Showing posts with label WFRP. Show all posts
Showing posts with label WFRP. Show all posts

Thursday, October 18, 2018

Life (and Death) on the River Teufel (WFRP)

River Teufel (Lower) map circa IC 2500
(excerpt from Death on the Reik)
So despite being intrigued for years based on its reputation, I've only just picked up a DriveThruRPG PDF copy of Death on the Reik (DotR), the classic second part of "The Enemy Within" WFRP 1e campaign. Hailed by many as one of the best RPG adventures for WFRP (if not of all time), it's not only a decent adventure, but also a resource for a potential riverine campaign set on and around the Empire's largest navigable river, the mighty Reik.

I'm still working my way through reading the actual main adventure, but the major appeal is the 16-page booklet "River Life of the Empire" - a resource that contains various travel guidelines and details of possible encounters and characters.

Although there's some distillation of the concepts within this slim booklet in the later WFRP editions (Chapter 2 of the Hogshead 2e corebook, "Life and Death on the Reik" and a brief few pages of the Cubicle 7 4e corebook), this really seems to be the definitive treatment of RPG river travel and a great sandbox resource.

Despite the "sandbox" elements, the majority of the gazetteer detail contained within the supplement is focussed on first the lower River Bogen to Weissbruck and then to Altdorf via the Weissbruck Canal and on to the main channel of the Reik. There are details of a minor excursion up the gorge of the River Stir and the River Narn into the Barren Hills, but otherwise the adventure sticks to the main channel.

The other main tributaries, the Talabac and the Teufel, are left undetailed - the former could easily come into play through the details in the 2e supplement Terror in Talabheim, but the southern tributary (see the inset map to the left, 5 miles per hex scale, excerpted from the main DotR map) seems somewhat neglected in the supplements to date.

Death on the Teufel?


Although I've managed to code a Google Docs Spreadsheet that generates the random encounters and first sentence of the corresponding text from the "River Life in the Empire" booklet, I think there's an opportunity to explore some implied set encounters. In particular, apart from the treacherous Reiker Marshes, there is a long stretch of river from Grünsburg to Auerswald that passes through the Reikwald Forest beneath the Hagercrybs that is far less populated than other stretches upriver and downriver. This would make the region rich in potential for adventures either on the waterway or in the forested riparian hinterland of the Reikland...

Looking at the included DotR map, there are several river "stretches" of the Teufel to be considered:

The Lower Teufel

  • The Reik to Grünsburg
    • Prieze & the Grünsburg Canal* 
  • Grünsburg
  • Grünsburg to Auerswald

*Note: although commissioned originally by Luitpold I, the father of the current Emperor, Karl Franz, the canal was only finished after his death in 2506. This stretch is not complete at the time of the original "The Enemy Within" campaign adventures (circa IC 2500, as opposed to the IC ~2520 starting date of later editions), although much of the channel accompanying the first part of the Great Northern Road has been dug and the locks partially built. 

River Teufel (Upper) map circa IC 2500
(excerpt from Death on the Reik)


The Upper Teufel

  • Auerswald
  • Beyond Auerswald
    • Auerswald to Ubersreik
    • Auerswald to Stimmigen

Note: the Cubicle 7 website teases that Ubersreik, the main setting of the first Vermintide computer game, will be detailed in the WFRP 4e Starter Kit boxed set (supposedly available October 2018).


Reikland Map by Andy Law
(Gitzman's Gallery)









Sunday, October 14, 2018

Riverine Adventures

The southern reaches of the River Stir perhaps?
"A river is a source of conflict because it will not bend its course for anyone. If the river is in your way, you cannot appeal to its mercy, its kindness, or its desires. And if you plunge yourself into it, the river does not care who you are. It will sweep you away. Or drown you. A river is actually a manifestation of the force of nature, which cannot be controlled or dominated, lacks sympathy or care, and kills those who do not respect it without guilt or shame". - the Angry DM
Sure, I've quoted this out of context (see the link for the whole article), but I think it captures some of the elements about rivers that I find intriguing as a potential adventure setting. I've liked the concept of a river-borne adventure, ever since I stumbled across the 1st edition Twilight 2000 module Pirates of the Vistula, even if river adventures are in many ways a "railroad", if not the *original* wilderness railroad analogue in the pre-industrial sense!

And maybe there's something in that, in terms of just how explicit an RPG railroad a river can be?

Overtly and *physically* a river manifests restriction of choice without needing to invoke often poorly contrived or unfair boundaries - it clearly indicates the story or the adventure is being channelled openly and honestly. And maybe that's an important distinction because it seems a lot of the negative pushback against RPG railroads is their element of subterfuge or heavy-handed way of enforcing the lack of choice and denial of player agency.

Yet a river-as-railroad does present several choices (albeit as a form of "choker", see below):

  • Move upriver or downriver, with or against the current.
  • Stay in the channel or explore one of the banks, left or right. 
  • Travel at night or day, take up a mooring.

All these are still choices and can even be the basis of a hexcrawl I suppose, but they're (mostly) binary choices and perhaps, like the implications of the famous "the jam jar experiment", less choice may be better in this age of overwhelming choice and call for sandbox style play?

So maybe "railroads" aren't all bad?
"Paths, be they roads or rails, are a form of creative restraint, too. Without barriers or limitations to focus play, a game is hardly about anything." - Will Hindmarsh
Will outlines further concepts further in this 2014 article, where he comments on "Rails through the Wilderness", "Roller-Coasters", "Rail Cars", "Railway Stations", and "Railway Networks" - distinct elements that provide a mixture of restriction and choice.

All these elements I think are well represented in arguably the most famous riverborne RPG adventure, the classic "Death on the Reik", the second part of the original WFRP The Enemy Within Campaign. The salvaged river barge is in effect the "rail car", the various towns and cities the "railway stations" and the multiple channels of the Reik form the equivalent of the "railway network".

Similarly, in Pirates of the Vistula, the river tug and the riverbank settlements provide similar elements, although the navigable network is much more limited, ultimately ending in the inevitable destination of Warsaw. In this module, the detail of the "rail car", the Wisla Krolowa, I think adds greatly to the appeal as the river tug becomes almost a valued character in itself.

The Wisla Krolowa ("Vistula Queen")
from Pirates of the Vistula
Addit: this all reminds me of an actual "railroad" adventure, the T2k "Going Home" in which the remnants of the default American unit in Europe use an old steam engine, the Korzub a.k.a. The Last Train to Clarksville, to travel to Bremerhaven. Somehow the Korzub, despite being a literal "rail car", doesn't quite capture my imagination like the riverboats, and the use of an actual railway in the post-apocalyptic context seems to break verisimilitude for me, as I'd consider that a community or an opponent blocking the tracks would be an inevitable occurrence.

But more on Will's article and the defining "rail car" concept in a later post.

As another article notes:
"... maybe the story is just worth going on the railroad for. Players may not object to railroading if the story's good enough to excuse the lack of perceived freedom, or if the ride is fun enough." 
For all this talk of railroads, a good riverine story is something I want to develop regardless.

But maybe a river isn't a railroad at all.

Maybe it's a "Choker" as Zak S. would say instead - we'll have to see about that in a later post, eh?


Collected Riverine Resources & Modules


There's likely more, which I'll add over time, and I welcome suggestions...

The following RPG products provide useful material for a river-borne campaign:
  • Death on the Reik (WFRP 1e) - still the best example in many people's opinion!
    • River Life of the Empire booklet (WFRP 1e) - the essential resource 
    • The Enemy Within: a Companion (TEWAC) has a section for DotR
    • "Chapter II: Life & Death on the Reik" (WFRP Companion 2e)
    • The Cubicle 7 version of WFRP (4e) has a revision of TEW planned
    • My "River Life Encounter Generator" (Google Docs spreadsheet)
  • River into Darkness (PFRPG) - like Apocalypse Now, but now with Pathfinder!
  • Rivers of Blood (DUNGEON #89) - Slavic riverine adventures why not?
  • Dolm River (Labyrinth Lord) - somewhat silly if truth be told but hey, it's OSR...

The following threads and articles/posts are also of interest:

Thursday, October 11, 2018

Death on the Reik Riverine Encounter Generator

The One and Only, the Original...
As a precursor to working on the "Riverbank KNeE Table" for the Indicara jungle encounters I've been looking into riverine adventures and encounters in particular, so I went to one of the more famous adventures, the WFRP 1e module Death on the Reik, part of the fabled "The Enemy Within" campaign.

Note: the RPG module, *not* the Vermintide DLC!

The Cubicle 7 reprint is available in PDF from DriveThruRPG and includes OCR text thankfully, which made generating a Google Docs Spreadsheet encounter generator for the included random river encounters much easier to develop.

The generator is available via this link here or thanks to Jesse Burke, is also accessible over at Glitzmans Gallery in the "WFRP Resources" section (thanks to Jesse for his prompt posting at my suggestion - check out the amazing character sheets and the high-resolution world map).

The encounters and first paragraph descriptive text is drawn from the "River Life of the Empire" booklet included in the module - an excellent resource for any riverine based adventure or campaign. I'll definitely be returning to this slim booklet in the future, but for now, enjoy!


Design Notes


The generator was a bit fiddly to develop given the Boolean logic functions needed to account for not only Yes/No for encounters according to different frequencies depending on Day vs Night / Populated vs Remote. Also, the "centile" basis of the tables is mainly just a d20 roll expanded to 5 point intervals except for some rarer "Special" or "Hazard" encounters which required a sub-nested structure to work. The end result isn't as pretty as I'd like as I don't want to remap all the dependent cells just for cosmetic sake but it's functional and hopefully simple enough to use in play.