Some regular forum readers may be aware that Wim (aka Whymme) and I have something of a feud going on regarding aspects of the second edition of WFRP. Thankfully, this is only on such creative matters and there is no real bad blood between us (I hope!). If there ever was, however, now would be the time I would have to eat my words and say come to my arms, old boy, all is forgiven.
Why? Because The Legend of Wolfgang von Horn is a superb piece of adventure writing that stands head and shoulders above most other Warhammer efforts, and indeed, the rest of the industry.
The concept is one of those simple yet elegant ideas that can be overused yet we never see enough of: the PCs get transported into the past to write a wrong in history. What's nice is that unlike most other such stories they aren't trying to put history back how it was but to make it better, and improve the futre at the same time. Legend has it that a magic ring was lost during a terrible battle when a mighty Ulrican knight defended a lone travelers' inn against an entire army of beastmen. The PCs are sent back to these events by Ulric himself to find the ring and ensure it remains to be found 200 years later.
Of course, this being Warhammer, Wolfgang actually sold the ring to an elven wizard to cover his enormous gambling debts, then through himself into a hopeless slaughter to cover his shame. After a night in an inn hearing the legend, the PCs wake to discover themselves back on the trail and lost in the past. They find themselves forced to walk in a certain direction, and pass several people on the road. After a while, these encounters seem to be excessive, but it will become important when the reboot occurs. They are also funny and are exactly the kind of thing that can be solved more effectively with repeats. They could have included more clues to the plot, but that can be fixed.
After this the PCs arrive at the inn, however even if they hurry they cannot get there before the sale takes place and the elf leaves with the trophy. This means that once the PCs finally realise why they are in the loop and what they have to do (some dreams are included to help prod them along in this) they still have to wait another night, and the climax of the adventure comes from beating the elf senseless on the road so they can nick his prize. Which is very WFRP, but a little anti-climactic.
Of course, they still have to spend the night somewhere, and find a way to protect the ring for 200 years so there are still many opportunities for drama and exciting endings. Which is the heart of this adventure: it presents a powerful and dramatic series of events which players will feel inspired to take part in, and which can change the world significantly, if they regain the ring. Which is impressive indeed for a one-off adventure, even one that might take three or four sessions to complete, depending on how many loops.
Presentation of the adventure is also first class. The maps are nice and the artwork absolutely perfect, but the real standout is the information. Herr van Gruisen provides a detailed timeline of the events at the bar, including the massive battle with over a hundred beastmen. By breaking the latter down into round by round events, you can run a mass combat without a million boring dice rolls AND one in which the PCs will see familiar events happening over and over. This provides what the best adventures should always provide: opportunities for hilarious and exciting roleplaying and story-making from the players.
In short, this is very sharp and perfectly balanced tool for delivering awesome, and one every GM should look at, and that almost every group deserves to play. If it doesn't win the 2007 competition, it will only be because it can't be finished in one night.

