Enemy within Campaign :Death on the Reik (Mythveil Edition)

Enemy within Campaign :Death on the Reik (Mythveil Edition)

The river carries trade, rumours, and death. The deeper you travel, the clearer it becomes—you’re not getting out.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
1 SEAT LEFT
$30.00

/ Session

Details

Weekly / Tuesday - 6:00 PM UTC

Jun 16 / Session 17

Session Duration / 2–3 hours

3 / 4 Seats Filled

Top Game Master

One of StartPlaying's top-rated GMs, a player favorite and highly recommended.

Magic Gemstone

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Schedule

Tue, Jun 16 | 6:00 PM – Session 17

Tue, Jun 23 | 6:00 PM – Session 18

Meet your party members

3/4

About the adventure

A dark, story-driven Warhammer Fantasy campaign of river travel, investigation, and survival. You can join even if the campaign is already running. New characters are integrated directly into the journey. No prior experience needed. We guide you step by step into the system and your role. You play smugglers, mercenaries, traders, or drifters—people trying to survive a river that pulls them deeper into something far worse. This is not a story about chosen heroes. It is a journey for stubborn people who keep going when wiser souls would turn back. On the surface, Death on the Reik is river travel, bad ale, sharp blades, dirty deals, and trouble in every town along the way. Beneath that surface, something worse is moving. Cults hunt in secret. Old lies spread faster than boats. Mutants, warpstone, and half-buried truths keep surfacing where they should have stayed hidden. The deeper you travel, the clearer it becomes that the river is not carrying you toward freedom. It is carrying you further in. This Mythveil Edition keeps the grime, danger, and black humour of classic Warhammer while turning the journey into a living world of consequences. Allies remember. Enemies adapt. Rumours travel. If you save a place, it stays changed. If you fail, the damage keeps moving downstream. Expect danger, suspicion, fragile loyalties, and hard choices made in bad places. This campaign is for players who want adventure with teeth — where the laughter is real, the danger is close, and the river never forgets.

Game style

Rule of Cool (RoC)

Meet the Game Master

5.0

(44)

TOP GM
Hispanic/Latinx
Cosplayer
Multi-lingual

3 years on StartPlaying

435 games hosted

Highly rated for: Creativity, Storytelling, Sets the Mood

Average response time: 3 hours

Response rate: 100%

About me

You’re not looking for a GM. You’re looking for a world that reacts to you. A place where: your choices don’t disappear characters remember you the story moves — with or without you Not for a session. For months of play. For campaigns that actually hold together. That’s what I run. You don’t need experience. You don’t need to be perfect. 👉 You just need to show up. Session 0 is guided. We build everything together — step by step. For decades, I’ve run story-driven campaigns. Today, I run Mythveil Chronicles: a world that continues after you act Built on: real history myth and belief player behaviour system continuity At my table: You don’t just play. 👉 You leave a mark. Most campaigns fade. This one doesn’t.

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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

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

Violence
Alcohol Use

Safety tools used

Frequently asked questions