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 heros discover just how pervasive the corruption is.
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.
As the party squares off against their most dangerous foe yet, the intentions of Malfus Reid come to light.
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.
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 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?
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.
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?
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.
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.
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.
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.
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?
The Azorius Maze Runner separates Zenia from the group, and conscripts our remaining heroes to escort the comatose body of Elasia to the Simic Combine for medical attention. Will a full Boros legion be enough to protect them from the dangers of the road?
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 being forced to work for the Boros Legion at the Festival of the Guildpact, our five adventurers find themselves policing petty crimes during the festivities. Things get a little less petty when they uncover a gruesome murder they now have to solve.
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.