Hi guys,
I've started writing an adventure/campaign that may take place right after the intro adventure from ToA and possibly link to the Stromdorf adventure that is coming up. This is all new to me (WFRP3 is my first PnP RPG and I only GM-ed a few sessions so far) so I suspect I might be doing something very wrong. I'll give you a short description of each chapter with a list of the main activities involved there. I'd really appreciate some tips, critique, notes possible pitfalls and any general suggestions.
The adventure is meant to have encounters with various types of enemies from the Old World, have some espionage action, some diplomacy/bribery/blackmail, a few chases, a zombie invasion, mystic artefacts (two of them actually) and possibly an epic battle that would question the party's moral choices. It's stuff for about 6 to 9 sessions but there's room for inserting some sidetracks later on. Here goes...
NOTE: IF ANYBODY FROM MY PLAY GROUP READS THIS, PLEASE STOP NOW!! YOU'LL RUIN YOUR EXPERIENCE IF YOU READ THIS! THANKS!
In The Wrong Hands - Part One
Chapter 1 - A Noble Quest
Ubersreik - pop. 3500; army: 40b / 500c
A minor noble in Ubersreik (Lord Aschaffenberg trusts the party if you've completed Eye for an Eye) asks the party to pick a small package from a riend of his in Altdorf, and take it to Karak Azgaraz to hand it to the dwarven King there. The contents of the package are extremely dangerous if fallen in the wrong hands. Utmost discretion is essential for the task - no one in Altdorf should know where the party came from, nor the direction in which the party would leave the city with the package. The party are adviced to stay away from main roads, and make any stays in towns quick and eventless. The task is not too urgent but still needs to be taken care of carefully and in timely manner.
Negotiate payment and advance
Get more information about the package
Restock supplies for the journey
Get horses
Chapter 2 - Sum 'Ead Bashin'
Auerswald - pop. 5000; army: 50b / 400c
Traveling north through the mountains in the night before the party reaches Auerswald, they find an Orcish camp. It looks like this war band of over 80 orcs has been prepeared for assault of a small town. Observation and folklore checks reveal that the war band consists of orc boyz from three different clans and the captain's tent is near the edge of camp, guarded by two orcs of different clans. Stealth, guile and wizard's illusions may be used to take out the commander and blame it to the other clans or just create a feud between a few of orcs from different. This should be enough for the whole camp to fall into chaos and effectively disband the remains of the war band.
- Scout the camp
- Make checks and reward with hints about the nature of orcish clans an their fragile alliances
- Find a way to raise tension between the clans enough for them to start a fight amongst themselves
- Leave unnoticed
- May get a night's rest in Auerswald
Chapter 3 - Race to Grunburg
Grunburg - pop. 2400; army: 25b / 100c
On the way north towards Grunburg, the party sees another orcish war band travelling parallel to them, hidden in the trees. The party can count over 200 troops - orc boyz, boar boyz and a few big'uns - all under the same banna! The party can race them to Grunburg in hope of warning the city guards for the approaching invasion. Arriving early reveals that Grusburg is already under siege by a formidable greenskin forces - everything from snotlings and night goblins to black orcs and big'uns. Small squads are scouting the area, eliminating any passing messengers and other misfortuned folk outside of town. The greenskin force is not enough to break into the fortified city but with all roads in and out of town blocked, the people will likely perrish soon after the arrival of the second warband. Any relevant checks or common knowlege may hint the party to try and get help from Fortress Reiksgard.
- Hurry to Grunsburg
- Avoid scouting greenskin squads
- Try saving a persued messenger
- Scout and make rough notes about greenskin forces besieging the town
Chapter 4 - Reiksgard to the Rescue!
Reiksgard - pop. 400; army: 300c
Quickly get to Reiksgard. The party should't let any scouts slow them down. Find a way to speak to the general by either getting an audience with him, sneaking in his halls or learning about his routines through town and meet him while he's out. The general is reluctant to send any forces in help of Grunburg as that would weaken the fortress deffences in a time when they may be the next under siege. If he can't be persuaded in a civilized manner (by charm, guile, intuition, leadership) the party may go on a quick investigation revealing an embarrasing secret about his personal life to blackmail him. Once on their side the party can supply him with all the information about the siege they managed to gather. This will affect the outcome of the battle for Grunsburg.
- Hurry to Reiksgard, avoiding or outrunning greenskin scouting squads
- Get to talk to the general of the Reiksgard army
- Persuade him to lead his forces to Grunburg
- Provide tactical information about the siege and the greenskin forces
- Delays or missing tactical info may eventually lead to the destruction of Grunburg
In The Wrong Hands - Part Two
For the second part I've only included short summaries of the events in each chapter. Will ellaborate on those later.
Chapter 1 - Sent by Lord Who...?
Altdorf
The man they have to get the package from doesn't trust the party and pretends he doesn't know the noble who sent them (may be revealed that he's pretending by an intuition vs guile check). The party must perform some social quest to gain his trust. After getting the package they have to sneak out of the city unnoticed or lose any chaos cultist following them. A few fights may break out if things go wrong - the cultists will do anything to find and get the package's content. It contains a thick and heavy black ring, the size of a plate, with shrap edges and four triangular recesses in its inner rim. If cultists would obtain it during a fight, make it so it drops in the city's underground canals - leading to a short adventure in the underground, a fight with some Skaven and finally retrieving it. If at any point the party is cosidered dead by the cultists, that should help them stay unnoticed for a while. They take the western road through Friedheim and Bogenhaffen, as the way they came form is too dangerous because of the current greenskin activity.
Chapter 2 - BRRAAAINSS!!!
Friederheim
Optional. The town is overrun by zombies - the classic scenario with a twist. Finding/saving NPS's reveals clues about a necromancer causing the plague, killing him destroys the zombies. A lot of room for improvisation for both GM and the party here.
Chapter 3a - Among Friends
Bogenhaffen
The town of Bogenhaffen swarms with Chaos cultists - they gather there for some unknown reason. People live in fear for the last few days and the Witchhunters are nowhere to be seen yet. By talking to regualr townsfolk the party finds out there's an entrance to a crypt that was revelaed after a recent earthquake in the nearby hills. It's suspected that's what draws the cultists to town. When they unknowingly talk to cultists (and fail intuition vs guile) they will be mislead, but the stories of different cultists may not match.
Chapter 3b - Come on in...
Near Bogenhaffen
If the party investigates, they find the crypt entrance semi-revealed under a hill, guarded by mercenaries and cult followers. After defeating them they have several hours before the next patrol comes. The entrance is blocked by a heavy stone door, skratched and slightly chipped from attempts to open it by force. Among the other decoration on the door they can see the shape of the artifact they are carrying from Altdorf. It makes the door dissapear even if it's just revealed close to it. Inside the crypt theres a key puzzle involving several rooms, pedestals, a broken doorway (to be described in details later) and some monster closets. The prize is a disk shaped artifact of Chaos that fits perfectly in the ring they got from Altdorf. If they didn't know it, at this point they're sure the one they got from Altdorf is related to Chaos as well. Chaos cultists awaiting outside. On defeating them, after questioning any survivors it may be revealed that the artefact from the crypt and the one the party already has are great artefacts of chaos that can open large portals to the deamon realms for a limited time. Chaos cults have been trying to get the Altdorf artefact for years, but never knew where the one from the crypt was until the recent revealing of its entrance.
Chapter 4 - WAAAGH!
Grey Mountains, near Karak Azgaraz / Ubersreikd
On their way to Karak Azgaraz (where the artefacts are supposed to be destroyed) the party sees a large WAAAGH! gathering in the grey mountains, marching towards Uberswald. At this point if they are reckless enough they may decide to use the combined artefacts to summon some powerfull deamons and wreck havoc in the greenskin ranks. They may alternatively call the dwarves of Karak Azgaraz to help or find other ways to reduce the greenskins numbers before they reach Ubersreik (this is open to bright ideas from the party). If they fail at all that and the WAAAGH! reaches Ubersreik the GM can use some "divine intervention" just so the town doesn't get burned to the ground (should still be left in very bad shape). Also if the party have succeeded in all the greenskin chapters of part one, forces of Grunsburg and Auerswald are on their way to help Ubersreik - they know the greenskin manace comes from the Grey Mountains and if there's a WAAAGH! Uberswald would be the first town to perish and soon more will follow. If these forces are involved the WAAAGH! can be stopped with just a moderate bloodbath and most of the town to be saved.
Tie up loose ends after the battle - bring the artefacts to the Dwarven King in Karak Azgaraz (or not); deal with some Witchhunters that found out the party has got artifacts of Chaos; report back to Lord Aschaffenberg (if he gave the quest in the first place).
The End.
Thank you for reading this far, all comments are welcome!