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Need help with transition from TGS to TEW


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#1 dvang

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Posted 06 February 2013 - 08:19 AM

Alright folks.  My group is finishing up with TGS this Friday night, and I want to transition them into TEW.  Unfortunately, my copy of TEW has been delayed in the mail, and won't arrive until Saturday (originally expected Thursday).

The group won't actually *start* TEW Friday night, but I'd like to end Friday with the plot hook for the start of TEW.  However, without the books, I don't know how TEW is situated and set up to introduce the characters to the campaign.  So, I must look to those of you who have TEW to supply me with some information on where it starts, and what the opening suggested plot hooks are in the TEW books, in order to get the group started.

If it matters for suggestions, beyond what the TEW book says, my group currently consists of 3x Initiates (One of Morr, one of Sigmar, and one of Verena). They have just reached Rank 2 (currently 11XP), with one of the initiates being able to advance to Priest at the start of Friday's session. These three are trying a new program of inter-order cooperation. They were sent down to Stromdorf as a 'token' (ie expendable and less able to say 'no') show of support in response Magnus Gotschalk's request for assistance. They weren't expected to do much, and (so far) they have therefore exceeded expectations.  I expect that orders will arrive to send them on to their next assignment … which leads to the opening of TEW.  Where are they supposed to go to, and what are they supposed to be doing?

 

Thanks



#2 Angelic Despot

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Posted 06 February 2013 - 11:32 AM

Hmm, wow…   First of all, that sounds like a cool adventuring party.   Secondly, and the bad news…   TEW is really designed to be used with new players and characters.   It does contain a lot of plot hooks, but most of them assume some sort of background that is based in/around Averheim.   There's room for outsiders showing up shortly before the action starts, but the intention is that at least some of the characters are somewhat familiar with the city.

Do you want a plot hook that draws them into TEW's plot itself?   Or would an unrelated plot hook that draws them to Averheim, where they will then be conveniently placed to be drawn into TEW's plot suffice?

If you want to make the most of TEW, I would not recommend rushing into it and missing out on a lot of the setup.   I'm sure it can be done, even with a whole party of outsiders, but I'd want to take my time with it.   In other words, if I was you, I'd come up with something that drew them to Averheim that turns out either to be a dead end/false trail (although you can always come back to it later, to make it appear that you planned this all along), or something that can be quickly resolved.   e.g. 'deliver this to the church and then return to Altdorf' - which when they arrive in the city can become 'change of plan: stay in Averheim and now deal with X (where X=TEW)'.



#3 dvang

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Posted 06 February 2013 - 11:48 AM

Thanks for the response.

My players decided that it would be "cool" to all be priests of different orders. It makes for a unique and eerily diverse group of three. They might be the same career, but they are *very* different.  The Priest of Sigmar is the warrior, but also the "face man" of the group, being the most well-liked and personable one.  The Priestess of Morr is very threatening and suspicious of everyone.  The Priestess of Verena is an observation 'godess' able to pierce lies and spot clues better than anyone.  They've all got some impressive backstories for how they came to be where they are.  I just had to let them go with it.

Anyway, back to the topic at hand… Either route will work.  Draw them into the plot itself, or draw them to Averheim and then into the plot.  I just need a way to introduce/insert them into the beginning of the TEW campaign. I have no idea what the starting plotline is, or where it is located.  Without access to the book, I cannot review how TEW is supposed to start.  I need to know that before I can make a hook to start them involved.

I suppose my question, therefore, is less about the "how", and more about the "what are the details surrounding the start of TEW in the book?". 

I expect the group, after TEW, will want to head to a real city to replenish their supplies and get some new gear (they were talking about trying to get some armor, for example).  I could certainly send them to Averheim.

I think what I'm thinking of is something simple, I just need a little bit of direction being without the book. My plan, once TGS ends, is to end with a statement that is something like (purely hypothetical):

"You receive a missive from the combined council, directing you to the city of Averheim.  There have been rumors of heretical graffiti being scrawled in blood in the poor quarters, and your superiors wish you to investigate and render assistance."

Nothing big or fancy.  Really, no real player input. Just a "…to be continued…" sort of ending, hinting at the next adventure, if you know what I mean.



#4 Croaker13

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Posted 06 February 2013 - 11:33 PM

In that case, try something more like:

 

"There have been some mysterious disappearances in the Averheim docks district. The city watch is either too incompetent, corrupt or indifferent to look into it, and since the Elector Count died, things have only been getting worse.

When you arrive, talk to Captain Baerfaust of the Averheim Greatswords. He may be able to point you in the right direction - just don't expect him to take too great an interest.

We will let him know to expect you."

After that, the PC will have to get to Averheim rather fast for the timeline to work.

Otherwise try "activity in the criminal underworld" instead of "mysterious disappearances". That gives you a bit more leeway time wise.



#5 DurakBlackaxe

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Posted 07 February 2013 - 11:47 PM

Sorry if this reply is too simplistic, but do you need a big hook? (At work so cant see my copy of the book)

If your ending TGS and moving onwards to TEW. All you need to do is get your players into Averheim and have them staying there a few weeks to get used to the city. Have them do things in the city and surrounding area until your copy of TEW arrives.

There could be, like someone mentioned, an annual meeting of the various churchs in Averhiem, and your 3 clerics are invited to disclose what happened in TGS. For good or ill reasons of course.  Then have them drift into the TEW adventure. Get them used to the religious politics of the Empire as you likely be dealing with Sigmar and Ulric discord. Theres likely to be factions favoring their own candidate for Elector.

Shopping trip.

Invite from a Noble/Cleric

Trail leading to the city dries up, while looking for clues, they are introduced to TEW.

 

What I mean is you dont have to go TGS then straight to TEW, you could have a mini adventure in Averhiem, then start  TEW.

 

 

 



#6 Domino25

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Posted 08 February 2013 - 12:07 AM

I just started transitioning my group from TGS to TEW. The approach I took was that because of the following:

  • Merchants in Ubersiek not doing business with Stromdorf (the missing merchant was never found)
  • Some of the farmers nearby have been killed by Beastmen, or in the holtz's case hung
  • There was a big storm that damaged the grain stores
  • The Cattle ranchers nearby lost alot of thier flocks to goblin raids
  • The rivers nearby were flooded, and struck with lighting and strange magices…. likely having a negative affect on fisherman

So depending on how your story went down, Stromdorf could be facing a pretty bad shortage of food, as well as shortage leather for the tannery and wheat or ale for the brewerey. This would lead to Adler sending someone to purchase supplies from another city, and given the rising organization of the criminal operations on the rivers of late ( which is an extenision of the black cowls criminal network ) he might ask/hire the group to protect his accountant who will broker the purchase. Throw in a quarentine around Nuln to keep them from a side stop, and a bandit attack to keep things lively.

Of course I haven't fully worked out what will stop them from heading back to Stromdorf once they get there.



#7 dvang

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Posted 08 February 2013 - 04:21 AM

Thanks for the input all. To answer the question, no the group doesn't have to necessarily transition directly into TEW. 

I suppose a good question, is where *is* Averheim?  I cannot seem to find it on the map.  While the group *does* plan on going to a big city to resupply, since Averheim does not seem to be near Stromdorf, I'll need a reason for them to head to Averheim specifically (or at least the nearby area).

I like both croaker and Durak's suggestions. Simply put, what I think I might do is, despite their being sent to Stromdorf from Altdorf originally, they will be ordered to Averheim to report their findings to a council there. Of course, because of beauracracy, they will have to wait around for a while in the town, allowing them a shopping trip as well as getting to know the city.

At that point, I'll be able to then link into the TEW plot, and will have the book with me to do so.

I think that will work enough, even though it isn't a fun plot-hook/hint at the next exciting adventure for the players.  I guess that leaves me with just the question of where the hell Averheim is?  I've looked over the detailed Gitzman map, and cannot find it.



#8 Croaker13

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Posted 08 February 2013 - 05:30 AM

About 75 miles west of The Moot, in the northen part of Averland.



#9 Angelic Despot

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Posted 09 February 2013 - 06:10 AM

I like Durak's idea of there being a priestly conclave.   It would set up some of the themes of the campaign.

A problem you have is that Averheim is such a long way from where they are now.   Altdorf and Nuln are closer  - and if they can't stock up at either of those cities, I wouldn't think Averheim is the answer!   (Geographically, if you go to Altdorf, travel upriver towards Nuln, and keep going towards the southeast corner of the Empire on your way to Black Fire Pass and the Border Princes, you'll find Averheim.)

As the distance is so long, I think the journey to Averheim could be part of the adventure - but it's really not going to be the sort of place where they accidentally stumble across.   It would make sense for them to return to Altdorf to report back - which allows you to develop the background of their patrons - and then get sent off to Averheim.

If you want to end TGS with a hint towards TEW, then you end it with fastforwarding the journey back to Altdorf (it happens uneventfully and you check in with your superiors, who are pleased/displeased with your work and…)

And here's another idea of how you could tie things in.   Have one of the factions - possibly the wizard, via the academics club (I forget the name now, but the one that meets in the inn) sponsor a religious conference - or one of the noble factions.   Their motiviation is to raise the profile of Averheim and make it seem like one of the more important cities in the Empire, and in so doing, raise their own profile.   One of the noble factions vying to become the new elector could sponsor this.   Of course, given that Averheim is a long way from the real centres of power, and given that the reason for the conference is pretty apparent, most of the churches will either ignore the convention, or send some low level flunkys to represent them…   and here's where the PCs come in.   They're told they need to go and make their respective churches look good, and not commit the churches to anything.  

The convention can then itself be a bit of a let down, with only them and a few other priests attending.   And really all that happens is that the Sigmarites and the Ulricans use the event as yet another venue to have an arguement.   The PCs might try to persuade the other factions into some form of co-operation (which could raise their profile and get them noticed by some of the Averheim NPCs), but the convention will basically end in failure.   By which time, the PCs may be aware of the disappearances in the docks, close to where they are staying…



#10 dvang

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Posted 15 February 2013 - 11:15 AM

Thanks for the input everyone.

The ending of TGS went well, for my players anyway. They had some excellent dice rolling, as well as playing smart, and they survived.

The end result was that the PCs 'won' TGS without dying. They returned to Altdorf to report their findings, as well as equipping themselves a bit more (mail shirts for everyone, essentially). They were then given instructions to head to Averheim where a special council was being set up to discuss the danger and disposition of the Mapstone and its pieces. (There being several elderly priestly experts in heretical artifacts in and around Averheim)






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