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A simple mechanism turns into a catastrophic countdown as the crew triggers something ancient and violently unstable. With the ruins cracking and reality buckling around them, they scramble for answers and a way out, only to stumble into a place that feels wrong in their bones. In the haze, sound carries too far, fear spreads faster than footsteps, and every attempt to speak their way through the darkness risks inviting something to respond. When the fog finally answers back, it does not come alone.
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A six-armed presence rises over the shattered obelisk and does the one thing the party cannot afford right now: it opens them up. In a room thick with blue runes and impossible power, private histories get dragged into the light, loyalties get weighed, and every heartbeat feels like it’s being audited by something ancient and cruel. As reality bends, spells are swallowed, and a hooded ally’s place in the story sharpens into focus, one question hangs over everything: how much of you can be taken before you are no longer you, and what will you give to keep someone from slipping into the dark?
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The necropolis stops feeling like a ruin and starts feeling like a trap the moment the heat rises and something impossibly vast steps out of the dark. With an abyss staring open behind their enemy and the air itself daring them to blink, the crew is forced into brutal, split-second choices where every spell is a gamble and every heartbeat costs. Then the temple offers its real temptation: a truth-marked obelisk that shows a reflection none of them recognize, and a masked figure caught between survival and secrets. If they want answers, they’ll have to earn them, because this place doesn’t just test courage. It collects receipts.
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A sacred dwarven necropolis opens its doors and welcomes the party with chimes, urns, and a heat that feels wrong, then the light hits the soot and the smashed relics and the truth snaps into focus: something has already been through here. While the crew races to find Brom and deliver their message, they stumble onto the very cargo they were sent for, a strange clockwork chest-pack that seems to have a mind of its own. But the deeper they push, the more the halls fight back, and when a shaken survivor finally appears, the party has to decide fast whether they’re rescuing someone in danger, or inviting the danger to follow them.
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A maze of basalt pillars closes in as the crew follows a trail of carved names into something older than memory and far less forgiving. One by one, the path pulls at them, splitting whispers from voices, jokes from dread, and certainty from instinct, until every step feels like a test. Somewhere in the inscriptions, a truth waits with teeth, and the deeper they go, the clearer it becomes that this place is not just recording history, it is judging it. When the party finally reaches the chamber at the heart of the maze, a message greets them like a verdict: the deep fire reveals truth, and the stone remembers.
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A brutal mountain storm doesn’t just slow the crew down, it tests whether they deserve to go any farther. A wall of razor wind blocks the ascent, and the only way through is a choice that feels equal parts puzzle and dare: gamble warmth, risk exposure, and trust a half-buried dwarven relic that responds to fire like it has been waiting for them. Blue light blooms where flame should die, ancient words stare back from bronze, and the silence that follows feels less like relief and more like an invitation. Step by step, they push past the point of turning around, because whatever is hidden in Der Hollow is close now, and the mountain is finally letting them in.
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The forge is burning, the troll is breaking, and the torch is waking up.
If they survive, the echoes will follow them. Strange powers stir in Tessa’s ominous companion, the Elders weigh what the party has brought back from the dark, and a new path opens toward a sacred necropolis where memory and magic are bound together in stone and glass. A single torch, a handful of barrels, and a village depending on them. When the fire finally dies down, nothing feels simple anymore.
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The plan was simple. The reality is a nightmare. Deep beneath Der Hollow, the crew faces a shapeshifting troll that refuses to die. Every strike heals, every form change rewrites the rules, and the Frostfire Reserve still hangs in the balance. Smole throws himself into the fray, Tessa digs deeper into psionic and hex magic, Aeress hunts for an angle in the shadows, Ryan turns geometry into murder, and Dug quite literally rides the line between genius and disaster.
With Reeko barely standing and the team scattered through the forge, they gamble everything on fear magic, a dangling anchor, and a torch of black fire that may be more curse than solution. If this thing does not stay down, their mission and their lives burn with it.
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Deep inside an ancient dwarven hall, the jokes stop landing. As Team Gamma steps into the dark, they find more than old stone and scattered bones waiting for them. A towering troll stalks the corridors, warping laughter into a weapon and turning stealth into a gamble with very real teeth.
In this episode of Den of Dice, fire, poison, and steel finally meet the creature head-on, the team learns this is no ordinary monster. Smole calls on his ancestors, Aeress and Tessa test the limits of their magic, Dug and Reeko improvise under pressure, and Ryan strikes from the shadows as the troll adapts in terrifying ways. The fight becomes a question of more than tactics...it is a test of how far they are willing to push themselves before something in the dark pushes back.
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Some confessions only come out by firelight. As the party takes a short rest on the cold shore, Smole finally opens up to Dug about the spectral turtles that guard him, the ancestors who never answered, and the rage he is terrified he cannot control. Dug counters with his own fears promising they can keep each other in check when the anger rises.
Tessa sinks into a meditation that becomes a nightmare, reliving the fire, the river, and every crack she sees forming in her friends.
When Aeress slips away to scout the trail of the stolen firefrost barrels, she finds more than tracks in the sand. The party must decide how to lure it out and how much more risk they are willing to stack on top of the secrets already smoldering between them.
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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.