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Richard and Karl Play Daggerheart

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Richard and Karl Play Daggerheart
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  • Episode 7: How Not to Steal a Boat from a Newly Widowed Friend.
    Send us a textThis week in Witherwild, Leroy decided that “security clearance” was just a suggestion and waltzed into a laboratory like he owned the place. Instead of stealing anything useful—like, say, information, artifacts, or even snacks—he made friends(?) with a spirit he also upped his drip game.The real shocker wasn’t what he took, but what he didn’t: a boat belonging to a grieving widow, which he somehow managed to leave untouched. Growth? Or just the dice forgetting to punish him that hard? Either way, the river remains widow-owned, not Leroy-powered.Naturally, after all that chaos, he decided the best place to recharge was in a coffin. Yes, an actual coffin. My man bypassed hammocks, bedrolls, and couches to tuck himself into a velvet-lined box like he was auditioning for “Undead Chic: The Nap Collection.”So the episode’s moral: don’t trust Leroy in a lab, do trust him with your boat (surprisingly), and if you’re ever tired enough, anything with a lid counts as a bed.Download episode content at https://rajkevis.itch.io/
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  • Episode 6: The Truth is a Terrible Liar
    Send us a textThis week in Witherwild, we discovered that pineapple on pizza isn’t just a culinary crime—it’s a felony with body count potential. Also, Richard has officially lost the power to be of use in customer service, so if you need a refund, good luck explaining your return policy to the abyss.Karl carried the banner this session, trudging solo to Wyrmhearth Crossing. After a spa day the floating ribbit town was less “safe haven” and more “freedom fighter’ guild recruiting booth,” with assassins showing up to prove that alleyways are where fun goes to die. They tried to hit him with a sack of doornobs as Leroy tried to make sparks fly—literally, romantically—by shipping the prisoners together during the interrogation, but the dice gods said nope. Instead, the captives were magically compelled into telling the “truth,” which turned out to be a rich stew of rumors, half-lies, and the kind of misinformation you’d expect from people whose dental plan is “don’t get caught.”Still, between scones, bitter coffee, and lantern-lit intimidation, we learned a few things: someone’s paying bounties, someone’s stirring the pot under Wyrmhearth, and the Fanewraith’s shadow is getting longer. None of it is reliable, of course, but unreliability is the most trustworthy thing about an informant. Karl closed the session before the group could hit the locked archives heist, meaning the cliffhanger is basically: “Do you believe the liars or the liars who accuse the liars of lying?”To round things out, we dug into the Scarlet Veil Syndicate—our resident mage mafia who run protection rackets, flower dens, and magical arbitration courts that smell faintly of burnt sugar and bad decisions. They thrive in the cracks between empires, rebels, and locals—basically, if there’s power vacuum, they’ll fill it with spores and contracts.Meanwhile, my other party has officially split the difference: half are going for a prison break, half are leaning into interrogation. We’ll see who regrets their life choices faster.P.S. Karl still didn’t get the romance subplot, but he did manage to get a truth out of someone magically bullied into honesty. Progress? Maybe.Download episode content at https://rajkevis.itch.io/
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  • Episode 5: Maple Dragonfly Pie
    Send us a textThis week in Witherwild, the woods remember more than we’d like and they’re not shy about showing it. The party of one-point-five pushes deeper into Fanewick’s root-choked trails, where ancient trees lean at angles that suggest they’ve seen things and will happily see them again. Beneath the moss and drifting pollen waits an abandoned grove, littered with splintered weapons, a treant’s corpse, and the unmistakable sense that the forest is judging our life choices.Naturally, the place is crawling with Withered defenders— dryads, treants, and sylvan soldiers — who skipped “de-escalation” day at forest school. Leroy, ever the opportunistic ribbitish rogue, sidesteps the classic “obvious threat just waiting to lunge” setup — not today, moss-covered decoy — and makes a beeline for the real prize: a crimson bloom worth more than some small kingdoms and twice as dangerous. Unfortunately, the grove’s guardians have zero chill about people messing with their centerpiece.Between dodging chaos elementals and negotiating with entities who think “trespasser” is a term of endearment, he picks through battlefield echoes — Haven army relics, crimson petal trails, and clues that suggest this grove’s story didn’t end with peace treaties. Every choice, from cautious reconnaissance to a straight-up brawl, carves a different trail toward Wyrmhearth Crossing.We also dig into how exploration encounters can be both combat-ready and mystery-forward, how Withered mechanics add long-term consequences to a single bad roll, and why some of the best loot tables read like the inventory of a magical thrift store.If you’re into creeping forests, morally questionable botany, or frogmen who treat rare cures like fair game, this one’s for you.P.S. Karl might be losing his real life spleen and I am not saying we will sell it to the highest bidder as merch.Download episode content at https://rajkevis.itch.io/
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  • Episode 4: Put the Girl in the Sack
    Send us a textThis week in Witherwild, things get weirder, wetter, and wildly more suspicious.Karl’s ever-committed frogman rogue, Leroy Von Braun, returns—this time with a soggy, starry-eyed child in tow who has done nothing wrong ever. Having rescued her from a serpent-infested river, Leroy has now dubbed her Lyra and is determined to uncover who (or what) she really is. Naturally, this involves threats of sack-stuffing and increasingly unhinged conversations with ghost fish.Richard leads the duo through a reverse dungeon crawl, retracing the path of fleeing townsfolk back into the chaos they abandoned—collapsing floors, forgotten altars, and one mysteriously judgmental bowl included. Along the way, Leroy tests out various questionable parenting strategies, including but not limited to: Smuggling Lyra in burlap...Back in Nernwihr, tensions boil. The town's barely holding together, and Leroy’s unconventional approach to urban diplomacy—stealth gardening, insect-based sermonizing, and mild threats of violence—does little to help. Still, somehow, hope takes root.We also unpack how dungeon design can evolve with player decisions, what it means to reverse a combat encounter narratively, and how Daggerheart’s mechanics support character-driven tension—especially when those characters are equal parts ridiculous and heroic.If you enjoy collaborative chaos, creepy teeth metaphors, or frogmen on the verge of a parenting arc, this episode’s for you.P.S. No children were actually sacked in the making of this session. We triple-checked. Grab full episode content at: https://rajkevis.itch.io/Download episode content at https://rajkevis.itch.io/
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  • Episode 3: Call of the Bloom
    Send us a textIn this week’s Witherwild episode, Richard guides Karl’s character Leroy Von Braun—a disarmingly earnest frogman rogue—through the first harrowing chapters of Call of the Bloom. What starts as a simple scouting mission quickly blooms into something stranger, and more dangerous, than either of them planned.Leroy begins the journey to Nernwihr with a refusal to leave, after setting on his new gardener experence he spends his funds at a local carnaval. After a series of identify theft related misdemeanors his cart requires repairs not fallling for Richard's Traps he mounts his trusty Hippobear into the wilds. At the river crossing, Leroy tries to rescue a mysterious child stranded mid-current. This goes about as well as you’d expect—he’s nearly swept downstream by the undertow, tangles with a glass serpent, and ends up soaking wet, and somehow more determined than ever. We discuss how Daggerheart’s countdown mechanics heighten tension without railroading the players Upon reaching Nernwihr, Leroy confronts the consequences of delay: half the town is aflame, tangle brambles are everywhere, and the locals are one bad rumor away from riot. He keeps the bloomfields from burning—during his stealthy gardening exploits, but did consider letting the world burn.We also share GM tips on balancing environmental threats and combat, how to weave a character’s backstory into Witherwild’s living world, talk about shoe gods and countdownsWhether you’re curious about Daggerheart’s collaborative design or just want to watch Leroy try to reason with a sentient tumbleweed, this episode is a heartfelt, occasionally chaotic romp through the opening beats of Call of the Bloom.P.S. No frogs were harmed in this session despite true efforts.Download episode content at https://rajkevis.itch.io/
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Sobre Richard and Karl Play Daggerheart

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.ioIn each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice settle, they dive into what worked, what didn’t, and how to run it better—sharing insights, tips, and lessons for both new and veteran Game Masters. Whether you're here for the story or the strategy, this podcast is your companion for mastering the heart of Daggerheart.
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