amended process for tracking the PCs movements through the Oberslecht to lightning stone...

By pumpkin, in WFRP Gamemasters

Here's a slightly amended process I used for the trip through the Oberslecht to give that part of the adventure a bit more clarity and to help ensure eveyone gets involved in that section....you might find it useful or as inspiration....?

Make a tracker 8 spaces long with events on the 4th and 8th spaces, with party token and beast man token on the first space.

Each PC needs to make an easy (1d) stealth check, although a PC can piggy back on another’s roll by adding a misfortune dice to that roll, but meaning the person piggy backing doesn't need to make a roll themselves. This allows the more stealthy members to take the lead and watch out and help less stealthy members.

If any roll is failed advance the beast man tracker

A nature lore check is needed to find a good route through the Oberslecht, if successful advance the PC token by 1 space. By other PCs helping with this, extra fortune dice can be added as normal.

Finally, a simple (0d) strength check is needed to move the cart through the Oberslecht unless the nature lore check failed, in which case it is an Average (2d) strength check to move the carry forward. If successful, advance the PC token 1 space. Again other PCs can assist as normal.

Add a misfortune dice to each extra task (including aiding another) a PC makes in a round, so being stealthy and moving the cart (even if just assisting someone else), for instance, would acquire an extra misfortune dice for the strength check

Advance the beast man track at the end of each round.

If PC token reaches first event space first, the can see the camp through the trees, add a fortune dice to all subsequent PC rolls until the end of this act.

If the beast man token reaches the first event space first, then the beast men have picked up the scent, increase the difficulty of all stealth checks to average (2d).

If the PCs token reach the last event space first, they have reached the lighning stone clearing, if the beast men token reaches the final event space first, the PCs are ambushed as per TGS.

If the party make no attempt at stealth rolls the PCs are ambushed as per TGS.

That sounds not only a really good way of dealing with part of the adventure, but a great example of how to use the event tracker.

I'll be sure to come back to this when I get around to TGS.

Good stuff Pumpkin. Copying it to a document for when we're done with TTT. Thanks for sharing.

Angelic Despot said:

That sounds not only a really good way of dealing with part of the adventure, but a great example of how to use the event tracker.

I'll be sure to come back to this when I get around to TGS.

To be fair, the book does suggest using an event tracker for this part anyway; its just a little vague/free-form on how the tracker is moved, so I solidified it "a bit"... glad you like it, though.

Great job making the swamp part better. I'm definitely going to use this soon when running TGS for my group. Cheers!

I might suggest making the stealth check a single roll, like is done with tracking or nature lore or observation checks. Have the PC that is best at it use their pool and roll, and add misfortune or challenge dice to the pool based on the number of additional PCs. This will keep the dice rolls to a minimum and speed up play.

I'd think something simple like:

+1 misfortune per additional PC trying to sneak (even if everyone is trained in stealth, it's harder to sneak a large group)

I'd also probably add +1 challenge for every 2 untrained PCs trying to sneak, representing the significant increase in difficulty sneaking untrained folks.

So, two stealthy PCs will use the better PC's pool with a +1 misfortune.

A group of 3 with 1 trained in stealth will use the best pool with +2 misfortune and +1 challenge.

A group of 2 with neither trained in move silently will use the better Ag of the two, with +1 misfortune and +1 challenge.

Keep in mind that most stealth checks are opposed, so it is likely with a trained PC (or someone with a 4+ Ag) vs an average observer (3 Int) will be a 1d difficulty, so sneaking with 2 untrained is merely a 2d difficulty (well, with a few misfortune dice too).

Advance the track based on the number of successes/failures and chaos stars/comets

I played this on sunday and done pretty much what you have suggested. I got all pcs to make checks but made them tell me what they where doing and what skills they where using to achive this. It forced them to roleplay and work as a team to decide who should do what.

So for example the Dwarf made the ST checks to break a path, the Wood elf Made nature checks to find a clear path, the boatman found the best path for not slipping on via observation and the coachman was a little useless hahahaha