PODCAST · leisure
Rollin' On D20s
by The Maine Tabletop Alliance
Rollin' On D20s is an Actual Play podcast hosted by The Maine Tabletop Alliance. We record live on Twitch every other Friday from 6-9pm eastern.
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12
S1E11 - This Is Fine...
The deeper the party pushes into the caverns, the worse the place seems to remember them. After surviving a brutal spider ambush, Saevel Urileth, Quinn Lynseed, Rylund, Nib Quilldipper, and Xhënrak Bën-Jærrïs uncover the remnants of an ancient ritual site buried beneath the earth. Strange magic, unsettling visions, and traces of forbidden experiments begin to paint a picture of a civilization that probably should have stayed dead. Humanity really had a good run before deciding every mysterious hole in the ground needed blood magic in it. As the group ventures farther into the depths, they encounter impossible architecture, ominous crimson light, and a cavern unlike anything they have seen before. Tensions rise as the environment itself seems to resist them, and every step forward carries the sense that something enormous is waiting just out of sight. The party must navigate collapsing escape routes, disturbing discoveries, and a growing feeling that they are no longer alone in the dark. By the end of the journey, the hunters may discover they have become the hunted.
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11
S1E10 - Sac Attack
The past refuses to stay buried as Ryland is confronted by fractured memories, impossible timelines, and the devastating truth behind his brother's final moments. What begins as a quiet night by the fire spirals into revelations about sacrifice, failure, and a catastrophe that may have already changed more than the party realizes. Because naturally, emotional trauma waits until everyone is exhausted and half-drunk. Timing remains the universe's least subtle hobby. But the cave has horrors of its own waiting in the dark. When the party awakens to find their escape sealed and the cavern transformed into a nest of blood-soaked webs, they are thrown immediately into a brutal fight against monstrous spiders lurking above them. Venom flies, necrotic magic floods the chamber, and the battle descends into chaos as the creatures unleash horrifying abilities that leave the party bloodied, blinded, and scrambling to survive. Between explosive magic, impossible acrobatics, and at least one deeply questionable attempt at intimidation over a spider corpse, the group manages to claw their way to victory. Yet once the dust settles, the true mystery begins. The cave is saturated with a strange necrotic energy unlike anything the party has encountered before, and the strange crimson-streaked stones hidden inside the spiders raise far more questions than answers. With one path collapsed behind them and only darkness ahead, the party presses deeper into the unknown. Humanity's favorite strategy: if the cave is cursed, simply continue walking into it.
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10
S1E9 - Eldric Blast From The Past
This week, the party discovers that time itself may be less of a natural law and more of a deeply cursed suggestion. After a deeply unsettling encounter with a mysterious traveler who seems to know far too much about them, the group is forced to confront impossible revelations, uncomfortable truths, and the growing suspicion that reality may have been held together with twine and bad decisions this entire time. Naturally, everyone processes this information in the healthiest ways possible. Quinn reaches her limit with cryptic nonsense, Xhenrak channels his emotions through extreme violence against forestry, and Nib continues his heroic quest to keep morale alive through sheer stubbornness and whimsy. Somewhere in the middle of all this, old memories resurface, personal stories are shared, and the emotional damage starts hitting almost as hard as the existential damage. As the fire burns low and the weight of what's coming settles over the group, one final vision changes everything. Ancient forces stir, dark rituals loom on the horizon, and the party begins to realize they may be walking directly toward a catastrophe far larger than themselves. Fantasy adventuring really is just group therapy with swords and significantly worse survival rates.
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9
S1E8 - Bones, Bells, and Ribbons
Something is deeply wrong in Greyfen, and the party feels it almost immediately. What begins as a subtle unease quickly spirals into a reality-bending mystery as time, identity, and memory refuse to behave the way they should. Familiar names carry dangerous weight, the past doesn't stay buried, and even the sky itself tells a story the party wasn't meant to read. As tensions rise within the group, strange encounters and quiet warnings hint that they are being watched by forces far beyond their understanding. Attempts to regroup and make sense of it all only deepen the confusion, as the world around them begins to shift in ways that defy logic. When the line between past and present starts to blur, the party is left with one unsettling truth: they are not just lost… they were placed here. And whatever is pulling the strings has been waiting a very long time.
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8
S1E7 - Panic, With Direction!
The party returns with another episode packed with tension, quiet revelations, and the kind of uneasy camaraderie that only forms when nobody fully trusts each other but still has to survive together. As the journey continues, small moments carry big weight—glances linger a little too long, words go unsaid, and not everything is as it seems beneath the surface. Mysteries deepen, motivations blur, and the line between ally and outsider starts to feel… flexible. Each character brings their own secrets to the table, and while no one is ready to show their full hand, the cracks are starting to show. It's a slower burn this time—less explosive chaos, more creeping intrigue—but don't get comfortable. The storm is still out there.
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7
S1E6 - Like "Sand" Through The Hourglass
In the wake of a brutal confrontation, our adventurers are left standing in the eerie silence of a ritual site that refuses to behave like it should. What begins as a swift and decisive victory quickly gives way to something far more unsettling, as the land itself seems to pulse with unnatural energy. Strange remnants linger where enemies once stood, and careful investigation reveals hints of a ritual far more complex and dangerous than it first appeared. As the party pieces together what happened, subtle distortions in the world around them begin to surface—raising questions about time, memory, and the true scope of what they've stumbled into. But not all changes are confined to the environment. Something deeper stirs beneath the surface, brushing against the edges of thought and whispering from beyond. And as the group begins to grasp the weight of what they're facing, one thing becomes increasingly clear: This was never an isolated event. Now, with the air thick with tension and unseen forces beginning to close in, the party must decide how to move forward in a place where even reality itself can't be trusted.
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6
S1E5 - A Steppe In The Wyrmblight Direction
In this episode, the party presses forward after a tense and uncertain voyage, stepping onto unfamiliar ground with more questions than answers. With their destination still ahead, the journey inland becomes more than just a matter of distance, as the group begins to feel the weight of their mission in ways they hadn't anticipated. Subtle tensions linger beneath the surface, and not every thought or motive is shared openly among companions. As they traverse the stark and unforgiving landscape, the environment itself seems to resist them. Strange details and quiet irregularities begin to emerge, hinting that the region holds secrets far older than any of them fully understand. What initially appears to be an uneventful trek slowly gives way to a growing sense that something is watching, waiting, or perhaps already aware of their presence. Along the way, the party encounters signs that their objective may be far more complex than simple rumors suggested. Unexplained phenomena and eerie discoveries challenge their assumptions, forcing them to question what is natural, what is magical, and what may be something far more dangerous. Each new clue adds another layer of uncertainty, pulling them deeper into a mystery that refuses to reveal itself all at once. Despite these mounting concerns, the group continues to rely on their individual strengths and instincts, adapting to each new development as it comes. Moments of caution, curiosity, and quick thinking begin to shape their approach, as they prepare themselves for whatever lies ahead. The sense of anticipation builds steadily, suggesting that their journey is leading them toward a confrontation that may have been set in motion long before they ever arrived.
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5
S1E4 - The Forever Canteen
A tense voyage unfolds as the party travels by ship through dangerous waters shaped by the long-lasting scars of the Sundering. Each member wrestles with their own thoughts and burdens, revealing cracks beneath the surface of the group while strange behavior and uneasy interactions draw attention from both crew and companions alike. As they sail, the party catches sight of distant, ominous forces that hint at the world's darker realities, raising more questions than answers. Conversations range from quietly introspective to outright bizarre, giving a glimpse into the personalities and tensions within the group. Below deck, curiosity leads to an encounter with a mysterious magical item that behaves in deeply unsettling and unpredictable ways. Despite their attempts to understand it, the object only deepens the sense that something unnatural is at play. By the journey's end, the party reaches a new and uncertain destination, stepping off the safety of the ship and into unfamiliar territory — carrying with them unanswered questions, strange discoveries, and a growing sense that not everything among them is what it seems.
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4
S1E3 - Shops Ahoy!
In this episode, the party wakes from a deeply unsettling shared experience—one that leaves more questions than answers and a lingering sense that something isn't quite right. With tension high and trust in short supply, suspicions begin to surface as the group prepares to leave town. A rushed departure leads them through a quick round of last-minute preparations, unexpected encounters, and a few… questionable interactions before boarding a ship bound for their next destination. Along the way, hints of a much larger mystery begin to take shape, especially surrounding one party member whose past may not be what it seems. Once at sea, the group finally has a moment to breathe—well, "breathe" might be generous. What follows is a mix of uneasy bonding, probing questions, and reluctant revelations as the party starts to peel back the layers on each other. Secrets, suspicion, and just enough chaos to keep things interesting—Episode 3 sets the stage for what's coming next.
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3
S1E2 - Darkly Dreaming D&D
The party gathers in the capital city for what should have been a quiet moment of rest, but something feels off from the start. A simple drink at an elven tavern turns into a surreal and dangerous experience when reality itself seems to twist around them, pulling the group into a nightmare they can't easily escape. Strange magic, hostile figures, and an unnatural presence force the party into a fight where nothing behaves the way it should. Spells falter, weapons fail, and the rules they rely on suddenly don't seem to apply. As the situation spirals further out of control, the group is pushed to rely on instinct, faith, and whatever power they can find within themselves just to survive. When the dust finally settles, the party returns to the world they know… but not everything comes back the same. Some encounters leave scars you can see. Others leave something far worse. This session leans heavily into atmosphere, mystery, and the growing sense that something beyond the mortal world has started to take notice of the party.
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2
S1E1 - What Does The Water Mean? - Part 2
Five strangers — Ryland, a paladin with a mysterious mark and no memory of his origins; Saevel, a high elf haunted by an inner voice; Nib Quilldipper, a halfling journeyman bard on his first day of independence; Quinn, a distrustful high elf ranger; and Xhënrak, a Gem Dragonborn of quiet wisdom — each received a cryptically delivered wax-sealed letter summoning them to the Elven Capital of Caelthir Vaeloren. The letters, delivered by the same tall, elusive elf in strikingly different circumstances, cited matters of dire consequence and hinted at a divine purpose behind the summons. Days or weeks later, all five converged on the gleaming marble city and were brought before an elven council, where a celestial projection of stars and moons filled the hall as the council revealed the truth: 246 years ago, a cult had attempted a world-altering ritual that failed catastrophically, shattering a continent in an event known as the Sundering. The cult had not been destroyed — it had survived, grown, and was now preparing to try again near a small village on the southeastern coast of Wyrmblight. The five had been chosen not by elven authority, but by the gods themselves, each bearing a divine mark as proof, and were tasked with traveling to the site to investigate, disrupt, and dismantle the cult — with a grave warning never to let it turn them, as a corrupted god-touched individual would grant the cult catastrophic power. Reconvening at a nearby tavern, the group made uneasy introductions amid sharpening blades and a pitcher of water Xhënrak had requested in earnest. Nib revealed he traveled under a pen name, while Ryland's startling ignorance of the Sundering raised immediate suspicion — as did the moment Quinn called him "Rygor," causing his mark to flare with searing pain and dropping him to the floor. Though Ryland insisted his name was Ryland and that he had grown up knowing only his brother, the others found themselves uneasily believing him. The tension was further compounded by a private warning Xhënrak had received from a council elf, delivered mind-to-mind: one of the five was not fully who they claimed to be. With that chilling revelation hanging over the group, Xhënrak proposed a monastery tradition of answering questions with questions to build trust among strangers, and the five settled in — bound by divine marks, mutual suspicion, and a mission that could determine the fate of the world.
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1
S1E1 - What Does The Water Mean? - Part 1
Five strangers — Ryland, a paladin with a mysterious mark and no memory of his origins; Saevel, a high elf haunted by an inner voice; Nib Quilldipper, a halfling journeyman bard on his first day of independence; Quinn, a distrustful high elf ranger; and Xhënrak, a Gem Dragonborn of quiet wisdom — each received a cryptically delivered wax-sealed letter summoning them to the Elven Capital of Caelthir Vaeloren. The letters, delivered by the same tall, elusive elf in strikingly different circumstances, cited matters of dire consequence and hinted at a divine purpose behind the summons. Days or weeks later, all five converged on the gleaming marble city and were brought before an elven council, where a celestial projection of stars and moons filled the hall as the council revealed the truth: 246 years ago, a cult had attempted a world-altering ritual that failed catastrophically, shattering a continent in an event known as the Sundering. The cult had not been destroyed — it had survived, grown, and was now preparing to try again near a small village on the southeastern coast of Wyrmblight. The five had been chosen not by elven authority, but by the gods themselves, each bearing a divine mark as proof, and were tasked with traveling to the site to investigate, disrupt, and dismantle the cult — with a grave warning never to let it turn them, as a corrupted god-touched individual would grant the cult catastrophic power. Reconvening at a nearby tavern, the group made uneasy introductions amid sharpening blades and a pitcher of water Xhënrak had requested in earnest. Nib revealed he traveled under a pen name, while Ryland's startling ignorance of the Sundering raised immediate suspicion — as did the moment Quinn called him "Rygor," causing his mark to flare with searing pain and dropping him to the floor. Though Ryland insisted his name was Ryland and that he had grown up knowing only his brother, the others found themselves uneasily believing him. The tension was further compounded by a private warning Xhënrak had received from a council elf, delivered mind-to-mind: one of the five was not fully who they claimed to be. With that chilling revelation hanging over the group, Xhënrak proposed a monastery tradition of answering questions with questions to build trust among strangers, and the five settled in — bound by divine marks, mutual suspicion, and a mission that could determine the fate of the world.
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0
Welcome To Rollin' On D20s!
"Two hundred and forty-six years ago… the world broke. During the Fourteenth Coalesced Moon, a hidden cult of tieflings attempted a ritual forbidden even in the darkest corners of Vaelmyr. Their goal… to summon a daemon god from beyond the mortal plane. The ritual failed. But failure did not spare the world. Continents shattered. Seas swallowed kingdoms. Entire lands vanished beneath ash and storm in a catastrophe now remembered only as The Sundering. For centuries, the people of Vaelmyr have struggled to rebuild, believing the cult destroyed… their ambitions buried with the ruins of the old world. They were wrong. Now, as the next Coalesced Moon draws near, whispers spread across the continents. The tiefling cult did not die. It endured. It grew. In the ancient elven city of Caelthir Vaeloren, a secret council has begun to act. Their emissaries travel the world seeking those marked by fate… The God-Touched. Because if the cult succeeds this time… The Sundering will look like a warning."
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