Down in the catacombs our brave heroes face swarming hordes of ferocious fecundate foes. Plus, how many dirks is too many, and is Rosco’s Achilles heal his vanity…I hope not.
All in One-shot
Down in the catacombs our brave heroes face swarming hordes of ferocious fecundate foes. Plus, how many dirks is too many, and is Rosco’s Achilles heal his vanity…I hope not.
Having made it through the dark forest with the help of some dark and puzzling magic, our heroes find themselves before two ancient doorways…which one will lead them to their final confrontation with the rebels, and which will lead to certain doom.
Also, there’s more poop play than you would normally think.
The noble woodland warriors are on a quest to save their lost chum Lil-Stinker, but when they’re fare away from home and faced with the razor sharp beaks of some flying fiends, what is a Squarrior to do?
Plus special guest Pres. Ronald Reagan stops by to tell us about the dangers of drugs.
Join This American Dice as we revisit one of our classic offerings.
Join a retired driver going in for one last job, the loose cannon face man, and a rookie burglar, as they try to rob Honeycon blind. Only thing is…did I mention they’re bears?
Join This American Dice as we revisit one of our classic offerings.
Get in, Get out, Get the sticky stuff!
There’s palpable tension in the air and on the rink of Galactic Skate. It’s the day of the big roller derby match. The shoes are sprayed. The work flasks are filled. The hot dogs are chilled to perfection. But none of these happy skaters could foresee the terror that rolls just outside of the neon lights.
There’s palpable tension in the air and on the rink of Galactic Skate. It’s the day of the big roller derby match. The shoes are sprayed. The work flasks are filled. The hot dogs are chilled to perfection. But none of these happy skaters could foresee the terror that rolls just outside of the neon lights.
There’s palpable tension in the air and on the rink of Galactic Skate. It’s the day of the big roller derby match. The shoes are sprayed. The work flasks are filled. The hot dogs are chilled to perfection. But none of these happy skaters could foresee the terror that rolls just outside of the neon lights.
This week is the radical finale of Time Cellist-1986! Last time, the gang was able to foil the army of ninjas, all named Steve, by making a monkey out of the King of Pop and by saving the Challenger, or at least its crew. But don’t even chill for a second, the evil Tchaikovsky is about to set into motion his evil magnum opus which will ruin all time for … um, all time!
This week we continue Time Cellist-1986! Last time, a group of spunky children were tasked with guarding the timestream by a mysterious time traveling cellist appropriately named Time Cellist.
An army of evil ninjas, all named Steve, are trying to alter the course of history. The gang of kids stopped them once (well, sorta kinda), but those nefarious ninjas will surely attack again. It’s only a matter of … well, you know.
When an evil genius threatens the timestream, a time-traveling super-heroic … cellist (?) tasks a trio of friends to safeguard their timestream. But can this gang of plucky kids protect the most pivotal point of history: a nondescript suburb of the United States in the 1980s? Find out as we play Time Cellist!
The long shadow of the bat has already fell over more than half of Arkham’s recent escapees. As the tenative alliances of convenience between these colorful criminals are stretched to their limits, who will ultimately evade justice and become Batman’s Final Foe?
The doors to Arkham Asylum have swung open and all of the inmates have been set loose on Gotham City. What chaos can these criminals cause as they avoid what hunts them from the shadows? How long can they hope to allude the Bat and who will end up his Final Foe?
Will Scarlet survive Murderous Ghosts?
Will our brave band of bunnies best the odds and keep their promise to Scarlet the Spoonbill?
Or will they be another litter of kits lost before their time?
Staring down the hypnotic eyes of the White King, can Hollow, Briar, and Bun Bun make it back to their warren?
Or will they be a snack for that scaly fiend?
The Warren is a tabletop role-playing game by Marshall Miller, Published by Bully Pulpit Games, about intelligent rabbits trying to make the best of a world filled with hazards, predators and, worst of all, other rabbits. It is a game about survival and community.
Reconnected with the source of his hope, can the last one…known only as the Chef, make it to safety and save her?
Is the Chef alive and how did this lonesome wanderer of the wastes live before things fell apart?