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The Skeleton Crew is reunited just in time for another fresh hell. Mal'kreth and Oz duel another gith prisoner for the key they need to move forward, while Four Stone finally escapes their trial chamber. Once the gang reunites, they reach the armory—where The Witness finally stops watching from the shadows and addresses them directly. But before they can reach her, the gloves come off one more time: with their gear finally back in hand, the party kicks off a chaotic, full-contact brawl against the dungeon’s last remaining acolytes—one final fight on their way to the boss, assuming they survive it.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at [email protected], learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page.
By Roll the Bones4.7
6060 ratings
The Skeleton Crew is reunited just in time for another fresh hell. Mal'kreth and Oz duel another gith prisoner for the key they need to move forward, while Four Stone finally escapes their trial chamber. Once the gang reunites, they reach the armory—where The Witness finally stops watching from the shadows and addresses them directly. But before they can reach her, the gloves come off one more time: with their gear finally back in hand, the party kicks off a chaotic, full-contact brawl against the dungeon’s last remaining acolytes—one final fight on their way to the boss, assuming they survive it.
Roll the Bones is a Dungeons & Dragons podcast. You can reach us at [email protected], learn more at www.rollthebonespodcast.com, or get more content—and vote on events in the show—via our Patreon page.

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