So you've never
heard the show.
Six hundred eighty-three episodes is, admittedly, a lot. Let us help you find your way in.
In about a minute.
Greetings, Adventurers! is a Dungeons & Dragons actual play podcast that's been running since 2012. Five friends. Two campaigns set in the same hilariously stupid world: Drunkeros. We tell long, serialized stories that build over years, but you don't have to start at the beginning to enjoy the show.
Our current campaign starts in the mountain village of Rimeford, drops down into the underground city of Mineford, and ends up in Farholde, the capital, where magic is illegal unless you're a cop. Our four heroes are not cops. They're trying to take down a fascist empire while making jokes about butts.
Three ways in.
Most start here
Campaign 2 was designed as a clean entry point. A new crew on the other side of the world from Campaign 1, some time later. T'Chuck, Selene, Screetch, and R'Oarc start in the mountain village of Rimeford and find themselves running a resistance against a magic-banning empire.
Start C2 Episode 1Three samples
Three short, mostly self-contained arcs, picked to show you what kind of show this is.
- Bananas Foster
The PC that was so hateful the DM killed him after two episodes.
- Sweeties Day & Volcanic Mansion Alone
Reverse Home Alone. The party tries to break into the volcanic mansion of a fire-elemental house imp named Kevimp McBallister, who responds by setting elaborate traps and shooting them with a magic BB gun. C1 Episodes 342–343. One reviewer said they almost rear-ended someone laughing.
- "Okay, Bye!"
C1 Episode 122. We will not describe what happens.
The full saga
For the completionists, the truck drivers, and our hyperfixation buddies. Episode one is from 2012, when we were called Drunks and Dragons and rolling 4th edition because 5e wasn't out yet. We switch to 5e around episode 126 but roleplay is roleplay. Some of our best stuff is in the early run!
Start at episode oneWhat you're getting into.
We took our characters from level 1 to level 20 in Campaign 1. We're doing it again in Campaign 2. Real progression, real stakes, real consequences over years. Find a starting point and stay there for a few episodes.
Not in a "we don't take it seriously" way. In a "the time the players inadvertently caused The Demon Apocalypse" way. The lore is rich and stupid. We catalog all of it on the wiki, mostly so we can remember it ourselves.
The thing that sets the show apart is what it actually feels like to listen. You have a seat at the table with five of your funniest friends. It's a real game, so you hear table talk and tangents alongside the epic fantasy adventure.