SideQuests Live - TTRPG podcast - Dungeons and Dragons & Shadowrun and more · Todd Caryl

SideQuests Live - Episode 9 - Tree of Wands - "Balls deep in Goblin : deez nuts" with GM Brendan

·2 hr 17 min·5 clips
John Normalman goes down as goblins swarm, forcing Elroy to leap into the fray to revive him.
This episode features the hosts of SideQuests Live playing a tabletop RPG campaign set in a besieged city. The Dungeon Master, Brendan, guides players Todd, Devin, and Jackie through a desperate defense of the Tree of Wands. The player characters are John Normalman, a human fighter; Elroy, a tanooki alchemist gunslinger; and the Fel, a seraph thaumaturge. The session begins immediately after the party's victory over a cacophene, with the city of Aventale's walls breached by a goblin horde chanting "Kava Mama." Contessa Vincenza flees with advisors Yasmina al-Kindi and Friar Elijah, who fully heals the party before departing. Yasmina gifts the party magical items: Elroy and John each receive a ring of protection, while the Fel takes a blurry cape. The group decides to defend the Tree of Wands in the castle courtyard, a key target for the goblins aiming to fulfill a prophecy. They send NPCs Scott Cow and La Habrea to retrieve their airship and its cannon for potential support. The party positions John at a wooden gate as a chokepoint, with Elroy atop the wall and the Fel providing ranged support. A goblin sapper blows open the gate, and waves of goblins pour through, attacking John Normalman exclusively. Combat unfolds over multiple rounds, with John using his mace and fists while Elroy hurls "stench bomb" concoctions to vex enemies. The Fel alternates between casting force missiles and healing spells, though they frequently fail to gain their empowered action points. John endures significant damage despite his new full plate armor, requiring constant healing from both Elroy's alchemical potions and the Fel's divine magic. The players joke about cutting down the Tree of Wands themselves or the apocalyptic consequences if they fail. An interesting dynamic is the players' reliance on luck-based mechanics, as both the Fel and Elroy express frustration over consistently low rolls for empowered actions. The goblins' attacks are handled efficiently by the DM, who pre-rolls attacks in lots of ten. Creative descriptions abound, such as John feeding a goblin its own face or Elroy's healing potion being smashed onto John's helmet. The group humorously references pop culture, comparing their situation to scenes from *Aliens* and *The Wizard of Oz*, with John dubbed "Dorothy." There is ongoing banter about the absent NPCs and the potential for a parallel session following their misadventures. The tone is lighthearted and collaborative, with players frequently cracking jokes and engaging in witty banter despite their characters' dire situation. The style is conversational and improvisational, blending tactical combat with humorous role-playing. Listeners who enjoy actual-play podcasts with a strong focus on character interaction, comedic relief, and classic fantasy RPG combat will appreciate this episode. Those preferring more serious, narrative-driven campaigns or rules-heavy tactical play might find the frequent digressions and joke-filled breaks less engaging.

As heard by us

A goblin brawl where practical rules chatter keeps turning into the joke.

Brendan runs the DM chair here, and the session settles into a goblin-heavy fight that keeps widening as the table works through alchemy, a protective ring, airship logistics, and the rules at speed.

Read the full review in PlayNext →

Why you'd press play

For a goblin fight where every tactic risks becoming a new joke.

Read the full recommendation in PlayNext →
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