Join us as we roll dice, role play, and discover adverture in our D&D 5e actual play podcast.
Our heroes find the precious knowledge they are looking for, and now have to survive long enough to use it.
Do you want a high quality D&D actual play podcast, but don't want to spend days editing each episode or fortunes on software/microphones. If so, check out how this audio n00b failed and ultimately succeeded to produce a podcast on both a time and money budget.
Now entering the hallowed walls of learning, that is the Imperial Library, in search of a long forgotten text. Did someone say a needle in a haystack?
The troop has arrived and found some friends, but now they must find a way into the inner sanctum of the city in order to gain access to the library.
After making a mess in the market of Orbea our heroes, need to make a quick escape. Good thing there are those giant floating lobster balloons.
After a week of traveling in the barren grasslands of the forbidden plains, finally finds signs of civilization. Reeling from their loss the loss, they seek solace in drink and discover someone who is not who they seem to be.
Our heroes emerge from the wall into the forbidden plains, burning bridges as they go. Now alone in a foreign land, with only a small hope of discovering the source of the scourge that plagues their homes they venture on... wait what is that in the grass?
After reaping their reward for cleansing the sewers of Tepesh, the crew head to the wall... but the door to this massive valley spanning wall was unlocked.
Deep under Tepesh, in the sewers, the crew encounters a cult causing mischief. What did they do... you can probably guess.
In attempts to prove their worth to the locals, and secure supplies and passage to the wall, our lovable band of misfits ventures deep into the sewers to discover it's maddening secrets.
The crew finally makes it to Tepesh, the city of Clerics, only to find sinister creatures have breached it's gates.
The tale continues as our heroes leave the forest and venture towards the wall. Along the way they find a deserted town and the case of the munchies.
Our heroes, having said goodbye to old friends and made/reunited with others have journeyed to The Old One, an ancient druid, who threatens to upturn their world with his ancient wisdom.
Our heroes, surviving the Battle of the Guild, have been brought hundreds of miles to the north into the Moonwoods, where the Twathan Clans have gathered in response to the Bone Shatter threat. New faces, old friends, and family drama will unfold as our Twathans return home....
Mysteries deepen as our heroes delve into the Mage's Guild, and souls have bene split and remade. Now, as they make their brave escape, Eloise stands in their way, and she brought some friends....
Twatha history turned on its head and souls reforged, our heroes now burst forth into the catacombs beneath the Mage's Guild, seeking answers. But they will find that not all is as it seems when they once again enter the lair of the beast, and life will never be the same...
After tempting fate twice in one day, the party now faces a new challenge: how to enter the Guild College after causing such a ruckus?
Our tale begins as our band of adventures, having escaped several brushes with death, now take on the impossible: infiltrating the Mage's Guild itself!
Hey, everyone it is I, Michael Ferguson, a co-conspirator/creator of The Tale Untold, an actual play podcast documenting the ridiculous and thrilling adventures of a group of strangers who become friends, as they roll dice and role play to discover what happens next.
Intrigued? You will be.