the villain has allies at his side in the dark.
The battle concludes as the party draws upon all their might in an attempt to cast down their adversary. But will they even stand a chance against this seemingly invincible foe?
With the mastermind behind the Trunau attacks finally subdued, the party gets their chance to pry what clues they can of the larger plot. But a threat still lurks in the darkness that could make this ancient underground tomb our heroes' final resting place as well!
With a battered and bound Skreed in tow, the adventurers seek a way out of the caverns beneath Bloodmarch Hill. But will curiosity get the better of them as they stumble into even greater danger?
The Glass Cannon boys take a moment to reflect on the events of Book One of the Giantslayer campaign (and drop a little knowledge on the world of Golarion) before launching into the exciting events of Book Two!
An old friend returns to help the heroes confront ghosts from the past, even as Trunau's Council of Defenders tasks them with their greatest quest yet!
Avast ye mateys! The party sets sail aboard the Chelish Devil. Their destination? Adventure! Will these landlubbers take to boating like a duck to water or will they go overboard when they smell something...fishy?
A suspicious accident sends Lorc plunging from the deck into the icy waters below as deadly denizens of the river race to tear him limb from limb. Meanwhile his companions call on allies old and new to try and save their friend from a watery grave!
After narrowly surviving what appears to be a deliberate attempt on his life, Lorc and the rest of the party put on their detective hats as they attempt to uncover the identity of the saboteur aboard the Chelish Devil!
When a trio of river monsters descends on the crew, pandemonium ensues as a battle breaks out on the upper deck! But it's a race against time when the largest of these winged river denizens absconds with some precious cargo.
Having tracked the Alpha Drake to its filthy riverside lair, the party embarks on a desperate attempt to rescue Gormlaith's new best friend, Reggie the war horse. But perhaps an even greater danger awaits them back on board.
A living nightmare unfolds below deck as the heroes face off against the simian Bakkara, the horror from the Mwangi Expanse!
Gormlaith plays a desperate gambit in order to protect Lorc in his investigation of the ship's secret hatch!
With a suspect in custody, the party gets permission to interrogate Taug, the half-orc boatman. Will the truth continue to elude them or will they finally uncover the traitor on board the Chelish Devil?
With barely a moment to recover from their fight with the dire wolves, the heroes rush into the waystation to investigate the imperiled screams of an unknown woman.
The "Trunau Four" receive some vital new information from the recently rescued Knight of Ozem and upon their return to the keelboat, they finally seize upon a long awaited opportunity to investigate the mysterious secret hatch!
The battle beneath the decks of the Chelish Devil reaches a bloody conclusion and the identity of the stowaway is finally revealed. But was she acting alone? And does an even greater threat await our heroes topside?
The confrontation with Gashnakh over his apparent treachery is rudely interrupted by an aquatic ogre attack!
The heroes turn their attention to the obstacle blocking their path, secure in the knowledge that the traitor has been silenced. But has the danger on board truly passed?
Just as the marker stone fades into view on the misty banks of the River Esk, the Chelish Devil is ambushed by a boarding party of bloodthirsty orcs!
The heroes take their first tentative steps into Ghostlight Marsh as they begin their search for the Vault of Thorns. Their slog through the swamp quickly turns perilous as they face a scourge the likes of which they've never seen!
Flush with confidence after their battle with the hydra, the companions stumble upon one of the madder denizens of Ghostlight Marsh.
Guided by the Ghostlight Lantern, the adventurers finally discover the stone circle that marks the gateway to the Vault of Thorns. But upon arriving at this ancient place, they soon discover that they're not alone.
Our heroes step through the stone portal into the mysteriously lush and beautiful Vault of Thorns, but they soon find its vines and sweet smelling blossoms conceal an insidious evil!
On the heels of the blindingly magnificent battle on the bridge, the heroes encounter a mysterious and ancient denizen of the Vault.
As we celebrate our 50th episode, Barron's fate is up in the air. The heroes battle an oversized dragonfly a hundred feet above a maggoty midden heap!
With scant time to come to terms with recent events, the group encounters a new furry friend and a strange creature lodged in an ancient tree.
Companions old and new engage in a desperate struggle with a ridiculous tentacled foe in an effort to reclaim Barron's lost fishing pole/dignity!
Our heroes work their way ever deeper into the Vault of Thorns. As their search for a cache of druidic items continues, they find that the long lost masters of this place have a few surprises left in store.
The battle weary heroes spy what must be their final goal, a swollen wooden chest from across a compost-strewn chamber. As an aura of blight begins to permeate the room, the source of all this decay and rot makes its thorny presence known.
Battered and spent from their ruthless battle with the Brambleblight, the heroes try to muster what little strength they have left to fight tooth and nail against an elusive and disturbingly powerful traitor in their very midst!
With the Vault of Thorns behind them, the adventurers begin their trek back to the Chelish Devil. Little do they know, however, that Ghostlight Marsh has one last surprise in store for them.
The Party returns to the keelboat to share sad tidings with the waiting crew and deliver a fitting tribute to fallen comrades. Then it's back up the Esk River before finally setting out on foot towards Redlake Fort.
With Lorc nowhere to be seen, a hill giant and his band of murderous orcs spring a deadly trap on our unsuspecting heroes!
After some reconnaissance, the party attempts to infiltrate Redlake Fort by way of its sewer. Surely nothing bad could happen in a centuries old sewer, right?!
Our heroes ascend a watchtower within the fort to confront the malformed sentries atop it. Will they be able to defeat their foes though without Barron's magic hand-banger alerting the whole compound?
A visit to the tent of a mysterious oracle unveils long-held secrets of the past, present and future.
On the advice of the half-orc oracle Droja, the heroes lay down their weapons and attempt to negotiate a deal with her orc tormenter General Kargukk!
The adventurers ambush a gang of their vilest, most despicable enemies yet, but will they be able to vanquish these giant foes without raising the suspicions of the rest of the fort?!
In a chapel sacred to Gelabrous' goddess Desna, the crew confront a long-dead spirit before having to make a vital decision on which way to continue deeper into the fort.
The crew encounter a pair of magical beasts imprisoned and begging for help, but with more secrets of Redlake Fort seemingly just out of reach, can these abused creatures be trusted?
Drawn by the sounds of muffled sobs, the adventurers finally confront the alleged mastermind behind the attack on Trunau Grenseldek!
Troy reveals the results on the index card as the battle with Grenseldek reaches its thrilling conclusion!
With the threat of Grenseldek out of the way, our heroes turn their attention to an incestuous band of ogres in the midst of a horrifying necromantic ritual!
With Grenseldek and Pappy Gutterunch vanquished, the fate of Redlake Fort is up in the air as Lorc confronts General Kargukk in a battle to the death!
With the party split and all lives hanging in the balance, the final battle for Redlake Fort reaches its dramatic conclusion!
Battle-worn and shrouded in despair, the heroes return to Trunau. A meeting with the Council of Defenders awaits as the party tries to decide how to move forward.
Reeling from the loss of one companion, the party must contend with the disappearance of another.
As summer turns to fall our heroes set forth on the next stage of their quest in search of the tomb of famed giant-killer Nargrym Steelhand.
The party enters a mysterious structure and descends web-choked stairs deep into the waiting darkness.
With the help of the dwarves, the heroes have breached the final resting place of Nargrym Steelhand. While in awe of the majesty of sepulcher, they soon discover that not all is what it should be in the tomb of the famed Giantslayer.
It's a race against time as the companions battle a poisonous cloud of spores and Nargrym's betrayer!
The final showdown with Lokmorr the Betrayer reaches its deadly conclusion!
After enduring a devastating loss at the hands of Lokmorr the Betrayer, the heroes attempt to recover their strength in the depths of the tomb.
An old nemesis returns to terrorize the party once again!
Drawn by the cries of a frightened infant, the adventurers come across the shattered remains of a farmhouse but they are not alone!
Rescued babe in tow, the crew arrive at the prospecting town of Shinnerman's Fortune only to find an all too familiar scene.
The heroes get the jump on a band of bloodthirsty ogres and attempt to free their terrified captives!
Umlo leads the party toward the sounds of his deceased sister's voice as the journey deeper into Minderhal's Valley continues.
The party attempts a parlay with the quarrelling voices they hear up ahead on the winding path through Minderhal's Valley.
The party comes to a crossroads as the battle with the rift drake concludes.
Following an interrogation of their soused captive Ved, the party must make an important decision on which way to go next.
After a triumphant victory against Gristlecrack and her band of trolls, the party forges ahead flush with new powers.
As they attempt to discover the significance of an ancient chapel dedicated to a fire giant god deep within Minderhal's Valley, an explosion rocks the party.
It's the Day of the Inheritor! As Sir Will celebrates all things Iomedae, he has some things to get off his chest to Della. Meanwhile, a foreboding sign at another crossroads may force the party to change course.
As the party recovers after a draining battle with Marsh Giant Wights, another decision on which way to go next leads to a foreboding dead end.
While conducting a thorough examination of the spire drake's treasure hoard, the party also gleans some intriguing information with regards to the cave's original occupant. Then, after a series of dead ends, they come upon a curious network of tunnels seemingly abandoned for centuries.
As Barron comes face to face with potential connections to his unknown past, the party encounters a much more powerful version of an old foe times three!
With a massive cathedral and countless giant encampments looming in the distance, the party must tangle with a pair of savage prehistoric beasts and their oversized handlers.
Having vanquished the guardians at the gate, the party faces crucial decisions on how they can possibly proceed with hundreds upon hundreds of giants between them and the cathedral.
Deep behind enemy lines, the party encounters a strange creature in her tent outside the cathedral.
After a ferocious near-deadly battle, the mysterious, self-proclaimed Oculus rises and all hell breaks loose mere steps away from the Cathedral!
As infighting threatens to destroy the party from within, they face the even greater challenge of infiltrating the cathedral.
After successfully sneaking into the cathedral, the party faces a terrible threat as more mysteries begin to unfold.
The party begins climbing the central tower of the cathedral, uncovering relentless danger, mysterious intel and unspeakable horror along the way.
The #marchto100 concludes with the return of an old friend.
The #marchto100 concludes with the return of an old friend.
The #marchto100 concludes with the return of an old friend.
High above the cathedral, within the middle spire, old companions reunite.
With Della's fate lying precariously in the hands of Sir Will, the party is forced to make some major decisions on how to move forward.
It's an old fashioned barroom brawl as the heroes take on a raging party of giants!
An unexpected encounter with a strange new species of giant will put the heroes on a dangerous path into the very heart of the Cathedral!
In the Forgeheart, deep below the Cathedral of Minderhal, the heroes encounter mysteries and visions of the past from the Keeper of the Forge a centuries-old slag giant oracle!
The party must return to Minderhal's Valley to track down the missing items needed to relight the Sacred Forge, but getting out of the cathedral safely proves to be difficult.
As the ominous Dark Passage awaits, the party must first decide what to do with their friends high up above the Cathedral.
Upon entering the mysterious Dark Passage, the party is promptly greeted by a rock to Barron's face just as all hell breaks loose!
Deep within the Dark Passage, a painted cave comes to life and devastates the party on all fronts!
Brutalized and clinging to life, the party attempts to unravel the mystery behind the cave paintings.
As a voice echoes down the passageway behind them, the party faces yet another mysterious open cavern.
The party splits up to chase the voice echoing down the passage behind them as the mysteries of the Dark Passage continue to unravel.
After successfully navigating the Dark Passage, the party is welcomed back to the other side of the valley by a bloodthirsty group of flying predators.
Amongst the ruins of an ancient slag giant village, an old friend returns!
A heartbreaking loss resonates throughout the party as the quest to relight Minderhal's Forge continues.
The heroes must travel underwater in hopes of finding the remnants of an ancient submerged temple!
While searching for a lost artifact in an underwater sunken temple, the heroes face a quartet of familiar foes!
With the prayer of Rosag in hand, the party is overwhelmed by a vicious crustacean abomination.
The party emerges from the sunken temple in the lake with the third item needed to relight Minderhal's Forge, a ton of treasure to go through and some major decisions to make on where to go next.
Nestor, Barron and Della continue to face the wrath of the Black-Headed Beast as Sir Will and Umlo are left to deal with the wrong end of a spiked chain wielded by a giant from the fighting pits.
The party celebrates Ascension Day by battling a pair of Stone Giants on a bridge! Meanwhile, another Stone Giant senses something amiss while on guard duty.
Flush with new powers, the party trudges their way through swampland in search of the final lost relic to relight Mindherhal's Forge.
The party approaches an ancient shrine hoping to find the last item needed to relight Minderhal's Forge, but what lies beyond the cracked mud walls will challenge every last inch of the thin fabric holding the group together.
With all four elements needed to relight Minderhal's Forge finally in hand, the party must find their way back behind the palisade surrounding Minderhal's Cathedral to rejoin their allies.
With the whole party reunited in the shadow of the cathedral, the group must find a way to get back into the Forgeheart.
They've explored Minderhal's Valley top to bottom, the ancient relics have been gathered and the time has come to light the forge. Will the party go through with it and what obstacles still stand in the way regardless of their decision?!!?
With Jogrothir's Drakesbane Horn in hand, the party must call forth a dragon to light the fire geodes beneath Minderhal's Forge.
With the ritual to relight Minderhal's Forge complete, Etena turns her attention to the heroes, demanding that they hand over Agrimmosh, the Hammer of Unmaking. Claiming to no longer have it, the party must face the wrath of Etena as well as the ancient guardians of the forge.
Urathash has entered the building! Will the heroes lay down their weapons and accept a clean death in the name of Minderhal or will they stand resolute and attempt to take down the ruthless inquisitor they've been tracking for weeks!?
Reeling from yet another devastating loss, the heroes must find the resolve to steel themselves against the full power of Urathash!
After a grueling gauntlet of battles, surrounded by the bodies of both foes and friends, Brandyr returns to confront the party in the thrilling Book Three season finale!
The time has come to move on from Minderhal's Valley, but the new party has loose ends to tie up and decisions to make before they depart.
The heroes arrive at the dwarven Sky Citadel of Janderhoff, each with their own personal business to attend to.
Everyone's favorite ranger is back on his feet and ready to fight, but the party must tie up loose ends before leaving Janderhoff en route to Bloodsworn Vale.
In the final episode of 2017, Lorc hopes to commune with the spirits of Bloodsworn Vale as the party gains admittance to the tent of a Skoan-Quah shaman.
A half-orc lies dead deep within Bloodsworn Vale. A curse has been lifted, but at what cost?
The heroes arrive in the city of Skelt to make final preparations for the journey to Skirgaard.
After coming face to face with someone from his past, Lorc discovers he has a trueborn child in grave danger. Meanwhile, the time has come for the party to finish their business in Skelt and make their way to Skirgaard.
A strange creature in the wilderness makes a demand the party cannot possibly agree to!
The party arrives at the base of the mountain where Skirgaard appears on their map, but the ascent to the plateau is more treacherous than it appears.
Having narrowly avoided an unnatural disaster, the party must now find their way to to the hidden mountain plateau where Skirgaard allegedly lies.
Having located the secret giant training camp at Skirgaard, the heroes must quickly devise a plan of action on how best to proceed.
Barron, Fairaza, Lorc and Pembroke uncover more intel about Skirgaard as they continue their clandestine infiltration of the giant camp.
A duet of failed stealth checks leaves a split party in the most dangerous predicament they've faced since entering Skirgaard!
The gang enacts a plan to cause discord among the camps, while Fairaza tries an unconventional method of gathering more intel.
A hasty decision forces the party to improvise on the fly!
The party watches as the entire army of Skirgaard gathers around to watch a presence exiting from a door built directly into the mountain!
Skirgaard's premiere craft brewery may be closed, but that won't stop the PCs from trying to take a self-guided tour!
Having dealt another blow to the infrastructure of the camp, the party must take a step back to determine where they are at and how best to proceed.
The party hatches a plan to strike at the morale of the camp. Will they continue to move throughout the frost giant village unseen or will their streak of victories come to a dangerous end?!
A rash decision leaves the party surrounded on two fronts with nowhere to hide!
While one party member stays behind to keep a watchful eye on the aftermath of their recent sabotage, the others travel far away to return to a very familiar place.
A solo scouting mission puts Fairaza in an impossible situation.
As a mammoth stampede causes turmoil throughout the camp, the heroes use the distraction to attempt to strike another critical blow.
The party enacts a plan to deal with a situation that's haunted them since they arrived in Skirgaard.
Having freed the slaves from captivity in Skirgaard, the heroes' journey down the mountainside is interrupted by a strange expedition heading back up the mountain with more slaves in tow.
While hailstones mercilessly rain down upon the escaped slaves, the heroes struggle to survive as the cliffside battle comes to its thrilling conclusion.
With the battle won, the heroes turn their attention to a missing half-orc, countless innocent casualties and a potential new ally.
With the freed slaves safely on their way to Skelt, the heroes turn their attention to an as of yet unexplored area of the camp.
After stone-shaping into the strange temple deep within Skirgaard, the party comes face to face with a terrifying creature and an old friend.
The thrilling battle with the eerie giant and undead Orfas comes to its nail-biting conclusion!
With the fate of the world at stake, the heroes look to volatile magics, impossible decisions and old friends.
With the threat of Skirgaard still looming, the party must recover from their losses and find a way to move forward.
The party uncovers a new kind of evil as they venture deeper into the strange temple.
The party continues their battle against the depraved daughter of Urgathoa and her temple servitors.
With the priestess and her retinue vanquished, the heroes go about searching the rest of the temple, seeking clues as to how Urgathoa worship has seeped into the frost giant training camp.
A mysterious letter leaves the team with more questions than answers as they regroup and ready another assault on the camp.
The heroes attempt to infiltrate the mysterious makeshift forge of Skirgaard, but their plans to ambush the giants inside take an unexpected turn.
The battle with the blacksmith giants on the frozen pond awakens the secret source of the forge's heat below.
The heroes must make a daring escape from a burning building before deciding where to turn their attention to next!
The party finally decides to infiltrate the mysterious longhouse on the north side of the camp.
Clouded memories of the past linger as the heroes face one of their most formidable opponents yet!
The party tries desperately to overcome the awesome might of Skirkatla's chieftain Hersir Gregganor!
As the Hersir flees and the camp is yet again on high alert, the heroes must make a campaign-altering decision whether to press on and pursue or fall back and prepare for a critical strike!
A daring chase across the camp leaves the heroes face to face with a burning colossus! As their leader burns alive inside the creature, will all their efforts to sabotage the giants come crashing down around them?!
As the giant camp at Skirgaard begins to fall apart at the seams, the heroes must look to the future while haunted by the past.
With the camp disbanded, the heroes must rest up and rearm themselves before entering the ominous door built directly into the mountain.
Barron, Fairaza, Four Bears and Pembroke enter the door leading into the mountain and quickly discover all is not as it seems.
As the heroes continue their delve into the strange tomb within the mountain, they are greeted by more of its strange inhabitants.
With another room cleared, the party stumbles upon a collapsed wall opening to a series of tunnels within the tomb.
On the brink of total annihilation, the party licks its wounds and regroups for a second chance at two deadly foes.
The party falls victim to the death throes of the first slain frost worm, while another worm and even greater horrors await them nearby.
As Four Bears is pulled into the darkness by an unknown monstrosity, the party must act quickly without knowing what they're up against!
The larger picture begins to come into focus as the party plunges headlong into the waiting darkness.
A headless rider threatens to end the party's journey through the depths of the frozen tomb!
Attempting to follow the urgings of an animated dwarven skull, the party's progress through the mountain tomb is suddenly cut short.
Physically and mentally impaired, the party returns to the mountain tomb seeking vengeance against the corpse of a false giant hero.
With Hhurrun Springbane defeated, the heroes must conquer his undead allies before returning to Akargrim and completing their quest.
The rejuvenated dullahan interrupts the party's attempt to fulfill their geas.
Grieving over the loss of yet another ally and devastated by a debilitating curse, the surviving heroes take an enormous risk to try and turn the tides.
With a new companion in tow, the heroes continue their exploration of the tomb by crossing a gaping chasm.
The horrors of the mountain tomb begin to come into focus as the heroes parlay with a visionary cyclops and her necromantic cohort in a chapel dedicated to Urgathoa.
A giantess reaches into the incorporeal dust that is Fairaza's soul as the battle in the Chapel of Urgathoa continues.
After clearing out the Chapel of Urgathoa, the heroes must make a crucial decision on where to head next.
With a snowstorm clouding their vision and deflecting their projectiles, the party continues to contend with the wailing incorporeal women.
With the yuki-onnas defeated, the party regroups before delving deeper into the mysterious tunnel.
While Fly-raza does reconnaissance on what appears to be a macabre laboratory, the rest of the team plots an ambush from below.
With Nephandros defeated, the heroes must contend with the diseased aberration he left behind.
While Dalgreath triggers a devastating treasure-filled trap, Fairaza gains invaluable intel on how next the party should proceed.
The past and the present collide as the #Marchto200 reaches its conclusion.
The past and the present collide as the #Marchto200 reaches its conclusion.
The past and the present collide as the #Marchto200 reaches its conclusion.
Brandyr returns with grave tidings and a peculiar request.
At long last, the heroes enter the throne room to face the frost giant queen Skirkatla!
The party faces their greatest test against the frost giant queen and her minions!
With one already fallen, the remaining heroes look for a means of survival while knowing that any move they make could seal the fate of their comrades.
With two of their party vanquished, the remaining combatants try to stay alive against impossible odds.
While Barron and Dalgreath recover from the physical and emotional wounds of the throne room battle, two strangers arrive at Skirgaard looking for the Sheriff of Trunau.
The new party comes to terms with the location of the elite giant training academy and what to do with Skirkatla's armor.
On their way to the dwarven Sky Citadel of Kraggodan, the heroes awake from a night's rest to find that something is not quite right.
After being found not guilty by the dwarven tribunal, the heroes are free to explore Kraggodan before setting off in search of Ashpeak.
The new party arrives at the dormant volcano of Ashpeak as the next chapter of their epic quest to save the world begins.
The battle with the fire giant guards rages on!
The heroes plunge further into the dark tunnels of Ashpeak.
A risky illusion leads the heroes to an all out brawl with four fire giants!
In the depths of Ashpeak, the heroes receive an intriguing offer.
The heroes continue pushing forward through the tunnels with their odd new traveling companion in tow.
As fire giants close in on the party, Jimmer's sword Terminus Est is hurled into a pile of shit surrounded by hungry otyughs.
With Thoon's guidance, the heroes reach the cavern with the crack in the ceiling, but the path forward is not as clear as it appears.
The heroes have reached the passageway leading deeper into the mountain, but there are promises left to keep...
A hasty decision leaves the party with their backs up against the wall.
With the crack in the ceiling between levels staring them in the face, the party must decide the best way to proceed now that they've been discovered.
The party pushes forward into the second level of the volcano, walking straight into an enemy trap!
A character's shadowy past is unveiled as the party's exploration of the volcano continues.
The party gets the jump on giants in the midst of target practice, but all may not be as it appears.
The party comes upon a strange room full of familiar looking statues.
The battle with the frost and fire giants rages on!
The heroes must make an impossible decision as an ally's life hangs in the balance!
After barely surviving a tense battle, the party forges deeper into the mountain.
The party's journey through Ashpeak leads to a strange and unsettling new cavern.
An ambush drives the party to make a bold decision.
The party is split as their staggered pursuit of a fire giant leads into an ambush!
The heroes face a battle on two fronts as reinforcements join the already overmatched fight!
A fire giant captain astride an iron rhinoceros stampedes towards the heroes as the battle rages on!
The battle for The Great Stair comes to an unexpected conclusion!
Deep beneath Ashpeak, Barron confronts a past he never knew.
The heroes head back to Deep Ashpeak hoping to uncover secrets of Barron's past.
The heroes ascend to the next level of Ashpeak.
The heroes' continued search of the new level of Ashpeak leads to an unexpected discovery.
The heroes face impossible odds as they find themselves caught in a nest full of dragons!
After surviving a thunder of dragons, the heroes continue cautiously exploring the oversized nests.
The heroes stumble upon an enormous magma pool guarded by unseen foes.
With Metra under the dragon's dominance, the heroes fight for their lives.
Barron Ashpeak, Sheriff of Trunau, hovers on the brink of death against a fearsome invisible magma dragon.
With the captured heroes sentenced to death amidst the giant encampment, an old rival returns to carry out the sentence.
As the Storm Tyrant, atop a gargantuan red dragon, rains fire down upon the dwarves of Kraggodan, the heroes struggle to survive amidst the turmoil of the battlefield.
After uncovering some high level intel, the heroes continue their search for Jimmer and Thoon.
The heroes find themselves surrounded by fire giant guards and giant flaming skeletons!
Lives hang in the balance as the enemies continue their vicious onslaught.
Invigorated by a implausible victory, the heroes stumble upon an unusual chapel.
A tactical miscalculation leaves Dalgreath open to a vicious attack!
The heroes return to Trunau to warn them of the coming threat as the #MarchtotheEnd begins!
The heroes return to Trunau to warn them of the coming threat as the #MarchtotheEnd begins!
Trunau is left without its leader and the heroes are left reeling after a surprise attack.
Newly appointed Chief Defender, Barron Ashpeak, has no time to waste on his first day in office.
As the Queen clings to life, the heroes are presented with an unexpected consequence.
After a parlay with the Queen, the heroes arrive at the doorstep of King Tytarian's throne room.
Two gunslingers duel amidst sorcery and fire-forged steel as the battle with King Tytarian and his royal guard rages on!
In front of a crowd of giant emissaries, the battle with King Tytarian and his Royal Guard reaches its epic conclusion!
In the aftermath of the throne room battle, the heroes gather the spoils before seeking out the oracle of the mountain.
The heroes make final preparations to push forward as the caldera of the volcano awaits.
Metra's invisible flyover above the caldera is interrupted!
With the cloud castle floating above, the heroes enter the caldera with several options before them.
The heroes caught the giants atop the defense tower unawares, but their crafty foes quickly regroup and prepare to fight fire with fire.
With the top of the tower secured, the heroes venture inside.
The heroes must make a series of quick decisions now that there is only one remaining chain holding the cloud castle in place!
The heroes must outrun a colossal black scorpion and her babies as they rush towards the last remaining chain!
At the anchor point connecting the chain to the rocky base of the cloud castle, the heroes are accosted by flying foes!
The aerial assault against the yaoguai and the cloud giants continues!
The heroes stand outside an entrance to Ironcloud Keep, imbued with new and amazing powers.
Dalgreath is surrounded as the heroes try to navigate strange new enemies and a sadistic trap!
The battle with the piscodaemons and their chained dagger wielding summoner continues!
Another trap surprises the heroes as they continue their exploration of the first level of Ironcloud Keep.
The heroes leave the torture chamber and head deeper into Ironcloud Keep.
With one of the team taken out of the fight, the heroes must dig deep against the paralyzing onslaught of cloud giant mohrgs.
The heroes take a much needed rest before seeking out the center of Ironcloud Keep's Engine Level.
A sprung trap depletes the heroes' resources as they continue their search for the Engine Room.
The stone guardians continue to harry the crew as the door leading to the center of the level beckons.
A ladder leading below the engine level reveals a maze of ducts.
An ambush in the propulsion ducts leaves the heroes scrambling and outmatched!
With one ally down, the party must come together like never before to survive an impossible assault!
A hard fought battle was won, but at what cost?
After grieving for the loss of a party member, the heroes turn their attention to a bomb housed within the exoskeleton of a giant spider.
Naximarra returns with grave tidings and a perilous proposition.
Old friends reunite, but there's little time for pleasantries as the upstairs of Ironcloud Keep awaits!
As the heroes enter another floor of Ironcloud Keep, a series of traps may end this new party before it even begins.
A ferocious Taiga giant springs yet another trap on the heroes, but just when it seems they have her cornered, new foes enter the fray.
As Sir Will flies towards the open shaft leading straight out of the castle and Nestor stumbles about permanently blinded, Barron and Metra may have to decide between saving their friends or saving themselves!
With the enemies in the warehouse defeated by Barron and Nestor, Metra and Sir Will's flight back to the elevator shaft is interrupted.
With the Cloud Giant sentries kept at bay, the heroes come upon a strange rune filled room with ominous twin treasure chests.
A stairway leading up leads to a reconnaissance jaunt on the ethereal plane.
The heroes discover a secret passage that offers dangerous alternatives to their current course of action.
After discovering a secret passage, the heroes climb a ladder up through several floors of the castle.
The heroes climb back down the ladder to continue clearing out the unexplored rooms on the castle's first floor.
After a surprise attack from a false ally, the newly powered heroes try to clear out another wing of the first floor.
An old cloud giant practice room rouses restless spirits.
An old wine cellar becomes a fighting pit against a host of inhuman nightmare creatures.
For the first time in a long time, the heroes battle orcs from the Hold of Belkzen.
As one member of the party is removed from the fight, the orcs unleash a chimeric pig on the rest.
With the orcs defeated, the heroes turn their attention to the rest of Ironcloud Keep's second floor.
The heroes get the jump on a trio of cloud giants, but a fog cloud and cunning tactics may stymie the team.
A magical globe opens the heroes eyes to what may lie ahead in Ironcloud Keep.
The March to 300 ends with glimpses into the past, the present and a possible future.
The March to 300 ends with glimpses into the past, the present and a possible future.
The March to the End begins with a colossal problem.
After a desperate victory, the heroes push onward into darker corners of the castle.
An unseen group of enemies overwhelms the heroes!
After a quick regroup, the heroes charge headlong into the darkness!
With the Abyss Gigas defeated, the heroes' remaining options on this level of the castle are few.
Watery vortexes engulf the heroes as a creature made of liquid metal threatens to end the entire mission.
With the golem and elementals narrowly defeated, the heroes press on.
The heroes face off against one of Volstus' most powerful allies.
The battle with the spirit naga and her prismatic spray barrage continues!
The naga's relentless barrage pushes the crew to the brink!
As the heroes struggle to finish off the Liniratis, the naga still has a few tricks up her sleeve.
With the naga out of sight, the party must turn their attention to handling Sir Will and his condition.
In the open air outside the castle, the heroes battle enemies on two fronts!
With the platform clear of enemies, the heroes approach the chapel.
With Sir Will back to his senses, the heroes ascend to the next floor of the castle.
In a strange room open to the skies above and around them, the heroes are confronted by a terrifying new foe.
A enchanting spellcaster threatens to end the heroes' journey.
The cloud giant Nalbur returns astride his roc mount to rain down pain upon the heroes!
With Sir Will trapped within the jaws of the roc, his allies must act quickly to save him as well as themselves.
The party confront Nestor about his latest bold choice.
A horrifying entity catches Nestor alone atop the Roost Tower Mezzanine of Ironcloud Keep.
The heroes try to cope with an unexpected loss so close to the end of their journey.
The heroes come upon an old ally while exploring the final rooms of Ironcloud Keep.
A mad dash throughout the castle brings the heroes face to face once again with the powerful spirit naga sorcerer Liniratis.
At long last, high above Ironcloud Keep, the heroes face Volstus the Storm Tyrant in a battle to save the world.
With the Storm Tyrant defeated, the heroes face a series of critical decisions as the seven year Giantslayer campaign that launched the Glass Cannon Network comes to its long-anticipated conclusion!
With the Storm Tyrant defeated, the heroes face a series of critical decisions as the seven year Giantslayer campaign that launched the Glass Cannon Network comes to its long-anticipated conclusion!
With the Storm Tyrant defeated, the heroes face a series of critical decisions as the seven year Giantslayer campaign that launched the Glass Cannon Network comes to its long-anticipated conclusion!
Five heroes come together to investigate a global paranormal event. The Glass Cannon Podcast Campaign Two makes it long-awaited return with a playthrough of the Pathfinder 2nd Edition Gatewalkers Adventure Path!
Brother Ramius, Zephyr, Lucky, Talitha and Buggles enter the city of Sevenarches to begin their investigation.
Having tested the gateways in Sevenarches, the heroes return to the caravanserai.
As the party reaches a clearing with archways in the distance, creatures emerge from the shadows to attack in the high grass.
A planar shift stands between the party and strange happenings beneath a grand archway.
A ritual interrupted, a sacrificial unicorn and a rebel druid make for a dangerous night in the Wilewood.
The heroes attempt to infiltrate Bolan's stronghold among the trees.
After battling malicious fey, there's no time to rest as more enemies rush at the heroes!
Back to back battles leave the heroes reeling, but there are more areas to explore in the occupied treetop gnome fortress.
With more vanquished fey at their feet, the heroes continue looking for Bolan in the gnome stronghold.
Two doors remain on the first level of the treetop fortress.
The heroes encounter more strange denizens of the gnome stronghold.
A gruesome discovery reveals a harsh new reality.
The battle with Bolan Nogasso rages on throughout the trees.
High above the forest floor, the battlefield among the trees quiets as the rebel Oaksteward surrenders.
The heroes have little time to mourn as the return of the obnubilate curse looms.
The heroes take their investigation outside of town.
A trio of gorgas attacks the party as they make camp.
The investigation brings the heroes to Thinlands Farms.
A strange omen leads to a break in the case.
The heroes leave the Material Plane behind to enter the First World in search of answers
Upon entering the enormous First World tree stump, the heroes are pestered by a horrifying swarm
One of Kaneepo's lieutenants tests the mettle of the party
The cryptic horrors of Kaneepo's lair continue to be revealed
The heroes are stifled by a clever combatant.
The heroes gather themselves after a frustrating battle with a malevolent shae.
Rested and recovered, the heroes push forward.
The heroes race to defeat a temporarily silenced enemy.
Two mysterious pods entice the heroes into dangerous territory.
The heroes battle Kaneepo the Slim and their pet temagyr gorga.
After a harrowing battle, the heroes realize the gravity of their situation.
The heroes pass through a Thinlands gateway resembling the gate at Sevenarches and find themselves transported to a bizarre jungle.
A jungle river crossing is interrupted by a giant snail-like creature.
A desparate battle continues to spiral out of control.
Mourning yet another loss, the heroes rest.
Another Gatewalker joins the party.
The party learns more about their new companion while trying to save his life.
Flying dinosaur-like creatures attack the party hundreds of feet above the forest floor!
The heroes make contact with a curious society of elves.
Deep beneath the Oatian settlement, the preserved memories of long dead elven heroes may be the party's only chance of returning home.
Forced to relive their greatest moments of shame threatens to bring the party to their knees.
The exploration of the sacred caves beneath the Oatian settlement continues.
The heroes struggle against a bizarre bureaucracy.
The heroes enter the Memory Grove seeking an audience with an elf who died over a century ago.
After returning to the Oatian settlement, the heroes embark on a new quest.
Securing the tower proves to be more difficult than expected.
A vicious aerial battle stands in the way of the heroes' ascent to the Sporehorn.
High atop the demigod known as She Who Walks Through Seasons, the heroes battle the defenders of her headwaters.
The heroes' attempt to collect the headwaters of She Who Walks Through Seasons is disrupted by a boiling water hazard.
With the possibility of returning to Golarion now at hand, the heroes must say goodbye to the Oatian settlement and its inhabitants.
The party returns to the grisly scene of a difficult recent memory.
A territorial jungle drake tests the limits of the party.
As Alleli attempts to redirect the aiudara back to Golarion so that the heroes can return to their home planet, the gate and all hell breaks loose!
With Brother Ramius at death's door, the party is transported to yet another planet as the aidura continues to go wild!
The heroes are shunted through space and time to an observatory currently under threat!
The party must make a quick decision on whether to pursue the hobgoblin raider or regroup after a brutal series of battles.
Barnes' decision to give chase leads the party into a desperate battle.
With their backs up against both metaphorical and real walls, the heroes desperately try to find a way to survive.
After a grueling gauntlet of battles, the heroes finally get to rest and learn about their surroundings.
The heroes, along with their new companions, are escorted into a grizzly mercenary camp.
Following leads from the Smiling Wolves about the whereabouts of Sakuachi's companions, the heroes attempt to navigate the strange Skywatch streets in search of them.
A fey feline preys upon the party as they get lost in the streets of Skywatch.
After a 16-month hiatus, The Glass Cannon Podcast is set to return with Campaign Two on Thursday, September 14th, 2023, featuring the Pathfinder 2E Gatewalkers Adventure Path. Gamemaster Troy Lavallee gathers fellow founders Joe O'Brien, Skid Maher and Matthew Capodicasa along with fan favorites Sydney Amanuel and Kate Stamas for a thorough Session Zero, where they discuss the upcoming campaign and build characters in real time on Demiplane's Pathfinder Nexus.