I learnt Tilean. Also i was the one who named the boat The Drunken Troll. Because why not.
I learnt Tilean. Also i was the one who named the boat The Drunken Troll. Because why not.
See? That's the kind of thinking that really sways this group.
Its what keeps us as such a well oiled fighting/questing machine
We are actually surprisingly deadly and competent, considering.
The worry is that we're operating on a mixture of luck and errr more luck, and that Lowkey is going to keep trying to handicap the encounters for our apparent skill level. We're bound to hit some dodgy dice just as we also hit some sort of "it's a master vampire and he's riding on the back of a huge angry giant. Also, there are lots and lots of wargs" encounter.
Yes, i have a few things planned, yes indeed
Last edited by LowKey; 15-06-2012 at 04:16 PM.
So, we have defeated beastmen and mutants. We have defeated a demon. We have defeated a river troll. Today we defeated some sort of worse-than-a-regular-ghoul crypt ghoul. And the thing that almost kills me, and I need a fate point to save myself, is...
A one-armed frenchman.
To be fair, he was a really angry Frenchman - I was the reason he only had one arm.
I thought it was the end of our halfling friend to be honest. It looked bleak for a bit.
Gottfried's continued to be the jammiest bugger to ever wander out of Bogenhafen, as he's barely had to try to parry anything - everyone just misses.
I was pleased with how it panned out! Very cinematic, although i thought you were going to one shot him to start with
It was an emotional rollercoaster for me. I shot him in the head and thought I'd done for him, and then all of a sudden he's charging Ludo and taking him out with a single brutal swing. I wasn't even worried when he charged; I just thought "I'll get him with my pistol crossbow next turn".
Targeteers can't dodge, but champions can - and they get three weapon specialisations, so I'll learn parrying weapons too. All I have to do is get that far without getting heinously killed.
Gather round for an AAR children!
Marktag, 10th Pflugzeit
Straight back into the action as our adventurers have driven back a small horde of skaven and proceed to free some unfortunate souls caged up in the dungeon of the cultist Etelka. They waste no time in herding them upstairs and then proceed to lock and block the basement door, hearing a loud crump as they do. Ludo [President Weasel] and the Egg [Egg] scan the upstairs bedrooms for the remaining skaven but a broken window indicates they have made their escape. The party leave the house, spending just a moment to rob some jewellery and a whole load of perfume, as a green tinged fire bursts out of the basement and quickly consumes the building.
The party explain the situation to a watch patrol that is on the scene and while the lawmen are sceptical, they believe the story and assist in herding the tortured soul into an insanatorium wagon. Our adventurers then spend the evening bar crawling and eventually find the charlatan bounty hunter hired by the wizard Blitzen to track down Ernst and use a cunning plan to capture the man and bring him along with the wizards stolen grimoire back to the college. Blitzen, while initially sceptical, is pleased to have his belongings returned and offers the adventurers some valuable healing draughts [healing potions are pretty rare in WFRP and may prove useful since none of the party have medical knowledge], he takes custody of the fraudulent bounty hunter and promises to send a message to Tobias Slater, witch locator, on their current progress and takes on Farnoth as his student, advising the party that his tutorage may take some time.
Backertag, 11th Pflugzeit
An uneventful day see’s the party pick up some additional armour before heading for Grissenwald, the destination of the Etelka and Ernst, following the great river Reik south.
Bezahltag, 12th Pflugzeit
A quite morning leads to an eventful afternoon as the Drunken Troll is grappled by a bandit barge. The thief’s demand their money or their lives but their one armed leader, realising who they are, screames profanities in Bretonian at his men and orders them to kill them all. It is none other than Phillipe the one armed, arch-nemesis of our brave adventurers.
Ludo losses a bolt at the man, hitting him in the head, but his rage carries him over to their boat as he charges the Halfling and smashes him down with a mighty blow, only fate saw fit to spare his life [PW had to use a fate point, a very valiable resource in short supply, as Phillipe stuck for crazy damage, if he had not he would have died a few rounds later from serious blood loss]. Unfortunately for him the rest of his men do not fare so well, as the Egg blows two bandtis apart with a blast of his blunderbuss before charging into the fray with his pick, Gottfried [Harlander] dispatches his opponent with ease, thrusting his rapier into the mans heart, and Christophe [Gorm] avenges his friend by cutting the Bretonian open, finally ridding the world of his villainy.
The party throws the bodies of their foes overboard and tie up in the shadow of caslte Reikguard, nursing their wounds for the night.
Konistag, 13th Pflugzeit
The next day the party pass further down the river and see some bizarre construction taking place further down, a tower part stone part wood with a strange arrangement of ropes and paddles is being worked over by dwarfs. Gottfried, an educated man of the empire, identifies it as a signal tower, a new communication system being set up throughout the nation.
As they pass by two dwarfs hail them, requesting transportation, but as the party slows down to let them on another dwarf runs up shouting at them. He tells them to get back to work and introduces himself as Aynjulls Isembard, foreman at this site, apologising for the cowardice of his men. Noting their fierce visage the dwarfs asks if they could assist him with a delicate problem, dwarfs are disappearing at the site and it may result in a delay to their construction, which would bring shame on his clan.
Well our party will do pretty much anything for a bit of gold and spend the afternoon scanning the area, discovering no tracks away from the site that could indicate dwarfs leaving in the night. The Egg spends some time examining the base of the tower, which is the remains of a ruined building, and thinks he can just about make out some sort of trapdoor in the base but can not work out how it could open. Without heavy explosives it seems it will remain shut and the party decide to spend the night at the tower, gathering the dwarfs inside for safety.
The night grows young and all is well as Christophe stands watch, unfortunately he proves lax as he is alerted to an attack only when a dwarfs flies past him screaming. He draws his sword and the beast is on him, its terrible visage freezing him in place as it smashes a mighty fist into him. This commotion awakes the rest of the group and although it takes some time, they gird their courage and attack the beast, which looks all the world like some sort of ghoul crossed with an ogre [it was a crypt horror Warhammer fans]. The party bring it down eventually, but not before losing another dwarf and some of their dinner. Examining the body they find a strange necklace hanging from its neck.
And there we go, quite a combat heavy session for a change, I think it highlights the risks in WFRP, as President Weasel says they have managed a number of horrors effectively but one lucky strike from a mad Bretonian almost ended him, fun times.
Next session is same time next Sunday, with Elesium sitting out for now there is room for another player if any wayward RPS’er fancies it, PM me or talk to me on steam if you’d like to know more!
In all-important what's on the front of the boat news:
1 River Troll head (now with the jaunty hat we took from the Bretonnian nailed to it at a rakish angle)
1 Crypt Horror head.
I think a jaunty hat makes "the Drunken Troll" fit better. Also I like the idea of keeping serial-killer-esque trophies.
I also think the risks in the setting are what make it fun. I started off with two fate points (I believe it's possible to also roll 1 when you start your character) and in my time adventuring I had gained precisely one - gained for the little task of saving a large chunk of the Empire from a horrible chaos incursion. They're not exactly easy to come by.
Using my rare-as-hen's-teeth fate point didn't save me from damage, either - it still left me with only one hit point, and little more than a paper-cut away from another brush with death or maimage, depending on the injury table. It'll take game weeks (and probably actual week weeks) before I get back to health.
We need to kill some more big things so we can put some heads on the back, so we keep the barge balanced.
Figureheads, man. Heads! They go at the front.
ALthough if we kill a giant scorpion or something, we could put its tail on the back of the boat.
don't demons have tails? talk about a missed opprotunity :P
Why are you wearing that stupid human suit?
It was in human form, and it would be fairer to say we thwarted it than actually defeated it. We won though.
And unfortunatly they fade back to warp when killed without some serious magics, you always go beat up some poor tail bound mutants
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