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Stranded in Skullport and scrounging for passage back to Waterdeep, the party takes a detour into petty larceny—lifting a locked chest from a dockside tavern that doubles as a front for a local assassins' guild. Loot in hand, they drop in on an underground auction where the final shipment of The Witness's teardrop weapons goes under the hammer, won by a mysterious buyer they haven't seen before. By dawn, they're back in Waterdeep, at the Lighthouse, ready to regroup.
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
Stranded in Skullport and scrounging for passage back to Waterdeep, the party takes a detour into petty larceny—lifting a locked chest from a dockside tavern that doubles as a front for a local assassins' guild. Loot in hand, they drop in on an underground auction where the final shipment of The Witness's teardrop weapons goes under the hammer, won by a mysterious buyer they haven't seen before. By dawn, they're back in Waterdeep, at the Lighthouse, ready to regroup.
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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