Just finshed the Eye for an Eye adventure.
Was fantastic.
Two players only a human watchman and a Wood elf scout. It was there 1st go at the system not having read any rules, we made characters and played the whole adventure in under 5 hours.
Act 1.
The characters meet and sigh up for the adventure learning a bit about each other, they go to the Smithy and purchase some equipment rolling there first dice in some bartering!!!
They get on the coach and leave for the lodge, even with the scouts trainned observation they fail to notice the bestmen and get ambushed outside the gates, the scout get jumped on by two ungors and takes his first wounds, he quickly retrears shotting one one the arm with his new bow, the Watchman then jumps on the coach and stabs a ungor in the head with his spear killing it. The Gor then howls into the engagement unnerving the watchman.
The combat is over fairly swiftly with the scout injuring and the watchman slaying the bestmen with some good teamwork. The watchman did suffer a critical hit and many wounds.
They enter the lodge and unpack the cart.
Act 2
They start the investigation by going to the hospice to get the nurse to treat there wounds, it gos well intill the nurse slips and causes one of the watchmans wound to go into a critical!!! (chaos star) They see the dwarf acting mad and learn about the Hammer and start to distrust the Doc. They then head back out side and into the forge. They find the empty warhammer case. They then head to the shrine but fail to notice the warhammer. They decide to go back to the hospice and talk to the dwarf, the watchman confuses the doc to allow the scout to talk to the nurse learning about the Hammers whereabouts.
They go back to the shrine and pull out the Hammer, the watchman keeps hold of it for now. they go back into the manar and enter the kitchen. They meet the cook and dislike her cooking methods, and the smell of her breath! The scout trys to go down to the wine cellar but the cook stops him and he behaves.They then enter the gallery and meet Todd who has little to say but are starting to suspect some poisoning.
They then enter the study where the butler is, he gives them the cold shoulder and they distrust him instantly.They next head to the libraryand spot the librarian doodleing and the banned books. The Libarean gets to the books before they do and puts them in his desk. They leave the room but the scout sneaks back in without the librarian seeing him (some insane dice and lots of fortune dice!) and knock him out. They get the books and realise they are banned works. They take these up to the lord to see only giving him one as they still are unshare of him. The lord wishes to question the Librarian so they put him in a box to stop attention and make it look like they are moving furniture. (great roleplaying there) The lord questions him and with some intimidation from the Watchman get some truth from him, so ties him up for arrest the following day.
They next enter the doctors room with some more great dice and find his poison. They work out what it is and decide not to eat dinner. They next enter the sitting room and look at the painting, the watchman instantly gos insane and cant take his eyes away from the picture (even with disciplin training!!) He passes out from the strain! The scout takes him up to the nurse who quickly brings him back around just in time to hear the beastmen howls of approach.
They rush to the dinner to warn the guard captain of the approach of the beastmen to find the dinner over and the lord asleep in his chair. With some good tracking they find the marks left of a body being dragged away. The watchman follows these tracks as the scout gos outside for target practise. The watchman finds the chaos tample, the ritual is not going as planned and is taking much longer than expected to complete because of the lack of books as the adventures have them.
The scout gets the dog man to release his dogs whilst shotting down beastmen with some rapid fire. the watchman takes a bootle of wine and tries to throwe it onto the painting to destroy it but misses. the cultist attack him whilst The Butler picks up the painting and makes for the roof. The scout kills multiple bestmen but they keep coming the dogs try to keep them at bay but 2 of them die.
The Watchman kills the 3 cultists in style blood everywhere and then kills poor Todd on the table (I think the adderenaline got to him!) The scout spots the Butler on the roof top with the painting chantting so shots an arrow at him just missing, he then runs round to the back of the manar climbs the ladder and confronts the butler. The watchman starts to climb up the ladder from the basemant to the roof. The scout and Butler exchange blows but fail to hit each other and are dancing in the moonlight, The watchman arrives at the top and the butler fails to notice him so takes a blow to the back and is killed with a second strike from the watchmans Halberd.
The beastmen retreat and the heros save the day
This was possibly the most fun I have ever had roleplaying and I now officially love this system. Only have the core set and now cant wait to get more.
The Dice where everyones favourite bit of it and I found the trackers very useful. Combat is great fun very quick, deadly and entertaining. The last combat could have been so hard to run with so much going on at once but was a breeze and very exciting with the race to kill the cultists and the scout holding back the surge of beastmen.
The players roleplayed there characters fantasticlly and made some great moves to win the day.
I recommend this to everyone, a real blast!!!!
(sorry about the bad spelling!)