Combat Example III - revised and corrected

By murphzero, in WFRP Rules Questions

This is a combat example. If you see inaccuracies, fire away.

Continuing the previous scenario , Roadwarden Birgitta Tageslicht has chased Cutpurse Jack into sewer only to be jumped by a Gutter Runner. She defeats the runner but is wounded and cornered by the now-emboldened thief.

Birgitta's companion, Diedrich Scheffler, a Grey Wizard arrives and together they bring Jack down. Birgitta's relief is short-lived as the Grey Wizard suddenly turns on her, hurling a bolt of magic energy....

---

The bolt slammed into the roadwarden, toppling her backward across the sodden corpse of the Runner.

The Grey Wizard bent over the cutpurse's body as the city bells echoed the length of the tunnel. He pried the axe out of the dead man's fingers and strode towards Birgitta.

The tolling drowned out his footfalls.

"Yes, too late... I am so very sorry."

---

Diedrich Scheffler

Strength 3 Intelligence 5

Toughness 3 Willpower 4

Agility 3 Fellowship 2

Wound Threshold: 12

Grey Order Sword: DR 5 / CR3

Quarterstaff: DR 4/ CR 4

Defensive, Attuned 1

Grey Robes: Defense 1, Soak 0

Spells: Cantrip, Magic Dart, Pool of Shadows

Diedrich's Status: Wounds: 0 / Stress: 0 / Fatigue: 1 / Power: 4

Recharging actions: None

------

Diedrich stood over the warden's body as the tower bells pounded into his skull.

Brrrnnnng!

He glanced back at the cutpurse who was choking on the sewer water - unable to rise. "A fitting burial."

Brrrnnnng!

He looked at the roadwarden. Widening her wounds with the same axe would be easy enough, but he'd have to return with the pistol. The dwarf would demand a remembrance.

Brrrnnnng!

He groaned. My head... Sighing heavily, he braced his foot and swung his arm back. Such a waste...

Brrrnnnng! *splash*

What was that? He spun.

----

The dwarf made it to the water's edge between bells. Kurgi stared unbelieving at his friend's inert form Dead? He saw the wizard's raised arm and his eyes narrowed.

Murdered.

The bell tolled again, but his scream drowned it out. "Diedriiiiiich!"

----

Kurgi Balginson, Troll Slayer

Strength 5 Intelligence 3

Toughness 5 Willpower 2

Agility 3 Fellowship 2

Wound Threshold: 15

M'Father's Axe: DR 5 / CR3

M'Father's Other Axe: DR 5 / CR3

Armor: None! A Slayer has no need for such things!

----

Rally phase

Diedrich moves one step closer to neutral. He's now in a neutral stance.

He has no recharging action cards, so he removes no recharge tokens.

He recovers 1 fatigue (he now has no fatigue).

His power does not adjust, since his current 4 power is equal to his Willpower.

For his optional Rally step, he will perform 1 maneuver to put away his weapon.

He cursed and sheathed his sword. A cutpurse might fear his blade, but the dwarf would know better.

Diedrich's Status: Wounds: 0 / Stress: 0 / Fatigue: 0 / Power: 4

Recharging actions: None

-----

Initiative

Kurgi Balginson Agility is 3 and he's in a reckless 1 stance. He spends a fortune point on the roll (+1 Fortune).

Kurgi rolls: 2 blue dice / 1 red die / 1 white die.

He rolls no successes, no challenges, no anything.

Diedrich's Agility is also 3 and he's in a neutral stance.

Diedrich rolls: 3 blue dice

He rolls 2 successes. Diedrich will go first.

------------------

Diedrich's 1st Action

He's in no mood to fight the slayer, but there's no turning back now. He shifts 1 into reckless and casts Magic Dart.

His power was at 4. Magic Dart costs 3 power, so he's down to 1 power.

INT 5 and reckless 1 = 4 blue / 1 red

Spell difficulty = (+1 Misfortune)

Kurgi’s defense value = (+1 Misfortune) (Troll Slayer ability)

Kurgi will dodge = (+1 Misfortune)

Diedrich rolls: 4 blue dice / 1 red die / 3 black dice

He gets 3 successes and 2 challenges, nothing else.

5 (Diedrich’s Intelligence)

+ 3 (Magic Dart’s DR)

8 Potential Damage

After damage is announced, Kurgi elects to use his Shrug it Off action, which increases his soak value by 2 (and puts 5 recharge tokens on the Shrug it Off action)

8 Potential Damage

- 5 (Kurgi’s Toughness)

- 3 (Kurgi’s soak value 1 + Shrug it Off 2)

0 wounds (which is converted to a minimum value of 1 wound)

Diedrich will then use his free maneuver to put more distance between himself and the dwarf, then chooses to suffer 1 fatigue for more movement so he can go from medium range to long range (two total movement maneuvers).

Finally, he will increase his power to 2 as he shifts closer to equilibrium.

Diedrich's Status: Wounds: 0 / Stress: 0 / Fatigue: 1 / Power: 2

Recharging actions: None

-----

Kurgi's 1st Action:

Kurgi’s at long range from Diedrich, with both axes in hand (A slayer without a weapon in hand? Yeah, right. ) He shifts 1 step deeper into reckless, to reckless 2. Truth be told, he’d love to go to R3, but a Troll Slayer can’t afford the stress.

Fatigue is another matter entirely.

I cannot greet Bertrand as a failure.

Kurgi moves from Long to Medium (2 maneuvers), From Medium to Close (1 maneuver), and from Close to engagement range with Diedrich (1 maneuver). Total of four maneuvers, the first is free, but the other three will cost him three fatigue.

His dwarven eyes sought out the wizard in the dark of the sewer. Diedrich raised his staff. “Kurgi, wait-”

He wants to talk?!

Kurgi chooses (what else?) the Double Strike melee attack

Kurgi’s STR is 5 + 1 yellow for trained in weapon skill. Since this is the first turn he’s engaged with an enemy, his Charge tactic will give him an additional fortune die. Diedrich’s wounded the dwarf, so the dwarven grudge bonus adds another fortune as well. Kurgi really wants to hear Diedrich scream, so he’ll add his last 2 fortune points as well.

Default difficulty will be 1 purple + the card’s base difficulty (+1 Misfortune).

Diedrich has a defense of 1 (+1 Misfortune), and declares two reactions: dodge (+1 Misfortune) and parry (+1 Misfortune and +1 Misfortune for the defensive quality of the quarterstaff).

Kurgi rolls: 3 blue dice / 2 red dice / 1 yellow die / 4 white dice / 1 purple die / 5 black dice.

He gets 7 successes, 2 challenges, a bane and a boon.

1 success would be enough for his primary weapon to hit, but 4 net successes allow Kurgi to activate Double Strike’s three success option - meaning both of the Dwarf’s axes land.

First weapon hit:

5 (Kurgi’s Strength)

+ 5 (M’Father’s Axe’s DR)

10 Potential Damage

10 Potential Damage

- 3 (Diedrich’s Toughness)

- 0 (Diedrich’s soak value)

7 wounds

As his first stroke bit deep into the human’s side, the wizard’s tensed - pulling his staff close to his chest-

-as the dwarf knew he must. His other axe swept downward into the wizard’s exposed shoulder.

Birgitta!!

Second weapon hit:

5 (Kurgi’s Strength)

+ 5 (M’Father’s Other Axe’s DR)

10 Potential Damage

10 Potential Damage

- 3 (Diedrich’s Toughness)

- 0 (Diedrich’s soak value)

7 wounds

Diedrich’s taken 14 wounds. His wound threshold is 12. One wound flips to a critical (Festering wound). One critical wound is less than Diedrich’s Toughness of 3, so he’s unconscious, not dead.

Diedrich's Status: Wounds: 13 (12 normal + 1 critical: Festering wound) / Stress: 0 / Fatigue: 1 / Power: 2

Recharging actions: None

Lastly, Kurgi takes a recharge token off his Shrug if Off action, leaving 4 remaining - and he takes one off his Double Strike and Dodge actions, leaving 1 remaining on each.

Kurgi's Status: Wounds: 1 (1 normal) / Stress: 0 / Fatigue: 3

Recharging actions: Shrug it Off (4), Double Strike (1), Dodge (1)

The grey wizard fell to his knees, a blood-spattered horror. The dwarf put a boot on his chest and wrenched both his axes free. As the body pitched backwards, Kurgi spat a curse into its face.

-----

Rally phase

Kurgi moves one step closer to neutral. He's now in a reckless 1 stance.

He takes 1 recharge token off his Shrug it Off action card, leaving 3 remaining - and he takes the last recharge token off his Double Strike and Dodge actions.

He recovers 1 fatigue, bringing him to 2.

For his optional Rally step, he will perform 1 maneuver and move towards his fallen friend’s remains.

Kurgi's Status: Wounds: 1 (1 normal) / Stress: 0 / Fatigue: 2

Recharging actions: Shrug it Off (3)

-----

The bells stopped and above the sound of water rippling around the dying wizard - Kurgi thought he heard a high pitched voice in the distance.

Vaerun... He realized. She was behind me... He turned back towards the way he’d come. A figure robed in blue and white stood in the sewer’s entrance. The elf.

-----

Vaerun Waveracer

Strength 2 Intelligence 3

Toughness 3 Willpower 3

Agility 4 Fellowship 4

Wound Threshold: 11

Weapons: Longsword (DR 5/ CR 3)

Longbow (DR 6 / CR 2, Pierce 1, Two-handed, Long Range)

Armor: Envoy Robes: Defense 1, Soak 0

-----

Kurgi turned to face the elf. “The wizard turned traitor! He’s killed Birgitta, and tried to kill me!”

The robed figure began to run towards him. Vaerun’s voice echoed down the tunnel. “You are sure?”

The slayer knelt over the warden and lifted her head. Birgitta’s face was turning blue. “Ask Diedrich if you don’t believe me-” His tone left no doubt of Diedrich’s fate.

Kurgi rolls an easy Observation check to see if the roadwarden shows signs of life.

Use skill: Observation is INT (3) and the GM rules this is easy, so 1 purple.

Kurgi rolls: 2 blue dice / 1 red die / 1 purple die

The dwarf gets 1 success, 1 boon, 1 bane, and a chaos star.

Kurgi knows his friend still lives, but the chaos star means he spends a sentimental moment gazing at her in horror - and utterly misses the sound of stone sliding across stone...and of weapons being readied.

The skavens have returned.

---------

4 Gutter Runners (3 henchrats and 1 leader)

Strength 3 Intelligence 3 (+1 fortune)

Toughness 3 Willpower 3

Agility 5 (+1 fortune) Fellowship 3

Wound Threshold / Henchrats: 9 (Toughness of 3 x # of henchrats)

Wound Threshold / Leader: 10

Damage 4

Soak 2

Defense 2

The Henchrats and the leader each have the following dice pools:

Aggression 2

Cunning 4

Expertise 2

-----

Initiative

The Gutter Runners roll initiative as a group - Agility of 5 (+ 1 fortune), and a conservative stance of 2.

Gutter Runners roll: 3 blue dice / 2 green dice / 1 white die

They get four successes and a delay, so they’re at 3

Kurgi has an agility 3 and is in reckless 1.

Kurgi rolls: 2 blue dice / 1 red die

He nets 1 success and an exertion.

He takes 1 stress as he watches the ratmen emerge out of a hidden passage. A single success puts him at 1.

Vaerun has an agility of 4 and she’s in a conservative 1 stance.

Vaerun rolls: 3 blue dice / 1 green die

She gets 1 success and three boons. She has no stress or fatigue to recover, so the boons do nothing.

The Gutter Runners will go first, followed by the heroes in whichever order they agree on.

-----

Runner’s 1st action

All the runners are armed with crossbows. They are at close range relative to Kurgi, and medium range relative to Vaerun.

Kurgi looks the most threatening, so the three henchrats fire on him immediately. The Rat Leader moves away from his followers and fires a bolt at Vaerun.

Henchrats (3)

Since they are acting as henchmen, all three henchrats will collectively take one action. The henchrats use the Ranged Shot action - one will fire while the others assist.

Agility of 5 (+ 1 Fortune) in conservative 2 stance. The GM will burn an expertise die (+1 Yellow) this attack. Since two runners are available to assist the shooter this attack will get 2 additional white dice (+2 Fortune).

Attacks are Easy difficulty: 1 purple

Kurgi’s defense value of 1 = (+1 Misfortune) (Troll Slayer ability)

Kurgi will dodge (+1 Misfortune)

Henchrats roll: 3 blue dice / 2 green dice / 1 yellow die / 3 white dice / 2 black dice

The Crossbow team nets 5 successes and 3 banes.

5 (Runner’s Agility)

+ 6 (Crossbows’s DR)

+ 2 (Bonus damage for 3 successes)

13 Potential Damage

13 Potential Damage

- 5 (Kurgi’s Toughness)

- 1 (Kurgi’s soak value 1)

7 wounds

Kurgi now has 8 normal wounds. Being a dwarf, this serves only to annoy him.

The three banes on a Ranged Shot allow Kurgi (who is at close range) to engage with them - (they misjudged what a safe distance was. Whoops.)

Henchrats(3) Status: Wounds: 0

Aggression 2

Cunning 4

Expertise 1

-----

Rat Leader’s 1st action

The Rat Leader steps between his fellows and the distant elf and raises his crossbow.

Agility of 5 (+1 Fortune) in a conservative stance 2 using an Expertise die and both of his aggression dice (+2 Fortune).

Easy difficulty 1 purple, Vaerun has a defense of 1 (+1 Misfortune) and will dodge (+1 Misfortune). The crossbow can reach targets at long range and Vaerun is at medium range.

Rat Leader rolls: 3 blue dice / 2 green dice / 1 yellow die / 3 white dice / 1 purple die / 2 black dice

The Rat Leader rolls 3 successes, 2 net banes and a delay. He drops to the second slot on the initiative, behind the henchrats, but still ahead of Kurgi and Vaerun.

Three successes becomes a hit with +2 bonus damage. Two banes would allow an opponent at close range to engage the Rat Leader, but Kurgi is engaged with the henchrats and is ineligible. The banes will convert to the universal effect of Gain 1 fatigue (which the GM will convert into 1 wound).

5 (Rat Leader’s Agility)

+ 6 (Crossbows’s DR)

+ 2 (Bonus damage for 3 successes)

13 Potential Damage

13 Potential Damage

- 3 (Vaerun’s Toughness)

- 0 (Vaerun’s soak value 0)

10 wounds

Vaerun has a wound threshold of 11, she’s alive, but only just.

The Rat Leader shouts as he sees his target stagger. Kill, Kill!

Rat Leader Status: Wounds: 1

Aggression 0

Cunning 4

Expertise 1

************************

It’s the players turn to act, so either Kurgi or Vaerun can take their turn. The Slayer is engaged with the two ratmen responsible for the crossbow bolt sticking out of his leg. The dwarf DEMANDS the right to go first.

-----

Kurgi’s 1st action

Kurgi’d slung one axe when he’d checked Birgitta for signs of life, so he’ll use his free maneuver to ready his second axe. He’ll shift his stance into Reckless 2.

Then he chooses (what else?) the Double Strike melee attack .

Kurgi’s STR is 5 + 1 yellow for trained in weapon skill. Since this is the first turn he’s engaged with this enemy, his Charge tactic is active (+1 Fortune).

Since the henchrats wounded him, Kurgi’s grudge bonus kicks in (+1 Fortune)

Default difficulty will be 1 purple + the card’s base difficulty (+1 Misfortune).

The runners have a defense of 2 (+2 Misfortune)

and the GM with throw 2 aggression dice to help save their lives (+2 Misfortune)

Kurgi rolls: 3 blue dice / 2 red dice / 1 yellow die / 2 white dice / 5 black dice

He rolls a Sigmar’s Comet, 4 successes, 3 challenges, a boon, 2 banes, and an exertion.

One net success - a hit! and Kurgi converts the Comet to a critical wound.

1 net bane does nothing.

The exertion will cost him another fatigue point.

5 (Kurgi’s Strength)

+ 5 (M’Father’s Axe’s DR)

10 Potential Damage

10 Potential Damage

- 3 (Runner’s Toughness)

- 2 (Runner’s soak value)

5 wounds

One of the wounds is flipped over to reveal an Aggravated Wound (2). Henchmen don’t take critical wounds, so the critical wound’s severity of 2 is converted to additional wounds.

5 wounds

+ 2 (severity of Aggravated Wound)

7 wounds

Since the henchrats are being run as henchmen, they have a group wound threshold of (Toughness x number of creatures, or 3x3 = 9).

7 points is more than a single henchrat’s toughness, so every 3 points kills one of them. Two die and the 1 wound remaining is given to the last survivor.

Lastly, he takes one recharge token off Shrug it Off, leaving it with 2 recharge tokens. Then he takes one off his Double Strike and Dodge actions, leaving 1 remaining on each.

Kurgi's Status: Wounds: 8 (8 normal) / Stress: 1 / Fatigue: 3

Recharging actions: Shrug it Off (2), Double Strike (1), Dodge (1)

-----

Kurgi shouted a curse as his axe swung home. He’d put too much into it, and lost his balance. Fool.

Fortunately, the rat wasn’t in heavy armor. The stroke swung cleanly through the ratling’s neck-

-through the pate of his comrade...

-and carved a shallow gash through the third rat’s foreleg.

A seasoned opponent would have made him pay for his overreach, but this rat had been bathed in a curtain of his companion’s gore and seemed...hesitant.

The dwarf grinned and offered a stare that said We both know you are craven.

-----

Vaerun’s 1st action

She’s grievously wounded, but every elf trusts their bow. She’ll shift her stance into conservative 2.

Ranged shot vs the Rat Leader - Medium range and the dark of the sewer is naught to elven eyes.

Agility 4, conservative 2 stance (2 blue, 2 green), she’ll burn 3 fortune points (+3 Fortune) The rat must die. I must find the wizard.

Standard difficulty of 1 purple, plus the Rat Leader’s defense of 2 (+2 Misfortune)

The Rat Leader will burn his last Expertise die to add another misfortune die (+1 Misfortune)

Vaerun rolls: 2 blue dice / 2 green dice / 3 white dice / 1 purple die / 3 black dice

Vaerun nets 3 successes and a delay. A hit with +2 damage. The GM will use the delay to put two recharge tokens on her Dodge action card (bringing it up to 4).

4 (Vaerun’s Agility)

6 (Longbow’s DR)

+ 2 (Bonus damage for three successes)

12 Potential Damage

12 Potential Damage

- 3 (Runner’s Toughness)

- 2 (Runner’s soak value)

7 wounds

The Rat Leader now has 8 wounds, with a wound threshold of 10. He’s still up.

The elf takes a maneuver to move outside the sewer and call for assistance. “Guards! Guards!”

Lastly, Vaerun takes one recharge token off her Dodge action, leaving it with 3.

Vaerun's Status: Wounds: 10 (10 normal) / Stress: 0 / Fatigue: 0

Recharging actions: Dodge (3)

-----

Henchrat(1)’s 2nd action

In the eyes of this rat, things have gone very, very wrong.

He’s taking a maneuver to disengage from the Troll Slayer.

He plans to fire his crossbow at close range and then flee.

Agility 5 (+1 Fortune) and conservative 2 stance (3 blue, 2 green, plus 1 white). The GM will burn his remaining Expertise die (+1 Yellow).

Easy difficulty: 1 purple (+1 purple, because he fired last round and has not used a maneuver to reload)

Kurgi’s defense value of 1 = (+1 Misfortune) (Troll Slayer ability)

The dwarf cannot dodge or block, so this has the potential to be very bad...

Henchrat rolls: 3 blue dice / 2 green dice / 1 yellow die / 1 white die / 2 purple dice / 1 black die

The henchrat fires-

2 Successes, 2 challenges and three net boons.

Zero net successes - the bolt sails over Kurgi’s shoulder.

The three boons give the henchrat a free maneuver. He uses it to move to medium range, into the hidden passage the Skavens came from.

Henchrat(1) Status: 1 wound

Aggression 0

Cunning 4

Expertise 0

-----

Rat Leader’s 2nd action

The Skaven’s leader glances back to see his followers are dead and gone (respectively). Seeing he’s alone between an elf and a dwarf, he chooses to shoot and run.

He’ll use his free maneuver to reload his crossbow, then fire at Kurgi

Agility of 5 (+1 Fortune) in a conservative stance 2 (3 blue, 2 green, plus a white).

Easy difficulty 1 purple,

Kurgi has a defense of 1 (+1 Misfortune) (Troll Slayer ability)

Kurgi still cannot dodge, and he has no shield.

The crossbow can reach targets at long range and Kurgi is at close range.

Rat Leader rolls: 3 blue dice / 2 green dice / 1 white die / 1 purple die / 1 black die

The Rat Leader rolls 3 successes and a delay. He drops to the first slot on the initiative - tied with Kurgi and Vaerun, but NPCs always go last. If he’s alive next round - he’ll go last.

Three successes becomes a hit with +2 bonus damage.

5 (Rat Leader’s Agility)

+ 6 (Crossbows’s DR)

+ 2 (Bonus damage for 3 successes)

13 Potential Damage

13 Potential Damage

- 5 (Kurgi’s Toughness)

- 1 (Kurgi’s soak value 1)

7 wounds

Kurgi’s taken a total of 14 wounds, but his Wound Threshold is 15 and he’s still up.

The Rat Leader takes a wound to gain an additional maneuver and flees into the Skaven passageway.

Rat Leader status: Wounds: 9

Aggression 0

Cunning 4

Expertise 0

-----

It’s now the players action. Since both are at Initiative 1, either player can act. They elect to let Vaerun fire her bow before the Dwarf decides what to do.

-----

Vaerun’s 2nd action

Vaerun will shift into a conservative 3 stance, then use Ranged Shot action again.

Agility 4, conservative 3 stance (1 blue, 3 green)

Standard difficulty of 1 purple, plus the Rat Leader’s defense of 2 (+2 Misfortune) The Rat Leader is at long range and has some cover (+1 Misfortune). Again, the dark is irrelevant because of Vaerun’s elven eyesight.

Vaerun rolls: 1 blue die / 3 green dice / 1 purple die / 3 black dice

Vaerun nets 2 successes, a delay, and 1 net bane. Her second arrow joins her first.

The GM will use the delay to put two recharge tokens on her Ranged Shot action card.

4 (Vaerun’s Agility)

+ 6 (Longbow’s DR)

10 Potential Damage

10 Potential Damage

- 3 (Runner’s Toughness)

- 2 (Runner’s soak value)

5 wounds

The Rat Leader has now taken 14 wounds. That’s more than his wound threshold. Since he’s an NPC, this means he’s not just down, he’s dead.

Rat Leader status: Wounds: 14 (DEAD)

Lastly, Vaerun takes a recharge token off her Dodge and Ranged Shot actions, leaving 2 and 1 tokens respectively.

Vaerun's Status: Wounds: 10 (10 normal)/ Stress: 0 / Fatigue: 0

Recharging actions: Dodge (2), Ranged Shot (1)

------

As blood fountained out of the Skaven leader’s neck, Kurgi watched the last ratling slink back into the darkness. A throng of his fellows awaited him there, but they seemed less than eager to step over the writhing body of their former leader.

Kurgi stood his ground, pursuing only with a shouted threat. “Run! But when you die in a coward’s bed, know I shall meet you in the next world and claim your head!”

----

Kurgi’s 2nd action

Kurgi shifts into a reckless 3 stance and uses a skill. Intimidate. It’s trained (+1 yellow). The GM gives him a bonus for the choice words (+1 fortune) and another (+1 fortune) for pure badassery.

This will be an opposed check of Kurgi’s Intimidation of 5 vs the henchrats’ Willpower of 3. Kurgi’s Intimidation is greater, but not double, the henchrats value so the difficulty base is 1 purple. The henchrats will throw 2 cunning dice to resist (+2 Misfortune)

Kurgi rolls: 2 blue dice / 3 red die / 1 yellow die/ 2 white dice / 1 purple die / 2 black dice

He rolls 2 successes, 4 net boons, and an exertion. He’ll earn a stress - bringing him up to 2 - but 4 net boons will allow him to remove both of them immediately. He'll then remove recharge tokens, and....

Kurgi's Status: Wounds 14 (14 normal) / Stress: 0 / Fatigue: 3

Recharging actions: Shrug it Off (1)

-----

Vaerun stood open-mouthed at this new foolishness....until she saw the passage slide shut. The dwarf looked back at her in triumph.

She rose and ventured cautiously into the tunnel. “That was rash...”

“It worked.” Kurgi spat blood. “Words are weapons, elf. Or so you keep telling me.”

The envoy approached like a shadow, her bow slung. “Help me get her out of here. The skaven’s fear won’t last..”

Kurgi knelt over Birgitta. “As you wish.”

-----

End of Combat - Rally phase

Kurgi moves one step closer to neutral. He's now in a reckless 2 stance.

Vaerun moves from conservative 3 to conservative 2.

Kurgi takes the last recharge token off his Shrug it Off action card, he has no cards recharging.

Vaerun takes a token off Dodge, it now has 1 token, and removes the only token from Ranged Shot.

Kurgi recovers 1 fatigue, bringing him to 2.

For their optional Rally step, Kurgi and Vaerun will each perform 1 maneuver. Kurgi will gently pick up the fallen roadwarden and Vaerun will move to engagement range with both of them.

-----

Combat Over

Vaerun tries to give first aid to Birgitta.

First Aid is Intelligence based, Vaerun’s INT is 4 and she’s in a conservative 2 stance.

They are in a sewer, so the GM will assign a penalty (+1 Misfortune)

Birgitta is critically wounded, so the difficulty is 2 purple.

Vaerun rolls: 2 blue dice / 2 green dice / 2 purple dice / 1 black die

She rolls 1 success, 2 challenges, and one net bane. Failure.

-----

The elf’s hands flew faster than the dwarf could see, but the warden’s expression did not change. Vaerun stopped and said evenly. “We must get her out of here, or she will die.”

Kurgi slung his friend over his shoulder, and strode off without a word - leaving the envoy alone amid muck and gore.

She called after the dwarf. “Wait! Where is the wizard?” I must find him... I have to know...

Kurgi gestured contemptuously towards the depths of the sewer. “He’ll be that bloody hunk of meat yonder...”

He stopped, scowling.

Vaerun followed the dwarf’s stare. “I see no corpse.” She gathered up her kit and made to follow Kurgi. “You are sure?”

“I slew him and left him not twenty paces from here!” The dwarf seemed equally angry and incredulous. “Perhaps the rats ate him.” He turned to go.

As he swung around, Birgitta’s tricorner hat fell into the muck. Vaerun stooped to retrieve it and gasped.

The brim was coated with a luminescent green film. She glanced at the inert form of her companion - draped over the dwarf’s back...

-and watched as another drop of viscous green liquid dripped from the warden’s scalp, where, impossibly- there was a bloodshot and malevolent eye peering out of the top her head.

The elf caught her scream, but only just.

Kurgi swung around in irritation, “What?”

His turn took the eye out of her sight momentarily.

She stepped to the dwarf and deftly replaced the warden’s hat.

“Nothing. Let’s get out of here.”

* * *

Edited by murph

regarding movement - somehow I recall being restricted to a double-move action (max. +1 maneuver)?

WFRP has no maneuver restriction. That's the star wars game you're thinking of.

Emirikol - that link in your sig, JH's House Rules....

Lotta good stuff in there.

Cool.