"eye for an eye" Did you let your Pc's rest after the first beastmen encounter?

By drallcome, in WFRP Gamemasters

Hi everyoneI am running the "eye for an eye" adventure with my pcs . Currently we paused after the beastmen ambushed them as they were entering the manor for the first time.

The fight did not go so smoothly as there characters are geared toward social encounters rather than ass kickers : ) . I had to help them out by having the guards kill some of the ungors and damage the gor a bit . Also when things were looking pretty bad one of the pcs used a leadership check on the guards to have them open the gate .

I then had them make a athletics check to see if they could escape to the gate before the last gor arrived which would have most likely lead to smashed elf or crushed initiate of sigmar . The elf made the check but the other did not , he fought the gor bravely and killed it with ALOT of help for the guards .( should I have helped them so much? )

Both ended up pretty banged up with a few crits each . now we havent started chapter 2 yet , but my questuion is, they will want to recover in some way . so would you let them rest overnight? how many first aid checks /blessings can they use to recover?

letting them rest for a night seems like it would not follow the story because the cultist would just summon the demon , however I suppose I could prospone the cultists to allow them to recover a bit ?

any thoughts would help thank you very much.

If I were you I'd let them rest if they really need to. If there are just two of them in the party and they are already badly injured I doubt the rest of the game will be much fun unless they regain a bit of strength. Perhaps the doctor could even see to their wounds - which might make for an interesting twist if he gains their trust.

I think a great way to justify the delay of the ritual would be to have some heavy clouds sweep in in a sort of south-westerly direction - which seems to happen a fair bit in this corner of the Reikland - and obscure the night sky. The cultists will therefore probably delay their plans as the light of Morrslieb is a desirable component of the ritual.

To make things a bit more challenging you could then have some of the more helpful NPCs doped at the dinner, so they will not be much help the following day - that strikes me as apt punishment for the party being unprepared for battle.

However, if the party simply aren't geared up for fighting it might be worth thinking about missing the beastmen out of the final act, as the cult and the daemon will provide plenty of challenges to the PCs if all the helpful NPCs are out cold.

thank you for your reply , It never occured to me that the beatsmen could be left out of the final act thats a great idea especially since my group is not combat geared thanks alot for the ideas!!

My players (group of FIVE) mowed through the beastmen with abandon. I added an additional ungor to each encounter. I dropped 3 of the 5 characters by the end. I was hoping for a TPK since it was the demo :)

jh

If you let them rest. Remember to advance the cultists` counter on the investigation tracker a space or two gran_risa.gif

in my game this week we ended the halfway through the story, with the cultists counter 3 steps ahead of the players on the investigation tracker.
I feel this can go badly for my group. But at least we will have a better climax. bahaaahaa

drallcome said:

Hi everyoneI am running the "eye for an eye" adventure with my pcs . Currently we paused after the beastmen ambushed them as they were entering the manor for the first time.

The fight did not go so smoothly as there characters are geared toward social encounters rather than ass kickers : ) . I had to help them out by having the guards kill some of the ungors and damage the gor a bit . Also when things were looking pretty bad one of the pcs used a leadership check on the guards to have them open the gate .

I then had them make a athletics check to see if they could escape to the gate before the last gor arrived which would have most likely lead to smashed elf or crushed initiate of sigmar . The elf made the check but the other did not , he fought the gor bravely and killed it with ALOT of help for the guards .( should I have helped them so much? )

Both ended up pretty banged up with a few crits each . now we havent started chapter 2 yet , but my questuion is, they will want to recover in some way . so would you let them rest overnight? how many first aid checks /blessings can they use to recover?

letting them rest for a night seems like it would not follow the story because the cultist would just summon the demon , however I suppose I could prospone the cultists to allow them to recover a bit ?

any thoughts would help thank you very much.

Hmm did you use the morale tracker for the beastmen in the fight? in my group they killed off the first group of beastmen (1 gor and 4 ungor henchmen), which made the morale break for the second group and they retreated.

after the combat (when entering the mansion), you should use a rally step. in that rallystep any player can attempt a first aid check, recover some fatigue and stress etc. Outside rallystep: For tending wounds or critical wounds 1 attempt per act or scene.

But your best idea is to let them spend the night (as you suggested), probably do some snooping arround, and then have them recover some wounds in the morning, including 1 resilience check to see if they remove some critical wounds. OR you could have them installed in the hospice, if they are very wounded, and thus gaining assisted help from the good doctor. in that way they may also get som clues from the mr kurgansson. and in a way start their investigation from there by listenning to the mad ramblings of kurgansson or even pick up that the gardener is pretending to be sick!!!!

But you should advance the cultists`counter on the investigation tracker by 1 or 2 till next morning, as they prepare themselves for the coming night. Further I would suggest that you let some time go, as the dinner (the middle event piece on the tracker), is at night, and they are starting their investigation in the morning instead of previous day at late noon.

examples that would take some time, lead them on a false herring, like digging up graves in the orchard, chekcing out the well, playing dice games with the coachmen. You could also let the players spend their morning redistributing furnitures and chests belongings to the lord. in that way when the dinner event occurs it wouldn`t feel like it went from mid-morning to early evening dinner just like that.

good game