We are live play table top gaming podcast that will take you through adventures in fantasy, horror, and other genres and experiences. Come and listen to this group roll the bones.
Having just suffered both their greatest defeat and their greatest triumph, the gang now has to deal with the ramifications of the Breezewell Siege, especially now that they have a new member to their group. Where does this leave them now?
A stunning revelation, Federax stands before our heroes with an army at his back. What can they do to survive? Is there even hope? Find out in this action packed conclusion to the Siege of Breezewell!
With the siege well underway, our heroes find that fortune smiles upon them as Roger and the Waverobber have arrived! Can this new development turn the tide in their favor? Find out!
With the end of the road in site, our heroes push forward towards their destiny. Can they save the town and stop the blight? Will they join the ghostly denizens of the Hollow? Find out with this exciting conclusion to The Harvest!
With new instructions, the heroes now must pass a test of worthiness. Three familiars for the three witches means three deadly creatures that our heroes must face!
Left with only a cryptic note, our heroes decide that it's time to meet with the true denizens of the forest. Can they strike some accord or will this dark and twisted path lead them to their demise.
Living on borrowed time, the heroes must figure out a way to not only save the citizens of the town, but themselves. With a duel looming behind nightfall, the group sets out to find a missing child.
With our heroes barely finding safety inside the city walls and a ghostly army at the gates, the situation seems dire. Can the companions find a way to fight another day? What other dark forces lay in wait should they survive?
Having found one of the families, or what's left of them, the heroes faceoff against a feathery fiend. Can they make it back to town in time before the dreaded 'fog' rolls through?
Having just saved a funeral procession, our heroes find themselves at the local tavern to find out more information for their quest. Something dark stirs in the woods and it is joined by the crows call.
The fated four arrive in the village of Glenhollow, some in search for answers, some in search of those that are missing. Dark omens and a funeral await them. What horror lies further?
The first rat has reached the top of the wall, can our heroes hold them off long enough for help to arrive? Or will rescue come to find only rubble and rats? Find out in this season finale!
The Army of Federax is here. Breezewell is surrounded. The time to fight is now.
Finally inside the walls of Breezewell, our heroes prepare for the fight of their lives as an alleged 20,000 Federax loyalists descend on their location. With limited supplies and defenders, will their planning be enough to hold the city?
Finally within the walls of Breezewell Harbor, our heroes find themselves face to face with reality. Do these walls keep them safe? Or are they trapped right where Federax wants them?
Having just found their first Vermingarde member since Roger, the heroes fight off an assault at Wyler's farm. Have they run out of time? Has the invasion already begun?
The heroes are finally on Gillygrod, a magical storm rages around them, and monstrous creatures have been the only inhabitants they have found. Will they find Wyler? Will they be able to escape the island? Are they already too late?
The gang finds themselves at Gillygrod, but are they too late? Dozens of rat ships sit just off shore, have they already attacked? Are they waiting for more ships? Something smells fishy out on the sea...
The gang gets their sea-legs just as they are accosted by a stowaway. Will they defuse the situation before they hit the storm or will they all find themselves in the halls of Davey Bones' Locker?
The heroes find themselves finally aboard The Waverobber, a vessel captained by the salty seadog Fisheye. On route towards Gillygrod, they realize they are sailing straight into a storm. What other dangers lurk in the briny deep?
Having just arrived outside of Seashale, the gang realizes that they've been made and there are guards on the lookout for them. How will they get a ship? With the fate of Gillygrod and the entire kingdom at stake, our heroes will have a hard time.
Our heroes find themselves on the road heading to Seashale in order to charter a ship bound for Gillygrod. Can they keep a low enough profile to keep from being found out? What new dangers or challenges await for them on the open sea?
Last time we found our players as the original members of Vermingarde on the the assault on Griffon's Peak, where they learned the truth of Ace's death. Now, back to the present, we find our heroes reeling with this new information. How will they react? Find out in episode 14 - A Knife in The Gut.
As Roger tells the young heroes his tale, they are transported back to that fateful night, Vermingarde's last mission. What new insights will they gain from first hand accounts? Is the real story that much different than the legend?
The heroes find themselves in a burning bandit camp and face to face with an Unseen One. What can they adventurers do against an invisible foe with so many of their own incapacitated and terrified? What tricks to they have left up their sleeves?
With Dante at the heart of the Torn Leashes' basecamp, face to face with the dreaded Spot, the rest of the heroes wait for his signal to attack. Will Dante survive this dangerous position? Have our heroes bitten off more than they can chew?
With a new 'friend' in tow, the heroese make their way through the forest to confront Spot and his gang. Can their new associate be trusted? Or are they walking into a trap?
The group heads forth into the woods to deal with the bandits that have been harassing The Lost and Hound, but find an unexpected denizen of the forest who is... tied up. What will the heroes do with this new discovery?
Having just defeated the dreaded Rat King, our heroes find themselves at a crossroads. The stakes are higher than once thought and a new level of urgency has presented itself. Where will they go now?
As our heroes fight for their lives, bigger stakes emerge as a rat king barrels down towards them... and Beauxrepa. Can they survive? More importantly, can they save the city?
As the group recovers from their intense battle, mysterious objects bring ill omens in the ruins of Beauxrepa. Will our heroes make it out of these caves alive and intact? Or will they suffer a terrible fate at the hands of enemies or pitfalls? They'll cross that bridge when they get there.
As our heroes protect Scrooge from unknown enemies, the second spirit of Christmas takes them to a familiar street to a familiar family. Can the heroes save Scrooge from these ghastly apparitions... and possibly himself? Come find out in the second and final part of A D&D Christmas Carol!
As Roger and our heroes begin the descent into the ancient ruins of Old Beauxrepa, they find that not only is the path full of hazards and pitfalls, but they are not alone in the dark....
Happy Holidays! Jointhe Dice Hooligan gang as they play a D&D module based off of A Christmas Carol. The group of adventurers find themselves in a small town on Christmas Eve on a race against the clock to find Ebenezer Scrooge.
Season's greetings! In this very special holiday episode, Bjorn recites his favorite festive tale: The Winter Goose.
After saving Roger, the heroes are invited to Vermingarde HQ to meet with King Louie Galloway. Did they save the city with their actions? How many were lost in the attack? What is left to be done?
Chasing Roger through the sewers under Beauxrepa, the newly formed team of heroes find a shady plot that expands greater than they could've imagined. What secret agenda do these attackers have? Is the city truly safe from these villains?
Assailants attack the festival of dog and cat alliance inside of Beauxrepa's walls, shouts for Federax's glory echo through the crowds. Five new friends do their part to repel the loyalist and help protect the city.
15 years after the war with the Rat Lord Federax, the world is calm and prospering. Peace between the cat monarchies and the dog kingdoms has led to a age of growth and friendship. Five strangers come together in the Pugmire capitol city of Beauxrepa during the festival commemorating the alliance of dog and catkind but something stirs in the darkness. Join us on our very first episode for Dice Hooligans Podcast and the very first session of the Vermingarde campaign!