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.
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 way.
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.
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 machinations of an insidious cult, a relentless Witch Hunter, and powerful forbidden magic.
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 is little hope of escape unless they can find the source of the infection. But that wants out, too.
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.
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 a battlefield – politically and otherwise – and our Heroes are caught in the middle of it.
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.
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.
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.
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?
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.
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.
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?
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’.
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.
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.
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.
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!
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.
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?
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.
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.
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.
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.
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?
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.
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.
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?
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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?
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.
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.
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”.
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.
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?
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.
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 frigid continent of Antarctica hoping to leave all their troubles behind them.
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.
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.
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?
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?
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.
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?
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.
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 others still by visions of lightning. What lies in the wet and sodden town of Stromdorf?
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 and gearing up.
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.
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?
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?
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 ‘Gunpowder Plot’.
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?
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.
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.
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 happened to Emma? Is Aschenbeck being framed? Is Adelle all she is cracked up to be? Or is everyone just pawns in a grand conspiracy orchestrated by the Black Cowl?
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 Adele that he is innocent of heresy?
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 when asked to follow some religious rules.
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 of Sigmarites fare in Ulric’s cold north?