• Episode 12: A Fortress, A Turtle, And A War Doctor’s Dilemma
    Jan 16 2026

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    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?

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    2 Std. und 42 Min.
  • Episode 11: Bear Jaws, Blue Lights, And Bad Choices
    Dec 9 2025

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    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.

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    2 Std. und 6 Min.
  • Episode 10: Featherlight Beginnings
    Nov 24 2025

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    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.

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    2 Std. und 13 Min.
  • Episode 9: Two Days from Retirement
    Nov 7 2025

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    This week in Witherwild, our opening chatter drifts from Stephen King’s novels to Richard’s grad school escapades—turns out, both involve terror, caffeine, and things that haunt you for years. Then we find ourselves in the quiet Katari village of Allura, where Leroy decides to do something radical: relax.

    Armed with a fishing pole and enough emotional baggage to sink a boat, Leroy heads to the lake to pray to the god of fermentation—because sometimes divine wisdom smells faintly of ale. Between gutting fish and grilling them over a crackling fire, he wrestles with the guilt and grief of leaving Lyra behind.

    There’s no battle map this week, just rippling water, whispered prayers, and one man trying to make peace with the ghosts of his choices. As we explore his fractured memories of his past.

    So the episode’s moral: healing doesn’t always mean fighting monsters—sometimes it means letting the line go slack, trusting the current, and forgiving yourself for drifting away.

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    2 Std. und 10 Min.
  • Episode 8: On The Wings of an Eagle
    Oct 25 2025

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    This week in Witherwild, Karl learned that gravity is undefeated and eagles have zero respect for personal boundaries. One minute he is minding his own business, the next he is airborne cargo in some giant bird’s relocation project. It did not end gracefully. Woods: 1. Karl’s spine: also 1, miraculously.

    Separated from Lyra and everyone who actually makes good decisions, Karl tried to navigate the forest like a normal adventurer. Instead he stumbled into the Bone Fey. They were charming in the way that a skeleton politely asking if it can borrow your femur is charming. Karl lived. He made an impression. No one is sure if that is good.

    Meanwhile, Lyra got a peaceful break from babysitting Karl’s impulse control. Nature really provides.

    So the episode’s moral: raptors are jerks, the woods are full of creatures who want to redecorate you, and sometimes personal growth looks like not getting fully disassembled by fae bone collectors.


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    2 Std.
  • Episode 7: How Not to Steal a Boat from a Newly Widowed Friend.
    Sep 17 2025

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    This week in Witherwild, Leroy decided that “security clearance” was just a suggestion and waltzed into a laboratory like he owned the place. Instead of stealing anything useful—like, say, information, artifacts, or even snacks—he made friends(?) with a spirit he also upped his drip game.

    The real shocker wasn’t what he took, but what he didn’t: a boat belonging to a grieving widow, which he somehow managed to leave untouched. Growth? Or just the dice forgetting to punish him that hard? Either way, the river remains widow-owned, not Leroy-powered.

    Naturally, after all that chaos, he decided the best place to recharge was in a coffin. Yes, an actual coffin. My man bypassed hammocks, bedrolls, and couches to tuck himself into a velvet-lined box like he was auditioning for “Undead Chic: The Nap Collection.”

    So the episode’s moral: don’t trust Leroy in a lab, do trust him with your boat (surprisingly), and if you’re ever tired enough, anything with a lid counts as a bed.

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    2 Std. und 19 Min.
  • Episode 6: The Truth is a Terrible Liar
    Aug 27 2025

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    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.

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    2 Std. und 10 Min.
  • Episode 5: Maple Dragonfly Pie
    Aug 13 2025

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    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.

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    1 Std. und 59 Min.