Big Dice Energy is an actual play Twitch stream and podcast, featuring the world and story of our Dungeonmaster, Dom, with players Randolph, Amanda, Lara, Misha, Em, and Morgan. Join us every Saturday on Twitch for the livestream, or subscribe to the podcast for news episodes twice a week.
To close out the podcast, we have some hijinks as Hayana and Amanj sneak into a walled town to help out a comrade.
The party encounters menace on the road, a mysterious stranger, and a difficult decision – be practical, or be generous?
Back from the Faewild and back together again, Corvae Prime turns its attention to investigating the leads they’ve found on Lyonette’s troubled past.
Back in the mortal realm, the party reunites with one friend, and receives a final goodbye from another.
Corvae Prime finally settles their complicated relationships with the whole Nox family.
At last, Corvae Prime comes face to face with Delilah Nox, the architect of so many of their troubles. But they’re not alone in the hag’s cottage, and a surprise appearance from one of the party member’s past may throw a wrench in Corvae Prime’s plans.
On the last leg of the journey to confront the hag Delilah Nox, Corvae Prime discovers more about the Nox family’s history, and face off against an old enemy.
Only one trial remains before Corvae Prime can cross into Dusk and find Delilah, the hag. But the trial of will turns out to be much, much harder than they expected, and its effects last longer. What kind of memories are holding the members of the party back? What are they truly afraid of? Note: … Continue reading Episode 49: A Bridge Too Far →
Corvae Prime interrogates Beatrice, crosses through the Faewild, and gets into an extremely silly fight.
The party discovers the truth behind the compelling dance in the woods of the Faewild. Hunter opens up. Some very silly shenanigans are had.
The party, along with Beatrice Nox, faces the remainder of the challenges inside the giant tortoise’s labyrinth. Unfortunately, further dangers await outside in the Faewild, including an unexpectedly menacing dance party.
The party encounters an old enemy, but possibly more of a problem is that no one knows how to find or disarm traps.
As Corvae Prime gathers themselves to head out on their search through the Faewild, one of their party goes missing.
The newly-christened Corvae Prime face a dragon. Amanj has an announcement. Sallah joins the team. Lydia gets recruited.
The team chooses a name, and gets ready to go up against the Faewild’s best fighters, in the hopes of gaining some information about how to get home. Sallah gets a chance to show her skills.
Hot off the big battle with the Nox Sisters, the party finds themselves transported to a strange new world. Where, why, and how? All questions to be answered by the mysterious people they meet on this new plane.
The showdown between the three hags and the party. Who will survive? And will the bog be purified?
Everything comes together, and the party faces their primary enemies.
Back in the cursed Feldimire Bog, the party is unable to proceed without picking between two unsavory potential allies.
The party finally solves part of a mystery, and finds they’re not alone in opposing the Feldimire hags.
Feldimire Bog reveals yet another hag, and more of the hags’ sinister plans.
The party and their friend Acton go ever deeper into the mysterious ruins they found in the Feldimire Bog.
This is a weird mini episode because of technical issues (looking at you, Discord). So don’t panic, your app didn’t eat the file!
In the Feldimire Bog, a hidden underground temple may hold the secrets to Acton’s lost friends–and to greater mysteries.
An awkward but seemingly noble inventor asks the party to save his brother and friends–but they’ll need to head back into the dangerous Feldimire Bog.
The story takes a turn for the nautical, as the party plans a pirate ship heist.
Some of the party delve into the criminal underbelly of Narthwich. Alias reveals more about his past.
The group struggles with the sudden death of Lydia’s mentor, and the mysteries he left unsolved.
Lydia is confronted by her past, and it comes with reports of a new and strange challenge.
The party arrives in the seaside town of Narthwich. Time for some shopping and, more importantly, evaluating what happened in Sutton and on the road.
Beneath the earth, the future of our party is predicted.
As they leave Sutton, our party encounters a mysterious civilization deep in the woods.
Everything the party has done so far in Sutton has come to a head, and the fallout is harder for some than others.
After making some difficult choices, the party must face the consequences of what they’ve done.
This week our group deals with the consequences of killing the Mayor of Sutton, while making a second, equally dire decision!
The party makes their choice. The forge of Sutton has never seen a battle like this one.
The team faces their most difficult challenge yet–deciding whether someone’s past actions are enough to condemn them.
At the top of the mountain, our party fights… a god? This can’t be right, we’re not high level enough! Oh no!
The party encounters a number of difficulties while climbing to the top of the fearsome Uhn mountain.
See our band of hapless heroes climb a mountain! Hear cries of panic! Feel a sense of accomplishment, or perhaps the lingering sense of an unsolved mystery. This week, the party tackles their most challenging enemy yet: a whole-ass mountain.
The party finally arrives at the mountain of the Uhn, with the task of persuading a warlord to leave the Sutton alone. Of course, it’s not just a matter of asking nicely, and they must face several challenges in order to win Borba the Horn’s respect.
The party sets out for the mysterious mountain and tribes of the Uhn. Along the way, they get into a fight, ask for directions, and try to make a new friend–but we know how good they are at that.
The mayor has given the team a difficult mission: save the town of Sutton by convincing a powerful warrior not to attack–or by killing him. But there’s more to the story–why is he attacking Sutton in the first place? Who is Borba the Horn? And why does the mayor of a small town know so … Continue reading Podcast Episode 11: Working for the Enemy, Part 1 →
Caught messing around in the underground, our heroes have to face the consequences. Or will they wriggle out from under the mayor’s gaze?
Our band of misfits has opened a door they weren’t even supposed to find. What will they discover deep underneath the town of Sutton? Probably something nice, right?
Our party tries to investigate the initial mystery of what drew them to Sutton – the magical Spires that spawned evil beings above the town. In doing so, they find a hidden place, and wade deeper into a mire of trouble.
After defeating a hag and meeting with the head of the Raven Queen’s temple, it’s time for our party to meet the mayor. With six winning personalities working to charm the ruler of Sutton, what could go wrong?
Our heroes escape with most of their bones intact, and everyone’s favorite tiny sorcerer rescued. Now what?