As our investigators look to upgrade the castle they search out an expert in the occult to assist them but get so much more than they bargained for...
Emery meets and old friend
Percy gets hot and bothered
Dick takes on a suspicious job
Elofe receives sound advice
The mid-autumn festival begins. In Battle, the air tastes like smoke and memory. The villagers whisper of lights in the forest, and a woman who calls each of them by name.
Dick confronts Sir John McCreight. Emery goes full method and forgets Emery. Elofe shushs a Vaesen. And Percy finds a spine!
Thought we'd re-release our Halloween 2024 special, played using the Dread system.
The Rocky Mountains have always been a place of ancient mysteries and untold stories, where the line between legend and truth blurs like a mist settling over the peaks. For centuries, the mountains have loomed over travelers with a quiet, solemn weight, as if guarding secrets older than memory itself. Stories of strange occurrences have a way of echoing through the high, pine-covered valleys—spoken in hushed voices around campfires, or scratched into the walls of abandoned cabins like warnings from those who came before.
As darkness falls, the wind picks up, carrying with it the uneasy feeling that perhaps those old stories are more than just words. Perhaps the mountains are still waiting, listening… and watching.
A governess shows up at Craigdarroch, telling stories of a devil that is haunting her employer's child on a remote lot of land.Dick finds his ball, Emery tries to figure out what it is this organization actually does, Percy gets into a wrestling match with a senior citizen, Elofe makes a friend.
After an investigation goes horribly wrong the societies benefactor brings in some outside assistance in an effort to regain order.
In the season finale of An Unfortunate Use Of Magic we discover the secrets of the Bee keeper and the Golden Dome, the party will have a dilemma on their hands but in true Crit & Fumble style they take it in their stride in hilarious ways. Thanks for coming on the journey with us.
Our adventurer’s find themselves reunited with a couple of old friends in the most epic way, well according to one of them I bet. The skys are alive and the golden dome in the Carag mountains encroaches. What will be revealed beyond the edges of the magical dome.
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Our adventurers have in their hands the very thing they need, but the city guard and the Obsidian Palace would like that particualr item back. Join them as they try to get out of the city by any means necessary, and maybe with the help of an old friend.
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The party seems left without options, but a clear decision is made after one of their own falls in battle. This leads to a wild goose chase that takes our friends to a magnificent palace, maybe one day curiosity will kill the cat.
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The crew find themselves making a quick pit stop this week, the past comes to haunt them, they steal shit, and maybe eventually do some light grave robbing. All in a days work for out intrepid explorers. Unleash the chaos!
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Want to spice up your dice rolls? Check out the Trampoline Dice Roller from Band of Idiots !!! It’s absolutely as chaotic as it sounds. They'll also be launching a Kickstarter for BLACKSTONE BLOCKS in the fall of 2025... magnetic 3D terrain that'll bring your battlemaps to life!!! Sign up to the newsletter to keep up to date!!👉 bandofidiots.store/contact/newsletter/?wpam_id=4
When you get whisked through a portal you never truly know where you will end up, magic can be a bit unstable like that. One thing for sure is our adventurers have been sent somewhere really "Fun" and the only way to escape is to play the game.
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Want to spice up your dice rolls? Check out the Trampoline Dice Roller from Band of Idiots !!! It’s absolutely as chaotic as it sounds. They'll also be launching a Kickstarter for BLACKSTONE BLOCKS in the fall of 2025... magnetic 3D terrain that'll bring your battlemaps to life!!! Sign up to the newsletter to keep up to date!!👉 bandofidiots.store/contact/newsletter/?wpam_id=4
Our party finds itself back in Galdur where they become connoisseurs of the written word, discover a very useful secret about a strange acquaintance, and seemingly become quite the social butterflies all in less than a day. Where will they disappear to next?
In the crevices of the Carag mountains a rushing waterfall deadens the sound of a man gone insane and his evil machinations. What secrets lie in these caverns? Join our adventurous party as they get one step closer to discovering the source of these troubling arcane forces.
𝑪𝒓𝒊𝒕 & 𝑭𝒖𝒎𝒃𝒍𝒆 returns with "𝔸𝕟 𝕌𝕟𝕗𝕠𝕣𝕥𝕦𝕟𝕒𝕥𝕖 𝕌𝕤𝕖 𝕆𝕗 𝕄𝕒𝕘𝕚𝕔”, a brand new 𝑫𝒂𝒈𝒈𝒆𝒓𝒉𝒆𝒂𝒓𝒕campaign DM’d by Russ Morland in his theatrical, chaos-loving, 10-part-campaign debut.
In our premiere, the party crashes headfirst into trouble: a tavern chase, an ominous skyship, potion peddling, unstable magical loot, and a vicious direwolf attack that leaves a small town reeling… with guidance from a suspiciously lovable, moss-covered druid named Watkins.
And the party itself? Pure mayhem! Would you expect anyhting else? How about: a towering three-eyed giant, a silver-tongued simian rogue, a sharp-eyed catfolk ranger, a dreamy spell-slinging faun, and a brooding witch hunter with a very expensive coat. Oh yeah… and there’s another faun, but he’s at home with a bit of a g.i. issue right now. More on that later.
What could possibly go wrong?
"𝔸𝕟 𝕌𝕟𝕗𝕠𝕣𝕥𝕦𝕟𝕒𝕥𝕖 𝕌𝕤𝕖 𝕆𝕗 𝕄𝕒𝕘𝕚𝕔" is Russ Morland’s (aka Lurk Loves You) first full campaign with 𝑪𝒓𝒊𝒕 & 𝑭𝒖𝒎𝒃𝒍𝒆, and we’re diving into it with 𝑫𝒂𝒈𝒈𝒆𝒓𝒉𝒆𝒂𝒓𝒕, the bold, theatrical new TTRPG from Darrington Press
Meet the new party. Reconnect with familiar faces. Witness our first chaotic dive into the 𝑫𝒂𝒈𝒈𝒆𝒓𝒉𝒆𝒂𝒓𝒕 system in this pre-campaign one-shot filled with terrible flirting, questionable plans, and magical hangovers. The Dreyor Valley awaits, but not everyone’s ready for what’s coming.
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𝑻𝒉𝒆𝒓𝒆 𝒊𝒔 𝒎𝒂𝒈𝒊𝒄 𝒊𝒏 𝒕𝒉𝒆 𝒂𝒊𝒓, 𝒂𝒍𝒘𝒂𝒚𝒔 𝒑𝒓𝒆𝒔𝒆𝒏𝒕, 𝒂𝒍𝒘𝒂𝒚𝒔 𝒘𝒉𝒊𝒔𝒑𝒆𝒓𝒊𝒏𝒈, 𝒚𝒐𝒖 𝒉𝒂𝒗𝒆 𝒕𝒐 𝒍𝒊𝒔𝒕𝒆𝒏 𝒘𝒊𝒕𝒉 𝒚𝒐𝒖𝒓 𝒔𝒐𝒖𝒍 𝒂𝒏𝒅 𝒔𝒆𝒆 𝒘𝒊𝒕𝒉 𝒉𝒊𝒅𝒅𝒆𝒏 𝒆𝒚𝒆𝒔.
𝑻𝒉𝒆 𝒘𝒊𝒏𝒅𝒔 𝒉𝒂𝒗𝒆 𝒄𝒉𝒂𝒏𝒈𝒆𝒅, 𝒕𝒉𝒆 𝒔𝒖𝒏𝒔 𝒅𝒐 𝒈𝒍𝒂𝒓𝒆.
𝑻𝒉𝒆 𝒍𝒊𝒈𝒉𝒕 𝒊𝒓𝒊𝒅𝒆𝒔𝒄𝒆𝒏𝒕 , 𝒂𝒍𝒘𝒂𝒚𝒔 𝒕𝒆𝒂𝒔𝒊𝒏𝒈, 𝒚𝒐𝒖 𝒉𝒂𝒗𝒆 𝒕𝒐 𝒍𝒊𝒔𝒕𝒆𝒏 𝒘𝒊𝒕𝒉 𝒚𝒐𝒖𝒓 𝒉𝒆𝒂𝒓𝒕 𝒂𝒏𝒅 𝒔𝒆𝒆 𝒘𝒉𝒂𝒕 𝒕𝒓𝒖𝒕𝒉 𝒍𝒊𝒆𝒔.
𝑻𝒉𝒆𝒓𝒆 𝒊𝒔 𝒎𝒂𝒈𝒊𝒄 𝒊𝒏 𝒕𝒉𝒆 𝒂𝒊𝒓.
𝑪𝒂𝒏 𝒚𝒐𝒖 𝒉𝒆𝒂𝒓?
𝑻𝒉𝒆𝒓𝒆 𝒊𝒔 𝒎𝒂𝒈𝒊𝒄 𝒊𝒏 𝒕𝒉𝒆 𝒂𝒊𝒓.
Step behind the curtain with the Crit & Fumble crew as we unpack the making of Underworld. Hosted by our GM and resident chaos conductor Gavin Vickery, this behind-the-scenes episode dives into the moments that worked, the ones we totally overlooked, and what surprised us most along the way.
We answer some great listener questions, reflect on the arc as a whole, things we missed, and surprising character choices. It’s messy (obviously), it’s honest, and it’s a love letter to everyone who joined us for this adventure.
They’ve come too far to turn back.
Cherie, Bastion, Maydor, Sküggi, and Ophelie push through the depths of Wailscar, chasing answers wrapped in shadow, lies, guilt, violence, and pride.
The truth behind the Underworld’s cruel game lies within reach, but so does the edge of ruin. Debts come due. Secrets unravel. Trust falters.
The final confrontation demands more than strength and not everyone will walk away unchanged.
Is it the beginning of the end, or the end of the beginning
Either way, the Devouring Will waits to claim what it's owed.
As Wailscar folds in on itself, reflections twist into revelations.
A younger, merciless Ophelie stalks from the past with eyes too familiar. Maydor drifts through guilt he thought he’d buried, but never stopped bleeding. In the Oracle’s silence, Cherie is handed a blade and the weight of a choice no one else could make. Sküggi, when offered a reflection, chooses tone he failed, and the ache that never left.
The lies they’ve told are no longer safe in the dark.And the cost of truth is only beginning to show.
The battle for Bloodhearth reaches its brutal peak as the party faces a monstrous champion in a trial of strength, fire, and resolve. But victory is only the beginning. Beyond the arena lies Grayspire—a place of shifting halls, fractured memory, and reflections that cut deeper than steel.
As old tensions flare, two party members begin to unravel a connection that runs far deeper than they imagined. And when the mirrors turn inward, none of them are ready for what looks back.