New GM's - "How to GM" walk-through of Eye for an Eye PLAY-BY-POST - New GMs join us (SPOILERS)

By Emirikol, in WFRP Gamemasters

@Diedrich:

Do you want to pursue the footprints or check out the house? Gand and the Reikhound will probably pursue the tracks.

@Zelda and Deadalus - exploring around the inside of the lodge - The house was abuzz just a few moments ago. Now it is strangely quiet. About half the residents are down for the night in their rooms. Where the hell is the other half of the staff? Hanna is deep in conversation with Herr Doktor in the great hall, but everyone else is gone. Hanna looks like she has drunk too much

The Kitchen is empty. Pots and dishes are piled high in the washtub.

Sister sonja is praying in the Hospice.

The Library is empty.

Lord Aschaffenberg is passed in his bedroom with his clothes half-off.

Over half of the dormitory beds are empty. The rest have exhausted staff that have red rings around their eyes.

The Gallery- This long corridor, well-lit with oil lamps, is lined with grand paintings. Most of the paintings depict historical subjects or scenes from the myths of the gods of the Empire. The largest is entitled The Battle of Bogwurst, a landscape showing an epic melee between knights of the Empire and Bretonnia. A knight bearing von Bruner heraldry (a wild boar on a blue shield) is given a prominent position, hewing down his opponent.

The study- This cramped room is lit by tall candelabra in one corner and contains a chair and a large desk. Sheaves of parchment and leatherbound ledgers are stacked high on the desk, on which are also strewn writing tools and an abacus. Lord Aschaffenberg has been poring over his predecessor’s accounts here.

The sitting room -It is really cold in this room. A wide, low table and a dozen rigid, uncomfortable- looking chairs are arranged in the centre of the room. On the east stone wall is a plush, blue curtain. Facing the curtain is a high-backed chair with thick cushions, once an opulent piece of furniture but now threadbare. A glass chandelier hangs from the ceiling. In the wall of the chamber, a large brick fireplace lies empty and unused, despite the cold. has a large curtain on the wall away from the window. When pulled back, reveals nothing but the dust outline of what must have been a large painting on the wall. It seems oddly quiet throughout the house, except for some extra rats in the walls tonight. Wow, those are big rats judging by all the creaking! You can see out the window that a light snow is falling. The guards appear asleep on the walls. You see Olver Gand, a warhound, and Diedrich walk by and look at some tracks in the snow.

What would you like to do next?

..

Zelda has a brief rifle through the paper work in the Lords room: Education check: Rolled: 3 Characteristic, 1 Expertise, 1 Fortune, 1 Challenge

Result: 2 Successes, 1 Boon, 1 Chaos Star

Daedalus has a funny feeling about the fireplace and pokes around: Intuition check: Rolled: 3 Characteristic, 1 Expertise, 1 Fortune, 1 Challenge

Result: 4 Successes

Both then join Gand and Diedrich outside

Edited by stickerman

Daedalus once outside will scan the skies for omens and signs(He has no particular action or skill for this I think so will use Nature Lore)

Rolled: 3 Characteristic, 1 Expertise, 1 Fortune, 1 Challenge Result: 1 Success, 2 Boons

Refusing to let the debate drop, Hanna enters a heated discussion with Dr. Sieger.

Charm

Rolled: 4 Characteristic, 2 Challenge

Result: 1 Challenge, 2 Boons
Leadership
Rolled: 4 Characteristic, 2 Challenge
Result: 3 Boons, 1 Chaos Star

(I'm going to use the favoured by fate ability to add 2 fortune dice to the roll)

Piety

Rolled: 4 Characteristic, 2 Fortune, 2 Challenge

Result: 1 Success
(wow, my rolls have been pretty horrid....)
Education
Rolled: 4 Characteristic, 2 Challenge
Result: 1 Challenge, 2 Boons
(and I'm not trained in medicine, so I can't roll on the last one?)

Oh,for the medicine roll, instead make a (2d) first aid check instead with 1 additional black.

jh

Edited by Emirikol

Diedrich stays with Olver for now, and when the other apprentice and the elf joins them, he pulls them aside briefly and says, "I think something is going on here...there's a trap door in the library, one concealing something worth attacking something over. The staff is hiding something and I don't like it..."

First Aid

Rolled: 4 Characteristic, 2 Challenge, 1 Misfortune

Result: 1 Success, 1 Bane

will post tomorrow

@Diedrich: Olver hears what you say and mentions he thought somethign was up. His dogs can sense it. He gets his dog on the tracks right away. The dog circles around the yard several times and is on a trail and then it just ends near a heavily-vined-over area on the side of the manor. Pulling back the vines, you can see a ladder that leads up the side of the house. You shine your lantern up. You're pretty sure that there is someone or something up there. It is so dark out though that you can't make out what's up there. Olver meekly claims he's afraid of heights.

What would you like to do?

@Zelda: Search of Lords room. He is completely unconscious and although you fumble around a bit, you do not wake him.
The master bedroom is filled with piles of crates and boxes. A giant, four poster bed has a sleeping lord on it. A window looks out over the garden below and the forest surrounding the lodge. On the wall to the right of the window, is a book cupboard holding all manner of old and new books.
.
While you are looking at the bookshelf, you hear someone walking up behind you. You turn and see Vern Hendrick looking at you. He has red circles around his eyes, slowed speech, and passes out on the floor in front of you. You odn't mind much in the form of paperwork, but the bookshelf looks like there are grooves in the floor where it has been moved.
.

If you would like to try to move the bookshelf, it is a (1d) Athletics check or you can do something else.

===============

@Daedalus: Nothing in the fireplace except for a smashed picture frame. It appears that whatever was in it, was cut out and the picture frame discarded here.

@ Daedalus: While out scanning the skies, you get the idea that someone is on the roof. The sky is cloudy and there isn't much light, but you can hear people up there. There is also rustling on the vines on the walls of the manor, but there is no wind.

Make a (2d) Piety or Nature Lore or Spellcraft or Magical Sight to see signs of omens.

What would you like to do?

@Hanna...hanna hanna ...hanna.... [shaking my head]

Alas, it seems he has won and dominated the argument. In fact, he even had you agreeing on several points. Thankfully nobody of any pious importance was present. [Mechanically you lose the argument and are forced to withdraw that argument, as you can no longer win]

.

In fact, at this point, nobody is present. You got so wrapped up in your conversation with Herr Docktor and got so wound up after he defeated 3/5 of your proposals, that you had to excuse yourself for a moment. When you came back into the room he was gone..everyone is gone.

.

You still feel strangely sluggish. Your eyes burn. You go to look at your reflection in the window and suddenly something hairy climbs past it in the dark, startling you.

.

What would you like to do?

twilightzone3.jpg

Edited by Emirikol

Hanna will say a small prayer, rub her eyes, then go to investigate.

Zelda will try and push the bookshelves backward and forwards, side to side, looking for catches etc. Athletics check: Rolled: 4 Characteristic, 1 Challenge Result: 1 Success

Daedalus makes a knee jerk reaction to the suspicious rustling vines (sound like a 70s folk group :) ) and grabs the nearest one looking for a hand and foot hold.

"There's a time for omens and a time for action..." he mutters

He performs a stunt using Athletics check. Rolled: 2 Characteristic, 1 Fortune, 1 Challenge

Result: 1 Challenge, 1 Boon

He falls flat on his back, grasping a handful of vine leaves and knocking the wind out of himself : "and this is a time for omens.....!"

Diedrich looks around cautiously, and says to the others, "I'm going to check up there, watch my back."

The young wizard then tries to scale the wall to find out what's going on up there.

It is nighttime and really dark outside. 3 black for doing things in this particular darkness as there is some light from the windows in the house. Casting spells on the ladder or vines accrues and additional purple.

@Zelda hurls herself against the bookcase and it scrapes open revealing the darkness beyond of a secret crawlspace. Just then, the window bursts in and you are face to face with a hairy goat-headed beastman who pulls out a rusty cleaver and sounding horn He points the cleaver at you and prepares to blow the horn out the window!
.
What would you like to do:
* take action against the Ungor
* Ignore the Ungor and explore what is beyond the bookcase (use the standard ungor stats)
* something else?

===========================================

@Diedrich: at this point, you can see that something has climbed up behind the vines. It appears that there is a decrepit ladder going upwards. You hear a crash of glass on an upper storey.
You're able to quickly scramble up the ladder. Just to your right appears to be a broken 2nd storey window and an Ungor beastman is inside.

Do you want to?
* Attack the beastman (use standard ungor stats)
* continue up the ladder to the roof
* Something else?

=============================================
@ Hanna, you head outside and meet up with the two wizards. Daedalus is laying flat on his back looking upward catching his breath from a fall (you're sure he's ok). Diedrich has taken a handful of vines and is about to climb up. Olver Gand and his baying hound are standing nearby looking upward. You can hear the other hounds back in the kennels barking, but are suddenly cut short one-by-one with sharp whimpers.

What would you like to do?
* Climb the ladder after Diedrich and either stop at the broken window or go all the way to the roof
* Grab Olver Gand and go out into the darkness to check on whatever is killing the dogs
* Awaken the wall guards
* Something else?

=============================================
@Daedalus : while catching your breath you see a flash of whispy magenta from
the roof of the manor that is almost certainly magic. It illuminates the outer keep walls, which seem to be completely undefended as the guards are all sleeping. You see a dark shape leap over the walls past a sleeping guard. You get the impression that it isn't safe down here unless you're planning on playing dead.
Do you want to?
* Follow diedrich up the ladder (and stop at the broken window or go up to the roof)
* Play dead and watch for more omens or use Magical Sight and hope whatever just jumped over the roof isn't hungry
* Awaken the wall guards
* Something else?

ladder.jpg

..

Hanna, "Olver, go awaken the guards, I'm going to go see what is attacking the dogs," Hanna then heads over to the dogs.

Diedrich isn't about to allow some random beastman to invade the premises. After he steps inside, he focuses and fires a bolt of magical energy at disgusting creature.

Magical Dart

Rolled: 5 Characteristic, 1 Misfortune Result: 1 Success, 1 Boon

((That'd be 8 damage))

will post tomorrow

@Hanna - - Olver and his hound heads over to awaken the guards.

You grab a nearby lantern, you head over to see what is up with the dogs...
You can hear the clopping of large hooves, as if there were a horse on pavement up ahead. From the distorted light shone from the lens of your lantern, you can make out the shape of a beastman with massive cloven hooves, possibly 2 feet in size each, and short horns. He speaks, "Our meat no more shall you eat. Hounds go to hell. We are blessed." He stops with the grisly mutilation of the dogs with his oddly-curved blade and looks towards you. His eyes reflect the light and you see his goat-eye-pupils contract. He snorts again in your direction and begins walking towards you, dropping the carcass of a mutilated Reikhound to the ground. This ungor's massive, mutant-hooves make an unnerving clapping sound on the ground, but leave him slow to move.

What would you like to do? (use Ungor stats if necessary)

@Diedrich - You boldly, and magically blast the smallish goatman for (8). He soaks (5). 3 damage gets through. The goathead is startled and checks his discipline to see if he flees.
Rolled: 3 Characteristic, 1 Challenge
Result: 1 Success, 1 Bane

He does not run away but he is startled and does not get a chance to blow his horn..yet...

He raises his spear and lurches at you in the window with a Savage Strike (now engaged):
Rolled: 4 Characteristic, 1 Expertise, 1 Challenge, 2 Misfortune [GM used 1 Expertise die from A/C/E budget]
Result: 4 Successes, 2 Banes

He drives his spear through your side for (8) damage and 1 critical: 28 Exposed Weakness Reduce your Soak Value by 1. Severity: 3. Unfortunately for him, you bash him in the head with your fist and he suffers a wound.

What would you like to do next?

Flee

Fight (ungor is engaged with you)

==============================

@Zelda - see earlier post

@Daedelus - see earlier post

How far away are the walls with the guards on them? If they're close enough I would like to run towards the guards and hope the Ungor follows me and they can intercept him. I just don't know how close/feasible that idea is.

Zelda will smash the Ungor in the face using her long sword: she moves one into her conservative stance : Rolled: 3 Characteristic, 1 Conservative, 1 Challenge, 1 Misfortune Result: 1 Success, 1 Boon. Damage: 4 (str) + 7 (weapon) - soak value of 1 = 10 damage (I think?)

Deadalus has had enough of climbing stuff; He uses Channel Power: Rolled: 3 Characteristic, 1 Reckless, 1 Expertise (trained in Channeling), 1 Challenge Result: 2 Boons, 1 Comet

Not sure what the comet does but the single boon generates a poxy 1 power (had planned to float up to the roof using Swiftwing!) I guess he will have to climb the ladder and surprise the Ungor fighting Zelda if that's still going on.

@Hanna: You quickly run to the gatehouse where the guards are. The closer you get, the worse you realize things are around here. Olver Gand is pressed up against the gate while his dog barks at him. He's go his shoulder shoved into it, but a massive impact from the other side loosens the bolts and dust trickles down from the stones above. The guards in the gatehouse above are lazily dropping rocks down outside..for what you would presume is some kind of attack. They're not trying very hard though and seem very tired..much like you feel. Olver gives you a desperate look and then a moment of peace comes over him as he steps away from the door holding his abdomen...blood. From a spear poked through the boards of the gate. He looks at you again and falls to his knees. The gate shudders and tilts. Olver stares at you unable to speak. He's dying. His dog is whimpering and licking his hand. The guards stare in disbelief from above and hope is fading from their tired, red eyes.

You are all that remains of hope.

What would you like to do?

Hey Emirikol, first of all thank you for this initiative, I will shortly be masterizing my first WFRP game using that scenario and it gives a very good idea on how to handle the game. Would it be possible to ask you some questions on this walkthrough to have your opinion on some parts of it ?

Wow, it's definitely starting to feel like a Warhammer game, not looking too good for Hanna either.

Seeing the hopeless situation before her, she runs to the safest place that she can think of, the Shrine of Sigmar.