The Enemy Within: The Drachenfels Interlude

The Enemy Within: The Drachenfels Interlude

Beyond Middenheim waits Castle Drakenfels: a ruined fortress, a forbidden name, and a myth that has refused to die.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Intermediate

AGE

18+
1 SEAT LEFT
$25.00

/ Session

Details

Weekly / Sunday - 2:00 PM UTC

Sep 27 / Session 3

Session Duration / 3 hours

Campaign Length / 4–6 Sessions

4 / 5 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

Sun, Sep 27 | 2:00 PM – Session 3

Sun, Oct 04 | 2:00 PM – Session 4

Sun, Oct 11 | 2:00 PM – Session 5

Sun, Oct 18 | 2:00 PM – Session 6

Sun, Oct 25 | 3:00 PM – Session 7

Sun, Nov 01 | 3:00 PM – Session 8

Sun, Nov 08 | 3:00 PM – Session 9

Meet your party members

4/5

About the adventure

This is a high-level Warhammer Fantasy Roleplay campaign set in the world of The Enemy Within. This campaign chapter takes place after Power Behind the Throne and begins with characters at their third to fourth career step. The road now leads beyond Middenheim into the shadow of Drakenfels: a ruined fortress, a forbidden name, and a myth that has survived for centuries. Tales speak of Constant Drachenfels, the Great Enchanter; of old powers buried beneath stone; and of secrets that refuse to stay dead. This is gothic fantasy, mystery, folklore, and consequence. Expect investigation, dangerous travel, social pressure, exploration, grim humour, and combat that matters. What begins as a legend will become something far more immediate. The Old World remembers — and it is watching what you choose to uncover.

Game style

Rule of Cool (RoC)

Meet the Game Master

5.0

(48)

TOP GM
Hispanic/Latinx
Cosplayer
Multi-lingual

4 years on StartPlaying

509 games hosted

Highly rated for: Storytelling, Creativity, Sets the Mood

Average response time: 1 hour

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 happens in a dedicated Session Zero. Characters begin at the third to fourth career step: competent veterans with reputations, unfinished business, and enough experience to step into a story where the stakes are already high. We use Warhammer Fantasy Roleplay 4th Edition. Together, we build your character’s history, allies, scars, and ambitions; established characters can be adapted where that serves the new chapter, while new characters are created to belong in the story from the outset. No additional books are required beyond the Core Rulebook; Enemy Within material is handled at the table.

What to expect

Preparing for the session

Before the first session: • Join the Mythveil Discord server. • Check that your microphone and audio setup work. • Make sure you can access Foundry VTT through your browser. • Read the short campaign briefing I provide. • Bring a simple character idea: a conviction, a scar, an ambition, or a fear. No advance lore or rules expertise is required beyond the WFRP 4th Edition basics. You will receive help with setup, character creation, and integration into the chapter.

What Dunchan Hunter brings to the table

Mythveil campaigns are cinematic, researched, and consequence-driven. I provide: • a high-level chapter in the world of The Enemy Within • atmospheric narration and carefully paced investigation • dangerous travel, hard choices, and meaningful combat • a haunted Castle Drakenfels and a Drakwald that remembers • Foundry VTT scenes, journals, maps, music, and handouts • a collaborative table where player choices reshape what follows No disposable stories. The Old World remembers.

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Dunchan Hunter creates a safe table

This is a dark Warhammer Fantasy campaign involving violence, death, occult practices, corruption, haunted places, and disturbing themes. The table remains collaborative and respectful. We establish Lines and Veils before play and keep them active throughout the campaign. Players may pause, redirect, or step away from a scene at any time; no explanation is required. We use private check-ins, an open-door policy, breaks, and a short debrief after difficult sessions.

Content warnings

Violence
Death
Character Death

Safety tools used

Frequently asked questions