Richard and Karl Play Daggerheart

Richard

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.io In each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice settle, they dive into what worked, what didn’t, and how to run it better—sharing insights, tips, and lessons for both new and veteran Game Masters. Whether you're here for the story or the strategy, this podcast is your companion for mastering the heart of Daggerheart. 

Episodes

  1. JAN 16

    Episode 12: A Fortress, A Turtle, And A War Doctor’s Dilemma

    Send us a text A fortress rides in on the back of an elder mountain tortoise. The grass dies ahead of its march. Our lighthouse hospital—powered by a star-drawn barrier of blue roses—has hours before dusk, and a withering mage on the ramparts is already carving rot into the wall. We’re in charge, like it or not, and the choices aren’t pretty: fortify the gate to funnel the fight, or seal it and dare them to scale the walls. Count boats against bodies and hope the math bends. Arm a medical camp without losing its soul. We pull the camera tight on Lyra, seven years wiser and suddenly the highest-ranking medic on site. Volunteers line up—a brusque Goliath, a twitchy smuggler, a one-legged draconian with taped scalpels—and we get to work. Acid vials from the lab. Shrapnel bombs packed with syringes. Drip fang and gorgon root poisons ready for last resort. Ravens scatter with pleas for help while storm-prayer stitches lightning into the clouds. The barrier brightens with fertilizer and fades with fear. Then the line breaks in the most direct way possible: a sprint into the sea of steel. We showcase how to run mass combat that stays cinematic and clear—spotlighting clusters, using environment cards, and letting minion math carry tempo. Knights charge and get staggered. Elites crumple under combo spikes. A syringe-bomb detonates mid-command. The mage’s beam scythes the wall. Boats belch black smoke on the horizon. It’s tactics and storytelling in lockstep: how to use terrain, time, and fear as resources, and when to trade pride for people. We leave on a razor’s edge. Reinforcements hit the dock as the turtle fortress presses closer, the barrier flickers, and the field swarms with conscripts and archers. Next up, we choose: retreat to save the camp, hold for a siege, or gamble on a counterstrike up the shell. If you love story-driven TTRPG combat, improvised defenses, and hard calls under pressure, this one delivers. Enjoyed the ride? Follow, share with a friend who loves actual play, and drop a review with your answer to the big question: retreat, hold, or assault the turtle? Support the show Download episode content at https://rajkevis.itch.io/

    2h 42m
  2. 12/09/2025

    Episode 11: Bear Jaws, Blue Lights, And Bad Choices

    Send us a text A joke about chocolate breath turns into a sharp look at how fantasy worlds inherit bias—and what designers and GMs can do to fix it—before we throw Lyra headfirst into the Witherwild. The fight is fast and feral: a fungus-laced bear, a brawler’s surge, and a transformation that exacts a brutal price. Daggerheart’s stress and hope economy isn’t flavor text here; it shapes the story beat by beat and leaves Lyra with blood on her hands and a blue light in the distance. That light belongs to a coastal medical camp wrapped around a lighthouse that drinks moonlight. Inside the stone walls, doctors in masks triage burns, ledger books stretch back centuries, and an elf with a cane resets bones with unnerving calm. Lyra sneaks through sealed labs and finds the red heart of the camp: a crimson lily whose twenty petals can depetrify the serpent sick—if you can live with the math. She also finds something worse: vials of the sickness itself, locked down like contraband. One theft later, the gates slam shut. The camp hunts a phantom. Rumors bloom. Procedure grinds on. And Lyra, restless and scared, frames a man who can’t prove a negative. We sit with that choice. A week becomes a month. Lyra folds gauze, runs water, and learns names. She befriends a nurse, watches lightning climb a mountain, and realizes that safety can be a place you earned, not a place you found. When the convoy to Alura finally forms, she doesn’t go. We end on a time skip fork and a level up, with a debrief on why Daggerheart’s stagger feels fair, why 5e’s bloat nudges tables away from cohesion, and how a session zero can defuse party friction before it explodes. Support the show Download episode content at https://rajkevis.itch.io/

    2h 6m
  3. 11/24/2025

    Episode 10: Featherlight Beginnings

    Send us a text This week in Witherwild, we open not with eldritch horrors or tangled plot threads, but with Karl’s body betraying him in the most low-fantasy way possible. First, the good news: he does not have MS. The bad news: his foot has been dramatically introduced to a knife. Life finds balance in weird ways. Between careful steps and cautious optimism, we check in on what’s new with Karl, because no campaign truly begins until the GM’s real-world hit points are accounted for. From there, we descend into the sacred ritual of character creation as Lyra finally takes shape. Stats, background, and the soft mechanical bones of who she’s going to become are laid out on the table. We talk about what makes this system tick, the weight of choices, and the looming poetry of death moves—those final narrative echoes that ensure even the end of a character means something in the world. And just when the rules start to feel heavy, the Witherwild does what it does best. We step out of the numbers and into the air, meeting a group of friendly birb people who feel like they flew in from a softer corner of the setting. Feathers, curiosity, and just enough strangeness to remind us we’re not in Kansas, or even in a normal forest. They’re a reminder that not every unknown in Witherwild wants your blood. Some just want to share stories, or breadcrumbs, or maybe directions you don’t entirely trust. So this episode’s moral: not every week is about fighting fate. Sometimes it’s about building it—one carefully chosen stat, one strange bird conversation, and one stabbed foot at a time. Support the show Download episode content at https://rajkevis.itch.io/

    2h 13m
  4. 08/27/2025

    Episode 6: The Truth is a Terrible Liar

    Send us a text This week in Witherwild, we discovered that pineapple on pizza isn’t just a culinary crime—it’s a felony with body count potential. Also, Richard has officially lost the power to be of use in customer service, so if you need a refund, good luck explaining your return policy to the abyss. Karl carried the banner this session, trudging solo to Wyrmhearth Crossing. After a spa day the floating ribbit town was less “safe haven” and more “freedom fighter’ guild recruiting booth,” with assassins showing up to prove that alleyways are where fun goes to die. They tried to hit him with a sack of doornobs as Leroy tried to make sparks fly—literally, romantically—by shipping the prisoners together during the interrogation, but the dice gods said nope. Instead, the captives were magically compelled into telling the “truth,” which turned out to be a rich stew of rumors, half-lies, and the kind of misinformation you’d expect from people whose dental plan is “don’t get caught.” Still, between scones, bitter coffee, and lantern-lit intimidation, we learned a few things: someone’s paying bounties, someone’s stirring the pot under Wyrmhearth, and the Fanewraith’s shadow is getting longer. None of it is reliable, of course, but unreliability is the most trustworthy thing about an informant. Karl closed the session before the group could hit the locked archives heist, meaning the cliffhanger is basically: “Do you believe the liars or the liars who accuse the liars of lying?” To round things out, we dug into the Scarlet Veil Syndicate—our resident mage mafia who run protection rackets, flower dens, and magical arbitration courts that smell faintly of burnt sugar and bad decisions. They thrive in the cracks between empires, rebels, and locals—basically, if there’s power vacuum, they’ll fill it with spores and contracts. Meanwhile, my other party has officially split the difference: half are going for a prison break, half are leaning into interrogation. We’ll see who regrets their life choices faster. P.S. Karl still didn’t get the romance subplot, but he did manage to get a truth out of someone magically bullied into honesty. Progress? Maybe. Support the show Download episode content at https://rajkevis.itch.io/

    2h 10m
  5. 08/13/2025

    Episode 5: Maple Dragonfly Pie

    Send us a text This week in Witherwild, the woods remember more than we’d like and they’re not shy about showing it. The party of one-point-five pushes deeper into Fanewick’s root-choked trails, where ancient trees lean at angles that suggest they’ve seen things and will happily see them again. Beneath the moss and drifting pollen waits an abandoned grove, littered with splintered weapons, a treant’s corpse, and the unmistakable sense that the forest is judging our life choices. Naturally, the place is crawling with Withered defenders— dryads, treants, and sylvan soldiers — who skipped “de-escalation” day at forest school. Leroy, ever the opportunistic ribbitish rogue, sidesteps the classic “obvious threat just waiting to lunge” setup — not today, moss-covered decoy — and makes a beeline for the real prize: a crimson bloom worth more than some small kingdoms and twice as dangerous. Unfortunately, the grove’s guardians have zero chill about people messing with their centerpiece. Between dodging chaos elementals and negotiating with entities who think “trespasser” is a term of endearment, he picks through battlefield echoes — Haven army relics, crimson petal trails, and clues that suggest this grove’s story didn’t 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 you’re into creeping forests, morally questionable botany, or frogmen who treat rare cures like fair game, this one’s 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. Download episode content at https://rajkevis.itch.io/

    1h 59m
  6. 07/31/2025

    Episode 4: Put the Girl in the Sack

    Send us a text This week in Witherwild, things get weirder, wetter, and wildly more suspicious. Karl’s ever-committed frogman rogue, Leroy Von Braun, returns—this 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 abandoned—collapsing 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 Leroy’s unconventional approach to urban diplomacy—stealth gardening, insect-based sermonizing, and mild threats of violence—does 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 Daggerheart’s mechanics support character-driven tension—especially 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 episode’s for you. P.S. No children were actually sacked in the making of this session. We triple-checked.  Grab full episode content at: https://rajkevis.itch.io/ Download episode content at https://rajkevis.itch.io/

    2h 7m
  7. 07/09/2025

    Episode 3: Call of the Bloom

    Send us a text In this week’s Witherwild episode, Richard guides Karl’s character Leroy Von Braun—a disarmingly earnest frogman rogue—through 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. 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. At the river crossing, Leroy tries to rescue a mysterious child stranded mid-current. This goes about as well as you’d expect—he’s nearly swept downstream by the undertow, tangles with a glass serpent, and ends up soaking wet, and somehow more determined than ever. We discuss how Daggerheart’s countdown mechanics heighten tension without railroading the players 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 burning—during 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 character’s backstory into Witherwild’s living world, talk about shoe gods and countdownsWhether you’re curious about Daggerheart’s 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.Download episode content at https://rajkevis.itch.io/

    2h 2m
  8. 06/25/2025

    Episode 2: Season Zero Into The Witherwild

    Send us a text 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 Daggerheart’s 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 who—after 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, nature’s revenge, divine weirdness, and what it means to survive in a world that’s 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, Haven’s 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 you’re prepping your own game or just want to watch a frog dig holes until the government shows up, this episode’s 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. Download episode content at https://rajkevis.itch.io/

    1h 51m

About

Welcome to Richard and Karl Play Daggerheart—part actual play, part GM roundtable. Download free play along content at https://rajkevis.itch.io In each episode, Richard and Karl bring the world of Daggerheart to life through immersive gameplay, then break it down behind the screen. After the dice settle, they dive into what worked, what didn’t, and how to run it better—sharing insights, tips, and lessons for both new and veteran Game Masters. Whether you're here for the story or the strategy, this podcast is your companion for mastering the heart of Daggerheart.