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The gang finds themselves at the mercy of one of the most popular influencers of ScryScram. Do they have what it takes to help her get her "rep" back?
The crew has to go over the river and through the woods to help a poor lost soul get back to her grandmother, but something dark is lurking in the woods.
The trio get's head hunted by another guild. Will they turn their backs on The Guild?!
The Guild server was down and now the gang has to take on multiple quests to help pick up the slack.
The trio finds themselves volunteering at a museum... It's just not the type of volunteering they'd hoped for.
The gang goes on a personal quest for Alice to help protect some off shore accounts and end up in Orville's old fishing grounds.
The gang gets called in to transport some questionable cargo. Hopefully they can keep the Fuzz off of their tail long enough to make their delivery!
The gang delivers some paper work to a rival guild, placing them in the awkward position of being makeshift mediators. Knowing our crew they will complete their task with complete poise and level headedness.
The gang deals with the fallout of what will come to be known as "The Crabton incident". Hopefully their guest motivational speakers can help The Guild get back on the right track again.
The gang gets sent on an errand to collect more power crystals for The Guild Artificer, Peabody. Surely it will go smoothly without any unforeseen issues... Right?
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