LP D&D Encapsulated


Before Six Feats Under, there was Let's Play Dungeons & Dragons. From humble beginnings of tossing ideas around in the Freelance Astronauts guest chat, we got our start with this very Let's Play!

Now, it is very rough around the edges... so we are lucky to have a special guest editor to polish it up!

Please welcome..... Riley!

By the way, don't go into this expecting a nice ending. Of D&D4e's 30 level progression, we only made it to 20!

As you know, Feats is designed to explore games other than the public knowledge-dominating D&D. But, people really really like these characters. Perhaps you will, too! Because these episodes are so early and immature, if you hear anything offensive, please let ikks or Riley know. Enjoy the show!

Six Feats Under presents Let's Play Dungeons and Dragons Encapsulated

edited by AschlinTumblr

Music by Thylacinus


Let’s Play Dungeons & Dragons Encapsulated 1: We Shall Record Our Names in Beans

A band of misfits and chaos led by Joey Hoofsz (Wolfshirt) and challenged by DM Syrg find themselves "accidentally" "inheriting" a caravan that houses a mighty portal device. Tagging along are the likes of the wise-talking Kensington R. Killjoy (Plaz? more like Ikks), book-loving Miriam Webster (medibot), the fierce paladin Asalyn (Lava Lamp Goddess) and friendly lovable Bananaramawicz (General Ironicus). After agreeing to assist a dragon in captivity in exchange for loot and not being roasted alive, the party arrives and meets up with Algernon (Drakkel) who is also wandering around aimlessly, which is enough common ground for the group to welcome him with open arms.

Let's Play Dungeons & Dragons Encapsulated 2: Joey Shrugged

After helping themselves to valuable magical treasures, the band of wandering troublemakers come face to face with the supposed lord of the mansion, Thraxi. There they find he is being held by mysterious Druidic assassins and witches who turn their wrath upon the party in a brawl that lasts for months. With enough cunning and collateral damage, they emerge victorious, but arrive too late as the mansion proceeds to collapse thanks to a mysterious man that laughs too much. Celebrating their faux-victory back at the oasis, the group then proceeds to ask payment from the recently-returned caravaneer and there are absolutely no repercussions from either the caravaneer or his equally-intimidating brother.


Let’s Play Dungeons & Dragons Encapsulated 4: Turnabout kensington

Let’s Play Dungeons & Dragons Encapsulated 3: Bananaramaslamma

Not satisfied with the destruction of one mansion, our "heroes" decide to invade yet another area, this time a tower that's contested between goblins, druids, and a man named Apathi. Giving a new definition to "failing forward", the group finds very unsettling evidence of what power within this tower holds, possibly finally directing them to a path of good and righteousness. Maybe.

EDITOR'S NOTE: This episode changes completely after session 11 due to the switch up of Syrg and Kaz DMing and redoing the Apafi's Tower Arc, hence why the second session starts in the middle of another combat in a different location.

While Joey was curled up in his nightgown and Miriam too tired to care, the rest of the party went to investigate a strange infernal palace that was not of fire but of ice. Inside they met a treasure hunter that Banaramawitz decided right away to fight. Then, timelines loop and reverse as the game goes back to Apafi's Tower as they are now under the guidance of temporary DM Kaz. After a messy encounter with Kobolds and gears, they stumbled around with several unhelpful Helper robots. After an intense obsession with a slab of concrete, they discover why there's even concrete in this non-concrete tower: A Medusa and guards are out for their flesh, and they take great risk in combating them.


Let’s Play Dungeons & Dragons Encapsulated 5: This Tower doesn’t meet safety standards

Once again, Reckless Abandon overshadows logic as Apafi entrusts dire matters of the tower to them. The crew sets off on what they consider heroic deeds as they fix the wrongs of this strange, twisted tower. Facing traps with no saving rolls, enemies with high defenses, a DM with no time to waste, even natural 20's suddenly becoming useless, this arc of LPD&D truly lives up to its name... Wait, this isn't the Tomb of Horrors?

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