Linking Demo to Eye for an Eye, any good ideas...

By Blustar, in WFRP Gamemasters

Just looking for some advice on linking the two starting scenarios and I'm pretty sure we're going to generate characters instead of using the pre-mades.

Thanks

I am doing the same thing with my group and I really want to play the demo out and see how that one wraps up before committing to a hook for Eye for an Eye. It may just come down to the characters returning to Ubersreik looking for work, but I am hoping that I can pick up a few ideas after we run through A Day Late.

I'm linking the two together. Have Klaus give the PCs the ad from Eye for and Eye. He tells them if they are looking for work they can find it at the Red Moon Inn.

Have the package wrapped in a load of old paper sheets (paper probably pretty hard to come buy in the OW so gets re-used a lot), one of the more eligible ones is the job request from an Eye for an Eye.

If you are re-jigging the demo slightly to have home brew PCs, you could even make the package seem really important and valuable to employer/Klaus, but when the PCs finally get their hands on it, they find it is something pretty mundane (even a piece of cured ham perhaps...)wrapped up in a load of old paper!

My link of the Demo with Eye stemmed from the characters we created to start playing. We've a Dockhand, a Boatman, and an Initiate of Morr. So, to replace the characters in the demo, the Initiate is waiting for the package. The 'missing' Roadwarden will be the Dockhand's brother. The Boatman and the Dockhand are friends from a dockside pub. The Boatman goes with the Dockhand to the local Roadwarden station to inquire why his little brother isn't back from the simple escort duty he left for, coincidentally while the Initiate is there inquiring about his undelivered package. That's the set-up to get these characters together for the adventure.

To lead into Eye, the contents of the package will include a request from one of the Initiate's higher-ups to check out the manor. With the camaraderie they developed getting the package (and possibly as vengence is the roadwarden brother dies), the Dockhand and Boatman will accompany the Initiate.

So, my suggestion is to use the characters your players created to tweak the adventures to suit the group at hand.

I going to have 'A Day Late...' begin in a coaching in just north of Geissbach (the village is mentioned in 'An Eye For An Eye' en route to Grunwald). Vern Hendrick is at the inn waiting for the coach to travel to Ubersreik to hire men for Lord Ashaffenberg. Th PC's will all be either waiting for the coach to arrive (the package, the friend/relative, etc.) or have something planted in their backstory to give them reason to head out after the coach (e.g. there are Goblin ears and Beastman heads on the walls of the inn, the innkeeper pays bounties).

They will hear a clattering outside: a coach horse has galloped into the courtyard carrying a dead coachman. The coach is in trouble. If the players don't act the innkeeper will be a prompt - offering payment to investigate. The coach is fifteen minutes up the road and the Beastmen are from the same herd troubling Grunwald.

When they return, Hendrick will attempt to hire them based on their exploits.

On of the issues I have with 'A Day Late...' is that the coach is a day late and then there's the time it takes the PC's to get to the battle site and when they get there the fight is continuing. How long have they been fighting for? I wanted to shorten the time frame so that it made more sense.

Bertolac said:

On of the issues I have with 'A Day Late...' is that the coach is a day late and then there's the time it takes the PC's to get to the battle site and when they get there the fight is continuing. How long have they been fighting for? I wanted to shorten the time frame so that it made more sense.

I had the same concern with the timeframe. I was planning to simply have the coach 'break' (wheel comes off or similar) and some hours later whilst they're repairing it, the beastmen find them.

We played the day late shilling short with the premades in my little group. We spent awhile on that, dinking around with the adventure, trying out combat etc. The end of the adventure got kind of silly. The Mage attacked the elf NPC, just to see how things went etc. Like I said, my players knew this was a test run.

Then we rolled up our own characters.

I linked the previous session by starting our new characters off in a festive social story mode. The town was relieved that a local bunch of adventurers, that had gone mad with Chaos power, were captured and publicly executed. I even had one of the PCs (A zealot) part of the hanging crew. It was fun and set the tone for actions having consequences.

I had a similar dilemma I wanted to link A Day Late... to Eye For An Eye, because I didn't want to clean slate my campaign after running the demoeveryone in my group liked their characters so much, and had some great interaction, so I wanted them to feel like what they had done would carry over.

My approach was to have Vern Hendrick hire the players. In my storyline, Hendrick served as a handler, of sorts, for the Aschafanberg family, and he was awaiting the box in order to do some business for his Lord (never explained, specifically; I left it as a Maguffin).

When the PC's performed admirably, he offered them the Eye For An Eye job.

Obviously, I altered a few backstory elements to make this work. However, seeing as the original adventure was intended to be run with premade characters, I felt that it was acceptable to make some adjustments per their removaleven before considering the GM's golden rule of take what you want, and change the rest.

Hope this helps.

~Wintermancer~