WFRP Roll20

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Jeremy
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Re: WFRP Roll20

Post by Jeremy »

Friday is probably good as we can play late if no one has plans.
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Re: WFRP Roll20

Post by Norman D. Landings »

Ruddy heck... long time since I’ve been to the Three Feathers.
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Jeremy
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Re: WFRP Roll20

Post by Jeremy »

I hope you don’t remember it. Otherwise we’ll have to play a different scenario!
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Re: WFRP Roll20

Post by Norman D. Landings »

The whole point of RN@TF is that there’s about eight plot strands running simultaneously.
There’ll be plenty in there that’s new to me & I’ll let the other characters decide which leads to pursue.

First appeared in WD, reprinted in one of the supplements (maybe ‘Restless Dead’?), reprinted again under the Black Flame imprint (Apocrypha Now, I think), revised for 2nd ed under Green Ronin.

Much like Night of Blood, you’ll not find a WFRP player who hasn’t encountered it in one form or another.
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Re: WFRP Roll20

Post by Norman D. Landings »

THE FIRE IS NOT - AND I REPEAT - NOT - LIT.

Fuck’s sake....
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Jeremy
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Re: WFRP Roll20

Post by Jeremy »

Another great evening, thanks chaps! I’m impressed you managed to stay on track.

Just looked at the next scenario and soiled myself. Then I remembered I’m the GM.
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Re: WFRP Roll20

Post by Buff Orpington »

Can I just say that this is not the sort of AAR we have come to expect.
I know when to go out
I know when to stay in
Get things done
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Re: WFRP Roll201

Post by Norman D. Landings »

‘Rough Night at the Three Feathers’ is a scenario written in the style of a Brian Rix farce, with different characters going in and out of various locations in the inn as the night goes on, about their nefarious businesses.
There is people-trafficking, murder, blackmail, adultery, murder, bounty-hunting, bar-room brawling, pickpocketing and fake identity.
Which plot strands the party follow depend on which clues they pick up on & being in the right (wrong?) place at the right time.
Even the most diligent party can’t resolve all the storylines in one playthrough.
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Jeremy
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Re: WFRP Roll20

Post by Jeremy »

That’s a fairly accurate summary. It’s a bit of a nightmare for the GM as there are seven concurrent running plots to keep track of. The players can follow some, all or none of them.
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Re: WFRP Roll20

Post by Norman D. Landings »

The main one finds you.
We reluctantly sorted out the elopement sub-plot purely to keep the noise down.
We passed on one sub-plot because the patron was a cheapskate.
And we missed out on an abduction plot because my character repeatedly failed to notice that there were now four priests where there had previously been three.
I had to bite my tongue on that one because I remembered it, but of course my character had no knowledge of it.
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