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Whartson Hall
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Whartson Hall

Author: RogerBW & BigJackBrass

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Description

RPG actual play, short and long campaigns
in the unique Whartson Hall style.
617 Episodes
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Are we making progress? It seems bizarrely as though we are.
Moments of inspiration? Perhaps.
More investigation, while some of us try not to cause excessive offence and others... don't.
Lacking a post-mortem, we poke about and correlate the old contents.
What was Sir Ashby chasing? Or, perhaps, what was chasing him?
The newly widowed Lady Phipps chooses to consult specialists in discreet investigation of the occult. Actual game starts at 44m30s.
Tied up and next on the sacrifice queue. Will our heroes prevail?
We lurk in the warehouse until the ritual... oh.
Of course it's a setup. That doesn't mean we won't go.
Spying on sorcerers is thirsty work.
What a lovely man. We can be sure he isn't a chaos cultist.
Turns out investigation is harder work than hitting things.
Clearly something is amiss. I mean look at the moon! But where can it be?
One bath in the river later, the party is back together and ready to confront Chaos.
Into the sewers of Bogenhafen. What a fascinating new smell you've discovered.
The Schaffenfest, first call for all your sheep-related purchases.
Turn up at the lawyers, claim the title. What could be easier?
On the Weissbruck canal. What can possibly go wrong?
On the Dolomites in 1916. There are worse places.
Altdorf, heart of the Empire. Is that prophet working for Games Workshop?
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