Episode 06: Tiefling & the Sea (Wyverns & The Wake)
Jewel Von Onyx, Stennel & Singer plot their attack. Singer unknowingly makes an unusual friend. The group sets sail in a rowboat in a storm, and fight a couple of Wyverns in the lighthouse
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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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.
Party On!
Jewel Von Onyx, Stennel & Singer plot their attack. Singer unknowingly makes an unusual friend. The group sets sail in a rowboat in a storm, and fight a couple of Wyverns in the lighthouse
Jewel Von Onyx, Stennel Bjornson & Singer, fresh off their acceptance into the guild have decided to pop on down to the southern beach town of Machair Abbey for a little bit of Wyvern Wrasslin. The level 3, Silver ranked rookies arrive to find a tiny town with a bunch of strange folks.
Bonus Ep! The Gang dissects their Adventurer Aptitude Assessment and the resulting chaos. DM Jeremy reveals some of his secrets, but keeps others “for later use”
Jewel, Singer & Stennel’s test dungeon has been interrupted by mining kobolds. With the test proctor in peril, and the faux hostages locked up with real chains, they have no choice but to fight a non-moderated threat.
Part 3 The Adventurer’s Aptitude Assessment continues! The group finds out that sometimes you gotta test all your senses. They also make their way to the final room: The forge.
Part 2 of the Adventurer’s Aptitude Assessment has Jewel, Singer and Stennel finally reach the room with the fake ads, meet some kind of monstrosity, continue looking for the McGuffin and learning some valuable lessons about teamwork.
The very beginning of this D&D adventure. In this episode Jewel von Onyx, Stennel Bjornsen and Singer interview for their admittance to the guild. Learn a bit about the Heroes of Story Arch 1.
Adventurer’s Guild 410 has opened their renowned doors for the heroic to test their skills. The Guild’s multi-tiered Adventurer Aptitude Assessment(tm) thrusts the adventurers into a simulation of realistic dungeon encounters, moderated by the existing members of the guild.
Listen to Jewel von Onyx, Singer and Stennel Bjornson navigate the faux dungeon, hunt for the McGuffins and rescue the ever-enthusiastic hostages.
Listen to Total Party Guild, a Retrowave inspired, modular, Live-play, 5th edition Dungeons and Dragons Podcast. Total Party Guild is centered around the Adventurer’s Guild, or Adventurers Local 410, and the exploits of their members on the continent of Orosa.
TPG merges the standard medieval setting you expect in D&D campaigns with high magic creating the aesthetics of the Retrowave genre.
Each story arch is run by alternating DMs, allowing for different groups of adventurers to tackle each escapade. Find out more at totalpartyguild.com or find us on your favorite Podcast Platform February 2020