Advanced Drinking and Dragons is an actual play podcast for D&D 5th edition, with occasional episodes of DM commentary featuring what worked, what didn't, and the preparation process. Currently playing Spelljammer!
Ashes to ashes, dust to dust. What is to be the final legacy of the ancient city and the horrors of its fall?
Nowhere left to run, the group has ancient and powerful enemies on all sides.
The mechanism itself is an obstacle for our heroes in their efforts to end the everlasting Rime. With its warping effect on magic, how will they measure up to the device's own architect?
The spire at the city's center houses traps, mysteries, and an unusual banquet.
Exploration of the fallen city is made with great haste as the vengeful goddess is hot (cold?) on their heels. So what is it that's so damn compelling about this arboretum?
Enterprising merchants will set up shop anywhere, as seems to be the case with the ancient ruins of the flying city Ythryn. Are our heroes buying what they're selling?
How much survived the fall of the Netherese cities? That's something of a trick question, it would appear.
Oona comes face to face with the man of her dreams.
Blocked in from behind, it's a race against the clock to scout the caves before the Frostmaiden continues her mad pursuit.
It comes down to this - the incantation read aloud, the ambush of an old foe, and the arrival of something far worse.
The final passage opens the way - but not if an old friend has anything to say about it.
Things haven't gone according to plan at the tower, but one divine plan is being put into motion.
Things go from bad to worse, and the Roc makes off with one of the party in the throes of death.
The trials of the Frostmaiden behind them, the Roc arrives and things get dangerous.
The group has weathered much in the forever-night of Icewind Dale, but are they prepared for true isolation?
As gods are wont to do, the group must be tested to explore the ominous tower where Helgrinsdottir once stood.
Landing on the Isle of Solstice was just the beginning for our heroes.
The group reunites on the shore of the Sea of Moving Ice, and discusses their plans to entreat with the great whale Angajuk.
A venture to the ruined fortress of Karkolohk does not go as planned, as something new and strange has set in there...
You must gather your party before venturing forth. And so they do, with the group mounting a last minute shopping trip at Bryn Shander before setting out to claim the vessel of their looted shield amulet.
A writhing mass of tentacles and muscle, and that's just the goblin!
Things have gone from bad to worse, as though a major foe is dispatched the group is still on death's doorstep.
Surprises abound at the Dark Duchess, and the freezing ocean spares no one.
A longship carries our heroes to the wreckage of the Dark Duchess, lodged firmly in an iceberg on the Sea of Moving Ice.
The group at last arrives on the shore of the Sea of Moving Ice. The Rehged whalers are not to be trifled with.
The squirrels tell no fibs. The group meets a figure they've heard some tell of in the past, and experiences a short-lived celebration.
After far too long, the group is determined to bring Copper's supplies to Macreadus at the Black Cabin. Once there however, paranoia sets in quickly.
Revelations by the mirror lead to much speculation, and a consideration for the incomplete shield golem at Karkalok.
An opportunity to discuss the whale trade with a friendly barbarian provides greater insight in the dangers to be faced to the north.
Strange lights over the snow cause the gnolls to scatter. What is this unusual phenomenon?
Threats below defeated, the group intends to take a moment to lick their wounds. The world above has other ideas.
What secrets was Dzaan hiding in the tower when he slew his hirelings? The group comes face to face with one answer, and it's not what they expected.
Investigation continues of the strange "tower" inverted into the snows. What secrets lie beneath the slide?
In the aftermath of the carnage, the group organizes the recovery of the town and makes plans to investigate a rival of their newest benefactor.
Join us for a MEANWHILE episode as new stars Agar, Xoralise, and Malgrim of the Duergar Information Agency seek to steal the fortune and riches of the Axebreaker clan. This four hour episode tangentially involves the main plot of Season 4, but primarily stands alone as a separate adventure to keep the table active in a busy summer of scheduling conflicts.
Everything rides on this, as the group awaits the arrival of their most dangerous foe yet.
With the group once again reunited with their friends in Bryn Shander, a stock of supplies and organization of defense begins in earnest.
The group departs from the citadel in all haste, taking a sled down the steepest slope of the mountain in the hopes of arriving before the worst of the disaster.
In the aftermath of a success which feels like a defeat, the group takes precious seconds to take stock of their spoils and formulate a plan.
The group at last comes face to face with the patriarch of the Sunblight clan. In the fracas that follows, who shall emerge unscarred?
The group is reunited, in a sense, when they gather on the upper levels of the fortress. With no time to rest, they gather their resolve and descend into the heart of the forge.
Chaos reigns as assault on the duergar fortress truly begins. With the group separated and a bloodbath on the entry level floor, is it our heroes or the duergar who have the upper hand?
The time comes at last to assault the duergar in their fortress.
Courtesy of the occupants of the Id Ascendent, the group gathers information with an unwilling duergar informant.
Impending need for more information leads to an ambush at the foot of a sturdy river bridge.
Zev proposes a further bargain with the occupants of the crashed vessel. Moral quandaries abound.
At a loss for words, it's Zev's time to shine.
The group sets out into the mountains to view the remains of the crashed vessel.
The group establishes their clean room environment and attempts the delicate operation of cracking a few eggs.
The party is shown an unusual treasure in a gnome's metal egg.
Trouble is brewing at Karkolohk, and the party is divided.