Showing posts with label WFRP. Show all posts
Showing posts with label WFRP. Show all posts

Sunday 8 April 2012

One Rough Night

Last year, I entered the One Page Dungeon Contest and was picked as a winner, despite submitting a One Page Haunted Village rather than, well, a dungeon. Rather than doing the sensible thing and quitting while I'm ahead, I've decided to enter this year's contest. Once more, I have failed to produce an actual dungeon, although in my defence, it does feature a map. Sort of.

Long-time fans of Warhammer Fantasy Roleplay may find the title and the scenario in general quite familiar, and I must own up; after I came up with the idea, I realised the general similarities to the classic "A Rough Night at the Three Feathers" from White Dwarf #94 and so changed the title as an homage.

In terms of tone, the scenario is somewhat whimsical; my intent was to try and do a fantasy role-playing version of the classic farce, and I hope that comes out in play. There is room for dark intrigue too, and one of the characters is a powerful demon, so there's even potential for a Total Party Kill if the players really mess up or the GM has a thumping hangover.

No statistics are included, so the scenario can be played with any system. WFRP is, of course, recommended. You can download the scenario here (14mb) or here (3mb).

Saturday 7 April 2012

Other Worlds

Stuart has a good post up here in which he digs out a number of historical examples of people of African origin running about mediaeval Europe, thus challenging those who don't want to include such characters in their fantasy role-playing games to come up with a better excuse for the omission than historical accuracy. It's a good, simple post that gets right to the heart of the matter and should wake a few people up.

The thing is that I don't see why Stuart needed to make the point in the first place. I've seen similar arguments come up before about technology levels; whether such and such society would have access to such and such weapon or armour or whatever. If we were setting our games in Northern France in 1450, then I could see the value in pursuing such detail, but for the most part we're not. We're playing in Greyhawk, or Aebrynis, or Titan; I don't see why it's important to know whether crossbows were available in 1450 when said crossbow is going to be used against a mind flayer, a creature I don't think was ever common in Europe, but then I only got a B in my history GCSE.

I know some people do care, and that's fine, but it's not something I think I'll ever understand. It's a fantasy game, it may look like mediaeval Europe from a certain angle, if you squint, but it's not, so go wild and include whatever you like. Exclude whatever you like too, of course, but don't try to hide behind historical accuracy when you do it.

Anyway.

Having put The One Ring aside for a rest, we've been playing a bit of Warhammer Fantasy Roleplay, set in the Border Princes, the Warhammer World's version of the Balkan region. We've had one session of actual play so far, and I don't know how long we'll play before something new and shiny comes along, but it's been good fun so far, as WFRP tends to be.

It's not quite new -- although it could be argued that "shiny" is an appropriate adjective -- but I've made a bit of progress on my conversion of Dark Sun to Savage Worlds; Savage Sun seems a fitting title. I've got some character generation rules worked out and I think I've come up with a good way to emulate the setting's magic system; my conversions are rather lean, simple even, but seem to do the job. I think my experience of converting Eberron over has helped me understand what's necessary to transfer to maintain the original feel of the setting, rather than fuss about copying every single detail. I need to put the conversion notes together in one place -- at which point I'll post them here -- and come up with a starting adventure, and then Savage Sun will be ready to go!

Wednesday 28 March 2012

There and (Maybe) Back Again

After a few weeks of giving it a try, we've decided to put The One Ring aside for a while; I was running the game, and I do have to admit to pressing the issue a little, as I was becoming more and more dissatisfied with it. I do like the general design of the rules, as it's a clever and robust system, but it also feels a little detached, as if the players are not in direct control of their characters. This is evident to some extent in the abstract combat system -- which I liked more than the players did -- but is even more prominent in the travel rules; they are very good rules but they feel more like a strategic board game than anything, and while I'm confident that we could in time get used to this feeling of detachment, the game has another problem that has prevented us putting in that time.

From the perspective of the GM, the game seems quite limited in scope. Although The One Ring comes with a large map of the Mirkwood region, the GM's book contains very little information on what lurks under the eaves of the great forest, and seems to expect the GM to either make up the rest, or have extensive knowledge of Tolkien's works; from my I admit limited knowledge of the canon, it seems as if there never was much detail on the Mirkwood area. So what's the problem? Why not just make it up? Well, the challenge is in inventing new elements while maintaining the tone of Middle-Earth -- it's not the kind of setting where a hex can be populated with 2d12 kobolds -- but at the same time keeping things a bit more interesting than "oh look, more orcs!" I struggled with that challenge -- a hunting expedition for a psychedelic human-owl hybrid thing was, in hindsight, perhaps not in keeping with the good professor's works -- and the GM's book was of little help. Perhaps indicative of the haphazard GM support is the fact that the two introductory adventures -- one in the book and one available online -- are set at opposite ends of Mirkwood, making their integration into a single campaign rather difficult.

All that said, Cubicle 7 have at last announced their plans for expanding the game and it's good to see that they're going to provide some more adventure material, including two campaigns; perhaps when these are released, my group will return to Middle-Earth and give things another go. In the meantime, we're investigating other options while our regular group is disrupted by summer trips and the like, and looking forward, we've decided to try the remake of The Enemy Within when it comes out, albeit with WFRP2, since co-author Graeme Davis says it should be easy to convert back to the older ruleset. I've also got a half-formed inclination to run TSR's classic sword-and-sand Dark Sun setting under Savage Worlds but I often come up with ideas of that sort -- such as an ill-fated attempt to run a Ravenloft game using the SAGA system -- and not all of them make it to the table. I think a bit of post-apocalyptic swords and sandery might be quite fun, so I'm keen to give it a go, unless the boxed set is a complete turn off.

Monday 15 August 2011

Musings on Ian & the use of pre-written materials.

Kelvin's neat little article on Ian Livingstone on his soapbox got me thinking this morning.... and being on my summer holidays, with a brief window of TIME, I put fingers to the keyboard and got typing!  Here are some follow up thoughts from a busy GM!

The question was - do prewritten adventures aide in the roleplaying experience or hold people back?
Me at work ;)
As someone who is normally up to their eyeballs in work/ doing stuff....... my general view has always been to laugh at the 'snobbery' of the 'purist'..... but I have never been a diceless rpg-man/ LARPer or desired to be on stage as an actor...... and whereas in the past I loved intricate plots, red/dead herrings and spending hours on a backstory etc (running Masks of Nyarlathotep every week for over 2 years).... that was WAY BACK THEN when I was obviously insane, had tons of energy.... now I am knackered most of the time and need a decent bit of killing in a session to stay conscious! But I digress.  ;)

Prewritten modules, if well chosen (afterall there are plenty of duffers out there - so I am careful), and appropriately adapted in advance (thank you paizo message boards for kingmaker!!), IMHO, can help a busy GM!!! Without using such things, I sometimes would have run nothing...for ages!  Pathfinder is a stat heavy game and thus it has been great to have that side of things handled in the Adventure Paths Paizo churn out.  Moreover their stories, NPCs, flavour etc in the APs are top-notch.

Eg: The Carrion Crown Adventure Path.


I have been slowly amassing resources to run this at some point in in the not too distant future. Each scenario has advice on music - which I have gone and bought various cds.... as well as the appropriate map tiles....minis.... The message boards, like for Kingmaker, are chock-full of advice on problems in enounter design, or on motivational issues etc...  I really liked the ideas of the path - and having read the whole thing and have a solid overview of where this thing is going helps you, as a ref, set up the game from the beginning with pc and party design... There is still tons of work to do to bring the games to life - to breathe life into npcs, to make sure there are options for pcs so they can achieve/ fail at things and there are consequences for that.... and in the case of Carrion Crown, to reflect on, with the players, the horror mechanics and sanity loss in the game and other 'touches'..... especially since Carrion Crown will be a big change from the current sandbox style of play we are liking in my current WFRP Marienburg game El Kel has flagged up on this blog, in his Tales of the Jolly Butchers.  ;)

But I am prepared to admit that pre-written adventures can get in the way of a good game.

I played in a brief game of a game that will not be mentioned by name or genre....but some of you may have fond memories! It quickly became apparent that the GM not only had no understanding of the rules system (only one player did since it was new), but that they had not read the massive 100 + page adventure!! The gang quickly got bored, started sand boxing  away from the attempts to show horn us into a fixed path, and eventually destroyed the 'set', ending the game. Classic!!  I don't to say any more since I don't want to bruise any egos :S

Having believed for ages that I didn't have the mental space to create my own stuff, with work being insane, I realise now that I have used published materials as a prop... And that I have let this prop at times ' wag the dog', do to speak.... In that by relying on them, I was limiting my roleplaying possibilities and experiences.

I have always been aware of this...but the complexity of some systems always put me off writing my own material....

Take Deadlands. Great ideas. First edition Deadlands was a nightmare system...manageable if you were a player - but an act of love and dedication to make work as a GM.... But I loved it still... But the scenarios were utter garbage!!! So we never managed to play more than a mini series of games before time to stat up and create stuff ran out!





Same for Fading Suns: I loved the setting, the writing, the art..... like Deadlands it is a fantastic game - BUT-  for me, their in-house Victory Point system sucked!! & thus was tricky to create material for


All of these games have encouraged me to run pre made stuff.......






HOWEVER....more recently running Pathfinder at 12th level.... Nightmare!!!! So much prep for the poorly designed encounters in Kingmaker (loved the idea of Kingmaker- it falls apart in books 3-5)...... plus...interestingly... we have been having this debate about how Pathfinders Kingmaker was not a real sandbox, my gang got talking about creating our own (which started and then stopped)...although we couldn't agree on a system....in the meantime, I got worn out by the poor design of the high level scenarios in pathfinder's Kingmaker (which were not designed with the powers of pcs of that level in mind!!), as well as the general intensity of rules at that level and stuff you have to know in your head (eg all the spells of witches, mages and clerics to level 7, & what all the short hand terms in the bestiaries mean!!)...involving tons of prep every week..... I thought s#d this....I need a rest!!

& somehow, by chance, I thought let's try my bonkers "GTA meets the Sopranos" game and set it in WFRP (since I love the game, as I realised the others did - and for some reason we hadn't played any together!!) and Marienburg it was....to play a proper sandbox, not Kingmaker's faux sandbox - thus there was to be no over-arching metaplot.... And, without any premade material, other than the Marienburg book from which I have used a rough map and some names.... It has been my own work needing minimal prep because the system is so much easier than pathfinder! Thus the stories and adventures of the Jolly Butchers was born! & born in a busy time for me... despite the madness of life, I found the energy and joy to create and run stuff for it.....


Admittedly I now need to do some more homework on the sandbox and flesh out the next possible npcs, locations of interest, and random tables and stat them. But I am loving it. But also, having said that, I look forward to running Carrion Crown in late 2011, if there are enough players in my gang, and if I can tear them away from the Mean Streets of Marienburg ;)  Especially since I intend to run a seperate sandbox in the same city, with new pcs as detectives.... possibly ones with 'the gift', as in spellcasters, rooting out deviltry, occult, and all things chaos to keep the streets and canals of Marienburg safe (or probably make them less safe after they have accidentally opened up a chaos gate and sucked the city through it!  ;)
Oh dear..... where did Marienburg go? Can I re-roll?


Friday 5 August 2011

Two Jolly Butchers, a Necromancer and a Drunk

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

Accompanied by the witch hunter Kurtz and his manservant Percy, Englebert and Harry descended into the tunnels below the city, intent on catching the necromancer Heinz Gerber before he completed whatever task had led him into the damp, dark labyrinth. The Jolly Butchers had Gerber's journal, and a rough map of the tunnels, both of which gave them some confidence; the recognition of Percy's thousand-yard stare and the realisation that Kurtz was blind drunk did not.

Harry was rather in his element underground and his sense of direction helped make sense of the incomplete map, while Englebert's keen eyes kept the party safe from traps; Kurtz and Harry had blundered into a pit trap early on in the expedition, but after that, the burglar took the lead and steered them clear. Soon enough, and with a suspicious lack of interruption from the undead things they knew were lurking all around them, the party reached an open chamber lined with statues. Because this was WFRP and not D&D, the statues did not come to life and attack, and the party passed through to the bronze doors beyond. Intricate carvings -- some form of writing -- covered the doors but none in the party recognised it, although it was clear it was ancient.

Nudging the doors open, the part entered a large mausoleum, at the far end of which stood their quarry, the necromancer Gerber, engaged in some kind of ritual. As Gerber chanted and waved his hands in eldritch patterns over a stone sarcophagus, the party attempted to creep forward, only for the whole plan to be blown by Kurtz bellowing a challenge to the wizard.

It was at this point that the party was ambushed by skeletons. At first Englebert was the only one not frozen by fear, but the group made short work of the undead, only to be assaulted by a second wave almost as soon as they'd put down the first. Meanwhile Kurtz was screaming at the Jolly Butchers, ordering them to take the battle to the wizard; Harry was busy stomping about with reanimated corpses hanging off him, scratching at his armour with all the force and fury of  light drizzle, and Englebert wasn't about to go on a lone charge, so they ignored the witch hunter's ravings.

As it turned out, the fates -- or WFRP's treacherous magic system -- did the party's work for them, as Gerber's ritual backfired and he started to be thrown about by invisible sorcerous energies. Harry and Englebert smashed aside the last of the lesser undead, while Kurtz and Percy reloaded their pistols -- which up until now had been rather useless as anything other than loud and expensive clubs -- and all looked up as Gerber underwent a change, ripping, expanding and twisting into a new form. From the necromancer's desperate cries of anguish, the party guessed that the transformation was not voluntary.

Gerber had become a blasphemous, stinking thing, with multiple heads, sharp horns and a bloated belly, all surrounded by a cloud of buzzing, unnatural and mutated flies. Worst of all, his shape was still in flux and he was floating a few feet off the ground. As the thing bobbed at a leisurely pace through the air towards them, Englebert let off an arrow and retreated back to the tunnels, while Harry sidestepped into a better position and readied his warhammer. Kurtz had by this time reloaded, but Percy fumbled with his shot and powder and would not be ready in time for the creature's assault. It belched and spewed forth a stream of vile, maggot-strewn vomit at the dwarf and the burglar, but missed, the slick yellow filth hissing and bubbling as it slid down the stone wall of the tomb.

With a sound like a crack of thunder, Kurtz fired both of his pistols at the thing, spattering gore and ichor across the entire party -- an Ulric's Fury result caused twenty-two wounds on the second hit, more than making up for the ineffectual shooting earlier on-- but even this did not seem enough to slow the creature, until it started shimmering and flickering, before collapsing into a tiny point of light that disappeared with a pop as whatever sorcery tying it to this plane failed at last.

Kurtz and Percy set about purifying the tomb of Gerber's necromantic influence, and Englebert and Harry set about liberating it of any treasure, finding a bag of ancient gold in the sarcophagus, as well as what they took to be the bones of Bigby; Harry crushed these to bits, just in case. The two Jolly Butchers would have liked to have looted explored further, but ominous howls and scratchings from the tunnels behind them suggested that time was short, so they fled the tomb and returned to the surface.

Now satisfied that the barman Jorn was not also the necromancer Gerber, Kurtz released the Jolly Butchers' employee into their care, and offered to treat them all to a slap up meal; while it was clear that the man was deranged, Harry was not about to pass up a free meal and agreed on everyone's behalf. Soon after, Kurtz and Percy left Marienberg and the Jolly Butchers settled back to discuss their plans to expand their modest holdings, at which point they discovered that one of the old captains of the gang -- from before Englebert's appointment as leader -- had escaped from the prison on Rijker's Isle and was on his way to the Doodkanal.

Wednesday 3 August 2011

Show Me Your DIce

We're all dice fetishists to an extent, a tendency Tim over at Gothridge Manor has identified and decided to celebrate. So without further ado:


These are the contents of the bag I take to our regular games. There are a couple of full seven-dice sets in there, a d30, a d16, a bunch of two-tone d10s, a handful of d8s, a couple of twenty-sided d10s and some twelve-sided d4s. There's also a tape measure in case of wargame-type activity, a decent rubber because the ones you get at the end of pencils always smudge the character sheet, and a plastic tengu from the D&D miniatures line; this is Wu Ya, my character in Ben's Kingmaker game. He's a monk with the potential to bust out seven attacks a round, so I have quite a few d20s in the pile; there's one for each colour of the rainbow, in case order of attack is important, and a few extra just in case.


This is everything else. It may not look much bigger than the other lot, but this is a pile that's a couple of inches high in the middle. The bulk of it is made up of a Chessex Pound o' Dice bought by a sympathetic relative one Chrimble, but you've also got a few seven-dice sets -- including one still in its case for no apparent reason -- and then a fair number of odd dice. There's a Zocchihedron, an inkless precision d20, a set of FUDGE dice, some of those funky third edition WFRP dice, a set of HeroQuest dice and a spare set of Blood Bowl blocking dice acquired from the NAF. Most of these dice go unused -- we haven't played WFRP3 yet and a Zocchihedron is to be admired, not rolled -- but I doubt I'm the only one with such a reserves pile. There's something satisfying about tipping them all out then putting them back in their box, akin to when I did the same with my Lego as a child.

Saturday 30 July 2011

Ten Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

The Jolly Butchers were without two of their number this time around, with Lufthansa still busy with his business at the docks, and the mighty Norseman Eriksen off wenching somewhere in town. This left Englebert and Harry to investigate the mansion they had taken from the Red Hand Gang; they found that the rooms at the back of the building -- abutting the supposedly haunted garden -- had been locked and boarded by the previous occupants, and considered asking a priest of Morr to come and investigate. They were interrupted by one of their network of street urchins, who told them that a riot had broken out at the prison on Rijker's Isle, involving some members of their gang; this news concerned Harry, as the Butchers imprisoned on the island were of the old order and were of higher rank than the current leadership, all of which could cause problems if they broke out and returned to the Doodkanal. The young guttersnipe also told them that Jorn, one of the doormen at the Moby Dick, had been arrested; since the bouncer wasn't involved in any direct criminal activity, both Harry and Englebert found his arrest to be unusual.

Jorn's arrest was deemed to be less of a headache to investigate than a full-blown prison riot, and they discovered that the doorman had been identified by a witch hunter named Kurtz as being the necromancer Heinz Gerber, and that he was to be given a trial in seven days, at which point he would be burned alive. This would not do, so the dwarf and the burglar went to the guard house in which Jorn was incarcerated in an attempt to get him freed. The guards proved unhelpful, and Kurtz more so, but Harry and Englebert nipped around the back and managed to talk to their employee through the window of his cell. Once they were happy that Jorn was not in fact a dangerous necromancer and that he was being treated well enough, the pair planned their next move.

They had a number of options: to discredit Kurtz, to break Jorn out, to present exonerating evidence at his trial, or to find the real Heinz Gerber. They considered the first two options to be very unlikely, and the latter two just implausible, and thus the choice was made. They set about assembling friends, colleagues and family members who could vouch for Jorn and also started researching Gerber. They discovered that he was indeed a notorious magician with an interest in peering beyond the veil of death, and his chief interest was in a necromancer who was reputed to have found the secret to eternal life. In a cross-setting tribute to Gary Gygax, this necromancer was named Bigby.

The Jolly Butchers decided to put the word out that they had found an artefact belonging to this Bigby and, sensing that there was something a bit off about it, were eager to sell it as soon as possible and for a low price. After a day or two, an urchin arrived on behalf of an "old man" to look at the artefact -- an ornate box stolen from the tomb in the first session -- and having done so, headed off to report his -- or her, urchins are dirty and difficult to identify with certainty -- findings; Englebert made excellent use of his stealth abilities to follow the child back to a house across from the very graveyard from which the box was stolen -- and which they'd been searching for the creature which had been bothering the rat catchers -- and right next door to Skinner's funeral parlour, one of the Jolly Butchers' front businesses.

Popping in to speak to Alf Skinner, they found him nervous and shifty and he explained that some bodies had gone missing. He seemed less bothered by the theft itself and more that the Butchers would be angry that he'd been filling the empty coffins with junk to cover the absence of the rightful contents; as it happened, neither of them cared. They told old Alf to lock and bar his storage room in the basement, and they went next door with four Jolly Butchers as backup.

The gang members were reluctant to enter the house, which was run down and exuded the sickly smell of decay, and so took up covering positions with their crossbows, leaving Harry to venture inside alone, with Englebert just behind. He was attacked by three stinking, flabby pale things with poisonous claws, but Harry proved resistant to their venom, and with the aid of supporting fire from Englebert's short bow, the dwarf smashed his opponents. They threw the bodies into the streets to be burned and sent a message to Kurtz to tell him that the necromancer was still quite active and that he should perhaps come down to the house to see for himself, but a reply came a while later suggesting that the creatures they'd killed were just remnants and that the danger had passed now that Gerber was in custody.

With a sigh, Harry and Englebert went back into the house to investigate, finding nothing of interest except steps leading down into an ominous cellar. Harry went first, to find a crude laboratory inhabited by some misshapen patchwork creature.


At first, even Harry's stout dwarven mettle wasn't enough and he was frozen in fear as the thing swung at him, but he was lucky to avoid injury and snapped out of his paralysis in time to fight back. It was a tough battle, with the creature able to absorb a great deal of damage and not even Harry's mighty hammer was enough to bring it down; two massive strikes to Harry's head put great dents in his helmet and left the dwarf unconscious on the cellar stairs.

The creature bawled "FOOD!" from a slack and ill-fitting jaw and Englebert ran for it; at the time it was unclear if he was just saving his own skin or if he was trying to distract the thing from eating Harry, but it did indeed follow the thief up the stairs. Englebert climbed the outside of the house and on to the roof, thinking the thing couldn't follow, but it proved more agile than it looked and thus ensued a rooftop chase that ended when Englebert's nimble footwork had him ducking out of the creature's overextended grasp, causing it to fall into the vat of a conveniently located tannery.

Harry rested and healed, while a search of Gerber's house went on -- with an eye to a possible future career as a physician, Harry pocketed the necromancer's surgical tools -- and the Jolly Butchers found a trapdoor leading into a warren of tunnels under the city. When he was fit to move, the dwarf ventured in and identified the passages as belonging to some old necropolis, perhaps forgotten by the people of the city. Their henchmen refused to go into the tunnels, but did continue the search of the house, turning up what seemed to be Heinz Gerber's journal. The mad ravings of the necromancer were difficult to decipher, but the Butchers did find a partial map of the tunnels below their feet, as well as a number of entries concerning Bigby's tomb, dated after Jorn was captured.

They took this clear evidence of Jorn's innocence to the witch hunter and the belligerent sod did not release the doorman, but declared that the matter was worth investigating, and so agreed to go with the Jolly Butchers as they pursued Gerber into the tunnels below the city.

Sunday 24 July 2011

Seven Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

This session was heavy on the old fisticuffs, and because of the unique way in which Warhammer Fantasy Roleplay handles combat, it was also quite heavy on the gore, even more so than usual.

Following the events of the previous session, the Jolly Butchers decided to stake out the headquarters of their rivals, the Red Hand Gang; setting up shop in a, um, shop across the street, the Butchers watched and waited. The mansion was fortified with a strong gate for the outer wall, and the windows on the ground floor had been converted into arrow slits, but there were only a handful of guards visible. After some time, a cart came out of the front gates, accompanied by four gang members, and the Jolly Butchers decided to see where they were going and if possible pick them off, so reducing the opposition within the mansion itself.

Harry and Steiner followed the cart, while Englebert went to send a message to the rest of the Jolly Butchers and have them meet the core group; Gisbert was still busy with some smuggling activities down on the docks. The Red Hand Gangers took the cart -- Harry noticed from the way it was moving that its cargo was heavy -- to a warehouse where they were met by two other ruffians, and together the six of them entered the building. Englebert had returned by this time, and sneaked up on to the roof of the warehouse to peek through a window; inside he saw the enemy loading crates on to a waiting barge at the back of the building, and so he returned to the rest of the Butchers.

Four other Jolly Butchers had arrived -- Kaspar, Waldred, Grimwold and Hamlyn -- and with only one way out for the gangers and their cart, an ambush was arranged. Englebert took up a sniping position on a nearby rooftop, while Harry and Steiner took two men each and hid on either side of the narrow alleyway leading off from the warehouse.

The Jolly Butchers launched their ambush, the Red Hand launched a counter-ambush, and the little street was soon awash with gore. Through strength of numbers and the uncanny bloodlust of Steiner's unusual elven blade -- pilfered from the tomb in the first session -- the Butchers prevailed with nary a scratch, and while most of the Red Hand Gangers were left dying in the muck, there were a couple of survivors. They told the Butchers that only three men, plus the halfling Steevil and his lieutenant Catspaw, remained in the mansion, but more were supposed to be on their way from out of town. Harry -- with an eye on the interrogator career -- also found out that the gang had a secret knock with which to identify themselves at the front gate, and a plan was formed.

The Butchers pulled up their hoods and took the cart and one of the survivors back to the mansion. With the rest of the gang hanging back, the survivor went up to the front gate to request entrance, while Harry -- tall for a dwarf but still just small enough to hide below the gate's viewing grille -- kept a tight grip on the survivor's, ahem, crown jewels.

The group was let in, Harry pushed the survivor to the ground and rushed into combat with the guard, with the rest of the Butchers following up. The guard managed to let out a few shouts but soon he too was dead; not soon enough though, as crossbow bolts started whistling through the air towards the Jolly Butchers. Harry rushed over to the arrow slits, while Englebert scaled the house itself, and Kaspar, Waldred, Grimwold and Hamlyn ran for the mansion's front entrance, which was in an alcove and would provide some cover from the crossbowmen.

Where was Steiner? Well, expecting a somewhat different welcome, the big Norseman was hanging off the bottom of the cart, ready to jump out and into combat, only now he found himself in cover but perhaps pinned. Nonetheless, he made a break for Harry's position, just as the dwarf chucked his favourite mining lantern in through the arrow slit; as planned a small fire started up, which only got larger as Steiner then lobbed a bottle of spirits in through the same slit. Spotting a stable door and a possible side entrance, the dwarf and the Norseman headed in that direction.

Meanwhile, Englebert was on the roof, removing tiles in an attempt to get into the space below, and Kaspar, Waldred, Grimwold and Hamlyn found the front door of the mansion locked and barred, and the alcove not as safe as they had thought, as the pernicious halfling Steevil had installed murder holes above them. Poor Kaspar was shot twice in the head -- "Now he's a ghost!" said the GM -- and the rest of the thugs ran back to the relative safety of the cart.

In the stables, Harry and Steiner did indeed find a back door, through which they heard frantic voices and "the sound of pumping", a description which provoked a long round of laughter at the table, although I can't think why as we're all sensible adults. Honest. The two meatheads took a round or two to smash down the door and into the mansion's kitchen, by which time the, um, pumpers had returned to put out the fire. Steiner went into a berserk charge, Harry tried to keep up, and the pair burst through into a large room; the two Red Hand Gangers inside then faced the difficult choice of putting out the fire or fighting the two slabs of muscle pounding towards them.

At this point, Steevil -- robbed of easy prey -- made his way downstairs, and buoyed up by his presence, the two thugs chose the latter option, which in hindsight would prove to be their last mistake. Upstairs, Englebert poked his head in through the gap in the roof and got a crossbow bolt in the face from Catspaw for his trouble; this knocked him off the roof and into a handy hay cart in the street below, where he lay unconscious for the rest of the fight.

Back inside, the fight got brutal, with even the big Norseman into critical condition, his arm numbed and his sword dropped... except the eerie elven blade would not allow itself to be dropped, so Steiner remained in the fight. The Red Hand Gang, with their fondness for crossbows and fighting from the shadows, were no match for Steiner and Harry, whose enthusiasm for toe-to-toe fighting came to the fore, and soon enough the Red Hand Gang ceased to exist as a going concern.

As a result of all of that messy business, the Jolly Butchers have taken up residence in the mansion, and have taken control of the Red Hand Gang's assets. Next up is the exploration of the mansion itself and of its gardens, which are reputed to be haunted. When that will happen I'm not sure, as Stuart has a busy calendar over the summer, and Manoj is expecting a baby very soon. It's been great fun playing a bit of WFRP though, and a pleasant change from the heaviness of Pathfiner; the big fight at the end was very smooth and quite quick, for example, even with about twelve combatants. Ben's trying to get me to run something in the same setting, and I have some ideas on that front, but I'm also really enjoying playing.

Saturday 16 July 2011

Eight Jolly Butchers

Englebert the cat burglar has been tasked with restoring his family's control over the Doodkanal district of Marienburg; with him he has brought two slabs of muscle, the Norse berserker Steiner Eriksen and the dwarf Hammerhead Harry, and the smuggler Gisbert Lufthansa. Together, they are the Jolly Butchers!

Last time, the Jolly Butchers were scouring the local graveyard for evidence of some kind of beast that had been bothering the local ratcatchers, and causing them to go on strike until it was dealt with. Although we'd done a bit of grave-robbing and earned some cash as a result, we were no closer to finding this mysterious creature, and so made the decision to put aside the ratcatchers' strike for now and focus on other issues.

We had only just arrived in town and our control over the Doodkanal was still almost non-existent, so there were a number of roaming thugs causing trouble in the area. Furthermore, a bigger and more organised gang -- the Red Hand Gang -- had taken over half of the district, although had not yet allied with the Marienburg thieves' guild, so could technically still be ousted without political repercussions.

We chose to go after the lesser thugs first, and soon ran into a group causing trouble at the fish market. As planned we roughed them up, a task which took much longer than it should due to Harry's inability to hit anything with his not-so-trusty hammer. Only one survivor remained -- covered in the blood and bone fragments of his fellows as a result of WFRP's lethal combat system -- and he was persuaded to join the Jolly Butchers, bringing the number of enforcers up to eight. Harry took the survivor off to get his gang tattoo, while Steiner and Englebert -- Lufthansa had been called to the docks on business matters -- set about displaying the corpses in public as a warning to other opportunistic ruffians.

Next up was the Red Hand Gang. They had taken up residence in an abandoned mansion in the eastern part of the Doodkanal, and were under new leadership, a halfling poisoner called Steevil. That part of the Doodkanal bordered on the Little Moot, a halfling district, so we got in touch with the halfling boss Rudolf Ingo Pickles, who was also the head of the bakers' guild of Marienburg.

We met Pickles in a lovely patisserie called The Crepe Hole where Harry enjoyed some spiced pork pasties -- Harry's human comrades declined to partake, which he put down to some kind of strange human religious practice -- and Englebert set about charming the diminutive crime boss. It seems he was none too fond of Steevil, would be quite happy for us to expel him from the Doodkanal and gave us a bit more information on the poisoner and his gang; there was some talk of owing favours at this point, but Harry was too busy munching away on a pasty to pick up the details, although he did hear something about a back way into the mansion.

The Jolly Butchers were too few and too disorganised to make a frontal assault on a dozen career criminals holed up in a fortified building, so we decided to pick off as much of the gang as we could while they were out and about on their business.

We took over an abandoned building in what the Red Hand optimistically called their turf, spruced it up a bit and opened it as a pawn shop. As expected, a group of Red Hand enforcers wandered by after a couple of days and took notice of the new shop; they entered and intimated to the shopkeeper -- Harry, in an unconvincing disguise -- that he should pay them some protection money. Harry said he didn't understand what they were getting at -- this may or may not have been a ruse -- which angered the thugs, and they grabbed him, which is when the rest of the Jolly Butchers sprang into action.

Englebert had rigged the door to spring shut behind the last of the Red Hand thugs, trapping them in the shop with an angry dwarf, a bored Norse warrior and a bloodthirsty cat burglar. Once again Harry missed with pretty much every strike of his mighty hammer -- despite a Weapon Skill of 51 and two attacks per round -- giving his foes a chance to whittle away at his stockpile of Wounds with little in the way of a retort. By the end of the fight, Harry was battered and bruised, but the Red Hand Gang members were all dead or unconscious, largely at the hands of Englebert and Steiner.

Once again, there was a lone survivor, Wolfgang:

"Tell us what you know about the Red Hand hideout!"

"I don't know anything!"

"Then you're no longer useful to us."

"I might know something!"

The Red Hand often met in a tavern not far from the mansion, called The Sea Hag, so we decided to press our advantage and attack them there before they could withdraw to their fortified headquarters. Harry was too injured to go straight into another fight however, and was forced to rest for a day or two, a delay which may yet prove disastrous for the Butchers.

We went to the tavern and attempted to pick up some gossip from the locals -- this is where Harry did shine in the session; despite not having the Gossip skill, and so defaulting to a modified Fellowship of just 11, he succeeded with each and every attempt he made -- but were unable to learn anything helpful, although they did make the acquaintance of a boat captain who went by the name of "The Captain". As Harry chatted to his new friend The -- being a dwarf, Harry either didn't understand or didn't care about the difference between a name and a title -- Steiner's sixth sense warned him that trouble of some sort was on the way.

The Butchers left the tavern, and detected they were being followed. Suspecting the Red Hand, Steiner and Englebert dropped back to set up an ambush, while Harry provided the bait; a short fight ensued between the Butchers and a pair of suspiciously skilful swordsmen -- we suspect that the GM was cheating a bit here, as he is wont to do on occasion -- which ended with Englebert once more turning on the charm and negotiating a truce. The two flashing blades wandered off into the night, and the Butchers made a quick retreat back to base to plan their next move against the Red Hand Gang.

Sunday 3 July 2011

Small But Vicious Dog

As you may have noticed, I quite like Warhammer Fantasy Roleplay, so I'm very pleased to see that Chris over at the Vaults of Nagoh has completed the first draft of his WFRP/D&D mash-up Small But Vicious Dog.

Well, to tell the truth, I am both pleased and annoyed. Pleased because it's already a great piece of work, with solid mechanics and hilarious writing -- WFRP is supposed to be funny, and Chris understands this -- and annoyed because my group has just started a WFRP campaign, and I don't know how I'm going to get them to playtest it.

Still, that shouldn't stop you from downloading it and having a go, even if it does end with your player-characters all dying of trench rot in an alleyway while mutant rats gnaw on their faces.

Saturday 2 July 2011

Four Jolly Butchers

We played Warhammer Fantasy Roleplay last night, and it was everything I expected it to be. Stuart has a summary of events over at his blog, so I'll try not to go over too much old ground.

The setting was Marienburg, a prosperous but independent trading port that is a little bit Amsterdam, a little bit New Amsterdam, and a little bit Bristol. Apparently. Local crime boss Smiles Vanderveel had fallen ill with a mysterious malady, and with his withdrawal from the day-to-day running of his turf, his men had either deserted or been picked off by other gangs moving into the area to take advantage of his perceived weakness. As such, Vanderveel's boss, "Uncle" Smalls decided to send in some heavies to see if anything could be salvaged from the situation.

So on Angestag the ninth of Brauzeit, four unsavoury sorts got off a leaking boat at the rotting docks in the Doodkanaal district of Marienburg. I played Hammerhead Harry, a dwarven slab of muscle with a hammer, Stuart played Steiner Eriksen, a berserker from Norsca, and Stuart's son Sebastian played a boatman-turned-smuggler named Gisbert Lufthansa.

Now that last one is quite a silly name, but it's very much in keeping with the tone of WFRP, and is one of the things I love about the game; you could have the same tone in any fantasy game, but for some reason it just doesn't fit as well as it does in WFRP. I've seen people complain about how grim and depressing they find both Warhammer settings, and I wonder if they've missed the point.

Rounding out the party was Manoj's cat burglar Englebert, who was one of Smalls' "nephews" and as such was supposed to be in charge. Our gang headquarters was in the back room of a butcher's shop called, er, The Jolly Butcher, so after some initial missteps -- "You can call us... The Dicks!" -- we took our gang's name from the shop.

Our GM Ben had set the game up as a sandbox seeded with clues and rumours, so we were free to roam and restore the gang's fortunes in any way we saw fit. In our initial forays we discovered another group -- the Black Dogs -- selling narcotics in one of our pubs -- the Moby Dick, hence our first, failed, attempt at a gang name -- so we found their hideout, roughed them up -- which, due to WFRP's brutal combat system, ended with two of their men bleeding to death in a cellar -- and forced them to join the Jolly Butchers.

We also rounded up all the protection money that had gone uncollected during Smiles Vanderveel's absence, and gathered enough to hire a physician from one of the posher parts of town to come and attend to the boss. The doctor suggested that although Smiles seemed to be suffering from a tropical disease, it was more likely that he was under the effect of a magical curse, and that we could either find the original magician and kill them, or find another magician to dispel the enchantment. We decided to look for a necromancer who was reported to be causing trouble in the Boneyard, a nearby cemetery; it was possible that this necromancer had cast the original curse, and even if not, he might be able to undo it. Furthermore, the local rat catchers' union -- who were supposed to be under our thumb -- were on strike following the killing of two of their number by some sort of beast, also in the Boneyard, so we saw this as an efficient way to deal with a couple of problems at once.

We found neither beast nor necromancer, but did run into a couple of grave robbers who claimed to be working for a rival boss, Mad Eye Eddie; they were taking the body out of the Doodkanaal area and into Eddie's turf, but we decided we weren't tough enough to take on another boss just yet, although we did warn the robbers not to mess about in our backyard again and to tell Eddie that if he wanted to do business he could get in touch, and didn't need to be so sneaky about it.

Returning to the Boneyard, Englebert decided to do some grave robbing of his own, but was paralysed with fear when he ran into a bunch of animated skeletons. Harry remained stoic and waded in with his warhammer, until the rest of the group shook off their fear and finished off the undead. Steiner was quite annoyed with the burglar for taking the group on such a pointless and dangerous digression, but the discovery of a cache of gems changed his demeanour somewhat.

That's more or less it for the session. What perhaps doesn't come across above is how funny it all was, with fluffed rolls and comedy accents aplenty, and the decision to mark all our gang members with a tattoo of a smiling pig, even those who had "joined" the gang while unconscious. We had a couple of very tired players at the table, but even so everyone was enthused, and I haven't seen so much laughing in a game in a long time. It was a brilliant three-or-so hours, and I'm looking forward to more of the same next week.

Tuesday 28 June 2011

Perilous Adventures

I'm quite excited because I'm going to be playing Warhammer Fantasy Roleplay this Friday. I love WFRP to bits and it is probably my favourite fantasy rpg -- if you don't count Pendragon; if you do, then they're joint first -- but I never seem to be able to play it. I played a bit of the first edition back in my school days, and we got about a third of the way into The Enemy Within, but that was it; the second edition passed me by, and although one of the group does have the third edition with all the bells and whistles and fourteen bumpillion fiddly bits, we've not had a chance to play it.

So I'm very much looking forward to this week's game. We'll be playing the second edition, in an urban thieves' guild setting the GM has described as "The Sopranos meets Blackadder", which is just about the perfect tone for a WFRP game. I'll be playing Hammerhead Harry, a less-than-clever dwarf enforcer who's not much good at thievery but can kick a door down if you point him in the right direction. I can't wait.