We Will NOT Play DnD

We Will NOT Play DnD

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We Will NOT Play DnD episodes

  • Dungeon Men, Part 28
    The pieces for the grand escape are falling into place! More or less. Every key the team needs to get out of there exists, and there's a way to grab it. But with any multi-step plan, all it takes is a single point of failure or one overlooked snag.
    18 min
  • Dungeon Men, Part 27
    The heads are mostly accounted for and it's now clear a jail break is the only way to get everyone out with their good health! But now the big question is, how can our heroes do it while still hanging on to said good health?
    17 min
  • Dungeon Men, Part 26
    There are two other cat people in the Dark Bottoms, and they've been here for quite a long while. Long enough to be Paul's parents, in fact. But are they? And if they are, then the next big question is how to get them out of there.
    18 min
  • Dungeon Men, Part 25
    Paul has a natural proclivity towards following the rules and respecting a heriarchy, so faking it as a guard in a foreign land is easy when they all inexplicably speak and write the same language! However, it turns out that the Darkbottom guards aren't the only ones our heroes need to worry about down here.
    17 min
  • Dungeon Men, Part 24
    When impersonating a powerful or succesful person, there's one basic rule to follow: even if you don't know what's going on, always pretend you do. That's and it's important to name drop a bunch of people you've met, to establish that everyone wants to meet you and you've met everyone.
    18 min
  • Dungeon Men, Part 23
    It's never a great feeling to get sucker-punched, but when the entire party gets clobbered before they can do anything, the upshot is that nobody ever got to play a single one of their cards, and the enemy has no idea what kind of animal they're trying to keep in a cage. In Lawry's case, it's an animal who's as dangerous and unpredictable as he is annoying.
    18 min
  • Dungeon Men, Part 22
    It'd be a big deal if Lawry can simply turn off any magical effect by yelling at it, with far reaching consequences for all of society if Lawry had a mind to truly use the ability. Society would therefore be in a great deal of danger if Lawry's number one priority wasn't to completely disengage with everything it touches forever.
    19 min
  • Dungeon Men, Part 21
    The party has become so well noticed by the city's higher-ups, that those higher-ups are beginning to wonder, with some agitation, why they keep hearing about a small group of guys who, prior to just this year, were completely beneath the notice of even the local guard. The unfortunate part about rising very fast and very independently is that you have no way to know what anyone else is thinking about it.
    21 min
  • Dungeon Men, Part 20
    With his friends in bad shape, the only one left to get around is Paul, who's got quite a few feelings and concerns about recent developments. A lot of major players throughout the city have also developed some concerning opinions and feelings on Paul as well, and the heat is turning up.
    17 min
  • Dungeon Men, Part 19
    The part has dragged one of the city's largest players into the fray! However, a big player doesn't like being called on to make small plays, so the party is forced to bet all their chips all at once on an unsure thing, and the results of that bet will mean their lives.
    21 min

About We Will NOT Play DnD

From the publisher's feed

Four friends struggle to get through their weekly roleplaying campaigns together.

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