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The Red Reserve gives Smole exactly what he wants, and proves why that’s terrifying. A lucky streak turns into a spotlight, celebration turns into scrutiny, and the “easy fix” starts looking a lot like the kind of hook that never lets go. Outside the glamour, old faces reappear at the worst possible time, secrets start moving through the building faster than the crew can follow, and the team learns a brutal rule of high-class corruption: the house doesn’t have to kill you to win. It just has to convince you to come back.
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Home lasts about five minutes before real life starts collecting its debts. With the team scattered on “errands” and a payday hanging just out of reach, Smole gets pulled toward a familiar red-and-gold door that remembers him a little too well. Inside, the Red Reserve feels less like a bank and more like a trap dressed as luxury, where compliments come easy, temptation comes faster, and luck starts sounding like a plan. As friends try to intervene without making it worse, Smole has to decide what matters more: the smart choice…or the quickest one.
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They survive the node, make it home, and immediately do the most dangerous thing possible: try to act normal. With the orphanage still smelling like last night’s fear, the crew starts talking breakfast, money, and “just forty-eight hours” like the universe didn’t almost swallow them whole. But under the jokes and muffins, new tensions are brewing, alliances are being tested, and everyone is quietly deciding what gets written into the report… and what never leaves the room. As plans split and motives collide, one thing becomes clear: the next fight might not be in a dungeon. It might be at the table, with a smile, and a price tag.
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They finally make it back to Aeridin, but the “safe” place they land is an abandoned orphanage at night, and nobody in the room can quite relax enough to believe it’s over. New answers from the node hang in the air like smoke, old names suddenly carry weight, and the crew starts realizing the next threat might not be a monster at all, it might be what they now know. As plans form in whispered conversations and uneasy silences, one thing becomes impossible to ignore: their new companion doesn’t sleep like they do, doesn’t blink like they do, and might not be here for the same reasons they are. Home is close…but trust is about to get expensive.
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The node offers the party something more dangerous than a fight: answers. In a chamber built to pierce time itself, one memory becomes a doorway, and the moment they step through, the machine starts asking for a clearer picture, a truer version, the kind that hurts. What begins as a search turns into a confrontation with a presence that notices them noticing it, and the crew learns fast that curiosity has weight here. Every question leaves a mark, every glimpse costs something, and the closer they get to the truth, the more it feels like the truth is getting closer to them.
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Echoes of the fallen give way to something older. After driving back the remnants of those consumed by the Umber Plague, the party steps into the archive, and into memory itself. What unfolds is not history as it was told, but as it was lived: a rise, a silence, and a moment that reshaped everything that followed.
Truth settles differently on each of them. Some find answers. Others find questions they were never meant to ask.
Across time, across blood, across the stars, the connections surface. And once seen, they cannot be unseen.
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The black-glass halls stop reflecting fears and start demanding a price, and the crew realizes the node isn’t just a place, it’s a test that learns. A new presence enters like judgment, old magic gets twisted into something unfamiliar, and the team is forced into the kind of split-second choices that reveal who they really are when the light goes out. The deeper they push, the more the glass “answers back,” and every attempt to hold the line risks waking something that has been waiting in the dark far longer than they have. If they want to get out together, they’ll have to survive what the node shows them…and what it refuses to.
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The node doesn’t just trap the crew in black-glass corridors, it turns their own eyes against them. Every cracked surface flickers with faces that should not be here, every reflection drags the shadow shepherd closer, and the moment Tessa opens a channel to the Chorus the warning hits like a knife: it remembers what it ate. Then the hallway widens, the air darkens, and a fifteen-foot void-made giant steps out like the end of a story that refuses to stay buried. Shadows pour in, memories get weaponized, and the party has one choice before the glass swallows the light. Stand and fight in a place that’s watching, or run and pray the price of seeing isn’t paid in blood.
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The forest breaks open into a crater-wide scar, and the party finally sees it: the node, a glass-and-metal monument big enough to feel like a promise and wrong enough to feel like a trap. But something is hunting them, a void-born shadow shepherd that sniffs out magic like blood in water, and every second they hesitate is an invitation for it to call the swarm. So they gamble hard, hurling the black torch into the night as bait and slinking toward the pyramid on borrowed silence. When the key finally slides into place, it wakes a memory. Screams claw through Ryan’s mind, the glass splits into an obsidian throat, and inside, the light itself starts getting siphoned away. In a world that eats magic, even reflections can become witnesses, and this monument is already watching.
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The wasteland watches, and now it answers. As the party presses forward across Hrodan’s broken expanse, the curse that clings to this world begins to take notice. Shadows gather. Hunger sharpens. The path ahead narrows beneath an unseen will that seeks to consume them before they can reach the only structure that might offer escape.
In the distance, something old waits. Behind them, something remembers.
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From the publisher's feed
Welcome to Den of Dice.
We’re a group of friends creating cinematic tabletop roleplaying adventures for people who love unforgettable stories, incredible characters, and immersive worlds.
New episodes of House of Glass stream every other Monday. They are then posted every Tuesday following the stream on YouTube, podcasting platforms, and more!
Our flagship series, House of Glass, is a story-driven Dungeons & Dragons campaign set in a high-fantasy corporate dystopia where ancient magic collides with ambition, mystery, and impossible choices. Every episode is carefully edited to deliver a focused, cinematic experience that feels closer to a television series than a traditional tabletop session.
We believe tabletop roleplaying is one of the greatest forms of storytelling ever created. It brings people together. It sparks creativity. It creates friendships. And for a little while, it lets us escape into worlds where anything is possible.
Welcome to the Den.