We played the Warhammer FRP adventure, The Thousand Thrones. Well, kind of.
The campaign makes certain assumptions about the party, not least of which is that there's at least one human player character. This was not the case. In fact, the reason I played a halfling is that I wasn't there for the first session and it became very rapidly apparent they needed someone in the party who had a personality and could do stuff like talking to people.
The GM gave us a lot more XP than the campaign says. This did not in any way result in our characters becoming overpowered. He also skipped some bits that he didn't think were interesting, plus there were times we made party decisions that the book had not accounted for.
And we only actually played as far as the end of chapter six, for, um, reasons.
Anyway, spoilers ahead for The Thousand Thrones.
The party:
Kazgar - a dwarven mercenary. Unusually slender for a
dwarf, occasionally mistaken for a halfling. Has tattooed letters on
his knuckles, but being illiterate, doesn't know what they say.
Literate members of the party feel no need to enlighten him.
Burlok - a dwarven miner. One of the least tough dwarves ever born, despite being more conventionally built than Kazgar.
Mormacar - an elven mercenary. Gay and fabulous, absolutely lethal with a longbow.
Gildiril - an elven scribe. Gets very excited about books.
Frida - a halfling barber-surgeon. Roughly spherical. On a mission to
remove everybody's eyebrows, while keeping their hair looking fly.
The team work for a witch hunter by the name of Roderick. Recently
there has been a bit of a skill drain in the local area due to a lot of
peasant types heading off on a crusade with a child who they seem to
think is Sigmar reborn but who is quite clearly a manipulative demon in
disguise. As such, a lot of basic jobs like policing are not getting
done.
Enter the team.
So far the more martial team members
have been on an investigation mission (which completely coincidentally
led them through several pubs and an opium den) while the barber and the
scribe, who both have the kind of personalities that allow them to
interact successfully with other people and the ability to write down
anything they hear have been off attending parties on the witch hunter's
behalf.
However, the martial team needed to investigate a
possible cult in an old fortress in the swamp, and having someone
capable of having a conversation with them seemed like a good idea (not
to mention the benefits of an extra longbow and the suspicion that
Frida's talents might extend beyond conversation and hairdressing.)
Step 1 was to recruit a guide through the swamp, given that nobody had
any idea how to survive outdoors. Jekel was friendly and incredibly
cheerful, despite (or perhaps because of) having a large chunk of his
brain missing. Gildiril purchased one of his pamphlets on the many
wonderful and exciting things to be found in the swamp, and everyone
went to buy rations. Gildiril bought a selection of alcohol for the
journey. Frida brought her own personal barrel of beer on top of that.
They set out through the swamp in two boats. The two elves got in the
front boat with Jekel, while the dwarves and halfling (or 'team normal
height', as they styled themselves) brought up the rear. Jekel regaled
them cheerfully with tales of the many horrifying monsters they could
expect to be eaten by in the swamp. They stopped off briefly at some
interesting flowers surrounded by bones. Frida was initially going to
collect some of their nectar herself (she reckoned it would be useful
for medicine) but realising that she was likely to succumb to their
effects due to being a fragile halfling asked for someone else to do it.
Burlok volunteered, and promptly fell asleep after collecting the
nectar. He was dumped back into the boat and the journey continued.
Stopping off at a small island to spend the night, the party were lucky
enough to get a good night's sleep thanks to Jekel remembering how to
build a proper shelter out of boats and a tarp. Frida spent her watch
attempting to shave Gildiril's eyebrows, but unfortunately woke him up
and had to stop. She also spotted a large white worm curled up between
Burlok and Kazgar for warmth, but having woken up Burlok to deal with
it, didn't bother staying awake any longer.
In the morning,
Gildiril went to investigate the rotting corpse at the other end of the
island, and narrowly avoided being horribly diseased as he retrieved the
corpse's equipment.
The second night passed less comfortably, as
Jekel had forgotten how to build shelters. Fortunately there were no
interruptions, and the next morning they continued to the fortress to
investigate the cult.
Three normal looking people were walking
past. Attempts to have a conversation with them were hampered when the
elves decided to open said conversation with arrows, culminating in
Mormacar shooting one man's arm right off. Attempts at interrogation
went poorly. Whether they were actually involved in the cult could not
be established. Frida patched up the two men who weren't dying from
sudden loss of limbs.
They paid a brief visit to the men's fishing boat, which proved similarly unenlightening, then headed back to the fortress.
Inside the fortress they saw a man covered in hair with big crab claws
for hands. Aha. Now they were on safer ground. These were definitely
mutants and could therefore be killed.
Or at least, they could be
killed if you were Mormacar, Gildiril or Kazgar. Frida completely
failed to hit anything with her sling, and even Burlok was finding it
remarkably difficult to hit anything. On the other hand, the mutants
completely failed to damage Frida, while making a substantial hole in
Gildiril. Frida patched him up, resisting the urge to remove his
eyebrows in the process.
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