[edit: updated version in post below]
I have finished a rough sketch of my scenario entry for the 2013 WFRP3 scenario contest. Initial ideas are presented from the expansion of the Adventure Seed in a railroad fashion.
Feedback is very welcome.
WFRP3 2013 Scenario Contest Entry
TITLE
By (Emirikol)
An Adventure Seed from the Creature Guide expanded into a full adventure.
ORIGINAL: “
Beastmen Adventure Seed -
Creature Guide p.23 -
Lost in the Woods:
The player characters are hired as bodyguards to accompany the vindictive and headstrong Lord Brucher. The young nobleman of Reikland is intent on recovering a priceless family heirloom stolen by beastmen in a raid on his estate. As the party scours the forest, hot on the heels of a fearsome minotaur and his herd, strange clues suggest that Lord Brucher is more than he seems. In fact, the nobleman is a Chaos cultist and the heirloom is a tome of dark magic. Brucher intends to reclaim the item and leave not witness alive, including the party.”
Part I: Recruiting the party.
LB (Lord Brucher) has suffered significant damage to his estate and many of his guards were killed when beastmen raided. As such, he is seeking immediate help in recovering his stolen goods, including “several” heirlooms. This section must indicate what the heirlooms are. If a book is noted, the players will immediately suspect something evil, so figure on that.
Part II: A recount of what was stolen and some discussions with his staff may be had.
Part III: LB will LEAD the party and they will accompany him as bodyguards while he hunts for the beastmen.
Two guards may also accompany them, the rest will need to remain behind. The guards themselves will gossip with the players from time to time.
Part IV: Initial Tracking
requires some skill checks for assistance to LB and roles for the party. LB does the main tracking (think Princess Bride). Players may find clues that show that LB doesn’t know what the hell he’s doing, but he is HEADSTRONG. The players also may discuss things with the guards. They may be allowed to have horses (include simplified horses rules in side-bar). Have LBs saddle on backward or other such things that make him frustrated with his group or guards. For example: complains that his guards are too slow, but has them overburdened with too much stuff and chainmail armor or that the shoes on the horses were not shoed by a proper ferrier, but he only trusts that ferrier.
Part V: First contact.
Part of the beastman herd broke off and is currently enjoying some of the spoils of their raid. After the combat, LB searches ferociously for the heirloom. Not finding it, he is VINDICTIVE to the corpses of the Beastmen. He does not kill female beasties. Instead he ties them up (odd backstory for his dungeon under his manor). He insists on stopping by the local town, where he convinces a local group of “Zealots” (actually part of the Local Cult of Chaos chapter #2040..red crown or something) church (where he sometimes preaches), that the PCs he’s with are cultists and when he gives the word (probably by note) they should attack.
Part VI: Increasing Obsession and Agitation
. LB seems more intent than ever, having some fits and angry tirades about the beastmen. He will attempt to cover this up by taking a sedative drug from his apothecary. Unfortunately, this will leave him over-sedated and unable to track or do things. This should give the players a chance to set things right for the group and get caught up, as LB’s mule-headedness should have everyone frustrated at their lack of progress. The guards tell some stories.
Part VII: Back on the Trail.
As the party finally gets back on the trail, they will locate the beastmen at a set of ruins. Meanwhile, the ZEALOTS at the local town have been following the group waiting to attack after LB gives the order.
Part VIII: The RUINS.
The beastmen have a camp at a nearby set of ruins. The ruins are overrun with all kinds beasties and this part will be a simple overland dungeon crawl, complete with some snares set up by the beastmen and mutants. TEW p.170 covers TRAPS for WFRP3 mechanics. LB will still be too drugged up (now he’s just faking it), to accompany the party and he pretends to offer them all kinds of money to continue.
Part IX: RUINS – the Minotaur and Bray Shaman.
The Bray Shaman has been attempting to use the book for magical purposes. He has successfully cast spells from its secrets which have ENHANCED his local followers. This is a difficult combat. It is necessary that the players find out that LB’s book isn’t good afterall.
Part X: Leave No Trace.
At the recovery of his book, he will use a whistle to call for his Zealots to come destroy the party so he can get away with his book. Preferably, he will have snuck away during the previous encounter to get his allies. This, coupled with the previous encounter will make for a likely TPK. There will need to be some way for someone/something to save the day such as one of the guards helping, the players using something magical leftover by the beastmen, a chance at escape, or something. (will need opportunities to secure this earlier.)
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