Mistaken Identity is the initial adventure from the Enemy Within campaign for Warhammer Fantasy Roleplay, and acts as a prelude to Shadows Over Bogenhafen, the first adventure proper. In the latest iteration of the campaign, the two are folded together as Enemy In Shadows. Enemy Within has a reputation as one of the “great” RPG campaigns, so I played it through with my Tuesday group – you can get hold of it from Cubicle 7 here.
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In this first part I’ll give you a session-by-session breakdown of how I ran it, including what I changed from the published adventure. In Part Two, I’ll summarise what worked well, and what worked less well – and suggest what can be taken from it for other games. There are, of course, a huge number of spoilers below – if you’re still wanting to play it “fresh,” 35+ years after it was first published, you might want to look away now!
I ran Mistaken Identity over 5 online sessions of between 2 and 3 hours for 4 PCs, with the first session including character generation. The adventure as written has some very useful “Grognard Boxes,” ways to alter the adventure if your players are familiar with it already. I used them to just pick from if it looked more interesting – especially in the first session.
The adventure as written has chapters that are roughly one session long (if you play with a fair lick of pace) – and I’ve written them up below, along with the names I gave each session as part of my prep notes. If Patrons would like sight of my actual prep notes, feel free to get in touch – although I find the writing up of them is more useful to me than reading them, if that makes sense – the process of creating them revises and solidifies the game in my head. I used Roll20 (which has a bit of a fiddly WFRP interface for improving PCs, but it’s too late now for us to switch) and Google Meet for A/V, if people are interested in those things.
You’ll note as you read this that I have a crew of absolutely top-drawer players. In this, my regular Tuesday group, plots are aggressively pursued and roleplay opportunities are harvested from even the least interesting scenes. Situations like one PC not knowing a secret the other three are keeping from them (the player knows, obviously) are handled maturely and leaned into for maximum roleplaying fun – your mileage may vary, obviously – but it’s worth invested in play culture at the table if you want to be able to engage with an adventure like this that’s full of unresolved secrets and bait-and-switches.
Session 1 – The Coach and Horses
After character generation and session zero stuff, they montaged talking to some NPCs at the Coach and Horses and then fought a daemon summoned by one of the patrons.
I completely ditched the structure of the first session in the adventure, which is the coldest of cold opens – some gambling (out of budget for almost all starting characters as written), some meeting strangers who don’t like them – the only action is if and when they catch the gambler cheating. Oh, and we did chargen by the rules – and ended up with human nun, smuggler, and wizard’s apprentice, and a halfling thief.
I quite liked the NPC Phillipe Descartes, so didn’t want him to be an enemy, so had him merely regale them with tales in his outrageous Brettonian accent. Each PC got a single short scene where they made a skill check (usually Gossip) to impress an NPC, and then received 1 or 2 of the rumours supplied. We cut from PC to PC as they did this, before I triggered “The Rival Magus” from the Grognard Box and had a daemon appear.
After they’d fought the demon, of course, they were basically an adventuring party, and we’d got to know the interface and basic rules in session 1. All this took maybe an hour of play after characters were done – it’s my favoured approach for a session zero to get a bit of play in at the end to whet everyone’s appetite.
Session 2 – The Road to Altdorf
They fought a mutant, went further down the road, fought some more mutants, and discovered the adventure’s hook – a body looking identical to one of the PCs, with a will to collect from Bogenhafen and a signed affidavit that the bearer is indeed the long lost nobleman, and instructions to claim his inheritance in Bogenhafen.
I pretty much ran this as described – the players made it more interesting by three of them being in on the identity theft, but keeping it quiet from the fourth – a nun of Myrmidia – as they expected she’d not be in favour. Instead, they told her that Othelbert the apprentice actually was Kastor Leiberung, just travelling undercover to Bogenhafen – and swore her to secrecy.
Session 3 – Welcome to Altdorf
After a confusing encounter with some strangers, and surviving a theft attempt, they caught up with Josef – a boatman and old acquaintance who just happened to be going to Bogenhafen – and went with him on a very dangerous bar crawl. It becomes very obvious that everyone they meet at the moment seems to end up dead very quickly – and they see a shadowy figure tracking them.
I added in a quick chase scene at the start with some pickpockets for two reasons – firstly, to start with some action, and secondly to give a big of the ‘dangerous big city’ vibe. This happened at the same time as the Emperor’s procession, which the module stressed is important later. As they’d all been travelling to Altdorf, they each had a scene where they resolved that – the nun resolved to continue travelling in Myrmidia’s name, the halfling went to his uncle’s pie shop and made contact, the wizard’s apprentice tried to enrol at the university. These gave a bit more verisimilitude and allowed the players to drop their previous lives a bit as they seemed committed to be adventurers now.
The bar crawl I ran as written, with the halfling thief enthusiastically joining in with Brandy Bounce and them using their wits to navigate the situation. The whole bar scene is a great set piece – as they realised just how much danger they were in – and balanced off nicely by several of their NPCs being found dead the next morning.
Session 4 – Come Drown With Me
We were a player down, so with the finale approaching, I ran a fill-in session of Come Drown With Me from One Shots of the Reikland – the three remaining players survived a zombie attack and re-sealed the tomb of Kurgon Three-Eyes while they travelled down the Weissbruck Canal. Testament to how dangerous Altdorf felt that a potential zombie apocalypse was a welcome light relief.
Session 5 – No Mister Lieberung, I Expect You To Die
After meeting a highwaywoman and agreeing to do her a favour on the canal, they went onwards to Weissbruck, where they tangled with their pursuer. Evading him, they went on to Bogenhafen – where they realised they’d inherited a setup meant to catch a cultist, and neither the inheritance nor the title were true. As a horrific beast appeared to ‘save’ them in the nick of time, they were left pondering what to do next – luckily, the Schaffenfest is in Bogenhafen, and they had an assortment of plot hooks leading them there!
Maria Braund, the highwaywoman, is from the Enemy in Shadows Companion, and I added her in to give a hanging plot hook to the Schaffenfest for when they arrived – the start of the session also had them avoid a robbery from their fellow riverfolk, who’d heard one of them was a nobleman in disguise. I had Adolfus smoke some distinctive cigarettes so they could tell he’d been around the pubs with them, and he fled when they confronted him and they fought his heavies.
The final scene, while a bit deus ex machina (daemonium ex machina?) is another great set piece – as they watch through the windows the splashes of blood, before finding the body of their pursuer ripped apart.
In Part Two, I’ll summarise what stood out about the adventure, what didn’t work as well, and what tricks and components of it we can steal for future one-shot (or campaign) play. Questions or feedback as always are welcome to @milnermaths on twitter.