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House Common Blood

Author: HouseCommonBlood

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Welcome to House Common Blood, an exciting 5th Edition Dungeons and Dragons podcast! Join us on a thrilling Homebrew Adventure as we weave a collaborative story during gameplay. Whether you're a seasoned player or new to D&D, each campaign is designed to be a standalone experience, but we highly recommend starting with the latest one.


In Campaign One, spanning two gripping seasons, our party ventures into the heart of the bustling harbor city, Drogue Port. A dark underbelly thrives within its streets and alleys, where blood mingles with the allure of forbidden fantasy drugs. The city is plagued by the sinister Jade Hand, a shapeshifting kingpin, and the gangs under its control. Will our heroes rise to the challenge and save the harbor from its imminent doom, or will they succumb to its treacherous depths?


Prepare for Campaign Two, where we introduce two new players into our fold. Set in a world on the brink of an all-consuming war, our party finds themselves condemned to death, earning the chilling moniker 'The Hangmen'. In a desperate bid for survival, they are thrust into clandestine missions by the nation of Juulriono. Labeled as expendable pawns, their actions will shape the fate of humanity. Can they fulfill their covert tasks and turn the tide against the elven forces, the last hope for humanity's survival as the world hurtles toward its end?


Join us on this thrilling podcast journey, where each campaign is a new adventure, and our characters evolve with every step. Get ready for epic quests, unexpected twists, and unforgettable moments. Tune in and immerse yourself in the gripping tales of heroism, treachery, and the ultimate struggle for survival.

115 Episodes
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A loose thread raises its head.
A raucous feast with giants hides a creeping danger in the fortress, by dawn the adventurers will learn if the banquet bought them allies or bait.
Campaign 2 S3E37: YEETi

Campaign 2 S3E37: YEETi

2025-08-2202:02:16

Wind blows through ice covered columns as the party moves across a half buried ruin. Huge, furred hunters with frost in their coats slip between broken statues. Torches flare, swords ring, and each breath fogs the air. Hold the path or be lost to the storm and the pack.
Accused of kidnapping the giant chieftain’s shaman, his mother, the players must negotiate to avoid bloodshed while they quietly investigate her chamber. There they uncover astonishing musical magic connected to the shaman.
A caretaker of an orphanage slumbers, and a group of nerdowells wishes to disturb them.
Under a pale moon, two party members slip through ice-cracked corridors to uncover a hidden runed alcove, its secrets long buried in frost. Meanwhile, the remainder of the group parley with the Jarl in the throne hall, exchanging offers of peace and veiled threats in the silent chill.
A field of geysers holds the cracked shells of massive Pyreworms and the obelisks etched with dimming runes warn that its magic won’t last long.
The party uncovers ancient secrets from a mysterious black obelisk, revealing tales of the Reign of the Dragon Kings. Granted an audience with the tribal chieftain, they witness his final farewell as he embarks on his last walk into the horizon. His son, Kamilu, now stands at a crossroads—torn between doubt and duty as the weight of leadership settles on his shoulders.
As the centaur prince asks a sea elf father for his daughter's hand, tensions rise at the sacred lands. Mahvet invades the hallowed grove—only to be met with steel and spellfire. Meanwhile, the light of the Obelisks calls primordial beings.
As spells crackle and hooves thunder, a cloaked figure watches from the shadows—revealed to be a changeling whose keen eyes identify a disguised genasi among the spectators.
A cryptic and hungry messenger shares unsettling truths. Mahvet uncovers pieces of his past, and the party faces a difficult decision where loyalties are tested and not all answers are clear.
The party wrestles with a friend’s emerging disease even as they accompany a pilgrim giant on his mission. An inscrutable elf appears with half-answered riddles and a compass that seems to quiver toward unseen forces. Together they stand before the Black Obelisk’s weathered runes—fragments of an ancient chronicle hint of the First Era.
The party interrogates an ally, digging deep to expose their greatest secret before the Five Finger Council. They then emerge atop Frostheart and traverse the arctic surface, avoiding perils and undertaking a pilgrimage to Orenchelly’s Black Obelisk—until they are ambushed by ravenous beasts.
As paranoia grips the party, Oluja unleashes a "zone of truth" spell on Eddie, plunging them into a vortex of half-truths and veiled intentions. Can they decipher Eddie's cryptic answers, or will mistrust tear the group apart?
Explosive Sea Elf terrorists armed with alchemical vests and fireball wands storm the Frostheart council! Demanding radical change, they thrust the party into a high-octane showdown where every moment crackles with tension—negotiate for peace or dive into combat chaos!
The party is thrust into a trial over a racially charged massacre that claimed 18 elven lives. Oluja Oblak’s brutal act forces Eddie Hayse—the Otter boy triton—to take the blame in order to protect his Genasi friend, Sear. Now, the heroes must navigate legal intrigue and cultural tensions to save a dear ally from execution.
After their latest mission causes unexpected harm, the party faces a moral reckoning. Around a tense campfire, one member challenges the group's ethics, sparking a debate about justice and survival. As their philosophies clash, an ambush forces them to test their ideals in action. Will they unite under a shared code or fracture under the weight of their differences?
Amid Frostheart’s fractured peace, the group wrestles with the weight of their choices. A tormented soul switches bodies, a mentor's wisdom is challenged, and a vigil for the fallen takes an unexpected turn. As faiths collide and tensions rise, the line between strength and weakness blurs. What truths will emerge from the chaos?
Campaign 2 S3E22: Fallout

Campaign 2 S3E22: Fallout

2024-12-1102:07:15

A racially charged provocation explodes into chaos when one player strikes back, leaving the town in uproar. Another steps up to take the fall, facing dire consequences. The party must act swiftly to navigate the fallout—will they fight, flee, or turn the tables? Tensions run high in this pulse-pounding session of justice and loyalty!
Campaign 2 S3E21: Pyreworm

Campaign 2 S3E21: Pyreworm

2024-11-2602:11:46

In the icy Sea Elf city of Frostheart, the party’s victory against the Longneck Tribe is short-lived. From the glacier’s ceiling bursts a Pyreworm, a fiery titan of destruction, crashing into the streets and swallowing a party member whole.As molten fury melts ice, animated statues swarm, threatening to overwhelm. The party must join forces with the Sea Elves they saved to survive this clash of fire and frost. Will they triumph, or will Frostheart become their frozen grave?
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