Reckless Dice Podcast: Recent Episodes

Jesse Burke

A podcast featuring Warhammer Fantasy Roleplay. We bring you live play sessions, commentary, and unceasing witty repartee to satisfy your hobby needs.

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Our Heroes’ coach emerges from the Drakwald forest and speeds northwards for the white-walled Aldorf, the capital of the Empire and its largest, richest city. There they hope to find employment and possibly follow-up on Val’s doppelganger’s inheritance.

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The party finds themselves on hard times, nary a job in sight. Coin is running dry and opportunities are scarce. But a poster indicating work in Altdorf, The Empire’s capital, prompts a trip to the North. Like most trips in The Reikland, things do not go smoothly, and trouble finds our adventurers in the oddest […]

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With their eyes set on traveling to the Tower of Vane, the ladies sets off on their snow covered adventure. An encounter with a familiar witch hunter does not go as expected. The party learn the history about the darker and lighter side of magic.

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Corporal Tylo Vielfrass has been murdered. The popular Altdorfer soldier and member of the Ubersreik’s Watch died under mysterious circumstances and now the Characters, under orders from Lady Emmanuelle Nacht, must discover the truth of his demise. But with little to go on and no sign of the murderer, they soon become embroiled with the […]

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A vile sickness spreads through the rookeries of Ubersreik. When the source is found by an investigating doktor, the Spittlefeld Tenements are quarantined. Armed members of the Watch are posted on all exits, and crossbows are aimed at every window. No one goes in. No one comes out. For the unfortunate souls trapped within, there […]

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The characters come across Gotheim in the aftermath of a terrible disaster. Attacked by its inhabitants, beset by crazed and bewildered survivors bent on their own destruction, the heroes must find the source of their terror before the village destroys itself.

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Ubersreik has no ruling family after the Emperor controversially removed House Jungfreud from power. Thus, the great and the good flock to the fortress town, all hoping to become the next lord of lady of Ubersreik. One noble decides to host a society ball to promote his House above all others, but it quickly becomes […]

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A society wedding at the castle of House Soponatheim offers a welcome break after the stresses of the trial, but the happy event, as our Heroes will find out, turns out to be anything but restful.

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The gang wraps up adventure 3, A Night at the Opera, and takes a moment to reflect on this up-versioned adventure book. Has it aged well? Is it compelling?

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The party is invited to the opera as guests of the Countess and the Gravin. Bedecked in their finest, they find themselves embroiled in a plot to murder the Countess, a plan to shame a famous playwright, steal the whereabouts of a famous gem all to the tune of Otenno.

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Arriving in Kemperbad, the party finds itself preparing their judicial champion for the Gravin’s trial by combat. Sneaky plots are afoot and the Dammenblatz house will take efforts to make sure they find victory.

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The chaos of the evening continues as trouble erupts from the Morrian’s room. A murderer is afoot, accusations fly, a PC is promoted! A rough night indeed!

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What should have been a simple nights rest at the Three Feathers turns into a carnival of characters and events that will make this a night to remember.

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While doing their rounds, the party finds themselves with an opportunity they can’t pass up. Danger lurks around every corner, and who they can trust remains in question.

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Getting used to their new lot in life proves difficult, especially hen the party finds itself face to face with a watery nightmare. Dorenfin slays a beast, Bernie investigates and Einar cant help but crit.

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The party takes a nice afternoon off to shop at the Marketplatz. Things devolve quickly and the party finds themselves in the legal hot seat. How will they settle into their new roles?

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Venturing into the Orschtlam at the behest of Johanna Stiegler, the party sets off to hunt down the fabled beast. Are the rumors true? Is the cursed swamp inhabited by a supernatural creature or are other tales being told?

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Live from Kublacon: The party finds itself in Ravensburg, a city on the eastern edge of The Empire. They are tasked by a mysterious High Elf to retrieve the Dhar ruby, an ancestral Elven relic that has come into the possession of the local Lord Barron von Deitmeyer Olehousen the Third.

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Arriving at the camp, the party finds a superstitious group of workers and a bickering feud between their employers. The shoddy work site hold both clues to the regions problems with nightmares and ill omens as well as clues to things far, far older.

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After some time off the party accepts a new contract escorting building supplies out of Ubersreik. A trip down the river, an awkward fishing experience and a misty walk in the woods await.

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After fleeing the mutant encampment the party finds themselves lost in the Drakwald Forest. A storm is brewing and they need to find shelter for the night. The Hooded Man, a humble coaching inn should offer a good nights rest, or will it?

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Surrounded by the forest, the party finds themselves confronted with an encampment filled with mutants! They must find out what is going on in the Drakwald, they must verify validity of the ‘Miracle Worker’.

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The party receives a mysterious letter mentioning a “Miracle Worker” who can cure mutations of Chaos. If true this could herald in a new era for humanity. But such rumors shouldn’t be taken lightly, for someone’s miracle can be another nightmare.

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The gang gets back together to delve into WFRP4. We begin with character creation for our 3 players as we embark on a new edition.  We go over some rules, setting and the various methods of party, player and character creation.

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The Fox is an impending threat on Copperwood. The party thinks hard on a plan to save the town and region for good.  Daring escapes, tidy morsels, an ingenious plan and a few rousing speeches.

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Two members of the Grey Storm Patrol decide to escort a grain shipment from Sprucetuck to Copperwood. What started out to be a simple mission quickly turns dangerous as wild animals have their eyes on more than just the grain.

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The Grey Storm Patrol, or they have been named, prepares Sprucetuck for the inevitable weasel attack.  A reclusive governor, a swarm of crickets and an inexperience militia stand in their way.

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A possible danger surrounds Sprucetuck, the party investigates.  Liv and the gang explore the scent boarder to scout for possible weasel incursions.

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The Patrol gets assigned its first mission, a simple mail delivery to a town on the boarder of the realm.  Liv, Mister B, Cricket and Joseph head out and learn the ropes of being a professional mouse.

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The Reckless crew discuss the realities of being a new, medium, older medium and veteran 40k player. What do we find fun, engaging, confounding, exhausting? Meet two of our newest members, Doug and Joe!

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Chris leads us through character creation and the basics of Mouse Guard! Cricket, Liv and Mister B take form, learn their past and realize just how small a mouse really is in this big world.

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The group dissects the Thousand Thrones campaign. We discuss why we ended the campaign 1.5 chapters short. We explore where things went awry and what we can do to improve in future adventures.  Lastly we discuss what we will be playing next.

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The party pursues Karl to a fetid pool in the hills of Kislev.  The fate of The Child, the fate of The Empire rest in the hands of an unlikely and unwilling group of saviors. Will they rise to the challenge?  Will the prophecies of the Thousand Thrones be fulfilled?

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Following Karl, the party find themselves on a longer than expected journey across The Empire.  Leo spends an inappropriate amount of time tending to a broken leg, but it doesn’t stop him from jumping in.

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The party finds new common footing while discussing Karl and what to do with the divine child.  A play celebrating the story of Sigmar is ready and a sinister plot looms amidst the participants.

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The party reunites with the Crusade of The Child, though everything is not as it once was.  Karl is back but so are some old acquaintances. The group has a hefty meta chat about motivation and what to do with Leo.

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The party reunites with an old friend, forces their way into a sphincter and confronts the Cult of Nurgle on their home turf. Old and new friends abound.

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The gang explores what it means to game with the family and how to manage your gaming time alongside a productive family life.

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The crew discuss techniques as a GM for running an adventure.  The party delves deep into the history of Villa Hahn revealing a sordid past for the Man in Purple. The temple of Nurgle cant be far.

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The party is consistently one step behind the man in purple. Following his plague ridden trail, the players investigate the last known residence of Ansel Vohrman and hope to find the fabled Necklace of Unfailing Loyalty.

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The party hits the road, en route to the far North of The Empire.  With 350 miles, and the dreaded Drakwald before them, the party will encounter a number of obscure obstacles before arriving at what they hope is it’s final destination.

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With the leads following Tobias growing cold the party finds itself in Altdorff with a new friend and a question of where to go next.  A big journey lies in the PC’s future, but can they figure out where to go and how to get there in time?

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The party follows the winding trail of Jan Vanderpeer in the hopes of rescuing young Karl.  A notorious vigilante targeting witches and mutants have Leo and Edwige on edge.

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Nate gets attached to a new friend, Altdorff holds a new host of problems and the party find themselves chasing after a masked vigilante.

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The Reckless Dice boys are at it again! In this episode we discuss all things Kublacon!  Also, they take a look at the new edition of Warhammer 40,000 on the horizon and talk men’s fashion.

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The Reckless Dice flagship show is back and with renewed purpose!  Join Jesse, Jeremy, Joel, Nate, and Leila as they explore their gamer origin stories and why they love tabletop gaming.

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The party finds themselves free to explore the Crusade of the Child after proving themselves useful.  A new threat looms over the Crusade as it draws closer to Altdorf, Karl Franz and the heart of The Empire.

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Face to face with Karl, the second coming of Sigmar, the party finds themselves with a new set of values and agendas.  The Crusade of The Child works its way closer to the capital Altdorff.

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The party explores the Crusade of the Child’s encampment in search of a way to assist the Wood Elves and their impending assassination attempt.  Plans don’t go quite as expected and the party finds themselves a new group of associates.

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The party finds themselves at the Reapers Bounty, a coaching inn just outside of Gooten.  An unfriendly group surrounds them, but will other trouble find them as the darkness of the storm creeps closer?

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The party stumbles upon an abandoned coaching inn, or at least they think it is abandoned.  Edwig meets a new friend, and the party is potentially plus one new member, if Valdimir can get past being afraid of his own shadow.

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The party sets off to investigate the noble Von Spiers family.  The investigation comes to a conclusion with a dark surprise.  Pheifeldorf may never be the same.

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The party finds themselves  stuck in Pheifeldorf, forced to solve a series of mysteries while their credentials for travel are verified.  The plot thickens as a seemingly innocent chicken thievery turns fowl.

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The party finds themselves arrested for an unknown crime and taken to Pheifeldorph, a local village.  There they are asked requested to investigate something out of the ordinary.

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The party finds themselves following up a lead to locate a cultist who shares some relation to the Child’s Crusade.  A trek through a seedy area of town and a trudge through the sewers yield some interesting results.

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The party follows up on a lead to explore a ruined temple in the Cursed Marshes outside of Marienburg. They hire a swamper to guide them into the bog on a multi-day journey of critters, bugs and other terrors.

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The party begins their investigation into the Crusade of the Child in Marienburg’s Winkelmark, a poor area of town said to be the origin of the Crusade.

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The adventurers find themselves in Marienburg, far to the northwest of The Empire.  A High Elf Swordmaster initiate, a Bretonnian Hedge Wizard, and two local Marienburgers find themselves unknowingly weaving their fates into a series of events that could change the world.

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The party begins character creation for our new adventure, the WFRP2 Thousand Thrones campaign!  Leila, Chris, Jeremy, Nate and Jesse journey back to our favorite fantasy universe and up-convert a 2nd edition adventure into 3rd edition.

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The Cabal must decide the fate of three local mages. The ritual demands the sacrifice of two in order to resurrect the third.  Can they stop the scheming of an overzealous priest, a power hungry mage or an innocent girl who holds a secret?

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The Cabal searches for answers. With ties to Native American sacrifices and other mysterious  rituals, the party must decide how, and who will be part of a nefarious plan.

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The cabal follows their fist major lead in an attempt to track down and capture the Shinje.  What better place to search for a spirit of death than a gloomy graveyard with a questionable past?  Combat, recklessness and a new stranger put the novice cabal in its place.

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The fledgling cabal venture forth on their first task: discover why a very unique (and possibly magical) ship has arrived in Boston’s harbor.  The gang gets their feet wet and suspects something sinister.

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With characters nearly complete, we dive into generating our magic items, artifacts and our hidouts!  With everything set, we just into our characters backstories and the lay of the land in the hidden under-city of Boston’s magical societies.

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We get started with a new system, Mage: The Awakening!  Chris, our GM leads us through some of the basic rules and creating characters, not to mention some amazing ‘Awakenings’.

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The ship is to arrive in Dunedin, New Zealand within the next few days.  But something has come along for the ride.  Will the investigators discover the thread and dispose of it before they arrive in the arms of the worlds news crews?  Or will disaster befall the Dunedin Harbor?

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Fleeing the tower, in pursuit of the stolen Weddell, the surviving investigators arrive at the City camp.  Catching up with the Germans will be a tough task, but deciding who will remain back at camp while the small Belle, which cant hold everyone is even tougher.

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The party climbs the Tower in search of answers, lured by a dark power beyond their understanding.  The fate of Starkweather and Greene are at stake. The players are forced to make an impossible decision.

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The party meets with a series of mishaps which propel them into acts of desperation.  A chance encounter with a mysterious stranger could prove dire.  The party may never be as whole as it once was.

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The investigators explore the City of the Elder Things.  They learn about the ancient culture, explore it’s surface, its lower levels, and perhaps discover something more.

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With the German expedition, the Lexington Expedition and the Starkweather-Moore expedition all planning to explore the Mountains, Moore learns the horrible truth of what happened to his dear friend Lake and Dyer.  The party contemplates what to do with the “truth”.

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Lake’s cavern is exhumed and the party explored it’s secrets. A third party arrives at Lake’s Camp and tensions begin to rise.

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Driven by their new discoveries, the investigators launch into their second day of exploring the entombed Lake’s Camp.  The expedition excitement has hit a feverish pitch and it is anyones guess what will be discovered next.

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Wherein the investigators reach Lake’s Camp, make a gruesome discovery, and discover Dyer’s deception.

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Madness and disaster strike the Lexington Expedition. The gallant Starkweather mounts a rescue and finds an old, old argument waiting.

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Wherein the terrors of Antarctica manifest long before glacier or penguin may be seen.  At the Ross Ice Barrier, the Gabrielle unloads.

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A saboteur looms aboard the Gabrielle threatening the expedition and the lives of those aboard the ship.  A discrete investigation ensues.  Will the investigators uncover the saboteurs plot and capture him before they reach Melbourne?

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Headed Southward at last.  After years of anticipation and months of preparation.  The Gabrielle sets sail. Investigators pick up skill points, hunt down a saboteur, and cross the Line to become shellbacks of Neptunus Rex.

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Beyond the Mountains of Madness continues the story begun in H.P. Lovecraft’s novel “At the Mountains of Madness”. It is the tale of the Starkweather-Moore Expedition of 1933 which bravely – and foolishly – seeks to finish what the Miskatonic University Antarctic Expedition began three years before. The party embarks from New York for the […]

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In a rush back to town carrying the last fragment of the Elven artifact, the party discovers they aren’t quite finished.  A single looming piece prevents them from solving the puzzle.  But this piece has been under their noses all along.

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Chasing a runaway goblins leads to a Greenskin infested homestead in the hills.  With the pulsing lightning stabbing at the farmhouse, the party has no choice but to prepare a daring attack on the structures to recover the power stone.

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With the threat of the undead behind them, the party finally has a chance to settle down in the quiet town of Stromdorff.  But things don’t stay quiet for long as both farmers and Heir Adler bring about the issues plaguing the South.  Could Greenskins be involved in stolen cattle?

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The party finds themselves in a crypt, surrounded by the undead. A slain necromancer at their feet and a world of problems looming. Will Boulder remember how we was knocked unconcious? What tales will the Elves feed him about his near death experience with Ollaf Stichelm’s undead skeleton?

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Stuck in the Garden of Morr, the party desperately struggles to find a solution to the undead outbreak.  How appropriate for our Halloween episode! Zombies, Wights, Ghouls and Witches ensue.

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With the Beastman Horde on the run, and the rain still coming down, the part debates their next move. Unnatural lightning strikes hit the ground all around teh region. Perhaps the nearby Garden of Morr is a good place to start?  Lets just get a good night sleep first.

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With a Beastmen Horde fast on their heels, the party races back to Stromdorf. Will they arrive in time to set up a proper defense and save the city from annihilation? Will the Wood Elves’ poor decisions be pointed out by the townsfolk and will they become further outcast?

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The party sets off in search of the missing merchant with few leads.  They end up outside of town in the thick of problems larger than themselves.  Did they accidentally destroy Stromdorf? Lets hope not.

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Two Wood Elves and a Dwarf walk into a bar… yea it sounds like the start of a bad joke but this is what we are bringing to the table for our Gathering Storm adventure with Chris Wagner as GM.  The Party find itself outcasts among men, some driven by gold, others by balance, and […]

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We are rebooting our Gathering Storm adventure with a brand new party and a new GM! Chris, who GM The Horror of Hugeldal and a few other adventures will guide us through the terrors of the Warhammer World. This episode is a casual discussion of gaming and character creation, including some back story, goofing off […]

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With The Enemy Within Campaign complete, the group does a round table discussion, dissecting the campaign, its strengths, weaknesses and much, much more. This is a SPOILER HEAVY episode for The Enemy Within, so please do not listen if you are playing the campaign and don’t want anything spoiled.

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Thrown into the Realm of Chaos, the party finds themselves faced with the Ruinous Powers.  They are lured by the four powers of Chaos, bribed and entranced, but will they find the Black Cowl and bring him back for justice? Or will they forever be lost to the chaotic wastes?

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The party finally confronts the Black Cowl in an attempt to stop an impending apocalypse.  With the might of The Empire all gathered to pray for the health of The Emperor, what better time for the evils of the world to strike out and deal a consolidated, crippling blow?

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A fresh morning, licking their wounds, the party has but a few hours to settle their affairs before the ceremony for the wounded Emperor.  A handful of tasks supporting old colleagues may mean that little time is left to thoroughly investigate those who have drawn the PCs suspicions regarding the Black Cowl or the purported […]

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With the Prayer Service for the Emperor drawing near, the first traces of gun powder have surfaced. To what nefarious purpose will it be used? Can the party trace it’s origins before something devastating happens in the heart of The Empire?  Will the identity of the Black Cowl be revealed?

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Arriving in Altdorff has been no simple task, but now that they are here, things are back to business.  With Skaven artifacts to dispose of, a cleansed clapper to deliver, and the Theater Season in full swing on the Street of a Hundred Taverns, the party will be quite busy.

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The group finishes up their business is Middenheim just as the war in the North is winding down. The Emperor has been wounded and is being rushed back to Altdorff, the Capital of The Empire.  The party charters a coach and barge for the long trip to Altdorff.

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With the trial of Wolfgang von Aschenbeck coming to a close and little time to prove his innocence, the party struggles to find any clues they can.  Suspicions abound for possible enemies of The Empire but can anybody prove it? How do you tell a Witch Hunter to back off of a witch hunt?  What […]

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The party looks towards completing the ritual to cleanse the bell clapper at the Temple of Ulric. Will their poor planning and cut corners come back to bite them (pun intended)?  The trial for Von Aschenbeck is underway and things aren’t looking good for his longevity. Perhaps the party can find a way to convince […]

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With a plan and a series of quests in place, the party sets out to locate the fate of Wolfgang von Ashenbeck, cleanse the Tainted Bell Clapper, and learn what they can from the Witch Hunter Adelle Ketzenblum.  Emma recruits an army of waifs, a trial begins, and the party decides to cheat a bit […]

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The party arrives in Middenheim, the City of the White Wolf.  They have a series of tasks set forth by their benefactors in Averheim, and at the top of the list is uncovering The Black Cowl.  Though a Chaos tainted artifact and a potentially corrupt businessman also stand in their path.  How will a group […]

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The party take a road trip to Middenheim! But hey, it is 600 miles and will take 3 weeks.  Who knows what will happen on the road.  Goblins? Probably. Bandits? Definitely.  Nice normal people who just want to chat? Could be. Will they be mistaken for enemies and attacked? Possibly.

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The bells of war toll loud and strong. The very real threat of a Chaos invasion in the North is at hand and Averheim is going to war.  Will it’s lack of an Elector Count and political strife hinder its ability to help The Empire?  What better chance to prove who should be Averheim’s new […]

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Hot on the trail of the enemy, with evidence in hand, the party begins putting clues together which  pointing them towards danger.  Averheim has had a rough couple weeks, will the party be able to tie up all the loose ends and put a stop to the Black Cowl once and for all?  This episode […]

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With the menagerie fete under threat from a demigryph, the party scrambles into action.  Will they save the nobility? Chase after the beast who threatens the party-goers in the hedge maze?  What else could go wrong?  Just as things are spiraling out of control, a mysterious figure arrives at the party.

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The party finds themselves invited to a fancy fete in Averheim.  They are given an opportunity to learn more about the succession to the Averheim Electoral seat and who the major players are.  But what could go wrong when you have the Black Cowl on the loose and all the towns nobles celebrating the return […]

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The party is sent off on a special mission, undercover, in order to lure the enemy out of hiding.  Will everything go according to plan?  Of course not! Will someone get badly hurt? You bet!  Will there be more clues as to the identity of the mysterious Black Cowl? You becha! Will Prudence turn into […]

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The party is forced to decide how to handle mutants in the wild, not everyone is on the same page.  The clues leading to the identity of the Black Cowl grow in complexity and the impending plot suspected by the adventurers grows in turn.  Prudence is growing wary of the nobility, while the PCs begin to feel […]

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The party begin to put various clues together.  They think they have a handle on the disappearances and murders but don’t know where to turn.  An unexpected request sends the group out of town for the day to deal with banditry attacks, but a seemingly unrelated event may be more familiar than it appears.

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The fractured party look for common ground, in the law, in the alleys, in the dirt, with a sword, you name it.  The missing persons at the docks are becoming a bigger problem and the locals aren’t much help.  When things turn bad, how far will the party go down dark roads?

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The group gets back together and tackles how to end a long term gaming group. We talk strategies to approach the finale, how to make everyone happy, and of course, how to slay them all. Now of course this is all with the intention of starting a new campaign shortly afterwards using the new and […]

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The adventurers clash at the Averheim docks amidst a growing series of disappearances.  The city is in turmoil after the death of the Elector, Marius Leitdorf.  Can our group of heroes with varying interests and goals find a common thread?  Probably not, but they may still save The Empire despite themselves.

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We jump right into generating new characters for The Enemy Within campaign.  We utilize the new, fancy, background cards, and have quite a bit of fun weaving them into the story and with each others backgrounds.  Chris has chosen to be a Zealot, Nate a Priest of Sigmar, Dave, a Scout and Leila, a Road Warden.

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It all comes down to this.  The group is as strong as ever, and they are about to face their greatest foes.  Bloodshed awaits, but will they intervene in time to stop it from getting out of hand? Will everyone come home alive?  Thorin, Baerdin, Grom, Helga, Rob the Goat and Mishka the bear set […]

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The pre-finale pre-game-show is here!  We review our adventures and misadventures with the party before embarking on what is sure to be the most epic adventure yet.  We talk about some of our highlights and disappointments throughout the last year and a half of gaming and take a moment to remember the characters who may […]

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The Olde World League presents a custom written adventure by Daniel Wise, The Assassination of Santino Marello. Our adventuring party of mercenaries find themselves hired by a Tilean judicial champion who believes he is the target of an assassination.  He has already thwarted two attempts, can he attempt a third with the help of the […]

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The ‘Unwitting Servants of Justice’ now crippled by their experiences with Slaanesh look for greener pastures in the far north.  But like many times before, find themselves in the middle of an unwanted conflict that they are forced to become part of. Will Grom sucumb to his baser instincts as a slayer and draw the […]

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The members of Mirror of Desire do a recap and review of the sessions/adventure.  We discuss in detail how the adventure could have gone, and where we derailed with the game master, Chris Wagner.  We also catch up on some news and speculate on the future of WFRP3.

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The ‘Unwitting Servants of Justice’ find themselves knee deep in a timeless plot of love and deceit.  Esmerelda is far from what she seems and the party is in trouble of becoming enbroiled in a plot of things far more powerful than they bargained for.

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The “Unwitting Servants of Justice” decide to take action!  But things become quickly out of hand when Konrad developes quite a strong desire to be with the subject of interest. Complications, comedy and witty antics follow.

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The ‘Unwitting Servants of Justice’ find themselves entwined in a love circle with the nobility of Ubersreik.  The party familiarizes themselves with the suitors and suspiciously eyes what could be the root of some devious plot, a beautiful young woman.

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Deep in the woods and on the track to a lost loved one, things get a little hairy.  The group finds themselves far from home, far from friends and  neck need in an ancient conflict in which they have already inadvertently moved some pieces.

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Jay “Emerikol” Hafner stops by to discuss writing your own adventures.  We talk about a upcoming Convention Scenario Contest learn what is necessary to participate.  Will Reckless Dice submit a scenario?  Maaaayyybbeeeee =) Scenario Writing Contest Page

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With the noble in tow, the party has to decide what to do. Pressing matters drive the group into the hills to the south, jeopardizing plans for Konrad and his captive.  Tensions are still high, everyone is on edge, and an ill prepared adventure into the foothills is imminent.

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The Olde World League presents a custom written adventure by Daniel Wise, The Raven. Our adventuring party of mercenaries find themselves happening upon a small town, deep in the woods, north of the Middle Mountains.  Things quickly turn strange and the party is left fending for what is real and what is not.  Madness, castles, […]

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We break it down with the participants of The Harrower of Thanes.  We talk what could have happened, what should have happened and where things went wrong.  The group discusses their likes, dislikes and how we could have improved upon the adventure should we run it again.

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The ‘Unwitting Servants of Justice’ decide they are no longer adventurers, they are starting to become heroes, or at least adventurers who look fancy.  Helga takes a liking to a Kislevian bear that just won’t quit, the Dwarfs get drunk, and there is a lot of resting, recuperating and partying.

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The ‘Unwitting Servants of Justice’ enter Karag Dronar with little knowledge of what lies within.  What follows is one of the most epic moments the group has yet faced.  Blood will be spilt, stories will be told, and there is a Squig… enough said.

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RDP is back, sans Lester once more (we miss you) to tackle the sensitive topic of slaying a player character.  Does it feel good?  Do you like doing it? Do you think your GM has it out for you (he does)? We are joined by our good friend from down under, Daniel Wise of The […]

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The ‘Unwitting Servants of Justice’ head into the Black Fire Pass, following their new guide Hans.  The Pass is a dangerous place, Greenskins and worse abound.  Will Karag Dronar be within their grasp? Will Black Fire Pass consume the Servants?  Will Thorin loose any more limbs?

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Betrayal abounds, Cultists and Townsfolk beware. With the party on the verge of self destruction, will everyone leave the village in one piece? Will Ella make amends with Larrs? Does Konrad have aspirations far beyond his capabilities? Will anyone still be talking to each other on the way home?

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Arriving in a village with problems is nothing new, but the party is coming apart at it’s seems.  Who is right, who is telling the truth, who deserves justice?  The party seems to be on track, but can they keep it on the rails long enough to figure out what is going on?

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The party recovers from the festival with a questionable memory of events past.  Once organized, things get underway and an excursion down to a nearby troubled village begin.  On the road, tensions get high and memories bubble up from the night before.  Who knew a trip down the road could be so entertaining?

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Jesse, Jordan & Leila, along with Dave [Thorin], discuss Beaver Buzz, Coffee Crisps, and soft stuffed beavers… and some Warhammer related materials, including: Career Planning, Decision Making, and Long Term Goals. Our school guidance counselors would be proud. Warhammer Travel Guide & Distance Mapping PDF Mo’ Cheese Please (a thoughtfully cheesy blog about things inspired […]

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RDP gets real and talks about what we bring to the table when creating a PC. Do you play yourself? Do you be who you always wanted to be?  Do you live out your fantasies as a female Dwarf Agitator?  RDP and a special Bretonnian guest spill the beans. WFRP3 Virtual RPG Google Group Olde […]

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Jordan and Jesse are back in action after a little break.  We tackle a mountain of news, Hero’s Call, two POD supplements and one big @$$ map. Online Play WFRP3 Community Group

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The “Unwitting Servants of Justice” venture forth towards Black Fire Pass.  They get comfortable with Dwarf culture, eat some stone bread, battle a politician and overcome a lisp.  Who is Stonepaunch? Whats the deal with the Penny Tax?  Is Rob’s third horn turning purple?

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SPOILER WARNING We discuss the recently played adventure, The Horror at Hugeldal in detail.  We speak with the GM about how things went, where we derailed, and expose plot threads that may have been missed.  We review the adventure from a story and mechanics perspective and follow that up with a dose of character advancements and […]

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With more than a few loose ends, The “Unwitting Servants of Justice” say their farewells to their new “friends”.  Will the danger return? Did the party do enough to keep the evil at bay for good?  Will Baerdin ever give his pigeon a name? What is going on with Rob!?!

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On the verge of death, with bigger problems on the horizon, can The “Unwitting Servants of Justice” pull it all together in time to face off with an unnamed foe? Is Hugeldal destined to be damned to the unseen forces at work?  Will Thorin continue to evade death? Or will the final confrontation be the end […]

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With leads drying up and few places to turn, The “Unwitting Servants of Justice” desperatly search for what could be causing the blight.  A few new friends are made, a few new enemies are humiliated and a dwarf takes a swim.

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The party returns to town, unaware to the convoluted plans brewing among the other members.  Who has the box, who will turn it in, who will betray their own?

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With a sickness growing in the party, The “Unwitting Servants of Justice” try to locate the source and stop it before the disease spreads out of control.  Have the forces of good forsaken this small mining town?  What happens when a Dwarf jumps into a well?  Will Konrad’s fixation with dead things get weird?

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The crew tackle a dozen or so questions and comments from the community.  We talk about the new GW models, lack of FFG news and the potential promise of the possible existance of the rumored Chaos Dwarves, maybe. New Empire Models from Games Workshop Interview with Graeme Davis (Small But Viscious Podcast) Explaining The Old World […]

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The gang attempts a daring escape from the goblin infested forest.  While not entirely successful they meet some new frienemies, drink some blood and mourn the dead, all while tending to a rather unaccustomed traveler.

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We have a new campaign to discuss! We talk about the rumors and what we can extrapolate from the press releases.  We talk pirates POD without any pirate talk, and have a darn good time doing it.

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Gitzman and 8 community members run through the basics of using MapTools.  They go through how to create a map, use the application, run a game, GM, PC and even begin developing a custom map with which they play a demo scenario.  Can we just say, a Chaos Goat is involved and it was amazing.

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The Brash Young Fools, finding themselves in over their head (again) devise a clever plan to escape, and earn themselves a few new accolades on the way.  There are a lot of feelings that are needing to be talked about on the trip home, we can feel it.

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The Brash Young Fools follow the keen smell of adventure deep into the forest, knowing full well that spiders (or worse) lurk about.  They quickly stumble across a few huge roadblocks which reveal the adventurers’ true natures. Party Tension Meter +1.

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The “Unwitting Servants of Justice”, while spending time in Hugeldal, find themselves transported into a foreign realm of Sand and Sorcery. With few options, and a mystery to unravel, Helga and the Dwarfs explore The Lure of the Liche Lord. Their doom may well be close at hand, but who can tell in their dream-like […]

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The gang discusses how to handle PCs that have seen a few things in their day – how to retire them, kill them and send them to glory. We also unbox a few more rules about the upcoming Hero’s Call supplement and discuss your questions and comments.

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The party hits the road in search of fame and glory. Everyone has an agenda, but not everyone is going to come out on top. They meet some greenskins, pick some herbs, and share their feelings. Who’d of thought a bunch of guys roleplaying had feelings deep down that were dying to get out?

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Michael Wilson, a.k.a. “Doc the Weasel” kicks off his new sandbox style adventure with the surviving characters from Underworld Rising.  The party travels off to Ostland to start a new life and all seems well, but some secrets never stay buried.

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The crew gets a special visitor with access to an early copy of Hero’s Call.  We crack it open, talk through the contents, spill all the beans, you get the idea.  We cover the news of the week, take on a big Q&A and so much more. BONUS: The crew gives a well informed Troll […]

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The party find themselves in a town wrought with problems, separated from civilization and starting to get sick.  Things seem fishy, but what is causing the problems surrounding the region around Hugeldal is still a mystery to be uncovered.

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The RDP crew, in their quartet form discusses the new Print on Demand products by FFG, what makes an RPG story tick and how to keep your players motivated! We jump back into listener Q&A and have a pair of fantastic links to share: Daarken’s blog (he does a lot of the cover art for […]

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The survivors of The Witch’s Song are recruited by an Amethyst wizard to investigate the goings on in Hugeldal, an old mining town in western Reikland.  This adventure is GMed by Chris Wagner (who you may know as Grom the Slayer from The Witch’s Song sessions) and is available in the Signs of Faith supplement.

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Jesse, Lester, Leila and Jordan discuss what was great, and not so great about WFRP3 in 2011. We tackle what we think will hit our gaming tables in 2012, and opine on the rumors of a fourth edition on the horizon.

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This is the finale episode of Underworld Rising (the group members of which will continue their adventures in a new campaign under a new name after the new year).  The ‘group’ follow-up on what leads they can hold on to, finding themselves in way over their head. Nobody is untouched by the adventure and some […]

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Konrad Weissman the grave-robber, and his new found “friends” find themselves in more trouble than they know how to handle, they meet some new “friends” and get a solid lead on what might be going on in Ubersreik. This sandbox style game is GMed by Michael Wilson, friend of the show and active WFRP3 community […]

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We revisit the aftermath of the dramatic finale, determining once and for all the fate of Thorin the dwarf (who was left for dead in the marsh as the rest of the party fled from a Dark Elf invasion). Helga Kerkhoff returns, hell-bent on rescuing her friends, and Bherdin looks to finish off “The Beast”.

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Jesse, Lester and a special guest talk about the upcoming Hero’s Call supplement, custom rules around movement and a primer on the Elven trifecta. We discuss some Q&A from the listeners and celebrate a happy 25th birthday to WFRP.

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Gitzman (Konrad Weissman the grave-robber, posing as a war veteran) joins up with a group of adventurers who seem to be tracking the same target in Ubersreik. But a sinister plot is brewing under the surface that nobody will see coming. This sandbox style game is GMed by Michael Wilson, friend of the show and […]

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Jesse and Lester tackle the new WFRP3 supplement, The Lure of Power with Ian Robinson, content contributor, writer, and British.  We delve into the content, components and background of Warhammer nobility, cults and secret societies.

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Jesse and Lester tackle the best of the worst, Bad Players.  What do you do when your players are doing all they can to make your life and game a living hell?  We discuss tactics for handling bad players, share a few experiences, and tackle a few solid Q&A.

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An epic ending to say the least.  Shenanigans, swimming like dolphins, a Slayer trying to redeem himself, and the walking corpse that is, Thorin.  One of our favorite episodes to date. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Jesse & Lester discuss the tools they use to increase their gaming performance.  Software, beads, tools, maps, you name it.  We follow this up with a healthy dose of Q&A. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Jesse and Lester tackle the experiences of a new GM to Warhammer while exploring best practices.  We take on a large chunk  of our Q&A mail bag and speculate on the new Hero’s Call supplement. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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The Witch Hunter is causing problems and the whole town is under scrutiny. The adventurers try to keep things calm, but in doing so manage one of the quickest near death encounters we’ve ever seen! We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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A new figure enters town, complicating the search for the Witch. Following new clues the party find themselves back in the swamp, while things turn sour back in Fulgimeir. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Jesse, Lester and CoDan the Barbarian tackle the eight winds of magic.  We tackle the expanded magic rules from the Winds of Magic supplement and follow it up with a little Q&A. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Jesse and Lester are joined by our battle brother Lauri Maijala, a.k.a Doc Cthulhu from Finland to discuss The Daily Empire.  We delve into why you might want to consider playing online, or perhaps why it’s not right for you, and tackle some Q&A. The Daily Empire Fantasy Grounds II MapTools We appreciate all feedback […]

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After escaping the eerie settlement of Sweet Marrow, the adventurers find themselves stuck in a backwater village with danger lurking in every direction. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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The survivors of The Black Fire Pass head home, but stop off for a quick stay at the “Sweet Marrow”.  Have they bitten off more than they can chew? Hehe.  Join us for a fantasticly fun one-pager, featured on The Daily Empire. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Lester Crow discusses design, layout and contribution of the brand new Liber Fanatica 8 with fanatical graphic designer, Jussi Alarauhio. Check out Jussi’s peronal site at http://undermound.weebly.com/ Check out Jussi’s Deviant Art page at http://undermound.deviantart.com/ We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Jesse, Lester take on Liber Fanatica VIII, the fan created supplement to WFRP3 in all it’s glory.  We talk Greenskins and their ilk in a new, bigger, badder Creature Feature and discuss your Questions and Answers. Check out the Liber Fanatica page here Follow artist & friend of the show, @Symatt on Twitter           We appreciate all […]

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Reckless Dice tackles Episodes 2 & 3 of Journey to Black Fire Pass (Episode 1 was lost to the Warp). We begin in Grenschadt at the base of Black Fire Pass with the hopes of making it to Karak Azul in the far East Worlds Edge Mountains.

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Lester Crow discusses development and features of the brand new Liber Fanatica 8 with lead developer, Sean Connors.  Questions, answers and more, in addition to some insights as to where WFRP3 is headed in the next few months. Check out Liber Fanatica at http://www.liberfanatica.net/ Subscribe to Sean Connor’s (TheOutsiders68) YouTube channel here. We appreciate all feedback on iTunes and Facebook and […]

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Jesse, Lester and their special guest from accross the pond, Neil Foster take a leap into Fantasy Grounds II while playing the classic adventure “With a Little Help From My Friends”.  Neil Foster has been developing the WFRP3 ruleset for Fantasy Grounds II for a while now and this is the latest working build which […]

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Jesse, Lester and our special guest, Rikard the “Mountain” (from Norsca) discuss Black Fire Pass in detail.  We cover new rules, adventures and components found in the new supplement.  We also talk about the FFG GenCon seminar and what may or may not be in store for us next year. We appreciate all feedback on iTunes and Facebook and you […]

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Paul GMs a group of adventurers through the begining of The Gatherin Storm Campaign.  Jesse, Lester and friends join forces and brave the dangers of Stromdorf. We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Paul, Jesse and Lester go through the entire character creation process in detail.  They generate new random characters, explore creation methods, rules, and how to integrate backstory and character quirks during creation. This group is shaping up nicely for a Black Fire Pass adventure! We appreciate all feedback on iTunes and Facebook and you can send questions or comments […]

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Jesse takes the reigns for episode 14 along with Lester, Dan and our special guest Michael Wilson.  We talk Sifting Through the Shadows 2.0 and Warhammer Ogres along with questions and answers from the mail bag! We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

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Paul and Jesse are on deck for the lucky 13th episode of RDP the podcast dedicated to WFRP 3rd edition. We talk about Fantasy Grounds, mention the return of session content (new character creation) the impending death of Jesse, and empty the mailbag! We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or […]

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The full crew of Paul, Jesse, Lester, and Dan are here for our 12th episode of WFRP 3rd edition podcastery. Not much in the way of news, but we make up for it with the system spotlight on time and rally steps, then we cover our tips for being a good player. We wrap things […]

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We’re back to the basics, bringing a ton of WFRPv3 information in podcast form! Paul, Jesse, and Lester break down how to regain your wounds in our system spotlight. The main topic covers creatures and our love for the creature cards. We chat a little about rune magic, Jesse breaks down Kubla Con, and we […]

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We’ve got a special guest on our first double-digit WFRP 3rd Edition podcast. Mark “DiceMonkey” Meridith of Dicemonkey.net and RPG Circus fame joins our regular crew of Paul, Jesse, Lester, and Dan. We talk about the mechanics beyond damage in our system spotlight and have a free for all on recent WFRP thoughts and play sessions. Also news and […]

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Our biggest episode yet filled with WFRP 3rd Edition goodness! Paul, Jesse and Lester are reporting in to talk all things Omens of War. Special guest Ian Robinson who actually wrote stuff in the product stops by for an interview. (Ian is also the first person on RDP with an authentic British accent.) We dig into […]

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The Reckless Dice Podcast keeps rolling on with more WFRP 3rd Edition discussion! Paul, Jesse and Dan get excited about the release of Omens of War.  We cover wounds, stress, fatigue and death, and explore the culture of the fictitious rat men, the Skaven. We appreciate all feedback on iTunes and you can send questions or comments […]

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Dan returns from spring break and we (Lester, Jesse, and Paul) all get in a party mood. In between the bad jokes we talk a bit about organizing your WFRPv3 components and spend a double-wide segment clearing out the questions queue. Oh, and more discussion and speculation about Omens of War. We appreciate all feedback […]

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Your regular crew of Lester, Jesse and Paul are bringing more WFRP 3rd Edition goodness. In this extra-packed episode we detail Spells and Blessings in the System Spotlight, break down the Empire’s pantheon of gods in the Main Topic, continue to speculate wildly about Omens of War in the News, and as always answer your […]

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Another hour (and change) of WFRP 3rd Edition knowledge. The regular crew of Paul, Jesse, Dan and Lester, speculates on Omens of War (recorded the day before FFG releases more info), breaks down skills and talents, gets deconstructive on how to build a balanced adventures and characters, and answers your questions! We appreciate all feedback on iTunes and you […]

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Session 3 of the Eye for and Eye continues with the party bringing the fight to the cultists, discovering their plot and attempting to foil it. The proverbial shit hits the fan quickly as one of our party members gets in over his head, sigmarite blood spills and a lot of beastmen try to crash […]

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Paul and Jesse are back with Episode 4 and with Lester and his Strolling Bones we discuss careers in our System Spotlight. Our Main Topic continues our tour of the Ruinous Powers by exploring Father Nurgle (ew). Also we check out some news including the new Eratta/FAQ and answer your questions. We appreciate all feedback […]

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Session 2 of the Eye for and Eye continues with the party begining their investigation around Grunwald Lodge. Things start off nice and quiet, but the adventure turns dangerous in no time.

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The Reckless Dice crew send a group of adventurers through the first chapter of An Eye for an Eye. The surviving members of A Day Late, A Shiling Short lead the party and find they work a whole lot better when behind a wall of steel.

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Jeremy returns for episode 3 of the Reckless Dice Podcast. We dig into Action Cards in our System Spotlight segment and for our Main Topic we talk a little bit less about RPG mechanics and a little bit more about the lore of Warhammer. Specifically the first of the Ruinous Powers, Tzeentch! Also news (including […]

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Welcome to our first actual play Session. Jesse takes a group of intrepid PCs through the demo adventure A Day Late, A Shilling Short. The group is using online play through Maptool and conversing through Skype so there’s a few house rules in effect regarding movement and range. Please note that a copy of the […]

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We’re back with Episode 2 of the Reckless Dice Podcast. We’re talking all about the custom dice and myth-bust some of the misconceptions about WFRP 3rd Edition. Also news and your questions! Please give us feedback on iTunes, send questions or comments to recklessdice@gmail.com and follow us on Twitter @RecklessDice. Links: Gitzman’s Super Huge, Detailed […]

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Jesse walks a few new players through the character creation process from start to finish. The characters will soon begin the Eye for and Eye introductory adventure included in the Core set and the Game Master’s Guide.

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We officially launch the podcast with some recent-ish WFRPv3 news, everything you want to know about the Guides and Vaults, and since it’s our first episode we steal questions from the official forums. Please give us feedback on iTunes, send questions or comments to recklessdice@gmail.com and follow us on Twitter @RecklessDice. Links: Witch’s Song Liber […]