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This episode takes listeners deep into our very first full Daggerheart adventure, where character backstories collide with corrupted beasts, mysterious crystals, and the deadliest foe of all: stairs.
We start with introductions and dive into what makes each hero tick — from the albino wizard who fled the Dominion’s forced spellcaster army, to the hyper-positive gym-bro faun named Flex Forigno, to the chill turtle warrior Kombu. The party dynamic quickly proves hilarious and chaotic: front-liners with the most relaxed vibes, a paranoid wizard trying to stay unnoticed, and rogues who might not survive the local jail.
The session itself unfolds in three big beats:
Highlights include debates over the difference between wizards and sorcerers, illusions as Marvel-style Mysterio tricks, the joy of carving scrimshaw runes into spell-staves, and the ongoing party joke about failing the simplest rolls. (The great enemy of this campaign? Not monsters, not pirates — stairs.)
By the end, the crew is laughing, learning the ropes of the system, and laying the groundwork for bigger battles ahead. It’s part session recap, part system breakdown, and part comedy of errors — exactly what you’d expect when Funkatronic Rex takes on a brand-new RPG.
Takeaway: Daggerheart encourages collaboration, description, and shared world-building — and sometimes reminds you that rolling dice can make stairs scarier than dragons.
Support the show
By Funkatronic Rex Games & MoreThis episode takes listeners deep into our very first full Daggerheart adventure, where character backstories collide with corrupted beasts, mysterious crystals, and the deadliest foe of all: stairs.
We start with introductions and dive into what makes each hero tick — from the albino wizard who fled the Dominion’s forced spellcaster army, to the hyper-positive gym-bro faun named Flex Forigno, to the chill turtle warrior Kombu. The party dynamic quickly proves hilarious and chaotic: front-liners with the most relaxed vibes, a paranoid wizard trying to stay unnoticed, and rogues who might not survive the local jail.
The session itself unfolds in three big beats:
Highlights include debates over the difference between wizards and sorcerers, illusions as Marvel-style Mysterio tricks, the joy of carving scrimshaw runes into spell-staves, and the ongoing party joke about failing the simplest rolls. (The great enemy of this campaign? Not monsters, not pirates — stairs.)
By the end, the crew is laughing, learning the ropes of the system, and laying the groundwork for bigger battles ahead. It’s part session recap, part system breakdown, and part comedy of errors — exactly what you’d expect when Funkatronic Rex takes on a brand-new RPG.
Takeaway: Daggerheart encourages collaboration, description, and shared world-building — and sometimes reminds you that rolling dice can make stairs scarier than dragons.
Support the show