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The journey west begins under open sky and fading firelight. In the first episode of Missouri Crossing, the settlers—Gregory Smith and his family, Sister Margaret Miller, and Bjorn Haggman with his young son—make camp alongside the Jesuit mission and a herd of cattle bound for the Dakota Territories. As prairie music drifts through the darkness and families settle in for the night, an uneasy tension settles over the group. Something disturbs the horses. A strange scent rolls across the wind. And a single scream pierces the quiet, snapping the travelers awake and marking the end of peace on the trail.
What follows shifts back to the spring of 1867, where each settler’s final days in Chicago unfold—revealing the circumstances, hopes, and hard choices that push them toward the frontier. Episode one sets the tone for the long road ahead: a land of opportunity shaped by sacrifice, fear, and the quiet promise of something waiting just beyond the fire’s glow.
About the Chronicle
Call of Cthulhu – Down Darker Trails: Missouri Crossing is a Western horror campaign set in 1867, using the Down Darker Trails supplement for Call of Cthulhu 7th Edition. The story follows the founding generations of Missouri Crossing, a rough camp town in what will one day become Bismarck, North Dakota—decades before the events of The Ultimate Evil. As immigrants, veterans, and drifters stake their claim on a cold, contested landscape, they must navigate community, lawlessness, prejudice, and the brutal realities of frontier life. Against this backdrop of manifest destiny, “northern horror” takes shape: long distances, bitter weather, scarce resources, and the creeping realization that some things lurking beyond the firelight are far worse than bandits or hunger.
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With leads running out and the winter night closing in, the agents push deeper into the Echo housing project—into vacant units, locked doors, and the apartment of a grieving mother who knows far more than she should. What begins as a final sweep for a missing cop turns into a confrontation with something impossible that lives behind the walls and under the floors, forcing the team to choose between the truth, their orders, and simply making it out alive. When the dust settles and a single text comes in asking, “Did you find my dad?”, each of them has to decide what they can bear to say—and what must never be spoken of again.
About the Chronicle
Project Echo is a Delta Green scenario set in the winter of 2018, where a joint task force is assembled to uncover what happened to Roger Johnson, a disgraced Minneapolis police officer who vanished while obsessively investigating a double murder in the Echo Projects’ north building. Combining urban decay, cold Midwestern nights, and the slow burn of an investigation gone too far, the campaign explores what happens when a “friendly” stares too long into the unnatural—and what Delta Green is willing to risk to keep that truth from ever reaching the public.
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As the night grinds on, the team splits their focus between steel and shadows. Paul and Douggee push deeper into the building’s underbelly, walking a tightrope of intimidation and desperation in a dealer’s apartment where one wrong move could turn the whole floor into a killing ground. Meanwhile, Kendra and Mick follow the fragile thread of memory to Marceline, a grieving mother whose worn-down home and quiet faith hide hard truths about the tragedy that haunts these halls. Over bowls of homemade chili and talk of “energies” that cling to the project, the agents begin to sense that whatever claimed Roger Johnson—and others before him—may already be standing in the next room.
About the Chronicle
Project Echo is a Delta Green scenario set in the winter of 2018, where a joint task force is assembled to uncover what happened to Roger Johnson, a disgraced Minneapolis police officer who vanished while obsessively investigating a double murder in the Echo Projects’ north building. Combining urban decay, cold Midwestern nights, and the slow burn of an investigation gone too far, the campaign explores what happens when a “friendly” stares too long into the unnatural—and what Delta Green is willing to risk to keep that truth from ever reaching the public.
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As comms with Paul and Douggee cut out, Kendra and Mick are left circling the Echo housing project, watching the streets empty and the tension rise. Inside, Paul and Douggee push deeper into the building and uncover a hidden space that was never meant to be on the blueprints—part occult shrine, part listening post, saturated with the reek of death. A broken tenant and a volatile dealer might hold the keys to what’s rotting this place from the inside out, but every question the agents ask risks turning the whole building against them… or drawing out something far worse than the locals.
About the Chronicle
Project Echo is a Delta Green scenario set in the winter of 2018, where a joint task force is assembled to uncover what happened to Roger Johnson, a disgraced Minneapolis police officer who vanished while obsessively investigating a double murder in the Echo Projects’ north building. Combining urban decay, cold Midwestern nights, and the slow burn of an investigation gone too far, the campaign explores what happens when a “friendly” stares too long into the unnatural—and what Delta Green is willing to risk to keep that truth from ever reaching the public.
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Becca and Tilmann kick off our brand new segment Brianstorming, where we flex our creative muscles to put together stories, modules, adventures paths and inspiration for different games.
This week, we'll be going over Eclipse Phase with this rounds prompt; A local organization is accused of instigating arguments among people, seemingly natural disasters and even wars.
Join us as we discover the story Tilmann has in mind for Eclipse Phase.
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As Sir Hugo’s makeshift band pushes deeper into Lord Frederick’s domain, the mission shifts from simple infiltration to surviving the estate itself. Ornate halls and opulent rooms hide lethal secrets, and what should be a noble’s home feels more like a carefully laid snare.
In this episode, the group navigates treacherous defenses, faces fanatical opposition, and is forced to make hard choices about how far they’re willing to go to stop a looming catastrophe. Tensions rise within the party as the true weight of their task begins to settle on their shoulders, and a new glimpse of the larger threat to Axis hints that the conspiracy runs deeper than any of them feared—without yet revealing exactly how.
About the Chronicle
The Beginning of the End is a 13th Age tale set during the waning years of a desperate empire. A small group of unlikely companions is thrust into a web of betrayal, demonic influence, and political decay as they try to prevent Axis from falling into enemy hands.
Blending character-driven storytelling, high-stakes intrigue, and the chaotic magic of 13th Age, this chronicle follows the same living-world continuity established in prior Twin Cities by Night adventures—while forging a path that leads into darker, far more dangerous territory.
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Eight years after the fall of Forstor Nagar, the Empire stands on a knife’s edge. Demonic forces press against the walls of Axis, and the capital’s defenses are stretched thin. When Sir Hugo—disgraced, aging, but still unbreakably loyal—uncovers whispers of a conspiracy that could open the city to its enemies, he gathers a small, volatile band of allies to act before it’s too late.
In this opening chapter, the group meets within the cold halls of Sir Hugo’s family estate to piece together what little they know: a traitor with influence, a mansion too close to the emperor’s palace, and a plot threaded with serpents and secrecy. Old grudges, new scars, strange powers, buried pride—each companion brings their own demons to the table as they plan the infiltration that may decide the fate of the Empire.
This first episode sets the stage for a tale of espionage, loyalty, and the slow, inevitable pull toward catastrophe. The beginning of the end rarely announces itself. Sometimes it starts with a whispered rumor… and the sound of steel being drawn in the dark.
About the Chronicle
The Beginning of the End is a 13th Age tale set during the waning years of a desperate empire. A small group of unlikely companions is thrust into a web of betrayal, demonic influence, and political decay as they try to prevent Axis from falling into enemy hands.
Blending character-driven storytelling, high-stakes intrigue, and the chaotic magic of 13th Age, this chronicle follows the same living-world continuity established in prior Twin Cities by Night adventures—while forging a path that leads into darker, far more dangerous territory.
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Love the stories? Want to chat with the storyteller and players? Or maybe you're just looking for a place to geek out about tabletop roleplaying games?
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Guided by a goblin’s secret and pressed by the Elf Queen’s expectations, the party crawls through a hidden passage and emerges before a sealed door that only elven magic can undo. Beyond lies a vast throne room at the dungeon’s core, where the prize they’ve chased—the fabled Heart—rests within arm’s reach… and under the watchful eyes of an undead elven ranger and her terrifying draconic guardian. Steel, poison, shadow, and wildfire clash as Space, Azorella, the King, and Gurgon throw everything they have into a desperate battle that tests loyalties, tempers, and the limits of their strange partnership. When the dust settles, a single choice about duty, power, and who they really serve will carry them far from the dungeon’s maw and straight into the heart of elven politics.
About the Chronicle
Heart Snatchers is a 13th Age story set in the same world as the earlier Fourstar Nagar adventure, but can be enjoyed on its own. It follows a small, volatile company of elves and outsiders on a desperate quest to recover a powerful artifact—a living Heart that could tilt the balance in the ongoing struggle between the Empire, the Diabloist, and the Lich King. With a rival search party rumored to be led by an undead ranger and the Heart sealed inside a dangerous living dungeon, the chronicle blends over-the-top heroics, grim humor, and high-fantasy peril as these unlikely champions try to save elvenkind… or die messily in the attempt.
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With the dungeon’s jaws closed behind them, the party steps into a ruin that feels more like a devoured castle than a cave. Strange shifting lights pull shadows across stone, and an echoing corridor leads them to a chasm-spanning bridge where ghouls and goblins are locked in a desperate, chaotic battle. Forced to choose between wading into the fray or sneaking past it, the heroes confront the uncomfortable question of who counts as an ally when everyone down here is monstrous. A candy-cane-decked goblin chief, a glimpse of an undead elven ranger in the dark, and the promise of a hidden path deeper into the dungeon bring new tensions to the group—especially as bargains are struck, potions change hands, and the way to the Heart finally begins to take shape.
About the Chronicle
Heart Snatchers is a 13th Age story set in the same world as the earlier Fourstar Nagar adventure, but can be enjoyed on its own. It follows a small, volatile company of elves and outsiders on a desperate quest to recover a powerful artifact—a living Heart that could tilt the balance in the ongoing struggle between the Empire, the Diabloist, and the Lich King. With a rival search party rumored to be led by an undead ranger and the Heart sealed inside a dangerous living dungeon, the chronicle blends over-the-top heroics, grim humor, and high-fantasy peril as these unlikely champions try to save elvenkind… or die messily in the attempt.
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Love the stories? Want to chat with the storyteller and players? Or maybe you're just looking for a place to geek out about tabletop roleplaying games?
Whether you're a seasoned GM, a curious newbie, or just love hearing epic tales unfold, our community is the perfect place to hang out, ask questions, share your own adventures, and connect with fellow TTRPG fans.
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As war rages between the Empire, the Diabloist, and the Lich King, a band of elves and “elf-adjacent” misfits gathers in the treetop village of Featherglade with a single purpose: find the legendary Heart hidden within a newly surfaced living dungeon. Azorella the Vain, the larger-than-life warrior known only as the King, the unsettlingly chitinous Gurgon Vizerious, and the shadow-shrouded thief Space are welcomed as honored guests—good food, strong drink, and wary respect from the isolated wood elves. But when the forest gives way to scorched earth and the dungeon’s gaping, toothlike maw, the welcome ends. The heroes’ first steps toward the Heart are tested by lurking monstrosities, hidden dangers, and the clashing egos of a party that may be as hazardous to itself as any enemy waiting in the dark below.
About the Chronicle
Heart Snatchers is a 13th Age story set in the same world as the earlier Fourstar Nagar adventure, but can be enjoyed on its own. It follows a small, volatile company of elves and outsiders on a desperate quest to recover a powerful artifact—a living Heart that could tilt the balance in the ongoing struggle between the Empire, the Diabloist, and the Lich King. With a rival search party rumored to be led by an undead ranger and the Heart sealed inside a dangerous living dungeon, the chronicle blends over-the-top heroics, grim humor, and high-fantasy peril as these unlikely champions try to save elvenkind… or die messily in the attempt.
🗨️ Hop into our Discord!
Love the stories? Want to chat with the storyteller and players? Or maybe you're just looking for a place to geek out about tabletop roleplaying games?
Whether you're a seasoned GM, a curious newbie, or just love hearing epic tales unfold, our community is the perfect place to hang out, ask questions, share your own adventures, and connect with fellow TTRPG fans.
Come say hi—we’d love to meet you!
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