
All Episodes - Of Dice & Men
Come follow along with the D&D adventurers, the Seven Deadly Sins!
View Podcast Details19 Episodes

Seven Deadly Sins Session 19, "Arachnophobia"
The party finds themselves inciting chaos only to be caught in its web.

Seven Deadly Sins Session 18, "Drag and Drow"
The party finds themselves riddled with new puzzles and conflicts within the Labyrinth. However, upon finding some clues regarding the disappearance of two of their party members, the party has to face a whole new set of challenges.

Seven Deadly Sins Session 17, "Tight on Air"
With death traps and twisting caverns all around the party continues to be lost in the Labyrinth.

Seven Deadly Sins Session 16, "Into the Dark"
The party finally enters into the caverns of the Underdark and into the Labyrinth. What untold danger will befall their path?

Seven Deadly Sins Session 15, "Planning and Preparation"
The Seven Deadly Sins spend several days preparing for their next escapade into the Underdark. They bask in the last fresh air they'll have for quite a while.

Seven Deadly Sins Session 14, "Fates and Futures"
The party ventures to Celma in order to do research amongst the many possible lines of fate documented by the seers of Atropos. Will they regret what the find?

Seven Deadly Sins Session 13, "A Meeting"
The party gets down to business. Some tough conversations are had and one party member hopes to add another powerful force to the conversation...

Seven Deadly Sins 12, "Family Reunions"
The Seven Deadly Sins is slowly coming back together. However, there are more interested parties desiring to rejoin the group.

Seven Deadly Sins Session 11, "The Betrayal of a Trusted Friend"
The remnants of our heroes venture deeper into the depths of the ocean. Friends turn on friends, and a trusted ally turns their back on the party forever.

Seven Deadly Sins Session 10, "Dangerous Waters"
The Seven Deadly Sins battle for their lives on the docks. Lives are lost, spirits broken, what hope remains? They wish for a miracle...

Seven Deadly Sins Session 9, "The Tarot's Fool"
The Seven Deadly sins meet up with and make damn fools of themselves.

Seven Deadly Sins Session 8, "Old Friends New Faces"
The party encounters some old and new faces. What's to come of these relationships?

Seven Deadly Sins Session 7, "Tarot and Tyrants"
The Seven Deadly Sins leave Zeecrah and are caught in a catch 22. Where they decide to go next will lead them into the next phase of their adventure. However, two new figures seem to be interested in their whereabouts.

Seven Deadly Sins Session 6, "Two Families, One Choice"
Everything seems to be going right for our heroes! Their efforts came to fruition and everyone was saved! However, responsibility demands sacrifice. Tranelis is presented with a choice that changes the Seven Deadly Sins forever.

Seven Deadly Sins Session 5, "Life and Death"
After the chaotic events of last session, the party ventures forward trying learn from the past. Will they be able to ensure history doesn't repeat itself? They uncover secrets about the cycles of life and death. They move their sights forward, towards the horizon of new adventure.

Seven Deadly Sins Session 4, "Roll a Wisdom Saving Throw"
Things take a turn for the worst as the Seven Deadly Sins deal with powers known and unknown. Tranelis, having lost his memories, as the only living link to the isolated Island of Zeecrah, the party is tossed into a sea of unsolved mysteries. The party separates, some possibly forever.

Seven Deadly Sins Session 3, "Brains, Brawn, and Battle!"
The Seven Deadly Sins venture into the realm of the physical spirits. There they battle for their Zeecrah attempting to free the spirits of their madness.

Seven Deadly Sins Session 2, "Words of Wisdom"
As the Seven Deadly Sins venture further into the maze of the spirits, they are forced to delve into difficult questions about their past and future. Is the wisdom they seek to move forward worth the revelations of terrible things to come?

Seven Deadly Sins Session 1, "I'm Stumped!"
Hop into the adventure of the midcampaign D&D session of the Deadly Sins as they venture through the Island of the Zeechrah! Will they be able save the home of their beloved druid Tranelis? Or will they be stumped by treetop puzzles and winding mazes?