WFRP 4e - Year of Splendors Burning - Waterdeep-Heist-Mad-Mage-Golden-Vault-Crimson-Throne-Shattered-Obelisk Mashup

TheSword

Legend
With the end of my long running Age of Worms campaign this weekend. I’m soon going to run the opening session for my Waterdeep Mashup of Dragon Heist, Dungeon of the Mad Mage, Keys from the Golden Vault, Curse of the Crimson Throne and Phandelver and Below… phew 😅

It sounds like a lot but there are a couple of caveats. Firstly I’m running it in WFRP 4e so I don’t need to worry about D&D progression. Secondly it’s going to be a sandbox with the party free to totally ignore bits they aren’t interested in and events will transpire without them. Lastly, I’ll be heavily redacting some of the elements. The plan is this should take our bi-weekly group a couple of years to play and should see them rise from Tier 1 starter characters to Tier 4 Lords of the Land (or the City) if they choose. I should also say it is being converted to WFRP 4e but there is nothing to stop folks running it in any system they like as I’ll be focussing on plot here.

First things first, Ryan, Bob, Cat and Andrew - STOP READING NOW

Now that’s out of the way. There are four main threads running through the campaign.

Brief Overview

1. The Ilithids, far below the city in Undermountain’s Sea Deeps, have used the Runestone on level 20 to open a rift to the Far Realm. This is causing magic to become unstable - explaining the miscasting of magic that occurs in WFRP. Events will transpire largely as per the later parts of Phandelver but in taking place in Undermountain. This will trigger all sorts of weirdness such as the Mirkmire stone awakening from Golden Vault, as well as wizards researching the strange effects in Reach for the Stars. The rise of a Tyrian inquisition and licensing of wizards in the city.

2. The explosion of magical energy causes Halaster’s mind to become merged with Laerl Silverhand - current archmage of the city and Lord of Waterdeep. He was scrying her at the time of the rift opening. Halasters malevolance/Madness causes her to arrange the death of the current open Lord Dagult Neverember and she manipulates the Lords to chose her Open Lord. The events of Curse of the Crimson Throne play out as she tries to turn Waterdeep into her own plaything.

3.The death of Lord Dagult Neverember reveals that 100,000 gold dragons have been embezzled from the city treasury. The events of Dragon heist play out.

4. As all this happens the PCs will be forming their own heist crew, at first under the auspices of the Golden Vault. A mysterious - seemingly benign organisation that uses daring heists to right wrongs.

Rules will be WFRP 4e with a few small modifications. Agreement has already been secured from the players that they will create characters that are interested in, and have a motivation to conduct heists. ie. anti-authoritarian. Also that they will be invested in the city and stick to that area. This is part of the deal… no heading off to explore Chult when there is plenty to do in the city.

Before session zero we are running a 3 hour one shot using pregens, which will teach the basics of WFRP 4e gameplay and Foundry VTT. Also explaining how Laerl comes into possession of a Netherese magic item that allows Halaster to scry on her directly. I think it’s highly advisable to do this kind of thing before character creation in WFRP as there are some big differences and everyone then can come along with a competent character. Session zero will then be about character creation, themes, house rules etc. Those pregens will then be written into the campaign and may be a replacement character later on if needed.

This is a work in progress. I’m going to share thoughts and use this thread to work things out as I go. Happy to answer any questions or clarify anything. My last mega mashup of Rise of the Runelords, Shattered Star and Return of the Runelords was great and lasted a year and half but ultimately floundered at level 13 because high level D&D 5e combat got quite dull and those adventures were very combat heavy. I’m hoping the nature of a heist campaign, WFRP rules and it being a city adventure will reduce the likelihood of that happening. This is an experienced group I’ve played through with for over 18 months so we all know each other pretty well by now.
 
Last edited:

log in or register to remove this ad

TheSword

Legend
A little flavour from the Fourth Estate to get things rolling. Inspired by Maxtheman36

5A757E0B-8A48-455C-9E5C-180DBEE4A514.jpeg
 
Last edited:

TheSword

Legend
I thought I would keep updating this thread. For my own inspiration and for questions and suggestions to help me expand my thoughts. I also thought it could act as a living example of some WFRP 4e play - the kinds of situations you can get into and see what the system does well.

The party has been created now and we're a four sessions into the game. They have earned 660 experience.

Cosmo Waterman - Also known as 'El Bombo' - Human Pit fighter.

Faldor Ironbreaker - Dwarven Engineer, Ex Bounty hunter

Mayhaps Follyfoot - Halfling Mystic

Nolwenn Nodelscient - Elven Alchemist
 


TheSword

Legend
Here is the Player's Guide for the campaign with house rules, setting info etc.

The key elements are how Magic and Gods are translated from Warhammer Rules into the Forgotten Realms. The most dramatic change being allowing wizards access to all lores of magic and the Weave becoming literal threads of different coloured magic.
 

Attachments

  • City of Splendours Players Guide.pdf
    1.6 MB · Views: 18



TheSword

Legend
Are you planning to run 20 levels of Dungeon of the Mad Mage?
No. Undermountain will be used as a setting rather than as a single large dungeon.

Some ideas for using it I have so far…

  • An early mission for the golden vault will be to heist the Stygian Gambit casino which in my campaign is along the Sargauth River underground and accessible from Skullport. I imagine this will net them quite a bit of treasure and set them up somewhere near the end of their second career.
  • A similar mission offered at the same time from a PC Patron will be to find a short cut to Skullport - but this will involve getting there through levels 1, 2, and 3 first. I’m hoping that after a few heist based adventures the dungeon crawl bit should feel pretty epic.
  • One of the passwords for vault will be in Dwoemercore. Where they will have to solve the mystery on that level.
  • Several of Halasters apprentices could help get to the bottom of what has happened to Halaster and the twisted Weave.
  • The Illithids from the Phandelver elements of the campaign will be down in the Sea Deeps. With that level and some portals within covering the end part of that story arc.
  • Ultimately to solve Laerl’s curse they will need to visit the Max Wizards Lair and the Runestone cavern.
So not all levels by any stretch (unless they decide they want to - it is a sandbox) but through portals a goodly slice of them.
 

TheSword

Legend
So the party completed their introduction sessions in the Yawning Portal, and their first heist. It took five two hour sessions. Not bad considering they hadn’t played WFRP before.

The first session started with party introductions, everyone had found a golden key on their person with a note wrapped around it to meet in the Yawning Portal at 8pm. They engaged with a few patrons, Durnan, Yagra (Zhentarim), Volo, Floon and Raenar (Useful for a later quest), and a few others. The session ended with a satisfying bar fight to try out the combat rules where a group of Xanathar thugs tried to beat up Yagra. The party came to her aid and did well,

Second session finished the bar fight. They met Meloon Wardragon who gave them a little help at the end and he offered his services as a mercenary. Yagra thanked them and said if they ever needed work they should seek her out. They were presented with the music box by the barmaid Bonnie and received their first mission. After wish I a troll climbed out of the Well to demonstrate combat with large creatures - both dangerous and dramatic but no one fatally wounded. The party made arrangements to sell the keys they didn’t need for cash.

Third session the party met with Dr Cassee Dannell for more info about the mission. She explained they needed to steal the stone from the museum and place it into a magical bag she would give them - it would also hold their weapons and armour as they explored the museum. They bought some disguises (noble outfits) and made arrangements to visit the museum and explore. They had a good look around the museum in the daytime made some plans - stole a guard’s key and found some secret passages.

Fourth session: the party attended the gala at the museum and spent a couple of hours eavesdropping, met many notables in the city (Dagult Neverember, The Cassalanter’s, The Grahlunds, Davil Starsong, Vajr Safia, Volo again, Laerl Silverhand and many others). They managed to temporarily swipe Ada Arkins clutch bag and took her wardstone and map of guard locations. They then hid in the tower behind crates until the museum closed then snuck out. They managed to cross to the cafe undetected and took out a guard with a club to the head (rules for striking to stun from the core book).

Fifth Session: El Bombo disguised themself as a guard while Mayhaps used various distractions from El Bombo to sneak around the south and swipe the Jade rock similar in size to the murkmire stone. Nolwenn and Faldor used a marsh lights cantrip to distract the guards while they snuck into the gemstone wing using petty magic to unlock the doors. They then fought the guards (non-lethal damage so no crits, before tying them up). One tried to escape and took the passage to the south but Mahaps was there and again stunned the guard with a called shot to the head. They swapped the stone but not before a pulse of far realm magic envoleoped the area. They switched the stone with the jade chunk and put it in their bag of holding. Several of the guards were mutated but none fatally and none of the party were effected. While disguised El Bombo pretended to help the guard Captain deal with the mutated soldiers (he snuck off to get more guards) the party all made it back to the tower - making a stack of crates and climbing up to the skylight before escaping over the roof. Unfortunately Mayhaps fell 4 yards and broke a toe in the fall but the party did some battlefield first aid and got themselves safely to Dacers Inn where Dr Dannell was waiting. She then recommended a barber surgeon who could set Mayhap’s toe. The party were rewarded with 320 silver pieces and were allowed to keep the bag as thanks. The party also completed their first careers and all moved on to their second.

Next up some down time, some character development/training and tracking down Gaedren Lamm, who is in hiding from several groups including the PCs who each had been wronged by the gang boss.
 

TheSword

Legend
If anyone wants to replicated any of this I’m happy to share my resources.

For the Yawning Portal I used the free map that came with the 4e Undermountain book. Probably my favourite version of that location.

For the museum itself I used Heroic Map’s beautiful conversion from DMGuild. The detail is amazing. I did paste all the floors into one WebP document tbough so I didn’t have to keep switching between maps and so PCs could be in different locations.

0F0F0626-2D80-4A6D-96E0-AAA8E3BF98FF.jpeg


NPCs are a real treat to create in WFRP 4e. So easy. I take the race of the NPC as a base with average stats. Then I simply add completed careers to that base to give me whichever NPC I want. Generally each tier add and extra 5 advanced to key stats and 5 advanced to skills. So a Magnate 3 will be adding +15
to WS, Int, Initiative, Dex and Fel. They will also get +15 to all relevant skills. Some special characters may well get extras as befits their station, but this is a quick and dirty method.

Xanathar Thugs: Human Thug (1)
Yagra: Orc Racketeer (2) with an extra +5 strength and +5 toughness
Museum Guard: Humans with Guard Recruit (1) it is a starter adventure
Maryam Bikram: human with Guard Sergeant career (3)
Ada Arkin: Human with Fence (2), scholar (2) and language magic skill +15

Other NPCs were approximated at this stage just in case opposed checks were needed.

Laerl Silverhand: Wizard Lord (4)
Dagult Neverember: Magnate (3)
Vahjr Safarh: Wizard Lord (4)
Amelia Cassalanter: Wyrd (2), Noble (2)
Victoro Cassalanter : Cult Magos (4), Noble (2)
Mirt: Master Bounty Hunter (3) Merchant (2)
Volo Geddarm: Wizard (2)
Raenar Neverember: Noble (2)
Floon Blagmar: Scholar (2)
Esvele Rosznar: Cat Burgler (4)
Davil Starsong: Spy (2), Entertainer (2)
Lord Grahlund: Noble (2)
Lady Grahlund: Noble (2) Charlatan (2)

Quite the party!

Anyway. Converting the adventure was really easy. The session played out really well. Loved the format and the the players seemed to have a blast.
 
Last edited:

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top