[Session Report] 3.10: Going Down to Plaguetown (MAJOR SPOILAGE)

By UniversalHead, in WFRP Gamemasters

The adventurers are sent to Hugeldal on a descreet errand and find all is coughing and spluttering: the Campaign diary continues!

I mean, of course 'discreet'. For the love of all that's holy FFG, give us an EDIT button!

Nice write-up - particularly the Mowtown-meets-Old World intro.

And Green Pox eh? Better get that looked at....

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Ah-ha! Thankyou.

Edit only works until someone has replied, I notice.

BTW, I used Green Pox not Ghoulpox in my game - seemed more appropriate, and have no idea why they used an undead-transmitted disease in the adventure. I've also changed things a bit to incorporate ideas by valvorik, here on the forums. I've had the Pox start by itself a year ago, Verfullen turn to Nurgle to find the cure after he couldn't himself, and then summon a Plaguebearer to the fields (the Famine Fiend'). This plaguebearer has now taken up residence behind the town up in the Temple of Verena, where no one has been for ages. Trying to undo what he has done, Verfullen then accidently summoned the cavalcade, which will arrive to collect the souls of all those Verfullen 'cured' (ie their symtoms will all explode back at once, killing them)..

Much more interesting than the adventure as written I reckon!

Well, the reason I wrote Ghoulpox into the adventure was to tie it in to the background of Doctor Festus, who is (by now) an expert in the disease. So presumably he has just manufactured a strain that is water-bourne.

Ah-ha! Sorry Dave, I didn't mean to rudely cast aspersions on your fine work (no writing credit anywhere in the book?), mine is just a different approach and not necessarily more interesting at all.

The Dr Festus connection didn't work for my campaign (mainly because I don't have the time to develop non-published stuff of my own) so I wanted to make the whole adventure more self-contained. However I did feel there was a bit of confusion about Verfullen starting the Ghoulpox, then the later appearance of the 'Famine Fiend', which seemed to be a bit of a red herring? How are they connected? I know my players, as soon as they heard the Famine Fiend tale, instantly began planning to visit the site of the standing stones, so I think I have to come up with something for them to encounter there.

Making the Cavalcade arrive to 'collect souls' is just a different, more 'supernatural' spin on the climax of the adventure.

It's a nice little adventure though, it's a shame you didn't have more space to extend it even further. Thankyou!

The occasional aspersion is good for feedback, I think. As for credit all the writers are mentioned in the credits page of the Signs of Faith book.

The Famine Fiend's cameo is linked to a plot by Festus mentioned in the handout - that he foresees a circumstance that will bait the town's Sigmarite priest into the wilds (and presumably to his death) so that Verfullen can advance his agenda against the Shallyans without having to worry about other religious establishment figures (seeing as the town's Verenan is too wrapped up in hardcore phenomenology to care).

So the Famine Fiend is just an ally of Nurgle (inspired by Moloc Slugtongue from the WFB Beasts of Chaos book - though a plaguebearer works just as well) whose actions Festus was able to predict and use to Verfullen's (apparent) advantage.

As for self-containing the adventure i think there are lots of ways to do so and the ideas you lay out are fine. My intention was to illustrate the sort of action followers of Nurgle might be engaged in in order to undermine the Shallyan cult, which I think might make for the bones of an interesting campaign themed around the particular emnity these two groups presumably feel for one another, but I can see how one might want to downplay the loose ends if that wasn't a priority.

I see a lot is explained by that handout, which I didn't study properly since I'd removed the Festus connection.