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[+] Golden Vault/Dragonheist/Dungeon of the Mad Mage conversion to WFRP 4e [Spoilers]
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<blockquote data-quote="TheSword" data-source="post: 9073060" data-attributes="member: 6879661"><p><span style="font-size: 18px"><strong>Key Themes</strong></span></p><p></p><p>There are a few key themes that I see coming through this campaign - mostly taken from the various books I’m mashing up.</p><p></p><p><strong>The Heist Campaign</strong></p><p></p><p>This campaign will unashamedly be a heist based campaign with players strongly encouraged to create characters that can operate in that world. Status in the city will be a big part, as will the parties reputation and relations with various factions. I fully expect the party to develop their own base of operations and have access to crafting/trading and influence. Luckily WFRP provides all these things in great abundance.</p><p></p><p><strong>The Xanathar/Zhentarim War</strong></p><p></p><p>This is lifted straight from Dragonheist and features Manshoon dramatically escalating the black network in Waterdeep from the trading/racketeering/smuggling operations to the kind of overt power games the Zhents were famed for in previous times. The Xanathar has reacted to this by becoming more erratic, more violent and eager to find new power sources no matter how risky.</p><p></p><p><strong>The Golden Vault</strong></p><p></p><p>This is a mission impossible style organisation that provides contacts, resources and targets for the PCs via a magical music box. Rumoured to be the work of powerful Gold Dragons. However there is enough going on in Waterdeep’s without having another group. The Golden Vault is therefore a ploy by Jarlaxle to recruit individuals who would otherwise never consider working with him. While the missions will always appear goodly - they will always benefit Jarlaxle in some way. In time the PCs could get to meet an actual gold dragon who can make it clear that the organisation has nothing to do with them. With other clues seeded as various artifacts recovered by the PCs end being instrumental in various Braegan D’aerthe plots. In time the party may decide to take the Golden Vault on themselves once they unmask the ruse</p><p></p><p><strong>The Far Realm</strong></p><p></p><p>As the Runestone conduit grows stronger Far Realm will increasingly intrude on Waterdeep. This is largely inspired by the thread in Golden Vault but works well with WFRPs realm of chaos. It helps that aberrations are some of my favourite foes - particularly mind flayers and aboleth. The mirkmire excavation - one of the first heists will come about when an earthquake triggered by the Runestone reveals ancient ruins to the north of Waterdeep. Later heists will also trigger off this. Ultimately the PCs if they chose will be able to take the fight to the Mindflayers and the Runestone cavern itself if they want to resolve this.</p><p></p><p><strong>Anti-Magic Sentiment</strong></p><p></p><p>As magic becomes less predictable and a few magical catastrophes occur in the city. Many will argue for a curbing of the wizards rights and powers. This will culminate in a requirement crack down wizard licencing (already a requirement in Waterdeep) and a call for further restrictions. This will be resisted by the Lords - however the Church of Tyr will establish an order of Witch Hunters to track down unlicensed wizards and to deal with magical threats - some the genuine result of far realm influence.</p><p></p><p><strong>Laerl’s Possession</strong></p><p></p><p>I always liked the storylines around Myrkul and Laerl - in particular the Crown of Horns. I plan to instroduce this into the campaign - probably as a treasure in Undermountain. Possibly as a heist. Possibly as a ploy by one of the 4 main villains of the campaign. Either way she will come into possession of the throne and begin to act in a more draconian and authoritarian way as the campaign progresses. At some point this will include ceding increasing powers to the witch hunters and making the code legal far stricter. If you’ve read Curse of the Crimson Throne you’ll recognize a lot of similarities. In time the threat posed by the crown may encourage the party to attempt to replace her or deal with her directly.</p><p></p><p><strong>The Missing Treasury</strong></p><p></p><p>The dragon heist fortune will still be an active part of the campaign but probably being resolved at a much later point after several heists and forays into Undermountain. The seizure of the fortune would signal the major tension that sets the PCs against Laerl. The stone of Grollor and the various factions vying for the treasure will all be largely unchanged from the core book - with weak areas in the book being replaced with various heists from other sources.</p><p></p><p>There are several end game goals the parties could achieve - Expelling Manshoon from the City, Breaking the Runestone Conduit, Curing Laerl’s possession etc. As this will largely be a sandbox I will let the party determine what paths they want to follow.</p><p></p><p>All this is pretty high level stuff though (high level in terms of viewpoint not actual level, WFRP doesn’t use levels, it’s a granular XP system - heavily influenced by achievements and personal objectives). This stuff is going to be revealed to the PCs with events, rumours and through their experiences.</p><p></p><p>My next post will detail my conversion of the introductory scene and the first heist - the Mirkmire Malevolence.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9073060, member: 6879661"] [SIZE=5][B]Key Themes[/B][/SIZE] There are a few key themes that I see coming through this campaign - mostly taken from the various books I’m mashing up. [B]The Heist Campaign[/B] This campaign will unashamedly be a heist based campaign with players strongly encouraged to create characters that can operate in that world. Status in the city will be a big part, as will the parties reputation and relations with various factions. I fully expect the party to develop their own base of operations and have access to crafting/trading and influence. Luckily WFRP provides all these things in great abundance. [B]The Xanathar/Zhentarim War[/B] This is lifted straight from Dragonheist and features Manshoon dramatically escalating the black network in Waterdeep from the trading/racketeering/smuggling operations to the kind of overt power games the Zhents were famed for in previous times. The Xanathar has reacted to this by becoming more erratic, more violent and eager to find new power sources no matter how risky. [B]The Golden Vault[/B] This is a mission impossible style organisation that provides contacts, resources and targets for the PCs via a magical music box. Rumoured to be the work of powerful Gold Dragons. However there is enough going on in Waterdeep’s without having another group. The Golden Vault is therefore a ploy by Jarlaxle to recruit individuals who would otherwise never consider working with him. While the missions will always appear goodly - they will always benefit Jarlaxle in some way. In time the PCs could get to meet an actual gold dragon who can make it clear that the organisation has nothing to do with them. With other clues seeded as various artifacts recovered by the PCs end being instrumental in various Braegan D’aerthe plots. In time the party may decide to take the Golden Vault on themselves once they unmask the ruse [B]The Far Realm[/B] As the Runestone conduit grows stronger Far Realm will increasingly intrude on Waterdeep. This is largely inspired by the thread in Golden Vault but works well with WFRPs realm of chaos. It helps that aberrations are some of my favourite foes - particularly mind flayers and aboleth. The mirkmire excavation - one of the first heists will come about when an earthquake triggered by the Runestone reveals ancient ruins to the north of Waterdeep. Later heists will also trigger off this. Ultimately the PCs if they chose will be able to take the fight to the Mindflayers and the Runestone cavern itself if they want to resolve this. [B]Anti-Magic Sentiment[/B] As magic becomes less predictable and a few magical catastrophes occur in the city. Many will argue for a curbing of the wizards rights and powers. This will culminate in a requirement crack down wizard licencing (already a requirement in Waterdeep) and a call for further restrictions. This will be resisted by the Lords - however the Church of Tyr will establish an order of Witch Hunters to track down unlicensed wizards and to deal with magical threats - some the genuine result of far realm influence. [B]Laerl’s Possession[/B] I always liked the storylines around Myrkul and Laerl - in particular the Crown of Horns. I plan to instroduce this into the campaign - probably as a treasure in Undermountain. Possibly as a heist. Possibly as a ploy by one of the 4 main villains of the campaign. Either way she will come into possession of the throne and begin to act in a more draconian and authoritarian way as the campaign progresses. At some point this will include ceding increasing powers to the witch hunters and making the code legal far stricter. If you’ve read Curse of the Crimson Throne you’ll recognize a lot of similarities. In time the threat posed by the crown may encourage the party to attempt to replace her or deal with her directly. [B]The Missing Treasury[/B] The dragon heist fortune will still be an active part of the campaign but probably being resolved at a much later point after several heists and forays into Undermountain. The seizure of the fortune would signal the major tension that sets the PCs against Laerl. The stone of Grollor and the various factions vying for the treasure will all be largely unchanged from the core book - with weak areas in the book being replaced with various heists from other sources. There are several end game goals the parties could achieve - Expelling Manshoon from the City, Breaking the Runestone Conduit, Curing Laerl’s possession etc. As this will largely be a sandbox I will let the party determine what paths they want to follow. All this is pretty high level stuff though (high level in terms of viewpoint not actual level, WFRP doesn’t use levels, it’s a granular XP system - heavily influenced by achievements and personal objectives). This stuff is going to be revealed to the PCs with events, rumours and through their experiences. My next post will detail my conversion of the introductory scene and the first heist - the Mirkmire Malevolence. [/QUOTE]
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[+] Golden Vault/Dragonheist/Dungeon of the Mad Mage conversion to WFRP 4e [Spoilers]
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