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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.
- Small, possibly insignificant tips and advice into the world. Topics range from tech, podcasts, cooking, sports, to commuting and more. No tip is too small, all are helpful to someone (hopefully), it just might not be you that day.
- 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.