157 avsnitt • Längd: 205 min • Månadsvis
Welcome to the World of Starlost, where adventures come in many shapes and sizes. This D&D Liveplay podcast follows the world of Starloss and the players who craft it. Listen and be immersed in intrigue, comedy, romance, and magic. Refugees from tyranny? Criminals in a high stakes heist? Adventurers colonizing the new world? All of it and more lies under these fantastical skies.
So join us every Friday (except the first of each month) and make your way through the World of Starlost!
The podcast The World of Starlost: A Tabletop Adventure is created by Starlost. The podcast and the artwork on this page are embedded on this page using the public podcast feed (RSS).
Squad 13 set out to get themselves more familiar with the familiar city of Haven, while some go to get themselves richer, some head into the seedy underbelly. But some find that the truth of city may be hiding itself more than they thought, and that their secrets are not as safe as they appear.
Squad 13 finally return to Haven. Given free reign of the city, the party splits up to learn more about the city founded in rebellion. And yes, Pulse, in fact, goes gambling.
Squad 13 is surrounded. With no way out and the ignition of the fuses on dynamite threatening to bury them in the rubble of the Deep Tunnels, the party has just one option: Fight to survive.
Squad 13 is surrounded. With no way out and the ignition of the fuses on dynamite threatening to bury them in the rubble of the Deep Tunnels, the party has just one option: Fight to survive.
Escaping the chaos of the previous night and with a mysterious new ally in tow, Squad 13 find themselves in a Yvalis village. But when Runava's headpiece begins to pick up the signal of one its missing parts, the party gains a new objective: Venture into the ancient ruins of the Deep Tunnels and recover the lost artifact.
Squad 13 finally arrives in Haven, but when a chance encounter with a mysterious worker occurs in their inn, the party quickly realizes they've found themselves in the middle of something much bigger than them. 24/7 Confidential Safety Resource: Number: 1 800-799-SAFE Website: https://www.thehotline.org/ International Resources: https://shorturl.at/FTMOe
Squad 13 is ambushed by mysterious creatures, and they prove not only to be a dangerous threat, but a painful glimpse into parts of their past.
After hearing about the infamous "Tidestriker" the party begins to investigate into who that truly is. But there's never a moment to rest, as the job Nearly promised to Vayne finally appears on the bounty board.
Squad 13 responds to a bounty located deep within the mines near Cloudbreach, promising plenty of gold in exchange for hunting rats. But what else lurks within the depths?
Freshly back from their quests in the north, Squad 13 takes on jobs within the city. But even while putting some honest work under their belts, some of the party's members take the free time to forward their own agendas.
Squad 13 triumphantly returns to Cloudbreach, but the information they've obtained during their first job turns out to be much more dangerous than they thought.
The final leg of Squad 13's first journey as Stormridden brings them into the grasps of the... thing tormenting a small village. But the truth of the situation is even more complicated than the party could have imagined.
Squad 13 pushes onward toward the final leg of their first quest. But as they venture back out into the wilds, they come face to face with a local legend!
After the rousing success of their first mission, the party heads to the Killbee, a honeybee apiary with a bear problem that may be a bit BIGGER than the bounty let on.
A horrifying creature reveals itself to be the source of the cattle's demise. Now Squad 13 only has one option: Eliminate the threat.
Squad 13's first job leads them to investigate the deaths of cattle on a humble farm, but as they deepen their investigation it appears that more is going on in Kilby than meets the eye.
Squad 13 receives their first assignments and venture off into the untamed lands of the other side of the Stormwall, where they learn more of each other's histories... and their secrets.
Stormridden Squad 13 begins to explore the city of Cloudbreach. But all is not well, as the party clashes with their first opponents... and with each other!
The Starlost Crew is BACK for our second campaign! A new group of adventurers find themselves in a submarine deep in the ocean with only one goal in mind. Join the Enigmatic Exploration Committee and Breach the Stormwall!
It's been 5 years since the Finest brought the sky back to Starloss. And since then, they've finally settled into the lives they'd looked forward to. But as the Finest finally get to know peace, an invitation arrives, with the promise of something more...
Thank you all for the support you've shown us in campaign 1! We'll see you all for the start of Campaign 2!
Deep beneath the lands of Eubuea, the Finest aim to hunt down and stop Ichora Tithe once and for all. But the question remains: is the party the hunters, or the hunted, waiting to fall directly into the Blood Witch's trap?
Two years have passed since the Finest's final battle with Vek'nost. And now, the party finds themselves together again as they prepare to celebrate the marriage of two of their members, Dolus and Alina. But all is not well in the frigid lands of Eubuea, as an old foe puts their plan into motion...
The first epilogue of Starlost Seas is here! It's been months since the Finest helped to stop the Endless Night, since then the party has begun to try and settle normal lives for themselves... But when Hickory receives a concerning message from her mother back in Iceholme, the Finest will come together once more and travel to the deepest south of Starloss.
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The sun returns to the land of Starloss, finally giving the Finest the time to make amends, settle differences, and maybe finally know some peace.
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This is it. The war for reality ends here. It's time to find out who truly is the Finest.
The stage is set. All the pieces are in place. The Finest have only one step left... come face to face with Martin at the End, and Beginning, of Everything.
The Finest are in their final gambit to find Martin, and only one obstacle is left in their way... one last Starlost.
The Finest have prepared as much as they can and now must head off to hunt down The Starry Eyed Soldier. To do so they only have one choice: storm the Starlost fortress inside the Astral Plane.
The preparations for the hunt of the final Starlost begin as the party enters Fort Dawn in a state of peril. The world has begun to lose hope, while the Finest are trying their best to find it.
The Finest have begun their adventure into seeking the help of ancient leviathans in hopes of transport to the realm that Martin escaped to... however, every negotiation comes with a catch.
With the night sky vanishing before them and a challenge laid at their feet, the Finest are left with no choice but to venture into the darkness, and make deals with things darker still.
A critical choice has been made... allowing for several pieces of an ever-growing puzzle to snap into place as the next stage of the battle against the Starlost begins.
The Finest have managed to defuse one of their greatest enemies, but with a war still raging right outside their windows, there is no time to rest...
The Second Roost's defenses have failed. The Finest are hanging on by a mere thread. The siege of the Second Roost must end now, or there may be nothing left to save...
Despite the Finest's best efforts, The Nameless could not be deterred from her plans. She has set her sights on the palace, and it'll take everything the party has to defend it.
Under the cover of night, the Finest mobilize on their stealth mission. Though it won't be easy, the party must dismantle the armada of enemies aimed right at Caelii's palace.
After arriving at Caelii's Palace, the Finest learn of the Nameless' plan to besiege the Roost. The party fans out to strategize a sabotage mission and become more familiar with their new surroundings.
The Finest arrive in the Elemental Plane of Air. Their mission is simple: Intercept the Nameless before she can lay siege upon Caelii's palace. Starlost Seas is a custom homebrew D&D campaign, with tons of elements from 5e, Critical Role, and even some of our own changes! We hope you enjoy and thank you so much for watching! New episode Mondays at 5PM Eastern except for the first Monday of the month! 🔴 Subscribe here for more! https://www.youtube.com/channel/UCjxCXqS7QV4mkwS2P5OCX9A?sub_confirmation=1 ☕ Support us on Ko-fi, get early episodes and looks behind the scenes! https://ko-fi.com/starlost 👕 Get Starlost Seas Merch! Ko-fi Captains get 15% OFF! https://starlostdnd.com ⏯️ Check out the full playlist! https://www.youtube.com/watch?v=AFzsVK7nZqo&list=PL-Q8SOyRX77xMlseyOm6nzUSwAB2wTt80&index=1 📱 Starlost Seas Socials! Twitter: https://twitter.com/StarlostDnD Tiktok: https://www.tiktok.com/@StarlostDnD Discord: https://discord.gg/ED6r5RBxW6 🔊 Prefer Audio? You can find Starlost Seas on all of these platforms! Spotify: https://open.spotify.com/show/7tGEsxCLQsWRGzkoriLbJW Apple Podcasts: https://podcasts.apple.com/us/podcast/starlost-seas/id1571198213 Google Podcasts: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy81NmMyMDUzYy9wb2RjYXN0L3Jzcw== Amazon Music: https://music.amazon.com/podcasts/021488fa-e9ec-43e7-8975-d9ee3eb3644b/starlost-seas-a-d-d-campaign 🌐 Check out the cast! GlitchedStreams: https://beacons.ai/glitchedstreams Chryolain: http://www.twitter.com/Chryolain Numuik: https://beacons.ai/numuik Kmeister: https://twitter.com/kmeister363 Eyan: https://twitter.com/EyanDuncan Pulse: https://twitter.com/PulseEffects ScarecrowSketch: https://beacons.ai/scarecrowsketch
Things only get more complicated for the Finest as their ambush on the Nameless is interrupted. On top of questioning the alliances of old allies, one of the party members is offered a deal they may not be able to refuse.
The Finest's plan to save Gui is set into motion. Only one problem: They must ambush the Nameless.
After witnessing the onslaught occurring in Gui, the Finest begin working with the Tel'Asir royal family in order to find a way to take back the kingdom from the Starlosts.
The Finest finally arrive in Dragonlost. But with Gui becoming an active warzone, the party has to make extremely difficult decisions with lives hanging in the balance.
After taking some time to rest, The Finest prepare to venture back to Eubuea with only one thing in mind: Evening the playing field with Martin.
The Finest return to Twinktanian to gear up for their adventures to Dragonlost. But when peace can't be found in night nor day, the party can only buckle down and face the hard truths before them.
Despite being victorious in their encounter with another Starlost, the party has no time to rest as they must deal with the aftermath of the destructive battle.
With new revelations shattering the Finest’s psyche, they’re faced down by the Blood Witch: Madame Tithe. They must put aside their feelings and fight if they want to survive.
Arrested for their harsh reactions to Allora's confrontation, the Finest have to rely on their country's fearless leader... whether they like it or not.
After hearing of a meeting between the Council of the Stonekeeper Empire and the thought-dead King Matthias, the party rushes to Altairi. But as they arrive, the Holdmaster Allora stands before them, offering the party the options to surrender to arrest quietly or to do things "the hard way."
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After receiving news that the Empire is in peace talks with the Eubuean Court, the Finest mobilize to investigate. But when Hickory uses Divination to try and see what may lie ahead, the party is informed that every path ends in chaos...
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After narrowly escaping the Hollow, the Finest recuperate and learn more of their new companions and just how deep Veknost's corruption runs within Esp.
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The Finest's plan walks them straight into an ambush from the Warden of the Hollow. And only one group can leave alive.
The time is now, the Finest put their plan to break Nalu out of the Hollow into motion. There's no going back now.
The Finest attempt to gather information about the creatures that may be lurking beneath Saracen's towers... but no one seems to know about what lies below.
The Finest's plan to break Nalu out of the Hollow becomes more complicated as they learn of the warden's "ace-in-the-hole."
The Finest arrive in Saracen, the Heart of the Sands of the Paerash Desert and they only have one plan in their mind: Break Nalu out of the Hollow.
The party finds their bearings in Pitloom, but tensions rise as the Finest address the costs of their adventures.
After 99 sessions, the party FINALLY gets to do some pirate stuff, but it's never that simple, now is it?
The party puts every effort forward to prepare for their mission in Saracen and learn more of the stakes that stand before them.
Gearing up for the next leg of their adventure, the party looks inward... and for some, those thoughts come with consequences.
The Finest return to Twinktania to prepare for their venture into Saracen and ask questions of one another they never expected.
The Finest, now imbued with a new objective, prepare to leave Estelgrand. However, one more surprise waits between them and their goal.
Now finally reunited, the Finest gather their bearings and address what they've learned... but the discoveries they may be more burden than good.
The Finest, now separated all across Eubuea, must find their way back to one another... but what is the cost of splitting the party?
The countdown begins as the Finest gear up to do the impossible: ending the world.
Martin's dream world seems like the perfect utopia... but what secrets lurk in its intent?
The Starlost Crew gather together for an IRL session as the Finest (and Socks??) are thrown into a dream by Martin.
Tensions rise as the separated party learns more of the reality closing in on them.
Now separated, the party deals with the aftermath of their siege on the Starlosts...
Despite an unexpected twist in their plan, the party pushes further into the Starlost hideout far below the mountains of Eubuea, but faces old and new await them once more...
The Finest put their plan into motion, but a familiar foe stands before them once again...
The Finest move to pull a siege upon the Starlosts, but are they getting too far in over their heads?
After a sudden loss, the Finest scramble to deal with the aftermath...
The Finest are offered magical favors from Delilah... but quickly learn that you should be careful what you wish for...
As the Finest cope with the events of the coronation, they are offered safe harbor in the Eubuean Capital to rest, recover... and meet a creature beyond their understanding...
The Finest's plan to interrupt the coronation may have been off to a good start, but are they in over their heads as they come face to face with the force that's been lurking in the shadows?
The coronation is here, the plans are set, the traps are primed... but are the Finest ready to face what lies ahead?
The day of the coronation is fast approaching and it's time for the Finest to start putting their plan into action.
The Finest join Lord Drinas on a hunting trip and have a much needed talk about the gravity of the situation that Eubuea is facing.
The Finest take up Lord Drinas on his hospitality and finally get a chance to feel normal again. And given the time to breathe, emotions old and new begin to surface.
The Finest gather their wits about them and set out on a mission of espionage to save Lord Drinas’ daughter-in-law. But even simple missions have grand implications in the world of Starloss.
The clock is ticking before the coronation and the finest find themselves face to face with the lord of Aefintyr. But it turns out they may have more in common than appears.
The Finest finally reunite with Lorelei's crew. In a brief glimpse of peace, everyone takes the time to catch up and relax.
After the chaotic events of the night before, the party goes out to collect the supplies they need for their journey ahead, meeting new faces along the way.
Hush rushes to the party with dire news and Twink finds himself in a predicament with a potential new ally. But the question that remains above all is who is coming after the Finest?
The party arrives in enemy territory as they find themselves in Raven's Perch. But even when all seems well, the Finest can never seem to fully settle in.
The party's journey in Eubuea continues, but as things get more complicated, maybe now is the time for some NICE fireside chats.
Aiming to garner as much reputation as they can, the party sets out to clear the bounty board of Valorfall. A wolf hunt is meant to be simple, right?
Hickory takes Mara and Hush out on more bounties while the rest of the party gets more acquainted with Valorfall, but things don't go exactly to plan...
The party finds themselves entangled with more than they bargained for as their first bounty leads them to a conflict with strange creatures from the Shadowfell.
The party sets off to complete their first bounty in Valorfall, but what awaits in the mines of Eubuea?
The party starts their mission of gaining reputation in Valorfall, and with new beginnings, comes new friends.
The party arrives in Valorfall and begins to enact their plan to gain reputation amongst the city's nobles...
The party stays the night with Fairemont and assess the future of their plans in Eubuea and with each other...
The party finally meet with Fairemont and take a moment of respite, however the information that Fairemont holds drastically changes their understanding of the conflict that awaits...
An attack in the night leaves the party in a chaotic state and Mara must make a decision of grand importance...
The party takes refuge in Matthias' camp, where dreams approach them and warn of concerning fates...
As the party escapes from Fort Dawn, they learn more about their new ally and the conflict ahead of them.
The Starlost Crew is looped into a rather hectic plan, but who exactly is this person helping them?
The party has taken their first steps into Eubuea, but what awaits them in the city of Fort Dawn?
After causing a bit of chaos on the island, the party must buckle down as they are made aware of a new threat...
With the Wala situation now defused, the party is left to explore and repair damages, but as always, the party finds a way to get into trouble.
The party returns to Twinktania and are greeted with a slew of new improvements... and problems.
With the war for Sanctuary falling out of the Westwood's favor, the party begins to accept that maybe the only way to save everyone is to allow Starlost Twink to have his way with the city's leyline...
After a rather chaotic chain of events reunites the party, they turn to their efforts back toward the front. But the motivations of their enemy are much more complicated than they appear.
With Lotes' fate still unknown to the party, they are thrown into chaos as they frantically search for their missing member and the now-possessed Petran.
As chaos consumes the battlefield, the party must work separately to try and minimize harm, but the realization they are met with is much greater than they ever could have predicted.
The stage is set, the plans are in motion, and the enemy is on the way. The party is on high alert as the Empire and Westwood collide.
Managing to deliver a fairly swift blow against the Stonekeeper Empire, the party prepares for the main event, and some of the members get tangled up in a rather dubious plan.
Spurred on by Twink, the party decides it's time to go on the offensive and cut off the Empire's weapon before it can reach Sanctuary. But are their efforts calculated enough to guarantee everyone's safety?
As the party ventures further in an attempt to find Arlashna's orb of power, they are faced with a trial that they all hoped they never would encounter.
The search for Arlashna's relic begins as the party enters the ruins of Seauhleich, a city in the Westwood destroyed years prior. However, as their journey begins to unfold, an unforeseen complication arises.
Finally given a moment to breathe, Doc seeks out those affected by the prior night's attack while the rest of the party mingles with the citizens of Sanctuary.
The party reels from the aftermath of the Empire's aggressive push on the front and haunting discoveries are made as the night marches on.
Stepping back from their battle with the Stonekeeper mechs, the party has a moment to address their past and their approaching threats.
After escaping Gillian's capture, the party flees to the Westwood. However, the conflict at The Front is not so easy to avoid, as a powerful new weapon arises.
The party finally arrives at Falcon's Point after being delayed by many trials... but what is waiting there may not be exactly what they were looking for.
The party takes a small moment to breathe after an encounter with an Old One. Doc reels from his experience with an odd entity and Lotes prepares to spar with Dolus...
After crash landing in a pit at the bottom of the ocean, the party splits to try and rescue their boat from the abyss. However, things are more complex than what first meets the eye...
After crash landing in a pit at the bottom of the ocean, the party splits to try and rescue their boat from the abyss. However, things are more complex than what first meets the eye...
The day is just barely beginning as Hickory is put on watch, and a new threat arises as the party speeds toward an anomaly in the ocean!
As the chaos of Twinktania finally begins the settle down, the party prepares to set off toward Falcon's Point, but not before having some much needed conversation amongst each other and the other inhabitants of the island.
The planes have begun to collide and fuse together and the part is left trying to piece together what has happened to the island of Twinktania.
In the aftermath of the battle with the Fire Elementals, the party must now deal with one horrifying change: The sun has set in the Feywild.
The party has stumbled their way into the Feywild and reconvened with Arlashna. But when some unexpected changes occur and realizations about the situation at hand come to light, what will the party do?
Welcome to the world of Starloss, in a whole new light! Join the Starlost Crew and some special guests as we participate in a special one-shot session to celebrate the holidays and give you a new look into the world of Starloss. The Snowturn Festival is underway and our band of adventurers has been contacted by a mysterious benefactor for a job during this festive season...
Following a rumor of a mysterious moving tree, the Starlost Crew sets out to investigate and find more than they bargained for...
After butting heads with Gillian, the party gets to see the progress of Twinktania since the arrival of the Shadesteppe artificers.
Awoken at the crack of dawn, the party goes to investigate a mysterious ship docked at Twinktania. Will they be friend or foe?
The party leaves Tiak with their new member in tow and now must learn to readjust to life at sea.
After a devastating realization befalls the party, they work to regroup, assess the gravity of their situation, and offer refuge to potential new allies.
Finally finding where they believe Wok to be, the party discovers a realm where their imagination comes to life, for better or worse.
After a terrifying battle with a Starlost, the party recoups. However, when the city suddenly becomes freezing cold, the party decides they need to hurry up and find Wok before another threat can appear.
The party is only an hour out from Tiak when the original crew members are suddenly overcome by a magical headache, as a mysterious ping rings out in the distance. What could be the cause of these events?
After the rather sudden end to the Shadesteppe Conference, the party preps to set off toward Tiak to retrieve their boat. But plans go awry when the party realizes that Maya isn't on the boat.
As tensions rise between the representatives of the nations, Sodin makes an announcement that drives a wedge between all the participating parties.
The party gets the chance to explore Shadesteppe and attempt to recover the remains of their ship as Twink prepares for his grand presentation...
Finally having a moment to breathe since the sudden introduction of the Starlosts, the party divides to take care of their own personal agendas.
The Bordelaise has been attacked, and is now sinking into the harbor, and it seems that the clones of the party are responsible! Will the party be able to save the ship and its inhabitants?
The party is faced with a doppelganger of Dolus, and he appears to be aiming for the other representatives of the world's nations!
The party joins together to go over Lotes' Sketches of the events that occurred as they arrived in Shadesteppe, including meeting some new friends, some old friends, and maybe some new enemies!
This episode IS a part of the full story of Starlost, but due to a corruption of Episode 13's footage, is being told in the form of an animatic! This episode is BEST viewed in video form!
With their new companion, Mara, in tow, the party and their ship dock at a beautiful island for a much needed break... and some needed conversation.
Regrouping after the Basilisk fight, the party works to create a cure for their petrified companions and meet the new passengers that came with them...
The Party discovers that some of the crew has been turned to stone, and set out onto a shipwreck to discover the source...
After dealing with the disappearance of Kiran, the party begins to find a sense of normalcy aboard the ship as they set their sights toward Shadesteppe.
Reeling from the battle with one of Socrates' ex-students, he is put in a precarious situation where he face his curse and consequences of it. The party regroups and reassesses their relationships.
Following the lead of the Sahuagins, the party pursues the magic producing the fog to its source, where they stumble upon an unnatural looking island...
After boarding their new ship, the Bourdelais, the party sets out toward Shadesteppe, but their journey will not go as smoothly as they hoped...
After arriving in Enshasla and regaining their bearings, the party now has to deal with the repercussions of their methodology of escaping the Fogslip...
Narrowly escaping the sinking of the Fogslip through the mysterious power of Archibald, the party arrives in Enshasla, where new opportunities arise...
As the dust settles after the fight with Atranon's crew, a new threat lurks beneath the sea and within one of the party members...
After finally boarding the Fogslip, also known as the Gem of the Horizon, the party is faced with the pursuit of the Empire's Holdmaster and they must choose whether to fight or allow them to board...
Welcome to the world of Starloss, a beautiful land, full of magic. After an attack from an ancient evil sent the empire into chaos, unrest is on the horizon... This episode contains profanity and violence.
En liten tjänst av I'm With Friends. Finns även på engelska.