Well, I haven't really written anything so much as gotten an outline in my head, but here's the basic progression.
In the town of X, it is rumored that a nearby mountain range contains an ancient treasure of the dwarfs. According to local lore, 30 years ago, a witch hunter traveled to the mountains to seek out this treasure. People say that when the witch hunter returned, s/he was able to retire with her new-found wealth, and left the town telling no one of the secret treasure. There was an earthquake recently, and an omen of some sort (twin tails of smoke? I'm figuring this out) appeared over a specific peak. Since that time, numerous adventurers have set off to find the treasure of the witch hunter, though none have yet returned.
The witch hunter did mount an expedition, due to rumors of a magical artifact there. The witch hunter traveled with a group of adventurers, and they found an old dwarf temple that had been profaned by chaos. Within was an artifact that drove the person possessing it mad with greed. The witch hunter was forced to kill the members of her party, and, unable to touch the artifact herself, sealed the entrance to the temple and left, retiring soon after due to the stress of the event.
Episode One: Finding work in town
Act One: The adventurers choose an inn to stay at and meet the inhabitants
Act Two: The adventurers are offered work by some of the inhabitants of the inn, pending their completion of a task
Act Three: The adventurers are offered the chance to make a trek to the mountain, or can choose to go it alone
Episode Two: Climbing the Mountain
Act One: The adventurers pass through the woods and encounter a goblin ambush
Act Two: The adventurers climb the mountain while being harassed by a stone troll
Act Three: The adventurers arrive at the temple and begin to explore it
Episode Three: Finding the artifact
Act One: The adventurers find the artifact, before, after, or simultaneously to other groups of adventurers
Act Two: The adventurers negotiate with the other groups (by tongue or by sword) for what will be done with the artifact)
Act Three: The adventurers escape from the temple as it begins collapsing and the stone troll again confronts them
Some ways to get the adventurers into the inn include having them arrive at night and having it be raining heavily. Maybe the adventurers heard about the treasure and came here to find more. Emphasize the gloominess and creepiness of the town and outskirts at night, and the warmth and comfort of the inn.
There are two inns. One of them is a regular inn, in which the players will be approached by an old woman who asks them to accompany her up the mountain if they can solve a simple riddle for her. The players will deal with a pickpocket, a sigmarite priest arguing with a ulric-worshipping worker, and a young woman who may be hiding a slight mutation. The old woman asks the players to answer who in the inn has taken what is Sigmar's, and they have multiple ways to find an answer to this. Use a social encounter here with a progress tracker of the players gathering enough evidence to prove their answer.
The other inn has a basement which is the secret meeting place of a Ranaldian cult. They are planning to venture to the mountain. They offer the players aid and a cut of the profits but ask them to prove themselves. A tax collector and the local gaoler (jailer) are both at the inn tonight and the players must race one of the Ranaldian members to see who can get one of them to start a fight and get locked up first. The bartender is the priest of the group and his bored daughter may also let some secrets slip if someone piques her interest. Use a social encounter here with a progress tracker racing to see which man's "anger" reaches a boiling point first.
If the players don't succeed at either task, they will be approached in the morning by a young wizard who asks them to accompany him to the mountain, citing the records of there being a magical artifact there that he would like to acquire.
The players can also decide to go up themselves, and if they decide not to, or if they decide to screw around too much, the town can either be attacked by goblins who are then chased into the mountain with the players press-ganged into service, or the players themselves may be chased out of town and up the mountain.
This episode uses a progress tracker to show the movement of the wizard, the old woman, and the ranaldian cult up the mountain, as well as the players if they go it alone. The Ranaldian cult, being thieves, plans to swindle the players out of any treasure, but will respect attempts by the players to do the same. The wizard simply wants the artifact and is willing to pay the players well for their services. The old woman is the witch hunter who originally sealed the temple, with plans to seal the temple again with the players inside, although they may remind her of her old adventuring group.
The players will first venture through the forest and face goblin attack, although they may be able to avoid this or sneak up on the goblins. This forest offers a chance to make disease checks, as some of the plants are poisonous. There is also an old shrine to Taal hidden in the woods, as well as an old raided and abandoned wagon containing some information on the witch hunters original expedition.
The players will have to climb up cliffs while the stone troll shows up and harasses them, and will later encounter the stone troll further up the mountain tossing goats at them. The stone troll acts as a nuisance and will leave if a major fight starts breaking out. It's just mad that people are trespassing on its home. The players will have multiple paths to choose to climb up the mountain.
Once the players arrive at the temple, check for who arrived first on the progress tracker. If the players arrived first, they will have a brief amount of time to enter the artifact's chamber and interact with it before the other groups show up. Otherwise, the players will arrive shortly after the other groups. This can all vary based on the order groups arrive in.
The temple itself should be described as ancient but mostly empty, with much of it crumbling. The players may notice what look like blast marks on the walls of the entrance, and see how the seismic activity has shifted the rubble. Most of the temple will be cut off, but it should be impressed on the players how imposing it is. As they proceed, they can notice that the temple appears to have been desecrated by greenskins, except for one path that seems strangely pristine.
Within the chamber itself, the players and the other groups will all collide and meet. If the players don't accompany the witch hunter or wizard, they will have bodyguards with them. At this point a social encounter can occur with the players attempting to convince the wizard and ranaldians to leave the artifact alone, and the wizard to not blow up the entrance and lock them all in. This encounter should have a variety of ways that it can end, including peaceably or with fights breaking out with different people siding with the players. If any of the players or ranaldians touch the artifact, they will become super aggressive and attempt to kill everyone around them. If the wizard touches it, he will mutate into a chaos spawn!
Regardless of the outcome, the temple will begin collapsing, either through seismic activity or the witch hunter detonating explosives she placed at the entrance. The players will have to escape the temple, and the stone troll will show up again blocking their way. A progress tracker can be used to time their escape.
Haven't thought about this much yet, but the players could end up being paid but any victory will be a pyrrhic one as they may be forced to kill good-meaning people or may end up not being paid at all.
I think there is good opportunity to introduce the competing religions in WFRP, as well as things like disease, corruption, and the theme of not being heroes so much as hapless adventurers. I'm also trying to encourage social encounters as a way to conduct investigations and to show that this isn't just a hack n slash adventure.
What do people think?