Pull up a chair by the fire as the DM sits down with Jamie (Aspen) and Killian (Osiris) and Lu (Aurora) to dig into how a nightclub bouncer became the group’s raging frontliner and how a would-be bard turned into a half-orc blood hunter with a glowing greatsword. They talk improv chaos, Witchmoor Hollow, what it’s like joining the Albion campaign mid-stream, and why Aspen keeps throwing herself between the party and danger. Later, Lu (Aurora) joins the conversation to unpack divine magic, Chauntea, and the weight of being the party’s shepherd rather than its passenger. Contains spoilers for Witchmoor Hollow and the early Ironstead arc (including The Shepherd’s Burden)
To clear their names, they’re sent undercover to the Marvelous Travelling Show on the outskirts of Ironstead, posing as performers amid mud, music and gaudy lights. Between candyfloss experiments, awkward audition acts, and a pair of very well-timed nat 20s, they catch sight of a silver-cloaked elf and a red wagon that might hold the key to the Crimson Cloak Syndicate… if they can make their move before the carnival leaves town.
Aurora can’t shake the blood on her hands after Razorback’s Alley, so she slips away alone to Chauntea’s granary chapel looking for answers. Instead, she’s drawn into a vision-quest of hard choices: a single seed and three hungry fields, a shepherd’s dog guarding its flock, and a reckoning with the lives she’s touched and taken. In The Shepherd’s Burden, Aurora learns what it really means to stand between the wolves and the people she’s trying to protect.
After a night of bad dreams and worse guilt, the party arrives at the Azure Watch to explain what really happened in Razorback’s Alley. Statements are taken, nerves are shredded, and Unity Marshal Brokka Thorne makes it very clear: there will be consequences.
Instead of a cell, they get a job. Under the watchful eye of Osiris, a half-orc sailor in Azure Watch colours, the group is sent to the travelling carnival to quietly help track down Va Shoven – an elven fixer.
Between haggling for a map in the market ward, picking out proper weapons, and trying not to incriminate themselves, the party learn that in Ironstead justice, favours, and bounties are all tangled together.
“Literature and Learning” – After surviving Razorback’s Alley and Jess’ first real kill, the party takes refuge in Ironstead’s ancient library. Steve digs through arcane theory and discovers his magic isn’t a fluke – he’s a wizard with disturbingly eldritch edges. Aura finds a goddess whose creed matches her farmer’s heart. Aspen probes a conspiracy board of lost nobles and restricted ledgers. And, back at Elizabeth’s, Jess dreams of a masked figure who promises to forgive the blood she spilled… and teach her how to kill smarter.
The crew debriefs the alley ambush—Join Jess, Steve, and Chris (and the players behind the characters) before settling in for the next episode!
We unpack the chaos from Razorback’s Alley. Jess talks through her characters first kill, and the weight that comes with “doing what it takes.” Steve owns the Thunderwave—yes it worked, Wizard go Boom! —and the table sets thinks about setting some magical safety rules for friendly-fire. - Nyx stays an enigma: ally, asset, or accident waiting to happen? We close on the 101 steps toward the Library and what “getting professional” in Ironstead will actually mean for the party.
New to the show? Start with Episode 1, then hop back here for the debrief.
Fantasy violence; brief discussion of lethal force; tension/anxiety.
Content Notes
“Ambush at Razorbacks Alley” — Nyx leads the crew toward Ironstead’s Library, but Snake’s gang springs a trap. Steve detonates a thunderclap, Chris nearly drops, and Jess lands a brutal crit that changes everything. One hundred and one steps later, the Library looms… and the hunt for answers begins.
Apologies All for the delay in getting the episode to you, but due to Spotify identifying Music content to which I have the legal and fair use right to use. They blocked the initial release date, this episode has been available on Youtube since 22nd of October.
They pass on a one-armed stranger’s “totally real” treasure map (Insight 27 says hi), link up with Nyx who clocks our vibes and sobers a hero faster than espresso, and take the “fast track” to the library—right through Razorbacks Alley, where our accents out us, the barkeep bans water on principle, change gets made from a single gold, and Snake rolls up with a wagon to start the “negotiations.” Five stars—would ignore the obvious trap again.
Content warnings
Alcohol use, mild violence/threatened violence, tense confrontation.
In this intimate Fireside Chat, Lou steps into the boots of Aurora — a grounded farmer swept into the fantastical world of Albion. Across Sessions 2–4, we explore her resistance to magic, her fierce loyalty to home, and the emotional toll of being torn from everything she knows.
From the dismantling of her dungarees to divine encounters in a chapel, Aurora wrestles with identity, autonomy, and the weight of prophecy. Lou shares raw reflections on consent, faith, and the quiet ache of homesickness — revealing a character who’s not just surviving Albion, but slowly being transformed by it.
Whether you’re here for the lore, the psychology, or the storytelling magic, this episode is a must‑listen.
“Not all prayers go unanswered. Step into Ironstead in this week’s episode: Bed, BrokkrFest, and Benediction.”
The party wakes to their first true morning in Ironstead — a hearty breakfast, new clothes, a few curious encounters, and an unexpected stop at the local chapel. What begins as a simple day soon weaves into something far more mysterious.
The party presses on—finding themselves guided to Ironstead by the enigmatic tailor Elizabeth. What begins as a simple carriage ride soon unravels into strange revelations: talk of prophecies, impossible magic, calm emotions, and the weaving of threads both literal and fate-bound.
Between disbelief, denial, and dawning realization, the group navigates culture clashes over fashion, food, and even “wake nuts”, while their modern world collides with Albion’s traditions. As they step into Ironstead’s bustling markets and Elizabeth’s fabric-lined shop, the mystery deepens: are they still caught in a LARP as one believes—or have they truly crossed into another world?
Join us for a session of humor, skepticism, culture shock, and the threads of destiny beginning to take shape.
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Step into the firelight as the tables turn and our Game Master takes the hot seat! In this special Of Dice and Destiny fireside chat, Jude grills William on his 15 years of D&D storytelling, the inspirations behind the world of Albion, and the secrets of Ironstead. From isekai chaos and strange coffee “wake nuts,” to the Azure Watch’s history and mythical beasts lurking in the shadows, this episode blends worldbuilding insights, player mischief, and plenty of laughter. Whether you’re a seasoned adventurer or new to the table, join us for a relaxed evening of stories, surprises, and a reminder that D&D is about imagination, friendship, and fun.
Of Dice and Destiny is a Dungeons & Dragons actual play campaign — a high-fantasy story blending roleplay, worldbuilding, and epic adventure. Join our party as they journey across Albion, uncover the secrets and find a way home! Lets roll some dice and shape their destiny!🔮 What to Expect in This Episode:✨ Fireside Chat Session 2 ✨This week we sat down with Tom (Chris), Jude (Jess), and Jamie (Aspen) to talk giant wasps, isekai starter packs, mysterious tomes, and what’s really going on in Albion. Expect laughter, chaos, and a few surprising revelations along the way!#TTRPG #DnD #DiceAndDestiny #FiresideChat🔔 Remember to Subscribe & Follow
Of Dice and Destiny is a Dungeons & Dragons actual play campaign — a high-fantasy story blending roleplay, worldbuilding, and epic adventure. Join our party as they journey across Albion, uncover the secrets and find a way home! Lets roll some dice and shape their destiny!🔔 Remember to Subscribe & Follow
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Join us for a FIreside Chat with two of the cast. find out a little more about the characters and the players in the adventures Of Dice and Destiny!
Old friends. One last game. A camping trip in the Lake District turns eerie when the line between reality and fantasy begins to fade… and the Dice and Destiny world starts bleeding into our own.Ten years after their last game together, old friends reunite for one final weekend in England’s Lake District. What begins as a nostalgic camping trip quickly turns strange—whispers in the wind, flickers of impossible light in the treeline, and the uneasy feeling that the boundaries between the real world and the realm of Dice and Destiny are beginning to blur. As the dice roll, reality shifts… and the players may soon find themselves facing more than just the finale of a tabletop campaign.Credit is due where it is deserved: Credt: https://www.FesliyanStudios.com Intro Music