As I talked about here, I’m committing to only reviewing RPG products I’ve actually used – so, run or played – and in Part 1 I talked about how I ran and adapted the second half of the first part of the classic WFRP Enemy Within campaign. If you’re interested in the first half of the first part, you’ll want to look at my deep dive of Mistaken Identity here and here. In this part, I’m going to more generally review the adventure, and see what gems we can steal for our own games from it. It’s in Enemy in Shadows, and is available from Cubicle 7 here.
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As with Part 1, below is full of spoilers – if you’re still wanting to play it “fresh,” 35+ years after it was first published, you might want to look away now!
This is, as you’d expect, a well presented adventure – and generally organised well to run it. I did find it a bit of an ovelarge sandbox to work with – as the adventure basically gives you access to the entire city to ask around – but every other section was relatively simple to parse and deliver at the table.
There Are Some Old-School Roadblocks
There’s a couple of structural things that stood out for me that I altered. The whole investigation segment relies on the PCs, after lengthy legwork, hitting a brick wall, and Magerius telling them everything that they’ve been trying to find out. This is weak, and I let my players have a shot at sneaking into the council meeting themselves to find out first hand – a shot that they singularly failed to succeed at, but a shot nonetheless.
Similarly, when they disturb the Cult of Ranald, as written there’s a weird no-roll-to-prevent bit about being ambushed and tied up, which again is weak, and entirely unnecessary – the Cult are ideal allies later in the adventure. So, again, I took this out. The summoning circle in the sewers has an undetectable (and unopenable) secret door, and an odd roadblock to find where in the city it actually is, which I wasn’t able to find a way around – other than by making sure they had plenty of other leads to pursue when they got back to the surface.
There’s the odd other bit – like the goblin escaping with no roll possible to stop him – I can live with that as a plot necessity to kick the adventure off – but there are points where this adventure shows its age a bit. Indeed, the scene-by-scene progression which started in Mistaken Identity when they were literally point-crawling (or sometimes pub-crawling) along a sequence of encounters makes the loose sandboxing of the exploration segment sit oddly.
Great NPCs – While They Last
As with Mistaken Identity, there’s some great NPCs in here, sketched out well and fun to play at the table. This feels like a living, breathing world; except that many of those NPCs don’t breathe for too long after the PCs meet them. It’s a slight exaggeration to say that everyone dies shortly after encountering the players… but almost everyone does, which gives a grimdark edge that isn’t far from farce at the table. I tried to make sure that some plot-adjacent NPCs survived, just to give some continuity from game to game, but didn’t always manage.
A Good Sewer Dungeon!
It’s a cliche now, but fighting rats in the sewers really is fun. There’s a plot reason for the sewers to be dangerous (the council has stopped the watch going there so they don’t find their summoning circle), and the sewers feel genuinely alien and weird – while still very close to the city, which as already established, is plenty dangerous enough on its own.
Fighting a man-sized rat while knee-deep in effluent felt really desperate and dangerous at the table, in part because of the shadow of the disease rules hanging over the players. And encountering the Cult of Ranald’s cellar – and in fact the summoning circle – reinforced that the PCs were very close to the hustling, bustling, dangerous city above them.
Why Stay in Bogenhafen?
Given that Mistaken Identity ends with the PCs being nearly killed by a witch hunter and then saved by a ravening demon of Tzeentch, it’s not entirely clear why they’d want to stick around or poke their heads up investigating stuff around the town. While my players responded well to the expectation that the adventure’s name is Shadows Over Bogenhafen, not Shadows over Weissbruck, there was a bit of dissonance reported from them, with some commenting that even Altdorf felt safer. And they were really scared in Altdorf.
Overall, it’s a good adventure that has just about stood the test of time. I didn’t make as much use of the Grognard Boxes as I did in Mistaken Identity, mainly because they didn’t seem to address the problems I saw in the ways I wanted to, but it ran smoothly and came to a satisfying conclusion. We’ll be revisiting Death on the Reik next year, with a plan to do the whole adventure – so look forward to those write-ups!
Have you run or played Shadows Over Bogenhafen? Let me know your thoughts in the comments.