Intro Adventure - A Shadow Falls (Chapter 1: Welcome to Upfenbrunnen)

By HedgeWizard, in Warhammer Fantasy Roleplay

I do think it is a great discussion, and it will help guide me as I flesh-out the adventures I've written for my group to make them widely available. I do try to enable the characters to shine via their respective strengths, given guidance from the players on what their character conceptions are, and so on. I started running RPGs in the early 80's with a group of very proactive, very theatrical (for lack of a better word) players. However, now we're all in our mid-to-late 30s, and a couple of my players are totally new to the hobby. They have a great conception of their character, but they aren't yet comfortable inhabiting the shoes of their characters during play. Everything I can do to enable them to bring out that character conception is a win in my book.

Anyway, I hope people find some value in the adventure, whether it is from bits and pieces or as a total adventure. I would be curious to hear from others if they run portions.

I think this is a great adventure which I intend to run tomorrow night in what will be our very first Warhammer 3rd Edition game! I love the whole witch hunter thing, I have a fascination for these imposing characters so it'll be great to start off the game this way. Also, one of my players is new to the setting and that first scene you wrote here feels like the perfect way to establish the Old World: there's magic, paranoia, corruption, colourful characters and religious fervour, all in one scene :) That's Warhammer! :)

I also think this adventure, being a bit more linear, will be easier for me to run as a 3rd Edition first timer, than Eye for an Eye, which I find a little bit more complex for a first game.

I don't know how hard this adventure will be or how long it will take to finish it, any idea?

First fantastic layout and general document design. It's very easy to follow and keep pace with the flow chart at the beginning for the synopsis is great. Not sure why I never thought of doing that myself when writing up an adventure as I always flowchart them for the rough draft. It gave me a further idea to create a continuous flowchart in the margin through the whole document, but that's beside the point.

I haven't fully read through it but the skim through looks excellent. It's a great adventure that even though it's linear creates enough decision points for the characters to think they have some control of what's going on. The encounter setup's are well done so that you should easily be able to tailor it to the level of your group.

I'm definitely going to throw this one into an upcoming game. Well done sir.

James Sparrow said:

I think roleplaying is a reward in itself. Also, there's no inherent reason why good roleplaying (always a subjective term) should be rewarded by mechanical success - someone can roleplay a fierce argument brilliantly, but if the GM knows that his NPC had a good reason to ignore even sound, passionately given advice, then that's the way it goes. Roleplay should be encouraged because it's a fundamental and defining part of what roleplaying games are all about, not because it might get the player/PC what they want.

When we run combats, we use dice because it's simply not practical for us to start hitting one another. Same goes for picking a lock or doing research in a library that does not exist. Roleplaying, getting into character, understanding our characters, knowing how they might respond to the behaviour and arguments of other, on the other hand, that's something we can do without using dice. Also, it can still be done without speaking in character, which is often the hardest thing for new or shy gamers.

It's funny how different people have different opinions of what "good roleplaying" is. I think we all take for granted that our own opinion is shared by everyone.

I, for one, don't believe that roleplaying revolves around the act of speaking as your character. To me it's more about understanding who the character is and acting/reacting appropriately. Sometimes that involves speaking in character, but it's not the end-all-be-all.

For me, having the brutish warrior with a 1 Fellowship give an eloquent speech to convince the townsfolk to help is bad roleplaying. It isn't in the character's nature or ability to do so. You wouldn't allow the weakling diplomat to decapitate a troll in one blow, so why let the social idiot act as a capable statesman? Both cases are poor roleplaying?

The dice are there to explain what your character is capable of doing. Roleplaying is how your character deals with the results.

... oh, and Hedgewizard – less chatting, more posting of adventures! :)

I've always handled social situations with what I call the beer goggle aproach.

Situation 1) The dumb as rocks fighter character, the player gives an eloquent speech stirring everyone around the table. That's perhaps what his character pictures him saying in his own mind. His 1 fellowship and/or crappy roll have him telling the queen she's got nice **** and he thinks she's suitable for a romp in the hay.

Situation 2) The shy player has the really high fellowship character. The layer says "I tell the queen she's hot" he scores really well on his roll so that translates into a powerful stirring speech or the queen just happens to find him humorous and tension breaking and it works.

First, thanks for sharing this, Hedge!

Second, who's run through this so far? What's your average time to run it for a group of 3-4 experienced RP'ers (but noobs to 3e)?

I'm liking this over E4E as it is a bit more linear and makes for an easy run for both the players and GM while they get a handle on the rules. Will definitely post feedback and a session report if we start it up tomorrow evening like I'm hoping.

Thanks everyone for the interest and kudos!

Sadly I have made zero progress on the next chapter for the last two weeks thanks in large part to massive work hours. My original plan was release at the end of Feb, now looking 2nd week of March. The next chapter will be a little more open, but still largely linear. Once the PCs reach the city (chapter 3), it will be a wide-open investigation style adventure (Jack the Ripper style). I am hoping to have some nice maps up and ready for that too.

I am absolutely interested to hear from anyone about their experience with the module, as well as any feedback on structure, presentation, content, etc.

Reading through the adventure and I'm liking what I see. There are a couple questions though. I'm not 100% sure where some of the status trackers (awesome work on using those in different ways) begin/are checked. Here's the list:

Greenskin Engagement (p5): I see the tracker and the statuses and a couple entries at the end using the comet/star. Am I supposed to shift the tracker when either a comet or star come up for any PC or Greenskin check (combat/casting/etc)?

Chase Tracker (p6): This looks self-explanatory. The only time this moves is when the tracking checks are made. So essentially it can be RP'ed out and/or consists of a batch of tracking checks.

Bargaining (p6): The tracker begins when the bargaining begins? I'm assuming the roll results are based on whatever the players are using for the bargaining. Whether it's negotiations, intimidations, etc, correct?

Delivery Clock (p7): this one's a bit odd. The clock is set for 7 hours. The PCs take 2 hours to walk back to town, at least another hour to talk with the council, at least 1 if not 2 hours to get back to camp, horses reduce the times, etc. So depending on how the PCs go about gathering the supplies they move their counter. Ok, sounds good. Only question is I'm assuming the meeting place for dropping off the supplies is not the mine the Orcs are in as it's 2 hours from town if carrying supplies or 1 if carrying them with help, but it takes 2 hours to get to town from the mine in the first place, correct?

The Finale Tracker (p10): Same question as the Greenskin Engagement tracker. Does a result of two banes or two boons or comet/star on ANY PC roll advance/move back the tracker? Do the banes/boons have to be activated like any other ones or is this in addition to anything an action could activate (i.e. two boons on a CR 2 weapon would activate a critical AND move the tracker back one space?)

Also, liking the idea of using 3x5 cards for the 'areas' of the town. Will post on this later, but here's how I was going to handle them for the town fight:

  • All characters in a card location are 'close' range with one another.
  • The town itself is extreme range wide.
  • The watch towers are locations, the palisade wall is a location, and the gate is a location. They are all close range to one another (i.e. one maneuver moves you from one tower to the palisade and another manuver moves you from the palisade to the gate or the inside of town or so forth).
  • The pyre is in the center of town and is medium range from the palisade.
  • Secific locations in town other than the above are all close range to one another and the palisade/gate/towers, likewise the pyre is close range to the buildings.
  • The road outside is close range to the gate and the open area outside the palisade is clear up to extreme range.

We'll see how this goes.

We had our first session of the adventure last night, good times all around.

The party consisted of a Wood Elf Thief, Human Barber-Surgeon, Human Dilletante, and a Troll Slayer. Things went mostly along the lines laid out in the adventure, here's some hilights:

The party arrives in town to encounter the pending "witch" burning. Not sure what's what they hang back a bit, with the Thief using the crowd as cover to circle around for a better vantage point, spotting Bauer arriving. The Dwarf and Barber made their way through the crowd, deciding what, if anything, they should be doing. When Bauer confronts Bichoff he orders the Dwarf to free Else while he takes off after Bichoff and his assistant. The Thief, closer to the fleeing impostors takes a swipe at Bichoff's assistant, cutting him and joining in the chase. Bauer shouts at the Thief that he needs them alive to stand trial for their crimes and fires at Bichoff, winging him. The Troll Slayer takes a running leap and snatches both Else and the stake she's tied to from the rapidly spreading flames (the pyre was soaked in oil - I told them it had spread like 'movie fire' once the torch hit it) and deftly cut her loose with a swipe from his Greataxe (he rolled plenty of successes for the Stunt, including a free maneuver). Meanwhile, the Barber had pulled his crossbow and fired one at the fleeing Bichoff, between his shot and Bauer's Bichoff collapsed, too wounded to flee further. The Thief on the other hand threw a flying tackle at his assistant, pulling him down and forcing him to surrender with a dagger at his throat (another use of a Stunt).

Afterward, the villagers and mayor thanked the party (as did Bauer, begrudgingly). The town was placed on notice that Bauer's orders were to be followed and while he interrogated the false Witch Hunters none were to leave town. The players were offered a free meal and room for the night as thanks for their efforts earlier in the day, which helped take the sting out of being delayed in getting to their destinations.

The next day, during their questioning by Bauer's assistant, a small boy staggered into the Goose, exhausted and bleeding. Edmund related to the gathered group how his family's farmstead had been set upon by an Orc raiding party and how he had escaped and fled to the village for help. The party, Bauer's assistant, and the town brewer (who gathered up his blunderbuss) set off to render aid. Coming in sight of the farmstead the party could make out oily black smoke climbing into the sky from the grain sheds, bodies near the palisade gate and several small green bodies wrestling with a bundle of burning pitch and tinder toward the farmhouse.

The Thief crept into position near the gates while the snotlings and goblins were otherwise distracted, with the rest of the party moving up quickly thanks to some deft tactical advice from the Dilletante. The Thief attacked the goblins while the Dwarf engaged a pack of goblins and snotlings (I put a couple fewer batches of greenskins in and left them as individuals - it was getting late and we were more working on learning and teaching the mechanics than I was worried about setting up a dramatic story point). The brewer fired his blunderbuss at the snotlings trying to set fire to the farmhouse, missing the snotlings, but blowing the burning tinder apart. The shower of sparks and pitch set the snotlings alight (he'd rolled no successes on the hit, but several boons). By the end of the fight the Thief had suffered a few light injuries, but the Dwarf had been seriously injured including a ruptured spleen. The Barber had come to the Dwarf's aid near the end of the fight and afterward quickly administered first aid and splints and bandages to the injured members of the party.

This is where we left things at the end of the session.

Good times!

The only downside for me was the greenskin tracker (as I'd mentioned above). The party and the greenskins rolled few comets/stars to move the tracker forward and I decided to have it move whenever a NPC or batch of greenskins went down. Even with that the NPC tracker only moved 1 step and the greenskin tracker moved to one step before the first event step. Again, love the use of the trackers throughout, but maybe I'm doing it wrong for them to work right.

Welp, that's the session. We would have done more but it was laaate and we'd spent the first part of the evening creating characters and teaching two of the players the basics before jumping in.

Thanks for the fun adventure, will post again when we have our second session.

First off - thanks VERY much for sharing the results of your first session! It was wonderful to read and interesting to see how someone handled it differently from myself and my group. I really enjoyed reading it!


I have adjusted the format somewhat for my trackers in the next chapter to better highlight information and make it easier to read. Here are some answers to your questions though:

  • Greenskin Engagement (p5): I see the tracker and the statuses and a couple entries at the end using the comet/star. Am I supposed to shift the tracker when either a comet or star come up for any PC or Greenskin check (combat/casting/etc)?


The idea being that yes, you move these trackers whenever these symbols appear according to a combat roll (you can include casting if you are so inclined). They aren't "purchased" in the same way criticals are via boons, comets, etc. I will definitely make a point to highlight these sorts of things to improve clarity in my upcoming work. Thank you very much for the feedback!

  • Chase Tracker (p6): This looks self-explanatory. The only time this moves is when the tracking checks are made. So essentially it can be RP'ed out and/or consists of a batch of tracking checks.

You are correct!

  • Bargaining (p6): The tracker begins when the bargaining begins? I'm assuming the roll results are based on whatever the players are using for the bargaining. Whether it's negotiations, intimidations, etc, correct?


That is correct; if the PCs elect to try to bargain (or rather, Splitmaw suggests a bargain might be better) then this triggers the tracker. The PCs (and indeed Splitmaw) can take any tact - cajoling, pleading, charm, intimidation, etc.) to influence the tracker. Of course, the GM and players should respond accordingly.

  • Delivery Clock (p7): this one's a bit odd. The clock is set for 7 hours. The PCs take 2 hours to walk back to town, at least another hour to talk with the council, at least 1 if not 2 hours to get back to camp, horses reduce the times, etc. So depending on how the PCs go about gathering the supplies they move their counter. Ok, sounds good. Only question is I'm assuming the meeting place for dropping off the supplies is not the mine the Orcs are in as it's 2 hours from town if carrying supplies or 1 if carrying them with help, but it takes 2 hours to get to town from the mine in the first place, correct?

My numbers here a fairly loose and are more guidelines in order to place some tension on the task. The meeting place for the is the abandoned mine, which is about two hours away from the village should the PCs be herding all of the animals themselves (without any experience managing livestock certainly). They can drastically speed it up by carting as much as possible, having an experienced livestock handler with them, and increasing their pace to a jog.


Really the idea was to expose the tracker to the player and show how things progressed as they went about acquiring the goods, with a sense of time tied to it. But yeah, it was supposed to 2 hours from village to mine.

  • The Finale Tracker (p10): Same question as the Greenskin Engagement tracker. Does a result of two banes or two boons or comet/star on ANY PC roll advance/move back the tracker? Do the banes/boons have to be activated like any other ones or is this in addition to anything an action could activate (i.e. two boons on a CR 2 weapon would activate a critical AND move the tracker back one space?)

As per the other combat tracker, these are moved per the result, and aren't purchased in the same way that action card triggers, criticals, etc. are. So anytime these results come up in a PC roll, the effect is also triggered along with anything that PC "buys" with those.


The reason that these effects are inclusive or in addition to power "buys" is to 1. keep the pace of the event moving, 2. not burden the players with more to think about in terms of their strategy and rolling, 3. to give the players a sense that things are occurring around them without their direct input, yet still being influence by their participation.

I hope that helps to clarify, and thanks again for the feedback. It's invaluable for writing and producing the next chapters. AND I am looking forward to reading more about your group handles it!

Greats Ideas in this adventure!!

I think u really had good ideas on how to set up progression trackers and interprets dice's results...this depicts well an ongoing story, driven by characters actions!! and to bargain whit orcs is pure genius and great fun!!! aplauso.gif

Story-wise though, I've found the beastmen intervention quite out of place: the reason why they attacks the town is a bit faint, and totally obscure to PCs: this can lead the players to think they was REALLY unlucky to arrive in such Emperor-forsaken place in the middle of orcs and beastmen incursions!

I suppose the most important event in the "finale" is Bischof's escape and murdering of his associate, 'cos it gives the hook for the following adventures. But all of this is barely related whit beastmen: the scorpion symbol is not beastmen's one, how beastmen could worship an elven god? This will make players very puzzled, and especially those well aquainted whit WH lore... very skeptical about this.

Moreover, quite a few question are leaved open:

1- what if some PCs are already at the inn when the gors arrive? they could see Bischof escape? they could prevent that?

2- what if the PCs couldn't manage to deliver the goods promised to Splitmaw, or arrives too late? the orcs will attack the town too?They will combine forces whit beastmen?

I'm planning on having his assistant be barely clinging to life...somehow...as a plot device to fill in the blanks for them. I'd almost pull off the Khaine part and ally the Beastmen directly with Khorne. Have the Wargor's horns grown into a resemblance of Khorne's symbol and allow appropriate checks to identify it. Maybe the same mark's on the wall of the cellar, tying their attack into Bischoff's giving over to chaos completely.

Story-wise though, I've found the beastmen intervention quite out of place: the reason why they attacks the town is a bit faint, and totally obscure to PCs: this can lead the players to think they was REALLY unlucky to arrive in such Emperor-forsaken place in the middle of orcs and beastmen incursions!

That's exactly the impression I want to leave on the players - that they are VERY unlucky to have arrived in this backwater village. But at the end of the day, they get a nice bounty they can pursue (and even if they don't, some other events are going to real them into the meta plot anyway). I understand a lot of this can be made a lot clearer to the GM at the outset, and really this is just a symptom of me writing and winging an adventure for my players and only after the fact, putting it into a presentable form for everyone else. I am planning, once all the chapters are done, in going back and putting a lot more cohesive detail and guidance into the complete package.

I suppose the most important event in the "finale" is Bischof's escape and murdering of his associate, 'cos it gives the hook for the following adventures. But all of this is barely related whit beastmen: the scorpion symbol is not beastmen's one, how beastmen could worship an elven god? This will make players very puzzled, and especially those well aquainted whit WH lore... very skeptical about this.

My world view of WFRP is largely based on the first iteration; Khaine was the lord of murder and nothing else. He was not aligned with an elvish pantheon. However, in v2 supplements, there were suggestions that Khaine is just an aspect of Khorne, and that the scorpion is one of Khaine's symbols. I am traveling down this avenue myself; hence the reason for the beastmen who follow Khorne becoming involved. The players will discover that Khorne and Khaine are the same deity.

Again, keep in mind I am writing this for my group and it is not intended or designed to fit nicely into official canon. Hell, I am inserting my own province in between Averland and Wissenland to meet my needs because I don't want to rely on using known places/people. Also, the emperor is a feeble old man, and his absence on the Imperial political stage is going to allow for some army mobilization and some serious death toll down the line...

1- what if some PCs are already at the inn when the gors arrive? they could see Bischof escape? they could prevent that?

Unfortunately as a writer/GM, I can't anticipate all permutations of a player's choices and so have to leave it to the GM to arbitrate. If my PCs had thought the same and were in the Inn at the attack instead of trying to either save the town or fight free, they would definitely come across Bischof and his escape. Since his escape is crucial for later chapters, I would have to stack the fight against the players I am afraid. Perhaps by having the beastmen show up en force allowing him to escape while they were occupied.

2- what if the PCs couldn't manage to deliver the goods promised to Splitmaw, or arrives too late? the orcs will attack the town too?They will combine forces whit beastmen?

Splitmaw KNOWS he doesn't have the strength to attack the village (this is mentioned on page 4); but you can be sure that he will kill the boys in a rage, and perhaps assault one of the other farmsteads to get what livestock he needs. Whether he does that immediately or not is up to the GM, though in my personal opinion, I wouldn't have them ally with the beastmen as they have VERY different interests and do not make for common allies. However, perhaps the greenskins attack one of the farms, the village rallies to their defense leaving the village exposed and vulnerable to the impending beastmen attack... fun!

Well, got our second session of the adventure in, here's how it shook out:

When we left our 'heroes' they were hot on the trail of the orcs who'd kidnapped the two boys. Our Troll Slayer, Thief, Barber-Surgeon, and Dilletante kept close watch on the trail, the Dilletante's superior INT keeping on the orcs' not-so subtle trail. After a few tracking checks they knew they were closing in on the orcs, only to be accosted from the treeline by a voice. A Waywatcher who had been hunting in the forest saw the orcs pass by recently, and offered to join up with the party to help them hunt down the greenskins (having a second wood elf in the party didn't hurt).

They caught up with the orcs near their camp, but were taken aback by the Splitmaw's willingness to communicate. (GM aside, I know this was written for a different group of players and Hedgewizard has different ideas of how orcs should behave, but my play group works off the WHFB mentality about orcs, so they automatically went into 'orcs aren't that bright and they're always ready to fight' mode). After a few tense moments, the party decided the five of them versus no fewer than seven orcs with two hostages involved was not a fight they wanted to have. They agreed to go and get the ransom from town, which they'd negotiated down to one cow, one sheep, and the ale. The Troll Slayer would NOT let the hostages out of his sight and agreed to follow the orcs back to camp, staying outside, but able to watch the boys, he didn't believe nor trust the greenskins at their word.

Returning to town quickly (now thanks to the Waywatcher's excellent sense of direction and forester skills) the party split up. The Waywatcher and Thief went looking for the livestock, while the other members headed to the Goose for the casks. Getting the casks was easy (in fact, the Dilletante had asked for four casks, not two, which they received), while the Thief and Waywatcher decided they'd steal the animals from the fields instead of considering asking. This worked out okay as the party had returned after dark, but may have future ramifications as the group who went back to town told the elders about the entire ransom amount. The Troll Slayer, for his part, endured jokes at his race's expense, knuckles white on his greataxe's handle.

The party headed to the meeting site, while the Troll Slayer accompanied Splitmaw and his boys. Standing at the mouth of the mine, the kidnappers waited while the party made its way through the rocky terrain. The Waywatcher spotted several knots of goblins watching their progress, and hung back at the treeline, bow ready. Near the mouth of the mine, the players stopped, waiting for the hostages to be brought forward. They were dragged up, an orc at each's side and the Troll Slayer coming along. Once the exchange had been made, the Dilletante was ready to move them back to the treeline, the Thief to cover him, just in case, the Troll Slayer ready to kill anything green when the unexpected happened...

...the Barber-Surgeon walked calmly up to Splitmaw, sized him up, standing there with his big orcy axes in hand, and TOOK A GREAT SWIPE with his sword!!

All chaos broke loose. The Troll Slayer saw that as his opening, unlimbered his axe and starting laying into the orcs nearby, the Thief went to work with his dagger, the Waywatcher started dropping goblins with his bow, and the Dilletante wasn't sure what to do (he looked like he was going to wet himself, took a couple desulatory swipes with his sword, and then ran - about 4 rounds in). The Barber-Surgeon was taking on Splitmaw and his two remaining guards himself, dealing the orc boss a couple severe wounds, before being laid out. The rest of the party fought well, but during the general mess of it, one of the boys was slain by and orc, the Thief passed out over the body of another orc - too fatigued to continue, and the Waywatcher and Troll Slayer continued to hack about.

Several of the goblins and a couple of the orcs 'headed orff for more lads!' and the party was able to get away, dragging the remaining boy, unconscious Thief, and half dead Barber with them. The townsfolk were obviously shaken, and Ingrid beside herself, at the news of what had occurred but thanked the party for doing what they could. After some hefty first aid and rest from Old Nan the group was relatively recovered, waiting for a coach out of town. Of course, the next day would see the burning of the false Witch Hunter...

*** Notes: This wasn't so much a facet of the adventure, but of my play group's style, but the negotiations didn't go very well. Lots of posturing, wanting to circle around them with a bow and shoot their way through nearly 2X their number in orcs, and then the surprise at the mine...

Afterward the Barber's player said that he wanted to wake up the party. He felt like some of the players were in need of a shock to see why combat isn't always the best answer in this game and to get them THINKING in different ways than just fighting. He wasn't sure how it would shake out, but definitely got them considering how brutal combat can be. I'd thought I had given them enough deterrent with five orcs plus Splitmaw plus four braces of goblins to fight if things went sideways, but that didn't factor in. Eventually, some of them had to 'go get 'elp' or I would have had a TPK on my hands (save the sniping Waywatcher who'd taken care of the goblins attacking him before even thinking about the more immediate scrum).

In retrospect, I'd change the orcs to human bandits, some sort of gang that's holed up in the hills and low on food. That way, at least my players might think twice about just wading in and killing them as they did with the orcs. They just don't see them as something you'd negotiate with.

For the last part, I think I'm going to change up how its ending. I'm going to spend some time with the players 'talking to' the false witch hunter, and then before he can be taken out and burned, instead of beastmen the orcs will swarm down from the hills and forest and attack the town in rage. Their 'new boss' will use their double-cross as a way to get what he was pushing for - pillage!! In the resulting confusion, the false witch hunter will kill his assistant as its written in the adventure, and make his way out, throwing some spells about to get the players thinking about magic. Then he'll make his escape. I'm looking forward to arranging a nice climactic duel between the Troll Slayer and the new boss in the center of town. That should be fun.

Not sure if the false Witch Hunter will live or not yet. I may move the guys directly into the Enemy Within, which would involve them continuing on their journey instead of heading in pursuit of him, we'll see.

Man - that was fun to read! Thank you!

I will say from my own plotting that Bischof becomes a Jack the Ripper style antagonist in a large city along the Reik. Sadly, work is just crushing me the last 6 weeks for getting out the next two chapters. Hell, I haven't even played WFRP since late January.

On the plus side: there will be some nice (I hope maps) included.

At least Stromdorf will be out soon!

Indeed. Yeah, I got that vibe from your bit about the 2nd adventure. If nothing else, maybe I can it in wherever they happen to be when you have the time to work on it and have a nice recurring villain for them to encounter. :)

I'll definitely update when we wrap up in the next session.

Hedgewizard, I signed up just to ask you this:

Is it possible for you to upload a Word Document version of your Draft for the purpose of using it as a template? The layout is great and it should be used by everyone who's into writing fan-scenarios.

If you don't want to upload a Word version due to copying stuff or whatever I understand, but could you either upload a template or share your word settings?

I'm running this as a demo adventure at a game store next week. I like the story. I don't know that I'll have the time to add the beastman attack at the end but the orc theme should be good enough to introduce players to the game.

Did you draw the maps on your own? I assume you used Photoshop for them?

After the demo linked to Eye for an Eye, my players decided to give back Kordhen's hammer to Karaz Azgaraz... They travelled to the Grey Mountain, stopped by that mysterious inn from "Ghost of Mondstille" another great fanmade adventure and arrived to a small village before climbing to the dwarf fort.

That's how I use your excellent work "A Shadow Fall". I translated it in french and adapted it to my game with the followings :

  • The village is near Karak Azgaraz, a small dwarf fort eager to strike orc and become famous... through time, a orc waaagh! has been formed and is now ready to attack. They lack some drink and meat so they sent an half-orc to lead moutain scoundrel's gang with some goblins and snotlings. They must force the village to give some of their ressources.
  • The witch is actually one of the daughter from the attacked farm. A Waaagh! goblin shaman missed her when she escaped and she's been marked by chaos... The scoundrel noted it, grimmed himself as a witch hunter and take her to the village to attract people'sattention during the attack. There are some scoundrels in the attack and mature female has been raped.
  • There's no real witch hunter to help the players. they have to unmask the false witch hunter and stop him alone.
  • There is no beastmen attack. Instead of it, I use the same chapter to run the Waaagh! attack against the dwarf fort of Karak Azgaraz

Thanks A LOT for your work. It's really interesting to test your progress tracker ideas. In example, players failed to save the farmers in time, but succeed to kill all the ork. On friday they'll track the goblins and scoundrels to their camp where the half-orc is going to try bargaining... I doubt the Troll Slayer will accept any discussion.... Considering the farm attack, he'll probably adopt a Kill'em all attitude

Hey all - thanks for the continued feedback. As I've mentioned elsewhere, I was working really long days and haven't been able to finish up the 2nd chapter (and then I went and had a tonsillectomy which set me back further).

Things are lightening up, though, and I plan on having the next chapter out before tax day (April 15).

New and significantly improved maps will be included (and I may go back and update the maps in Chapter 1 if given enough time). The original maps were quick sketches done in a tool called Curio, which is the tool I use for all of my brain storming, storyboards, etc.

Cheers!

Thanks for the update HW.

I look forward to Chapter 2.

Does someone still have this Adventure? I am looking for it, but Hammerzeit is down so I was wondering if there are any other locations where I might be able to grab this one?