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- Five Ravnican citizens, each from different guilds, have their lives turn upside down when they find a mysterious artifact; a perfect metal orb. Though its properties are a mystery, it's somehow connected to a strange infection spreading throughout the city. Black tendrils of corruption are making people lose their minds, or perhaps giving them new ones. It's a race against a clock they cannot see with certain doom if they fail, and all out guild war if they succeed. Prepare for a literal mind bending adventure of intrigue, mystery, and scientific mayhem. All this and more in Campaign #1 of Encounter Party.
- Brawn meets Broadway in this Musical Action Comedy that pits a rockin' band of vampire slayers against a sinister bloodsucking syndicate.
- Five strangers meet in a tavern on the eve of the Ravnican New Year's Festival. A mysterious man, a strange metal orb, and a pack of goons set the adventurers off on a collision course with destiny.
- The adventurers continue their patrol of the Festival of the Guild Pact. They find themselves drawn deep into a deadly plot, as they try to stop the string of murders before it's too late.
- After losing their Boros legion escort, the adventurers continue bearing the unconscious body of Elasia to the Simic Zonot. Distrust and Deception bubble to the surface as the team begins to wonder: have they been lied to and played for fools this entire time?
- Deep at the bottom of the Zonot, the heroes are confronted with an enemy like nothing they've ever seen before. As they battle for their lives, past decisions come back to haunt the team.
- Deep at the bottom of Zonot 4, the adventurers learn the scale of destruction in the depths of the well. As they rise up out of the depths, new horrors begin to come to light.
- As we finally get to know the famed Mr. Alfonso, our heroes are left with far more questions than when they started. As they search for answers, the mystery that is Malfus Reede continues to grow deeper and deeper.
- The adventurers put their lives on the line to save Mr. Alfonso from a Dimir attack. One that sees the reappearance of the strange feral creatures from early on their quest. As the body count continues to rise, things begin to fall into place, and motives become more clear.
- The Party splits up as they attempt to find answers to the questions that continue to swirl. The more they uncover, the deeper the rabbit hole seems to go. What will Lorzatch and Parax find out from the Dimir bodies? Can Fikarra, Lennox, and Zenia discover anything more about Malfus Reede's intentions?
- As the party ventures into the Undercity, the tension between the Simic and the Golgari erupts, catching the party in the crossfire. As battle is waged deep underground, Lorzatch is forced to choose between his companions, or his people.
- As Lorzatch learns more about the war between the Simic and the Golgari, more Guild espionage begins to come to light. As the players follow Zenia above ground to search for the source of the power fluctuations, one question is clear: does absolutely anyone have any idea of what is going on?
- Trapped within a rapidly teleporting tower, the party comes face to face with a goblin who might just hold all the answers to their questions.
- As the party begins to explore the hidden laboratory of Malfus Reed, the defense systems have other plans. Looking for a second orb, and perhaps the answers to all their questions, the party enters the fight of their lives.
- As the party squares off against their most dangerous foe yet, the intentions of Malfus Reid come to light.
- In the second to last episode of season 1, the party follows up on leads to find the next orb and uncover mutinous factions within the Golgari. Lorzatch is forced to go against his own, and Zenia makes a new friend.
- In the Season 1 finale, the party chases the escaped Krull warrior and finds a fallen matriarch deep in the Undercity. In the middle of a stone graveyard, our heroes discover just how pervasive the corruption is.
- As a hidden threat looms over Ravnica, the party learns there may be hope in restoring their friend, Fikarra. Parax and Lorzatch set out in search of an artifact collector whose lavish parties hold the key to life and death. Intrigue, deception, breaking and entering; all it takes is a touch of class.
- Inside the high-class party of Darius Vain, the unlikely trio of Parax, Lorzatch, and Dizzy are thoroughly out of place. As they try to acclimate to their surroundings, and search for the hidden vault containing the secret to Fikarra's restoration, one thought stays in the back of their mind: before the night is over, someone has to die.
- With the stakes getting higher, Parax, Lorzatch, and Dizzy continue searching Darius Vain's tower for the Guild medallions. As the night presses on one thing weighs heavily on the party - someone is going to have to die.
- Some time has passed since the tragedy in the Undercity. With some personal conflicts out of the way, the party is ready to refocus on the danger of Malfus Reid and the catastrophe coming to Ravnica.
- The party is forced to enter a debilitating contract to save the life of one of their own. Their obligations uncover a surprising counter conspiracy they may be able to manipulate.
- The subsequent squashing of Ravnica's wealthy elite casts a shadow on the independent rail line. Have the party found an actual ally? Or have they become a liability?
- The party consults a Selesnyan envoy for wisdom, hoping she may have the answers they've been seeking. What they learn may shatter the very bounds of their reality. Thanks to Sylorin, the party learns that contracts are killer.
- With the help of the Boros Legion, the party sets out into the Rubble belt to seek the mighty ogre, Ruric Thar. However, there are many clans within the Gruul and not all of them approve of trespassers.
- Another wurm has reared its ugly head, spelling doom for the party. Fikarra learns that leadership comes with great responsibility. With a Boros fort on the horizon, will everyone survive the journey?
- A giant wurm has the party trapped within a Boros fort, running low on supplies and morale. As Fikarra assumes command of the remaining soldiers, the players learn there may be more to fight inside the fort than out.
- Duty is pushed to the breaking point as order descends within the Boros fort. Could someone be making a move for the outside? Our players will need to combine their strengths to find out.
- As the body count rises, suspicion fractures what little bonds have been made in the garrison. Desperate to find the culprit, the players resort to some unorthodox tactics.
- The Zhur-Taa make their move on the Boros Garrison, but what is their connection to the medic, Delania? The truth is far worse then our players could have imagined.
- The Party makes contact with the Ghor Clan, but the Gruul are not a fan of trespassers. Can they convince Ruric Thar to share his secrets, or must they force it out of him? Time to let some fists do the talking.
- In the ruined remains of Jace Beleren's forgotten library, the party learns the true horror of what they face.
- With the truth of Marit Lage revealed, our players test themselves against her unfiltered corruption. Now they must face their failure as well as the future.
- The time has come to crush the Zhur-taa and reclaim the orb they possess. Our players lend their might to the Ghor Clan, but will it be enough to stop a horde of corrupted berserkers?
- Overwhelmed by enemy forces, our players stand on their last legs against the mighty shaman, Nikya. What terrible force grants her such power? The answer may be exactly as bad as they fear.
- The discovery of undead wurmcallers shakes the very understanding of our player's situation. As the pieces fall into place, the party decides the next course of action is a little city planning.
- The true intention of Teysa's contract has been revealed and now the players are caught in a litigation whirlwind. Like it or not, their next target is the Ghost Council.
- A black-winged angel has forsaken her Boros ties and stands between the party and their goal. Teysa and her team take on the congregation until an unexpected sacrifice brings an emotional loss.
- An unthinkable turn of fate has led our players to stand against the Obzedat, Ghost Council of the Orzhov. The fate of Ravnica lies in their hands if only they can discover one crucial point; how do you kill those who are already dead?
- The party heads out for a night of relaxation. But short on friends and short on coin, they're forced to make a hard decision that could get one of them killed.
- In order to protect Lorzatch, the party makes another shady deal with Frankie Peanuts. The enemy of my enemy makes for strange bedfellows.
- Time is running out on Frankie's shipment and on Lorzatch's life. If only they can pick the right cart out of a line of hundreds on the busiest street in Ravnica.
- Deception is never taken lightly, and the players decide to confront the betrayer head on. Will the Izzet stand in their way?
- The guildmaster of the Dimir shares a startling confession that reveals a dark secret from Lorzatch's past.
- Infiltrating the Azorius prison proved more dangerous than originally thought. Will it all end with a prison cell?
- Haven't we been here before? Something feels strangely familiar; a place, a face, a moment. We lost it once. Or was it twice? Try to remember. We must remember.
- (insert episode description)
- With two members doomed to fate, the players say their goodbyes and descend into the dark.
- Lorzatch leads the party down into the undercity to track down the final conspirator. Will he find refuge with his people? Or are they up against the entire swarm of the Golgari?