A Private War - Notes & Queries
A Private War - Notes & Queries
A Private War - Notes & Queries
Page 3: "Whilst this is the standard of service our heroes can generally expect..." there is a not missing in there, right? [Arne Dam]
Yes, there is. Our heroes should not expect pleasant treatment further on in the adventure!
You give a fortnight's wages as 112/-. At 8/- per day, that should be 128/-. [Arne
Dam]
Correct. That is an error. The Old World week has eight days, and not seven.
The number of NPCs has raised some issues, one of which is expanded upon below.
The simplest way to deal with the NPCs if you do not like them is to delete them, or cut
down their number. I like the NPCs for a number of reasons, but primarily as it allows me
to feed colour and background material to the PCs. It is also a method of fudging issues
should they miss the obvious or get into difficulties. Finally, the NPCs have a range of
skills that might help the PCs, but attitudes that go with those skills. Negotiating with
these NPCs should be part of the fun of adventuring. NPCs are people too! I was probably
influenced to some extent by the small number of players that I had in each play-test, but
NPCs offer me as GM an additional source of enjoyment.
I could not find the date when Stradovski left Middenheim. It should have gone in
the Guild of Legalists' entry. [Arne Dam]
Perhaps, but dates are only really of relevance once the PCs get to Beeckerhoven. He left
on 3rd Nachexen.
The profile for the doorman and thugs (page 14) should have been at least one page
later. [yvind Wiestad]
This was a printing issue, but one that I should have picked up.
On page 21, it says that the Hanged Highwayman is only 20 miles from
Beeckerhoven. That should be Ulric's Vision. [Arne Dam]
That was caused by the publication of the 'official' Fox and Crown Inn after the work was
written, but before I published. I re-ordered my own inns to conform. I obviously missed
the knock on effect in the text here. You are absolutely correct.
If the PCs go to Salzenmund or otherwise wait for the templars, the adventure
changes quite a bit. Given their fighting might and political clout, PCs will be trying
all they can to stick with them. [Toby Pilling]
No scenario can cover all eventualities, and APW tries to cover most. The situation did
not occur in either playtest. If the PCs fall for the ruse and end up in Salzenmund, then I
think they have been very poor, and deserve all that might happen. What happens in the
Salzenmund ruse is covered in the text, and the general templar timeline is described. PCs
should be chasing the Professor and not waiting for the templars, since time is of the
essence. In any case, GMs should already have generated lots of bad feeling between the
PCs and templars, and the party should be aiming to put one over on them rather than
relying upon them to hold their hands. If the PCs do wait, then again it suggests that the
GM has not been sufficiently unfriendly. Remember that the templars think that the PCs
are scum, and the Sigmarites will probably particularly detest them. Finally, the Verenan
templar is there to prod the PCs onwards, and he and the cart - along with the supplies can leave the PCs should all else really fail.
The Winter Wolf, page 31, paragraph one, line three ends in 'a'.
Should read "a Kelnore tower". This was another printing issue.
Karl von Kolditz or Klaus von Kolditz (page 38/39)? I assume that this is just a
small oversight, and that it's actually the same person, Klaus? There are at least two
mentions of Karl on page 39. [yvind Wiestad]
All should be Klaus.
The road from Ferlangen to Wolfenburg is very straight. Why? Roads in The
Empire are not like Roman roads. [Alfred Nunez]
It is simply a plank road driven through the forest, aiming for the most direct path as
offering the cheapest solution. Since it is aiming directly for the mountains, orientation is
not a problem and it skirts the base for most of its route as well. It might not be literally
straight, but in order to provide the route as cheaply as possible, the straight line was
intended. It is also worth noting that the rest places are further apart on this road, than on
official roads too. Again, simply cost efficiency in that rest places make no money and so
there is no incentive to force travellers to stop at (profit-making) inns regularly. Whether a
traveller can actually make each night stop is not a problem that the roadbuilders worry
about. In play-testing, this was the stretch that had PCs starting the earliest and reaching
the stop the latest. Particularly devious GMs can simply force their PCs to rest by the
roadside - not that they will be much discomforted compared with the official stops.
victorious Ulrican army would not enter the city. Secondly, the PCs approach from the
north and the Ulrican siege, and later battle, is primarily aimed at the southern section of
the city. It is likely that the walls are primarily fortified on the northern side, both as the
likeliest direction of attack and also to defend the citadel first and foremost. It is also true
to say, that despite the positive characteristics mentioned in A Private War, defending
the city is always going to be difficult, given the long lengths of wall and limited
strongpoints (towers). There has been some attempt to utilise overlapping arcs of fire, but
stretches of the wall are very exposed. Perhaps Yorri is correct after all.
What is the story behind the half orcs searching for a Prince of Khypris? [Toby
Pilling] Are half-orcs 'legal'/acceptable in The Empire? [yvind Wiestad]
There are many examples of such 'colour' within all three parts without any definitive
explanation. The idea is to offer GMs plot hooks to develop as they wish - or not. Khypris
is in my view sadly neglected. Despite appearing in Plague Daemon there has been no
effort to place it in the Border Princes within other fan material for no reason that I can
deduce and this is a nod to it. With reference to half orcs, I never made it clear that the
three were anything other than humans when playing the game and so they would not be
treated as 'goblinoids'. I have always thought that ghouls and goblinoids are sadly
neglected in WFRP. I developed The Forest Inn to portray the decline of a community
into ghouldom through poverty rather than malice. Goblinoids, it seems to me, are
actually allies in the face of chaos, since they are affected similarly to dwarfs, elves and
humans. Of course, most goblinoids are never likely to realise their long-term interests or
transcend their genetics, nor would dwarfs (in particular) overcome their racial bigotry.
However, if half-goblinoids exist then they might be able to act as intermediaries - or
more likely as manipulators - between the two (or at least with the more pragmatic
humans). All Quiet in Kislev develops the idea of hobgoblins along these lines, and the
three half-orcs mentioned in the plot line within Wolfenburg are simply a nod to the
possibility of an intelligent goblinoid chieftain (or shaman behind the throne) capable of
recognising the true menace in the world. Whilst it is only inferred here, many human
lords in the Colonies to the east, faced by the desertion of their Tsar, have sworn fealty to
the hobgoblins in order to protect them from their enemies - in my current campaign. The
concept of humans as willing vassals of hobgoblins is in my view plausible and
consistent. Alliances with goblinoids are not completely impossible, though are highly
unlikely and need to be kept unique to avoid becoming a clich. Here, should the GM so
wish, we simply have an orc chieftain who wishes to add legitimacy to his tenure and also
obtain agreements (if not actual alliances) with neighbouring humans for non-aggression
pacts so that they might all put their resources into defending themselves from other
(mutual) enemies. My campaign set in the Wheatland Colonies expands upon humanhobgoblin relations and the Hegemony.
How does a caravanserai work? Is the unloading of caravans done here? Is it a sort
of coaching inn, in the sense that it provides accommodation and food/beer for
drivers and guards? What are the costs? [yvind Wiestad]
It is essentially a compound for convoys at which all these things take place. In my
campaign, guild labour monopolises the unpacking of shipments from outside carts (left
in the caravanserai) to internal ones allowed inside the towns and cities. Charges are not
terribly relevant in this campaign, but conform to normal campaign standards for
expenditure.
Tolls: Is not 'a crown a leg' a bit expensive to enter a city (or in some cases exit)?
That means 2GC for a man and 4GC for a horse, or am I getting this all wrong? I
usually only charge 10/- for towns and 1GC for cities per person but my players
never have much money. Exactly what expenses will be reimbursed? Tolls are
mentioned; does that also include entry to towns and cities? [yvind Wiestad]
Crown a leg is the 'official' charge. I would completely agree that it is expensive and most
people have negotiated discounts through their guilds, residency, overlord etc. Only a
stupid PC would likely be expected to actually pay this! My players also rarely have
money. I know that I have the right level when they loot a killed enemy for his boots!
PCs will get all such expenses reimbursed; indeed, once the novelty wore off, I shelved
the tolls as too much paperwork for us and simply accepted that the money would be
reimbursed. Mind you, that did not stop me putting a sting in the tail - but that is in
Homeward Bound!
My PCs captured one of the apprentices, Hugo from the Minter's. Now what I am
wondering is how much he knew about Elfrieda's business. He was charmed to help
her with her theft from Manfred so he will know about that scheme, but does he
know about the Medical Union? The same question holds true for the other
apprentice. [Arne Dam]
Like all cults, I would suggest a very fragmented structure. APW states that Elfrieda was
principally an ally of Stradovski and only then Medical Union. Only she would have any
real idea of what was going on, and she would not know any other members of the
Union; Stradovski is her contact. The apprentices are very unimportant members, but
they will clearly be aware of some of the unsavoury and highly illegal things with bodies
and the like at the base. This will encourage them to fight, flee or talk as they know that
they will hang. As in all things, if you want to do things differently or drop hints about
the Union, then that is fine.
The background player information is quite good, though I feel that I have to
restrict some of this information to my players. I will 'censor' certain parts for my
group, as I feel there is too much there that I want at least initially hidden from my
Do criers walk around crying out their information or are they usually found on
central places, markets, plazas etc? [yvind Wiestad]
Both. 'Official' criers have set times in certain locations, but they also wander the streets.
I would always fudge this so that my players do not miss the notices! Private criers are
employed as needed by their employers.
Travel Permits: I have never used this idea before, but like it very much and will use
it from now on. Do you use it in all your WFRP adventures, will the PCs for
instance need a permit to travel between, say, Nuln and Altdorf? How do you
handle it? Price, where to get it etc, how important is it, how serious are the
consequences of not having one, who can demand to see your permit? [yvind
Wiestad]
I use permits in all adventures, but here the situation is essentially fudged as the PCs have
their warrant. It is a useful method of controlling PC armament, and I use permits on all
aspects of life - armour, (war) horses etc. Permits (or warrants) are excellent rewards,
cheap and yet very useful. As for penalties, these would vary but are quite severe. To be
honest, my players are so indoctrinated for the need, that a punishment has never been
necessary - they know it would be serious. It is also a useful opportunity for forgers or
similarly 'illegal' classes to have their uses. Any legitimate authority can request to see a
permit, but as many do not read this is only a cursory examination of seal. Costs etc is
something that depends upon the game that a GM runs. Where feudal order remains
strong (such as rural areas) warrants would not tend to be for sale, but where
bureaucracies and merchant-nobility are to be found (urban), anything has a price.
Weapon Permits: Do you use permits for weapons in the same manner as travel
permits? Again, could you let me in on how you handle it? [yvind Wiestad]
As I state above, I use permits for most things.