It's a play on the song by...never mind. Johnny has a chance to get gritty. The party makes a deal, and learns a bit about each other in the process. Just kidding, they learn about that necklace Johnny's trapped in. Everybody levels up off-mic, and proceed to the next layer below Diddly's Inn.
Everybody's trapped in a room that's filling up with water! Johnny blows. Benadyl talks about his moving past. Sophie goes a little 'Castaway'. Emen dunks a Mason-ball.
So named because almost everyone makes mistakes during the fight, resulting in hilarity! We review the treasure from the previous fight, Johnny unknowingly makes a bad choice, and Emen knowingly makes a very bad choice.
DM Matthew has a history chip on his shoulder. Sophie tries to attract Korean sponsorship. Johnny goes Kenobi for an encounter. Emen is frustrated by shadow-boxing. Benadyl shows no mercy. And everyone learns a little more about what is going on beneath Diddly's Inn.
The podcast gets topical! The party finds a better way to make decisions? DM Matthew proves he can inject color into the world. The party learns a bit more about what is going on at Diddly's Inn, and the conspiracy (literally) deepens.
Johnny gets on top of things, for once. Sophie reminds everyone why they should be in her good graces. Emen looks out for the vulnerable. Benadyl leads from the rear. And Mason is there, too! Look for a brief cameo from our cutest friend, the owlbear.
The party tries subterfuge, sans subter. There is comedy in this episode for everyone! Lengthy insults are exchanged in the blitz of combat for Moms and/or Dads; there's tart-based humor for the kids; the physical comedy your grandparents will like; and even Fido and Mittens can appreciate a joke about evacuation primacy. That's why this podcast is rated 'E' for Everyone (who is allowed to listen to Explicit podcasts).
Everybody attains level two, and won't stop talking about it. Robin hires the party to save Hobb and bring Karrell to justice--though Benadyl and Emen Neme might define justice a mite differently. Karrell has made some changes back at Diddly's Inn, and Johnny Skald is just the guy to make some new friends.
Robin's rescue continues! Johnny Skald's spell-management app is officially banned. Our heroes bravely challenge a tree, then bravelier retreat. Actual tactics are employed in combat! Well, kinda.
The nature (heh) of Robin's kidnappers is revealed. The party breaks down into plant-based puns; and is forced to do geometry during a fight. Keep a sharp ear out for a cameo from Jigglypuff!
In which the pinto-riding arsonist's identity is...not revealed, exactly... Fortunately, the DM has created a host of new and exciting people for the party to ignore. Still, one of them kinda has a Scottish accent. Kinda.
Johnny irons out some wrinkles with his family; and we finally get out of Fluschweitz after the pinto-favoring arsonist. Giant wolf spiders attack. Die-hard fans note: this episode was almost called "Family, Lycosidae".
Our Heroes wrap up loose ends from the warehouse, and prepare to follow the mysterious arsonist out into the greater world. One of the party receives a surprise visit. Will drama ensue? Yes, if the DM has anything to say about it...
This is a beautiful map of the Midigean Coast, as well as a handy guide to its deities. You may find it helpful when listening to Episode 8.
DM Matthew and some of the gang answer questions you didn't know you had about the campaign setting. We know you didn't know you had questions, because nobody submitted any. We powered through on our own, though.
Here is the symbol Our Heroes found embroidered on the dead woman's clothes in the "garderobe", as Br. Benadyl tactfully put it.
The gang learns a little more about Karsten's operation; and a lot about each other. They discover a mysterious symbol. The rest of the world starts to catch up with their antics, and soon they'll be forced to explain.
Whomever is in that warehouse can expect more of the same for Round 2! The party delves deeper into the warehouse, and into what exactly is going on there.
Finally, the party arrives at the warehouse, and even start to figure this combat thing out. Lessons are learned about the fragility of first-level adventurers, then discarded for a barn burner of a final conflict.
Our heroes capture, coerce, and rechristen a member of the defeated pressgang. They finally get down to the warehouse, then decide to go off the rails. DM Matthew recovers--though not quickly enough for the party to sneak off with something he'd rather they didn't have...
The party selects a hireling, and head down to the docks. There is a little trouble with the map, then much more trouble with a group of pressgangers. Plenty of ones are rolled: sometimes, first blood is the worst blood.
The party gets new duds for their interview with the Sanguine Paw. After the meeting, they decide to go recruiting. They also struggle with their greatest enemy to date: audio quality.