Enemy within Campaign :Death on the Reik (Mythveil Edition)
You’re not heroes—just stubborn souls on a river that keeps throwing trouble your way. Blades flash, ale spills, loyalties are tested, and if you live
$25.00
/ Session
Details
Weekly / Tuesday - 7:00 PM UTC
Feb 17 / Session 2
Session Duration / 2–3 hours
3 / 4 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
This is not a story about chosen heroes or destined saviors. This is a journey taken by stubborn souls who refuse to go under quietly. THe Enemy within: Death on the Reik is a swashbuckling Warhammer Fantasy campaign where freedom, fortune, and danger flow side by side along the Empire’s great rivers. On the surface, it’s an adventure of blades, bar brawls, riverboats, dirty deals, and fast decisions made under bad light. Beneath that surface, something far less romantic is at work: cult conspiracies, political rot, religious fractures, and a world that keeps moving whether you intervene or not. The campaign blends mantel-and-dagger adventure, gallows humor, and grim consequences. Expect moments of laughter, camaraderie, and bravado—followed by the quiet realization that your choices have weight. Allies remember. Enemies adapt. Towns change. Rumors travel faster than boats. There is no reset button, no narrative safety net, and no invisible hand correcting your mistakes. If you save a place, it stays saved. If you fail, the river carries that failure downstream. This game is run using the Mythveil Chronicles philosophy: a living world built on real research, historical inspiration, and deep-setting logic rather than plot armor. Cult behavior, religious tensions, political structures, and social reactions are grounded in carefully researched Warhammer lore and real-world analogues. The setting does not bend to protect the characters—and that’s exactly where the drama comes from. You are free to act, but the world is free to respond. At the table, play is character-driven and consequence-focused. Social choices matter as much as combat. Humor exists, but it’s the kind born from survival, not parody. Violence is dangerous, alliances are fragile, and loyalty—earned at the table—often matters more than any sword. You don’t need to know every rule or every corner of the setting, but you should enjoy immersive roleplay, meaningful decisions, and the feeling that your group is carving its own path through a hostile, fascinating world. This campaign is for players who want adventure with teeth. For those who enjoy banter, grit, and brotherhood— and who are curious what happens after the laughter fades and the bill comes due.
Game style
Combat Heavy
Roleplay Lite
Rule of Cool (RoC)
Game themes
Meet the Game Master
About me
Looking for the cinematic GM your dreams warned you about? That’s me. I was raised by shadows and storybooks, my first GM screen was a cereal box in the ’80s, my dice were chipped — my imagination wasn’t. Since then, I’ve told tales in blood-soaked crypts, neon back-alleys, and forgotten cities buried beneath the sand. I’m not just a Game Master; I’m a narrative architect, a ritualist of consequence, and the creator of Mythveil Chronicles — a living multiverse powered by deep research, emotional storytelling, and a world-simulation engine that reacts to every choice you make. I hold a Master’s in History, Religion, and Philosophy, so even my monsters come with footnotes, and over the decades I’ve run games for hundreds of players, hosted international LARP chronicles, and built campaigns where every NPC, every legend, and every location has roots in real-world folklore. When you play at my table, you’re not just part of a story — you step into a world that breathes with you and without you, and from the moment you arrive, you’re already a legend in the making.
View Profile →Character creation
Creating your character
Character creation is a collaborative process, not a hurdle you have to clear on your own. We start with a free Session 0, where we build characters together, talk about tone, expectations, and make sure everyone fits naturally into the world and the group. This session is relaxed, guided, and especially helpful if you’re new to Warhammer Fantasy Roleplay or returning after a long break. All characters are created before the first story session, during Session 0. You don’t need to arrive with a finished character—just a general idea of what kind of person you’d like to play. Background, motivations, and group connections are shaped at the table, so the party starts with shared history rather than awkward introductions. We use Warhammer Fantasy Roleplay 4th Edition rules. Character creation follows the core rulebook, with additional options discussed and approved during Session 0 to ensure balance, tone, and narrative cohesion. Stats are generated using the standard WFRP methods, guided and explained during the session so everyone starts on equal footing. Characters begin at a starting adventurer level, grounded, capable, and very mortal. Advancement is earned through play, consequences, and survival—not pre-built power. This is a campaign where who your character is matters more than what they can do on paper. If you’re unsure about rules, careers, or concepts—don’t worry. Session 0 exists so we can build something that works for you, for the group, and for a living world that will remember your choices.
What to expect
Preparing for the session
You only need a computer, a stable internet connection, and a headset. After booking, please send me a direct message on Discord dunchan1712 so I can invite you to the game space and the free Session 0. That’s it—everything else will be explained and handled together. Be 5 min early; we start on time.
What Dunchan Hunter brings to the table
I provide a cinematic, character-focused game where the world reacts honestly to what you do—without protecting you from the results. You can expect strong atmosphere at the table: distinct NPC voices, carefully chosen ambient music, and scenes framed like moments from a series rather than isolated encounters. Humor is welcome and often necessary—but it grows naturally from the characters and the situation, not from breaking immersion. Combat is dangerous, tense, and meaningful. This is not a numbers-first or tactics-only game, but positioning, intent, and consequences matter. Violence has weight. Fights end things—sometimes problems, sometimes lives, sometimes reputations. Clever ideas and bold risks are rewarded, but there is no guarantee of safety. Rules are treated as a tool, not a cage. I respect the system and its logic, but I prioritize clarity, pacing, and narrative consequence over rigid rule enforcement. If a ruling serves the scene and the world, it stands. If a rule would kill momentum without adding meaning, we handle it cleanly and move on. Consistency matters more than perfection. What makes this game distinctly Mythveil is the living world approach. The setting is built on real research, internal logic, and cause-and-effect storytelling. NPCs remember. Factions adapt. Rumors spread. The world does not pause between sessions, and it does not bend to keep the story comfortable. There is no reset button—only forward motion. Above all, I provide a reliable, respectful table. Player agency is taken seriously. Boundaries are respected. Choices matter. If you engage with the world, the world will engage back—sometimes warmly, sometimes harshly, but always honestly. This is a game for players who enjoy immersion, camaraderie, and meaningful decisions—and who are curious what happens when an adventure keeps going after the laughter fades.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Dunchan Hunter creates a safe table
Player safety and comfort are taken seriously and handled openly and respectfully. During Session 0, we go through Lines & Veils together as part of onboarding. This is a guided conversation, not a formality. Boundaries are clearly defined, can be adjusted at any time, and are respected without debate or justification. A shared understanding of tone, themes, and limits is established before the story begins. An X-Card is always active during play. It can be used digitally (via chat or direct message) or verbally, depending on what feels most comfortable for the player in the moment. No explanations are required. If the X-Card is used, we pause, adjust, and continue without spotlighting or pressure. Check-ins are handled quietly and naturally. If a scene becomes intense, I watch for signals and will offer a pause or adjustment when needed. After particularly heavy moments, we do brief aftercare check-ins to make sure everyone is comfortable before moving on. Communication remains open throughout the campaign. Boundaries are not locked after Session 0—players can message me at any time if something comes up or needs revisiting. Safety tools exist to support immersion, not break it. The goal is simple: A table where players feel safe enough to take emotional risks, trust each other, and fully engage with the story—knowing they will be heard and respected.
Content warnings
Safety tools used
