Podcast Summary: Critical Role & Sagas of Sundry – Part 3: Gangland | Starter Kit - Advanced D&D
Podcast Host: geekandsundry
Air Date: November 17, 2025
Season: Ten Candles: Eclipse
DM: David Nett
Featured Cast: Marisha Ray, Travis Willingham, and others
Episode Overview
This episode follows the starter kit cast as they navigate a gritty Dungeons & Dragons investigation within a fantasy city’s criminal underworld. After encountering a bizarre and deadly creature in the previous session, the party pivots into detective mode, dissecting clues, healing up, and preparing to go undercover in the Thieves Quarter. Along the way, they roleplay social encounters, flex their D&D mechanics knowledge, and ultimately engineer a meeting with the elusive Harpies gang leader, Geralt. The tone is a playful blend of classic D&D camaraderie, urban noir intrigue, and insider tips on gameplay mechanics.
Key Discussion Points & Story Progression
1. Short Rest & Game Mechanics (03:12–06:53)
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Recap: The characters are in their police precinct, debating clues and drawing theories after their intense previous encounter (carrion crawler escaping a thief's body).
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Game Mechanics:
- Short Rest vs. Long Rest: DM Dave Nett explains the differences and benefits.
- Healing: The party discusses healing using hit dice, with Igneous demonstrating a heal.
- Recovering Hit Dice: Denise asks about regaining hit dice—David clarifies it's partial recovery on a long rest.
“You can only ever heal back to your maximum. So the place where you started the game is the highest you can go.” – David Nett (06:10)
2. Debrief with Captain Smiles (06:53–12:18)
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Back in the Precinct: Captain Smiles returns and requests an update.
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Player Recap: The group describes the carnage at the Flagstaff house—two rival gangs (The Harpies and the Rivers) found dead, a carrion crawler emerging from a member's body, and rat informants hinting at humans traversing the sewers.
“One of the thieves became a carrion crawler. Or it was living inside it.” – Leona (22:52)
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Speculation: The players theorize why both gangs were in the mansion, suspecting either collaboration or a coincidental conflict.
3. Preparing to Go Undercover (12:18–17:58)
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Plan: The party decides to investigate the Thieves Quarter, possibly undercover.
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Outfit & Gear Adjustments: In signature D&D fashion, characters debate what armor and weapons to bring for maximum blending-in, roleplaying their characters’ choices and thinking through consequences for stealth.
- Magical disguises, concealed daggers, and stripping off flashy armor abound.
"Blending in as best we can… When my brother frequents the Thieves Den, he goes in disguise." – Leona (12:31–12:41)
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City Lore: The DM gives context on city layout—six “quarters,” gentrification, and distinctions between Old City and new, adding flavor to the urban setting.
4. Pursuing Leads in the Thieves Quarter: Bobby the Brother (17:58–25:06)
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Connecting with Leona’s Brother: They seek out Bobby, Leona’s younger brother, a beat guard in the Thieves Quarter, for inside scoops.
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Sharing Information: The group recounts the murder scene details, pressing Bobby for contacts or access to gang leaders.
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Key Dialogue:
- Bobby clarifies the Rivers are a minor gang.
- Insights into Harpies' dominance and gang politics.
“The Harpies don’t so much work with other gangs... if there’s somebody they want, they will consume another gang or drive them out.” – Bobby (23:44)
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Banter & World-Building:
The players flirt, joke about the legend of beating 40 bandits, and affirm their bonds, in-character—providing levity and depth.“Yes, as you know, bandits often travel in groups of 40.” – Araviel (26:05)
5. Pawn Shop Encounter with Aldous (26:55–36:29)
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Seeking Geralt: Following Bobby’s tip, the party visits Aldous’s pawn shop, aiming to set up a meeting with Geralt, the Harpy leader.
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Social Skills in Play:
- Denise attempts Deception—fails.
- Leona steps in with Intimidation, dramatically succeeds.
“I’m Bobby’s sister, and you’re gonna tell me everything.” – Leona (30:13)
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Negotiation & Bribery: Aldous, appeased by gold, agrees to broker a meeting; mentions needing resources for his contact, Toby, a Harpies favorite.
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Leads Gathered:
- They learn more about the power structure; Geralt is very interested in the party.
- The Rivers remain elusive, but Geralt should know more.
6. Gathering Information & Setting the Meet (36:29–39:14)
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Waiting Period:
- The party spends several hours wandering and keeping an eye out for gang markings (noting Harpy dominance).
- Bobby watches discreetly.
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Return to Aldous: He delivers—meeting with Geralt is set at a nondescript site behind a shop, not the Harpy HQ itself.
“He seemed, according to Toby, very eager to talk to you. I don’t know whether that’s a good thing or a bad thing, but it’s super for me.” – Aldous (38:07)
7. Confrontation at the Meeting Point (39:14–42:15)
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Arriving at the Hideout:
- Two tough guards watch the door—Leona once again dominates with Intimidation, and the party is let in.
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First Appearance of Geralt:
- The episode ends with a dramatic introduction to Geralt, the imposing, half-orc Harpies boss.
“I’m quite impressed. Bairn is not usually so easily cowed. You must be as intimidating as I have heard.” – Geralt (41:56)
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Cliffhanger:
The conversation with Geralt is set for next time—will the party get answers or new trouble?
Notable Quotes & Memorable Moments
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DM Wisdom on Resting Mechanics:
“There are two kinds of rests... A long rest is eight hours... A short rest... you can do some healing.” – David Nett (03:12) -
On Urban Fantasy Concealment:
“Magical longswords of fine make, shields, chainmail armor... those are things you don’t see often outside the city Guard.” – David Nett (13:05) -
Comedic Party Dynamics:
“If this were anyone other than Leona, I would think they’re having a joke at our expense. But Leona doesn’t even have a sense of humor.” – Bobby (23:03) -
Classic D&D Table Banter:
“I’m also rich. Horse tall.” – Leona, as the group haggles for information with the pawn shop owner (32:29) -
DM Teaser Ending:
“He looks at the rest of you and says, I, of course, am Geralt. And that’s where we’re gonna leave it for today.” – David Nett (42:11)
Timestamps for Important Segments
- Recap of Previous Session / Opening: [02:45]
- Short/Long Rest & Healing Mechanics: [03:12–06:53]
- Precinct Debrief with Captain Smiles: [06:53–12:18]
- Planning and Going Undercover: [12:18–17:58]
- Meeting Bobby in the Thieves Quarter: [19:47–25:06]
- Pawn Shop Social Encounter (Aldous): [26:55–36:29]
- Clues on Gang Structure & Set-up for Geralt Meeting: [36:29–39:14]
- Confrontation with Gang Guards & Entering to Meet Geralt: [39:14–42:11]
- Geralt’s Dramatic Introduction & Cliffhanger: [41:56]
Summary
This episode masterfully blends urban fantasy D&D gameplay with table banter and social mechanics, as the party slips into the criminal shadows of Greyhawk. After a meticulous investigative montage and much roleplayed negotiation—including clever use of intimidation—the party scores an audience with the city's most dangerous gang boss. The game master keeps the stakes high and the atmosphere lively, leaving listeners eager for revelations and likely more peril in the next installment.
