RPGClinic Campaigns · RPGClinic

Werewolf: The Apocalypse - Montreal by Moonlight: "Champlain Dreams"

·3 hr 7 min·5 clips
Dante reveals why he writes everything down, fearing memories will be lost like in Montreal.
This episode features the RPGClinic cast playing a session of *Werewolf: The Apocalypse*, continuing their "Montreal by Moonlight" campaign. The players, including Scott, Liz, and Kate, portray their Garou characters navigating pack dynamics and personal struggles. Their story focuses on the pack's visit to the Northern Guard territory and the escalating tensions within their group. The pack is staying at the Northern Guard's Chained Oak headquarters after a dinner where they met the drunken Ryan Leaves. Zach, their young ward, is quietly writing in a notebook, sparking a confrontation with Dante about memory and storytelling. Dante tries to find his packmate Apotheosis's LiveJournal online but fails after a Stamina + Technology roll. An argument erupts where Zach expresses frustration over his lack of renown compared to the others and his fear of forgetting important truths. Dante defends his habit of writing things down, citing the memory problems plaguing Montreal's werewolves as justification. Zach, in a rage, storms out into the pouring rain and begins violently punching a chained tree, sending the pack into emergency mode. The scene shifts to a physical struggle as Zach enters a frenzied Kuruth form. The pack members use their Rage, activate gifts like Rapid Shift, and attempt grapples to subdue him without serious harm. Dante is clawed across the face for five superficial damage but resists a brutal outcome with a Willpower roll. Macris successfully grapples Zach, but the frenzied Garou possesses a +4 bonus to his actions and is difficult to control. Troian runs toward the lodge to seek help from the Northern Guard while the others continue the fight, using abilities like Gorgon's Visage and planning to render Zach unconscious. A memorable moment is the in-character argument about oral versus written traditions, linking Zach's personal crisis to the campaign's larger theme of lost history. The players also humorously interact with their physical setup, discussing dice trays, missing dice, and an RPGClinic-branded dice bag. The episode includes a detailed explanation of the table's safety tools—green (play), pause, and red (stop) cards—and how viewers can contact moderators anonymously. The tone is a mix of intense, character-driven drama and casual, humorous table talk among friends. The style is immersive and conversational, with gameplay mechanics like dice rolls and stat checks woven seamlessly into the narrative. Listeners who enjoy character development, interpersonal conflict, and mechanics-heavy combat in a horror-tinged urban fantasy setting will appreciate this episode. Those who prefer purely action-driven plots or minimal intra-party drama might find the extended emotional confrontation less engaging.

As heard by us

Banter, dice, and werewolf combat keep the episode moving.

RPGClinic Campaigns makes a dice-heavy werewolf fight feel loose without losing the bite. The table slides from canoe lore and Canadian jokes into tense combat and back again, and the switch never feels forced. That easy give and take keeps the episode moving.

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Why you'd press play

You want a messy tabletop brawl that still leaves room for bad jokes.

Read the full recommendation in PlayNext →
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