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With a new campaign about to begin we felt it was best to go over some game rules, introduce the characters, and set the scene for Rime of the Frostmaiden.
The door to Azrahel's crypt is opened, and the fight to retain the Um-Durman begins. Will Azrahel bring Sathmog into this realm, or will the heroes triumph?
Beaten and burnt, the adventurers pick themselves up only to hear the approaching of more threats. Will there be a moment of rest before the eventual battle with Azrahel Koth?
Alfilia offers a couple of days of training while the crew wait for word to get to Glam-glam and Maladuk, and then it's straight to Mirror Lake to see what's waiting for them.
A stand-off with Leanara outside the temple shows her true colours... or was it Digby's true colours? Look, someone started something, and the Um-Durman is at the centre of it all.
With all four pieces of the statuette taken by a pissed off giant, the crew wakes battered and bruised with planning in mind. How will they appease a wronged giant?
A plan is made, the tower investigated, and a giant approached. Will the group survive, will the giant be big and friendly, and will the statuette piece be found?
With the cart left behind, the journey into the haunted marshes begins. Surrounded by mist, glowing lights, and the sound of frogs, insects and marshland birds, it feels like the journey to the Tower of Sighs could be a long one.
As Old Hag Stare pleads to be released, it becomes clear the only thing she can be released of is her life. The crew double down on their efforts to escape the illusion and merely walk into more danger.
Stuck somewhere at the Road's End Inn, in an illusion created by something called Old Hag Stare, the group venture forward and find themselves stuck in a pitch black room with.... something.
It's finally time to venture out towards the final statuette piece rumoured to be at at the Tower of Sighs, but first, a quick stop in at the Road's End Inn.
The crew head back to Outskirt with a plan: keep Grub away from the city, cash in the statuette pieces, and head onwards to the next piece. Surely nothing can go wrong...
With the third statuette piece in-hand, the group find themselves locked in a crypt beneath the glittering spire. And what was with Harga's insistence with being within the crypt?
Harga offers access to her treasures, if the group can retrieve the key stolen by the harpies above. How hard can a fight against a few harpies even be?
The journey to the glittering spire ends up a little messier than expected, and poor Wilggis' day goes from bad to worse once they step foot inside the tower.