WFRP: What are the most difficult modules printed (regardless of edition)? Looking for something to run after Empire in Ruins

Urriak Uruk

Gaming is fun, and fun is for everyone
The title does say it all, but essentially I'm thinking of continuing my Enemy Within Campaign... well, beyond Empire in Ruins. As someone relatively new to WFRP, I was hoping some of you veterans could provide some suggestions knowing which modules are meant for higher levels, or just have some very difficult encounters/challenges.

So far, some modules I've seen that might work are the Doomstones Campaign, Something Rotten in Kislev (I'm planning on using the Horned Rat as part 4, but can still use this after Empire in Ruins), and Castle Drachenfels. But I've never run any of these, and have only flipped through Rotten in Kislev and part 1 of Doomstones.

I'll add, any edition is ok, I'm perfectly happy with converting things. And it's ok if the module is very different from Enemy Within, I may do a time-skip between Empire in Ruins and this new module.

Thank you for any assistance!
 

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aramis erak

Legend
My experience is 1st ed only for the adventures... My 2E campaign lasted about 4 weeks before TPK. 3rd I've only run as one-shots, and played a one shot.

Never having gotten a party through to SRIK, they always retire after City of Chaos... in one case, buying out Bugman... (yes, they did have the cash... cash enough to warrant inquisitor attentions... Blackmail worked for one party, rewards from the inqisition from another, and a river trade lucky streak for a third.)
The one that's hardest tho', was Lichemaster. Never had a truly successful run, tho one of 5 parties managed to survive it...
 

Ixal

Adventurer
Are there even multiple modules for WFRP? I have the impression they always reprint the same set of adventures and once they are finished make a new edition.
 

aramis erak

Legend
Are there even multiple modules for WFRP? I have the impression they always reprint the same set of adventures and once they are finished make a new edition.
There were a number for 1E...
  • Lichemaster (a single volume mini-campaign adventure)
  • The Enemy Within Campaign. This is the one that got reprinted in every edition. It's LONG. I've never had a party complete it, dropping after Death on the Reik and before Something's Rotten in Kislev.
  • THe Doomstones Campaign - which was poorly balanced for WFRP 1E. Interesting, but a dungeon crawl campaign in 6 volumes.
  • An adventure book with 4 D&D/AD&D sized adventures. (It doesn't appear to have been scanned yet by C7)
  • Castle Drachenfels
  • Restless Dead
  • A handful in White Dwarf, at least two of which got reprinted in supplements.

2e had a number of new ones... and most of the old ones didn't get reprints.

I don't know about 3E all that I have is the core. If they ever put the 3rd ed in a bundle deal, I'll snap it up. I like the system, and have plenty of the dice.
 
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Tantavalist

Explorer
What stage are you at in The Enemy Within? It's hard to top Empire in Ruins/Flames as the climax of a campaign so my method is to keep that as the ending and use other adventures to "pad out" the events. For instance, rather than Doomstones be the sequel to TEW I'd expand the quest for Sigmar's Hammer by having that be what the PCs are looking for in Doomstones; the Doomstones themselves are required to unlock where the hammer is kept. And to learn this in the first place the PCs need to consult a vast repository of lore that loyal servants of the Empire haven't ever had access to- the library at Castle Drachenfels.

This is just an example, but you get the idea. The final chapter of TEW has the fate of the Empire hanging in the balance. Anything less feels anticlimactic and doing it again gets into the whole "Oh, it's the End of the World again?" cliche.

Third edition was divisive among fans for the system change and I'm now firmly in the Against 3e camp despite owning most of the line due to an attack of Sunk Cost Fallacy. But while the system can be an issue the 3e line included some amazing adventures. The short ones are added to rule/background supplements so anyone running another edition probably won't find the adventure alone to be value for money. But the supplements that are just adventures would definitely be worth having.

These are- The Gathering Storm, The Witch's Song and The Enemy Within. The first two I added to The Enemy Within during the "Messing About on the River" phase of Death on the Reik and they fit perfectly. The last one was meant as a replacement for the classic TEW which I ran as a Something Rotten in Kislev replacement. Given that Emperor Karl-Franz is gravely wounded and lies near death for a large chunk of it the scenario makes for a near-perfect prologue for Empire in Ruins/Flames.

Again- system issues aside, WFRP 3e had some of the best published adventures the line has seen.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
What stage are you at in The Enemy Within? It's hard to top Empire in Ruins/Flames as the climax of a campaign so my method is to keep that as the ending and use other adventures to "pad out" the events. For instance, rather than Doomstones be the sequel to TEW I'd expand the quest for Sigmar's Hammer by having that be what the PCs are looking for in Doomstones; the Doomstones themselves are required to unlock where the hammer is kept. And to learn this in the first place the PCs need to consult a vast repository of lore that loyal servants of the Empire haven't ever had access to- the library at Castle Drachenfels.

This is just an example, but you get the idea. The final chapter of TEW has the fate of the Empire hanging in the balance. Anything less feels anticlimactic and doing it again gets into the whole "Oh, it's the End of the World again?" cliche.

Third edition was divisive among fans for the system change and I'm now firmly in the Against 3e camp despite owning most of the line due to an attack of Sunk Cost Fallacy. But while the system can be an issue the 3e line included some amazing adventures. The short ones are added to rule/background supplements so anyone running another edition probably won't find the adventure alone to be value for money. But the supplements that are just adventures would definitely be worth having.

These are- The Gathering Storm, The Witch's Song and The Enemy Within. The first two I added to The Enemy Within during the "Messing About on the River" phase of Death on the Reik and they fit perfectly. The last one was meant as a replacement for the classic TEW which I ran as a Something Rotten in Kislev replacement. Given that Emperor Karl-Franz is gravely wounded and lies near death for a large chunk of it the scenario makes for a near-perfect prologue for Empire in Ruins/Flames.

Again- system issues aside, WFRP 3e had some of the best published adventures the line has seen.

Right now I'm still on part 1, I just enjoy planning way way earlier than I need to lol.

I do agree that the Empire in Ruins is a really good place to end a campaign... but little secret here, is I'm actually running a WFRP campaign converted to 5E, and by the time we complete EiR the PCs may be about level 12. Some folks have expressed interest in getting to level 17, so I was looking to see if there are modules I can scale up for that.

Btw, I'm a pretty good whiz at converting, and so far it's been pretty easy to do. My list so far of suggestions, also collected from a Reddit thread I made;

  • The Thousand Thrones
  • Doomstones Campaign
  • Something Rotten in Kislev
  • Lichemaster
  • Castle Drachenfels
  • The Art of Waaagh!
I think I'm most interested in the Art of Waaagh, but no idea how to get a copy of that. It's from a 3e box set.
 


Retreater

Legend
Right now I'm still on part 1, I just enjoy planning way way earlier than I need to lol.
That's where we are too, about to finish the first book. The difference is that I have my doubts if my group will even finish the campaign as written. It's quite the epic and will be the biggest, most involved game I've ever run since starting GMing in 1989.
 

aramis erak

Legend
That's where we are too, about to finish the first book. The difference is that I have my doubts if my group will even finish the campaign as written. It's quite the epic and will be the biggest, most involved game I've ever run since starting GMing in 1989.
It's worth noting that most of the modules in TEW can be run standalone. It loses a lot, but each is doable.
 


jdrakeh

Front Range Warlock
There's a fan scenario (that won a contest for WFRP 2e) called Dead Ringer that is a very well done mystery, complete with plenty of violence. The plot can lead the PCs down a number of different routes, some of which prove to be red herrings and others of which may end them. It's really quite good.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
H4, The Throne of Bloodstone. You have to read it to believe it.

Well, that's a D&D module. I was thinking something specific to WFRP.

That's where we are too, about to finish the first book. The difference is that I have my doubts if my group will even finish the campaign as written. It's quite the epic and will be the biggest, most involved game I've ever run since starting GMing in 1989.

Yeah, it's huge. I have a more drop-in-drop-out game so I am expecting that the same group of players may not make it to the end, but I the DM am determined to do so!

Right now, what I'm leaning towards as an "extra adventure" on top of the Empire in Ruins is either Art of the WAAAGH! (I found a copy of it, it's definitely high-level) or Something Rotten in Kislev mixed together with Cursed City of Ulfenkarn. That is actually an unreleased Soulbound project, but it feels really vampire-Kislev to me so would fit well as something to liven up SRiK.
 

TheSword

Legend
The challenge will be, there is no module harder than Empire in Flames because it’s the longest running campaign. Doomstones comes close but it is a very very different campaign.

I would recommend the three adventures Ashes of Middenheim, Spires of Altdorf and Forges of Nuln. Have them take place after the anarchy of the rebellions in Empire in Ruins, rather than the after effect of chaos invasion. The advantage is that several NPCs will already have been referenced.

Are there even multiple wmodules for WFRP? I have the impression they always reprint the same set of adventures and once they are finished make a new edition.
That’s a fairly substantially mischaracterisation. Every edition had its own set of a large number of adventures. 4th edition is the first time Enemy Within has been reprinted for a different edition and it is 30 years later. Aside from that it’s been a couple of small one off modules like Rough Night at the Three Feathers, Night of Blood or Natassia’s wedding that are reprinted as PDFs or included as a bonus in another book.

New Hardcover/softcover substantive adventures

2nd: Ashes of Middenheim, Spires of Altdorf, Forges of Nuln, Lure of the Liche Priest, Terror in Talabheim

3rd: Witches Song, Gathering Storm, Enemy Within (Totally different story), The Edge of Night

4th: Ubersreik Asventures, Ubersreik Adventures 2.

[Edit] An alternative to adding on to the end, would be got insert some things partway through. Rough Nights and Hard Days is designed to be inserted into Enemy Within and is worth a few levels. Oldenhaller Contract would slide in very nicely to any city or town location and links in later to RNHDs. Pretty much all the Ubersreik Adventures can be easily slotted by in. Hell if you really want to scare your players send them to Castle Drachenfels!
 
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Urriak Uruk

Gaming is fun, and fun is for everyone
The challenge will be, there is no module harder than Empire in Flames because it’s the longest running campaign. Doomstones comes close but it is a very very different campaign.

I would recommend the three adventures Ashes of Middenheim, Spires of Altdorf and Forges of Nuln. Have them take place after the anarchy of the rebellions in Empire in Ruins, rather than the after effect of chaos invasion. The advantage is that several NPCs will already have been referenced.


That’s a fairly substantially mischaracterisation. Every edition had its own set of a large number of adventures. 4th edition is the first time Enemy Within has been reprinted for a different edition and it is 30 years later. Aside from that it’s been a couple of small one off modules like Rough Night at the Three Feathers, Night of Blood or Natassia’s wedding that are reprinted as PDFs or included as a bonus in another book.

New Hardcover/softcover substantive adventures

2nd: Ashes of Middenheim, Spires of Altdorf, Forges of Nuln, Lure of the Liche Priest, Terror in Talabheim

3rd: Witches Song, Gathering Storm, Enemy Within (Totally different story), The Edge of Night

4th: Ubersreik Asventures, Ubersreik Adventures 2.

[Edit] An alternative to adding on to the end, would be got insert some things partway through. Rough Nights and Hard Days is designed to be inserted into Enemy Within and is worth a few levels. Oldenhaller Contract would slide in very nicely to any city or town location and links in later to RNHDs. Pretty much all the Ubersreik Adventures can be easily slotted by in. Hell if you really want to scare your players send them to Castle Drachenfels!

These are good suggestions! I have a follow-up question in another comment on Forges of Nuln.

So I'm actually caught in a bit of a Catch 22 here... I'm running this campaign in 5E (don't judge me too harshly, it's hard to corral people into different systems) and 5E treats a lot of monsters as weaker than WFRP does. So for example, but part 2 "Death on the Reik" the party will be facing a pack of goblins, but will likely be about level 5. And goblins at level 5 aren't challenging, so I've boosted them a bit to keep up.

Now, by including more adventures before Empire in Ruins, I'll be exacerbating that problem of having to boost monsters beyond their normal strengths to keep up with the advancement of the party.

So I don't have a clear idea of what the best way to add content is... I'm still leaning towards continuing the Enemy Within as is and adding a timeskip and next adventure on top. I may even just make up my own sequel adventure, inspired by the outline abandoned by Cubicle 7 for a new campaign (the one where they go to Lustria/Ulthuan).
 

Urriak Uruk

Gaming is fun, and fun is for everyone
The challenge will be, there is no module harder than Empire in Flames because it’s the longest running campaign. Doomstones comes close but it is a very very different campaign.

I would recommend the three adventures Ashes of Middenheim, Spires of Altdorf and Forges of Nuln. Have them take place after the anarchy of the rebellions in Empire in Ruins, rather than the after effect of chaos invasion. The advantage is that several NPCs will already have been referenced.

So I have a question about Forges of Nuln, or more actually, about a thread from Enemy Within that seems to trend to Nuln.

In Shadows over Bogenhafen, we learn that a bounty hunter was hired by a QF in Nuln to hunt down Kastor Lieberung. Does this thread get followed up upon? If not, it may be a good idea to use Forges of Nuln as a tie-in to that thread.

I do have all five parts of Enemy Within but have only read the first two parts front-to-back (skimmed the others), so there's still a lot of details I'm missing.
 


TheSword

Legend
So I have a question about Forges of Nuln, or more actually, about a thread from Enemy Within that seems to trend to Nuln.

In Shadows over Bogenhafen, we learn that a bounty hunter was hired by a QF in Nuln to hunt down Kastor Lieberung. Does this thread get followed up upon? If not, it may be a good idea to use Forges of Nuln as a tie-in to that thread.

I do have all five parts of Enemy Within but have only read the first two parts front-to-back (skimmed the others), so there's still a lot of details I'm missing.
Please don’t read this if you’re playing in my campaign!

Yes the lead is followed up in Empire in Ruins. Quintiss Fassbinder is a disgraced/out of favour academic who can assist the PCs. Though it it’s really just an add in, rather than an integral part of the adventure.
 

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