Afleveringen
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The party has crossed into Londinium, but the Blackglass Writ are already several steps ahead.
With Aura taken and time running out, the group follows a hidden route into the city and seeks refuge with the Tailors of Cambridge. Under the careful hands of James and Victoria, they are given new clothes, new roles, and a fragile cover story that might just keep them alive long enough to act.
But Londinium is a city of watched streets, quiet threats, and dangerous favours. When a transfer notice reveals that Aura is being moved to the St. Barrow Annex before the third night’s bell, the party must find leverage fast. Their best chance lies with Lord Whitestaff, a noble connection who may hold the power they need to shut the Annex down before Aura is lost to the Writ’s designs.
Disguised, pressured, and running out of time, the party steps deeper into Londinium, where every checkpoint, every favour, and every word could decide Aura’s fate.
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The party has crossed into Londinium, but entry is not the same as safety.
Emerging from the smuggler’s route into a walled garden, the group begins their first careful steps through the city’s inner streets, carrying grief, suspicion, and the weight of Aura’s disappearance with them. Their path leads to the Tailors of Cambridge, James and Victoria, two familiar strangers who understand Londinium’s rules far better than anyone should have to.
But in a city where every name can become a weapon and every door can be watched, even a tailor’s shop is not beyond the reach of the Black Glass Writ.
With Milo on edge, Aura’s trail growing colder, and a Writ captain stepping into the room, the party must learn quickly that rescuing their friend will take more than courage. It will take patience, silence, and the right piece of paper at the right time.
Of Dice and Destiny: The Tailors of Cambridge brings the party face to face with Londinium’s quiet dangers, where survival depends on knowing when not to draw a blade.
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Zijn er afleveringen die ontbreken?
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After the chaos at the Blackglass Writ watchtower, the party finally earns a moment to breathe, but peace in the Silver Lake Cities never lasts long. As wounds are tended, secrets settle, and Londinium looms at the heart of the city, a quiet morning turns into a brutal reminder that the Writ are still watching. With one of their own taken and the black glass threat tightening around them, the adventurers must decide how far they are willing to go before the city swallows them whole.
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Drawn deeper into the dark, the party follows the trail of black glass into danger, violence, and revelation. What waits in the lamplight is more than a fight for survival, it is a warning. The truth is getting closer, and so is whatever has been watching from the shadows.
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Of Dice and Destiny: Black Glass in the Lamplight
Something is wrong in the streets.
What should be light is swallowed by darkness, and the lamps of the city burn without shining. As the party digs deeper, they uncover signs of controlled magic, hidden markings, and a growing presence tied to the mysterious black glass.
They are no longer just travellers. They are being watched.
Between whispered warnings, failed magic, and shadows that don’t behave the way they should, one thing becomes clear… this city is hiding something, and it does not want to be found.
And whatever is lurking in the lamplight… has already noticed them
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The party reaches the Silver Lake Cities, finds themselves under scrutiny due to black glass, and must now navigate a tense, controlled city to find a way into the heavily restricted core of Londinium.
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Step behind the screen for a rare look at the mind behind Of Dice and Destiny. In this Ask the GM session, we dive into the origins of the campaign, the chaos of player-driven storytelling, and how a modern-world group ended up navigating the dangerous lands of Albion. From unexpected rolls that reshaped the narrative to the deeper themes of survival, discovery, and finding a way home, this episode pulls back the curtain on the decisions, challenges, and evolving story that defines the adventure.
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The road finally opens… and the truth gets harder to ignore.
After surviving ambushes, uncovering strange obsidian shards, and outrunning forces that now hunt them, the party reaches their first glimpse of the Silver Lake Cities. What should feel like safety instead reveals something far more unsettling—a sprawling, layered metropolis where power gathers at the centre and every street seems to lean toward it.
With Gary hiding more than he’s saying, tensions rising, and unseen eyes watching, the group steps into civilisation for the first time… and realises they may have just traded the dangers of the wild for something far more dangerous.
Welcome to the Silver Lake Cities
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Surviving the night with the party as they continue their narrow escape from the Black Glass Writ
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With the fire lit and the questions turning inward, this Fireside Chat puts the spotlight on Steve and Osirus as they unpack the fallout from the latest episodes of Of Dice and Destiny. From strange obsidian shards and uneasy theories to the growing sense that something is watching the party, the conversation blends humour, character insight and mounting tension. As the group edges deeper into danger, this chat gives a closer look at where Steve and Osirus stand, what they fear, and how the mystery around the shards is starting to close in.
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The obsidian stops being “strange loot” and becomes a threat. Steve tests the magic in Osiris’s sword, and when the shards react they form a brief triangle-link that spikes with divination and the unmistakable feeling of being watched. Gary finally reveals what he knows: his parents were taken, the Writ are hunting “black glass,” and lead-lined storage might be the only thing keeping them hidden. Moments later a “Royal Charter” escort forces the issue at their door, and the party has to bolt out a window and run for the city before they’re caught.
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Onwards to the Silver Lake Cities sees the party finally leave Iron-stead behind, battered, better equipped, and carrying two ominous obsidian shards that really don’t want to be handled. The road turns into a hard trek through farmland and forest, with bandit warnings, strange cries off the path, improvised camping, and a desperate hunt for food that ends with a boar on the fire and a bear with a message. But the real trouble follows in the trees, where something is twisting the local wildlife, and the shards begin reacting to each other with a magnetic, spinning resistance, plus a chilling clue that three shards might form a “stable connection.” With the forest thinning and the Silver Lake Cities finally visible on the horizon, the question isn’t just how they’ll get there, it’s what the obsidian is leading them toward.
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In this Fireside Chat, the crew settles into the campaign’s new home with The D&D Void and then digs into the latest chapters with a table-wide debrief. Expect character-driven Q&A, hot takes and theory-crafting around the obsidian dice/shards (what they are, why they react, and what collecting them might mean), plus a tense moral question: if the Watch demanded the obsidian, who hands it over—and who fights to keep it? It’s a behind-the-scenes, plot-focused episode full of banter, suspicion, and just enough ominous dragon talk to set the tone for what’s coming next.
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Of Dice & Destiny — Into the Forest
The road to Silver Lake City should’ve been simple… so of course the party took the forest shortcut. What starts as a scrappy bit of wilderness survival turns tense. with a fight that forces the party to dig deep (and get a little feral).
And just when they think they’ve earned a quiet night, the forest coughs up something that shouldn’t exist — a piece of black Obsidian, could it be tied to the same mystery that threw them into this world in the first place?
Also: this is our final session on the old Discord server — next stop, our new home in The D&D Void.
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A new chapter begins for Of Dice & Destiny.
After the chaos of the last job, the party regroups in Ironstead at Elizabeth’s tailor shop, trying to piece together what comes next and whether their best lead might be the most ridiculous one yet: rival “Tailors of Cambridge” supposedly operating up in the Silver Lake Cities.
With Osiris (begrudgingly) taking point, the group heads out past fields, shrines, and the last comforts of town, choosing the faster road through the forest… where a weary merchant’s warning turns into a tense first camp. The lunch break brings an unexpected visitor: a hungry bear, a risky attempt at communication, and a strange hint about what’s stalking these woods, plus the kind of table banter that absolutely derails everything in the best way possible.
Strong language, big laughs, and the road north finally begins.
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William chats with Killian (Osirus), Wesley (Steve), and Jude (Jess) to break down Carnival Chaos: the clutch Charm Person, the most unhinged calls, and the funniest table moments you might’ve missed — plus a quick schedule update (next session delayed a week after a shoulder injury).
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The road leads to a travelling carnival on the edge of Ironstead, where bright lights, strange performers, and uneasy alliances collide. With tensions rising and time running short, the party must navigate unfamiliar ground, weigh their choices carefully, and decide how they want to be seen in this world.
Not every challenge is solved with steel or spells
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Pull up a chair by the fire as the DM sits down with Jamie (Aspen) and Killian (Osiris) and Lu (Aurora) to dig into how a nightclub bouncer became the group’s raging frontliner and how a would-be bard turned into a half-orc blood hunter with a glowing greatsword. They talk improv chaos, Witchmoor Hollow, what it’s like joining the Albion campaign mid-stream, and why Aspen keeps throwing herself between the party and danger. Later, Lu (Aurora) joins the conversation to unpack divine magic, Chauntea, and the weight of being the party’s shepherd rather than its passenger. Contains spoilers for Witchmoor Hollow and the early Ironstead arc (including The Shepherd’s Burden)
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To clear their names, they’re sent undercover to the Marvelous Travelling Show on the outskirts of Ironstead, posing as performers amid mud, music and gaudy lights. Between candyfloss experiments, awkward audition acts, and a pair of very well-timed nat 20s, they catch sight of a silver-cloaked elf and a red wagon that might hold the key to the Crimson Cloak Syndicate… if they can make their move before the carnival leaves town.
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Aurora can’t shake the blood on her hands after Razorback’s Alley, so she slips away alone to Chauntea’s granary chapel looking for answers. Instead, she’s drawn into a vision-quest of hard choices: a single seed and three hungry fields, a shepherd’s dog guarding its flock, and a reckoning with the lives she’s touched and taken. In The Shepherd’s Burden, Aurora learns what it really means to stand between the wolves and the people she’s trying to protect.
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