Seven unlikely allies team up to leave two men smiling and satisfied.
The gang goes to a rave and fills a man, consoles a robot, and kidnaps two kings to get a car battery.
As the quest continues, the gang fights off giant cave worms as they try to find their best shot at a quartermaster.
After another battle in the caves, the gang splits off, with Charlie finally making Zachitt a man and Foray and Shark doing a little shopping.
While Shark's strength is needed punching big rocks, the rest of the gang goes out in search of a way to rejuvenate the King of the Road, who is growing weaker as time passes.
With Shark back in the mix, the gang helps a druid cleanse the forest of the necromantic threat and faces a few consequences of their actions. Finally, they make their way to the moon. Maybe?
After finally gaining access to a cannon to the moon, the crew come across a mysterious figure and end up fighting against their own shadows. The heroics from a certain gelatinous rogue lead the way and, after a battle against magnetism, will our friends finally find their way to the moon and fulfill Valaar's vision?
Everything is coming to its culmination. With Valaar's vision still fresh in his mind, the gang prepares for battle with an enemy they may not have the firepower to defeat. However, luckily they've made some friends who can give them just the boost they need...
With the climactic finale of Spaceport behind them, the gang returns to the museum for some much needed bonding time. Deedee settles into her roll and Zatchit makes some new friends as everyone makes the best of their time as they wait for their next adventure to call upon them.
Our crew arrives in Dino Rodeo and immediately comes face to face with an arena of rabid fans and a Tyrannosaurus Rex. This new realm faces a unique problem, and it's not likely make finding a chef very much easier...
The gang follows Woohoo back to his home where they get involved in gambling, the culinary arts, and the Don's big plans...
Finally catching the Hot Dog Man, Shark is quick to learn the location of his prized Hot Dog Warehouse. It's here that things may be more sinister than originally planned...
In the final match of Dino Rodeo, all the threads so far come to a knot as the Blue Man Group hopes to win but also steal the Grand Prize. And in the midst of a slobberknocker of a match, Hugh initiates a plan that drops emotion bombs in addition to regular bombs.
The gang's main quest gets interrupted when a distress call comes from a mysterious land of toys and snow. Will our heroes find out the true reason for the season before its destroyed forever?
The time in Dino Rodeo is coming to a close as the group explores the two factions on the escape island and interact with an adversary of theirs who has been lurking in the shadows, waiting for his time to present himself in all his bartender glory.
After quelching tensions among the apes, the gang finally uncovers the secrets of the Great Banana and knows what they must do. They must return to the Island to end world hunger once and for all.
After solving the food crisis of Dino Rodeo, the gang (minus Shark) heads back to the museum for a much needed reprieve. Bonds are forged, gifts are given, and birthdays are celebrated.
Everybody is back in the museum. Except Shark. He's on a quest to explore his beloved Hot Dog Warehouse. But, he can't take it on alone, so now with a crack team of expert warriors, he's more than ready.
In zombie infested world, there's only one crack team of operatives that can take humanity back from the brink. This is their story.
Arriving feet first into Hell, the gang most push through to the cliffside and retake this landmark for the living. All these undead didn't come from nowhere... so who's controlling them?
After a short scuffle on the sandy shores, our heroes don't waste time splitting into two squadrons to finally take down the necromatic presence on this once-lovely seaside locale.
The gang needs a little relaxation time after all the hootenany of the last few hours. Perhaps it's about time they get to know all their comrades in the platoon? Or at least most of them want to. Some may have other plans...
Finally beginning their journey to the Water Temple, the gang comes across a mysterious old fort. When it seems that they might not be the only ones calling the place home, someone springs into action.
The gang has been sprung upon by zombified fish people. What are they to do? Probably fight. Maybe win? We shall see as the journey to the Sea Temple really gets underway.
This week, the Skill Gang continues their voyage across the sea towards the holy temple, but the waters are far from calm. Watch as they fight monsters, solve a DND puzzle, and discover more about each others powers and histories along the way.
Watch as the gang gets used to the lay of the land, learn about how time works in this silly little place, and wrestle with the crossover of deities.
The gang tries their hand at another loop within the Lifebringers' war for survival. Can they defeat their most deadly opponent to date? (It's literally a bridge).
The gang has a short game this week but make some serious developments, engaging with the bartender, adventuring to new map cells, and seeing how far they can get when they split the party!