Published Adventures

By Sausageman, in Warhammer Fantasy Roleplay

So far, there are 7 published adventures/campaigns out there to experience:

Eye for an Eye (Core Set)

Journey to Black Fire Pass (Demo)

Day Late, Shilling Short (Demo)

Winds of Change (Winds of Magic)

Horror of Hugeldal (Signs of Faith)

The Gathering Storm (Campaign)

Edge of Night (Campaign)

I was wondering what both GMs and players experience are of any of these, the quality of them (I'm sure you'll agree, published adventure quality ranges from poor to brilliant), ones which link together well (to form lengthier campaigns), ones which function as better introductions etc.

I'm a big fan of published adventures, I think they take one less pressure from the GM, which is always good. :)

Cheers

Soon to be one more, in Liber Fanatica VII, so stay tuned!

Well i've run a few of these so here is my quick overview.

Day Late A Shiling Short: Very short adventure, great as an intro for the session you make your characters and as a precursor to An Eye for an Eye.

An Eye for an Eye: Great adventure, loads of exploration and exciting combat. Lots of opportunities to link characters and events to previous or future adventures. A great into for new groups.

The Gathering Storm: In the process of running this one, so far so good, but lots to remember and link together.

Journey to Black Fire Pass: Great adventure, very linear but loads of fun as an intro adventure. It is a LOT longer than Day Late, and worthy of a few gaming nights.

I have not yet played the Edge of Night and Winds of Change but look forward to it after The Gathering Storm.

Game on!

Gitzman

Check out my site, Gitzman's Gallery for WFRP3 resources and maps.

My impressions are as follows of the ones I have run.

* WARNING POTENTIAL MINOR SPOILAGE AHEAD * *writing from a gm's stand-point to other gm's*

Day Late A Shiling Short: Great, short, quick intro into the world and game-play. Very good as a "try it out" adventure to attract players and hook them. Linking it into other modules isn't too hard but it is a bit "stand-alone".

An Eye for an Eye: Personally my absolute favorite module. Brilliant intro for characters to start out on. It very easily links into either "The Gathering Storm" or "Edge of Night" depending on your preference. I must admit it is very high quality for a short intro module. It should take maybe 2-3 afternoon sessions to get through depending on speed of play.

The Gathering Storm: This one was... interesting. It had a bit of a "railroading" feel to it so I had to tweak some things to alleviate that feeling. Was very well constructed as an example of how to do the chapter 1, break, chapter 2, break, chapter 3 conclusion setting. Fights in this one will most likely have to be adjusted to suit your party of players. Will certainly keep you on your toes linking all the chapters together for the grand finale'. Linking to other modules wasn't to hard as this one wraps up nicely. This one is the longest I have run so far though it should take around a good 7-8 afternoon sessions to complete depending on speed of play.

Winds of Change: Decent quality module. I like to use this one as a graduation test for the wizard classes. It works alright without a player wizard but it shines best with one in the party. Keep in mind it does take place in Altdorf so its crowded and lots of stuff is available. If you don't want your players spending money on certain things get ready to take steps. Fairly straight forward go here and find out what is going on quest. Linking to other modules may take a bit of work depending on how things turn out. Should take maybe 1-2 afternoon sessions to finish depending on speed of play.

Edge of Night: Very good module. If you like political intrigue heavy campaigns this is your module. Not an into module, it is best if players have a bit of a feel for their characters before attempting this one. The social aspect is the spotlight for this campaign so keep that in mind. Linking to other modules shouldn't be hard because of one of the rewards for completion. Decent length module should take 5-6 afternoon sessions to conclude depending on speed of play.

Final notes: I have noticed in almost every module I have had to adjust combat encounter difficulties. Personally not a big problem but it needs to be stated. Always be ready to improvise! Common sense I know but, with modules your players are even more likely to go off the map. Finally so far all the modules have been some of the best I have seen. In my opinion these are definitely worth the cost of admission. Hope this helps! Happy gaming.

Thanks guys, exactly the sort of info I was after.

I have not yet played WFRP3e, having only started buying things a month or so back, but already one of the players in my group is hugely excited (as am I - I love FFGs glitz, and my first 'proper' RPG was Warhammer back in the Games Workshop days, so I'll always have a soft spot for it), and I was thinking we'll have an intro, and if we all like that, move on to a more 'meaty' campaign. My thoughts were Eye for an Eye then Gathering Storm. These can follow on quite easily yes?

Previously with this group, I ran The Oldenhaller Contract using 1st Ed rules, then moved into The Enemy Within with huge success. What an excellent campaign. Any chances of something of that 'weight' coming out? Or a 3rd ed reprint *soils self in excitement*?

As an aside, has anyone actually played the Signs of Faith adventure? I absolutely LOVE all things Nurgle, and can't wait to get my mitts on SoF just to check out all the horrid pustules and wotnot, but I'd really love that adventure to be top quality too.

Marty

fwiw I played Gathering Storm -> Eye for an Eye -> Edge of Night -> Shadows over Bogenhafen, which worked well enough.

I'd say that GS, EfaE and EoN would work well played together in any order, although EoN explicitly has EfaE already happened so that would need tweaking.

I also playtested Winds of Change in the middle of that, but found it better to create a party from scratch for that, rather than go to the trouble of getting everyone back to Altdorf.

Sausageman said:

Previously with this group, I ran The Oldenhaller Contract using 1st Ed rules, then moved into The Enemy Within with huge success. What an excellent campaign. Any chances of something of that 'weight' coming out? Or a 3rd ed reprint *soils self in excitement*?

That's exactly what I petitioned for in this thread .

I like all the stuff so far (though I don't have Signs of Faith yet), and I think that the adventures have a very unique feel to them because of all the trackers, tokens, sheets and stuff. How the progress tracker is used during the Journey to Black Fire Pass for example is brillant. And I really like to see all these things combined with The Enemy Within, the best campaign ever. Wouldn't it be nice?

Enemy within was in my opinion the best campaign ever published and the epic feel of it will be hard to match. That said my experience with the FFG adventures is really good. I like the contents, plots and the effort to provide aditional components for the adventure itself.

I started with "Day Late, Shilling Short" to introduce the rules. This was a one-off adventure, and i think it works best that way, just get to try the rules, dont worry if you make mistakes. Its a good one to get your group invested in the system i think. This will also help players undestand what they are doing afterwards when they wish to make their own characters. Oh yes, This episide is the classical coach under attack as you pass a bend in the road so old wfrp players will find this familliar :)

We then played "Eye for an Eye" which is a really well made adventure with lots of meaningfull interaction and some combat. Lots of fun. I think my own concern was after just playing "Day Late, Shilling Short", there was a bit of Beastmen again

Then we got a new player into the party and what better way to introduce them than though Winds of Change. The group went to Aldorf to congratulate a long time friend now that he had graduated at the Collages of Magic. Again though just keep in mind this is another Hidden Cult adventure, and again i had a bit of 2-in-the-row feel.

We now just stated Gathering of Storm, which is not hard to link to Winds of Magic.

Just to make the difference clear: The Gathering Storm is very combat heavy (too much so for my party’s taste, so I decided against it after getting the PDF version and reading the accounts of how the adventure played out in the GM section). The Edge of Night on the other hand seems to be very much a social adventure, so I am looking forward to getting my hands on that very much. I hope it picks up on some of the intrigue-y atmosphere of The Enemy Within (which I never finished as a player…)