Miss-Rolled Adventures

Miss-Rolled Adventures

By Tyler R.LeisureGames
Download on the App Store

Miss-Rolled Adventures episodes

  • Great Gods War Episode 11, Sweet Relief

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Audio---------


    Non Copyrighted Mystical Music Truth of the Legend (Royalty Free Music)

    Music provided by Non Copyrighted Music: 

    https://youtu.be/rMIdtZBIvgs

    Music used: Truth of the Legend by Kevin MacLeod

    http://incompetech.com


    Middle Earth - Royalty Free Music

    by Jason Shaw

    http://audionautix.com


    Suspense Dark Ambient Music | Tense Instrumental Music | Free Music 

    by Argsound

    https://www.youtube.com/watch?v=00zcGFs1TNw


    The World Sleeps - Harp/Background - Royalty Free Music

    TeknoAXE's Royalty Free Music

    https://www.youtube.com/watch?v=irNUSEA5Rng

    2 hr 8 min
  • DoubleTime! ShapeShifter's Gambit Episode 1: Hellish Politics

    This is DoubleTime! My partner and I in this campaign are playing a single Changling character who plays into having a shared mind with two different personalities. This comes with forced changes in control of the body and this puts the pair in many difficult circumstances! One playing the character, the other playing the DM, and those roles switch when the one controlling the body shifts. 


    Completely improvised, completely hilarious!


    Audio-----


    Now We Feast 

    by Alexander Nakarada @ SerpentSound Studios

    https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download


    Non Copyrighted Mystical Music Gloomy Night (Royalty Free Music)

    Music provided by Non Copyrighted Music: 

    https://youtu.be/L7_HIKcT5RI

    Music used: Marwan Nimra - Gloomy Night by Natentine

    http://natentine.com

    2 hr 35 min
  • Great Gods War Episode 10, Guttural Croaks

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    SHOUT OUT- 

    D&D Misadventures

    https://www.youtube.com/channel/UCLt40Ut-xO1NwQ1U2-6O0nQ


    Audio---------


    [100 FREE] VIKING BATTLE THEME - Instrumental 

    prod by Gravy Beats

    https://www.youtube.com/watch?v=JKl-HjQVjfs


    Middle Earth - Royalty Free Music

    by Jason Shaw

    http://audionautix.com


    ♩♫ Epic Chase Music ♪♬ - Run (Copyright and Royalty Free)

    Ross Bugden - Music

    https://www.youtube.com/watch?v=ujsCRw-eA0o


    Scary Forest Royalty Free Ambience & Sound Effects

    RoyaltyFreeSounds

    https://www.dl-sounds.com/royalty-free/scary-forest-ambience/


    Non Copyrighted Mystical Music Truth of the Legend (Royalty Free Music)

    Music provided by Non Copyrighted Music: 

    https://youtu.be/rMIdtZBIvgs

    Music used: Truth of the Legend by Kevin MacLeod

    http://incompetech.com

    2 hr 13 min
  • Great Gods War Episode 9, Traveling Paranoia

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Audio---------


    Non Copyrighted Mystical Music Ofelia's Dream (Royalty Free Music)

    Music provided by Non Copyrighted Music: 

    https://youtu.be/L4PMlCr1HX8

    Music used: Ofelia's Dream by Bensound

    http://www.bensound.com


    Middle Earth - Royalty Free Music

    by Jason Shaw

    http://audionautix.com


    The Inspector

    Johannes Bornlöf - Composer 

    Epidemic Sound (on behalf of Epidemic Sound)

    https://www.youtube.com/watch?v=N3BtAoLuwVo


    Ross Bugden - Revelation

    By Ross Bugden

    https://www.youtube.com/watch?v=0aaopn0jCrk


    Moonlore by Tim Beek

    Music provided by No Copyright Music:

    https://youtu.be/HjSAarCHRfo

    Music used: Moonlore by Tim Beek

    timbeek.com


    The World Sleeps - Harp/Background - Royalty Free Music

    TeknoAXE's Royalty Free Music

    https://www.youtube.com/watch?v=irNUSEA5Rng


    Horror Ambience Music 3 (Royalty Free)

    By - ThrillShowX

    https://www.youtube.com/watch?v=nUyrTDvA5SY

    2 hr 19 min
  • Great Gods War Episode 8, Terrifying Revelations

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Audio---------


    [100 FREE] VIKING BATTLE THEME - Instrumental 

    prod by Gravy Beats

    https://www.youtube.com/watch?v=JKl-HjQVjfs


    Suspense Dark Ambient Music | Tense Instrumental Music | Free Music 

    by Argsound

    https://www.youtube.com/watch?v=00zcGFs1TNw


    The Inspector

    Johannes Bornlöf - Composer 

    Epidemic Sound (on behalf of Epidemic Sound)

    https://www.youtube.com/watch?v=N3BtAoLuwVo


    ♩♫ Epic Chase Music ♪♬ - Run (Copyright and Royalty Free)

    Ross Bugden - Music

    https://www.youtube.com/watch?v=ujsCRw-eA0o

    2 hr 6 min
  • Great Gods War Episode 7, Feeling Swamped

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Audio---------


    Now We Feast 

    by Alexander Nakarada @ SerpentSound Studios

    https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download


    The World Sleeps - Harp/Background - Royalty Free Music

    TeknoAXE's Royalty Free Music

    https://www.youtube.com/watch?v=irNUSEA5Rng


    Suspense Dark Ambient Music | Tense Instrumental Music | Free Music 

    by Argsound

    Artem Grebenshchikov (Argsound) - Author

    https://www.youtube.com/watch?v=00zcGFs1TNw


    [100 FREE] VIKING BATTLE THEME - Instrumental 

    prod by Gravy Beats

    https://www.youtube.com/watch?v=JKl-HjQVjfs

    2 hr 32 min
  • One-Shot Mishap: Richards Guilt, Episode 3, Mirror of the Past

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Photo by sergio souza on Unsplash


    Audio-------------


    Horror Ambience Music 3 (Royalty Free)

    ThrillShowX

    https://www.youtube.com/watch?v=nUyrTDvA5SY


    [No Copyright Music] Frozen Sky - (Royalty Free Epic Music)

    Frozen Sky by Makai Symphony

    https://soundcloud.com/makai-symphony...

    https://www.youtube.com/watch?v=bK6lmtPyOCU


    [100 FREE] VIKING BATTLE THEME - Instrumental 

    prod by Gravy Beats

    https://www.youtube.com/watch?v=JKl-HjQVjfs


    Non Copyrighted Mystical Music Gloomy Night (Royalty Free Music)

    Marwan Nimra - Gloomy Night by Natentine

    http://natentine.com

    https://www.youtube.com/watch?v=L7_HIKcT5RI


    Relaxing Fantasy Music Teller of the Tales - Kevin MacLeod

    Teller of the Tales by Kevin MacLeod 

    incompetech.com

    https://www.youtube.com/watch?v=i-Pg3apUIWA&t=1s

    2 hr 33 min
  • One-Shot Mishap: Richards Guilt, Episode 2, B***ards Confused Inside

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Photo by sergio souza on Unsplash


    Audio-------------


    Suspense Dark Ambient Music | Tense Instrumental Music | Free Music 

    by Argsound

    https://www.youtube.com/watch?v=00zcGFs1TNw


    [100 FREE] VIKING BATTLE THEME - Instrumental 

    prod by Gravy Beats

    https://www.youtube.com/watch?v=JKl-HjQVjfs


    Sneaky, Mystery, Detective Song - Non Copyright, Royalty Free

    Composer, Johannes Bornlöf. 

    Published Youtube Account, Myers Music

    Song - The Inspector

    Artist - David Celeste

    https://www.youtube.com/watch?v=N3BtAoLuwVo


    [No Copyright Music] Middle Earth - Royalty Free Music

    Middle Earth by Jason Shaw

    http://audionautix.com

    https://www.youtube.com/watch?v=RR3Z7ztfHK4

    2 hr 32 min
  • One-Shot Mishap: Richards Guilt, Episode 1, Abstained Cleric

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Photo by sergio souza on Unsplash


    Audio-------------


    Now We Feast 

    by Alexander Nakarada @ SerpentSound Studios

    https://soundcloud.com/serpentsoundstudios/celticmedieval-now-we-feast-free-download


    Suspense Dark Ambient Music | Tense Instrumental Music | Free Music 

    by Argsound

    https://www.youtube.com/watch?v=00zcGFs1TNw

    2 hr 6 min
  • Great Gods War Episode 6, Stag and Bag

    Welcome to Miss-Rolled Adventures! Where a group of friends, who are newish to the game, attempt to make plans and horribly execute them. Not always by their choice!


    With 6 players in addition to the DM, watch as the story unfolds in a Homebrew campaign set around similar basis to "The Hoard of the Dragon Queen" campaign module. Due to this being a homebrew game, I"ll list the general mechanic changes below:


    -1. Requirements for Multi-classing have been removed. However, in order to multi-class, it will be "unlocked" through story implemented means, I.E. taking a pledge as a paladin or cleric, or communing with nature in some way. 

    -2. Players can cast spells without material need except if it is one of monetary value. 

    -3. Casting spells in general possibly triggers a wild magic surge from the Sorcerers Table. (inspired from a different show called Heroes & Halfwits, by RoosterTeeth. Link provided below.) Though it has my own spin of things involving it. 

    https://www.youtube.com/watch?v=MDvGu4PcSr0&list=PLTur7oukosPHugT2lhLuyihm3hyJcvIeu


    -4. Casting spells during combat have the assumption that if it needs a free hand, the caster puts away their weapon then draws it back out after casting. This is to save time during combat rather than wasting turns drawing weapons and such.  

    -5. With the prediction that the campaign would take the party beyond level 10; at character level 4, the party each trigger their normal ability score improvement. This only effects the first one they WOULD get. As an example, a multiclass with level 3/2 would trigger this ruling. but to get their next one would not trigger at 4/2.

    -6 Players with spells can change at most 3 spells per long rest, rather than only a select few of classes having that natural ability. This is to allow the players flexibility when learning what spells are useful and not needing to wait until they level again to change them. Though the limit is there so the players cannot abuse this change in spells to accommodate the situations they undergo


    Audio---------

    The World Sleeps - Harp/Background - Royalty Free Music

    TeknoAXE's Royalty Free Music

    https://www.youtube.com/watch?v=irNUSEA5Rng


    Teller of the Tales

    Kevin MacLeod (incompetech.com)

    https://www.youtube.com/watch?v=i-Pg3apUIWA&t=1s

    2 hr 12 min

About Miss-Rolled Adventures

From the publisher's feed

Join a group of friends who have never done a single podcast in their life. Where plans are made and horribly executed either from the actions of the players, or the dice. Enjoy the random events that occur and the great laughs from all the players and the DM!