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!
The Damage Guild | A D&D Podcast is an incredibly entertaining and engaging podcast that brings humor, excitement, and creativity to the world of Dungeons & Dragons. The hosts of this podcast are undeniably funny and their chemistry is evident throughout each episode. Their ability to deliver clean humor sets them apart from many other podcasts in the genre, making it accessible for listeners of all ages.
One of the best aspects of The Damage Guild is the storytelling and roleplaying. The Dungeon Master, Thayne, does an exceptional job at crafting a captivating narrative filled with interesting quests, memorable characters, and unpredictable twists. The players truly embody their characters and their interactions feel genuine and entertaining. It's evident that they have a deep understanding of both the rules of the game as well as their characters' motivations.
Additionally, the production quality of this podcast is top-notch. The sound effects, music, and editing techniques all contribute to creating an immersive experience for listeners. It truly feels like you're right there at the table with them, experiencing the highs and lows of each adventure.
While it's difficult to find any major flaws in this podcast, one minor criticism might be that some episodes can feel a bit long-winded or slow-paced. However, this is easily overshadowed by the overall quality of the content and does not detract significantly from the enjoyment factor.
Overall, The Damage Guild | A D&D Podcast is a must-listen for fans of Dungeons & Dragons or those interested in immersive storytelling podcasts. With its hilarious cast, engaging storylines, and excellent production value, it provides hours of entertainment that will leave you eagerly awaiting each new episode. Get ready to embark on a thrilling journey filled with laughter, excitement, and epic adventures alongside The Damage Guild!
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.