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Roll High or Die Podcast
Roll High or Die Podcast
Author: The Evil Dungeon Master
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An Actual Play Podcast with grit, humor, and danger in every roll. From dungeons and haunted ruins to starships and shadowy streets, we bring you weekly adventures across systems like D&D, Basic Fantasy, Star Wars, Shadowrun, and Palladium. If you’re into eerie mysteries, sudden twists, and dice deciding fates, this is your one-stop feed for the Evil Dungeon Master Universe. Go to https://RollhighorDie.com for all our feeds!
335 Episodes
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The Silverguard pushes deeper into the darkness beneath the tavern, where every room feels wrong and every choice feels risky. What starts as a search for answers turns into another tense crawl through old chambers, hidden trouble, strange discoveries, and the kind of danger that never stays buried for long. This episode has uneasy exploration, undead threats, trap paranoia, sharp table banter, and a few discoveries that raise bigger questions than they answer. If you like old-school dungeon crawling, party chaos, and a fantasy campaign that feels like a real table in motion, this one is worth your time.
The Silverguard heads back beneath a tavern after a hidden door reveals there was more evil buried below than anyone first thought. What starts as a cleanup job turns into a tense crawl through cramped chambers, old traps, and undead horrors, with the party trying to stay alive while trading jokes, bad plans, and the kind of table banter that makes every disaster even better. This episode has dungeon tension, close calls, grim discoveries, and plenty of group chaos as the crew pushes deeper into the dark and realizes they may be in over their heads. If you like old-school fantasy adventure, party chatter, and a session that feels like you are sitting right there at the table, this one is for you
The Silver Guard thought they already cleared the place. They blessed the altar, burned the evil, and moved on. Now a new tavern owner starts cleaning the basement and finds another hidden door. Two guards go down the stairs to check it out. Neither of them comes back.Thaddeus calls the party in to handle the problem. What they find below the tavern is worse than rats. Rotting bodies, traps waiting to crush skulls, and ghouls feeding in the dark. It turns into a crawl through cramped stone tunnels where one wrong step means death. This episode follows the party as they push deeper into the underground chambers and discover just how much trouble can hide beneath a single building.
Morning in town turns into a panic sprint. The party pays the church to restore Robin, hands over the Ring of Saint Ulfric for study, and realizes the clock on Father Vale is still ticking. Then they try a “rumor” plan that is basically five town criers yelling about a magic ring all day, while the real problem shows up, guards vanish, fires start, and paranoia spikes. One would-be arsonist spills the pitch, “Father Vale offered me freedom,” and dies in the street. Robin slips out to scout and finds the ugly truth, a small advance team arguing over how to burn the walls, and a larger camp of roughly 30 fighters studying a map of the town and picking their entry points
The party staggers out of the dungeon with the basilisk dead, the loot counted, and one problem that does not fit in a coin pouch, Robin got turned to stone. With 3,600 gold on the table and the Ring of Saint Ulfric finally in hand, they haul their “stone gnome” back to town, argue over treasure, dodge responsibility, and try to get the Highkeeper to fix Robin without bleeding them dry. Meanwhile Caleb strolls in like nothing happened, except he brought a cheetah, and the clock on Father Vale keeps ticking while the crew threatens to turn the whole thing into a shopping trip.
This week’s episode picks up right where things went wrong. The party pushes deeper into a dungeon that already smells like bad choices. Doors open. Fires get lit. Someone decides burning the room is the right call. It only gets stranger from there.What follows is a tight stretch of old school dungeon play. Awkward rooms. Suspicious objects. Locked doors that do not stay locked for long. Then the tone shifts. A fight that looks simple turns crowded fast. Big damage. Bad rolls. Close calls. The kind of session where nobody relaxes and the healer starts counting hit points out loud.
The hunters breach the vampire's lair through a fifth-floor window, expecting to find a nest. Instead, they discover a nightmare: three victims strung up like cattle, slowly draining into buckets. But when Detective Knight hears his own name whispered from the shadows, the team realizes they're not alone. A savage vampire ambushes them in close quarters, leading to a brutal fight where holy water becomes their most valuable weapon. After defeating the creature, Dr. Van Helsing makes a chilling discovery...this isn't the nest at all. It's just a feeding station. Which means the rest of the vampire pack will be coming back for dinner... and the hunters just contaminated their food supply. As they evacuate the victims to the hospital, the clock is ticking. How long before the other vampires discover what happened? And where is the real nest hidden?
The group was tasked with heading into a dungeon recover the ring of Saint Ulfric which might help with Father Vale. The group headed into the dungeon and we last left them after they just defeated an ogre was sleeping and caught by surprise.
The group got gathered back up by Elias and sent to Ashford Pines where a bunch of bodies were showing up, which pointed to a sloppy vampire nest that's possibly forming. Not an animal attack like the sheriff was saying in the reports. The Group headed into town to start their investigation.
Episode 25 opens in the aftermath of the Baron’s death and immediately shows the cost of that choice. Thaddeus steps into authority as acting Prime Marshal and discovers that ruling is messier than killing. Guards demand schedules, raises, PTO, and discipline. The town does not collapse, but it creaks. Beneath the surface, a darker threat gathers.
The group takes action, makes harsh decisions, and deaths happen. The town is up in chaos as things have to be decided. Don't miss this episode!
Inside the shop, the rules break. Voices carry without sound. Reflections lie. When one hunter crosses the line into the mirror, the truth finally shows itself, and getting everyone back may cost more than finishing the job.#SupernaturalHunters #ActualPlay #MiniSix #OpenD6
The hunters take a job that should be routine. A quiet town. A locked shop. Too many mirrors. What starts as questions and prep turns into something wrong watching from the other side of the glass, and the team may already be late.#SupernaturalHunters #ActualPlay #MiniSix #OpenD6 This was recorded in May 2025, I didn't realize it was never released! - Vince
The day starts with breakfast and prayer. It ends with murder, poison, and a town on the brink. A tavern owner is found dead, a Guardian agent slips into his place, and half the town eats a poisoned meal before anyone realizes what’s happening. As Thaddeus follows a trail of blood, contracts, and lies, the group uncovers just how deep Father Vale’s reach goes. With the ceremony hours away and enemies already inside the walls, time is running out.
We pick back up as the Caleb continues his quest to help heal nature and his path of becoming a druid.
Caleb and Silver Guard continue their quest to help heal nature, as the group groans and sighs mumbling, "worse druid ever!" as this continues....
In this episode, the spotlight shines on Caleb, as he's asked to take upon a quest with his new path of being a Druid. Nature needs help, did Mother Nature choose poorly? Stay tuned to find out!
What began as a simple scouting mission turns into chaos. The Silver Guard storms the goblin camp, arrows fly, fire spreads, and a monstrous ogre joins the fight. Mooey charges through the flames, Caleb lassos from the shadows, and Thaddeus earns his title as “Daddy Thaddy” in the thick of battle.But when the smoke clears and the camp falls silent, the question remains: are the victors still the heroes?
The Silver Guard’s next mission comes straight from the Marshal: infiltrate a goblin encampment in the southern woods. No fighting—just recon. But with Robin sneaking through the trees, Thaddeus laying plans, and Mooey ready to burn everything in sight, “quiet observation” doesn’t last long.Before the night ends, the forest glows red, the alarm sounds, and the goblins know exactly who’s coming for them.
The group heads out for the final piece of the original quest to help dissolve the Rat King's evil idol and run into a group of people who want similar things.






