Review: Ubersreik Adventures 2 (part 2)

The second part of my review of Ubersreik Adventures 2. The first part – covering the initial three adventures – can be found here.

Spoilers follow.

The Blessing That Drew Blood (by Dave Allen)

A very nice investigation adventure which is slightly let down by a rather perfunctory ending. There’s another really great concept: an entertainer made a drunken pact with Slaanesh, providing her with a cittern that plays supernaturally well – but needs “recharging” every year by the murders of six religious people. Being a somewhat moral person, she is choosing sacrifices that are themselves morally deficient. So this provides a pattern to the recent killings in Ubersreik for PCs to follow.

The adventure is nicely structured around a series of clues and murder sites for the PCs to investigate, each of which contains a key NPC for them to interview. Charm tests are liberally used to elicit information, and there’s a clear list of possible questions with their answers, plus a bit of detail on the NPC’s character and opinions. Pleasingly, there’s also a little summary box saying what relevant information the PCs may gather from each NPC.

The NPCs are decent, and they include one stand-out, a veteran agitator named Ottokar who feels like a classic conspiracy theorist, believing wizards, Elves or foreigners to be behind most of the Empire’s ills (including these murders). We also have a Morrite priest who can act as an optional patron for the PCs, a classic fiery Sigmarite Warrior Priest with a hidden shame, and a bartender in a shady party of town who is very hard to get information out of since he doesn’t want to get a reputation as a snitch!

OK, he’s got a point about the college buildings. Copyright Cubicle 7

Complicating things are three Slaaneshi daemons who have been incarnated into mortal bodies as punishments (a dog, a cat and a human). These are subtly helping the murderer by distracting potential witnesses, and will try to hamper PCs efforts mainly through spellcasting. This has the potential for plenty of fun (with the animals barking or yowling spells, and PCs randomly falling asleep, bemoaning their life, or discharging bodily fluids in response to them.

There are a couple of issues. One is that Charm is so important to the adventure that almost no other skill matters! I think if I were running this I would want to put in some more opportunities for other skills to be useful. Another is that the adventure has a few sloppy errors: at least two places that reference “page @@”, and a couple of places where summaries of “what information can be found here” doesn’t actually quite match the information that NPC can give. The biggest issue is probably that the ending is a bit simple: the PCs figure out the murderer (hopefully) in time to intercept her trying to assault one of their contacts and stop her. She’s not especially proficient in combat, and even with the aid of the Slaaneshi daemons I can’t see her being a challenge for 4-6 PCs, so I suspect the adventure may end a bit quickly. In spite of those gripes, I think this is pretty excellent.

Grey Mountain Gold (by Mac Dara Mac Donnacha)

The final adventure of Ubersreik Adventures 2 is a classic switcheroo – it purports to be an adventure in which the PCs are hired to accompany an expedition to the lost Karak of House Harataken (currently based in Ubersreik), but actually its a con by a charlatan and his accomplices. I have extremely mixed feelings about this: I feel like an expedition to a lost Dwarf hold would be really cool so the fact that it didn’t happen was a disappointment. On the other hand the con is actually pretty clever – get the patsy (an NPC) to commit to the expedition by forking out for a bunch of equipment; then have the map to the hold “stolen” and ransom it back. Result: the conmen end up wit the ransom money, the patsy gets a useless fake map. Complicating things is the fact that House Harataken gets wind of the plan and are none too pleased at outsiders trying to raid their ancestral hold! 

I’ve seen the Starter Set pregens so often that it feels weird seeing a different adventuring party! Copyright Cubicle 7

So what’s good? There’s a decent amount of detail here on the principle NPCs: the three con artists, the patsy, and a boatman member of House Harataken. I rather enjoyed the shopping trip, where PCs have the opportunity to pick up on the fact that none of the NPCs seem to have any idea what to buy for a mountain expedition; they can also try to fleece their employers for additional equipment for their own benefit. There follows a rather railroaded chase scene, where the PCs and their employer are chased by a mob of irate Harataken Dwarfs; this has the potential to be reasonably fun, but the fact that its nigh-unavoidable rankles. (Oh, and it lacks a map, obviously.) The PCs then get summoned for an audience with the queen of House Harataken, which makes sense narratively, but might as well be a cutscene for all that the PCs can influence anything. Then we have the finale, the ransom handover. This, at least, has a bit of leeway, since its entirely open whether the PCs passively cooperate (leading to a very anticlimactic ending!), attack, attempt to negotiate, or something else. It should be noted that the “attack” option will also be rather anticlimactic, since of the three conmen, one will immediately flee and one is an avowed pacifist (the Dwarf, nicely playing against type), so the party will get to fight a single moderately-capable NPC. (For some reason the adventure is listed as being suitable for PCs in their second careers – I’ve no idea why the writer thought that was the case!)

So, in the end its a bit of a damp squib. As I say, the con itself it pretty nice; the NPCs are all rather decent (the charlatan in particular is a great character); and the opportunity to interact with grumpy Dwarfs could be quite fun. I can’t help but feel that most players will feel pretty irritated to be duped out of an actual fun expedition to a Dwarfhold. It’s one thing for the characters to be irritated by events in an adventure; its rather another to deliberately irritate your players!

Conclusion

This is a very decent collection of adventures with a couple of standouts. I’m noticing that a consistent theme of Cubicle 7’s adventures is that they have excellent NPCs and really good concepts1. These are both things that I really appreciate in adventures, and I think that you can get plenty of mileage out of re-using some of the great NPCs here elsewhere (my favourite being Ottokar from The Blessing that Drew Blood).

In terms of my own preferences for WFRP adventures, these ones feature some nice setting detail, they all feel grounded (only one or two supernatural elements – in fact, a couple of these have none at all) and they all feature some great atmosphere. As with Ubersreik Adventures 1, player freedom varies from adventure to adventure.

Recommendations

I think this collection is well worth getting. In terms of individual adventures, I would strongly recommend The Blessing That Drew Blood and Double Trouble. But I think the other three all have good concepts and look entirely playable as well (provided you can work out how to deal with the potential issue of Fishrook Returns ending prematurely if a canny player guesses the twist!)

Buy Ubersreik Adventures 2 from DriveThruRPG. This is an affiliate link so I receive a small payment for purchases made using it. 

  1. There’s a really interesting post on C7’s blog providing guidance on how to turn an adventure hook into a full adventure, and one of the author’s suggestions is to always discard the most obvious explanation – and I feel like all the Ubersreik Adventures bear out that advice really well. ↩︎

16 thoughts on “Review: Ubersreik Adventures 2 (part 2)

  1. I wonder if the best way to compensate for the players getting cheated out of an adventure in a Dwarf hold would be to follow it later down the line with an adventure where they do go to a Dwarf hold.

    Liked by 2 people

    1. Ha! Yes I like that idea!

      I don’t know why but I always feel like “investigate a ruined dwarf hold” would be a great adventure…. I spite of the fact that the two examples I know of actually doing that in WFRP weren’t very good!

      Liked by 2 people

      1. I feel like WFRP isn’t particularly well-suited to conventional D&D-style dungeon crawls, which my be why it hasn’t worked too well in the past. But I also like the idea and with some unconventional ideas, I think it could work.

        Liked by 1 person

        1. Agreed. Long healing times make dungeon crawls a tough prospect. But I think a clever writer could create a dungeon with more focus on atmosphere and puzzles, with creatures which could be bypassed or even reasoned with, keeping the combat to an acceptable level.

          Or you just take loads of hirelings along to die in droves!

          Liked by 1 person

  2. Hey Zekiel, out of interest, if I did a post on my blog with ideas for quests I want to develop, would you be interested in reading it & providing some constructive criticism?

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      1. It’s echowfrp.wordpress.com, I haven’t posted anything yet. I’ll have to figure out the ideas I want to put down, then start writing the elevator pitches. Then finally I’ll try to make it into a decently readable article.

        Liked by 1 person

      2. Ghost of a Dwarf Slayer haunting a Witch Hunter because they had an identical twin brother who became a Necromancer. That Necromancer murdered the Dwarfs family with a horde of zombies, using an artefact infused with Dhar that the Dwarf stole (because before becoming a Slayer they were a Thief), and they died in their attempt to kill the Necromancer after tracking them down. They become a ghost after death, driven by grief, held in the mortal realm by the strength of their pain. This causes problems for the Witch Hunter, of course being accused of such heresy is a serious charge, especially as they became a Witch Hunter in response to their siblings choice to pursue Necromancy in the first place.

        An unlicensed Witch infiltrates the party, posing perhaps as a fellow traveller or something, who has an ulterior objective of her own, that she needs to attempt to manipulate the party into helping her fulfil, preferably without their knowing, as she helps them complete their current quest. But this puts her in opposition to a Witch Hunter she is being hunted because of her efforts to do something helpful, positive, in her community but it went wrong, and people in that community who have a vendetta against her are using this opportunity to get one over on her. So she is an illegal unlicensed Witch, *but* she is actually only using her magic to be helpful – to try and cure the locals (including the Witch Hunter and PCs) of an epidemic of disease.

        These two ideas are my most well developed so far. Just outlines I know, I don’t even have named NPCs yet.

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    1. @echowfrp: this is a reply to your adventure ideas comment. (Silly comment nesting!)

      I like the Slayer ghost idea – I think there’s plenty of potential there. I’m not sure what the actual adventure hook is for the PCs though – is it that the witch hunter is seeking help in destroying or escaping the ghost? That could be fun, if the PCs need to work out what happened and what they need to do to lay the ghost to rest.

      The “witch is actually a good person” idea is a good one too. (It makes me think of Hedge Witches, as detailed in 2nd Edition’s Shades of the Empire.) I think WFRP adventures are often good when the antagonist (in this case the Witch Hunter) is mistaken, rather than outright evil.

      I think in both cases you’d need to be careful to make sure the PCs have plenty of room to make decisions and drive the narrative, so they don’t feel like supporting characters in the conflict between the two central NPCs of each adventure.

      If you have more ideas you want feedback on, I recommend posting them on the WFRP Reddit (https://www.reddit.com/r/warhammerfantasyrpg/ ) since then you can get other people’s feedback as well. I frequent that subreddit myself so I can provide feedback there.
      Or if you prefer you can email ideas directly to me for feedback: illmetbymorrslieb@gmail.com

      Liked by 1 person

  3. theoaxner

    I liked The Blessing That Drew Blood a lot on first read, but it does seem to have the classic issue of far too many WFRP adventures: unless I’m missing something, there’s hardly any way for the players to actually learn the interesting backstory to the plot.

    Liked by 1 person

    1. That’s a fair point! I wonder if you could introduce the backstory before the adventure as a rumour? It feels very appropriate as a folktale.

      I’m not quite certain how you then link that rumour to this villain, but I’m sure a clever GM could do it.

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