The dudes race down memory lane as they check in with old friends and inspect the current state of their headquarters.
AND WE’RE BACK with episode 150! The crew has returned to the prime material plane and their home planet of Golarion!
It’s the exciting conclusion to the adventure on the elemental plane of air! Will the guys all survive to make it back to the material plane and their home lands of Varisia?
The guys are in a stand off with the cloud castle guard! Will they be able to avoid bloodshed? Do they even want to? Also, the guys load up on new gear, things get greasy, and sparky grows up fast.
The guys have 1 wish left after using the first to protect themselves from djinni vengeance and the second to give Quoven wings. Of course, they may need to use the final wish to turn quoven back into a person. Come for the laughs, stay for all the background noise Doug’s mic picked up!
Chat us up on Twitter @DougAndDragons!
The crew has captured a wish granting noble djinni. Now they just have to convince him of that.
The crew managed to anger a djinni of a high station in the city of Almarin Vin when they wouldn’t share their research with him. Now they must face him and his oversized scimitar! The fight is seemingly going well for a minute, but then Haz remembers something that leads him to tell the party that they need to take this djinni alive!
Something sneaks up on the guys on the dance floor! Will Mrs Jenkins ever see again? Watch out for the guy carrying the log!
Ilmek spills a secret. Then, the guys attend a djinni art gala and a human dance party.
Daenlyn returns to Almarin Vin and his companions. Friends are made and secrets are revealed!
Great background ambience from Tabletop Audio!
The crew takes on the creature responsible for building the blasphemous shadow temple!
The Shadow Dragons and Daenlyn search the evil temple for the mysterious shadow creature they’ve been told about.
The Shadow Dragons are attacked by a young cultist.
In the aftermath of a difficult battle, Daenlyn and the Shadow Dragons find that there are still plenty of evil creatures lurking in the temple on the plane of shadows. And, a miniaturized Sin the sorcerer bites off more than he can chew.
The Shadow Dragons’ battle with the blasphemous herecite continues!
Daenlyn is confronted with a particularly blasphemous visage as the Shadow Dragons delve deeper into this twisted shadow plane reflection of the temple of Shelyn!
Daenlyn and the Shadow Dragons continue to fight the dire ghoul hounds.
Daenlyn’s side trek into the Plane of Shadow continues, as he and his new found allies investigate the evil reflection of the temple of Shelyn.
Dae Dae has been pulled into the upside down! Now in a world of shadows and his crew nowhere to be seen, Daenlyn must confront the evil cleric that dragged him here. But, what is this? Has he found a group of allies in this twisted reflection of the realm he knows? Special guest Jared Cvetas joins the adventure!
The guys take on worshipers of Zon Kuthon that have been causing trouble a the temple of Shelyn.
The crew checks out the grand temple of Shelyn and meet make some friends.
Daenlyn’s entourage grows larger, and the guys approach head to the temple of Shelyn in the great djinni city of Almarin Vin.
The guys speak to Ilmek’s contact, Nefre, and learn how they can earn clout with her in an ongoing effort to gain access to the Exalted Archives. Plus, and ending that is just a little bit shocking…
The crew goes is looking for answers! First, why have the worshipers of the evil elemental lord Hshurha been after them. Second, find more information on the powerful amulet that they secretly carry!
The fight with the elementals in the markets of Almarin Vin continues, and things get twisted!
Battle hardened air elementals attack the crew in the markets of the great djinni city of Almarin Vin! These enemies are no joke and put the hurt on our heroes! Will all of the guys survive? Plus, post-yop goodies!
A brand new chapter, and a great jumping on point for new Dougallos! Welcome to the great djinni city of Almarin Vin, a metropolis on the elemental plane of air that dwarfs the crew’s hometown of Magnimar! Anything you could ever wish to purchase is available here, and it turns out the guys have a lot more gold to spend than they realize. But first they have to learn how to walk on walls.
The end of the battle with the murders! Eisar, the djinni head of security, shows some emotion! Super loot!
The guys continue fighting the demon summoned by Kulek. Then they must search the ship for the evil wizard and his accomplice.
The guys track down and confront the suspects in the murder case aboard the Shimmering Shikra! And stick around for the pop tart talk!
The guys investigate some new suspects as they try to solve the murder that occurred on the Shimmering Shikra. Also, not everyone on the ship likes cats.
The guys continue to investigate the murder aboard the Shimmering Shikra, but they’ve yet to identify a clear suspect.
The crew of the Shimmering Shikra is stunned by the attack on the ship, but something else causes them to be shaken even further.
The fellas deal with an attack by eel-like humanoids. Will they be able to keep the passengers of the Shimmering Shikra safe?
Seeming prophetic dreams invade the crew’s slumber, and warn that past acquaintances don’t always avoid the wake they leave. Then, the guys speak to Ilmek, the djinni who noticed the aura of the magic amulet of Kkal Ohm Han. Also, O’Shea checks out some bling and Quoven shops for diapers.
Daenlyn has some issues with a summoned creature. Then, gambling and grooming!
How many adventurers fit in a taershar’s stomach? The crew fights the huge, flying reptiles that knocked the Shimmering Shikra out of the sky stream!
All aboard the Shimmering Shikra! The guys interact with a few djinni as they prepare to sail the skies of the elemental plane of air. After a quick tour of luxurious djinni airship the guys seem to be in for a week of relaxation and fun. What could possibly go wrong?
One of the guys has a reunion that’s been a long time coming. Also, a huge celebration, and the crew meets some interesting new people.
The PCs have forced the cloud giant to retreat. But, it’s minion continues to hound the magic users. Also, the guys meet someone that they’ve been hearing about for a long time.
On a silver staircase in the crystal mountains of Glacera, the guys take on the cloud giant Rohagoth!
Some tornado-like creatures have come looking for our heroes. How did they hear about them? Also, the guys head out to hunt down the cloud giant, Rohagoth.
The crew spends some time trying to learn more about the Amulet of Kkal Ohm Han, despite the locals urging them to get moving and take care of their cloud giant problem. Also, they meet a local that is very interested in what Daenlyn has to say about his goddess, Shelyn.
It’s a new chapter for our heroes! After entering a rift to the elemental plane of air, the guys fall and fall and fall through the endless sky. Eventually they find a village, and the people need a favor. Beware the vegan agenda!
It’s the final chapter of the Crying Eye Mountain adventure! Rashmi has a choice to make! Does she side with the evil vampire or the good pla… um… or the player characters?
The guys settle on traveling to the elemental plane of air, but Rashmi is contemplating ending her time w/ the team.
The guys get some much needed rest after dealing with the dragon and main room of the temple. But was something lurking while they slept? Also, pervy fire elementals and weapons galore.
In the aftermath of the fight with Krexakkar, the white dragon, Quoven the monk attempts to retrieve the Amulet of Kkal Ohm Han from the giant statue. But things get a little rumbly…
And we’re back! After sacrificing one recording session to the gods of technical difficulties, the fight with the white dragon continues!
Haunting hijinks! Decorative deathtraps! Chilling conundrums! It’s the 100th freaking episode of Douglas and Dragons!
After a difficult encounter with an unseen foe, the crew continues to explore the temple, and Rashmi gets a fearful reminder of a past life.
After finding their way into the temple of Khal Ohm Han, an invisible force has knocked Hazarmaveth off of a platform to the ground 30′ below! Roll initiative!
The guys finally emerge from the interior of the mountain and get a taste of sunlight. But the mountain is nowhere near done with them yet.
This one’s a decent jumping on point, as the guys talk about their characters a bit at the beginning of the podcast. Out of the caves and into the secret tunnels created long ago by the dwarven slaves of the Khal Ohm Han army. And also, the fellas are level 8!
Will the guys ever find their way up to the temple?
The guys fight off an ambush predator, then proceed to further through the cave system. Also, who beefed?
The crew continues through the interior of Crying Eye Mountain, dealing w/ more fungal creatures and more natural hazards.
Never trust a fungus. Nuff said.
Just get to the other side of that fissure, dammit! Also, the crew tries to get some rest while still under the mountain, but the locals are lingeriing nearby.
The crew is swarmed by big, glowing beetles! Also, how hard is it to get over a seemingly easy obstacle?
The guys figure they have to back track a bit to find their way up to the top of the mountain, so they revisit their cloaker ‘mantabat’ pals!
The guys press on in the underground caverns, trying to find a way to the top of the mountain. Instead of the right path, the guys find the most hideous thing they’ve ever seen.
The journey inside Crying Eye Mountain continues! Quick question: Is it cool to call it day and take an 8 hour rest at 10 am? Asking for a friend.
Who has a dang torch? The guys enter the hidden dwarven tunnels at the base of Crying Eye Mountain, and they find the residents to be less than friendly.
After killing a pair of dragons, the crew quickly realizes that they have a much bigger problem. Hide! Plus, Doug gets a taste of what it’s like to be on the outside, not looking in.
White dragons attack the camp! Nuf said!
The crew sets up camp near the base of Crying Eye Mountain and things get a bit steamy on O’Shea’s watch.
The guys fight a magical beast on a frozen lake. Then Quoven has a disturbing experience.
The crew continues their journey to Crying Eye Mountain along with their new companion. Things are getting ominous, and have a predilection towards being encased in ice.
The party gets to know their newest ally, a young looking blue skin woman that everyone refers to as “the old hermit.” Also, the guys find out that the northern terrorbird is a mount that takes a lot of getting used to.
The guys have their worthiness tested at the temple of Irori, and Haz’s patience is tested by DP’s new friend.
The guys attempt to deal with their midnight stalker. Also, terrorbird negotiations and monk challenges!
While the rest of the crew subdues their quarry, O’Shea Jackson Human Fighter is left alone with Sylvester Olasz, the man who was covering for the crew’s target, and his bodyguard Amur, a catfolk assassin. What could possibly go wrong?
As they head towards Eagle Wing Mountain, the guys are reminded that they have already made some enemies in these mountains. After that, the guys arrive in the small village of Mincover and get straight to business. Will they deliver justice? Or will they get sent to human resources to watch some videos?
The guys try to make their way through the mountains without getting lost, and without getting killed. Also, some context for a recent encounter and with it a new goal.
The crew gets into the toughest fight of their lives! But first they come across someone lost in the frozen wilderness who wants their help. Also, seriously, we get way too deep into this horse conversation at the beginning. But don’t worry, it gets resolved by the end of the episode.
Quoven makes a choice and takes a big risk, betting on earning the title, Lord of the Skies. But, do his friends think the risk is too great?
While still trying to figure out their spooning order, the guys get an unwelcome visitor to their camp.
Welcome back to the Realm of Douglas and Dragons with this extra long episode! The guys travel through the Varisian countryside to the mountains to find the Amulet of Kkal Ohm Han before Grokka the Cruel does!
The werewolf battle rages on in Wolf’s Ear! The guys flip a coin to see if Grace should be saved or not. Things get (wait for it) hairy!!!
The town is saved, or is it? A black plume of smoke fills the night sky to the north. Are the Erastil priests safe, or is it true that Elder Bermont is in league with the werewolves?
The guys witness a civilian get turned into a werewolf, and have to decide whether to try to save him or to dispatch the beast. Also, a showdown with one of the big bad werewolf leaders!
The guys continue to make their way to the town hall under the full moon, dispatching werewolves as they go. Luckily, they get some surprise help from the care center’s newest residents.
Night descends on the town of Wolf’s Ear and the full moon rises. Will the night pass quietly for the boys, or is the entire town about to erupt in terror?
The mayor of Wolf’s Ear gives an address that puts the town on edge. Also, some unfinished business is taken care of.
The guys spend the morning in the town center, hungover. Daenlyn attempts to charm the herbalist while the others pick up some silver weapons. Then, it’s Abjurant Day!
In this episode, Quoven the monk makes a fashion statement, O’Shea comforts a bad girl, and Daenlyn uses the diagnostic toe technique.
Dr Oakhollow and Nurse Jackson continue their investigation into the victims of Malgunta who are suffering from insanity. Also, Quoven’s impromptu drinking contest with the mysterious wizard has consequences.
They guys meet up with Elmarr Gruber, a worshiper of Cayden Cailean who is actively working with the resistance to fight Grokka the Cruel in Riddleport. They throw back some beers and go over their options. Then, Daenlyn and O’Shea drop in on some crazies that have had their own dealings with the forest witch, Malgunta!
The guys deal with the aftermath of a fight with some of Wolf’s Ear’s newest residents. Quoven finds a wicked kung fu sword and introduces himself to some of the other residents, and the town guard introduce themselves to the guys.
The town of Wolf’s Ear has had a lot of newcomers because of trouble to the north, and they’ve brought their own troubles along with them. Oshea the fighter, Hazarmaveth the wizard, Daenlyn the cleric and Quoven the monk get their first taste of the rough side of town.
With a newly acquired crate full of gold, the guys set out to take care of a little business. Daenlyn and O’Shea do some banking, and Quoven gets a fancy coat! Also, Haz likes to talk shit to fellow wizards.
The guys make friends with two Erastil worshipers who want to expose and destroy the werewolves living secretly in Wolf’s Ear. Also, drug trafficking, sideburns, and a pretty painting!
Martinsen, the owner of the cabin that the PCs defended against werewolves, shows up after their fight. He and the PCs just don’t get along. Also, a chase through the woods! And, do the guys FINALLY get out of the forest?!?!
Almost to Wolf’s Ear, the crew stopped at an empty cabin to rest for the night. The forest, however, doesn’t rest at night.
The guys are fighting a wasp the size of a horse, two rhino-size dire boars and now something else is coming. Also, the guys come across a local farmer’s harvest, and it’s impressive.
The aftermath! After a bit of witch compelled infighting, the crew is back on the road. But the inner conflict isn’t over. Who’s going to turn Quoven the chihuahua back into a person? Does anyone really want to? Can a ten pound dog do a spin kick?
The big fight among the players finally happens!!! … sort of. With the party separated, we needed a narrator to describe what’s happening for the listeners. Give it up for Brad!
Get the kibble! Quoven the monk is a chihuahua and he’s looking for vengence! The crew has run into a witch that’s much more than a match for them. How will they escape? How will they survive?
It’s a milestone, y’all! The crew has dispatched the denizens of this mysterious tower, so they begin to search the structure. Later, they find out exactly what the creatures of the forest think of them, because they flat out tell them. Woof woof.
As a bonus to our listeners, here’s a full rez version of the map John made that we used in eps 49 and 50! : http://johnbunger.com/douglasanddragons/map2_full_giveaway.jpg
After finding an ancient ruin in the Churlwood Forest, the crew investigates. This place has incredible magic potential, but it’s also now the home of a hunter…
Doug and I (John) talk to Jared Cvetas. Jared is the GM for my weekly Pathfinder game and a fan of Douglas and Dragons. We talk about the show, our Wednesday night game, game mastering in general, and other random stuff. Please enjoy, and we’ll be back with episode 49 next week!
The crew gets to know one of the forest locals. Should they be nice, or get far, far away? Also, there’s a structure, made of stone, a half a mile off course…
Finally, we’re back! A large predator breaks off of it’s pursuit when it senses the crew nearby. Luckily, Quoven is ready to kick off this fight! And later, and intruder is spotted in the camp. What could it want?
The crew makes it up a ridge in time to avoid what sounds like a large creature. After going back and forth whether to investigate, they come across a super stash of something that makes O’Shea and Stan happy. But does all of this lead to disaster?
The Churlwood forest is whispering to our heroes, and it’s freaking them out! Just stuff as much moss in your ears as you can, and get that Hazarmabjorn ready for Glenn! Only Fistina can save us now! And sorry, Adam Carolla, there’s still no room for you in the adventuring party.
After some strangeness during the night, the crew heads into the Churlwood Pass. Meanwhile, a psychedelic pancake hangover is still affecting Quoven and the crew needs to figure out what to do with him. Also, blueberries or blue berries? There is a big difference.
O’Shea, Daenlyn, Stan, Glenn and Hazarmaveth are dragging a sick, unconscious Quoven with them down the beach when they’re attacked! Also, Stan’s feelings for Kylessa are complicated. And, hear Alan’s impression of Fozzy Bear on whip-its doing Roy Orbison singing Toni Braxton! Good times all over!
In the aftermath of the sahuagin attack, the crew must deal with a sinking ship. Will they make it to shore, or is this going to become a podcast about feeding fish at the bottom of the sea?!?!
Ok, life-lubbers! Get to know the players a little better at the beginning of this episode! Then, find out if the guys or the ship can survive the attacks of the mutant sahuagin, who’s taking down sailors left and right!
The Sahuagin attack is in full swing, and the Salty Jewel is in the danger zone! Dae Dae does his best to keep it all together while O’Shea and Stan do their best Scooby and Shaggy routine. Kylessa doesn’t appreciate the guys antics and lets them know. Hazarmaveth doesn’t take any of this sitting down and goes on the offensive, even when he’s not fully committed to standing up. Cannons are blasting, arrows are flying, men go overboard, and one of the party members dies!
When the boat is a rockin’ don’t come without a high reflex save! It’s a special St. Paddy’s Day episode… sort of! Listen to the sound of the Witch’s Finger in action! Feel the fright that drives O’Shea Jackson to freak out! Have you heart warmed when Stan M. L. Chin professes his love for Kylessa! Be disconcerted by Sam Elliot’s mustache free face! And of course, get anxious with Jason when the tokens aren’t exactly where they’re supposed to be on our Roll20 map! “Don’t let me die, Glenn!” “Did I ook that?”
Hey hey hey, there is a huge dragon turtle aimed right at the crew! The guys get the catapult and ballista rolling, but will it be enough to stop the 4 armed mutant sahuagin prince and his minions before they ram the ship?
After dealing with some bunyips using seige weaponry, the crew deals with a pukey Glenn Fizzgig. So long custom track suit. The guys then talk to the captain about the sahuagin menace. Also, learn how the female members of The Salty Jewel’s crew react to Stan and O’Shea’s come-ons, and Dae Dae’s strong stance on cats! And what the hell is that huge thing floating in the distance?
It’s a very musical episode of Douglas and Dragons! The guys continue fighting the sahuagin prince and his minions, but is this only a taste of what’s to come? Also, gambling, spooning, kegels, crossbows and catapults!
The ship to Riddleport is attacked by denizens of the sea! Do the fellas have their sealegs under them enough to fight off the threat?
… and yeah, classy title. We know.
There’s a chase in the market after one of the guys gets robbed! Also, meet Captain Abbott, the man who’s going to get the guys to Riddleport! And listen to John mix up Theo and Toho, then admonish the guys for mixing up Theo and Toho!
O’Shea runs in to an old jr high basketball teammate who’s been running w/ an bad crowd. Also, a drunk Quoven goes to get his 10 gold back from Lisia the halfling, but when he gets to Shallow Pool he gets more than he bargained for.
Enforcers for the newest group of drug pushers in town have been threatening the PCs and harassing their friends and families. But the PCs have an advantage that the thugs don’t know about, and go about setting up an ambush.
The fellas are on the hunt! It’s bad enough that someone has messed with O’Shea’s family and Daenlyn’s temple, but now they’re messing with their favorite hangout, The Smoky Dragon! This aggression will not stand, man!
The boys are back in town! After getting the orcs’ prisoners safely back to their homes, the crew finds out what happens when you stir things up in a city and then ditch out for a few days.
The crew has a prisoner, some people to free, and a pile of orc and slaver bodies to loot. What to do with it all?!
The guys are not having a great time on their play-date with the slavers. Enemies archers are hitting well, orcs won’t go down, and the crews’ hit points are dropping fast. Maybe now is a good time to pull that giant size monk out of your sleeve!
Hey raging orc, do you want to surrender? The raid on the slaver camp goes smoothly, until it doesn’t. Did the crew bite off more than they can chew? RIP Edward Furlong. We miss you, buddy.
While visiting Stan’s secret patch, he and O’Shea discover an opportunity to stop the slavers for good. Kylessa’s back, but the rest of the crew doesn’t trust her.
The gang is back! After a glimpse into the past, the crew must decide whether to go looking for a dragon or to leave it be. Also, interrogations, drunkenness, arm wrestling, and the reappearance of someone who hasn’t been seen in a long time!
The crew sets off through the swamp to Stan M. L. Chin’s home.
Even spring cleaning is an ordeal for the Douglas and Dragons crew! Spider webs, wasp nests and human bones; it all needs to go!
The one who brought evil to Gerold Manor has been vanquished, but is it too late to lift the curse of undeath that persists in this place?
More skeletons and more bone shaking action! Does the crew finally unlock the mysteries of Gerold Manor? Does it have something to do with the mumbling shadow creature that is trying to kill them?
With the smell of freshly grilled troll hanging in the air, the crew continues through the caverns under Gerold manor in search for Quoven.
A software glitch cut off the end of the ep, but fortunately nothing important happened. Doug and John b.s. for an hour at the end in an attempt to make up for the error.
Still searching for Quoven, the crew follows the drag marks to a tunnel that’s blocked by a cave-in. But don’t worry, there’s an app, er, I mean a spell for that. On the other side of the obstacle, they make a new friend! Friends are the ones that throw rocks at your face, right?
The crew has entered the secret tunnels below Gerold Manor. Behind a cloak of magical darkness one of the guys suddenly disappears! The remaining adventurers hunt for their companion. However, something that has been buried for a long time rises, costing the party valuable time!
Giant spiders converge on the campsite post taco party! Are these the same 8-legged freaks that took control of the kitchen, or is it only the first wave of many? Will the crew survive long enough to explore the hidden tunnels in the basement?
These attack bonuses go to 11! Mayhem in the cellar of the Gerold family manor, as the crew deals with some surprises. And later, campfire taco party!
The crew gets closer to unlocking the puzzle of Gerold Manor’s history. But first, the corpse of a cleric of Zon-Kuthon, the brother of Daenlyn’s goddess Shelyn, rises to attack the party!
More house cleaning and more skeletons! The guys are finding that a lot has been going on here in the last 10 years besides giant wasps moving in.
So, almost every room in this place is going to have something inside waiting to kill the players, yeah? Yeah, pretty much.
It’s time to assess the property value of this woodland manor and maybe liven this place up. It’s dead in here!
The party fights off a giant toad and a frog man, and then finds the wilderness manor they are looking for. Only it looks like something other than people have been living there…
Not content with a stall in the market, the boys decide that it’s time to set up a base of operations. Perhaps a nice place in the wilderness just outside of town?
The adventurers are off to the Bazaar!!! They make connections and an open up a potion/arm wrestling stand across from a surely Mage. Then they are tested by the Doom Sayers!!! #Bazaarmaveth
Quoven is back, and O’Shea’s junior high pal Daenlyn Oakhallow (or Day Day as O’Shea calls him) joins the party. Also, giant pet snakes.
After staring death in the eye, Quoven needs some time to himself. Will he find any leads on his missing brother? How much should a wheelbarrow full of apples really cost? Do reefclaws taste best with clarified butter?
The battle continues with the Orcs.
Doug and Alan make fun of Sean’s dick.
PRO TIP: Keep the babies away from the Core Rule Book, and out the street.
This Episode Brought To You By Orc Spearman Chevrolet!!!
After Hazarmaveth cracks the code in the ledger found at the warehouse, the gang heads to Darrus’s crib to get some sleep. But a half pint halfling named Felix wants to have a few words with the guys first. Plus, you get to listen to the guys sing 80’s tv show theme songs.
Quoven is still feeling the effects of being touched by a priest. Need I say more? With his legs still shaky from the intimate encounter, Stan, O’Shea, Hazarm…..The Wizard, and Glenn kill some time in the land of Magnimar without him.
While down one adventurer, the boys finish off levelling up and mix it up a little on the streets of Magnimar.
The Crew busts in on the Midnight Milk warehouse to bring their evil drug ring to a crashing halt! It’s war and we brought a monkey in chainmail fool! Prepare your ears!!!
The guys do a little investigating and find that the Dockway in Magnimar is infested with Goblins! After talking to Rory the Town Guard the guys remember the whereabouts of the Midnight Milk warehouse. Are they ready for what they will find within..?
Part 2 of 2! We introduce the crew that will vanquish evil in the city of Magnimar!!! Join Doug, Alan, Sean and Jason as John runs them through a campaign in Pathfinder. Role playing will never be the same again. Prepare your ears!!!
Part 1 of 2! We introduce the crew that will vanquish evil in the city of Magnimar!!! Join Doug, Alan, Sean and Jason as John runs them through a campaign in Pathfinder. Role playing will never be the same again. Prepare your ears!!!
Welcome to the new home of Douglas and Dragons. If you are a longtime listener, move your iTunes subscription or bookmarks here. The old host was problematic, so JB is hosting the show on his own website now! Yop Yop Yop!