S3 Ep. 37 - John He Be Good

Summary of S3 Ep. 37 - John He Be Good

by Dungeons and Daddies

2h 26mNovember 4, 2025

Overview of S3 Ep. 37 — "John He Be Good" (Dungeons & Daddies)

This episode is the penultimate/late-season installment of Dungeons & Daddies Season 3: “The Peachyville Horror.” It’s a Call of Cthulhu actual-play horror-comedy that follows four protagonists (three suburban parents and a horse) closing in on Project Heartland to stop an apocalyptic ritual. The episode mixes bunker exploration, gadget-and-gun hoarding, surreal humor, heavy emotional sibling beats, and a major choice that sets up the finale.

Cast / Characters (who’s who this episode)

  • Blake Lively (played by Freddy Wong) — now (mostly) a horse due to a spell; Norse Fjord-horse vibes. Has gun-kata potential revealed later.
  • Kelsey Grammer (played by Matthew Arnold) — upbeat, teacherly sister to John; pragmatic and bossy.
  • Francis Farnsworth (played by Anthony Birch) — orphaned prankster kid, emotionally reckless.
  • Trudy Trout (played by Beth May) — homemaker, robotic parts/robot head owner; ends up with a custom mech body.
  • Will Campos — DM, plays Arlo and John among NPCs.
  • John — formerly head of containment at Project Heartland; reveals major backstory, stakes, and the “hangnail” relic.

Content warning: adult themes, violence, coarse language (episode has explicit content).

Plot summary — key beats

  1. Recap + gear-up: The party rides to Blake’s bunker (he’s a horse) to arm up for the final push on Project Heartland. Town is calm but an otherworldly cloud is gathering over town center.
  2. Bunker scavenging: They open Blake’s underground armory and find bizarre experimental weapons (guns mounted on wheels, “sword-with-flashlight” prototypes), Ambruster’s secret gun-kata tome, revolvers, and a pile of Derringers (14 small single-shot pistols) plus two six-shooters. Trudy gets a wired, three-wheeled Bren-like weapon she can trigger via blinking/static because she’s part-robot.
  3. Workshop & upgrades: Arlo/Ambruster’s workshop offers options—Trudy gets cobbled-together mech/tripod body, Blake reads gun-kata and gains technique knowledge, everyone heals up. Blake partially reverts from horse to a horse-human hybrid (aesthetic/humor beat).
  4. Return to Project Heartland: They unlock the control room with the three keys and find a sealed ritual chamber. Inside is John, weakened, propped on IVs and a dagger in his chest.
  5. John’s exposition: He explains Project Heartland’s experiments, the larger paranormal threat (Zuzel), two simultaneous emergencies:
    • Pin 7 (local): Bisons are about to anoint a “Seedbearer” and feed it to “Mother” in the town center. If Seedbearer is consumed, Zuzel will be born and his newborn cry will kill everyone in Peachyville.
    • Pin 10 (global): A massive appendage/“member” in the Atlantic is boring toward Earth’s core—if it “reaches release” it will transform Earth into an outer god.
  6. The 7–10 split problem: John lays out two options for dealing with the crisis:
    • Option A (risky odds): Launch a focused psychic-energy projectile from Peachyville at the Atlantic appendage (requires extremely precise trajectory) — a million-to-one shot but non-sacrificial.
    • Option B (certain-but-one-way): Use the “hangnail” artifact (embedded in John’s chest) to absorb Zuzel’s psychic power at the moment of birth by plunging it into the newborn’s skull — but that power would permanently transform whoever takes it (becoming a demigod) and is a one-way ticket.
  7. Magic telephone / four coins: John has four rare coins that let the party call any living/dead person via the “operator” (the phone is weird). They use calls strategically:
    • Jesus (operator-centric meta bit — Jesus is unavailable; the call is surreal)
    • Francis calls his mother (gives them the Bison secret phrase: “This too shall pass” — useful cover to pass Bison guards)
    • Von Neumann (via Harvard relay through Nathan Pusey) crunches trajectory math and gives exact coordinates/aim for the Atlantic shot
    • Chance Boudreaux (Dr. Mann’s ex) confirms dirt: Dr. Mann has an embarrassing secret (very pendulous scrotum), which they use to blackmail/neutralize him as the likely “deliverer” at the Seedbearer ritual
    • Carl Jung (final coin used by group therapy) — Jungian group therapy relieves phobias/mental blocks: Blake’s fear of guns, Kelsey’s issues, etc., are addressed. This yields in-game benefits (e.g., Blake now has gun-kata knowledge/ability).
  8. Dr. Mann setup & Trudy mech: They arrange a plan to either stop Dr. Mann or impersonate him; Trudy receives a modified multi-legged/mech body with weapons. Resources/status refreshed — HP and capabilities topped up.
  9. Emotional beat & John’s death: John pulls the hangnail artifact from his chest. He shares a brother-sister moment with Kelsey (Velveteen Rabbit reading). John dies. He entrusts them with the choice/plan; cliffhanger to finale.

Key scenes & highlights

  • The armory/gun shop: surreal, funny descriptions of wheel-mounted gun experiments, “sword flashlight,” and Ambruster’s gun-kata manual (hallway fighting chapter).
  • Gun-kata reveal: Blake learns critical “hallway” combat techniques (Zephyr spin, Magician’s technique, Calypso firing).
  • Magic operator phone: four coins let the PCs contact anyone alive or dead — used to get critical intel (trajectory math), the Bison passphrase, and therapeutic removal of phobias.
  • Jungian group therapy: played for both humor and utility — it removes role-limiting trauma (guns fear, inability to initiate violence) and resolves personal beats (Kelsey/parental wounds, Francis’s issues).
  • The moral/strategic dilemma (“7–10 split”): brilliant setup for the finale — a choice between near-impossible external shot or a certain but sacrificial demigod path.

Stakes and decisions going into the finale

  • Two simultaneous catastrophes: local ritual (Seedbearer → Zuzel) will kill Peachyville; trans-oceanic appendage will consume the planet.
  • The hangnail offers a one-shot, world-saving, one-way transformation (demigod choice). Alternatively, a calculated projectile (requires precision tools/aiming) might destroy the Atlantic appendage without sacrificing a PC — but success chance is uncertain.
  • The team has tools and intel: trajectory coordinates (Von Neumann), a passphrase for Bison infiltration, dirt on Dr. Mann to neutralize him, upgraded rigs and weapons, and phobia-free PCs (thanks to Jung).

Important items & resources (inventory summary)

  • Keys: 3 keys (used to open control vault).
  • Coins: 4 rare multiversal operator coins (used; most spent).
  • Explosives: ≈5 sticks of dynamite (bag of “mangled Trudy bodies” contained explosives).
  • Guns: 2 six-shooters (revolvers), 14 Derringers (single-shot), Bren-like tripod gun (Trudy) with limited ammo, many experimental wheel-guns.
  • Melee: Hanzo katana with taped flashlight (Francis/blade choice), various experimental “light-swords.”
  • Special relic: the hangnail — a psychic-energy-absorbing artifact embedded in John’s chest.
  • Knowledge: Gun-kata techniques (Blake), Von Neumann’s trajectory coordinates, Bison passphrase (“This too shall pass”).

Notable lines / memorable moments

  • John’s “7–10 split” explanation — the episode’s recurring metaphor for choosing the risky shot vs. the sacrificial play.
  • The hangnail reveal and John’s last Velveteen Rabbit bedtime scene — heavy emotional payoff before the finale.
  • The surreal operator/Jesus calls and Chance Boudreaux’s over-the-top ex-wife monologue (comic gold).

What this sets up for the finale

  • The party is stocked, informed, and emotionally recalibrated — equipped to:
    • Infiltrate the town tent / Bison lodge and prevent or disrupt the Seedbearer ritual (Pin 7).
    • Either (A) attempt a near-perfect psychic-energy shot at the Atlantic appendage (using Von Neumann’s coordinates and any aiming rig they cobble), or (B) take the hangnail power route (one character becomes a demigod to destroy the appendage and/or Zuzel).
  • John’s death makes the hangnail available (and emotional stakes higher). The finale will hinge on which strategy they pick and the hidden costs.

Sponsor / production notes (brief)

  • The episode contains sponsor reads (SimpliSafe, eBay, Alienware, Chime, CarGurus, DripDrop, Bombas, Prolon) and plugs for the Dungeons & Daddies Patreon (aftershows, extra content) and the cast’s crowdfund for the film Nail House (dumpling dice merch).

Quick takeaways for listeners

  • This episode is equal parts gear-up, exposition dump, and emotional turning point — it equips the players with tools and intel while delivering John’s backstory and the episode-defining choice.
  • If you care about consequences and moral stakes, note John’s options and the hangnail: the finale will be about sacrifice vs. gamble.
  • The magic phone coins and the Von Neumann call are the practical “big moves” that materially affect outcome odds — those are the party’s best leverage for the non-sacrificial route.

Next episode: the finale — choices made here will determine who survives and how Peachyville (and possibly Earth) fares.