Welcome to Death on the Reik, part two of the revised and updated Director’s Cut of the Enemy Within, one of the most highly regarded roleplaying campaigns ever written! Created by legendary WFRP writer, Graeme Davis, one of the original writers of the campaign, the Director’s Cut provides additional material to create an enhanced experience that maintains all the mood and paranoia of the original. Death on the Reik carries on from where Enemy in Shadows left off, taking your unlikely heroes on a grand adventure up and down the remarkable Reik, the largest river in the Old World and trade route to the heart of the Empire.
Death in the Reik includes:
A selection of ‘Grognard Boxes’ that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Death on the Reik new and exciting. A complete guide to ‘River Life of the Empire’, detailing everything required to take your games of WFRP to the dangerous rivers of the Empire. The Enemy Within is the campaign all roleplaying game enthusiasts should play at least once in their lives, making Death on the Reik an essential purchase for all gamers.
All orders of this product include a PDF redeemable via Drive Thru RPG. You will receive a link included inside your order confirmation email.
In many RPGs a player will often say “well that’s what my character would do” and then it’s bad consequences for everyone. This campaign is a bit of an opportunity for the GM to say “well that’s what the world would do.”
The adventure is fun and the players sometimes get to be heroic but also get to be a piece of the setting as a whole and face some entertaining but also very grounded setbacks.
Most of the strength's and weaknesses of the previous volume, which means a pretty good adventure overall. There are more female NPC's this time around, with the eventual big-bad being a woman. Still a bit of old school railroading here and there, mostly in the more recent addition (late 90s) of an adventure that destroys the PCs barge to force them to go to Middenheim. There's a a lot of discussion wasted on ways to accomplish this when the focus should be on giving the players reasons to go to Middenheim that don't punish them with GM fiat. Fortunately, there is at least a little time spent discussing what to do if the players' boat isn't destroyed.
That's a minor issue overall in what is another good installment in the Enemy Within campaign.