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Welcome to Botched: A D&D Podcast! Last I checked, the group was just supposed to scout out the situation and then report back for more orders. However, in normal Botched fashion, they decide to involve themselves directly in the situation. After making friends with Clarice, they leave the village together to have a night out to chat with the young possible living goddess. The group now appears surrounded by unknown entities. Who is approaching in the field? Will the group ever actually report back for their new orders? If they get their orders will they actually follow them? How can the group ruin the relatively peaceful disagreements of the different groups in Squalls End? Tune in and find out!
Welcome to Botched: A D&D Podcast! The phoenix flare sure did come in handy! A new crew has now joined the mission. Before taking off, the ship needs to be repaired completely and the dragons need to be looted properly. There is one issue of the soul bong needing souls in order for them to get off the ground. Assuming the group figures out their way around that issue, all that’s left to do is making it to Squall’s End. What awaits them in Squalls End? Where did they find the souls to get the boat in the air? What did they end up doing with all the dragon guts? Will the group become good friends with the crew? Tune in and find out!
Welcome to Botched: A D&D Podcast! A crashed airship can’t keep this team down. Repairs already underway, the group now faces off against a group of hungry wyrmlings. They managed to kill a couple with the aid of Also Randy, Frank and the Captain. However, in doing so, they have agitated a very large momma dragon. The group continues to fend off the scaley beasts, while hoping that some help arrives. They did fire off a giant phoenix flare after all. Will the group manage to fend off these hungry denizens of the swamp? Will anyone respond to the phoenix flare? Is now the time for the mutinanny? Tune in and find out!
Welcome to Botched: A D&D Podcast! The group has certainly left their mark on the flying airship…by already “accidentally” killing a crewman. To be fair, it was probably a pretty terrible idea for the captain to let such stupid people try and pilot the first ever flying ship. Satchy repaid the Captain for his mistake in his own…strange way. Though, it doesn’t really change the minds of the rest of the crew. Poxxin, meanwhile, seems pretty enamored with what’s behind the mystery door. Now the crew tries to survive an intense storm. Will they make it through the storm in one piece? Who will survive? What is behind that mystery door? Where the hell is Jator and how can he be sleeping at a time like this? Tune in and find out!
Welcome to Botched: A D&D Podcast! A new chapter, but the same old group of dickheads. After terrorizing some people at the Knights Of The Phoenix fortress, and just annoying some others, the group has been given a task. After getting their affairs in order, the group loads up their new mode of transport. A mix of science and magic, a new form of transportation has been born. This transportation will allow them to reach their destination in a week instead of months. They will not be alone in their trip as it requires a crew. What is this transport? What sort of magic is behind it? What ways will the group figure out how to screw up their ride? Tune in and find out!
Welcome to Botched: A D&D Podcast! The third chapter begins in our five-part saga. With few familiar faces, our journey begins in the Phoenix Fortress. A castle built with Dwarvish and Gnomish ingenuity. Each adventurer comes seeking work for their own reasons and one by one they will coalesce into one completely obnoxious group. Join them as they discover this military encampment and see its daily comings and goings now that the Phoenix Flare has been lit. Who are these mysterious adventurers? What kind of people make up the Knights of The Phoenix? What sort of job will they sent on? What sort of shenanigans can they mess up in their first interactions with one another? Tune in and find out!
Welcome to Botched: A D&D Podcast! The group, at least in part, managed to find Earl’s farm! Mayor Danners seemed very insistent on it. Upon discovering it, they quickly realized that not all was well. There seemed to be emptied bins of infected fruit, tracks, blood, oh and a lovely hat! Ogie and Karl wait for their compatriots catch up before following the tracks deep into the woods. Entering further into the woods the group finds Earl as well as those holding him captive. Who are these mysterious captors? Why did they target Earl’s farm? Are there more of them out there? Who else is at risk? Tune in and find out!
Welcome to Botched: A D&D Podcast! Well, it seems Overcrop Inspector Gadget met a rather unsightly fate. After determining a possible cause of death and informing the town, the group settles in for a relaxing night at the Stumpy Pony. After that, shit gets pretty crazy. They pick up the second volume of Magical Mallards, I mean, Magical Maladies. After discovering what the town is really dealing with and how best to stem the problem they put their plans in motion. Who was responsible for the death of Overcrop Inspector Gadget? Is everything on the up and up with Kory? Is there a problem with the crops of Braddock or is everything just fine? What else can possibly go wrong? Tune in and find out!
Welcome to Botched: A D&D Podcast! The group has drunkenly made their plans. They’ve trained troops, set up defenses, traps and weapons. They’re ready to take on Rooty Guiliani…or at least they hope. The hoard of plant people makes their way towards the city. Will their defenses hold against millions of plant creatures? Will Donkeyhote be ready in time? What does Rooty Guiliani have in store for our adventurers? Tune in and find out!
Welcome to Botched: A D&D Podcast! The party has successfully obtained some new fun magical items that they will most likely forget that they have. They head back to Big Tinkerton to refuel and get ready for the Cloud City. They come up with a plan and head out to Cloud City. They find that getting to Cloud City is not as easy as just flying up, and the citizens aren’t exactly the friendliest. Listen as the group tries to do addition and subtraction with great difficulty while incredibly intoxicated. Will they navigate Cloud City and find the white gem of power? What sort of opposition will they face? Tune in and find out!
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