PODCAST · leisure
Dungeons & Drams - The Deepdive
by [email protected] (Co-Dungeon Master)
Follow the adventurers of Sandy's Gang, a fun-loving band of rascals out to save the world.
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Chapter 81: Cleric on Fire
After Delnis gets a blinding divine glow-up and the party defeats sentient void-swords with an exploding alchemical badger, Doug finally finishes climbing a rope in his indestructible jorts just in time to help go kill a librarian.
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Chapter 80: Tech Support
The party performs the ultimate form of fantasy IT support against a condescending, deep-faking magical AI by aggressively smashing all its hardware with blunt instruments and a holy orbital laser while completely failing to guess its password.
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Chapter 79: Mind Over Splatter
After turning a council of undead aristocratic brains into glowing smoothies and casually tossing a terrified gnome across a bottomless chasm, the party faces their most horrifying foe yet: an overly enthusiastic, Clippy-esque magical AI offering unsolicited help with the apocalypse.
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Chapter 78: Noble Pursuits
The gang crashes an ancient holographic masquerade ball armed with denim jorts and terrible aliases, only to tragically discover that their glamorous aristocratic hosts-and He-Rax's new reptilian crush-are actually just a bunch of angry, delusional brains floating in jars.
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Chapter 77: A Bigger Axe
In a battle featuring indestructible jorts and a singing bard, the party discovers that the only cure for a laser-breathing cyborg dragon is an iron golem that insults your mother while swinging a sentient axe.
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Chapter 76: Ground Control to Major Tomes
Doug relies on tactical denim and a grammar-based ice slide to escape a burning prison where the soundtrack is weaponized disco and the exit is blocked by a cyborg dragon.
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Chapter 75: There's a Starsong Waiting in the Sky
After spending a fortune upgrading denim shorts and arming a penguin, the party's grotesque ritual is interrupted by a dragon-riding bard screaming David Bowie lyrics.
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Chapter 74: Eye for an Eye
He-Rax learns that "keeping an eye out" is dangerous advice when a telescope rips his eyeball from its socket, forcing him to adopt a yellow Slaad replacement while the real villain escapes with a Wand of Allergies.
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Chapter 73: Wrecking Ball
Tuuki channels his inner pop star to obliterate a horde of Nothics with a giant model sun, proving that the only thing more satisfying than dropping a rival wizard through the floor is looting her stylish winter dress.
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Chapter 6: Eye to Eye
Tuuki�s sleight of hand leaves Yalah offering a beholder a severed toe instead of the Stone of Golorr, a mistake that promptly converts her from a noblewoman into affordable housing material.
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Chapter 7: Escape from Xanathar
Doug attempts to poison a beholder by entering a creme brule cook-off against a kobold named Gorgon Ramsey, while the rest of the party dodges unsolicited telepathic nudes and hungry Mind Flayers to escape the sewers.
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Chapter 8: Last Call
After enduring an awkward intervention and a three-day psychic movie marathon, the group decides the best way to handle a Zhentarim invasion is to let their ghost bartender enforce a violent "Last Call."
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Chapter 9: Closing Time
Watch as Doug exits via window and Urstul loses his head, all while the party secures the season's hottest accessory: cursed boots that force you to scream "Parkour!" with every leap.
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Chapter 60: Hammer Time
Between a mime-cat playing charades and a gnome trapping himself in a pocket dimension, the party barely survives a hammer-wielding juggernaut by exploiting its fatal weakness: a very smashable big toe.
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Chapter 61: A Familiar Puzzle
Between Vellynne's "Cloak of None-Ya" and a button-mashing puzzle that repeatedly dunks the group into a pit of tentacles, the party is forced to cut a deal with a sarcastic Ice Devil just to open a desk drawer.
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Chapter 62: Tears for Spears and Spheres
After centuries of waiting for freedom, a terrifying Ice Devil is rudely introduced to the power of grammar, a flamethrower, and a swarm of spiritual bees.
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Chapter 63: Hide and Zeke
After waking from a fiery nightmare, the gang trades fried chicken for secrets with a Nothic named Zeke, hunts an ethereal assassin, and watches their celestial battlecat successfully impersonate a librarian.
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Chapter 64 Fully Booked
Tuuki discovers the literal meaning of being "fully booked" when a fiendish librarian traps him inside a biting tome, sparking a chaotic brawl involving a depressed penguin and a polar bear in jean shorts.
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Chapter 65 Shhh!! Quiet in the Library
Sandy's Gang delves into the ancient stacks to find world-shattering secrets, only to discover that the High Illusionist was primarily using the library to check out lizard-folk erotica.
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Chapter 66 The Oldest Trick in the Book
The party interrogates a penguin, nearly implodes the Astral Plane over a library book, and gets entangled in a high-stakes grammatical debate about purple pears.
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Chapter 67 That Rug Really Tied the Room Together
After helping a delusional brain in a jar and reuniting a pair of undead lovers, the party discovers that in Ythryn, the interior decorating bites back.
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Chapter 68 Borrowed Time
The party battles aggressive upholstery and a memory-eating ooze, proving that in Ythryn, the interior design is quite literally out to get you.
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Chapter 69: Shock and Ooze
He-Rax spends an uncomfortable amount of time tickling a rug before the party dons matching sports jerseys to fail spectacularly at ice skating across a room full of electric ooze.
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Chapter 70: Talk to the Hands (Because the Portrait Won't Shut Up)
The party interrupts a giant game of Rock, Paper, Scissors only to get slapped by magical constructs and roasted by a smug portrait that deals as much damage to their egos as it does to their bodies.
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Chapter 71: An Owl, an Ambush, and an Eyeball Collection
With tactical support from Owl Pacino and a paladin dive-bombing from a celestial cat, the party turns a standoff into a disaster involving duplicate wizards, unhelpful gargoyles, and a surprise stampede of starving eyeballs.
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Chapter 72: Some Assembly Required
Tuuki proves that with a stolen streetlamp and some aggressive engineering, you can turn a headless iron giant into the ultimate poisonous party crasher.
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Chapter 1: The Floon Blagmaar Affair
What begins with a celebrity job offer and a chatty fantasy Uber ride quickly devolves into lying about a tattooed thug named Jeff and fighting bird-men in a warehouse that is conspicuously lacking the noble they promised to save.
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Chapter 2: Trollskull Alley
After Volo pays his debts with a haunted fixer-upper instead of gold, the party trades slaying monsters for installing drywall and negotiating labor disputes with a poltergeist bartender.
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Chapter 3: Fireball
Between the explosion outside the tavern, the druid disguised as a cat, and the assassin screaming "par-kur" while jumping over crates, the party realizes that running a bar was supposed to be the relaxing part of their lives.
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Chapter 4: Gralhund Villa
In a high-stakes hunt for half a million gold dragons, the party's infiltration strategy hinges on interrogating horses for intel and Doug trying to sneak past the guards by doing the robot.
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Chapter 5: No More Horse'n Around
Impersonating the family's long-deceased golden retriever proves to be a tactical error, spiraling a quiet heist into a chaotic mix of awkward human smiles, high-explosive fireballs, and unintended arson.
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Chapter 10: In Search of the Treasure
After bluffing their way out of a murder investigation with fantasy donuts and a questionable "we're also a morgue" defense, the party rents a boat to hunt for treasure, only for Gabbage to immediately regret jumping into the ocean.
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Chapter 11: Would You Like a Fresco?
Watch as Gabbage trades a dark family secret for door access and gets toasted as a raccoon, while Doug proves that dwarven frescoes are so captivating they�re worth killing your friends over.
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Chapter 12: The Vault of Dragons
Doug walks face-first into an acidic blob and Tuuki botches a murder investigation, but the heist really heats up when a red dragon interrupts the party and Doug discovers he is both fireproof and accidentally bilingual.
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Chapter 13: The Return
Just as the party manages to literally pin the tail on the dragon, Delnis decides to spice things up by accidentally trading the fire-breathing lizard for an ancient tentacled nightmare.
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Chapter 14: Dragon Heist
High-fiving a dragon is the brief highlight of a chaotic day involving mind-controlling tentacles, a flooded vault, and a "friend" who turns out to be a drow pirate with excellent penmanship and poisonous aim.
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Chapter 15: Dinner and Drinks
Jarlaxle reveals a dangerous plot involving illicit green liquor and the Zhentarim, but the party seems more focused on singing copyright-free karaoke and using elite drow assassins to fetch toilet paper.
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Chapter 16: Back to School
Between scamming alchemy students and tracking drug-smuggling wagons, the party discovers that the most shocking revelation isn't the green lotus, but Doug's belief that the Dean of Magic wears jorts.
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Chapter 17: I Never Drink Wine
A polite invitation to a wine tasting spirals into a chaotic battle of holy fire and superhero landings, highlighted by the druid's invasive attempt to defeat the vampire lord using the legendary "Ant-Man Maneuver."
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Chapter 18: Shelf Defense
Doug turns a typo into a tactical advantage by summoning a sentient bookshelf to pummel a giant gnome, giving a whole new meaning to the phrase "shelf defense."
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Chapter 19: Pain in the Neck
Gabbage tries to hide a sudden vampiric thirst by shouting "Parkour!" and running up a tree, while the rest of the party stakes a vampire, blows up a drug farm, and sets sail to hunt a wizard who accidentally cloned himself into a civil war.
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Chapter 20: Pain in the Neck 2
From Doug losing a crunch-off in his jorts to Gabbage accidentally shooting himself in the neck, the gang proves they are their own worst enemies as they burn, flood, and burglarize their way to a secret gnome submarine.
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Chapter 21: The City of Sails
After failing to consume a hobo and claiming residence on "Fang Island," Gabbage receives the embarrassing diagnosis that his vampiric bloodlust is entirely psychosomatic, leaving the group free to enjoy hot wings at the Lusty Mermaid.
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Chapter 22: Cold Open
After a traumatic mind-meld and a questionable resurrection, the crew teleports to the frozen wasteland of Icewind Dale, armed with nothing but magical secrets and a pair of fur-lined jean shorts.
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Chapter 23: Icewind Dale
Defeating a Yeti mother is all fun and games until the father triggers an avalanche, prompting the druid to fly away while the gnome tests the life-support capabilities of a magical snow globe.
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Chapter 24: Snake Ice
Doug learns the hard way that male yetis are definitely not meatball-sized parasites, leading to a chaotic descent involving grammatical fire spells, questionable gnome math, and a very chilly reception for Perilou.
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Chapter 25: Drunks and Dragons
While Doug accidentally telepathically prank-calls a dragon, the rest of the party attempts to solve a mystery for a Dragonborn leader whose only breath weapon is 80-proof alcohol.
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Chapter 26: Sleigh or be Slayed
Garret's attempt to 'sleigh' the group with terrible puns is rudely interrupted by a pack of cackling gnolls who decide the party looks like a delicious punchline.
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Chapter 27: Up in Smoke
Arriving in Easthaven just in time for a silent execution, the party deals with a judgmental raven, a fireproof hat, and the shocking revelation that the town's mysterious spy is just three kobolds stacked inside a trench coat.
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Chapter 28: Celebratory Crouching
Doug pioneers the martial art of involuntary disco-brawling, while Tuuki learns that executing a "celebratory crouch" over a conscious half-orc assassin is a distinct tactical error.
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ABOUT THIS SHOW
Follow the adventurers of Sandy's Gang, a fun-loving band of rascals out to save the world.
HOSTED BY
[email protected] (Co-Dungeon Master)
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