Plunders & Blunders

Misadventures Every Monday!

A live-play D&D podcast where 6 friends sit around a table, drink, and tell a story of magic, mayhem, and mystery. Together they weave the tale of a crew of misfits seeking answers, thrills, and revenge. Sometime it's epic, sometimes it's silly, but it's always an adventure.


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Barrels, Bottles, Boredom

I missed last week's update. I got distracted playing Destiny 2. But I didn't have anything really to report. We're more or less settled into the groove of once a week episodes, so if/when I have something to update you on, I'll do so here, but I don't know if I'll be doing updates as regularly as I have been in the past. Fun fact about this week's episode, it's my favorite. I don't want to build it up too much, or give anything away, so I won't!

Of course, you can listen to it here on our website, via rss, on iTunesSpreaker, or Stitcher!

Enjoy the episode, tell your friends about the show, and have a lovely week!

-Trevor

The Windsgar Charisma Roll Hour

This aptly named episode is our final bonus episode of August, and on the final day of August, no less. We started this month with the Side Quest, and then proceeded to have a full month of 2 episode weeks. All together, we got through 14 episodes this month. 14!!!! 6 From the Side quest, and 8 from our main arc. I recognize that it's unreasonable to assume that everyone was able to keep up with this drastic flood of content. But I wanted to share what I had available and put the rate of consumption in the listener's hands, rather than keeping to the schedule arbitrarily. My goal is to maintain Mondays as the days we always update, and then if we ever do extra stuff, we'll cram them into other days. 

And don't forget to join us for the live Stream on Tuesday, September 5th, 4:30PM PST for our  Twitch Q&A!

Enjoy the episode and have a wonderful weekend!

-Trevor

Decisions, Decisions

You've got a week to catch up on all of this tasty content before our live stream Q&A on Twitch next Tuesday, September 5th at 4:30 PM PST. Why do a live stream? Because we can. So fill up twitter and the Discord with all the questions you want answered!

So, the thing I love about D&D, and my friends, is that I'm in a constant state of discovery, surprise, and delight when I play with them. This chapter is no exception. I feel like everything they do comes out of left field, and I continue to be impressed and caught off guard by their ideas, storytelling, and characters. It brings me much joy, and I hope it does the same for you. Enjoy the episode, and the last double episode week of August!

-Trevor

Stay Awhile, and Listen

Our island fun times are coming to an end, Chapter 13 Part 3 is now available here on our website, via rss, on iTunesSpreaker, or Stitcher!

iTunes review. Leave one. Do it. 

Join our Discord! There are a bunch of fantastic people there from all around the world eager to talk shop with you. The Wiki is up and running and if you want to help, or just read up on what's there so far, check it out!

Island times are winding down, but with everyone all leveled up, what else is there to do? Talk! Characters are gonna talk to each other! And NPC's! It's gonna be great! Probably!

Also, at the end of the episode I make an announcement. Forgot to mention that it's 4:30 PST. So, mark your calendar app. September 5th, 4:30 PST, P&B:Q&A. You've got a little under two weeks to fill up Twitter and the Discord with questions for us to answer. 

Don't Get Hit

Are you ready for some more island getaway adventure! Good! Because Chapter 13 Part 2 is now available here on our website, via rss, on iTunesSpreaker, or Stitcher!

We both know you've thought about leaving us an iTunes review. What better day than today?

Also, join our Discord! If you haven't seen it yet, it's dope. The people there are just lovely, and worth venturing out into the wild world of the internet for. That sentence didn't make a whole lot of sense, but you get the idea. I need to sit down and really dig into the Wiki, but in the mean time, if you want to help, or just read up on what's there so far, check it out!

Being caught up on the podcast editing and stuff is super neat. I was able to do some brainstorming, planning, scheming and I'm beyond excited for our next session! But, to the task at hand - Chapter 13. It's all about everybody getting their sweet sweet rewards for the hard work they've put in so far. That's right. Leveling up. So this episode explores more of just how the team gets so darn good at what they do. And I don't normally do episode spoilers, but here's fair warning.

 

 

EPISODE SPOILERS BELOW!!!!

 

 

 

Still with me? Or back from listening to the episode first? Cool beans. Below, I've included the modified rules to Don't Get Hit for use in your own game, or if you were just curious what the hell was going on. If you have any questions feel free to contact me on twitter or simply comment below! Either way. Enjoy the episode, have a wonderful week, and we'll rap up Chapter 13 on Thursday!

-Trevor


DON'T GET HIT RULES

General

60x30 court

2 teams of two (bigger teams, bigger court)

Initiative rolls start the game AFTER the BREAK

BREAK!

Players must decide if they are running up on the ball immediately or if they will play it safe and hang back.

STAYING BACK/RUNNING AWAY: Character gets a full move.

GOING FOR BALL: acrobatics/athletics to get to the ball first.

All players get to the ball at the same time, but the winner get's the ball. Then, players must make an Acrobatics/athletics to back away: for every 6 rolled = 5 foot square (i.e. acrobatics roll of 18 moves 15 feet back)

After the break is resolved, players roll initiative, and proceed as if they were in combat.

Attack

Throwing the ball is a ranged attack, adding STR or Dex,

Advantage at 10ft or less, range of 20/60

Picking up a loose ball or passing a ball you are holding is a free action

(Other player must use reaction to catch the ball)

You CAN hold two balls at once (one in each hand)

Can only move a maximum of 10 feet after throwing.

Defense

No armor bonuses. AC = 10+ Dex for all.

When you would be hit, You may use your reaction to prevent it in one of two ways:

If holding a ball, can use reaction to make a Dex saving throw with advantage to bump the incoming ball you are attacked with in the direction of your choice 1d8 spaces

If not holding a ball, you may use reaction to attempt to dodge or catch the ball (unless the attack was a crit)

Dodge DC = The Ranged attack roll against you

Catch DC = The Ranged attack roll against you, at disadvantage .

If you catch the ball, the player that threw it is eliminated.

Elimination

When a player has been eliminated, they may no longer interact with the balls. No throwing, no passing, no kicking, no touching.

If an "eliminated" player prevents another player from getting using any part of their body, their team loses immediately.

Mario Karting

Everyone has immunity to all damage types, but secondary effects still occur.