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Everything posted by Superchunk

  1. I still have most of the modules for sale as well as the core set. I've got them up on ebay too. The only ones I have sold and no longer own are the sigmar, bright magic, and dreadfleet captains PoD's and Witch's Song. I still have: Core Boxed Set GM Toolkit Omens of War Signs of Faith Blackfire Pass Winds of Magic Lure of Power Hero's Call Creature Vault Shipping from Vancouver Canada. PM me if interested or check out ebay (my stuff is listed under the seller hirumatogeru). And next time, you all should start your own threads if you want to sell your stuff. Not impressed with those hijacking mine.
  2. Just shipped Witch's Song and 3 PoD's to Finland for $17.30 canadian, so shipping isn't as bad as I thought. That begin said, the rest of the modules remain on sale.
  3. Just to be clear, my prices are in Canadian dollars. 1 CAD = 0.708239 EUR
  4. @Thorfred I have the complete Lure of Power accessory, minus the original box. All the books and cards are there though and in perfect condition. I checked shipping and the cheapest surface mail I could find was about $19.54. So including shipping you'd be looking at about $50 total. @PadreBoniface I have all of those modules and would be happy to sell them to you, however, I'm in Canada so you'd be looking at about $58.77 for shipping. I could sell you all those modules for $130 total, plus shipping costs. I'll even throw in the PoD for Sigmar and Bright Magic for free. And I will need to see if Thorfred still wants Lure of Power.
  5. Someone from the UK asked for 5 of the modules and shipping came out to around $70 Canadian. That would go up or down depending on the number of items you wanted.
  6. Yeah, I hate to do it, but honestly this game will not see play again in my house. Not with my group fully invested in D&D 5E now. I might throw some stuff onto ebay as well if I can figure out their site well enough.
  7. I've got all of the following for sale and I will cut you a deal if you want more than 1 item. Keep in mind I live in Vancouver, BC, Canada, so shipping can get expensive if you want more than a couple modules. Core Set $100 GM Toolkit $15 Creature Vault $25 Witch's Song $25 Signs of Faith $30 Winds of Magic $25 Omens of War $25 Hero's Call $30 Black Fire Pass $30 Lure of Power $35 Bright Order Magic, Faith of Sigmar and Faith of Shallya PoD's $2 each Dreadfleet Captains $5 With the exception of the core set, the modules are only missing their original boxes, but aside from that they are complete and their components have been double checked against the lists provided by FFG. I've only used the stuff for a total of 3 sessions, and then my group didn't like it any more. All the items are in perfect condition. It's just gathering dust in my den so if you want a good deal on this stuff please message me.
  8. I'm willing to sell all of my 3E stuff. It's all been opened but never used. I literally had no players that wanted to try it more than 1 session. I have almost all of the 3E stuff and it's all been sorted and ready to go. I threw out the boxes it came in, but I have all the bits and pieces, cards, books, dice, etc. Let me know what you're interested in and we can work out a price and shipping etc. I'm on Paypal so payment is quite safe via that service and I've already sold the Adventurer's Toolkit to a guy in Florida successfully using it.
  9. I could sell you my core set if you want? I literally used it once, and none of my friends were into it, so now it's just sitting in my closet gathering dust. I can totally beat the Amazon price of $184 too. PM me if you're interested or are still looking for it.
  10. Kartigan said: Wouldn't all of those things point to the game's cancelation, not a new edition? Why would they want to make a new edition of a game that isn't selling well? +1. I don't foresee any new editions for this game in the near future. I expect a few more PoD's and that's about it.
  11. I guess to each their own. I don't use any landscapes or battle maps and we barely have any combats so far so one set works for us, Plus I have two players using tablets now with dice apps so we only have 4 players that need to use the core dice. It does take them some time to assemble their dice pools, but in the end, I try to minimize the rolls anyways and use them only for those really important checks.
  12. I am not sure why you guys need so many dice? I have 6 players sharing the Core Set dice and we can play just fine. Granted I use a tablet to roll my GM dice, but aside from that, I think the core set dice are enough.
  13. I wouldn't bother with more dice if that's what they said. In my group, as the GM I use the following web dice roller on my android tablet at the table: http://home.comcast.net/~dcvdg/WFRP_dice_roller/dice_roller.html#roll This lets me get up and walk around the table if i like to look at each player's characters (I have 6 players currently) while I'm narrating or doing NPC dialogue. My player's love it because they never know what I'm up to when I'm looking over their shoulder (usually it's nothing ) I give my players the full set of core dice to use amongst them in the middle of the table. This way I have all the dice I could ever want on my tablet handy, and I don't have to reach over my GM screen for the dice.
  14. Yeah I'm aware of the probabilities in WFRP3 and with the way I'm playing it, they won't be that high. But I understand that's the default rules as written. Star Wars is even higher from what I heard, but then again they may have changed the dice since the first Beta went out. I guess I've just never wanted to roleplay in the Star Wars Universe, and the fact that I have already invested so heavily in WFRP3 makes me want to play that more and use those rules for other games as well (like Dark Sun and Birthright)
  15. There's no such thing as a perfect game. Every game will have flaws and rules that can be exploited or that will not make sense. WFRP was a pioneer in this respect as it gave us a whole whack of tools to use in our games with very broad uses for each. You can use cards or you can choose to use the player's guide, you can use trackers, stances, tokens, etc. or you can use other things, but the basic rules all revolve around the dice. From what I've seen of the star wars game, which doesn't interest me in the least btw (not a big SW fan past the original 3 movies). I've looked at the probabilities on those new star wars dice and they seem rather high. I understand characters like to succeed, but having starting probabilities higher than 50% for most situations just seems like coddling to me.
  16. Ceodryn said: Superchunk, I havent seen the movie yet, but I am fan of the book. You're right that Journey to BFP is pretty close to the book, and it is a great beginner adventure with some modifications. Maybe I'll use that. I'd love some ideas though as to why the party is put together… what are the links between characters? I'm guessing you are referring to the addition of a wizard and a halfling to the adventure, as the 4 dwarf PC's included in the adventure already come with a decent backstory as to why they are undertaking the quest. For a halfling, maybe use a halfling chef who can cook for the dwarves in an effort to understand their cuisine better? He heard that a few of them were heading to BFP and was nearby, so decided to join them. Or maybe he meets them along the road and saddles up with them then. For a wizard, it could be a little tougher, perhaps one of the colleges is wanting some intel on BFP and once the dwarves reach the first town, the wizard approaches them to tag along. Or perhaps the wizard is already friends with the halfling and the two of them join up. I'm thinking for my group, who I'm running through this adventure in the new year, since I have 6 PC's I'll throw in a wizard and a halfling with 4 dwarves and watch the roleplaying commence.
  17. I have noticed some distinct similarities between the Journey to Black Fire Pass adventure and the Hobbit. Both are full of dwarves, both have a journey fraught with danger, both have goblins/orcs in them, and both involve the retrieval of a mysterious artifact. If you added in a grey wizard and a halfling to Journey to black fire pass then you'd have a pretty good clone of the movie.
  18. According to the rules no it doesn't. You'd need to both exceed it's wound threshold in Wounds AND deal it 9 critical wounds. However, characters normally won't need to worry about critical wounds once the dragon has been knocked out from regular wounds as they can simply kill the thing if it's lying there defenseless. I would probably houserule that though so that you'd only need to satisfy one of those requirements rather than both. If characters manage to deal 9 criticals to a dragon I would give them the kill regardless of wounds myself. That's pretty impressive.
  19. Your math is indeed correct. I'm guessing that those characters were thrown together with rough estimates rather than strict point costs as it's a demo scenario and new players wouldn't be going over them with a fine toothed comb. That being said, I was going to run this scenario with 6 players so I'm looking at using all 4 pregens and another 2 dwarves that I'll have to create with related backstories. I'm hoping my group will really like this game as they don't mind having bits and pieces here and there, and having the rules all in front of them while they play will be a big selling point.
  20. I think you can make your NPC's a little more PC like by just giving them training in a few key skills, and maybe even adding in the career special ability to their existing stats. A/C/E is a decent mechanic for all of the other fiddly bits that a normal PC would require, but that the GM doesn't have time to work out. Plus it usually works best if the PC's don't know about A/C/E so they never really know where the challenge dice or monster dice are coming from. What I tend to do is use a normal stat block to start out for an NPC from the Creature Guide, sometimes I covert one from 2nd edition to 3rd as a starting point. Then I tack on a career or two, and pull out those career cards to figure out what skills and advances to give them, along with the career special ability. A few specializations can help out as well. One more key thing I noticed in most RPG's, not just this one, is when spending your A/C/E budget I have found that it is usually better to spend it on offensive actions or actions that you want to use against the PC's. Most players like to succeed on their checks, so using A/C/E to make their checks harder usually isn't the most fun usage of those dice. Other games that use a similar mechanic like savage worlds (bennies) have shown my players cringe a lot more when I announce that I'm spending a benny to reroll a bad attack roll against them rather than trying to soak a damage roll from them.
  21. Another good place to look for chaos or evil themed adventures is Fire Mountain Games. Granted, these adventures are for the Pathfinder RPG but I'm sure they would hold lots of good ideas and themes for a Warhammer style of game as well. I'm referring to the Way of the Wicked adventure path. http://www.firemountaingames.com/products.html In a nutshell, the players begin the campaign wrongfully (or rightfully) imprisoned for various crimes and are facing execution. They are contacted by a mysterious elf woman who visits them in prison and helps them escape in exchange for their services in getting revenge against the nation that imprisoned them. The characters then go on a slew of missions for their new evil benefactor to aid in the invasion of the good nation by an army of bugbears and orcs, aid in the summoning of a powerful demon during a year long ritual where they have to defend their evil hideout from the good guys, and then work to overthrow the king of the good nation and at the same time, have the choice of betraying their current evil master and taking his place. You'd have to convert a lot of it over to Warhammer obviously, but when you look at it through the lens of chaos lords = evil gods and good paladins and clerics = sigmar cultists it doesn't look like that much work.
  22. There's also this: http://home.comcast.net/~dcvdg/WFRP_dice_roller/dice_roller.html#roll
  23. Assess The Situation is a combat action card (it has the Defense trait). I would let my players know that they can't use combat-related action cards during non-combat scenes (including chase scenes unless combat was taking place during the scene too). Problem solved.
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