Reckless Dice Podcast
Summary: 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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- Artist: Jesse Burke
- Copyright: CreativeCommons BY-NC-SA 3.0 - Reckless Dice 2015 http://creativecommons.org/licenses/by-nc-sa/3.0/
Podcasts:
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.
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.
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’.
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.
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.
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.
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”.
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.
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.
Wherein the investigators reach Lake’s Camp, make a gruesome discovery, and discover Dyer’s deception.
Madness and disaster strike the Lexington Expedition. The gallant Starkweather mounts a rescue and finds an old, old argument waiting.