“Arrival to Triboar… and Just in Time”
The party step deeper into the tower ruins above the clouds — the remnants of Zephyros’ domain,.
As the party explores the fractured upper levels, strange whispers echo from unseen corners. A shimmer in the airsignals danger, and before anyone can react, invisible attackers descend. What begins as a simple search turns into a desperate, fog-choked melee against enemies they can’t even see.
Through teamwork, sharp instincts, and just a little divine light, the party holds the line. But not without cost — and not without questions. Who sent these assassins? What do they want with Zephyros’s tower? And why did they wait until now?
The group meets a mysterious and curious individual with a giant personality.
The session opens with the party regrouping after their recent battle, reflecting on the growing giant threat.
A suspicious Zhentarim scout appears near the settlement—sparking an urgent investigation.
The party tracks the intruder to a small outpost.
Combat breaks out: Rokas and Lucy lead the melee, Pip provides aerial support, while Rokas’s disciplined defense shines.
The group uncovers maps detailing nearby giant sightings and even a dragon symbol in the enemy camp.
After the fight, the group interrogates a captured scout.
The session ends with a strategic decision: confront the encampment now, or return to Nightstone with the intel.
The party chooses bold action—aiming to strike.
RollDFive - Watch as the party comes very close to calling it a campaign, due to an unexpected foe!
Session 6, Lucy Finds a Dirty Mud Pit
Goblin Eradication and the Great Zhent Surprise...
A New Party Discovers the Dangers at Nightstone!
Intro to the Party and the city of Temple's Landing.
Join our cast of quirky adventurers as they investigate the mysterious Skyhorn Lighthouse and confront rumored sea monsters off the coast.
The Skull Crushers come up against the Black Spider in the most intense battle yet.
Watch as the Skull Crushers delve deeper into the dungeon, face-off against bug bears, and overcome the greatest challenge to date: Initiative Order!
Join the Five Sided Die for the thrilling conclusion of Trap Trap! This session is non-stop action for the adventurer's as they seek to escape the hellish arena created by the Kobolds. Just when the party gets comfortable, twists and turns will test their metal. This episode has everything from rust monsters to dark resurrections... Anything can happen in Trap Trap!
Trap-Trap! A Kobold Themed One Shot.
Very silly, and very dangerous. The party quickly finds themselves put to the test of Kobold engineering in the depths of the mountains...much to the entertainment of a gathering of Kobolds. Will the adventurers survive?
Check out the original one-shot here! And keep an eye out for the ending of Trap-Trap! On RollD5ive!
The Skull Crushers continue their exploration of the Lost Mine of Phandelver, encountering increasingly difficult foes as they delve deeper into the fabled Wave Echo Cave…
Big thank you to Monument Studios for the ambient and battle music used in this episode.
The Skull Crushers rest after a long battle, and plan out their next move. Watch as they head back to town and meet an unlikely nemesis, CRAIG. Ion, formerly Orion, learns that murder and theft are not always the best option. Craig quickly goes from annoying festival winner, to someone who is under the protection of the Skull Crusher.
Bigglesby makes some savvy business moves, and is now the lender of a few loans.
Only a few sessions remain! Stay tuned for the thrilling conclusion.
The Five Sided Die are up against it, in one of the more intense battles of the campaign.
Battle in the Basement and a Race for Life.
Real Heroes don't die.....without a fight!
The Five Sided Die begin the famous Lost Mine of Phandelver.