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.
[…] Cultists, Rats, and Yet More Pubs: A Deep Dive of Shadows Over Bogenhafen, part 1 […]
LikeLike