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Notes from the Underdark
Notes from the Underdark
Author: Jonathan Lipps
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© Copyright 2022 Jonathan Lipps
Description
Stories from the D&D campaigns I've played in, cast into a pod so that you can listen to our adventures. Visit the website at underdark.quest to read all the episodes as well as for campaign and character overviews.
10 Episodes
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Welcome to the show! In this first episode I take care of some preliminary discussion about what it
is we are doing here in the first place. Then, it's a brief introduction to the first world of our
first campaign! Get ready.
In this session our DM teaches us some of the finer points about not going into the forest ever,
like really ever. But ultimately we all make it to Nauem without dying, otherwise this would be
a very short podcast. Once we get there, we learn a bit about what our role among the Kydemones is
to be.
We begin the story! This is a rather short one, because while our characters are getting their
proverbial sea legs under them, so are the players behind them. We're figuring out how to play and
how not to die in the forest. Most of us are successful in the latter, but Orwin almost doesn't
make it! It's a rough first day on the job, to say the least.
The party embarks on their first mission: find the lost husband of a famous architect the Kydemones
need to help rebuild our Academy. The mission quickly lands us in some of the darker parts of
Nauem's Middle City, where drugs and murder apparently run rampant...
Our heroes converse with a bunch of gang members and try not to die, or be died. (How do you like
that example of a passive intransitive?) After they make it out of that particular jam (or do
they?), it's time to learn a bit more about Evendur and then take care of our fantasy nightlife
responsibilities by getting ready for an awesome party.
It's party time! This episode answers questions like, who's a good dancer? What's underneath Lord
Eglon's palace? And, how pink can a room get before you're reasonably sure it's not a normal type
of room?
With a Tehokivi apparently almost in our heroes' grasp, what are they to do? Grab it, and maybe die
in some kind of explosive trap? And even if they don't die immediately, how are they supposed to
take one of the most powerful known magical artifacts through one of the most bumping known parties
without being noticed?
The party is deadlocked. What are they to do with this powerful artifact? Who can they trust? Can
they even trust themselves?
The campaign takes a turn for the macabre and deadly as our heroes find themselves needing to
somehow foil a public execution and rescue a lordling, without being executed themselves!
In which we attempt to escape a failed execution through the sewers and are nearly vanquished by
a slimy ladder. Why is it always sewers?



