Actual play sessions from our WFRP and Rogue Trader campaigns. Listen in on the fun as we play Rogue Trader, or revisit our epic playthrough of The Enemy Within.
The crew locates Egarius Abundus 1 and meets the dig site staff. Soon they come to realize something strange is going on behind the scenes.
The explorers must get their ship working quickly as enemies are approaching, and then must fend them off lest their prize be taken from them.
The explorers must rid the ship of a Tyranid infestation, and just beneath the bridge lurks an unknown enemy. What clever scheme will the group devise to rid the ship of unwanted stowaways -- and will it work?
The adventurers finish off the aliens they encounter on-board the derelict shuttlecraft and make plans to gain access to the ancient starship. Once there they navigate the ship's corridors in zero-G, but find the ship is not devoid of life.
Vogul and his crew track clues that lead them to remote parts of the Koronus Expanse in search of the fabled ship. They must negotiate with cannibalistic savages, other Rogue Traders, and perhaps worst of all the snarky captain of Lady Orleans' freighter. And when a strange shuttlecraft approaches without hailing them will they destroy it, investigate, or run and hide?
Journey to Madness returns! We are introduced to Draco Von Vogul, a Rogue Trader whose ship was destroyed by his enemies. After having drowned his sorrows in scotch for many years he and the remnants of his crew begin to learn of an ancient ship that is lost within the Koronus Expanse.
With the Hammer of Sigmar in hand, the adventurers begin the long journey back to Aldorf and the Imperial Crown. Revealed at last, their implacable foes will stop at nothing to prevent their prophesied downfall, unleashing hellfire and darkness in a last ditch effort to stop the heroes. Although Journey to Madness ends with this adventure, stay tuned to this feed for information about our upcoming new campaign.
Having passed through fire, blood, and madness; having lost their health, their sanity, and their very humanity; having defeated countless foes, unraveled dark conspiracies, and saved cities and towns throughout the Empire; now, at last, the only thing standing between the heroes and the legendary Hammer of Sigmar is a monstrous demon from the pit of Hell. Let the battle begin!
Having escaped the dwarven ruins with the location of Sigmar's Hammer, the adventurers must now make the perilous journey into the heart of the Black Mountains. Along the trail, they face the fearsome denizens of the mountains: gigantic wolves, fearsome trolls, strange, white-furred abominations, and a tribe of pointy-eared pacifists who may turn out to be the biggest danger of them all.
Hundreds of years ago, the mighty Sigmar passed though the Black Mountains and founded a small dwarven settlement beneath the mountainous Cragmere. The settlement fell to orcs and goblins, who in turn abandoned it. For decades, it sat forsaken, and strange chaotic monsters multiplied in the lightless depths. Now a group of battle-weary adventurers, cut off from all hope of resupply or outside aid, must overcome the darkness to save the Empire.
Shortly before the storm of chaos, a crack team of adventurers infiltrated a heavily guarded orc stronghold in the ruins of an ancient dwarven fortress, high in the Black Mountains. Their mission: sneak into the fortress and obtain highly valuable information pertaining to the location of Sigmar's Hammer, and the salvation of the Empire.
In the skies above Averheim, a portent of destiny and power rises to greet the adventurers as they prepare to face the long and dangerous trek though the mountain pass. But will their new friends and hirelings be strong enough to face the denizens of the alpine wilderness?
The battle on the river rages on, as the adventurers struggle against determined foes with superior weapons. And even after the cultists are finally defeated, can the heroes and their battle-damaged boat survive the dangerous waters of the upper Reich?
It was just another voyage for the intrepid heroes, filled with gambling, brawling, sandbars, merchants, strange birds, and a mysterious craft that vanished whenever it was seen. But high on a bluff overlooking the river, a desperate man armed with powerful weapons prepares to send the adventurers and their ship to the bottom of the muddy water.
With the death of both the emperor and his heir, the city of Altdorf is ready to explode into civil war, shortly followed by the rest of the Empire. The adventurers desperately try to gain control of the situation, but before long they realize that may be impossible. For the end time is approaching, foretold in the prophecies of old, and the Empire's only hope now lies in a desperate quest far from civilization.
The adventurers attend a meeting of cultists where they finally see face of their enemy, but at a terrible price. Meanwhile, the time of the meeting of electors approaches rapidly, can the heroes prevent chaos from gaining control of empire?
The adventurers set several schemes in motion to uncover the cultist activities in Altdorf, but the key to unraveling the plot lies with an old enemy lurking in the shadows of the big city.
The adventurers arrive in Altdorf and learn some shocking news: The Emperor is dead. Ok maybe not all that shocking. Anyway, flush with cash and fresh off their latest victory, they decide to forget their troubles for awhile and party it up with the locals, but before long they meet up with living reminders that chaos is not far away.
Weary, wounded, and desperate, the adventurers are at long last in sight of their goal: the chaotic warpstone, focal point of the battle and an artifact of enormous power. Standing in their way is a powerful sorceress and her faithful monster. Will the heroes free the land of evil and save the day? Or will they at long last succumb to the overwhelming forces arrayed against them? Note that real life has caught up with us again, and there will be no new episodes for the next few weeks.
The adventurers race against time to claim the chaotic warpstone and prevent it from falling into the hands of the terrifying rat men. But when they enter the corrupted temple, an evil fouler than anything they have yet seen threatens to pull them into the very depths of hell. Note that this episode contains some extremely disturbing subject matter, listener discretion is advised.
The storm breaks over the castle as the brave freedom fighters charge to assault the gatehouse. Arrows, spells, swords, and blood fly in all directions in the ensuing melee. Can the adventurers capture the gatehouse before reinforcements arrive from the front of the keep? And what is the meaning of the panicked trumpet blasts from the villagers in front of the castle?
The PCs complete their scouting expedition, and put together a plan to attack the castle. But dark clouds are gathering on the horizon. A storm is about to break over Witgendorf. Note: There will be no new episodes for the forthcoming 2-3 weeks, as we catch up on summer downtime.
The adventures finally confront Etelka after a long chase, but victory brings small comfort as they learn that the evil secret society is close to achieving its goal. But first, they must trek through the chaos-infested caverns below Marguerite's castle to find a way to save the village of Witgendorf.
The adventurers meet with the rebel leaders and cut a deal. They are joined by a skilled tracker and head out to hunt down Etelka once and for all. But the haunted forest is a dangerous place, and the PCs soon find themselves entangled with the sinister agents of the evil Marguerite.
The adventurers arrive at the city of Witgendorf to find a town under the sway of chaos. Mutants roam the streets and beastmen haunt the forests. But friends are found in unlikely places, and within the town the adventurers discover a mysterious power that provides them with their biggest windfall of the campaign, as the mysterious box is finally opened.
The adventurers party it up at Corbreth's place before heading back down the river, but before they make it back to Marshbad, swamp pirates appear out of the mist. Also listener feedback!
The adventurers reach the spot where the meteor fell only to discover it has long since been taken away. As they are trying to figure out what to do next, an unearthly messenger turns up with a strange tale. But before they can follow his advice, they are attacked by powerful foes that clearly don't exist.
And we're back! The podcast returns to find the adventurers hot on the trail of Etelka as she attempts to recover the fallen star. But chaos lies heavily on the lands where the meteor fell, and madness and monsters await the party in the Barren Hills.
After bandaging their wounds, the adventurers explore the what seems like an ancient observatory. The clues they find there lead them south, and the group decides to look into some unfinished business in Altdorf on the way there. This is the last episode for awhile, as the GM had to take some time off from the campaign, look for it to start up again in July.
The adventurers descend into an ancient ruin in search of a clue to Etelka's destination. But before they reach their goal, they find themselves locked in a desperate battle with a terrifying enemy that threatens to destroy their lives, their sanity, and their very humanity.
The adventurers set off in pursuit of Etelka, while taking some time to follow up a few old leads on the way. But when words fail to achieve results in Altdorf, the party resorts to a little "dwarven diplomacy."
Having exhausted all the other leads, the adventurers finally approach the infamous witch's tower armed with the all-important arrest warrant. Will the witch come quietly, or will the adventures have to use deadly force?
The adventurers venture into an old dwarven mine in search of the source of the goblin threat, but worse things than goblins are waiting for them in the darkness.
A bar brawl brings the adventurers into a dispute between the residents of Grissenwald and small dwarven community camped just outside of town. Some investigation leads them to believe that the dwarves are not the cause of the town's problems, and a full scale confrontation with the real threat ensues.
The adventures sail their captured prize to Weisbrook, where they meet up with an eccentric old friend who passes along news of a dire threat. Meanwhile, after overcoming warlocks, demons, and the forces of chaos, the party faces what turns out to be its biggest challenge yet: how do they deal with all their newfound wealth?
It doesn't take the adventurers long to find trouble after they leave Bogenhaffen. An encounter with an injured sailor leads to a pitched battle as beastmen spring out of hiding to ambush the party on the river.
A gruesome murder, a satanic ritual, and an appearance by the Chaos God Tzeench mark the end of the adventurer's foray into Bogenhaffen.
The adventurers conclude that the only way to unmask the conspiracy is to gather evidence from the heart of the enemy's camp. But during the infiltration, they discover an opportunity too good to pass up. Can they achieve their goal and escape with their lives, and more importantly their fate points, intact?
As the adventurers investigate the death of the goblin, they find that the man who gave them the task has been struck by a deadly poison. Soon it becomes clear that the high-ranking members of Bogenhaffen are deeply involved in the evil sorcery taking place under the city.
In the sewers the adventurers find a eerie room with rings of copper laid on the floor. After they enter, the darkness coalesces into a hound from the fiery depths of hell.
The adventurers take in the Shaffenfest, including a joust and a wrestling competition. While attending Doctor Malthusius' Zoocopia, a three-legged goblin escapes from the show and the group tracks it into the sewers.
Awakened by the smell of smoke while sleeping on the riverboat, it seems that the man following them had ill intentions. After dealing with this, the group travels on and arrives in Bogenhaffen.
The group arrives in the capital of the Empire and they meet up with Alexander, an old Kislevian friend of Brutus. Despite it being their first time there, it seems that they already have other "friends" in the city.
On the road to Altdorf the adventurers encounter a group of mutants who have brutally murdered the passengers of another coach. One of the bodies bears a strange resemblance to Brutus.
The players arrive at the Coach and Horses Inn and quickly realize that the stagecoach they plan to take is going to be quite packed. On the road to Altdorf Zed encounters his long lost brother -- though he is not quite the same.
The characters arrive in Nuln and confront a surly customs official, a gang of footpads, and a goatsmeat dinner of questionable quality.
In this session the players chose from basic "roles" which each had a group of starting careers to roll on. Other than that and a slight modification to Shalya's mercy, character generation was by the book -- in other words totally random.