Sylvania in WFRP 3e?

By daddystabz, in WFRP Gamemasters

One of the things I always wanted to do when I was running WFRP 3e was have the campaign run in Sylvania, the land of the vampire counts, where the players could go up against threats similar to the old Ravenloft AD&D dark gothic setting and adventure in a land such as this.

Has there been ANYTHING put out for WFRP 3e yet that covers Sylvania and lets you adventure there and go up against vampires, werewolves, etc? I'm behind a bit on WFRP 3e after having bought 2 boxed sets at release and the Adventurer's Vault but we never got to play it. We are considering it now and this is what I'd like to use to do it.

Nothing yet. the 2e fluff is plenty IMHO. Also consider upgrading some old Ravenloft AD&D scenarios for use in that area.

jh

But how could I translate monsters and stuff from WFRP 2e material over to 3e?

There is a good quantity of stuff on vampires as monsters in both the creature vault and guide. Consider getting one. The vampires inside should conform to your typical Carstein vampire. Everything else is basically low level jazz that you can find in the core set, zombies, skellies, ghouls. From there, build an adventure around a trip through the cursed province. Remember, vampires, especially Carsteins and Lahmians, are likely to be puppetmaster types, so you can include plenty of human and basic undead type opponents. Given the Carstein opinion that they are the benign rulers of their little patch of the Empire, you could even feasably have them as patrons.

I have a ton of WFRP 2e books, including Night's Dark Masters, which covers vampires and Sylvania in depth. Is there any method for translating the creatures within it to WFRP 3e stats? I have yet to find a guide for that sort of conversion from 2e to 3e.

Also, what monster books or boxed sets have been released for 3e? I'd love an extended bestiary that includes vampires, werewolves, etc.

Although you generally get a little bit of everything with each supplement the only dedicated "monster-box" is the Creatures Vault (filled with lots and lots of cards) and or the Creatures guide (a book).

As for the conversion you'd have to do it completely yourself but depending on the detail you want I cannot imagine it will be that hard. I have yet to put it to practice, but in theory it is very easy to scale monsters and encounters in WFRP3. Just get the right card, or the best matching card, from the Vault and add action cards or even make it a Nemesis for higher risk, or downgrade it to a henchmen for lower risk.

I am not sure it comes with the vault but there's even a card for bat swarms. Should be right up your alley!

One of the main thing to keep in mind is that WFRP3 is much more abstract than WFRP2 wit a lot less to keep track of (depending who you ask I guess) regarding NPCs.

daddystabz said:

But how could I translate monsters and stuff from WFRP 2e material over to 3e?

Translate them straight up. There are enough in the Creature Vault to cover all of your needs. When I wrote Revenant for LF7, I just referenced the Core monsters in fact and they make fine templates. The Creature Guide is not necessary for your needs btw, as you already have plenty of fluff from your 2e materials so just stick to the vault.

There's not really change in encounter design from 2e to 3e.

One house rule mention: I stopped using most of the monster special abilities b/c they didn't vary that much from BASIC actions and so there really wasn't any point cluttering up my table with extra paperwork. Instead, on comet effects, I just throw in a relevant condition to inflict on a character (e.g. vampire's beguile or make something else up).

jh

What he said.

Give your vampire a couple of extra cool actions and maybe some spells. If need be, a few extra wounds, make him a nemesis. Then keep him till last. Now drown the buggers in mindless undead, ethereals and dreary horror. That'll prepare you for how they can duke it out with your big bad.