An Idiot's Guide to Adventuring

PODCAST · leisure

An Idiot's Guide to Adventuring

Welcome to An Idiot’s Guide to Adventuring, a TTRPG actual play podcast made by idiots… but not exclusively for idiots. DM Paul Stanfield is joined by Justin Cole, Joshua Ladd, and Luke Stanfield in the fantastical world of Alurea. Listen along as these four friends roll dice, make merry, and collaborate around the table to tell tales of epic adventure and unspeakable shenaniganry. Do they have what it takes to write their names in the fake history books? You’ll have to follow the guide to find out.New episodes drop every Monday.Music by Epidemic Sound.Logo art by Winston Fujino.

  1. 116

    All Good Things

    Peace and freedom have returned to the Marchlands, thanks to Clyff, Drogan, and Stewart. From humble beginnings to famous adventurers, the Charisma Crew have come a long way since they started out at the tournament in Silverbend. But what waits for our heroes at the end of their stories?You'll have to follow the guide to find out.Music by Epidemic Sound.Logo art by @winstonfujino

  2. 115

    The Truth Will Set You Free

    Questions, answer, and revelations. Our heroes near the end of their road. Where will the path take them and who will they meet along the way? Follow the guide to find out!Music by Epidemic Sound.Logo art by @winstonfujino

  3. 114

    End of the (Cross)Road

    The Devil of the Crossroads won't make the same mistake again.This will be the last chance for Stewart, Clyff and Drogan.Music by Epidemic Sound.Logo art by @winstonfujino

  4. 113

    The Festival of Unity

    The city is alive with expectation on the morning of the festival of unity. But there is some darkness yet at work within the walls of Lakemarch.It's up to Clyff, Drogan, and Stewart to draw the poison from the heart of the Marchlands before it's too late.Music by Epidemic Sound.Logo art by @winstonfujino

  5. 112

    Guppies in The Pond

    The Charisma Crew is back in Lakemarch once more! But this time with the resistance to aid them in their plans to disrupt The Festival of Unity. Music by Epidemic Sound.Logo art by @winstonfujino.

  6. 111

    Ready the Resistance

    The adventurers take steps to get allies into Lakemarch as they prepare for the Festival of Unity.

  7. 110

    You Up?

    **There was a recording malfunction with this episode so the end of the episode is clipped. We did our "best" to recreate it perfectly from memory.The Charisma crew finds themselves separated by vast distances thanks to an unlicensed set of teleportation fireplaces.Can they reconvene before everything blows up in their faces? You'll have to follow the guide to find out...Logo art by @winstonfujinoMusic by Epidemic Sound

  8. 109

    The Boy are Back to Life

    The Charisma Crew is reunited but their mission isn't over. Traveling through the skies of Alurea with the crew of the Black Sheep, they must find their feet and figure out where their path will take them next.Music by Epidemic Sound.Logo art by @winstonfujino.

  9. 108

    Soul Heist

    The Ghost of The Moonwald is at it again. With a friend back at his side, Clyff attempts to free a soul from the Devil of the Crossroads.Music by Epidemic Sound.Logo art by @winstonfujino

  10. 107

    Heaven, Hell and In-between

    As Clyff rushes across the world to find a stranger powerful enough to bring his friends back; Stewart and Drogan get used to their new digs.Music by Epidemic Sound.Logo art by @winstonfujino

  11. 106

    The Huntsman

    A loyal Huntsman never rests.Logo art by @winstonfujinoMusic by Epidemic Sound.

  12. 105

    Showdown With Samuel Slake

    After months of sneaking about, following leads, and planning -- it all comes down to this.Will the devil's name be enough to swing the balance in their favour?You'll have to follow the guide to find out.Logo art by @winstonfujinoMusic by Epidemic Sound.

  13. 104

    Undisclosed and Unsettled

    The trap is laid and a shadowy figure emerges.But are the Charisma Crew ready to face what's next?Music by Epidemic Sound.Logo art by @winstonfujino

  14. 103

    Hut Sweet Hut

    The adventurers return to Clyff's childhood home in preparation for another showdown. Knowing they may only get one chance, they work on setting the perfect trap for the Devil of the Crossroads.Logo art by @winstonfujinoMusic by Epidemic Sound.

  15. 102

    Hatching a Plan

    The final pieces of the puzzle fall into place as our heroes make their way through Lakemarch. Drogan devises a clever gambit, Clyff makes one last bargain, and Stewart comes face to face with himself.Logo art by @winstonfujinoMusic by Epidemic Sound.

  16. 101

    Clues and Stews

    The Crew has some time to kill, so they decide to enter Lakemarch to learn about what's going on behind the city walls.Drogan and Dagna catch up. Clyff can't help himself.A wild Stewart appears.Music by Epidemic Sound.Logo art by @winstonfujino

  17. 100

    Stacked Odds

    With a strange ally, the group continues their search for Drogan's brother inside the keep on Bellmor Isle.Music by Epidemic Sound.Logo art by @winstonfujino

  18. 99

    Near Miss in Engineering

    With their stealth mission having reached an abrupt conclusion, the three sneaky scoundrels find themselves with a decision to make.Fight, flight, or freeze.Naturally, they choose a combination of all three.Music by Epidemic Sound.Logo art by @winstonfujino

  19. 98

    Bellmor Breakout

    The crew begin their mission to free Drogan's brother from Bellmor Isle. With some quick thinking, a bit of magic and a sneaky Grung, they might just be able to pull it off!Music by Epidemic Sound.Logo art by @winstonfujino

  20. 97

    Charisma Crew Thinking it Through

    After catching up with the Resistance in Silverbend, the gang spends some time gathering information and making big plans. You can never have too many plans...

  21. 96

    A Long Overdue Meatup

    It has been many months since the infamous events of the Marchlands Grand Tournament and Gala. Amongst the familiar sights and sounds of the famous city, there are mysteries waited to be solved.But has Silverbend cooled off enough for our heroes to show their faces again?Music by Epidemic Sound.Logo art by @winstonfujino

  22. 95

    Two Stews Are Better Than One

    The gang delve deeper into Stewarts memories and psyche and witness the origins and purpose behind Two-ert. What will Heart Walking have in store for them this time?Music by Epidemic Sound.Logo Art by @winstonfujino

  23. 94

    Brother, We're Home!

    After Stewart gets the Crew out of another bad situation, they find themselves far from where they are needed and feeling a little defeated.Drogan receives a message from someone he hasn't spoken to in many years.Logo art by @winstonfujinoMusic by Epidemic Sound.

  24. 93

    The Rumble Into Realms Unknown

    What happens when two extra-dimensional spaces collide? What happens if one of them is home to a surly, god-hating devil? What happens in this week's episode of an Idiot's Guide to Adventuring?You'll have to follow the guide to find out.Logo art by @winstonfujinoMusic by Epidemic Sound.

  25. 92

    The Devils in The Details

    After successfully Heart Walking, a new Stewart leads his friends back home and in their search for information, he remembers something long forgotten.Logo art by @winstonfujinoMusic by Epidemic Sound.

  26. 91

    Heart Walking

    Stewart, accompanied by his friends, finds himself back in the Waterside Orphanage as he attempts to use new magic to piece himself back together. He finds things aren't as he remembers them.Music by Epidemic Sound.Logo art by @winstonfujino

  27. 90

    Mending, Magic, and a Midwinter Walk

    For once, time is not pressing in, and the gang gets to slow down, catch up on sleep, and enjoy the slow months of winter.Clyff does some sneaking about, Stewart makes a name for himself, and Drogan sends an important message in an unorthodox way.After their down time is handled, Stewart decides it's time to face his demons.Music by Epidemic Sound.Logo art by @winstonfujino

  28. 89

    Hearth to Hearth

    Myrtle is vanquished and our heroes and their allies lick their wounds and investigate the now vacant hut. Drogan does some sleuthing, Clyff sends a message and Stewart has a Hearth to Hearth with his brother.

  29. 88

    From Dusk to Dawn

    The battle at the heart of the Darkening wages on inside Clyff's childhood home.The adventurers knew this would be dangerous, but were they really prepared for this foe? Perhaps just one more deal is on the table...Logo art by @winstonfujinoMusic by Epidemic Sound.

  30. 87

    Family Matters

    The sick and blackened heart of the swamp holds little love for the returning huntsman. But this time, Clyff Clearwater is not alone.It's time for the Darkening to see a bit of light.Logo art by @winstonfujinoMusic by Epidemic Sound.

  31. 86

    A Thorn In Our Side

    Cultists, Lizardfolk and Huntsman, oh my!The Charisma Crew continue their trek through the Darkening. But will they find Myrtles hut before she finds them? Music by Epidemic Sound.Logo Art by @winstonfujino.

  32. 85

    Older Brothers

    Stewart and his brother finally come face to face.There is a lot of catching up to do and a little explaining from both sides.Amongst all of this, the adventurers prepare to head into The Darkening to look for Myrtle Rotwood but find more than they were searching for.

  33. 84

    The Chosen of Boldrei

    Lakemarch might only be a stopping point before reaching the Moonwald, but it holds much more than our heroes expected. Drogan makes a new friend, Stewart finally meets an old one, and Clyff just wants to enlist new allies for what promises to be a dangerous hag hunt.Logo art by @winstonfujinoMusic by Epidemic Sound.

  34. 83

    Research and Devilment

    Armed with magical new cloaks, our heroes are teleported back to Lakemarch to catch up with old friends, do a bit of light reading and attempt to save Drogan's soul.Music by Epidemic Sound.Logo Art by @winstonfujino.

  35. 82

    Off to See She-Wizard

    The Crew has their sights set on a hag living in the Mountains of the Moon and hope to get some help dealing with Myrtle Rotwood.Before that though, can they free Drogan from whatever magic The Book of Lies has cast over him?Who's ready to make a deal?Logo art by @winstonfujinoMusic by Epidemic Sound.

  36. 81

    Berrington's Backdoor

    With a successful ambush behind them, it's up to the party to find and subdue whatever is inhibiting Berrington's teleportation magic so the refugees can make their escape from the besieged city.But more than wind and snow waits for them at the end of the World Wall, as they'll soon discover.Don't forget to check for traps.Logo art by @winstonfujinoMusic by Epidemic Sound.

  37. 80

    An Indecisive Victory

    In order to secure a safe exit for the trapped inhabitants of Berrington, our Heroes arrive at the World Wall to investigate a teleportation circle hidden within the mountains. Music by Epidemic Sound.Logo Art by @WinstonFujino.

  38. 79

    The Princess and the Frog

    Now that the adventurer's have made it to Berrington, is Izzy really home?The party finds out what's been going on since they left the Marchlands and plans for what's next.Music by Epidemic Sound.Logo art by @WinstonFujino.

  39. 78

    Night Terrors and Teleports

    Our heroes take some much needed time to recover from very nearly becoming lizardfolk dinner. But the Moonwald has its eyes on them, and there's a long way to go before a good night's sleep will be available to them.Music by Epidemic Sound.Logo art by @WinstonFujino.

  40. 77

    Hunted

    After obtaining the spell components needed to escape the Moonwald, our heroes make a mad dash to safety. But can they outrun Myrtles new huntsman and his Lizard-folk hunting party? Music by Epidemic Sound. Logo Art by Winston Fujino (@winstonfujino).

  41. 76

    Escaping The Darkening

    While it seem the crew of the Black Sheep have found a safe place for now, The Darkening seems to close around them. Perhaps the things that dwell here can provide what they need to escape the grasp of Clyff's auntie. Music by Epidemic Sound. Logo art by Winston Fujino (@winstonfujino).

  42. 75

    Homecoming King

    Our heroes find themselves deep in the Moonwald without ship or sail to set them right. Wounded, lost, and alone, their plan to find a teleportation circle seems like a distant hope. But Clyff knows these woods... doesn't he? Music by Epidemic Sound. Logo art by Winston Fujino (@winstonfujino).

  43. 74

    Marchland Madness

    High in the skies of the Marchlands the crew of The Black Sheep are under siege by Federation soldiers and Spell Suits. Can they stay afloat or will their sails be shredded? Music by Epidemic Sound. Logo Art by Winston Fujino. (@winstonfujino)

  44. 73

    High Flying

    The Black Sheep and it's crew cross the border back into the Marchlands in search of a way to get to Luther Went in Barrington. Music by Epidemic Sound. Logo art by Winston Fujino (@winstonfujino)

  45. 72

    A New Heading

    As the heist draws to its conclusion, Drogan's Eleven find themselves under pressure. If they can't get to safety they could end up dead, or worse... In prison. Music by Epidemic Sound. Logo art by Winston Fujino (@winstonfujino).

  46. 71

    Drogan's Eleven

    In order to get their hands on the Book of Lies our heroes must infiltrate a highly guarded convoy. Will theirs plans be enough or will someone else beat them to the punch? Music by Epidemic Sound. Logo Art by Winston Fujino.

  47. 70

    A Well-Laid Plan

    With their new recruit, the new thieves guild in Rilleat prepares for their biggest job yet. They spend the days leading up gathering intel and preparing to steal the infamous Book of Lies. Music by Epidemic Sound. Logo art by Winston Fujino.

  48. 69

    Pursuing the Book of Lies

    An unexpected friend provides valuable information to the Charisma Crew... Music by Epidemic Sound. Logo art by Winston Fujino.

  49. 68

    Secrets of Rilleat

    Our heroes set sail on the Black Sheep in search of answers. First stop; the City of Rilleat and The Novos Library. But their search for answers may just lead to more questions. Music by Epidemic Sound. Logo Art by Winston Fujino.

  50. 67

    Fixing, Family and Farewells

    The adventurers spend some time in Embercrag enjoying the fact that it isn't in imminent danger. They all try their hand tinkering with some magic. Drogan talks with his family about what the future holds. Music by Epidemic Sound. Logo art by Winston Fujino.

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ABOUT THIS SHOW

Welcome to An Idiot’s Guide to Adventuring, a TTRPG actual play podcast made by idiots… but not exclusively for idiots. DM Paul Stanfield is joined by Justin Cole, Joshua Ladd, and Luke Stanfield in the fantastical world of Alurea. Listen along as these four friends roll dice, make merry, and collaborate around the table to tell tales of epic adventure and unspeakable shenaniganry. Do they have what it takes to write their names in the fake history books? You’ll have to follow the guide to find out.New episodes drop every Monday.Music by Epidemic Sound.Logo art by Winston Fujino.

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