Will of the Dice is an unofficial Dungeons and Dragons 5e actual play podcast. The campaign takes place in the created realm of Rune Ath Kesha. Will of the dice is a diverse collective of passionate storytellers come together to share our love of the tale. We come from all walks of life and embrace our diversity in our unity for this game we play and these stories we share. We believe that love and inclusion are the torches that will light the way to a better tomorrow.Mature content and language.

Rebelion has come but is it worth it?

Storm within a storm within a storm

Silence is not always Golden

Its time to battle for the good Bishop

Can the party help the main magpie?

Magpies, Doves and Moss Oh My

When the Ravens speak its time to listen

A new player enters the Game of Kings

WHat exactly is the Obsidian Marquee?

The party gains entrance into the Dwarven Kingdom of Iron and share truth wine

The game is afoot as Mayor Bainard uses the leverage found

Grimnar Ravenseye returns from death

Beauty, Splendor and Death can be found in the Garden of the Rose

The road to the Free Cities is long and treacherous.

Welcome to the Blame Game where there are no real winners

The exicting Finale of Bloodlines

Will the party finally face Zanther?

The journey through the Chamber of Chaos continues.

The party must transverse the Chamber of Chaos

Even in company you can feel all alone

The party finds themself in Keep Gregorgarian

The exploration of Sampson's Keep continues

The party head to Sampson's keep in the Ragnarcarn Mountains.

The party makes their way to the Ullrveldt Plains.

Some are cursed, others are damned and those chosen few are both.

The party makes it home to Frenya, or do they?

The party struggle through keep Gregorgarian

The party finds themself in the frozen north.

The party finds what lies beneath Sampson's keep

The party enters Sampson's keep. What will they find?

The Party heads towards Frenya across the Ullrveldt Plains

The curse of Zanther is strong and deadly.