Warhammer Fantasy Roleplay, Call of Cthulhu and other great systems. News, discussion and live play sessions.
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 […]
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 […]
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 […]
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 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.
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?
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.
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!
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.
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.
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.
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?
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 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.
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.
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.
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 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.
A possible danger surrounds Sprucetuck, the party investigates. Liv and the gang explore the scent boarder to scout for possible weasel incursions.
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.
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!
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.
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 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.
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 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.
The gang explores what it means to game with the family and how to manage your gaming time alongside a productive family life.
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.
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 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.
Nate gets attached to a new friend, Altdorff holds a new host of problems and the party find themselves chasing after a masked vigilante.
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.
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.
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.
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.
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.