|Sung in a Pitch as Dark as Night
Announcing The Witch's Song, an adventure for Warhammer Fantasy Roleplay
|Warhammer Fantasy Roleplay | Published 17 December 2010||Rating||28 votes|
At the far end of the Empire lies an inconsequential fishing village where a series of not-so-inconsequential events are about to take place. Surrounded by the Cursed Marshes, the village of Fauligmere is about to become the unlikely stage for an adventure of unbridled sorcery where nothing is as it seems...
Fantasy Flight Games is excited to announce the upcoming release of The Witch’s Song, the latest adventure for Warhammer Fantasy Roleplay! A haunting melody lingers upon the foul mists that swirl along the outskirts of Fauligmere, creating an unnatural tension among the town’s inhabitants. Some say it is the voice of the witch that haunts the Cursed Marshes. Others say it is something even more terrible. Brave heroes are needed to investigate the strange omens that burden this god-forsaken town.
The Witch’s Song features a mysterious new adventure that sends players to the fishing village of Fauligmere, not far from the city of Marienburg. Legends of a witch suggest that the unfortunate events plaguing Faulgimere are something more than a run of bad luck. Someone (or something) sinister is surely responsible. Players are pit against nobles of questionable intent, a mystery shrouded in speculations, and a group of fanatics that are quick to answer any cry of witchcraft.
This boxed adventure comes with many tools for GMs and players alike, including a full colour book containing the adventure, as well as all the reference sheets, tokens, and cards the GM needs to bring the story to life. For players, The Witch’s Song also includes new rules, spells, and options for hedge magic and witch characters.
Developer Dan Clark took the time to share a brief introduction to the town of Fauligmere:
Welcome to Fauligmere
It’s easy for the city-dwellers of the Empire, residents of the grand metropolises of Altdorf and Nuln, to forget the plight of the rural villages. It’s easy to take the wealth of the cities for granted, to rest comfortably behind the high walls and disciplined soldiers of Talabheim, or to worry more about pick-pockets than beastmen. A man can live and die in Altdorf and never see a forest, or a swamp; never be alone in the wilds at night wondering what that noise was.
But there is much more to the Empire than its cities. The forests, plains, rivers, and hills are dotted with settlements, some little more than two farms side-by-side. Here, the rural folk band together to wish away the dark. Here, peasant militias are the first and only line of defense against the dangers that lurk beneath the eaves of the Reikwald forest. Here, the life of the community is determined by the harvest, or the bounty of fish or game on which it survives. There are no dwarfs working their forges, no foreign visitors, no Colleges of Magic – anyone working magic is most likely a witch, and therefore to be feared. These communities may be so poor, so backward, so out-of-the-way, that no one in the grand cities knows they even exist.
Fauligmere is such a settlement. Situated on the River Bach, on the edge of the Cursed Marshes, Fauligmere is nominally part of the state of Middenland. “Nominally,” in that its lord, Baron von Stauffer, owes his fealty to the Elector Count of Middenland and holds his lands at the Elector’s sufferance, but the von Stauffer’s haven’t paid their taxes in several years. In fact, Fauligmere is so remote and forgotten, that it is nigh-impossible to find two maps that agree on its location.
That Fauligmere even exists is testament to the stubbornness of Middenlanders. Once a healthy, if not prosperous fishing village, Fauligmere’s fortunes have declined so far in the past twenty years that some whisper the town must be under some sort of curse. The fish have vanished, and nothing more than a sickly mollusk or bloated, belly-up trout has been pulled from the Bach in years. Fauligmere has gone from merely backward to downright impoverished, but the people of Fauligmere refuse to leave and cling stubbornly to their way of life.
However, that way of life has been threatened by a mysterious and dangerous figure, hated and reviled by all right-thinking folk of the Empire: a witch. Fauligmere is going to need more than a witch hunter to survive what comes next. Fauligmere will need heroes.
Thanks, Dan! Keep checking back for more on this exciting campaign. Later this winter, can you resist the lure of The Witch’s Song?
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
Being finished whit TGS...any news if this module is a mini-campaign (at least), the start of a larger, modular campaign (hopefully) or yet another (quite useless) stand alone adventure?
I would appreciate any rumors at this...'cos at the moment I don't know if continue whit WFRP, since i dont have any solid 3e adventures to run my players in...
Absolutely interested by the Hedge magic components which is something i was waiting for!!! This adventure seems nice too, could be my first adventure buy :)
Wonder if aprentice wizards of every school will be able to learn those Lesser magic spells too a la WFRP 2nd edition. Would be awesome!
IMHO, It would be great to have a box depicting Altdorf or Middenheim a la City of lies for L5R with the most important locations, some hidden places for the game master and so on... There is a huge potential here especially with the third edition system which gives unique atmosphere for each areas the characters can explore.
This looks very atmospheric...
Right, good to see there is actually materials about Marienburg. But even if the adventures released so far for 3e do centre on small towns, they are based on the same usual chaos cults/beastmen/corrupted nobles plotlines. Well, maybe this last one, about a witch, will be different.
But surely enough, I still think it is time to go to bigger cities and start addressing other type of rule expansion, like trade. That's just my opinion, of course. And for sure I would prefer to see someplace that we didn't see in 2e, so, surely not Middenheim, Altdorf, Nuln or Talabacheim.
And, as I said before, I do think the adventures so far are surely great work.
Personally I think it's refreshing to keep the PCs out of the cities for a while this time around, as it will only increase the impact once they finally start getting to them. 2E did major adventures in Altdorf, Nuln, and Talabheim, and it's a nice change to see smaller, less obvious areas of the Old World explored. There's so much potential beyond the usual chaos cults/beastmen/corrupted nobles plotlines.
There's actually lots of material available for Marienburg out there, by the way. The old Hogshead sourcebook 'Sold Down the River' and the adventure 'The Dying of the Light', for example, could be easily converted.
Firstly, I was a little reluctant that the adventures took place in very isolate places but I was convinced at the end by the quality of the story, the possibilites it offered in game and by the great art. But I agree with you Pedro, I think It is time to go to broader places. It would be great to have a big city Sourcebook (Altdorf, Middenheim, Nuln, etc...), a box about the Moot and the Ogre county, Ulthuan, Athel Loren and so on... I don't want to compare the 3rd edition with Dark Heresy like some naysayers (Heck ! I know two groups of players which adopted the rules of the 3rd edition for 40K) but DH books has beautifully expanded the universe so far. Maybe it's time to do the same thing for Warhammer 3rd edition. And as Mr Grimace says Keep the products coming if you can go on with the same quality. There is so much to explore...
It does seem a great work. I really like this model for adventures, good, open and vast descriptions of a place, so we can use it in mopre than just the written adventure, and also precious rules to expand the game. 3e is missing a broader angle on magic, starting with witchcraft and ending with runemagic and elvenmagic (which, if I'm not mistaken, WHRP never had).
What is disapointing to me is that I was expecting a Marienburg adventure, maybe with expanded rules for trade. I'm missing working with big and important cities. I thing it is time for FFG to go bolder and start meddling with Warhammer overall description, giving us more to work with about the Empire and beyound, and the complexities of society.
Keep up the good work...and keep the products coming.
Holy cow, they are really cranking these things out - so much for the lack of news eh?
Very nice. Can you imagine a Mordheim campaign being created?
Wow - beautiful artwork. Finally it's time to go into the wild and meet rouge wizards. Darkness comes.
And this all means omens of war is getting closer and closer.