Episode 17: When The Rat Cult Wins episode artwork

EPISODE · Jun 12, 2026 · 2H 16M

Episode 17: When The Rat Cult Wins

from Richard and Karl Play Daggerheart · host Richard

Send us Fan MailWe debate why D&D 5.5 feels less deadly, then test Daggerheart’s “death is a choice” philosophy in the worst possible way when a sewer cult, a rat demon, and a jar of serpent sickness collide. We walk through the mechanics behind Hope, Fear, death moves, and scars, then do a GM teardown of how a solo character can accidentally turn a side quest into a citywide disaster. • D&D 5.5 changes that lower lethality, from healing to damage guidance • Why modern TTRPGs move away from permadeath as character writing gets deeper • Daggerheart death moves, player psychology, and why “avoid death” feels bad • Homebrew idea to always take a scar when exiting the scene • Finding a D&D group through random players and what actually works • Forgotten Realms novel publishing and a pitch for a fan literary magazine • Strange Horizons rejection and what “fit” means for submissions • Actual play setup: meeting the king, undercity masks, and information brokers • Trading for sketchy “fire resistance” salve and an improvised invisibility potion • Ratfolk clinic politics, old grudges, and the offer to pressure the crown • Cult ritual countdown, demon summon threat, and fear driven escalation • Post game breakdown: event cards, adversary roles, and solo balance problems Send us those comments in shade. Tell me why I’m wrong about this game. Buy our stuff on itch.io. Or don’t. Download it for free, I don’t care. Support the showDownload episode content at https://rajkevis.itch.io/

Send us Fan Mail We debate why D&D 5.5 feels less deadly, then test Daggerheart’s “death is a choice” philosophy in the worst possible way when a sewer cult, a rat demon, and a jar of serpent sickness collide. We walk through the mechanics behind Hope, Fear, death moves, and scars, then do a GM teardown of how a solo character can accidentally turn a side quest into a citywide disaster. • D&D 5.5 changes that lower lethality, from healing to damage guidance • Why modern TT...

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Episode 17: When The Rat Cult Wins

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This episode is 2 hours and 16 minutes long.

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This episode was published on June 12, 2026.

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Send us Fan MailWe debate why D&D 5.5 feels less deadly, then test Daggerheart’s “death is a choice” philosophy in the worst possible way when a sewer cult, a rat demon, and a jar of serpent sickness collide. We walk through the mechanics behind...

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