Episodes

  • Episode 14 - A Fart in the Wind
    May 3 2026

    The Furrocious Three have a plan. It's a good plan. It involves new identities, a midnight harbor, Wolf Skull and crew on standby, and Murphy moving through the darkness like "a fart in the wind." Whether the plan survives contact with Captain Raezzer's flagship is another matter entirely. The heist is on. They still have not leveled up.

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    1 hr and 3 mins
  • Episode 13 - Two Goblins, Please!
    Apr 26 2026

    What do two goblins, a bear, and too many baby birds have in common? New friends.

    Bandit Town is less of a hideout and more of a full-blown city -- with factions, tiers, and a pecking order that the party wastes no time disrupting. Their first night ends in a street brawl, an unlikely alliance, and at least one decision that Max is going to have to sit with for a while.

    The Furrocious Three have arrived. Bandit Town will never be the same.


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    1 hr and 4 mins
  • Episode 12 - They'll Put One of These Anywhere
    Apr 19 2026

    Scratchy, The Claw, and DJ Badguy have officially gone undercover — and the con is working better than it should. After being intercepted in the fog by a half-orc warrior gang on a giant hyena, our crew gets their first look at the legendary stronghold tucked inside the Cleavaige: a full-on bandit city, tiered walls and all, with a ten-story keep looming over everything like a very bad idea waiting to happen.

    With their Viscari tattoos doing just enough of the talking, the party fast-talks their way past the gate alongside Wolfskull and her raiders, picks up some spicy lore about a Viscari family civil war (Irontusk vs. Dragas — choose your side carefully), and gets a crash course in how Bandit Town actually works: three raiding factions, a merit-based system to climb the tiers, and somewhere at the top, the answers they're looking for. Also, goblins fall off roofs. It's a whole thing.

    No levels gained. No regrets? Some regrets. Mostly involving juggling and poor intimidation checks.

    Can We Level Up Yet? is a comedy Dungeons & Dragons actual play podcast set in the Endless Isles — where the heists keep escalating and the party's cover stories keep getting more elaborate.

    New episodes every week
    Join the Patreon for pre-show hang, post-show recaps, and Piddles' Party — the in-character Real Housewives style reunion show

    For full video, support us on Patreon! https://www.patreon.com/canwelevelupyet
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    Follow Kael (good luck)

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    1 hr and 21 mins
  • Episode 11 - I'm a Full Grown Man!
    Apr 12 2026

    They survived the death match. They leveled up. Things are about to get so much worse.

    In this episode of Can We Level Up Yet?, the dust settles after the fight pit — and the crew walks away with broken ribs, a destroyed homunculus, and somehow… syndicate membership. Welcome to the Vescari organization, where the perks include free tattoos, weekly death matches, and a surprisingly chatty tattoo artist with a lot of feelings about Chuckiano.

    With their new criminal credentials (permanently inked, visibly placed, immediately covered up), the crew sets out on a several-day journey toward the Cleavaige — the bandit-controlled valley at the center of the island where Bluepaw the Bandit is rumored to be hiding. But the road has other plans.

    Also: Mastiff saddles, a sinkhole where an embassy used to be, franchise shops in a fantasy world, and an encounter on horseback that tests the crew's commitment to being the good guys. Mostly good. Situationally good. Good-adjacent.

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    1 hr and 35 mins
  • Episode 10 - It's Not Just For Attracting Mates!
    Apr 5 2026


    Piddles is gone. The crystals are gone. And somehow… this is fine.

    In this milestone episode of Can We Level Up Yet?, the crew wakes up to the aftermath of Blue Paw's visit — and nothing on the ship is where they left it. Murphy takes it personally. Ripple takes it dramatically. Max takes it as a sign that it's time to become criminals.

    Enter: Scratchy, The Claw, DJ BadGuy, and the disguise montage nobody asked for but everyone needed.

    Hot on the trail of the legendary Tabaxi art thief known as Bluepaw the Bandit, the crew gets a lead that points straight into the heart of Tidia's most dangerous bandit territory. But infiltrating a criminal syndicate means earning your place — and Irontusk Vescari doesn't hand out membership cards.

    He hands out death matches.

    Also: raccoon people, negotiating math that doesn't add up, a bounty hunter with surprisingly good vibes, and Max getting grounded again.

    Episode 10. We made it this far. Don't stop now.


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    2 hrs and 7 mins
  • Episode 9 - I'm Drunk on Life, Baby!
    Mar 29 2026

    A packed tavern. A breakout performer. And a carnival that definitely wasn’t supposed to go like this.

    In this episode of Can We Level Up Yet?, the crew finally explores Tittia—starting with a night at the Dancing Goat that spirals into freestyle rap, questionable business ventures, and Ripple’s brief return to the stage. But what begins as a fun night out quickly turns into something else entirely.

    Murphy follows a lead that hits closer to home than expected. Max discovers a new favorite game (and immediate regret). Ripple proves that confidence is not the same as skill.

    And somewhere between carnival games, suspicious wagons, and a very bad idea involving magic… the crew may have just made powerful enemies.

    Also: milk, nut ball, and the worst stealth mission in history.

    Then—just when things couldn’t get stranger—something on the ship changes everything

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    1 hr and 38 mins
  • Episode 8 - Hubba, Hubba!
    Mar 22 2026

    A mysterious flash lights up the western horizon… and suddenly, nothing feels accidental anymore.

    In this episode of Can We Level Up Yet?, the crew limps toward Titia after barely surviving a rift to the Smoke Plane—only to stumble into new problems, new allies, and very questionable financial decisions. Murphy wrestles with a gut feeling that something bigger is happening. Ripple invents solutions (and possibly new problems). Max continues his rise as the world’s most enthusiastic boy hero.

    Along the way, they encounter imperial tax collectors, elite sea mercenaries, and whispers of a dangerous art thief tied to a Tabaxi past that might hit a little too close to home.

    Also: pancakes, ship upgrades, and a crowd forming for someone called Little Wittles.

    You know. Normal hero stuff.


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    1 hr and 36 mins
  • Episode 7 - You Can't Quit, You're Fired
    Mar 15 2026

    A secret laboratory.
    A runaway elemental rift.
    And a decision that might be the worst idea this party has ever had.

    In Episode 7 of Can We Level Up Yet?, the crew of the Sailing Sales uncovers a hidden research facility built by the Technocratic Alliance of Gnomish Islands. The lab was meant to study teleportation through the mysterious Plane of Smoke.

    Something went very, very wrong.

    With the facility collapsing and the portal spiraling out of control, the party must figure out how the strange arcane machinery works before the entire island gets dragged into the elemental planes. Unfortunately, their solution involves experiments, improvisation, and a level of confidence that may not be fully deserved.

    Meanwhile, Ripple discovers the past has a way of catching up with you. Especially when that past includes an old rival from the Adventurer’s League.

    Expect chaotic problem solving, questionable portal safety practices, and the kind of decisions that only make sense when you're level three.

    Will the crew stop the rift?
    Will the lab survive?
    And will anyone involved learn a lesson from this?

    Probably not.

    But they might level up.


    For full video, support us on Patreon! https://www.patreon.com/canwelevelupyet
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    Follow Kael (good luck)

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    1 hr and 24 mins