Cultists, Rats, and Yet More Pubs: A Deep Dive of Shadows Over Bogenhafen, part 1

Shadows Over Bogenhafen is the second half of the Enemy Within campaign for Warhammer Fantasy Roleplay, and follows Mistaken Identity – which I looked at here and here. 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 through it with my Tuesday group – you can get hold of it from Cubicle 7 here.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

I’ll start by giving you a session-by-session breakdown of how it went, and any alterations I made to the adventure as published. In part 2, I’ll discuss my overall impressions of the adventure. With my Tuesday group, part of our play culture is to share Stars and Wishes at the end of each session, so I’ve folded in some feedback from a player perspective here as well. Expect spoilers – so look away now if you don’t want plot reveals from a 35+ year old adventure!

Synopsis

I ran Shadows Over Bogenhafen over 5 sessions, immediately following the run of Mistaken Identity (5 sessions) – this included a session for character generation and learning the system, and a one-shot when a player was missing, so all told it was 8 sessions of play. We do tend to aggressively pursue plot threads and keep the game going in my Tuesday group (no game suffers from too much pace, as one player is wont to say) – so you might expect it to take a bit longer with a slower pace. 

Session 1 – What Happens in The Schaffenfest…

Following a hook I laid in the previous adventure from the Enemy in Shadows Companion, the PCs went to the Schaffenfest and wandered around trying to find Dieter Rundmann, bumping into various NPCs and being given clues and rumours as to what was going on. Eventually, they find themselves at the circus and agree to track the three-legged goblin into the sewers, in one of the all-time-classic adventure hooks.

I picked out an NPC for each player based on their background and interest, and selected rumours and hints that were actually relevant for this. The Schaffenfest supplies a lot of plot-unrelated trouble to get into, and I did tighten it up a bit with a mission to get them where they needed to go. I introduced a witch hunter as a side NPC at the fair who I failed to give proper importance to later on – I think the players wanted him to be a bigger deal than he turned out to be, but you live and learn.

Session 2 – Under Bogenhafen

They went into the sewers, disturbed some rats, fast-talked their way into the Cult of Ranald, fought a giant rat, and discovered a summoning circle. As expected, a demon appeared, that they fought, before running away to the surface. At some point, they found a dwarf’s body, and the bones of the three-legged goblin. Upon their return, they were assured that the goblin had been found at the docks and dealt with – despite their protestations.

This mini-dungeon sewer-crawl was actually a lot of fun! I ignored the Cult of Ranald advice in the book to have them knocked out and captured (a no-save fun-ruiner) to allow the halfling thief to blather his way into making them allies – a source of information they turned to later in the adventure. The demon fight was a bit of a damp squid with WFRP’s swingy combat swinging in the PC’s favour – the giant rat was more dangerous!

Session 3 – Chasing Shadows

Upon their return, the PCs embarked on a mammoth investigate-a-thon around Bogenhafen. They gradually uncovered the conspiracy in an action-light session that wasn’t really my best work as a GM. It ended with them being invited to dinner with the Guild leader to allay their concerns and a long list of clues that they were just starting to piece together.

The adventure has far, far, more information than even I shared with the players, and a lot more “verisimilitude-clues” than “story-clues” – that is, lots of hints and rumours that add more colour than plot direction. At a different point in the story this might have been fine, but in the context of “there’s a massive ritual about to be done in 2 days time” it fell a bit flat.

Session 4 – The Countdown Begins

After dining with Magirius, who reassured them that all of their solid evidence was merely coincidence, they continued their investigations. Resolving to sneak into the meeting of the Council that Magerius was attending, the fickle winds of WFRP dice rolling led to their discovery in the gardens and a brutal fight and a near-TPK – only Fate points spared their blushes. As they recuperated in a nearby pub, Magerius told them that they were right, and in fact a massive ritual was expected to be carried out – and begged them to stop it!

After the previous session, I shifted my prep notes to use Sly Flourish’s Lazy DM method for structure, and this helped me keep the pace up a lot. Dieter showed up at the start, trying to question them for smuggling, which was a good way to remind them they still hadn’t tied up that original quest and start with a bit of action. A defeat in combat was what we all needed after a few lucky fights, and it felt much more WFRP – and a good emergent story structure to be nearly killed just before the finale.

Session 5 – The Ritual

After finding Magerius dead, and framed for his murder – the least of their worries at this point – they raced to find the location of the ritual and eventually – after the Wizard had discovered some hidden knowledge (hidden in the magic chapter of the rulebook) managed to save the day and disrupt the ritual, saving the town. After which, they resolved to leave forthwith – and a hasty sailing back to Weissbruck, dreaming of a crawl between the three pubs.

As a finale to the adventure, this worked well – the initial scene and chase through the streets pursued by the guards went well, and added a sense of urgency that kept through a pacy finale. As with a lot of the adventure, while stopping a chaos cult ritual is a bit of a cliche, it’s a cliche because in part of this adventure, so we’ve got to forgive it that.

So – five sessions to save Bogenhafen. In part two, I’ll talk about overall impressions, and any big changes I made – or wished I’d made – to the adventure.

Starting a New Campaign

Over at Patreon, one of my backers requested a post about starting a new campaign. I’m always happy to take requests from my noble backers, so here’s a step by step of what I do when I’m starting to set up a campaign or longer-form game. To give my bona fides, until 2020 I don’t think I’d ever run what I’d consider a successful campaign game – but the advent of lockdown, and a dive into online gaming, has changed that. I’m currently running an ongoing D&D game, a Star Trek Adventures game (where we are skirting around the Shackleton Expanse campaign), and in the process of pulling together a One Ring game. So – what do I do to start with, when I’m about to launch a campaign?

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

  1. Set the Scope

Firstly, think about how long the campaign is going to last, and agree with your group. I’d strongly recommend splitting a longer campaign into seasons of max 8-12 sessions in order to keep things fresh, and I’d consider starting with even fewer sessions than that. Having a defined end point will stop your campaign from fizzling out, and keep everyone in the game and focussed.

Based on how often your group meets, work out how long real-time this will last for – and make sure you’re up for that. If you meet once a month and want to run a 12-session campaign, that’s a year’s worth of gaming for the group! If you’re weekly, 12 sessions is still 3 months of play. Make sure that you – and your players – are clear about that commitment and happy with it.

Of course, you might have an in-game end in mind – for my D&D campaign, we’re running through Rime of the Frostmaiden; that campaign finishes when they’ve brought the sun back to Icewind Dale and defeated Auril the Frostmaiden. Even with that, I’ve worked out that with 2 sessions at each level of character, this is about 20 sessions. I’d planned a mid-season break after 10, but as it happens we ended up cancelling some sessions anyway, so we’re good to go with the second part of it.

  1. Get the Big Picture

The approach to this stage varies a little depending on whether you’re plotting your own campaign or running something pre-written. In either case, though, you will sketch out the broad picture of how you expect the campaign to play out.

If you’re rolling your own, a great tool to use (taken from Dungeon World) is Fronts. Consider your campaign’s big bad, and sketch out some steps that it might take. Sly Flourish also has a discussion of using this for D&D that streamlines the process a bit.

Having a campaign finale in mind helps – even if your Roll20 presentation isn’t up to much

If you’re using a published adventure, this is when you need to skim read the whole thing. If you’re running something popular (like a D&D campaign) it’s also well worth googling it to see if folks like Sly Flourish or Justin Alexander have notes on how to run it. There will be some of these on here soon as my ‘Deep Dive’ series extends – currently I’ve got Rime of the Frostmaiden Chapter 1, Shadows over Bogenhafen, and the first Vaesen adventure compendium A Wicked Secret to write up. 

Once you’ve got this, sketch out how the sessions might look – for instance, I expected for Rime we’d probably hit one of the Ten-Towns quests per session, along with some additional personal stuff, for the first 6 sessions before hitting Chapter 2 and the more open-ended part of the game. As it happens in a couple of sessions we doubled up adventures, but we were able to mesh some of the scenarios into the PC backstories anyway (for a session-by-session report written by one of my players – and ongoing – check out Fandomlife’s blog here).

Running published campaigns requires slightly different prep to rolling your own

If the start of your campaign is going to branch off and be more of a sandbox, think about how you’ll structure this. I’m a big fan of getting players to decide what they’ll do next time at the end of a session, so I can focus on those bits for the following session. Also, think about how long you’re prepared to let them play in the sandbox – is there an element in your Front, or a lead you can drop, that will force them to leave and stop them wanting to talk to every NPC and find every secret?

  1. Imagine Some Specifics

Once you’ve got your big picture, you could run right away, but now I like to start thinking about specific scenes, encounters, locations, and NPCs that might come up. These can be just sketches to start with, but by having a file ready to note these in before the session zero, you can add to it. For example, in a campaign of Legend of the Five Rings I ran a couple of years ago, I had a few scenes in mind before chargen started – but when one of the PCs had a morbid fear of dogs, of course the bandits were led by a dog-faced demon who took an instant dislike to them. 

With a published adventure, you might want to think about a few NPCs using the 7-3-1 technique if they are likely to recur or be important – I’ve got a wizard lined up for the next couple of sessions who I sketched out a personality for right at the start – or how some encounters might play out in the first few sessions. This isn’t unlike the Bag of Tricks prep technique I’ve used for one-shots – it gives you some go-to scenes and moments that you’ll be able to use later in the campaign.

  1. Session Zero

At this point, you’re ready to get the players involved. My personal agenda for a session zero covers Content / Chargen / Play, but sometimes fitting in all of these can be tricky. If character generation is something that will be dreary to all sit round and do together, get your players to come to the table with something lightly sketched out, and do a bit of in-character bonding in that first session instead. Absolutely would recommend the final part though – getting a bit of play in makes it all worthwhile!

For Content, you want to discuss any safety tools you’ll be using, as well as invite your players to contribute to Lines and Veils and Tone – again, The Gauntlet has an excellent blog on all of this. Alongside this, you want to cover housekeeping – how often you meet, who brings the snacks, what to do if you can’t make it, that sort of thing. For my games I generally have a hard rule that if 3 players and the GM can make it, we play – and we’ll work out a way for the others to catch up later. This does fall down a bit if I can’t make a session, but it gives a bit of insulation against having a run of cancellations.

For the Play bit, just a half-hour encounter is fine – but I’d go with something action-y that involves rolling the dice instead of something roleplay-focussed. Start them around a camp, and have some goblins attack, and then the goblins tell them about the problems in the area. Getting some dice rolled makes the session zero fun, and starts to build momentum for the game proper.

  1. Session-By-Session

Now you can run it! For me, I’m never more than a session ahead of where the party is up to, and I prep in between sessions – I can’t imagine doing it any other way. I’ve blogged before about session prep for campaigns being like for one-shots, but to summarise – I’d recommend making each session a coherent episode if you can, even going so far as to give it a name. 

6 sessions of prep files – complete with corny titles

In my prep, each session gets a Google doc, and follows a fairly similar format, which is either a scene-by-scene breakdown followed by NPC notes, or a Sly Flourish Lazy DM set of notes. I’ve found that for my own prep, I like a defined scene-by-scene breakdown, but for published games that I’m running the Sly Flourish technique works best. I think this helps me to break down components and be a bit more prepared for players going in different directions – whereas with my own games I’m already able to do that without any help.

I’m conscious of my own practice as well (or at least try to be) – and one of the things I’m trying to work on is more memorable NPCs – so at the moment I make sure there’s a few ‘tells’ for each one in my prep notes to make sure I put the effort in to try and do this.

Be sure at the end of each session to get some feedback – either as Stars and Wishes (now rebranded to Spangles and Wangles by my Friday group) or a more informal method, and be prepared to tweak where the campaign is going if needed. I’d also recommend having some ongoing contact with your players, whether about the game or not, between sessions – it helps to keep momentum, which is one of the main things you need to keep a campaign going.

So, step by step campaign planning! I’ll try and get a couple of examples down too, and as always happy to accept Patreon post requests! Let me know in the comments if you’d like to see more.

13th Age One-Shots, Revisited

It’s been a few years since I first wrote about 13th Age one-shots, and it’s a long time since I’ve run a system that used to be one of my trademarks. But, as I’ve been prepping Swords Against Owlbears for All Rolled Up’s Free RPG Day event, I’ve got more to say about how some specific aspects of 13A play can be made to work in one-shots.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

So, here goes:

One-Shot Unique Things

In 13th Age, each PC has a One Unique Thing (OUT) that sets them out from the rest of the populace. It’s the start of an expectation that players will help to define the world and setting. For one-shots, rather than being campaign-level (“I’m the last of the dwarves” “I’m half-dragon half-halfling”) these can just be specific to the session planned… guide the players when they’ve picked pregens to choose, for instance, why they personally have to track down the orc chieftain, or what the Priestess’s minions stole from them. 

I’ve previously been ambivalent about making players pick OUTs at the table, since sometimes they can just clam up, so have offered ready-made ones – but this links them to the play as well and helps to provide motivation for whatever gonzo plot you’ve got up your sleeve.

Dice Rolling Apps Are Your Friend

13th Age PCs are generally rolling their level number of damage dice – or more – each time they hit. Additional powers often add other dice to the mix, too – so unless you’re playing at 1st or 2nd level, encourage your players to use dice roller apps to do the arithmetic for them. Some players, of course, (the ones really quick with mental arithmetic) will want to add them up in their head – let them, but only if they really are quick enough for nobody else to get impatient. They will be the ones that thank you for it – it’s hard to resist adding up your neighbour’s totals for them if they’re struggling. 

Dice rollers unlock high level play for one-shots, which is (a) awesome, and (b) not all that complicated for players. A few more options emerge, but your barbarian and ranger characters are still going to be really accessible for players who don’t want to balance loads of options.

Pick Three Icons Each

In 13th Age, players have a set of Icon relationships that are rolled at the start of each session and interact with the play, bringing powerful setting NPCs into the game. 

Icon relationships in some of the published one-shots are left to be picked at the table. In my pregens, I’ve usually pre-populated them. Neither of these are really necessary. Just pick three Icons for each pregen that seem most likely for them – have the players do their icon rolls (either d6 for each of them, or just d3 for which Icon benefit they have if you want everyone to definitely have one – sometimes, I make sure they’ve all got one if somebody rolls none, sometimes I don’t.

Give them the icons on little cards to remind them to use them, too. And I’m fairly relaxed about them giving a system-based bonus in one-shots – they can

  • Allow an additional use of a Daily power
  • Punch up an auto-recovery if they drop to 0hp
  • Grant a cool magic item of the appropriate tier (+1 for Adventurer, +2 Champion, +3 Epic) – let the player design it and give it a quirk
  • Grant an extra turn in combat once

And so on. The best uses of Icon relationships are often in skill challenges or montages, but these give everyone a chance to own them and get some benefit from them, and the Icons interfering grounds the game in the world.

Campaign Losses – Limbs, Friends, or Items

Campaign Losses, generally, happen instead of Total Party Kills in 13th Age. The party can choose to retreat, lick its wounds, and try another way. In one-shots, this doesn’t make sense – and can mess with your pacing – so make them lose something important to them instead, and progress the story around the scene again. This might mean they still achieve the combat scene’s goal – so make sure what they lose is really big! You could even have an NPC captured, to set up a sequel one-shot! This comes directly from Swords Against Owlbears, where the titular battle in particular has some very nasty owlbear cub mooks (and a randomly-appearing owlbear mother) that could easily overwhelm players.

So, some more 13th Age tips – and a resolution from me to get 13A back on my circuit of convention games!