RUMPUS RUCTION   -  WFRP 4ED SOLO ADVENTURE
- by Jay H

ADVENTURE DESCRIPTION
This is an WFRP 4th edition solo adventure based on the characters and situations presented in the 1st edition encounter: Mayhem in the Mermaid from White Dwarf #96.

This is a choose your own adventure style of story game where you follow the story from the Introduction through the numbers as directed.

Combats: Run them as normal between you and your opponent.
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**** MAKE A COPY OF THE TEXT OF THE CHARACTER TO REFERENCE FOR SKILL CHECKS AND COMBATS
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Eva Baun – Smuggler

Middenlander Human – Age: 25

Smuggler (Riverfolk) | Level 2: Smuggler (Ex-River-runner)

WS 40 | BS 25 | S 30 | T 30 | I 30 | AG 30 | DEX 30 | INT 30 | WP 45 | FEL 35 | W 13
Fate 2 | Resilience 4 | | Fortune 2 | Resolve 4 | Movement  4

Basic Skills: Art 30, Athletics 35, Bribery 40, Charm 38, Charm Animal 45, Climb 30, Cool 55, Consume Alcohol 35, Dodge 30, Drive 30, Endurance 30, Entertain 35, Gamble 30, Gossip 35, Haggle 38, Intimidate 30, Intuition 30, Leadership 40, Melee (Basic) 40, Melee (Brawling) 40, Navigation 30, Outdoor Survival 30, Perception 30, Ride (Horse) 30, Row 35, Stealth 30.

Grouped & Advanced Skills: Evaluate 33, Sail 35, Swim 35, Language (Reikspiel) 30, Lore (Reikland) 35, Stealth (Urban) 35    

Talents: Species: Doomed, Suave, Coolheaded, Hardy, Sturdy, | Career: Fisherman, Strike to Stun.

Social Status: Brass3 Tier | Money: 48 brass pennies

Trappings: Clothing (flared trousers, shirt, corset, apron, low boots, gloves, cotton bonnet, outer jacket), shawl, plain dagger & scabbard, painted indigo leather pouch, Sling Bag containing a Flask of Spirits, 2 Barrels, Hand Weapon, Leather Jack, Row Boat, Large Sack, Mask or Scarves, Tinderbox, Storm Lantern and Oil .

Background:
You are dressed as a riverwoman tonight, the type of clothes that will cause no suspicion in this waterside inn.

You are here to meet with two people. Firstly, you need to speak to the manager to arrange a delivery of valuable, bootleg brandy, and secondly, you have arranged to collect some diamonds from a boatman who should be here tonight. Unfortunately, you haven’t got enough money to pay for these gems so you may (sob, sob) have to resort to violence to secure them.

* Any weapons listed have been checked with the Pit Fighter at the door.

EVENTS TRACKING:    A | B | C | D | E | F | G | H | I | J | K | L

CONSUME ALCOHOL TRACKING:

Drinks:
Intoxication effects:
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1

INTRODUCTION
Night is falling on the river wharves of Altdorf. As the day ends and Light departs from the city, a dank mist rises from the water and Creeps ashore. The citizens pull their cloaks around them and head for the comforting warmth and entertainment offered by the city’s inns and taverns.

The place you are going to is The Mermaid—one of the many sleazy inns lining the streets of Altdorf’s docklands.

Out front is a beggar with a paralyzed, sore-riddled leg. He shakes his cup at you.  
1) Before you enter, you eye the beggar. Make a Challenging (+0) Intuition test. *
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