Den of Dice

Den of Dice

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.

Episodes

October 13, 2026 • 171 mins

Some burdens are heavier when carried alone.In the aftermath of a night that changed everything, the party struggles to find its footing. Old friendships are tested, difficult choices leave wounds that refuse to heal, and the weight of unspoken truths threatens to pull them further apart.

Meanwhile, somewhere in the streets of Aeridin, Reeko finds himself pursued by dangerous enemies. An unexpected encounter offers a c...

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Dug has decided it's time for Ryan to meet the Night Warden.

Their journey takes them to the Blackthorn estate, where everything appears exactly as it should. The grounds are quiet. The manor stands undisturbed. Nothing seems out of place.

As appearances begin to unravel, Ryan and Dug find themselves confronting something neither expected to find. Old magical protections are tested, dangerous secrets draw unwanted attention, and so...

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September 16, 2026 • 128 mins

Rested, recovered, and perhaps a little too confident, the party decides it's time to stop waiting for answers and start looking for them.

Their attention turns toward a familiar institution and the secrets that may lie beneath it. What begins as a careful stakeout soon becomes considerably more complicated when the party realizes they may not be the only ones keeping watch.

Plans change. Distractions escalate. Subtlety becomes inc...

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September 2, 2026 • 157 mins

The night has found new ways to grow darker.

With the party pushed to the brink, old fears emerge from the shadows as something far more dangerous takes control of the streets. Then, just when the situation seems beyond salvation, one legend steps from the darkness to challenge another.

Survival brings little comfort.

Questions that have lingered for far too long demand answers, and before the night is through, old wounds will be o...

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They have a tiger by the tail, and letting go is not an option.

With a dangerous prisoner in their custody and a warning of what is coming, the party makes a desperate plan to cross the streets of Aeridin in search of sanctuary. Somewhere beyond the darkened city lies a place where even powerful magic may struggle to reach them.

Getting there is another matter.

Their enemies are already moving. Every alley offers an ambush, every r...

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August 4, 2026 • 172 mins

The city offers no sanctuary.

As the party spreads across the streets of Aeridin to pursue their own agendas, it quickly becomes apparent that someone else has plans for them. Hidden enemies stalk them from crowded streets to quiet alleyways, turning familiar places into dangerous ground. While some realize they're being hunted, others never see the danger until it's already upon them.

Some wounds leave no scars.

Some battles leave...

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Following their daring heist at the Red Reserve, the party finally finds a chance to catch its collective breath. While some seek comfort in familiar distractions through shopping, settling old debts, and testing their luck once again, Tessa accepts an invitation from Brom Kelnir to witness a remarkable relic from a forgotten age.

High above the city, an ancient machine turns its gaze toward the heavens. Beneath unfamiliar constell...

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Home has never felt so unfamiliar.

In the aftermath of their harrowing journey, the party returns to Aeridin by way of an ancient marvel thought lost to history. Safe at last, they attempt to make sense of everything they’ve learned, the choices they’ve made, and the unexpected companion they’ve brought home.

But some journeys leave more than scars.

As impossible truths settle in and the weight of recent events be...

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The plan to hit the Red Reserve goes sideways fast, because the “courier run” isn’t just guarded, it’s bait. In the chaos of a moving carriage, the crew is forced to improvise, protect the prize, and survive a threat wearing a smile that feels too sharp to be human. One mistake nearly costs them everything, one choice forces them to fight dirty, and the only way out is to commit fully, even if it leaves bloo...

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A warm bakery and a familiar table should feel like relief, but the last thing the crew brought home was peace. A stack of “harmless paperwork” starts whispering a different story, the kind written in fine print and meant to be signed before you realize what it costs. As Deanie digs deeper into what happened to Dug’s family, the room shifts from nostalgia to strategy, and a simple question turns into a dangerous n...

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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 o...

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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....

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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 ...

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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 une...

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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 questio...

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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.

Acros...

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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,” ...

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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 ...

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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...

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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. The dead do not rest h...

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