James, Uggo, Fahima, Siv, and Lily have made their way inside a mystical tower in the clouds, only to discover one of the legendary Wardens imprisoned inside. Can they make it to the top of the tower, free the Warden, and discover who - or what - could possibly have captured the massive elemental titan?
Fahima loses a friend, Siv drops his rapier, Lily starts drinking, Uggo breaks a bank, and James returns home. More importantly, the team visits their first big city of the campaign, in search of information from The Scholar, and finds trouble on various fronts. A fight in a library, a contest in a tavern, and a confrontation in a marketplace all lead to one of the most entertaining episodes yet!
Lily makes a schedule, James reveals pact, Uggo finds a piece of home, Fahima makes a stink, and Siv is wounded. More importantly, the team wakes to a new day in Terlis, where they set out to acquire new items - and new information - for their quest. But a big surprise awaits that will surely impact the fate of one character forever!
Their swashes buckled, and their mainsails hoisted, the team finds themselves on the high seas, kicking off a new leg of their grand adventure! As they adjust to life aboard ship, startling new information shakes the very core of the team, and they discover that the biggest danger on the ocean might just be the ocean itself!
In a desperate attempt to save members of Lily’s family, the team forces the crew of The Tardy Plunder to change course for Bingle. But before they can even get there, a vicious harpy attack descends from the sky! Will they survive the trip to Bingle? And even if they do, what horrors will they find when they arrive?
Evil has come to the shores of Bingle, and the Amulet Bearers are the only ones able to stand in its way. Preparations have been made, traps have been set, and the battle to save Lily’s family has begun. As more and more terrible monsters emerge from the sea, will the team be able to protect Lily’s family and save Bingle Island?
The Heroes of Bingle recover from a long night of celebration and make their final goodbyes to the island, only to discover new problems complicating their journey to the Deep Reef. Seeds of distrust and party infighting threaten to tear the team apart. Will their voyage to the site of the next Warden be sunk before it even begins?
The infiltration of Whitebeard’s Jutty didn’t go as planned, and now the team finds themselves at the mercy of Whitebeard himself. With nearly the entire team captured, an invisible Siv attempts to get Saugus out of the stronghold alive, and a confrontation with the army of pirates leads to one of the most explosive battles in the show’s history.
As the Tardy Plunder sails toward the treacherous waters of The Deep Reef, the team learns that the Warden they seek is being held at the bottom of the sea. With a ship full of pirates uninterested in sinking to the ocean floor, will they be able to survive the dangers of the Reef, and figure out... a way down?
In the aftermath of their experiences during Night Drift, the team continues their struggle to understand the Salvagemanders and find a way off the island of scrap. Will they be able to put the pieces together and figure out where their destiny leads, or will brash actions break their fragile alliance?
As they search the spelltower on the outskirts of Winkburgh, the team finds themselves in a battle for their lives against magical creatures conjured by the Ashen Mage herself! What will her creations reveal about her master plan, and will the heroes be able to use this knowledge to free the Duke from his fowl curse?
Having vanquished the horrible abominations they found inside the spelltower of the Ashen Mage, the team must now try to piece together the clues they discovered there to free the Duke from his fowl curse. Will they be able to get Lily’s family safely out of Winkburgh? And what is inside the mysterious chest? The fate of Winkburgh hangs in the balance.
The Heroes of Bingle are now in possession of a customized vardo, courtesy of the very grateful Duke of Winkburgh. But how difficult will it be to train some of the giant, savage Achaierai birds to pull it? And as they load up onto this new mode of transportation and make their way out of town, which direction will they head? Will travel in Aïn without the aid of portals be even more dangerous?
Just as the Heroes of Bingle hit the open road in their new ride, they are attacked by a gang of deadly Achaieriders known as The Flock! Will the team be able to survive the vicious heavy metal fury of The Flock? And even if they do, will an even more terrifying enemy make this a battle they cannot win?
The Heroes of Bingle step into the Alabaster Woods and find themselves face-to-face with beasts of blood and brutality. Will they be able to survive a battle on the bloodiest canvas of all? Dark magic, werewolves, and a place of ancient mysteries result in their most dangerous challenge yet. Check your nerves, this one is not for the faint of heart!
A very special Holiday episode! Holiday sweaters! Singing! Surprises! In the aftermath of their most harrowing battle yet, the Heroes of Bingle take stock of their losses, emotional and physical, and try to make it safely to the town of Marsh. With the danger of Skyscorcher Peak looming, will their relationships with each other be a bigger threat to the team than even the Ashen Mage’s magic?
The celebration of Stranger’s Fête has left the Heroes of Bingle reeling. Siv’s very public declaration of love to Lily did not elicit the response he would have hoped for from her, and has thrown wedge into his relationship with Uggo. How will the team recover, and what lies ahead on their journey to Skyscorcher Peak?
The Heroes of Bingle make their way into dwarven lands, only to hear screams of distress coming from the rushing river alongside the road. Who are the two dwarves clinging onto the rocks for dear life amidst the churning rapids? Will the team be able to save them from a terrifying swarm of giant flies? And how will Uggo handle coming face to face with his culture’s sworn enemy?
With the help of the two dwarves they rescued from the Golden River, The Heroes of Bingle make their final approach to the Dwarven city of Dalto Thum. With a war raging all around them, difficult decisions are required to make it to the stronghold alive. But even if they make it safely to the gates, how will they possibly convince the dwarven army to let them inside?
After a long, dangerous journey to the war-ravaged dwarven stronghold of Dalto Thum, The Heroes of Bingle finally find themselves face-to-face with the Paladin they have been looking for. But when he asks them to step into his Zone of Truth, will the team be prepared for the secrets they are forced to reveal to him… and to each other?
With Orcish and Dwarven armies clashing in open war, the Dwarven King has given the Heroes of Bingle a suicide mission: to infiltrate the Orcish camp and stop the cannon that has been bombarding the mountain stronghold. But when the Amulet exerts its chaos over the battlefield, how will the team handle the attack of the Orcs?
Already battered and bruised from their fight with the Ogres guarding the artillery cannon, the Heroes of Bingle now stand face-to-face with a fresh battalion of Orcs. And leading them is a familiar foe with terrifying new augmentations. How will the team survive an encounter at the very center of a raging war, and what will they learn about Uggo’s brother and the looming threat that hangs above everything?
The Heroes of Bingle now have in their possession a prisoner of war. But debate rages on within the group as to what to do with him. As they prepare for another audience with the Dwarven King, what will the team decide to do, and what dangers await inside the Magma Reserves?
The Heroes of Bingle have vanquished fiery monsters inside the Magma Reserves. Now they must figure out a way to get the enormous creatures out, and turn their hides into protection from the suffocating heat of Skyscorcher Peak. As they prepare for their journey into the Fortress of the Four Former Forges, what will a visit with the Addled Elders reveal about the challenges they will face?
The Heroes of Bingle attempt to unravel the cryptic warning given to them by the Idle Elders, and make their final preparations to enter Skyscorcher Peak. What mysteries await in the very heart of the mountain, and what dangers lurk as they enter the Fortress of the Four Former Forges?
This episode is the perfect jumping on point for new watchers of The Dungeon Run! The Heroes of Bingle are mysteriously transported to another place and time to discover a brand new adventure that may have huge ramifications for their Warden quest! A story entirely inspired by viewers: what treasure is locked inside Whitebeard’s Vault, and how did it get there?
Having escaped attacking Yuan-Ti in a desperate race across a desert island, The Heroes of Bingle now must figure out how to help their mysterious prisoner and track down the treasure he has promised - all while dealing with the infamous Whitebeard, himself! When the team discovers the real reason they were brought on board, will the confusion of their task lead to even more chaos?
As they try to make sense of the complex controls inside an Apparatus of Kwalish, the Heroes of Bingle encounter a giant shark! Will they be able to work as a team and operate the confusing contraption to survive the attack? And even if they can, there’s always a bigger fish...
The Heroes of Bingle have arrived at the Isle of Rum. But instead of finding the family of Tritons they are searching for, they stir up chaos and disorder inside a port city tavern! Tune in for the good ol’ fashioned bar room brawl, stay for the revelations about the future of their quest!
What’s the first rule of adventuring? Don’t split the party! But the Heroes of Bingle do just that as they head to both the underground fighting pits of Boster and the mysterious Lighthouse on the coast. Divided, they find gladiatorial action in the Mud Pit and spine-tingling horror at the top of the Lighthouse with the creepiest character any of them has discovered yet!
Lily and James dig a little too deep into the secrets of the Lighthouse at Ocean’s Gull Point and find themselves in a high-flying, rain-soaked battle. Meanwhile, Fahima, Uggo, and Siv become enforcers for the pirate, Whitebeard. And when the team reunites, a drunken midnight excursion could get them into big trouble. This is one of the most packed, hilarious episodes in TDR history!
A rain-soaked, midnight excursion to rescue a soothsaying sea hag... what could go wrong? It turns out, quite a lot. When a fight breaks out in the middle of the night, it not only puts the team in danger, it also strains their relationships to the breaking point. Will this be the moment that changes the Heroes of Bingle forever?
The Heroes of Bingle have finally begun their perilous journey to The Castle Rum. With the shimmering, green castle hovering ominously on the horizon, and a terrifying ghost ship bearing down on them, will they be able to survive a descent into madness? Warning: this may be Dungeon Run’s darkest, most harrowing episode yet!
The Heroes of Bingle have survived the harrowing trip to the Castle Rum - and did it in under 12 pint sips! Now they take their first steps inside the glowing green structure in search of the mysterious Lady of the House. Can they unravel the secrets of the haunted mansion, and survive the undead horrors that lurk inside?
On the first floor of the haunted Castle Rum, the Heroes of Bingle faced ghosts, poltergeists, and supernatural bears - and barely survived! What new horrors await as they make their way to the second floor? And will they be able to piece together the clues that will lead them to the Lady of the House?
The Heroes of Bingle have finally found Cho’Ran’s family inside the Castle Rum. But nothing could have prepared them for the shocking revelation of who they really are! Will their escape prove even more dangerous than their journey inside? And why are the demons of Castle Rum obsessed with noble blood?
Having escaped the haunted Castle Rum, the Heroes of Bingle now find themselves forced to protect someone they know will become a villain! As they set sail for Ocean’s Gull Point, each of them faces a decision that will shake them to their very core. A demon looms, shocking connections are made, and James reveals his greatest secret!
The Heroes of Bingle arrive back at the Isle of Rum and look to confront the Viscount Winger-Sticks Envoy for more information about the mysterious Old Ones. Now that they know the truth of his story, will this confrontation turn deadly? What new dangers await inside the Lighthouse on Ocean’s Gull Point?
The battle wages on inside - and under - the Lighthouse on Ocean’s Gull Point. Will the Heroes of Bingle be able to keep The Lord of Crows banished? With new enemies entering the fray, how will they survive the onslaught above and below? And even if they do emerge triumphant, what secrets are waiting to be discovered in the grave beneath?
After barely surviving their encounter under the Lighthouse, the Heroes of Bingle want to do one thing: knock it down. But even as they lay waste to the tower, the experience of that epic battle reveals surprising new skills for every single member of the team… even the smallest of them!
It started as a simple dungeon run. But choices have consequences. Decisions have repercussions. And the time-traveling Heroes of Bingle find themselves the Heroes of Bingle no longer. Just 5 neophyte adventurers, back in their original bodies. Back in that original dungeon. But this time… a dragon is waiting for them. What happens when a group of level 1 adventurers come face-to-face with a gigantic, ancient dragon?
The Heroes of Bingle return from their jump into Episode 0 to deal with the consequences of Baozhai and Cho’Mel’s decision. A sinking ship. A broken deal. And a team of ruthless assassins leaping across the water to attack! How will the Heroes deal with The Nameless Few - both fighting them on the deck and firing cannons at their ship from behind… at the same time!
The battle at sea against the Nameless Few has left the Heroes of Bingle battered and their ship badly damaged. But with nowhere to go for help except into an enemy’s secret hideout, will this simple repair mission turn very dangerous, very quickly?
The Heroes of Bingle have rescued over two dozen prisoners from the vicious Yuan-Ti. But how will Whitebeard react to this huge group of refugees aboard his ship? Will the team be able to deal with the pirate, make it to the mainland, and reach the city of Kingdon? Even if they can, what dangers will they find when they arrive?
A razed city. A buzzing hive. Enormous scorpion-like insects. The Heroes of Bingle have made their way to Kingdon, but now face challenges they never expected. How will they deal with these strange new enemies and undercover the secrets that will lead them to the hidden underground chamber known as the Mantle?
The treasure cache of the Dragonborn empire is tantalizingly close. But to get to it, the Heroes of Bingle must descend into a secret chasm hundreds of feet deep, full of enormous bats and monster eggs. With the party already split, will they be able to survive all of the threats that lurk so far underground?
The Heroes of Bingle have found the king and queen of the Tritons, deep in the underground Habitat of Uchalass. Is this where the Shaxen Gao have hidden their cache of riches? What magical secrets still wait to be revealed, and who - or what - are the guardians of the treasure?
The Heroes of Bingle have returned from their long time-traveling adventure and finally enter the much anticipated Dwarven Fortress of the Four Former Forges. What mysteries await… beyond the Dwarven door?
The Heroes of Bingle continue their exploration of the mysterious dwarven foundry where magical weapons were created more than 300 hundred years ago. Could some of these wondrous items have been left behind by the craftspeople who abandoned it? And what secrets are being protected by the powerful golems still inside the ancient armory?
Inside the legendary Dwarven Fortress of the Four Former Forges, and equipped with a brand new arsenal of magical items, The Heroes of Bingle encounter a host of fearsome threats. Forges 3 and 4 are defended by diabolical challenges that will push the team to their breaking point - and even if they survive, will they be able to unravel the riddle of the Forges?
After last week’s incredible battles inside the Dwarven Fortress of the Four Former Forges, will the Heroes of Bingle finally be able to solve the riddle that will open the door into the heart of the volcano? What information awaits inside the mysterious Archive? And as they get ever closer to the next Warden, what secrets in the party still threaten to tear them apart?
They solved the riddle. They fought their way through the ancient dwarven fortress. They found incredible new magical items and discovered the secret to powerful new spells. But as the Heroes of Bingle venture into the heart of Skyscorcher Peak - and the location of another Warden - they have no idea what they are in for. This episode changes everything...
Everything has changed. The Heroes of Bingle stood face-to-face with the Ashen Mage and lived to tell the tale, but nothing will ever be the same. World shattering revelations, the team splintered and in doubt, and an erupting volcano under their feet. Will they be able to survive the beginning of Act 2? And… what of Fahima’s fateful choice?
With Fahima in league with the Ashen Mage, the Heroes of Bingle are shattered and the show is broken in half. First, Fahima struggles with how much to trust her new environment, and whether to contact her father. Then, as the 4 remaining members of the team try to piece together all of the revelations of last week, the amulet’s magic has a surprise for them, nearly a year in the making.
A special Halloween episode with the cast in costume! As the Heroes of Bingle continue to make their way off the erupting volcano, they come face-to-face a horrific new kind of monster! Then, Fahima endures her toughest challenge yet in the enemy’s lair, as she deals with the fallout of her attempt to deceive the Ashen Mage. Do not miss the pulse-pounding finale of this one!
After the emotional confrontation and in-fighting last week, the Heroes of Bingle must come together to make it back to Dalto Thum. What will they find waiting for them in the Dwarven stronghold? Then, how can Fahima survive the fallout of her incredible decision last week? What’s next for the fire genasi wizard when all seems lost?
The Heroes of Bingle take a risky ride through the mountains in an underground rail cart in a desperate attempt to get closer to reaching their lost companion. But the Watchers of the Time Stream quickly make their presence known, turning this episode into one of the wildest yet. And just wait until you see what’s waiting for them on the train!
The five Heroes of Bingle are together once again! But with the Ashen Mage searching for them, and strange new monsters roaming the countryside, nothing seems safe. As they travel to Siv’s hometown of Olsvach, crossing the river may prove to be their toughest challenge. And what they find on the other side could reveal just how dire the situation has become.
A detour into the lush farmlands of Tyf has revealed a countryside under attack from bizarre, nightmarish creatures. Will the Heroes of Bingle be able to defend the half-lings that live there from the monsters destroying their homes? And even if they do, what will these abominations reveal about the true threat that has been unleashed?
The Heroes of Bingle find themselves defending the lovable half-ling chef of Maracume Farms from some truly outlandish creatures. Monstrous frog demons? An enormous chicken with a serpent’s tail? How will they survive this bizarre battle in the orchard, and how does it connect to their quest to find the Wardens?
A special holiday episode! The team leaves behind the beautiful farmland of Tyf for the harsh cold of Siv’s hometown, Olsvach. Our favorite Tabaxi rogue is excited to show his friends the city where he grew up, but will reconnecting with his criminal past stir feelings that could change everything? What clues about the Warden quest are waiting for the Heroes of Bingle inside the bisected city?
The mean streets of Olsvach are an unlikely place for the Heroes of Bingle to learn about affection. But as they deal with Siv’s unruly old gang, Uggo tries to find the meaning of love, and the team must bury a friend and decide whether they’ll attempt a dangerous heist.
The final episode of The Dungeon Run on Caffeine. Join Jarred, Jessica, Morgan, Ron, Katie, and Jeff as they look back on 77 episodes of adventure. Then, in the second half, the team takes their characters to level 20 for a “What if” battle in the clouds against some of D&D’s most formidable monsters. An episode of gratitude, fun, and hope for the future.
The Heroes of Bingle are back! In the cold and dangerous city of Olsvach, the team sets about their plan to infiltrate and steal a mysterious and powerful magic item from the mansion of a ruthless crime lord known as The Cheesemonger. But an encounter with a drunken guard takes an odd turn and... well, you know what they say about best laid plans...
The Cheesemonger Heist is on! Well... sort of. The team arrives at the well-guarded estate in High Storona, but things quickly take a turn for the catastrophic as one team member finds themselves in dire straits. Can the Heroes of Bingle save their friend and steal the source of the Cheesemonger's power? Hope so!
With the party still split in two, the Heroes of Bingle realize that what was once a heist has now become a full blown rescue mission. While Fahima struggles to save herself from the shackles of the Cheesemonger, the rest of the group, worn and tired from a fight in the sewers, crafts a bold plan to save her…
Still divided in the harsh city of Olsvach, four of the Heroes of Bingle make a dash for their lives away from the Cheesemonger’s mansion and their brief run-in with the Ashen Mage. But Fahima is all alone, bound and without her magic! Will they reunite? Will they survive? How will their enemies respond? One thing is for sure… there will always be consequences.
The screws are tightening on the Heroes of Bingle in Olsvach, as guards put the entire city in lockdown hunting them. Tired and with few options, the team struggles with the decision to stay and fight back, or escape to live another day.
Faced with an impossible decision, the Heroes of Bingle make their way back to the Achaierai only to find them in a desperate situation. As they fight to save the birds and themselves from dire consequences, it becomes clear that the city of Olsvach will not let them leave unscathed…
Having escaped Olsvach and reached Level 10, the Heroes of Bingle find themselves traveling once again through a wilderness riddled with demons and other terrifying creatures. Armed with astounding new abilities, they discover all is not what it seems in this land from Uggo's past...
Having arrived at the home of Uggo's surrogate mother, the Heroes of Bingle witness an emotional reunion between the Orc Barb-aladin and his "Human Momma." They also learn more about the nearby Orc kingdom of Thorn and its ruler Brakka; Uggo's brother, and what dark influences may be affecting area.
After a restless, and for some nightmarish, night of sleep, the HOB decide it’s time to leave the safety of Human Momma’s conclave in search of Brakka. With an agenda in hand and a growing sense of unease, the team reluctantly ventures to the one place Uggo does not want to go… The Underfury.
With Brakka wounded and caged, and Trovalt finally free, the HOB trek deeper into the Underfury in hopes of finding the missing Sky Child, Dipthe. However, the the team quickly discovers the fight with Brakka, was the least of their worries...
With Brakka defeated and Uggo anointed the new War Chief of Thorn, the Heroes of Bingle have to decide what's next on the agenda. But mysteries about a friend's new identity and the pact between James and the Old Ones makes the future even more complicated.
The day of Uggo's coronation as War Chief of Thorn has arrived! But so many mysteries remain and James' situation with Shothragot and the Old Ones could force the Heroes of Bingle to adjust their plans.
The Heroes of Bingle are tormented by a few loose ends before their journey takes them away from the Orc city of Thorn. James is haunted by the obelisk deep below the city while Fahima seeks to understand what Diph Theed is looking for. Meanwhile, Uggo prepares for the trial of his murderous brother Brakka and the entire city wonders what will happen next.
In the wake of Brakka's trial, the Heroes of Bingle have doubts about leaving Thorn unprotected and vulnerable. But Uggo's solution could mean giving up more than his friends are comfortable with. Meanwhile, Diph Theed's desire to join the Drow presents a difficult conundrum.
Leaving Thorn behind, the party arrives in Terlis to find the city in distress. While their friends at Nightstone Abbey try to help the HOB unravel some mysteries of the Old Ones and Wardens, chaos erupts at the North wall…
Wounded from their battle with a demon horde, the HOB must evade capture by the city guards for breaking the Moratorium on Magic. Can they save their friends and find the treasure in Whitebeard's Vault? Is the City of Terlis beyond saving? So many mysteries, so little time!
As the team recovers from a long day James attempts to reason with the powers that be, and Siv revisits his roots in the back alleys of Terlis. But when it becomes clear they have few options left, the HOB venture to dig up the past in hopes of a more peaceful future…
Walking straight into the stronghold of the Chief Regent, the Heroes of Bingle put everything on the line in an attempt to clear their names and save the city of Terlis. But when magic itself is illegal, the odds against them might be impossible to overcome.
With the party still split, Uggo and Siv wrestle with the intentions of the Natural Order, while Lily, James, and Fahima remain jailed in the depths of Terlis. But when Persta Samuels finally arrives to deliver her judgment, the Heroes’ troubles really begin…
Trapped and running out of time, the Heroes of Bingle desperately search for allies against the demon assault. But as the attack on Terlis continues, it soon becomes clear that the demons are looking for something specific...
Joining forces with the Chief Regent and the students of Nightstone, the Heroes of Bingle are set for a massive conflict with the invading demon hordes. But as crows continue to gather around the battlefield, do they herald something much, much worse on the horizon?
In the aftermath of the battle at Nightstone, the HoB does their best to help the city recover from the destruction. But as they set off on their next destination, it becomes obvious that several mysterious forces are watching their every move...
The Heroes of Bingle arrive in Fahima’s hometown of Axbright to find it curiously peaceful and free of demons. But the growing mysteries surrounding Fahima’s father and some surprise reunions give them plenty to deal with!
After discovering most of Fahima’s menagerie escaped due to the workings of a bored Dijiang named Barbara, the team heads to the fields of Axbright to wrangle the scattered beasts. Meanwhile, Lily and Reed take a moment to catch-up over a pint…
Our heroes are wrapping up their time in Axbright, but the question remains what to do with the Tadgh family menagerie, and specifically Barbara, the powerful creature who oversees them. Surprises and suspicions abound in this peaceful town, some that could leave permanent impressions on the party.
Happy Holidays! It's our last show of 2021! On the road north towards Shaxen Gao, the HOB encounter a hungry escapee and receive a fiery "gift" from the amulet! Alas, the worsening of James' demonic condition forces the party to hasten their journey to the grave of Nonezzeron the Chronodragon, in hopes that it might contain some helpful clues. But crossing into this strange new landscape could bring new, bigger obstacles... MUCH bigger.
We're back for a whole new year of adventure! AND THERE'S A DRAGON COMING RIGHT AT US! The Heroes of Bingle make their way closer to the grave of the mysterious and powerful Nonezzeron, the Chronodragon they encountered in the past. But a number of young dragons guarding the area and a strange landscape where time is out-of-sync makes the journey a strange and treacherous one. And even if they can reach their destination, nothing will prepare them for what waits inside Nonezzeron's tomb...
After the climactic, time-bending battle with Nonezzeron, the Heroes of Bingle are left with many lingering questions. Will casting Speak with the Dead on a resentful dragon provide any answers? And then, as they attempt to make their escape, one party member's fateful decision threatens to throw the entire team into chaos.
Having escaped the grave of Nonezzeron, the Heroes of Bingle trek further into Shaxen Gao territory. But when they reach a fork in the road, a disturbing message from a family member could mean they're running out of time. As they quicken their pace on the trail of the Quake Warden, a massive clue seems to imply they're on the right track in this strange new territory.
Continuing their search for the Quake Warden, the Heroes of Bingle venture further into the turbulent region known as Orms. But a mysterious discovery quickly thrusts them into a puzzling situation…
After traversing the gates and puzzles leading deeper into Orms, the Heroes of Bingle are once again met by the strange and reverent insectoids who live in this tumultuous area. What secrets are they hiding about Conroy and the Quake Warden? Buckle up, this one’s gonna blow your mind!
After an earth-shaking Warden vision, the HOB awaken in strange surroundings with a mountain of questions. Will the Quake Warden be their ally for the journey ahead? And as they set off for the Shaxen Gao capitol, they can’t help but be suspicious of what kind of welcome awaits them when they meet the Queen herself…
Still shaken by their discussion with the Queen of the Shaxen Gao, the party is beautifully "imprisoned" inside the palace as they await their audience with the Princess, in hopes she may show them the way to the Keeper of Secrets. But try as they might to enjoy the posh surroundings, the weight of the recent discoveries surrounding the Wardens and the amulet hangs heavy on each of them.
Shocked and devastated by the loss of one of their own, the party finds themselves finally face to face with Lord Arrabann, the Keeper of Secrets. But what truths does he have to tell? And what will this mean for the fate of Fahima?
With bated breath, the Heroes of Bingle wait to see the results of their wish. Will Fahima be restored? Will Dahlia be able to assist them in the fight against the Ashen Mage? As the mystery of Myrasis Bloo continues to unfold, all roads lead to the West... to the mouth of the Void.
After the explosive battle with Ertinfert’s Mecha-Warden, the party is left wondering if the magical mote is still intact and if their friend is still alive. Despite a myriad of puzzles and obstacles, they finally venture into the Far Realm, a dimension of madness where James’ patron… and the Fifth Warden… is waiting for them.
After watching firsthand as their arch-enemy ascended to near-godhood, the Heroes of Bingle are running out of time and could be faced with their toughest decisions yet. Witness the emotional climax of this epic journey!
Dungeon Master Jeff Cannata is back as the Heroes of Bingle return for a special two part adventure! The team visits "a road not taken" when they decide to stop off in the city of Oya Toskind, a place known for its raucous atmosphere and enchanting circus, The Soirée Fantastique! But when an old acquaintance lets them know there could be villainy afoot inside the city, our heroes must set out to infiltrate the big top and discover the mystery behind this strange and fantastical entertainment extravaganza!
It's the finale of our Campaign One Reunion Special! Jeff Cannata leads the Heroes of Bingle through a tale set in the mysterious circus city of Oya Toskind where the big top hides a lot more than clowns and acrobats! Can the party uncover who's at the bottom of the shady dealings of the Soirée Fantastique? Can they save their friend who might be imprisoned there? Only one way to find out!
Five strangers find themselves magically transported to a strange, frozen landscape with no explanation. Each unique in their own way, they do their best to come together in an attempt to understand what's happened to them and why. But the harsh tundra and dangerous beasts won't make it easy to uncover the truth…
After being magically transported to a strange, arctic temple inhabited by dangerous ice elementals, the 5 new adventurers must fight their way out without freezing to death. But escaping the cave may only be the beginning of their problems as they soon discover they are farther from home than anyone could have imagined…
Still freezing and missing one ally, the four remaining adventurers must work together in order to stay alive in the dangerous arctic landscape. But when a magical discovery reveals a new character, an elegant wizard named Cristobal, the party starts to wonder if there's something bigger and stranger going on here in the treacherous tundra of Tas.
After battling fearsome beasts in the unfamiliar frozen landscape, the 5 unwilling adventurers find allies in the Ramhedë, a herd of sheep-like people doing their best to survive. But as the exhausted party is finally allowed to rest, a conversation with the Shepherd of the herd unveils even deeper mysteries, including tales of heroes chosen by the gods known only as... The Stormborn.
With Special Guest Jason Charles Miller! The party arrives at the dwarven ruins of Brudavik only to find a lonely ranger singing solemnly to himself. But there's a lot more going on in these damaged, weather-beaten buildings than meets the eye. Magic artifacts, ghostly hauntings and a tower sunken beneath the ice await as the heroes try to uncover the mystery of the Astral Dwarves in this strange frozen outpost!
As they hurry to get back to the Ramhedë, the party is shaken by the appearance of the Frost Giant Queen, whose ancient vendetta seems fresh in her mind as her magic sends the entire area into a hellish firestorm. The 5 heroes attempt to escape and protect their allies, but how long can a floating ice raft keep them safe from the dangers on all sides?
The party is caught between a rock and a hard place as they fight for their survival against vicious gnolls while floating down an icy river! Can they escape with their newfound allies long enough to reach the Ursakka encampment in the Darkwood? And what could possibly be afflicting this forest that makes it in need of such help? Mysteries and revelations abound!
The party awakens from a strange and complicated vision to find the Ursakka settlement attacked by horrible giant wasps! When one of their most important allies falls during the assault, they're forced to pursue the hellish insects deep into the Darkwood in hopes of finding the key to reviving their friend. But this forest is filled with peril and it's not long before they're surrounded by monsters of all kinds. Buckle up, this one gets intense!
After a brutal battle leaves one hero seemingly dead, the rest of the party struggles with how to proceed in their pursuit of the monsters who attacked their allies. But the arrival of a strange wandering merchant seems to present an opportunity to solve many of their problems... for a price.
The clock is ticking as the party rushes into enemy territory in hopes of saving their ally! But the corruption runs deep in this part of the forest and they may not be prepared for what awaits them there. So many questions remain as the team begins to grapple with the deals they've struck... what happens if someone comes to collect?
Having restored the soul of the grateful Oluvar, the party is left wondering what's next for them. Fearing what the corruption could mean for their respective homes and families, their doubts threaten to send them off in separate directions. But an ominous dream and the face of a new threat could draw them back together...
The party comes face to face with a terrifying sight as a carriage pulled by souls and driven by a skeletal menace charges toward them, calling for the death of "The Stormborn!" What's ahead could be their most deadly battle yet!
After their terrifying battle with Nagrok, the Stormborn have much to consider and their new abilities as a group leave some people uneasy. But when a winged messenger arrives from the south with news from familiar faces, they find themselves drawn in an entirely new direction!
After leaving their allies behind, The Stormborn found new friends in two Canousk who were happy to sled them through a dangerous storm. But when they're noticed by angry territorial creatures, their journey turns into a terrifying chase!
Heading southward through the assistance of some helpful dog-people known as Canousk, The Stormborn spend an illuminating evening in Cristobal's strange new portable tower. But the next day they receive a rude awakening when they arrive at Minos Valley, home of the Minotaurs, who aren't exactly welcoming to outsiders...
Having successfully convinced the Minotaurs to let them enter their labyrinth, The Stormborn are left wondering what they've signed up for! Riddles, visions and surprising appearances await them as they make their way through a deadly maze with the clock ticking!
The Stormborn are in the worst kind of trouble as they're ambushed in the middle of a dangerous labyrinth by their deadliest enemies! All hope seems lost for Saint as the rest of the party watches her be surrounded by unstoppable foes... What can they do? Dire decisions are made and radical revelations come to light in this episode you REALLY shouldn't miss!
After making a deal with the mysterious merchant Faelshin, the Stormborn are magically transported to the outskirts of Saint's hometown, The Hanging Gardens. But their trip isn't as easy as they'd hoped when they find themselves trapped in an uncomfortable predicament immediately on their arrival! And things go from bad to worse when they hear sounds of trolls in the distance!
Still dealing with the effects of a foreboding cosmic event, The Stormborn's arrival in the Hanging Gardens is definitely a strange one! But Saint's hometown seems different than she remembers and her return brings with it several surprising revelations! Will the mystery of her sister finally be uncovered? How are the gods involved? Just you wait!
Still recovering from the celestial battle they witnessed, The Stormborn have questions for A'itha, the God of Air who gave Saint her cleric powers. But they may not like the answers they find! And as they begin to uncover the mysteries at the heart of The Hanging Gardens, it becomes clear that MANY figures from their past might be caught in the maelstrom.
Face to face with an evil demigod beneath The Hanging Gardens, The Stormborn are in a fight for their lives! Will the gods come to their aid? And what might be the consequences for accepting divine assistance? Trust us, you won't see this one coming!
Still recovering from the loss of their friend, the four remaining Stormborn set out to explore the mysterious and dangerous City of Glass in hopes of finding a way out. But the God of Progress' domain is a complicated one and they soon discover that, in order to survive, they're going to need to make new alliances...
Shaken by the strange reunion with Cristobal's father, the party sets about planning their escape from the City of Glass. With their new ally, the cleric Rhea, as their guide, "The Moonborn" set out to gather information, but when it seems the sinister Umbral Governor holds all the cards, they learn quickly that they must tread carefully!
As darkness begins to fall on the City of Glass, the party receives a dire warning from Rhea. But as they set out to find KoKo, they discover a mysterious warehouse filled with clues about the Umbral Governor's plans. With the pieces falling into place, Otto reveals an important part of their history that could shed light on the dangers lingering over the islands...
Trapped inside while a "soul storm" rages through the City of Glass, the party learns even more about Rhea's mysterious backstory. But investigations beneath the warehouse lead to unexpected rumblings, and the search for KoKo plunges them straight into the most dangerous part of the city... The Shadowmire.
Deep in The Shadowmire, the party's rescue mission gets off to a rocky start! But as they delve further into enemy territory, they find so much more than they bargained for as automatons, traps and mysterious discoveries seem to keep exploding in their face!
Tired and bloodied from their journey through Baron Medulon's tower but with precious cargo in tow, the party makes it back to the home of Cristobal's father, only to find the body of KoKo waiting for them! The clock is ticking as they desperately try to save their friend and piece together their enemies' plan, but the Court of Lumbra is waiting for them and time is running out...
With time running out, the party goes looking for answers in a mysterious cavern deep in the Shattered Expanse. But be careful what you wish for, you might not like the answers you get! Complex riddles, tearful confessions and mind-blowing revelations await!
As the Court of the Lumbral awaits, the Moonborn receive terrifying and revealing visions about their enemies that leave them worried they're walking into a trap! They do their best to prepare for whatever confrontation lies ahead, but when they arrive at the court, they soon learn the odds are stacked against them in ways they never could have anticipated!
Stuck between their worst enemies and a celestial battle overhead, the party is in a desperate fight for survival! As the final tower darkens in the City of Glass, no one's fate is certain and the future of everything is at stake.
With their path stretching forward in an unexpected direction, the party must take stock of their surroundings and form the beginnings of a plan to confront Baron Medulon! But leaving the City of Glass means many decisions to be made and questions still to be asked...
With their path stretching forward in an unexpected direction, the party must take stock of their surroundings and form the beginnings of a plan to confront Baron Medulon! But leaving the City of Glass means many decisions to be made and questions still to be asked...