/r/warhammerfantasyrpg
Welcome to the Warhammer Fantasy RPG subreddit, a place to discuss roleplaying done in the Old World! Share with us the devious adventures you're planning for your players, or complex character you're running as right now. Share with us your homebrew rules, podcasts, art, and music. As long as it's relevant it's welcome!
Welcome to the Warhammer Fantasy Roleplay subreddit, a place to discuss roleplaying done in the Old World! Share with us the devious adventures you're planning for your players, or complex character you're running as right now. Share with us your homebrew rules, podcasts, art, and music. As long as it's grim and perilous it's welcome!
In addition to site-wide rules we have the following specifics:
If you visit the subreddit frequently we recommend you check out the Expanded Rules Doc.
You may find an archive of Official and Fan material at the following link, we are constantly updating and expanding this with new material:
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"Once my players deceided to try and save some children being smuggled to Kislev by a radical sect in the Cult of Sigmar. It ended with a burning boat fill of children, half of Marienburg harbour going up in flames and the players on the run through the Wasteland."
/r/warhammerfantasyrpg
So let's say I want to get Lore (Riverways) from nothing to 6.
Does it take 10 or 15 XP to get from having 5 Advencement Points to having 6?
My GM says it takes 15 because he thinks the left row is about the target Advancement Point, not the one I come from.
But then I ask myself what the "0" is about, in that case the 0 would ONLY make sense if I first had to learn an advanced skill with 0 advances for 10 XP and then spend another 10 if I want to have it to 1 advancement points.. but that doesn't seem the case, also according to my GM.
Option 1: It takes 10 XP to get from 5 to 6 advancement points, the left row shows the number of advancement points you come from, not the where you're going to advance to.
Option 2: The left row is about the target advancement points but you need to "activate" an advanced skill first, so you'll have to get it to 0 with 10 XP and from 5 to 6 would cost indeed 15 XP.
Option 3: A weird mixture that my GM proposes that doesn't make sense, the "0" in the table doesn't make sense, you learn a new skill for 10 XP and have 1 advancement point in it, but it takes 15 to get from 5 to 6 anyway.
What's your option? :)
I wonder … has anyone built a graphic of the scenes and plot linkages for DotR? I seek something that is somewhat like a TLDR rooted in the outline depicted in the table of contents. I tag this as spoiler so players will avoid seeing the ‘big picture’ of this (linear LOL) sandbox.
I'm planning on running a campaign with Festus as a major antagonist and froma look at the 4th edition book besides the Warabnd of Bayl there isn't anything official. Is there any fanmade supplements or info from older editions?
Hi all :),
what are some slurs for npcs to use. I have dwarves, humans and elves in the party of a game I'm running and I want them to experience the worst of the world. Thanks! :)
Hey everyone, new here, wanted to see your opinion with a character Im roleplaying, as the title suggests, and have a laugh about it.
So, to add context, my friend offered me to be a player in Warhammer fantasy setting, because I had previously made DM for him and he loved it (played a bretonian knight who was secretly a vampire trying to redeem himself), so I gladly accepted and joking with him while creating a character I decided to make one who would have things as hard as possible, because obviously, Warhammer world was not deadly enough. After a lot of deliberation I decided to start as a Norscan/Nordic most basic warrior, who despises the gods, specially the dark four (yes I´m aware of how Nordics see religion), who was afraid to die and wants to take his people out of Norsca to free them from the grasp of the Dark Gods.
This idea came to be because I heard about this Nordic chieftain that rallied his men against Archaon during the end times (or storm of chaos, do not quote me on that) and that in older editions Nordics were not just the basic chaos marauders that we know of today.
The year is 2502 for map reference. For now, I have surprisingly prospered being a mercenary in the south, I have good money, some other Nordics/mercenaries(including a fairy somehow) have joined me and I´m trying to seduce a Shallyan Priestess, because she is the least racist person I have met so far. Also, apparently my character is a master linguist who has already mastered 5 languages and in the words of my DM "Has a shakesperian level in Bretonian" and I have had some character development so now I´m full Ulric gang.
And so I come for your advice on what would you do and where would you fit the whole population of Norsca. Also, extra points if you suggest what will probably kill me in the near future.
For my first WFRP review of 2025 I'm looking at the GM's Pack. It was for 2nd Edition WFRP but I think a lot of the content in it has value for any edition of the game.
See https://illmetbymorrslieb.wordpress.com/2025/01/29/review-wfrp-2nd-edition-game-masters-pack
Hello
As some of you might know, I created a website where I occasionally upload simple tools that automate processes for Warhammer Fantasy Roleplay and other TTRPGS.
I have just finished making an automated generator of runic objects based on the dwarf player's guide. I have been as faithful as I could to the content of the manual, though there are some things where I added a bit of my own. For example, each item has a 5% chance of having a master rune, and I decided to leave the enemies for the purpose of the rune of the slayer and rune of detection on Daemons, Undead, Dragons, Greenskins, Skaven, Elves, Humans and Beasts.
There's a 50% chance of a given item having 1 rune, around 35% of having 2 and around 15% of having 3.
There might also be a few objects, especially talismans and protection items, that might not make a lot of sense. Sorry for that, I did my best.
In any case, I hope this is useful for you. You can find this at https://faallenoon.pythonanywhere.com/runicGear4e/runicGear4e
If this ends up generating a memorable object, or somehow impacting your campaign, please let me know the details!
Hey everyone, I’m pretty much the only person in my friend group who’s into warhammer and RP, so it’s tough to ever play it for myself. Therefore these days I mostly enjoy watching campaigns on YouTube.
Has anyone got any recommendations for WFRP campaigns on YouTube to watch? Will be some good background noise while I’m working.
More relevant to 2nd edition specifically Barony of the Damned book.
Town of Grenouille Gate is confusing to me. Its location is described by this in the book:
"The town of Grenouille Gate straddles the Grismerie where it meets the border with Brionne to the east."
Mousillion does not border Brionne? Brionne is way to the south. Mousillion borders Bordelaux and Bastonne. Surely it was meant to describe either of those. Even then the description of the location is very vague. Is there a specific part of the river that it is meant to be located on? Like a suitable bend or chokepoint or something? Any help appreciated. At this point just treating Brionne as a typo and I am taking it to mean Bordelaux as this would be the logical direction of trade.
I know they aren't big on hierarchy or organisation, but who reports or answers to the Council of State and the Emperor for the organisation on the rare occasions it becomes necessary?
So I want to try and make a 3D printed topographic hex map of the old world for a big campaign so that we can chart where the players are and what is happening in the world (sieges, armies moving in across the map etc)
Does anyone know of a topographic map of the Old World or the Empire anywhere just so I can use that to base the modelling off?
Pretty much what the title says. I still play WFRP 1e (and 1e only). After four editions of WFRP, it's becoming increasingly difficult for me to find 1e content and discussion online. I'd appreciate any help finding a still somewhat active community.
Thanks in advance!
Hi all.
Our group are rather disenchanted with the Magic rules (including Winds of Magic), in particular the need for Channeling. We're considering this house rule, and wondering if there is a major game-ruining issue we haven't considered?
To cast a high CN spell, a Wizard (etc) makes an Extended SL casting test using Language (Magick). After each test the Wizard can choose to cast the spell (assuming they have reached the SL/CN required), or to abandon the attempt, or to 'hold' the Magic Winds and try again next turn.
eg to cast a CN 6 spell the Wizard makes an Extended SL casting test using Language (Magick) of 50. They roll and gain +3SL. Next turn they will roll again and hope to gain another +3SL and thus cast the spell.
We'll use the same rules for Critical casting, Critical failure, Cool test vs Damage etc.
Thoughts?
Cheers, Blair
Printed in A2 and laminated.
My obliged for any advice.
Ironically the party's engineer's mother is Bretonnian.
My players have managed to kill an old red dragon without damaging most of it's body and are now planning to sell it's corpse.
This is Warhammer Fantasy Roleplay 2ed. I am wondering how much could they get out of it and in need of suggestions. I was going to go with the price of a ship (12000 gold) but remain unsure. Note that they are planning to drain all of it's blood for ingredients and some of the scales/claws/teeth.
The place they are going to be selling the corpse at is Barak Var.
I'm thinking of getting into the game's latest release, but Rogue Trader also published by Cubicle 7, is EXTREMELY poorly organized to where finding the simplest thing was a chore. My group of three others also struggled. Is WHFRPG better? Are relevant stats or effects and so on pretty neatly organized? Are relevant examples around or everything marked well in the index?
I also understand this questions is completely subjective so I'm asking for your subjective opinion on the matter. bonus points if you played Rogue Trader too.
Hi! I'm, as said in the title, very new to wfrp. In fact, I haven't actually had a chance to play it (none of my ttrpg playing friend have, and I'm not really sure if my GM-ing skills are good enough to make them enjoy a new game) but I own the core rulebook and really love what I've read. My one problem is that for humans, it seems to be based all around Reiklanders. This would be fine, as it gives us more than enough room to just wave our hands and say "well, my character is Tilean, there are rules for worshiping the classical gods, so she worships Myrmidia." But Bretonnia, of course, has The Lady, which is not a god in the religion chart. Also, though a Grail Knight would probably be far too overpowered, the existing Knight class doesn't really work for Questing Knights.
Am I being too picky here? Should I just talk to the GM I end up with and ask if he could come up with some boons from The Lady if I want to play a devoutly religious Bretonnian? Should I just reflavour a different class as a Questing Knight? Probably, but still, Bretonnia is my favourite faction, and I want to know if there's any official content for them, even if it doesn't help with my current problems. Thanks so much!!!
🔥 What a powerful piece of music! This intense dark fighting music will take your WFRP sessions to the next level.
⚔️ Recently, we faced a brutal goblin chieftain, and this music perfectly captured the seriousness, intensity, and dark emotions of our fight. It provides a surge of energy and drives you forward during epic encounters.
🎶 Demonic Manticore - Intense Dark Fighting Music ⚔️ 😈 Do you have the courage to face the Demonic Manticore?
Listen on: 🎧 YT: https://www.youtube.com/watch?v=ETkIx-BPSis&list=PLqdI7Pc8s45HcRrHQLIwWj5fmAws9I_Mi&index=10
🎧 Spotify: https://open.spotify.com/track/3rYSVoY2y2vI3iyJ5gPqhM?si=9tW4Br18T4imcTMf0B_ABQ
🎧 Amazon: https://www.amazon.com/music/player/albums/B0DS5X8G1X
My players are going to run into Nurgle's worshippers and disease. Can the lore of life wizard just negate any diseases with their magic? Wasn't able to find any mentions :)
What do you think is the style of play? From reading the corebooks I don't really understand what the game is about. Like, d&d is adventures based on combat Blades in the dark is heists, pbta is about creating shared stories and naratives. What do you do in the game?
Im looking for ideas for a nuln-centric campaign, i know winds of magic has rules for elspeth as a patron, are there any other books that deals with nuln?
So I plan on starting a campaign soon. Not really a set overarching meta plot so much as a more episodic "what's happening to our adventurers this week" sort of deal that might evolve in that direction over time. I've got a couple characters my players have rolled up with that I'm hoping yo get some advice on GMing for though if anyone has time to help me out with. They're gonna be working out of Ubersreik at the moment and everyone else fits easily enough for having a reason to be doing freelance work: traveling Sigmarite, Halfling agitator journalist of high integrity. But then there's these two.
Knight of the Blazing Sun. Or a Squire rather. He didn't *start* with the noble blood talent. But it's part of the career, and afaik that order is all nobles. So that's a potential issue. The other being, if he is a squire, who is the Knight he should be serving and why would they A. Be in Ubersreik where I don't think that order has any business and B. Having his Squire off doing freelance merc work like a common bounty hunter.
A High Elf Wizard (Purple). This one can be somewhat explained as "Elves kinda do whatever the hell they want with 5d chess plans" and the player has said they like the idea of a Elven mage of Death having a fascination with just how quickly and often humans just keel over. but with the High Elf book a ways a way. I'm not sure how to go about handling the wizard progression and stuff as it's not like a HElf is going to be attending the humie colleges of magic up in Altdorf.
Any advice on how to handle these?
Join me as we embark on a thrilling journey into the grim and perilous world of Warhammer Fantasy Roleplay!
I'm a new GM eager to learn and grow alongside a group of enthusiastic players. Together, we'll unravel the lore and bring this classic tabletop experience to life.
What to Expect:
Free & Casual: No cost to play, just bring your enthusiasm!
Learning Focus: No prior experience needed! We'll learn the rules together and prioritize fun and storytelling.
Collaborative: We'll shape the narrative and roleplay together.
Relaxed & Friendly: A welcoming atmosphere for everyone.
Mature Content Warning: Expect strong language, violence, and some horror (mostly sticking to published material). NO XXX scenes.
Possible Starting Points: Ubersreik Adventures or The Enemy Within Pt.1.
Looking For: 3-4 curious and enthusiastic players who enjoy collaborative storytelling and are open to learning.
Availability: Generally available after 4:00 PM EST, but flexible. Games will likely be played on Discord, pen and paper style.
Ready to join this fledgling band of adventurers? Or simply discuss WFRP?
OR
If you're an experienced GM with open spots, I'd love to join your party as a player!
Let's have some fun
PS please state availability and edition is 4e
Deat GMs and creative minds out there,
first time GM here, first off even though it is my first time GMing I am not facing any troubles per se. I am thoroughly planing my sessions and scheming and plotting the overall events and stroy for my campaign.
Long story short, everything I came up with I did myself, aka I did mot use any of the offical, preplanned adventures from cubicle or other official sources. The only reference frame I use is the official WFRP 4th e rulebook.
That being said, I am looking for some advice/suggestions for a character on my players has.
He is slayer dwarf from the grey mountains who, through an accident, got his entire family killed and thus got expelled from his clan and took the slayer oath.
Since I let all my players decide/roll their characters as they saw fit (they got a bailiff, a duelist, a Wizard, a fence and well the dwarf), they are a very diverse group. I manged to give them all a backstory and contacts and enemies scattered around the Reik, so whereever they chose to go, they got something to do and I am not forcing them to go anywhere, I'll let it all happen naturally. This does result in a lot of plannings and also a lot going to waste when they decide to just not explore some sort of stroyline I layed out for them but I am fine with that.
Yet I just struggle to find anything for the dwarf to do/his purpose right now is to just gamble and drink away the little coinage the party manages to earn throughout their adventure.
Since he has no contacts/they are dead and he just wanders (sort of) aimlessly along the group, somewhat fulfilling his slayer career as he has slain beasts the party encounters, but it just feels not right to carry him around.
The guy role-playing the dwarf does a great job role-playing and he knows the rules and lore and anything but with such little backstory I cannot really get im to involved in the main storyline as his character more so follows around rather than driving the plot himself somewhat (through backstory or motiviation).
I would be really thankful for some advice/suggestions of what to do with this character regarding some story or quest that is not "tries to slay dragon, dies"
Feel free to ask any questions, I love WFFP and I am very enthusiastic about it (except pay money, I am broke and only got the core rulebook).