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This weekshould warhammer fantasy rpg our adventurers continue there investigation around town to find they have a Rat problem on more than one level. Will they exterminate the threat. Also they are required to fulfil their duties with a prisoner transfer, what heinous crimes has this convict committed? Please join us as we continue through the dark dank streets of the old world.
Our adventurers find themselves being involved in a crime and brought into the court room. With help from a friendly solicitor they escape the death sentence and find themselves working for the city guard. Join us to find what devious citizens they find and what lurks under the river in ubersreike.
As more and more questions about the Abbey and the Abbots activities go unanswered the smallest member of the party reaches her limit and she will not be ignored.
Kirik and Electra continue their journey toward the necropolis and a meeting with Orthea’s Lance deep within Xander’s tomb.
In this week's episode we encounter a new ally....or enemy? Join us for suspicion, mystery and mabey murder?
While Orphea’s Lance attempt to navigate a tomb of one of the ancient dragonlords to fulfill more of their destiny… some new faces begin to tell their story.
Strahd’s fury is unbridled. Tatiana’s vessel lies dead. Our heroes are bloodied and bruised. Surely there is no way out from here?
A shorter then intended (thanks tech guy) frolic through the first dragon lords tomb.
Our hero's bravely prepare for the trials ahead .. but no one knows what could be lurking around the corners in this episode.
Our heroes, alongside the legendary hunter Rudolph van Richten, finally face the sons of Barovia in a desperate fight to free the village from further misery. The first offensive step the party has taken. Will they prevail?
Ophea’s Lance continue to search the Necropolis for the weapons of the Ancient Dragonlords to fulfil another step in the prophecy laid before them.
In doing so Samek and Blackmane find themselves surrounded by the undead and are fighting for their lives…
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The party continues toward Barovia and a showdown with the Fallen Son’s…but first they have a problem named Damian to figure out!
The path led upwards into the Mithral Mountains. It
is commonly known as the Path of the Dead, because it
is the only way to reach the Necropolis at Telamok.
It is utterly quiet. There are no bird calls, no insects,
no animal life at all. Even the sound of the wind is
missing in the dead air. It grows colder as the path
gains height,
The ancient Necropolis stands carved into the side of a great range, awe-inspiring
in both size and splendour. Although ice and snow
obscure the details, its magnificent pillars and statues
surround a massive stone structure.
you have crossed the Necropolis vast canyon
spanned by three stone bridges. Two of the bridges were
apparently broken and unusable. The third intact .. and showing the grizzly frozen remains of a foe dispatched.. the bottom
of the canyon is cloaked in mist, you can see a number
of bones scattered among the rocks and last time Blackmane yeeted an old boot deep into the canyons mists..
The canyon is shrouded in an eerie silence. The only
sound that can be heard is your feet crunching through
a light layer of frost and snow on the paved path.
Across the bridge, you saw 12 tomb entrances
carved into the cliffs, each marked by four stone
columns. To the north is a great white marble mausoleum,
the size of a small palace.
Close to the mausoleum’s entrance is a 13th tomb,
much grander than the others, standing alone in a
rocky outcropping away from the cliffs.
You see many bodies lying upon the icy paths that
wind around the ruins. Some are the desiccated,
half-frozen corpses of would-be grave robbers, while
others are statues of various sizes and styles. Their
frozen eyes seem to be watching you.
We re-join our party in the midst of a conundrum two of there party sealed inside the tomb, blackmane's quick reactions saved himself from oblivion by diving out of the way of the falling 5ft thick old stone door..
As our heroes continue the journey to liberate the village of Barovia from the vampiric clutches of “The Fallen Sons” (Ismark and Doru) the party stop off at the windmill to investigate the fate of Norman, Aleria and the two children left in their care after seeing it collapsed and charred.
Hello and welcome to a studio 6d6 presentation of Odyssey where our intrepid explorers have defeated mighty foes.. They have tussled with a great boar, they have run through the streets hunting doppelganger murderers, they have even met the mighty gods themselves in their quest to rid this world of evil .. perhaps getting a little bit evil themselves.
Friends have been lost and friends have been found, now however we find our party amongst the dead ..
The necropolis of Telemok where the Dragonlords of old have been laid to rest. This is a silent solemn forlorn place enshrouded by the mithril mountains. The air is dry and harsh as if it itself is in morning.. No sound is made in this huge ancient place not even from the tender of these ancient and noble grieves “Damon” a Lych ancient and powerful guards the gates to this monochromatic hell..
The earth beneath your feet is like the moon. Soft ..moulding.. imprinted with the passing steps of visitors who have themselves passed from this world decades ago..
The surrounding mountains hold a number of toom’s cut into the side each with a façade of pillars and stone roofs.. But one .. one just at the end of the valley one grave 100 nay 1000 times bigger than the rest. This magnificent structure said to hold the most sacred being in all the land .. Balmetria
Our party finds themselves standing in a simple toom 15ft squared with a sarcophagus in the middle, the lid freshly removed and a grasping hand daring to search the remnants for swag…