Batsbatsbatsbatsbatsbats

Shocktober comes to a spooky finale, at long last! Will our adventurers survive? What will be the fate of the two children they were tasked to save? Will Henry meet the fate of a Frankenstein (monster), or is there an exciting career as a Frankenstein (lawyer) ahead of him? It all ends here!


United States v. Dracula

The final battle begins! Our adventurers take on vampire lord Malthus Seyvoth and his undead accomplices as our Shocktober adventure reaches its climax! Who will escape alive?


Orbs McQuarrie

The journey through the creepy (and deadly) hall of mirrors comes to an end! But who will be left alive to solve the final math problem?


The Mirror Has Two Faces

Deeper into the hall of mirrors! Our Shocktober adventurers grapple with some of their most terrifying foes yet: geometry and the possibility that they’ll need to solve a math problem. Plus energy beams and undead wraiths!


Please Roll Clockwork Bird

For our third (and final!) spooky year, we return to Seyvoth Manor, where a crew of adventurers is desperately trying to survive a spooky house and rescue two children who have been kidnapped from their village. This Shocktober surprise features a previously unexplored room, a spooky doll, and a final ascent to the third floor of the manor, where the evil lord Seyvoth awaits…


Science and Other Sciences

Shocktober concludes for this year with a whole lot of magic books and an appeal to the Angel of Justice that doesn’t go as planned.


Brain Genie

Our Shocktober adventure does the Monster Mash with an adventure in a spooky laboratory with a cabinet full of brains, a storage room that’s got more than meets the eye, and a secret attic altar with a bunch of forbidden books.


Toxic Vomit

Shocktober continues! Our adventurers grapple with a giant shambling monster made up of the body parts of various animals. Many things are regurgitated! Gruther is slammed! Arrows are let fly! Prison cells are investigated! An objective is located—twice! And then there’s a duck. So tune in, Jimmy!


If You Build It, Bats Will Come

Shocktober returns, and we return to Seyvoth Manor to continue our spooky crawl through a haunted house. Bats! Ghosts! Frankenstein’s Monsters! Shambling horrors! Who knows what spooky things we’ll find around the next corner…

(This continues the story we played in episodes 61-64 last October.)


Have You Seen Billy?

Our Shocktober special concludes with more battles with plants, a speed run through the mansion as time is about to expire, some books, a chest, a Legend of Zelda reference, and more spoooooky ghosts.


Root of the Problem

Our Shocktober special continues with two of the most terrifying things you’ll ever find in a haunted mansion: books and plants.


62

Jam Cabinet

In part two of our special four-part SHOCKTOBER SPECIAL, our adventurers attempt to get out of the cellar and into the mansion proper. What spooky spectres await them?


61

Knee Deep in Bat Guano

In part one of our special four-part SHOCKTOBER SPECIAL, DM’s Dan and Tony take a new crew of five adventurers on a trip to a spoooooky mansion. (They may not make it past the front door.)