The Edge of Night ideas (BIG SPOILERS)

By UniversalHead, in WFRP Gamemasters

We started The Edge of Night adventure last session. I personally think this adventure is the most vague and roughly worked that FFG have produced so far, and needs an unbelievable amount of effort to bring it up to scratch. But that aside, here are some ideas I've had for extending it and making the pre-masquerade ball section workable. You may recognise bits stolen from these forums, and the old adventure The Thousand Thrones!

If anyone else has any ideas to add to this I'd really appreciate you jotting them down here, as we play again tonight and I need all the help I can get!

Firstly, our last adventure was Horror at Hugeldal. I have made 'F' (ie Dr Festus) the main nemesis of this part of the campaign, and the Green Pox unleashed on Hugeldal was the 'staging ground' for his wider plot to poison all the nobles at the Ball. Therefore the PCs will be tracking down and fighting Nurgle cultists in Ubersreik rather than skaven.

I'm going to try to keep Dr Festus out of reach for a while - perhaps extend his machinations into The Witch's Song at least - so the main protagonist of The Edge of Night will be another of his lieutenants (possibly Gul Proll, whom I didn't use in Hugeldal).

As for meeting the three noble families, these all needed encounters. The PCs already knew Aschaffenberg as he has been a kind of patron up until now, though he has now distanced himself from them as he tries to built his reputation of respectability. One of the PCs, a dwarf, met Von Saponatheim's man Pietr Koch in the Axe and Hammer pub, and Koch invited him on a job. This turned out to be Von Saponatheim himself going for a night on the town, though he is playing the part of a stupid noble (unfortunately, due to strange PC movements, I missed the whole bit where they meet him outside Ubersreik so had to bring him in later). He paid the PCs an outrageous 1 gold upfront (and the promise of another afterwards) to accompany him to The Docker's Arms, where there is are pit fights in the basement. Here one of the PCs is about to go up against Agnes Schild (Von Holzenauer's bodyguard), with instructions to 'put her out of the picture'.

This will end in a bar room brawl, with the PCs having to choose between protecting von Saponatheim, or going with Schild, who offers them better employment with her patron von Holzenauer when she sees what good fighters they are.

If they go with von Saponatheim, he will cast off his 'dumb noble' act when he sees they can be trusted and give them real payment (the gold piece was counterfeit) to find the Temple of Ranald for him (have to work out this thread but it will likely involve meeting some lowlifes, gambling etc).

If they go with Schild, they will get an invitation to go hunting with von Holzenauer the next day, during which he will ask them to do a favour for him and track down a watchman who has gone missing in the sewers (he found out about this through his military contacts and wants to impress the local watch with his efficiency).

In the sewers, the PCs will find the corpse of a Nurgle cultist, and a Beast of Nurgle protecting the now-abandoned old lair of the Nurgle cult, and the (now mad) watchmen locked up and forgotten, clutching a piece of paper with some clue about the cult I haven't thought about yet.

My other main encounter at this time will be in the marketstrasse, with the witch hunter Krieger (from The Witch's Song) and his flagellants making trouble, when some nurglings crawl out of a sewer grate and there's a mass panic. Good way of introducing Krieger as I want him to be a recurring character too.

Ideas VERY welcome!

I think I'm late to help with tonight's adventure, but your ideas seems great, UH. I wanted to know which characters your group is playing, for I usually get ideas from that.

One thing I'm planning to do (my group finished An Eye for An Eye and I want to throw some action at Ubersreik before they play Gathering atorm and then come back to Edge, and I'm also going to use Nurgle cultist, but just their leftovers) is the group finding some poor soul afflicted by Nurgle's Rot, locked in a basement but still contaminating some part of the town, maybe through goods on the upper floor. Maybe you could use this idea, making the mad watchman contaminated. So they'll have to deal with the choice of bringing him up to the town and risking contaminating thhemselves and others, or putting him out of his misery - and how to explain that?

It could also give an alternative way to get to the watchman, as the focal point of disease spread.

For the nurglings, amybe they could be disguised as poor playing children, with hoods and such, to increase terror and public disbelief at the same time.

Last thing: EoN is about three noble families dispting for the possible control of the city when and if it ceases from being a free state. It's also, IMO, about the town council trying to remain in control of the city. It kinda annoys me seeing that, as the political forces are depicted in EoN, the town council seems quite out of the struggle. So I'm planning to add them, even create a card for them just as the three noble families have theirs. For it is more than possible that my group os PCs will be actually more attracted to the commons than the nobles - and I'm thinking about letting them mess with the criminal lowlifes, as they are, and maybe get some hold of this kind of activity in Ubersreik.

Not too late, and ideas your ideas are great and very helpful. A fresh perspective is fantastic.

PCs are a dwarf thug, a human assassin, a Kislevite apothecary and a human Bright Wizard.

Great idea to infect the watchman with Nurgle's Rot. I'm in no doubt the PCs will kill him quick, but they have to a) get the paper from him and b) explain it to the watch captain. Nice! In fact, the PCs have already worked out that the beer at the masquerade is probably going to be spiked, so perhaps I could have the watchman as the carrier, and have the PCs think they've thwarted that particular cultist plan while I come up with something different and unexpected.

Disguising the nurglings as children is brilliant, and brings a nice amount of horror to the scene. Also we can have Krieger apparently killing children ('younglings'?) before the PCs realise what's going on, and it's that perseption that drives the marketstrasse crowds into a frenzy. Chaos ensues!

You're correct about the town council; a lot of the guild heads don't even figure at the Ball. I think I'm out of time to include them too much though. Perhaps the PCs may link up with Burgomeister Ernst Maler, Fritz Langehorn and Alfred Karstat before the ball, somehow. Maybe one or more of them have links with the criminal underbelly of Ubersreik, and the PCs discover this as they are searching for the Temple of Ranald (if they go that route). That also gives them some blackmailing leverage when it comes time for the ball.

Thanks Pedro! Keep the ideas coming folks, I think everyone might find them useful!

No good suggestions here, only a confirmation of your claim.
I've read through the adventure once, and had the exact same idea... It needs too much work to be useable, for a professional product.

It's the only item in the whole WFRP range that is still in it's original box for me, not sure if I will ever use it.

Glad to be of assistance!

As I usually change a lot in bought adventures, I'm not worried that EoN needs a lot of work. But I didn't GMed it yet.

Actually I wanted to make the Town Council favour card and describe some workings of that in the adventure, maybe for Liber Fanatica VIII when it was being written, but as it happened a lot during 2011, I got smashed by my daily life. :T As I'm going to GM the adventure some time during this semester, I hope I'll be able to work on that and have some material for the community.

UH, please, tell us how you and your group handled things after the game is over!

We'll have a session report up soon at the usual place (www.headlesshollow.com/wfrp) but it went really well. The brawl was a lot of fun, and the players impressed me by not only teeing up a meeting with Holzenauer the next morning, but also fulfiling their obligations to von Saponatheim (or as he was constantly referred to as, von Suppository), and thus impressing him and getting the real payment (fortunately they'd already palmed the fake gold - not knowing it was fake - on a bookie). So at the moment the players are head to head at the 'recognition' spaces for all three nobles.

The hunt went well; lots of humour there as players fell off horses and generally acted like the gauche yokels they are. A player broke his shortbow trying to casually kill a rabbit and impress Holzenauer - good laugh there! Holzenauer set them off on the sewer adventure (via meetings with the watch captain at the watch house and Noseless Brandt at the Red Moon Inn), at the beginning of which we wrapped up the evening.

Lots of other funny events - a player got pickpocketed and lost quite a bit of coin, there were some amusing haggling moments, etc.

Just about everything we played last night *wasn't* in the adventure as written, which annoys me more the more I read it, with it's unconnected and unplayable rumours and rolls and events! Looking forward to getting to The Witch's Song, which seems far better written all round and will hopefully mean much less work for me.

Apologies to Graeme Davis, I know he's highly respected in the industry, but personally I really became unimpressed with his suddenly-lazy WFRP writing just around that terrible climax to Something Rotten in Kislev...