Review: The Dying of the Light

This is my first review of WFRP First Edition adventure, and appropriately enough it’s one that features Morrslieb in a starring role. The Dying of the Light (wonderful title!) was published in 1995 by Hogshead Publishing as, I believe, their first brand new publication for WFRP (previous titles having been reprints). It thus came out just as my interest in WFRP was waning and I never heard of it at the time (I suspect Games Workshop store had stopped stocking Warhammer roleplaying games by this point). For an adventure set in and around Marienburg, it is perhaps surprising that it was published several years before the Marienburg sourcebook (which I reviewed last week). And unlike that citybook, this adventure is tragically not available to buy in digital format as far as I can tell (please comment if you know a legitimate source to get hold of it).

The Dying of the Light is a multi-author work, with each chapter written by a different author (or pair of authors). The writers comprise (in order of the chapters): Andrew Rilstone, Ken & Jo Walton, Phil Masters, Sandy Mitchell, Chris Pramas, Anthony Ragan, Lea Crowe, Lief Eriksson and Stefan Karlsson, with Andrew Rilstone, Phil Masters and James Wallis (Hogshead’s CEO) editing.

Massive spoilers follow!

Not how I’m used to seeing Morrslieb depicted, but very effective nonetheless! Copyright Games Workshop 1995

The Dying of the Light is in some ways very much of a piece with certain other 1st edition adventures such as Lichemaster and Something Rotten in Kislev (both of which I intend to review sometime soon). It has some really interesting concepts (more on them below) and some absolutely fabulous artwork, really evocative and unusual1. On the other hand there is plenty of railroading, with phrases such as “the PC should realise this is really the only option” (a particular bugbear of mine!). There is a somewhat adversarial relationship assumed between the GM and players, with notes along the lines of “the point of this section of the adventure is to annoy the PCs” (!), or “don’t be afraid to punish the PCs” [if they don’t follow our railroad].

There are also plenty of indications that the Warhammer World still hasn’t fully been nailed down (which I found surprising, given that it was published well into the era of Warhammer Battles Fourth Edition when a lot of the lore had been codified). For instance you have a sorcerer of Malal2 making a guest appearance; you have a daemon of Khorne who acts like a classic trickster – much more akin to what you might expect from a follower of Tzeentch; you have Fimir3; you have followers of the Law God Solkan. (Happily you also have some silly puns, in classic WFRP 1st edition style.)

Just a regular Warhammer astronomer… (Spot the hidden assassin!) Copyright Games Workshop 1995

The plot, I am afraid to say, is disappointingly railroady. The PCs are supposedly in Marienburg to find a rare book for a scholar patron, and have to try to track down another scholar. There is some attempt to enable player choice, but it rather quickly disintegrates (there’s a sequence that is described as something the PCs may take part in, but the next scene then assumes they’ve met a key NPC there). Anyway, the PCs end up finding an astronomer who has discovered a prophecy relating to Morrslieb eclipsing the sun, due to happen soon, and the PCs are unavoidably sent off to find a magic Macguffin to stop things. The twist is they only have a magic compass to guide them to it – together with dire warnings about over-using it – which supposedly necessitates them striking off cross-country in a straight line, rather than using roads like a sensible person. This enables the adventure to place a series of annoying obstacles in the PCs way. I’m unconvinced about this – I feel like a lot of players will skirt round the obvious obstacles (like a cursed marsh!) and then check the compass afterwards to ensure they haven’t bypassed their target – thus avoiding the writer’s carefully-constructed encounters! Even more annoyingly, once the PCs have found their Macguffin, the adventure still stipulates their route home – this time claiming that “the only sensible route” is to take a particular road back to Marienburg, with no consideration that the PCs might retrace their steps overland. This is particularly ridiculous when the “only sensible route” apparently unavoidably leads through a magical fog, surrounding what is essentially a combat arena which the PCs have to battle through!

However, what do I like about the adventure is that is features a nice variety of scenarios and some fun characters. Muuthwaug – the tricker-daemon chappie – has the potential to be great fun, even if he doesn’t feel at all like a Khornate daemon – and his encounters are sketched a bit too thinly. I loved the astronomer whose eye has mutated due to studying Morrslieb (see the image above) and the secret knowledge cult whose members cut out their tongues as a sign of their dedication to keeping knowledge secret. There’s a nicely-drawn pair of witch hunters – they’re fanatics, but they will listen to reasoned arguments rather than just shouting “witch, burn them!” There’s a sequence with a dwarf-built dam, the breaching of which leads to a flooded village being drained – revealing its undead inhabitants, which I thought had some great potential for a creepy encounter. There’s also the sequence with the revelation of the Macguffin herself – who turns out to be a cute 7-year-old girl blessed with miraculous luck – whose foster parents are a doting pair of hideous mutants. Their farm also features a bunch of mutant pig-men (who used to be actual normal pigs) which I thought was quite cool.

Just a regular daemon of Khorne… Copyright Games Workshop 1995

I’m a little dubious about the Macguffin herself – rather oddly referred to as “the Egg”. (She’s centuries old but has been in stasis on Morrslieb (!?!) until 7 years ago when she crashed to earth in a sequence suspiciously reminiscent of Kal-El’s origin story.)  Her powers are nicely detailed, but the adventure doesn’t see fit to give much guidance on her personality, likely behaviour or motivations, which seems odd since the PCs are going to be dragging her after them for half the adventure. She’s generally assumed to be a massive annoyance (which, to be fair, is quite realistic for a 7-year-old in such circumstances).

There’s also the Fimir. My interest in this adventure, when I first learned of its existence, was enormously increased by the discovery that Fimir featured in it (since I can’t recall any other WFRP adventure that includes them!) Unfortunately their first appearance is highly disappointing (they might as well be Beastmen). Their second appearance is a bit more interesting, but not really any better better – it is bizarre and combat-heavy, featuring insane, daemon-possessed Fimm Warriors, a Meargh witch, and a second Meargh whose spirit is trapped in a magic obelisk. Yet its all rather forced and feels like the adventure would probably be improved by excising it entirely. I think the Fimir would be distinctly improved by either playing up their horror aspects (magical mists and so on), or by giving them motivations that would enable the PCs to negotiate with them. Oh, Skaven also turn up, in a blink-and-you’ll-miss-them appearance, after some warpstone (because that’s literally the only motivation First Edition Skaven ever have!)

Fighting the Fimir. Copyright Games Workshop 1995

Moving on, we have some more interesting concepts. There’s a chapter set in a colony for mutants, founded by a heretical Shallyan priest, which is a really interesting set up – although the sequence that accompanies this fascinating setting is not especially interesting. There’s a brilliant concept where a troupe of travelling players are performing a series of plays which gradually become more and more real due to the influence of the Chaos Moon, culminating in an on-stage murder actually killing an actress due to the stage dagger becoming briefly real. Again, the actual scenario surrounding this fantastic set-up feels a bit more standard, but I still loved it. Then there’s a chapter where the PCs are captured and put on trial for kidnapping the Macguffin in a small town (and the judge is secretly a Chaos cultist), which in theory sounds interesting; however in practice it makes heavy use of the railroad stick4. I can’t think of any circumstance which relies on extended periods of PC captivity works out well!

Finally, the adventure concludes with a big setpiece where the PCs have to try and stop and a bunch of Law cultists (devotees of secret knowledge) from sacrificing the Egg in order to prevent the manifesting of a demon; the PCs have (hopefully) discovered that there’s a different ritual they can use to stop the demon which doesn’t involve horribly killing a 7-year-old girl. Meanwhile the Chaos cultists are also trying to stop the sacrifice in order to enable the demon to manifest. Its not a bad idea, although everything feels a bit vague (and I’m pissed off about a lack of a map for the climactic location of the whole sourcebook!). I was impressed that the scenario details four different outcomes that can happen, each with their consequences outlined, and it also makes mention of various NPCs from earlier on who can pop up again. It still uses the rail-roading stick a bit though, as the writer tries to manhandle the PCs into the role he wants them to take in this rather complicated finale.

One other nice thing is a collection of pre-generated PCs with well-fleshed out backgrounds and personalities. One of them is a rough-and-ready Sea Elf, which is a character type I’ve never seen before; another is a scholarly dwarf. They’re quite fun, and they are featured throughout the book taking part in scenes from the adventure, which is really nice to see.

Pictured: Sea elf fighter, Halfling targeteer, annoying plot coupon NPC, and much more. Copyright Games Workshop 1995

I sound a bit down on the adventure, and it certainly has plenty of problems – its basic structure being a major flaw. Yet it does contain a lot of inventive and imaginative elements, and I think it would probably provide a decent starting point for a better adventure. My instinct would be to say that it could be improved immensely by making it a proper hex-crawl, with locations such as the dam, the flooded village, the Fimir-haunted marsh and the colony of mutants featuring in it. Get rid of the magic compass (or make it a lot less specific), give the PCs some vague clues, and you could provide motivation for them to visit those locations in order to try to find the Egg – thus giving them a much greater sense of autonomy and accomplishment.

Ultimately, I think my feeling about The Dying of the Light is that it contains a LOT of good ideas, and some decent characters too. Transformation Moon – the scenario with the theatre troupe – has a marvellous concept, even if the PCs involvement feels a bit tangential. There are some other cracking ideas in here too. And its all written in a rather charming conversational style, which I rather appreciated. And it is genuinely fascinating to read a “new” First Edition adventure after all these years!

Edit: Added the second paragraph crediting the writers of the adventure, and explaining its multi-author nature (thanks to Theo Axner who commented on this, below).

  1. The credited artists are Pete Knifton, Russ Nicholson and Tony Ackland; unfortunately I can’t tell which artwork belongs to which artist. ↩︎
  2. The forgotten Chaos god, who was detailed briefly in the WFRP First Edition rulebook, then pretty much ignored thereafter due to copyright reasons. See this post on Awesome Lies for more info. ↩︎
  3. Fimir might not sound surprising, given that they’ve appeared in WFRP 4th Edition, but they were excised from Warhammer lore around the time of Warhammer Fantasy Battles 4th Edition (1992), almost certainly due to their extremely squicky mating practices. ↩︎
  4. There is genuinely astonishing advice to the GM here to keep the railroad on track: since the bounty hunter taking them prisoner “is well aware of spellcasters” – this means he can just automatically disrupt any spellcasting with “a quick slap to the face”. So that puts paid to any annoying player attempts to avoid getting captured! ↩︎

23 thoughts on “Review: The Dying of the Light

  1. Pingback: Review: Marienburg – Sold Down the River – Ill Met by Morrslieb

  2. theoaxner

    Good to see this reviewed!

    One major factor shaping DotL that you didn’t mention is the fact that it’s essentially an anthology of short adventures by different authors – its ten chapters are credited to eleven different writers (twelve, if you count the pregen PCs section). While some of these names remain fairly obscure, others are more familiar:

    – Ken and Jo Walton (‘A watery grave’) also wrote the 1E Realms of Sorcery; Jo went on to become an award-winning fantasy/sf novelist, while Ken later co-wrote the Clockwork & Chivalry rpg.
    – Chris Pramas (‘The place of testing’) would go on to write the 2E WFRP corebook.
    – Anthony Ragan (‘The colony’) wrote the Marienburg book, as well as some of the original White Dwarf Marienburg articles, and later the 2E Sigmar’s Heirs book.
    – Andrew Rilstone, the project co-ordinator, editor and writer of the opeing, central and closing bits, hasn’t written much else for WFRP that I’m aware of, but I’ve been following his blog for many years and it remains very readable: http://www.andrewrilstone.com/

    Presumably putting together adventures this way is appealing because it’s fast, but almost inevitably the whole ends up less than the sum of its part. This is not least true of DotL; I agree it’s weak on the whole, but there are some very nice bits here and it has the 1E charm to it. (I would also say DotL compares very favourably to the similarly committee-written The Thousand Thrones for 2E, but that might be a whole other can of worms. 🙂 )

    It’s probably best to see it as a repository of good ideas to nick and develop rather than a complete adventure. I did in fact, many years ago, adapt the ‘Watery grave’ episode to a completely different game and adventure – it worked very well.

    I also love ‘The colony’ although I agree more could have been done with the setup – but I like it as an atmospheric set piece more than a plot point. I’ll be finding some way to work it into the late stages of my TEW campaign, possibly adding some recurring nemesis or other into the mix.

    Liked by 2 people

    1. Thanks for all the thoughts! You’re right, I should have mentioned the multi-author nature of this work (which does remind me very much of The Thousand Thrones – I’ll review that eventually!)

      I fully agree with the idea of treating it as a repository of ideas to use elsewhere. Look forward to seeing The Colony turn up in your campaign write-up!

      Liked by 1 person

      1. I think the 7-year old with great power also echoes the central macguffin of Thousand Thrones. The Expansions, had they been finished, would have linked Karl to the Egg – same sort of creature.

        Liked by 1 person

        1. Yes that was another similarity I noticed between the two. I’m not entirely sure that linking Karl to the Egg would have really added anything to TTT, but I guess it’s nice to put in references to older stuff.

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  3. theoaxner

    As for the illustrations, the late Russ Nicholson’s are the ones with lots of intricate line work, like the first, second and fourth illustrations included in the review.

    Liked by 2 people

  4. robinwalow

    Pleased to see you appreciated the Transformation Moon chapter. This was written by an old friend of mine, and I’ve always been very fond of it. I’ve a vague memory of someone online once commenting that there’s nothing for the players to do – I disagreed, of course, but I think it very much depends on the player group.

    It’s been many years since I read DotL, but I seem to remember liking it very much in pieces. There were bits I didn’t care for: the Fimir didn’t quite gel with my vision of them (even before I wrote my piece for Warpstone) and I thought the SPOILER librarians who’ve taught themselves ninja skill from a book were too silly even for WFRP (although I liked Andrew Rilstone’s other chapters a lot).

    In a way, it is just a collection of disparate scenarios by different writers, held together by the railroad. Despite that, it hangs together pretty well. I think the GM has to be willing to tinker, and parts of it may need to be tailored to the players, but I think it could still provide a lot of fun.

    Liked by 2 people

    1. Yes, Transformation Moon was my favourite chapter! Such a great concept.

      The Fimir are definitely not used very well. I’m sad to say I’ve never read your Warpstone piece (I rediscovered WFRP long after Warpstone was out of print) but I did read a 2nd edition fan supplement by “Orin J” which gave a marvellous impression of them being a tragic and bitter race, which felt pretty unique and different from anything else in Warhammer.

      Liked by 1 person

    2. theoaxner

      ‘Transformation Moon’ is also notable for being one of the earliest unambiguous cases of queer representation in a WFRP book, with Steffan Braten presented as “unabashedly homosexual”. Even better, his portrayal is very sympathetic.

      Liked by 3 people

      1. True. He is a very stereotyped camp actor, but he is presented basically sympathetically, and he is not a Slaaneshi cultist (which is pretty much all you could expect of homosexual representation in Warhammer at the time).

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  5. Roger

    Sorry I’m late to the party, but I am new to the blog.

    I actually ran this whole adventure for a group of 4 players. It was so long ago now that I forget a lot of it. I really wish I had documented the whole thing, but it was before my blogging days (pre 2009). I remember the players really hating eggs after the adventure.

    Randomly, I have the book cut into individual pages, sleeved up, and held in a 3 ring binder, making it easier to have the book open on the table. I guess I was hoping to run it again someday.

    Thanks for the trip down memory lane, and for the great blog for me to follow!

    Liked by 1 person

    1. Really glad you enjoyed it! The binder thing sounds like a very sensible idea.

      Do you remember how your players reacted to the railroady-ness? Or did you allow them more freedom than the adventure as written?

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      1. Roger

        I don’t hunk they cared too much about the railroad…which we pretty much stayed on. IIRC, it was the first time 3 of them had played Warhammer, and they were more than happy to follow from place to place instead of having to figure out the world and the system all at once. I do agree point crawl is likely the ideal manner to run it, especially with established players.

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  6. dry_erase

    This is a great review – thanks! I’ve always had a soft spot for TDOTL because it came out after I assumed WFRP was dead… it was the first Hogshead publication I heard about. I agree with your view of the strengths and weaknesses of the book… some fantastic moments and ideas in there.

    I added a little namedrop for the astronomer Vogelgesang in 4E ‘The Horned Rat’ and referenced the Order of Illuminated Readers in the Solkan article in ‘Archives of the Empire: Vol 3’, where I also included ‘Daora’ from this book… one of the most obscure goddesses ever mentioned in Warhammer.

    Liked by 1 person

    1. Thank you! I’ll look out for the references when I finally reach THR and Archives 3!

      Slightly embarassed to say I had to go back to DoTL to remind myself who Daora actually was…

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      1. dry_erase

        Not embarrassing at all! I’d completely forgotten that single, almost-hidden mention until I started scouring every reference to Law gods for the article.

        Liked by 1 person

  7. Pingback: 6 Months! – Ill Met by Morrslieb

  8. Today I learned (from an excellent Youtube video by Snipe & Wib*) that ‘Dying of the Light’ is the name of a sci-fi novel by some little-known writer called “George RR Martin”. (It’s notable for being the source of the name ‘githyanki’ which was later used for a great species in D&D.)

    *The video in question is this one: https://youtu.be/zkF8s7AVIyw

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