StabbyQuest is a story-focused, actual-play tabletop roleplaying game podcast. A ram's head necklace. A spool of thread. A long-dead legend. How are they connected, and what does their arrival mean for Sandpoint, nay, for Golarion? Find out, in StabbyQuest!
The StabbyQuest podcast is a serial tabletop roleplaying game campaign, that began with published content but quickly grew into an original story set in an existing world.
Our heroes set out to investigate a mining operation gone wrong in their first of many adventures! It can't get more awkward than this, right?
...right?
The StabbyQuest podcast is a serial tabletop roleplaying game campaign, that began with published content but quickly grew into an original story set in an existing world.
Our heroes have encountered a Glittery Golem! Queue the disco, baby.
The party gets their first taste of spider-murder, including all of the sticky that comes with that.
But will they succeed in getting the Dwarven surveyors out of the mine? FIND OUT... in this week's StabbyQuest!
Who doesn't love time travel?!
We head back in time to the party's first night in Sandpoint! Spend the evening following Kallis and Sarowyn, as they set out on two solo adventures.
Join us for our first StabbyQuest Double Feature!
Sarowyn joins the party!
The guys get some new friends and (maybe) make some new enemies. In the usual fashion, they get more questions than answers.
The gang continues to help Sarowyn investigate the new ship in Sandpoint harbor, along with their unexpected "guide".
Can Taat recover from landing on his back at the bottom of the stairs? Will Sarowyn find what she's looking for? Will Kallis' wariness about their new Dwarf companion prove true?
FIND OUT... in StabbyQuest Episode 5: An Unsettling Discovery!
DETECT EVIL! DETECT EVIL!
The gang has discovered something (potentially) awful. Time to make their escape!
Looks like the gang made a clean getaway!
But who are the Divers? And what's the story with that gross "dead" dude and his gaudy necklace?
FIND OUT! (maybe) in An Unsettling Discovery, part 3!
The gang decides to help the Sheriff instead of looking for the Wizard, and heads back into the Sandpoint gold mine to see what new residents chased the Dwarf Brothers out.
The new denizens of the old gold mine are slowly dying, thanks to the efforts of the gang! They continue pursuing the Weird Little Humanoid, collecting sentimental relics of the dead along the way.
Who, or what, is this humanoid creature? You know Tartarus wants to kill it. Will he succeed? This episode gets... trippy!
On the doorstep of the Weird Little Humanoid's lair, the gang is sure they have their target cornered!
Will they get their mark? Will they clear out the gold mine once and for all?
...and what in the world is happening to Tartarus?
Welp, the Weird Little Humanoid escaped. A-gain.
But the reality-shifting, hallucinogenic antics and the chase continue!
And also some grave robbery! Which our heroes seem to be ... doing a lot!
Find out what other questionably moral activities the gang gets themselves into in Episode 11!
The gang continues the fight with the Weird Little Humanoid and his Buddy, but it's not going so well...
Also this episode name is full of spoilers.
Happy Labor Day!
Our heroes finally tracked down the Weird Little Humanoid!
His Buddy has escaped though, but after a night of rest and some deliberation, the group decides to leave Buddy its musings and find Aluin Menard, the wizard-friend of the Divers.
Join us as our heroes tromp into Tickwood. It's sure to be a bloody good time!
After finding a path into Tickwood, the gang discovered a group of nasty little creatures reveling in a grotesque ceremony.
Will they try to make contact with the curmudgeonly group? Tune in to find out!
The gang finally makes it to Aluin Menard's manor, only to find out there's more than one thing amiss...
Since the dawn of time, Parties have encountered obstacles. But there's always one obstacle that stands out in every PC's mind: the one where they decided the best way to overcome it was to split up.
There's a reason that decision is a trope; it is, invariably, a terrible idea.
The gang- in two groups- continues to search Aluin's Manor for a key. Kallis and Tartarus continue to attempt a forceful entry of the study, while Sarowyn, Taat, and Pubby split up (again) to hasten their search.
The trio discovers another possible link to the ship in Sandpoint Harbor, and things get a little bit... sticky.
Aluin's study, now unlocked, has provided little more than questions for the gang. But gaining access to Aluin has revealed one thing: the link between Aluin's old apprentice and the fellow they found at the bottom of the ship in Sandpoint Harbor is only getting stronger.
The gang continues trying to unfold just what the hell is going on in the manor while they get a lesson in Time Travel from Aluin.
Aluin still hasn't recovered from his experience, but he does have a theory, and a lead, for the gang to find his old apprentice...
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