Night of Blood: Part 1

After fleeing the mutant encampment the party finds themselves lost in the Drakwald Forest. A storm is brewing and they need to find shelter for the night. The Hooded Man, a humble coaching inn should offer a good nights rest, or will it?

4 thoughts on “Night of Blood: Part 1

  • Apart from the atmospheric beginning, this seemed more of an enhanced combat encounter than a proper adventure. Maybe that’s why the group seems to have lost interest in finishing this scenario, which is a very old wfrp old shelf-warmer anyway? 😉 I’d be happy to listen to some of the new scenarios from the Starter Set.

    • Yea this one i was really looking forward to. it ran great in my head while reading it. But once we got going things derailed quickly and we just ran where it took us. Joe and Jay are new, they like to kill everything they see and ask questions later. Need to teach them to play with their food before eating it. =)

  • Great adveenture guys! Just discovered you guys back up and running. Looking forward to listening to the rest of your 4e adventures. One thing of note: during tje first combat right before the one hour mark, I believe you take the “difference” of the the attacker and defender’s SL to add to SB and weapon damage to arrive at a Total damge before reduction modifiers.

    • You are absolutely right! Ill be the first to admit we are learning this edition as we go and are making a handful of fumbles along the way. I think our skills at combat and efficiency improve as we move along in future adventures. I do greatly appreciate rules clarifications and feedback.

      The way im understanding a combat roll to go is:

        Opposed Melee test
        Check for criticals/fumbles on both sides (doubles)
        Sum up each sides success levels
        Determine difference between success levels
        Determine Success/Failure of attack
        If successful, add the difference between success levels to your damage (SB+SL+Weapon Damage)
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