Authors & Dragons Comedy DnD Podcast · Authors & Dragons

Dicey Bastards S2 E2: A Bad Hand

March 5, 2025·1 hr 2 min·3 clips
The table erupts as players chase their gambling losses.
Season two opens by tossing the bastards back into motion and not letting them look dignified for even a minute. The table starts hot, with the teasing and self-sabotage already in full swing. A gambling run becomes the center of the episode. Cards get played, fortunes wobble, and the room keeps rewarding the kind of confidence that probably ought to be illegal. Steve loses, Bob gains, and everybody acts like that makes perfect sense. Down at the docks, time has moved on whether the group likes it or not. It is a little past noon, the ship leaves at dawn, and the clock starts pressing harder than anyone else does. Claudia takes the diplomatic route, which in this company means doing the sensible thing while surrounded by chaos goblins. She gets a work-time answer, a hairball, and a small moment that almost feels human. Meanwhile, the search for Just In Time turns into an improvised local campaign. Rats and birds get drafted. Someone promises an APB in the most unserious way possible. The group keeps talking through the practical next steps while also making everything sound like a misdemeanor. They decide the gambling hall is probably the next stop, which is exactly the sort of sentence that says things have not improved. Food comes up because even disasters need lunch. The episode keeps moving fast, but it does not give up the bit to do it. Banter and plot are braided together so tightly that the recap itself sounds like a punchline with a map attached. The docks feel busy, the stakes feel annoyingly real, and the cast keeps sawing at both with the same rusty tool. It ends with the party pointed toward the next scene, still half-arguing, still half-hungry, and still very much in trouble.

As heard by us

Dockside banter, card-table chaos, and just enough forward motion to keep it moving.

A Bad Hand leans into dockside screwball energy, with the group bantering over cards, tossing jokes back and forth, and drifting toward the docks, the gambling hall, and Just In Time.

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Why you'd press play

Play this when the dice go cold and the crew gets louder.

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