Ch 12-3: In the wake of the midnight massacre under the Gothamog, the crew still has to contend with a single knight. And he has just called for reinforcements.
Ch 12-2: Winding down a twisting staircase, our crew searches for Althea. Should they manage to get to her, getting out of a castle swarming with knights on the prowl may prove difficult.
Part 6: This is where our side quest will end, not with a bang, but with a whimper. But first! Some more digging through drawers, glimpsing the thoughts of those long passed, as well as those of our dungeon delvers themselves!
Part 5: This strange collection of folks do some more exploring of the facility, hoping to find answers about what they saw on the fantasy iPad. Who knows? Maybe they'll even make some friends down here...
Part 4: After their close call with the beasts hiding out in the facility, our adventurers explore some of these upper offices, looking through small windows into the past, and getting a warning about their future.
Part 3: Traze finds himself trapped in a room full of gold, Popcorn proves a potent distraction, Therris shows of her talents, Tcheck gets a little frustrated.
Part 2: Our intrepid adventurers delve down into the recently unearthed ruins outside Luckstone. Gakhal ropes himself a new friend, Therris and Tcheck come face to face with something new, while Traze gets left behind.
Part 1: Traze finds himself flung to the far reaches of Stormsbane, falling back into his old habits. He makes some fast friends and even faster enemies. What has Marlowe gotten him into?
Side Quest - Part 0: While the crew was running around the Bizarre Bazaar and the swamp outside Udun, back on the Western Coast of Stormsbane, one stout, arrogant dwarf stepped into the arena for the first time.
25 min
About Plunders & Blunders
From the publisher's feed
Plunders & Blunders is a live-play RPG where 6 friends sit around a table and tell a story together. Sometimes it's epic, sometimes it's silly, but it's always an adventure.