Twenty Sides: A DnD Podcast: Recent Episodes

Twenty Sides

Twenty Sides, a fast-paced, story-driven, actual-play Dungeons and Dragons podcast. Available on all podcast platforms.

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The fortress has given Annabel, Quinn, Miller, and Thelandor powerful new weapons—but every discovery comes with a price.

After defeating the drowned soldiers and searching the ruined courtyard, the party studies a mysterious military map showing a large force moving toward the darkness at the center of this strange realm. The markings suggest failed assaults, identified anchor points, and something being contained deep within the grid. 🗺️🌑

Then Thelandor translates the word written at its center: Prison.

With the party positioned along the outer edge of the map, the scale of their situation becomes terrifyingly clear. Whatever this army fought—and whatever the anchor points are holding—is waiting far deeper inside this world. Before leaving the fortress, the adventurers search a nearby war room filled with armored skeletal remains. There are no broken bones, visible wounds, or obvious signs of how they died. They simply appear to have fallen where they sat.

Miller decides to inspect the greatsword resting before one of the dead commanders. The skeleton grabs his wrist.

Its eyes ignite with the same unnatural blue light seen in the drowned soldiers, and another brutal battle begins. Annabel immediately tests her newly discovered Flame Tongue dagger, driving the burning blade into the undead commander for devastating damage. Quinn finds a far more creative use for her immovable rod, locking it across the creature’s lap and trapping it in its chair. 🔥🛡️

The plan works—but not before the commander strikes Miller with necrotic force and unleashes a terrifying vengeful glare. Miller becomes frightened and completely paralyzed. As the battle continues, his companions notice a faint blue glow beginning to appear in his eyes. Every failed attempt to break free makes the light grow brighter, suggesting the undead creature may be doing far more than simply holding him in place. 🩸👁️

While Miller remains helpless, Annabel and Thelandor tear into the trapped commander. Quinn attempts to blast it from across the room, and the immovable rod turns the enemy’s own chair into a prison. But even after enduring an incredible amount of damage, the skeleton refuses to die.

👑 Crownfall continues deeper into the mysteries beyond the portal.

The party now knows that something is imprisoned at the center of this realm. They just don’t know whether the armies on the map were trying to keep it contained… or trying to set it free.

Welcome to Episode 34 of Twenty Sides: Crownfall.

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Next time… Miller must escape the blue-eyed commander’s control before the fortress claims him too. 👑⚔️

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The drowned soldiers are finally dead—but the fortress ahead may hold something even worse.

Annabel, Quinn, Miller, and Thelandor continue their brutal first battle beyond the portal, surrounded by undead soldiers capable of draining away their maximum health. Already weakened by the creatures’ attacks, the party must finish the fight before the damage becomes impossible to recover from. ⚔️💀

Annabel strikes with her daggers. Quinn unleashes Eldritch Blasts at close range. Thelandor cuts through the remaining enemies while Miller brings his maul crashing down like a hammer driving a fence post into the earth. At last, all four drowned soldiers fall into the water. But victory brings little relief.

Thelandor’s maximum health has been devastated, and the party remains trapped in an unfamiliar realm illuminated by a strange reddish-purple glow with no visible source. With nowhere else to seek shelter, the adventurers turn toward the ruined fortress looming before them. 🌑🌌

Inside, they discover a horrifying scene. More than forty bodies lie throughout the partially flooded courtyard. Some are skeletal. Others are bloated and waterlogged. None appear to have visible wounds, and there are no insects feeding on the remains. Even more disturbing, strange markings across the floor appear to show military formations—or perhaps the movements of an army. 👁️🩸

Scattered among the dead are several powerful items. Quinn discovers an immovable rod suspended in midair, capable of magically fixing itself in place and supporting thousands of pounds. Miller claims a beautifully crafted magical maul bearing the symbol of Udon. Annabel retrieves a Flame Tongue dagger that erupts with fire during battle. 🔥🔨

Thelandor uncovers something even more important: a map matching the grid markings across the fortress floor. The map shows a large force moving away from their current location and heading deeper into the realm—directly toward the distant darkness.

👑 Crownfall’s portal expedition has only just begun. The party has survived its first battle and found powerful new weapons. Now they know an army passed through this fortress. The only question is what that army was marching toward.

Welcome to Episode 33 of Twenty Sides: Crownfall.

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Next time… Annabel, Quinn, Miller, and Thelandor follow the trail deeper into the darkness. 👑⚔️

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The party has crossed the portal—and the new world immediately tries to kill them.

Annabel, Quinn, Miller, and Thelandor barely have time to take in the strange landscape before drowned soldiers rise from the murky ground around them. Rusted blades swing, axes strike from behind, and every enemy carries an ability far more dangerous than its weapon: the power to drain the life directly from its target. 🌊💀

The battle quickly becomes a war of attrition.

Annabel hurls daggers and drives wooden stakes into waterlogged bodies while trying to avoid the strange pools surrounding the battlefield. Quinn fights at close range as undead soldiers swarm her position, forcing her to burn through luck and magic just to remain standing. Miller holds the line with his maul, while Thelandor discovers that every failed defense permanently reduces the strength keeping him alive. ⚔️🩸

These are not ordinary undead. Their touch weakens the party’s maximum health, turning every failed saving throw into damage that cannot simply be healed away. The longer the fight continues, the more dangerous the expedition becomes—not only for this battle, but for everything still waiting ahead. 👁️🌑

Even the party’s strongest attacks struggle to bring the drowned soldiers down. Blades cut through rotting armor. Eldritch blasts tear into soaked flesh. Divine fury lands again and again—but the creatures refuse to fall.

The portal has placed Annabel, Quinn, Miller, and Thelandor in an alien, unforgiving world with no visible route home and a fortress looming in the distance.

👑 Crownfall has crossed the threshold. The world beyond the portal doesn’t just threaten to kill them. It threatens to leave them weaker with every step.

Welcome to Episode 32 of Twenty Sides: Crownfall.

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Next time… the drowned soldiers still refuse to stay dead. 👑⚔️

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The portal is closer than ever.

After a restless night filled with questions, Annabel, Quinn, Miller, and Thelandor continue their search for answers before stepping into the unknown. With Bram’s terrifying transformation still fresh in their minds and the mystery of Neithera hanging over them, every rumor suddenly feels important. 🌌👁️

Their investigation leads them deeper into the stories circulating throughout the outpost. A child dreams of a king in chains and awakens with bruises around her wrists. Survivors whisper about strange visions. Old tales from the Deep Hallows resurface. And the more the party listens, the more it feels as though unseen forces are moving beneath the surface of everything happening around them. 🕯️🔮

Meanwhile, questions about the portal continue to pile up. What waits on the other side? Why does it seem connected to so many ancient mysteries? And how many people truly understand the danger of entering it? 📜

As dawn arrives, Annabel, Quinn, Miller, and Thelandor gather once more with Lyra Duskbane, Ordon Vale, Garrick, and the leadership of the outpost. Coffee is poured. Plans are discussed. Final preparations begin. ⚔️☕

The portal expedition is no longer a distant possibility. It is happening. And for the first time since Norvale fell, the party finds themselves standing on the edge of something even bigger than the gnoll invasion.

👑 Crownfall takes a deep breath before crossing the threshold.

Because tomorrow may change everything.

Welcome to Episode 31 of Twenty Sides: Crownfall.

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Next time… the portal finally opens before them. 👑⚔️

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The portal has claimed its first victim.

After Bram Deepwood murders a guard and vanishes through the portal, the outpost is thrown into chaos. Alarm bells ring through the night, soldiers scramble for answers, and the leadership of the outpost is left trying to contain a situation that may already be out of control. 🌌⚔️

But for Annabel, Quinn, Miller, and Thelandor, one mystery overshadows all the others. A single word.

Neithera. 🔮

The portal didn’t merely whisper this strange name—it spoke directly to Annabel and Quinn. Personal. Intentional. Almost as if it knew them.

Refusing to ignore the warning, the party begins searching for answers before dawn. Their investigation points toward a reclusive scholar known for collecting knowledge others cannot find. If anyone in the outpost knows the meaning of Neithera, it may be him. 📜👁️

As rumors spread throughout the camp, tension rises with every passing hour. Bram is already beyond the portal. The leadership is scrambling to respond. And whatever waits on the other side of the gateway seems to be reaching back into the world they know. 🌑

For the first time, the mystery of the portal feels personal. Not because it threatens the realm. But because it appears to know exactly who Annabel and Quinn are.

👑 Crownfall moves closer to the threshold. The gnolls, the pale blue ash, the prism, Bram, and the portal all seem connected. Now the party just has to discover how.

Welcome to Episode 30 of Twenty Sides: Crownfall.

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⭐ Enjoying Crownfall? Follow, subscribe, and leave a review to help new adventurers find the table

Next time… the search for Neithera begins. 👑⚔️

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The portal is no longer whispering. It’s speaking.

As night falls over the outpost, Annabel, Quinn, Miller, and Thelandor keep watch over the mysterious gateway that has dominated every conversation since their return from Norvale. Rumors swirl throughout camp. Bram Deepwood remains as suspicious as ever. And the portal itself seems determined to draw attention. 🌌👁️

While Miller and Thelandor patrol the area, Annabel and Quinn sit together beneath the strange glow of the portal, staring into its shifting depths and hoping for answers. Instead, they receive something far more unsettling. A name, a voice, a command.

The portal speaks directly to them, repeating a word neither of them has ever heard before: Neithera. Then, as the strange vision deepens, the message becomes even more personal.

“Annabel, thy Neithera, come.” 🔮🕯️

Neither Annabel nor Quinn recognize the name. No story. No legend. No memory connects to it. Yet the voice feels deliberate, intelligent, and impossible to ignore. Before they can make sense of what happened, another problem arrives. Bram.

Wrapped in a dark cloak and moving through the camp with suspicious confidence, Bram approaches the portal under cover of night. What follows is a tense confrontation with the guards as he insists that the outpost leadership has granted him permission to enter the gateway. 🌑⚔️

Whether he is telling the truth—or manipulating everyone around him—remains unclear. But one thing is certain, Bram wants inside the portal. And the portal may already want something from Annabel.

👑 Crownfall takes another step into the unknown. Because some doors do more than open. Sometimes they call your name.

Welcome to Episode 29 of Twenty Sides: Crownfall.

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Next time… the portal’s secrets may finally begin to reveal themselves. 👑⚔️

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The adventure back from Norvale may be over—but something far stranger is waiting at the outpost.

After returning with survivors and delivering their report to Brother Harvick, Annabel, Quinn, Miller, and Thelandor find themselves facing a growing problem. The mysterious Bram Deepwood has made no secret of his intentions. He wants the portal. And worse, he plans to reach it before anyone can stop him. 🌌👁️

As the party settles back into life at the outpost, questions begin piling up faster than answers.

Why was a former portal explorer abandoned in the wilderness after returning covered in strange sores? What really happens to those who disappear beyond the gate? And why does it seem like the outpost leadership is losing control of the situation? ⚔️🕯️

While Thelandor keeps a close eye on Bram, Quinn and Annabel uncover a chilling rumor spreading through the camp. The portal whispers at night. Some claim it calls people by name. Others refuse to go anywhere near it after dark. 🌑

The more they learn, the more urgent their mission becomes. Bram intends to enter the portal soon. The outpost plans another expedition in only a few days. And Annabel, Quinn, Miller, and Thelandor are beginning to realize they may not have time to wait for permission. 🔥

👑 Crownfall stands at the edge of a turning point. The horrors of Norvale revealed what is happening to the world. The portal may reveal why.

Welcome to Episode 28 of Twenty Sides: Crownfall.

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Next time… the portal stops being a mystery and becomes a destination. 👑⚔️

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Sleep doesn’t last long in Crownfall.

As the party continues their cautious journey back toward the outpost, Annabel hears something chilling during her watch—a distant scream echoing through the darkness of the forest. Not once, but twice. 🌙🌲

The sound is wrong.

Muffled. Painful. Desperate.

Unsure whether it’s a trap, a prisoner, or something even stranger, Annabel and Quinn immediately begin investigating. Familiars are sent into the night. Headcounts are taken. Bram is watched closely. But the scream remains unexplained. 👁️

Soon, Miller and Thelandor are awakened, and the four adventurers make a choice that has become all too familiar:

They head straight toward the danger. ⚔️

Guided only by moonlight and instinct, Annabel, Quinn, Miller, and Thelandor push deeper into the woods until they discover a small lean-to hidden among the trees. A campfire burns softly beneath it. Two figures sit in the darkness.

And one of them appears to be the source of the screams. 🔥

But as the party watches from a distance, something feels off.

This isn’t a torture scene.

This isn’t an ambush.

At least… it doesn’t seem to be.

🕯️ Crownfall continues to remind the party that not every mystery in the wilds can be solved with steel.

Sometimes the hardest part is figuring out what’s really happening before you act.

Welcome to Episode 27 of Twenty Sides: Crownfall.

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Next time… the strangers finally explain themselves. 👑⚔️

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The unease around Bram Deepwood finally begins to crack open.

After another tense night in the wilderness, Annabel, Quinn, Miller, and Thelandor awaken with growing suspicions about the mysterious traveler following them. Miller remembers almost nothing from his late-night conversation with Bram—and that alone is enough to set alarms ringing. 🌑👁️

Something is wrong.

Quinn and Annabel quietly warn Thelandor before turning in to rest, leaving the Stone Warden alone on watch with the stranger. What follows is not a fight… but something far more unsettling. ❄️⚔️

Thelandor confronts Bram directly, blade at his throat, demanding answers. And for the first time since meeting him, Bram stops pretending.

A smile creeps across his face.

He admits Thelandor’s divine senses are correct—there is something deeply evil inside him. But instead of fear, Bram speaks with calm certainty. He doesn’t threaten the party. He doesn’t attack.

He simply makes one thing clear:

He intends to reach the portal. 🔥

No matter who tries to stop him.

As the tension around the campfire thickens, Annabel, Quinn, Miller, and Thelandor are forced to face a terrifying possibility…

They may have allowed something ancient, dangerous, and far beyond their understanding to travel beside them this entire time. 🩸🕯️

👑 Crownfall continues to blur the line between ally and enemy.

Because sometimes the greatest danger isn’t chasing you through the woods…

…it’s already sitting beside the fire.

Welcome to Episode 26 of Twenty Sides: Crownfall.

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Next time… Bram finally stops hiding what he is. 👑⚔️

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The wilds aren’t empty anymore.

After realizing they were being followed through the forests outside Norvale, Annabel, Quinn, Miller, and Thelandor finally confront the mysterious humanoid tracking their movements. The stranger calls himself Bram Deepwood—a traveler claiming he only wanted safety in numbers after surviving the fall of Norvale. 🌲🌑

But something doesn’t add up.

No one recognizes him.
His answers feel rehearsed.
And worst of all… Thelandor’s divine senses detect unmistakable evil radiating from him. 👁️⚔️

Weapons are drawn instantly.

Annabel presses a blade to Bram’s throat while Quinn studies every reaction, especially when her glowing prism staff catches his attention. Miller questions the stranger directly, frustrated by vague answers and half-truths. But through it all, Bram remains unsettlingly calm—as if none of this frightens him in the slightest. 🩸

The deeper the conversation goes, the stranger the encounter becomes.

Bram speaks like someone who knows more than he should. His words twist strangely around forgiveness, travel, and survival. And the more he talks, the more the party begins to wonder if they’re standing in front of a frightened survivor… or something far more dangerous hiding behind a human face. 🔥

👑 Crownfall continues to blur the line between enemy and ally.

Because in a world falling apart, the scariest thing may not be the monsters you can see…

…but the ones pretending to be human.

Welcome to Episode 25 of Twenty Sides: Crownfall.

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Next time… Bram finally reveals more than he intended. 👑⚔️

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Norvale is behind them—but something is still following.

After uncovering the truth beneath the chapel crypt and surviving another terrifying night in the ruined town, Annabel, Quinn, Miller, and Thelandor begin the long journey back toward the outpost. The pale blue ash covering the graveyard still lingers in their minds. Quinn’s glowing staff raises more questions than answers. And the silence in the wilderness feels heavier than ever. 🌑❄️

Then they notice it.

Something—or someone—is tracking them through the woods. 👁️🌲

The party immediately shifts into survival mode. Annabel and Quinn break off from the group, circling back through the forest in an attempt to hunt the stalker before it can disappear again. Roo vanishes invisibly into the trees while Annabel moves like a ghost through the wilderness, quickly disappearing from sight entirely. ⚔️🐺

Meanwhile, Miller and Thelandor remain behind, watching the woods carefully as tension tightens around the group. Every snapped branch feels deliberate. Every shadow between the trees feels alive.

Because Crownfall is teaching them a dangerous lesson:

The gnolls are not the only things moving in the wilds anymore.

👑 The deeper the party travels into this broken world, the clearer it becomes—something is watching them back.

Welcome to Episode 24 of Twenty Sides: Crownfall.

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⭐ Enjoying Crownfall? Follow, subscribe, and leave a review to help new adventurers find the table

Next time… the hunter finally reveals itself. 👑⚔️

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The streets of Norvale fall silent—but the danger hasn’t passed.

After surviving a brutal battle against gnolls and a deadly roc, Annabel, Quinn, Miller, and Thelandor finally reach the chapel at the center of town. The dead have been hidden, distractions have been set, and for the first time in hours, the party has a chance to move unseen. ⚔️🌑

But something feels wrong.

Ash blankets the ground around the chapel in a thin gray layer, making every movement impossible to hide. Quinn and Annabel search carefully for signs of life, hoping to find evidence that survivors truly made it beneath the crypts.

Instead, they find… nothing.

No footprints.
No movement.
No signs anyone has entered or left the hidden door at all. 👁️🕯️

The silence settles heavily over the group as questions begin to mount. Are the survivors still alive beneath the chapel? Were they discovered already? Or is something else waiting below the surface? 🔥

With daylight fading and danger still lurking somewhere in Norvale, the party chooses caution over force. Messages are prepared. Familiars are sent scouting once more. And standing before the hidden entrance, Annabel, Quinn, Miller, and Thelandor realize they may be only moments away from uncovering what truly happened beneath the chapel. 🩸

👑 Crownfall slows the pace—but sharpens the tension.

Because sometimes the quiet moments are the ones that feel the most dangerous.

Welcome to Episode 23 of Twenty Sides: Crownfall.

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Next time… the crypt finally opens. 👑⚔️

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The battle for Norvale spirals into chaos.

What began as a stealth mission through the ruined town has exploded into a desperate fight for survival. Gnolls swarm the streets, magic tears through the battlefield, and now a terrifying new threat has joined the combat—a massive roc descending into the chaos with devastating force. 🪽🔥

The party is pushed to its limits.

Annabel fights to stay alive as the battlefield collapses around her. Quinn unleashes eldritch power into the monstrous creature while desperately trying to keep her companions standing. Miller throws himself into danger again and again, refusing to back down even as the roc turns its attention directly toward him. And Thelandor continues to anchor the group as the fight threatens to completely overwhelm them. ⚔️🛡️

In the middle of the chaos, one of the party falls unconscious.

For a brief moment, it feels like the battle may already be lost.

But Crownfall isn’t about clean victories.

It’s about surviving long enough to make the next choice.

With healing magic barely keeping allies alive and the roc circling overhead, every action matters. Every second counts. And somewhere beyond the streets of Norvale, darker forces still seem to be moving pieces into place. 👁️🌑

The gnolls are organized.
The creatures are growing stronger.
And the deeper the party pushes into Norvale…
the more it feels like the town itself is becoming a battlefield for something far larger.

Welcome to Episode 22 of Twenty Sides: Crownfall.

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Next time… the roc strikes back. 👑⚔️

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The plan was to move quietly.

After discovering survivors hidden beneath Norvale and learning of more trapped beneath the chapel crypt, Annabel, Quinn, Miller, and Thelandor attempt to slip through the ruined town unseen. Familiar ground now feels hostile—every street a risk, every shadow hiding something waiting to strike. 🌑🌲

But stealth doesn’t last.

Spotted by two gnolls—one gaunt, wielding a staff crowned with a floating prism—the party is forced into action before they’re ready. And somewhere in the distance… something far worse is watching. 👁️🔮

The fight erupts fast.

Miller moves with precision, pulling Quinn out of danger with a perfectly timed bait-and-switch, stepping into the front line as the gnolls press forward. Annabel prepares to strike while Thelandor holds steady, anchoring the chaos as the group regains control of the battlefield. ⚔️🛡️

But this isn’t just another skirmish.

The staff.
The prism.
The strange pattern in the cemetery.

Everything is starting to connect.

👑 Crownfall is shifting—
from survival… to something far more dangerous.

Because the deeper they go into Norvale…

…the more it feels like they’ve walked straight into something planned.

Welcome to Episode 21 of Campaign 3 of Twenty Sides.

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Next time… the real threat steps forward. 👑⚔️

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The fighting stops—but the silence is worse.

After surviving another brutal night in the wilds, Annabel, Quinn, Miller, and Thelandor press forward toward Norvale once more. Their destination is clear: a root cellar in the western fields where survivors were said to be hiding. 🌾❄️

But something is different.

The smoke is gone.
The fires have burned out.
And the land sits in an uneasy stillness.

From the edge of the fields, the party scans the horizon. No gnolls. No movement. No signs of life. Just a quiet that feels… wrong. 👁️🌑

Miller leads them closer, guiding them by memory toward the cellar near his home. Familiar ground, now stripped of comfort. Every step carries weight. Every glance toward the town raises the same question…

What happened here?

As daylight begins to fade, Quinn sends her familiars into the sky, searching for any sign of movement within Norvale. But distance, darkness, and uncertainty make answers hard to find. The closer they get, the more the tension builds. 🐺

Because sometimes the most dangerous thing isn’t what you see…

…it’s what you don’t.

👑 Crownfall slows down—but only to tighten the grip.

The door to the cellar waits.

Welcome to Episode 20 of Campaign 3 of Twenty Sides.

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Next time… what’s inside finally answers. 👑⚔️

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The night fight turns brutal.

What began as a surprise attack in the darkness spirals into chaos as the gnolls press their advantage. In the heat of battle, Annabel is grappled and thrown into the campfire—flames licking at her as the pack closes in. 🔥🐺

There’s no time to think.
No space to breathe.
Only split-second decisions.

As the fire burns and the gnolls tighten their hold, Miller is forced into an impossible choice—stand back and fight, or throw himself into danger to pull Annabel free. A desperate plan forms in the moment: a bait-and-switch that could save her… at a cost. 🩸

Quinn and Thelandor hold the line as best they can, but the battlefield is collapsing into close quarters. Positioning breaks down. Control slips. And the fight becomes a desperate scramble for survival in the glow of the flames. ⚔️

This isn’t a clean fight.
This isn’t a controlled fight.

This is Crownfall at its most unforgiving.

👑 When the world is burning, survival demands sacrifice.

Welcome to Episode 19 of Campaign 3 of Twenty Sides.

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Next time… someone pays the price. 👑⚔️

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There is no safety outside the walls.

After rescuing survivors and following rumors of more hidden west of Norvale, Annabel, Quinn, Miller, and Thelandor press deeper into the wilderness. A lead points them toward a root cellar where more survivors may be hiding—but reaching it means pushing further into dangerous territory. 🌲❄️

With night falling, the party makes camp.

It’s supposed to be a moment of rest. A chance to recover. A brief pause before continuing the search.

But Crownfall doesn’t allow for peace.

During Miller’s watch, movement breaks the silence. Shapes emerge from the darkness. Six gnolls advance toward the camp—slow, deliberate, and far closer than they should be. 🐺👁️

There’s no time to plan.
No time to reposition.
Only time to react.

Steel is drawn. Spells are readied. And in an instant, sleep turns into survival.

⚔️ The ambush begins.

For Annabel, Quinn, Miller, and Thelandor, this fight isn’t just another encounter—it’s a reminder of the truth they’re starting to understand…

The wilds belong to the gnolls now.

And every step outside the outpost is a risk.

Welcome to Episode 18 of Campaign 3 of Twenty Sides.

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Next time… the fight decides who wakes up. 👑⚔️

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The battle is over—but the mission isn’t.

After cutting down a gnoll pack and rescuing prisoners from the cave, Annabel, Quinn, Miller, and Thelandor return to the outpost with a fragile sense of victory. Survivors have been saved. The threat has been pushed back—at least for now. But as morning breaks, one question refuses to fade…

Who’s still out there? 🌲❄️

Miller is the first to say it out loud. If there are more survivors from Norvale lost in the wilderness, time is running out. The gnolls are still hunting. The cold is closing in. And every hour that passes makes survival less likely. 🩸

With Amelia recovering in the chapel, the group makes a decision—to ride out one more time.

Annabel remains sharp and cautious, Quinn follows with quiet resolve, and Thelandor steps once again into the role of guide. Whatever waits beyond the outpost walls, they’ve already seen enough to know it won’t be easy. ⚔️

This isn’t about glory.
It isn’t about the portal.
It’s about making sure no one is left behind.

👑 Crownfall continues to build—not through war alone, but through the choices made in its shadow.

Welcome to Episode 17 of Campaign 3 of Twenty Sides.

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Next time… the wilderness answers back. 👑⚔️

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The cave erupts into violence.

After tracking a mysterious black ram through the frozen wilderness, Annabel, Quinn, Miller, and Thelandor discover a horrifying truth hidden beneath the mountain—a gnoll den littered with corpses and prisoners barely clinging to life. The moment they step inside, the pack attacks. ⚔️💀

What follows is a chaotic and brutal fight in the tight confines of the cave. Thelandor charges headfirst into the pack, his blade flashing with divine fury as he cuts down gnolls standing between the party and the survivors. Quinn unleashes powerful magic into the cavern while Annabel strikes from the shadows, exploiting every opening the gnolls leave behind. 🔥

Miller holds the line as the gnolls swarm, the battle becoming a desperate struggle where positioning, timing, and courage mean the difference between life and death. The cave echoes with steel, snarls, and the clash of survival instincts from both sides of the fight. 🛡️

But this is more than just a random encounter.

The deeper the party looks, the clearer it becomes that the gnolls are not simply hunting—they are organized, brutal, and driven by something darker spreading across the realm. And if gnoll packs like this are forming so close to the outpost, the war against Arrax may already be closer than anyone realizes. 👁️

For Annabel, Quinn, Miller, and Thelandor, this battle is only the beginning.

Because the deeper they go into Crownfall…
the more the world pushes back.

Welcome to Episode 16 of Campaign 3 of Twenty Sides: Crownfall.

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Next time… the cave reveals what the gnolls were guarding. 👑⚔️

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A sign in the wilderness leads the party straight into danger.

While searching the frozen lands outside the outpost for survivors from Norvale, Thelandor spots something strange—a jet black ram watching from the distance. To him, it feels like more than coincidence. It feels like a sign from his god. And when the ram disappears toward a nearby cave, he follows without hesitation. 🐏❄️

Annabel, Quinn, and Miller ride hard to keep up, unsure whether they’re chasing hope… or walking straight into a trap.

Inside the cave, the truth reveals itself quickly. The stench hits first. Then the horror. Bodies piled together. Skewered remains. A grisly shrine built from bone and flame. And tied up in the darkness—survivors still clinging to life. 💀🔥

The moment the party enters, six gnolls turn toward them.

Steel is drawn instantly. Thelandor charges without fear, empowered by divine fury as his blade cuts straight through the first gnoll in a single devastating strike. Quinn prepares powerful magic while Annabel and Miller move to contain the chaos erupting in the cramped cavern. ⚔️

What began as a search for survivors becomes a brutal battle in the dark.

But one question remains in the back of their minds…

Did the ram lead them here to save lives…
or to test them?

Welcome to Episode 15 of Campaign 3 of Twenty Sides: Crownfall.

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Next time… the fight in the cave continues. 👑⚔️

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A safe night inside the outpost quickly turns into something much bigger.

After their meeting with the leadership council, Annabel, Quinn, Miller, and Thelandor settle into the outpost to plan their next move. With survivors from Norvale still potentially wandering the frozen wilderness, the group agrees to spend the next few days searching the surrounding lands and bringing anyone they can find back to safety. ❄️🏰

But the outpost has bigger plans for them.

Word of their exploits spreads quickly. The leadership council believes the party may be exactly the kind of adventurers capable of entering the mysterious portal that sits behind the outpost walls—a gateway that leads somewhere unknown and possibly holds the key to defeating the Gnoll warlord Arrax. 🌌

Inside the portal lies chaos. The terrain changes. The destination is never the same. Explorers must search for another portal just to return home. Some have made it back… others never did. 👁️

Still, the scholars believe the wizard who created the portal left clues behind. Three powerful artifacts—components of the spell itself—may still exist somewhere within the shifting realm beyond the gate. If recovered, they could reveal the wizard’s true purpose… and possibly uncover a weapon strong enough to challenge Arrax, the rising demigod vessel of the savage god Naku Rog. ⚔️🔥

As the group reflects on their battle against the cultists and the growing threat across the realm, curiosity begins to outweigh fear. The portal may be dangerous. It may even be deadly.

But it might also be the only path toward stopping the war consuming their world.

For Annabel, Quinn, Miller, and Thelandor, the question is no longer whether the portal is dangerous.

The question is whether they are brave enough to step inside.

Welcome to Episode 14 of Campaign 3 of Twenty Sides: Crownfall.

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Next time… the search for survivors begins, and the portal waits. 👑⚔️

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Safety brings questions—and answers bring heavier choices.

Settled inside the outpost, the party returns to the chapel to uncover the truth behind the cursed blade. With Saint’s Glass in hand, the priests confirm what everyone feared: the sword was not merely enchanted by followers of Gnakourog—it was touched directly by the god of savagery himself. Dangerous. Corrupting. Powerful. The weapon is sealed away, but its implications linger. ⚔️👁️

While Amelia recovers and Brenna’s wounds are examined, the group begins to understand just how fragile this refuge truly is. Beyond the walls, the gnolls still hunt. Beyond the chapel, gods still meddle. And behind the outpost, a shimmering portal hums with unstable magic—one that has already swallowed adventuring parties whole. 🌌

As evening falls, Annabel, Quinn, Miller, and Thelandor are summoned to meet the outpost’s leadership. Commander Lyra Duskbane and Ordon Vale, head of the scholars, lay out the truth: the portal does not lead to one place, but many. Each journey inside warps terrain, bends reality, and forces explorers to find a new way back. Some return. One group hasn’t. 🏰🌑

The scholars believe the portal was created by a powerful wizard using three ancient artifacts—items that may hold the key to understanding the portal’s purpose… and possibly to stopping Arrax, the gnoll warlord who now rules from the Rose Citadel. But entering the portal is no small task. It isn’t meant for soldiers. It’s meant for those willing to risk everything to change the fate of the realm. 🔥

Plans are debated. Doubts surface. Purpose begins to form.

Crownfall is no longer just about survival—it’s about deciding what comes next.

Welcome to Episode 13 of Campaign 3 of Twenty Sides.

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Next time… the portal awaits an answer. 👑⚔️

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The fighting fades—but the truth finally begins to surface.

In the aftermath of the forest ambush, Quinn stabilizes the wounded while Miller refuses to let go of his sister, Amelia. Shaken but alive, she tells them what hunted her through the woods: cultists shouting the name of Naku Rog—the god of savagery—and bearing the mark of Arrax, the gnoll warlord now tearing the world apart. 🩸🐺

As the party regroups, Annabel keeps watch and spots something massive moving in the distance—proof that the danger hasn’t truly passed. With answers running thin and fear growing heavier, Thelandor urges them forward. The outpost lies only hours away. 🌲❄️

Their final push is cold, fast, and focused. Snow begins to fall as fortified walls rise from the horizon—timber, stone, watchtowers, and ballista standing firm against the chaos beyond. For the first time since Norvale fell, safety feels possible. 🏰

Inside the outpost, purpose replaces panic. Healers tend to Amelia and Brenna while the party learns troubling news: Brenna was stabbed by a cursed blade, and its dark influence still lingers. The sword taken from the cultists is revealed to be bound to Gnakuorog himself—dangerous to wield, dangerous to ignore. ⚔️👁️

As Miller and Annabel walk together through the settlement, grief and hope collide in quiet conversation—about parents, memory, and whether the dead can still hear the living. Nearby, Quinn and Thelandor wait in silence, both aware that Crownfall has only just begun. 🌑

Beyond the chapel walls, a shimmering portal hums with arcane power. Inside the gates, the party is given shelter. But the war, the gods, and the consequences of what they carry are closing in.

Welcome to Episode 12 of Campaign 3 of Twenty Sides.

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Next time… the outpost offers safety—but not answers. 👑⚔️

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The road to the outpost doesn’t stay quiet for long.

As the party breaks camp and pushes through the frozen woods, the echoes of Norvale still linger—howls in the distance, memories that refuse to fade. Hours into their journey, screaming cuts through the trees, pulling them off the road and straight into danger. 🌲❄️

Scouting ahead with familiars, Quinn and Annabel spot a horrifying scene: a young woman bound, surrounded by armed men, with bodies already lying lifeless in the leaves. There’s no time to debate. Steel is drawn. Spells crackle. And the party charges. ⚔️🔥

Everything changes when Annabel recognizes the girl—Miller’s sister.

Rage overtakes strategy. Miller barrels forward through arrows and fear, tearing his sister free in one fluid motion before turning his fury on the man holding her. Bones break. The ground shakes. And a symbol carved into the attacker’s face pulses with dark, necrotic power as he whispers the name of a dark lord. 🩸👁️

The forest explodes into violence. Eldritch blasts tear through fleeing attackers. Blades flash between the trees. Mercy is no longer a question—only survival. When the last enemy falls, the cost of the fight becomes clear. Some from Norvale escaped the gnolls… only to meet a different end in the woods. 🌑

As Miller holds his sister and the party stabilizes the wounded, one truth settles heavily over them all: the world after Crownfall is cruel, chaotic, and hunting the weak.

Welcome to Episode 11 of Campaign 3 of Twenty Sides.

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Next time… family brings answers—and consequences. 👑⚔️

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The chapel doors slam open—and the fire answers back.

Inside the ruined sanctuary, rain pours through the shattered roof, moss slicks the floor, and the dead stand waiting. A towering skeleton crowned in flame looms at the altar, another undead crouches behind broken pews, and the fight erupts in close quarters where every step could send someone sprawling. 🔥🕯️

Steel rings against bone as Thelandor charges forward, Quinn unleashes crackling lightning that binds her to the flaming skeleton, and Annabelle’s blades find their marks with deadly precision. Miller throws himself into the fray again and again, refusing to back down even as blows glance off armor and luck refuses to cooperate. ⚔️⚡

The battle is brutal, loud, and unforgiving—but when the flaming skull finally falls and the fire dies out, the chapel grows quiet once more. In the aftermath, the party discovers more than broken bones. A glowing medallion lies on a fallen body, tied to the Stone Ward. A damaged map hints at paths yet unexplored. And hidden away in the wreckage, they finally uncover what they came for—the Saint’s Glass, along with precious arcane ink. 👁️🛡️

Back at the overhang, the relic is put to use. The wounded guard is examined. Trust is tested. Deals are half-spoken. And as night falls, the group is forced to rest with unanswered questions hanging in the cold air—about the outpost, the Stone Ward, and what it truly means to carry a symbol of fallen duty. 🌑🕊️

Crownfall isn’t just about surviving the fight.
It’s about what you carry with you afterward.

Welcome to Episode 10 of Campaign 3 of Twenty Sides.

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Next time… dawn brings answers—and new weight to bear. 👑⚔️

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The dead aren’t finished with them yet.

At the edge of the ruined chapel, steel finally meets bone. Ghouls charge from the darkness, skeletons scatter across the grounds, and the party is forced into a brutal, chaotic fight where every second matters. Stakes fly. Blades bite. Eldritch energy tears through rotting bodies as the rain slicks the battlefield beneath their feet. 💀⚔️

Annabelle is nearly overwhelmed as ghouls close in, forcing Miller to leap into the fray and drag her to safety. Quinn’s magic shatters skeletons in bursts of arcane force, while Thelandor holds the line against enemies that refuse to fall quietly. Victory comes—but it comes at a cost, carved in claw marks and shattered nerves. 🩸🌧️

When the last undead outside collapses, the party barely has time to breathe. The chapel door looms ahead. Divine senses confirm what everyone fears—two more undead wait inside. With wounds still fresh and no clear escape, they kick open the doors together. 🕯️

Inside, the chapel is ruined and slick with moss and rain. Pews lie broken. Roots choke the floor. And at the far end of the sanctuary stands something far worse—a massive skeleton crowned in flame, another crouched behind cover, magic already forming in its grasp. 🔥👁️

Crownfall isn’t easing up.
The deeper they go, the louder the dead scream back.

Welcome to Episode 9 of Campaign 3 of Twenty Sides.

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Next time… the chapel answers with fire. 👑🔥

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The rain hasn’t finished falling—and neither has the danger.

Taking shelter from the storm, the party encounters a small group of survivors escorting a badly wounded outpost guard. Undead roam nearby, the night closes in fast, and one truth becomes clear: if help is coming, it won’t be in time. ⚔️🌧️

An offer is made. Supplies. Shelter. And a fragile promise of acceptance at the outpost—if the party can retrieve a sacred artifact hidden within a ruined chapel just fifteen minutes away. The Saint’s Glass may be the only thing that can save the injured guard… and reveal what sickness truly grips him. 🕯️🩸

At the chapel, the air turns heavy. Moss-covered stone collapses inward. Tombstones lean like forgotten witnesses. Skeletons wander the grounds. Ghouls lurk just out of sight. And as the party splits up to scout the perimeter, fate intervenes in the smallest, cruelest way—a loose stone rolling across broken ground. 💀👁️

The dead turn.
Steel is drawn.
And the quiet explodes.

Crownfall presses forward—not with answers, but with initiative rolls and the promise that this road will only grow darker.

Welcome to Episode 7 of Campaign 3 of Twenty Sides.

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Next time… the dead don’t wait to be invited. 👑⚔️

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The fighting stops—but the consequences don’t.

In the shadow of the watchtower, the party finally breathes. The gray dwarves are questioned, the goblin is freed, and for the first time since Norvale fell, no one chooses blood when mercy will do. ⚖️🌲

As answers slowly surface, a clearer picture forms: scavengers, survivors, and bullies all circling the same ruins, none of them allied with the gnolls—but all shaped by the same broken world. The group lets their enemies go, knowing that sparing a life can be just as dangerous as ending one. 🩸➡️🕊️

That night, as the party beds down and keeps watch, something deeper stirs. The woods fall unnaturally silent. And in her dreams, Quinn is visited by an angelic presence—one who speaks of arguing gods, growing powers, and a future still undecided. She wakes with a cryptic poem, a promise of protection… and a divine coin placed in her hand. 🪽🪙

Crownfall isn’t only forged in battle.
It’s shaped in the moments after—
when choices echo louder than steel.

Welcome to Episode 7 of Campaign 3 of Twenty Sides.

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Next time… the road leads onward, and the gods are still watching. 👑✨

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The road south refuses to stay quiet.

At the crossroads watchtower, steel finally answers suspicion. Gray dwarves emerge from the shadows—dragging a bound goblin behind them—and the party doesn’t hesitate. What begins as a rescue quickly turns into chaos as weapons clash, spells flare, and the truth proves far more complicated than expected. ⚔️🪓

The gray dwarves aren’t gnoll allies. They hate the gnolls just as much. But hatred doesn’t erase what’s already been done—or what might still happen if no one intervenes. As blood spills and bodies fall, Quinn steps into the fray with a different question: what if this fight doesn’t need to end in death? ⚖️✨

With a goblin left bound in the dirt, enemies bleeding, and tensions high, the party faces one of Crownfall’s first true moral tests. Who do you save when everyone claims the same enemy? And what does mercy cost when the road ahead is already stained with loss? 🌑🩸

This isn’t just a battle.
It’s a line drawn in the frost—between survival, justice, and who these adventurers choose to be.

Welcome to Episode 6 of Campaign 3 of Twenty Sides.

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Next time… the road demands answers. 👑⚔️

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Dawn breaks—but it brings no relief.

After surviving the night, the party turns back toward Norvale, desperate for answers and clinging to hope that someone escaped. What they find instead is a warning etched into the road itself: human heads mounted on pikes, silhouetted by the rising sun. 🩸🌅

From the treeline, Quinn sends her raven skyward—and the truth becomes impossible to ignore. The town is burning. Gnolls roam freely through the streets. Bodies are piled in the square. Whatever Norvale was… it’s gone. 🔥🐺

Forced to accept what they cannot change, the group makes a painful decision. They leave a message for anyone who might still be alive, turn their backs on the ruins, and head south toward the outpost—three days away and filled with more questions than answers. 👣❄️

The road is cold. Silent. Heavy with grief. And even as they travel carefully, danger is never far behind. At a forgotten watchtower along the way, new figures move among the dead—watching, scavenging, dragging someone away into the shadows. 👁️⚔️

Crownfall is no longer about the fall of a city.
It’s about what comes next—when survival means choosing who you can still save.

Welcome to Episode 5 of Campaign 3 of Twenty Sides.

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Next time… the road answers back. 👑⚔️

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The fight doesn’t stop when the last gnoll falls.

In the clearing outside Norvale, rage finally breaks loose. Steel crashes. Spells burn. And when the dust settles, the party makes a choice they never thought they’d have to—burn the house behind them and disappear into the woods. 🔥🌲

With Norvale in flames and no way to know who survived, the group moves west under cover of darkness, carrying fear, grief, and unfinished business with every step. Miller struggles with the weight of leaving family behind. Annabelle hardens herself against loss. Quinn keeps watch for what might follow. And Thelenor steps fully into leadership, guiding them away from the town’s dying glow. 🩸👑

They make camp without fire. No comfort. No rest—only silence, shadows, and the knowledge that the night isn’t done with them yet. Strange figures move through the darkness. Small shapes pass unseen. And as dawn inches closer, something stirs just beyond the edge of safety. 🌑👀

Crownfall isn’t just about surviving the attack.
It’s about what comes after—when the world is quieter, colder, and watching.

Welcome to Episode 3 of Campaign 3 of Twenty Sides.

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Next time… the night answers back. 👑⚔️

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Two years after the fall of the Rose Citadel, the world has not healed.

In the quiet farming town of Norvale, life clings stubbornly to routine—🌾 frozen fields, 🔨 dim forges, and unfinished walls meant to keep the darkness out. But rumors spread faster than hope. Caravans vanish. Gnoll patrols stalk the roads. Strange lights flicker beyond the southern hills. And somewhere in the ruins of the Rose Citadel, a warlord rules from a throne of bones. 💀

On a cold autumn night, four longtime companions gather beneath the tavern awning, listening as an old friend recounts horrors he barely survived. The gnolls are no longer scattered raiders. They are united. They worship a dark god. And their leader is something far worse than mortal. 🐺🔥

Then the bells begin to ring. 🔔
Plans are tested. Weapons are grabbed. Panic spills into the streets as Norvale faces the truth it has feared for months—the war has finally arrived.

👑 Crownfall begins here.
A new campaign.
A broken world.
And four adventurers forced to decide who they are when everything starts to fall apart.

Welcome to Campaign 3 of Twenty Sides.

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We’ll see you next time… when the shadows grow closer. 👑⚔️

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The town is falling behind them.
And the fight isn’t done yet.

Separated in the chaos, the party races through the woods toward their last fallback—only to find danger waiting in every shadow. Miller barely escapes his home as gnolls batter at the door. Quinn and Thelenor are forced into brutal close combat when hungry beasts give chase. And every step away from Norvale is marked by smoke rising into the night sky. 🔥🌲

When the group finally reunites in a clearing outside of town, there’s a moment of relief… followed immediately by dread. Four gnolls stand between them and safety—already tearing into what should have been a place of refuge. 🐺⚔️

Old fears resurface. Anger takes hold. And the weight of leadership settles heavily as each character faces what they’ve lost, what they’re afraid of losing next, and whether regrouping is enough—or if it’s finally time to stand and fight.

🩸 This is the moment Crownfall turns personal.
The town burns behind them.
The enemy stands in front of them.
And there’s no clear path forward—only choices.

Welcome to Episode 3 of Campaign 3 of Twenty Sides.

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Next time… steel swings, spells burn, and the clearing becomes a battlefield. 👑⚔️

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The bells are still ringing.
The town is already burning.

As Norvale scrambles to defend itself, the party’s emergency plan begins to unravel. The streets are chaos—people fleeing, weapons clashing, and the distant thunder of an approaching gnoll force growing louder by the second. 🐺⚔️

Quinn and Thelenor race toward her home, only to discover that the danger has already arrived. Torches glow in the trees. Smoke curls into the night sky. And when a gnoll steps out of Quinn’s burning house, there’s no more room for hesitation—only action. 🔥

Elsewhere, Miller and Annabel sprint through the fields toward their fallback route, only to be cut off by gnolls pouring out of the treeline. Plans are abandoned. Blood is spilled. And survival means making impossible choices in the dark. 🩸

This is the moment where preparation meets reality.
The first real fight of Crownfall begins—and the world makes it clear there will be no clean victories.

👑 Crownfall tightens its grip.
The enemy is inside the walls.
And the night is far from over.

Welcome to Episode 2 of Twenty Sides Campaign 3.

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Next time… the walls shake, and escape may already be impossible. 👑⚔️

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Step into the ashes of a fallen world in this Lore Episode for Campaign 3: Crownfall, narrated by Matt, your Dungeon Master. Before the heroes of this campaign ever take their first steps, this episode unveils the catastrophic events that transformed the realm of Avarinth into a fractured, war-torn landscape teetering on the edge of collapse.

Discover the ancient conflict with the Void Tyrant, the rise of Issarok the Blood Howler, and the gnoll hordes that now ravage the land. Learn how the fall of the Rose Citadel reshaped the continent, how the gods were forced to look away, and how an archmage’s desperate ritual tore open a reality-breaking rift—an anomaly that hums, breathes, and casts no shadow.

Matt also reveals the survival-focused tone of Crownfall: a Last-of-Us-style dystopian world fused with Stranger Things-like otherworldly mystery. Expect new house rules, new types of light, limited safe havens, and a constant sense of danger as players navigate both the devastated overworld and the unknown horrors within the rift.

If you're new to Twenty Sides or preparing to dive into Crownfall, this episode gives you everything you need to understand the stakes, the setting, and the world’s descent into darkness.

Subscribe, follow, and prepare—Crownfall begins soon, and survival is not guaranteed.

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Welcome to Campaign 3: Crownfall — and to Episode 0: Session Zero, where the foundation of our next epic story is forged. In this special kickoff episode, join Matt the Dungeon Master along with Bobby, Jess, Tyler, and Phillip as they gather around the table to shape their new characters, explore their intertwined backstories, and establish the relationships that will carry them into the dangerous world of Eclura.

You’ll hear the early sparks of character connections, important NPCs who influenced their pasts, and the first hints of the lore that will define Crownfall’s unfolding mystery. Whether you're a longtime Twenty Sides listener or stepping into our adventures for the first time, this episode sets the stage for a story of political upheaval, ancient power, and the fight for a world on the brink.

f you want deeper worldbuilding before Episode 1, tune in to the dedicated Crownfall Lore Episode, where we break down the history, factions, and forces that shape this campaign

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Fifty-one episodes. Four adventurers. Countless battles. And one unforgettable ending.

In this special recap and reflection episode, Dungeon Master Matt takes listeners behind the screen of Campaign Two: The Nexus—breaking down the moments, decisions, and dice rolls that led to the shocking fall of Holden and Dail, the retreat of Jace and Lucia, and the end of an era for the Twenty Sides table.

In this reflective finale to The Nexus, Matt reveals:

  • Why Campaign Two ended where it did—and how Holden’s choices shaped its final outcome
  • How the cult of Sin Eros and the mystery of the Umbral Core tied into the cosmic war between gods and the Void Tyrant Azarkos
  • What would have happened next if the party had survived
  • Hidden worldbuilding details from Glen, the Overgrown Shrine, Mossgrove, and Silverport
  • The real plan for Ziggy, the black dragon wyrmling
  • What’s coming next for Twenty Sides with Campaign Three on the horizon

From the ticking gears of Glen’s broken clocktower to the flames of the Crossroads, this episode closes the chapter on The Nexus—but opens the door to something even bigger.

🎲 Subscribe for the Campaign Two epilogue, lore reveals, and an early look at Campaign Three: Crownfall.

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The Crossroads burns.
The air fills with ash.
And the world of Twenty Sides: The Nexus changes forever.

After Holden’s devastating fall last episode, Dail, Lucia, and Jace arrive too late to save him—and what follows is one of the most heartbreaking moments in Twenty Sides history. Nash commands his cultists to begin the ritual, and the battlefield becomes a nightmare.

In this emotional and unforgettable finale to Campaign Two: The Nexus, the party:

  • Rushes into battle, only to find Holden’s body torn apart by gnolls
  • Faces Nash and his cult under a shroud of darkness and flame
  • Watches Dail charge into battle one last time against impossible odds
  • Witnesses Lucia and Jace flee as their companions fall—leaving the Crossroads behind in ruin
  • Brings Campaign Two to a close with a look at the world forever changed by their loss

What began as a story of discovery and hope ends in ash and heartbreak. But from that loss, something new is already stirring…

Stay through the end as Dungeon Master Matt reflects on the fall of the Nexus, shares insights from behind the screen, and teases the rise of Campaign Three—continuing in the same world, with echoes of everything that came before.

🎲 Subscribe now for the emotional finale and the dawn of a new beginning in the world of Eclura

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Fifty episodes. Fifty battles. And now, one devastating loss.

The caravan’s path to Silverport has led to the smoking ruins of the Crossroads—a battlefield of ash, blood, and burning faith. As Holden scouted ahead, he came face to face with Nash and a mob of gnolls and cultists. What began as stealth turned into chaos, and what followed… changed everything.

In this harrowing, emotional episode of Twenty Sides: The Nexus, the party:

  • Watches Holden’s stealth mission spiral into a desperate solo battle
  • Faces cultists bearing the mark of Cintra and gnolls hungry for blood
  • Hears Nash’s haunting voice echo through the smoke—“He does not know what he carries.”
  • Fights to reach Holden before it’s too late
  • Arrives just in time to see the unimaginable

Holden—rogue, friend, and the party’s steady voice of reason—falls beneath the ash as Nash’s forces devour the Crossroads. His final stand marks a turning point in the campaign… and a new chapter for the Nexus.

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The caravan nears the Crossroads—but what should be a lively waypoint filled with travelers and music now burns under a sky of black smoke. Flames lick the air. The smell of ash clings to everything. And through the haze, Holden sees something he hoped to never see again.

Nash has returned.

In this tense, cinematic episode of Twenty Sides: The Nexus, the party:

  • Survives the aftermath of the Shadow Mastiff attack and continues toward Silverport
  • Spots the distant smoke of the Crossroads and goes ahead to investigate
  • Finds the town engulfed in fire, its streets filled with shadowed figures
  • Learns that cultists and gnolls—led by a nine-foot-tall, red-eyed Nash—are behind the carnage
  • Watches Holden move ahead alone, stealthing through the smoke to scout the enemy lines
  • Discovers remnants of the Concord cult at work once again—burning, killing, and chanting beneath the flames

The Mind Teasers’ caravan is just minutes behind. If Holden’s wrong move gives them away, the entire caravan could be slaughtered.
And somewhere beyond the smoke… the real hunt begins.

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Just when the caravan thinks the worst is behind them, the night turns deadly. The moon vanishes. The world loses its color. And from the darkness come the Shadow Mastiffs—massive, ghostly hounds dripping with shadow and malice.

Holden’s psychic blades flash under Lucia’s icy blue light as Dail and Jace rush to protect the terrified travelers. But not everyone makes it out alive.

In this heart-pounding combat episode of Twenty Sides: The Nexus, the party:

  • Faces four monstrous Shadow Mastiffs attacking from all sides of the caravan
  • Watches Lucia illuminate the night with Light, revealing their invisible enemies
  • Sees Tib’s desperate scream cut short as the hounds drag him into the dark
  • Fights tooth and claw with heroism, lightning bolts, and psychic strikes
  • Uncovers clues about these creatures—connected somehow to the Drarkana Wilds and the missing moons

It’s a brutal fight for survival that leaves the camp bloodied, shaken, and full of questions. Why does the world keep fading to black and white—and what hunts them from beyond the veil?

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The journey to Silverport continues—but the road ahead is far from safe. As dusk falls, the caravan encounters a makeshift toll station run by a group of self-proclaimed “soldiers of the King of Avalon.” There’s just one problem: there is no King of Avalon.

Holden steps forward to test their bluff, psychic blades gleaming in the fading light. When words fail, chaos erupts. Spells fly. Snowballs swarm. And one Misty Step later, the would-be bandits realize they’ve picked a fight with the wrong caravan.

In this fast-paced and hilarious episode of Twenty Sides: The Nexus, the party:

  • Faces off against fake toll collectors on the King’s Road
  • Unleashes slow spells, snowball storms, and psychic blades
  • Wins the day with humor, teamwork, and Holden’s rogue flair
  • Shares another awkward night at camp with the traveling bard
  • Dail meets Orla, the half-orc sister of BrynMark, stirring old memories
  • Ends the episode spotting strange, glowing liquid and massive carrion crawlers on the road ahead

A mix of combat, comedy, and character discovery—this episode reminds us that not all monsters hide in dungeons.

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The caravan to Silverport turns deadly when the world fades to black and white once again. Dail and Lucia, still mounted on Butterscotch, face down a shadowy rider wielding a bow of smoke and a blade of pure darkness. Holden and Jace scramble to support as arrows fly, spells spark, and the fate of the caravan hangs in the balance.

In this high-stakes combat episode of Twenty Sides: The Nexus, the party:

  • Confronts a spectral warrior in the Mirth Wood, armed with bow and blade
  • Sees Lucia unleash a devastating Lightning Bolt from horseback
  • Watches Holden slash with psychic blades while Jace slows the enemy with a clutch spell
  • Rallies as Dail charges on Butterscotch, delivering the final, cinematic killing blow
  • Witnesses the world flicker back into color—only to fade again, leaving more questions than answers

As the shaken caravan presses forward, one truth remains: these shadow incursions aren’t isolated events. And each battle seems to echo something far more sinister waiting just beyond the veil.

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The caravan to Silverport begins without trouble—until the world itself fades to black and white. Horses panic, the air grows cold, and Dail sees something no one else can: another version of herself waving her closer. Against warnings, she rides forward… and vanishes with Lucia into another realm.

Meanwhile, Holden and Jace are left behind on the road, desperately searching for their missing friends. But Dail and Lucia find themselves in the Mirth Wood, a haunting mirror of the material plane where shadows drip like ink and monstrous hounds stalk the trees.

In this eerie, plane-shifting episode of Twenty Sides: The Nexus, the party:

  • Joins a caravan bound for Silverport, meeting colorful new travelers
  • Encounters a sudden shift where the world loses all color
  • Watches Dail and Lucia pulled into the shadowed Mirth Wood
  • Faces down massive shadow mastiffs with dripping jaws
  • Struggles as the group is split between two planes of existence

Can Holden and Jace find a way into the Mirth Wood before their friends are torn apart? Or has the party finally been divided by more than distance?

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After escaping the collapsing ruins beneath the Broken Circle, the party emerges with something far more dangerous than they expected: a swirling white orb, pulsing with silver light. Holden’s vision of chained gods and a void-born entity still haunts him, and now the group must decide—trust the scholars of Glen, or keep the orb hidden from prying eyes?

In this lore-heavy yet heartfelt episode of Twenty Sides: The Nexus, the party:

  • Debates what to do with the orb and whether to trust Professor Giles
  • Hides the artifact in Dail’s shed… for now
  • Shares Holden’s vision of gods, chains, and the breaking seal—“The first is broken. Six remain.”
  • Experiments with the orb, watching Dail’s sword glow with divine etchings and feeling magic pulse around them stronger than ever
  • Enjoys a halfling homecoming, complete with carrot stew, family hugs, and talk of what comes next
  • Levels up to Level 5, ready to face even greater threats

The orb may be tied to Glen’s time distortion—and possibly to the fading of magic itself. With Silverport and the Archive of Ash and Echoes on the horizon, the party must decide if they are keepers of this secret… or pawns in a much larger war.

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The adventurers finally unlock the sealed stone door deep beneath the Broken Circle, revealing a chamber lined with lunar columns and a crystal pulsing with silver and violet light. But what guards it is no simple sentinel—it is a chained figure of bone, hair like silver, draped in ceremonial robes, and bound by spectral chains. Its warning is clear: “You carry the key. The seal must not break.”

What follows is chaos.

In this high-stakes episode of Twenty Sides: The Nexus, the party:

  • Solves a lunar puzzle and opens the chamber of twelve columns
  • Faces a chained specter wielding lunar blasts and radiant chains
  • Watches Holden seize the crystal, triggering a cosmic vision of a void god bound in chains across the stars
  • Learns that one chain has already snapped—“The first is broken. Six remain.”
  • Escapes into the hallways with the crystal in hand, pursued by crumbling stone and a rising threat

Light flickers from full moon to eclipse, visions rattle their minds, and now the party carries something ancient, dangerous, and desperately sought after.

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Beneath the Broken Circle, the party finds themselves in a deadly clash with a spectral guardian and his skeletal entourage. Moonlight beams crash down. Blades clash. Shields slam. But even victory comes with heavier questions.

In this combat-heavy, lore-rich episode of Twenty Sides: The Nexus, the adventurers:

  • Battle a heavily armored sentinel and his skeletal guard in a narrow hallway
  • Discover a third glowing necklace tied to Dail’s sword and Alden’s mysterious legacy
  • Unearth lost knowledge of the Celestial Concord and their desperate attempts to anchor the moons against a devouring void
  • Find records of twelve lunar convergence points and a cryptic artifact known as the Umbral Core, sealed beneath the First Circle
  • Learn of an ancient library hidden in the Hills—its knowledge said to resist the erasure of time

Every discovery ties them deeper into a conflict spanning millennia. The question remains: are they uncovering a path to salvation… or unleashing what the Concord tried to contain?

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The battle rages on beneath the Broken Circle as the party faces off against the enigmatic and unsettling Seer. Radiant energy blasts from the mirrored floor. Psychic blades fly. Touches become soul-rending. And every party member is pushed to their limit—physically and emotionally.

In this fast-paced, spell-slinging episode of Twenty Sides: The Nexus, the team:

  • Dodges radiant bolts flaring from a magical mirror mid-fight
  • Drops massive damage rolls—with Holden hitting for 19 in a single strike
  • Trades shoulder taps and sass in the midst of deadly danger
  • Lands the final blow with Lucia’s icy Ray of Frost

As the Seer crumples to the ground, whispering his final words, a new question emerges: What did he see… and what did he mean by “he doesn’t know what he carries”?

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The fight beneath Glen continues—and ends—with a chilling discovery.

After defeating three skeletal sentinels under the Broken Circle, the party pushes deeper into the ancient Concord ruins. But what waits behind the next door is no undead warrior. It’s something alive… or worse, something in-between.

In this eerie, lore-rich episode of Twenty Sides: The Nexus, the party:

  • Faces a terrifying robed figure with elongated fingers and pulsing, glowing skin
  • Survives a blinding light blast and a brutal close-quarters battle in a narrow hallway
  • Discovers a second necklace—identical to the one Dail carries—that reacts to her sword
  • Hears an ominous message spoken directly into Dail’s mind:
    “He does not know what he carries… but we did.”
  • Deciphers a poem carved into the remains of a shattered obelisk that warns of twelve lights, a throne of void, and a god that ends the dream

This episode blends intense combat, cryptic foreshadowing, and an unfolding mystery that may reshape everything the party believes about the world, the Concord Era… and themselves.

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After receiving Professor Giles’ urgent letter, the party returns to Glen—and immediately sets off for the excavation at the Broken Circle. What they find waiting is more than dirt and dust.

A glowing necklace from the Concord Era. A magical hum vibrating beneath the earth. A hatch sealed for over a thousand years.

In this haunting, lore-rich, and combat-heavy episode of Twenty Sides: The Nexus, the party:

  • Learns more about the forgotten Concord Era and its fading magic
  • Unlocks a stone vault beneath the Broken Circle marked with twelve towering columns and strange glyphs
  • Discovers a broken, glowing obelisk still pulsing with ancient power
  • Unleashes three undead warriors clad in rusted plate and pale fire
  • Kicks off a brutal, close-quarters battle in the chamber beneath Glen

As crows flee the treetops above and whispered warnings echo through Dail’s mind—“Beneath the moon, the first chain falls”—the group steps deeper into history… and closer to whatever has been waiting.

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The road back to Glen should have been a quiet one. But when Lucia receives a mysterious letter from Professor Giles, everything changes. Beneath the surface of his message lies a secret warning—hidden in magical script. Something ancient has been unearthed beneath the Broken Circle. Something that vibrates with power. Something that might be watching.

In this lore-packed, humor-laced, and combat-charged episode of Twenty Sides: The Nexus, the party:

  • Buys horses (yes, really!) and debates riding styles, saddles, and budget bundles
  • Uncovers a magical illusory message in a letter that warns of danger beneath Glen
  • Encounters three haunting spectral figures as the sun and moon hang in the sky
  • Engages in a fast-paced battle under moonlight, launching spells from horseback and wagon
  • Discovers a glowing black necklace linked to Dail’s sword and a forgotten era

As the party nears Glen, the wind dies, the light dims—and ancient shadows begin to rise. The Concord Era may not be as forgotten as they once believed.

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After barely surviving his first transformation, Jace's fate now rests in the hands of his companions. In an all-night ritual filled with whispered names, silver dust, and moonlit wells, Lucia, Dail, and Holden race to craft a cure before the next full moon brings Jace’s curse back in full.

In this heartfelt and lore-packed episode of Twenty Sides: The Nexus, the party:

  • Forages for rare ingredients—including starlit water and yew wood—to cure Jace’s lycanthropy
  • Performs a tense ritual at dusk, dawn, and midnight to brew the Elixir of the Moon
  • Watches Jace drink the potion... and waits to see if it works
  • Learns of a mysterious shipment labeled “medical supplies” destined for the Midnight Serpent in Silverport
  • Discovers that the cult's presence stretches from Green Shade to Moss Grove—and possibly beyond

Just as the group begins to relax, a disheveled courier arrives with an urgent letter from Lucia’s archeology team: something ancient has been uncovered beneath the Broken Circle in Glen—and it’s vibrating with power.

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Last time, Jace fell, transformed into a werewolf, and attacked Dail. Now, after a brutal blow from Holden, he lies unconscious—but far from safe. As the team races to save him, the danger is far from over.

In this intense, battle-driven episode of Twenty Sides: The Nexus, the party:

  • Barely stabilizes Jace after a near-death transformation
  • Uses moonroot to revive him—and confront the reality of his curse
  • Investigates the abandoned farmhouse and uncovers crates labeled “medical supplies” bound for the Midnight Serpent in Silverport
  • Descends into the cellar and is ambushed by two infernal spine devils
  • Fights in close quarters with psychic blades, frost magic, and big dagger strikes

Holden scouts the danger alone. Dail and Lucia dive into combat. Jace tries to heal upstairs—but learns he’s no longer just a scholar from Eastern. He’s a threat.

As secrets mount and the infernal presence grows, the group begins to realize their investigation isn’t just about missing blacksmiths—it’s about a war between realms.

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The party barely survives an ambush in the fields outside Moss Grove—but the real danger isn’t the imps. It’s what happens after.

As Jace collapses from his wounds, something ancient stirs beneath his skin. Veins bulge. Hair sprouts. A howl pierces the night. In the blink of an eye, their halfling bard becomes a snarling, red-eyed werewolf.

In this heart-pounding, chaos-filled episode of Twenty Sides: The Nexus, the party:

  • Engages in an explosive field battle against flying imps from the Hills
  • Watches Jace fall… and rise again, no longer himself
  • Attempts healing, stabilization, and capture—but it may be too late
  • Debates action versus mercy while fighting off surprise attacks
  • Ends in a deadly cliffhanger as Jace the werewolf charges at Dail

Lucia freezes one. Dail draws blood. Holden tries to catch a falling friend… only to toss him across the wheat as fangs emerge. The pack is coming—and time is running out.

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After arriving in Moss Grove, the party uncovers signs of something far more dangerous than a murder. Trees are burning from within. Lava-like rocks from the Hills appear in orchards. And the town’s blacksmith—Valen Harrow—is already dead.

But the clues don’t stop there.

A hidden drawer in Valen’s forge reveals cryptic writings, symbols tied to Dail’s sword, and another mention of Silverport and the mysterious “Ash Bird.” As the team investigates a rumored abandoned house, they encounter something unexpected: an imp named Skibix… and he isn’t alone.

In this investigation-heavy, twist-filled episode of Twenty Sides: The Nexus, the party:

  • Encounters strange, magical rocks from another plane of existence
  • Interviews Mayor Ribbon and uncovers new connections to Alden’s murder
  • Finds hidden notes with connections to Silverport, ash magic, and cult symbols
  • Walks into a trap while tracking imps in the Drarkana Wilds
  • Is ambushed by invisible fiends mid-conversation—ending in a cliffhanger combat

What’s pulling creatures through the realms? And how are Glen, Green Shade, and Moss Grove all connected?

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The party heads into the Drarkana Wilds on their four-day journey to Moss Grove—but the road is filled with more than beasts and branches. As wolves stalk from the shadows, the group begins to fracture from within. Quiet suspicions turn into whispered messages, alarm spells, and secret silver tests while Jace sleeps soundly… or does he?

In this hilarious yet tension-filled episode of Twenty Sides: The Nexus, the party:

  • Faces a silent standoff with a wolf pack—and wins them over with jerky
  • Drops secret illusory notes hinting at Jace’s growing curse
  • Slips silver coins on foreheads in the middle of the night
  • Argues around the campfire in what might be the most awkward breakfast ever
  • Debates safety, secrets, and what it means to be part of a team

Holden plays the role of silent observer (and dramatic narrator). Dail and Lucia take protective matters into their own hands. And Jace? He’s starting to wonder if the wolves know something he doesn’t…

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Time is breaking in Glen.

After splitting up to test the boundaries of Glen’s strange time dilation, the party reunites and discovers a truth that shakes them—what feels like days to one feels like only a night to another. Meanwhile, back in the clocktower, Dail and Holden come face-to-face with the returning shadowy phantom… and this time, it’s more deadly than before.

In this eerie and emotional episode of Twenty Sides: The Nexus, the party:

  • Battles a returning clocktower specter with blade and psychic force
  • Experiences strange anomalies as time moves differently for each of them
  • Investigates the Echoing Expanse—an ancient plane where past, present, and future intertwine
  • Reinstalls the broken clock face in hopes of restoring order
  • Watches Lucia uncover protective runes at the Broken Circle’s dig site
  • Debates loyalty, trust, and what it means to be a team in a fractured timeline

Can the party hold together while time itself comes undone? And what lies behind the mysterious wall being unearthed beneath Glen?

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The party returns to Glen, but something is off—terribly off. While weeks have passed for Jace, Holden, Dail, and Lucia, the townsfolk believe they’ve only been gone for three days. Confused and unnerved, the group begins unraveling a mystery bigger than anything they’ve faced so far.

In this mystery-laced episode of Twenty Sides: The Nexus, the adventurers:

  • Struggle to reconcile their memories with Glen’s warped timeline
  • Investigate the dig site and discover a magical stone wall beneath the circle
  • Revisit the clocktower and hear haunting echoes from the past
  • Debate the implications of a time slip—what it means, and what caused it
  • Decide to split up and test how time moves inside and outside of Glen

As timelines diverge and the truth blurs, the only certainty is this: Glen is not what it seems.

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The party returns to Green Shade—but the reunion is bittersweet. Ziggy, the dragon wyrmling they let go free, has been killed by the townspeople. Her severed head is destined for display. Emotions boil over as blame, grief, and guilt ripple through the group.

In this heartbreaking and introspective episode of Twenty Sides: The Nexus, the party:

  • Learns of Ziggy’s death and confronts the careless hunters responsible
  • Says a final farewell, placing flowers on her body and offering words in Draconic
  • Begins reckoning with what her mother might do next…
  • Returns to Glen and takes a much-needed moment to rest, reconnect, and reflect
  • Delves deeper into the mystery of the broken clocktower and the moonroot unearthed beneath it

Holden offers a heartfelt apology. Dail reflects on the weight of violence. Lucia considers staying behind to help her team investigate the ancient site. And Jace? He can’t stop watching the moon.

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What happens when your party accidentally befriends a black dragon wyrmling that has abandonment issues, speaks Draconic, and insists on renaming itself Ziggy? Chaos, therapy, and a few unexpected tears.

In this heartfelt and hilarious episode of Twenty Sides: The Nexus, the party:

  • Learns the wyrmling’s true name—and negotiates a truce
  • Struggles with the ethics of past battles and potential alliances
  • Names the dragon “Ziggy” and tries to ensure its freedom
  • Debates escorting Ziggy home to her terrifying dragon mom (complete with horde and corpse warnings)
  • Discovers more secrets about the cult’s lair, including a chained-up werewolf and destroyed stockroom

Lucia opens her heart, Dail has an emotional reckoning, Holden gets stabbed, and Jace quietly suspects this will all end in fire. But for now? A truce. A goodbye. And maybe... a future reunion in the swamps beyond the Drakana Wilds.

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The party returns once again to the overgrown shrine—this time to face what may be their most dangerous foe yet. As they venture deeper, a silent ripple in the dark water signals the arrival of something... ancient. What emerges? A black dragon wyrmling—feral, intelligent, and deadly.

What begins as a jump across a flooded chamber becomes a desperate and chaotic battle involving levitation spells, failed grapples, daggers in scales, and conflicting morals. Holden clings to the dragon’s back. Lucia suspends it mid-air. Dail and Jace try to decide whether to fight… or find another way.

In this tension-filled episode of Twenty Sides: The Nexus, the party:

  • Faces a surprise ambush by a black dragon wyrmling
  • Debates whether to slay or spare the creature
  • Stages a midair rodeo as Holden tries to hang on
  • Uses levitate in a dramatic moment of control
  • Begins to question the bigger plan behind this strange captive

Will they choose destruction or diplomacy? And what does this wyrmling have to do with the growing shadow around Silverport?

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After a tense night of silver testing, secret reading, and suspicious glances, the party sets out once again for the overgrown shrine—this time rested, prepared, and with silver coins at the ready. But when they descend back into the depths, they're met not only with combat but also a bruised, battered prisoner who may hold answers to the deeper threat facing Silverport.

In this investigation-heavy, combat-spiked episode of Twenty Sides: The Nexus, the team:

  • Debates the reliability of a captive, a former Silverport guard with links to Lord Marcellus
  • Learns about a ritual that could render silver useless against werewolves
  • Sets off traps, slays cultists, and finds themselves caught between trust and caution
  • Reflects on the legends of Lichbane Thunderforce—with some biting commentary
  • Inches closer to the mystery behind the Wormling and the Shadowborn’s master plan

Is the truth being told? Can Jace be trusted as the curse festers beneath the surface? And most importantly—what would Silas do (and should they do the opposite)?

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With the hyenas defeated and the dungeon temporarily behind them, the party returns to Green Shade to recover—and uncover secrets that may change their path forever. Jace’s lycanthropic curse looms quietly in the background as Holden, Lucia, and Dail dive into research, rumors, and revelations.

In this introspective yet tension-laced episode of Twenty Sides: The Nexus, the group:

  • Investigates the cryptic letter tied to Silverport, the Drowned Warrens, and the Shadowborn
  • Discovers a manuscript detailing the curse of lycanthropy… and who may be afflicted
  • Learns of a baby dragon—the mysterious “Wormling”—and debates its fate
  • Begins plotting their journey to Mossgrove and beyond
  • Shares backstories and unspoken truths over dinner (and maybe one too many passive-aggressive comments)

Jace insists he’s fine. Lucia isn’t convinced. And Holden? He’s keeping an eye on the moon.

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The party is battered, bleeding, and barely standing—but their journey isn’t over. With Bryn Mark’s body slung over Dail’s shoulder, the group pushes through the flooded shrine toward what they hope is the exit. But just as hope surfaces, another threat emerges from the east…

In this intense and emotionally charged episode of Twenty Sides: The Nexus, the team:

  • Fends off the last of the giant hyenas
  • Faces a tense standoff with a group of cultists
    Lies their way to freedom—carrying Bryn Mark’s corpse like a cursed trophy
  • Returns to Green Shade to deliver justice and claim their reward
  • Begins unraveling the mystery of “The Wormling,” the “Shadowborn,” and the cryptic letter pointing to Silverport

Lucia’s leg is nearly shredded, Jace might be cursed, and Holden starts connecting the dots between Alden’s death and something far more sinister.

Will rest bring recovery—or only deeper revelations?

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With Bryn Mark finally dead, the party barely has time to grieve before fresh danger descends. As Dail mourns her “brother” and carries his body through the flooded dungeon halls, monstrous hyenas close in—teeth bared, eyes glowing, and thirsty for blood.

Holden, Jace, Dail, and Lucia must fight while wounded and weary, pushing through pain, grief, and relentless attacks. With Lucia hanging on by a thread and Jace still cursed by lycanthropy, the pressure mounts with every roll of the dice.

In this tense and chaotic episode of Twenty Sides: The Nexus, you'll hear:

  • Dail’s emotional turmoil and reluctant strength
  • Lucia’s hilarious attempts to tame a hyena mid-battle
  • Jace’s heroic invisibility and clutch healing
  • Holden’s precise psychic strikes
  • More terrifying sounds echoing from the east…

Will they escape the flooded corridors alive—or is this just the start of something far worse?

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After narrowly escaping death in the last episode, Holden is revived—but the party barely has time to regroup before chaos erupts again. Brynmark awakens from his magically induced slumber, slipping free from his restraints and unleashing a second wave of fury. This time, he sinks his teeth into Jace... and the curse begins to spread.

In this pulse-pounding continuation of Twenty Sides: The Nexus, you’ll experience:

  • Dail’s unstoppable crits (and unshakable politeness)
  • A near-fatal transformation for Jace
  • Lucia’s inventive magic under pressure
  • Holden’s heroic return and brutal strikes
  • A final explosive moment… literally

Will the party survive Brynmark’s curse, or are more transformations coming?

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Jace, Holden, Dail, and Lucia return to the overgrown shrine—but what begins as a stealth mission spirals into chaos. As Holden uses invisibility to scout ahead, he uncovers cultists, cryptic messages about a “wormlink,” and a name tied to the Rusted Anchor. But things take a feral turn when Bryn Mark undergoes a horrifying transformation…

In this action-packed episode of Twenty Sides: The Nexus, you'll get:

  • A high-stakes infiltration deep beneath the shrine
  • A deadly surprise transformation
  • A brutal werewolf battle and Holden’s shocking fate
  • Sleep spells, crit rolls, and a dismemberment that’ll leave you speechless

Will the team survive the chaos and save Holden in time—or will this cursed encounter mark the end for our heroes?

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Jace, Holden, Dail, and Lucia continue their exploration of the mysterious overgrown shrine.Our party returns to the foreboding shrine, as they cautiously approach, the imposing figure of Nash looms in their memories. The team sets on their investigation, encountering traces of cultist activities and mysterious symbols. Navigate the suspenseful corridors of mystery and watch as they strategize to handle the threats ahead, all while piecing together the clues left behind. Are our adventurers ready to confront Brynmark and uncover the deeper secrets of the cult lurking within the shrine? Tune in for another gripping chapter in the world of Dungeons & Dragons with Twenty Sides. Let the adventure continue!

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Join our adventurers as they dive deeper into the mysteries surrounding the overgrown shrine they discovered last episode. After successfully capturing cultists and facing the fearsome nine-foot gnoll Nash, our heroes return to Greenshade to turn over their prisoners. As they plan their next move, secrets and suspicions surface about Alden, mysterious helmets, and hidden allegiances. With the town's safety on the line and a promise of doubled rewards, they gear up for a bold venture back into the wilds. Thanks for tuning in to Twenty Sides, where the adventure never stops!

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Holden, Lucia, Jace, and Dale confront the shadowy threats lurking within the overgrown shrine. As they skillfully bind their unconscious captives, a surprise twist reveals cultist connections, leaving the group to ponder their next move. With the mysterious Bryn Mark evading capture and lurking gnolls adding even more suspense, dilemmas and doubts rise as the night deepens. Join us as we explore the next chapter in our thrilling Dungeons and Dragons campaign and unravel the secrets of the shrine on Twenty Sides.

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Jace, Dail, Holden, and Lucia find themselves deep in the Drarkhana wilds at an overgrown shrine that turns out to be the site of a mysterious cultist camp. With Brynmark's trail leading them here, the party faces off against a group of cultists in an intense battle. Strategy is key as they use their abilities to gain the upper hand, but challenges and close calls keep them on their toes. Will they successfully confront the cult and capture Brynmark?

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In this episode, Jace and Dail embark on a daring exploration of Brynmark's home, uncovering potential ties to a mysterious cult connected to the demon lord Cinnaroth. With clues pointing towards an overgrown shrine in the woods and a gathering of dubious individuals, the team decides to investigate further. Join Jace, Dail, Holden, and Lucia as they delve deeper into the unknown, with tensions rising and mysteries unraveling.

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Jace, Dail, Holden, and Lucia confront the aftermath of a tense encounter in the Drakan Wilds. Last time, our adventurers discovered Brynmark's sinister control over a terrifying beast and barely escaped unscathed. Now, with the town on edge, our heroes must unravel Brynmark's true intentions and explore what connections he may have to Alden’s murder. Join us as we embark on another riveting journey, with secrets to uncover and challenges to face.

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Following leads from a prior encounter, they venture into the woods in search of answers. Holden and Jace stumble upon a secretive rendezvous between Bryn Mark and a hulking hyena, leading to a tense confrontation. With unexpected discoveries about silver-infused weapons, moon energies, and mysterious symbols linked to the past, our adventurers must navigate dangers both seen and unseen.

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As tensions rise, the party navigates through town piecing together Alden's enigmatic past, encountering strangers like the reclusive Brynmark Kelth and the hunter Jerek. Join us as we unravel secrets entwined with celestial markings, strained relationships, and magical undertones. Will the party uncover the truth behind Alden's demise, or will their path lead them into more treacherous territories?

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Our adventurers are hot on the trail of a mystery that continues to unravel. With enigmatic characters like Lord Marcellus and the unreadable presence of Brenmark Kelth emerging, the plot thickens. Could these be the leads to uncover the truth behind Alden's murder? Join the adventure as the team navigates through mystery, danger, and the quest for answers.

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Dail and Fenner deepen their ties, while the group continues their journey, noticing strange, vividly pink flowers on oak trees—otherworldly flora from the verdant grove. As they navigate Greenshade, Dail reveals her unexpected familial connection to Alden, complicating the investigation further.

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Dail, Lucia, and Holden escort the younger Fenner back to Glen, reuniting him with his older twin brother, Thorn. The group wrestles with the implications of time travel before settling in for the night.

The next day, the team sets forth on new adventures. Early in the morning, Holden is eager to speak with Fenner, while the group discusses their plans for the day over tea. Lucia reveals her team's imminent archaeological dig, Dail expresses excitement about their ongoing quest, and Jace engages in a deep conversation about the nature of their magical powers and the importance of their research.

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Our heroes return to Glen after their investigation of the abandoned cabins, an air of confusion envelops the town as the adventurers grapple with questions about time, identity, and mysterious occurrences in the forest.

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Our adventurer’s find themselves tangled in a web of identity confusion, mysterious letters, and potential time ripples. As they encounter Fenner Slate from Greenshade, who’s en route to start a new life in Glen, discrepancies in their pasts lead to more questions than answers. Thorn, Fenner’s brother, has already arrived in Glen, but Dail’s memories contradict Fenner’s account. With Alden’s urgent letter hinting at cult involvement, and the need to travel back to Greenshade, the team debates their next move and who they can trust.

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The party stumbles upon a dilapidated cabin. Jace, referred to as "Plumpy"—much to his dismay—finds himself in a tight spot, both literally and figuratively. Dail takes matters into her own hands, dealing with Pike and Grim, while Lucia uncovers a cryptic letter from Alden, hinting at mysterious threats and possible cult ties.

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On this episode we delve into the intricate tapestry of mysteries and alliances brewing in the small town of Glen. Our party, Jace, Lucia, and Dail, and Holden, will unravel the enigmatic events that have cast shadows over the town square at midnight.

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Our party of adventurers—Jace, Lucia, Dail, and Holden—face the aftermath of their latest battle. They are on a mission to uncover the mysteries surrounding the Broken Circle and the eerie events in Glen. From haunted dreams involving meteor showers to shattered lanterns that disturbed the quiet night, every clue brings them closer to understanding the strange occurrences plaguing the town.

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Our intrepid adventurers Jace, Lucia, Dale, and Holden continue their thrilling quest through the Drakana Wilds. This time, they encounter formidable glitching creatures, including a metallic, eagle-like beast and a slithering, silvery snake. As spells fly and daggers strike, Jace's "Vicious Mockery" faces resistance, Dail's "Blade Ward" shields from harm, and Holdensupplies precise hits. Amidst combat and cosmic mystery, Lucia's star charts reveal a discrepancy, hinting at a deeper enigma tied to the bell tower and time itself. Will our heroes uncover the truth behind these anomalies?

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Our adventurers delve deeper into the mystery of Fenner's disappearance. Dail, Holden, Lucia, and Jace, are all embroiled in a web of enigmatic clues and curious characters. The story unfolds with a disheveled stranger denying any knowledge of Fenner's departure, while Lucia leads an investigation that reveals connections to a peculiar clock tower and a shady tavern, The Lanterns Rest.

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In this thrilling installment, our adventurers—Lucia, Jace, Dail, and Holden—find themselves entangled in a web of mysteries and shadowy encounters. As they navigate through Dail’s quaint, trinket-filled home while avoiding alarming his worried mother, they also delve into ancient star charts and curious artifacts that could unlock secrets of the past and future.

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In this gripping first episode of our second campaign, "The Nexus," join our DM Matt and the party, Lucia, Holden, Dail, and Jace as they set off on an intriguing adventure in the quaint village of Glen. This story kicks off with our diverse group discussing the essential components of forming a formidable team and debating the value of street smarts versus book smarts. Join us on this adventurous journey, filled with ancient enigmas, and the promise of handsome rewards.

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On this episode tensions rise as we join our DM Matt and the party Jace, Lucia, Dail and Holden on a thrilling investigation involving eerie clock towers and shadowy figures.

Holden and Dail face off against a ghostly assailant armed with a knife, prompting a fierce battle that sees Dail wielding her beautifully etched greatsword. As the crew navigates the dark corners of a long-silent tower, they uncover remnants of celestial mappings and broken circle symbols, all while eerie voices fill the air.

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In part 2 of our Session 0 we dive deeper into how we are setting apart campaign 1 and campaign 2! Join Matt, Jess, Bobby, Tyler and Phillip as they talk about character creation, character’s backstories, and more!

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In today's episode we embark on the journey of creating unforgettable characters for Campaign 2: The Nexus. Join Matt, our host, with players Phillip, Bobby, Jess, Tyler as they dive deep into backstories, rivalries, and emotional connections.

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In today's episode our dynamic team with guest host Matt, takes us through the epic highs and lows of campaign 1. We'll delve into a monumental battle on an open field, explore the strategic nuances that tipped the scales, and reflect on the bittersweet theme of "winning by losing. We'll revisit the emotional moments, from the heartbreaking death of Ordella to the humorous antics of Silas's goth character. Expect tales of daring quests, miscommunication mishaps, and unforgettable role-playing dynamics. Plus, hear about the personal touches that brought depth to campaign 1.

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In today's episode, we'll dive deep into the humorous and intense moments from our journey so far. Join Matt, Jess, Tyler, Phillip, Bobby, and our guest host Matt, as they reminisce about unforgettable inside jokes like "party pants," heartfelt character developments, and the vibrant dynamics that shaped campaign 1. We'll explore the unseen paths of narrative arcs involving devils and the Blood War, recount the chaotic battles against elementals and undead, and laugh about nostalgic memories of music devices like HitClips.

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We're diving deep into an intense final battle against the formidable Thormir. Join Lichbane Thunderforce as they navigate through a perilous encounter.

As Thormir calls down lightning and decimates the field, the team rallies together for a desperate final stand. How will our story end? There’s only one way to find out.

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As Thormir looms, our adventurers, battered by spiders and facing the necrotic evil of Sanegren’s lair, uncover a mysterious phylactery. They must now strategize to harness the power of Eternal Rest and thwart Thormir’s impending rise.

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The stakes couldn't be higher as our heroes face off against the formidable shadow dragon, Sanegren. The group is feeling the dreadful necrotic energy all around, while battling shadowy tendrils that restrained Yarost and Ordella.

As the battle intensifies, our group unleashes a barrage of attacks. Will they make it out! Only one way to find out!

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Our heroes find themselves in the heat of battle, facing off against fearsome nightmare riders and swarms of relentless skeletons. With tension high and hit points running low, the party must assess their condition and strategize their next moves. Will they overcome the cold, claustrophobic exit and the perilous enemies ahead? Only one way to find out!

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Join Lichbane Thunderforce as they navigate through the mysterious, dangerous chasm. As they journey deeper, they encounter Mindflayers, an eerie room with an enormous stone hand, revealing clues, casting spells, and making crucial decisions under pressure. With dark magic at every turn, how will our adventurers make it out!

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Our heroes find themselves entangled in a fierce battle against monstrous spiders. As webs fly and poison drips, they must strategize to protect each other and survive the onslaught. From Ordella’s precision attacks to Yaros's sheer barbarian fury, the stakes are high and every move counts.

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Join Yarost, Leona, Ordella and Silas as they set out from Yarlic Cove, making their way to the Abyssal Chasm. Facing the dire unknown, the team encounters the unsettling mysterious guide who provides cryptic yet essential information about navigating the chasm. How will our adventurers fare?! There’s only one way to find out!

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Our adventurers work with Zalcom and Vrez to realize a path to take on Thormir. Zalcom with Leo’s help decodes the runes on Silas’ map and the party revisits an old friend.

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Our party faces new challenges as they navigate their way towards Thormir. After finding a secure spot to rest and leveling up to level twelve, they stumble upon valuable gems and coins. Their journey takes them back to Yarlic Cove, where familiar faces like Zalcom and Vrez make appearances, guiding them with knowledge and inquiries.

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The action heats up as Leona's clever maneuvers with telekinesis and spellcasting come into play, turning Ordella into a giant, yet charming pink ape named Patsy. However, the battlefield is fraught with perils—Yarost struggles against Baszik's dominate person spell, and the group's tactical decisions and dice rolls carry graver consequences for Ordella, who faces potential disintegration from Vorthak's deadly magic.

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The tension is palpable as the group navigates a perilous room overshadowed by an iron grate and a menacing black throne where the ominous Bazuck sits. Should they open the gate and expose themselves to unknown perils, or find another way?

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Join Lichbane Thunderforce as tensions rise. Our faithful heroes encounter constructs with glowing runes and mysterious signs guarded by unseen creatures.

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Lichbane Thunderforce engages in a heated battle against an ethereal creature and discovers a mysterious cell with an interesting Orc who seems to have made it a home. What in the world is happening beneath the Orc city? Only one way to find out.

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Our adventurers find themselves navigating a spiral downward track leading to a peculiar pit adorned with mysterious metal objects. As they face the daunting task of lifting a portcullis, clever use of Leona's magical abilities and Ordella’s quick thinking provide a narrow escape from a skeletal snake attack.

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Our adventurers navigate the tense corridors, beneath Zirbran A'ghol, teeming with danger. The group stumbles upon a dead orc and finds keys that spark a debate on which path to take. They decide to send Luna to scout ahead, uncovering prison cells filled with people.

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Join Yarost and Leona as they put their arcane knowledge to the test, attempting to bypass the door's enchantments, while Silas proposes extracting a gem and Tyler strategizes their next moves. The party will need to continue digging deep.

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Join our adventurers as they continue battling through tunnels deep beneath Zirbran A'ghol. The party will need to dig deep with their strategy and spells to continue forward.

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The party faces off against the formidable Mama Van Ruth, a lightning-wielding adversary. As lightning bolts fly and dice are rolled, tensions rise and elaborate plans are hatched to outmaneuver their foe.

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Our adventurers are thrust into encounters and are put to the ultimate test battling formidable umber hulks. They’re ultimate goal to find the Orc lord still lies ahead.

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As they navigate treacherous waters, our adventurers find themselves facing menacing creatures. With the help of vials for underwater breathing provided by their friend, they brave an underwater village to uncover the secrets in the depths.

Thank you for hanging in there with us for 100 episodes! We can't thank you all enough.

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Join Lichbane Thunderforce as they embark on a daring underwater adventure. Guided by the enigmatic sahagun named Mark, our heroes dive into the depths in search of a secret entrance to the mysterious city of Zirbran A’ghol.

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Our adventurers find themselves navigating the treacherous waters of the Deep Hallows. Join Yarost, Leona, Silas, and Ordella as they attempt to rescue a mysterious figure surrounded by deadly Van Ruths.

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Our adventurers find themselves in dire straits, will they find the portal to the under dark and evade the ominous "Sexy Ed Norton." There’s only one way to find out!

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In this episode of the Twenty Sides podcast, we witness Leona's daring banishment, only to face a critical roll with high stakes. As the group strategizes in the midst of a challenging encounter, decisions are made that spark conflict and tension among the adventurers.

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Lichbane Thunderforce find themselves engulfed in darkness as they face off against Tiefling Taylor Swift and the beautiful Elf Ed Norton. Will they make it to the portals? There’s only one way to find out!

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Lichbane Thunderforce and Silas are still searching for the right portal to get them to The Under Dark. What will it take to find the portal? There’s only one way to find out!

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Join Yarost, Leona, Ordella and Silas as they navigate through a mercantile shop riddled with potential foes hiding just beneath the surface. Is this where the portal is? There’s only one way to find out!

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Join our adventurers as they unravel the enigma shrouding a possible portal and the secrets held within the heart of the thieves guild. Stealth and strategy are the names of the game as the Mercantile shop comes into view. Has Ordella mastered Thieve’s Can’t? There’s only one way to find out!

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In the thick of intrigue and deception, Lichbane Thunderforce after a heated encounter where Yarost accidentally knocks Ordella unconscious, the group must navigate a complicated web involving the mysterious Windstalkers organization. Will they manage to uncover the info they need? Only one way to find out!

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Join Lichbane Thunderforce as they move closer to the heart of theWindstalkers. What will they find on their journey, will they even be able to find the Windstalkers themselves? Only one way to find out!

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Lichbane Thunderforce continues its mission of adding the second gem to eternal rest. They’re now in search of a way into the deep hallows to recover the third gem. How will they get there and what will they find along the way? Only one way to find out!

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The party faces off against Rol’cindex, the lava pits in the lair, and continues it’s search for the Red Dragons hoard. So, buckle up as we dive into a tale of risk, reward, and a bag of holding with endless possibilities.

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Lichbane Thunderforce continues to face the terror that is the adult Red Dragon, Rol’cindex. Will Yarost overcome his fear? Will they find the gem? There’s only one way to find out!

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Our brave adventurers come face to face with the terror of Rol’cindex, a towering dragon whose breath of volcanic gas leaves Lichbane Thunderforce clawing for survival. Will their constitution saves be enough to keep them standing? Only one way to find out…

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Our heroes delve deeper into the scorching corridors and widening caverns where the earth quakes, hinting at the fiery dangers that lurk around each corner. It’s getting hotter… is Lichbane Thunderforce ready for this? Find out on this week’s episode!

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Follow our adventurers as their wit and willpower are put to the test. Lichbane Thunderforce will work to dodge traps and explosions, as well as free captives. Will they male it out? Only one way to find out!

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Yarost, Leona, Ordella, and Silas venture deeper into the Kobold’s lair as they navigate traps, monsters, and the inevitable darkness. Follow along to see where these tunnels and hallways take them.

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Lichbane Thunderforce with Silas in tow meet travelers along their path. They delve deeper into the heart of danger as they navigate the twisting tunnels of an underground cavern. With the echo of pattering feet and mysterious chatter ahead, tensions rise.

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After spending days waiting for Yarost’s father to create the shield and for Borin to produce the map to the dragon’s lair, our adventurer’s are on their way.

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Amidst the shadows and uncertainties, Yarost makes his new name known and the party questions Silas’ motives. Now they wait for Yarost’s father to finish the shield so they can move on.

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Our adventures return to the leadership hall, deep within the Greywall Mountains, victorious. Yarost stands his ground and has proven himself. The party now looks ahead to who will forge the shield.

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Our brave adventurers Yarost, Leona, the wily rogue Ordella, and Silas face a challenge steeped in dwarven legend and spectral mystery. Do they have the fortitude it takes to complete the task?

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Yarost, Leona, and Ordella find themselves deep within a shadowy labyrinth of choice and consequence. With spectral dwarves and haunting dangers lurking, they face a crucible of decisions. Oh ya and Silas is there too.

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Without Seven, Yarost is left to fend for himself. The party attempts to deal with the pesky Stonebound serpent and look to take another step towards completing their task.

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Our brave adventurers continue their journey deep within the perilous quarry. and our heroes face off against the formidable stonebound serpent.

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Our adventurer’s have a chance encounter that gives them just the info they need to seek the lair of tranquility. Is it enough?

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As Lichbane Thunderforce, with Silas, delve deeper into the mystical Thorndoral, their ability to stay under the radar and strategize will be pushed.

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Our stalwart heroes – Yarost, Leona and Ordella are about to embark on a stealthy mission within the chamber of echoed sorrows. How will they fair?

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Our heroes venture closer to the truth, walking unevenly between the realms of the living and the dead. How will they unlock these intricate doors with the eerie sensation of eyes watching from the shadows?

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Lichbane Thunderforce with Silas in tow, must complete a task given to them by Borin Stonebeard before getting the information they need.

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Lichbane Thunderforce with Silas in tow, arrive and enter into the Greywall Mountains.

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Lichbane Thunderforce with Silas in tow, take their chances on the road to the Greywall Mountains

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Yarost, Leona, and Ordella push themselves to their limits while they do what they can to rid Avalon of the wraith Voskul.

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Yarost, Leona, and Ordella, venture further beneath the Colossal Statue of Avalon and find more than what they’re expecting.

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The party is frayed, Leona is digging deep within herself, and the party musters up enough strength to continue forward.

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Lichbane Thunderforce must do whatever it takes to rid Avalon of this evil and Seven knows that means, whatever it takes.

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Our party continues it’s goal of cleansing the Elder Tree as the fight intensifies and intense damage is being dealt.

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Our party moves forward with their goal to cleanse the Elder Tree, knowing the death knights and undead are waiting for them.

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Leo continues her trial through the sanctum as Ordella stands by her side.

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Our adventurers have split up and find themselves battling elementals deep in the secret chamber.

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Our adventurers continue on the path Gareth has laid out for them. Follow along as they search for hidden runes and secret chambers.

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Lichbane Thunderforce arrives at Avalon to see a city that has fallen.

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Lichbane Thunderforce is leaving Crowreach to pursue the destruction being left behind by Thormir’s armies.

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Our adventurers have worked their way through Crowreach and are now helping the towns people and assessing the damage.

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Yarost, Leona, Seven, and Ordella continue through Crowreach, reaching the Dead Siren Inn and Tavern and facing off against those Wyverns that have been circling above.

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Our adventurers face their fears and confront the Nightmare Rider that’s wreaking havoc in Crowreach .

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Our adventurers push forward through the chaos in Crowreach and arrive at the docks. What they discover from here only amplifies the situation.

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Our adventurers continue forward into the midst of the chaos plaguing Crowreach, in an attempt to save the town.

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Our adventurers have arrived at Crowreach and are seeing the havoc taking place. So, as adventurers often do, they dive into the havoc.

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Our adventurers, still making their way through the pines onward to Crowreach, have a chance encounter with some old friends.

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Are our adventurers ready to face off against Lurdach the green dragon? Will they have to, deep in The Pines? That’s what we’ll find out in this week’s episode.

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With Yarost mending, our adventurers take refuge in the monastery. Seven has a great revelation about his dreams and the party heads back through The Pines to Crowreach.

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In this episode, our adventurers find themselves feet away from the rose water needed to heal Yarost.

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Our adventurers head deeper into the pines to find the small dungeon that holds the key to Yarost’s survival.

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Our adventurers find themselves back in the Pines, seeking the monastery Panner told them to meet at.

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Leaving the mausoleum, our adventurers encounter something they never expected.

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Yarost, Leona, Seven, and Ordella face off against The Druid Necormancer, Daghor, inside The Death Bloom Tree.

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Our adventurers approach Ergoth and the Death Bloom Tree. What about the gem and the Druid Necromancer?

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Yarost, Leona, Seven, and Ordella find out some troubling news about Yarost, find a new friend, and venture forward into the portal.

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Our adventurers fight their way through the caverns of the mausoleum, finding transcripts, and a specific key.

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Our adventurers stumble upon an orc by the name of Ergoth and a much more powerful Grey Elf, Phardera. Roll for initiative.

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As our adventurers work their way further into the mausoleum, they come across some familiar faces and wrestle with some familiar items.

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A strange grey elf sheds some light on the cult's purpose.

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Orcs and cultists await the party deep within the mausoleum.

Ordella finds more confidence as the party approaches the mausoleum.

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Ordella finds more confidence as the party approaches the mausoleum.

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The party continues through the grasslands, while Seven tries to rid the party of the censer in Leo’s possession.

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The battle with the first Nightmare Rider ensues.

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With Trixie’s help, the party heads south in search of the Nightmare Rider.

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The party prepares to leave Dire’s Rest, but not without Ordella stopping by to see a friend…

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Leo faces familiar faces from her past while Ordella urges the party to stay in Dire’s Rest to prevent facing her past.

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Have they found the Censer of Thormir? What will they do with it?

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Suspicious men outside of the temple are confronted and an artifact is found.

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As they arrive in Dire’s Rest, Ordella’s past is immediately brought into question.

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The party finally reaches the portal to Dire’s Rest, but will the guardian let them through?

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What strange adventures await the party as they enter the mysterious Bellshire Tower?

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The party helps Zalkum retrieve some lost tomes from a nearby troll before leaving Yarlic Cove.

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Zalkum, a gnome historian of sorts, shares information with the party.

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The party reaches Yarlic Cove and find someone who may have some answers.

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Seven shares some of his “dreams,” with Yarost as they traverse the underground river led by Vrez.

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A demonic monstrosity stands in the way of the docks to help get to Dire’s Rest.

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The party learns they are in the Deep Hallows from a new friend.
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Ogres and goblins are waiting on the other side of the portal.

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Ordella leads the party to where she found a portal, what lies beyond?

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Panner reveals his past and what the future might hold, and a new member joins the party.

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Ordella questions what comes next for her and the rest of the party. A night none of the members will ever forget transpires as Ordella for the first time in her life, finds herself alone.

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With Leo and Seven down, Yarost must think quickly. Where to go now and what to do?

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Ordella and Millie face their first encounter and the part goes out in search for shelter as the venture closer to the Eastern Pines.

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The party leave Lurdach’s Lair and after some searching, find the ruined fort. Unfortunately, they meet back up with an old rival and things do not go as planned.

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After an intense night of conflict, Ordella Willowfall, the princess of Dire's Rest, flees the castle with a Baron, a member of the Princess's Guard, and Millie, her handmaid. They make it to the grasslands outside of the castle, but can they survive what awaits?

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Heading through the Eastern Pines on the way to Pinegate, the characters meet an unsuspected and unwelcome guest. Very hesitantly, deals were made.

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Yarost, Seven, and Leo attempt to destroy the magical, pulsing ball of energy. Back in Crowreach, they find out more information about the names on the list and it points to the direction of Pinegate, where the party heads.

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The adventurers reach the final room underneath Crowreach Tower and find the potential source of what’s driving the disturbances in Crowreach. Surviving will take all of their resources.

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Our DM, Matt, dives into his thought process on creating the Alder Monastery and Crowreach Tower, the first two mini-dungeons our characters explore on Twenty Sides. 

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Yarost, Leona, and Seven venture beneath Crowreach tower to find more than just the cells on the bottom floor.
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The adventurers return to Crowreach with Halvar for some much-needed rest. Their next lead takes them to Crowreach Tower, where entry proves more difficult than they planned.

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Learn more about the lore of Crowreach, the first location our characters visit in the Veiled Lands. Then, create three situational encounters with our dungeon master. One focuses on an outsider named Ivo, the second on a pesky group of goblins, and the last centers around Sahuagin being spotted on the docks.  

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Halvar shares his visions with the party as they make their way back to Crowreach. They find the road home more perilous than the road out.

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“They want to take it,” repeats the creature with the bulbous eye. The adventurers explore the rest of the cellar to find more answers.

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Learn about our dungeon master's style, our play style, and then learn about each character's race, class, and some of their class features.

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The party splits their time between fighting their way through the catacombs beneath the cellar and, to their surprise, finding Halvar awake, albeit with little memory of the events that led him to the monastery. 

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Yarost, Seven, and Leo tend to the stranger and make an attempt to stabilize him. An open cellar door leads them beneath the monastery and more secrets are revealed.

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Dive deeper into the world of Eclura. Our DM, Matt, recounts the history of Eclura and gives a brief overview of each of the three regions, Avrynth, The Veiled Lands, and The Navarre Kingdom and the underground expanse known as the Deep Hallows.

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The party negotiated with Panner and handed over the mayor to authorities. They were charged a fine of 100 gold to be paid within 7 days or face jail time. They ventured out to the Eastern Pines.

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The identity of the prisoner is revealed and Panner’s justification for the arrest. Leo and Seven proceed to investigate their claims.

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Seven spends the first night in Crowreach investigating someone being carried off in the night. His unwavering sense of justice may get him in over his head.

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Join our adventurers, Yarost, a dwarven barbarian, Seven a warforged cleric, and Leo an elven wizard as they start their adventure in the home-brewed DND world of Eclura. The unlikely trio is tasked with finding the disturbances troubling the small town of Crowreach.

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Twenty Sides is a fast-paced, story-driven, actual-play Dungeons and Dragons podcast. The first 3 episodes will air September 12, 2022. Available on all podcast platforms.

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Twenty Sides, a fast-paced, story-driven, actual-play Dungeons and Dragons podcast, launching September of 2022. Available on all podcast platforms.

Follow along on IG for daily content & updates: https://www.instagram.com/twentysidespod/