Tomb of Horrors, Part 3

A band of adventurers and their incredibly resilient panther reunite for their annual dungeon punishment by way of traps, deadly gasses, scares, and more! Will Ch’omasa, Daffné, L’nell, and Thald survive SHOCKTOBER 2023?


Tomb of Horrors, Part 2

SHOCKTOBER has come around again! Ch’omasa, Daffné, L’nell, and Thald are back to see what horrors await within the tomb. They do actually make it inside this year! But how far in? And how safely? Spooky illusions and dastardly baddies abound in this second installment of Tomb of Horrors!


Tomb of Horrors, Part 1

Happy SHOCKTOBER, everyone! To celebrate the spooky season we bring you a new, extra-long, high-level campaign. Some familiar faces (and one new one!) attempt that classic, deadly adventure, Tomb of Horrors. Will Ch’omasa, Daffné, L’nell, and Thald survive the Tomb? Will they even get in? Will they have to come back in a year to continue the adventure? Maaayyyybe!


My Favorite Flavor is ‘Combination’

Our second run through “A Night in Seyvoth Manor” comes to an end. What’s in the flesh book? What surprise do the Mystery Wagon gang have in store for the vampiric dealmaster, Malthus Seyvoth? Will resurrected monster Henry find love with his vampire girlfriend? Some of your questions may be answered!


I Wish For Fewer Bones

A fleshy tome and a magic circle suggest a deal with a demon could be near. And pizza rolls might not be far behind. But if you’ve already made a deal with a vampire, does a demon deal define double dealing? Look, we’ve been at this a long time and it’s almost over. But not quite yet.


The Pizza Rolls Argument

When we last left the Scüpy Gang, they were entering the lair of villanous Count Mathus Seyvoth, who might be a vampire or maybe an umpire. 11 months later, it’s time to throw open the doors and discover the horrors—and great deals!—that await inside. Will our adventurers be able to resist the hard sell? And can a Zone of Truth spell really stop a master salesman?


Drugs are Good

The end of Shocktober 2019 is in sight, but rather than taking on the evil Lord Seyvoth directly, our adventurers have chosen to mop up a bunch of side quests, with the help of speed, steroids, and other questionable substances. IT ALL ENDS HERE! UNTIL NEXT YEAR!


The Ghost in the Gazebo

At long last Scüp and the gang have reached the top floor of Seyvoth Manor! But there are some puzzles to solve and sheet music to obtain before this adventure can reach its conclusion…


Cool Ranch Blood

So many creepy mansion rooms for the Mystery Wagon gang to explore, so little time! How will they keep Fluffy and Henry from drinking from a blood fountain? What’s the message that a ghost in a mirror has to impart, and does it involve amazing bargains on mirrors? And Henry grapples with returning memories of his life before death. But in a spooky way because he’s a Fantasy Canadian Frankenstein Monster now!


A Light Tinge of Evil

As Shocktober 2019 continues, Scüp and the gang continue fleeing a necrotic vortex, and then explore Seyvoth Manor’s equally spooky attic! Will this adventure continue to teach our players that books are dangerous? Probably!


That’s Not Billy

We return to our spooky second run-through of A Night in Seyvoth Manor, with a somewhat familiar, but legally distinct, set of characters. It’s time to venture up to the second floor of the house! Will Fluffy drink something else magical and poisonous? And will those stuffed bears the characters keep finding help defuse a tense situation with a g-g-g-ghost? Find out as SHOCKTOBER 2019 begins!


159

A Dog, a Priest, and a Brain Surgeon

Shocktober 2018 concludes in the cells beneath Seyvoth Manor! Will our adventurers find either of the missing children they’ve been searching for, or is it werewolves all the way down? Are books the best weapons of all? And most importantly, will our heroes survive to play again in 2019? Some of those questions will be answered, probably unsatisfactorily, in this episode!


158

Ichor Cole Slaw

Into the basement of Seyvoth Manor! What manner of horrible things can be found in the underbuildings of a haunted mansion? How do you feel about tentacles—wait, don’t answer that. How about doors and hallways? And what life lessons can the trash fire teach us? Shocktober 2018 nears its fateful conclusion!


157

AirDND

Continuing a trip through a spooky haunted mansion, our adventurers check out some plants and then, against their better judgment and the advice of others, leave the vestibule and descend into the basement to see if dogs are qualified to do brain surgery. (Turns out they are!)


156

Send Me an Angel to Kill

There’s a library in Seyvoth Manor, once packed with books entertaining and informative. Now it lies in ruins, but a few magical books remain, with treasures and terrors in equal measure for those who are brave or foolish enough to explore. Like Fluffy, he’s plenty foolish enough.


155

I’m a Bard!

It’s time for Shocktober 2018! We’re back in Seyvoth Manor, but not the one you may have heard before! It’s a new edition of D&D, a newly built version of the story, and most importantly, an entirely new group of players and characters. And there’s something strangely familiar, yet legally distinct, about the group. In this, the first of five episodes, our adventurers enter the house, debate the differences between a foyer and a vestibule, ponder if dogs are a kind of plant, and attempt a duet with a piano-playing ghost.


122

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!


121

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?


120

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?


119

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!


118

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…


92

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.


91

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.


90

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!


89

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.)


64

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.


63

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.)