Idea: Death on the Reik as a sandbox adventure

As noted in Part 2 of my review of Death on the Reik, I don’t think either the 1st Edition or 4th Edition version is a proper sandbox adventure. How could you make it one? This is a brief attempt at laying out how you might go about that – the intention being that you end up with quite a similar adventure, but with increased player freedom in how they progress through it. (It won’t make any sense unless you’re familiar with the adventure, or at least have read my review.)

I think the key features of this are to have lots of available locations – giving options for where the PCs go next – and multiple strands for the PCs to investigate – so they have a choice of what thread to follow.

In fact, both these are already present in the adventure. Given the PCs’ method of transport, the locations can be the settlements along the Reik between Altdorf and Grissenwald. We already have some detail on Kemperbad, Grissenwald and Wittgendorf (plus Unterbaum on the River Stir), so we could do with a bit of info on the other settlements (at least the major towns). This doesn’t necessarily need to be a huge amount of detail – just some information on population, names of an inn or two, and a unique fact or two about the settlement would be great.

Naturally we also need a better overall map, with an actual scale (!) and proper information on travel speed for the PCs’ barge.

As I see it there are three major strands to the adventure:

  1. Tracking down Etelka Herzen (the initial adventure hook)
  2. Finding the warpstone meteorite (which actually becomes the main plot in the published adventure)
  3. Working out what the Purple Hand are up to with their odd warnings

As noted we need a much stronger hook (for instance reintroducing the wizard Heironymous Blitzen to the core plot, or perhaps using Quintus Fassbinder, the researcher into Chaos cults referenced in Enemy in Shadows). And we need to introduce a bit more concrete information for the PCs to discover about the Purple Hand (as written, all their encounters basically stymie any attempts at investigating the cult).

Then what I’d do is to seed clues to the above strands in the settlements. I’d recommend using Justin Alexander’s Three Clue Rule to minimise the risk of PCs running into a dead end – if they miss one clue, there’s at least two others for them to find. Clues for Strand #1 will naturally lead to Strand #2 (since the meteorite is Etelka’s own target), leading eventually to the PCs discovering the laboratory at the signal tower. Meanwhile I would leave Strand #3 (the Purple Hand) as completely separate issue (so it doesn’t feel like the world is all about this one single plot) – although eventually the lead in Castle Wittgenstein to Middenheim will rather conveniently dovetail with the PCs’ discovery that the Purple Hand have a centre of power in the same city.

I am also be tempted to suggest providing information at some stage (perhaps in Grissenwald) to the PCs so that they know they’re in a race against the Red Crown. Ideally they’d be able to ascertain the cultists’ route and (rough) departure date, so that they can proactively try to catch them or set an ambush for them – rather than more-or-less just happening across them at some point.

That’s a very broad-brushstrokes idea but it is a starting point. Comments very welcome – how would you do it?

20 thoughts on “Idea: Death on the Reik as a sandbox adventure

  1. mrdidz

    This sounds similar to the approach I am taking in my current game, where there are multiple plots intertwined in the same overarching story.

    I often borrow NPCs and their objectives from other adventures or books. Many of the key NPCs in my game are based on characters from other stories.

    This approach gives players a broad range of objectives to choose from, allowing them to decide which goals to prioritize.

    The trick is to make sure that everything is related and linked to everything else, so that upon completeing one sub-plot there are links or clues that lead the party onwards to the next.

    Liked by 1 person

  2. theoaxner

    I like this idea a lot, and I’ve been thinking of something similar before.

    I think the most fundamental step of turning a (sort of) railroad into a (sort of) sandbox is to divide the adventure’s elements by space rather than by time, having all the content available at the same time. Though things can still change with time by having a timeline of what will happen and change without the PCs’ intervention. Joseph Manola talks a little about it here: http://udan-adan.blogspot.com/2016/11/old-school-space-vs-new-school-time.html

    Liked by 2 people

    1. Thank you! I really like Joseph Manola’s ideas (and this post is a particularly good one). I’m very sad that his blog isn’t being updated any more.

      Symbaroum (which I intend to eventually write about on this blog) is, I think, a good example of an RPG which generally tries to do this sort sandbox – using an approach it refers to as “adventure landscapes” where you have a bunch of locations plus a bunch of factions (each with their own agenda) and the PCs can interact with it all to (try to) accomplish their aims.

      Liked by 2 people

  3. I wrote a longer thing about this here: https://thewhirlwindofthemaelstrom.blogspot.com/2024/04/the-enemy-within-campaign-three-clue.html but I think that your ideas are good. I only have 1e but there are a couple of ideas in the 1e – the suggestions for parties that haven’t played SoB – that can be used to reinforce the somewhat weak hooks to follow Etelka. Finding some kind of itinerary at Grissenwald, or a couple of other “you aren’t the first people to ask about going to the Barren Hills this week, very strange” seems relatively easy.

    Liked by 4 people

    1. Very good! Thanks for linking this. There are some great ideas here. I particularly like the simple idea of adding a rumour (e.g. in Khazid Slumbol) to direct PCs to the Signal Tower if they’re missed it, and (as you mention in the your comment) simply leaving an itinerary for the Red Crown in Grissenwald.

      I liked your ideas for Shadows Over Bogenhafen too, especially the low-level Watchman trying to the recruit the party to look into the sewers since his superiors seem mysteriously uninterested.

      I’ve enjoyed reading the rest of the WFRP stuff on your blog!

      Liked by 2 people

    2. theoaxner

      I liked this too.

      Key to making an adventure like DotR more sandbox-y would indeed be to make sure there are – or can quickly be found – clues to all the important locations so they don’t have to all be explored in a single specific order.

      Liked by 1 person

  4. A large part of the problem is presentational in my opinion. The Enemy Within, for both first and fourth editions, gives the GM very little idea of how the various pieces fit together. The result is that GMs can be fearful of deviating from the written adventure. However, most of the time there is no problem in heading in unexpected directions. GMs just don’t know that, unless they have read very carefully very far ahead.

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  5. Adam Baulderstone

    To have a real sandbox, you need a game that supports multiple outcomes. It needs to be a real possibility that Etelka beats the players and get the warpstone. It needs to be a possibility that the players beat the skaven and get the warpstone. Anything else is still a railroad, just with multiple routes that all end at the same terminal.

    I always found it a lost opportunity that the players can’t get the warpstone. Having to decide what to do with it hands the players a fantastic problem.

    Liked by 2 people

    1. That’s a good point.

      Sadly I don’t think we really know what the Red Crown actually wants the warpstone *for* – these is an implication that they’re going to use it as a bargaining chip for recruiting Beastmen tribes to their cause, but quite how that’s supposed to work is unclear.

      What do people think would be consequences of the cult getting hold of the warpstone themselves?

      And agreed that the PCs ending up with the warpstone themselves could be fascinating!

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      1. davedow

        I had it that the Red Crown were after the warpstone for uniting/recruiting Beastmen for the imminent end-times everyone kept having dreams about whenever Morrsleib was out. This turned out to be academic as the players never explicitly found out (one of them assumed it was for another portal opening attempt) and ultimately the Red Crown failed.

        I was trying to run it as a sandbox. Herzen’s attempt to persuade the Wittgensteins to hand over the warpstone would have failed resulting in them attacking with a Beastmen horde, but the players finally caught Herzen at a riverside Inn just before she got there. She had escaped a previous confrontation at the Signal Tower, it seems to me that with her Flight potion, teleportation spell and magic wand the designers equipped her best for escaping.

        Having read much of the great material by folks online (such as Gideon & theoaxner) I was aware of the weak hooks so I had the players meet Blitzen’s apprentice during Shadows Over Bogenhafen; he’d been sent there to purchase stuff at the festival and sought out the PCs when he heard the story of them allegedly encountering a Demon in the sewers. He took notes from their account and said drop by if you’re ever in Weissbrook (I relocated him from Delberz) which they did, replete with the Herzen letter to Teugen, so Blitzen was able to say this woman is dangerous and must be stopped!

        We had a great time with it, but I did make a whole bunch of other changes, the only other one of which I’ll mention here is that I threw in a situation immediately after their first visit to the Signal Tower visit to bring the Mutant Edict to life, resulting in them murdering a Witch Hunter to rescue a mutant kid. This added considerable drama as the PCs then tried to avoid the authorities while also hunting Herzen.

        One final warning for anyone intending to play it; the map given not only lacks scale, the locations on it do not match up with the Gazeteer provided in the Companion (clearly copied straight from 1e). In the end I bodged together the 4e map with that from first edition and made a physical copy of this for the players, which provided a great focal point at the table. Apologies for the huge comment!

        Liked by 2 people

      2. @davedow: Thanks for the detailed comment! That sounds like a very good take on the Red Crown’s plans.

        I think the idea of inserting Blitzen in Weissbruck as a patron is very sensible too.

        And I’m currently reading the Companion and finding the lack of cohesion between the DotR map and the Companion gazeteer extremely irritating…

        Liked by 1 person

      3. A Bretonnian

        In my own notes, I’ve decided to have the PBT as a Red Crown cultist, rather than as a Purple Hand one. What the Red Crown want the warpstone for is, hence, related to its plot in Middenheim.

        My rough notes are quite not finished (I still change my mind on some points) and wrote in French, but an (alas odd, because it is an automatic) translation can be read thanks to Google Translation, here:

        https://filedn-eu.translate.goog/lzTuHAHpLOl5MQcrcBay3NF/WFRP/ennemi%20int%C3%A9rieur.html?_x_tr_sl=fr&_x_tr_tl=en&_x_tr_hl=fr&_x_tr_pto=wapp

        It haves to be noted that it is a working document. A lot have been took from Gideon’s wonderful companion without always being properly credited (because I only wrote that for myself, initially).

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