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Remember, if you're a guest at someone's home and they think one of you is a god, just go with it. The team makes nice with their new Goliath friends but quickly get caught in an awkward situation, kind of like when you're the third wheel on a date and the couple is trying to kill each other and one of them has a secret sheet music that could possibly save the world... Stay tuned to the end and witness possibly the most clutch moment in any D&D game you could possibly imagine.
Put on your snow boots because we're going up north! The Mohilar have given the team enough clues to unravel the mystery which leads them to the snowy mountains. Find out if they end up where they wanted to go or if mad frostbite awaits.
Politicking ain't easy, just ask Kr, mayor of a ghost town full of lizards. In the mines they come across a secret kept under Alya Dör which could change the world forever. A wise man said: “Carry dog treats, for the wolves are hungry.”
Kr is the mayor of a ghost town full of lizards and it goes downhill from there. The team back tracks to the future and head to the Baron's mansion. Celebsuni performs a ceremony of marital matrimony of long parted lovers. The team head to the mines and go surfing. What will they find? Hint: it's big.
After literally blowing away any of the Barons opposition and sacking his trophy room, the New Deputies trek back to Alya Dór, where they intend to drop off the fine ore haul to Nanoc the armor. But as if common they should able to continue on with no problem and even less trouble, right?
No but seriously, it's a real disease.
The final showdown between Ned and Kr.
After meeting some freaky Dwarfs and killing innocent dire wolves who only wanted to feed on their faces, The Deputies decide what to do with the new knowledge that Baron Faire Madra has been stealing from the king. They've discovered a carriage with a small fortune in excellent ore. Will they take it back to Baron Madra? Will they come to the Dwarves for guidance? Will Kr finally fulfil his killing Ned kink? Find out on 'Cookin the Books.'
The team gets permission to search Baron Madra's mansion and do what you'd expect. Ever wonder where a noble keeps their scarfs? Wonder no more! A snooping-they-will-go. Later take a trip to the Dwarven enclave where death wishes are given out like candy.
Reggington, Celebsuni, Neerg and Kr are The New Deputies. No, not a bad new wave cover band, they're Alya Dór's latest hope for justice. The team is sent to investigate a recent robbery at the mines. En route they will confront the horrors of global climate change, get spooked by actual wind, and try to progress in a world with manners.
The city of Alya Dór has been going through some freaky changes. A crater explodes and monsters come out to kill. People with giant eyeball heads arrive, and the state of art, fashion, and crime are all the rage. Here, Elf Cleric Celubsuni and Kobold investigator Reggington meet in the office of Alya Guard Chief Kendrick Dean who drafts them into The Deputies to solve a murder in the Artist's Belt. Later, they meet Half-Drow Warlock Kr who takes an interest in the death and tags along to ”help.” Ralph's Records own H and Lillip discuss events leading up to the death. Their one request is that Neerg, a Bard, friend, and one of the humanoid Residents with a giant eyeball head, assist them. Was it a murder? Will they find the culprit? How will a snobby Elf, and sticky-fingered Kobold, a 3,000 year old dead god and an eyeball head get along? Tune in to ComeDy&D: Voices of the Air to find out.
The gang just made their way back to River Glen Falls after annihilating Henrietta the Hag in Oceanview. Not even a day passed before they encountered more eerie shadows at the Kenku's Nest and a group of nothics at the Guild Hall. Will they save another town or become victims of another TPK?
The gang has a run-in with a realtor and explore the salty underbelly of the small fishing village.
The party travels to a small seaside town with a big time hag problem (NO SEAGULS WERE HARMED IN THE MAKING OF THIS EPISODE)
The adventurers leave Kobold Town but will have to face their deepest fears before returning home.
The new adventurers are tasked with slaughtering a town of Kobolds. Will they appease the guild or have a change of heart?
The New World holds as much opportunity as it does danger. How will the three work together to succeed?
The frontier town awaits but danger lurks. Will the team make it?
Three intrepid travelers meet and begin their journey together!