Getting Dicey
Reagan Morris
Getting Dicey is an actual play TTRPG podcast recorded in Wellington, New Zealand. While Getting Dicey is a comedy podcast, you will find yourself on the edge of your seat when things start to get serious. With a big bad always looming from the shadows, it looks like things are Getting Dicey. Watch us live at twitch.tv/GettingDicey, join in the chat on Discord, and support us on Patreon! Links to everything on Twitter.
Episodes
Rime of the Frostmaiden - Session 28 - Towards the Cackling Chasm.
"We're housekeeping, not street keeping." – Harkness After a hard-won victory in Easthaven, the party hits Level 5, but not everyone is celebrating. While the others grow in strength, Harkness’s Patron demands a mysterious price, leaving the group vulnerable just as a brutal blizzard ambush by Frostbitten Berserkers threatens to end their journey.
Rime of the Frostmaiden - Session 27 - The Hunt Ends: Confronting Sephek Kaltro.
As a surprise crack of lightning shatters the quiet night, the hunter become the hunted. Will the group be able to stop Auril's cold-blooded assassin, or will they become his next sacrifice?
Rime of the Frostmaiden - Session 26 - The Burning Man
The party finally arrives in the major hub of Easthaven, but the "Housekeepers" quickly learn that the bigger the town, the darker the secrets. What starts as a simple investigation into a frozen ferry leads the group into the heart of the town's grim traditions. As the cold wind howls, a chance encounter in a crowded square changes everything. The hunt isn't over—it’s just beginning.
Rime of the Frostmaiden - Session 25 - Icewatch!
The group claim the stronghold for themselves, and return to Caer Konig with the stolen goods and a new destination in mind: Easthaven.
Rime of the Frostmaiden - Session 24 - My dad could beat your dad.
The added threat to the group causes them all to dig deep and pull out new moves in a rush to the finish this fight.
Rime of the Frostmaiden - Session 23 - 5 inches of trouble.
A caged undead ogre somehow becomes a problem as things heat up inside the stronghold.
Rime of the Frostmaiden - Session 22 - Jannick's time to shine.
On the doorsteps of a Duergar stronghold, the group spend time investigating and planning for the best way to get inside unseen.
Rime of the Frostmaiden - Session 21 - The chase.
The invisible thief drops their spoils and takes up off into the night. With very little light, and a sense of urgency, the group use everything in their arsenal to stop it before it gets away.
Rime of the Frostmaiden - Session 20 - The case of the missing lantern.
The group learn of the theft of random items over the last few nights at Caer-Konig and spend the day investigating and planning a trap for the mysterious thieves.
Rime of the Frostmaiden - Session 19 - To Caer Konig!
With Caer-Dineval taken care of, the group learn of a spire not too far from their current location, level up, and move north to Caer Konig to see whats happening with these supposed vandals.
Rime of the Frostmaiden - Session 18 - Clearing out the castle.
The battle against the Knights of the Black Sword comes to an end. Will Huarwar step back and surrender or force the group to bring him down? And how will Avarice react to the group interfering with the cultists plans?
Rime of the Frostmaiden - Session 17 - The cultists must die.
With Kadroth dead at the party's feet, Thoob informs them that it's all part of Levistus' plan. It was all going smoothly until they demanded the cultists to leave...
Rime of the Frostmaiden - Session 16 - Hethyl.
The group meet with Hethyl and learn more about their destinies, Kadroth, and Levistus. Armed with new information, Harkness plots for the demise of the cultists from the inside.
Rime of the Frostmaiden - Session 15 - What's happening at the Caer?
With the Duergars taken care of, the group continue onwards to the Caer at the top of the hill. With the Speaker being too sick to meet them personally, they're introduced to someone else: a tiefling called Kaldroth.
Rime of the Frostmaiden - Session 14 - The invisible threat.
Something stirs in the abandoned tavern, something miserable, and something that doesn't want to be found. The group find themselves surrounded by the most dangerous threat yet.
Rime of the Frostmaiden - Session 13 - Returning to Caer Dineval.
With Dandy's family ring obtained the crew head towards the rumours of sinister figures and a missing leader at Caer Dineval.
Rime of the Frostmaiden - Session 12 - A difficult decision.
An enormous yeti stands between the group and their way out of its lair. Leave Perilou to the beast and escape unharmed, or kill something merely trying to survive?
Rime of the Frostmaiden - Session 11 - Camouflaged danger.
With Garett found, it's a job well done right? Surely nothing else can go wrong midway up Kelvin's Cairn.
Rime of the Frostmaiden - Session 10 - In search of Garret.
The journey takes a turn as the group learn that something has gone wrong with the expedition on the hunt for the lycanthropic goliath.
Rime of the Frostmaiden - Session 9 - Don't give up now.
Our group continues their fishing expedition out on the freezing lake beneath a stunning aurora. A shimmering green sky reflected upon the waters beneath them and... wait... did someone say something?
Rime of the Frostmaiden - Session 8 - Avoiding Sephek at all costs.
There's always more. An elf to protect in Targos, a group of adventurers looking for a lyncanthropic Goliath, and now.... a fishing minigame!
Rime of the Frostmaiden - Session 7 - Don't look down.
High-stakes combat is the order of the day as Harkness is lifted perilously over a drop into certain death by a hungry Grell.
Rime of the Frostmaiden - Session 6 - Something afoot in the mine.
The giant rats are disposed of quickly as the adventurers uncover the Kobolds, their leader, and the true threat inside the cave.
Rime of the Frostmaiden - Session 5 - Axe Beaks and troubled mines.
Sure, a dog sled is great and everything, but levelling up and spending your reward on Axe Beaks is where it's at in the Dale. Now to return those dogs and check in at the Tremalaine mine.
Rime of the Frostmaiden - Session 4 - Securing the haul.
The haul has been secured, but how will they get it back to Bryn Shander? And what of the goblins?
Rime of the Frostmaiden - Session 3 - Putting the dead to rest.
Some audio issues in this one sorry. Oobok's body is found and with tracks leading to the south the crew move to catch up with who or what has taken the sled and its haul.
Rime of the Frostmaiden - Session 2 - Sephek can't be stopped.
A stand-off in a snowy campsite with a man suspected of murder. It was all over before it begun.
Rime of the Frostmaiden - Session 1 - Cold-hearted killer.
It all starts with the group face-to-face with a man suspected of murdering 3 people. It also ends that way, but I promise laughs and dice rolls happen between those two points.
Rime of the Frostmaiden - Session 0 - Setting the rules and meeting the characters.
With a new campaign about to begin we felt it was best to go over some game rules, introduce the characters, and set the scene for Rime of the Frostmaiden.
Secret of the Dragon Emperor - Session 31 - The final moments.
The door to Azrahel's crypt is opened, and the fight to retain the Um-Durman begins. Will Azrahel bring Sathmog into this realm, or will the heroes triumph?
Secret of the Dragon Emperor - Session 30 - The final rest.
Beaten and burnt, the adventurers pick themselves up only to hear the approaching of more threats. Will there be a moment of rest before the eventual battle with Azrahel Koth?
Secret of the Dragon Emperor - Session 29 - The demons come out.
With the glow of the hammer announcing a demon in the vicinity, the group venture deeper underneath the Isle of Mist, where things heat up.
Secret of the Dragon Emperor - Session 28 - The Isle of Mist.
The group do everything possible to reach the Isle of Mist only to find getting into Azrahel's lair part of the challenge.
Secret of the Dragon Emperor - Session 27 - Taking the fight to Mirror Lake.
Alfilia offers a couple of days of training while the crew wait for word to get to Glam-glam and Maladuk, and then it's straight to Mirror Lake to see what's waiting for them.
Secret of the Dragon Emperor - Session 26 - The Truth Society revealed.
A stand-off with Leanara outside the temple shows her true colours... or was it Digby's true colours? Look, someone started something, and the Um-Durman is at the centre of it all.
Secret of the Dragon Emperor - Session 25 - A peace offering.
With all four pieces of the statuette taken by a pissed off giant, the crew wakes battered and bruised with planning in mind. How will they appease a wronged giant?
Secret of the Dragon Emperor - Session 24 - All is lost.
When you've got everything you need, pissing off a giant shouldn't be in your top 5 things to do next... but here we are.
Secret of the Dragon Emperor - Session 23 - Mallory's fatal mistake.
With the way down beneath the Tower of Sighs open, a plan is made to get the entire crew past Glam-Glam. The final statuette piece is within reach!
Secret of the Dragon Emperor - Session 22 - Face to face with Glam-Glam
A plan is made, the tower investigated, and a giant approached. Will the group survive, will the giant be big and friendly, and will the statuette piece be found?
Secret of the Dragon Emperor - Session 21 - Encounter in the marshes
With the cart left behind, the journey into the haunted marshes begins. Surrounded by mist, glowing lights, and the sound of frogs, insects and marshland birds, it feels like the journey to the Tower of Sighs could be a long one.
Secret of the Dragon Emperor - Session 20 - Trying to break the illusion.
As Old Hag Stare pleads to be released, it becomes clear the only thing she can be released of is her life. The crew double down on their efforts to escape the illusion and merely walk into more danger.
Secret of the Dragon Emperor - Session 19 - Old Hag Stare.
Stuck somewhere at the Road's End Inn, in an illusion created by something called Old Hag Stare, the group venture forward and find themselves stuck in a pitch black room with.... something.
Secret of the Dragon Emperor - Session 18 - Road's End Inn.
It's finally time to venture out towards the final statuette piece rumoured to be at at the Tower of Sighs, but first, a quick stop in at the Road's End Inn.
Secret of the Dragon Emperor - Session 17 - Enough with the spire! Onto Outskirt!
The crew head back to Outskirt with a plan: keep Grub away from the city, cash in the statuette pieces, and head onwards to the next piece. Surely nothing can go wrong...
Secret of the Dragon Emperor - Session 16 - What to do with the spire?
With the third statuette piece in-hand, the group find themselves locked in a crypt beneath the glittering spire. And what was with Harga's insistence with being within the crypt?
Secret of the Dragon Emperor - Session 15 - Trapped under the spire.
It doesn't look good for the group when they find themselves locked in a crypt against strong skeletal foes.
Secret of the Dragon Emperor - Session 14 - Harpies on the spire.
Harga offers access to her treasures, if the group can retrieve the key stolen by the harpies above. How hard can a fight against a few harpies even be?
Secret of the Dragon Emperor - Session 13 - The glittering spire.
The journey to the glittering spire ends up a little messier than expected, and poor Wilggis' day goes from bad to worse once they step foot inside the tower.
Secret of the Dragon Emperor - Session 12 - The Iron Forest
The Iron Forest closes in around the group as they venture towards the glittering spire. With the sense of dread increasing its only a matter of time before those eyes from the darkness become something much scarier.
Secret of the Dragon Emperor - Session 11 - To the spire!
After a good night's rest the crew set off towards the rumoured glittering spire with a couple of goblins, a worg, and a cart full of dreams (read: sleeping Digby).
