Where to take the adventure after the intro scenario?

By Kartigan13, in WFRP Gamemasters

So I got a group together the other day and we tried Warhammer Fantasy Roleplay for the first time. We started with the introductory scenario, the session report from it can be found here. What I'm looking for is some advice from more experienced GMs on where do I take the story from this point?

My first inclination is to try and stick to published adventures for now, because we're all so new to roleplaying in general and I'm a novice GM. With that in mind I just ordered The Edge of Night and The Gathering Storm, plus I picked up Signs of Faith and Winds of Magic since we have both a priest and a wizard in our party of 4 ($117, goodness help me I thought board gaming was expensive, at the rate this is draining my hobby money I won't be buying anything for over a year O.o).

As far as I can see from our last session, the PCs have 3 possible loose ends. Firstly they now have Korden's Hammer and are supposed to return it to him or his family. I haven't really said if he died in the battle with the beastmen at the end or anything, but even if he managed to hide somewhere and live he's still stark raving mad I would assume.

Secondly, at least 4 of the cultists are still at large. I was going to have 1 (the cultist guard) be killed in the beastmen attack, with the other 3 having fled the manor. Then wherever I took the PCs I'd probably try to weave the left over members of the cult into the plot of that adventure somehow, or at least have them flee in the same direction as the new adventure so that they can kill two birds with one stone, so to speak. At the very least they could be used as plot hooks to lure the PCs to the next location I need them to be at to start their new adventure. Anyone have any thoughts on whether that is a good idea or not?

Thirdly the PCs are now in possession of a disturbing painting that is seemingly indestructible. I would imagine Lord Aschaffenberg would certainly want the Profane Artefact removed from his house and therefore would be very desirous of the PCs taking it with them. I've given them the Profane Artefact card, and they're certainly going to want to try and destroy it somehow. According to the ToA if they pass an easy Piety or Folklore check they'll know the "best" thing to do is probably hand it over to the nearest Witch Hunter or Cult of Sigmar. Would that probably be in Ubersreik? My other thought here was that it might be possible to somehow weave it into the Signs of Faith or Winds of Magic adventure as the Intiate or the Wizard remembers that their Masters may be the best ones to turn to for the purpose of destroying the evil item.

I think the biggest issue may be with Korden's Hammer. IIRC Karak Azgaraz is in the opposite direction from Ubersreik and all the other adventures I'd like them to do. Perhaps they could leave it with Korden (in Sonja's care of course) for the time being and come back for it?

I haven't gotten any of those products I mentioned yet, so I haven't had a chance to look through them. Anyone have any advice on what would be the best or most logical progression for those 4 adventures? Or would it be best not to have them do all of those, possibly because by the time they reach the last one their characters would be too powerful for the adventure to be any fun?

Anyway, I suppose what I have so far is a rough plan to use the published adventures to allow my PCs to continue to learn more about the world of Warhammer and gain experience in role playing (not to mention experience GMing for me). I may do small "mini-adventures" or episodes in between them to link the adventures together. This would allow me to get some practice as a GM with creating fun adventures, without being overwhelmed by trying to come up with a whole Adventure or Campaign all at once. What I'm looking for advice on is what order to do the published adventures in, and any tips on linking said adventures together. Thanks in advance for any advice you may have.

Hi If you haven't allready done so, you should download Liber Fanatica 7, it contains a wealth of information about playing WFRP 3, as well as containing a fun adventure set in the region of Ubersreik.

You said you had purchased EoN? it contains a map of Ubersreik (the most important town of the region), along with information about what the town contains. So it can serve as a platform for your future modules. So giving it a readthrough is anyway probably wise do to. And yes it contain a temple to Sigmar, along with many other interesting locations.

The Gathering storm is an action packed adventure, but really to short to be called a campaign. It is rather deadly so you might want to play another adventure before attempting that. We played the The Tale of Rose Red & Snow White, and than we headed on with TGS. after that, both the priest and wizard where ready to level up. as a part of the changing from wizard's apprentice to Acolyte the young Bright wizard was tasked with the adventure Winds of Change (found in the magic supplement box). when that is done I am not sure, but I'm saving EoN for later, as I plan on expanding EoN in to a much bigger picture.

but yeah my advice would be to play another adventure like the E4anE, than TGS, and using the town's info found in EoN as a platform for your adventuring party.

Good gaming and good luck

I'm kind of in a similar spot as you with my group. We played through the demo adventure (A Day Late, Shilling Short) and Eye for an Eye. Now I have to figure out how to get the group to Stromdorf, as I bought the Gathering Storm way back and figured that it would be a good continuum for the starter scenario. As I haven't played through Gathering Storm yet it is wise to take Mal's word about its deadliness seriously. It's no fun to kill off your group because of too hard of a battle.

Haven't read the Faith or Magic box scenarios, but you shouldn't care about the power level of the adventures that much as it is easy to add villains to make the scenarios more deadly. With Gathering Storm you have long stretch of adventures ahead or you, which are (quite) balanced for beginning characters. After that you will have enough experience to tweak the difficulty levels or other (one off) scenarios if needed.

Also if returning the Korden's Hammer does't fit your plans for upcoming adventures but your players are adamant about returning it, have it stolen and make the group follow the thief to Stromdorf or anywhere you want them to go.

EoN seems the natural follow up of the introductory adventure (for what i've read here on the forums!) so it would be certanly easy to follow this path.

TGS, wich i'm still running after 5 month of good play, is too much self-contained to mix well whit others supplements. But u can easily introduce it after aE4anE, since the initial plot assume the PC are hot on trails of a missing person: it could be one of the escaped cultists!

Still, in running this module i've started to appreciate short and very peculiar mini campaign (3 or 4 adventures linked toghether), so i would try the following: what about creating a short story about the strange cult discovered at the manor? the story can unfold in 3 adventures + an optional "epilogue"...

> aE4anE: the PC uncover the strange cult, get contact whit Lord Aschaffenberg and recover a blasphemous artifact + an holy hammer

> EoN: the PC are asked by Lord Aschaffenberg to indagate tha cult activities in Ubersreik, and help him to prevent a scandal if the information of what appened at the manor are divulged. Nobody knows how to deal whit the painting (except referring them to the college od magic in altdorf) but somehow they manage to handle the korgen hammer to the well respected dwarf community in Ubersreik. Is this a good idea? maybe the hammer is the only thing that could help players to stop the cult activities later, or mitigate the corrupting influence of the painting...

> (Optional) u can try to other adventures on the road to Altdorf, or even adapt old materials from previous edition. For example, if u can get ur hands on, "shadow over Boghenafen", u can put your players against foul cult activities in this trade city!

>(epilogue) WoC: the PC finally arrive in Altdorf and get employed by the college of magic: they have a chance to investigate the inner circle of the cult and put a definitive end of its activities...sadly, the painting is what they was waiting for a terrible ritual. Maybe it was all masterminded from the very beginnig? Some old nemesis could return in this adventure, if they fled from grunewald lodge...

Bit of work to do, but i'm sure your players will appreciate yours efforts! ;)

This campaign is definetly centered on chaos threath: so be sure to put the corruption rules to good use (after all they are carrind a daemon paintig whit them!!) and i would try to also play some moral challenge on your players: maybe in the end the cult will try to lure PC in their own cause, bargaining theirs souls for gold and power, and showing them the inevitable futility of theirs efforts...

In my own campaign, the players never discovered the dodgey books in the libary so....

First Sister Sonja suggests the group bring the hammer to dwarf lorekeepers. The group had a priest of sigmar so were happy to do this in principal. On bringing the hammer the lore keepers were pleased with the group and also trusted them. As a result they sent them on a mission to find out what happened to a group of dwarves that had gone missing... so we ran the blackfire pass scenerio with a few tweaks for a non dwarf party.

After that, they returned to the Karak to find the Lord had written to them saying they should expect a delivery from him soon and it was very important they received it. Of course.. it was late being delivered... and so we ran the day late scenerio, with a few tweaks.

The package once recovered from the day late scenerio turned out to be the books from the library and instructions that the party should bring the books to the authorities and explain that they belonged to a Dr Seiger who is now on the run and thought to be dangerous. While doing this (in a nearby town), the party was approached by a member of the merchants guild. The guild had heard about how the party saved the merchant (in a day late), and wondered if they could help in another matter.... a merchant has gone missing during a routine delivery to Stormdorf..... que a gathering storm.

False pretenses is in my Sig and works well as a follow-up (just set it somewhere inland).

There are also a TON of 2e (easy to convert) scenarios on the old BI site: web.archive.org/web/20071030193332/www.blackindustries.com/

Play More Scenarios
On the Black Industries website there are a whole host of scenarios available for groups to play through. Many of these are suitable for new groups wanting to play a few more games, but we would recommend you check out the following as being easy to read and run:

* The Bigger they Are…
* Worse than the Disease
* With a Little Help From My Friends
* The Affair of the Hidden Jewel

jh

Cool thanks everyone for your suggestions and input, it will help me in choosing where to go next.