aD&D Wireless is Dungeons and Dragons podcast where a group of friends plays via a Virtual Tabletop. With plenty of world building, character drama, inappropriate jokes, and just a little bit of chaos there is something here for everyone to enjoy. Join our heroes as they uncover the mysteries of a new realm, deal with the threat of an obsessed king, and work through whatever emotional baggage they bring to the table!
The battle continues. Emissaries, Fey Lords, and our brave adventurers.
Reunited, the party fights to escape the fey wild.
The party searches for a way to reconnect. One braving the Ways, the other looking for a way out of a fey castle in which they just broke the law of hospitality. What will happen when they finally get together? Tune in and find out.
Ballar, Sigmund, and Scarlett seek a way out of the bargain that doesn't end in bloodshed.
Meanwhile an emissary of Vecna seeks to unite the gods against a common enemy.
**Warning** Around the 33-minute mark our audio cuts out for about 10 minutes. Jeff A.KA. Sigmund walks you through what you missed and audio cuts back in at the 41-minute mark.
Half of the party finds themselves in the Court of the Lord of Change, Ballar's father. They are under the protection of guest right for now, but strange emissaries from powerful beings are hanging around.
The other half is now facing a deadline of Ball...
Ok so the Arch Mage is dead, revenge is taken, Sigmund is saved, now what? There is still a world to save and a Lich to end! See what happens after our party jumps back to Eranor.
Sigmund and the party search for a way to finally end his curse within the Book of Vile Deeds, and a party member has one last wish.
Listen along to see how the team finally deals with the Arch Mage, and a blast from Eva's past shows up to claim what is his.
The battle against the Arch Mage and his copies continues. The party searches for a way to get to the Book of Vile Deeds and make it out alive.
The Modley Crew follows the directions of the Arch Mage to the top of the wizard tower in faraway realm. Let's see how they handle the situation.
Our party ventures into the Mad Hatter's portal looking for Vecna's book and the key to Simund's salvation. One party member seems to have motives of his own for the Arch Mage.
Oops. The DM never showed up for this one. This group really enjoys each other.
Ugluck confronts Grannie in an effort to protect the Lost Ones. The rest of the crew look to back his play.
The Modley Crew discovers a group of lost children in the void. They have made their home in the land of the lost and are desperate to find a way home. Watched over by a being that seems to have a keen interest in them. Join the party as the continue to find a way to the Arch Mage.
Traveling farther into the void, the group braves threats to their journey for the archmage.
The party ventures into the void to find the Archmage. Follow them as they venture into the unknown.
The group continues to fight forces of nature as the climactic battle of Ivan and Luce comes to an end.
Ivan and Luce battle over who is real. The rest of the party encounter beings intent on stopping their pursuit for the archmage.
Armored up with new gear the group enters into the home of the Arche Mage. Seeing out a way to save one of their own from a curse that will kill him in 10 days' time. Not all is as it appears at this school of magic.
The party arrives to the isle of mages to the small village of Boarsbeer. Join them as they shop and stock up and upgrade some items.
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