Which recommended order to play 3rd ed WFRP Adventures/Campaigns?

By Martellus2, in WFRP Gamemasters

I would like to get some ideas in which order I should introduce the adventures published so far.

The adventures and packages I liked mostly from reading reviews so far is (in the order I thought/planned so far):

- Introduction? A Day Late, Shilling Short Adventure (rank 1)

- Eye for an Eye (rank 1)

- The Gathering Storm (rank 1-2)

- Edge of Night (req rank?)

- Witch's Song (req rank?)

I really like the tone of Witch's Song so I would like the players to get there as soon as they are ready, maybe right after the Gathering Storm? At the same time I like the social games in Edge of Night a lot too... Too much to do, too little time... :)

I'm going with something like this. I have finished all the details yet though.

  • Eye for an eye
  • 2nd ed. scenario rewritten to fit the campaign
  • 2nd ed. scenario rewritten to fit the campaign
  • Horror of Hugeldal
  • 2nd ed. scenario rewritten to fit the campaign
  • Edge of night
  • 2nd ed. scenario rewritten to fit the campaign
  • TGS (I changed TGS a bit, so there are more to it, and there will be a session (10 hours) of play between each chapter).
  • I haven't done this yet, but something needs to happend here.
  • (scenario from winds of magic)
  • The witches song.

I suggest you try'n weave in an overlaying plot, which then binds together the different adventures.

For my part, it was the Jungfreunds which ended up being the main antagonist in my campaign, this then ties together: Eye, moving to TGS, moving to Edge, ending at Horror.

This leaves out the Winds of Magic and Witches Song scenarios, but I think one has to be carefull to "force" every scenario together.

For me, I simply could not see how I could send the players to Marienburg, well I had an idea, and they might end there, but it's not planned so far happy.gif

If you do want to end at Witches Song, you could start like this:

Shilling is how the players meet.

Eye is a followup to this, as the players might need money...

Now we're starting to get some connection... as Aschaffenberg recommends them to the merchants guild for a job in TGS...

Here they discover that the elven runes is somehow connected to a far away village (in Witches Song, remember that the elven name for the place in WS is likely very very different from what it's called now. So you could have them introduced to the Sea Elves in Marienburg, who for a small favour will help them locate the place they speak of...), they don't know the connection.

Could be a false lead like some elven "graffiti", or could be something important, maybe the high elves kept writtings of the tunnel, so they'd one day be able to invade the Dwarven Kingdom they were sure would be build (at this time Humans were not a factor...).

Thus you end in Witches Song.

On the way, the groups wizard could be called to Altdorf, to help his College find a wizard of little importance...

And when they're finally done, Ashcaffenberg could send word for them, to help him in winning Ubersreik...

Leaves out Horror preocupado.gif