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[actual play] The Butcher's WFRP 2e

Started by The Butcher, May 17, 2012, 10:46:35 AM

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The Butcher

So, after years of longing for a WFRP game, I've finally sat down and run my first session.

First came by-the-book random character generation, during which much fun was had. The party consisted of:

Gustav, Human Burgher. Greedy mercantile type who makes a living out of selling weapons to Storm of Chaos-rocked town militias. Distinguishing mark: snaggle teeth.

Dolwen, Elf Rogue. Altdorf-born, ne'er-do-well scion of a High Elven merchant house. Gifted poet (or so he seems to think). Surprisingly handy (or maybe just lucky) with a sword. No distinguishing marks (actually wrote "Gorgeous" under the "Distinguish Marks" field on the character sheet).

Urgrim, Dwarf Jailer. Drinks, curses and threatens people with a morningstar. Bitter over being left to guard prisoners while his cousins and even his sister went to war with Chaos and the Greenskins. Distinguishing mark: Huge nose.

Klara, Human Bounty Hunter. War widow with an attitude. Think Susan Boyle with a crossbow. Distinguishing mark: Wart (everyone agreed that it's a big one right on the nose, exactly like the Sea Hag from Popeye).

Fun fact: All names were rolled randomly, and Gustav and Klara are German versions of my name, and my sister's name.

I'm using Through The Drakwald, the introductory adventure in the WFRP 2e core rulebook. It's railroaderrific, but should do as an introduction form both players and the GM, all of whom are still getting the hang of the system.

Since character generation took up most of the evening, all we could squeeze in was the first third or so of the adventure, including a fight with four Mutants. Combat's got teeth alright, but to be fair, I expected more lethality; Klara the Bounty Hunter dispatched two Mutants (one with a crossbow bolt, the other with a couple of mace swings) before others (the Rogue, and two Watchmen he stirred into action with a rousing speech) joined the fray. She did sustain 5 Wounds though.

Next session they'll leave Untergard and actually start their way through the Drakwald.

jadrax


The Butcher

Next week. We game every 3-4 weeks and that's when we're lucky, I'm actually pushing the envelope by scheduling the second installment in 2 weeks...

Thinking of trashing the horrid adventure, or at least spicing it up with a random encounters table.

jadrax

Quote from: The Butcher;541532Thinking of trashing the horrid adventure, or at least spicing it up with a random encounters table.

Yeah, I dont remember it being a great introduction tbh.

The Butcher

#4
Now we have two groups:

Group #1 is the group above, running through the Ashes of Middenheim adventure more or less as written.

Last week they arrived at Middenheim in possession of a holy relic of Sigmar, and couldn't find a place to sleep. The Burgher ingratiated himself with a group of fellow merchants and got to sleep on the floor of their inn room. The Bounty Hunter's charms swayed a sellsword on the same merchants' payroll, a red-bearded giant of a Norscan who cannot speak without shouting and introduces himself as "IVARR, OF THE NORTH!" The Elf Rogue seduced an innkeeper's daughter and found a place for himself and his Dwarf buddy, only to find himself rudely woken up by the latter's fiance, the locally proeminent leader of a gang of ruffians, resulting in the first [strike]death[/strike] Fate Point expenditure of the campaign (I decided that Dolwen the Fair escaped, but a swift sword-stroke separated the Elven Casanova from the, um, offending appendage).

Group #2 is made up of different people and their characters: Azzarello Lampedusa, the Human (Tilean) Scribe; Nargond, the Dwarf Watchman; Tyrel, the Wood Elf Kithband Warrior; and the nameless and vicious Human Grave Robber.

I've had them sharing an inn with a group of mysterious pilgrims, with a Chaos sorcerer and his Daemonic thralls in hot pursuit; a pitched battle followed, with one of the pilgrims horribly and mortally wounded, torn apart alive by black, hulking Daemonic hounds (his suffering abbreviated by the grim mercy of Tyrel the Wood Elf), and the pilgrims' leader -- revealed to be an Elf and a Light Wizard -- revealed that they were carrying a mysterious relic. It's the same relic that will get them embroiled into the Paths of the Damned campaign, but here I plan to intrdouce plenty of twists.

Blackhand

Actually, the adventure isn't that bad as written, but you've got to remember two things.

1) Drakwald takes place after the Storm of Chaos.  It helps if you know what this is, and what happened during it.

2) You are running the rest of the Paths of the Damned campaign.

Gonna be going through this one again soon myself.
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