Rough and tumble members of the Vontais Explorer’s Guild are on their way to an outpost of the Polin Trading Company, seeking work and the latest news. The outpost is located in the center of a swamp, and the land is as foreboding as it is desolate.

From here, they are asked to track down a missing caravan. Their journey will take them deep into the heart of danger.

 

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In a rare moment of calm, non-shenanigans, Manny and Caleb are at the Mall, hanging out. The seasonal decorations are being swapped out, the Matinee is cheap and open later, and there are super cheap, terrible Halloween costumes up for clearance.

Bros will be bros.

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It’s late October, and Halloween season is here. Time for costumes, candy, and good old fun times. There’s Trick-or-Treating to be done, and a Who-Can-Get-The-Most-Candy Contest to be had.

Before all that occurs, though, it’s time to get on board the Friendship Guilt train.

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Our brave, bold, and daring adventurers are still trapped in a Haunted House. Doing their Scooby-Doo thing.

There’s a horrible ghost in front of them, pit traps at their feet, and nothing but bad times ahead.

 

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It’s the first day back for Emma at Spring Crescent: sporting a new haircut, and a shiny new feeling of intense peer judging. Will she survive the gauntlet of middle schoolers?

Meanwhile, things are apparently stirring at the local Ackerson Mansion. A party is being held that Friday, and Dash Princely has invites to give out. Unfortunately, more ominous things than “videogames” and “hangouts” are stirring. The Ackersons have coincidentally hired GEIST and Etsu Hikane to investigate a strange spirit haunting their Mansion.

Also meanwhile, Molly Weits, girl psychic wonder extraordinare, gets a sudden, oddly specific premonition. It directs her to the Ackerson Mansion. She knows that things are about to get deadly.

Friday night: it’s all right.

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