Edge of Night - Comments

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This is a semi-sandbox adventure module for Warhammer 3rd Edition, and my god would it have been

useful a year ago when I was running a semi-sandbox campaign in Ubersreik. My adventure even had
Skaven, just like The Edge of Night. Though I think my approach to the skaven was better, my map
definitely wasnt, because The Edge of Night is a well-presented product, with a great deal of content.

The Edge of Night presents an adventure in the town of Ubersreik, based on a skaven conspiracy, against
the backdrop of a political conflict between three noble families. To facilitate this adventure, the book
provides background information on the town of Ubersreik sufficient to, essentially, ground an entire
campaign in the setting. The adventure itself builds up to a climax that occurs at a ball held by one of the
noble families, but the path by which the PCs can reach this ball is left open, with the adventure description
making it clear to the GM that he or she has an almost infinite range of ways of handling the PCs progress
to this ball. In order to facilitate the adventure, the book contains a map of the town, with key locations
described not just in terms of their contents, but their relationship to the three noble families, and a couple
of rumours at each location that may or may not be relevant to the adventure. These rumours can open up
into whole other adventures if the GM wants to do the work, or can be dead ends or red herrings or clues
to the adventure plot. This gives the GM an almost infinite amount of time to track the main adventure; or
if he or she wishes, to have the events of the main adventure happen anyway if the PCs fail to get in tune
with it, which leaves the PCs having to deal with the fallout. It also means that the adventure setting
essentially can be turned into a campaign setting with a bit of extra work, which means that youre getting
a lot of value out of your 56 page module (and this is important with Warhammer 3, because the products
arent cheap).

A key part of the build up to the adventure is the development of patronage with one of the noble families,
and as is typical with a WFRP 3 product, the designers have developed the progress tracker/party sheet
mechanism to include a system of patronage. Basically, each noble house provides its own family sheet,
which the PCs advance along according to how their actions affect the noble family. As they advance, they
gain recognition, an invitation to the ball, and finally patronage. Each house has its own traits and allies,
and each family sheet provides benefits in the form of a talent accessible to the whole party when they
achieve patronage. Because the map describes which locations contain people sympathetic to specific
houses, it is easy for the PCs exploration of the town to lead to opportunities for patronage. Furthermore,
the adventure itself contains a few simple encounters for the GM to use to offer advances along the family
sheet. Patronage is valuable in its own right, so the family sheet is of use if the GM decides only to use the
town as a campaign setting; or, if the GM decides to deepen the political intrigues, the patronage system
could be useful in helping to place the PCs on particular sides of political and military conflict, possibly
without their having realized what is happening. The family sheet is a good example of the way Fantasy
Flight Games have developed a flexible mechanic and found ways to extend it to cover a wide range of
possible contexts. Its a creative idea.

Like other modules, The Edge of Night comes with a wide range of suggestions on how to lure the PCs into
the adventure, including but not limited to references to other modules. It also comes with a set of new
cards (actions and magic for skaven), new adventure locations, new cardboard standups, and the new
mechanic for patronage. I dont use the standups in this system very much at all (Ive never been able to

incorporate miniatures into my gaming) but the patronage mechanic is useful not just in its own right, but
as yet another example of the versatility of the progress chart mechanic, which I thoroughly recommend to
all gamers.

I would go so far as to say that The Edge of Night, in addition to providing a fairly complete setting and an
interesting adventure, is easily as good as the classic warhammer settings, but with the addition of some
very nice descriptions of, and mechanics for handling, political tensions between families in the world. I
think this aspect of the game makes it possibly on a par with the classic warhammer modules, and reaffirms
for me that WFRP 3 is providing a lot of new and interesting ideas for both Warhammer and for role-playing
games generally. Im hoping to set up a gaming group during the next year, and I will be aiming to run a
campaign in Ubersreik with the material in this module. I think that, even if you are planning on sticking to
WFRP 2, this module could provide some useful material for your campaign, as well as a complete setting.
Its another example of Fantasy Flight Games commitment to high quality work, and to maintaining the
authentic feel of the warhammer setting.

'Edge of Night' follows on from the events in the module 'Eye for an Eye' presented in the back of
the Warhammer Fantasy GM Guide. It is a robust, highly detailed module that could be played over a
number of nights.

The basic plot revolves around the rumours of Chaos taint and political upheaval in the town of Ubersreik in
the lead-up to a Masquerade Ball. There are plenty of class and race hooks to believably entice characters
into the adventure (certainly a lot easier if they have played through the events of 'Eye for and Eye'). these
hooks can also be used easily to create a number of minor subplots that can entertain players and really
flesh out the module.
Ubersreik is well-presented, with plenty of detail on the locals, services, commerce and superstitions and
there is a comprehensive historical section for GMs wishing to ring ancillary facts into the game. It all works
to create a realistic town that has its own internal consistency.

The plot progresses logically and there are enough elements here to ensure that players don't become
bored. There are some classic villainous races presented as foes; and the main ones (no, I'm not telling
what they are) is presented with just enough mystique that convincing the townsfolk of the truth will be
just as difficult a task.

The Masquerade Ball at the centre of the story shows that intrigue can be presented on a number of levels
and there is plenty of direction for the GM in this section.

Finally, the GM tools in the back are designed to help keep the small army of NPCs manageable and acts
well as a quick guide for the stats needed in the module.

Again, it benefits from the consistently good artwork, engaging writing style and sensible layout that I have
come to expect from Fantasy Flight.

Rating:

[4 of 5 Stars!]

Warhammer Fantasy Roleplay: The Edge of Night


Publisher: Fantasy Flight Games
by Robert H. [Verified Purchaser]

Date Added: 11/15/2010 09:11:51

I give this one star because the pdf is not in a format that allows cutting and pasting or which
otherwise recognizes normal text - e.g., when open in pdf if you do a word search trying to find other
instances of an NPC's name, it does not recognize the text.

As a pdf version of boxed set booklet contents, it is (as noted on product page) not all you need to play. It's
useful to have the printed content electronically accessible but to me if you can't search it by word or cut
and paste to edit into your own notes, the value of the electronic version is drastically reduced.

I have contacted rpgnow and they say they are trying to work with FFG over this issue. Until matter is
corrected, I believe it's fair other prospective purchasers are forewarned.

The actual boxed set of the adventure is great, good cards and materials, an adventure that uses social side
of things. I think it takes a good deal of GM thought to get the most from it and tailor the "lead in" to their
group, but if you're willing to do that it will be fun.

It's also got good material on the town of Ubersreik to continue expanding that "nook" of the Empire. If the
problem with pdf is correct I will upgrade rating to 4 stars.

Rating:

[1 of 5 Stars!]

Warhammer Fantasy Roleplay: The Edge of Night


Publisher: Fantasy Flight Games
by Shotgun G. [Featured Reviewer]

Date Added: 10/07/2010 15:16:53

A fantastic political storyline with a wonderful twist at the end, if your party is into combat-heavy
adventures this won't be for them. With plenty of background of the city of Ubersreik and lots of context
about the city - it gives a great atmosphere to put your players in! It is missing lots of the extras that would
come with a full printed copy like punch cards and tokens which is a shame but not unexpected. However
as a story itself it is an excellent story and really gives you a good alternative to the traditional monster
mash. I wouldn't hestitate to recommend this story.

Rating:

[5 of 5 Stars!]

I'm a little surprised not to have seen anything on Edge of Night, since it came out at GenCon! A ninja
shopper picked it up for me, and while I haven't finished reading through everything yet, I like what I see.
Here's my observations based on reading the first couple chapters and skimming through the rest,
obviously this is all IMO, and based on only limited information -- spoilers!
This has a very cool Old World feel to it. It's based in the town of Ubersreik. One chapter is a gazetteer of
the town and seems well-written and useful, with some history of the town going back a few hundred years
and then going over more recent events. I love having more context and descriptions, especially since this
was all pretty thin in the core box. This is definitely useful stuff beyond the context of the adventure itself.
The context of the adventure is that several noble families are jockeying for status in Ubersreik, which has
been a free town for a while, but rumors are swirling that the Emperor is about to revoke that status and
everybody wants to be the guy in charge. One such noble, an out-of-towner, is hosting a masquerade ball.
Additionally, Morrslieb has been acting strangely, and seems to be hanging constantly over the town. This
has inspired a gray seer lurking beneath the town to try and poison the guests at the ball with warpstone.
Overall, the adventure is a large amount of socializing and politicking building up to a pretty epic fight. This
happens to be my very favorite kind of adventure structure -- but if you or your group prefer more combatheavy adventures, this might not be the one for you.
The first part of the adventure is very loosey-goosey and involves the party basically exploring the town.
Various events they can get into can modify their influence with the various families, and by eventually
impressing one of the families enough, they get an invite to the masquerade (and need to find themselves
some costumes!), kicking off the second part of the adventure.
The ball chapter first describes the numerous guests -- there's a large cast of characters -- then goes into a
breakdown of the events during the ball, which runs from 7 PM - midnight. For every 15-minute increment,
several events are described. The party can get involved with as many of these events as they want and get
involved with as much politicking as they want. The three families are all trying to curry favor with various
partygoers and rules are given for how these attempts go and how to track what's going on.

At five different points, skaven make attempts to poison the food or drink at the party. Unless the party
catches wind of these attempts and stops them, at some point all hell will break loose as the partygoers
being mutating as a result of consuming the warpstone-laced food and drink. Eventually, the party will
track the skaven to their lair in the sewers underneath the town, which kicks off the last part of the
adventure.
This section is essentially a short dungeon crawl where the party discovers and beats down the gray seer
and his minions.
Overall it looks like a complex, but very fun adventure to run. Honestly, the details of the ball are so well
laid out that I could see dropping the skaven attacks entirely and just basing an adventure on the political
machinations -- since the political stuff will assuredly end (possibly quite early in the evening) once the
party figures out what's going on, there's a lot of good stuff you might not get to use.
Plenty of goodies, as you'd expect.
- You get a tracking card for each of the three families, which represents how the family regards the PCs. If
they advance far enough up the track, they are offered patronage: gaining patronage offers a several
concrete benefits, including a new talent card socket. (IE, having the Aschaggenbergs as patrons gains 1
fortune die on Charm checks in certain circumstances, a 20 silver/month stipend, and provides the party
with access to a Focus socket.)
- Some player handouts and maps. Unfortunately these are in the same size as in the Gathering Storm so a
couple of the maps are a bit too small to be useful IMO. Frankly I'd probably do a full-size photocopy of
these. I hope FFG moves away from this size for maps in future adventures!
- A bunch of new location cards and a few item cards
- Skaven action cards! You get six spells (4 rank 1, 2 rank 2) and one support action. These all seem really
cool.
- A few new talents and a "Frenzied" status card
- Influence tokens for each of the families, and character cards for each of the major guests at the ball -you can use the tokens to track who the guests are allying with, and also track how far along in their
agenda the family is
- Various standups, and a 13-space ubertracker for tracking the families' claim to the town
- Some corruption tokens and mutation cards for warpstone mayhem. A synopsis of the corruption rules
from Winds of Magic is also included in case you don't have that set. A nice bonus: the mutation cards are
different from those included in Winds of Magic, so you can throw 'em in and won't have any dupes

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