Roll With Adventure is a real-play Dungeons and Dragons 5th edition podcast. Join our heroes on an immersive adventure as they explore the world of Ebris: a fantastical place full of magic and mystery, beauty and light, darkness and horror. A new episode is released every week. Tune in on Mondays. Visit us at www.rollwithadventure.com for more information.
Campaign: “Of Shadows & Bliss”Our intrepid heroes split the party to quickly accomplish their preparations. Fayleth & Melion search for the Fractal Tower, while Kuori has a run in with an unexpected individual and Endre questions Watch Commander Rayson.
Campaign: “Of Shadows & Bliss”In Dweomerhollow, Fayleth, Melion, Kuori & Endre investigate the Cult of Bliss hideout they have cracked open.
Campaign 2: “Of Salt & Blood”Land Ho! The shores of fabled Atzakan, the Misty Continent of Mystery, sparkle beneath the morning rays of Sol. But, how will the party survive the punishment for their transgressions?
Campaign 2: “Of Salt & Blood”Imprisoned within the brig: Alis, Kallina, Marcus, & Maya struggle to survive. Silvi sees firsthand the result of her friends' actions and bears witness to ill and auspicious omens.
Campaign 2: “Of Salt & Blood”Silvi makes a shocking discovery, while the rest of the party puts in motion a plot that could threaten the safety of everyone on board the Dauntless.
Campaign 2: “Of Salt & Blood”The Mistwall rises before the Dauntless, but danger lurks in even the most unlikely of places. Will our party acclimate to life at sea?
Campaign 2: “Of Salt & Blood”To Atzakan and beyond! The Dauntless departs, will our party learn the ropes quick enough to not be punished? Perhaps they'll learn a few things while they wait?
Campaign 2: “Of Salt & Blood”Our party finds that romance can be found during the most unlikely of times. Marcus asks his found family to aid him in laying the past to rest.
Campaign 2: “Of Salt & Blood”The party learns of Silvi's predicament - and a deal is struck for the good or ill of the expedition's future.
Campaign: “Of Salt & Blood”Hung from shackles within the Furnace, Silvi finds solace in distant memories that may be more than they seem. While the rest of our party attempt to reintegrate into Myrstwaal proper, all the while wondering: Where are Marcus & Silvi?
Campaign 2: “Of Salt & Blood”While Alis, Kallina, Maya, Marcus, & Silvi recover from their harrowing experiences within Calygos Manor their involvement in the Manor's destruction and possible connection to other events sparks the interest of the Warden.
Campaign 2: “Of Salt & Blood”The clash between Alis, Silvi, Marcus, Kallina, Maya, and Timaeus against Quintil and Khugosa rages on in the sea caves beneath Calygos Manor. Timaeus may be freed from Quintil's grasp, but what cost must be paid to ensure our party's survival?
Campaign 2: “Of Salt & Blood”Beneath the light of Ebris' moons, united in bloody eclipse, Maya, Kallina, Silvi, Marcus, and Alis seek to save Timaeus, but Quintil and his dark master have other plans.
Campaign 2: “Of Salt & Blood”Finally freed from his tortured existence, Aleki joins Mariana and Praena in peace. But, before they can rest, they impart vital clues that will lead our party into the depths beneath Calygos Manor, into the bloody domain of Khugosa.
Armed with the knowledge that Aleki Calygos must be laid to rest, the party seeks to face him at the site of his grisly demise.
Campaign 2: “Of Salt & Blood”With the location of the Hearthmother's Grace discovered by dark forces within Calygos Manor, our party must escape from the clutches of the Butler or accept his dark offers.
Campaign 2: "Of Salt & Blood"As Maya's spirit returns to aid the party, they seek the Hearthmother's Grace with renewed vigour and drive.
Campaign 2: “Of Salt & Blood”Trapped beneath a layer of ice Maya may become the first of our party to join Calygos Manor's ghosts. Will our party save her? Marcus makes a startling discovery.
The party has tracked Remilwyn, the gnomish councillor, to a shady house in Dockside. But, is this just a simple home or something far more sinister?
Campaign 2: “Of Salt & Blood”Face-to-face with the shark-beast, our heroes must flee from the basement before they too lose their lives to this forsaken abode.
With Fayleth in hot pursuit of the gnome Remilwyn, Kuori, Melion, & Endre must catch up to her before something goes horribly wrong!
In an attempt to unravel the story of Calygos Manor, Kallina, Maya, Silvi, Alis, and Marcus delve into the clues they have discovered. But, will their further investigation of the basements reveal new knowledge or hidden dangers?
In Dweomerhollow, Kuori, Melion & Fayleth arrive to inform the council of the information they have learned. With the council in disbelief someone must take charge of the situation.
Urged on by the seance and Mariana's directive, Alis, Kallina, Marcus, Maya, & Silvi must navigate the Manor in search of the Hearth Mother's Grace.
Finally returning to Dweomerhollow, Kuori, Melion, & Fayleth quickly wrap up some loose ends as a way to kill time before tackling the City Council. Meanwhile, Princess Anna meets with a local contact in the Post-Bloopers.
With Alis separated from the rest of the group will he find his way back before the house takes its toll? Or will his friends find only what may be left of him...
Within the walls of Calygos Manor, Alis, Kallina, Marcus, Maya, & Silvi barricade themselves in the parlour as they attempt to rest. But, will the manor let them or is something more nefarious in store for our lost penal colonists?
Driven on by an unnatural storm, Maya, Marcus, Kallina, Silvi, and Alis must seek shelter in the allegedly haunted Calygos Manor.
Face to face with a horrific predatory creature, the party must make a choice: fight, follow, or flee.
The party continues to follow the webbed footprints and investigate the murders unfolding across Waaltown.
Following the results of the Governor's Lottery Maya, Kallina, Silvi, Alis, & Marcus must navigate the results - all the while Myrstwaal is gripped with fear as a murderer cuts a swath across it.
The first episode of Roll With Adventure's second campaign: Of Salt & Blood. Join new heroes in a tale you won't forget!Off the coast of Aventi, near the Mystwall, resides the penal colony of Myrstwaal. Five penal colonists make the best of their life, but Fate perhaps has something greater in store for them. Special Note: Take a glance at our updated website!
With the realisation that the party may be travelling with the very target of the anti-monarchist plot, the party must grapple with how best to navigate the situation and the dangers ahead.
With the small town of Thistledown behind them, the party continues onwards into a dangerous portion of the southern Darkling Forest.
A few days into the journey back to Dweomerhollow, a chance encounter on the road leads Fayleth to a new friend
While Jovan lies unconscious from his interactions with the Phrioshann, the party is celebrated as heroes by the townsfolk of Baramunz.
In the centre of Baramunz, Jovan raises the Phrioshann above his head to enact the ritual that will free the trapped magic within it. But, can the party survive the Phrioshann's twisted trials? And, at what cost?
The party recuperates, learns the capabilities of their newly acquired magic items, and further investigates the Tenorian Abbey.
The party delves deeper into the catacombs beneath the Tenorian Abbey in hopes of unravelling its secrets and locating the crypt of its founders.
With the apparent undead threat defeated, the party takes stock of their resources and searches for the two remaining necromancers.
With Putrelax defeated and the Choir broken, the party begins to piece together what is going on at the Tenorian Abbey. Meanwhile, a spirit beckons Fayleth into the darkness towards the crypt of one who may be an enemy or an ally.
With the party now in the depths of the catacombs beneath the Tenorian Abbey, they approach the leader of the Cultists of Bliss stationed here: Putrelax, the Corruptor.
Kuori & Fayleth work to cleanse the Maiden's Shrine and Jovan reunites with an old friend before our party turns towards planning their assault upon the Tenorian Abbey and the damned cultists that have taken control of it.
Armed with knowledge gathered during the night, our party sets off towards Upper Baramunz to determine their next course of action. It might even be explosive!
With night fallen and the denizens of Baramunz transformed into wretched monstrosities, the Party must navigate a perilous situation. Will they survive the night? Are things truly as they seem?
As night quickly approaches, the party gathers together to review their knowledge. Kuori makes a startling discovery and a new friend.
Arriving in Baramunz, the party searches for lodgings before investigating this town where all is not as it seems.
Spirits of the druidic burial grounds, empowered by the Maidens provide an avenue for escape but where it leads and the information obtained along the way will raise some troubling possibilities.
From within the bandit camp the party sets out with Trent to find Marsh and escape; but, what could possibly go wrong?
Our party seeks to infiltrate Sir Jarrod's bandit camp. Can Kuori, Jovan, and Fayleth wait for Melion to report back before their impatience overcomes them?
After some investigation, the party rests in the Chapel of the Two-Faced King to gather their strength and prepare for the trials ahead.