Stories with Dice is an actual-play podcast where a fellowship of everyday gamers explores fantastical worlds, distant futures, and parallel realities through tabletop role-playing games (TTRPGs) from Free League Publishing, Chaosium, Modiphius Entertainment, and more. Join us at our virtual table as we play Mysteries of the Loop, our Tales from the Loop series; explore the Arthurian mythos in The Sword Campaign, the first part of our Great Pendragon Campaign; chart the stars in Star Trek: Magellan, our Star Trek Adventures series; and sail the seas in Dark Blue Sea, our Mutant: Year Zero campaign. Stories from other worlds are coming soon, including The One Ring, The Electric State, Legend of the Five Rings, Twilight: 2000, and so much more. We’re not voice actors, professional entertainers, or trained performers—just friends from around the globe sharing virtual dice, stories, and a laugh or two as the game unfolds.
The group splits up to pursue separate leads. Johannes and Anders visit researcher Karen Holt, while Susie and Anthony return to the hideout with disturbing time-travel documents. Meanwhile, Sven and Joe find themselves stranded in the age of dinosaurs.
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Anthony’s long-missing brother Joe suddenly returns, claiming he’s been jumping through time.
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As the kids face a day that repeats itself, their search for answers leads them to the beach, where a TV crew sets up an interview with a man who claims to have witnessed an unexplainable phenomenon.
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In this episode, Susie reconnects with the group after Anders shows her a prehistoric insect at the library. A dinosaur appears in the hideout's garage, Sven’s father goes missing, and Anthony starts to wonder whether these events have happened before.
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The older kids indulge Anthony’s obsession with the Loop, scouting around the cooling towers and testing Riksenergi’s boundaries.
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Six months after the first season of our Tales from the Loop Actual Play, the kids reach the end of summer shaped by what they’ve been through, each dealing with new pressures and responsibilities as the quiet pull of the Loop begins to surface again.
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The Company has freed the prisoners and stands against Goblins and their Queen—the Fang of the North, a dread Hound of the Witch-king. The battle will test their courage, and before the day is done, Aidannion will face the Dark Whisper once more.
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Music & Ambience provided by Pixabay and Tabletop Audio
The Company explores the dark lair of the Fang of the North.
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Music & Ambience provided by Pixabay and Tabletop Audio
After a sudden Goblin attack among the standing stones, the Company endures its first unsettling brush with the Dark Whisper.
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Music & Ambience provided by Pixabay and Tabletop Audio
After defeating a stone troll on the East Road with the timely aid of a company of Rangers, the Fellowship makes camp for the night. At first light, they press onward toward the North Downs.
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Music & Ambience provided by Pixabay and Tabletop Audio
Having lingered in Rivendell longer than planned, the Company at last takes the road west, bound for Weathertop and the mysterious standing stones in the North Downs.
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Music & Ambience provided by Pixabay and Tabletop Audio
The fellowship stands at the summit of the Tower of the Star, where a mummified lord sits upon a mockery of a throne, an iron crown nailed to his skull and set with a strange, glowing jewel. In the ruined heights, they encounter the haunting presence of the lady of the tower—a Fell Wraith—whose demands compel the company to unravel the riddle etched upon its accursed walls. What they uncover there forces a perilous choi...
The Fellowship must escape the restless dead in a flooded burial chamber.
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Music & Ambience provided by Tabletop Audio & Pixabay
After a bloody skirmish, the Company retreats to recover. Unsettled by the keening ghost of a lady of the castle and the ghostly Captain of Arnor’s plea for burial, they find a Númenórean blade and descend into the dark caverns beneath the ruins, where ancient tombs await.
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The Fellowship interrogates their Southron prisoner, but the situation quickly spirals out of control.
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Music & Ambience provided by Tabletop Audio & Pixabay
After laying the fallen Ranger to rest, the Company heeds his final words: Follow the Hoarwell into the foothills. Look for a star above the mists of the river. Turning from the road, they enter the wild, broken country of the Trollshaws.
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Music & Ambience provided by Tabletop Audio & Pixabay
After rescuing an Elf of Lindon and a frightened boy, the Company meets Lady Gilraen at Weathertop, where they share dark tidings. A shadow has crept down from the Misty Mountains; a Ranger is missing in the Trollshaws; and in the North Downs, a ring of ancient stones stirs with malice. How these threads are bound to the kidnapping of Elves is yet unknown. Now the Company stands at a crossroads of peril — north toward the sta...
At the Prancing Pony in Bree, three companions come together in the Twilight of the Third Age to face the peril of their time—though another who was meant to join them never arrives.
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Music & Ambience provided by Tabletop Audio & Pixabay
In the final episode, the samurai stand against the Shadow—who will live, who will die, and what price will be paid to save the Zurui family?
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In the penultimate episode, the samurai uncover a Zurui family secret — a pact with dark forces and a debt that demands an impossible choice.
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Music & Ambience provided by Tabletop Audio
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