/r/warhammerfantasyrpg

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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 Old World!

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!


Simplified Rules

In addition to site-wide rules we have the following specifics:

1. KEEP CONTENT RELEVANT TO WFRP+.

2. ADHERE TO CURATION STANDARDS.

3. NO FIGHTING OVER GAME SYSTEMS.

4. PIRACY AND COPYRIGHT INFRINGEMENT IS NOT ALLOWED.

If you visit the subreddit frequently we recommend you check out the Expanded Rules Doc.


WFRP Fan Index

You may find an archive of Official and Fan material at the following link, we are constantly updating and expanding this with new material:


COMMUNITY LINKS

You may find our sister forums at the following links:



If you have any other concerns or queries then feel free to Message the Moderators.


"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."

- GV, Discord

/r/warhammerfantasyrpg

23,697 Subscribers

13

Bogenhafen map for PC (polish)

đź“Ś A map of the Bogenhafen for players to fill out while exploring the town during, for example, the Schaffenfest. It's Perfect for The Enemy Within first part - Shadows over Bogenhafen.

The author of the map is Paweł Kłopotowski 💪 that's why it's in polish 🇵🇱

📝 I have added white, empty fields with numbers, district colors and town coats of arms to the original map. If you are interested I can add English district names as well 🇬🇧

Spoiler for GM only:

!🔢 For GMs: These numbers are from the official map from Enemy in Shadows books (the map before city guide).!<

#warhammerfantasy #warhammer #WFRP #TheEnemyWithin #bogenhafen

5 Comments
2024/04/11
09:07 UTC

1

Player wants to add potions from previous editions

So one of my players is playing an apothecary(we are in 4e) and he thinks that amount of potions and poisons is kinda small so he resereached that there is books that add cool potions like a potion of dragon breath in 1e and 2e and wants me to try to add them to 4e. What is the best way to do it without breaking the game and still keeps it fun?

2 Comments
2024/04/11
08:16 UTC

1

Horse and Coaches Inn, a map

i'm running two campaigns of the Enemy Within Story. sometimes i like to prepare maps for our sessions. maybe these maps are useful to others, so i will upload them here in this subreddit. i always read and sometimes ask and was never clever enough to help someone else. so this is my try on "giving back".

I know, the map of this Inn is already in the book, and pretty nice, but yeah, i wanted a higher resolution.

but i added a lot of details to the maps which are not in the official books..

e.g. the flowers at the balcony (in my game Herpin, the barman working for Gustav, is very shy and prefers flowers over people.., also i had an amethyst wizard in of the groups, so i thought it would be nice to add some ingredients the may find useful, but of course they never found the balcony, hehe)

anyway, i hope someone will find them useful.

https://preview.redd.it/oyctvyx5potc1.jpg?width=6600&format=pjpg&auto=webp&s=94081bf913271391912d3a33c50a01691c7eeea9

https://preview.redd.it/gf00r7djyotc1.jpg?width=6600&format=pjpg&auto=webp&s=3f194a34b353e571199bca7d5736a8f14a0313d5

1 Comment
2024/04/10
16:02 UTC

1

Sie and Equipment

Alright, so. I have a question about a creatures Size and how that interacts with their Equipment, and I haven't been able to find the answer in the Core Book.

We know that, in combat, Size can do a lot of things. Like, for example, in a fight between an angry Human (Size Average) and a Halfling (Size Small). While the Halfling will get a +10 Hit Bonus against the Human, the Halfling will also have to worry about taking a Fear 1 test and also risk the Human doing a Stomp attack to them.

But what about gear? Let's say the Halfling manages to kill the angry Human and loots a Mail Shirt and a Sword. Is it fair to assume that the Mail Shirt and Sword would be of Average Size? Would the Halfling suffer penalties or bonuses for using Average Sized gear?

The only examples that comes to mind are Little Lord Thorncobble in Archives of the Empire 1 and the Ogre rules in Archives of the Empire 2. Little Lord Thorncobble is said to have a Tiny Foil as part of his equipment but none of the other Halfling characters in that same section are specified as having short swords, short bows, etc. In Archives of the Empire 2, the rules for Ogres say they would treat a Human-sized sword as a dagger and wouldn't be able to use a Halfling-sized blade at all.

But aside from that, I can't find any rules that cover a creature using Gear that is too large or too small for them. Any help would be appreciated.

5 Comments
2024/04/09
21:13 UTC

334

New Videogame New Meme

30 Comments
2024/04/09
18:56 UTC

1

how to make lore friendly female empire soldier?

i am have plans to do a campaing and got curios how to make lore friendly empire soldier. what is the best way to do it?

Edit: ty for all for helping me with the info. Thanks you all (:

28 Comments
2024/04/09
13:02 UTC

19

Carrion Company S3E18 Band of Armed Men is out now!

Much belated, here is the latest episode of carrion company! Apologies for the weight. One of those mix of errors that all come together at once. either way its here! Enjoy!

​

https://www.toatabletop.com/podcast/episode/79af4ad0/carrion-company-s3e16-band-of-armed-men

https://preview.redd.it/uqcnbple4ftc1.png?width=3000&format=png&auto=webp&s=dad6f7cee847fba0b9d5aeaa68b86b11a1a8e188

0 Comments
2024/04/09
08:55 UTC

1

Suggestions on how to handle character creation for a group of beginners?

I am going to be runnning a one-shot for a group of friends to try out WFRP, they are all somewhat experienced in TTRPG's in general, but have not played WFRP, nor do they own materials like the core rulebook. I own a copy of everything relevant needed for the game.

How would you suggest going about creating a character from scratch for the players? I thought about printing out the relevant pages out of the rulebook, but that would mean 120+ pages of paper for each player. You could maybe condense those pages down if you were willing to some editing, but I'm not sure if that's worth the effort.

The second method I had in mind was to go through character creation as a group where the players roll for their race, career etc. and I tell them their results. This however will still require some materials for the players to visualize their career/skill/talent choices better though.

Any help to a novice DM is greatly appreciated.

8 Comments
2024/04/08
08:58 UTC

2

Enemy Within Campaign ONLY FOR GM EYES - Spoilers

HI All,

This is a question to GMs as I am a little stuck for ideas and have a session for tomorrow, and it's looking a little bland at this stage, I'd love to hear suggestions or how you played out the following description. Be weary as a player you might find some spoilers here, so I suggest you ignore the rest of this post. I will limit any Campaign Information as much as possible.

!I've managed to get the Priest of Ranald (Franz Baumann) to have the players do a job for him and enter the Steinhaggers office in search of a McGufin (the confession of a "Conrad Reif" who built the tunnels in the sewers to his office and the other "rooms" ), I need them to start finding some clues as they are a little lost. We are on the night of DAY 2. !<

!My question specifically is how could I spice up the encounter as we have a wizard with the Lock Spell (Can open any non-magical lock), also a thief (I can make some locks only openable by him to give him some limelight), a smuggler considering becoming a Priest of Sigmar, (after his twin Brother Kasto Lieberung was found dead) and a Pit Fighter. The whole scene seems a little bland with only a guardsman and his dog.!<

Any Suggestions, ideas, or stories to share?

I will be playing tomorrow 9th of April. Feel free to continue adding for future GMs after tis date.

1 Comment
2024/04/08
16:50 UTC

49

Work in Progress: Linework of this town map based on the Old World architectural style. I plan to develop some of the buildings into their own maps.

6 Comments
2024/04/08
18:22 UTC

0

DM moves my PC, is that OK?

I have played D&D 5e before, but I am playing my first game of Warhammer Fantasy RP 1st edition, and had a disagreement with the DM, most of the disagreement was do to me misunderstanding the situation, but the DM did something odd, odd to me coming from the way all the other D&D DMs did things and wanted to ask someone that has experience in Warhammer if that's just the way things are done there, or if thats something i should talk about with my DM.

4 players: human, elf, dwarf, halfling (Me), We are relatively low level, I got weapon skill 25, strength of 4, toughness 2, so im no good at melee at all, ranged character build.

We came upon a small hut and wanted to camp near it. We decided to ask the occupants if we can camp close to the house, so we came up to the door (the door was just a cloth hanging from the top of the door) and asked if any one was home, when no one answered I opened the curtain with a finger and we heard weird voices. We all figured they sounded like goblins, and out human freaked out with rage and wanted to attack. So the fighter rolled what i thought was a persuasion (at least i thought it was a persuasion check, but the DM made it sound more like the 1st level command spell from D&D) check with i think leadership, I thought we would discuss how to defeat the goblins at this point but we were made to charge in, that was my misunderstanding. Up to this point everything is fine, I just misunderstood slightly. but when we enter the initiative order was elf, halfling (me), human, dwarf. So I follow the elf, I want to go to the right corner of the house with the door to my left, but the DM forces me to go right behind the elf, then after the human, and the dwarf comes in behind me the DM moves all our models around and my character is in the front with the elf beside me to my left.

So my question is, is it common for a DM to move PC like that? i know in D&D would be really bad DMing if they moved someones character like that, is it different in Warhammer Fantasy RP?

UPDATE:

To give some more context, when we were at the door the atmosphere got more heated with the human becoming enraged (probably because he has some internal hatred of goblins? but he did not share that with the party yet) so, yes, the DM had the fighter roll a leadership test to make all of us charge in. I think he wanted to represent chaos in a heated situation, and he wanted us to make protocols for what happens when we engage enemies.

CONCLUSION:

Thank you all for the input, it is much appreciated. I will take this situation and what i have learned from all your feedback as a learning experience and leave this particular incident alone. If the situation ever repeats I will than talk to the DM politely in privately to see if we can come up with an agreement.

CLARIFICATION:

I forgot to mention, after failing leadership, the DM did allow a roll to oppose the charge order, but i misunderstood thinking it was to want to kill the goblins (like plan and than act) not just charge in, so i chose not to contest, because my character dose not like goblins.I forgot to mention, after failing leadership, the DM did allow a roll to counter the charge order, but I misunderstood thinking it was to want to kill the goblins (like plan and then act) not just charge in, so I chose not to contest, because my character does not like goblins as well.

32 Comments
2024/04/08
17:21 UTC

2

Enemy Within Campaign ONLY FOR GM EYES - Spoilers

HI All,

This is a question to GMs as I am a little stuck for ideas and have a session for tomorrow, and it's looking a little bland at this stage, I'd love to hear suggestions or how you played out the following description. Be weary as a player you might find some spoilers here, so I suggest you ignore the rest of this post. I will limit any Campaign Information as much as possible.

!I've managed to get the Priest of Ranald (Franz Baumann) to have the players do a job for him and enter the Steinhaggers office in search of a McGufin (the confession of a "Conrad Reif" who built the tunnels in the sewers to his office and the other "rooms" ), I need them to start finding some clues as they are a little lost. We are on the night of DAY 2. !<

!My question specifically is how could I spice up the encounter as we have a wizard with the Lock Spell (Can open any non-magical lock), also a thief (I can make some locks only openable by him to give him some limelight), a smuggler considering becoming a Priest of Sigmar, (after his twin Brother Kasto Lieberung was found dead) and a Pit Fighter. The whole scene seems a little bland with only a guardsman and his dog.!<

Any Suggestions, ideas, or stories to share?

I will be playing tomorrow 9th of April. Feel free to continue adding for future GMs after tis date.

3 Comments
2024/04/08
16:49 UTC

1

What item for a bright mage?

Hi all, I have a bright mage in my player group, who is a bit frustrated with his combat performance. He's on career level 2 and just frustrated that he needs to spend multiple turns channeling and then still possibly miss his casting check - or have the encounter be over.

I get that and I don't want to just send him away with "shouldn't pick a mage in a warhammer fantasy setting". Is there any item that might help him feel a bit more effective without it breaking the game too much? I realize that's probably a tall order and I'm not yet familiar enough with the system to confidently homebrew something.

We do use the Winds of Magic rules if it helps.

2 Comments
2024/04/08
10:17 UTC

22

Are characteristics gained from prior careers counting when completing a new career

This is an excerpt from 4th edition book page 48.

It says: “Skills and Talents you have gained from advancements prior to entering your current Career count towards this.."

They omitted “characteristics”, is that an error or it’s really how it works?

Ex: A tier 1 Flagellant has Toughness and the player completed this career then switched to tier 1 Witch Hunter which also have Toughness.

According to this rule, since characteristics don’t count he would need to get to avance 10 in Toughness to complete the new career, but 5 in the others.

Thanks for your inputs.

6 Comments
2024/04/07
18:52 UTC

2

I have a question are there any homebrew stories out there for evil campaigns?

6 Comments
2024/04/06
20:20 UTC

26

Old World Map

Greetings & Salutations,

Just getting into WFRP and was curious if there is a giant poster map of The Old World? I should start receiving some 4e books this month and wanted a large map to help me understand the world and its' locales.

Can anyone tell me if there are differences between editions as far as the world map goes?

Thanks for any help!

PS: If there is a physical map published, where should I go to get one regarding online retailers?

22 Comments
2024/04/06
17:06 UTC

2

No idea for my adventure epilogue

Please guys, help me with my creativity crisis :-)

For some time I have been GM-ing, I have been creating some simple one-shot adventures for my players. As I was getting better and better with being a GM, my players were absorbed with every adventure, at some point I decided that it's time for something bigger. So I created an adventure that I will present to you below. BUT. It's been several weeks, we are nearly at the end of the story - but I don't have the end of the story xD I have no friggin’ idea how to end this, also I'd like to leave an open door to connect this story to another. I won't describe everything in detail, I will rather write this post using some shortcuts, cause' it could be much too long. A scenario was also created for a party of four which contained a dwarf longbeard warrior, an elven ranger huntsman, a human wizard and a human witch hunter.

For purists and extremists - I know that this story isn't fully lore-compliant, but as a GM I can create whatever world I want - so I don't give a f :-) Also forgive me for my writing - English is not my native language. And feel free to copy this scenario for your sessions if you like it :-)

So, the story begins...

Story begins, like usual, at the tavern. My players came to county of Nordland. Local authorities are looking for someone capable of handling a dangerous mission in the name of dutchy safety. Players start at the late evening in the small town not far from the town of Middenland, let it be Shoninghagen or whatever near Middenland. I use map from Google from Gitzmann's Gallery. They stop at the big tavern. Inside I let them do whatever they need and after this I introduce an authority man, who is also traveling to the Middenland. This man will provide players with some basic information - there is some monster in dutchy, no one knows what it is or how it looks like, except of the dead ones. It attacks people only at night, it chooses only those that are in the strength of age, leaves children and old ones. It sucks life energy out of its victims, then leaves them gradually aged and weakend, insane, with foggy eyes, talking nonsense. Victims always die couple days later. The man can also provide players with a letter that will allow them to speak with the count. At night some noise will wake players. In one of the rooms they will find a man attacked by the monster. In a room is no light, except of glowing white eyes of a humanoid creature. Creature throws body at the players and flees with one big jump through the hole in a wooden wall that earlier was a window. These events should state all basic information for players and also make some first sketches of plot. Players must follow clues, connect the dots between the information they have, and on their own find out what this creature is and how to defeat it.

First chapters

I give my players a lot of freedom in pursuing their goals, I only assume important milestones that they must complete - and these milestones I will describe here. So they eventually come to meet the count. Count will be desperate in resolving the problem. People in county are very nervous due to living every day and night in fear. Count will promise them gold or whatever he can provide, of course within reason - this means no magic stuff or else like that. He will tell players that this kind of monster has already once terrified the county long time ago. In Middenland is big library, that contains contains a chronicle of history of the county, there they can get some more information. Players will go there meet the librarian. He will tell them about past events that later were named "Unexpected alliance" (or put there some other fancy name).

Couple of centuries there was some renegade dark wizard that was experimenting with creating magical beasts. He had his magically secured hideout in tunnels under Laurelorn forest. He created a monster that he could not tame, monster killed him and got out, started killing elves and humans in Laurelorn and Nordland. Elves tried to handle this by themselves, but they couldn't, so they made an alliance with humans and together they followed the beast to the hideout and set explosives to the entrance, so the beast would be buried inside or at least could not get out and die of famine. Later due to the heavy losses, elves abandoned Laurelorn and left for Athel Loren.

Disclaimer - paragraph not for players.

Centuries later to Nordland came another renegade wizard - I called him Eliphas. He found old hideout of his dark wizard idol, dug to his laboratory, took all the notes, recreated them and continued his work. During his work he found out how to tame the beast and also how to make it stronger. Eliphas main goal is to become Prince of Chaos. He has a magical item called a phylactery which, when filled with the life energy of souls, can be used to open a huge rift of chaos and trigger an invasion of demons. Eliphas hopes that opening this rift will allow him to gain the favor of the Chaos Gods and ultimately lead to his transformation into the Prince of Chaos. Eliphas took over abandoned Brass Keep, but his work drew the attention of Chaos cultists that came to take advantage of the opportunity to get in favor of Chaos Gods. Eliphas took one last try in creating beast - and finally it worked. But due to fear that the beast is not yet in full strength and of losing the beast in fight, he fleed with it. He returned to hideout under Laurelorn and further continued his work, but dark magic influence was increasingly distorting the elven forest and twisting it in evil ways. With the beast binded to his will he used it to harvest life energy and fill the phylactery - beast sucks life energy out of victims and pours it into the device.

Back to the players

Visiting the library provides players with more information, they know where it comes from, but they still lack knowledge of what it exactly is and how to kill it. Librarian does not know where to find this knowledge, but he will tell them that he had heard of a twin chronicle of these events, written by the elves, which contains the missing information . So players will walk out of the building with no further clues. I will slightly prompt them by gathering people on the market square. There they can meet a merchant that sells some elven stuff like amulets and some really fine furs. Players can ask for the source of his elvish wares and he will direct them to the village of Winsen, west of Middenheim. He will tell them that in this village lives a huntsman, who walks into the now cursed and twisted by dark magic Laurelorn forest without any harm. Players will go to the village, meet the huntsman. The hunter lives in isolation on the outskirts of the village. The people in the village are nervous, terrified of the beast, reluctant towards the heroes, and some may even be hostile. The hunter offers his help in reaching an abandoned elven enclave in the forest in exchange for getting rid of a group of goblins that are harassing the village and stealing supplies. The players agree to this, the hunter leads them to the goblins' hideout, but during the fight, orcs join them and the hunter is killed by them. Next to his body, players will find a map of the forest with the location of the mentioned enclave marked. With no other option given, players head into the forest. Inside the forest I have prepared for them some twisted strange encounters, seeings and other mindf-ing stuff I won't be describing cause it's not plot-important. Eventually they get to the enclave and find this elven chronicle that contains some more information about the beast.

About the beast

I call it Ulfhedinn. The creature is a cross between a lycanthrope and a shadowhound. The beast retains the werewolf's appearance as a humanoid wolf. A muscular body covered with fur of an unusually deep black color. The fur is uniform in color, does not reflect light, but seems to absorb it, making it almost invisible in low light or darkness. The mouth is bristling with fangs, the eyes glow slightly red, the claws are large and sharp as razors and can easily cut steel breastplates. The beast has the characteristics of a shadow hound, which is why its natural habitat is all shaded spaces, it loves darkness and darkness and stays away from such places. especially. However, he does not shy away from coming out of dark corners at night. She is not afraid of the moonlight or sources of fire, but sunlight is deadly to her. She is resistant to all black magic, and as a cross with a lycanthrope, she is strongest during the full moon, has regenerative abilities, and feels very good in the company of real wolves. After being brought back to life by Eliphas as a magical creature, it has the ability to suck the life force from its victims and transfer it to its master's phylactery. During a fight, the beast does not mindlessly attack its opponent with fury. He likes to play with it, follow it, subtly announce his presence, cause fear and anxiety. It lurks in the dark, where it is almost invisible, tries to isolate individual opponents from the group, selects targets based on the threat they pose. When she starts to engage in direct, open combat, she is usually forced to do so due to the lack of other options, she tries to knock down her opponent and drag him into darkness or wound him in a way that permanently reduces his combat value.

What next

However, the rest of the book looks like it was written by someone completely different, in a supposedly runic language or other stuff that none of the players knows, and the only words that will be possible to read are "The Chronicles of Nordland" and a dozen or so pages later "Brass Fortress". The text ends with a line across the page of the book. This is a clue leading players to Brass Fortress, but deciphering it requires the help of the Nordland Chronicler.

The players will set off on a return journey, but to their surprise, almost every village will be a battlefield with the corpses of Nordland soldiers and villagers, and among the dead bodies there will only be distraught relatives of the dead wandering around, lamenting their death. Entering the fields of Shadensumpf, they discover that a quite big battle has just taken place here between Nordland soldiers and unknown opponents, lightly armed and mostly without armor. If the players do not ask any NPC about it by now, in the last village before Middenheim, Norderingen, they will find out that they have not been in the forest for just a few days, but a few months. At that time, tensions between the people and the Count of Nordland became so intense that a rebellion broke out; during one of the Count's next speeches, the inhabitants of Middenheim started riots that spread throughout the city. People took up arms, the count's guards and soldiers could not cope with them. The inhabitants casually, led by a certain Gothard, rushed into the palace, a fight broke out in which the count died and Gothard took his place. The news quickly spread around the area, and soon all the count's loyalists came under Gothard's orders to start spreading new orders in Nordland.

Players entering the city will be arrested by the guards and taken to Gothard. He will propose a deal. The order to solve the problem of the beast will remain valid, but due to the circumstances, he cannot allocate as large a reward as was planned, because the coup will not be possible without funds. However, he will offer players the mace of Mayor Winsen, in exchange for killing a goblin tribe and saving people's food supplies. And also a small deposit of 1000 crowns to start the renovation of the village.

Last pieces of information

If the players return the book to the Chronicler in Middenheim, he will be able to translate the text from (insert fancy dark language name here) into Common Speech. Satisfying the players' inquiries, he will pull out one of the dustiest books about how the Brass fortress once belonged to Nordland, and was besieged and destroyed during the Norscan invasions from the north. The empire drove out the invaders, but the northern borderlands never fully returned to their former glory, including: the Brass Fortress was never rebuilt.

Many years later, local travelers began to report strange shadows sometimes hovering over the ruins of the fortress during the day. Soon after, the ruins were occupied by Chaos cultists (Eliphas fleed with his beast right now). Supposedly, by performing foul rituals aimed at bringing their demonic Gods to earth, they opened a rift through which a demon entered our world. But this was no ordinary demon. The demon gave each cultist a choice - either they die immediately or they can save their lives by answering one question. The first one to answer the question will be able to request one thing from the world of Chaos. Apparently one of them managed to answer correctly, and in return he demanded the (insert fancy dark magic book name here) - a mythical book from the dimension of Chaos containing the darkest rituals, including: those dealing with creating beasts from dark magic, enslaving them, as well as rituals that allow them to be cursed and sent beyond the Warp. Driven by a mad desire to master the dark knowledge contained in the book, he gathered a group including a scribe. They soon set out into the dark depths of the lower chambers deep in the bowels of the fortress to bind the demon using the magic contained in the book, and the scribe carefully recorded every step of their journey in case they got lost somewhere in the maze of corridors and chambers. However, this was a huge mistake, because the demon turned out to be so powerful that it would take at least three times as much force to make even the slightest impression on it. A massacre broke out, the angry demon slaughtered more and more followers of Chaos, one after the other. The scribe grabbed the book and made a desperate escape, but suffering from a fatal wound he fell lifeless at the mouth of the tunnels, but he managed to hide the book somewhere underground in the fortress so well that even the demon himself is said to be looking for it to this day.

Players won't learn anything more. When they leave the chronicle, they will be accosted by a hooded figure. This character will turn out to be a local personality of the criminal underworld, specifically the head of the local thieves' guild. As he himself states, he is not an ordinary pickpocket, but steals very valuable, rare and unique items on commission. He will reveal to the players that he overheard their conversation in the chronicles, as he was looking for information about the Stronghold there. He will also reveal that he knows a safe way to the gates of the fortress because he has already been there once, but contrary to appearances, the fortress is not a quiet place with a demon locked in a very deep basement. The courtyards and corridors of the fortress are haunted by the restless souls of cultists who were banished from death by the demon, and the walls, floors and vaults are full of various traps. During the conversation, the thief will reveal that during the only expedition he undertook to this fortress, he was supposed to recover an extremely valuable magical necklace carried by one of the adventurers who went there, and he also heard rumors that the necklace was only a part of what could be found there. He doesn't believe in the rumors, but the fact is that he barely escaped with his life, but he managed to recover the diary of a scribe who was with a group of cultists. As one might expect, it has been poorly preserved to this day, it is missing a dozen or so pages, some are incomplete, but the most important seems to be intact. Of course, we are talking about the path to follow deep into the mountain and the locations of at least most of the traps. The thief offers his help in getting through the corridors of the fortress, if the players agree to help him find the necklace, everything else they find along the way is theirs.

Getting to the end - players eventually come to the keep, fight whatever they encounter there, avoid or survive lots of traps (the thief that accompanies them can die or survive and find the necklace and then abandon them). After all this they finally find room with the demon sitting on a throne. They resolve his riddle or - if not - demon casts them into a series of three puzzle rooms. When they resolve them, he gives them a chance to get what they want. They want of course the dark magic book, I call it Dark Maraz. He tells them that he cannot provide it to them because cultists casted some magical cursed stuff on it, that also binds him to this place and he cannot get even close to it. But if they can lift the curse, they can take the book. On the stone altar lies a chained man. Before the altar stands a stone bowl. Above the altar, a book levitates surrounded by a magical sphere that deals damage and knocks back anyone who touches it. The puzzle is to fill the bowl with blood, no matter whose blood it is. It is also a bit of a moral dilemma - to bleed a stranger, guilty or innocent, and use his blood, causing him to die. Or each player will lightly injure themselves and fill the bowl with a portion of their blood - which will not kill them, but will weaken them. In conclusion, when the bowl is full, the magic sphere will disappear and players can take the book, then leave the castle. Dark Maraz that they retrieved contains information on how to cast the beast back to the Warp and curse it from ever coming back.

That's all folks!

Yeah, that's the point where my scenario ends right now. It's been several weeks and I can't find out how to end this adventure, no idea for an epilogue. I was thinking about the fight in the wizard's hideout, where players curse the beast into the Warp but the wizard escapes through the portal telling them that they will meet again. But really I have no idea how to write it, I have some creativity crisis, so I ask you to help me. Community helped me several times already. I'm very thankful, I know you guys have some great imagination! GMs, gather!

2 Comments
2024/04/05
14:20 UTC

2

Traveltimes in the Reikland - suggestion/question

Well, i couldn't sleep, so i tried to wrap my head around the traveltimes and distances of the reikland. I don't know if this is an issue for english speaking people but the german rulebook uses miles, which are 1,6km which is an odd thing. The complication is intentional i think, similar to the strange money conversion rate, so that the players are disconnected from their actual math skills and give players the possibility to play a smart/mathy character without having the actual realworld skills. So i think there is worth in trying to not completely skip this stuff, but thats just my opinion.

The exact dimensions of the Reikland are not mentioned as far as i know, but i wanted to have a realistic sense of scale for my game so i measured the part of germany the reikland was inspired by most i'd say, North-Rhine-Westphalia. The shape is similar a bit rotated, its capital is DĂĽsseldorf, people there drink Alt beer -> Altdorf. The biggest river there is the Rhine, in german its Rhein, so yeah, Reik, the topology of the landscape is similar, close to the netherlands/Wasteland, and so on.

depending on from where you measure, the length of NRW can be rougly said to be between 230-300 Km being a compromise between beeline and actual travel distance, when taking roads, converted to miles this would be 368 - 480.
I've tested this scale against some distances between cities like Helmgart and Eilhart and it's often times around 30-50 Km, 45-80 miles, which is similar to the areas with the corresponding population density of the real-life equivalent.

a carriage of 6 mph seems to be pretty slow, compared to reallife carriages, seemingly reaching 8-12 mph, but anyway.

according to this scale, using the bigger example of 480 miles, this would mean that traveling the whole length of the Vorbergland by carriage (Movement 6 mph) would take 80 hours, which would be 13 days of travel with 6 hours pure travel time per day, without exhaustion, for a cost of 2,5 Crowns.

do you think this would be reasonable or excessive?
did i miss something?
how do you handle travel times and distances?

I'm tired now.

7 Comments
2024/04/05
13:03 UTC

140

My Warhammer rpg collection.

Collected over the years.

18 Comments
2024/04/06
02:04 UTC

16

New pdf-only release: The Hahnbrandt Militia

This looks interesting - a pdf-only product which is in the same format as the enemies books (Cluster-Eye Tribe, Night Parade, Warband of Bayl Many-Eyes), but which is about an Empire militia force - so presumably intended as more than simply a set of adversaries.

The Hahnbrandt Militia is available here from DriveThruRPG (affiliate link) or here from Cubicle 7.

4 Comments
2024/04/05
15:34 UTC

1

Spirit and soul of chaos

My question if there is somehow in the lore of warhammer a creature (like a ghost or smth like this) that is created by the death of a powerful chaos mage, like the remain of a his chaotic soul ?

4 Comments
2024/04/05
10:48 UTC

1

Revising "Shadows Over Bogenhafen" Villain For 2nd Playthrough

I've already run through the "Enemy in Shadows" 4E redux of the TEW campaign in one gaming group and have been roped into running the campaign again with a (mostly) different group ... so I want to change things up so the player who is in both groups doesn't immediately know what's going on. To that end, I'm kind of wanting to change things up in Bögenhafen. Rather than Johannes Teugen being the "big bad," I'm wanting to have him be a patsy and am trying to figure out who is the best option for this.

In the 4e Enemy in Shadows book, there are some suggestions - it offers Franz Steinhäger and Friedrich Magirius as the most obvious, but also mentions Magistrate Richter and Hieronymus Ruggbroder as options, but I'm not actually sold on them. Some of the other options I've been considering:

  • Heinrich Steinhäger, Franz's brother, or (perhaps more interesting) Franz's son, Albrecht. Heinrich works as the adventure flat-out states that he's willing to have his brother murdered to take over ... though if he's got access to Gideon, why wouldn't he have already put that into motion? Albrecht potentially works better either as someone newly returned from University with a new "friend" who is quietly encouraging the young man to advance the timetable on his inheritance or possibly even as Gideon simply pretending to be Franz's son who the daemon murdered and replaced. Either of those seem like they could be relatively easy to work in.
  • I am intrigued by the notion of using Magistrate Richter with the conceit that he's super frustrated over the merchant families having so much power in Bögenhafen and him wanting to knock them down a peg. Thus, he could be setting up the Ordos to take the fall for what he (mistakenly?) thinks will be some minor event that Gideon knows will be the big Chaos Gate thing. So Richter's entire public personality as a genial grandfatherly figure could be utterly false and conceal a thoroughly corrupt fellow or maybe just a deep-rooted anger or something. This doesn't seem like it would be that hard to work in.
  • Enemy in Shadows also mentions the Vigilant Eye cult founded by Volker Drauchen and, while I can't see him being manipulated by Gideon, I could see the daemon being more successful with Unter-Magus Else Ăśberraschung, the Bögenhafen watch sergeant who oversees the Cult in Drauchen's absence. This seems like it would require a lot more work to fit into the adventure though.

So ultimately, my question is: if you were completely working this adventure or if you have reworked it in the past, who would you or did you cast as Gideon's catspaw? How well did it work? Anything important to keep in mind there?

1 Comment
2024/04/04
20:47 UTC

22

Empire magic weapons comprehensive list

Dears,

Working on a tale here. Where may I find the most comprehensive list of magic weapons for the Empire faction?

Many many thanks!

16 Comments
2024/04/04
07:11 UTC

2

Recommendations for Adventures with non-human enemies/in non-human surroundings

Hi, Like so many I’ve picked up the humble bundle recently and am looking to play some Warhammer Fantasy for the first time with my group. I love the system and the lore but I am disappointed by the adventures that I’ve skimmed so far. I’ve looked at the first book of enemy within and the Ubersreik adventures. I was disappointed that they were mostly set in cities and players mostly have to deal with human enemies like bandits, or mutants. Additionally they were a bit abstruse and I am pretty sure my group won’t have the interest/patience to deal with all the intrigue in these adventures. Are there warhammer scenarios that are more straightforward and that preferably include non-human enemies? There is so much cool lore around beastmen, Skaven, greenskins, I don’t understand why they are so rare in these. Or should I rather create my own homebrews if I want that?

13 Comments
2024/04/03
23:03 UTC

13

"If Looks Could Kill" into the Starter Set's adventure. Tips for a new GM?

I want to run a warhammer fantasy campaign for my friends.

None of us have ever played Warhammer Fantasy, but I decided on it after being a fan of the universe for a few years, as well as seeing the recent humble bundle offer.

That being said, browsing through rulebooks and the adventure books I've noticed a bit of criticism to the Starter Set's adventure, especially its railroady nature. My players said they do not mind the idea of being railroaded a bit for the sake of learning. However, what bothers me most is the XP discrepancy between fresh characters and the pre-made characters. They all want to run with their own created characters and I do not want to stop them from having fun with it.

That being said, I noticed that "If Looks Could Kill" states it is designed for beginner characters, and that the end of the adventure will see the characters arrive in Ubersreik. Could I possibly run "If Looks Could Kill" and follow it up with the Starter Set's "Making the Rounds" in order to help with the XP difference?

11 Comments
2024/04/03
21:51 UTC

9

Death on the Reik (4E) questions:

So I am running Enemy Within and we are now at DOTR but I keep wondering: Is it unneccesarily complex?

Why should I care so much about the schedule of Etelka Herzen and Ernst Heidlemann? The book goes through great length to give me tools to track their movements to see where my players might encounter them, but I don't get why they don't just show up at the Signal Tower when that's convenient. And then why is the Signal Tower in chapter 2 when chances are 90% that you end up there later rather than in the beginning? I get that it's supposed to be more of a sand box than a linear experience, but it feels like it still steers you into a certain linear experience anyway. Isn't the whole thing much smoother if you just skip the whole Herzen/Heidllemann travel schedule and the observatory tower and do that after the Barren Hills?

Or am I missing something really crucial here? Thanks!

23 Comments
2024/04/03
18:18 UTC

5

Plot hooks for Mercenary group?

Hey, I wanted to do a Mercenary campaign, but I'm searching for plot hooks.

Do you have any ideas? thx in advance!

12 Comments
2024/04/02
16:28 UTC

1

The cost of huffers and stevedores?

So, I am getting ready to run Death on the Reik and since river travel and trade is going to be a big part of it, I got a couple of questions.

#1: What’s the cost of hiring a huffer to get through tricky areas, like around Castle Reikgard?

#2: What’s the cost of hiring stevedores to load and unload wares from a riverboat? I am assumimg that whoever buys the wares pays for that cost, so mainly the characters would pay for loading.

5 Comments
2024/04/03
09:30 UTC

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