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.