G.I.A. Guild of Inept Adventurers

G.I.A. - Guild of Inept Adventurers

A fan-made actual play TTRPG podcast from a chaotic group of friends who’ve been gaming together since 2021. We play Dungeons and Dragons, Middle Earth, Pirate Borg, One Ring, Deadlands, Delta Green, Call of Cthulhu, and more—badly. Rules come second, fun comes first. Expect dice rolls, dumb choices, and a lot of laughs. This is our escape, and hopefully yours too. We’re not affiliated with any RPG publishers, everything we do is rooted in love and respect for the brilliant creators who build these worlds. We’re just grateful tourists passing through.. Swearing, nonsense, and critical failures ahead. Welcome to the Guild of Inept Adventurers!

  1. 22h ago

    D&D 5e: Sniff Around, Ep12 “Window Of Opportunity”

    The G.I.A.’s investigation of Archive Room 9 finally starts to bear fruit, as they uncover a series of suspicious tax payouts for goods that mysteriously disappeared en route — including some rather substantial payments to something called the Directorate of Civic Prosperity. With shipments of building materials vanishing under increasingly dubious circumstances, it seems Gallowmere’s Trade Office may be hiding something rather more substantial than a few dodgy accounts. Unfortunately, the guards arrive before the party can investigate further. Rather than fight their way out, the G.I.A. agree to be taken directly to Magistrate Vell. After all, what better opportunity to confront the man at the centre of their investigation? Their meeting with the bloated, self-serving magistrate quickly becomes heated, but it soon becomes apparent that Vell himself is little more than a puppet for forces far more powerful than he is. Then something outside his office sends the supposedly fearless magistrate into a complete panic. Blud’s patience finally snaps, and Vell’s usefulness comes to an abrupt end. Unfortunately, whatever Vell was afraid of is already at the door. With Archive Room 9 ablaze, the G.I.A. find themselves battling mercenaries, guards, a heavily armoured brute and a spellcaster. Darvin discovers that a large table makes an excellent improvised weapon, sending one unfortunate guard flying out of a second-storey window before using the same table to clobber an armoured giant. Gerhart goes down, Blud brings him back, and the previously defeated guard returns for a second helping of window. This time, he doesn’t survive the landing. With the building burning around them, the G.I.A. make their escape in suitably heroic fashion — Darvin breaking his fall with the unfortunate guard below, followed by Gerhart leaping into Darvin’s arms and declaring, in true romantic fashion, “No More Taxes!” But Gallowmere isn’t celebrating. Once again, the G.I.A. have disrupted the town’s fragile status quo, and the locals fear that retaliation won’t be far behind. And as curfew falls over Gallowmere, a lone hooded figure slips silently across the rooftops… Who is he? And what does he want? Only one way to find out.

    D&D 5e: Sniff Around, Ep12 “Window Of Opportunity”
  2. Oct 4

    Deadlands: The Devil’s Due, Ep17 “Did You Say Cheese?”

    Following their tense encounter with Jürgen Emmerich, the posse settle in for the night. Drinks are poured, conversations become surprisingly deep, and for a brief moment the Lazy S enjoys some peace. Naturally, it doesn’t last. Around midnight, strange noises amongst the cattle draw the posse from their camp. Several animals have already been killed, their bodies covered in puncture wounds and enormous holes. Jonty quickly begins piecing together what happened—but then the culprits reveal themselves. Clockwork terrantulas. Similar to the mechanical horrors encountered in Denver, these deadly machines are back and tearing their way through the herd. The posse quickly fights them off, but the battle reveals something else entirely. Jonty has secrets. Calling upon a mysterious power within himself, his weapon begins to glow, leaving the posse with more questions about their newest companion than answers. Before anyone can press him for an explanation, however, the gunfire sends the herd into a stampede. The following morning, Red finally gets some answers. Jonty reveals his unusual upbringing and training as a Chi Master—but whether his explanation clears anything up is another matter entirely. Then Jürgen Emmerich returns. This time, he is considerably less friendly. Hinting that further unfortunate accidents could befall the Lazy S, Emmerich makes it clear that Hellstromme Industries still believes the posse possesses its missing property. The clockwork creatures may have been destroyed… But the message is unmistakable. Return what Hellstromme wants—or things are about to get much worse.

    Deadlands: The Devil’s Due, Ep17 “Did You Say Cheese?”
  3. Sep 30

    Deadlands: The Devil’s Due, Ep16 “New Blood”

    Amos returns! Harry is reunited with his supposedly dead servant, while the rest of the posse have a rather more practical problem: Philippe has been dragged back to Denver for medical treatment following the loss of his arm. Unfortunately for Philippe, the moment he reaches a doctor the sheriff arrives to collect him—and his $10,000 bounty. Bill Sutter, never one to waste a business opportunity, collects the reward and shares it amongst the steer hands. Philippe may be under arrest, but at least the posse are suddenly $500 richer each. With the introduction of their newest steer hand, Maxwell “Jonty” Jonathan Fetherington III, the herd continues north towards the South Platte River. But something is wrong with the cattle. Steers begin collapsing, exploding in spectacular fashion and unleashing swarms of bloated prairie ticks upon the unsuspecting cowboys. As they travel through increasingly contested territory, the posse catch glimpses of railroad scouts and enforcers from across the Weird West. And Harry discovers that carrying John Glanton’s legendary scalping knife may be having a slightly worrying effect on his judgement—particularly when Red’s magnificent hair suddenly starts looking like a rather tempting trophy. Then comes the hiss of steam. A strange armoured wagon crests the horizon, powered by ghost rock and armed with a Gatling gun. Inside waits Jurgen Emmerich, a representative of Hellstromme Industries, with a very specific demand. He wants something back. Something the posse may not even have. And he’s not particularly interested in taking no for an answer.

    Deadlands: The Devil’s Due, Ep16 “New Blood”
  4. Sep 20

    Adventures in Middle Earth: Ep28 “A Moot Point”

    The party arrive in Rhosgobel ahead of the long-awaited Folkmoot, but there’s little time to relax. The Lonely catches up with an old friend and begins investigating the mysterious fifth house, while Haldir does some digging of his own. Arminas, meanwhile, makes a disturbing discovery about their new horses. The mysterious “EM” brand marks it as a horse of Rohan. The Lonely is forced to confront the possibility that his bargain may have been slightly less legitimate than he initially thought. His proposed solution involves changing the horses’ “VIN numbers” or, failing that, selling them for parts. With no concrete evidence of foul play, the party take their positions around the Folkmoot and prepare for trouble. And trouble arrives. A dozen armed riders enter Rhosgobel, wearing the same armour as the men who pursued Beren. At their head is Mogdread. Back from Dol Guldur, he demands tribute from the halls and a seat on the council. The party watch as the assembled leaders debate his demands, with Beren there to face the man who once pursued him. Mogdread is denied. He and his riders leave Rhosgobel, but the threat is now out in the open. With the Folkmoot concluded, the party seek counsel from Radagast, who gives them their next task: seek out Lady Irime to uncover more about the evil spreading across the land. Radagast will seek counsel of his own. From Gandalf. Whatever is happening in Middle-earth, it seems the party have just become considerably more important players than they ever intended to be.

    Adventures in Middle Earth: Ep28 “A Moot Point”

About

A fan-made actual play TTRPG podcast from a chaotic group of friends who’ve been gaming together since 2021. We play Dungeons and Dragons, Middle Earth, Pirate Borg, One Ring, Deadlands, Delta Green, Call of Cthulhu, and more—badly. Rules come second, fun comes first. Expect dice rolls, dumb choices, and a lot of laughs. This is our escape, and hopefully yours too. We’re not affiliated with any RPG publishers, everything we do is rooted in love and respect for the brilliant creators who build these worlds. We’re just grateful tourists passing through.. Swearing, nonsense, and critical failures ahead. Welcome to the Guild of Inept Adventurers!