It's one heck of a ride, rolling through the fantasy world of Eadara written by Brent Baumunk. With dungeons, dragons, bad guys, and these so called Heroes there is no telling what will happen next.
pathfinder, gm, party, characters, players, banter, start, guys, hilarious, funny, entertaining, great, good, best, love, listening.
Listeners of Are You Wearing A Helmet? - An Actual Play RPG that love the show mention:The Are You Wearing A Helmet? podcast is an actual play RPG podcast that is both funny and entertaining. From the very start, the podcast hooks you in with its flawless beginning and engaging campaign. Unlike other actual play podcasts, this one doesn't have a rough start but instead delivers from the get-go. The banter between the players is hilarious and keeps you entertained throughout each episode. It's a fun listen that provides a great Pathfinder fix for those who enjoy tabletop RPGs.
The best aspect of this podcast is undoubtedly the humor. The players not only play their characters well but also provide humorous asides and banter with the GM. This showcases the best of what tabletop RPGs can be - fun with friends. The world creation is top-notch, and the characters and NPCs are colorful, adding depth to the overall story. Listening to this podcast feels like being at the table with friends, creating an immersive experience for listeners.
However, one downside of this podcast is that episodes are released once a month. While understandable due to time constraints or other commitments, it can be frustrating for fans who eagerly await new episodes. This wait time can feel too long, especially when you're invested in the story and characters.
In conclusion, The Are You Wearing A Helmet? podcast is a highly enjoyable actual play RPG podcast that guarantees laughs and entertainment. With its flawless start, engaging campaign, and humorous banter between players and GM, it offers a fun listening experience for Pathfinder fans. Though the monthly release schedule may be a drawback for some listeners, overall it provides an immersive adventure worth tuning in for.
The struggle continues as the party finds itself fighting a pack of undead rats. It's a tale of brave clerics, Rat Bite Fever, and halfling horn blowing. You don't want to miss this one, the end is a blast!
The party finds itself faced with horde of undead deep in the bowels of the of the Pink Castle's kitchen. It's a tale of bad combat rules, daddy issues, and really bad jokes. Nothing out of the ordinary there really.
The party finds itself even deeper within the larder of the Pink Castle's kitchen celebrating Chris Card's birthday. It's a tale of dungeon crawling, clanking teeth, and a plethora magical items.
The party finds itself deep within the larder of the Pink Castle's kitchen talking of people, pickles, and pasties. (It's a Michigan meat pie, no really google it.) It's a tale of traps, undead, and cheating the wrong way.
The gang receives a come hither summons to the pink castle. It's a tale of questionable building materials, our love for the state of Florida, and all new and improved halfling lore.
Better late than never, it's Happy Halloween to all our ghoulish listeners! Join us in our annual treat in which our heroes harass an old woman, a halfling is denied a monster girl harem, electrical shocks are administered, and real estate is "acquired".
The gang delves into the heart of the Mill's basement. It's a tale of new rules, product placement, and challenging rope ladders.
The gang continues deeper into the depths of the mill only to discover more even more peril. It's a tale of navigating tunnels, terrible rolls, and ingenious halfling traps.
The gang goes mission implausible as the plan an attack on the local thieves guild. It's a tale of fishing, expert cart driving, and as always, even more obscure halfling facts.
The gang finally confronts their would be assassins in their own lair. It's a tale of poor planning, volatile chemicals, and of course, even more obscure halfling facts.
The gang returns to their lead with some questions and finds a new ally. It's a tale of traitors with old names, a thrilling chase, and new friends with clear directions.
The gang follows up on some leads concerning their latest troubles. It's a tale of questionable interrogation practices, obscure halfling facts, and wattle and daub.
The gang finally arrives at The Three Coppers Inn...and once again make friends and influence people. It's a tale of poor note taking, awkward character meetings, and a lesson in wizard defense training.
The gang nearly arrives at The Three Coppers Inn. But not before a gang of street thugs tries desperately to make this story interesting. It's a tale of street gangs, misunderstood rules, and halfling jeers.
The gang comes dangerously close to moving the story along. A trip to the Iron Bar turns to a row in the streets. It's a tale of terrible smells, shrewd commodity investments , and not so warm welcomes.
After a not so brief hiatus, the gang returns to the table to start a new brave story. Keith Allen takes the reins and learns the folly of his choices. It's a tale of long box text, thin back stories, and heavy fat shaming.
The continuing romp through the D&D module, The Death House. Can the gang find their way back out before the mystery of the house and the greed of their souls trap them forever? It's a tale of creepy houses, bad descriptions, and questionable moral ethics of "heroic" adventurers.
Join us for a romp through the D&D module, The Death House. Can the gang find their way back out before the mystery of the house and the greed of their souls trap them forever? It's a tale of creepy houses, bad descriptions, and questionable moral ethics of "heroic" adventurers.
Join us for a howling good time as we explore the northern wilds of Michigan and the all too primal horror it contains. Can the gang unlock the mystery before carnage, blood lust, and greed overwhelm them all? It's a tale of things that hide in the wild, bad accents, and harsh mockery of the producer whose only crime is trying to bring joy to others. (No, it's fine. I'm sure he's over it.)
Things heat up for the party as it faces a genie that grants wishes, so long as those wishes are pain. A tale of fire, smoke and minotaur cheerleaders
After a summer hiatus we join the party as it finds out more backstory that it'll be sure to soon forget. A tale of poisonous gas clouds, DMs that can't add, and a glimpse of the past.
Arkadios learns a bit more of his past from the minotaurs of the city of Gnossos. A tale of history lessons, Rick's Rules of the Road, and just how tall Ken is, or isn't.
The party begins to make the rounds in the city of true minotaurs. A tale of cow jokes, life lessons, and luxuriating dwarves.
After months of travel, trouble, and trials the party nears its destination. A tale of visceral spies, bizarre games, and living legends.
The party finds itself fighting a subterranean terror. A tale of stable wizards, dirty trolls and damage resistance: pointy things.
As the party explores the ruins of the Oasis, they find that they aren't alone. A tale of how three heads are more dangerous then one, old campaign tales, and dangers of becoming tainted.
You asked and the guys answered. We answer a few questions from the mail bag during this intimate sessions of sharing. From magic latrine bags, Chris Card's most angry moment, and why Rick plays doesn't play video games. Just remember, you did ask.
The party finds that the Oasis of the Weeping Woman isn't as abandoned as expected. A tale of dancing lights, juggling rangers, and a captivating beauty.
Join us as we explore strange new vistas of horror, non Euclidean geometry, and slime girt cyclopean ruins as we play the horror classic RPG Call of Cthulhu. A tale of sleep deprived GMs. deadly furniture, and why Rick will never. ever be allowed to play a character with a gun again.
As the party makes its way across the burning sands they encounter a strange new find: a dwarven hermit with some bitter teachings for the party's resident monk archer. A tale of insults, a very happy Chris and unexpected displays of friendship.
The party finds itself finally free of the Tomb of Anki and back on the trail to the Oasis of the Weeping Woman, along with a whole new rules system for Rick to not learn. A tale of converts, mushroom men, and spore visions.
With its cleric turned into even more of a babbling imbecile how will the party fare against the traps and guardians of Anki's Tomb? Judging from Eric's die rolling in this episode, the outlook is grim. A tale of historical motherlodes, Ashirian social niceties, and hungry, hungry statues.
The party finds itself fighting opponents that can't be bargained with. That can't be reasoned with and don't feel pity, remorse, or fear. Will the party be terminated? Listen to find out. A tale of dazzled eyes, the perils of grave robbing, and a whole boatload of constructs.
A Random Dungeon Are You Wearing a Helmet adventure: Join us for an extra special session of the podcast where the whole group gets to break out the 1st and 2nd Edition books and ride the waves of probability. An adventure so special you get five morons for the price of four. A tale of interrupted character stories, Team Bob, "sleeping" orcs, and how to really influence people.
Out of the frying pan and into the fire (if the fire was a bunch of spear wielding piles of calcium) the party finds itself fighting another skeletal phalanx as it tries to plumb the secrets of Anki's tomb. A tale of endless quivers, ossified bets, and the slow roll of plot points.
Plunging into the lost crypt of a legendary king, the party finds that even the deceased are leery of giving up their loot. A tale of cultured sphinxes, salmon leaping monks, and one very, very long fight.
A chance encounter with an old class mate leads the party into a quest for fortune and glory. A tale of ophidian invaders, archery duels, and greed driven mages that aren't Rick.
The party rounds into the home stretch as they confront the true evil behind the curse of the Ruins. Also Ken gets to live out his sound effect dreams. Please don't encourage him by liking it. A tale of twisted temples, melancholy marionettes, and father issues.
What mysteries and perils await the party as it ventures into a blasphemous mockery of Merrick's church? Well, let's just say you're probably going to want to turn your volume down in the last ten minutes. A tale of undead scribblers, unwholesome gardens, and maniacal dentists.
The party finds itself back to its rescuing ways as it braves ancient, shunned ruins for the sake of three overconfident teenagers. Not to be nice mind you, but mostly because Rick doesn't want to pay a tariff. A tale of tenebrous tendrils, the bones of ancient heroes, and dancing golems.
Welcome back boils and ghouls to our second Halloween special. Join Chris "Corpse" Card, Ken "Revolting" Rau, Eric "WOOOOOOO" Wisiewski, and Rick Doombridge along with our special guests Keith "Chemtrails are a Freemason Plot" Allen and Rob "Murderous" Mountney as they venture into a terrifying blast from the past: The Tomb of Horrors. A tale of monkey rafts, a lethally polite paladin, and oh so many pit traps.
The party sets out to rescue kidnapped members of its expedition from the servants of a strange and ancient evil. What will the group find atop of a brooding stone tower called the Devil's Tooth? A tale of pilfered potions, deadly discs, and savage simians.
The party strikes out on an expedition to find a forgotten city, and more importantly, whatever treasure is still in said city. A tale of cheap labour, strange questions, and kobold arms deals.
The party finds itself deep within the very sanctum of Captain Erksson in an episode so action and comedy packed that we had to shorten it lest we burn out your excitement centers. A tale of melting pots, feathered friends, and silver (bar) linings.
Finding a hidden escape route, the party finds itself exploring an area sealed for centuries, along with secrets and ancient treasure. A tale of sullen rangers, crystalline janitors, and jarred threats.
Disguised, the party mingles among the lowest of high Sheresh society, where oddities are the norm. A tale of Eric impressions, troll bits, and impudent deals.
With all the foresight and stealth it's known for, the party attempts to break into their foe's lair and rescue a family of innocents. A tale of extortion, invisible dwarves, and petty vandalism.
The party barely has time to catch its breath before being confronted by their most annoying foe yet. Can the party rescue their dwarven allies or will it degenerate into a flopping, steaming mess? If you've listened this far I'm sure you can guess. A tale of vain Vikings, wizard street fighting, and suplexes.
The party finds itself in a desperate situation as it's surrounded on all sides by the undead hordes of ancient Sheresh. A tale of rot, free range Morlocks, and black water rafting.
As the party tries to find a way to escape from the dead city of Old Sheresh they find a new ally. They'll need all the help they can get as they find themselves in the middle of an undead feud. A tale of stylish fashion, dwarven anatomy, and dark waters.
In this extra long episode, the party finds themselves strong-armed into the broken remnants of Old Sheresh by the strangest beings they've met yet. A tale of brains gone bad, the oddest of pets, and how trusting the structural integrity of old buildings isn't the best of plans.