Gesamtlänge aller Episoden: 14 days 9 hours 37 minutes
The adventurers make their way into Tholonius Primsbane's stronghold, but not before Nulara has an eerie premonition. They find the necromancer has been doing more than just turning the poor soldiers of the Axe of Mirabar and they run head-to-head with some of the yuckiest villians they've met to date, but seem more okay with that. Weirdos... Flint thinks explosive. Thia gets stuck in the yuck. Nulara has a vision of serious trouble.
The adventurers begin by making a game plan to stop Tholonius Primsbane from taking over the rest of the Axe of Mirabar. But not before dealing with some internal thoughts and feelings they've been having recently. Also, they finally have a way to talk to their home base... seems like a good idea. Flint does something shocking. Thia is down for murder. Nulara has trouble with buttons.
A great time to jump on board with Dumbgeons & Dragons. This bonus episode recaps the first 15 episodes to date! This is a plot point highlight synopsis, therefore we still highly recommend going back to our previous episodes to make sure you get in on all the great adventure and goofs throughout the show. It's just an easy way to get caught up and start listening to the latest episodes right away...
The adventurers return from their portal adventure in Enin (Bros & Dragons episode 32) and have new ideas and thoughts on the world as they know it to now deal with. It doesn't take long before they are reminded of the real dangers still happening in their own backyard. Flint begins to get a headache. Thia, "Just needs a moment guys... just one (inhales deep) moment". Nulara takes control to face the dangers at hand.
After the adventurers have a run in with the "Police" they find themselves have found themselves in a Dumbgeon on the other end of a portal. Now they have to find their way before the rest of the Axe of Mirabar returns home. The odds are ever in Flints favour. Thia chooses a strategy that gets her surrounded. Nulara questions this Dumbgeons architect. And the adventurers get stompy with some squishy things.
Surrounded by "The Axe of Mirabar", our adventurers drop their weapons and find themselves caught in the midst of a nefarious plot. What is to happen to them? Who is pulling the strings? What is Thia's convulsion trigger word? Flint plays his favourite carnival game "Axe-A-Mole". Thia has a close call. Nulara finds her greatest power... the power of insult. And the whole crew are confused by an unknown Power.
The adventurers have accepted Leonin Glorygem's request to deliver his package to Luskan, but everyone soon finds out, this day is not a day for things going to plan. It is everyone's job to thwart endeavors no matter how well thought out they might be! Flint remembers why he left the Fist of the Iron Dawn. Thia gets electric on a clear day. Nulara just wants a nap.
The adventurers make their way to the Dwarven mining city of Mirabar in hopes to find refuge for the displaced people of Little Rock, and maybe take a little R&R. Flint runs into an old friend. Thia wants to fiddle with a locked box. Nulara quotes her grandmother. And they all run a fowl through the streets of Mirabar.
The adventurers continue their battle in the name of all that is good and holy in the town of Little Rock to ensure it's few remaining survivors are safe. Flint sees the darkness. Thia takes up dog walking. Nulara wants a nap. And the players seem to forget how to D&D...
Nulara, Thia and Flint continue their sleuthing to find out what kind of mysterious creature is attacking Little Rock. They make their way into the woods trying to find more clues to help solve this curious case. Nulara takes the lead. Thia has a snack. Flint has issues with a song. And the players begin to feel trust issues.