Shira Snow has only few moments to question the head bursar before her crew bursts in and stomps all over everything (including the head bursar), and inform her that they actually have a plan.

The lightning fast minds of the new Dream Team scramble to find the most effective way to salvage their heist, as the others attempt to find the best way to squeeze a librarian for information.

The realization that events are beginning to move away from their control hits the players, and they scramble to form some kind of concrete plan. Will this desperation lead to success or just more petty…

And so our heroes venture forth to the north and south, to thwart their rivals from entering Sielle Manor and to be very rude in a private library.

In true, altruistic, heroic fashion (and not because they’re terminally afraid of contracts and paper) the players turn down Sveaskog’s form, and begin an investigation. Because if there’s one thing they love, it’s solving puzzles…

The confrontation with Lord Sveaskog is on! But can our player’s suss out the truth under the ever present gaze of the much-more-virtuous Dawn’s Knights? Or will they be forced to murder random completely innocent…

Leaving the strange, quiet, gross halls of Sielle Manor, our players exit back into the normal world. Will they work together with their rivals to accomplish good deeds, or will their own inability to not…

What’s in the basment forest? A strange portal? More monsters? Friendly faces? Perhaps even the truth, and with it even more questions. Hopefully they don’t just light a basement filled with wood on fire.

Our heroes push further into the nightmarish heart of what was once a proud manor, and attempt to decipher the means needed to access a secret room deep within an old fire pit. Someone is…

Once again. two burly men square off, bulging and scowling. Will Ragna maintain his man-streak, or will Uncle Morty break the chain? No matter what happens, there’s gonna be a lot of unintelligible screaming and…

It’s time for experiments! Time to play with severed fingers, shifting columns of meat, living barriers, and a single page of names.

Our heroes reunite even deeper within the strange confines of the Sielle Manor, and slowly the mystery of it’s previous inhabitants begins to unravel. But what about it’s current guests?

Except for one or two moments of sheer, unrelenting terror, or players have managed to proceed in a mostly calm manner. But what happens when some people are determined to punch dogs in the face,…

Our heroes retreat from the forest into the adjacent rooms, but find they contain more than hints of a dark past. While they may appear to be mundane bedrooms, they each contain something strange. And…

The adventure moves out into the strange forest, a noisey, secretive place of dark pockets and low animal murmurs. How long will the quiet tension hold, before the wild looses it’s dangers on the players?

And so the players meet their new rivals, and rush to complete the job before they can be stopped. Visits from grandma, very large locks, and copious amounts of semi-congealed fat await them in the…

The “heroes” decide to head home and call their vacation off before they destroy another hospital, electing instead to choose another job and head out to meet their employer.

The stonemover is mere feet from a paper-thin hospital filled with mind-controlled, injured innocents who battle our heroes alongside a shadowy assassin who appears invincible! Maybe next time the players will take the day off…

Bringing a semi-king back to life is difficult, as the player’s quickly realize talking to the medic of Mafic Road! The ingredients to nullify the poison are both rare and questionable, and powerful foes stand…

Extended falling sequences, battles with Days of the Week, and dealing with irate ER doctors. Today really isn’t turning out to be a relaxing day off for our heroes.

Our players decide a semi-dead gnome lord is too pressing a problem to ignore any longer, and journey to Mafic Road in search of truth.

No matter how far we come, we’ll never forget our roots. And those roots are shopping. The players need to buy some specialty equipment, and maybe even return to a quiet old building by the…

Our heroes decide their to-do list might be building up little bit. Better take a quick break from proper jobs for a little torture.

The player’s gather at HQ to select their next adventure, but before they can get to work Crim asks them to run a quick errand. What, or maybe who, is waiting for them?

Ragna finishes dealing with an over-zealous Shira in the night, before a new dawn breaks, and our players set out for another day’s labor.

Crispin thinks he can go home and get some sleep, but he’ll soon learn that in Atla the night is for secret magics, debauchery, whispered truths, and quiet adventure.

Finally, the question of the Copperpot family is (mostly) answered, and it’s time for the player’s to return home to their entirely not-threatening homes to rest peacefully for the night.

Our heroes despair, how can they save those changelings left? The problem of children without bodies seems an impossible one, and the players decide to seek counsel from Pal on what to do next.

Before our heroes can reap their reward, they need to act on what they know. Who’s a changeling? Who isn’t? The only sure thing is that once the players make a choice, there’s no going…

Our heroes realize it might not have been the best idea to enter a magically sealed building that’s filled with only fire, monsters and civilians who require rescuing. Can they get out unscathed? Will they…

Amidst the smokey green void that was once a family home, our heroes are faced suddenly with the true danger of this disaster. Can they make it out alive and intact, and still rescue the…

The Coppershine Estate burns under the dusk with the Copperpot family inside. Can the players make it to them safely in time, or will a shadowy figure in the crowd doom them all?

Having narrowly escaped death and paperwork, the team meets to infiltrate the nigh-impregnable home of Derek Murphy. Maybe they’ll find themselves one step closer to the truth, though the fateful hour of the party looms…

The new and improved Dream Team head into the Eye of The Basin. Can they the secrets inside, or will they be destroyed by their own hatred of puzzles? And can Dweezil solve the puzzle…

Our heroes search The Basin for Senjer’s secret lab, but nothing’s ever that simple. No one seems to have heard of “The Eye”, they’re being followed by a mysterious cloaked figure, and Dweezil just can’t…

Our heroes head for The Basin, the darkened shadow of the Lower Bailey. Will even their first moment among it’s folds change them irreparably?

Our heroes decide to go deeper. While one team deals with the Night Machine, the others look deeper into Robespierre’s murder and Lord Copperpots charity. But can so many mysteries be solved at once, and…

While the main group of our heroes decides on their action, Shira and Lee Bronne hear something strange and go investigate. Can they get along for just enough time to search the house?

Bonus One Shot! In this episode, we try out the free-form roleplaying game Everyone Is John, in which the players make up the obsessive myriad personalities of an insane narcoleptic.

Is lighting a building on fire enough? Of course not! There’re far more ways to ruin a home than just fire, let’s have the player’s demonstrate on Ragna’s home!

It’s time to get naked! The players assure me it’s for purely tactical reasons, that it’s all bussiness. What truth may come to light, when it’s all laid bare?

Our heroes decide to go have a “chat” with Lord Copperpot, while the Dream Team heads back to Little Occam, just to make sure everything’s okay. What could possibly go wrong?

Everyone finally meets up and they’re all carrying bodies! Some living, some dead, some maybe soon to be dead? Will heroism win out in the end, or will the players plunge further into the depths…

With the comatose body of Robespierre in tow, four of our heroes head towards HQ. But Lee Bronne and Melody have other plans. Dark plans.

The group splits up, each pursuing a different mystery. The Night Machine, Robespierre’s Death, and the titular Crow’s Nest. What will they find?!

Our remaining heroes awaken groggily to the morning, but the ghosts of the past refuse to disappear. Old questions yield new answers, and with them, new problems.

The players wake from their not-so-peaceful slumber to the next day, but Lee Bronne and Melody continue their hunt  for their elusive and deadly prey.

Our heroes head home, tired after a long day of troubleshooting. But the day isn’t over yet, as Lee Bronne and Sapphire Melody head out into the night, hunting for their rivals.

And so the players have been caught in Jackers trap. Will they make it out? Can they make it out?! Or will they lie trapped in the sub-basement until their peaches and pickles run out?

The players try to end their fight with The Midwife without getting turned to meat chunks. But perhaps it’s not the monster they should fear, but something else entirely!

With a few final questions for Moorchild, and some theorizing as to the nature of the mangrove mystery, our heroes set out to do battle with the terrifying monster that lurks so very close. Can…

Underneath the Coppershine Estate lies a wonderland, but is this a happy place, or does danger lurk just barely under it’s brightly coloured exterior?

Our heroes attempt to corner their prey, and then, it’s time to discover what secrets this house truly holds. What truths will our players learn in the depths of night?