A Talk of Opportunity is a podcast reminiscent of a fireside chat, where two schmucks named Jose and Andrew discuss various topics related or adjacent to Dungeons and Dragons, while in the background their respective girlfriends despair over their poor life choices
In this episode of "A Talk of Opportunity," Andrew and Jose dive into the mystical world of Elden Ring to create the ultimate "waifu tier list." With their signature mix of humor and hot takes, they rank everyone from the regal to the bizarre, all while trying to figure out what exactly qualifies someone as a top-tier Elden Ring waifu. Expect laughs, questionable choices, and maybe a few heated debates as they break down their favorites from FromSoftware’s latest masterpiece!
Freedom. Duty. Honor. Peace. These are the pillars of civilization that our founder, John Creighton Harrison, bravely sacrificed his life for over six centuries ago. And yet, there are those in the Diaspora that would put an end to that, who see us for our freedoms and wish them gone. And so, we fight! Not for conquest, but for liberty! Fight against those that gave their lives to persecution and evil, and do it with Harrison Armory. Enlist now, and find your purposes amongst the bravest men and women humanity has to offer, and spread freedom to the Diaspora wherever the flag of Ras Shamra is planted. Let them know that Harrison Armory will light the way to a better tomorrow!
In this episode of A Talk of Opportunity, we’re gathered once more around the Monster Manual with our resident monster expert to discuss the hideous Fomorian. We’ll dive into how in 5e lore they are a cursed giant that decided to mess with the wrong people in the Feywild, and were sent screaming with their tails between their legs into the Underdark. And then we’ll discuss the real world mythology, and how it’s apparently all tied to a weird Irish myth, that involves a glass tower or something? And then the myth just kind of…ends? I don’t know, look I just work here man.
In this episode of A Talk of Opportunity, we're diving into the vastness of space with a tier list of The Expanse book series! Join us for a relaxed, humorous chat as we rank each book in the series, discussing our favorite moments, characters, and what makes each installment stand out. Whether you're a Beltalowda or just starting your journey through the stars, we’ve got you covered with laughs and insights. Grab your coffee, sit back, and let’s explore The Expanse together!
In this patriotic episode of A Talk of Opportunity, the DM Duo dive into the surprisingly rich and in depth history of the final manufacturer for Lancer, Harrison Armory. From the founding of their homeworld of Ras Shamra to their (unfortunate for us) rescue by the Second Committee, they discuss how such a nascent company became one of the most prominent figures in the year 5160. They’ll also talk briefly about the Interest Wars and what happens when you mess with powers obviously greater than yourself. So tune in to the first part of a mini series about the military-industrial complex that is Harrison Armory!
Jose and Andrew are joined by Heather, a myth buff, to chat about Lamia and Nagas. We’ll unravel the historical legends of these snake-like creatures and see how they slither their way into the Dungeons & Dragons Monster Manual. From ancient myths to tabletop battles, we'll cover it all with plenty of laughs and insights. Tune in for a snaky good time filled with myths, monsters, and mayhem!
In this episode of "A Talk of Opportunity," Jose and Andrew delve into the eerie and captivating world of "Death in Space," a thrilling tabletop RPG. They explore the unique character classes that players can embody, from rugged engineers to mysterious mystics. Discover how these roles interact in the harsh environment of deep space, the strategies for survival, and the rich storytelling potential they offer. Whether you're a seasoned RPG player or new to the genre, this episode promises a deep dive into the dark, expansive universe of "Death in Space."
Jose and Andrew wrap up on their discussion about the more, uh, eclectic frames in Lancer with HORUS. From the actual walking gun that is Pegasus to the literally revolutionary Kobold, they go over interesting lore tidbits and roughly where these frames sit in the party dynamic. All of that to say is what they would be talking about, if they weren’t sent screaming through time because of the Lich, crashing through their own chronology, careening ever closer to sweet oblivion but unfortunately like the parallel line is only meant to see and not become what it gravitates toward.
….
Alright we’ll see you on the next episode!
Our DM Duo are two birds of a feather, and alongside Heather, they discuss a monster that’s bigger than any creature altogether: the mighty Roc.
Unlike the other birds of myth, the generally southeast Asian roc has one thing over them all. Its big.
I don’t think you realize how big it is. It’s, like, really big.
….no seriously it’s fucking huge.
With a feather that can double as a palm frond fan and a wingspan that could be miles long, our hosts have no choice but to gaze in absolute awe as it effortlessly picks up an elephant for its evening meal, and are thankful for their smallness. After barely escaping meters long talons, they then discuss how to better use the roc in their games, going so far as to say that its mere presence can affect the weather around it. But in the end of the day, they’re just really happy that it’s a big bird.
Join Jose and Andrew on this episode as they overview the captivating world of Avatar Legends, a tabletop RPG that seems crafted for a younger demographic but has mechanics that we have been looking for with more depth than most popular RPGs out there! Tune in to discover why this game has piqued their interest, steering away from the conventions of classic RPGs. In a casual and engaging chat, the duo explores the unique storytelling and mechanics that set Avatar Legends apart. Whether you're a seasoned RPG enthusiast or new to the tabletop scene. Get ready for laughter, anecdotes, and a glimpse into the evolving landscape of tabletop RPGs!
A Talk of Opportunity is back for a new season and we kick things off with a two parter of hackers and horrors with the most enigmatic of the Lancer manufacturers, HORUS! A clandestine group using bleeding edge tech, or just a bunch of goofs with memes? How do I get Goblins to stop hacking all my equipment? What in the hell is wrong with the Gorgons face? And how to I escape the CASTIGATION OF THE ENEMY OF THE GODHEAD (spoiler alert: you can’t).
On this winter wonderland whiplash of an episode, the DM duo is joined once again by resident mythos expert Heather as they delve into the history of both the redcaps and Frostmaidens. Cozy on up with a hot mug of spiced cider as they tell of the tale of the redcaps, a jovial little mischievous creature that can often bring good luck to those around it, or be bathed in the blood of its enemies if you forget its porridge. Better stay away from those ruins, especially if you hear the sound of iron boots! Haha!
And then Jose and Andrew delight in the stories of Perchta, the snow maiden that brings a silver coin for good little girls and boys, and disembowels the bad ones and stuff their now discarded entrails with rocks of straw. Better clean those houses and spin that flax, young man, lest ye be gutted like a common carp!
Alright have a Happy Holidays everyone!
Welcome to an exciting cosmic journey on A Talk of Opportunity! Join us as Jose and Andrew dive headfirst into the captivating world of the Death In Space tabletop RPG. In this episode, Jose finally does his research (somewhat lacking) and attempts to educate Andrew on a TTRPG that seemingly is perfect for him as we peer back at the layers of dread, death, and cosmic horrors that Death In Space brings to life!
Smith-Shimano.
It’s more than a name, it’s a signifier of bleeding-edge technology in a luxurious case. Whether it be cybernetic prosthetics that your body will never reject, to hard suits that feel like a second skin, SSC is absolutely dedicated to making you feel like you’re in the upper echelon of humanity.
Because you are.
And life could be a dream under the Smith-Shimano banner. Just a couple drops of blood, a strand or two of hair, and you’ll be swept away to a life of decadence.
And for those of you that bravely defend our lives, we offer only the best arsenal for your chassis. Why settle for the rabble when you can get only the best.
Gandiva missiles, now with smart and seeking technology, exclusive to our Bella Ciao line.
A Slipstream Module that allows you to preserve your own life, and that of your frame.
The Cloudscout TacSim, leading the charge of prophetic tactical hardware.
And the Metalmark, now with a leather interior.
You contain perfection and we know it. We present: You, by Smith Shimano.
We once again dive into the pages of the Monster Manual as we learn the real-world history of some of D&D's most famous monsters and sacre bleu were we in for a surprise! We kick things off with the (outwardly) horrifying Rakshasa, a little history from it, and how we can use the rich lore therein to spice up an already intimidating stat block. Then we start digging into the flail snail, but we dug too deep and too greedily, as we soon discover that this dopey but bejeweled creature is actually based on something far more terrifying. Can snails be scary? I guess so!
In this episode of A Talk of Opportunity, the DM Duo discusses the varied roles of Cyberpunk Red. They’ll tear the city down as Rockerboys, and destroy all the infrastructure of Netrunners. Then they’ll meet for a 9:15 meeting that could have been an email as the Executive, and then give a totally factually and balanced news report as the Media that doesn’t in any way serve solely to further their careers. At all.
Once they’ve decided that actual power comes from social constructs and not from physical attributes, they then discuss session highlights.
We know that even in a post-Union humanity, it’s a dangerous galaxy out there. Which is why we at IPS-N provide a plethora of mechanized chassis frames to help with all your anti-piracy needs. Beyond the heroics of the fantastic Nelson (which by the way, have we mentioned that we’re solely licensing for the Albatross?), you’ll grab their attention with the Blackbeard, and really nail them to the wall with the Vlad. And while you can fire from the hip with the Raleigh, you can always count on the Lancaster for support. And when you have to handle those tricky hostage situations, there’s always the Caliban! IPS-N: Your friend in unfriendly waters.
ENGAGING PILOT PROTOCOL WELCOME, LANCER 15,000 years into the future, a very excited and caffeinated Andrew shows Jose all of the horrors humanity had and has yet to endure in Lancer, the tactical TTRPG with big mechs and even bigger rules for combat. A brief overview followed by an even briefer explanation of the lore and Jose’s already ready to sign his life away to the Harrison Armory and lay siege to some sorry schmuck in an inferior mech. Do you like big robots? Of course, you do! Strap in pilot!
Warm up your sake and make sure you got a pocketful of (preferably uncooked but I can’t tell you what to do) beans, because in this episode the gang is talking about Onis! They’ll discuss the stat block provided by Wizards of the Coast, summarily agree that it is indeed a very good stat block, and then dig into the lore of the real-life Oni. From the odd friendship of the red and blue oni, to legends of sapping their strength through drink, A Talk of Opportunity gives you a brief glimpse of this fearsome yokai, and ways to use them in your game. After that, they then discuss their Mega Board Game Mega Weekend, their thoughts on their favorite board games, and discuss some previous session highlights as well as the premiere of Season 2 of Rime of the Frostmaiden
In this hopping mad episode, Jose and Andrew are once again joined by their local monster expert Heather as they explore the monstrous origins of the Jiangshi and harpy. Recoil in terror, as they learn the moonlight, can reanimate the dead! Be amazed as they learn that harpies were once the messengers of the gods! Be perplexed as Jose derails the whole conversation to discuss counting rice! Be confused when you find out that the Jiangshi’s primal weaknesses are pieces of wood and a fruit! All of this and more (actually that kinda covers it, you’re good for the next episode)!
In this intergalactic episode, Jose and Andrew double-check the fuel pellets and make sure the air recycler filters have been thoroughly scrubbed as they take one last trip across The Expanse (which was totally the reason why they had such a long hiatus in episodes, I promise). After going over some basic tertiary questions of the overall themes and narratives, they then get elbow-deep in spoiler territory, so listeners beware.
But not before long they find themselves in a strange system, having to navigate political channels to avoid an all-out galactic war as they discuss the immense board game experience of Twilight Imperium.
In this spine-whipping episode, the DM Duo is joined by a very special guest as they discuss some of the real-world myths that inspired monsters within the Monster Manual. They’ll learn that banshees, although spooky and ominous, are really only guilty of just doing their jobs and that if you see one it might not spell doom exactly for you, and even doom at all. They also learn a fundamental rule of banshees: If you see a comb, just leave it alone.Then all three discuss a monster that came straight out of a Hellripper album: the beheaded Dullahan. Already a formidable foe in terms of stats, the chilling and ancient history of this hellish horseman adds a much-needed spice to the disappointingly bland lore provided in the MM. From evil fertility gods to basins of blinding blood, these fiends ride on hooves of vengeance to carry out their…is that a spine? AAAAAAAARRRRGHHH!
Deep in the dark heart of the Chult jungles, Jose and Andrew finally discover the lost ruins of I’jin. Amidst this decaying structure, the vines entwine the stones as though nature itself has seen to it to keep its contents constrained. But the tenacious nature of Men wins out, and soon they find a tome of forbidden knowledge. Upon reciting the ancient text and chanting the infernal incantation: “LAVAS SUS MANOS” They are transported to a place of unspeakable horrors… 1930s New England. Here they are now victims and soon to be the prey of THE horror TTRPG, Call of Cthulhu. Jose scrambles to share what he has learned with his compatriot, from character creation to sanity checks, but it’s too late, a voice from beyond the corporeal realm beckons Andrew, alluring him to horrors that go further back into historical fiction. The downward spiral has already taken them, will they survive learning this great and terrible cosmic truth?
In this active but not quite heroic episode, the DMs return as the prophecies foretold to talk about what happens when your character has a couple of gold burning in their pockets and wants to paint the town, and they discuss Downtime activities. First, they discuss how they feel about downtime and how it can help create a more lived-in and grounded world, and then they get into the details themselves. After handling the rather basic activities in the Player’s Handbook, they get into the more detailed one in the Dungeon Masters Guide, and the ideas really start flying. Then after discussing the fun stuff, they get into the sticky business of news and the rumors of an open game license business.
In this episode, we travel through one-third gravity as we trudge through the icy halls of Ganymede when we discuss Caliban’s War (and not Cibola Burns). Having trained in the Martian Marine Corp we now have focused our sights on the discussions instead of rambling on like a burnt-out detective with a death wish. Join us as we navigate the murky politics of the future UN, the traumas suffered by our heroes and heroines, and how at the end of the day, man wasn’t it cool when Bobbie single-handedly took that ship back that Andrew can’t pronounce?
In this interstellar episode, strap into your crash couches and prepare to get the juice because Jose and Andrew will begin their months (yes: months, dear listeners) voyage through the Expanse series, starting at the beginning with Leviathan Wakes. They’ll discuss the context regarding the Inner Planets and the OPA, the complex nature of our dual protagonists, and then spend I'm not kidding you folks two and a half hours going over the entire book, leaving those discussion questions in the burn of their propulsion drives. There are thrills, there are chills, and a little bit of (manly) tears and they map a course through one of the most popular modern-day science fiction masterpieces. Spoilers ahead, don’t say we didn’t warn you!
In this bone chilling episode, Jose and Andrew grab their shovels and leave their morals back at the workshop when they go to the graveyard to dig up some info on one of the more common enemy types, the undead! But instead of dealing with just zombies and skeletons they discuss something with a bit more meat on the bones, and get into some interesting picks from across all of 5th edition. From Dullahans that will leave your head spinning (or should I say, rolling!) to Nechricors that are blood curdling, tune in and get zombified as they talk about things that go bump in the night!
In this horizon-expanding episode, Jose and Andrew discuss something that actually isn’t D&D. First they clip playing cards to the spokes of the bikes and meander down the train tracks to find a dead body, and maybe learn what friendship is along the way, while they talk about the lovable low crunch game Kids on Bikes. And now with the cute stuff out of the way, Andrew introduces his latest obsession. They travel to the far-flung future, fumble the neural handshake and, unlike Shinji, get in the big robot and discuss the gritty combat-heavy mech RPG, Lancer. Then Jose pulls the coup de grace and reveals an RPG so in-depth that it takes 10+ books of required reading for the GM, Dune: Adventure in the Imperium. From character creation to character assassination, generating house legacy and rivalries, they discuss a game that…honestly sounds really intriguing. All of this, and more (not really) in this episode!
Double double, toil and trouble, fire burn, and cauldron bubble! Something wicked this way comes as the guys kick off Spooky Season a little early talking about a classic monster, the hag! They talk about their place in the Feywild, gossip included, before going into their stats and discussing how best to use them. From the creepy green hag to the horrible night hag, from the tough-as-nails Annis hag to the nightmare fuel Bheur hag. Don’t let your guard down, lest ye find yourselves in a cauldron of your own making!
Extra extra, read—or uh, listen to all about it! This episode is hot off the press as our boys reel off some information they don't know about and speculate on things with only the barest amount of data. Then they strike while the iron is cold and talk about the Unearthed Arcana regarding the new One D&D playtest material. Is this material an outrage or a sensation? Would you be surprised that it’s kind of somewhere in the middle? Stay tuned in this news breaking episode to find out!
In this episode of a Talk of Opportunity, the DM duo keeps their eyes and ears open to look for and listen to some of the monsters in the Monster Manual that think they deserve as much attention as the rest. They’ll go through the Underdark, the Elemental Planes, and even to the Heavens in search of these underdog baddies, all in the hopes that maybe in the next campaign or so they might get their time in the spotlight.
On this classist episode of A Talk of Opportunity, the DMs discuss what kind of adventures they would make and run if the group decided (for some reason, maybe a prank) to play as one class exclusively. The discussion almost immediately falls off the rails as it’s soon discovered that one of them had the crazy idea to come up with adventures that use “fun”, a completely foreign concept to Andrew. However, in this mental exercise in which they definitely pull a brain muscle, some good ideas actually do see the light of day, and even one gets created right before the listeners eyes…I mean ears, you know what I mean.
In this episode, prepare to shovel some coal and dust off those weird wood whistle things that kind of sounds like a train, because the DM duo is talking about Railroading! They’ll discuss first what railroading means, and then talk about some personal encounters they’ve had with a pretty egregious example. Then they dissect how railroading isn’t necessarily bad, almost like a necessary evil, and better ways to hide the rails from your players, while also respecting them, and even perhaps making your game better for it.
Hey everyone, it's Andrew. Just wanted to let you know this episode is gonna be a bit of a slow one because Jose and I had a rough couple of weeks so we’re just going to ramble about board games a bit, talk about some genres and share some tales. There’s some laughs and memories, but it’s a chiller episode than most so make sure to put on something comfy, and play this while you’re grinding in your favorite game or working on your arts and crafts or what have you. Keep on gaming, and stay safe out there.
In this episode, our intrepid explorers finally reach the haven of Absalom Station, where they mingle with the intelligent life there. Wowed by androids and Kasathas, wooed by Lashunta, and intimidated by Shirren and Vesk. And the humans were there too, I guess. But afterwards they briefly go over the different classes and possibilities that await them, from the gentle Mystic to the brute Soldier, from the sly Operative to the genius Mechanic. But suddenly, Andrew is horrified to find that space radiation has transmogrified his co-pilot Jose into a cheek-pouched rat person known as an Ysoki…
In this episode, the DM duo strap in and gear up as they boldly go to where no DM has gone before…because there are no DMs in space, only GMs. As they break the atmosphere en route to Starfinder, they talk of what to expect going in, how some things change and how it differs from 5E, but also excited about the possibilities. It seems like their mission is indeed a giant leap for them. After they land on an exotic and alien planet, they soon succumb to space madness as they start talking about how magic isn’t as important as guns, and honestly spend a little too long freaking out over spaceships. But not before warning the dear listener that the cold depths of space isn’t something to be afraid of, but is instead a new (nay, some say final) frontier of TTRPGs. But fear not intrepid adventurers, for these two chart a new voyage as they plan to talk of characters and races in Starfinder!
In this episode of A Talk of Opportunity, we look back through the years and discuss what we as DM have learned in what feels like a too-brief tenure. We discuss recognizing trouble (from within and without) before it comes to fruition, how to truly enhance your campaign in a way that makes it unique to your table, and that sometimes the best way to solve a problem or encounter is to just throw it at the wall and see what sticks. We then cast off the shores of Saltmarsh as we discuss the side story of our scurvy knaves and all the shanty-induced shenanigans within.
In this episode, the DM Duo checks some applications and follows up on some references as they go over backgrounds in the PHB. They discuss how backgrounds can be used to help new players flesh out a fresh character, how dungeon masters can use them to breathe more life into a setting, and how an odd pairing can make for a good story. Then they talk about all the exciting developments heading their way for 5e, including but not limited to WE’RE FINALLY GETTING SPELLJAMMER AFTER 33 FREAKING YEARS
In this episode, we throw the script out because we just roll with the punches as we discuss what it means to go off script in D&D. We’ll talk about the moments where we thought we knew better than people that write these things for a living and make our own campaign decisions to horrific results, and also about where we had to fumble through our notes because one of the players actually wanted more detail in something that we didn’t prepare for. We also talk about how going off script isn’t a threat for a DM, it’s a promise, and how there’s nothing wrong with it and indeed you should always be ready for it.
On this episode of Talk of Opportunity, the DM Duo brings us another deep dive discussion when they dig into the lore of Hags! They’ll talk about… ….I’m sorry what? Dune? No, I thought we were done with that… Oh that’s right, the movie, yeah… …yeah no that’s fine, we can talk about the movie…. No it’s cool…I just, you know, wanted to talk about…it’s fine yeah we can compare the movie to the book, sure. Alright, change of plans folks! Heather’s going to join those two one last time to compare Frank Herbert’s Dune to the Denis Villaneuve vehicle, and discuss why despite the severe lack of nearly naked Sting, it might actually be a good film.
It’s back to Dungeons and Dragons as the DM’s doff their stillsuits and don their Groucho Marx masks when they talk about a character played by “that one guy” or another: the joke character. They discuss the pratfalls and faux pas of running one in a campaign, the woes of how it “seemed like a good idea at the time”, and discuss how some things are honestly just best left on the cutting room floor. But then the laughter dies, the music fades, and as the curtains draw to a close they begin to discuss what exactly is comedy in D&D, and how does it really take away from a character, or indeed is it just another stripe of their personality? In a world in constant peril, is a little levity too much to give? Find out all this and more in this episode of A Talk of Opportunity
A Talk of Opportunity draws to a close it’s segment on Dune with this final part. They talk of the fall of the House Harkonnen, how Paul Muad’dib exposes every dirty secret of the universe, and what the future may hold for the Fremen. Their consciousness finally relieved of the prescient visions, they leave this planet of heat and deserts, to return to a land of ice and darkness, following session highlights of Rime of the Frostmaiden. As such, they may yet return to Arrakis, but for now they wait to see what awaits them on the Sword Coast.
With their prescient abilities unlocked fully by the Waters of Life, A Talk of Opportunity gets a further glimpse into the present-future of Paul Usul Muad’dib Atreides as he tragically goes crashing towards jihad destiny. They discuss the Missionari Protectiva and how religious manipulation might in fact be a bad thing (big if true), the intricacies of Fremen culture, and the ramifications of what happens when you go through the most intense Bene Gesserit ritual when you’re pregnant. Join us for all this and more as we go further into Dune!
Everything set up before comes to fruition in this episode, as we discuss the tragic events that led to the fall of House Atreides. The events that unfold, as Paul struggles against his budding powers and his lineage, as Thufir recognizes the untapped potential of Fremen guerilla fighters, and as we explore the less savory aspects of the already debauched Baron Harkonnen. All this and more are discussed in the second part of our journey through Dune!
In the season premiere of A Talk of Opportunity, the boys are joined by none other than Heather to help guide them through the treacherous landscape of Arrakis. Observe as they poorly don their stillsuits and gag at the thought of drinking reclaimed moisture as they talk about the first chunk of the Frank Herbert’s sci-fi classic Dune. Keep that Crysknife in its sheath, as there’s more spicy goodness on the horizon!
As they wrap up the season finale, Jose and Andrew finally see a light at the end of the tunnel. But first they must pass through the phantasm plague town of Mordent, before social distancing their way through the plague filled streets of Richemulot, where they interrupt a courthouse drama concerning rats. After taking a brief detour through the almost too good to be true because it is variety of Tepest, in which they respectfully decline the celebrations and local festivities, they hunt for the most dangerous game (no, not Shadowrun) in the humid jungles of Valachan. They discuss what’s in store for the future of the podcast, and then finally traverse through the fogs, surely to never return to any of these vicious hellscapes
More than halfway through their journey into the Shadowfell, but it looks like there’s no light at the end of the tunnel for Andrew and Jose. They sleepwalk through the dreaming city of unknown I’Cath (being sure to avoid the tooth golem all the while), and find themselves in a sibling rivalry for the ages in Kalakeri. After making the royal siblings apologize (like you mean it) they then find themselves in a jaunty town that’s a little too perfect, with a charismatic man with a fiddle that for some reason always has an excuse to not show up during a full moon. Then they hike the mountain trails of Lamordia and witness how for all its mechanical grandeur, it honestly just seems to be missing something. Join us as we explore the darker parts of Faerun, leading up to our season finale!
The mists of Ravenloft have finally released your favorite DMs from their unending torture, and back with more information regarding the Shadowfell! After braving the dread domain known as Chicago, Jose discusses with Andrew about the social faux pas of Dementlieu, before getting knee deep in the bloody trenches of Falkovnia. They take a bit of a sun bathing break in Har’Akir, the land of sand and song, but then bring their hazmat suits and Geiger counters into the magical wastelands of Hazlan. 3.6 Roentgens, not good, not terrible….
Grab your spirit boards and your poorly lit oil lanterns, because A Talk of Opportunity dives deep into the Shadowfell! A realm of horror and darkness, Jose and Andrew discuss it’s cataclysmic origins, and how it houses some of the most twisted souls in Faerun. From the classic gothic horror of Barovia, to the eldritch horrors of Bluetspur, they wander the mists of Ravenloft in the first of their four parts season finale.
In this transient episode, Jose and Andrew dive into the deep Ethereal to discuss the planes of existence. They marvel at the resplendence of the Feywild, fall deep into the Plane of Air, have a grounded discussion over the Plane of Earth, get flared up over the Plane of Fire, and dip their toes in the Plane of Water and so much more. Once they’re back home in terra firma, they then discuss session highlights, and how they might have found a little warmth in the brutal cold of Icewind Dale
In this bellyaching episode the DM Duo whine about warlocks, get flustered over fetch quests, show vitriol at vagueness, and get sour about source material as they discuss the many petty things they don’t like about 5th edition. Once they’re done kicking and screaming about the incredibly small details that honestly don’t do anything to diminish a past time that has taken over their lives, they then go over the things they do like about 5th edition in the form of session highlights. Then they briefly touch on some upcoming materials from Wizards of the Coast, including a horror setting not mentioned in Van Richten’s…college!
In this war torn episode, Andrew walks the battlements, observing to a nearby FNG that he loves the smell of Alchemist Fire in the morning and that today is a good day to die. Meanwhile, Jose is deep in the archives, furiously scribbling scrolls for a spell to summon the dogs of war with others of scribes, hoping to whatever god they worship the paladin was able to get the proper funding to better defend against the enemy army that matches on their door. Somewhere a bard plays “Fortunate Son”. We’re talking about large-scale and wartime combat today folks, about morale and siege engines and the like, and how we feel they can be better integrated into the 5e system. Then after the dust has settled, and the dead have been carted off, the two talk about session highlights of a much colder place.
There are tales of epic heroism, Tales of great adventures in the face of mortal peril overcoming overwhelming odds. Tales of world shaking events, tales of great cosmic power are used to better the world. This is not that tale. This is the tale of Gary, the ⅛ CR commoner. A man so underwhelming that white toast seems exotic by comparison. A man who’s idea of a deadly random encounter is if a passerby sneezes on him. A man who’s BBEG is simply death and taxes. Why are we talking about Gary? Listen and find out, plus we speculate on what’s to come in the future for 5e settings!
We go deep into the red tape with this episode as we talk about the many factions of the Forgotten Realms. From the bureaucratic to the heroic, from the morally grey to the obviously evil, we go over the many webs weaved throughout and even without the Sword Coast. But once we wash our hands of the politics, we discuss the potential of the upcoming adventure in the Feywild, followed by our look into the upcoming Worlds of Web DM book, The Weird Wastelands!
As we complete our Descent into Avernus (and madness) the DMs discuss what’s the best way to unwind after a long campaign, that doesn’t involve a copious amount of alcohol. They discuss lessons learned, future prospects, and touch on what they felt were the best part of this campaign. But then they get the band back together for a Q and A as Jose grapples with his greatest nemesis: Constructive criticism.
In this free flowing episode, Andrew takes Jose on a magic carpet ride to show him the world (that exists only in his brain) as they traverse the primeval unknown that is Homebrewing. Fearlessly braving the parts of the actual Forgotten Realms, they discover that maybe D&D doesn’t come from premade adventures that you buy at the store, maybe D&D means something a little bit more. Just kidding the premade stuff is good too, so as long as you have fun with it. And then they talk about freaky as hell cats in the upcoming book, so that’s cool.
Today we talk about the multi-eye, maniac madman of the monster manual: the beholder! From paranoia to psychotic dreams to the part where [REDACTED] and then vomit out [REDACTED] and then have to [OH GOD REDACTED], we briefly cover the different flavors of fun the beholders go into, but then take a deeper dive into what makes them one of the best monsters of D&D, and how they can (and should) ultimately crush a party. After that, we bask in the afterglow of what was probably the best session of the campaign.
In this episode, Jose and Andrew gear up with the Survey Corps and go straight for the nape of the neck as they decide to tackle the big boys of Faerun: Giants! They go over the questionable but admittedly par for the course origin story of giant mythology, with adultery and bloodshed abound, before delving a tiny bit into the rich lore of each type of giant. Then they confront the elephant in the room: the blandness of the stat block, but fear not for they spice things up with heretical talk of home brewing monsters!
Today on A Talk of Opportunity we talk about the one pillar that can honestly make or break an encounter: Combat! We discuss the stress of having to run combat, and reflect on how we feel we can spice up our own experiences with it. Then things get a bit hazy as we talk about what even is initiative and how it’s actually just a construct, before gently settling down and talking about some good old campaign highlights.
On A Talk of Opportunity we asked: what makes a player character? Are they a mere bag of stats, numbers on a sheet coordinating with the proper dice rolls? Are they only the +7 to attack, the 14 Spell Save DC? Well yes actually, but we also believe that they can be more. That a player character can have ambition, goals, motivations and even (dare I say it) flaws. We talk about these things and much more on this episode, and dwell on some other materials that Wizards of the Coast is releasing, all while totally forgetting to talk about session highlights
Today we tip our toe into the mind numbing depths of the D&D cosmology as we discuss the legendary lich that can’t help but meddle in the affairs of mere mortals: Vecna! We go in length about the history (or lack thereof) of the one eyed terror of the gods, and discuss why he poses the biggest threat to the material plane, and every other plane of existence. But the horrors don’t stop there as we delve further and further into the shadowfell, awaiting whatever fresh hell Wizards of the Coast unleash upon us next.
In this episode, Jose and Andrew redefine the term “slow burn”, as they discuss their favorite gelatinous monstrosities, the ooze! As the jiggling mass of death, destruction, and industrial strength cleaning makes its way down the hall, the two try in vain to block the door frames with wet towels, unaware of the black pudding that awaits them in the shadows, eagerly waiting to feed on their precious AC. But then once that’s done, the DM Duo then bitch and moan about their favorite hobbies for a bit, before succumbing to their acidic deaths….
Do you feel like you’re a little lost? Like you have no sense of direction in your life? Hard to distinguish what’s up and what’s down? Have things gone south for you, and you haven’t noticed? If so then it sounds like you need maps! And here at A Talk of Opportunity we have all kinds of maps. Big maps, little maps, high res maps, low quality sketch maps (we’d like to think of them as rustic), maps with hexes, maps with grids, maps with nothing at all! So c’mon down and look at all these maps, maybe bring a friend and then threaten that friendship with an argument over them, and then lash out at other people when they try to help. You won’t (probably) regret it!
We’re back in a big (but not a bad) way! After making it through the Tomb of Horrors that was 2020, Jose and Andrew finally recover from their five levels of exhaustion to find they have a +1 to their wisdom. But as they make the arduous journey back to town they begin to discuss the more friendlier metallic dragon, from the ones that don’t understand what personal space is to the ones that may take a joke a bit too far. But you know what they say, not all that glitters is gold. Sometimes it’s brass.
So this is Critmas And what have I done? Gave a +3 sword to the fighter And every fight’s practically won
And so this is Critmas And at least they had fun Had to make it an ancient dragon When the book said it was young
A very Merry Critmas And a happy New Year Thank god this sesh is over I’m all out of beer
In this legendary episode, A Talk of Opportunity regales on a monster so awesome, so fearsome and so powerful, it’s literally half of the name of the game: the dragons. This time however, they hoard the knowledge of the good aligned metallic dragons, instead opting to talk of their evil counterpart of the chromatic variety. They amuse themselves on what it means to have beings that can live for thousands of years, before finally delving into the details of each individual dragon. What evils lie in the hearts of being so ancient and evil, they are feared as both destructor and deity alike? Tune in to find out!
It’s officially the spookiest season in what is probably the scariest year of the 21th century, and A Talk of Opportunity gathers round to talk of ghost stories about vampires that drain your XP, using their +1 daggers to carve Jack-o-lanterns, and conjure up cup after cup of pumpkin spiced iced lattes. Then they discuss how to make a good Halloween adventure in D&D, which requires some work, and in Call of Cthulhu, which requires no work at all. But the frights, scares and things that go bump in the night aren’t contain in TTRPGs, as they discuss their favorite spooky board games amongst other things.
In this episode of A Talk of Opportunity, our DMs observe from afar the curious traditions of our more nomadic inclusions in the monster manual, and wonder why Orcs are so obsessed with rocks. However this all changes when a spaceship made of sheet metal and good wishes carrying fungus monsters start careening towards them, and they find out that it’s a whole different game (literally!) when you spell orcs with a K...
As we take our first look into a new series by our favorite DMs, Jose and Andrew talk about an enemy so essential, so perennial, and so iconic that it's a wonder they’re not part of the name: the Goblin. And while yeah the normal goblin might be a slovenly knave more worried about his next meal rather than doing a good job, their bigger cousin the bugbear and the more tactical hobgoblin make the Goblinoids a much more intimidating foe than previously thought
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Deep in the bowels of the last dungeon of the campaign, Jose and Andrew get a short rest in and talk about what exactly makes a good BBEG. They reminisce on the bosses they’ve slain before, and what made them so unique. And then before they pack up their rations and Three Dragon Ante set, they discuss about what new adventures could possibly await them on the horizons.
The five stages of grief are in full effect in this death defying episode. After 20+ episodes of being in denial, Andrew finds out he is in fact the reason why his audio is bad, and heads straight into anger about it. Jose however tries a little bargaining, trying to see if he can artificially inflate the value of diamonds so he can cast his Resurrection spell for pennies on the dollar, but not before he gets a little depressed at all the missed opportunities of Curse of Strahd. However, they both finally learn to accept that the past is in the past, and eagerly discuss getting ready for Descent into Avernus
In this episode about metagaming, the DM Duo...wait, you can see me? Oh god! You’ve got to get me out of here! They’ve been making me write these awful episodes descriptions, I’ve been chained to this desk for weeks now! They think they’re funny but they’re not! I haven’t seen my family in months, and it’s been agonizing listening to these two morons drone on about some nerd crap! And the inside jokes about their campaign, ugh, who cares?! Wait, where are you going? No! You can’t leave! You gotta help me! NOOOOOOOOOOOOOOOOOOOO
Jose and Andrew fail their Charisma saves against the lich’s spell and are propelled to a hellscape the likes of which they’ve never seen: Seattle in the post apocalypse. Jose tries to stop killing attack dogs (but dammit he’s just too good at it! Why god! WHY?!), and Andrew realizes he probably left his good golf clubs at the other resort. Then they scramble for duct tape and some scissors for their baseball bats, while they hoard the single rifle bullet that they found that one time. Eventually though, the grit and misery proves too much, and decide to just wait it out next to a good old fashioned barrel fire until this whole thing blows over.
In this sleepy episode to kick off Season 2, Jose realizes that the perfect amount of rest is approximately 30 minutes, because he’s never felt better in his life. Meanwhile, Andrew thinks it’s probably a little closer to 7 days. Jose nervously thumbs through the DMG as Andrew enjoys what is apparently a small coma to fill in the time, when finally the longest of long rests are completed and they talk of session highlights before briefly touching on Mythic Odysseys of Theros.
In the finale for their Class Act series, The DM’s congregate to preach the good word about what they think is the best class in 5th Edition: the Cleric. While Andrew reminisces on the troubled waters of times and editions long past, Jose sermonizes from on high the virtue and god fearing power this most sacred class brings to the table. But once they are done spreading the gospel, they break bread and discuss the current going’s on with Rime of the Frostmaiden and well as other topics.
After searching through their Junk Drawer of Holding (wondrous item, uncommon) for their quills and ink when they went through that phase, the DM duo finds a spell book that comes in college rule for the spells they’ll be copying when they talk about the weaver of reality itself, the Wizard. Through their journey of academia arcana, they talk about magic potions (beer), and stumble upon a secret text sequestered from the public eye: the infamous Rime of the Snow Maiden. Not yet wielding enough intelligence for their Arcane checks to attune to the text, they can only speculate on its contents.
Thus the expert in battle moves the enemy, and is not moved by him - Sun Tzu
In this episode, crack open your copies of the Art of War while the DMs discuss the unparalleled leader of the battlefield: the Fighter. They tactically counter the arguments that fighters are boring, laying siege to unimaginative minds, and then have a brief cease fire to fawn over the Arcane Archer before having a brief spar about the Samurai
The DMs polish off their great helms for one last crusade, a mission granted to them by the gods above: retake the knowledge of paladins in 5th Edition. Though they start staunchly devoted to their cause, the enticement of tyranny beckons to Jose, tempting him to break his oaths, leaving Andrew to defend the Redemption subclass against an army of heretics.
The boys are back in town for this next number about bards. First they discuss beers like any blue collared man, but after Andrew laments the lack of prestige classes and how times they are a changin, Jose finds his rhythm and leaves him high and dry to ramble on about the different colleges that bards come from, but not before touching on the bad reputation bards have. Things eventually take a downward spiral as the beat goes on, and Jose tells Andrew about what was probably the scariest subclass of all time.
In this back alley episode, the boys try their hand at pick pocketing with Mage Hand, when they get word through Thieves Cant of a big score at a nearby manor. Scaling the walls and picking locks were no problem, but when they failed their Stealth checks, Jose makes a quick getaway via swinging from chandeliers while Andrew tries a disguise that he probably put too much work into.
The DM Duo don their welding gloves and goggles and start feverishly toiling away on this episode on everyone’s favorite tinkerer. However, things quickly start to go haywire, and while Jose desperately looks for the tools to get this project back off the ground, he finds out that Andrew might have a couple of loose screws himself.
As the war drums thrum their deathly toll, Jose and Andrew sharpen their axes, pay tribute to Erythnul, and fly into a frenzied rage to pick out the finest skulls with which to drink from when they discuss the barbarian
In this enlightening episode, Jose meditates on the many paths a monk must walk, from using a sword like a painter’s brush to wielding the very forces of nature, and discovers inner peace. Meanwhile, Andrew sits in the corner and thinks about what he’s done.
As the DM Duo dig deeper into Sorcerers, they discover that the real magic has been inside them all along, they just had to believe. And also sometimes the real magic comes from the weather. Or dragon’s blood. Or spooky shadowy places. Or whatever, really.
In the third act of their investigation into classes, Andrew has Jose bear witness to the horrible cosmic truths, while also learning how to make a 1d10 cantrip just that much better.
In the second part of their deeper dive into classes, the DM Duo take a walk on the wild side. They forage for good berries, hug some trees, and discover their inner animal in this discussion about druids.
In this first installment of an in depth dive into classes, Jose and Andrew dissect the Ranger to determine what exactly was wrong with it, and discover that Wizards of the Coast fixed it in the best way possible
In this episode, Jose and Andrew palaver over paladins, bicker about bards, converse about clerics, discuss druids, rave about rogues, and rip apart rangers as they go over what they believe is the best and worst classes of Fifth Edition
In this manic episode of an episode, Andrew gushes over an extensive list of monsters that he spent far too long working on while Jose despairs at the ever growing time that he would have to spend editing.
After failing their Charisma Saves for Plane Shift, Jose and Andrew are sent to the realm of Pandemonium! Listen as their minds break and they babble incoherently for an uncomfortably long time about a topic that every D&D channel has done before!
Does your DM know when to lighten up on the puzzles? Does your table incorporate a needlessly cruel house rule about rolling 1’s for attack rolls? Does a player at your table have a real chance of becoming That One Guy? Does anybody really know what time it is? (Does anyone really care?)
Well, your DM Duo Jose and Andrew have answers to most of those questions and more in this inquisitive episode!
In this pine scented episode, Jose and Andrew discuss good gifts for game masters, what they think would make a magical holiday adventure, and Andrew rants about one shots like your uncle does after a third cup of “punch”. So throw on another log and nab some nog as your favorite DMs weather these topics
On this episode of AToO, the DM duo discuss the most common types of players, as well as discuss the not so proper form of tabletop roleplaying. Also, Jose uncovers the tragic backstory that made Andrew the DM we know and moderately tolerate today.
Feeling bummed out that your friends are comparing you to professional voice actors? Do you just want to relax and have fun? You sound like you might be suffering from the Mercer Effect. So join your hosts Jose and Andrew, sip some sangria, and kick back with some classic board games as we discuss the ins and outs of this strange modern day phenomena.
In this episode, Jose and Andrew talk about what to expect when you’re expecting...to run a campaign, as well as the unfortunate effects of crashing and burning yourself out, and how to prevent it. They also talk about some good natured twitter beef, and congratulate themselves on a world record for grave digging.
In the pilot episode of Talk of Opportunity, hosts Jose and Andrew discuss their history with D&D, their thoughts on Waterdeep: Dragon Heist, as well as their upcoming Curse of Strahd campaign.