Curd Your Enthusiasm pt. 2

 Session Notes (3/12/22)


Game: WFRP

Scenario: Curd Your Enthusiasm

Players: 5


We concluded our adventure in the corrupted cheesemonger’s shop.


The crew:

Harteena, halfling bawd

Roderick, racketeer

Romilda, thief

Vaenteur, priest

Verena, bounty hunter


We began in the cheese shop, after discovering the opening behind Herbert Herzert’s cheese bust of his wife.  The halfling and the thief decided to sneak in, and walked along the sewer, just a few feet from a nasty sludgy river.  They heard voices around a corner: one that sounded like the ghost of Herbie’s wife, and two more snarly, guttural, squeaky voices, all chatting about poisoning the man-things.


After a slip up, the rat-men came through the tunnel, and the resulting ambush/sewer fight was very flip-floppy.  The old “fire in a bottle” trick worked very well to block two of the rat-men from getting to the fight, and after some fumbles with Romilda and Verena, Roderick was able to KO one of the Rats with a knuckle sandwich.  In an act of desperation, the priest dove into the sewer to steal the rat’s armor (!).


They dragged the corpse out into the cheese shop, and while debating what to do, the last surviving Rat, whose magic amulet clearly made his voice change, assaulted them, but another quick loss caused him to die.  They pocketed the amulet and decided to wait until morning.


They confronted the cheesemonger, and browbeat him into spilling the beans.  He thought his deceased wife’s ghost was honestly helping him, but the crew realized the rats tricked him into giving poisoned cheese to the town’s wealthy citizens.  They came to an agreement.  Future favors and a letter clearing Tomas of any wrongdoing, in exchange for taking the rat bodies and telling no one.  They absconded to locations unknown with the valuable rat-men corpses as the sun rose.


Gamesmaster Notes:

We had a blast running the conclusion here.  There was a lot of “learning the rules” for the players, particularly surrounding the opposed rolls in combat, and using success levels for damage.  It went smoothly.  They also learned how to use fortune points, and became good at using them as frequently as they should.  The fight was rough!  A few bad rolls started putting them in a bad position, but their fortune saw them through, as well as some clever thinking.  WFRP is surprisingly simple to run… if you only focus on a few rules at a time.  We reviewed what we did wrong last time at the start of the session, and I introduced simple vs. dramatic tests.  I really liked using the “yes… no… and… but” style chart for dramatic tests, and found it very helpful to adjudicate what happened after a roll.


There are so many other rules we can bring in: conditions, weapon qualities and flaws, and behind the screen I mostly just ignored everything about the monsters and just used their numbers!  And it worked fine!


We are going to continue with another adventure.  I haven’t picked it yet, but I am thinking “Fishrook Returns” because it looks and sounds fun, and takes place in several locations, and allows the players to get out of the city a little.  That being said, I am feeling more confident that I could perhaps design my own scenario in the setting, so maybe I’ll do that!


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