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Life is strange! Gamma World. Join the Dice Crimes crew, minus Izzy but adding Rob, as they venture into a land which seems so alien, yet vaguely familiar. I joke about them not knowing what they're doing a lot. In this one, they don't even know what kind of character they'll be playing. The joke is on us.
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The barricade of vehicles and their ambush was sprung. The Dice Criminals might make it through if so many of them didn't go unconscious. Who can save them? What great hero, possibly even named, could rescue them?
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The Dice Criminals made it out of Dallas. Now they're on the run from Wheel Wizards, or something. There was some good options for automobile alliteration I didn't take advantage of in this episode. What does happen is, an acronym of a big bad guy vehicle shows up. How will they roll handling on this?
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The runners have set off with the help of Griff and the gang, and they are being pursued. Will they even make it out of the street? Will the runners be introduced to the crash rules? Come learn and listen to how a mass vehicle chase scene and firefight is handled in the world of Shadowrun.
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The meet concludes with Johnson-san. They have what they're supposed to do. Now how do they do it? There's some leg work, some contacts put to use, and a one in a million plan is put together. That's chances of it working, not the quality.
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Listen to the original season of the group playing Shadowrun with Gramps, Abstract, and Scratchy trying to make a living in the Dallas-Fort Worth Metroplex in the year 2070.
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The final battle with the terror of Marais d'Terascon is on! What could he possible want with this town, Luc, or the adventurers? How bad must he smell to cause the effects described before AND during this episode? Does Mureos smell like hamburger when he's hit with a fireball? What about Thorin?
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It looks like their victory was stolen from them at the last second. There's no way this was going to be a six episode arc despite the silence of 15+ months. Which we won't talk about. No, dear listener, feast your ears as the action and adventure ramp up to actually finding a dungeon and/or a dragon!
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O-high-o, and Ahn-shon-tae, Sin-yore and Frow-en. There are neither Dungeons nor Dragons in this episode, but the players lay their hands on the possible villain behind all the problems in this small village of Marais de Terascon. Could it be that easy? Will they catch him, her, or it? What other language group could we possibly offend in such a short, nearly 2 hour episode?!
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Another episode of Dungeons and Dragons, but still no flying reptiles or subterranean jails to be seen. There is initiative rolled in this episode! They’re still on the hunt for the cause of murder, disappearances, and undeath in this small village of Marais de Terascon, but they are closing in on one of the most likely suspects. Will they catch him, her, or it? Will they find the elusive 13th pastry?
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