Three adventurers set out to find their fortune in the ruined city of Drakkenheim.
The crew arrives at a crumbling manor house in search of a renegade wizard.
Pluto, Sebastian, and Veo embark on the perilous journey through Drakkenheim towards the safe haven of Emberwood Village.
While seeking respite from the Drakkenheim ruins in the nearby settlement of Emberwood Village, Veo, Sebastian, and Pluto have unexpected reunions with friends, family, and foes alike.
When their foray into the sewers under Drakkenheim goes worse than expected, Pluto, Sebastian, and Veo call in a favour from a former foe.
Pluto, Sebastian, and Veo continue their trek through the dangerous sewers beneath Drakkenheim.
Pluto, Veo, and Sebastian attack the vile harpies nesting in the Clock Tower.
After securing the Clock Tower, Pluto, Sebastian, and Veo make for the Hooded Lanterns' Barracks to secure safe passage through the city gates. They'll have to pass through Gnoll territory to get there, though!
On their way to wrap up the job River had sent them on, our heroes run in to an old rival. Pluto has to prove himself in battle, Sebastian makes an enemy ,Veo proves she is a great bodyguard.
Pluto, Sebastian, and Veo search the overgrown Queen's Park Gardens for an Eldritch Lily.
Pluto, Sebastian, and Veo make an unexpected discovery in Queen's Park Gardens which could change everything -- if it doesn't kill them first!
Pluto, Sebastian, and Veo conduct a science experiment to help them survive in the haze, but it comes at a great cost.
Our three heroes venture in to the former home of the Crowe family, where it seems many secrets were buried and nothing is exactly as it seems.
Sebastian uncovers more secrets from his past, while Pluto and Veo try very hard to keep him from making deals with demons. Sebastian finally is forced to face his nightmares.
Sebastian concludes his adventures in to his past as things get a little heated, Pluto questions if they are the bad guys when he meets an old rival, Veo needs a rest after struggling with some undead.
Our heroes take some much needed down time, an old friend brings warnings of approaching danger, things on the outskirts of Drakkenheim are heating up.
Our heroes meet with the Silver Order and the Hooded Lanterns to discuss the state of affairs in Drakkenheim, but find themselves revealing a lot more than they expected.
Pluto, Sebastian, and Veo return to Reed Manor to retrieve Lenore, the former Queen of Drakkenheim, but find they may have put their trust in the wrong place.
To keep up their pursuit, Pluto, Sebastian, and Veo decide to scale the Drakkenheim city walls.
With the party split, they struggle to clean up the mess they are in as they try and locate Oscar and the Queen.
After making amends with the Hooded Lanterns of Drakkenheim, Pluto, Sebastian, and Veo journey to Buckledown Row to find out what the Queen of Thieves is plotting.
After winning in the fighting pits the heroes have a choice to make, fight their way to an audience with the Queen of Thieves, or slink off in to the deadly trap filled sewers to find their own way. Either way, things are going to get rough.
Pluto, Sebastain, and Veo wake up in a cell, the prisoners of the Queen of Thieves!
Pluto, Sebastian, and Veo negotiate terms with the Queen of Thieves!
After their defeat at the hands of the Queen of Thieves, our heroes set out to meet the only faction they don’t know in Drakkenheim, along the way they finally get a chance to discuss some deeply buried secrets.
Our heroes work their way through the thickest of the haze in an attempt to get back to their clock tower for a much needed team meeting and rest. But the city is dark and full of terrors.
A private meeting about the factions leads the party to decide who to trust, and who to kill. Later, the lord commander lays out plans for the upcoming battle, and the Queen is not well and some choices need to be made.
The battle to reclaim temple gate is about to begin, marking the start of a much bigger war for a new Drakkenheim.
The assault on Temple Gate continues! Veo, Sebastian, and Pluto fight to open the portcullis for the Paladins of the Silver Order.
With Temple Gate secure, the Lord Commander sends the heroes on a special mission to retrieve the supplies needed to keep Queen Lenore alive. But the old potions shop where the supplies are held has been twisted by delirium.
Our heroes prepare to make a final push against the Gnolls, coming up with a plan involving an old nemesis.
Our heroes race through the streets of Drakkenheim in a desperate attempt to lure the Lord of the Feast toward the deadly trap set at Slaughterstone Square.
Our heroes make their way back to the Cathedral in hopes of ending the scourge of the Gnolls once and for all.
Though the Cathedral of St Vitruvio has been reclaimed, what secrets and dangers will Sebastian, Veo, and Pluto find in the long-abandoned catacombs below?
Secrets are spilled when the heroes uncover several truths of the lineage of the lords of Drakkenheim and try to reveal the truth of their enemies.
Pluto, Veo and Sebastian must make a difficult choice when they are forced to confront all the factions of Drakkenheim.
Veo settles in to her new role as Lord Commander, Sebastian learns the process for reactivating the Academy Tower, and Pluto prepares to slay mages, as the three return to the grounds of the Amethyst Academy Tower.
While exploring the Shattered Tower of the Amethyst Academy, our three heroes learn some valuable lessons in magic, alchemy and table manners.
Amid the enchanted books in the library of the Amethyst Academy, Veo, Pluto and Sebastian attempt to settle the score with Oscar Yoren.
Pluto, Veo and Sebastian attempt to repair the Staff of Power.
After returning from the Amethyst Academy, Pluto, Veo and Sebastian are handsomely rewarded with both new toys, and new responsibilities.
Sometimes one sacrifice can halt waves of bloodshed, other times...
Our heroes visit the Rat Prince to discuss his role in their upcoming plans.
As our heroes prepare for upcoming conflicts, they realize they may have bitten off more than they can chew.
Veo, Pluto and Sebastian unveil a long hidden foe, and one of their alliances looks like it might backfire.
Sebastian has a tense heart to heart with Kat, and the gang make their way back to the Amethyst Academy to meet with River.
Pluto, Sebastian, and Veo have a long awaited conversation with the head of the Silver Flame before finally heading to castle Drakkenheim.
Our heroes chase a group of Minotaurs through the dungeons of castle Drakken before finding a dangerous new enemy in the throne room.
Our heroes flee castle Drakken to have to regroup with their allies and prepare to confront what lies within the depths of the castle.
After a close call with a terrifying creature in castle Drakken, the gang is presented with a myriad of choices that will determine the fate of the Drakkenheim and perhaps the entire realm.
Our heroes gather their allies for a showdown in the throne room of castle Drakken.
In the season finale, Sebastian, Veo and Pluto decide the fate of Drakkenheim in one final battle.
A strange sight on one of the outlying farms near Tierhaven leads to a horrific discovery.
Rudi, Wrath, and Wilhelm go spelunking and a have their first encounter with the mysterious substance known as delirium.
Our heroes meet with River and learn of a new organization within the Amethyst Academy that is searching for recruits...
Rudi, Wrath, and Wilhelm arrive in the small town of Schaffburg in search of a new contact, but something is not quite right with the townsfolk.
Rudy, Wilhelm, and Wrath use stealth and disguise to uncover the mysteries of Schaffburg.
Rudi, Wrath and Wilhelm concoct a plan to unravel the mysteries of Schaffburg by infiltrating its church.
Our heroes may get more than they bargain for when they investigate a lone cabin in a swamp near Schaffburg.
Rudi, Wilhelm, and Wrath follow discover a mysterious ruin where the townsfolk bring their captive neighbours.
Wrath, Rudy and Wilhelm fighter deeper into the caverns and ruins, where they discover an ominous lake.
Our heroes paddle their way through the lake and encounter the monstrosity that lurks beneath.
Wrath, Rudi and Wilhelm have a telepathic conversation with a dark and ominous creature.
Our Heroes return to Schaffburg and learn of the fate the Flame Keepers that dwell there.
This week in Shadows of Drakkenheim, some unsettling conversations are had over dinner and drinks.
Finally reaching Drannsmund, our heroes commune with River where they reap the benefits of a new forge and are tasked with a murky investigation.
A secret is discovered about the the fish folk that causes the Dusk Wardens to cement their diplomatic status with the faction.
They were the best of friends, they were the worst of friends! Our trio escapes the sewers and the tale of their time there puts River on edge...
The Dusk Wardens discover some strange blueprints in the ratling lair and learn that they may be underestimating this adversary.
After a gritty fight at sea, the Dusk Wardens earn a rest, but not for long...
The Dusk Wardens continue to unearth the mysteries of delirium and go on another exciting boat ride!
Our heroes discover an unsettling village in a mysterious cove near Ashaffen.
Our heroes face down some truly mighty foes in the mid-season finale of Shadows of Drakkenhiem!
Rudi, Wrath and Wilhelm are back and learning to fly in more ways than one while they continue to deal with delirium contamination.
Wilhelm, Rudy and Wrath venture into the mysterious Elven lighthouse overlooking the Haze-covered waters of Ash Bay.
The mysterious circumstances surrounding an old elf's lost memories lead our heroes into a soggy encounter with some abnormal fishfolk!
The Dusk Wardens concoct a plan to subdue the Duchess.
The Dusk Wardens and the Silver Order have sprung their trap for the Duchess!
After their encounter with the Duchess, our heroes head back to the lighthouse tower to with River.
Rudi, Wrath and Wilhelm take a well deserved break and return to Tierhaven to check in on Rudi's family and receive some distressing news.
The dusk wardens encounter a haunting figure on the road to Kesselholm.
Faced with a slew of mysteries, our heroes now play the role of the investigators as they try to unravel one case at a time.
The Dusk Wardens sneak into Madam Fassbender's manor house to investigate the mystery of her nightmares.
Rudi, Wrath and Wilhelm attend a dinner party at Kesselholm Keep hosted by a countess with an insatiable appetite for conversation.
After an eventful night in Kesselholm Keep, the Dusk Wardens make a shocking discovery about one of their own.
After receiving some heavy news, Wilhelm has a heart-to-heart with Elias Drexyl.
The Dusk Wardens negotiate with Rikkard Steelfang and stumble upon a a guarded nest.
Our Heroes discover a malicious garden as they delve deep into the druidic shrine.
The Dusk Wardens face their nightmares as they venture deeper underground.
Our heroes fight to save the druids and face a horrific otherworldly threat.
Our heroes must do battle with the grotesque creatures that emerged from the rift, all while trying to halt its expansion.
It's time to plan as the Dusk Wardens consider how best to deal with one of their greatest enemies yet.
The showdown begins as the Dusk Wardens and Steelfangs finally engage the Countess and her army.
The Dusk Wardens face off with a mutated monstrosity and are held accountable for their promise to an immortal werewolf.
Drakkenforce is back! River recounts a tale of Veo, Sebastian and Pluto delving into the ruins of Drakkenheim.
Continuing the tales of Veo, Pluto and Sebastian, our heroes receive much help and guidance before venturing into the heart of the Drakkenheim crater...
As we continue the tale of Veo, Sebastian and Pluto, our heroes reach the impact site of the crater, and finally learn the origins and nature of Delerium
Drakkenforce meets with a myriad of potential allies and must weigh the consequences of picking sides.
Drakkenforce deals with an impatient Ryan Greymere while the Dusk Wardens deliberate on the the best path to save Westimar, and the world.
Drakkenforce and the Dusk Wardens finally meet, and determine who will rule Westimar and steer the fate of Drakkenheim.
With the future of Drakkenheim clouded in uncertainty, the Duck Wardens begin to settle into their new roles.
After capturing Sheppard's Gate, the Dusk Wardens set out to take back the rest of the garrison and discover some restless spirits and a mysterious pool.
Pluto, Veo and Sebastian travel through the city of Drakkenheim and revisit the city's castle.
Veo, Pluto and Sebastian make some risky wagers.
Drakkenforce explores Castle Drakken in an effort to procure a precious relic.
After retaking the city garrison, the Dusk Wardens set out to evict the current residents of the clocktower.
After obtaining the Shield of the Sacred Flame and securing the clocktower and garrison, the Dusk Wardens and Drakkenforce all prepare for the next step in their adventure.
Sebastian, Rudi and Wrath head to Camp Dawn before tracking down the Queen of Thieves via an interesting lead...
Sebastian, Wrath and Rudy, explore the free city of Liberio.
Sebastian, Rudy and Wrath explore the enigma ziggurat
Wrath confronts his dad, Sebastian learns the true nature of the academy, Rudi shows she’s everyone’s Mom.
Wilhelm, Pluto and Veo break bread as they leverage Wilhelm's royal rights to negotiate with world leaders.
Pluto, Veo and Wilhelm track some large prey, but are interrupted a gang of angry zealots.
A long awaited rematch takes place when Veo, Pluto and Wilhelm finally catch up to their quarry.
Veo, Pluto and Wilhelm struggle to escort their valuable and impressive trophy back to the gate.
Wilhelm, Pluto and Veo return to Camp Dawn to deliver their trophy and recover their strength.
Growing anxiety around the competition with Uriel Radley prompts Pluto, Veo and Wilhelm to venture out in search of a secondary trophy even more illustrious than the head of Big Linda.
Our heroes fight through various grotesqueries as they continue to explore castle Drakken, searching for an even grander trophy than the head of Big Linda.
Veo's dire situation comes to conclusion...
This week we catch up with Veo, Rudi, Pluto, Wrath, Sebastian and Wilhelm as parties reunite!
Veo, Sebastian and Pluto reunite to engage in political discussions and dungeon diving!
After encountering an ornery sailor, Veo, Sebastian, and Pluto search for captain Gregory Highsail on a seemingly abandoned ship: The Ill-fated Finch
Veo, Sebastian & Pluto tussle with tongues and teeth on a terrifying trireme.
Veo, Sebastian and Pluto attend the great Gasconade to determine the results of the competition between Pluto and High Paladin Uriel Radley.
The season Finale of Fate of Drakkenheim concludes the great Gasconade!
Veo, Sebastian and Pluto are back and set off on a mission to find a gifted artist who creates unqiue and mysterious paintings.
An impulsive Sebastian leads Veo and Pluto through the a portal in an attempt to atone for a mistake from his past.
Drakkenforce solves puzzles in the final two realms in an attempt to rescue Perrin from his muses.
Rudi Wrath and Wilhelm set out to recruit an old member of the Octanwald Irregulars gone rogue.
Drakkenforce and the Dusk Wardens take their chances with some boundless, unstable magic.
Drakkenforce and the Dusk Wardens battle it out with a group of mutated giants on their way to Helig.
Rudi, Wrath and Wilhelm venture out to a Dwarven mining site and and come across an agitated dwarf and his wounded mount.
The Dusk Wardens begin to learn what horrors befell the dwarves of the quarry.
Our heroes delve into the quarry in pursuit of the fleeing Brimley and Dr. Catin .
After an exhausting encounter, Wrath explores the quarry alone while Rudi and Wilhelm slumber.
Our heroes discover what happened to the past adventurers who explored the sanctum beneath the quarry.
Wrath, Rudi and Wilhelm continue to navigate the the subterranean temple and pit their minds and bodies (and Wrath's soul) against its safeguards.
The Dusk Wardens finally make it to the hear t of the temple where Wrath must pass a test with the help of his friends to meet his patron.
Wrath and Wilhelm deal with Rudi's dark passenger while Drakkenhforce explores Helig castle.
Drakkenforce arrive at the quarry in search of the Dusk Wardens and meet a friendly giant along the way.
Drakkenforce enters a strange portal in search of the Dusk Wardens and navigate a mind-bending environment filled with bizarre denizens.
Drakkenforce and the Dusk Wardens reunite and contemplate the impact of Wrath's actions and the future of the Royal family.
Rudi, Sebastian and Pluto travel to Altbruke to discover a free-thinking town and a magical mystery.
Rudi, Sebastian and Pluto disguise themselves as students and faculty at Ultbrook University in order to uncover a disturbing plot.
A kidnapper attempts to pick off our heroes one by one.
Rudi, Pluto and Sebastian discover the source of the horrific abominations plaguing the university as they search for an abducted student.
Our group of heroes discovers the fate of Christophe.
Rudi, Sebastian & Pluto return to the university to sleuth out who is behind the disturbing experiments being conducted.
Our heroes continue to chase an oddly behaving Christophe through the University campus.
Everet Fried bargains for freedom after Sebastian Crowe does everything he can to save Pluto and Rudi from the echo of the Dutchess.
Sebastian's soul wanders the shadowlands with his mother and acquires unsettling new abilities.
Rudi, Wilhelm & Wrath return to Tierhaven and investigate the whereabouts of Rudi's family.
Moving from Rudi's home to Wrath's, our heroes attempt to repair the observatory tower.
Veo and Pluto enlist the help of an old friend in recruiting a new teammate to help them resurrect Sebastian.
Deep in the shadowlands, Sebastian confronts a powerful old foe.
Veo and Pluto continue to interview potential partners to help them capture a dragon.
Rudi, Wilhelm and Wrath seek explore the Achtungwald forest in search of Rudi's son
Rudi, Wilhelm and Wrath Continue to explore the Achtungwald forest and encounter some familiar adversaries.
After locating the teachers, the Dusk Wardens stumble across a group of Apothecaries conducting some unsettling experiments.
After negotiating with the great dragon of the Aughtenwald, the Dusk Wardens are ambushed by the apothecaries.
The Dusk Wardens, along with Veo, Pluto and Balderick engage a legend of the Achtungwald in a desperate attempt to revive Sebastian Crowe.
Rudi, Wrath and Wilhelm delve deep into the dragon's cave and stumbled upon the remains of it's brood.
The Dusk Wardens negotiate for Corbin's life and take their share of the dragon's hoard.
After rescuing Corbin, the Dusk Wardens meet with Elias Drexel to debrief and plan for the hunt of Everett Fried.
The Dusk Wardens meet an unlikely ally in Academy mage Eva Blightward and prepare for their assault of Toddsfeld.
Accompanied by Eva Blightward, the Dusk Wardens contend with Everet Fried's attempts to thwart their siege.
Our heroes explore Toddsfeld keep in search of Eva's father.
Our heroes delve into the Toddsfeld well in their pursuit or Everett Fried.
Our heroes finally confront Everett Fried.
The Dusk Wardens say good bye to Eva Blightward.
Veo, Pluto, and Sebastian hatch a "cunning" plan to distract the Ilyrians.
Sebastian is ambushed while making friends in the seediest tavern in Lumen.
Our heroes' shenanigans in Lumen begin to catch up with them.
Our heroes make their way through the Dungeons of Nox in search of Old Man Night.
While seeking Old Man Night, our heroes encounter some powerful entities.
Veo, Sebastian and Pluto finally encounter Old Man Night.
Drakkenforce seeks out a powerful artifact and learns a few lessons the hard way.
Veo, Sebastian and Pluto gain some practical experience from Old Man Night.
With fresh insights and newfound teamwork, our heroes face down Ramik Demongrip once again in hopes of retrieving his powerful artifact.
Pluto and Veo pursue the Queen of Thieves while Sebastian wanders the halls of Nox and exudes lichly angst.
Emotions run hot as Drakkenforce reunites in Nox.
Veo, Pluto and Sebastian return to Old Man Night for help with their cursed sending stone.
A valuable relic is returned to the sacred flame.
After receiving some valuable nuggets of wisdom from Pluto, Sebastian leads Drakkenhforce through a portal to hell in order to atone for his greatest regret.
Sebastian finally reunites with Mouse.
We return to Wilhelm, Rudi and Wrath as they travel to Dresmond to hobnob with socialites.
Rudi and Sebastian investigate a mystery while Wilhelm hobnobs with the local aristocrats.
The Dusk Wardens' restful sleep is interrupted by a calamity outside the king's door.
The Dusk Wardens try to get to the bottom of the disturbing kettle of fish that has presented itself in Drannsmund.
Our heroes launch their first attack against the Duchess at the Shrine of Nodens.
Wrapping up at the Shrine of Nodens, Rudi Wrath and Wilhelm move on to the next nexus point: the bridge.
Our heroes battle some terrifying enemies in an attempt to destroy the second spire.
Rudi, Wilhelm and Wrath tackle the final conduit of the Duchess's haze triangulation.
Pluto, Veo and Sebastian make haste to Caspia in order for Pluto to have a heart to heart with his fading father.
The Dusk Wardens and Drakkenforce join forces to hunt the Duchess, but are intercepted by her monstrous offspring.
Plunging into the murky, delirium-polluted sea, the Dusk Wardens and Drakkenforce finally engage the monstrous Duchess.
After a savage battle at the bottom of the ocean, the Duchess makes once last desperate strike against our heroes.
What remains of Drakkenforce and the Dusk Wardens discuss their next move, while Sebastian Crowe pulls himself together.
Veo, Sebastian and Pluto join the pilgrimage in order to infiltrate the Falling Fire and make their way to Lucretia Mathias.
Our heroes courageously desecrate a sacred temple in their righteous attempt to steal holy artifacts from a relgious leader.
Veo, Pluto and Sebastian have a civil discussion with Lucretia Mathias...
After a thorough humbling at the hands of Lucretia Mathias, Veo, Sebastian and Pluto devise a wild plan to achieve their goal.
Just because you have worms doesn't mean you can burgle the clergy!...or does it?
Wrath wakes up to find himself deep within his father's sanctum.
Our heroes discuss the various procedures and protocols of the coronation.
Playtesting the new Apothecary class from Sebastian Crowe’s Guide to Drakkenheim, three Apothecaries uncover the truth within a crashed Amethyst Academy ship.
A group of retired military agents reunite to save their friends from execution by a vengeful duke.
Today, Monty, Kelly and Jill take a brief detour from D&D as they try out the Paper Chase adventure from Call of Cthulhu 7th edition.
Pluto Jackson inspires his comrades with tales of the awe-inspiring triumphs that propelled him into the history books as the wisest, burliest, and most competent champion Caspia has ever known. ... Oh, a bard and a mage were there too.
The courageous Pluto Jackson charges through a fetid swamp to strike down the foul Troll Hag and the Humongous Fungus Troll!
NERDS have seeped into Caspia, promising fast and easy shortcuts to ripcord muscles and cut physiques! Only the heroic prince, Pluto Jackson, can put an end to their sickening solutions and sub-par supplements. He brought his bard and wizard along too.
Galatea and Gemini look on in awe as Pluto Jackson unleashes the beast against the apothecaries and learns that there is more than one way to get ripped!
After studying in the Jackson family library, Pluto casts a powerful spell in order to search other planes of existence for a legendary weapon. Gemini and Galatea had tea.
With unwavering self-assurance, Pluto Jackson slaughters the aberrations of the space between worlds, and sets to work forging one of the most powerful weapons to ever exist. Galatea and Gemini finish their cups of tea.
The valiant Pluto Jackson leads a contingent of Caspia's greatest warriors into the city of Drakkenheim to face down it's most terrifying monsters.
With a mountain of slain beasts at his feet, Pluto Jackson rushes head on to meet he source of three blood-curdling screams. He misplaced his mage and stenographer.
Three Wizards of the Amethyst Academy are charged with cleaning up the aftermath of Veo, Sebastian, and Pluto's capture of the Academy Tower.
Three Wizards of the Amethyst Academy continue their mission to clean up the aftermath of Veo, Sebastian, and Pluto's capture of the Academy Tower.
The Queen of Thieves dispatches three of her deadliest and most dastardly agents on a high-stakes heist into the stronghold of the Followers of the Falling Fire.
We continue as the three queens men try to pull off their insane heist, stealing an amulet from the followers of the falling fire in part two of Rooked!
We return to Tierhaven, where Rudi, Wilhelm, and Wrath encounter a truly fowl omen -- and we try integrating Roll20's virtual tabletop into our game!
Rudi, Wilhelm, and Wrath encounter the nefarious mastermind behind the missing ducks of Tierhaven.
Three members of the Followers of the Falling Fire lead a band of new recruits to the Great Crater in their pilgrimage to find the light. The journey is treacherous and their faith will be tested.
We continue the journey of three members of the Followers of the Falling Fire as they lead a band of new recruits to the Great Crater in their pilgrimage to find the light.
Years before the events of Dungeons of Drakkenheim, the hooded lanterns send their first scouts in to the city to find a base of operations. This story follows the events of one of those scouting parties.
We continue the adventures of Chud, Raine, and Sten as they search for supplies and a base for the Hooded Lanterns in this side story in the worlds of Drakkenheim.
Three of the best riders of the Silver Order are tasked with stopping a caravan of Delirium set to ship out of Drakkenheim
Knights of the Silver Order invade a smuggler's camp to uncover the destination of their malign cargo.
Dwarven Forge guest stars Nate and Nina join the Dungeon Dudes in this Untold Tale where three adventures explore a disturbing gallery in the heart of Drakkenheim.
Dwarven Forge guest stars Nate and Nina return, as M'roewl, C.H.U.G and Osiris play the long odds with a couple ancient foes.
Kelly is our dungeon master this week as the Dudes are joined by special guest Mitch from Quarter Life Gaming in this Untold Tale featuring three new heroes and their investigation into the Pale Man.
Skip, Flex and Isacc continue to search the ruins for a cure to Skip's son's superfluous eyeball.
This week, the Dungeon Dudes are joined by special guest cosplayer Alicia Marie With some brand new character and a new adventure in Drakkenheim.
In part 2, our heroes encounter the Hogtown butcher....and his family.
A tricky rogue crime boss and his two new henchmen venture in to the ruins to claim a treasure before any of the factions can.
Fred, Ted and Mr. Big continue their trek into the crypts in search of an ancient and valuable scepter.
Join the Dungeon Dudes and special guests Colby from @d4: D&D Deep Dive and Chris from @Treantmonk's Temple in this one-shot showcase of optimized characters and how to challenge them!
Join the Dungeon Dudes and special guests Colby from @d4: D&D Deep Dive and Chris from @Treantmonk's Temple in this one-shot showcase of optimized characters and how to challenge them!
Kelly, Joe, Jill and special guest Mitch unravel the mysteries behind the death and madness weaved into the northern Ontario town of Pine Ridge, in part one of this Monster of the Week one-shot.