Subscribe on YouTube: https://bit.ly/2YGQwMH Remember to ‘subscribe’ to our channel so you never miss an episode. Twitch subscribers gain instant access to VODs of our campaigns like Ghosts of Saltmarsh , Storm Kings Thunder, Dungeon of the Mad Mage, Sunless Citadel our Eberron based homebrew campaign Friday Night Fights, One-Shots, Unboxing Videos and of course stay tuned for Baldur’s Gate: Descent into Avernus coming soon! But don’t worry: Twitch broadcasts will be uploaded to YouTube within 7 days after airing live.
We introduce 4 brave new players to the wonderful worlds of Dungeons & Dragons on their very first table top adventure and we join them in the sleepy coastal town of Saltmarsh.
Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner’s mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.
We introduce 4 brave new players to the wonderful worlds of Dungeons & Dragons on their very first table top adventure and we join them in the sleepy coastal town of Saltmarsh.
Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner’s mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.
We introduce two new players to the group as our band of heroes grows from four to six - How will the team share this new dynamic? What will these new players think of their first steps into D&D? Lets find out!
PLEASE NOTE: We were so busy having fun during the filming of this episode that there were a few technical faffs made but it's still a good laugh so just don't take it too seriously...it's just a game :)
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slice the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger...
The discovery that a colony of lizardfolk lies near the small fishing town of Saltmarsh and is purchasing weaponry considered sophisticated by lizardfolk standards has alarmed the Saltmarsh Town Council. Greatly troubled and fearing these lizardfolk are preparing for war, the councillors call an emergency meeting with our heroes.
The discovery that a colony of lizardfolk lies near the small fishing town of Saltmarsh and is purchasing weaponry considered sophisticated by lizardfolk standards has alarmed the Saltmarsh Town Council. Greatly troubled and fearing these lizardfolk are preparing for war, the councillors call an emergency meeting with our heroes.
When a ship missing for years is spotted adrift at sea, its one-time owner sees a final chance to recover a lost fortune. But what the former owner cannot know is that the ship has a new master — a wretched druid, driven mad by cannibalism and attended by a horde of venomous pets. Can our Band of Heroes survive with 2 of their own missing?
Over the past three months, the evil clerics of Abbey Isle have quarreled violently with a large band of local pirates. Their struggle seems to have left the island uninhabited. The pirates burned the abbey to the ground, but they suffered so many casualties that they were destroyed in turn by the local mariners’ guild.
Unknown to the mariners’ guild, a small number of evil clerics and their minions survived the pirate assaults by taking refuge in the cellars of the ruined abbey. Hidden halls, dangerous guardians, and shining treasures await those who dare to explore the depths of the abbey.
Over the past three months, the evil clerics of Abbey Isle have quarreled violently with a large band of local pirates. Their struggle seems to have left the island uninhabited. The pirates burned the abbey to the ground, but they suffered so many casualties that they were destroyed in turn by the local mariners’ guild.
Unknown to the mariners’ guild, a small number of evil clerics and their minions survived the pirate assaults by taking refuge in the cellars of the ruined abbey. Hidden halls, dangerous guardians, and shining treasures await those who dare to explore the depths of the abbey.
Band of Badgers is a 5e D&D club that streams every Friday at 7pm UK.
Watch our live adventures on Twitch: https://www.twitch.tv/dndbadgers
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Subscribe on YouTube: https://bit.ly/2YGQwMH
Remember to ‘subscribe’ to our channel so you never miss an episode.
Twitch subscribers gain instant access to VODs of our campaigns like Ghosts of Saltmarsh , Storm Kings Thunder, Dungeon of the Mad Mage, Sunless Citadel our Eberron based homebrew campaign Friday Night Fights, One-Shots, Unboxing Videos and of course stay tuned for Baldur’s Gate: Descent into Avernus coming soon! But don’t worry: Twitch broadcasts will be uploaded to YouTube within 7 days after airing live.
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THANK YOU to the following people for your help & support:
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Critituk (for the wooden DM shield): https://www.critit.co.uk
Music and Sound by Syrinscape.
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Syrinscape: Epic games need epic sound
Episode 01 - The Haunted House part 1 (of 2)
We introduce 4 brave new players to the wonderful worlds of Dungeons & Dragons on their very first table top adventure and we join them in the sleepy coastal town of Saltmarsh.
Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner’s mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.
Episode 02 - The Haunted House part 2 (of 2)
We introduce 4 brave new players to the wonderful worlds of Dungeons & Dragons on their very first table top adventure and we join them in the sleepy coastal town of Saltmarsh.
Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged alchemist of sinister reputation. Even then, locals avoided the house because of its owner’s mysterious activities. Now, two decades after the unexplained disappearance of its occupant, the house has taken on an even greater air of evil and mystery.
Episode 03 - The Sea Ghost
We introduce two new players to the group as our band of heroes grows from four to six - How will the team share this new dynamic? What will these new players think of their first steps into D&D? Lets find out!
PLEASE NOTE: We were so busy having fun during the filming of this episode that there were a few technical faffs made but it's still a good laugh so just don't take it too seriously...it's just a game :)
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slice the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger...
Episode 04 - Danger at Dunwater
The discovery that a colony of lizardfolk lies near the small fishing town of Saltmarsh and is purchasing weaponry considered sophisticated by lizardfolk standards has alarmed the Saltmarsh Town Council. Greatly troubled and fearing these lizardfolk are preparing for war, the councillors call an emergency meeting with our heroes.
Episode 05 - Danger at Dunwater part 2 (of 2)
The discovery that a colony of lizardfolk lies near the small fishing town of Saltmarsh and is purchasing weaponry considered sophisticated by lizardfolk standards has alarmed the Saltmarsh Town Council. Greatly troubled and fearing these lizardfolk are preparing for war, the councillors call an emergency meeting with our heroes.
Episode 06 - Salvage Operation
When a ship missing for years is spotted adrift at sea, its one-time owner sees a final chance to recover a lost fortune. But what the former owner cannot know is that the ship has a new master — a wretched druid, driven mad by cannibalism and attended by a horde of venomous pets. Can our Band of Heroes survive with 2 of their own missing?
Episode 07 - Isle of the Abbey part 1 (of 2)
Over the past three months, the evil clerics of Abbey Isle have quarreled violently with a large band of local pirates. Their struggle seems to have left the island uninhabited. The pirates burned the abbey to the ground, but they suffered so many casualties that they were destroyed in turn by the local mariners’ guild.
Unknown to the mariners’ guild, a small number of evil clerics and their minions survived the pirate assaults by taking refuge in the cellars of the ruined abbey. Hidden halls, dangerous guardians, and shining treasures await those who dare to explore the depths of the abbey.
Episode 08 - Isle of the Abbey part 2 (of 2)
Over the past three months, the evil clerics of Abbey Isle have quarreled violently with a large band of local pirates. Their struggle seems to have left the island uninhabited. The pirates burned the abbey to the ground, but they suffered so many casualties that they were destroyed in turn by the local mariners’ guild.
Unknown to the mariners’ guild, a small number of evil clerics and their minions survived the pirate assaults by taking refuge in the cellars of the ruined abbey. Hidden halls, dangerous guardians, and shining treasures await those who dare to explore the depths of the abbey.