Peak D&D

Overview

A TTRPG actual play YouTube show with new episodes Tuesdays. Our story takes place in the homebrew world of Argilia and uses the new
DC20 https://www.groupfinder.gg/library/dc20
TTRPG system developed by The Dungeon Coach. The focus is on telling a good story and having fun with our friends. Three unlikely heroes are given tickets to join an envoy headed to the long lost elven lands of Enara. Ravi is a star pupil jock wizard with special lineage, Orrin is a junior city guard running from his past, and Julius is an angel-born cleric sent to spread the good word of Vortor. Join them as they navigate a realm filled with magic, mystery, and danger!

Latest episodes

  • 1h 12m

    Episode 112 - Losing My Religion

    "Consider this, the slip, that brought me to my knees, failed." With the Empire closing in, the Vortorrim make an unexpected stop that could change the size of their party for good. Will an old face choose redemption ove...

  • 1h 43m

    Episode 111 - Robot Rock

    "Rock. Robot Rock." Trapped deep inside a massive stone construct, Ravi fights to gain control before it tears him apart from the inside. Can he wrestle command of this thing and embrace the chaos within? And just what d...

  • 1h 10m

    Episode 110 - Jerkin'

    "Don't wanna be stuck in that negativity." Our heroes journey through twisting underground tunnels toward the capital of the Empire, accompanied by two gods who sense something they can't explain. What could possibly for...

  • 1h 32m

    Episode 109 - Dream Police

    "The dream police, they come to me in my bed." Two Vortorrim find their dreams invaded by a masked stranger claiming they've been found guilty of crimes against the Empire. Who is this dream inquisitor really, and can th...

  • 1h 25m

    Episode 108 - Don't Leave Me on the Dance Floor

    "I got the chills, you got the power. Don't leave me on the dance floor." The Vortorrim finally set out to bring the fight to the heart of the Empire, splitting their forces across land, sea, and the deep rift itself. Wh...

  • 1h 20m

    Episode 107 - SORRY! CRASH!

    "I can't get above the water, as if it matters." The Vortorrim's favorite barista at Moonbucks is revealed to be Jaastien, and he's not here to serve coffee anymore. What could push a familiar face to turn against his fr...

  • 1h 09m

    Episode 106 - Architects

    "Are there no fighters left here anymore?" The Vortorrim finally have momentum on their side and big decisions to make about their next move against the Empire. What bold plan are they cooking up, and who might they need...

  • 1h 01m

    Episode 105 - Theta Dreamz

    "Deed cannot dream what dreams can do." The Vortorrim take to the dream realm to reach allies behind enemy lines while a god prepares to make his entrance into the world. Who does each hero choose to visit? And how will...

  • 1h 12m

    Episode 104 - All My Friends Are Freaks

    "It ain't the destination, it's the path you take." The siege of Moonstone is broken but the war is far from over and the Vortorrim know it. What do the gods reveal about the dark power their enemies have been stealing?...

  • 1h 29m

    Episode 103 - Ballroom Blitz

    "And the man at the back said everyone attack, and it turned into a ballroom blitz." Five shadow vortorrim descend on Moonstone. Can our heroes hold the line against an enemy wielding stolen power straight from the gods?...

  • 1h 04m

    Episode 102 - Back In Time

    "Don't bet your future on one roll of the dice." The time travel missions are done but the questions they left behind are bigger than anyone expected. What secrets about the Shadow Vortorrim did the Vortorrim bring back...

  • 1h 17m

    Episode 101 - Savior's Robes

    "Out on the water, in a sea of change..." Ravi gets pulled back in time mid-mission with no warning, no backup, and just enough liquid courage to make things interesting. What exactly is happening off the coast of Vella...

  • 1h 31m

    Episode 100 - Julius

    "Before you take another step, don't blame it on yourself." Julius finds himself alone in the Feywild with a goddess on a mission and a war that cannot wait. Can he help turn the tide of a battle that has been grinding o...

  • 1h 41m

    Episode 99 - Night Running

    "We're on a night run. Boy you better hold your tongue. Talking like you coming from kingdom come." Orrin Orrinson has been dropped alone into enemy territory the night before one of the war's most pivotal battles. What...

  • 57m

    Episode 98 - Hold On, Dear Brother

    "Hold on dear brother. Brother. Tried to close my eyes to all around me." An enemy at the gates, a brother across the table, and a goddess with a plan that changes everything. Can the Vortorrim hold Moonstone together lo...

  • 1h 34m

    Episode 97 - Coming War

    "We see a coming war..." The Vortorrim arrive in Moonstone to find the city under siege and a mother waiting with open arms and urgent news. Can they help turn the tide of a battle that has been grinding on without them?...

  • 1h 21m

    Episode 96 - Lay Back

    "The world is spinning on right now. It's slipping off my tongue. Lay down. Who cares what's going on?" Time moves strangely on Vortor Island and the Vortorrim are about to find out exactly what that means for the war th...

  • 58m

    Episode 95 - My Name Is...

    "Hi, my name is... What? My name is... Who? My name is..." The Vortorrim stand at the heart of Vortor Island facing a mystery that the entire world has been shaped around. What is waiting inside the pillar of light at th...

  • 1h 41m

    Episode 94 - Flowers

    "Flowers. Flowers. Flowers." The Vortorrim came to Vortor Island looking for answers and found something no one on the outside world even knew existed. Who are the ageless guardians that have been waiting here since the...

  • 1h 03m

    Episode 93 - Black Butterflies & Deja Vu

    "There are only twenty six letters I can use." The Vortorrim have the ear of a war god, a cryptex no one can crack, and three very different paths forward. Will they choose the road most likely to put them a step ahead o...

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Dungeons & Dragons 4E (2008)
Tabletop Roleplaying Games

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TTRPG
Beginner-friendly
High-Fantasy
Dungeons & Dragons 4th Edition is a tactical, combat-focused tabletop roleplaying system released by Wizards of the Coast in 2008. Designed to fix the high-level math imbalances and "martial vs. caster" disparities of the 3.5E era, 4E redesigned the game's engine with a more video game adjacent approach. It is famous for its structured, grid-based combat and for standardizing class abilities into a unified system. While its dramatic departure from legacy mechanics polarized the fanbase directly paving the way for the creation of Pathfinder. 4E is widely praised today for its brilliant monster design, DM tools, and unparalleled encounter balance. The system it directly replaced is Dungeons & Dragons 3.5 Edition (2003) Description In D&D 4E, players take on the roles of heroes who are combat-capable right from the start. The system relies of combat being carried out with the use of a battle grid. Positioning plays a big part of the combat experience. The exact location of the characters matters greatly. Unlike other editions where spellcasters are played in a separate mechanical way than martial classes, 4E unifies the progression system. Every class is boiled down to a specific combat "Role" and draws from their specialized toolkit of "Powers," making the game balanced and ensuring that every character has unique and impactful actions that they can perform on their turns. System Overview & Key Features The Power System Instead of traditional spell slots or basic attacks, every class has a list of At-Will, Encounter, Daily, and Utility powers, each with different power levels and frequency at which they can be performed. Fighters can execute epic daily maneuvers just as wizards cast daily spells, creating a better balance between martial classes and spellcasters. Combat Roles All classes are sorted by their class specialization role: Defenders (tanks who draw aggro and protect their allies), Strikers (high single-target damage), Leaders (healers and support), and Controllers (area-of-effect damage and debuffers). Static Defenses Saving throws were removed and replaced with four different defense values: Armor Class, Fortitude, Reflex, and Will. When a wizard casts a fireball, they roll an attack against the targets' Reflex. Instead of both sides rolling for success and for defense - the attacker is the only one to roll dice. Healing Surges A standardized resource pool representing a character's stamina. Almost all healing in the game, whether from a cleric's spell or catching your breath, requires the target to spend a Healing Surge, which reliably heals them for exactly one-quarter of their maximum hit points. Monster Roles & Minions The Dungeon Master's toolkit was revolutionized. Monsters have explicit roles (like Brute, Artillery, or Skirmisher) that cleanly dictate their behavior. 4E also introduced "Minions". Monsters that have normal stats and deal average damage, but only have exactly 1 Hit Point, allowing heroes to cleave through cinematic hordes. Skill Challenges An unique system with 4E is Skill Challenges - a "cinematic" series of actions that turn social, environmental or escape situations into more movie-like scenes. The players must achieve a certain amount (determined by the situation) of successful skill checks, before they collect enough failed skill checks. Additional links dungeonsanddragons.com - Official Dungeons & Dragons website

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