Episodes
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Hoodie-howdy that’s a fair bit of heat ma’am. There ain’t no county music in this episode, but there are a few... unexpected... events and a lot of magma. It’s time to get Piper on the move, and left to their own devices in a new city our outsiders do their best to keep a low profil— who are we kidding they’re putting on a show like Atlantis has never seen before.
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The adventure is afoot, and Erralynn, Jawbreaker, Triq’ie, Ruby Dubi, and Pulverise have a lot to figure out if they want to find the legendary Golden Goblet and win their passage home. What awaits inside the mountain? Is choosing the cave of bones the best idea? How many muffins does it take to save one party of adventurers? Find out in the second half of our extra-special bonus episode celebrating 4 years of Roll Your Own Adventure.
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Missing episodes?
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Celebrate four years of Roll Your Own Adventure with two extra-special bonus episodes! This adventure features some of our favourite ever characters; an eccentric gamut of adventurers ready to face whatever date has in store with jewels, candy, curses, and an endless supply of muffins. Featuring our first ever special guest, nine year old Sophia, buckle in for a wild ride featuring lions, dragons, and sharks (Oh my!)
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There are things to do and places to be! But not for this tenacious group. Our adventurers work incredibly hard to… not work hard... as they finally make it to the legendary city. But before they can start heading for the Light of Atlantis there’s one more challenge. Can our intrepid team execute their plan and make it off the Undercurrent? Only one way to find out!
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Our adventurers shake off the bad vibes of Mayhem’s Reach as they begin their final descent towards the glimmering city of Atlantis - but not everyone is so lucky. As the Undercurrent flirts once more with disaster on the deck, behind closed doors an important journey needs a… creative… plan. And please can they rest soon?
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What was that? Who was that? This has to be a dream - or a nightmare. The effects of Mayhem's Reach hit hard and nothing is as it seems. Memories are tested, loyalties are questioned, and someone's past catches up with them...
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An announcement! We’re BACK. That’s right, it’s time for the return of Roll Your Own Adventure. We’re continuing our descent towards Atlantis as we attempt to solve the many mysteries of the Undercurrent. What dastardly troubles await our sea-faring adventurers this time? What lurks in the dreaded hollow?? Will there be dolphins?!? Are we there yet?!!?? Spread the word and submit those audience items cause we can’t wait to be back in your eardrums soon.
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Something's not quite right beneath the deck of the Undercurrent, and it's time to find out what’s been hiding in the shadows. But can our adventures make a plan before their own fears catch up with them? And who can they trust when the stakes start to climb? Loyalties are tested, sacrifices are made, and someone goes through a... fuzzy... transformation
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What was that noise? Did you see that shadow!? Where did they come from?? Both our stowaways and the crew start to feel the effects of Mayhem's Reach as the Undercurrent moves into the long, twisted cave system that marks the start of the Split Grotto, and the fourth and penultimate gate on the journey to Atlantis. Secrets are uncovered, trust is tested but not everyone deals well with the unknown…
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Did… you… say… TENTACLE?? It’s time to reckon with the deep when the Kraken comes to call. But is this a fight our adventurers can win? And what is it that the crew of the Undercurrent is hiding? All may not be as it seems, but one thing is certain - if they don’t work out what to do next, Everdeep Drop will be our journey’s end.
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It’s time for our adventurers to get back to their posts and leave that nasty sand behind them as the Undercurrent continues its descent down into the cavernous chimney of Everdeep Drop. But as they work to light the way forward, they can’t help but stumble onto secrets still hidden in the dark.
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So you broke the ship you were granted passage on as stowaways with a giant untouchable anvil? Happens to all of us. Best stay out of the way of the captain and the crew until you work out what to do about it. Or, take the Rustle approach! Let’s see which way ends well...
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See ya 2021. It’s time to farewell the year that was with some holiday cheer! The RYOA crew look back over the last year and try to remember things that happened in it. Plus a musical number from a surprise guest...
Special thanks to everyone who submitted something this year: Ollie, Solomon, Emma, Rachel, 1_iamafish_1, Richard, Cait, Aida Zee, Red, Eric, Scott, Kels, Wheatley, Michael, Ria, Michelangelo, Kiara, Jerri, Ian, Sorant the Healer, Laithan, Crystal, Bill bob, Mckenzie, Frankie, Bronk, Luna, Ellie, Davo, Sebastion, Grixxlybear, BoBo, Charlotte, Arron, Christos, Cayenne, Bailey, Charlie, Sammie, Sam, A Really Cool Hat, an Invisible Cat, About 6 or 7 Tigers, and all you other anonymous peeps. We so love each and every one of you and your wonderfully creative minds.
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The deck of the Undercurrent begins to look a little worse for wear as our adventures foster a new-found hatred for sand. Mostly because it’s coarse, and rough, and irritating, and it gets everywhere. Also because it’s attacking them. On the upside, there’s a giant friendly crab who helps them fight some skeletons, attacking their weak points for massive damage.
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The adventurers take a stab at fighting things other than shambling mounds and scary robots, namely: the ocean, some sand, and a wealth of sunken ships. While Mazj finally gets the leader she’s always wanted and Rustle rescues a fish, Ka’Met and Brynn don their superhero garb and become the terrified heroes they were always meant to be.
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Everyone’s favourite way to start the day is with soaking wet clothing on a ship that has no indoor heating and smells of a reef, right? Well, lucky for Brynn, Ka’Met, Mazj, and Rustle, that’s how it begins! But how will it end? Probably with some tenuous plans to navigate an underwater ship graveyard and a friendly shark--doo doo doo-doo doo doo.
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Four figures push through the thickening darkness, convictions crumbling with the world around them as they begin to lose sight of hope, and Londinium begins to fade. The whispers of Them follow, heavy and haunting as they make their way through the abandoned city. And somewhere in the distance, a faint cry for help begins to sound more like a scream.
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It’s time to celebrate the spooky season with a truly eerie bonus episode. A quiet darkness falls over the starship city of Londinium. Engines that once kept the ship’s towers, parks, and gangway streets alive with light and noise now stopped without warning. While most were asleep, the ship powered down, and the lights went out. Survivors huddled in the darkness pass on rumours of the Them - a force or being undefined, but mentioned only in hushed whispers and terrified tones. But with those rumours, hope. A group of defenders is said to have gathered at the Great Core Park, and there, just maybe, lies safety...
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Welcome aboard the Undercurrent, due to set sail to the legendary Atlantis. Our adventurers-- sorry --stowaways, will have to earn their keep on this ship, but who will they be apprenticed to? A goblin of few words and a skill for rigging? A cold-blooded fisher and apothecary? A sweet-tempered and patient cook? Or an elf whose people skills are somehow worse than Brynnleigh’s? And wait, did you say they’re headed to the mythical city of Atlantis?
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Our adventurers are once again whisked away somewhere new, but it takes a while for them to get their sea legs. Brynnleigh makes everyone question whether or not she’s actually the daughter of a diplomatic nation, Ka’met and Rustle greet the ocean air with wide arms, and Maz’j is uncharacteristically trusting. I guess she has a thing for authority figures… like, say, the Captain?
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