Would an island adventure fit the setting?

By Ludlov Thadwin of Sevenpiecks, in WFRP Gamemasters

Hi everybody,

I have a weekly D&D group in which I've been a player for about a year now. The DM is ending his small campaign and I've volunteered to take over with something new.

I've been thinking about a small campaign à la TGS where the PCs are shipwrecked on a mysterious island. The story is inspired by Shakerspeare's The Tempest as well as The Island of Dr Moreau.

I suppose it would make a fine D&D adventure but lately I've been thinking it would be fun to introduce this group to the awesome world of WFRP. Gameplaywise, it won't be a problem to adapt it but I'm not sure if the tone of the adventure (mysterious island with a lone, morally ambiguous sorcerer in a tower ruling over half-men, half-beasts) fits the Warhammer setting. If I'm going to introduce them to this world, I want to depict the feel of Warhammer and since this one doesn't even take place in the Empire, I'm thinking maybe I should stick to D&D. On the other hand... Warhammer! :-)

"Shakerspeare"... Oops :-)

There are plenty of places you can have this take place. Down off the coast of the Badlands/Border Princes there could be any number of island isolated and scattered off the coast. Also, Tilea has TONS of random little lislands all over the place of their coast as well. I suppose you could even have a hidden island off the coast of Nordland or Kislev in the Sea of Claws, maybe even Norsca. Lastly, off the coast of the island of Albion could also work.

Find the culture that suits the style you want and roll with any of the above ideas!

I like islands. They make for nicely contained scenarios and movies (Dagon!)

Here's my favorite Ravenloft Island scenario of all time that would convert nicely to WFRP (actually ALL ravenloft scenarios convert well to WFRP as they are equal parts investigation and combat rather than the usual D&D/pathfinder drivel of miniatures combat in a dungeon with no windows. Here's a link to all those scenarios btw: www.waynesbooks.com/RavenloftModules.html

rvra2.jpg

Ship of Horror (RA2)
"The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated!
Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills!

You should also see if you can find a copy of the WFRP scenario, Tragedy of MacDeath, which occurs on an island (Albion, but can be moved anywhere).

Might be useful :)

jh

Wow, awesome replies guys! Very, very useful! You've really inspired me to do *more* with this adventure than I had originally planned.

Great stuff! :-)

Ludlov, I'm amazed. The first adventure I GMed in 3ed was based exactly on The Island of Dr Moreau. The players shipwrecked on an island where a mad sorcerer, who couldn't fit in the Colleges of Magic, had made his household. He experienced with warpstone in a way simillar to Clan Moulder skaven - without knowing it -, creating custom made beastmen, the majority of which he controlled. But some kept they memories and personality, and started a rebellion.

:]

How was your adventure, did it happen? Good gaming!