Showing posts with label Playthrough. Show all posts
Showing posts with label Playthrough. Show all posts

Saturday, 14 October 2023

T2000 Hexcrawl Campaign

Although most of my gaming time recently has been spent on GM'ing Shadowrun, I have found a bit of time for some Twilight 2000 gaming too. Once I got the procedures more sorted out, it became apparent that the setting and mechanics really lend themselves to hex-crawling.


 

I started the game using the more exciting beginning suggested in T2000 1e, where the characters start off just after the destruction of US 5 Division around Kalisz, rather than the 2e alternative which suggests that the characters start a few weeks later, having successfully hidden up until the action dissipated. I think the danger and excitement of the first is much superior.

In any case, the group consists of:

Jay (an English infantryman)
Barbara (a Polish medic)
Jose (an Hispanic American mechanic)
Karl-Friedrich (a German panzer crewman)
Elizabeth (a US Engineer officer)

The group begins with a 3/4t truck and a 2&1/2t truck.

Moving South from Kalisz, the group encounter 5 refugees. The encounter is pretty hostile (the refugee leader is both brutal and ruthless) but violence is avoided.  The party decide to move on quickly, feeling fairly sure that the refugees will inform local Soviet forces about them.
 
In the woods between Kalisz and Wielun,  the group finds an abandoned BMP-1. Although hardly in pristine condition, with some good work, Jose gets it up and running. 

Later the group find a derelict convoy of a UAZ-469, a 5t truck and a 3/4t truck outside some woods north of Prazka. Jose manages to get the UAZ-469 running, whilst stripping the trucks for parts. Since they have no need for a BMP-1 gunner at this point (no ammunition), then the group can handle driving the four vehicles.
 
North of Krzepice, the group encounters a couple of stragglers. Although Polish, the pair are happy to exchange news and cigarettes through Barbara. Their story is that they have nothing left to be loyal too - they are headed towards Krakow to seek their fortunes.

The rest of the day and the following day is spent on rest, maintenance and foraging/alcohol production. Whilst out doing the latter, the group finds another derelict convoy: 3 trucks and a UAZ-469 in various states of disrepair; they do contain some useful 73mm and 9mm ammunition though. They are all stripped for parts.

Shortly after, a Marauder group of 9 is encountered. Happily the leader has no real interest in fighting another group in a similar position (especially as the PCs got the drop on him) so is happy to talk. They apparently deserted after their senior officer started ordering his troops to carry out massacres in a seemingly random fashion.  Things end happily when Jose suggests that he could fix up one of the abandoned trucks in exchange for an AT-3 Sagger possessed by the marauders. This is agreed, and the exchange is made.

In the evening, the group gets going again, and finds a Soviet repair yard poorly concealed NE of Krzepice.  A quick attack with the BMP quickly kills one of the Soviets and wounds another 3, including the commander: the remaining 6 run off. There are two vehicles, a BRDM-4 and a BTR-80 but wasting no time, the group simply takes some machinegun ammunition and spare parts and quickly heads off to find somewhere secure to camp. They take the wounded prisoners and treat them.

During the night, the group spots a Soviet field hospital (horse-drawn) about 2km away, just setting up.  At dawn, the group approach. Although initially a bit difficult, the group trades the 3/4t truck for some medical supplies and hands over the wounded prisoners - except one, Yevhen, who decides to stay with the group. It turns out he is Ukrainian and claims just to want to get home and thinks he has a better chance this way. 

Trusting that the medical staff and prisoners will keep their word not to inform on them, the group is a bit perturbed to find a couple of trucks, one towing a Rapira anti-tank gun heading their way soon after. The group evades them into the woods; and since the Soviets weren't keeping a great lookout, they concluded it was merely chance.

The remainder of the day is given over to resting, foraging and producing alcohol. Jay manages to kill a wild boar for dinner!

The next day (day 4), just after dawn, the group encounters quite a large group of refugees (30) on the road SW of Krzepice. It turns out that they are looking for a promising place to start a new village and rebuild their lives. the group gifts them some medical supplies.
 
In the mid-morning, the group accidentally blunder into a Soviet supply dump, a bit too well concealed in a patch of woods West of Czestochowa.  There are 6 guards, all armed with AKMs. Both sides are surprised, but the PCs recover first: Jay shoots the leader, and the second round goes right through his forehead.  A gun battle commences but with the support of the BMP, the result isn't in doubt and after one more Soviet guards is killed and another is wounded, the remainder surrender - after patching up the wounded guard, the group let them go with their weapons and food.  The supply dump is full of ammunition and the group take their fill of Soviet ammunition types. The group then put a few kilometres of distance between them and the site, in case the guards are able to find reinforcements quickly.


Game Notes: The group has generally had the run of the green so far; most of the encounters haven't been too dangerous and they have generally had the option about whether to initiate or avoid combat. The only unavoidable instances of the latter have been when they have almost literally driven into concealed supply dumps! The processes have gone pretty smoothly although there are a couple of areas I have needed to add stuff, clarify struff or tighten up some stuff. 
This is quite a 'procedural' form of hex-crawl. What I need to do next is to stock this portion of the map with some additional, slightly richer possible encounters. There is some useful information in the sourcebooks and also in 1e for this. One weakness in T2000 considered as a campaign is that the published scenarios seem to push for the group to go towards Krakow then Warsaw first, there is actually very little reason to do that. Given the stated goals - for American and Western European characters to get home, for instance - there doesn't seem to be any overwhelming reason to do so.  One possibility might be for the scenario hook into the 'Free City of Krakow' to be presented quite early on during the characters' escape from Kalisz.
That said, the procedural generation of encounters and situations has been quite fun so far. Some of the sub-systems are a bit calculation-heavy but nothing too effortful, as long as you are clear about the structure you are trying to follow.


Tuesday, 25 October 2022

Through the Drakwald - A Playthrough WFRP 2e

The starting adventure contained within the Warhammer Fantasy Roleplay 2e is entitled "Through the Drakwald".  It is very simple in essence: in the aftermath of a large war, a group of player characters earns the trust of a group of villagers when the village is attacked.  News comes of the approach of a larger enemy warband which cannot conceivably be fought off, so the village is evacuated and the villagers set off with their belongings to reach a nearby city, where they can remain in safety until the danger is passed.  This post is a record of the game; comments about it will appear in an upcoming review of WFRP 2e rulebook.




There are six player characters:

Kazalin Hakgrothson (m), Dwarf Shieldbreaker

Mormacar Shadowstar (m), Elven Envoy

Gaffella Willowand (f), Halfling Hunter

Johann Hofstetter (m), Human Mercenary

Carlotta Reifsnider (f), Human Hedge Witch

Magreta Reiss (f), Human Camp Follower

Character: Kazalin Hakgrothson, Dwarf Shieldbreaker

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

47

28

31

41

28

31

36

23

ADVANCE

+10

 

+5

+5

+10

 

+5

 

CURRENT

 

 

 

 

 

 

 

 

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

12

3

4

3

0

0

3

ADVANCE

+1`

+2

 

 

 

 

 

 

CURRENT

2

 

 

 

 

 

 

 

Weapons: Dagger, Hand Weapon, Crossbow 10 bolts,

Armour: Mail Coat, Leather Jack, Leather Leggings, Shield,

Skills: Common Knowledge (Dwarfs), Dodge Blow, Navigation, Perception, Scale Sheer Surface, Shadowing, Speak Language (Khazalid), Speak Language (Reikspiel), Trade (Miner)

Talents: Coolheaded, Dwarfcraft, Grudge-born Fury, Night Vision, Orientation, Resistance to Magic, Stout-hearted, Strike Mighty Blow, Strike to Injure, Strike to Stun, Sturdy

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse Grappling Hook, 10yds of Rope, Water Skin

Money: 13gc

Character: Mormacar Shadowstar, Elven Envoy

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

35

37

31

35

43

42*

30

35

ADVANCE

+5

+5

 

 

+5

+10

+5

+10

CURRENT

 

42

 

 

 

 

 

 

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

11

3

3

5

0

0

2

ADVANCE

 

+2

 

 

 

 

 

 

CURRENT

 

 

 

 

 

 

 

 

Weapons: Dagger, Hand Weapon

Armour: Leather Jack, Bow, 20 Arrows

Skills: Charm, Common Knowledge (Elves), Common Knowledge (the Wasteland), Evaluate, Gossip, Haggle, Perception, Read/Write, Secret Language (Guild Tongue) Speak Language (Eltharin), Speak Language (Reikspiel), Swim, Trade (Merchant)

Talents: Dealmaker, Excellent Vision, Night vision, Savvy, Specialist Weapon Group (Longbow)

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse, 2 sets Good Craftsmanship Clothes, Writing Kit

Money: 15gc

Character: Gaffella Willowand, Halfling Hunter

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

20

50*

20

22

49*

26

33

42

ADVANCE

 

+15`

 

+5

+10

+5

 

 

CURRENT

 

55

 

 

 

 

 

 

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

10

2

2

4

0

0

2

ADVANCE

 

+3

 

 

 

 

 

 

CURRENT

 

 

 

 

 

 

 

 

Weapons: Longbow, 10 Arrows

Armour:

Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Halflings), Concealment, Follow Trail, Gossip, Outdoor Survival, Perception, Search, Secret Signs (Ranger), Silent Move, Speak Language (Halfling), Speak Language (Reikspiel), Trade (Cook)

Talents: Lightning Reflexes, Marksman, Night Vision, Rapid Reload, Resistance to Chaos, Specialist Weapon Group (Longbow), Specialist Weapon Group (Sling),

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse, 2 Animal Traps, Antitoxin Kit

Money: 6gc

Character: Johann Hofstetter, Human Mercenary

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

35

31

30

35

29

38

27

34

ADVANCE

+10

+10

+5

+5

+5

 

+5

 

CURRENT

 

 

 

 

 

 

 

 

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

10

3

3

5*

0

0

3

ADVANCE

+1`

+2

 

 

 

 

 

 

CURRENT

2

 

 

 

 

 

 

 

Weapons: Dagger, Hand Weapon, Crossbow, 10 Bolts, Shield

Armour: Medium Armour (Mail Shirt & Leather Jack)

Skills: Animal Care, Common Knowledge (Kislev), Common Knowledge (the Empire), Dodge Blow, Gossip, Haggle, Ride, Search, Secret Language (Battle Tongue), Speak Language (Reikspiel), Swim,

Talents: Disarm, Fleet-Footed, Sixth Sense, Strike Mighty Blow, Strike to Stun,

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse, Healing Draught

Money: 14gc

Character: Carlotta Reifsnider, Human Hedge Witch

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

32

24

25

38

31

34

37

34

ADVANCE

 

 

 

+5

+5

+5

+10

+10

CURRENT

 

 

 

 

 

 

 

 

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

12

2

3

4

0

0

3

ADVANCE

 

+2

 

 

 

+1’

 

 

CURRENT

 

 

 

 

 

1 0

 

 

Weapons: Dagger, Hand Weapon

Armour: -

Skills: Animal Care, Channelling, Charm, Common Knowledge (the Empire), Gossip, Heal, Magical Sense, Perception, Speak Language (Reikspiel), Trade (Apothecary),

Talents: Artistic, Hedge Magic, Petty Magic (Hedge), Resistant to Magic

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse

Money: 10gc

Character: Magreta Reiss, Human Camp Follower

Character Profile:

MAIN

WS

BS

S

T

AG

INT

WP

FEL

STARTING

27

34

33

30

31

34

27

41*

ADVANCE

 

 

 

+5

+10

+5

+5

+10`

CURRENT

 

 

 

 

 

 

 

46

SECONDARY

A

W

SB

TB

M

MAG

IP

FP

STARTING

1

12

3

3

4

0

0

3

ADVANCE

 

+2

 

 

 

 

 

 

CURRENT

 

 

 

 

 

 

 

 

Weapons: Dagger, Hand Weapon

Armour:

Skills: Common Knowledge (the Empire), Charm, Drive, Gossip+10, Haggle, Perception, Search, Sleight of Hand, Speak Language (Kislevian), Speak Language (Reikspiel), Trade (Tailor)

Talents: Dealmaker, Flee!, Seasoned Traveller, Suave

Trappings: Shirt, Breeches, Boots, Cloak, Sling Bag/Backpack, Blanket, Wooden Cutlery Set, Wooden Tankard, Purse, Trade Tools, Pouch, Tent

Money: 14gc

The party is composed of six travellers who have ganged together for protection in the confusion of the aftermath of the great Choas invasion.  They happen upon the village of Untergard, where they learn that the Graf of Middenheim is sending them a convoy of supplies, partly for relief and partly as a reward for their steadfastness in the recent struggle.  When this turns up, the local Watch commander and de facto Gauleiter, Captain Schiller makes a speech to thank both the Graf and the local inhabitants, when a small group of mutants attacks.

Six Mutants

Main Profile

WS

BS

S

T

Ag

Int

WP

Fel

31

31

31

31

31

31

31

31

Secondary Profile

A

W

SB

TB

M

Mag

IP

FP

1

11

3

3

4

0

0

0

Skills: Animal Care, Concealment, Outdoor Survival, Perception, Silent Move, Speak Language (Reikspiel)

Talents: Flee!

Weapons: Club

Mutations:

Tentacle-like Arms (+10 Grappling)

Horns and Thick Fur (Horn weapon SB-1, 1 AP/All)

Snout (Follow Trail Skill)

Three Eyes (+5 Perception)

Grossly Fat (+1W, +5S)

Tail (+5Ag)

 The attack begins with an unknown mutant firing at Captain Schiller, which misses.  The characters push the crowd towards the bridge in the middle of the village - the mutants are approaching from the other side.  A couple of the characters manage to loose off an arrow at the advancing mutants.

Gaffella fires at Mutant 1, misses; Mormacar fires at Mutant 2 misses

The fights begins in earnest around the end of the bridge - a maximum of four characters can face off with each other, so two mutants and Gaffella and Mormacar hang back, looking for opportunities to shoot or to fill in for any gap.

Mutant 1 attacks Kazalin, hits, Kazalin parries.

Mutant 2 attacks Johann, misses

Carlotta attacks Mutant 3, hits in Body; loses 4W (now 7W)

Mutant 3 attacks Carlotta, hits in Head, loses 12W (now 0)

Mutant 4 attacks Magreta

Magreta misses Mutant 4

Kazalin hits Mutant 1 in the left arm, loses 5W (now 6W); then misses

Johann hits Mutant 2 in the right arm, loses 6W (now 5W); then hits in head, loses 5W, wounded to W0

Gaffella fires at Mutant 3, hits in the left leg; takes 4W (8W)

Mormacar fires at Mutant 3 also, hits in the head, takes 5W (3W)

Mutant 1 attacks Kazalin, misses.

Mutant 2 attacks Johann, misses.

Mutant 3 moves and attacks Johann, misses.

Magret hits Mutant 4 in the head for 20W, instantly decapitated

Kazalin hits Mutant 1 in the left leg, loses 8W (-2W) leg numbed; then misses

Johann misses Mutant 2, then hits Mutant 2 in the head for 6W (-3W); ears bashed and dazed

Gaffella fires at Mutant 3, hits in the body, loses 6W (-3W); Mutant 3 down, serious internal bleeding

Margret attacks Mutant 5, hits in left arm, loses 1W (10W)

Mutant 6 runs away

Mutant 5 runs away

The characters are congratulated on their victory.  Granny Moescher, the village elder and wise-woman tends the wounded Carlotta.  Later, one of the village hunters returns to inform everyone that a large warband of Beastmen are approaching and the village cannot hope to hold out.  Captain Schiller makes the argument that the who village must be evacuated to seek refuge in Middenheim.  This sways the villagers - the PCs agree with the logic and agree to protect and be protected by the convoy.  They join the village folk and refugees moving off the next day.  Johann and Gaffella join the advance guard, Mormacar joins the rear guard.  Kazalin stays in the centre, looking out for Carlotta and to advise Captain Schiller.

The first day is uneventful. Gaffella tries hunting, but without success.  On Day Two, the Convoy avoids Grimminhagen (the village has a long-standing bitter feud with it). The group (less Carlotta and Kazalin) go to the village to warn it of the approaching Beastmen.  The group discover that the local Graf is still in his keep and that the Emperor visited the village. At dusk, noted that Granny is away. Gaffella find the trail and leads them to her. She is surrounded by Elves, but Mormacar convinces them that Granny means no harm and is who she says she is.  The PCs tell Gilmir, the Elves' leader, of the approaching Beastmen.  They depart on friendly terms.

On the Third Day, Gaffella succeeds in her hunting trip and bags two deers to share with the villagers.  Later the site of an ambush/massacre is found: it appears that a convoy of merchants and their families.  Johann, Mormacar and Kazalin assist with the bodies, all gain 1 Insanity Point.  A shield and some crossbow bolts are recovered.  Mormacar realizes that is was a group of goblins which attacked these merchants from Delberz. Father Dietrich dies in an accident.  With his dying words he asks the PCs to agree to deliver a Sigmarite icon to the temple in Middenheim - the PCs agree.  The convoy reaches the village of Immelsched in the evening (it is in the same state as Grimminhagen).  During the night it is apparent that Granny is missing once again!  The orphan children Granny was looking after tell the PCs that a Raven suddenly appeared and flew out of their tent and that Granny had been acting strangely, saying strange things to do with the Graf of Grimminhagen's persecution of her family and cowardice now.

The PCs follow the trail, find Granny around a bonfire surrounded by Dark Animal shapes: it is clear she is trying to perform some magical ritual. The PCs rush on her, doing feint attacks; her concentration breaks and the ritual is ruined.  The PC tell her that whatever it was that was upsetting her, then her duty is to the villagers and the children now.  She explains that she was carrying out a ritual which would curse the current Graf and his family, heirs to the Graf who had killed her father, for their abandoning of their people.  The PCs convince her that everyone would be best served by her dropping it.

 The journey continues uneventfully for another couple of days and they reach Middenheim in safety, the PCs receive thanks from Captain Schiller and all the refugees.