A podcast where noobs talk about (and play) dungeons and dragons.
There were 4 creatures who heard much of Jesus' teaching. He had visited their towns, healed their love ones, blessed them with rich wine where only dry dirt filled cups, filled their weak hearts with courage, and offered them the power to move mountains if they would only follow him. These disciples spent three years following Him, hearing Him teach about God's Kingdom and witnessed Him perform many miracles, and the disciples themselves even found that they too could perform miracles, spells, incantations, and healings, with no explanation other than it must be him - he must be the messiah - and they vowed to follow him to the ends of the earth.
Malibu and Her Merkley Men discover what lies in the deepest part of the Wailing Tomb.
The Singularity push deeper into the caverns below Villa Cassalanter, and move closer to the ritual that will decide the fate of Brother Felix.
For months, The Singularity has worked on uncovering the plot behind the brotherhood and their actions. Now, with a chance to save Brother Felix from what seems to be impending doom, they attempt a heist that may draw the ire of a suspected leader of the powerful organization.
The Singularity deal with the consequences of their decisions, and Sylfir and Gordy go to a meeting with Braxon.
The Singularity depart the Dock Ward, hoping to buy themselves some time by handing over a decoy to the Gentleman's Guild.
Members of the Singularity deal with the consequences of a spy mission gone wrong.
While Sylfir and Zin try to explore the grounds of Villa Cassalanter incognito, Brother Felix goes on a mission of his own.
The Singularity take some R&R time at the Yawning Portal and do some recon on a wealthy family in the North Ward of Waterdeep.
You are members of The Bastion, a network of freelance adventurers making a living as hired guns in the nation of Calimshan. The three of you have just successfully fulfilled a contract in Teshburl, a port city in the southwest corner of the Calim Desert. You'd been hired by a wealthy merchant to transport a caravan of goods from Memnon (further up the coast) to his storehouses in Teshburl. Upon the safe delivery of those goods, you were soon approached by a half-orc representing a group known as The Bordershield. They now have a similar task for you: Deliver a piece of cargo from Teshburl to a camp a days' journey or so into the Calim Desert. You've agreed and that is where you find yourself now. Each of you on the deck of your own small sand skiff, several hours northwest of Teshburl on a rolling, windswept section of desert. The Bordershield provided you with three skiffs and a skilled driver for each. You exchange looks across the sands and keep watch over the fourth, larger, vessel in the center of the protective triangle your formation of skiffs creates. The fourth skiff carrying whatever cargo you're delivering to the camp. You don't know what's in it. It's not your job to know. All you care about is getting it to the camp and those suspiciously large dunes that just appeared in the distance.
The Singularity face an old foe with a new friend.
The Singularity revel in the spoils of their victory, but are awoken in the middle of the night and confronted by a past failure.
While the Singularity deal with the aftermath of their successful mission with the devils, a strangely dressed half elf lurks in the field ward, nearby to where the group trod earlier in the day.
The Singularity deals with their defeat and sets a course for what's to come.
The group investigates an ancient tomb that is rumored to be haunted, cursed, or worse.
The group reports on what happened at the temple. Cookie finds a crucial part of his camp life missing.
The group delves deeper into the Temple of Merrshaulk.
The group deals with the fallout of their mistakes of the past.
The group seeks to when the trust of Quinn at the Tomb of the Ancients.
The group faces threats from multiple enemies in the desert.
The group makes their way through the desert to the Tomb of the Ancients
The group recovers from their near-death experience, and debates the proper course forward.
The group has dinner with Masherif and the other palace residents. They make a plan for what they'll do next.
The newly-formed group faces the final stage in the gauntlet and some difficult decisions.
We begin in the temporary city of Mus’Atah during the festival of Mudad Lilhaykal
All of the RFN guys get together to talk about their Singularity campaign so far
The Singularity faces what lurks inside the mausoleum in the City of the Dead.
Brother Felix follows his curiosity, and finds more than he bargained for. The Singularity pursues a lead in the City of the Dead.
Members of The Singularity delve deep into the past, searching great halls of learning, back alleys, rundown bars, and mountaintops to learn secrets and stories that could guide them in what is to come.
Members of The Singularity set themselves to a task that leads them into a labyrinth of sewers underneath the streets of Waterdeep.
The Singularity enters into a Three Dragon Ante tournament.
The Singularity stand at the base of a staircase, wondering what horrors await them on the other side of a door.
Volo leads The Singularity through the City of Waterdeep, and to a problem waiting in the dark of an abandoned building.
The Singularity find themselves facing a problem at The Yawning Portal.
The Singularity finds themselves at the gates of Waterdeep, and a whole new beginning.
The Singularity gathers their strength and starts a southward journey.
This is Session 9 in our sword coast campaign. We start off where we last left our adventurers, in a cave prison where Brother Felix has been reunited with a person of great importance in his life.
The group explores the cave where the tracks of the graverobbers led.
The group is left to deal with the aftermath of the Brother Felix Incident. Clues in empty graves pull the group further into the mystery.
In this Episode, Graham interviews Mike, the DM of Tales from the Glass Guarded World. They about building a compelling world that suspends our disbelief, sparking our players’ imaginations and sense of wonder in a way that will keep them coming back to the table hungry for more.
In this episode, Marco, Brian and Graham chat about how to bring your character to life with a backstory, and how to collaborate with your DM to integrate your backstory into the world and setting of your game.
In this episode of Roll For Nerd Talks, Brian and Graham sit down to talk about what it means to be a good player. What are some things that you can do to make the game more enjoyable for your fellow players and your DM?
In this episode, Graham sits down with Marco to chat about his character, Brother Felix, and how Marco created him.
In this episode, Brian and I sit down to talk about character deaths. What happens in Dungeons in Dragons when your character dies, and what can you do about it?
Graham and Brian sit down to talk about D&D, what they love about it, and how they got into this hobby as grown-ass adults.
BEFORE YOU LISTEN TO OUR GAME SESSIONS, START HERE! This episode will catch you up on everything that has happened in the story thus far during Session 1 and Session 2.