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Getting Dicey

Author: Reagan Morris

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Getting Dicey is an actual play TTRPG podcast recorded in Wellington, New Zealand. While Getting Dicey is a comedy podcast, you will find yourself on the edge of your seat when things start to get serious. With a big bad always looming from the shadows, it looks like things are Getting Dicey.

Watch us live at twitch.tv/GettingDicey, join in the chat on Discord, and support us on Patreon! Links to everything on Twitter.
189 Episodes
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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?
With the glow of the hammer announcing a demon in the vicinity, the group venture deeper underneath the Isle of Mist, where things heat up.
The group do everything possible to reach the Isle of Mist only to find getting into Azrahel's lair part of the challenge.
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?
When you've got everything you need, pissing off a giant shouldn't be in your top 5 things to do next... but here we are.
With the way down beneath the Tower of Sighs open, a plan is made to get the entire crew past Glam-Glam. The final statuette piece is within reach!
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?
It doesn't look good for the group when they find themselves locked in a crypt against strong skeletal foes.
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.
The Iron Forest closes in around the group as they venture towards the glittering spire. With the sense of dread increasing its only a matter of time before those eyes from the darkness become something much scarier.
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