210: 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…

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…
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!
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!
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!
Enda the Rogue has been found at last! But there’s a task Dragonforge & Associates must perform before they can return to the hunt for Rutherford Urmbrusk. What could go wrong? [Dragonforge & Associates will return in 2020. For the next five weeks, we return to Seyvoth Manor for SHOCKTOBER 2019 and then a new adventure premieres.]
This battle is the pits! No, really, there are two pits. Our adventurers use acrobatics, hypnosis, and arrows to attempt to subdue far-off enemies.
Dragonforge and Associates are reunited, and it feels so good. Also, it turns out putting your wizard in front of the party is not a smart move. We are starting a new TPK campaign and will be playing it live on weeknights just for Incomparable members. There’s a trailer for the campaign at the beginning of this episode. Visit our membership page to sign up and get access to live streams, video replays, audio bootlegs, and even final edited episodes months before anyone else gets to see us play. ...
What’s the difference between a real alligator and a fake chicken? It’s an important lesson, but not as important as remembering not to touch the mushrooms.
Ask not for whom the scythe swings—it swings for thee. There’s also an unpleasant amount of vomit, and an even more unpleasant amount of snakes!
Statue mimics! Alligators! Spiderwebs! What could go wrong?
Crocodiles. Why’d it have to be crocodiles.
Robot scorpion or not? How could a scummy pool be dangerous? Why are statues so terrifying? Very few of these questions are answered!
The other half of Dragonforge and Associates slowly unburies itself, meets two strangers, and then has some fairly typical sewer problems.
Rocks fell! Everyone maybe didn’t die! But who is left alive and awake from Dragonforge and Associates? Also, why does that lizard person look so familiar?
This room is really big. Our adventurers continue to battle rogues and scoundrels and possibly there might also be some lizard people around? There’s a lot going on. And stay tuned for the exciting cliffhanger ending!
This episode covers all facets of the underworld of Undermountain—scoundrels, kneebreakers, and grifters. Our adventurers try to rescue an urchin! And what would a Dragonforge adventure be without some Ding Dongs?
Have you heard the good news about lycanthropy? Our adventurers visit with their new friends in the werewolf cult, who are very interested in signing up some new recruits. Also, our party gets its dwarf back! Shh, stop cheering, she’s got a really bad headache.
Which is better, diplomacy or intimidation? This episode might reveal the answer! And then we flip the map and spend a lot of time pondering the Z axis as our adventurers climb down a giant statue. What’s at the bottom? Nothing good, that’s for sure.
Proving that Tony thinks that no D&D adventure is complete without a trip to the sewers, our adventurers once again trudge through the sewers. Will Pieter fall in the sludge again? Will Olestran forget to mark something as his quarry? And are those rats, or giant rats?
Watch out Undermountain, because the best team of adventurers-slash-sandwich shop promoters is back on the case! Dragonforge and Associates are still on their quest to find Rutherford Umbrusk, and the latest lead in the case takes them to the seediest part of Waterdeep to bargain with some questionable characters. How will they mess this one up? Listen to find out!
This mini-season of Eglath’s Angels concludes with a deadly vampire battle, a powerful wizard, and a talking hammer.
Johnny Nine is alive! Our friends and their newfound Golem navigate turnstiles, boiling mud, and darkness. What’s in the darkness, and why does it want to hug Eglath’s Angels… to death?
Three dummies smash orbs in a locked room. Three bored adventurers wait in a hallway. Then there’s a riddle involving a flesh golem.
Our mini-season of Eglath’s Angels continues with a series of curious decisions. Flesh golems? No thank you! Creepy room full of suspended colored orbs? Yes please! And why do a dumb thing once when you can do it twice?
Eglath’s Angels return! Your original crew of TPK knuckleheads is back, but they’re not on Athas anymore. In this special mini-season, they’ve been swept onto a different plane, where they’ll play in a classic D&D module! But first, Carlos attacks a tree.
In the thrilling conclusion to Dungeon Crawl Classics, the world’s foremost experts in elevators try to unlock the secrets of a strange new weapon and fight an ant man. Will they discover the truth about what lies in the heart of the glacier? Should Monty buy new dice? And what strange fate awaits our cave people?
Our first generation of characters is dwindling! Which villagers will step up to the task, and how many caveman bodies will they have to step over to join our party? Doors will be opened! Lizards will be kicked! Art will be appreciated! And a legally-distinct enemy will have our adventurers desperate to roll something higher than a ten.
Meet Chuck the Dwarf! He’s a flintknapper extraordinaire who’s going to help lead the party through more underground tubes than they’ve ever seen before. Plus, you won’t believe what kind of security system this glacier has!
An entire cave-dwelling village is mobilized to find the cause of mysterious smoke coming from the local mountain! Tony Sindelar DMs a new crew of characters as they journey from Hither to Yon. It’s a rip-roaring good time!
This is it, people! The season finale finds our adventurers up against a terrifying black dragon after literally no preparation or strategic planning. Will they survive to reunite the dog with the pony?