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Lo, let it be known henceforth, 'twas in Session 135 of DICELORE's BALDUR'S GATE: Eldritch Secrets that a Mindflayer wast finally encountr'd, and verily forthwith embattled by yon Damned Fools! (details within)
In Session 43 of The CHULTHU FILES: Masks of Nyarlathotep, our investigators make a new friend and head to the Home of the Friendless to confront the evil so-and-sos who been messin' with orphans.
TROPHY DARK is an incursion into the living, malicious forests of Kalduhr (or perhaps another environment, similarly bewitched)... an incursion from which the players, as treasure hunters, are doomed emerge broken, or not at all. This incursion is called WITCHWOOD.
Deep and deeper go the Fools, into the organically-carved caverns below the city's outskirts, encountering naught but foes all the while. But Session 134 of BALDUR'S GATE: Eldritch Secrets holds the promise of the ultimate confrontation... if they can juuuuuuust get there...
Underground finally, the Fools find the lair of the Mindflayer... but there are plenty of obstacles to face first, in this good ol' fashioned dungeon crawl! This is Session 133 of DICELORE's BALDUR'S GATE: Eldritch Secrets!
In Session 42 of DICELORE's The CTHULHU FILES—Masks of Nyarlathotep, the gang tries to find the answers to the strange roadside motel and how it connects the orphans from the Home for the Friendless with "The King in Yellow," and Elaine's new obsession with the Yellow Sign. And, they burn some dolls. So many dolls...
The hunt for the Mindflayers goes on, as the Fools get closer and bring some help along with them, in Session 132 of BALDUR'S GATE: Eldritch Secrets!
DICELORE's 4th Halloween One-shot—...IN THE DARK—takes a group of cavers on a guided tour deep beneath the wilderness of British Columbia, to explore newly discovered caverns, and what (or should we say, "WHO") lays in wait there...
In "Sing the Earth Electric," a one-shot of the DIALECT rpg (A Game About Language and How it Dies) by http://thornygames.com, humans have left the earth, and charged robots with restoring it to its primeval state for the "next" inhabitants, whatever they may be. John, Lee & Hal play as three of those robots in an isolation they call "Terra-1," as their own unique language develops and dies as the isolation slowly comes to an end.
Coming up out of the sewers after their combat encounter, the Damned Fools make a grisly find in what's left of the Undercellar... in Session 131 of BALDUR'S GATE: Eldritch Secrets!
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