The Elite band of Goblinz continue on their quest to retrieve a hat for the brave and heroic wizard, Tarquin the Honest.
Legendary wizard, Tarquin the Honest recruits a team of crack, (sorry crap), goblinz to retrieve his missing hat.
With time running out the party are faced with illusions, monsters and a peculiar underground house as they search for the location of the summoning ceremony.
The party must overcome a fiendish puzzle if they are to continue deeper into the new mine.
The party learn of a summoning ceremony deep in the mine and Frank Daeghnut Junior, arcane puppet, takes on a new form.
Devastated by the death of their colleague the party continue deeper into the mine.
With the party battered by the stone golems their successful escape is in doubt.
With Dunkin and Skold taking a battering from the stone golems the party attempt to run away.
The party catch up with the mining carts and Skold goes all Leeroy Jenkins!
While tracking the mining company carts the party encounter a wyvern with potentially fatal consequences for AJ.
With Skold still missing, the remaining party members battle drow assassins in an attempt to save Aundra.
With the party shrouded by magical darkness the party battle to protect Aundra.
The party go shopping and Dunkin falls in love with a toy puppet that might just be magical and is definitely more intelligent than Dunkin.
Aundra receives a warning about drow in the sewers hunting for her and the party go shopping.
Dunkin discovers that licking things is not always a good idea and makes contact with the mysterious Chasselar.
The party search their vanquished for clues and treasure. And Dunkin questions the prisoners with a game of 'Which one of you aren't I going to kill!'
As the battle against the Ironmonger and his cohorts continues things looks bleak for Dunkin and Aundra.
Dunkin fronts up to the Ironmonger and gets a shocking surprise while Aundra finds herself isolated and spell-slinging for her life.
Having infiltrated the Ironmonger's mansion the party head toward the final confrontation in a most unusual manner.
Posing as a steel band, the party infiltrate the Ironmonger's mansion and using her new familiar Aundra investigates a suspicious cellar.
Having completed their reconnaissance of the docks the party attending the Chomping Goat tavern to plan how to crash the Ironmonger's party.
Pursued by the fearsome Ironmonger and his guards, the party continue in their frantic attempts to escape from the docks.
The party carry out recon at the docks and spy the mysterious Ironmonger.
With Tish back on deck the party head to the docks to spy on the mysterious Ironmonger where Skold makes a genius move or a crazy decision; only the dice will tell which!
With Tish travelling beyond the veil the party must rely on Skold and the grace of the great god Roen to try and bring her back.
On their uppers things get serious when one of the party must roll some dice with the reaper.
Having escaped the city guard the party take refuge in the sewers where they foolishly answer a cry for help.
Skold attempts to escape from the guards without raising the alarm. (And it goes as well as one might expect!)
Things go badly wrong as the party try to enter the city of Hawkesmore unnoticed.
Skold's words of wisdom seem most prophetic when the son of the bandits the party are fighting enters the fray.
Attacked by bandits, the party battle for their lives.
Having settled their debt with the demon Ilvenis the party are feeling rather good about themselves until they are confronted by a furious angel.
The party continue their battle with the necromancer while trying to free the demon Hiakin.
The parties' attempts to free the demon Hiakin are hampered by a necromancer's dark magic (and their own incompetence!)
After their battle with the sea-hag the party take a well earned rest at The Crown Tavern before setting out to investigate the Ordinay Mansion.
An enjoyable evening at the Crack-Shack turns into dinner and a show when the party answer a cry for help.
Arriving in Anders Edge the party have a run in with some local pickpockets while hunting for Durin Ordinay.
On their way to Anders Edge the party encounter a giant problem!
The party level up and set out to complete the deal they have made with the demon Ilvenis.
Facing the mad mage from the mirror world the outlook seems bleak when Dunkin makes a fatal mistake.
With Tish trapped in the mirror world, Skold missing, and Dunkin and Aundra battling the mirror golems, the situation isn't looking good for the party.
Dunkin and Aundra struggle to rescue Tish who is trapped in the mirror dimension.
The fun of the circus continues but events take a sinister turn when Tish confronts the Ringmaster about a misdeed from her past.
Dunkin gets over excited when the party visit the circus and things get pointed when Aundra and Tish take part in the knife throwing.
The party question the goblin and orc heads retrieved from Blackstone Manor and Tish and Aundra investigate a suspicious tent at the circus.
Balin Silverfire gives the party an ultimatum to clear their name and the circus comes to town.
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The party discover a wanted poster on a local noticeboard with some very familiar faces and a considerable reward.
The party piece together the mystery of Blackstone Manor and try to bring its restless spirits some peace.
The party discover the children they've been searching for but Dunkin's gut tells him all is not as it seems.
With the party split and Dunkin taking a battering from a ferocious orc, help comes from a most unexpected creature.
In a land of heroes, one wizard's deeds will become legend. He's Tarquin the Honest. You've probably heard of him.
In a land of heroes, one wizard's deeds will become legend. He's Tarquin the Honest. You've probably heard of him.
With the spellcasters separated from the hard-hitters, things go badly wrong.
Continuing their search of Blackwood Manor for the missing children the party are ambushed from above.
Tish finally gets to cast Cloud of Daggers only to be one-upped by Aundra’s fireball.
The party sneak into Blackstone Manor's basement only to be confronted with pesky goblins, horrific undead and an enraged ghost.
Discovering that two children have gone missing the party head to Blackstone Manor intent on rescue.
Still shaken from their dream the party escort Tank back to Stings Hollow only to find trouble brewing.
As the party battle the Ogre King in an attempt to rescue Tish, events turn sour as one by one they begin to fall.
Aundra, Dunkin and Skold suddenly find themselves lost in the woods with no memory of how they got there and missing Tish.
What had happened to her and is the Hobgoblin that offers to help them to be trusted?
Licking their wounds from battle the party must now open the secret tomb and face the unknown terror within.
Battling a horde of malicious merrow the party fight to stop themselves from being dragged to a watery grave.
The party are attacked as they explore the sea cave in search of a secret tomb.
Dunkin makes a deal with the demon Ilvenis and the party begin a quest into a dangerous sea-cave.
The party meet the demon Ilvenis in an attempt to save the soul of Tank's brother Harrod.
After a little owlbear trouble the party catch up with Tank and learn of his brother’s woes. #kiwisanddragons #D&D #DND #RPG #TTRPG #KiwiRPG #kiwipodcast
The party are harried by wolves on a dangerous path across the mountains and Dunkin takes an unorthodox approach in an attempt to scare them away.
The party return to Stings Hollow but while relaxing at the Graceful Swan tavern they discover that the landlord Tank has a problem they are going to need to help him with.
It’s our birthday so we have cake while Skold, Aundra, Duncan and Tish battle the Naga Sian in the god Roin’s final challenge.
Skold and the party undertake Roin’s challenge, battling the Naga Sian and an army of sand warriors.
The party enjoy some rest and relaxation before they must face their final challenge.
The party must face their fears reliving battles from the past.
Lilith attempts to carry Skold to safety and Mekka makes an epic charge for safety.
The party continue the challenge of the path of heroes and Dunkin’s super intelligent and clever pan fails badly.
On the path of heroes Skold makes a leap of faith and the party are blinded by the light.
The party stumble into funeral celebrations and the lizards throw a hissy fit when their idol is broken.
Stranded on a barren island the party attempt to cross the monster infested waters in a boat constructed from a dead giant octopus. What could possibly go wrong?
Putting their faith in a bunch of mischievous pixies the party attempt to cross monster infested waters.
Skold uses his magic fingers on Aundra and Dunkin has a beer bath.
While Dunkin, Tish and Skold are transported to a land created by Roen, the god of war, Aundra is abducted by spider-demon Queen Lolth.
Seeking a scared weapon of the gods, Skold goes hammer to hammer with a rock-hard golem!
The party delve deeper into the mine and make a transportation decision they may not live to regret!
The party finally gain access to the underground town of Millerton Inner and visit the Drafty Shaft.
The party return triumphant with the Harpy matriarch's head and then investigate the haunted house where all is not as it seems.
The harpy mother gets the drop on Skold and Aundra does some flame grilling!
Aundra's cunning deception fails and the party go toe to claw with the harpys.
The party head off to deal with a flight of harpies only to find they must first cross a troll-bridge.
Aundra is contacted by Lolth, and the party make a worrying discovery.
Aundra is vexed by the cheeriness of the clientele while Tish gets friendly with the locals.
In this episode Aundra confesses her dark secret and the party investigate a hobbit hole.
Outnumbered and overwhelmed the party battle for survival against the pack of Gnolls in an attempt to rescue the captured merchants and children.
The party discover no plan survives contact with the enemy. (Also, our cat makes a guest appearance.)
In this episode the party come to the aid of local merchants who are attacked by a feral horde.
In this episode Dunkin does some excellent navigating. Tish tries to use her crown, and the DM is a bit mean. Skold uses the Bro-Touch to prevent a death save.
A NEW ADVENTURE BEGINS! In this episode Dunkin becomes a genius again and Skold picks a fight.
In this episode Skold kills a gobbly, again and again and again. Dunkin hits things with his axes. Tish get handy with her rapier and Aundra seems to know more about what is happening than she is letting on.
In this episode Tish puts on a crown and declares herself Queen, Aundra fails to find a secret door, Skold investigates a damp crack and Dunkin hits things with his axes.
In this episode Skold rolls higher than a 2, Dunkin is attacked by fish, Aundra kills something horrible and Tish crowns herself Queen.
Episode 2: The party continue in their attempt to rescue Skold from the Clan of the Red Hand.
Episode 1: The party of adventures set off to investigate the disappearance of merchant caravans. However, things very soon go wrong.