/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!
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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
Hi all,
In a campaign the GM is running for us PC’s he wants us to play Middenball. I know there are rules in the Middenheim book, as well as touched on in The Old World Podcast. Wondering if anybody here has actually played and/or maybe know of a video breakdown of the game. Any help is appreciated!
I understand that you don't really need to do much encounter balance and you shouldn't have to worry about making an encouter easy enough for the PCs to win as they need to decide when it's best to fight or flee. But I'm more worried about encounters being too easy. Would a single vampire be too easy for 6 level 1 PCs? The careers of these characters are nun, noble, investigator, outlaw, scholar, and one character that hasn't been made yet. I understand that it's farfetched but i have been worried about it.
Am aware of a Reikland Gazetteer table in DotR Companion and a Seaports one in Sea of Claws but are there any other official WFRP4 gazetteers?
(Well aware of Mad Alfred's Gazetteers and those in Sigmar's Heirs and Dwarfs: Stone and Steel but just checking to see if I've missed any from actual WFRP4 publications)
Hi everyone! Hope you find the following interesting (or amusing at least). Feel free to tell about your approach to storytelling, constructing the plot, instruments you use. I will start to tell about mine from now on. If anyone is interested I will keep writing about it. Please tell if I should continue.
Previously I runned the same campaign as a player. We couldn't complete EW - dropped at the end of Death on the Reik. I decided to run my own - as a GM this time. With same men as players (adding a few more). But the dilemma occured that as we already knew the plot, I had to rewrite some hooks and twists.
This ended up me running this campaign for 2 years strait already. Some differences:
In the middle of DotR we transitioned to Foundry VTT and now I found myself in the middle of creating different "improvements" for modules purchased as well as creating stuff for non existent content (books tha already came out but are not in the system yet).
I will leave here the map of remade Bogenhafen with few comments.
Rewritten Bogenhafen for EW-ES, IC 2511
First of all there are much more different activities, plot twists and actors. I changed the politics and some connections between power players. And so I had to remake the Pit. Now it's a real Pit: the unhealing wound of Old Bogenhafen. Shallyan Mercyhouse and Chapel of Blessed Sigmar are now MUCH more important. As well as appeared Bogenwald.
Adelring became true Inner City - safehouse for the rich and powerful. City became really big: 51 different areas (separate battlemaps)
Strategic Game for my players - some addition to Archives of Empire Vol. 2 - Theatre of War.
Thanks for reading!
Spoilers Abound if you intend to play The Enemy Within:
I will be running The Enemy Within, and although I have read all of the books, as well as Altdorf: Crown of the Empire, I haven't seen much material on how the Red Crown Cult should be used in the adventure.
Two of their members, Etelka Herzen and Ernst Heidelmann, appear prominently in the second outing, Death on the Reik, but there is no specific mention of other cult activities. Herzen and Heidelmann seem to be an isolated episode, and there isn't much opportunity for the players to learn they're part of a wider cult.
I know should Herzen survive her various encounters with the players and make it to Castle Wittgenstein, you could introduce the Red Crown aiding her in besieging the castle to steal the warp stone, but this plot line depends on the players failing throughout the adventure.
I would like to feature them in Death on the Reik as they appear towards the end of the campaign riling up beastmen as the empire falls into chaos, and I think it would be good for the players to recognize them.
If you've run The Enemy Within in the past, how did you use the Red Crown, if at all?
Just in time for Hallowe'en, I've published a review 'Feast of Blood', a one-shot adventure from WFRP 4e by Robin Low. See https://illmetbymorrslieb.wordpress.com/2024/10/29/review-feast-of-blood/
You might also be interested in my review of 'Hell Rides to Hallt', which I published last Hallowe'en: https://illmetbymorrslieb.wordpress.com/2023/10/27/review-hell-rides-to-hallt/ )
These two, plus a few other spooky WFRP adventures, are currently on sale on DriveThruRPG: https://www.drivethrurpg.com/en/publisher/54/cubicle-7-entertainment-ltd/category/31700/warhammer-fantasy-roleplay-fourth-edition?promo=45295&affiliate_id=1915782
Hello everyone,
I have a quastion to you about knightly orders. Do you know any unusual knightly orders, e.g. dedicated to Shallya or composed only of citizens of a specific city? I'm asking because I'm looking for an interesting solution for one of my players.
I made a post on a crucible 7 post talking about future Roll20 add on and updates seems promising.
Hi Guys
I recently bought the 4. Edition "Winds of Magic" book an was looking for spells I can give to a Tzeentch-Follower. But I can't find any in the book.
But I found that there is Engrimm van Horstmann listed as an Nemesis. And in his List of Spells there are plenty of Tzeentch Spells. But only listed, there is no description or something like that.
Is there another book I need? Or am I messing something?
Spoilers for The Enemy Within AND for several setting books for 4E are in this, including A Guide to Uberreik, Altdorf: Crown of the Empire, and Middenheim: City of the White Wolf.
In Empire in Ruins, each of the Nine Eyes is a representative of a Tzeentchian cult somewhere else. Four of the cults are described in other books -- The Vigilant Eye in Enemy in Shadows, the Fractured Eye in A Guide to Uberreik in the Starter Kit, the Withering Eye in Altdorf: Crown of the Empire, and the Wandering Eye in Middenheim: City of the White Wolf.
That leaves five other cults undescribed as far as I'm aware:
I'm working up running TEW myself and wanted to bring the Nine Eyes forward in the campaign. The representative of the Vigilant Eye might be met in Boghafen during Enemy in Shadows; I'm tying the daemonologist from Death on the Reik to the Withering Eye, and so on. The campaign doesn't normally go near any of those five cities, but I'm wondering if I can't work them in somehow.
Has anyone done anything with those cults? Are they mentioned in some older bit of lore I've missed?
Edit: I corrected which finale book for TEW I was writing about. I meant the C7 4e book.
https://new.reddit.com/r/WFBlore/
All are welcome!
Remember Castle Drachenfels? Here's everything you never needed to know, from when I worked on the WFRP 1 adaptation.
https://graemedavis.wordpress.com/2024/10/26/castle-drachenfels-wfrps-tomb-of-horrors/
One of the credibility issues with WFRP careers is that player characters in particular will spend most or even all of their time doing stuff unrelated to their supposed profession but continue to advance in it.
And even in a highly stratified society people straddled different roles - a nobleman didn't stop doing noble things when becoming a military officer, an impecunious scholar might support himself by doing a day job, a member of the militia would both pursue his trade and drill and patrol with his comrades, a spy or a criminal needs a cover identity to avoid detection, etc, etc.
To reflect this I'd suggest a Talent called Second Career - by taking it you embark on a second career as well as continuing with your current one.
While pursuing a second career the following rules apply:
After abandoning a second career, either resuming it or beginning a different new second career requires that the Second Career talent is taken again although the XP cost of doing so is not increased (i.e. the talent cost always remains the same).
Thus for instance if your mercenary, bounty hunter, priestess and rat catcher are spending months on their boat sailing up and down the Reik on their boat trading and adventuring they can all take Boatman or or Merchant as a second career to reflect that this is what they doing most of the time without having to abandon their main career.
And if your characters are drafted into the Ubersreik town guard this does not automatically mean they have to abandon their original career completely.
Someone asked in another thread for my load out was for Foundry modules in my WFRP4e game. I have the following modules installed and activated (listed in alphabetical order, not load order). I would NOT recommend that someone new to the WFRP4e game system, and especially someone new to Foundry, to start installing this many modules from the beginning. Add modules slowly after you get used to the bog standard game system interface and instill additional modules slowly, to make sure that they don't cause issues, that you know how to use them, and that you are sure you actually "need" them. I've added parenthetical comments on what are required, what are must-haves for me, what are nice to haves, what are dependencies for other modules, and which I may remove.
Hi,
in the second edition there was a book called Old World Armoury which had prices for most things one could encounter during a campaign. I haven't come accross similar books for the 4th edition, and the core rulebook is missing quite a lot of things I have needed during my current campaign. Does anyone have a good source for prices of all sort of mundane but relevant goods for the 4th edition?
As a GM, I'm finding that mystifying miasma is making combat unsatisfactory. It seems over powered. I'm thinking of homebrewing it so that targets are only affected when they are within the area of effect. That area remains for the spell duration. RAW, you cast it and the and everyone in the area is blinded, deafened, and fatigued for the spells duration. So the mists appear in the area and affect the targerts without any chance to make a test to avoid. The mists disappear right after the caster's turn but the conditions remain. I would prefer to have the mists create an area of effect for the spell duration, but that those affected can try to move out of it.
As it is written and as most people interpret it, I feel it is over-powered. You have to have large numbers or casters to counter it. It trivilizes boss fights if the boss is not a caster and depends on sight and hearing and moving with appendages to attack.
I could homebrew enounters specifically to get around it (maybe giant snakes that depend on smell to target prey), but it just trivializes combats in published adventures.
Unless you ban wizards in this game, Magic in WFRP4e feels more game-breaking than "high magic" games like D&D.
I'm wondering if others are having similar experiences?
Hi All,
This is a follow up to my previous post where I am trying to create an espionage campaign dealing with The Skaven in the empire. I am wanting to include a faction present within The Enemy Within campaign, namely the >!The Black Chamber!<, and I want to get a sense of what state they, and the empire in general, are in circa 2514.
From my understanding the campaign has these big story beats:
!>The town of Ubersreik is annexed by Imperial Authority, while a cult known as "The Purple Hand" attempts to create divisions across the empire. A conspiracy sparks up as some authorities in Reikland attempt to centralize authority causing Middenland to grow increasingly hostile. The Skaven....try to blow up the moon? But they are stopped, and multiple cells of The Purple Hand are eliminated. The Black Chamber in Altdorf has been infiltrated by cultists with its recruiting arm being corrupted. Liepmund Holzkrug, the leader of The Black Chamber is killed by Yann Zuntermein, the leader of the cultists, yet Zuntermein is thwarted by the campaign's heroes and Immanuel-Ferrand Holswig-Schliestein assumes the role of leader (as an aside this man too is replaced by The End Times with Siegfried von Walfen). An assassination takes places claiming the life of The Emperor's body double, while the heroes of the campaign recover Ghal Maraz allowing the emperor to heal from a sickness that has been inflicted upon him by The Purple Hand. In the end, the empire avoids a civil war and starts to mobilize once more against threats both within and without!<
Is that a proper summary, and I have missed anything important in regard to both politics in the empire and >!The Black Chamber?!< I would appreciate any help in gaining a good understanding of the situation. Thanks for your time.
For me a big suspension of belief (yeah I know it is a fantasy game with all sorts of nonsense...) issue with the published campaign arcs is the absurd speed with which characters zoom from zero to Saviour of the Empire-level Hero - something that is even worse in WFRP4 than WFRP1 and 2 as 4 characters are so much less likely to die.
The whole TEW seems to pretty much take place over just one year and the Ubersreik adventures if you played all dozen or whatever it is of them in the same timescale would quickly become monster/villain of the week.
This wastes one of the key features of WFRP - the career system that assumes you have a real job and roots in the world but which you don't seem to be doing because you are too busy gadding about the empire.
So what if instead of being packed into weeks and months we spread out the campaign over the whole first decade of Karl Franz's reign?
As an OLD gamer who remembers when GW was one shop in Hammersmith I feel obligated to start off in Nuln with The Oldenhaller contract then move down river using the Hard Days and Rough Nights mini campaign which would take up the first year or so and bring you to Altdorf where the characters get to hang around on the fringes of Karl Franz's election and witness his election
2503 to 2505 would be spent mostly in and around Altdorf doing career stuff and various standalone one shots with a good few months between each.
I'd then start off the Ubersreik crisis in 2506 following Karl Franz's return from Castle Drachenfels an even bigger ninny (incidentally my KF is WFRP1's feeble KF but gets replaced by his long lost twin a la Man in the Iron Mask movie with Leo de Caprio with the shit happy ending in 2512...) and this coincides with the characters leaving Altdorf after the Great Fog Rios.
(These incidents are from Kim Newman's Genevieve novels).
The characters then spend a couple of years around Ubersreik (is the crisis ever resolved?).
The Enemy Within then begins in 2508 with each book taking roughly a year of time.
Needless to say by the time they start TEW the characters will be far tougher than starter characters envisaged in that campaign - but I plan to resolve this by slowing down experience gains and dealing with the metacurrency and advantage problems as well as by strengthening opponents.
Obviously a lot of issues to be resolved in this campaign plan but it seems worth exploring.
I wanna rp better and better understand the things my character knows and her life prior to leaving athel loren.
My GM and I are both looking for sources to just understand them better.
Any help is appreciated, thanks!
I am planning on running a campaign that will have High Elf characters traveling from Caledor to the Border Princes. I have guess-timated that Ulthuan might be something like 3000 or 2000 miles from Estallia using real world parallels. I so far have not found any information in any WFRP 4ed book on long it would take to get to Ulthuan from the Old World.
Please let me know if there is any reference in any Warhammer related media on how long it would take, or if I just need to make it up.
So I'm trying to import the Winds of Chaos criticals into the game. However I'm having trouble making things roll properly.
For example I'm making a critical that gives 2 fatigue but also requires you to roll a -20 endurance test to prevent going unconscious.
So on the unconscious effect I edit it and put the parameters in the prevention roll to be a hard -20. And submit it. When I test it on a character it makes the character roll twice once for the 2 fatigue and once for the unconscious. Which is not what I want.
I want it to roll for unconscious then apply fatigue. Not roll for both.
Can anyone help? Preferably not having to using scripting.
I've in the first book of the Enemy Within campaign, using the Foundry modules. With the recent Humble Bundle discount, I went ahead and bought the modules for the remaining 3 books, plus the city and setting books, and all other modules I didn't already have.
Adding WFRP modules has always loaded everything into my world, not just the compendium. Should I wait to install the modules until I'm close to playing them and can archive played material to the compendium? I'm tempted to just load in everything so I can start planning much further ahead in the campaign, but worry that all that content will cause issues with Foundry loading and performance.
Interested in how others are managing the WFRP modules and if anyone has loaded everything into their world at once and what impact that has had on Foundry performance.
I'm using Forge to host my Foundry instance if that makes any difference.
I’m in my first warhammer fantasy rpg campaign and we’re around 2-3 months into the game. And not gonna lie, my wood elf scout wasn’t doing a whole lot in combat at the start
HOWEVER, I decided to go all in on ranged bow and perception (and rural stealth)
And I decimated in this last session’s combat.
And after the session my boyfriend just looked at me and was like,”So skyrim stealth archer?”
And- yeah… yeah it is
I'm thinking of starting a warhammer fantasy 4e campaign for my friends. I know winds of magic and up in arms are good books to get. But I was wondering what are good books for GAME masters and what should I get for enemy stats?
I regularly feel like my players breeze through fight with minimal issues. I just threw a ghoul at them with doubles wounds and fear 2 and they immediately outnumbered it, stunned it, and beat it to death in a couple of rounds. Am I doing something wrong?
Hi All,
I am a long time warhammer 40k RP lover who has finished running a few campaigns of Dark Heresy 2e and I was looking to run a campaign of warhammer fantasy as a change of pace before I go into IM.
I really enjoy the framework for campaigns that is present in Dark Heresy where people work for a secretive organization protecting the state with tradecraft, subterfuge, and plots which can show them both the underbelly of society and the horrors of the unknown. I have been reading up on warhammer fantasy lore and a campaign where the players work for the emperor's eyes and work to uphold the conspiracy of silence (While also combating the ratmen) seems like a really cool idea.
I want to make sure my campaign is special and would love some extra lore insight from experts aswell as potential foundry modules to purchase for extra rules around the skaven. It would be a great help if people could answer the questions below: