The sewers are now infested with vermin. But besides the PCs there are also rats and goblins! As the guys look for more goblins to kill, they find that perhaps the sewers of Magnimar hold deeper secrets than anticipated.
Druce, Job, Flynt Locke and Duke Laloosh recoup after their first day of work down in the Magnimar sewers. With new orders from Sgt Jourdain, the guys go to the Lowcleft district and head under the city once again.
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? No one likes seeing their best friends fight!
Douglas and Dragons is back after a brief holiday hiatus!
In the extra length episode 71, the guys begin their journey through the Varisian countryside on their quest to find the ancient, lost temple of Kkal Ohm Han. There they hope to retrieve the amulet of the same name before the minions of the pirate lord Grokka the Cruel do. During the journey, they meet some good people, some dead people, and some giant people!
Winter bears down on the crew in episode 72, and they must deal with an unwelcome visitor to their camp.
It’s been months since O’Shea Jackson, Hazarmaveth the Evoker, Quoven, Stan, Daenlyn and Kylessa left Magnimar. What’s going on there now in their absence? Find out by listening to the adventures of the Pathgrinders! Introducing new characters played by Wooly Toots himself, guest host of The Two-Headed Nerd Comicast, Seanyx from the Signed In Podcast, Kevin Coffey from Crit For Brains, and John Littrel from the Loaded Dice Network!
Goblins have been breeding like crazy in the sewers of Magnimar. Their increased numbers have meant terror on the streets of the city at night. Not only are the average people of the City of Monuments being affected, the numerous street gangs, Norgorber cultists and Midnight Milk peddlers that use the sewers are also being put out. This means that the trouble that the goblins are causing on the surface is being accentuated with open clashes between criminal groups.
The mayor and the city watch leadership decide that the problem needs to be rooted out. They gather up low-ranking guardsmen and able-bodied people who’ve been sentenced to community service, put them into teams and send them underground to reduce the numbers of the foul little creatures.
Just when the crew thinks the town is safe, 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? Then, is there anyway to save the good people that have turned, and is it worth it to even try?
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.