The New Enemy Within - Help with the Hedge Maze!

By Johann Rowlocks, in WFRP Gamemasters

I am preparing to run the Garden Party scene in the new TEW, and I think I am either missing something or it is underdeveloped…

It seems to me that if you use line of sight and an observation roll for each travker advancement that the lady-in-waitng is hippogryph food. Unless you allow each player to roll and count each advance ment? As I have 5 players, they would cath him before he scared Wanda…

I like the intensity the players feel when using tracker based mini-games so if anyone can help a GM out that would be appriciated. Or if you came up with a totally different solution, love the hear that as well. Thanks!

I just played scene and used a very loose approach. I let them follow with one good Observation (tracking) roll (I use "let it ride" principle of not repeating rolls) - though I also had a potential victim at the sundial (Claudia went there not to Averburg for some quiet) which is much earlier in the creature's path.

Did you just dispense the tracker and go "free form"? Hmmm. I may do that if I can't come up with something that makes more sense…

I used the tracker for "passage of time" in terms of other events (theft and murder etc.) being on a clock (though really there too if the PC's catch up in 3 rounds, need to have the explosion then in that round).

Overall I just handled the hedge maze "however felt right for the rolls, the overall need of story and the fact this is the Old World".

So as I am runing this on friday and have put some more thought into making this scene more tense and dramatic - I have been considering "uping" the Skaven's game in the Hedge Maze. I loved the suggestion on one of the threads that the Skaven could use weird root in the smoke screen they use while the PCs are in the maze. I am thinking that while the PCs are in the maze a cloud of the smoke rolls into their area and they need to roll a toughness test or be overcome with hallucinations (which require periodic WP tests to "get it together"). They can either rescue the lady in waiting who is being attacked by what looks like a chaos dragon (Terror 3 or 4!) or deal with a ratman in a gas mask (another hallucination surely!)

I will have to mention the strong breeze a few times, and look forward to describing the psychedelic effects on the assembled nobility…

That was my idea, there are no formal rules for Weirdroot but I decided that anyone failing check in cloud got a temporary insanity (picking one with a hallucination effects). The dwarf trollslayer Player roleplayed this well (wondering after the fact if everything he saw was real etc.)

My players quickly figrued out that they could spend extra maneuvers to move up. I wouldn't allow that. I told them that they'd get a white to their next Intuition or Observation check to advance on the creature in the maze.

Yes, I included intution rather than just observation.

Our Pistolier got lost in the maze with multiple terrible rolls and gained an insantiy from the stress..then later failed his permanent insantiy check and now has Nagging doubts. This is the guy whose character is usually dead by the third session, so we consider it a win for him :)

I had Wanda, wandering aroudn in the maze and show up at an inconvenient moment with the blindfold on so the players had to protect her when they finally caught up with the demigryph.

One player decided to stay back and watch the artifacts so he was affected by the stinkbomb. He then proceeded to make incredibly lucky successes in tracking the skaven until he got a chaos star and I had the tent (over the artifacts) cave in on him and the other guests making it somewhat comical.

The goal was to make sure that they knew what to look for (skaven..smelly stuff from down by the docks).

Next session we're headed up the stinkpipe (as my players would say). ;)

jh