Gesamtlänge aller Episoden: 14 days 12 hours 16 minutes
Giving the rest of the refuge time to escape back through the sewers to their getaway vessel, Thia, Tulgir and Yenbul stare down and take on the Undead Chuth. Battle wages as it becomes evident a zombie horde is on the way. Thia thought he flew away! Yenbul just didn't want to be trapped (in gross flesh). Tulgir sees whisps of white floating through the air. Flint sees an unusual forest.
Having been led into the Scary Forest by their new friend Terry - Moot, Glim and Sully face down the ferocious Nightgarm and an unusual entourage. The group is aided by another unknown and mysterious creature who is the savior they didn't know they needed. Moot sheds some light under cover. Glim becomes a snack. Sully pulls the 'Sully Special'.
Thia, Yenbul and Tulgir come face-to-face with Leosin's other road crew, Moot, Glim and Sully who have returned from their mission to find the sewer hideout destroyed and everyone they know gone. Thia is looking a bit... yellow. Yenbul sees the humour. Tulgir knows better than that. Bort is dealing so much bullsh**. Moot has some explaining to do. Glim has an awakening. Sully won't grab a slippery baby...
The Destiny's Children are making a name for themselves in Darromar, which brings them into an explosive investigation at a local magic shop. Terry leads the crew around town meeting some of the locals as they try to track down a suspect. Moot mixes up his T's and J's a lot. Glim makes sure everyone is waffled up. Sully takes notes on cool. Terry achieves "Sexy Goblin Status".
We get real crunchy D&D as MOST of the adventuring party sent outside of the submarine to face down the undead Kraken, Sully tells stories and Flamikins finds ways to make light of the darkest timeline. Thia does big magic. Yenbul is Moses? Tulgir is an opportunist. Moot slows things down. Glim contemplates fire breath... in a fish bowl. Sully plays the age guessing game...
It's time to interrogate a suspect! Or... dodge bombs that suspect is throwing out of the top story window. It's all in the line of work for a good investigator though, which is what Moot, Glim and Sully are!... Obviously! Moot reveals his favourite explosion. Glim takes point on this mystery. Sully is good at Dex.. c'mon Russ! Terry writes up a citation.
All the teams are getting their first breath of relief and experiencing the first actual rest in a long time as they explore the island of Maztica. Questions are raised about the state of Bahamut and Destinies Children meet with the eccentric ruler. Thia has an interesting theory about Glim. Tulgir wants those pancakes! The Destinies Children find themselves in need of a task.
An overturned fruit stand and a bad omen bring Moot, Glim and Sully into the path of some interesting and mysterious agents and an even more mysterious organization who claim to have a direction for our heroes. Moot's unsure where his pencils come from... Glim finishes one more rep. Sully only relates to buffet references. Gnandpa Gnine lays some prophetic truth bombs on the table.
With Bahamut stirring, it could mean that answers are on the way. It could also mean that things are about to get a little more confusing. Also, how do you talk to a god?! Sully can't even fathom some of the changes. Moot records the plan. Opal needs a baby sitter. Glim confesses everything...
**STICK AROUND TO THE END FOR AN IMPORTANT ANNOUNCEMENT... AND BLOOPS!** Our heroes having been bamboozled have been moved to ANOTHER location and locked away behind bars as Gnandpa Gnine, Professor Smart Monkey and the rest of B.A.L.L.S. collect what's coming to them from L.I.C.K. Moot turns up the heat. Glim learns about stranger danger. Sully can only get half of them out. Gnandpa Gnine is ready to quit f***in' around...