Miss-Rolled Adventures

Miss-Rolled Adventures

By Tyler R.LeisureGames
Download on the App Store

Miss-Rolled Adventures episodes

  • Great Gods War Episode 5, Faith and Virtues

    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. 

    -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 23 min
  • Great Gods War Episode 4, Plotting Plotting and more Plotting

    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 9 min
  • Great Gods War Episode 3, Ol' Western Style Showdown

    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.


    Apart from those, everything else is on the spot decisions or following the book! Enjoy the adventure as the party attempts to thwart the Cult of the Dragon.


    SIDE NOTE!!!


    We are working on audio and such slowly. We only have a Blue Yeti mic and a rented out kitchen to record. We will work to getting our own location and better microphones in the future! 

    Also! In this episode especially, the audio gets construed about an hour in when the music starts to mix with our voices. From now on I'll be adding the music in post. Sorry for inconvenience!

    2 hr 22 min
  • Great Gods War Episode 2, Horse Whisperer

    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.


    Apart from those, everything else is on the spot decisions or following the book! Enjoy the adventure as the party attempts to thwart the Cult of the Dragon.


    SIDE NOTE!!!


    We are working on audio and such slowly. We only have a Blue Yeti mic and a rented out kitchen to record. We will work to getting our own location and better microphones in the future!

    2 hr 1 min
  • Great Gods War Episode 1, The Lard Lord

    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.


    Apart from those, everything else is on the spot decisions or following the book! Enjoy the adventure as the party attempts to thwart the Cult of the Dragon.


    SIDE NOTE!!!


    We are working on audio and such slowly. We only have a Blue Yeti mic and a rented out kitchen to record. We will work to getting our own location and better microphones in the future!

    2 hr 46 min
  • Great Gods War

    This is a small and simply designed segment of what you can expect from Miss-Rolled Adventures. The antics, the seriousness, the fun, and the comedy that can come around when playing Dungeon and Dragons in a group like this. 


    If you want to ever keep up with upload times either follow me on Twitter @missrolled


    OR:


    Remember these times as we stay on track with the dates:


    Great Gods War every Sunday at 12 CST

    DoubleTime! every Friday at 12 CST


    Music:


    (unedited) Treasure Hunter (Copyright and Royalty Free)

    Ross Bugden - Music

    https://www.youtube.com/watch?v=OOcKiROA2UE&t=3s

    2 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!