28 episodes
- Today we've got an extra long episode as Malifax DuVex's dinner party comes to an end, and the Skeleton Crew takes its first steps into Blackstaff Tower. The Tower isn't just full of little puzzles — it's a giant puzzle unto itself, and if they're going to unlock its secrets, they're going to need to understand exactly how the Tower works. There are a couple of wrinkles, though: The Blackstaff herself is missing, a mutiny is brewing among the wizards, and the Tower's on lockdown until the crisis is resolved.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at hello@rollthebonespodcast.com, learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page. - With the Queen of Knives' blessing, the crew calls on Malifax DuVex, retired Blackstaff instructor, professional provocateur, and owner of a puppy assembled from several other puppies. Mal has exactly one way into the tower, and it costs one evening of catering.
So: white uniforms, illusory decorations, aboleth soup, and a guest list of people who want to murder or rob each other. Somewhere in the room is a young mage with an arcane focus the crew needs and no interest whatsoever in being charmed.
The mission is simple: Steal the crystal. Return the crystal. Try not to die over dessert.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at hello@rollthebonespodcast.com, learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page. - Then there were three. Today, we say goodbye to a member of the Skeleton Crew.
Afterwards, it's time for another round of downtime activities: Oz carouses and makes a new enemy, Four tries to be good but struggles, and Mal'kreth makes his debut as a pit fighter. Next, the crew needs access to Blackstaff Tower. In exchange for helping, the Queen of Knives tasks them with demolishing a rival gang's headquarters. Then, things start to get strange.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at hello@rollthebonespodcast.com, learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page. - Stranded in Skullport and scrounging for passage back to Waterdeep, the party takes a detour into petty larceny—lifting a locked chest from a dockside tavern that doubles as a front for a local assassins' guild. Loot in hand, they drop in on an underground auction where the final shipment of The Witness's teardrop weapons goes under the hammer, won by a mysterious buyer they haven't seen before. By dawn, they're back in Waterdeep, at the Lighthouse, ready to regroup.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at hello@rollthebonespodcast.com, learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page. - In the aftermath of the Witness's death, the party picks over her sanctum for clues and a few choice pieces of loot, then steps back into the Infinite Library—this time ten years in the past. This one's a lore-heavy episode: every answer the crew pries loose reveals more questions. And the longer they linger in the stacks, the more of themselves they seem to leave behind.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at hello@rollthebonespodcast.com, learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page.
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About Roll the Bones
A Dungeons & Dragons actual play podcast. Expect druidic spycraft, private eye noir, verboten eldritch magic, and maybe—just maybe—the end of the world.
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