Following our first session, my newborn daughter was sent home from the NICU and we spent several sleepless nights learning how to not sleep. Within a few weeks, when things settled back to normal, I was surprised to hear it was our newbie roadwarden who was itching the most to play again, so I set up a session for the weekend.
Unfortunately, our Priest of Sigmar couldn't make it, and since we ended right before the second act of "Day Late and a Shilling Short," I couldn't launch right into "Eye for an Eye", without leaving him behind. I came into GM'ing with low confidence on running my own adventures, and was planning on running some of the great WFRP adventures as they provided just enough framework.
But just one session in, I had to start remixing. With the remaining PC's at hand, I abandoned the encounter with the merchant (we'll do social encounters later), and had the PC's find that the coach had been hastily converted to prisoner transport, and Rutger the Roadwarden told them that at the outset of the ambush, two humans, a tall skinny man in fine clothing, and a hulking thug in filthy robes had been among the beastmen, and had grabbed the prisoner as well as several pieces of mail. They'd fled south just moments before the fight. Our PC Roadwarden was still technically on duty, so he led the charge to rescue the prisoner.
So the PC's charged into the dark woods, where they proceeded to fail every possible stealth check imaginable. Even the Wood Elf Waywatcher with all her forest walking, cracked a few twigs. At the top of a rise, I placed a ruined house, composed of waist high walls. I fully expected the PC's to reach the ruins unaware, where they would catch a cultist, his cult mutant counterpart, and three nervous, but non-henchmen ungors in the act of hanging the prisoner. I wanted something that I could connect to Grunewald Lodge, while also implying a wider network of cults and machinations.
I fully expected the prisoner to die (I gave him a tracker of three turns before he lost consciousness, and another one before he died) and for the PC's to kill the cultist, and only gain a small amount of information (the cultist had also stolen all the mail destined for Grunewald lodge AND our Gold Order Wizard's personal correspondence), that would eventually lead the PC's to seek out Rickard Aschaffenberg and offer assistance. My idea was that this minor league cultist was tasked by someone to disrupt information flowing to the non-cultists of Grunewald Lodge, and to kill a minor criminal who knew something he wasn't supposed to know about the Eldritch Order of the Unblinking Eye. I was non specific on the details in my head, as I whipped up the encounter the night before the game.
This was a great lesson in GM'ing. Plan for the unexpected.
Knowing they had lost the element of surprise the PC's charged the ruins, and despite not having the priest among them, having a few wounds from before, not having the high ground, fighting in the rain, and attacking a foe in cover, they managed to kill the ungors with frightening speed. The Gold Order wizard charged ahead, surrounded by orbs of gold as protection (I forget the name of this spell, but it made for a great image), and the roadwarden and the bounty hunter moved in to support in a great little fracas at the base of the ruins.
The Roadwarden landed an amazing critical on one ungor, as well as a chaos star, so I decided his sword got stuck in the beastman's skull, and he had to use his next maneuver to withdraw it. Our bounty hunter (played by my wife, who'd never played an RPG before) used "guarded position" with great success to protect the wizard. I hadn't fully understood that card, I realized, and she was thinking tactically enough to bust up my ungor's next attacks. The wizard left the engagement to see what the cultist was doing behind the wall, and our lawmen put the ungors down after two more turns.
The waywatcher and the wizard made it to the top of the hill, where they saw the cult mutant tying off the rope that held the prisoner aloft, and the cultist pegged them both with a crossbow. The mutant (using a random mutation card and a little creative license) had a beak for mouth, and a half formed mouth in place of one eye. The Waywatcher used one of her specialized ranged attacks and got the result that ignores soak, dealing a mind boggling amount of damage. I described the arrow entering the vestigial mouth, which chewed feebly at the shaft. The wizard used "fault of form" to badly degrade the cultist's crossbow, and exhausted his talent "I seem to recall" to boost up the check, telling me that he was recalling what the most likely to fail part of a crossbow was. The crossbow degraded, I added a challenge dice to the cultists next attack, and viola, two chaos stars, so the crossbow burst apart, wounding the cultist sending him into retreat.
Then, the waywatcher, staring down an angry mutant, and a rapidly hanging man, said to me what I should have expected from the beginning, but somehow did not even think of:
"I want to shoot the rope."
Always say yes, right? I declared it to be a daunting shot, adding four challenge dice, and some mitigating misfortune dice. She added all her possible benefits, used her fortune points, and rolled. In the end, she had one success and a chaos star, so I described the arrow parting the rope directly around his neck, severely wounding him in the process.
The wizard used magic dart just as his shield of golden orbs dissipated, so I had the last orb elongate and zip away, killing the poor mutant.
They intimidated the cultist into surrender, and set about patching up the prisoner's neck. I repaid their kindness by having the prisoner stab the wizard in the ribs before running away. But the Bounty Hunter cooly shot him in the knee, ending his escape. They retrieved two prisoners where I expected none, as well as the mail, and returned to the coach to meet back up with the priest and head back to Ubersreik to heal up and drink heavily.
I made several props just for this adventure, mail for the bounty hunter and the wizard. This was one of the most fun parts of the whole thing for me. I got sealing wax, aged and weathered the paper, and addressed them.
The Bounty Hunter's letter, on cheaper darker paper, told her that she should be on the look out for a chaos tainted painting, for that group has knowledge of her missing sister...
The Wizards letter, entreats him to make amends to his college by hiring some muscle and seeking to help Rickard Aschaffenberg (In character creation, I let him go up one wealth level by abusing Fool's Gold, on the caveat that I would make his life difficult because of it).
Of special note, I carved the symbol of the gold order into a potato, which made an excellent seal.
The physical props seemed to be a hit, and I hope it encourages the other players to think up a backstory so I can make the continuing adventures more personally connected for them.
The narrative detail provided by the dice continues to make it easy to spin great stories out of what might have been: You hit the bad guy. And even our most inexperienced players could build dice pools with ease, and were using action cards that I had never read. The card mechanic that seemed so gimmicky to me at first, now seems obviously superior to having five open player's guides.
What proved to be the greatest joy was that our daughter was able to nap peacefully during some of the game, and then was passed from player to player to be held and played with during the combat. I held her on my chest for several turns of combat, and she cooed and gurgled with pleasure as we hooted, hollered, and rolled dice. It was wonderful to have two parts of my life merge so well.
Some mistakes I made:
- I let them use "block", even though none of them had a shield (never again, kids)
- I missed out on using misfortune and fortune dice to give them a disadvantage while charging the small hill (d'oh)
- I told them later that the cultist swallowed a poison pill, and they could not interrogate him. Then I realized how cheap this was, as they searched him, and one of them has "minute details" as a specialization of observation. So I reversed time, and told them I needed to figure out what he knows, but I'm going to let them interrogate both the cultist and the prisoner.
Some questions:
- My PC's aren't generating much stress or fatigue. I think one of them did two maneuvers in order to reload and run, and another gained a stress as the result of a critical wound. Does this seem right? Are there other common ways that PC's should be getting stress or fatigue?
- We are all new to the warhammer world, so let me know if I've made any really egregious fiction tweaks. I know it's a stretch for cultists and beastmen to be working together, however briefly, but given they had just fought beastmen, and will again in Eye for an Eye, I really wanted to use another enemy type for this fight.
All in all, it was a blast, and flying by the seat of my pants with a home made encounter was loads of fun. Next time, we're off to Grunewald Lodge, and I'm realizing I enjoy it quite a bit when they derail my expectations, so I'm redoubling my efforts to stay fast and loose, and railroad as little as possible.