14th Experience Point Earned.
Hans the Apprentice Wizard (sometime Apothecary), Findulas the Waywatcher (once Hunter), Anselm the Mystic (briefly Messenger, once Ratcatcher)
Krieger's player absent.
As sending to Stromdorf for militia was debated, related developments occurred. Anselm suddenly decided he was not a Messenger (a day slogging through mud on my own to get to Stromdorf with message - boring) but a Mystic (courtesy of new options in Signs of Faith package, perhaps his talent revealed by close proximity to magical stones and the prevalence of Azyr magic in region, Azyr being the magic of foretelling future etc. – that is a GM suggestion, if the Player had suggested something this creative/reincorporating existing game content etc. a fortune die into party pool).
Krieger, whose idea it was really, is the one who goes instead (meta-game, since his player absent - we still await learning what “full advantage” of Marien’s interest meant but whatever it did her older brother Kleb is looking hostile, maybe it’s getting a little warm in here for Krieger).
Herr Ackerland lends a horse to Krieger (not the best riding horse), still it will take him most of a day to get to Stromdorf, he’ll spend a night there, and it will be most of a day back bearing whatever news he has after asking for assistance (assuming that takes a couple of hours or so). If militia does come it would not be faster than this and might be a day or two slower.
So on Sommerzeit 20, after the previous night’s rest, Krieger sets off, the heroes finish breakfast (Hans cursing that he still can’t shake that severity 3 critical wound causing him stress). Midmorning the local farmhands volunteering to fight goblins should start showing up. They can likely hang around for 3 days or so before wanting/needing to head back to their farms. Waiting for them, the heroes decide to scout into the hills and see if they can “whittle down” goblins (they debate tactics a bit, Findulas the elf advocating a no-rush war of attrition and the shorter lived human Hans wanting something faster). The storm worsens a bit (hitting 5th marker on card 3) but they withstand the harsh weather’s effects (all Players passed their checks for the mid-point event on this card).
It being day and Findulas scouting ahead, they manage to surprise a goblin patrol, and luckier still in a wooded area (triggering Findulas wood elf benefits). A “storm of arrows” wounds 3 of the 6 and a short fight ensues. The wounded 3 goblins retreat (and make good an escape) the other three are defeated after a brief melee but Findulas takes a nasty goblin arrow to his left arm (mangled limb critical, challenge die on his bow attacks now – fortunately for him and others, Hans manages to keep this critical “suppressed” using Splints and Bandages – the goblins have shortbows and make basic ranged attacks with them). The heroes escape the “goblin alarm” in the hills and return to the Ackerland farmstead.
I do love the fact that in Warhammer a fight Players know their PC’s can win (against a handful of goblins) is still one that can hurt (a critical wound). Any decision to fight is a risk. Findulas did 7 damage to each of 3 goblins with his shot (after their soak) and disbritued his extra 3 damage in 2 and 1 so they were at 7, 8, 9 wounds. None dropped at which point the players all placed bets that "they have 10 wounds each, don't they?" Which is true of course.
With the volunteers having arrived, the heroes conceive a ‘clever plan’ to go up into hills and find a defensible spot for the volunteers to hold off goblins while the heroes lure them in and harry them. There is some debate about wisdom of this plan but they proceed.
As it turns out Gobspite the Goblin has his own cunning plan, having decided rather than sitting up in the umie farm they’ve already sacked and getting raided, the goblins should march on the next umie farm – moving up to the edge of hills and waiting for any more umie raiders, otherwise waiting for night to fall.
Findulas makes a check to see “whose clever plan was better” and goblin cunning wins out. By the time the heroes arrive at edge of hills (not far from Ackerland farm) the goblins are already there, in hiding and waiting. The heroes manage to fall back without harm (Findulas spotting the goblins and their squig beasts) but now realize that the goblins are sure to storm the farm When Night Falls .
I showed players the large text chapter heading When Night Falls noting we were keeping within the intended theme of the chapter even though events had departed from the authors' script - also to build a bit of suspense.
The Ackerland farm is fairly sturdy and walled, lookout tower, so they are in as good a situation as they could hope. (I use a blown up print out of the typical Reikland fortified farm from an earlier edition product, one of the GM aid books in pdf form on rpgnow).
They recall seeing holes in the Baumer farmstead walls that looked like something large bashed through them (like the Kool-Aid Man in commercials, “hey kids”) but aren’t sure what that was. The Isolated Farmstead location card is in play, fortunately for Heroes two are rural and benefit, none are urban (not good to be an urban character in an isolated farmstead beset by goblins at night). Herr Ackerland moves his prize bull inside the farmhouse for protection.
The goblin attack comes once true darkness has fallen (the farmstead is using lamp oil to keep fires burning for light). Slackfungus bombs and arrows fly as the goblins chant, “Bulge, Bulge, Bulge”. It seems the goblins have a troll. Findulas can just make out (courtesy of the distinctive shape/silhouette) the goblin shaman on his “palanquin” well in the rear of his forces (beyond extreme range). Defensive preparations of vinegar and cloth face masks help protect against slackfungus (the rain tamps it down quickly too).
The attack is resolved as 2 rounds PC melee/ Big Dice Roll for Farm Defence /repeat…, monsters the PC’s kill or have kept busy attacking PC’s for the 2 rounds don’t add into the dice pool for the “big roll” in which good dice represent defenders such as volunteers, Herr Ackerland and his blunderbuss and bad dice attackers (overall weighted against the defenders, the troll is 2 challenge dice for example if not kept busy).
A 5 space tracker measures progress, goblin token on 1st, at 3rd space the walls are breached and hand to hand fighting starts (also defenders lose a green die they had in pool representing their defensive wall), at 5th space it’s “goblins inside the wire” – they’re everywhere, non-combatants and the wounded are slaughtered etc. Every big roll that the troll is alive the goblin tracker advances 1 automatically.
I stole this general approach to resolving a battle from another thread here on boards about Eye for an Eye. Cut outs visually represented this to assist players visualizing each side.
The heroes focus attacks on the troll. If not engaging, each hero is subject to one chance to be hit by a goblin arrow (which is suffering a misfortune die due to bad weather effects on medium missile fire) – this represents the general hail of arrows. The first 2 rounds they do damage to troll but leave him standing, the goblin fire & fungus then knocks out one “squad” of defenders (degree wounded/dead to be determined later – if things go badly answer clear). Heroes now engage troll to distract him and manage to him (having focused all attacks for 3 rounds on him)!
However, troll vomit and goblin arrows start to mount up injuries and one of the goblins’ 2 squigs bounces forward to attack Anselm who was down facing troll (with Senor Bitey) and chompity chomps him pretty good, he doesn’t fall but narrowly avoids a critical as Senor Bitey distracts attacker. Lantern oil is used to burn the troll so it won’t regenerate.
The heroes have managed to knock a few dice out of attacker’s pool, as the 2nd “big roll” is made. If the attackers were held off here, the loss of troll might make them give up. But, the roll goes badly for defenders, another squad of defenders is knocked out (only 1 remains now) and worse yet though the goblins get no automatic advance (lost troll), the roll turns up 2 banes and that advances their token to the “walls breach” marker. (Dice interpreted as:) While defenders were focused on troll, a goblin force breached the walls on another flank of the farm – it’s now hand to hand fighting with goblins as the defenders fall back to their inner line.
We break with 2 rounds of PC actions to come before next “big roll”, the goblins are “inside the walls” and hand-to-hand going on, Findulas and Anselm have both taken heavy wounds (one more decent hit by anything and either would be down), Hans is also wounded. It is recalled that Granny Ackerland is skilled in first aid. Findulas and Anselm have both used their “relics” from Father Grabbe to counter 1 incoming wound (Findulas’ disintegrated, so overall he got 2 uses from it before it was gone) and Findulas has benefited from Hans' Splints and Bandages already today.
This marks a "Rally Step" to be taken starting the next session (when they will have their session-start influx of fortune die and human favoured by fate dice to help them as well).
Meanwhile, in Stromdorf, Krieger’s sleep in the Thunderwater Inn is shattered by screams coming from Guy’s room (where Guy sleeps with the stones….)