Cheap Tickets
Just had to post this after action report for a home-made scenario I’ve just run, it was an absolute blast. Two new-to-wfrp players (ex D and D) and one veteran, and they requested to just get into the thick of the grim and deadly world - the D and D players particularly didn’t like those “you start off in a tavern” beginnings. So of course they did start in a tavern, quaffing ale, they just can’t remember any of it. Their nice ‘Defiant Scoundrels’ card was superseded by a temporary overlay ‘Drunken Bums’ (see below), and all their money was stolen. I love this game
Party card - Drunken bums
(this is a purpose designed Party card overlay that temporarily replaces a party’s group card for a day (or longer if they continue partying!). It has definite advantages when falling, in fearful situations and offers the party an extra die in some (lower class) social occasions. However, the party members are more prone to gaining stress from loud noises etc., and there is the possibility of developing alcoholism .
Two trackers are in use, a six step one for the stagecoach, indicating damage to its structure, at step six the coach flips over; and a ten step tracker to measure the goblin raiders morale (flee at 10).
Party members
Detlev Kanst - Ratcatcher (and Fred-the-dog)
Grim Grimnirsson - Dwarf Troll Slayer
Petra Nunce - Gambler
You wake up feeling as though a large buffalo has urinated in your mouth, and possibly then walked all over you as an encore. There is a pounding in your ears, and as you crack open one eyelid, a blinding light sends a needle of pain through your head. You open the other eye and try to sit up, making the world spins and shake around you. My God (insert favoured deity), what did you drink last night? This is the hangover to end all hangovers, the black beast of legend and madness; and still the world keeps rocking and shaking, still the pounding is in your ears.
Gradually you realize that the world really is rocking and shaking, and that the pounding you can hear really does sound like the pounding of hooves. You turn your head to the sound of dry retching, and see another figure next to you, looking, you think, even worse than you feel. Vaguely you remember him, one of a couple of chance drinking buddies from last night. You sat and drank wildly with a couple of the local coachmen, spinning a tale of your bravery, and much impressed, they'd sold you all cheap tickets for the stagecoach.
You sit up suddenly. You are lying amidst a pile of luggage, on top of a moving carriage, traveling at breakneck speed through the forest. A convulsive grab at a handrail. Two other figures are stirring next to you, one groaning and muttering in a foreign language, the other sobbing a little and clutching at their head. Discarded next to you you see your purse, turned inside out and obviously empty. Groan. A wine bottle rolls past you, spilling the last of its contents as it skitters by. A gentle sob. It starts to rain lightly. You sigh, and, rolling onto your back, look to the heavens. Could this day be any worse?
As if by magic, an arrow appears in the carriage roof next to your head, vibrating slightly. Now read on ...
Petra looks over the luggage strapped to the coach roof and sees a troop of wolf riding goblins in hot pursuit, arrows flying. The guard suddenly leaps up and yells “Watch your heads!” before discharging a blunderbuss wildly, missing everyone, but adding stress counters to the whole party. The recoil then promptly throws him off the carriage, and a slight bump marks the coach running over him. One down in the first few seconds, it’s not looking good.
More arrows fly, and everyone ducks down behind the luggage - of the party, only Detlev gets hit, but with a great lurch the coach driver, Benny, takes two arrows in his back, ( only two wounds off a critical ). He recovers, but looks bad. He then fails his drive test, due to the wounds and adds one to the coach damage tracker.
Petra replies with her pistol, and takes down one of the goblin henchmen ( add one to the morale tracker ). Grim, in a fit of genius, throws a hat case at the goblins and knocks another one of the goblins off his wolf (t wo on the tracker ). Detlev tries the same, but misses wildly, whilst Fred-the-dog yaps incessantly - another stress point to Grim.
More arrows, this time hitting no-one, and Petra fires again, also missing. Grim is again the hero of the hour, flinging a whole case of clothing over the back of the coach, blinding two of the pursuers ( three and four on the tracker ). A lurch and he almost falls off, but is saved by Detlev, who uses his turn to pull the dwarf down on the roof. Fred continues to bark wildly, but no-one accrues stress.
The goblins then reach the coach, and attempt to clamber aboard - three at the back, and one at each door. Another couple try to ride past the coach to reach the horses and halt the coach - with the coach stopped they would all be easy meat for the greenskins.
Benny the coachdriver tries to steer the coach over to the side of the track and drive the goblins on that side off, but fails his drive test again, damaging the coach further ( an average test, for fast driving [1 dice] + fancy manoeuvre [1 dice] ). Detlev and Petra both skewer a goblin apiece (five and six) and the goblins fall off the coach ( no attack for the goblins, no block/dodge plus one fortune dice ). Grim, seeing the goblins trying to reach the horses, grabs the nearest object ( Fred! ) and throws him at one of the goblins. ( A point of great emotion, Detlev is apoplectic, whilst Grim professes good riddance to the dog. I allow two fortune dice to the throw as Fred is trying to reach his target (think guided dog-missile) and add three tension counters to the party sheet. Fred hits the target (of course) and I allow Detlev a last sight of his dog trotting after the coach, to prevent internecine warfare. (Seven on the goblin morale tracker ).
Meanwhile there are screams from inside the coach. One of the passengers manages to skewer a henchman and he falls out of the coach ( eight on the tracker ), but the other is one of the goblin leaders, and he manages to get into the coach despite being stabbed. The third goblin who was climbing up the back of the coach (another leader, Razur the Black) finally gets onto the roof and prepares to attack. whilst more riders try to pass the coach.
With a little prompting, the adventurers are made to realize that allowing the goblin to reach the horses would be a bad thing. Grim, taking the whole hero thing too seriously, decides he will leap onto the horses harness and engage the goblin trying to stop the horses. A moment of high drama, and the dwarf promptly fails his average athletics test and falls off, accruing a critical wound to the head ( average test + 1 luck dice for heroic behaviour + fortune dice - he is really clumsy ). The wagons wheels miss him, and the goblins ignore him for the coach. At Detlev’s request Fred-the-dog takes a chunk out of his leg as he lies stunned on the road. ( One wound, and how we laughed - another two tension points to the party ).
With disaster facing them, the two remaining heroes decide to attack the goblin on the roof. Detlev goes first, using all the fortune points he can muster and scores an easy hit plus critical, forcing the goblin to make a falling test ( average athletics test ) which he passes. Meanwhile, one of the goblins trying to pass the coach, instead of going for the horses, decides to shoot Benny the driver. Point blank range, and its all over for Benny Bengtson. A huge lurch ( one to the coach damage tracker and another average athletics test each ) and the goblin on the roof goes over the side. Detlev also falls, but is saved by Petra.
With the death of one of their leaders ( two to the tracke r), the goblins morale finally breaks. The coach lurches about ( automatic drive fail ) and adds another to the damage tracker. The leader inside the coach dives out of the door accruing a critical but survives. The rest of the band ride off for places unknown, and Petra succeeds at a hard ride test to bring the coach under control.
The aftermath is a little hurried as we’re running out of time and the PC’s are all a bit over-excited. One of the passengers inside the coach is a sister of Shallya, and starts to tend to the wounded. Detlev searches Benny’s corpse, (“looking for his next of kin” is the excuse), and he finds a sealed letter addressed to ‘ the Graf’ . (An average test to notice the seal is imperial - fail) While the others are umm-ing and ah-ing, Grim staggers up the road, snatches the letter and opens it. “Stupid manling words!” he shouts and throws it on the ground. Petra picks it up, and notices the Imperial seal ( uh-oh ). She tries to read the message - its in code. Double uh-oh . It sinks in to them all that they have just opened a secret message to the Emperor ( another tension counter ). “Perhaps this is why the coach was attacked?” suggests Petra. “Duh, you think?” is the general reply. Absolutely wrong, its a secret message, but it gets them all further embroiled .
After the inside passengers are seen to, Maria, the Shallyan sister, comes out to tend to the adventurers. Two more of the passengers emerge, a merchant and an older woman, and start shouting about their lost possessions, and demanding payment for their luggage ( more tension counters ). The party tension meter is now at a critical level, triggering an “I need a drink” test. Petra, suprisingly, is the only one who fails, and promptly digs a small flask out of her pocket and skulls it, gaining the intoxicated condition. She then turns on the passengers and soundly berates them, whilst Grim stands behind, intimidating them into silence.
A shout and a troop of Roadwardens belatedly arrive. They have a severely injured Sammy in tow, minus blunderbuss, and give the goblin riders tracks a cursory glance. Long gone. Sammy is loaded inside and Benny’s body is strapped to the roof, while their leader listens to the complaints of the passengers about their lost luggage. He nods a lot and look serious, then winks at Detlev, before moving everyone out towards Lachenbad and the Green bottle Inn.
Finis
Part of this scenario involved the players being given handouts that were flashbacks to the previous nights drinking, supposedly at moments of great tension. Grim got two when he fell off the coach ( Benny bought lots of the drinks last night and Sammy the guard didn’t buy a drink all night, the cheapskate! ), Detlev received one when Fred was launched at a goblin ( the wine tasted funny ), and Petra got one when she failed her ‘I need a drink’ test ( Benny disappeared with a tall blonde woman halfway through the night ); there are a couple more to go didn’t the guard say we could ride for free? and how come the dog didn’t bark when we were robbed? . With all the excitement going on the PC’s just stashed the handouts for later; they’ll re-read them next session, I guess. Not sure wether perhaps I should have introduced these the next day, after the ‘Drunken Bums’ card has worn off, and not in the middle of the action.
The tension meter was absolutely brilliant, underlining the conflict between Grim and Detlev, who both played their characters to the hilt. There is already talk of dogs widdling on sleeping dwarves ( let them lie! ), muzzles and castration. Petra being perhaps on the way to developing alcoholism is a bonus - first game and she needs a drink; love it.
There was also quite a lot of tactical stuff that I missed out in the report- stances, action cards, wounds - in favour of storytelling, but the system as a whole worked beautifully.