So much Horror at Hugadal

By Cabello, in WFRP Gamemasters

All right, so my group has been playing this scenario, and man or man did it go pear shaped for them. They missed most of the important clues, and took the one from the refugee and when off into the woods. Suffice to say the cavalcade did its job and moved on unmolested.

I did have them come upon a group of beastmen helped out by a plague bearer and beast of nergal that they had to deal with. though the gold wizard died from disease that following night.

The cavalcade though, and ideas on how to deal with its unmitigated success? I think they want to rest up a few days and then go hunting for it. How about the spread of the disease and the plot against the shyllans. I never expected it to get to this point, so I'm not entirely sure what to do with them now.

There's a fan scenario out there called "Wolfship Lone Wolf" for WFRP3. It is a skeleton of an adventure that begs the GM to fill a boat with monsters. You could check that out as their next lead. www.google.com/url

The disease rules were created prior to the official release of rules, so take them as you need to.

jh

Hi,

Wow, I had a very similar experience when running HOH.

When my group had finished blackmailing Agnetha von Jungfrued for her involvement they too began to hunt down the cavalcade, in a rare moment of integrity. I had the investigation run alongside the beginning of Edge of Night in Ubersreik. It would be a fairly simple trick to have the cavalcade have some poloitical goals within Ubersreik at the behest of Dr F. Maybe to infect the high and mighty during the masquerade itself.

I liked this scenario, but one thing annoyed me about it - the fact that it mentions two strong leads - the Sigmar priest going off to track beastmen, and the plague horror thing that the farmer tells the PCs about - and then completely abandons them.

As such, like many of the short WFRP3 adventures, it requires more work and expansion on the part of the GM, because most PCs are going to hear about these leads and then, understandably, want to follow them.

You can read about what my party did, starting here .

UniversalHead said:

I liked this scenario, but one thing annoyed me about it - the fact that it mentions two strong leads - the Sigmar priest going off to track beastmen, and the plague horror thing that the farmer tells the PCs about - and then completely abandons them.

As such, like many of the short WFRP3 adventures, it requires more work and expansion on the part of the GM, because most PCs are going to hear about these leads and then, understandably, want to follow them.

You can read about what my party did, starting here .

If nothing else, the re-working of Downtown lyrics for Nurglish delights is worth the read!