Adventure Skeletons: Hazard Play Ep. 1
We take a break from your regular programming to bring you and awesome game of Adventure Skeletons by Grant Howitt! Tib the skeleton must get the dungeon restocked before heroes come and wreck it all again!
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We take a break from your regular programming to bring you and awesome game of Adventure Skeletons by Grant Howitt! Tib the skeleton must get the dungeon restocked before heroes come and wreck it all again!
The Daughter's campaign comes to a thrilling conclusion as our heroes fight for survival in the midst of absolute chaos. This is how legends are made!
The team start phase 2 of the boss fight! Can the feathered fangs defeat the scaled queen or is something even more dangerous hiding in the deep?
Hob is back with another silly song to taunt his enemy, but there is still a greater enemy on the horizon... Is it still the horizon under the ocean?
Hob finally gets a chance to face off against his arch nemesis, in a battle that sends waves throughout the depths of the ocean!
Things get hot on this episode when Hob makes some new fiery friends, but as the team get deeper into the Merrow Spire they are hit by a grasp from the past!
A dangerous foe, an Oceanicorn, and a touch of madness hit the party this week! Hob tries to find the ultimate treasure, a place for a long rest.
Deep beneath the ocean, in the vast unknown, lurks a creature so bizarre and so dangerous that only one name can capture the terror it inspires in unsuspecting divers… Tigroctopus!
The Fangs take an unorthodox approach when tackling an obstacle, and Hob finally gets to use the power of intimidation... In a fish suit!
Moving deeper into the caves of the Merrow, who seem to be gathering supplies for some unknown reason, our heroes find themselves stuck between fangs and a hot place.
The feathered fangs make their way deep behind enemy lines. Danger and merrow around every corner, but even down in the depths, allies can be made!
The Feathered Fangs are back! Hob, Owlfred and Yarg have become the heroes they always wanted to be, but with fame comes expectations. Now they find themselves called to action to deal with an old threat!
The finale is here! Mel and Sara rush to stop Silas and save the city of Mirelight from the Gallows!
Mel and Sara race to stop Silas Gallows before he can seize control of the city—and to save Lina Cass before it’s too late. The penultimate episode in the Mirelight campaign puts everything on the line.
Mel and the team retrace steps through the Gutterlight Tavern. After a brief rest, they battle through the cellar as Gloamspawn guard the way. Sara steps up to deal with the problem, but not before one of the crew has di...
The team make their way deeper into the shadows, but the further they get, the more Mel realizes they are also heading deeper into the past... Metaphorically!
So begins the fight through the streets! Mel, Sara and an elite squad stay hot on the heels of Silas Gallows, keeping pace to stop his nefarious plans! No rest for the wicked here!
Mel and the rebels of Mirelight gear up for the final push. Sara gets some new allies, and Mel comes up with a plan to take the fight straight to Silas Gallows!
Mel and Sara continue their delve into the Hangman's Noose, the Gallows family lair. They hope to save the Commissioner and discover what other secrets lie within.
Mel and Sara descend into the Hangman’s Noose; the Gallows family’s deadly stronghold. Danger waits in the dark tower… and so do those who need saving.
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