PODCAST · fiction
Smash Loot & Roll
by Gary O'Neilin
A dungeons and dragons podcast between friends near and far.
Episodes
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The Crystal Fields
After their encounter at Desert Camp, Adrok, Ares, Bowdin, and Kelgrace realize there is more to this realm than what they have been told. In an effort to avoid joining in the slaughter of the creatures of the realm, our adventures decide to go explore the Crystal Fields. While in the fields they...
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Into the Unknown
After an encounter with a strange creature in Desert camp, Adrok, Ares, Bowden, and Kelgrace decide to go explore the desert and see what else they can find. Their exploration leads them to the entrance of some type of creature colony, that changes their thoughts on the hunt.
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A Hunting We Will Go
Adrok, Ares, Bowden and Kelgrace agree to join Ares on a job to hunt monsters. Unbeknownst to all the task turns out to be more than they were expecting.
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The Call of the Moon
After stopping Alexia, our hero's have returned to TrollSkull manor for some much needed rest and relaxation. While at the manor, the quintet ties up some loose ends, searches for their next adventure and Kelgrace learns that price of her powers.
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A Battle for a Soul
Our adventurers battle to stop Alexia from completing her ritual. Our adventurers, Adrok, Ares, Bowden, Chip and Kelgrace have made their way to the ritual site. Alexia has brought a group of mercenaries to protect her. Our adventurers and the mercenaries face off to determine if Alexia will...
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The Knights of WaterDeep
Our adventurers Adrok, Ares, Bowdin, Chip, and Kelgrace successfully tracked Lord Neverwinter and after a brief fight with his guards, forced him to surrender. Now our adventurers need to bring the renegade lord back to WaterDeep to see justice served.
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Portals
Our héros have tracked Degalt Neverwinter to his wooded estate outside of Neverwinter. Adrok, Ares, Bowdin, Chip and Kelgrace hide in the forest discussing their next move to capture their quarry. They have seen several guards and know they are outnumbered.
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We Don't Have a Plan
Adrok, Aries, Bowdin, Chip and Kelgrace have all reunited in the port of Neverwinter. Now they must decide which of their quarries they are going to search for, Uflass Burloch or Degault Neverwinter. Deciding to leverage their Harper contact, the quintet heads to the bakery to see what…
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Splitting the Party
Our adventures have been recruited by the group known as the Harpers to find and return to WaterDeep, Degault Neverwinter; and if possible Ulfass Borloch. In the grand wisdom of every adventuring partying, our adventures have decided to split the party. Adrok and Kelgrace will travel by griffon...
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Get a Clue!
After Kelgrace is caught in a room with a dead elven, a detective is brought in to discover the truth behind the murder. Kelgrace and several other party attendees are brought in for questioning. As the situation evolves, our adventures help in their own way to identity the murder in an attempt…
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The Rose Ball
After helping dispatch three devils on the top of Troll Skull manor, Bowdin and Chip join the tiefling Aries in his task to track down the summoner of the devils. Aries invites Bowdin and Chip to join him when returning to the WaterDeep guard to receive payment and are tasked to discover who is...
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A Summoned Detour
Returning to Troll Skull Manor after their dinner encounter with Alexia, Adrok and Kelgrace bed down for the night while Bowdin and Chip play a drinking game, gnome vs. dwarf. Before they can determine a winner, their game is interrupted by several loud noises on the roof of the manor. Going up…
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Dinner and a Show
While having dinner with Alexia, she offers to give up her vengeance if Adrok, Bowdin, Chip and Kelgrace help her find Ulfass Burloch for her. After dinner our adventurers seek out others to answer questions and help them make a decision.
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What Lurks in the Shadows
Our adventures are set upon by shadows in Trollskull manor. They receive an invite from Alexia to join her for dinner.
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Adventurers Assemble
After traveling in two separate groups back to WaterDeep, our adventurers spend the day at TrollSkull manor sharing what they have learned. More puzzle pieces come into view as our adventurers realize they maybe able to play one noble house against another to help them thwart Alexi's plan to...
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Is This A Good Idea?
Our adventurers have split the party. Kelgrace and Adrok fly back to WaterDeep, while Chip and Bowdin walk back with their charges; Margrite Sunbright who was meant to be sacrificed in Alexia's ritual, Tommy a member of House Gralhund, and the captured werewolf bodyguard of Alexia.
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Sprinkles!
Adrok and Kelgrace fly back to WaterDeep where Kelgrace meets with one her friends and gains some insight as to the intrigue between to noble families in the City. Adrok takes the time to build a sugar glider homunculus. The two return to Trollskull Manor to wait for the rest of their group.
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A Stroll Through the Woods
After capturing one of Alexis' werewolf bodyguards, our quartet of adventures must decide what to do. The rescued hostage informs them of others. Adrok, Bowdin, Chip and Kelgrace strike out to find the other hostages.
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Arch Your Back and Howl
Kelgrace's lycanthropy curse has been revealed. Alexia appears to know how to control were creatures. Now our adventures must fight for their lives, the life of the prisoner and even Kelgrace.
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A Busy Morning
Our quartet of adventurers awake in Alexia's magical mansion. They, especially Kyle, enjoy a nice breakfast before the morning is interrupted by the arrival of one of Alexia's hirelings and a prisoner.
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Welcome to the Hotel CA...
Adrok, Bowdin, Chip and Kelgrace arrive at the ritual site and find a magical free standing door. Alexia steps out and invites our adventurers to join her for the night. The quartet take the opportunity see what secrets they can uncover.
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The Flying Chip Monk
Adrok, Bowdin, Chip and Kelgrace accept a few magical items from Felstrum and set out on the magical griffins to find the Witch's ritual site. The travel's don't go as plan and Chip is forced to show his skill in aerial acrobatics.
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Cuddle Huddle
After traveling through the Tangle Briar forest, Adrok, Bowdin, Chip and Kelgrace find the Keep along the River. After failing to sneak into the Keep, our adventures face off against a two-headed Ogre and skeletons.
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Running with Skeletaurs
After taking sometime to recover from their skirmish with the skeletons, Adrok, Bowdin, Chip and Kelgrace continue their search for the Fort. By late afternoon, they come to the river and find what was suppose to be an abandoned Keep giving off a sickly yellow glow. Looking for answers, the…
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Into The Woods
After spending a day in WaterDeep working on the pieces of the puzzle, our adventures decide to go investigate the fort. It is a clue they discovered in the ruined teleportation circle in the Witch's Tomb. On their way into the woods, our quartet meet some lumberjacks who pay them for a simple…
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The Grassy Knoll
After surviving an attack from a Plimic, our adventures continue on to the Witch Coven's tomb where they encounter a warren of goblins and a specter.
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Unexpected Honesty
While plundering the former open lord of WaterDeep's estate, the quartet encounters the new Open Lord of WaterDeep. Upon returning to Trollskull manor to enjoy what is left of Shield Meet Day, our adventurers have a conversation with Father Dumas where he finally admits the truth about his...
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We Didn't Pick the Right Heart
Our adventurers return to WaterDeep for some rest and to report what they found at the Witch's Tomb. The discover more to the mystery from Father Dumas. Renaer invites them to his father's former estate to pick out items to add to Trollskull Manor.
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The Struggle is Real
After interrupting a ritual, our adventures a face with a sizable force against them. The BBEG decided she had her prize and teleported from the tomb leaving a few werewolves to deal with our adventurers.
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One Body per Werewolf
After defeating the wraith, our adventurers decide to go through the secret door Kelgrace found. While they do find the final resting place of the rest of the Coven, they are not the first to find them.
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The Night of Plimimic
After a long day of travel from WaterDeep, our adventurers are forced to camp in the swamp near the Coven's Tomb. In the middle of the night, Chip is attacked by a carnivorous plant. With the aid of his friends, everyone manages to survive and even find some loot. In the morning, the groups sets...
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The Morning After
After the fight with the werewolves and undead, Bowdin, Adrok and Chip, along with their new friend return to Trollskull manor for some much needed rest. The next day the party talks about what they have learned so far. Father Dumas comes by the manor to thank the group for their help and provide...
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Night of the Living Fancy Pants
After defeating a group of werewolves, the trio enlist the aid of a Dragonborn to help them search and destroy any others. Bowdin continues to see the strange flashes of lightning and follows to Father Dumas' chapel which is engulfed in flames. During the attack and burning of the chapel, our...
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Grace of Kel
The trio awake to alarm bells in WaterDeep and head out into the night of a full moon with mysterious fog. Bowdin has a vision of different color lightning leading the trio to a group of werewolves attacking citizens. The trio work to rescue the citizens and are joined by a Dragonborn. The four…
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The Lief Files
Attending the Open Lord of WaterDeep's summons, the trio learn that Renear's father has been banished from WaterDeep and replaced as the Open Lord for embezzlement and other crimes against the city. The trio continue their day investigating Lief's murder and planning how to make TrollSkull Manor…
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A Cast of Characters
Returning to Trollskull manor, the trio find a group claiming to be 'owners' of the manor. Instead of bashing heads and kicking out the interlopers, Adrok negotiates for these interlopers to join the manor as it staff and Adrok's eyes and ears in WaterDeep. The plucky Inn and Tavern guild...
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Underwater Fusion
They still wonder about the strange encounter with the scarecrows and skeletons outside of WaterDeep. They have their tavern to build. While not lacking in things to do, the trio takes Founder’s Day to learn more about the goings-ons surrounding the Zhents and Xans gang war.
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A Successful Rescue
The trio continue their search for Erik with the help of the WaterDeep town guard after an unprovoked attack in the Candle Lane warehouse.
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A Stitch in Tyme
We join our trio as they finishing their meeting with Bea and Renear at the Stitch in Tyme. They know more about the night that Erik disappeared and maybe even the reason behind his disappearance, but still not where he is. With their only lead left being the Candle street warehouse, Adrok…
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Grease is the word
The trio return to the Stitch in Tyme to ask Bea more questions. While their they receive a note referring them to a warehouse in the Dock Ward. A pair of hooligans attempt to steal the note and after a short fight, the trio are victorious and manage once again not to get arrested for fighting in...
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Just Rewards
I would like to take a moment to apologize to all of our listeners, about a half dozen or so. Due to a technical error the first half of the show failed to record. Yes, the technical error was me not hitting the record button. So let me summarize the events between episode 5 and 6 and simply…
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Something Brewing
After delivering Emerald Hallowgrove's message to the Emerald Enclave, the trio head to the Yawning Portal in hopes of selling the last of Harbro's Special Mid-Summer Blend Whiskey. A short discussion with Durnan provides the trio with a place to stay and a friendly patron in exchange for the 10...
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Kyle, the dog
Adrok, Bowdin and Chip leave out from the Roadhouse and return to Harbro's farm to secure more casks of the Special Mid-Summer/ShieldMeet Rye whisky blend before searching out other farms located on the macabre map. Their search leads them to a farm run by Emerald Hallowgrove. While her farm is…
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Kitchen Troll
After dispatching a quartet of skeletons and a scarecrow, Adrok, Bowdin and Chip find a mysterious map showing several farms south of WaterDeep. Along with the map, they find vials of a magical poison meant to fallow the land. Our adventurers continue to look for clues and the caskets of Harbro's...
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Skeletons & Scarecrows
After agreeing to find out why Harbro has not delivered his famous rye whiskey for the upcoming mid-summer festival, Adrok, Bowden, and Chip head out to Harbro's farm and distillery. Upon arriving at the farm, our adventures discover all is not well at the Harbro farm. No one is tending the farm,...
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A Journey Begins
Three travelers on the road to WaterDeep come to the rescue of the infamous Volothram Geddarm. After saving Volo's life, Bowdin, Chip and Adrock are invited to dinner at the Road House. While enjoying food and drink courtesy of Solo, the travelers learn of not one but two mysteries. The first the...
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