A chaotic fantasy fight where poison, Foundry, and butt rock all find room at the table.
Episode 378 opens grimly, with blood, rope, a polished stone, and a broken nose setting the tone before the table swerves into butt rock and Finger Eleven.

Short stories up front, dice and mayhem after.
Campaign Notes Podcast follows a Pathfinder 2nd Edition campaign with a nautical backdrop, and most recent episodes begin with a narrated prose vignette before the dice come out. After that comes turn-by-turn combat, crude table banter, and fights that often break off mid-round and pick up next time.
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Campaign Notes Podcast is an actual play of Pathfinder 2nd Edition, built around a long-running campaign with a nautical backdrop. Its episodes work in two registers, and the gap between them is the draw. Most recent episodes begin with a passage of narrated prose, written and read like a short story rather than a recap. One pictures a jester named Bill, bloodied and bound, being pressed about where he found a polished stone. Another sits with a figure beside a weathered, annotated map who refuses to underestimate the adventurers his companions laugh off. A third follows a man stuck in a high tower, dreading what is about to come through the halls. The openings are not always grim. One is framed as an in-world magazine exposé, 'Wizards and Wayfarers, Volume 276', profiling Pundergrasp, the Comedy Mage, whose inventions include something called Normal Missile. Then the table takes over, and the polish drops away. Play is loud, crowded and mechanical, with damage totals called out, healing rolls measured against maximum hit points, and persistent poison ticking down on an enemy. In one session a character takes triceratops form and reads out horn damage, a stomp attack and temporary hit points. The same stretch includes a small hunt for the right triceratops picture for the token on the board. Tangents come out of nowhere. The talk drifts to the movie Ghost Ship, to Bloodborne as a reference for a newly revealed enemy, and to a server that may be down again. One player talks through abandoning a joke novella and concedes bragging rights to Sam, and Andrew ends up the target of a crude gag. The language is frequently strong. Fights are played turn by turn and regularly carry over from one episode to the next. Several episodes stop with an enemy's turn still pending, one of them on an inquisitor about to quaff a blue elixir. The GM is open about those choices, noting in one fight that none of the NPCs have healing spells so the battle will not be dragged out artificially. Another episode stops where it does so Holt can finish his turn rather than have it forgotten, even though a more dramatic place to stop was available. Episode titles lean playful, from 'Hold This' and 'Durianosaur' to 'I've Got Soul But I'm Not A Soul Crystal'. Coming in this late means arriving mid-story, but each prose opening works as a small scene of its own.
Made for: Suits a listener who likes Pathfinder 2nd Edition combat played out roll by roll and does not mind crude, profane table talk between turns. It also fits someone drawn to short narrated fiction set inside a long-running campaign.
What sets it apart: Its narrated prose openings, sometimes told from an enemy's point of view or styled as an in-world magazine piece, contrast sharply with the loose, mechanics-heavy play that follows. Fights carry across episode breaks, and the GM openly explains where and why some of them stop.
Five good friends embark on an epic adventure upon the high seas. An actual play podcast in Pathfinder 2nd Edition.
A triceratops appears mid-battle, and you get the horn damage along with the dinosaur jokes.
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Short reviews from the PlayNext desk, based on the episodes we processed.
A chaotic fantasy fight where poison, Foundry, and butt rock all find room at the table.
Episode 378 opens grimly, with blood, rope, a polished stone, and a broken nose setting the tone before the table swerves into butt rock and Finger Eleven.
A triceratops transformation gives this messy fantasy battle a loose, funny table energy.
Sam runs a loose tabletop battle with Matthew, Ross, Andrew, and JP, keeping the scene lively as a character activates a doodad and suddenly becomes a triceratops.
A crowded fantasy battle where healing math, table banter, and unseen enemies all press in at once.
A four-hour fantasy combat session turns into cheerful tactical disorder, full of healing rolls, rallying banners, robot-corpse looting, and a high tower promising magical violence.
A fiery-core fight keeps giving way to ground drugs, writing panic, and one memorably strange death line.
Episode 375 follows a Pathfinder session after the Parade Master's armor explodes and exposes a fiery core, but the table keeps finding side doors: colostomy-bag riffs, sidewalk Adderall, and second thoughts about a joke novella. That clash gives the episode its shape.
A hospital wake-up gives way to hurricane damage, Ghost Ship riffing, and a robot stranded in the courtyard.
Andrew Dreams of Winter starts under fluorescent hospital lights, with a gurney moving into a crowded ward and a patient reaching for the broken pieces of an experiment, a brief happiness, a flash, and darkness.



Dice, divine mysteries, and the trouble with good intentions.



A podcast episode discussing Game of Thrones, starting with a fictional narrative about a mage and his apprentice preparing a body for a test.
The Game Minutes Podcast episode 328 opens with a dramatic scene of a lone figure in a forest clearing, followed by the hosts introducing themselves and joking about their intro recording.
Campaign Notes Podcast Episode 378, 96.6 The Butt, opens with a long butt-rock riff that names Finger Eleven, Three Days Grace, Three Doors Down, and 311.
Campaign Notes Podcast episode 377, "Durianosaur," centers on a Pathfinder Second Edition throne-room fight and opens with a 300-episode joke.
Campaign Notes Podcast episode 376 starts with Sam joking that the show has gone "too long," then the table settles into its usual actual-play banter.
Campaign Notes Podcast Episode 375, 'The Decision,' starts with a colostomy-bag joke, a sidewalk Adderall anecdote, and Sam joking about Christmas test kits for 'floor drugs.' Sam introduces Matthew Weber, Ross, Andrew, and JP Dasher before the table spends a long block on Warhammer, where Combat Patrol took about six hours across five rounds.
["Campaign Notes Podcast episode 374, \"Andrew Dreams of Winter,\" opens with a fluorescent hospital-ward image and then pivots into a February 6, 2026 bet about George R.
Campaign Notes Podcast episode 373, “Flaccid Bullet,” opens with hosts joking about local radio ads and iHeartRadio before returning to Castle North Reach.
Holt activates an energy robe by shouting “there was a firefight,” gaining a 30-foot speed bonus for one minute.
A Pathfinder combat session turns on an explosive barrel that blows apart a wall beside the party.
A group of friends play a Pathfinder 2nd Edition campaign on the high seas, with one player's inner voice encouraging his melee build.
A hockey podcast episode where the hosts discuss playoff games, specifically Florida vs.