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Emirikol

PLAY BY POST: New to the game? Play a quick encounter

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"YRAAAAAAAHHH!"

 

Stance: +3 Conservative

Action: Melee Strike

Rolled: 3 Conservative, 1 Challenge, 3 Misfortune

Result: 2 Successes, 1 Bane

Damage: 9 (6 halberd + 3 strength)

 

Eldred plants the halberd's axe right in the middle of the squig's head, making a satisfying squelching sound. 

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You slash and slash at the beast while it chops and chomps back at you.  Finally the monster is dead..but where's Klaus' finger?  With a sigh you reach into the slimy, bloody mouth of the creature and pull it out with a fair bit of mucous..a little needle and thread will be in order..but a successful immediate First Aid should be enough (consider it a success..but your finger is barely hanging on).

 

Jan-Eric's life also hangs on by a thread.  He lays face up in the bloody mud, snotling fist securely lodged in his left nostril, barely breathing in the cold morning fog.  He's going to need some care..but if you fail your check, you'll kill him off.  He's barely breathing as it is and his leg arteries are torn to shreds.

 

You retrieve your weapons and finish off one or two wiggling snotling corpses while you figure out what to do.  Are there more coming?  Is the road safe?

 

Only moments after your encounter, you hear a carriage making its way up the road.  There is a driver with a blunderbuss, a roadwarden, and a noble who looks suspiciously out from the inside of the coach.  By sheer charity of the driver, they slow and put the blunderbuss on your group.  The noble inside grumbles loudly, "Roadwarden Rutger.  They are obviously bandits, beggars or thieves.  Can we please get a move on.  I need to get to Marienburg with the package."

 

"Yes Master Rothstein," replies the roadwarden and coachman with blunderbusses still trained on you.

 

They are about to begin to head out Northwards towards Talabheim.  Perhaps you can appeal to them for aid or advise them...

 

What would you like to do?

 

 

First aid check on Jan-Eric?  He is critically wounded so it is a 2d First Aid check.  p.64

 

First aid checks on yourself?

 

You all regain 1 fortune point.

 

If you want to try to influence the noble, the roadwarden and/or the coachmen, the difficulty is 2d social action or Perform Stunt-Charm check.  You each may try one time (if you are conscious...).  If you are unable to get at least 1 success, they leave without you.  If you succeed, they will allow you a ride at least to Talabheim (as long as you exchange valuable information with them).

 

..or try something else?

 

 

 

 

 

 

 

..

Edited by Emirikol

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Finally, a situation where I could use my Fellowship if I weren't out cold. I'd try to assist but I believe consciousness is a requirement.

 

In retrospect, perhaps we should have had two in the melee and one back with a ranged weapon. Then we could have used our maneuvers to assist.

 

A faint groan emanates from Jan-Eric. He looks pallid and close to death.

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Do first aid and social interactions have action cards?

 

Does it appear that Jan-Eric is going to die if we do not immediately perform first aid, or do we have enough time to try to convince these travelers to help us? The reason I ask is that maybe one of them would be better at first aid than Klaus or Eldred.

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Perhaps if we warn them of the presence of a goblin war party, of which only a small portion we managed to stave off.  Try to convince them that perhaps they need to beef up their party in case the others attack on their way to Talabheim?  We will gladly provide them additional protection only in exchange of a ride to their next destination and aid to our wounded, almost dead companion?

 

I will try first aid, if you all wish me to as I have int of 4 (but not trained in first aid).  I will use a fortune point.  I only have 2 fellowship so if Eldred has better numbers in this maybe he should try to deal with the people in the coach with the reasons stated above.  

Edited by Greenspectre

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Yes, that sounds like a good proposition to make. Eldred has 3 fellowship, so not that great, but better than Klaus' 2.

 

If Jan-Eric isn't going to perish in the time it takes to have a conversation, I would like to speak to these travelers first to see if any of them is trained in first aid, or if they have supplies that may aid in Klaus' attempt to perform first aid. Eldred has intelligence of 3 so it would best if Klaus perform first aid if none of them can.

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Do first aid and social interactions have action cards?

 

Does it appear that Jan-Eric is going to die if we do not immediately perform first aid, or do we have enough time to try to convince these travelers to help us? The reason I ask is that maybe one of them would be better at first aid than Klaus or Eldred.

 

First aid doesn't (except for the special Action "Splings & Bandages).  Essentially First Aid is a "basic skill" that has it's own rules (and probably should just have a basic action card associated with it considering how many times it gets used!   :)

 

Jan-Eric is likely to die of exposure as anything, but his life hangs in the balance either way.  By the rules, he's stable if you don't move him..but if anything else comes upon you guys, you're really screwed.

 

I have a complete list of all the social action cards in my house rulebook (see my sig download).  Typically though it's just as easy to use Perform Stunt and say which skill you're using:  for example:  Convince the angry mob you're not a witch (but really are) using Guile with the results from the Perform Stunt card.  Charm-Perform Stunt to seduce the daughter of your arch nemesis would be another example. 

 

If you would like to beg them for help in performing first aid, that would be a (2d) Charm (beg) skill check (use Perform Stunt effects).  The roadwarden probably knows a thing or two..maybe...

Edited by Emirikol

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Perhaps if we warn them of the presence of a goblin war party, of which only a small portion we managed to stave off.  Try to convince them that perhaps they need to beef up their party in case the others attack on their way to Talabheim?  We will gladly provide them additional protection only in exchange of a ride to their next destination and aid to our wounded, almost dead companion?

 

I will try first aid, if you all wish me to as I have int of 4 (but not trained in first aid).  I will use a fortune point.  I only have 2 fellowship so if Eldred has better numbers in this maybe he should try to deal with the people in the coach with the reasons stated above.  

 

If you provide them with advanced warning, and the fact that maybe you could help fend off an attack, they MAY allow you to ride-along.

 

It is a 2d social action (or perform stunt -charm) check to talk them into it (influence).

 

As I noted last post, it's a 2d charm skill check (use the effects on the Perform stunt card). 

 

You can each make a check to try to talk them into it.

 

Good luck..the merchant is not a patient man...

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Since the encounter is over with the monsters I'm assuming my stance resets to neutral. Let me know if I'm wrong about that.

 

Eldred cries out with desperation, "Gentleman please, lend us your help! We were just attacked by a party of greenskins and our comrade lies dying in the woods. If any of you are trained in first-aid, or if you have clean bandages, please help us!

 

If you do not believe what we tell you, take a look at my friend’s hand; look at the wet blood upon our clothes and our weapons. Any man can see that we are fresh from battle with greenskins. We are no bandits or thieves. We are honest men who have just been attacked by the Empire’s enemy!

 

If you insist on something in return for your help, we will gladly tell you of which road not to take on your journey to Marienburg. That information may save your lives."

 

Action: Perform A Stunt

Fortune points: 1 (0 remaining now)

Rolled: 3 Characteristic, 1 Fortune, 2 Challenge

Result: 1 Success

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There is some additional discourse, but you appeal to the roadwarden.  von Rothstein argues, but eventually allows you all to ride on the roof.  He berates the roadwarden, "Rutger, one of these days your softness is going to get us all killed."

 

Rutger the roadwarden gets you some bandages and spirits to pour on the wounds. (This grants an additional Yellow die to your First Aid check on Jan-Eric.  Your check succeeds automatically for purposes of the story.)

 

Jan-Eric seems safe for now, as his wounds have stabilized.  The ride on the roof of the carriage is bumpy, cold, and leaves you constantly dodging branches and spiderwebs.

 

The carriage takes you back north towards Talabheim.  You pass your original ambush site at a rapid pace.  You have to look away...  

 

Once Taalagad comes into view, you finally breathe collective sigh's of relief and bid Rutger Abend, the coachman, and the merchant Klaus von Rothstein   auf wiedersehen and safe journey.

 

The journey ends at the The Ten-Tailed Cat: Perhaps the most famous of Taalgad's venues is the Ten-Tailed Cat, a tavern run by an ex-Pit fighter named Sluro.  The tavern is known far and wide for its policy of providing patrons with free ale in exchange for a tale or two.  Some stories are humorous, some are disturbing, and others are downright bizarre.  Regardless fo teh yarn's outcome, the crowd's reaction judges its worth.  If the crowd voices its approval, free ale is awarded immediately and the Cup Duty does not apply.

All manner of characters patronize the tavern.  Of all the taverns in Taalagad, it is perhaps the most cosmopolitan.  Local customers rub elbows with patrons from all over the Empire, as well as those folk who hail rom strange nations far beyond the Empire's borders.  It will be a great place to lick your wounds and look for a new job.
~Terror in Talabheim

 

THE END

 

 

- Any questions or thoughts on play?

 

- You can read about what happens to Rutger Abend and von Rothstein in the free download adventure, "Day Late, Shilling Short."

 

- Tales from the Ten-Tailed Cat was a comic book series produced for Warhammer

 

 

Thanks!

 

Jay Hafner

 

..

Edited by Emirikol
brrak likes this

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I really enjoyed this! I've had the game for about a month, but been haven't really found the time to read the rules.  It really seems like it would be more fun in real time.  I can't really seem to find anyone looking for a roll20/google hangouts game session.  Thanks again for the time and patience you took to walk us through this.  

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From the brink of death to the finest (or loudest) tavern in all Reikland, Jan-Eric happily tells the horrific tale of ambush and peril to anyone who cares to listen. He drinks another round with the survivors of the ill-fated caravan and wonder if perhaps the time has come for him to seek out adventure and riches and leave behind the relative safety of his duties as a local watchman.

 

Emirikol, thanks for running this little adventure. It was lots of fun. If you plan on running any more play by post scenarios I'll want to participate. It was very helpful to run through the rules with an experienced hand and an excellent introduction to the game.

 

Thanks again!

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Jay, thanks for putting this together and for your assistance helping us newbies. It was a fun adventure, and it definitely gave me a better feel for how the rules work (especially the unique dice pool mechanic). I really enjoy how dice rolls are more than a pass/fail check, but I suppose that makes GMing a little more difficult since you have to interpret each dice roll.

 

With the success of Edge of the Empire, I hope more players will take a closer look at WFRP 3e. What would be great is if FFG produced a beginner box for interested players so they could try out the game for $20-$30 instead of the $70-100 core box. I'm pretty sure the beginner box for Edge of the Empire definitely helped to draw a lot of prospective players into giving it a try, so it would only make since for FFG to do the same with WFRP 3e (unless they've already abandoned it).

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They didn't abandon it, but they don't have any intention of making their beginner/core box any cheaper (sadly).

 

Thanks for playing and let me know if you have any other questions about the game.

 

 

Best,

 

jh

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Are there any plans to run another one of these? Or heck, even the same thing? (I promise I won't read it!) 

 

I played my first session of this just a couple of days ago and things went ... well, none of us are familiar with the game, including the DM. Upon reading the rules, I've realized that we are butchering the system very badly, so I'd like to learn the game properly. I'm all for house-rules and table variation, but I feel like the game should be played RAW first, so I'd really like to learn it properly.

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I don't have possible time to devote to another one this year, but perhaps someone else could step up.  Another option is you could try out a virtual tabletop session here:  http://ffgvirtualrpg.prediger.at/

 

You could also inquire at the Google+ Warhammer Fantasy Roleplay 3rd edition group too.

 

Best,

 

jh

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BTW, I'm running this again currently for new GMs in the GMs forums.

 

NOTICE:  I'm running Eye for an Eye and there are complete spoilers.  It is more of a walk-

 

through with some "assumptions", but if you want to learn how to run the game, take a look.

 

jh

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