Archive

Posts Tagged ‘rough nights’

Even Rougher Nights


My WFRP 4 adventure collection Rough Nights and Hard Days uses a multi-plot format that I first developed at Games Workshop more than 30 years ago. It’s been widely discussed online, though to my surprise I never heard of anyone using the same style in their own adventures – until quite recently.

A little while ago, I got a very complimentary email from Arjen Poutsma in the Netherlands, thanking me for all the enjoyment that WFRP had given him and sharing a copy of a multi-plot Call of Cthulhu adventure he had written called Night of the Rising Sun. It is now available on DriveThruRPG.

As the title suggests, the adventure is set in Japan – 1830s Japan, to be exact, which makes it something of a niche product. Still, I think it is worth your time. It was designed to be run as a one-off, and would make a different and interesting con adventure. With a little work, it can be adapted to be run with 80s-era games like Bushido, GURPS Japan, AD&D Oriental Adventures, or Land of the Rising Sun, which will shortly be available in a new 5th edition. With a little more work and a little imagination, it can be set in any version of Japan from the 1920s of Call of Cthulhu to that of cyberpunk settings.


Thinking of Night of the Rising Sun reminded me that I had written one other multi-plot adventure beside those in Rough Nights and Hard Days. Called ‘The Last Resort’, it was written for the d20/3.5 rules and appeared in Green Ronin’s 2003 adventure collection Tales of Freeport.

The adventure has eight plots, which I won’t spoil by describing them here. It is set in a grand hotel and features a wide and diverse cast of characters, and while it fits right into the Freeport setting, it could easily be moved to Altdorf or another large city in WFRP’s Old World, or to 1920s New York, London, Paris, Berlin, San Francisco or somewhere similar for Call of Cthulhu.


‘The Last Resort’ completes the catalogue of multi-plot adventures that I have currently in print, but I’ll add a little teaser: there’s another one coming from Rookery Publications. If you don’t already know about this new indie publisher (which consists of WFRP veterans Andy Law, Lindsay Law, Andy Leask, and Mark Gibbons as well as me, and was described by one poster as ‘a roleplaying supergroup’), you can find out more here:

Facebook: https://www.facebook.com/groups/1044080065964332/

Twitter: https://twitter.com/RookeryP

Discord: https://discord.gg/mMeRpPgY

YouTube: https://www.youtube.com/channel/UCxVxRCPYv–_w9xFjW5fdOA


So are there any other multi-plot adventures on the market? Has anyone tried to create one for their own campaign? How did it go? Let me know in the comments section!

Monday Maps #10: Bridge and Toll Houses

March 23, 2020 2 comments

 

The Enemy in Shadows Companion for Warhammer Fantasy Roleplay includes a chapter on the Road Wardens who protect the Empire’s highways and collect tolls. Road travel can be an entertaining and challenging part of adventuring in almost any fantasy world, and toll houses are an interesting class of location.

 

They are hybrid buildings, partly accommodation for the toll keeper and their family and partly a stronghold built to withstand attacks by bandits and others who want to get their hands on the cash inside. In heavily-frequented areas, they can be the size of small castles, able to house a garrison or to act as a waystation and supply base for local forces, perhaps including a cell or two for arrested miscreants on their way to the local town for trial and execution.

 

Toll houses are most often placed in strategic locations such as road junctions or river bridges. Here is one from 19th century Germany, on one end of a bridge. Click the image for a larger version.

 

 

From the Architekturmuseum der Technischen Universität Berlin, via Europeana.eu

 

Some toll houses may incorporate arches over the road like city gates, which I covered in an earlier post. Here is a more rustic-looking building:

 

By Park Hwanhee, via Artstation.

 

Some may form part of a city’s walls and gates, like the Monnow Bridge that protects one of the entrances into the Welsh town of Monmouth. This arrangement makes a perfect customs barrier, although it may lead to serious delays at busy times, such as a market day when nearby farmers bring their crops and livestock to market.

 

monnowbridge

 

An encounter at a toll house can take many forms: here are a few ideas, but I’m sure you can think of many more.

  • Heroic outlaws might try to liberate taxes wrung from the oppressed local peasants, or lawful adventurers might help the beleaguered officials fight off an attack by bandits or monsters.
  • Perhaps bandits have already taken the place over, added some improvised upgrades to its fortification, and started imposing their own “unofficial” taxes on all who pass by.
  • Someone might need to be rescued from the cells.
  • If the toll keepers are corrupt, a second set of books would provide proof and help Our Heroes restore justice – if they can be found and brought to a sympathetic magistrate or local lord.
  • Perhaps the toll keepers are prejudiced, overtaxing those of a particular race, nation, or other class, and the PCs have been sent to investigate after complains were made to the local lord.
  • Cultists might have intercepted a vital treasure on the road and turned the toll house into a makeshift temple for an unspeakable ritual.

 

I’ll be back next Monday with another map – or something else. Have a good week!

Monday Maps #9: A Town Hall

March 16, 2020 Leave a comment

 

Across most of medieval Europe, the towns and their guilds won a long fight for independence from the feudal nobility. As trade began to drive economies and the merchant class grew richer, some towns were able to buy royal charters from the king, exempting them from the feudal pyramid and placing them directly under royal jurisdiction. Instead of a feudal lord, these towns were ruled by a council made up of senior guild members, and instead of a ducal palace, the grandest building in town was usually the council house, also known as the town hall.

Just like a ducal palace, a town hall was designed to show off the wealth and power of its owners – in this case, the town council and the trade guilds that underpin it. Tall towers and lavish architectural decoration are the order of the day.

 

town_hall_complete_plan_by_built4ever_d5mtci2-fullview

A medieval town hall by Francois Beauregard, from Built4Ever on DeviantArt.com. Click to link to the Deviant Art page.

 

Within a typical town hall one might find to expect two council chambers, one large and open to the public and one smaller and private. There would be offices for the council members, each with a couple of smaller adjoining offices for their clerks and other staff. The town’s archives would occupy a good-sized room, part library and part document store. A lobby and reception area would be staffed by one or more doorkeepers who act as a first line of defense, telling visitors that they need to make an appointment and directing those with appointments to the appropriate office. The town’s bureaucratic apparatus can be expanded as necessary, with more offices in proportion.

In most small to medium-sized towns, the town hall also accommodated the town’s courts and judiciary, with one or two courtrooms, judges’ chambers, offices for the clerks of court, an archive for the court records, and perhaps even a couple of cells. “A Day at The Trials,” the second chapter in the Warhammer Fantasy Roleplay supplement Rough Nights and Hard Daysincludes a map of a town courthouse.

rathaus

 

Town halls and town councils can be important in urban adventures,presenting Our Heroes with a web of politics to negotiate as they seek the necessary authorization or information to pursue whatever adventure has brought them to town. Small-town politics can be every bit as vicious, corrupt, and self-serving as those of a nation, which is why I have always found it grimly satisfying that the German word for council house is “Rathaus.” True, “Rat” does mean “council” rather than “rodent” (deriving from the same ancient root as the Old English word “rede,” meaning advice or discussion) – but even so….

Tune in next week for another #MondayMap – or perhaps a Monday Something Else Entirely – and follow my blog so you are automatically notified when a new post goes up.

 

Have a good week!