The Glass Cannon Podcast Season 1
In May of 2022, the original Pathfinder 1E Giantslayer adventure came to an end and the previously unreleased podcast episodes of the Strange Aeons live tour were added. In September of 2023, Campaign Two begins as GM and Glass Cannon Network CEO Troy Lavallee leads a crew of network founders Joe O'Brien, Skid Maher and Matthew Capodicasa along with fan-favorites Sydney Amanuel and Kate Stamas through the Pathfinder 2E Gatewalkers Adventure Path.
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The Glass Cannon Podcast
2015 / TV-MAThe Glass Cannon Podcast - Giantslayer is the original podcast campaign of The Glass Cannon Network and is game mastered by Troy Lavallee. The Glass Cannon Podcast - Giantslayer is a Pathfinder 1e actual play podcast of Paizo's Giantslayer adventure path. The adventure path consists of six books. The podcast was launched on June 16th, 2015. The players consist of the GCN founders: Joe O'Brien, Grant Berger, Skid Maher, and Matthew Capodicasa.
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The Glass Cannon Podcast Season 1 Full Episode Guide
As the Queen clings to life, the heroes are presented with an unexpected consequence.
Newly appointed Chief Defender, Barron Ashpeak, has no time to waste on his first day in office.
Trunau is left without its leader and the heroes are left reeling after a surprise attack.
The heroes return to Trunau to warn them of the coming threat as the #MarchtotheEnd begins!
The heroes return to Trunau to warn them of the coming threat as the #MarchtotheEnd begins!
A tactical miscalculation leaves Dalgreath open to a vicious attack!
Invigorated by a implausible victory, the heroes stumble upon an unusual chapel.
Lives hang in the balance as the enemies continue their vicious onslaught.
The heroes find themselves surrounded by fire giant guards and giant flaming skeletons!
After uncovering some high level intel, the heroes continue their search for Jimmer and Thoon.
As the Storm Tyrant, atop a gargantuan red dragon, rains fire down upon the dwarves of Kraggodan, the heroes struggle to survive amidst the turmoil of the battlefield.
With the captured heroes sentenced to death amidst the giant encampment, an old rival returns to carry out the sentence.
Barron Ashpeak, Sheriff of Trunau, hovers on the brink of death against a fearsome invisible magma dragon.
With Metra under the dragon's dominance, the heroes fight for their lives.
The heroes stumble upon an enormous magma pool guarded by unseen foes.
After surviving a thunder of dragons, the heroes continue cautiously exploring the oversized nests.
The heroes face impossible odds as they find themselves caught in a nest full of dragons!
The heroes' continued search of the new level of Ashpeak leads to an unexpected discovery.
The heroes ascend to the next level of Ashpeak.
The heroes head back to Deep Ashpeak hoping to uncover secrets of Barron's past.
Deep beneath Ashpeak, Barron confronts a past he never knew.
The battle for The Great Stair comes to an unexpected conclusion!
A fire giant captain astride an iron rhinoceros stampedes towards the heroes as the battle rages on!
The heroes face a battle on two fronts as reinforcements join the already overmatched fight!
The party is split as their staggered pursuit of a fire giant leads into an ambush!
An ambush drives the party to make a bold decision.
The party's journey through Ashpeak leads to a strange and unsettling new cavern.
After barely surviving a tense battle, the party forges deeper into the mountain.
The heroes must make an impossible decision as an ally's life hangs in the balance!
The battle with the frost and fire giants rages on!
The party comes upon a strange room full of familiar looking statues.
The party gets the jump on giants in the midst of target practice, but all may not be as it appears.
A character's shadowy past is unveiled as the party's exploration of the volcano continues.
The party pushes forward into the second level of the volcano, walking straight into an enemy trap!
With the crack in the ceiling between levels staring them in the face, the party must decide the best way to proceed now that they've been discovered.
A hasty decision leaves the party with their backs up against the wall.
The heroes have reached the passageway leading deeper into the mountain, but there are promises left to keep...
With Thoon's guidance, the heroes reach the cavern with the crack in the ceiling, but the path forward is not as clear as it appears.
As fire giants close in on the party, Jimmer's sword Terminus Est is hurled into a pile of shit surrounded by hungry otyughs.
The heroes continue pushing forward through the tunnels with their odd new traveling companion in tow.
In the depths of Ashpeak, the heroes receive an intriguing offer.
A risky illusion leads the heroes to an all out brawl with four fire giants!
The heroes plunge further into the dark tunnels of Ashpeak.
The battle with the fire giant guards rages on!
The new party arrives at the dormant volcano of Ashpeak as the next chapter of their epic quest to save the world begins.
After being found not guilty by the dwarven tribunal, the heroes are free to explore Kraggodan before setting off in search of Ashpeak.
On their way to the dwarven Sky Citadel of Kraggodan, the heroes awake from a night's rest to find that something is not quite right.
The new party comes to terms with the location of the elite giant training academy and what to do with Skirkatla's armor.
While Barron and Dalgreath recover from the physical and emotional wounds of the throne room battle, two strangers arrive at Skirgaard looking for the Sheriff of Trunau.
With two of their party vanquished, the remaining combatants try to stay alive against impossible odds.
With one already fallen, the remaining heroes look for a means of survival while knowing that any move they make could seal the fate of their comrades.
The party faces their greatest test against the frost giant queen and her minions!
At long last, the heroes enter the throne room to face the frost giant queen Skirkatla!
Brandyr returns with grave tidings and a peculiar request.
The past and the present collide as the #Marchto200 reaches its conclusion.
The past and the present collide as the #Marchto200 reaches its conclusion.
The past and the present collide as the #Marchto200 reaches its conclusion.
While Dalgreath triggers a devastating treasure-filled trap, Fairaza gains invaluable intel on how next the party should proceed.
With Nephandros defeated, the heroes must contend with the diseased aberration he left behind.
While Fly-raza does reconnaissance on what appears to be a macabre laboratory, the rest of the team plots an ambush from below.
With the yuki-onnas defeated, the party regroups before delving deeper into the mysterious tunnel.
With a snowstorm clouding their vision and deflecting their projectiles, the party continues to contend with the wailing incorporeal women.
After clearing out the Chapel of Urgathoa, the heroes must make a crucial decision on where to head next.
A giantess reaches into the incorporeal dust that is Fairaza's soul as the battle in the Chapel of Urgathoa continues.
The horrors of the mountain tomb begin to come into focus as the heroes parlay with a visionary cyclops and her necromantic cohort in a chapel dedicated to Urgathoa.
With a new companion in tow, the heroes continue their exploration of the tomb by crossing a gaping chasm.
Grieving over the loss of yet another ally and devastated by a debilitating curse, the surviving heroes take an enormous risk to try and turn the tides.
The rejuvenated dullahan interrupts the party's attempt to fulfill their geas.
With Hhurrun Springbane defeated, the heroes must conquer his undead allies before returning to Akargrim and completing their quest.
Physically and mentally impaired, the party returns to the mountain tomb seeking vengeance against the corpse of a false giant hero.
Attempting to follow the urgings of an animated dwarven skull, the party's progress through the mountain tomb is suddenly cut short.
A headless rider threatens to end the party's journey through the depths of the frozen tomb!
The larger picture begins to come into focus as the party plunges headlong into the waiting darkness.
As Four Bears is pulled into the darkness by an unknown monstrosity, the party must act quickly without knowing what they're up against!
The party falls victim to the death throes of the first slain frost worm, while another worm and even greater horrors await them nearby.
On the brink of total annihilation, the party licks its wounds and regroups for a second chance at two deadly foes.
With another room cleared, the party stumbles upon a collapsed wall opening to a series of tunnels within the tomb.
As the heroes continue their delve into the strange tomb within the mountain, they are greeted by more of its strange inhabitants.
Barron, Fairaza, Four Bears and Pembroke enter the door leading into the mountain and quickly discover all is not as it seems.
With the camp disbanded, the heroes must rest up and rearm themselves before entering the ominous door built directly into the mountain.
As the giant camp at Skirgaard begins to fall apart at the seams, the heroes must look to the future while haunted by the past.
A daring chase across the camp leaves the heroes face to face with a burning colossus! As their leader burns alive inside the creature, will all their efforts to sabotage the giants come crashing down around them?!
As the Hersir flees and the camp is yet again on high alert, the heroes must make a campaign-altering decision whether to press on and pursue or fall back and prepare for a critical strike!
The party tries desperately to overcome the awesome might of Skirkatla's chieftain Hersir Gregganor!
Clouded memories of the past linger as the heroes face one of their most formidable opponents yet!
The party finally decides to infiltrate the mysterious longhouse on the north side of the camp.
The heroes must make a daring escape from a burning building before deciding where to turn their attention to next!
The battle with the blacksmith giants on the frozen pond awakens the secret source of the forge's heat below.
The heroes attempt to infiltrate the mysterious makeshift forge of Skirgaard, but their plans to ambush the giants inside take an unexpected turn.
A mysterious letter leaves the team with more questions than answers as they regroup and ready another assault on the camp.
With the priestess and her retinue vanquished, the heroes go about searching the rest of the temple, seeking clues as to how Urgathoa worship has seeped into the frost giant training camp.
The party continues their battle against the depraved daughter of Urgathoa and her temple servitors.
The party uncovers a new kind of evil as they venture deeper into the strange temple.
With the threat of Skirgaard still looming, the party must recover from their losses and find a way to move forward.
With the fate of the world at stake, the heroes look to volatile magics, impossible decisions and old friends.
The thrilling battle with the eerie giant and undead Orfas comes to its nail-biting conclusion!
After stone-shaping into the strange temple deep within Skirgaard, the party comes face to face with a terrifying creature and an old friend.
With the freed slaves safely on their way to Skelt, the heroes turn their attention to an as of yet unexplored area of the camp.
With the battle won, the heroes turn their attention to a missing half-orc, countless innocent casualties and a potential new ally.
While hailstones mercilessly rain down upon the escaped slaves, the heroes struggle to survive as the cliffside battle comes to its thrilling conclusion.
Having freed the slaves from captivity in Skirgaard, the heroes' journey down the mountainside is interrupted by a strange expedition heading back up the mountain with more slaves in tow.
The party enacts a plan to deal with a situation that's haunted them since they arrived in Skirgaard.
As a mammoth stampede causes turmoil throughout the camp, the heroes use the distraction to attempt to strike another critical blow.
A solo scouting mission puts Fairaza in an impossible situation.
While one party member stays behind to keep a watchful eye on the aftermath of their recent sabotage, the others travel far away to return to a very familiar place.
A rash decision leaves the party surrounded on two fronts with nowhere to hide!
The party hatches a plan to strike at the morale of the camp. Will they continue to move throughout the frost giant village unseen or will their streak of victories come to a dangerous end?!
Having dealt another blow to the infrastructure of the camp, the party must take a step back to determine where they are at and how best to proceed.
Skirgaard's premiere craft brewery may be closed, but that won't stop the PCs from trying to take a self-guided tour!
The party watches as the entire army of Skirgaard gathers around to watch a presence exiting from a door built directly into the mountain!
A hasty decision forces the party to improvise on the fly!
The gang enacts a plan to cause discord among the camps, while Fairaza tries an unconventional method of gathering more intel.
A duet of failed stealth checks leaves a split party in the most dangerous predicament they've faced since entering Skirgaard!
Barron, Fairaza, Lorc and Pembroke uncover more intel about Skirgaard as they continue their clandestine infiltration of the giant camp.
Having located the secret giant training camp at Skirgaard, the heroes must quickly devise a plan of action on how best to proceed.
Having narrowly avoided an unnatural disaster, the party must now find their way to to the hidden mountain plateau where Skirgaard allegedly lies.
The party arrives at the base of the mountain where Skirgaard appears on their map, but the ascent to the plateau is more treacherous than it appears.
A strange creature in the wilderness makes a demand the party cannot possibly agree to!
After coming face to face with someone from his past, Lorc discovers he has a trueborn child in grave danger. Meanwhile, the time has come for the party to finish their business in Skelt and make their way to Skirgaard.
The heroes arrive in the city of Skelt to make final preparations for the journey to Skirgaard.
A half-orc lies dead deep within Bloodsworn Vale. A curse has been lifted, but at what cost?
In the final episode of 2017, Lorc hopes to commune with the spirits of Bloodsworn Vale as the party gains admittance to the tent of a Skoan-Quah shaman.
Everyone's favorite ranger is back on his feet and ready to fight, but the party must tie up loose ends before leaving Janderhoff en route to Bloodsworn Vale.
The heroes arrive at the dwarven Sky Citadel of Janderhoff, each with their own personal business to attend to.
The time has come to move on from Minderhal's Valley, but the new party has loose ends to tie up and decisions to make before they depart.
After a grueling gauntlet of battles, surrounded by the bodies of both foes and friends, Brandyr returns to confront the party in the thrilling Book Three season finale!
Reeling from yet another devastating loss, the heroes must find the resolve to steel themselves against the full power of Urathash!
Urathash has entered the building! Will the heroes lay down their weapons and accept a clean death in the name of Minderhal or will they stand resolute and attempt to take down the ruthless inquisitor they've been tracking for weeks!?
With the ritual to relight Minderhal's Forge complete, Etena turns her attention to the heroes, demanding that they hand over Agrimmosh, the Hammer of Unmaking. Claiming to no longer have it, the party must face the wrath of Etena as well as the ancient guardians of the forge.
With Jogrothir's Drakesbane Horn in hand, the party must call forth a dragon to light the fire geodes beneath Minderhal's Forge.
They've explored Minderhal's Valley top to bottom, the ancient relics have been gathered and the time has come to light the forge. Will the party go through with it and what obstacles still stand in the way regardless of their decision?!!?
With the whole party reunited in the shadow of the cathedral, the group must find a way to get back into the Forgeheart.
With all four elements needed to relight Minderhal's Forge finally in hand, the party must find their way back behind the palisade surrounding Minderhal's Cathedral to rejoin their allies.
The party approaches an ancient shrine hoping to find the last item needed to relight Minderhal's Forge, but what lies beyond the cracked mud walls will challenge every last inch of the thin fabric holding the group together.
Flush with new powers, the party trudges their way through swampland in search of the final lost relic to relight Mindherhal's Forge.
The party celebrates Ascension Day by battling a pair of Stone Giants on a bridge! Meanwhile, another Stone Giant senses something amiss while on guard duty.
Nestor, Barron and Della continue to face the wrath of the Black-Headed Beast as Sir Will and Umlo are left to deal with the wrong end of a spiked chain wielded by a giant from the fighting pits.
The party emerges from the sunken temple in the lake with the third item needed to relight Minderhal's Forge, a ton of treasure to go through and some major decisions to make on where to go next.
With the prayer of Rosag in hand, the party is overwhelmed by a vicious crustacean abomination.
While searching for a lost artifact in an underwater sunken temple, the heroes face a quartet of familiar foes!
The heroes must travel underwater in hopes of finding the remnants of an ancient submerged temple!
A heartbreaking loss resonates throughout the party as the quest to relight Minderhal's Forge continues.
Amongst the ruins of an ancient slag giant village, an old friend returns!
After successfully navigating the Dark Passage, the party is welcomed back to the other side of the valley by a bloodthirsty group of flying predators.
The party splits up to chase the voice echoing down the passage behind them as the mysteries of the Dark Passage continue to unravel.
As a voice echoes down the passageway behind them, the party faces yet another mysterious open cavern.
Brutalized and clinging to life, the party attempts to unravel the mystery behind the cave paintings.
Deep within the Dark Passage, a painted cave comes to life and devastates the party on all fronts!
Upon entering the mysterious Dark Passage, the party is promptly greeted by a rock to Barron's face just as all hell breaks loose!
As the ominous Dark Passage awaits, the party must first decide what to do with their friends high up above the Cathedral.
The party must return to Minderhal's Valley to track down the missing items needed to relight the Sacred Forge, but getting out of the cathedral safely proves to be difficult.
In the Forgeheart, deep below the Cathedral of Minderhal, the heroes encounter mysteries and visions of the past from the Keeper of the Forge a centuries-old slag giant oracle!
An unexpected encounter with a strange new species of giant will put the heroes on a dangerous path into the very heart of the Cathedral!
It's an old fashioned barroom brawl as the heroes take on a raging party of giants!
With Della's fate lying precariously in the hands of Sir Will, the party is forced to make some major decisions on how to move forward.
High above the cathedral, within the middle spire, old companions reunite.
The #marchto100 concludes with the return of an old friend.
The #marchto100 concludes with the return of an old friend.
The #marchto100 concludes with the return of an old friend.
The party begins climbing the central tower of the cathedral, uncovering relentless danger, mysterious intel and unspeakable horror along the way.
After successfully sneaking into the cathedral, the party faces a terrible threat as more mysteries begin to unfold.
As infighting threatens to destroy the party from within, they face the even greater challenge of infiltrating the cathedral.
After a ferocious near-deadly battle, the mysterious, self-proclaimed Oculus rises and all hell breaks loose mere steps away from the Cathedral!
Deep behind enemy lines, the party encounters a strange creature in her tent outside the cathedral.
Having vanquished the guardians at the gate, the party faces crucial decisions on how they can possibly proceed with hundreds upon hundreds of giants between them and the cathedral.
With a massive cathedral and countless giant encampments looming in the distance, the party must tangle with a pair of savage prehistoric beasts and their oversized handlers.
As Barron comes face to face with potential connections to his unknown past, the party encounters a much more powerful version of an old foe times three!
While conducting a thorough examination of the spire drake's treasure hoard, the party also gleans some intriguing information with regards to the cave's original occupant. Then, after a series of dead ends, they come upon a curious network of tunnels seemingly abandoned for centuries.
As the party recovers after a draining battle with Marsh Giant Wights, another decision on which way to go next leads to a foreboding dead end.
It's the Day of the Inheritor! As Sir Will celebrates all things Iomedae, he has some things to get off his chest to Della. Meanwhile, a foreboding sign at another crossroads may force the party to change course.
As they attempt to discover the significance of an ancient chapel dedicated to a fire giant god deep within Minderhal's Valley, an explosion rocks the party.
After a triumphant victory against Gristlecrack and her band of trolls, the party forges ahead flush with new powers.
Following an interrogation of their soused captive Ved, the party must make an important decision on which way to go next.
The party comes to a crossroads as the battle with the rift drake concludes.
The party attempts a parlay with the quarrelling voices they hear up ahead on the winding path through Minderhal's Valley.
Umlo leads the party toward the sounds of his deceased sister's voice as the journey deeper into Minderhal's Valley continues.
The heroes get the jump on a band of bloodthirsty ogres and attempt to free their terrified captives!
Rescued babe in tow, the crew arrive at the prospecting town of Shinnerman's Fortune only to find an all too familiar scene.
Drawn by the cries of a frightened infant, the adventurers come across the shattered remains of a farmhouse but they are not alone!
An old nemesis returns to terrorize the party once again!
After enduring a devastating loss at the hands of Lokmorr the Betrayer, the heroes attempt to recover their strength in the depths of the tomb.
The final showdown with Lokmorr the Betrayer reaches its deadly conclusion!
It's a race against time as the companions battle a poisonous cloud of spores and Nargrym's betrayer!
With the help of the dwarves, the heroes have breached the final resting place of Nargrym Steelhand. While in awe of the majesty of sepulcher, they soon discover that not all is what it should be in the tomb of the famed Giantslayer.
The party enters a mysterious structure and descends web-choked stairs deep into the waiting darkness.
As summer turns to fall our heroes set forth on the next stage of their quest in search of the tomb of famed giant-killer Nargrym Steelhand.
Reeling from the loss of one companion, the party must contend with the disappearance of another.
Battle-worn and shrouded in despair, the heroes return to Trunau. A meeting with the Council of Defenders awaits as the party tries to decide how to move forward.
With the party split and all lives hanging in the balance, the final battle for Redlake Fort reaches its dramatic conclusion!
With Grenseldek and Pappy Gutterunch vanquished, the fate of Redlake Fort is up in the air as Lorc confronts General Kargukk in a battle to the death!
With the threat of Grenseldek out of the way, our heroes turn their attention to an incestuous band of ogres in the midst of a horrifying necromantic ritual!
Troy reveals the results on the index card as the battle with Grenseldek reaches its thrilling conclusion!
Drawn by the sounds of muffled sobs, the adventurers finally confront the alleged mastermind behind the attack on Trunau Grenseldek!
The crew encounter a pair of magical beasts imprisoned and begging for help, but with more secrets of Redlake Fort seemingly just out of reach, can these abused creatures be trusted?
In a chapel sacred to Gelabrous' goddess Desna, the crew confront a long-dead spirit before having to make a vital decision on which way to continue deeper into the fort.
The adventurers ambush a gang of their vilest, most despicable enemies yet, but will they be able to vanquish these giant foes without raising the suspicions of the rest of the fort?!
On the advice of the half-orc oracle Droja, the heroes lay down their weapons and attempt to negotiate a deal with her orc tormenter General Kargukk!
A visit to the tent of a mysterious oracle unveils long-held secrets of the past, present and future.
Our heroes ascend a watchtower within the fort to confront the malformed sentries atop it. Will they be able to defeat their foes though without Barron's magic hand-banger alerting the whole compound?
After some reconnaissance, the party attempts to infiltrate Redlake Fort by way of its sewer. Surely nothing bad could happen in a centuries old sewer, right?!
With Lorc nowhere to be seen, a hill giant and his band of murderous orcs spring a deadly trap on our unsuspecting heroes!
The Party returns to the keelboat to share sad tidings with the waiting crew and deliver a fitting tribute to fallen comrades. Then it's back up the Esk River before finally setting out on foot towards Redlake Fort.
With the Vault of Thorns behind them, the adventurers begin their trek back to the Chelish Devil. Little do they know, however, that Ghostlight Marsh has one last surprise in store for them.
Battered and spent from their ruthless battle with the Brambleblight, the heroes try to muster what little strength they have left to fight tooth and nail against an elusive and disturbingly powerful traitor in their very midst!
The battle weary heroes spy what must be their final goal, a swollen wooden chest from across a compost-strewn chamber. As an aura of blight begins to permeate the room, the source of all this decay and rot makes its thorny presence known.
Our heroes work their way ever deeper into the Vault of Thorns. As their search for a cache of druidic items continues, they find that the long lost masters of this place have a few surprises left in store.
Companions old and new engage in a desperate struggle with a ridiculous tentacled foe in an effort to reclaim Barron's lost fishing pole/dignity!
With scant time to come to terms with recent events, the group encounters a new furry friend and a strange creature lodged in an ancient tree.
As we celebrate our 50th episode, Barron's fate is up in the air. The heroes battle an oversized dragonfly a hundred feet above a maggoty midden heap!
On the heels of the blindingly magnificent battle on the bridge, the heroes encounter a mysterious and ancient denizen of the Vault.
Our heroes step through the stone portal into the mysteriously lush and beautiful Vault of Thorns, but they soon find its vines and sweet smelling blossoms conceal an insidious evil!
Guided by the Ghostlight Lantern, the adventurers finally discover the stone circle that marks the gateway to the Vault of Thorns. But upon arriving at this ancient place, they soon discover that they're not alone.
Flush with confidence after their battle with the hydra, the companions stumble upon one of the madder denizens of Ghostlight Marsh.
The heroes take their first tentative steps into Ghostlight Marsh as they begin their search for the Vault of Thorns. Their slog through the swamp quickly turns perilous as they face a scourge the likes of which they've never seen!
Just as the marker stone fades into view on the misty banks of the River Esk, the Chelish Devil is ambushed by a boarding party of bloodthirsty orcs!
The heroes turn their attention to the obstacle blocking their path, secure in the knowledge that the traitor has been silenced. But has the danger on board truly passed?
The confrontation with Gashnakh over his apparent treachery is rudely interrupted by an aquatic ogre attack!
The battle beneath the decks of the Chelish Devil reaches a bloody conclusion and the identity of the stowaway is finally revealed. But was she acting alone? And does an even greater threat await our heroes topside?
The "Trunau Four" receive some vital new information from the recently rescued Knight of Ozem and upon their return to the keelboat, they finally seize upon a long awaited opportunity to investigate the mysterious secret hatch!
With barely a moment to recover from their fight with the dire wolves, the heroes rush into the waystation to investigate the imperiled screams of an unknown woman.
With a suspect in custody, the party gets permission to interrogate Taug, the half-orc boatman. Will the truth continue to elude them or will they finally uncover the traitor on board the Chelish Devil?
Gormlaith plays a desperate gambit in order to protect Lorc in his investigation of the ship's secret hatch!
A living nightmare unfolds below deck as the heroes face off against the simian Bakkara, the horror from the Mwangi Expanse!
Having tracked the Alpha Drake to its filthy riverside lair, the party embarks on a desperate attempt to rescue Gormlaith's new best friend, Reggie the war horse. But perhaps an even greater danger awaits them back on board.
When a trio of river monsters descends on the crew, pandemonium ensues as a battle breaks out on the upper deck! But it's a race against time when the largest of these winged river denizens absconds with some precious cargo.
After narrowly surviving what appears to be a deliberate attempt on his life, Lorc and the rest of the party put on their detective hats as they attempt to uncover the identity of the saboteur aboard the Chelish Devil!
A suspicious accident sends Lorc plunging from the deck into the icy waters below as deadly denizens of the river race to tear him limb from limb. Meanwhile his companions call on allies old and new to try and save their friend from a watery grave!
Avast ye mateys! The party sets sail aboard the Chelish Devil. Their destination? Adventure! Will these landlubbers take to boating like a duck to water or will they go overboard when they smell something...fishy?
An old friend returns to help the heroes confront ghosts from the past, even as Trunau's Council of Defenders tasks them with their greatest quest yet!
The Glass Cannon boys take a moment to reflect on the events of Book One of the Giantslayer campaign (and drop a little knowledge on the world of Golarion) before launching into the exciting events of Book Two!
With a battered and bound Skreed in tow, the adventurers seek a way out of the caverns beneath Bloodmarch Hill. But will curiosity get the better of them as they stumble into even greater danger?
With the mastermind behind the Trunau attacks finally subdued, the party gets their chance to pry what clues they can of the larger plot. But a threat still lurks in the darkness that could make this ancient underground tomb our heroes' final resting place as well!
The battle concludes as the party draws upon all their might in an attempt to cast down their adversary. But will they even stand a chance against this seemingly invincible foe?
The heroes have tracked the merciless Skreed down to a mysterious cavern deep below Bloodmarch Hill. But the villain has allies at his side in the dark.
Delving deeper into the caverns beneath Bloodmarch Hill, the party encounters a very different kind of danger. Will the pursuit of their quarry continue, or will they succumb to a fate worse than death?
After a long delayed rest, our heroes track their unknown quarry into the mouth of an ancient cave. What terrors will they encounter beneath Bloodmarch Hill??
It's a showdown on the banks of the Hopespring, as a gigantic foe slogs relentlessly through the water towards our desperate and exhausted heroes in our longest episode yet!
With the final beacon lit, the party turns their attentions outside the walls to an unseen siege engine lobbing fiery death upon Trunau!
Troy makes a shocking admission and a giant monitor lizard tries to make a meal out of Barron, as the battle at the gates of Trunau comes to an explosive conclusion!
A deadly trap is sprung as our heroes unleash hell on their orcish foes. The brutal battle for the city gates rages on!
The companions find their spirits bolstered by the return of perpetually pickled Patrol Sergeant Omast Frum. But they'll need all the help they can get against wave after wave of bloodthirsty orcs storming the city gates of Trunau!
As the heroes mourn a devastating loss, revenge opens the door to a bloodbath. Meanwhile, a chance encounter with a cryptic stranger brings disturbing news from the front, and an old friend returns just in the nick of time!
Lorc and company race to find his adopted son and a long sought after piece of the puzzle comes to light. But first, they must survive a bout with a lung-searing cloud of alchemical smoke and the savage beastmistress within!
The beat goes on as the companions assault a tower filled with orcs, rockin and rollin' to the magical drums of an enemy skald!
One horrible crime averted, the group turns their attention to thwarting another. But will Lorc survive a brutal self-inflicted wound and help save an innocent family? WARNING: This particular episode deals with dark and mature themes.
As the battle rages, the companions face off against inebriated bandits pillaging a local tavern! Will they triumph in time to save a little girl from a fate worse than death? WARNING: This particular episode deals with dark and mature themes. As we were discovering the voice of the show early on, our improvisation led us down paths exploring the horrific nature of orc society. Please be assured that we course corrected to stray away from these themes as the podcast continued.
As Skreed's trap is sprung, a bigoted priest takes advantage of the chaos by staging a lynching, and the heroes brave smoke and flame in a collapsing building to rescue an old friend.
Victory! Finally defeated, the shadowy Daktani reveals a sinister plan that may threaten all of Trunau! The party returns to deliver these dire tidings to the town leaders, even as preparations are made to lay Patrol Captain Rodrik Grath to rest.
Tensions run high as the evil below the Plague House is revealed, the players nearly mutiny when they believe Troy is intentionally trying to kill all of the characters and the heroes deeply regret allowing themselves to be goaded into foolhardiness by some stupid kid!
With the identity of a foe revealed, the group descends deeper into the cellar of the Plague House - where they stumble upon a deadly invisible enemy!
Defying roleplaying game convention, our low-level party combats a stairway full of giant rats! And as they descend into the darkened basement of the Plague House, Barron matches wits with a bear trap and the crew comes face to face with a truly savage foe!
Our heroes disturb some unexpected residents of the Plague House and face off against their creepiest enemies yet!
For the first time, the party ventures forth from the relative safety of the walls of Trunau and plunges headlong into the haunted ruin that is the Plague House!
The crew don't see dead people, but they do use their keen powers of insight to track down a spirit-haunted seer who may be the key to the whole investigation!
The Ramblehouse loses a whole star from their Yelp review as the party's night turns deadly and the investigation shifts to a sexy blacksmith and a former fiancee!
New suspicions are raised, drunk racists are questioned and the compatriots get their first taste of combat as they throw down in the street against a pack of gross nasty ass wolves!
The reluctant heroes are tasked with investigating the suspicious death of a popular patrol captain and ass play unexpectedly enters the picture.
A group of unlikely heroes meet at a coming of age suicide festival and decide to share a hotel room as most strangers who meet for the first time often do.