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The Billowing Hilltop - A D&D Podcast
The Billowing Hilltop - A D&D Podcast
Author: Dungeons & Dragons
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© Billowing Hilltop Productions
Description
A Dungeons & Dragons actual play podcast. Ancient Brits play D&D 5E as they lurch headlong through the classic Paizo Age of Worms Adventure Path! Join us at our table for a mix of adventure, laughs and hapless incompetence. But mostly hapless incompetence.
289 Episodes
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The Slayers have a plan to evacuate the terrified civilians from the Frostanger docks, and lift the morale of the city. Is it a just-might-work plan? Or is it a never-gonna-work plan?
The Slayers head to the docks to take on the forces of Kyuss. Can they swing the balance of the battle for Frostanger?
Can the Slayers hunt down the sniper and guide all the civilians to safety?
Darl Quethos has surprised Parker on the cathedral roof. What is the Eye and does Parker possess it? These and other questions are not answered in our Christmas episode!
The Slayers are in the Temple of Bann Shivu. Parker investigates a hall of mirrors, while Sessions undergoes a transformation.
We return to our Age of Worms adventure. With the Unlife Vortex finally (finally!) disabled, the Slayers follow B’Kruss to Lashonna’s manse. Whatever a manse is.
James Garner’s Animal Rescue Fund: https://www.jgarf.org/about
In a break from our scheduled programming, we take a break from our adventure. We chat about our gaming preferences, the systems that interest us, and what might lie in future for the Hilltop once the Age of Worms is over.
Can the Slayers finally disable the Unlife Vortex and return to the struggle in Frostanger?
The Slayers have to start all over again after Burple’s momentary lapse of reason.
The Slayers only need to hang on for a vital few seconds and the Unllife Vortex will be permanently disabled. What could possibly go wrong?
While most of the Slayers face Lashonna and her vampire followers in battle, some old acquaintances await Uncle Buggie outside his stone sanctuary.
The Slayers must keep the dreaded Lashonna and her Vampires at bay for 30 seconds to ensure the Unlife Vortex cannot be repaired. That’s five rounds. Should only take three or four weeks to play through.
At last, the Unlife Vortex has been disrupted, and Burple and Sessions can concentrate on recovering their lost comrades. Unless, of course, the architect of the apparatus has other plans…
And then there were two… Can Sessions and Burple disrupt the Unlife Vortex machine? Or will they just make things worse?
The Slayers are in trouble. They get in more trouble. They try to work out how to get out of trouble. They end up in even more trouble.
The plan is simple: Hold off the forces of Kyuss for long enough to disable the Unlife Vortex Machine.
The reality is very different.
A giant Ghost Avolakia guards the machine room. Hinge-headed Kyuss Liches flank the party to the west. Can our heroes make the breakthrough? Well, you won’t find out in the next 40 minutes.
The Slayers need to find the source of the Unlife Vortex, but a gaggle of nasty Kyuss greeblies have other plans!
Our heroes have completed their dreamlike journey through the Timberdark. Now they must explore the depths beneath the Boneyard in search of the Unlife Vortex!
The green devil’s head has been found. Can our heroes work out a way to extract the Sphere of Annihilation safely? Or have they all dump-statted intelligence to the point that it is an impossibility?





