The cast is working on a new trailer for the show. So head over to the Fan Discord at thedungeon.run/discord to post your favorite moments in the newly created thread.
What's on your mind?
The show now has a Patreon, which keeps the show running now that the cast are now on their own. So head over to https://www.patreon.com/thedungeonrun , there are levels for a variety of amounts.
For those who do not know, last night on 1/13/21 was the last episode of The Dungeon Run on Caffeine. There are plans in the works for the show to start up again somewhere else, I will post info on the wiki and on our fan discord at thedungeon.run/discord when we have any information
Love the show, You keep me company for all my late night crafting. Posted a video today on my channel Tabletop WitchCRAFT on YouTube. Gave a big shout out to the show and Lord Arrabann and his favorite second food... mushrooms. Check it out... hope to see you there ;) Thank you all for a great show!
Become a tiny, yapping chihuahua for 1 d4 minutes.
I can barely listen to Jeff's or Araban's lowest grumbles with my volume at absolute max.
Other podcasts aren't like this.
Uggo learns a lesson:
On his next melee attack Uggo deals a critical hit. Upon impact his maul splits in two at the midsection of the handle, Uggo can either:
1. Attempt to repair his maul via whatever means necissary, henceforth uggo will roll an additional d4 lands even maul breaks again, lands odd stays entact
2. Uggo can "salvage" his maul picking up the pieces in each hand and using them to dual wield, becoming a magic mace dealing 1d6 bludgeoning and "sharktooth short sword" deals 1d6 slashing in offhand
Don't read this outloud.
Point at up to 3 players (DM included) and call the number "7" outloud, depending on the number of players saying "Seven" back, apply one of the following effects (Yours included) :
* Only yours : You are dissapointed in your teammates and refuse to take Action the next turn you are in battle.
* 2 : Anyone who failed, loses 1d8 times 7 gold pieces.
* 3 : You and all those who called "Seven", are protected by the goddess of Luck and a roll of your choice is considered an "awesome" automatically.
* 4: In addition to the third effect, you are proud of your teammates and you gain advantage on your next 4 rolls.
Lord Arrabann's Wrath
Lord Arrabann is fed up with Milo's bowl causing him pain and he unleashes his wrath on the creatures in front of you. He releases a mind blast in a 15 foot cone in front of the player holding this card forcing all creatures in this cone to make a DC 15 will saving throw or be stunned for 2d4 turns. However you endure the pain caused by Milo's bowl and take 1d4 psychic damage.
Untitled Duck Game
On your next turn in combat you turn into a duck and realize it is your goal in life to drive the opponents mad. You can approach any enemy within 120 feet and take their weapon, and return to the spot you came from. You can hold on to this weapon for as long as you like, but will not be able to perform other actions while doing so. At the start of your turn, you may drop the weapon which will return you back to normal, and then take your turn as you normally would.
If your are fighting enemies that do not have weapons, you may save this card until you enter combat with enemies that do.
Everyone in the party is inexplicably struck by the urge to utter nonsense. For 1 D12 minuets the party can only utter nonsense. Any ability or check that requires the use of speach receives -5, and any spell that has a vocal component receives-5 to the roll.
I think it is the daughter of the Warden from the vision
I would love to see an expansion of the good and evil cards. I'm thinking each player should have a good and evil stack in front of them containing cards specific to their characters and Jeff as the DM should have the good and evil stacks containing non-character specific cards as well as environment and group effect cards.