Come hear a tale of 5 adventurers travelling the wondrous, war-scarred world of Eltheris. An actual-play podcast that's fun for the whole dang family! New episodes out every Friday.
The Pit of Grievance is taken on by Mert and several brave others. But will they make it out alive?
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The night before Yaz's judgement, the party addresses a troubling presence close to Lieff.
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Pulled in all directions, the party must deal with the actions of Snip, the fallout of a difficult fight, and the consequences of their actions.
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The party fight for their lives among Yaz's complex, with harrowing consequences in store.
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The party have focused on Yaz, the council member who owns multiple pieces of property throughout Nogbuz. They embark on a covert mission into one of his manors...
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The party split once again, they begin to close in on the Eyeless in Nogbuz...
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The party wrap up their individual investigations, only to discover that some of them have runes placed upon them... What plan will they come up with?
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The party splits up to investigate their suspects, with interesting revelations around every corner.
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As the investigation continues, more secrets are brought to light. Orí and Lieff discuss their similar sorceries nature.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party investigate multiple possible members of the Cult of the Eyeless...
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The party arrive in the hidden city of Nogbuz, only to be put to an inquest, as well as be made privy to disturbing information related to the cult of the eyeless.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party dash through the foggy lands of the Faded Timberlands.... the horrors within keeping pace behind.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party encounters a strange voice in the forest…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
Follow along as the party slowly steeps themselves in the environs of the Faded Timberlands… who knows what is lurking out there?--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
With unexpected visitors from the past, bounty hunting options, and more, the party set out towards the fabled city of Nogbuz...--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party encounters a greater foe than any they have faced yet… later to arrive in the town of Wenwode.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party discover that they are not the only ones within the crypt, and make their way to its very heart.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party confront more of the crypt’s protections as they endeavor to find the center…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party journeys further into the crypt, encountering enemies, traps, and riddles. While below, Bregg reveals their true self…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party delves into a crypt of unknown age and origin...
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The party ask more questions of Falosh as they travel further north...--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
“The party deals with unexpected visitors, but are they friend or foe?"
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The party interrogates an elven traitor, discovering the nature of a complex plot. Plans are made for future adventure. A pair perpetrates petty crime. #dungeonsand dragons #actualplay #podcast
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The party decide what to do with the Elvish Cipher in their possession, and are approached with a mysterious job offer…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party splits to pursue their own pursuits for a time, meeting several friends along the way.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party uncovers a secret code, encounters new friends, and must make a plan of action for the future...--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party finds themselves delving through caverns and carved rock, encountering the source of the disturbance at Lannoros' funeral.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
As the party gets to know one another, foul conspiracies thrive right beneath the nose of those in Esselune. They are commissioned to find out what that conspiracy may be….--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
This group of adventurers begin their new journey on a continent to the North; Eltexia. What fate lies in store for them? Will the band together and become heroes? Or will they form a group with less altruistic goals? We will see as the story unfolds…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The final installment in campaign one, the epilogue follows our characters down their own roads…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild face their greatest challenge yet, poised to make history or die trying.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild of Goowdwill prepare for the final confrontation with the god of Tyranny.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild faces the pawn of Bane in a deadly battle…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
One imposing figure before them, another further within, the Guild must make a choice.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild thread their way carefully, seeking to end the threat of Bane upon the world…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party scrambles to address the threat that looks before not just them, but the whole of Eltheris.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild of Goodwill, having experienced a tense altercation and a daring escape are able to finally catch their breath. However, danger lurks just around the corner.--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The Guild of Goodwill encounters resistance when attempting to retrieve an ancient artifact…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
Encountering dangers deep below the surface, the party experiences a death most foul…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
Acting in the interest of one of their patrons, the guild of goodwill find themselves on a job with a certain professor…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
As our heroes nurse their wounds and recover from a hard fight, several of them have important decisions that must be made…
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The fate of Oberron, Titania, Luscimo, and Vinnie hangs in the balance…. Who will tip the scales?
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The party trudges onward into the Severin wood, encountering the Queen of Summer herself…
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Part 2 of our one shot, this episode sees murderous intent come to life…
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Part one of our special one shot, this takes us to Heldani Manor, along the Choromenos Hill in Caldion the mysterious shipping magnate Galio Heldani has invited a group of strangers to attend him, but for purpose no one can say….
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The Party venture into the Severin Wood, following in the footsteps of those who came before.
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Vinnie learns some truths about the past, his patron, and the task set before him.
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The party arrives at Zagisnik, meeting with several figures from the past….
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The party find themselves traveling North towards Zagisnik. With plenty of downtime and a strange light in the sky, the guild settles in to their journey together.
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The party delve into the cold and misty Grasping Mire, making their way north through the perilous swamp. As they travel, they are not alone within the waters they traverse….
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The party spends much needed downtime by learning to loosen up, and with copious amounts of ale!
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The party continues their search for missing persons below the sewer, while answers await where they least expect…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party delve below the city searching for answers…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party finds themselves in the swampy city of Stougheller. Being the place that Ruby grew up, the party drop in on family, as well as pick at a disturbing mystery…--- Support this podcast: https://podcasters.spotify.com/pod/show/roll-slayers/support
The party encounters a surprise at the Kreis School of Quintessence…
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The Guild of Goodwill find themselves thrust back into a tangled web of interactions, with nefarious omens hidded within... Will they uncover hidden secrets? Will the make allies along the way?
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The party searches the Astral Sea for any possible way home, with only faintest idea of where to look…
The party finds themselves wandering Solas, attempting to plan their escape back to the material plane…
The party find themselves in a strange city; an astral paradise. They must wade through bureaucracy to find their way home.
Captive and under guard! The Guild of Goodwill have encountered a crew of Astral Elves patrolling their territory. Will they negotiate, or fall prey to these Elves, “The Remnant”?
As the party endeavors to find their way back to the material plane, they end up in an even stranger place…
The party finds themselves split from one another, drifting in a gray void upon cubes of iron…. Will they escape Acheron, or succumb to it’s terrors?
The party return to the Capitol of Urungal, attempting to assist Brakner Puhler in the destruction of Midnight’s Triumph.
The party make their way back through the underdark, seeking reward for the task they have completed. A malevolent force acts upon their minds, and Brakner Puhler hurriedly requests their aid…
Confronting a frustrated Giant Queen Vilrym, the party attempts to stay alive. As they battle, Vilrym’s obsidian spear seems just within reach…
The party further explore Torchome, encountering heated resistance and shadowy interference.
The party delve further into the Underdark, inside the iron fortress of the fire giants. Will they accomplish their goal unscathed? Or will they bring down the wrath of the giants?
The Guild of Goodwill find themselves twisted up in the tunnels beneath Eltheris, preyed upon by a force unseen.
The party encounter several beings in the underdark. Unfamiliar with these beings, the group starts to feel on edge…
The party delve below the city of Degguldaar, into the depths of the earth. As they descend, they encounter and unexpected friendly face.
The party find themselves before Lord Modi Stormbrewer, King of Degguldaar. Little do they know, Lord Stormbrewer has a weighty request for them to consider...
Giants have invaded the city of Degguldaar! Can the Guild of Goodwill survive the onslaught?
The party arrive at the city of Degguldaar below the mountains. What intrigue and mystery awaits our group within this Dwarven stronghold?
The party make their way into the mountains towards the Dwarven city of Degguldaar, to deliver a mysterious package given to them by Mochadis Tazzavur.
As the Guild Of Goodwill endeavors to put a stop the The Cartagia Plot, they make their way to an ancient seat of power; Goldenrod Villa.
The party continues their struggle with the vampire twins, and uncovers another piece of this corruption puzzle… where will it lead next?
The Guild of Goodwill faces a tough fight, being ambushed by the Lamb Sisters. Are they up for the challenge?
The Guild of Goodwill meet some friends of Vinnie’s, and discover a new lead on their hunt for evidence…
Making their way to the city of Oromond, several guild members learn the truth of this new King’s rebellion, as well as their family’s part in it. Vinny takes the party to one of his old stomping grounds, looking for answers to Alyne’s questions.
The Guild Of Goodwill press their way further into contested territory, with a heading first towards Alyne’s home, and then to Oromond. Bells receives shocking news, and Vinnie visits an old friend…
As the party finishes their business within the Capital of the Blackthorn Ascendancy, they set their sights upon the road that runs Southeast. Set with a new heading, many of the group know they are traveling to a home they’ve forsaken; for one reason or another.
The party mulls over the offer of Caldwell Baynon, coming to an arrangement and gearing up for their next adventure.
The party, beaten from their difficult fight, nurse their wounds at the Trebuchet Tavern with Giorgio and Remington. As they discuss what to do next, they are offered a job by Giorgio's employer. This gives the group one more thing to ponder...
The Guild of Goodwill encounters a deadly monster; an Elder Oblex. As they struggle for survival they are joined by two newcomers looking to aid in the perilous combat. Will these two new combatants become friend, or foe?
The Guild of Goodwill splits ways in the city of Urungal, meeting with people from their past and meeting new friends along the way. They receive some interesting job offers, some gold, and a promotion! But terror can strike at any moment from the shadows.
The guild settle down in Urungal for a time, hearing secrets and whispers. They discover mysterious and nefarious happenings, and see to their own business within the bustling metropolis.
The Finale of the series, our adventurers confront the sinister evil below Nimbus Manor, as well as other beings drawn below. The questions who killed Viscaris, and to what end looms heavy over them.
We find our group of adventurers below the manor they had been investigating, nearing the heart of this mysterious plant. But first, they must navigate a labyrinth of sewer tunnels and caves…
The party makes its way to the quiet town of Ozran, drinking in the sights of the beautiful Premerazia Grasslands. As they journey towards the capital, they contemplate contending with their friend in the sky. At long last, they arrive at their destination.
Making their way South, The Guild Of Goodwill enter the Blackthorn Ascendancy with a heading in mind: Urungal. But before they get there, they must deal with a threat from the skies.
As the party investigated the intrusion within Riverwatch Citadel, they encounter cloaked individuals of unsavory intent. As they investigate, they end up with more questions than answers.
The Guild of Goodwill find themselves entangled in politics, polite dinner conversation, and intrigue. As they navigate these tense waters, they secure their payment, and are approached by a familiar figure in search of a favor.
As our adventurers investigate the murders inside Nimbus Manor, the plot thickens, clues are found, and an invitation is accepted…
Four Adventurers of renown find themselves in the wind-battered Genasi town of Stormcleft, investigating a missing persons case…
Catch up on the story of Campaign One! The wonderful Jon Ladner will walk you through the magical world of Eltheris and the intriguing characters within!
Verne says farewell to The Guild of Goodwill, and troubling news makes it's way downriver from Caldion. The party must decide what to do next, and how quickly they might need to act.
Using some downtime and the rest of their day after slaying the dragon, the party decides to visit Ramadruul’s Lighthouse, have cucumber sandwiches, and delve into the more destitute reaches of the city.
The party continue their search for a beast below the waters of the Riedress Channel. They find it to be a challenge they were not expecting.
The Guild Of Goodwill have an interesting night out on the streets of Drasburgh! Afterwards they spend time investigating the deaths upon the river, and do some shopping on the main thoroughfare.
The Guild Of Goodwill unwind in Drasburgh with some unexpected rewards! As they relax, they contemplate their plans for the immediate future, as well as where they might journey after their brief respite within the city.
After a tense battle with the great Couatl under the Zigguratt, our adventurers find themselves recovering. Verne reveals distressing news to the party, and Phinneas ponders what it might be like to settle down. Finally, they make their journey back towards Drasburgh.
The party launch into battle with the empowered Couatl, trading deadly blows! They then encounter a surprise below the Ziggurat.
The Guild Of Goodwill explore the great ziggurat and discover secrets within. Will they find their way to the top? Will they survive what lurks below? Only time will tell.
The Guild Of Goodwill have found the lost city! Now all that is left to do is explore and uncover the secrets within. What brought this great city so low, and will the party find their quarry among it's bones?
As The Guild Of Goodwill delves into the jungle following Phinneas’ lead, they encounter multiple distractions, however the search for the lost city continues!
The party and their new friend depart back into the wilds, intent on discovering the mysteries it hides.
The party finds themselves with their backs against the wall, in a difficult fight with their Green Slaad foe. Will they make it out unscathed?
The party confronts the Red Slaad and uncovers a deeper layer of the plan here within the wilds. But before they address it they must help the folk they've rescued along the way. Finally, they address the larger threat. But will they survive?
The party delves back into the twisting tunnels of the long forgotten mine... after a rest! They discover mysterious doors, stolen goods, and new threats! Follow along as they navigate the dangers ahead!
The party of adventurers rests and recuperates after their battle; at least some of them do. Part of the group go on a scouting expedition, endeavoring to find out more about their enemy. As our plot unfolds, the party realizes they've bitten off more than they can chew.
The party quietly discuss tactics of how to deal with the nefarious being holding people hostage. A plan unfolds and a battle ensues.
The party finds themselves hiking through dense jungle; only to find mysteries lurking beneath the surface.
As our party enters the jungle before them, they discover echoes of Zhisha and a perilous environment.
The adventurers make their way to the very precipice of the Bedyu Wilds, gaining some valuable gear along the way, and discovering a hint that might guide them further.
Our adventures depart from Colverton and off the road! As they journey ever nearer to their destination the group is accosted by unexpected visitors.
The party encounters a stranger on the road and the small village of Cloverton, gathering more information about the jungle they seek and the cartographer they pursue.
Confronted by an Ogre and his Goblin cohort, the party decides to fight rather than be robbed.
The party continues their travel, encountering foreign powers, troubling news, and inner conflict. Allegiances are tested, tempers flare, and intentions clarified.
The party departs the city of Drasburgh, heading North upon the Grishan Causeway. They head towards the village of Cloverton, and the Bedyu Wilds beyond.
Our adventurers acquire healing for their wounds and gear up for their journey into the Bedyu Wilds. Before they leave, however, they attend a social event at the invitation of their wizard friend, Tott Plollul.
The party continues their pursuit of the Red Slaad and it's Lizardfolk companions, attempting to rescue the hostage that was taken.
The party finds their way to Ramaadrul’s Lighthouse, the tower of the wizard they’ve been seeking.
The group settles down to dinner and wine, rests up, and make plans for visiting Tott Plolul. An unexpected visitor comes to call.
The group gets some much needed downtime, as well as some much needed gold. They set out to rest, but end up spending some time out on the town before eventually winding down.
Our adventurer's ponder what to do with the beast they've been pursuing, and make a journey to Mooncrest Sanctuary.
The group delves into The Black Tunnels of Drasburgh alongside their new friend Iadon. They are hot on the trail of a monster.
Our adventurers have their first taste of city life within the Apostasy Quinumvirate, and learn to navigate the social and cultural norms within Drasburgh. As they spend time within the city, rumor of strange occurrences reach their ears...
The party journeys north by poleboat, discovering more about the lands around them. As they travel, they spend time getting to know each other more.
As the group set their eyes towards Drasburgh, they make several arrangements for further work and transportation.
The party returns to Riverbend to collect their reward. Whilst here, they enjoy the end of Fisherman's Folly and prepare for their coming journey.
Our adventurers pursue the threat North of Riverbend, encountering a mysterious entity in an ancient ruin...
The party continues to participate in the festivities of Riverbend. As the day winds down, some interlopers descend upon the town.
The town of Riverbend sits sleepy and deliberate as our party of adventurers meet one another. As the group gathers, the local celebration of Fisherman's Folly is there to greet them.