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S2E14: The Walls Have Eyes

S2E14: The Walls Have Eyes

2022-10-0101:38:30

After cleaning up the trap that they walked into, our party gets themselves chased into the Singing Sail Inn. There, they discover just how much of their early moves in Lambrelli were known to others. They also find a secret hideout that had been recently cleaned out except for one or two little trinkets left behind. Is it me or is it getting hot in here?Intro and Outro music - Brass Orchid by Bobby RichardsLinktreeFacebookInstagramTwitterSupport the show
S2E13: It's Another Trap!

S2E13: It's Another Trap!

2022-09-2401:37:18

Fresh off of our party's successful trap, they do a little interrogation. Without the help of their pacifist Orc friend Brian, they discover that the mysterious organization Grey's Academy has been tailing them since they arrived in Lambrelli. After deciding to make a little visit to their hideout, our party discovers that they aren't the only ones who can set a trap.  Whoops!Intro and Outro music - Brass Orchid by Bobby RichardsLinktreeFacebookInstagramTwitterSupport the show
S2E12: It's A Trap!

S2E12: It's A Trap!

2022-09-1701:29:24

After discovering that Brian the Orc was the last survivor of his guard troop, our adventurers ALSO discover that they are being followed. Back in their flat, they devise a plan to turn the tables on their followers and try to find out exactly who is following them and why. And what's up with all of the grey scarfs?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Wrapping up some guild business, Pebble and Dorryn are finally able to make a "legal" living.  Unfortunately, the party discovers that someone has been poking around in their new home. They head to the local constables, but things go a bit...sideways? They do end up meeting a long lost companion under very unusual circumstances, however. So that's good, right?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
After FINALLY finishing off their mini-quest for the adventurers guild, our party earns their very first pin. They are now officially Junior Adventurers! They advance to 3rd level, explore the quaint tavern beneath their new digs, and then decide that splitting  the party three ways is a good idea. What could possibly go wrong?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
After finishing off the rat swarms, our party decides to search further in the garbage pile, eventually coming across a very small tunnel leading into the ground. In a party of bigs and smalls, however, only  the three smalls could possibly fit in the tunnel. Will they come up with a complete, well thought plan? Or will they do something unconventional and possibly fatal? I mean...have you met our party? Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Test day! We find out that our adventurers, trying to get into the Adventurers Guild, seem to be pretty good at tracking down lost items.  But once you find where they went, how do you actually get them? And why is the Archeology test so dang hard? Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
S2E7: Better Call Franco

S2E7: Better Call Franco

2022-08-1301:55:32

Waking up after their first night in Lambrelli, our party gets a very expensive knock on the door. They deal with the criminal justice system, do a little sight seeing and eventually find a temporary base of operations. How is the archaeology test so long? And why does everyone get a cut of everything?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Finally in Lambrelli proper, our party is forced to leave Nico at an inn (due to illness) while they do a little reconnoitering.  They research some guilds, find out that archeology can be profitable and "acquire" some gems.  They also meet a mysterious beggar with a very expensive message. Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
S2E5: Death and Taxes

S2E5: Death and Taxes

2022-07-3001:42:53

As newly minted level 2 characters, our party finally...FINALLY...reach Lambrelli.  Or at least one outer part known as The Drift.  Here on the floating island, they discover that the old adage is absolutely true.  Nothing is certain except death and taxes. And they get both in spades. Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
S2E4: Orcish Diplomacy

S2E4: Orcish Diplomacy

2022-07-2301:35:06

After finding New Nose, our party comes across an unlikely witness in the cargo hold.  They expertly investigate the murder, and then come face to face with the "killers." Hopefully, they can clear their name in time to reach The Drift, the floating island just outside of Lambrelli.  But who's going to cook now?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Our party finally gets out of time-out just in time to attend the captain's dinner. There they have an interesting conversation with the Ambassador, make a sale and find out a little about Lambrelli.  Unfortunately, they soon find out that a murder has happened on the ship and, of course, they just might be the prime suspects.  Now they just have to find the killer in a day or maybe swim with the fishes.  And by fishes, I mean sharks. Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Fresh back from their visit to the ghost ship, our party is finally able to give No Nose his new nose. They then decide that going all Karen toward the ship's quartermaster is the best course of action when they don't get their way immediately.  Someone tell me...does that ever work?Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
S2E1: No Nose is Good Nose

S2E1: No Nose is Good Nose

2022-07-0202:44:42

Welcome to Season 2 of Sometimes You Crit!  Our "party" find themselves on Mermaids' Insanity, a cargo ship heading to another continent and The Sacred Capital of Lambrelli, Free City of the Eternal Goddess.  Sharing a bunk space with others, they discover a golem, a shared fear of Inquisitors and a cook with no nose.  The appearance of a ghost ship in the middle of the night leads them to discover a grisly scene.  They also now know why you NEVER mention the ship's name to the captain.  They learned THAT the hard way.  Come join us for a new adventure with all new characters.Intro and Outro music - Brass Orchid by Bobby RichardsFacebookInstagramTwitterSupport the show
Season 1 comes to an end as the Motley Few find themselves inside of The Rift.  Unfortunately, they find out that they are NOT alone for long.  With Ashardalon's Eye burning brightly, they find an unexpected way out of their dilemma.  Thus ends Season 1 of Sometimes You Crit. Can't wait for Season 2 to start.FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby RichardsSupport the show
S1E14: A Rifted Development

S1E14: A Rifted Development

2022-06-1102:13:37

After falling into the third level of Arborea, The Motley Few search for The Rift and a way to defuse Ashardalon's Egg.  They find castles in the sand, watch an ancient movie and then come face to face with The Rift.  And somehow, monkeys are involved.  Closing in on wrapping up season 1!FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby RichardsSupport the show
S1E13: Symon Says

S1E13: Symon Says

2022-05-2902:48:31

Spurred on by a God, The Motley Few try to find a way to destroy / neutralize Ashardalon's Egg, all the while trying to deal with the death of another friend.  With the guidance of Symon Leoris, they search for the lowest reaches of Arborea in search of The Rift, a moving phenomenon that exists in all of the Outer Planes. But if they find it, will it save Arborea?FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby RichardsSupport the show
S1E12: Don't Dragon Me Down

S1E12: Don't Dragon Me Down

2022-05-1401:43:10

The Motley Few find themselves ejected into Arborea, somehow entering through an unknown portal.   There they have to come to terms with one basic fact.  Did their messing with Ashardalon's Egg somehow activate a homing beacon of sorts?  Also, why do they continue to mess with things that they do not understand? At least they find a good roving party to hang with, so it can't be all bad...right?FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby Richards Support the show
The Motley Few find themselves at a true fork in the road.  With paths leading toward a kobold army, the relative safety of the surface, chasing the ogre / Gigglewich and east toward the unknown, they make a choice that will change the campaign forever.  Of course, making decisions is really not their thing, unfortunately.  Yet somehow they end up with..something.  They just don't know what. FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby RichardsSupport the show
Following the fall of a party member, The Motley Few steel themselves to delve deeper into the kobold mines in search of Brad / Gigglewich and the mysterious "Ashardalon's Egg."  Can they overcome their enemies to move closer to their objective? Can they make a decision once faced with a choice of two paths?  And who brought the Tortle? FacebookInstagramTwitterIntro and Outro music - Brass Orchid by Bobby RichardsSupport the show
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