The rain poured on and on, turning the little yard back behind No. 17 into a mire. Still Hargen stood there, hammer raised, staring at that back door, waiting for any more villains to come out, muttering to himself about the “Circle of Death”.
After half an hour, he began to cough.
Sensing the coming pneumonia, Yuviel drew the dwarf back under the roof of the privy, and cautiously opened the door to the house. Entering a small kitchen he paused; from the living room he heard soft snoring. Slowly he made his way there to find two thugs fast asleep. He looked at his dagger and pondered the situation, finally finding his chances favorable. He moved to the first thug and dispatched him, as quickly and as quietly as he could.
Luck was with him, and with a percentile roll in the single digits he managed to kill off that thug without allowing him a squeak. It was then easy to be rid of the second one as well, and he returned to the kitchen, calling in Hargen and Theo.
In the kitchen was a large door leading down to a pantry or a basement. Listening at it, they could hear nothing, and so Theo decided to check out the second floor first. Sneaking again, he climbed the stairs in complete silence, keeping his ears wide open but not quite wide enough. He was almost off the stairs when he heard a low growl and then some barks. Adrenaline pumping, he now heard a human voice, calming the dog down. Turning around he reported back to his companions and they decided to head to the basemend.
Dwarf ahead, the troupe opened the doors and shuffled down the wooden stairs to see – the dashing man from Kugelschreiber’s house, standing ahead of a noisy, cumbersome piece of machinery. And to compound their troubles – a man in city guard uniform talking to him!
All this caught Theo and Hargen by complete surprise, but Yuviel was quick on his feet and managed to let off an arrow before I could even call for initiative. We quickly moved into combat mode when the blackmailer, Claudio, stepped forward to strike at Uri for a couple of points of damage. The guardsman, in the mean time, stood back and smugly warned the trio to stand down.
They weren’t quite ready to do that, though, so Hargen raised his axe and swung at Claudio. Two hard swings, because he was just that badass. One missed wildly while the other connected – with Claudio’s off-hand rapier, ready at the block. The two collided once and again, while Yuviel tried to fire off some arrows, having a hard time avoiding Hargen for as he aimed for Claudio.
Theo, in the meantime, jumped off the stairs into the basement proper, hoping to get a clear line of sight to sling at Claudio. But the guard would have none of that, and he menacingly bore down on the little halfling, while not quite attacking him yet.
The setting was quite cramped, with little room for movement, so Hargen and Claudio were free to devote their turns entirely to attacks. As they were both experienced fighters, that meant two attacks for each of them (similar to D&D‘s Full Attack). The critical difference was Claudio’s off-hand weapon. Every character, as we mentioned, gets a chance to dodge one attack each round. But if you’re holding a rapier or another suitable wepaon in your left hand, you also get to parry one attack. The rules here are quite similar – once an attack hits you get a chance to nullify it.
What this meant was that Hargen was having a hard time getting any blows past Claudio’s defenses. He did a little damage, but his opponent in the meantime attacked twice each round for each one dodge the dwarf got. Within three or four rounds, Hargen was down to his last wounds, and then Claudio hit him again with a killing blow.
So Uri, Hargen’s play, turns to me and tells me he wants to spend a Fate Point. Fate points are something WFRP characters have for just these kind of sticky situations. When they’re about to die or suffer some other nastiness, they can spend this (non-renewing) resource to get a plot twist.
I blinked a couple of times, and I thought of the storm outside and how it played out on the roof, and I told them a lightning bolt hit the house. And then someone asked if it came from the machine, so I said yes, let’s go with that.
And so by some twist of fate, a lightning hit a conduit in 17 Wendenbahn’s foundation at the same moment that the Kugelmaticsaurus was going through it Thermodynamic Phase B
- and everyone knows Phase B is the most crucial one -
and in a flash of blue light and a great sound of thunder two lightning bolts, from above and below connected and wham! the entire basement collapsed, burying Claudio, the guardsman and Theo as well.
Quickly, Yuviel pulled Hargen out of what rabble he was in and tried to use his outdoorsmanship to revive the dwarf. He rolled poorly, so it was to no avail. Suddenly he heard a dog barking, and out of some other piece of rabble that was once the upper floor he could see another bandit rising. Looking over his character sheet, he quickly pulled out his… Animal Trap. It’s one of the things a Hunter gets when he starts his career.
Working fast he set it ahead of him, so that a minute later when the dog ran forward, egged on by the remaining bandit, it snapped on his paw, provoking the most pitiful cry ever heard in Nuln. Luckily for Yuviel the last bandit loved his dog, and so was willing to walk away if his dog was set free.
On the other side of the heap of rocks that was the basement, Theo climbed out into the street. He could not see his friends, but Claudio was also getting up, so he began to pelt him with stones from his sling, keeping him from climbing out as well. Unfortunately for the halfling, the unnamed town guard awoke as well, and managed to climb up and swing his sword at him, drawing blood.
Rounding the house just then came Yuviel, dragging Hargen along. The guard assessed his odds and began to run, while the hunter and the halfling unleased a couple of arrows and bullets at him. As he ran into an alley, Theo chose to follow while Yuviel decided to take Hargen, tie him to the machine, and limp along towards Der Geflugelsalat.
In the ally, Theo hit the guard time after time, but finally saw him approaching a group of other guards. With a desperate sling of the sling he hit the man straight in the head (we were too tired to go through the Critical Hit Location process at that point) and dropped him. “Now he cannot tell them about us!” thought the halfling as he turned about to run away from the guards who had just now plainly saw him attacking one of theirs.
At Der Gefulgelsalat they all met up, seeking refuge inside the house. Bashing down the door, a large party of town guards assembled. Inside, things seemed dire, as Kugelschreiber and Smallnose ran from room to room gathering their belongings. They were taking the waterway out. To our trio, the inventor suggseted only “Ze air! You must take to ze air!”.

In the distance, a dwarf crashes
And so they climbed to the roof, where they had seen another one of his contraptions while fighting the burglar. Below they heard a muffled explosion, as the basement opened up to the river and let the Untervatership out. The guards stood small on the street, pointing, and an elf, dwarf and a halfling, never meant to fly, put on the Kugelmatic Flywing and set out to the realm of birds.
And then they were in the air. From below, arrows came, and rocks. Above, the clouds and the rain and the brightening predawn sky. It was then that the adventurer was measured – as Yuviel the elf soared, as Theo the halfling stalled but kept his altitude. As Hargen the dwarf -
Well, dwarves were never meant to fly.
Fast losing altitude, faster losing hope, the dwarf felt the ground approaching. And so, in the final act of self-sacrifice, he down down. Towards the guards, aiming his full wait he crashed into the crowd, scattering them all, causing mayhem and disaster that Nuln would tell of for weeks, and most of all allowing Yuviel and Theo to escape.
Gliding forwards, they flew beyond the Nuln city walls and into the sunrise.
How was the game? A great session. I had an easy time with the system and the ready-made adventures were well documented and suited us well.
How’s the setting? It’s fun. We mostly explored the lighter parts, really – mad inventions and funny accents – but I think the nature of the characters and the villains, along with the deadliness of combat, gave hint of the rest of it.
How were the rules? The easiest time we’ve had so far with a new system. Combat flowed (possibly thanks to the D&D-like action system) and was mostly interesting and fast. Skills were easy to handle, but a bit prone to failure. Beginning characters kind of suck. I know this is partly intentional, but it does demand some work on the side of the GM to still allow them to succeed.
What would you take from the rules? As mentioned two posts ago, I really like the carreer system of character advancement. But I’ll pick something else that we actually used and that’s much more portable – Fate Points. In any system with high lethality, you need something to guard characters against bad luck (and provide another buffer from their own stupidity). The idea of the fate (or drama or action) points buying a plot twist isn’t unique to WFRP, but usually it’s a little-used aspect. Here, it is their prime purpose and reason – it’s really the number of “lives” the character has.
Would you play it again? Certainly. This is a game I could see myself having a short campaign with, or possibly even taking up for a long period of time. I think it could be a good D&D-replacement.
That’s it for this yet-again-long-overdue game summary. Next week – I hope – we’ll have a rousing game of Gamma World, with mutants and tigers and plants – oh my!