A Call to Glory S03 – Warhammer Fantasy RP1e
Continuing at the same challenge in the Level 1 dungeon A Call to Glory from TSR’s Dragon Quest, introductory adventure game, this time using Warhammer Fantasy Roleplaying Game 1st Edition.
I got this through Humble Bundle, and was itching to try it out. I’m an old fan of the Warhammer Fantasy universe, as I was playing the Warhammer Fantasy Battles 4th Edition, back in the ’90s.
I’ll be using a diverse party of 4 characters. I’ll try to include as many different demihuman races and careers as possible to have a party that can deal with most tasks.
Scrolling through the core rulebook, I found 4 pregenerated characters for the sample adventure, that I’ll be using for this game.
The Party
Pregenerated
- Jordi, a Dwarf Trollslayer
- Mellory, a Human Hunter
- Soko, a Halfling Burglar
- Bianka, an Elf Wizard’s Apprentice
The Adventure
The heroes have been called before Gustovan, the Burgomaster of Torlynn. Torlynn is a small village set in a quiet, hilly area near the mountains. The heroes have lived here for many years and think of Torlynn as home. Gustovan is known as a wise and kind mayor.
He asks of the heroes to go explore the old, abandoned, dwarven, iron mine, because strange lights and sounds come from within. They’re to find out if there is something wrong there or if the reports are false.The heroes enter the dungeon. It’s entrance is a rough cavern, cut from the stone long ago by dwarves. They check their weapons and start down into the mine, with the wind blowing in their backs.
A. Tunnel
Wandering monster check: None
Wandering monster check: None
Wandering monster check: None
Wandering monster check: None
The wind fades away as the heroes move into the mine. A long tunnel leads onward, to the next room.
B. The First Lair
I’ll be using the lesser goblin for the kobold
Name | Initiative |
---|---|
Bianka | 68 |
Soko | 50 |
Lesser Goblin | 40 |
Mellory | 37 |
Goblin | 20 |
Jodri | 13 |
Round 1
LGo Charge (+10) Jodri: 27/35: Hit: Body: 4+3-4= 3 Damage: Jodri: 4/7 Wounds
Mellory vs LGo: 32/30: Miss
Go Charge (+10) Soko: 10/35: Hit: Soko Parry: 08/28: Block: Head: 2-5+3-2= 0 Damage
Jodri vs LGo: 09/42: Hit: Right Leg: 1+6-2= 5 Damage: 0/5 Wounds
Jodri vs LGo: 02/42: Hit: Right Arm: 1+6-2= 5 Damage: +5 Critical Hit: 70: CV 16: LGo is down
Round 2
Bianka vs Go: 18/41: Right Leg: 2+1-3= 0 Damage
Soko vs Go: 30/28: Miss
Mellory vs Go: 01/30: Head: 3+3-3= 3 Damage: 4/7 Wounds
Go vs Soko: 43/25: Miss
Jodri Charge (+10) Go: 97/52: Miss
Jodri vs Go: 39/42: Hit: Left Leg: 1+6-3= 4 Damage: 0/7 Wounds
Round 3
Bianka vs Go: 82/41: Miss
Soko vs Go: 13/28: Right Arm: 2+3-3= 2 Damage: +2 Critical Hit: 56: CV 12: Go is down
Find: Vial of Blessed Water, Leather Armor
As the heroes enter the room, they notice a couple of beds. Probably used to be the miners’, but now they have new occupants. A couple of goblinoids get up, pick their weapons and attack.
The smaller goblin charges at Jodri, its curved sword hitting him, and causing some minor cuts on his tough body. Mellory attacks the creature, but it avoids him.
The bigger goblin charges at Soko, who parries the strike, and manages to avoid getting hurt.
The trollslayer lets of a loud road, and brings down his heavy axe with both hands at the smaller goblin that hurt him. He hits its right side, at the leg, and follows with a strong blow that smashes through the arm and into the chest, caving in one side of the ribcage. The arm is completely destroyed and blood showers Jodri and the goblin, who collapses dying almost instantly from shock and blood loss.
Bianka hacks at the other goblin, but her dagger strike is too weak to cause a wound. Soko jabs at it too, but misses. Mellory attacks the creature, his axe, dealing a blow to its head. The goblin picks out the weakest target, slashing at the halfling, but is too disoriented to land a hit. Jodri charges, his first attack missing by a lot, but his second, hits the goblin’s leg, the creature screaming in pain.
The heroes gang up on the poor creature. First Bianka fails to hit, but the halfling’s short sword hits the right arm. The goblin staring in horror as blood pumps from the mangled stump of the wrist. The goblin’s curved blade drops, the severed hand still clutching it, and the goblin falls unconcsious to the ground.
Searching through the room, the heroes find a vial of blessed water, and a leather armor, perfectly fitting Soko.
C. Jagged Cavern
Nothing of interest in this narrow cut cavern in the stone. Only the occasional splashing of water driping from the ceiling.
D. Orc Lair
Name | Initiative |
---|---|
Bianka | 68 |
Soko | 50 |
Mellory | 37 |
Orc | 20 |
Jodri | 13 |
Round 1
Mellory vs Orc: 13/30: Right Arm: 2+3-4= 1 Damage: 6/7 Wounds
Orc vs Mellory: 303/33: Right Arm: 5+3-3= 5 Damage: 1/6 Wounds
Jodri: vs Orc: 25/42: Body: 3+6-4= 5 Damage: 1/7 Wounds
Jodri vs Orc: 100/42: Miss
Round 2
Mellory vs Orc: 02/30: Right Arm: 6 (43) +3-4=5 Damage: +4 Critical Hit: 50: CV 15: Orc is down
As soon as the heroes enter this small room, the stench of rotten meat fills their nostrils. With their infravision they make out an orc figure as they close in to engage.
Mellory lunges at the orc, hitting it’s right arm, and scratching it barely, it hits back, with it’s axe at the ranger’s weapon arm, hurting the ranger. Jodri joins the fight, his battle axe hitting the orc at the chest. The orc is taken aback, for just enough time for Mellory to follow up with another strike at the orc’s right arm. His blow destroy’s the orc’s shoulder joint almost totally – the arm hangs limply, a mass of tattered and puply flesh with protruding fragments of bone. By chance, one of the bone splinters has severed a major artery, and after a fraction of a second the orc collapses, with blood pouting out from the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
The dwarf notices a loose stone slab on the floor. Pushing it aside he finds a bag of gold, probably spoils belonging to the defeated orc.
E. Trapped Room
Soko: Search: 65/50: Failure to detect
Soko: Avoid traps: 41/50 (+10): Success
A small empty room, with a funny smell. Black ash and soot cover the floors and walls. A steel door with an iron handle sits in the middle of the floor.
Soko looks around for traps, but finds none. As the halfling tries to open the door he hears a clicking noise. He’s fast enough to avoid a jet of greek fire, that lets of to his head. Thanking his quick reflexes he opens the trapdoor, but it was just a trap as behind it is only rock.
F. Gnoll Lair
Using HobGoblin stats
Soko sneak HGo: 04/30 (+10): Success, Ambush
Name | Initiative |
---|---|
Bianka | 68 |
Soko | 50 |
Mellory | 37 |
HGo | 30 |
Jodri | 13 |
Round 1
Soko vs HGo: 11/28: Head: 1+3-4= 0 Damage
Jodri vs HGo: 02/42: Right Arm: 3+6-4= 5 Damage: 2/7 Wounds
Jodri vs HGo: 36/42: Body: 2+6-4= 4 Damage: +2 Critical Hit: 24: CV 5: 4 Rounds Stunned, 1 Round only Parry
Mellory: Load short bow
Round 2
Soko vs HGo: 39/28: Miss
Mellory vs HGo: 98/36: Miss
Jodri vs HGo: 87/42: Miss
Jodri vs HGo: 34/42: Body: 3+6-4= 5 Damage: +5 Critical Hit: 65: CV 16: HGo is down
Kur’s Drink Jodri: 6 Wounds Healed, 7/7 Wounds
Kur’s Drink Mellory: 5 Wounds Healed, 6/6 Wounds
Behind a door, the keen sensed Soko, listens to a sharpening noise. He opens the door slowly, and goes first. He heroes enter a room and a dozen of small insects buzz past them. Biting flies are everywhere. A large furred goblin is sharpening his blade, but hasn’t noticed Soko, who sneaks in, and hacks at his head. Startled, the hobgoblin didn’t expect the attack, and Jodri follows through the corridor, hacking at the monster. First he wounds his right arm, but his second strike finds the body. The dwarf’s blow lifts his opponent into the air and then to the ground, stunning him.
Mellory lets off an arrow, but it misses and clangs at the stone floor. In the chaos of the fray, and the tight quarters, the halfling and the dwarf fail to find an opening, but finally the trollslayer, hits the creature, his blow smashing his opponent’s spine and abdomen, tearing muscle and shattering bone so that it falls to the ground in two separate places.
Searching the creature, they find an invigorating honey-like potion. Bianka recognizes it for a potion of healing. Kur’s Drink. Jodri and Mellory drink one sip each, and get back to fighting shape as their wounds close.
G. Empty Room
Wandering monster check: No monster
The heroes go through a rough room like a cave, a small pile of dirt is at one corner of the room. The party moves onward.
H. Broken Room
Soko: Initiative: 64/50: Failure: Damage 1: 4/5 Wounds
Mellory: Initiative: 60/37: Failure: Damage 3: 3/6 Wounds
Jodri: Initiative: 03/23: Success
Bianka: Initiative: 93/58: Failure: Damage 3: 3/6 Wounds
As the party goes through this large chamber cut from the stone, they notice the walls and ceiling are cracked, and huge chunks of stone have fallen on the floor. Their vibrations cause some more to fall as they pass through, hitting Soko, Mellory and Bianka.
I. Narrow Tunnel
Name | Initiative |
---|---|
Bianka | 68 |
Soko | 50 |
Mellory | 37 |
Jodri | 13 |
Orc | 10 |
Round 1
Soko vs Orc: 44/28: Miss
Mellory: Load shortbow
Orc vs Soko: 06/33 (+5): Body: 4+6-2= 8 Damage: +6 Critical Hit: 86: CV 14: Soko is down: Fate Point used
Jodri: –
Bianka: –
Round 2
Mellory shoots Orc: 54/36: Miss
Orc vs Mellory: 77/33 (+5): Miss
Jodri: –
Bianka: –
Round 3
Mellory: draw axe
Orc vs Mellory: 27/33 (+5): Body: 3+6-3= 6 Damage: +3 Critical Hit: 42: CV 14: Mellory is down: Fate Point used
Jodri vs Orc: 42/42: Right Arm: 2+6-4= 4 Damage: 3/7 Wounds
Jodri vs Orc: 01/42: Head: 1+6-4= 3 Damage: 0/7 Wounds
Bianka: –
Round 4
Jodri vs Orc: 63/42: Miss
Jodri vs Orc: 63/42: Miss
Orc vs Jodri: 58/33: Miss
Round 5
Jodri vs Orc: 18/42: Right Leg: 3+6-4= 5 Damage: +5 Critical Hit: 33: CV 15: Orc is down
Soko drink Kur’s drink: 5: 5/5 Wounds
They rush in to avoid the falling rocks, and the heroes find another narrow tunnel. By rush, they go through in a single file, without tactics, the halfling in front, followed by the ranger, the dwarf, and the elf in the rear. Suddenly the door at the end of the hall swings open, and a foul orc, lifts its gleaming black axe and marches towards them.
Soko is the first to duel with the orc, the orc avoiding the hit easily, and bringing his axe down at the poor halfling, who falls unconscious to the side, saved by fate. The ranger tries to hit the orc with an arrow, but under stress, he fumbles and misses the greenskined monster who marches on, missing his first strike, but follows with a second one, bringing the ranger down.
Now Jordi, the trollslayer is on one to one combat with the orc. The size of the axes is the same, and the two opponents seem equalled. Jodri delivers two strikes, one at the head and one at the orc’s arm, who fails to hit back successfuly. After another series of carefuly hit where each warrior avoids the other’s hits, finally, Jodri’s axe connects with the orc’s right leg. The blow destroys the orc’s hip joint almost totally – the leg hangs limply, a mass of tattered and puply flesh with protruding fragments of bone. By change, one of the bone splinters has severed a major artery, and after a fraction of a second the orc collapses with blood pouting out from the ruined hip. Death from shock and blood loss is almost instantaneous.
Bianka pours some of the healing potion into the halfling’s mouth who, recovers, while Mellory, stands in the rear, with his bow ready, too wounded to fight in close combat.
Jodri recognizes fine dwarven craftsmanship in the two handed axe, and takes it, to honor his ancestors.
J. The Story Room
I’m not rolling a wandering monsters check since the next room has a major fight.
The heroes enter a large chamber that has been polished smooth. Ancient dwarvish runes are carved into the walls. Jodri reads them out aloud. They tell of the story of the digging of the mine and the work that the dwarves did there. Near the end, it mentions that the dwarves found a vein of glowing iron unlike anything they had seen before. They mined this strange ore, which they called eisenmond and found they could make weapons of great magic with it.
As they mined for more eisenmond they discovered some dark and evil secret about the mountain, without saying anything more than that they packed up and left overnight.
The story ends by saying that they left behind a large nugget of eisenmond which glowed brighter than the rest, in the care of someone called the Stone King.
The heroes realize that this is the key to the secret of the mountain, and what Gustovan sent them there to find.
K. The Iron Mine
Surprise: Monsters surprised, Heroes not surprised
Name | Initiative |
---|---|
Bianka | 68 |
Soko | 50 |
LGo | 40 |
Mellory | 37 |
HGo | 30 |
Go | 20 |
Orc | 20 |
Jodri | 13 |
Round 0
Soko charges LGo: 66/28 (+10): Miss
Bianka charges LGo: 29/41 (+10): Left Leg: 2+3-2-3= 0 Damage
Mellory: Loads short bow
Jodri: Moves to engage
Round 1
Soko vs LGo: 27/28: Body: 2+3-3= 2 Damage: 3/5
Bianka vs LGo: 79/41: Miss
LGo vs Soko: 83/25: Miss
Mellory shoot Orc: 80/36: Miss
Go vs Bianka: 16/25: Body: 5+3-3= 5 Damage: +2 Critical Hit: 75: CV 15: Fate Point
Orc vs Jodri: 93/33: Miss
HGo vs Jodri: 38/35: Miss
Jodri vs Orc: 64/47: Miss
Jodri vs HGo: 47/47: Body: 6(98)+7-4= 9 Damage: +2 Critical Hit: 79: CV 15: Orc is down
Round 2
Soko vs LGo: 16/28 (+10): Body: 2+3-3= 2 Damage: 1/5
LGo vs Soko: 98/25: Miss
Mellory: Loads short bow
Go charges Jodri: 22/25 (+10): Right Arm: 1+3-4= 0 Damage
HGo vs Jodri: 27/35: Body: 2+3-4 = 1 Damage: 6/7 Wounds
Jodri vs Go: 66/47: Miss
Jodri vs Go: 57/47: Miss
Round 3
Soko vs LGo: 42/28 (+10): Miss
LGo vs Soko: 77/25: Miss
Mellory shoots Go: 67/36: Miss
Go vs Jodri: 39/25: Miss
HGo vs Jodri: 19/35 (+10): Left Leg: 1+3-4= 0 Damage
Jodri vs Go: 33/47: Right Arm: 4+7-3= 8 Damage: +1 Critical Hit: 36: CV: 4: Drops weapon, Right arm useless
Jodri vs HGo: 38/47: Right Leg: 4+7-4= 7 Damage: 0/7 Wounds
Round 4
Soko vs LGo: 59/28: Miss
LGo vs Soko: 53/25: Miss
Mellory loads short bow
Go: Cool test: 17/18: Success: Picks up sword with Left Arm
HGo vs Jodri: 59/35: Miss
Jodri vs Go: 36/47: Body: 1+7-3= 5 Damage: +5 Critical Hit: 54: CV 15: Go is down
Jodri vs HGo: 96/47: Miss
Round 5
Soko vs LGo: 01/28: Head: 3+3-3= 3 Damage: +2 Critical Hit: 46: CV 9: Can’t act next round, must flee if they can
LGo: Can’t act
Mellory shoots HGo: 73/36: Miss
HGo vs Jodri: 99/35: Miss
Jodri vs HGo: 56/47: Miss
Jodri vs HGo: 09/47: Right Leg: 6(07)+3+7-4: +6 Critical Hit: 55: CV 15: HGo is down
Round 6
Soko vs LGo: 11/25: Head: 4+3-3: +4 Critical Hit: 02: CV 7
Mellory loads short bow
Jodri charges LGo: 68/47 (+10): Miss
Jodri vs LGo: 06/47: Body: 3+7-3: +6 Critical Hit: 66: CV 16: LGo is down
The heroes enter a vast chamber that is roughly carved and still being worked. Small veins of iron ore still line the walls. Four monsters work the mine, but the noise of mining covers the party’s footsteps, who gain the element of surprise.
Soko takes the wall to the right and attacks the smaller goblin along with Bianka, who barely scratches him, as if a magical force prevents them from placing full strength against the creature.
Mellory stands in the rear, to shoot his arrows, while Jodri the trollslayer enters the middle of the room and lets off a cry to taunt the rest of the monsters to attack him.
One of the goblins charges at Bianka, and wounded as is she is, he brings her down.
Soko and the other goblin continue to fight, with the halfling delivering a few cuts and pushing his opponent to the corner of the room.
Mellory shoots an arrow at the orc but misses, and the orc and the hobgoblin gang up on the slayer. He fends them off, and with a swing of his newfound weapon, he strikes the orc at the belly. The orc’s abdominal cavity ruptures, spilling entrails over a wide area. Death is instantaneous.
Soko has the advantage over the goblin, keeping him under his sword strikes, while the goblin charges at Jodri to join the hobgoblin against the bloodied slayer. They barely manage to cause a scratch at the furious dwarf.
Mellory shoots again an arrow and misses, while the dwarf hits the goblin at the weapon arm. The blow strikes the hand, dislocating the wrist, causing the curved blade to drop to the floor, clattering. He then turns around and with a swift slash hits at the hobgoblin’s right leg, but his enemy manages to hold on.
The goblin keeps their cool, and picks up their sword with the left arm, to keep on fighting, but the trollslayer delivers a hit to their belly, spilling their entrails all over as well.
Soko has his opponent down, and finally finds an opening, he hits the goblin at the head, destroying the left eye. Half blind the goblin screams in pain, and can’t react to the halfling’s hits.
Jodri and the hobgoblin exchange more strikes, and the dwarf slayer lands a hit at the hobgoblin’s right leg, destroying the hip joint almost totally, and killing his enemy.
Soko follows with another strike at the goblin, opening a flesh wound at it’s scalp, and blood flows down into the goblin’s only remaining eye. Only for a moment, until Jodri charges at the goblin, with a blow that smashes the goblin in two pieces.
Bianka recovers from her hits, and searching through the goblin, she finds a ring, which she immediately identifies as a magical protection ring. She wears it, in a futile effort to keep herself safe in this dungeon.
Mellory finds a coil of rope, which he takes, in case it ends up being useful in the dungeon.
L. Tunnel of Death
Soko: Search: 48/50: success to detect
Soko: Disarm: 67/34: failure
Soko: Initiative: 73/50 (+10): Failure: 6+4-3= 7 Damage: +2 Critical Hit: 92: CV 15: Fate Point
Jodri: Initiative: 16/23 (+10): Success
Mellory: Initiative: 69/37 (+10): Failure: 5+4-3= 6 Damage: +6 Critical Hit: 61: CV 16: Fate Point
Bianka: Initiative: 69/58 (+10): Failure: 4+4-4= 4 Damage: +4 Critical Hit: 32: CV 13: Fate Point
The heroes enter a smooth and straight tunnel. The floor is marked with the dark stains of dried blood. As they reach the door to the other side, Soko to detects a mechanism, that upon opening the door, releases several rocks to their heads. He tries to disarm it but fails. Only Jodri jumps correctly out of the way, as the rocks fall down on them. The rest should have been dead, but escape unscathed, as fate would have it.
M. Mysterious Fountain
In the center of the room is a stone fountain, carved in the image of a large dragon that coils around itself and sprays water out of its mouth. The water lands in a polished stone pool that has been cut into the floor around the statue. The air is sweet with the smell of fresh water. The heroes drink from the water to quench their thirst, and in a magical way, all their wounds and fatigue disappear.
They look around the room and see that there are no more doors, and it appears to be the end of the mine. But knowing that they haven’t found either the Stone Kind or the large lump of eisenmond, they start searching for a secret door.
Wandering monster check: no wandering monster
Soko: Search: 70/50: Failure
Bianka: Search: 82/58: Failure
Jodri: Search: 68/23: Failure
Mellory: Search: 33/37: Success
They find the secret door.
N. Sloping Passage
The tunnel has been cut downards at a sharp angle. Walking down is very dangerous, but with the rope, the heroes descend it with great care.
O. The Eisenmond Mine
The heroes finally enter a rough stone chamber, with flakes of a mysterious glowing ore flickering in the walls, floor and ceiling, making the dark walls shimmer like a starry night.
In the center, sitting on a small stone pedestal, is a short statue carved from a single granite block. It depicts a dwarf with a pick and other mining gear, missing it’s head which is tossed in the corner. The head sports a rusty crown, fashioned from iron, The statue’s hands are open and held out as if it was holding something.
Okay, so here’s a puzzle concerning players and not characters, but it can be resolved with Int checks, which I will test.
Jodri: Intelligence: 02/54: Success: He finds a secret compartment with two nuggets of eisenmond, that fit perfectly on the eye sockets of the statue’s head.
Jodri: Intelligence: 98/54: Failure
Bianka: Intelligence: 55/46: Failure
Soko: Intelligence: 94/26: Failure
Mellory: Intelligence: 96/27: Failure
2nd attempt:
Jodri: Intelligence: 37/54: Success: He considers placing the head back on the statue.
Searching around for secret doors, Jodri finds a small compartment in the pedestal that contains two nuggets of eisenmond. His keen senses tell him that they fit perfectly to the head, and he proceeds to place them there.
The party looks at the head. Then after thinking the problem, for a while, Jodri decides to re-assemble the statue.
As soon as the statue is assembled, a strange light fills the room. The stone body of the statue glows and the mouth moves slowly. In a voice deep and old as the mountain around, the statue speaks.
It says about how the mine belongs to the dwarves, and how good it is that the heroes have arrived because a great evil has tainted the spirit of the place. The priceless magical stone called the Eisenkern was stolen, and along with it, the power to trap the beast that lives at the heart of the mountain. If the Eisenkern is not returned, that terrible beast will be freed, and a horrible evil will come upon all who dwell in these lands.
Ending the Adventure
The heroes return and report their story to Gustovan, who seems troubled by it. He rewards them and takes thought of the matter.
The System
Rough, deadly, ~~gritty~~ gory. On purpose I left the descriptions of the critical hits, as documented in the core rulebook, so that the reader can decide for themselves.
The game system isn’t polished at all. Rules leave a lot to be desired in terms of descriptions and examples, but it works. In writing this I am also aware of the age of the system.
Overall it feels like there’s not much balancing done and failing at tasks is more often than not, the norm.
But what it shines about is that it’s enjoyable. To hit chance is low in combat, but it takes only a couple hits to bring someone down. Combat mechanics are simple, and even though they suffer from the Naked Dwarf syndrome, they make more sense than their respective D&D rules counterparts.
Political correctness or taking care to not step on any other Intellectual property, is out of the window, but at the same this is a game that doesn’t take itself seriously, unlike how the franchise evolved later on.
It is d100, but not nearly as crunchy as the other games of the same family. It is fast and deadly, but it can easily suffer from series of failed results and “nothing happens” combat rounds.
What about the Dungeon Crawl?
With a fair bit of luck and almost complete expenditure of the party’s Fate Points, we cleared the dungeon (a group of 4 versus 3 in my other runs). To be honest, a normal group would have better turned tail and run after the fight with the orc with the magical axe, but I wanted to see how it would go on no matter what.
I did some wrong calls, and missed a few rules here and there, but nothing too serious.
With proper planning, I believe a party can do some dungeon crawling in WHFRP1E and enjoy it. It’s risky, but manageable.
Summary
From a solo perspective, the system is perfectly soloable regarding bookkeeping and rules. It’s age shows though, and it can take a while to find where a rule is described even with the OCR PDF version.
I’d certainly use WHFRP1e to play an adventure or two in the same setting, but I wouldn’t use it to run something else.
It’s a game that certainly lives to its dark and gritty name.
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