Murder Dice - A 5e Dungeons & Dragons Podcast · Dungeons and Dragons

Murder Dice - The Gates Ep.51

·50 min·3 clips
The plinth warning says, 'walk the path but do not wander feet off the ground you must not ponder.'
The session opens with the kind of detour this show likes: smoker talk, Costco pellets, and a neighbor named Ross before the game fully locks back in. David comes in as Dungeon Master and steers the group toward the action with the usual mix of recap, correction, and table noise. The players meet him in the same register, half listening, half interrupting, and fully committed to making the room feel lived in. A key becomes the immediate problem. One character takes fire damage. The key drops into tar. Ubu goes after it anyway, and the table starts working through exactly how movement, advantage, and the sheer bad idea of swimming in tar should play out. The scene keeps circling small procedural questions, which is part of the rhythm here. Should this be athletics? Can you even swim in tar? What does it mean to stay in the mess and still try to win? The answers come with jokes, corrections, and a lot of confident nonsense. When the roll lands, it lands hard enough to justify the fuss. The bridge work around the encounter stays central the whole time. The altar crumbles. Part of the span gives way. Then the illusion peels back and the stones show themselves as floating pieces, which changes the shape of the problem without making it any less ugly. Naya is right there in the middle of that collapse, and the group has to keep reacting before the room can catch up. The episode leans on the table's usual strengths: profane momentum, fast pivots, and the sense that nobody in the room is pretending to be polished. It is a fight scene, but it is also a long argument about how to survive one. The comedy keeps cutting into the danger, and the danger keeps proving it deserves the interruption. By the end, the episode has built a rough little knot of tension, joke, and dice logic that fits the show's comfort-with-chaos style.

As heard by us

A messy bridge fight where the jokes keep slipping into genuine danger.

The episode keeps circling a rough little crossing: fire damage, tar, a dropped key, and a bridge that is clearly not built for confidence. The table gives it shape.

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Why you'd press play

You want a D&D session where the table keeps joking while the dice keep biting.

Read the full recommendation in PlayNext →
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