Once upon a time, in the mysterious land of New Zealand, some people got together to play a game. That game was Dungeons and Dragons, a fantasy role-playing game. Join the Getting Dicey team (Reagan, John, Dave, Reece, Jo, and Shanon) as they set forth in their adventures. Listen as they battle thei…
Harga offers access to her treasures, if the group can retrieve the key stolen by the harpies above. How hard can a fight against a few harpies even be?
The journey to the glittering spire ends up a little messier than expected, and poor Wilggis' day goes from bad to worse once they step foot inside the tower.
The Iron Forest closes in around the group as they venture towards the glittering spire. With the sense of dread increasing its only a matter of time before those eyes from the darkness become something much scarier.
After a good night's rest the crew set off towards the rumoured glittering spire with a couple of goblins, a worg, and a cart full of dreams (read: sleeping Digby).
Things are looking pretty dire with the White Death crushing three of the crew. Is this the end for our adventurers, or will they return to Bothild triumphant?
Sending her army out to nearby locations to find the lost statuette pieces, Maladuk realises there's a place even closer she needs checked. Can Bothild help them find the piece, and will the White Death get a taste for Mallard?
The goblins offer to lead the group back to Bothild's Lode to meet their chieftain, but it means no weapons, and no armour. Tensions rise as they arrive at the once abandoned mine.
Grub tempts the group with information, but after laying it on a bit thick the Grub grows weary of the players and leaves. Back to Outskirt, or off to find the home of the goblins?
Terrified, Mallory runs into the darkness of Riddermound and meets a small, equally as terrified, Goblin named Grub who quite literally holds the key to Riddermound's treasures.
Surely moving through Riddermound can't be as deadly and dangerous as it was to get INTO Riddermound, right?
With gear obtained, the crew set off towards Riddermound where the first real challenge awaits: a rope.
Leanara asks the group to take on quite the quest, and with 50gp being paid for obtaining the first they head off to do some shopping. That's right! It's a shopping episode!
After a troubling encounter on Kummer Mountain, the group rests up before heading down into the Misty Vale. Upon reaching Outskirt Village the group head to the Three Stags for a drink and information about the town.
Mallory leads Digby, Wilggis, and Christoff across the Kummer Mountains towards the Misty Vale when a pained voice is heard up ahead. Instantly on guard the players slowly approach the injured man.
It's character creation time! Before we start our Secret of the Dragon Emperor playthrough we thought it was best to get together, create some characters, understand a bit more of the Dragonbane system, and prepare for the road ahead. Introducing Reagan as the Dungeonkeeper, Reece as Wilggis, Adam as Christoff, Shanon as Digby, and new addition Moj as Mallory.
Preparations are under way for the first joyous celebration since Strahd was destroyed, and a mere DAY before celebrations were to begin, the most important part has been taken!
The party find a possessed Harry standing at the void, protected by animated rocks, casting magic into it. Will the full power of Aristal be released? Can Harry be saved? Will our adventurers survive?
The adventurers step into the cathedral area of the cave beneath Kalderra to find Harry, smiling, content, and seconds away from disappearing under the surface of Aristal's pure magic.
With the town distracted, Aristal's fury can be felt everywhere. Anger rises as the party lose control and head out to find Harry before he does anything stupid.
All of the pieces of the puzzle start to come together and Kalderra's Call suddenly takes on a new meaning as the party expedite their return to Kalderra.
With the first group of goblins taken care of, the crew say goodbye to Barros and head into the settlement to meet Bargle.
Lovejoy finally rolls from the wild magic table and with devastating results, and Beeko stealths his way into the ruins to find more than he bargained for.
The group sets off once more from Kalderra, this time in search of the rumoured goblins that look to threaten the safety of the village.
Beeko, Gildon, and Lovejoy return to Kalderra with Harry in tow. But, with the goblin forces closing in, the townsmaster has a request.
Some of the pieces fall into place once the party steps into the cabin and meets Harry.
The mystery continues to grow after being flushed down into the caverns underneath Kalderra. The crew find a mysterious stone bowl broken into the cavern floor underneath a dripping stalactite, and a large ominous presence makes itself known.
The battle against the goblins continues, and with a strange page from a tome found the crew start to ponder what might be underneath Kalderra.
With celebrations coming to an end, a scream is heard. A young woman runs into Kalderra fearing for her boyfriend's life. Can the party get there in time?
There's something amiss with Aristal's void, but that can wait, as it's time to get a good rest, level up, and join Kalderra in the celebrations!
Guided by an unknown force, the party head further into the forest, stumble upon another strange group of creatures, and stumble upon a village hidden away from the outside world: Kalderra.
A roar from deeper within the caves and stone monsters blocking their exit, the crew desperately look for a way out. Also, a single hit drops one of the crew into a dying state.
Abandoned by their merchant group, Gilden, Beeko, and Lovejoy find themselves in the middle of an unknown forest, in an unknown part of Faerun, with little to no idea of what to do next. And then they get robbed.
We sit down and discuss what to expect from the upcoming homebrew campaign and introduce new characters: Beeko, Lovejoy, and Gilded Golddong (or something)
Miraqen's death shocks the group, and Strahd looks to finish the team with his next moves. How will this all end in the final session of our Curse of Strahd playthrough.
With Izek and Rahadin all but taken care of, Strahd joins the fight and shows that he's more than enough of a match for the group.
Patrina offers the crew a direct route to Strahd. After a quick discussion and a slight detour, the adventurers find themselves taking on Strahd's right hand man, and a newly changed Izek.
The adventurers appear inside the dark tomb of Strahd where his brides lie in wait to protect their master.
The battle outside the walls of Ravenloft kick into gear with each side training blows and devastating losses occurring on both sides. Meanwhile, the adventurers do what they can to get inside the castle.
Morely and Ireena share a moment on the eve of the march to Ravenloft, and the morning of the 10th day of training is spent meeting with others and celebrating with a Heroes' Feast.
Some of the Revenants arrive, rats attack the defences as the gate, and an alliance seems to form with Zuleika as Miraqen divines her husband's presence within the walls of Ranveloft.
The training within the walls of Vallaki continues. The wereravens start returning from delivering their messages across Barovia, some with good news, and some with news of an evacuating Winery.
The training of the armies begins. With the Vallaki gates closing a small group of guards check Lake Zarovich for any villagers.
The Dusk Elves are reassured and agree to fight alongside the crew, only for Strahd to appear and remind everyone who rules this land.
Plans for releasing the Dusk Elves from the Vistani Camp crash to a halt when the crew realise that they're not sure if they can all be trusted. Maybe it's best to focus on Luvash first...
With Rictavio's back to the wall and hat on the floor, his true identity is revealed. How can Rictavio help the adventurers, and what does this mean for the battle ahead with Strahd?
A quick change of plans means training for Ireena starts today! An excited Esmerelda directs the crew to a suspicious carnival wagon parked at the Vallaki stockyard.
The news is broken to Ireena and the anguish of what to do with Ismark's body sets in when there seems to be no obvious way forward.
With the Abbot on their side and with plans for building an army going smoothly, it was only a matter of time before Barovia (and Strahd) pushed back. Grab your tissues, this is a rough one.
The return to Krezk sees many changes underway since their last visit weeks ago. A journey up to the Abbey reveals that the Abbot hasn't been completely truthful.
It's the moment you've all been waiting for: Valakki 2022. Join us at the Blue Water Inn for a politically charged, ballot counting, bonanza!
The rain doesn't let up as the team venture back to Vallaki. With destroying Strahd on their mind, conversations with Father Lucien, Ireena, Ismark, Kasimir, and Patrina lead to clear paths forward.