Here Be Dragons
By Here Be Dragons - A live D&D 5e show
Follow Nathan Ondracek, Lauren Byrd, Lindsey Sartin, Jared Hoy, and various guests as they set forth to discover the secrets of this Homebrew world.
Here Be DragonsApr 23, 2022
Our Time is Nyr
The party seeks to save the Fae Realm in our show finale.
The Kidnapped Kingdom
The party finds more than they expected when they approach the last known location of the Kidnapped Kingdom
Split Decision
The party faces a longer trek, as the quest was not fully agreed upon...
Enticing Invitation
A new party, a new trial... A rag tag group meets at an inn with little more than an invitation to riches and power. Chaos ensues. Mostly, we wonder how long DM Jared will be able to survive this madness.
Incoming
Deep in the mine, the party find themselves cornered - the time-traveling gem is "safe"... for now
The Pit
The party enters the mines and learns many secrets about the past and present.
Light Show
The festival of lights is half way over and an evil makes it's presence known.
Evil Unveiled
Something sinister is happening with the King; meanwhile the party decides to do some investigation around the Castle.
Unstuffed
Spooky happenings take place in the castle, the party gets transported to another realm.
Gonna Need Rope
A new item to fetch for Electrum, one that resides in the castle... The party takes the challenge.
The After Party
Leaving the party that they weren't invited to seems tougher than it should be.
Not On The List
The first job from Electrum sends the adventurers to a party... Nothing could go wrong here.
Escape!
A new city, a new party, and they are already breaking the law. The party gets informed of, and invited to a heist...
Darkness of Death
In the final battle with Keth, things turn deadly.
The Space Between
An ally comes for both help and to lend a hand as Keth nears ever closer to the mages tower.
Calming the Storm
In the fog, Vehari’s wild magic causes trouble, while evil grows closer to the party…
Just a Normal Bookstore
An old friend arrived to give some context and help to the party. Things are deeper than they seem.
A Portal Too Far
A few guests arrive as the party tries to split the stone of power...
No Return
The underground forest throws deadly traps at the party - their only goal is to get out of there alive.
Depths of the Mind
Deeper into the abandoned forges, the party faces their past and a daunting future.
Cursed Forge
In order to complete the quest, the party must break the power stone... if they can
Dark Before The Dawn
Landing in the New Mistram, our party finds that evil is at their doorstep - waiting to nab the gem of power.
Open Ocean
The sea provides and escape, until the depths open up...
World on Fire
Harvesting their kill and resting for the night, the party sees death coming for them. They must get to Stonehaven immediately.
Lifting the Curse
Onward towards Stonehaven, the party meets a potential ally and a formidable foe.
Grounded
The party finds possible allies in their quest to restore Stonehaven - but quickly learn of many foes coming for the crystal of power in their possession.
Drifting
Atop a snowy mountain, an old friend appears with a quest.
Menagerie
Facing a foe like no other, the party is tested in battle and in mental fortitude.
A Grave Uncovered
The tower looms but a force keeps the party at bay...
The Tower of Darkness
The tower looms in the distance, but death knocks at the door.
Decay of Mound Manor
The librarian visits once again, this time in need of help from our adventurers.
Burden of a Curse
Waking up in a cursed city, the party quickly tries to find a cure - chaos ensues.
House of Stone
The party, tired of playing king and queen, longs for adventure. Given the slightest opportunity, they set forth, but it may be more than they bargained for.
Out of the Forest
The Wandering Woods
In order to seal the fate of the Dragon King, the party must enter an enchanted wood that seems to have it out for them.
The Scourge
After a magical being announces presence of a new ruler, the party is faced with a decision to charge into battle as adventurers or rulers.
The King Stone
In order to stop the evil infecting the city, the party must seek it out.
Plush Paradise
The party wakes up in a place more "plushie" than expected - with danger just around the corner.
Amulet of Power
Perkins sends the party to retrieve a piece of a powerful amulet, one that might just save a friend.
Depths Unknown
An old friend returns as the party dives into the pit that formed in the middle of town.
The Town Divided
Plots to take over the city leave the players in the dark, an acquaintance may be involved in the twisted schemes.
Lockdown
The party attends a celebration at the Calmanto Manor, but a mystery distracts them from their mission.
A New Face
With a new friend, the party defends the city from a powerful foe and finds out about some exciting events.
A House Not a Home
An adventurer down and a party left in the middle of nowhere, it was time to seek some rest and repair. The city they encounter seems to have other idea - it isn't quite the peaceful getaway.
It all began in an Inn...
The final stand against Keth proves that there may be hope for the treants.
Grendels in Midwinter
A secret quest for another adventuring party puts them into peril on Midwinter's Eve
A Silent Fate
The fate of a party member hangs in the balance, the enemy lair just above, daring actions must take place to restore order.
Twisted Roots
Venturing below the city, the party finds more than they bargained for.
A Haunted Library
An eerie fog overtakes the town of Greenmar and a home once inaccessible now invites the party inside. Nothing bad could come of this...
The Prison Break
After finding a dear friend, the party decides to attempt a daring rescue.