My Liitle Campaign in Nordland - Help with the bad guys requested

By simpatikool, in WFRP Gamemasters

All right, so, in my little group, I have taken over the next leg as GM. I of course, want to play Warhammer, so, I had been preparing a campaign for some time. Its multi part and has morphed a bit as I have outlined my plot lines. It was pretty much set in stone as being in the Nordland with a Nemesis plan centered around a Tzeentch Warband trying to uncover a powerful artifact. I like Nordland. I dig the whole coastal province feel, with lots of secretive Woodsy folks, with up and coming elector count wanna be plots not to mention the fact that you have access to things like Chaos Marauders via sea, Dark Elves and all that. But things changed a bit after you guys told me about Sigmars Heirs which I purchased. I fell in love with the Stromfels Cult mentioned in the book. So much interesting potential to merge things into whatever I want, with more plots around the sea. Totally dig it.

So I changed the main nemesis theme and band. Loosley my main group of baddies is the Stromfels Cult working on uncovering some ancient Manaan artifacts and a rite in order to destroy the coastal anchorage/fortress and imperial fleet of Dietershafen. They want to crush the imperial navy and Manaan in one fell swoop so that their little cult can dominate the coastal sea region.

My bad guys are a collection of not very nice men from Nordland, as well, as Dark Elves who are warriors of the sea more than Khaine. And as such, they have fallen into worship of the Shark god. So they can work with other evil humanoids since they are united in devotion to such a destructive force. I have a multpart adventure with lots of sub plots open so the party can do what they want, all the time working against a Nemesis plot.

Issue: I need some ideas to help me flesh out what sorts of action cards priests of the Shark God might use? I was planning on sort of converting/corrupting select spells from the Manaan cult list by giving them a decidely more vicious turn. I considered Dark Magic spells, but it makes no sense to me, as I can elect to have Dark Elf Sorcerous types that are in the cult. To me one of the greatest things I like about Warhammer is the plug and play nature of components for GMs. I like just assembling the cards for a battle vice having to spend time prepping monster stats and spell lists. To that end, the Manaan spells, particularly the reckless ones have a lot of nasty options if turned against PCs. Any advice guys?

Sounds like a real hoot Simpatikool. I like that instead of PC's vs Chaos that you've headed more toward good ol' Stromfels. Lots of room for high adventure without daemon princes. I also think your inclination to use Manaan blessings in reckless stance for Stromfels cultists is simple and fitting. You might also consider picking a couple other blessings just to pepper in to add some disparity between the Manaanites and devotees of Stromfels. At a cursory glance Call Beast [sharks, squids, other awful things] (Taal/Rhya), Fury of the White Wolf [just rename it to "Fury of Stromfels" or some-such] (Ulric). There might be other actions that would work well from the creature actions but that's a bit more hunt-n-peck.

You can also introduce some non-magic wrecker-type pirates/sailors as minions too which is always fun. There could be a group of Imperial naval officers who are in on the cult ready to sap the fleet from the inside. Man...now I want to run a campaign on the coasts of Nordland!

AND you may actually have a chance to introduce the Laurelorn wood elves into the campaign (the poor ignored wood elves that live IN the empire have had to sit on the sidelines whilst those bretonnian athel loren jerks take all the credit for saving the old world happy.gif).


Thanks for the response. I have a pretty involved plot, and you mention things like Wood Elves and Pirates and Imperial Navy. Its all in there. The nice thing about Stromfels is the practically double as Pirates in a pinch. Such a band would absolutely be interested in destroying opposition like the Imperial Navy and the Cult of Manaan. Its just to much good stuff to use. The nice thing about it as well, is I can still use Chaos stuff, but more like wandering monster encounter stuff or filler for sidetrack adventures vice the primary story adventures. Warhammer tools that are presented just make it to easy to plug and play as an adventure.

Sounds interesting...

You should also (if you haven't already) check out Warpstone Magazine. They had a big article on the Sea of Claws a while back, that was fantastic. I think there were other related articles in the same issue - on careers, locations etc. I don't know if the issue is still available from the website or not, but you're bound to get something from it.

UPDATE - With Story Summary:

Ok, so the band of adventures has suffered many trials and tribulations to date. The current band is

Wilhelm R2 Thug/Assassin

Urvad R1 Dwarf Bounty Hunter

Ignatious R1 Ulrican Zealot (Zealot Rules in that great Liber Fanatica..thanks Liber dudes!)

Vilmar Gambler - Retiring. about to be replaced.

Kromaque - R2 Amber Wizard (Ok, Kromaque is returning to his abode, not to be seen while I am GMing..sniff)

After returning to Ubersreik from Huegedal, the adventures learned that they were being framed by the pride injured family for all that transpired in Huegedal. Since the party had conveniently surrendered their only real proof to the Lady Jungfreud (Spelling) It made that all much so simpler to be the scape goat. However, Lord Aschfenberger (spelling again...stupid names) still appreciative of the parties efforts, suggested fleeing Ubersreik and head to one of his family members estates in Salzenmund with letters of introduction in order to lay low. Before this could happen though the hired Witch Hunters looking for the party interrupted the planned meeting and the players fled to Altdorf without any of the promised rewards.

The party made it to Altdorf, where they were up to no good for about a week, plying their various careers, saving money, haggling with vendors for expensive items (Altdorf haggled its profits up to 2.5G, yeah Altdorf!) and otherwise making plans for the trip to Salzenmund. During this time, the party swapped out the Party Sheet for Defiant Scoundrels! (This was a Story Mode goal, as new GM, new players, some old players etc..was good Story Mode stuff)

Later they continued their journey via boat to Middenland, then by road into Nordland. It was in Nordland that the party encountered the remains of an Imperial Navy Messenger's retinue and joined up to complete the journey to Salzenmund. It was clear that the Imperials had already run into trouble, with only 1 guard remaining with a band that started out with 4. Before heading out the party took some time to visit the watering hole, and met a peddler by the name of Berta, who attempted to sell Urvad the Dwarf something called a Hell Coin. Urvad settled for healing draughts, but she impressed upon the party that she is known amongst the simple folk of the small towns. (Berta did not like the look of the Zealot, or the Assassin, Vilmar was passed out!)

Into the evening the party set out for Salzenmubd after a strange visit from a vagabond spooked the Imperial Messenger. As suspected the party was waylaid by Wolves of all things, being mysteriously controlled by an unknown voice. As the party began fighting the wolves, strange flying women with clawed feet and bat wings swooped down and grabbed the Imperial Messenger as well as the precious messneger bag she had been going on about. (Old Dirt Road location Card)

The party hauled off in the general direction the Harpies and screams flew had lead off in. After some lucky intuition rolls and of course the Zealot of Ulrics divine omens the party eventually wandered into an old long abandoned ruin of a manor house. (Crumbling ruins location card) Some stealthy sneaking by Urvad revelaed some guards. As it began to rain the party crept into the manor courtyard and was able to listen into a conversation that was occuring. Realising that whatever dark plan in play was about to hatch, so the party set up some sort of ambush. With some not so good stealth rolls and some missed fear checks as the messenger came out, the party was shocked to see a tall hooded female figure emerge from the manor house, with dark skin and violet eyes. Cowed with fear by this strange character the party lost initiative down the track. The Hooded figure ran off at a brisk pace to the front of the compound getting to her guards. (She was quick, spent her ACE to run like the devil) Urvad once again stepped forth, pullled out his Handgun and clipped the Hooded Messenger with a shot, but did not bring her down. The guards came bearing down on Urvad, drawing pistols and firing. A mean looking SOB with shark tattoes and a 2H sword engaged Wilhem (Or Vilmar or whatever..Just call him W!) Ignacious ran to intercept the guards. The Messenger jumped up on her unually well groomed and powerful looking Black Horse, fancy mane and all, and rode off. The party finished off the remaining defenders.

Inside they found the remains of the imperial messneger, the missing satchel with a strange looking book, containing some Imperial ledgers and another even stranger book of some unknown material bearing a Shark like motiff on the front, with some recently torn out pages. The party continued then onto Salzenmund, making their way to the Imperial Navy Liason house, and after meeting with the Captain there was richly rewarded for their efforts. (5G each) Next session we will find ourselves finishing any formal discussions at the Imperail Navy house and then onto more antics.