Explore every episode of the podcast Richard and Karl Play Daggerheart
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This week in Witherwild, things get weirder, wetter, and wildly more suspicious. Karlās ever-committed frogman rogue, Leroy Von Braun, returnsāthis time with a soggy, starry-eyed child in tow who has done nothing wrong ever. Having rescued her from a serpent-infested river, Leroy has now dubbed her Lyra and is determined to uncover who (or what) she really is. Naturally, this involves threats of sack-stuffing and increasingly unhinged conversations with ghost fish.
Richard leads the duo through a reverse dungeon crawl, retracing the path of fleeing townsfolk back into the chaos they abandonedācollapsing floors, forgotten altars, and one mysteriously judgmental bowl included. Along the way, Leroy tests out various questionable parenting strategies, including but not limited to: Smuggling Lyra in burlap...
Back in Nernwihr, tensions boil. The town's barely holding together, and Leroyās unconventional approach to urban diplomacyāstealth gardening, insect-based sermonizing, and mild threats of violenceādoes little to help. Still, somehow, hope takes root.
We also unpack how dungeon design can evolve with player decisions, what it means to reverse a combat encounter narratively, and how Daggerheartās mechanics support character-driven tensionāespecially when those characters are equal parts ridiculous and heroic.
If you enjoy collaborative chaos, creepy teeth metaphors, or frogmen on the verge of a parenting arc, this episodeās for you.
P.S. No children were actually sacked in the making of this session. We triple-checked.
Ā Grab full episode content at: https://rajkevis.itch.io/
In this weekās Witherwild episode, Richard guides Karlās character Leroy Von Braunāa disarmingly earnest frogman rogueāthrough the first harrowing chapters of Call of the Bloom. What starts as a simple scouting mission quickly blooms into something stranger, and more dangerous, than either of them planned.
Leroy begins the journey to Nernwihr with a refusal to leave, after setting on his new gardener experence he spends his funds at a local carnaval.
Ā After a series of identify theft related misdemeanors his cart requires repairs not fallling for Richard's Traps he mounts his trusty Hippobear into the wilds.
Ā At the river crossing, Leroy tries to rescue a mysterious child stranded mid-current. This goes about as well as youād expectāheās nearly swept downstream by the undertow, tangles with a glass serpent, and ends up soaking wet, and somehow more determined than ever.
Ā We discuss how Daggerheartās countdown mechanics heighten tension without railroading the players
Ā Upon reaching Nernwihr, Leroy confronts the consequences of delay: half the town is aflame, tangle brambles are everywhere, and the locals are one bad rumor away from riot. He keeps the bloomfields from burningāduring his stealthy gardening exploits, but did consider letting the world burn.
We also share GM tips on balancing environmental threats and combat, how to weave a characterās backstory into Witherwildās living world, talk about shoe gods and countdowns
Whether youāre curious about Daggerheartās collaborative design or just want to watch Leroy try to reason with a sentient tumbleweed, this episode is a heartfelt, occasionally chaotic romp through the opening beats of Call of the Bloom.
P.S. No frogs were harmed in this session despite true efforts.
Richard and Karl return for Session Zero of The Witherwild, crafting a new campaign from the roots up and ending with a froggy foray into adventure!
In our second podcast episode, we dive into character creation using the Witherwild campaign frame for Daggerheart, setting the tone for a sprawling, mythic story full of creeping corruption, fractured alliances, and moss-covered gods who may or may not smell like compost.
⢠Deep-dive into Daggerheartās collaborative character creation, with ancestry, community, and class choices inspired by the setting's lore-rich factions ⢠Karl builds a tragicomic frogman (Half human, half Ribbit,) character whoāafter being killed as part of a scheme navigates politics, death, and being the lord of the fly's. ⢠Exploration of key Session Zero tools like crafting Experiences, tying character backstories to the political tensions of Fanewick and Haven, and answering worldbuilding prompts together ⢠Discussion of tone and themes for The Witherwild: cultural clash, natureās revenge, divine weirdness, and what it means to survive in a world thatās overgrown and under-cared-for ⢠GM tips on using the Save the Cat structure, Hope/Fear dice mechanics, and Wither tokens to shape emotional arcs and long-term corruption effects ⢠Introduction of campaign NPC Kreil Dirn, Havenās suspiciously charming spymaster who recruits the frogman for a shady job after spotting his potential (and desperation)  ⢠Honest post-game talk about how Daggerheart handles season zeros, how to keep players invested, and the best order to start your games.
Whether youāre prepping your own game or just want to watch a frog dig holes until the government shows up, this episodeās a heartfelt, funny, and lore-rich intro to The Witherwild campaign.
P.S. No frogs were harmed in the making of this episode. Just emotionally destabilized.
Richard and Karl venture into the dangerous world of Daggerheart, playing through the official quickstart adventure in a special one-on-one session to test the new game by Darrington Press.Ā
⢠Comprehensive overview of Daggerheart's core mechanics, including the hope/fear duality dice system, character experiences, and streamlined combat ⢠Exploration of the Sablewood Forest and its unique hybrid animals like lemur toads and strix wolves ⢠Encounter with bandit Thistlefolk who attempt to ambush and steal from our hero ⢠Visit to the peaceful village of Hush with its magical protective barrier and unusual customs ⢠Meeting with the eccentric Whitefire Arcanist, a fairy-like being with mysterious powers ⢠Epic final battle to protect a magical ritual that maintains the village's protective wards ⢠Demonstration of Daggerheart's death and sacrifice mechanics when our hero falls in battle ⢠Side-by-side comparison of how this system differs from D&D and other traditional TTRPGs
If you're interested in trying Daggerheart, the quickstart adventure we played is available for free on the Darrington Press website!
This week in Witherwild, the woods remember more than weād like and theyāre not shy about showing it. The party of one-point-five pushes deeper into Fanewickās root-choked trails, where ancient trees lean at angles that suggest theyāve seen things and will happily see them again. Beneath the moss and drifting pollen waits an abandoned grove, littered with splintered weapons, a treantās corpse, and the unmistakable sense that the forest is judging our life choices.
Naturally, the place is crawling with Withered defendersā dryads, treants, and sylvan soldiers ā who skipped āde-escalationā day at forest school. Leroy, ever the opportunistic ribbitish rogue, sidesteps the classic āobvious threat just waiting to lungeā setup ā not today, moss-covered decoy ā and makes a beeline for the real prize: a crimson bloom worth more than some small kingdoms and twice as dangerous. Unfortunately, the groveās guardians have zero chill about people messing with their centerpiece.
Between dodging chaos elementals and negotiating with entities who think ātrespasserā is a term of endearment, he picks through battlefield echoes ā Haven army relics, crimson petal trails, and clues that suggest this groveās story didnāt end with peace treaties. Every choice, from cautious reconnaissance to a straight-up brawl, carves a different trail toward Wyrmhearth Crossing.
We also dig into how exploration encounters can be both combat-ready and mystery-forward, how Withered mechanics add long-term consequences to a single bad roll, and why some of the best loot tables read like the inventory of a magical thrift store.
If youāre into creeping forests, morally questionable botany, or frogmen who treat rare cures like fair game, this oneās for you.
P.S. Karl might be losing his real life spleen and I am not saying we will sell it to the highest bidder as merch.