

Natural Six
Season 1
Created by:
Network:
Season aired: 2024-04-02
Overview
In the world of Reliquiae, a group of five heroes, bound by fate and The Web's influence, embarks on a mission that unravels hidden truths about the world and ancient powers.
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Episodes · 57

The Gods are Real
Welcome to Reliquiae. In this brand new D&D actual play series, we join our party as they are about to aid a sacred rite - The Deference - at the very centre of the world, on the peak of Mount Atria.

The Shadow Will Flood
Welcome to Reliquiae. Join us for Episode 2 of this brand new D&D actual play series where, in the aftermath of The Deference, the party find themselves at the epicentre of an event that will shake the very foundations of the world as they know it.

Oathbreaker
Welcome to Reliquiae. Clear of the chaos that occurred at the summit of Mount Atria, the party finally have time for some quiet moments of contemplation by the fireside. But it's not long before dire circumstances spur them on to find a helping hand at the Festival of Benediction.

The Newly Dead
After a tense encounter with Jasme, the party are revitalized and eager for answers, yet facing a pivotal decision. Will they journey to Baruun in pursuit of Grawnoth, or stay behind to uncover the truth: is that really all caramel?

The Girl in the Cell
Last we saw our party, they had overcome surprisingly ferocious enemies, yet suffered severe casualties. Then they found themselves waiting, alone, in the deep, dark woods. Waiting for what, they didn't know. How will this stakeout end, who will emerge from the darkness, and will they ever make it back on the road to Baruun?

Hot Heads and Fast Words
After diving headfirst into their latest pungent challenge, our heroes regroup to plan their next move. An old acquaintance might hold the key to unravelling their recent discoveries. Will fiery tempers and hasty words land them in even deeper trouble, or does The Web have plans of its own?

The Spider and The Flies
After the briefest moment of respite, a fraught meeting with the Spider Prince is suddenly on the cards. It’s time for the group to prove their worth to The Web, or see themselves and everything they care about go up in smoke. It turns out Baruun is far more dangerous than any of them could have imagined.

The Bodies and the Book
Join us for episode 8, as our heroes prepare to face the consequences of their rash actions in The Crest. Can they trust one another and accept the heavy toll as a team, or will they turn on each other and see their allegiances shatter?

The Prisoner in the Attic
Recovered, rested, and now level 5, our heroes set out to find Rashid and aid the Council of Equals, only to discover the Dwarven city of Lode has fallen to a mysterious organization. Will they be able to save the town of Mouse from a similar fate, or will treasures and memories tempt them away?

The Kindness of Strangers
With supplies in hand and a reluctant, somewhat perplexed blessing from The Council of Equals, our heroes embark on their journey to Mouse. Uncertain of what lies ahead, will they be able to aid those in need, or will it turn into another wild goose chase?

Trials of the Brothers
Armed with the knowledge of the impending trials set by the Grēnweard brothers, our heroes ready themselves for the surprises that lie ahead. As they prepare to face the traps and tricks set by the brothers, will they overcome the challenges, or will secrets within their own ranks tear them apart? In the end, will it be traps, tricks, or trust that proves to be the greatest threat?

Flies in the Ointment
With friendships shattered and trust broken, can a family reunion heal old wounds? As Endellion faces the consequences of her desire for adventure, she must confront the pain she's caused those who love her. Will they find a way to unite and overcome their differences, or will fractured bonds cause the impenetrable Castle Grēnweard to finally fall?

The God Killers
As the battle for Castle Grēnweard looms ever closer, final preparations are made. Allies are rallied, stories exchanged, and the weight of the coming fight settles in. With the party divided, will their strategy to surround The Gloam give them the upper hand, or does The Gloam have a surprise of its own waiting in the shadows?

Secrets for Sale
Driven by the need for answers, the party sets its sights on The Sanctum, but the journey is far from straightforward. Within the enchanted depths of The Mab Woods, a mysterious traveler offers truths—for a price. Yet, as these secrets unfold, some truths may cut deeper than expected.

Blood, Wine, and Moonlight
As the team comes to terms with the weight of their secrets, rest is cut short by an urgent plea for help. The promise of a quiet night fades as they face unwelcome guests, but amidst the chaos, they can't help but wonder—wouldn't it be nice if they could all just drink wine and gaze at the moon instead?

Politics and Poker Faces
Arriving in Yannick, the team encounters the House of Learned Friends—a university where debates flourish and bureaucracy reigns supreme. Decisions are endlessly delayed, tangled in red tape and philosophical arguments. But the source of the standstill is clear: one individual, burdened by a dangerous gambling debt. To uncover the truth, will they choose to roll the dice and join the game?

A Date with Death
What started as a simple game of cards has quickly spiralled into chaos. Now, with the ante raised to dangerous heights, the stakes aren’t just for Yannick's future—they're gambling with their lives. In a game where every card played could be their last, will fortune favour the bold, or will Lady Luck offer the ultimate kiss of death?

A Toast to Trouble
While continuing their journey to The Sanctum, the allure of Veil proves too powerful to resist. Once alive with vibrant colours, joy, and music, the city now carries the weight of sorrow as its people mourn the loss of their God. Yet, even in grief, the Tieflings celebrate with songs of life and tales of great deeds. But beneath the melodies, danger stirs in unexpected ways. A reckless cocktail of drinks and missteps could lead to dire consequences, a sobering reminder that one careless moment might cost them everything.

Scales of Justice
The road to The Sanctum continues, but the message from The Sinless weighs heavy on Reliquiae. As the Fortis Legion tightens its grip, the Newly Dead find it increasingly difficult to conceal their identities. Danger surrounds them, yet the bonds of friendship between them grow ever stronger. Amid the mists of the Salt Road, long-buried secrets and feelings begin to come to light. A chance meeting may not only hold the key to someone’s past but help unlock the path forward. Yet even as flickers of hope emerge and answers feel close, the path ahead remains perilous—The Sanctum may not be the sanctuary they seek.

The Sting of Suspicion
While The Sanctum may be in their sights, trouble buzzes in every shadow. The beautiful town of Seascale seems serene at first glance, but a deeper infestation —both in the lake and within its walls—has left people feeling uneasy. While Dolly shares a glass of wine and memories with an old friend who offers a flicker of hope, the Newly Dead face a sting to their plans. A simple job proves to be anything but, and an unseen predator circles closer, leaving the Newly Dead stung by the realisation that their every step has been watched—and their every move, marked.

The Sanctum
With the true target unveiled, the party is forced to confront the vast reach of the Web once more. To face what’s coming, they need to make a daring choice: do they keep their potential enemies close—even if it sharpens the sting of betrayal? Over shared meals and unexpected gifts, the Newly Dead savour a fleeting calm before sailing headlong into the storm. The black waters of Fathom churn with unseen threats, and trust among the crew begins to unravel. The climb to the Sanctum offers no respite; as they traverse treacherous ravines and face shadows of their own making. But when they finally reach the top, how close is too close when your enemy weaves The Web you’re caught in?

Son of the Treespeaker
The Web might be wide, but the stairs of the Sanctum are narrow, and every step upward is fraught with danger. When the Fortis Legion make their stance clear (with swords, not words), the Newly Dead are forced to rely on their wits, steel, and some… unconventional allies. As secrets come to light and battles rage, the party faces hard choices and even harder foes. With each roll of the dice, they move closer to uncovering truths that could define who they are—and what they’re fighting for. Will the Newly Dead survive The Sanctum?

A Leap Into the Unknown
As the storm rages and the rain lashes down, it becomes clear the Newly Dead will find no sanctuary in the Sanctum. To secure their future, they must take a leap of faith into uncharted waters. Rest, however, is fleeting as unexpected dangers test their resolve and challenge their faith in everything they once believed to be true. Secrets are shared, tempers flare, and those thought lost may be closer than they ever imagined. Their journey may lead them to the old home of the gods, a place where divine decisions and magic once shaped Reliquiae. But whatever answers they hope to find, they are not the only ones seeking them. In a world where identity is fragile, me, you, and I must unite to face what lies ahead.

City of Shadows
The Newly Dead aren’t the only ones in Alveleon, as the shadowy organisation known as The Gloam already lurks in the ruined city’s depths, making their search all the more deadly. With danger closing in, the party is forced to divide and conquer. Raidion and Dolly must spin a web of charm and deceit to uncover the truth (and make it out alive) though some secrets are best left unspoken... or in some cases simply never spoken of again. Meanwhile, can Elowen, Kelnys, and I outmanoeuvre the threats and buy them some much-needed time? The race to The Old Dark has begun, but they’re not the only ones running.

Blood of the Kobold
Sometimes the last thing between you and the dirt is a well-placed dagger, but what does it mean when it’s lodged in your back? The Spinner’s words have left a wound that no blade could carve, splitting the party in ways they might not recover from. But there is no time to dwell on fractured trust and growing tension—if they want to reach The Old Dark first, they have to keep moving, even if this time, it's the Newly Dead on the menu. Getting killed? That’s the easy part. Surviving Reliquiae? Well, that’s going to be the real challenge.

The Rift Below
Bruised, broken, and some even blighted, the Newly Dead take their first steps into the depths, seeking the elusive Kobold God, Themself. But in the winding caves below, where the history and stories of the Kobold tribes echo through the stone, there are far worse things to fear than what lurks in the dark. The weight of their own doubts press heavy, as whispers from The Web weave their way into wary minds, trust is tested, and resolve begins to fray. The Web would see them buried, but in the endless tunnels, can they claw their way back to the light and continue the fight?

Croak and Dagger
The tunnels twist on, pressing in from all sides. Pressure, as they say, can forge diamonds, but will the Newly Dead begin to shine? Each step deeper into the dark forces them to confront what lies beneath, not just in the stone, but in themselves. Old wounds ache. Doubts gnaw. And when shadows twist and fear creeps in, it’s not just trust that wavers. But not everything in the dark is there to break them. Some things, surprisingly, ask for nothing at all. Still, the path out won’t be smooth. Something’s waiting in the muck. Something with a taste for adventurers...and a ribbeting sense of timing. The Newly Dead might be ready to hop out of these tunnels, but first? They’ll have to leap into a fight unlike any they’ve faced before.

Burning Shadows
The sun is warm, the forest is vast, and for the first time in a while, the Newly Dead breathe easy. But there’s more than pollen drifting on the air. Trust begins to bloom too. Beneath the trees, secrets are traded, not in whispers, but in truth. And in that rare stillness, something begins to mend. But peace in this place is fleeting. Not everything that grows in the forest should be picked. A promise of clarity, past, present, and future is laid bare. But for those who’ve seen what it really does, that promise is more curse than blessing. And when danger rears its head, there’s no time to reflect. Spells fly, plans shatter, and four legs are better than two. It’s messy. It’s wild. And it’s absolutely no time for horsing around.

The Midnight Moon
In the forest of endless summer, there isn’t one clear path, there are many. As one takes a risk and disappears into the shadows, moving with nothing but silence and sheer nerve, as another stumbles into something far stranger. Learning of an old acquaintance with a new name, and a following that worships the Midnight Moon. Between whispered conversations and quiet revelations, not everything is as it seems. And not everyone is who they believed themselves to be. They have a plan: Bold. Dangerous. Direct. This time they might see them coming, but let them kneel. For the bowed head cannot see the blade.

The Bard and the Bowed
They tried stealth. They tried grand plans. But this time, they take the front door. After all, they are delivering exactly what was promised. While the Gloam do not welcome their arrival, the Children of the Midnight Moon fall silent, awestruck, as the goddess they have waited for appears before them, though not all who are worshipped come willingly. The Newly Dead came seeking answers, not adoration, but under the eyes of the Midnight Moon, promises twist into chains, and worship becomes a cage. In a place built on belief and betrayal, safety is a broken promise.



