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d6 Evil Men

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  1. From the 2nd edition Realms of Sorcery p. 74:

     

    "Generally speaking, applicants will feel drawn to whichever College most suits their character and talent, and this choice is invariably the right one—at least in those people who are already sensitive to, and perhaps somewhat manipulated by, the Winds of Magic."

     

    "The personality attributes that allow Magisters to judge whether an applicant is best suited to their College are easiest to see in the young. As Aethyrically sensitive people grow older, and perhaps start manipulating the Winds of Magic subconsciously, it is harder to see a clear-cut path in regards to which Lore they possess the greatest skill for."

     

    "A Magister confronted with an uncorrupted and magically sensitive young person who is not best suited to the Magister’s own Order is required by Imperial law and his oaths as a Magister to send or drag the applicant to a representative of the College he believes would be more suitable, along with a letter of introduction where necessary."

     

    Realms of Sorcery also gives descriptions on typical traits expected of apprentices for each College.


  2. Hello everyone.

     

    The Queen of Embers is a new fan made adventure I wrote for WFRP. The events of the adventure take place in Nuln and Wissenland over eight connected chapters and take weeks or even months of the player characters’ time, and several gaming sessions, to complete. 

     

    The adventure is written for 2nd edition rules but converting it to other editions of WFRP should be rather a straightforward affair. In fact, I believe some scenes will benefit from certain 3rd edition mechanics.

     

    Here is a dropbox-link to the pdf-file (1,8 MB): https://dl.dropboxusercontent.com/u/29503787/The%20Queen%20of%20Embers.pdf

     

    Doc Cthulhu will make the adventure available on the Daily Empire site soon, once some technical difficulties have been sorted out.

     

    I hope you enjoy The Queen of Embers.


  3. Thank you for this supplement. You asked for feedback so here goes.

     

    I find it would be a very useful and atmospheric addition to any Marienburg campaign, and I see no reason why it couldn't be adapted to be used with other major Empire cities as well. The document is very well written and the lay-out is such to make it easy to read.

     

    I loved all the details that give it a distinct atmosphere and feel, like the history of the squares and all the spirits. NPCs like Father Konstatin, Baba Dasha, Helene Duschamp and Arkady Gogol were very much to my liking. I also find that the different story hooks arise very naturally from the background stories of the NPCs and places to add to the general Kislevite/warhammery atmosphere of the piece. The map looks very nice.

     

    All in all, a very nice and atmospheric supplement. Thanks for sharing this with the community.


  4. There are quite a few short scenarios available, official and fan-made, that you can use if your PCs are travelling by a boat. I'm sure people here can recommend you suitable ones. Do you have a more specific idea what kind of things you would like the scenario to feature? 

     

    Here you can find Noblesse Oblige and Masquerade of Horrors which I think are both excellent: http://www.windsofchaos.com/?page_id=259  They are 2nd edition, but I am sure they are easy enough to convert to 3rd ed.


  5. I would say The Warrior Priest by Darius Hinks is worth a try. It has a very warhammery feel to it. Also, I personally like the character of Mathias Thulman from the Witch Hunter books by C. L. Werner who has a great feel for Old World in my opinion. I believe you can now get all the Thulman novels in one omnibus.


  6. Good stuff, I like it. Here are a few suggestions/ideas/questions that came to mind:

    - You could start the scenario with a short scene to draw the PCs into it. As the night falls and the weather starts to get worse the PCs suddenly spot movement. Soon, a mob with lanterns, torches and pitchforks follows. They stop the PCs (or they hide) and question them. This group is after a goblin spy that was spotted lurking in the town. The PCs can help or tell them what they saw. The mob then takes them (or gives them directions) to the inn. This allows you to make sure the PCs know about the inn, and foreshadows the goblin presence in the mountains.

    - Is there a need for two inns? Could you include all that action in one location? Just to make sure the characters know all the competitors before they start up the mountain.

    - Did the witch-hunter retire in the town? If so, are there strange rumors about her? Could the witch-hunter be a dwarf instead? Just a thought that occurred to me because of the dwarven temple and the use of explosives.

    - Good use of trackers.

    - Could all the different parties have very different ideas about the treasure they are after? To emphasize the mystery of the temple and the treasure.

    - What if the goblins have a connection to the troll? They could worship it, or they could be here to try to enslave it (goblin logic...). This way you could drop hints of a powerfull enemy up the mountain, when the PCs encounter the gobbos.

    - Taal shrine and abandoned wagon are great touches.

    - What if the troll were to attack the temple during the climax, when Interaction with the other groups has reached a certain point? This would maybe force the PCs to make some though decisions: do we help this or that party in this fight, or do we try to escape? Who has the treasure, and how can we get it while the troll is bashing the temple to pieces? Do we help the witch-hunter blow up the exit, possibly sealing some people inside with the troll?


  7. Cool location. If you want to use something different than Chaos Dwarfs, how about something like this. The Dwarfs were somewhat renegades when compared to their southern brethren. And they had strong tradition in innovative, and questionable, methods in finding and processing ore. The veins in these mountains were rich in some material (not warpstone) that is not so well-known in the south and they had for a long time been doing research based on alchemy and "northern" runes.

     

    This research led to them becoming renegade (not chaotic) and shunned by other dwarfs. Their research methods had them create these monstrous alchemical apparatus that were inscribed with runes. They needed manpower to operate these machines and dealt with the northmen to get slaves, or conquered etc. a tribe of ogres.

     

    The problem was that the strange ore was addictive. They inscribed runes on their skin with it, used it internally etc. It was basically a drug and they all became addicts who needed more and more potent staff. This led to their destruction, and mutated their slaves (they might have used methods in trying to make more efficient workers that mutated them). Now, only mutated servants and the monstrous machines remain. And at the lowest levels the laboratories that tell the sad story.


  8. This sounds like a very cool campaign. I have run one long campaign that consisted mostly of one player. It is a great opportunity to really focus on PC's arc and his story line. Couple of thoughts.

    • I would definitely team him up with a close NPC. I would also give that NPC a secret, it doesn't have to be anything major - just personal, and make sure the PC knows there is more to the NPC than meets the eye. The NPC's story can then play out in the long run and is a source for a few side-quests. I would also consider having the player play as the NPC in short encounters on rare occasion. This way he can see how dangerous the world seems to someone who is way below his status.
    • I would consider having different interesting NPCs join the Witch-hunter for parts of the story. For example, have a grey wizard join him for a session or two and challenge the Witch-hunter's views on magic-users.
    • Definitely include internal conflicts within his order and the church. Give him a nemesis within the order whose views differ from his (radical vs. puritan etc.) and then have them meet somewhere and try to solve some situation at the same time. I remember using a Wizard's Guild in my campaign, where each member had a vote and the player had to garner enough members two vote with him to have his way. You could do the same with a Witch-hunter chapter house.
    • I would maybe approach this character the same way I would approach Batman. He is a badass and he needs to feel like one at times, so you should give him opportunities to flex his muscles and his authority against henchmen etc. Have him command a group of guardsmen on a raid, but use their combats only as background to the Witch-hunter's one-on-one battle against the Bad Guy.
    • Then again, I would also pit him against some opponents that are out of his reach. A really powerful Noble with his influence and resources is someone he can't just challenge head on.
    • It is great he has a rich background. I would use flashbacks to bring it alive and really bring some NPCs and the world alive. Does the hunter have a significant other? That is something that you can use to really make him feel vulnerable at times (if the player is into playing that sort of things).
    • It sounds to me that this campaign would benefit from focusing in one city or one area, so that you can really focus on all the different relationships and social maneuvering. Or, at least having some kind of a central hub.
    • Such a powerful character needs a worthy adversary. I would give some serious thought on how to give him a enemy he would love to hate. Also, take a look at this article from Pelgrane. It has some good thoughts: https://www.pelgranepress.com/?p=3468

  9. Here is one idea. The PCs find themselves in a monastery-asylum in a remote location (a mountain, an island, Border Princes etc.). They do not remember their names or who they were. They have a slight recollection of the other PCs, like they know these persons from somewhere - just can't remember where. Different tasks and dilemmas reveal to them some of the abilities that they have. For example, a warrior might realise he is very good with an axe while he is chopping wood.

     

    What has happened to them then? They have been captured by Cultists of Malal who have invaded the asylum and use the inmates in worshiping their foul god. The cult magus used a ritual to steal the identities and names of the characters and stored them in small hourglasses (or pieces of vellum, or small wooden carvings etc.) that must be destroyed to get back their identities. More on Malal see the excellent The Cult of the Possessed by Lauri Maijala.

     

    To save themselves from this fugue state the PCs have to ally themselves with some of the inmates (exiled sons of minor Noble families, mutants, other people like them etc.). They might have to deal with some, violent, inmates. Because of the influence of Malal most of the inmates are lucid half of the time and in a strange dreamlike state the other half. The PCs must find maybe three or four different things they need in order to dispel the ritual cast on them and then escape. The missions could take place in the strange dreamstate/Malal's realm (little bit like in the movie Sucker Punch).


  10. I have used bits and pieces, interesting NPCs and locations, from quite a few fan-made scenarios. A few I would like to point out are Masquerade of Horrors by S. McAnally and C. Campbell, jadrax's Three Gentlemen of Pavonna and Worse than the Disease by Jody Macgregor.

     

    The one-sheets at The Daily Empire have been a source of inspiration.

     

    Jackdays' map of Nuln has been a very useful reference and used extensively.

     

    Also, Warpstone's lists of WFRP names are my go-to source for NPC names.

     

    I would also like to add that all fan material is precious as you never know where you might find inspiration. It could be just one NPC or a short sentence that sparks your imagination. Also, it has,for a long time, been a way for WFRP community to share their passion for this setting and each entry adds to that.

     

    P.S. Doc, you can actually find Forbidden Blades on your site ;)


  11. I agree with you on the whole Dark-Elf society can’t really work bit. I would stay away from that and concentrate on the reasons why they are in the Empire and what they have to do to stay hidden/infiltrate human society. And I agree with you in that it is probably best to surround the Druchii with human allies and have the PCs come in to a direct contact with them much later on.

     

    I think there are many ways how you can use the Druchii within the Empire without having to lean on a coastal raid. Regarding future raids, the state of the Empire Navy etc. the Druchii would probably be quite keen to have solid intelligence on these things. There are several ways of doing this. There could be a small contingent of Druchii disguised as High-Elves, or Sea-Elves, as men would not be able to tell the difference between different Elves. Then, they could secretly run a whole network of spies and informants via running a criminal organization.

     

    There is smuggling, informants, and whispers of highly skilled assassins. By using a criminal organization you could use the Ranaldite in your party to get them to investigate a ring of human traffickers who smuggle young Kislevite women via the PC’s home village to Marienburg etc. They will them come into contact with the criminals and, later, the Druchii.

     

    Another organization the Druchii could infiltrate is the Cartographers’ Guild. This would give them access to information on Noble lands, army units, rivers, river locks etc.

     

    Using the Druchii gives you many interesting opportunities. High/Wood Elves could be blamed for the crimes done by the Dark Elfs as an Elf was seen doing something bad and results in the villagers rioting as anti-Elf sentiments start to surface. Also, the difference in Khaine worship between Druchii and humans can be a source of some interesting scenes.

     

    What interest would the Druchii have in that particular village then? Well, a long, long time ago a Dark-Elves fought the High-Elves and one of their black arks crashed into the shores near your PC’s home village. It has been there for a thousand years , overgrown with all kinds of vines etc. and has thus remained hidden. Some have stumbled upon it recently though and someone is selling strange artefacts in the village and/or a hidden cult of Khaine has sprung up. The Druchii have learnt of the ark’s location and have sent human allies to investigate and so that the Druchii can later recover a Very Important Item etc. The presence of the ark also starts to trigger lost memories in your Dark Elf player.

     

    Stealing a page from HP Lovecraft’s Shadows over Innsmouth, the ark could be a little way out to the sea and now run over by some sea creatures (or skaven). 


  12. @valvorik

    I have a couple suggestions for your two week delay.

    The first idea centers on a Semaphore Machine from 1st edition Enemy Within. Semaphore machines are a network of signaling machines built on hilltops and high towers and use signaling flags and great beacons. Now, someone, perhaps cultists, or a local noble, has sabotaged/burnt/blown up one of the Semaphore Machines in order to break the line of communication to Altdorf thus effectively cutting the rest of the line off. His intention is to incite rebellion by claiming that the Emperor has been assassinated etc. Before we get to that, a local plenipotentiary or other authority figure orders the PCs to help with the rebuilding effort and securing the safety of the workers. Declining to help is considered treason. This process will be plagued by the villain’s efforts at sabotage and rebellion and takes around two weeks.

    Second idea is that a local noble has hired local thugs to set his (almost barren) fields ablaze so that he can then claim compensation from the Empire Treasury. The thugs did a little bit too good of a job and started a forest fire. The forest fire destroyed much of the livelihood of local wood-elves. The situation is very tricky as the elves have started poaching and raiding human farms. Maybe a group of mercs has been hired to deal with the elves. The PCs are captured by elves or drawn into these events by the farmers who have been caught in between the two factions. Solving the situation will take time and they could easily get lost in the half-burnt forest fighting partially charred, insane dryads or tree kin.


  13. It is more than five, but here's what I would recommend.

    1st Edition:

    Shadows over Bögenhafen 

    Death on the Reik (lots of good stuff here about riverlife etc. Also, cultists and mutants are one of the quintessential enemies of WFRP and you can see plenty of them here)

    Power Behind the Throne (interesting NPCs and a sinister plot)

    2nd Edition:

    Tome of Salvation (religion and religious schisms)

    The Thousand Thrones (a campaign. Some parts are more WFRP than others, but overall it has good Warhammer feel)

    Also, I think The Barony of the Damned captures the grime and grimmness of WFRP very well, but note that it is set in Bretonnia instead of the Empire.

    Many think that the short scenario A Rough Night at the Three Feathers is the best scenario out there. If my memory serves me you can find it in the 1st edition book The Restless Dead, and reprinpted in the second edition Plundered Vaults.

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