Do you like jokes, adventure, killing things, and friendship? Of course you do! The Damage Guild is an actual-play Dungeons & Dragons 5E (5th Edition) podcast with a focus on collaborative storytelling, character-driven narrative, and improv comedy shenanigans. Join us for new episodes every Monday, so you can kiss those weekend blues goodbye and get pumped to slay the dragon of your everyday life!
In which our three heroes cross paths for the first time via a mutual interest in herbal preservation. Zara receives an objectionable task from her father. Verrol is presented with a new venture. Kardain uncovers an infestation. Note: This is a full-length preview of our first episode for “Season 2” of The Damage Guild. No further episodes will be posted to this podcast feed. To continue the adventure with us, search “damage guild” on your podcast platform of choice and subscribe to our new Pathfinder 2E podcast.
Bryan, Jay, Sean and Thayne take a wistful look back at a campaign full of courage, comedy and carnage. Of glory, giggles and guts. Of fame, farce and fury. Of brilliance, buffoonery and bloodshed. Of heart, humor and hostility. You get the idea.
The emperor is back, baby! But how back is he, really? There’s a weird, dark energy in the room and it’s making things a bit murky. Shabba camps out. Azlo strikes up the band. Tokas goes airborne.
Somehow, the Emperor returned. Apparently… or, apparitionally. Shabba risks all for the right opportunity. Tokas strikes a decisive green slash. Azlo theorizes on the path to victory**.
The calling is nearly complete, and there appears to be little our heroes can do to stop it. Tokas acts cinematographully. Life gives Shabba mustard, so he makes a hotdog. Azlo sleeps with open eyes.
Our heroes have encountered a door which just may be the door to end all doors. Shabba holds a team meeting. Azlo reflects. Tokas spends a precious resource.
The zombies are oozing, and somehow familiar to our heroes. Shabba looses light. Azlo keeps the captain fighting. Tokas almost casts a new spell.
Having dispatched their foes, our heroes scour the keep in search of its secrets. Azlo plays a private show. Shabba has a near-death Stripey. Tokas waxes eloquent on the intricacies of somnolence.
Our heroes engage with the black-clad cultists occupying the keep, desperate to end the fight without alerting the outside world to their presence. Azlo inspires from the shadows. Tokas slays. Shabba sweeps up.
Our heroes make an evening raid on the cultists’ fort in a clandestine attempt to infiltrate their inner sanctum. Azlo has scaling trouble. Tokas enters without breaking. Shabba discovers dinner.
Having dispatched the welcoming party, our heroes bandage their wounds and proceed toward the rim of the great Embran Caldera. Shabba collects mementos. Azlo voys clairly. Tokas shows off a new trick.
Crimson speckles the snowy mountainside as our heroes battle their way toward the lair of their most hated archenemies. Azlo uses his brain, dog. Shabba summons a badgery apparition. Tokas channels his inner Tarzan.
With their ragtag crew of misfits gathered, our heroes speed southbound amidst the clouds toward their ultimate destiny. Tokas rigs up a comms system. Shabba favors his enemy. Azlo catches a big one.
The party makes landfall to say goodbye to an old friend. Shabba delivers a heartfelt eulogy. Tokas celebrates the final defeat of his nemesis. Azlo supplies bevvies.
Our heroes traverse the local towns, rounding up a dream team to work aboard their latest mode of transportation. Shabba rescues a friend. Tokas holds an educational workshop. Azlo sweeps Nibrin off his feet.
Our heroes make a daring sashay into the embattled Nennept, seeking to turn the tide of battle in whatever small way they can. Shabba creates uniforms. Tokas learns the ways of flight. Azlo makes an important pickup.
Opposition dwindles in the party’s efforts to commandeer their target vessel. Shabba dismisses the current staff. Tokas takes the wheel. Azlo plans a flight path.
Our heroes wage desperate battle for control of the airship as their hopes of retrieving the artifact of their desire hang from a thread. Azlo hits top bins. Tokas lives the life he’s always dreamed of. Shabba attempts to contribute something of value to the fight.
The battle in the skies rages onward and upward as our heroes attempt to wrest control of the powerful Scepter of Altoria from their enemies. Tokas has become a mage slayer. Shabba adds to the storm. Azlo takes out the trash.
Our heroes speed on wings of magic toward the airship upon which they believe the legendary Scepter of Altoria is passenger. Shabba can only watch in horror. Azlo wins the race. Tokas starts the proceedings.
Our heroes trade the relative safety of the guildhall for the chaos of Nennept’s streets, even as a dark army gathers outside its very walls. Shabba heeds the call. Tokas considers a benevolent bestowal. Azlo provides verbal expediency.
Our heroes receive an overview of recent events from a high-ranking member of the Sapphire Sabre and make plans to aid the city. Tokas has a clever hunch. Shabba receives unexpected correspondence. Azlo bestows a kingly gift.
Beset on all sides by cultists in guards’ clothing, our heroes attempt to survive their homecoming. Azlo forms a blockade. Shabba splits up. Tokas deduces a stunning theory.
Our heroes teleport home, only to have their loyalties called into question. Azlo extols the virtues of wealth preservation. Shabba plays gatekeeper. Tokas picks up a prospect.
Our heroes count their treasure... and look for creative ways to get rid of it. Azlo receives a startling message. Shabba gets a ticket to ride. Tokas takes to toxins.
Will our heroes defeat the monstrous beast they have roused from its lair and reap the spoils of battle? Azlo may not be around to find out. Shabba gives a heads up. Tokas strikes the fiery blow.
The party returns to Sulchea to find out the latest on the the Yrdrazu saga. Azlo gets absolved. Shabba laments his herd. Tokas suggests a team-up.
Our heroes have some unfinished business to attend to. Azlo faces his family. Shabba imagines the future of the troupe. Tokas proposes going on the offensive.
As they rot in prison, our heroes lament Felmindar's escape and wallow in the hopelessness of their plight. Azlo determines the mode of his archrival's exit. Shabba is parted from his best friend. Tokas enjoys the food.
The situation intensifies as our heroes seek to force a confession around Felmindar's verbal dance. Tokas predicts future repercussions. Shabba is coerced to violence. Azlo goes psychic.
With their plans in order, our heroes prepare to attend what promises to be the performance of a lifetime. Azlo considers the consequences of future actions. Tokas calls upon buried treasures. Shabba makes a threat.
With the imminent arrival of Felmindar’s troupe in Tai’ver, our heroes set their plan in motion. Shabba spreads the word. Azlo makes contact. Tokas plays lookout.
Our heroes hit the streets of Tai’ver to tackle their to-do list in advance of Felmindar’s arrival. Azlo hits a snag in the process. Tokas starts a government conspiracy. Shabba goes job hunting.
In the dark aftermath of a frightening ambush, the party is left wondering how it could’ve happened. Shabba does some tanning. Azlo peruses his mental rolodex. Tokas forms a new bond.
With Azlo and Shabba out of the fight, Tokas and his trusty War Ham must deal with the mysterious cloaked assassin and the equally mysterious flying creature harrying him from above.
Dream turns to nightmare in the midst of a late-night disturbance on the road. Azlo suffers a character assassination. Shabba is felled by a fell beast. The future lies in Tokas’s gauntleted fists.
The battle for the caravan has reached a fever pitch. Shabba bids farewell to magic. Tokas suggests an alternative course of action. Azlo is inexplicably alone.
The fight against the bandit caravan continues as our heroes attempt to minimize losses for their merchant clients. Tokas floats. Shabba deals mayhem. Azlo has a boss battle.
The party gains new insights regarding a few of its older and long-forgotten treasures. Tokas thanks his past self. Shabba peruses the local niche merchantry. Azlo neutralizes some threats.
Our heroes await the will of Sulchea’s town council, which may determine the viability of their plan to aid its people. Shabba purchases a herd. Tokas bought it after all. Azlo’s throat is at stake.
Our heroes hold a celebration to thank those who were instrumental in their victory. Tokas attempts to redraw the lines of succession. Shabba puts the ball in the mayor’s court. Azlo’s head is heavy.
With only the mysteries of the untold depths awaiting him, Shabba plunges into the bowels of the earth. Tokas gets worried. Azlo stays the course. Stripey wheels and deals.
With the fight leaning in their favor, our heroes must find a way to finish the job despite the obstacle they have unwittingly thrown into their own path. Tokas takes off in hot pursuit. Shabba exercises inadvertent restraint. Azlo won’t stop the healin’.
Our heroes and their allies stand before the cave’s gaping maw, ready to face whatever may come. Tokas gets slime-timed. Azlo circumvents the material. Shabba commands the back line.
Our heroes seek an audience with Belvera, Mayor of Sulchea, in efforts to aid the town with its troll problem. Azlo gives an inspiring speech. Shabba’s rangey senses tingle. Tokas does some extreme longstriding.
Our heroes spend a week immersed in smooth golden bliss before falling into a convenient gig as caravan guards on their journey toward Tyv's capital. Shabba makes peace talks. Tokas makes a show of force. Azlo makes a deductive leap.
A friendly neighborhood spice merchant offers to connect our heroes with the upper crust of Mosnalim. Azlo sets his sights. Shabba takes a bath. Tokas solves a long-standing mystery.
Alternate weaponry is the name of the game as our heroes are beset upon by a strange creature from beneath their very feet. Tokas goes ham. Azlo gets psyched. Shabba blades out.
Having dispatched the gnollish threat, our heroes assess their surroundings and find a strange reward awaiting them. Shabba browbeats. Tokas makes it plain. Azlo acknowledges a betrayal.
It's a trap! Our heroes have been ambushed in the bush while a cauldron's mysterious contents bubbles on a nearby campfire. Shabba realizes he has made a grievous linguistic error. Azlo gleams on. Tokas makes a visual assessment.
The party heads upriver toward Ranzdel, seeking the location of Felmindar's traveling show. Azlo finds the next clue. Shabba discovers a bubblin' crude. Tokas fires up a new vial.
Before our heroes take ship, they must assemble the proper magicks and form a plan for the reckoning of him who shall not be named. Shabba makes an uncouth request. Azlo chats up the locals. Tokas leaves no stone unturned.
Our heroes finally make the jump across the pond. Tokas gets ready to do the brew. Azlo extracts some extra bravado. Shabba crashes into the language barrier.
Equipped with new evidence that the cult has infiltrated the guild, our heroes seek an audience with a high-ranking member of the Sapphire Sabre to discuss the ongoing efforts in counteracting the insidious nature of the Altorics. Shabba chastises the guild. For Tokas, it's hammer time. Azlo wines and dines.
What our heroes thought was the safety of the Sapphire Sabre has been infiltrated by individuals who are clearly up to no good. Tokas gets persuaded. Shabba shields the helpless. Azlo chain-heals.
Our heroes imagined themselves safe within the walls of the Sapphire Sabre's Guildhall, but they will soon think again. Shabba keeps his distance. Azlo gets nicked. Tokas makes the save.
The party returns to the city above, making a desperate bid to convince high-ranking members of the Sabre to confront the cultist threat beneath their feet. Tokas takes some new magic for a spin. Azlo adorns his brow. Shabba makes an appeal.
Our heroes thought they had escaped? They had no idea! Azlo pushes the puddle. Tokas sees through the red. Shabba seals the hatch.
The party's escape plan begins to unravel immediately. Tokas draws a crowd. Shabba lays down some carpeting. Azlo ensorcels the skies.
Our heroes have the cult expedition party right where they want them. Or do they? Azlo takes command. Shabba stacks stones. In Tokas' darkness, there can be no light.
The disembodied voice has a special announcement for our heroes. Shabba pens a heartfelt letter. Tokas devises a pinch point. Azlo practices regality.
The portals beckon our heroes forth. Azlo makes the first move. Shabba loses a part of himself. Tokas proposes the unthinkable.
Moving the chains proves a worthy challenge for our heroes, as a mechanical menace closes in. Shabba stands stalwart. Tokas gnomes up. Azlo lends a hand (or two).
Our heroes have found themselves entangled within a twisting contraption of iron and stone. Shabba puts his back into it. Tokas marvels at ancient tech. Azlo gets cable.
The last of the Kruthiks is proving to be a greater challenge than the others combined - and a certain legendary artifact has just fizzled out in the party's hour of greatest need. Azlo drops a combo. Tokas pays a heavy toll. Shabba sees the way through.
Here's the quick visual aid that Thayne put together for the puzzle room we enter toward the end of the episode:
https://www.thedamageguild.com/wp-content/uploads/puzzle_maze.jpg
Puzzle Room - Left to Right: 1st, 2nd, 3rd, and 4th floors. A, B, C - levers. D - stone button.
Our heroes are more than surrounded; they're engulfed. Azlo synergizes. Shabba loses his cool. Tokas takes it to the limit.
There's a bunch of something moving toward our heroes, and they may have just figured out what it is. Shabba makes a stand. Tokas offers his protection. Azlo runs interference.
The party has been epically trolled by a tentacled death worm, and now you are about to be trolled as well. Tokas is never gonna give you up. Shabba's never gonna let you down. Azlo's never gonna run around. Stripey's never gonna... desert you.
Everyone's falling. Er, jumping... Tokas finds what was lost. Shabba learns his geometric formations. Azlo spots a coil.
Something has latched onto our bravest spelunker and is attempting to reel him in. Shabba hits the skids. Azlo gives some timely advice. Tokas steps out.
The party has no idea what awaits them beyond that most secret of passageways which bridges Nennept's sewers with the endless dark of the underworld. Shabba proposes a new potential source of funds. Tokas has withdrawals. Azlo invokes the guild.
Our heroes gain new insights upon their second look into Embastile's fountain. Azlo goes mirror to mirror. Shabba learns of new blood. Tokas bears the mantle.
The party makes its bold return to the Il'Drazar Embastion, seeking vengeance against the deadly foes who forced them to make fools of themselves during their initial visit. Tokas gets heated. Azlo performs a flurry of flourishes. For Shabba, lightning strikes twice.
There is a large angry rock dwarf smashing our heroes to smithereens. It's a good thing they've got plenty of experience getting smashed. Tokas takes a liking to some black eyes. Azlo takes resting to a new level. Shabba takes a cautious approach to the big rendezvous.
With Tokas out of the picture, Azlo faces a long plummet off a short balcony. Shabba can only watch. Stripey also watches.
Soothed by some sweet sweet tunes, the party takes a short rest before delving deeper into Glinhammer Hall, determined to uncover its mysteries. Azlo debuts a brand-new canticle of inactivity. Shabba exudes overconfidence. Tokas touches the aether.
The party and their mercenary companions have wandered into the lair of their quarry, only to find that they are the ones being hunted. Shabba fulminates. Azlo knocks out some babies. Tokas pads out his resume.
The party ventures forth in search of the monster hunters' super-secret base, intent on striking a deal with Osorm and his crew. Shabba fails his ranger check. Azlo locks in the rate. Tokas shores up his sneaking.
A chance meeting upon the road proves to be a boon which our heroes did not see coming, for some reason. Because it should've been pretty obvious, given their current quest. Tokas bids his old master farewell... for now. Shabba threatens to burst into song. Azlo gathers some key information.
A well-placed clue leads the party to the home of the old sage they once thought dead. Tokas takes a tonic. Shabba's theory pans out. Azlo vows to do his best.
The party enters the kingdom of Asherfeld, a land which breathes an ancient magic. Azlo encounters an enclave of his own kind. Tokas is haunted by a disturbing nightmare. Shabba takes a liking to some elvish spirits.
As they watch their fearless leader lifted from their purview, our heroes are faced with a life-altering decision. Azlo dreams. Tokas has mad ups. Shabba grabs a souvenir.
Just as things appear to be working in our heroes' favor, they are brought to a startling realization - their incapacitated foes are not acting alone. Shabba brings the lightning, with mixed results. Azlo wields a new weapon. Tokas talks strat.
Our heroes are on their way north in search of an old friend when a quartet of ill-intentioned visitors proves an impediment to their progress. Tokas takes a flying leap. Azlo flashes a pattern. Shabba is an enabler.
In danger of losing their quarry, our heroes find themselves clinging desperately to survival against a superior foe. Azlo considers the fiscal repercussions. Shabba follows his mark. Tokas has eyes for days.
Things have not started out well for our heroes in the fight against the mine's unwanted inhabitants, but they are determined to win the day no matter which alternative strategies they are forced to pursue. Tokas exercises restraint against both friend and foe. Shabba's fall helps him avoid confusion. Azlo gives a pair of powerful performances.
After a late-night assassination attempt that has left them reeling, our heroes decide to press on toward their original goal of helping a local mine owner rid his business of unwanted guests. Shabba falls down a hole. Tokas's gnome is not so cunning. Azlo is a bleeder.
Once more in the company of Rothtar the Blessed, those of our heroes who were shortchanged in Il Drazar finally get a chance to have their visions read. Shabba finds that things at home are perhaps not so bad as he imagined. Tokas makes contact with an old mentor. Azlo weighs potential shipping costs.
En route to Glassrock, our heroes find themselves facing down a familiar pair of foes. Shabba does some reverse tracking. Azlo drafts an avoidance plan. Tokas finds himself short on funding.
It is important to exercise tact when in the presence of one's superiors - a fact of which the Triple-A Team is not necessarily aware. Shabba gives a quick recap. Tokas reveals the means of infiltration. Azlo delivers the elevator pitch.
In which our heroes hasten to accomplish their epic goals in the most exhilarating round of mundane errands the world of Grisanth has ever known. Tokas inquires as to the passions of Goliaths. Azlo fills his compatriots in on Merengian lore. Shabba gets stoned.
Seeing no alternative, Tokas and Azlo return to the seaside town of Conch in hopes of reuniting with their lost companions. Little do they know, Shabba and Stripey hold the same hope, yet their paths may have diverged too widely to be reconciled. Will they ever find each other again? Will Tokas get hypothermia from floating down the river in metal armor? Will Azlo's collection of musical instruments become warped and unplayable from also the river? Will Shabba's tracking abilities fail him yet again? Will Stripey find something to eat? He's real hungry. Find out in this week's exciting episode of... THE DAMAGE GUILD PODCAST.
The time has come to enter the belly of the beast - only, this beast's belly is full of shady characters with masks and bad attitudes. Shabba takes point. For Azlo, the second time's the charm. Tokas holds on for dear life.
With the merchant's daughter in tow, our heroes make haste to return her to her family, all the while bearing but one thing in mind: that they must arrive on time to their fateful meeting. Shabba gets a bit too hasty. Azlo cases the joint. Tokas drafts a technical rendering.
The battle at the bandits' camp heats up as the party struggles to contain an ever-growing threat. Shabba challenges a skilled archer to a ranged contest of skill. Tokas fires up his inventive new footwear. Azlo conjures up a decorative design which renders his foes entranced.
The party's feet are sore from all the walking, but fortunately they've met a couple of new friends with whom they can get acquainted along the way. Azlo turns on the charm. Tokas asks the hard questions. Shabba circumnavigates.
Thar she blows! The party arrives in the quaint seaside town of Conch, where they soon smell a helpful fishmonger for directions. Shabba purchases some smoked treats. Azlo dredges up the local scuttlebutt. Tokas wishes this was a vacation.
Freshly minted as Iron-level members of the Sapphire Sabre, our heroes split up to conduct business around Nennept before reconvening to gather their loot from the guild's identification station. Tokas emerges with enhanced musculature. Shabba runs out of muffins. Azlo is feeling hearty.
Believing they've got an easy promotion in the bag, our heroes are thrown for a loop when they learn that their advancement is far from guaranteed. Shabba gets entangled. Tokas packs a powerful punch. Azlo entices a panelist with a unique trinket.
Face to face with their nightmarish foe, the party deliberates upon the fine line between bravery and lunacy. Azlo makes a cunning fake-out. Shabba delivers a rousing call to arms. Tokas whips up a few unconventional tactics.
We're gettin' weird in the wizard's tower, as our heroes find themselves looking at the world from a whole new vantage point. Shabba feeds a new friend. Tokas discovers a false bottom. Azlo gives the boys one last pep talk before they meet their doom.
Our heroes don't have the foggiest idea of what they've gotten themselves into this time! Tokas forms a bond with his sticks. Shabba finds an interesting rock. Azlo descends... upward. Stripey fails his high-five check.
Our heroes delve deeper into the abandoned wizard's tower, a quest upon which their future with the guild rests. Shabba challenges an inanimate object to a duel. Tokas relinquishes a treasured bauble and instantly regrets it. Azlo thunders like he's never thundered before.
Our heroes embark upon a quest to prove themselves to the Sapphire Sabre, hoping to put their Bronze days behind them. Shabba rids himself of a lingering ailment. Tokas questions an intellectual. Azlo suspects a set of statues.
Our heroes convalesce to the Guildhall in Nennept to enjoy the fruits of their labor and consider their next steps, only to receive a surprise offer from one of the higher-ups. Tokas analyzes the odds. Azlo cashes in a previous investment. Shabba re-frames his life goals.
The party embarks on a potential side quest - mostly because it happens to be on the route of their main quest - through the legendary town of Hammel's Rock. Shabba obtains a souvenir, just in case. Tokas doesn't necessarily believe in fairy tales. Azlo takes a hands-off approach to marketing.
Ambushed at their campsite by a menacing pack of shadowy canines, the party must fight to the last or perish in the effort. Azlo overstates his intentions. Tokas makes a profound observation. Shabba spots a familiar flying figure.
In a town with strangely few menfolk, the party begins to suspect something is amiss. Azlo defends his mount. Shabba offers romance tips. Tokas knows inexperience when he sees it.
The party gets help, then lends some help of their own. Azlo is feeling himself again. Tokas reworks some legalese. Shabba saves a bite.
What horrors await those who wander too deep into the mystical forests at the borders of Lesenrell? Our brave adventurers are poised to find out. Tokas harkens upon a whisper. Azlo gets a stinger. Shabba takes pride in Stripey's performance.
What begins as a simple stop on their courier tour of the northern kingdoms soon presents a new business opportunity, albeit at a fee which resigns the Triple-A Team to accepting pennies on the dollar (or coppers on the gold, as the case may be). Azlo negotiates said fee. Tokas evaluates his neglect of those who depend on him. Shabba constructs a strategic structure.
While searching the embastion, our heroes find themselves beset upon by enemies of a most hirsute countenance. Tokas misplaces a dear heirloom. Azlo avoids confrontation. The underworld loses its glamour for Shabba.
A fateful look into the Fountain of Embastile has set our heroes reeling. Should they accept that their path now lies to the west, it will mean a strange new land, a perilous pursuit, and a dance with the shadows of a troubled past. Shabba tries to take leftovers. Tokas studies architecture. Azlo burgles something.
Death from above! Huge black tendrils are reaching down from the ceiling to snatch up our heroes like so many tasty snacks. Whatever will they do?? Tokas will debate the implications of pseudo-rebirth. Shabba will consider embracing a permanent affliction for temporary gain. Azlo will attempt to reclaim a forgotten heirloom.
Drums in the deep offer an ominous signal that something far bigger than our heroes inhabits the lost city... and it might just be headed their way. Tokas drops an army. Shabba takes down a predator. Azlo detects a brace of suspicious footwear.
The second time's the charm as the Triple-A Team begins to suspect that Il'Drazar's entry sign may not have pointed them in the right direction. Azlo goes dark. Tokas trips a trap. Shabba makes a historic connection.
The party's initial foray into the subterranean metropolis of Il'Drazar earns them a cacophonous greeting. Shabba gives a history lesson. Tokas takes the first leap. Azlo sets his sights in a new direction.
Their business concluded in Fithnilar, our heroes select sentient vehicles for the remainder of their journey, with a special stop planned along the way. Azlo puts a valuable asset to bed. Tokas makes a contractual alteration. Shabba exercises his mastery of nomenclature.
The party makes its way through the cold northern city of Fithnilar toward the encampment of Gydawa's Glamorous Gallivanters, determined to investigate the alleged crimes of these carnie conpersons. Azlo spots a perp. Shabba gets distracted. Tokas takes a powder.
The party is split, and time is running out. Will cooler heads prevail? Or will lycanthropy rear its ugly head once again? Tokas learns about an important historical figure. Azlo's sonar receives some strange feedback. Shabba takes a powerful shot.
While Tokas and Shabba enter their voluntary imprisonment to await the rise of the full moon and the inevitable approach of their most fateful hour, Azlo, Stripey, and Captain Clapton stand watch nearby, poised to guard the citizenry of the Mul Slums from the savagery which may or may not be about to unfold...
The final two stops on the Triple-A Team's Temple Tour yield mixed results. Tokas volunteers to take the first sip. Shabba suggests seeking out an even higher power. Azlo maps out a foolproof plan.
On their tour of every major temple in the city, our heroes seek celestial intervention to quash the dire curse which threatens all they hold dear. Azlo channels the voice of the gods. Shabba is faced with a divine dilemma. Tokas fears a departure from the darkness.
Whilst guiding a new acquaintance to the surface, our heroes discover that where one door closes, the same door opens again later, because magic. Shabba dredges up some repressed memories. Azlo knocks... and destiny answers. Tokas stumbles upon a historic treasure that may change everything for the Triple-A Team.
Nagged by a feeling that their quest isn't quite complete, the party goes looking for the final piece of the puzzle and encounters a pair of suspicious trousers. Azlo takes a ride. Shabba dons some new studs. Tokas makes a choice pickup.
With their hopes drowning beneath a writhing mound of rats, the party must overcome the worst of what the crawling sewers beneath Nennept can muster. Tokas shakes it off. Azlo explores a new genre. Shabba procures a new culinary implement.
The Triple-A Team delves deeper into the rancid sewers below Nennept, only to find that parts of them aren't so rancid after all. Shabba encounters resistance. Azlo goes swimming. Tokas takes a tumble.
After facing a near brush with mortality, the party stumbles upon an aptly fashioned utensil. Tokas gets a new lease on life. Shabba breathes like Kavaki. Azlo makes an executive decision.
As our heroes descend into the labyrinthine network of sewer tunnels beneath the city of Nennept, a gathering storm threatens to fetter their passage through this hidden world. Shabba smells a rat. Tokas gets tentacled. Azlo makes a thunderous decision.
In the wake of a productive training montage, the party finds new direction at the Sapphire Sabre. Tokas dispenses gloom. Shabba obtains a new weapon. Azlo shares a long-held secret.
Old wounds never truly heal, and that proves especially true in the case of our favorite gnomish inventor. Shabba uses a respected mentor for target practice. Azlo suggests paying a visit to a particularly dark personage from the party's past. Tokas isn't the only one doing the experimenting, for a change.
While en route to Nennept, our heroes have found themselves confronted by a harsh reality - not to mention two rather adept purveyors of said reality. Azlo skips bail. Tokas experiments with a new substance. Shabba's research grant pays off.
In an attempt to glean the final pieces of information their quest requires, the party retreats to Semmet, where they learn of the rather disheartening conditions under which the city's people live. Azlo longs for revolution. Shabba gets slightly better at translating. Tokas shows a different side of himself.
An assortment of lovable woodland creatures (both real and imagined) lend their aid as the party is hunted through dark forests, bound for safer lands. Tokas keeps watch. Shabba translates poorly. Azlo seeks an audience... and finds one.
An unsuspecting greenskin construction crew is confronted by an uncanny assortment of projectiles. Azlo lights the way. Tokas strikes while the vial is hot. Shabba be shovelin'.
Upon learning of the greenskin plot to cross the river en masse, our heroes plan a nighttime raid in hopes of putting a damper on the enemy's plans. Azlo burgles some information. Shabba's passive perception fails him yet again. Tokas has second thoughts.
Our heroes make haste southward through Waspol, determined to complete their desperate reconnaissance mission against all odds. Azlo channels his inner cat. Tokas reminds his co-workers of their mission statement. Shabba applies paint.
In which the party eats boars, finds boars in the woods, and wears boars on their faces. There are a lot of boars in this episode, okay? Tokas makes a pass. Azlo is pessimistic. Shabba encounters a holy family.
The party receives a royal invitation, only to be told they are forbidden to speak of it. Azlo exhibits floral fastidiousness. Tokas designs the perfect gift. Shabba becomes bilingual.
Upon returning to Nennept, the party receives payment for a job moderately well done. Azlo admits he's in denial. Tokas designs a functional prototype. Shabba sponsors a librarian.
Moving on from the scene of the mostly-prevented crime, our heroes make their way home through a series of familiar townships. Tokas takes a very brief nap. Azlo acquires some magic missiles. Shabba drafts a duo of documents.
Listen all y'all, it's sabotage! The party's return from Glassrock is waylaid by a tenacious axe merchant and his roving band of junior salespersons. Shabba does some rastlin'. Tokas holds the line. Azlo vanishes, but in a heroic way.
Our heroes spend their last days in Glassrock chasing various individual pursuits. Shabba hunts down some intel. Azlo looks in on an old friend. Tokas bids farewell to a new one.
Elbret's caravan has reached its destination - the subterranean dwarven trade city of Glassrock. As she conducts her business, the party engages in an important discussion about how best to wield the power they possess. Tokas seeks expert help on some long-overdue repairs, and in doing so learns a sobering truth about the fate of his people. Shabba empathizes. Azlo ventures forth without gathering his party.
As centuries-old tensions boil to a head beneath the shelter of the ancient wood, legendary traveling minstrel Flughebii Phaeguv steps in to provide rousing accompaniment for the all-out barroom brawl to ensue. Racially-fueled grudges will be sparked into flame, compliments of none other than yours truly, the Triple-A Team. Tokas takes the gloves off, metaphorically speaking. Azlo wants very badly to put the gloves on, but in a more literal sense. Shabba nests.
Who needs sleep when you can be heroes? Our favorite trio of adventurers has really done it this time, picking up a double shift for the Sapphire Sabre that involves tunnels, staying up super late, and the equivalent of magical urine-indicator dye. Azlo bags a brute. Tokas learns a family recipe. Shabba barters in flesh.
Having witnessed the transformation of ordinary townsfolk into extraordinary warriors through the defense of their homes, our party ventures east with Elbret's caravan, leaving the village of Miller's Field behind - and forever changed. Tokas spurns the law. Azlo accepts a side quest. Shabba denounces poor parenting.
A disquieted mood falls over the tiny frontier hamlet in which our caravan has settled for the night. Without warning, the alarm is raised; a vile host has been spotted on their approach through dark fields heavy with harvest crop, and the farmers and tradesmen who call this their home must now defend it. The events of this night will defy understanding; a conflict wreathed in ash and flame, to be known henceforth as The Battle of Miller's Field. Tokas flings some zingers. Shabba commands the archery line. Azlo wades into the flames.
After a wild night in Caplin Hill, the caravan reaches Naphton (where the road splits) and continues east toward Glinhammer, a path that will plunge our heroes deep into unfamiliar territory - both emotionally and geographically. Tokas warms up the crowd. Azlo faces his fears, and they're still really scary. Shabba looks after a prized possession. Stripey may or may not commit a serious crime.
When the caravan sustains an attack from below, the Triple-A Team must do its best to impress its new client while upholding the Sapphire Sabre's good name. Azlo considers several crystal-based business ideas. Shabba gets a bug hug. Tokas recalibrates. Stripey comes out.
As newly minted members of the Sapphire Sabre, the fellas take a week's downtime to prepare for their next quest and find the guild's facilities more than adequate when it comes to improving their abilities. Azlo hones his edge. Shabba chats up a short bearded woman. Tokas achieves a lifelong dream.
Obstacles litter a treacherous path to membership in the Sapphire Sabre. Our heroes must prove their worth if they are to turn their floundering business into a legitimate money machine. Shabba splits the app-rights. Azlo does his best sandman impression. Tokas turtles up.
Without a place to call home, our heroes wander the city, beseeching their every friend for a place to lay their heads. But the stresses of so near a threat prove too much to bear, and tensions between the adventurers soon come to a head. Azlo considers real estate investment. Tokas solicits an important sponsorship. Shabba refuses to sleep in public.
Returning to Nennept for some much-needed rest and relaxation, our heroes face the consequences of their deviation from the quest at Lobik Mine, but also find new opportunities awaiting them. Tokas lives the dream. Azlo lives the nightmare. Shabba hits bottom.
The battle commences as four dog heads on two dog bodies converge upon the wilderness campsite. Shabba makes a rash and ill-conceived suggestion. Azlo saves a life. Tokas contends with various bodily fluids.
After making good on a promise to retrieve a lone holdout from her frontier home, the party heads westward through plague-bound territory, where they are beset upon by monsters they have so far managed to avoid. Tokas is convinced he's found Patient Zero. Azlo assuages a passenger's doubts. Shabba doles out long-distance treats.
Upon entering the cave from whence the river springs, our heroes come face to hooded face with a long-hated enemy. Shabba loses his quarry. Azlo affirms a lingering fear. Tokas suffers a personal failure, but yields a peripheral reward.
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Venturing further into the untamed frontier than they have ever been, the party finds a clue that could lead them toward the mysterious foes they've been seeking. Azlo detects magic in the air. Shabba finds an innovative solution to a complex problem. Tokas gives away a piece of himself.
After a frightening discovery, the party opts to take the fate of the world into their own hands. Tokas dons a new pair of duds. Shabba strikes up a conversation with a feathered friend. Azlo delivers some grievous news to a lone frontier holdout.
The fellas examine several methods for filling a vacancy. Shabba stacks stones. Azlo musters a magical minion. Tokas unleashes his gnomish fury.
Exhausted of all other options, the party ventures down into the chasm to discover what horrors lurk below. Tokas finds his courage. Azlo wields his tender toes. Shabba plugs a hole.
The boys forge ahead into the furthest recesses of the mine, where only madness awaits. Azlo saves a life. Shabba finds a survivor. Tokas goes off the deep end.
Brought to you by the letter M. Our heroes delve deeper into Lobik Mine, only to face their greatest challenge yet: gravity. And also monsters. Azlo acquires a new company asset. Tokas finds his courage. Shabba gets low, then gets high. Thayne sighs.
The depths of Lobik Mine prove rife with danger both physical and psychological. Tokas has an identity crisis. Shabba deflects praise. Azlo debuts a hot new track.
In hopes of getting in good with the local Adventurers' Guild, our heroes agree to investigate some strange happenings at the ore vein outside a nearby village. Tokas plans a collapse. Azlo reflects on his choices. Shabba gets squirrely.
With the king apprised of the dangers to his domain, our heroes take matters into their own hands to catch a traitor. Azlo and Tokas combine vertically. Shabba and Stripey share a moment.
Entering Castle Nennept filled with heady anticipation, our heroes try not to make utter fools of themselves in the presence of King Ormaugh... and they almost succeed. Shabba makes an epic flub. Azlo shmoozes a potential new client. Tokas recounts his painful past.
The party chooses a fitting ally with whom to share their newfound knowledge. Tokas considers going back to school. Azlo insists on protecting company property. Shabba gets starstruck.
Upon receiving their test results from the Alchemists' Guild, the party seeks out supernatural aid in dealing with their crystal conundrum before heading to the stacks for a bit of puzzle-solving. Azlo consecrates. Tokas deliberates. Shabba brings snacks.
Making their triumphal return to Nennept, our heroes seek out two very powerful - and very different - allies in their quest for knowledge. Shabba does the heavy lifting. Azlo finds an unsavory gift awaiting him at home. Tokas makes strides in cracking the code.
In the wake of the attack, our heroes decide they must discover what lies inside the iron box - at any cost. Tokas learns how to heal. Azlo does damage control. Shabba skulks.
Our heroes join the Selkie's crew in desperate battle against the ship's assailants, yielding mixed results. Shabba swears. Azlo rocks a medley. Tokas fights for his hair.
Our heroes deliberate on how to handle their startling discovery. Azlo comes clean. Tokas hears a squeaking down below. Shabba gets attacked by the darkness.
With a sharp eye on the cargo hold, our heroes continue their journey toward the Isle of Triviset, only to discover they may be in for a rough ride home. Azlo makes the most of his downtime. Tokas invents a new friend. Shabba does some recon.
Under sail and overconfident, the party takes to life aboard ships like a squid in grog. Tokas reveals the secrets of maritime navigation. Azlo introduces himself to the crew... so he can low-key interrogate them. Shabba invests in barley futures.
Finding themselves in desperate need of aid, our heroes make haste to Ezrik's house beneath the looming threat of missing their boat. Tokas learns an important lesson. Shabba has a meltdown. Azlo gets used to taking orders.
Determined to keep a low profile, the fellas don disguises and bother people for intel on their forthcoming quest. Shabba shops in a shawl. Azlo hosts a slumber party. Tokas finally takes his experimenting too far.
The party receives a job offer and makes plans to follow through on it. Tokas gets hands-on with the merchandise. Azlo negotiates a deal. Shabba seeks advice from an old sea dog.
Our heroes beseech the Alchemists' Guild, only to find that preferential treatment is derived through monetary means. That's definitely not an allegory for anything. Azlo makes budgetary considerations. Shabba lets Stripey do the heavy lifting. Tokas cleans house, confronts his master, and makes a decision that may alter his future - and the course of history as we know it.
Following a brief period of imprisonment for a good deed gone wrong, the party returns home to Nennept to report their findings to Rycenth Clouden. Shabba revels with an old friend. Tokas voices his suspicions. Azlo hits pay dirt.
Our heroes set off on the road back to Nennept, only to run afoul of some foul waters. Tokas makes good on a theory. Shabba finds a soapbox. Azlo takes a dive.
It's a race against time and also zombies as our heroes attempt the most daring rescue the town of Pilshire has ever seen. Tokas hangs by a thread. Azlo can't show off his pipes, and explains why. Shabba does some tribal name-dropping.
After learning the location of their quarry, our heroes attempt to make contact with mixed results. Azlo changes his tune. Shabba improves his feng shui. Tokas tosses a sound grenade.
As the party arrives in the town of Pilshire, a fortunate turn of events is soon overshadowed by a pair of much unfortunate-er ones. Shabba delivers a letter via airmail. Tokas flirts with temptation. Azlo finds new ways to inspire his comrades.
New threats arise as the party searches Letwick for clues as to its perplexing condition.
Our heroes spend a night in the frontier town of Letwick, where a great many secrets are waiting to be uncovered - not to mention a secret or two they've been keeping from one another.
Responding to a parchment advertisement seeking brave local adventurers, goliath ranger Shabba Daba'dei (Jay Staudt) and rock gnome fighter Tokas Alton (Sean Abrams) arrive at the home of halfling bard Azlo Tendertoe (Bryan Staudt) to inquire after his particular ambitions. This 5E DnD campaign is run by Dungeon Master Thayne Bohman.
The Damage Guild is a brand-new 5th Edition Dungeons and Dragons actual-play adventure podcast with a focus on worldbuilding, collaborative storytelling, and character-driven narrative, with plenty of improvised comedy shenanigans thrown in for good measure. New episodes every Monday starting April 16th, 2018. In this special preview episode, we'll meet our heroes and get a taste of the adventures to come.