The guildoes head into the Undercity to try and track down the center of elicit activities, have a debate on who makes the worst decisions, and do a fight
DND Podcast | Total Party Guild
Welcome to Total Party Guild, your new DND Podcast. Full of neon, adventure, and 80s punk. Listen as Jewel & Stennel level up through the guild, along with frequent team ups with Singer, Gram Orrai, Bee and a variety of other guest guildies.
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DND Podcast Stories
The Westbank Adventurers’ Guild 410 has opened their doors for The Adventures Aptitude Assessment(tm!) Listen as Jewel von Onyx, Stennel & Singer learn to work as a team and prove their worth to the heads of the guild.
Jewel von Onyx, Stennel & Singer – high off their recent entrance into the guild – bite off a little more than they might be able to collectively chew. Listen to our heroes as they travel out of Westbank and into Machair Abbey. They explore the small town, its surroundings and try to uncover the source of the mysterious, miasma-spitting wyverns
Jewel von Onyx & Stennel meet up with Gram Orrai and Maryn, fellow guildies of Westbank. The team follows up on a seemingly escalating request from the north – Hobgoblins are taking over the Sawmill and surrounding area. On top of that, Guild Leader Spurren has requested Jewel step up and take on some PR work. Listen to our Adventurers try to train some Heroes, rescue a couple towns, and uncover the honor among rogues.
Jewel von Onyx, Stennel & Singer are asked to travel across the continent, via portal, to the Neon city of Banthum. Chasing leads on anti-Mindlfayer equipment, the team joins Dimble, a 210 local. They explore the neon, find new gadgets and descend into an abandoned lab. Listen to the longest story arch yet, as our heroes tackle the Neon City.
Jewel von Onyx, Stennel & Bee accept a rescue mission before finding themselves waylaid by jackassery. The group quickly joins the efforts to sweep the undercity clear of the Intellect Devourer menace.
The guildoes negotiate through their encounter with the leader of the Pewter Kings. Bee bluffs, Jewel panics, and Stennel takes the lead to get the group to safety.
The guildoes grapple with the Brain Dog and run further into the basement, down one member. They storm the undercity looking for answers
The guildoes decide to storm a warehouse in hopes of rescuing the random boy that Bee met. Jewel commits to a bit leaving Bee & Stennel in support positions
The Guildoes meet up for their midnight rendez-vous, and guess what – it goes exactly how you would expect a suspicious meeting to go. Jewel, Stennel and Bee follow their “do-gooder” instincts and it leads them off their Grasslands Path.
Jewel & Stennel join forces with Fanboy Bee to travel to the Ghent Grasslands on a rescue mission. Bee talks about not washing his hand after shaking Jewel’s handl, Stennel never bathes, and Jewel is spamming prestidigitation at both of them. Jeremy’s mic had some weird reverb we couldn’t fix, sorry about the echo!
The Guildoes talk Machair Abbey. From the miasma-spewing wyverns & turkey flirting to killer javelin throws and breaking magic items, the crew reveals their feelings and some behind the scenes motivation.
The Guildoes talk Timatone. From Bumbling Barnabus to morality of PR workers. A few revelations and behind the scenes updates.
The Guildoes talk Banthum, Neon Lights, the explosion at Prominence Theater, Druids of Bioluminescence, and the sprawling laboratory. Jeremy reveals some of the missed secrets, Vanessa explores Jewel’s background and Sean reaffirms his hatred of Kua-toa.
Big Banthum is over. It’s Done! The guildies finally see the sights, commission some new gear and bid farewell to their new friends.