
Sign up to save your podcasts
Or


The devious gang of Malakar's top agents finally succumbs to the town's will of summoning a demigod. Will they be able to stop the monstrosity that follows, or will they die at the hands of this omnipotent being?
00:00 Previously On Recap
04:36 Rooftop Ritual Watch
06:28 Last Minute Prep
09:07 Ritual Roll Results
11:32 Reality Tear
17:26 Fiend Emerges
20:41 Arguing The Next Move
28:22 Charging Into Combat
43:37 Banishment Clutch Play
47:19 Poisoned Healing Problem
48:47 Poison Logic Debate
49:22 Rage Reset and Ready Action
50:32 Lesser Restoration and Scroll Talk
52:45 How to Close the Gate
56:58 Yet Another Monstrosity Emerges
01:02:42 Dispel Magic Attempt Fails
01:07:40 Poison Fumes and Chains
01:13:06 End it
01:16:03 Convincing Thalea to Help
01:21:30 Ritual Retry with the Gem
01:23:22 Betrayal Strike and Wild Magic
01:29:38 Surprise Round Chaos
01:30:50 Massive Crits
01:32:54 Adam’s Save
01:35:07 Wild Magic Booming Blade
01:37:59 Breath Weapon Drops Party
01:39:40 Desperate Counterattack
01:42:32 Flame Strike and Relentless Endurance
01:52:20 Preps Meteor Scroll
01:57:46 Spiritual Weapon
02:03:44 Aftermath Loot and Intimidation
02:09:32 Epilogue Wild Magic Fallout
02:15:33 Final Send-Off and Consequences
00:00 Back at the Tavern
01:41 Quick Recap and Stakes
03:38 Mysterious Tiefling Appears
07:10 Dead Body Cave Meeting
09:09 Valkyrie Reveals the Plot
12:34 Sabotage Plan Brainstorm
27:05 Split Up and Move Out
32:25 Secret Scroll Pickpocket
35:32 Forge Infiltration Begins
39:47 Disguise Self Into the Basement
48:37 Listening In on the Ritual Forge
55:44 Cursed Spell Scroll
58:26 Dome Recon Begins
01:00:23 Heat Metal Diversion
01:04:46 Inside the Black Dome
01:09:42 Report Back and Regroup
01:11:43 Spying on the Vessel
01:19:40 Shantytown Exodus
01:25:51 Sowing Panic in the Camp
01:32:17 The Dome Gong Returns
01:39:44 Earplugs and Infiltration
01:43:43 Cultist Rotation Ritual
01:45:05 Disguise Argument
01:46:40 Robes and Betrayal
01:49:01 Echo Chamber Scream
01:50:29 Memory Away
01:53:22 Window Into Ritual
02:04:17 Dragon Scales Revealed
02:07:22 Meteor Scroll Standoff
02:13:49 Sabotage Plan Forms
02:23:57 Invisibility Gem Swap
02:33:15 Tracking the Vessel
02:38:33 March to the Grove
Two Murders, a Black Dome, and the Seven-Band Vessel
00:00 Recap and Setup
03:23 Party Plans Split Up
04:54 Kel Breaks Into Shop
09:39 Mulwrath Waits
12:17 Tailor Delivers Cult Fits
18:56 Melora Flirts Then Strikes
28:55 Office Duel and Escape Plan
38:47 Cover Story and Fallout
45:17 Kel Tracks Down Nolan
48:19 Forge Recon and Nolan
53:01 Bernard Shares Blueprints
56:33 Avon Orders Secret Sashes
59:21 Kel Returns to Mulwrath
01:05:53 Reuniting at Final Draft
01:10:45 Tailor Pickup and Dome Run
01:13:28 Inside the Black Dome
01:19:38 Sashes Delivered to Talaea
01:25:57 Party Tails and Gets Spotted
01:34:04 Spy Note
01:35:29 Spy Board
01:36:30 Shadowing
01:38:43 Crime Briefing
01:46:32 Bodies In The Mines
01:50:30 River Corpse Autopsy
01:52:46 Planting Fake Evidence
01:56:25 Raise Dead Ritual
02:03:41 Victim Names The Killer
02:08:45 Wife Finds The Note
02:12:48 Back To The Inn
A villainous adventuring party travels from Tideswell toward Lacefield, chooses to camp rather than risk exhaustion, and encounters a lone halfling merchant; after coercing her for future intel, they cut off her hand as leverage, cauterize the stump, and loot her company wagon, including a journal. Entering Lacefield, guards inspect and magically catalog weapons; one member successfully uses a fake name, another is caught, prompting Mulwrath to reveal himself and intimidate Ferrison into wiping the records and allowing entry. Inside, the party secures rooms at the guest house connected to The Final Draught, learns about Moravael the jeweler, and hears that a black dome covers the old temple and that “The Pious” cult follows a priestess linked to Pelor. They pressure Moravael to flee, pursue information about a “lucky” sword and cult plans to contain divinity, and bribe/pressure Ferrison to retrieve the sword and obtain schematics, then regroup to plan infiltration using commissioned cult-like outfits.
00:00 Road to Lacefield
03:04 Making Camp
07:47 Night Watch Spotting
11:27 Approaching Stranger Camp
14:21 Merchant Interrogation
25:35 Hand as Leverage
27:54 Looting the Wagon
31:57 Morning Travel Banter
34:43 Checkpoint Preparations
36:38 Weapon Registry Ruse
52:22 Fake Names and Trouble
56:17 Mask Off at the Gate
58:54 Records Wiped and Promises Made
01:01:18 Inside Lacefield and the Black Dome
01:04:54 Securing Rooms at Final Draught
01:10:43 Temple Hunt and Tailor Gossip
01:22:07 Halfling Hit and Run Bribe
01:25:51 Moravael the Jeweler Threatened
01:37:23 Blacksmith Rumors of Divine Orb
01:49:31 Regrouping for Town Hall Plans
01:52:53 Town Hall Recon
01:57:37 Guards and Appointments
02:01:47 Minister of Trade Meeting
02:05:17 Cult Rumors The Pious
02:09:05 Searching the Ledgers
02:11:54 Farison Sword Shakedown
02:16:38 Plans and God Birth
02:19:32 Regroup at the Inn
02:26:13 Infiltration Outfit Scheme
02:31:04 Night Wrap and Banter
The party recaps last session’s chaos at Duke Armand’s masquerade, where magic beans spawned a potion-bearing tree, monster-making toads, a 60-foot pyramid with an angry Mummy Lord, and a geyser. Initiative begins amid the wrecked ballroom: Perry polymorphs Lady Silvara into a donkey, Larry eats random fruit that shrinks him and then fully restores him, and he recklessly engages the Mummy Lord, suffering paralysis and mummy rot. Alynia summons an emerald draconic spirit whose psychic breath harms the Mummy Lord, while Perry’s firebolts exploit its fire vulnerability. After the Mummy Lord is slain and its heart retrieved, the group eliminates the toads, Larry loots a cursed Beholder Crown, and they execute a plan to drop Silvara from the sky, then finish her with disintegrate, melee strikes, and blight. Duke Armand demands answers, offers rewards, and agrees to burn the estate and erase evidence, but an epilogue reveals shipments of Malakar/Silvara hybrid creatures escaping the city.
00:00 Recap and Chaos Beans
04:54 Rerolling Initiative
07:52 Polymorph the Host
15:03 Mystery Fruit Effects
20:52 Mummy Lord Strikes Back
26:50 Dragon Joins the Fight
32:51 Firebolt Finisher Setup
41:12 Mummy Dust Dash
43:20 Heart of the Mummy
44:06 Mummy Heart Deadline
44:35 Toad Trap Brainstorm
46:31 Larry Loot Run
47:26 Grappling The Donkey
49:44 Duke Sees The Chaos
53:28 Cursed Crown Nat 20
55:56 Plan The Cliff Drop
01:02:21 Botanical Garden Ambush
01:06:52 Silvara Gets Nuked
01:14:57 Duke Confrontation Papers
01:17:34 Rewards And Cleanup Deals
01:25:33 Epilogue Smuggled Hybrids
Lost Episode Recap: Masquerade Mayhem, Mutations, and the Bag of Beans
The hosts explain a recording failure erased Caleb’s first episode, so Caleb paraphrases: Larry the myconid monk, Olinya the half-orc druid, and Goose the human fighter arrive at Duke Armand Vethral’s Wyghula City masquerade, don magical mind-reading masks, mingle, and explore side rooms, including a fortune-telling setup and dueling pits where Larry defeats a boasting dragonborn. A gnome guest collapses; Olinya casts Revivify, and newcomer Periwinkle “Mr. Fletcher” investigates, noticing the gnome’s bird-like legs. Suspicious Lady Selvara Vaethal blocks the party from following staff, prompting Periwinkle and Olinya to wild shape and infiltrate a mask-lined hallway, discovering Selvara’s metal-skin grafted legs and a hidden stair. The party finds a lab with hybridized victims, fights a mutated gnome-bird creature, learns Selvara and Dr. Elian are creating sleeper-agent hybrids for Lord Malakar, kills Dr. Elian, confronts Selvara, and Larry plants four magic beans that spawn a pyramid with a mummy lord, a fruit tree, polymorph toads, and a geyser, ending on a cliffhanger.
00:00 Lost Episode Setup
01:36 Masquerade Arrival
04:07 Party Shenanigans
05:32 Duke’s Secret Task
06:46 Library Clues
09:43 Dueling Pit Drama
13:03 Scream in Ballroom
17:01 Revivify and Newcomer
20:35 Odd Leg Discovery
24:32 Silvara Shuts It Down
31:19 Sneaking In Wildshape
37:02 Hall of Masks
39:27 Locked Door Chaos
48:49 Watched in the Hall
49:51 Invisible Movement Suspected
50:21 Doorway Voices and Concern
51:02 Rat and Cat Door Ruse
54:01 Inside the Sickroom
54:52 Metal Legs Under Skirt
56:03 Slip Into the Room
56:46 Back to Ballroom Bear Chaos
59:17 Goose Sneaks Into Hallway
01:02:36 Herbert’s Infernal Treatment
01:06:11 Cat Knocks Over Vials
01:08:58 Barging In and Bird Awakens
01:09:51 Initiative and First Strikes
01:21:51 Elf Escapes Through Painting
01:22:22 Rat Investigates Secret Door
01:23:46 Cat Claws Miss
01:24:58 Bird Mutates Attacks
01:26:38 Monk Combo Knockdown
01:31:06 Secret Torch Door
01:38:35 Break And Banter
01:47:05 Spiral Stair Scout
01:49:14 Two Tunnels Two Threats
01:54:25 Overheard Villain Plot
01:57:27 Lab Fight Acid Vats
02:02:12 Closing the Distance
02:03:01 Larry Unleashes Flurry
02:05:52 Stopping Goose Cold
02:08:35 Masks and Mad Science
02:16:14 Goose Executes the Doctor
02:17:57 Looting the Lab Notes
02:24:51 Back to the Ballroom
02:28:15 Bag of Beans Strategy
02:33:15 Perry the Platypus Reveal
02:34:44 Ballroom Illusion Revealed
02:36:37 Coat Hook Ambush
02:37:45 Initiative and Stinking Cloud
02:44:51 Moonbeam and Dagger Rush
02:49:23 Sylvara Scalpel Mutation
02:53:44 Beans Unleashed Chaos
03:02:54 Next Session Cliffhanger
The House of Velma Thorn and the Spider-Rat Below
The party recaps entering a fog-shrouded, decrepit town, fighting undead near a Church of Tyr, discovering townsfolk are euphoric and branded when they notice the true horror, and finding a mass grave where Isabelle grabs dog tags and resists corrupting ichor. They follow an eight-legged “spider rat” into the crypt of Elora Thorn, avoid a hoard mimic treasure room, and trigger a sarcophagus/portal that separates Van into a strange house. Inside, they find a guest book of notable townspeople, Van has extra brands and no reflection, and a Modron servant says its mistress Velma Thorn left centuries ago; it identifies several names tied to the town. After manipulating a magically stuck grandfather clock to midnight and reaching an attic lab under time-stop, Velma’s diary reveals she tried to undo Elora’s death via a deal. In the basement they battle a multi-headed bear-sized spider-rat and shadows, seize a cipher fragment orb, lift the town’s curse, and are teleported back to town.
00:00 Session Recap Begins
03:41 Graveyard Dog Tags Curse
07:08 Spider Rat Leads to Crypt
09:55 Elora Thorn Crypt Entry
13:03 Split Level Crypt Exploration
15:25 Treasure Room Mimic Reveal
19:25 Sarcophagus Trap and Portal
23:04 Oil Painting Gateway to House
25:50 Van Alone in the House
34:47 Guestbook and Time Dilation
44:10 Study Clues and Clock Mystery
48:06 Living Paintings and Bat Crash
51:49 Dining Hall Feast
53:39 Grandfather Clock Curse
58:19 Modron Butler Appears
01:04:38 Guestbook Names Explained
01:06:07 Marks and Library Plan
01:07:51 Library Darkness Test
01:13:55 Deciphering the Cursed Book
01:20:40 Incantation Triggers Staircase
01:27:47 Attic Lab Time Stop
01:33:45 Velma Thorn Diary Reveal
01:35:44 Trapdoor Under the Bed
01:36:56 Down the Trapdoor
01:38:55 Ceiling Horror Revealed
01:41:09 Initiative and Opening Volley
01:45:30 Grapple and Shadow Minions
01:54:13 Shatter Brings It Down
02:01:13 Turn Undead Cleanup
02:13:53 Final Push and Kill Shot
02:18:13 Claiming the Orb Cipher
02:20:12 Curse Lifted Finale
Tavern Illusions, Tally Marks, and a Graveyard Infection
Adam from Tales of the Broken Realms apologizes for missing the first 30 minutes of Sam’s episode two due to audio issues and provides a recap: the party reaches a mist-shrouded town, discovers a magical “immersion” around a tavern, and heads into the mist toward the church after hearing screams, where they meet Sky’s paladin and enter combat with hulking undead. The session features a long fight with heavy necrotic damage, Anya being downed and killed, then revived with revivify after the party finishes the enemies. The group rests at an illusory tavern (The Hollow Flask), notices strange tally marks, confirms a False Hydra–like memory effect, and finds the town’s church defaced and preaching power rather than Tyr. At the cemetery they identify “Homie,” retrieve dog tags, and Is becomes infected by black symbiote goo.
00:00 Audio Issues Notice
00:55 Recap Into The Mist
01:13 Tavern Illusion Breaks
02:00 Town Square Ambush
02:30 Combat Begins
03:49 Turn Undead Tactics
05:44 Crits And Big Damage
19:29 Anya Drops And Returns
27:44 Fatal Blow And Revivify Debate
31:09 Guiding Bolt Comeback
35:14 Big Bad On The Ropes
36:16 Hellfire Blocked
37:10 Dorian Finishes Boss
39:11 Roofshot Revenge
41:40 Last Enemy Falls
44:07 Revivify Aftermath
46:35 Searching for Shelter
51:10 Inside The Hollow Flask
53:53 Something Feels Off
55:46 Illusions and Tally Marks
01:04:30 Reggie Breaks the Spell
01:09:37 Long Rest Mysteries
01:13:11 Gift Ring and Deductions
01:17:06 Reggie Wears the Hat
01:17:39 Tally Marks Mystery
01:19:37 False Hydra Explained
01:22:57 Plan to Visit Church
01:26:27 Illusion Breaks Outside
01:27:30 Deviant Pauldron Evidence
01:31:13 Church Recon as Bat
01:34:49 Tyr Temple Revealed
01:36:40 Van’s Prayer and Infiltration
01:42:27 Confronting the Priest
01:50:18 Cemetery and New Tally
02:00:54 Homie’s Tags and Infection
Omega Seven’s One-Way Briefing and the Mist Beyond Camp Ilmar
In a rain-soaked opening, the party—Dorian the rock gnome artificer, Van Draven the hooded archer with glowing green eyes, Anya the halfling rogue, and Reginald the muscular gnome—are briefed as “Omega Seven” and cleared for the Blackthorn Division to investigate deviants and a town where teams vanish, with magic communication disrupted; they receive items, sending stones, and visit R&D (including a theft attempt). Traveling through the forest, they spot a teleporting, corrupted bear-like creature, witness it obliterate a passing caravan, and kill it after a chase, collecting symbiotic black ooze and learning it spreads corruption. At Base Camp Ilmar, survivor Jonathan—partially afflicted—describes a mist-shrouded town with a church, tavern, graveyard attack, and a creature that reappears. Camp tensions rise via Reginald’s antics and Dorian’s intelligence headband prank, then an infected apothecary kills two patients and later dies in front of the party. The group enters the northern mist, fails wisdom saves, and experiences fear visions before the episode ends.
00:00 Rainy Mission Briefing
00:58 Meet the Squad
05:48 Omega Seven Orders
08:40 R&D Gear Upgrades
13:05 Pastry Bribe Sidequest
21:08 Into the Forest
22:34 Teleporting Shadow Stalker
30:14 Caravan Ambush Fallout
35:14 Initiative Chase Begins
42:22 Ensnare and Escape Plan
55:25 Bear Revealed Rage Time
57:28 Rage Damage Math
59:46 Ooze Venom Save
01:00:56 Backpack Sniper Shots
01:02:34 Creature Counterattacks
01:05:08 Locate and Mark
01:08:19 Finishing Blow
01:09:19 Harvesting Symbiote
01:12:45 Caravan Aftermath Loot
01:18:16 Resistance Outpost Found
01:20:07 Awkward Gate Password
01:26:33 Lieutenant Voss Briefing
01:29:21 Camp Downtime Plans
01:30:59 Reggie Card Game
01:34:13 Jonathan the Survivor
01:36:51 Lesser Restoration Clue
01:40:45 Town in the Mist
01:46:03 Artificer Upgrades
01:46:56 Headband Prank
01:54:08 Pastry Professor Reggie
01:57:16 Wrestling Bet Chaos
02:00:10 Arm Wrestle Goes Wrong
02:04:58 Kitchen Donut Distraction
02:07:33 Tense Truce With Draven
02:15:00 Camp Prep And Intel
02:17:36 Surgical Tent Investigation
02:23:33 Apothecary Executes Infected
02:27:55 Infection Spreads To Doctor
02:45:03 Deck Of Many Things Draw
02:50:48 Into The Mist Northbound
02:53:58 Fear Visions Cliffhanger
The party recaps reaching a temple after solving a cave puzzle involving gods’ statues and a shard, meeting Anya, and Henry falling into a chasm but surviving. Inside the temple, they solve a light-reflection puzzle using three lenses to activate murals of Pelor, Laer, and the Dawn Titans, opening the next door. In a corridor with Celestial inscriptions (“to pass into the sacred flame, one must first leave the light behind”) and a Watcher’s Seal, touching the seal opens the gate, so Sham holds it open while the others proceed, leaving him behind. In an antichamber, six braziers ignite when characters confess fears and secrets, revealing new magic effects and opening a descending staircase. Below, they reassemble and cleanse a mosaic to form a glowing scroll/cipher, triggering an attack by an Ethereal Champion and two wolves; after a hard fight aided by a summoned unicorn, they win, loot gold, potions, a Misty Step scroll, and an ethereal spear, confess more truths to reopen the exit, reunite with Sham, and escape as the temple collapses.
00:00 Last Session Recap
03:55 Entering the Temple
04:17 Trial of Light Puzzle
07:11 Light Beams and Damage
11:43 Solving the Light Trial
18:10 Second Gate Riddle
24:27 Watcher Seal Sacrifice
32:56 Antichamber of Braziers
35:40 Speak Your Truth Trial
40:02 Zeeb Confession Ignites Flame
45:13 Anya Steps Up Next
45:27 Jacket Sacrifice Ignites Tattoos
49:47 Celine Pressed to Confess
55:25 Gods Clash and Stairway Opens
58:59 Descending to the Hidden Chamber
01:00:50 Restoring the Mosaic Cipher
01:06:40 Guardian Appears and Initiative
01:19:40 Battle Turns Desperate Escape Plan
01:29:02 Dire Wolves Strike
01:30:23 Champion Blocks Escape
01:33:10 Lightning Bolt Desperation
01:35:27 Wild Magic Unicorn
01:37:05 Sneak Shot Setup
01:39:34 Guiding Bolt Finisher
01:43:00 Unicorn Turns Tide
01:45:42 Last Wolf Stand
01:54:50 Looting The Champion
01:56:19 Ethereal Spear Reveal
02:00:26 Gate Flames Confessions
02:02:12 Sham Debrief Escape
02:03:11 Temple Collapse Finale
From the publisher's feed