Liber Fanatica III
Liber Fanatica III
Liber Fanatica III
Foreword
T his third volume of the Liber Fanatica consists of three parts: In the Articles section you will find
contributions on various aspects of gamesmastering WFRP, with topics ranging from an in-depth
look at designing campaigns to expanded skill rules for WFRP2. The Tool Shed houses a selection of
hopefully useful tools for designing and running WFRP scenarios. The Appendices consists of a
collection of material on using the Internet in different ways for playing WFRP: Email, Online Chat and
Message Board.
Apart from thanking all the writers for their individual contributions, James Walkerdine deserves
special recognition for once again stepping forward to do the layout. Jude Hornborg has added new
energy (and a website!) to our ongoing project, and Wim van Gruisen proved yet again to be a candid
and constructive commenter. John F Foody and Robin Low did a thorough job with the quality control.
Last but not least I would like to extend my gratitude to the persons who have made the Liber Fanatica
available from their websites, enabling the success of the first two volumes.
The worldwide WFRP community also deserves recognition for all the encouragement and kind
comments since the release of the first two volumes. In fact, the international nature of this hobby
repeatedly comes to my mind: the collaborators on this volume come from five different countries, and
the readers of the previous volumes hail from many more. When writing this, the French translations
alone of the first two Liber Fanatica have each been downloaded well over 1,000 times!
Well, before I add another page I better let you go enjoy this volume. The beers are in the fridge, the
table is set, and the guys are here any minute now. It is going to be another great night of WFRP.
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Liber Fanatica - Volume III : The Game Master’s Guide
Articles
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Liber Fanatica - Volume III : The Game Master’s Guide
Writing a Campaign
by Wim van Gruisen
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Liber Fanatica - Volume III : The Game Master’s Guide
Phases in a Campaign mind and write down everything that you think
works with that idea or belongs in such a
Preparation campaign.
A structured campaign needs a continuing plot,
or a number of them intertwining. Take some Once you have the central ideas for your
time to find it. The Warhammer world is a rich campaign you can start building it further. You
setting, and you won’t be spoiled for ideas. If can create more detail for the different episodes
there is a standard WFRP campaign, it would be of the campaign. You could create a timeline or a
the one where the PCs find traces of a secret flowchart of events to structure this. Also, design
organisation threatening the safety of the Empire, NPCs that the characters will encounter,
follow those traces and end up destroying that locations that will come up frequently in the
organisation in a climactic event, just as the story, and write down rumours and legends that
organisation is ready to deliver the coup de grace. the PCs will need to hear. You can then link them
But that has been done already, and the world to the timeline or flowchart.
has so much more to offer. The threat of Chaos is An important part of preparation is character
one of the defining characteristics of the creation. Think about your campaign and what
Warhammer world, and good for many types of characters would fit. If you’ve discussed
adventures, but the world is rich enough to offer the general thrust of the campaign with your
many other campaign themes. Revolution may be players (always a good idea), you should also
brewing in Bretonnia, or the forests of the Empire have discussed the type of characters they would
might hide an ancient danger. Overseas we have like to play in the campaign. Consequently, you
the Lustrian colonies, the secrets and fabled shouldn’t just let players roll on the big career
treasures of ancient Khemri and the frozen lands table in the rulebook. Adapt this table, offer one
of Norsca. with fewer choices, created to fit the campaign, or
Inspiration can come from plots in books and at least the starting adventure (see below).
films as well. The Lord of the Rings has served as Alternatively, you could use selected
inspiration for many RPG campaigns, but isn’t backgrounds from Liber Fanatica I – for instance,
the only book with a stealable plot. Just imagine if the game starts in Marienburg, you could limit
a group of apprentice wizard PCs in the same PC backgrounds to only the urban, waterline,
college who learn that an ancient enemy, long bourgeois and mercantile backgrounds. Or you
believed dead, is gaining power again. Each year could make up your own table. If you asked the
in school that power is getting stronger, and the players before what advanced career they aspire
PCs will have to battle its deranged followers, to, make sure there are some starting careers
discovering and foiling their plans, all the while which lead to those careers.
worrying about classes and exams. The campaign Characters are more than just a bunch of stats.
ends in a climax at the end of their Have your players flesh out the character by
apprenticeship, when the enemy finally comes to considering a backstory, have them think about
life again and engages the PCs in a head-to-head the goals for the character. The Ten Questions in
confrontation. While J.K. Rowling may not like the rulebook help with that, as do the Ten
your running such a campaign, you’re pretty safe Questions and Motivations articles in Liber
from her lawyers as long as you don’t use names Fanatica I.
like Harry Potter, Voldemort or Hogwarts.
One final important source of inspiration is your
players. Ask yourself (or better, ask them) what
sort of campaign they want to play. With WFRP,
you can also ask what sort of advanced career
they aspire to. If a player wants to be a sea
captain, and another would like to be a famous
explorer, it seems that your campaign theme is
close to being set.
There are two good ways to begin constructing a
campaign. A first one is to take a blank piece of
paper and making a list about what you would
like to do in a campaign, and what elements of
the setting you want in there. Just write
everything that you think is cool. Get places,
persons, events, and so on; the more the merrier.
When you’ve done, there’s the more difficult part
– scrapping. Look through your list and mark Beginning
those ideas that particularly appeal to you. Find The start of a campaign is always important. You
a way to combine them in a theme, then run should spend some time on this. This covers not
through the other items in the list to see if they only the first session, but the ones that follow as
fit in. If they don’t, scrap them. The second well. Generally, the beginning of a campaign lasts
method is to start with a theme. Keep this idea in as long as the first story arc.
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This phase has to accomplish a few things. First, Third, the starting adventure should show the
it has to introduce the themes of the campaign, setting – or at least those parts of the setting
the big ideas, what it will all be about. Second, it which are important to the game. Ancient Khemri
has to bring the PCs together, and give them a is part of the Warhammer world, but if the
reason to stick with together for the rest of the campaign never gets near that place, don’t bother
adventure. Then it has to give a glimpse of the showing it that much. Instead, introduce some
setting and introduce some of the recurring story elements which will be important later.
elements – organisations, characters, rumours, Have the PCs meet or at least hear of NPCs who
legends, the main villain if you use someone like they will encounter regularly throughout the
that. Last, if some of your players have never campaign. Feed them rumours and let them
played WFRP before, or have never played a know legends which will be important during the
roleplaying game at all, the start of the campaign story. If the PCs hear about it now, their
will have to give them a crash course on the rules appearance or importance much later, will have
of the game. much more impact than if you only introduce
them when they are needed.
The plot of the campaign is what you came up
with in the preparation – the adventure that will
be the red line throughout the campaign. Ideally,
this comes to the fore in the beginning. This does Middle
not have to be in an in-your-face kind of way, but This phase is usually the most substantial phase
the campaign looks better if things seem to hang of the story. This is where plots evolve. The plot
together from the start. The campaign I am that started in the beginning gets more
GMing now started in a small village, where a complicated here; new plotlines may be
travelling entertainer showed his collection of introduced. The setting deepens as characters
fierce beastmen. Now, several adventures later, find out there is more in the world, and deeper
the PCs are travelling (or rather, running for their secrets, than they expected.
dear lives) through a beastmen-infested forest.
The Lord of the Rings is again a good example.
One way to introduce the theme is to present the The story starts in the sleepy Shire, in the quiet,
absolute opposite. If your campaign will take the parochial Hobbiton. The plot seems
characters through war and chaos-infested straightforward; the hobbits are to bring a ring to
lands, you could start in a small, peaceful village. Rivendell, and make sure to keep it out of the
Throughout the adventure, while the PCs are hands of the Black Riders. However, the plot gets
combating the vile hordes of Chaos, the peace of more complicated and the setting expands
their home village will remind them why they are greatly, and before they know it, the hobbits are
doing it. Likewise, if the campaign revolves involved in full-scale war against the forces of evil
around a treasure hunt, you may start the PCs in and are on first name terms with the most
abject poverty, their friends and family being powerful people of Middle Earth, while travelling
oppressed by a local baron who squeezes every through wondrous lands they’ve only heard of in
last penny out of them. campfire stories. And they see oliphaunts.
The beginning is also the place where the PCs In this part of the campaign the GM has his work
meet and where they decide to stay together cut out for him. This is the part where everything
throughout the adventure. There are different grows. The PCs meet new friends, lose old ones,
ways of doing this. There is the old, but and accumulate enemies. Meanwhile, the world
unsatisfying, “you all meet in a inn” (with all its evolves with them. Threats of war may grow
variants). A more believable way is to have all stronger, technology may increase, and new
characters be related in some way. Perhaps they inventions may have an impact on society (a
already know each other and already being a printing press, perhaps?). New laws are passed.
group. Perhaps they are friends, all living in the People grow ill or die – sometimes those are
same village, or sharing rooms in the same house important people, like electors or the Emperor.
in the city. Or they could be working together – Quite often, these changes will have some to a lot
all for the same patron, or as a group of of influence on the story. Ideally, you will have
mercenaries, or travelling entertainers, or a noble thought about these developments while
and his retinue, and so on. preparing the campaign, and made notes about
what changes occur when.
One important element in WFRP is the career
system. Make use of it. The standard approach to Show the PCs (and the players) that time passes.
starting a new campaign (the rulebook approach, For example, have a cathedral being built in a
at least) is that the PCs have enough of their city that is important to the campaign. Every
careers and will start adventuring. The approach time they are there, tell them how more parts of
has its disadvantages however (see Liber Fanatica the cathedral are ready now. Likewise, show
I, “Career Guidance”). A better way is to design a changes in the lives of NPCs. If early in the game
starting adventure that takes those careers into the PCs became involved in a forbidden romance
account, or to allow players only to play careers between two NPCs, show later on how this
that fit the starting adventure. romance ended – have the NPCs marry, and still
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Liber Fanatica - Volume III : The Game Master’s Guide
later get children, or have them killed by their based on the idea that the characters steadily
families. become more powerful and get more influence in
the Warhammer world. Actually, this is one of the
Change also occurs to the PCs. The WFRP career
game’s strengths: seeing characters gradually
scheme is meant for characters to grow in
becoming important in society; growing from
society. Their status will change with each career
lowly Rat Catchers to Noble Lords. At a certain
switch, and with this, the type of adventure will
moment that growth comes to an end, however –
have to change as well. A rat catcher will get
or at least, the PCs’ lives are at such high levels
involved in a different kind of adventure than a
that their adventures are not gritty and perilous
cat burglar, and a crime lord will face still other
enough anymore to be real Warhammer
challenges. Another consequence of the career
adventures anymore. A Noble Lord, Guild Master,
system is that the character will need to change
High Priest or someone in a similar function
careers from time to time. Since you hand out
won’t descend into the sewers to find a runaway
XPs, the pacing of this is much in your hands. By
goblin, or go on a quest to find a holy hammer;
the time that a PC is ready to get into a new
they have their people for that, or at least the
career, be sure that the story has offered him
money and power to hire those people.
opportunities to do so; the PC should have met
some prospective employers by now or Most campaigns benefit from an ending, though.
encountered other opportunities to enter a new An ending gives closure to the story, a sense of
career. accomplishment for the players and it prevents
the campaign from going stale by endless
repetition. The main jobs for the GM at this
phase are:
End
- Getting the plot lines together and resolving
The end of a campaign is the place where all
them;
unresolved plotlines come together and (most of
- Getting the PCs where their players want
them) come to a close in a big climax. Ideally,
them to be;
from the start the campaign has been built with
- Gearing things up to a climax.
this ending in sight – it should have campaign
plots and story elements built in with a clear aim If everything has gone well in the previous stages,
at them being used or resolved in this phase of these points have been prepared in advance and
the campaign. If timed well, the end also sees the this is not as much work as it seems. In
PCs in the careers they had been aiming for since roleplaying campaigns things rarely go as
the start (or equivalent ones if they changed planned, though.
directions somewhere during the campaign) and
when their personal goals are met. Bringing together and resolving plot lines is the
main function of the ending. In preparation for it,
Does a campaign need an end? Some do, and the GM must have an idea what will happen
some don’t. Certainly with structured campaigns, here, an idea that gets more detailed the closer
at a certain moment the story is told, the foes the ending comes. Then he can have a look at the
have been vanquished, the good guys have still open plotlines and think how to fit them in
married the beautiful princesses and everyone that ending. Another thing that needs to be done
lives happily ever after. What is more, a well is to check whether the PCs need information,
planned campaign leads to a climax and a good special items or other stuff in order to succeed in
wrapping up of plot threads. Once that climax is the ending, and provide it to them. Certain plot
over, what happens afterward usually does not developments might need to be sped up or slowed
reach the same heights anymore. The TEW down in order to let everything fall together at the
campaign ends in Empire in Flames with an right time.
Empire torn apart in civil war, and the PCs sent
off to find a relic of Sigmar in order to repair it. It During the game, PCs have had personal goals,
is a grandiose spectacle (and if you cannot find it, either defined at character creation or developed
Alfred Nunez’ freely downloadable replacement through the campaign. In WFRP, some goals are
Empire at War promises to be even grander), set by the career system, while other goals are
which closes off the continuing Purple Hand plot less system-related. In preparation of the ending,
thread and several other ones that ran the GM should make a quick check of those
throughout the campaign. It would be difficult to character goals, and more important, player
top that without making it look artificial. goals, and make sure that they are fulfilled when
Campaigns sometimes go on after such a final the campaign ends.
climax, and a prime reason for that is often The ending itself should lead up to a climax. Most
inertia. The group is used to the schedule of people take this to mean a gigantic combat or
meeting once a week and playing WFRP, players action scene, but while that is certain a
(and sometimes the GM as well) cannot say possibility, it is not the only one. In Perry Mason
goodbye to their characters. mysteries and movies like A Few Good Men the
While this problem is specific for structured climax of the story is a court scene, which can be
campaigns, another one touches on all WFRP as exciting as an action scene. In movies like
campaigns. The career mechanics of WFRP are Angel Heart, The Usual Suspects and certainly
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The Sixth Sense, the climax is a final piece of that fit in this new world, perhaps twenty years
information that reverses the meaning of later. One possibility is to have the players play
everything that has happened until then. While a their former characters’ children – it is a trick
well-prepared action scene is in most cases a that is used in other sources as well, from Star
worthy climax to the campaign, it may be Wars (in reverse) to Zelazny’s Amber series. It
worthwhile to look at other options. works well there, so why not in your RPG?
Sometimes the climax of the plot is followed by
an aftermath, which is part of the end phase as Structuring a campaign
well. An aftermath allows the players to see how Looking at a campaign, first from a distance and
the climax, and their actions, have changed the then closely, is a bit like looking at the recursive
world, or at least their PCs’ lives. This is also the borders of the Mandelbrot set; the closer you
final chance to resolve plot lines that did not find look, the more you see repeating structures come
their way in the climax, and to have in-story back at lower levels. A campaign is one big story,
explanations of certain mysteries that cropped up with a beginning, middle and an end, but if you
during the campaign. look a bit closer you see that that story is made
up of smaller stories that follow up on each other,
But eventually it will be over. As mentioned and those smaller stories are made of still smaller
before, though, players might be reluctant to stories ... and each of those stories consists of a
leave the story and the world they have created. A beginning, middle and an end.
possible way to resolve this, while not dragging
the campaign on and on, is to start a new A simple way of structuring the campaign is to
campaign in the world the previous one has left put one such story after another, going for a
behind. The former PCs have become powerful rather linear plot. However, if you plan just a
NPCs, and the players can make new characters little ahead, you can make things much more
interesting for your players. It is not difficult to
Slowing Character Advancement have a few stories running at the same time. A tip
There are ways around the problem of characters from Over the Edge: at any time, offer the PCs
growing too large to fit into adventures. They all leads to at least three different adventures. The
have consequences for the campaign you are characters will take one lead, leading to one
running, though. While this article doesn’t delve adventure. When they have finished it, the other
into them in depth, some solutions are mentioned two leads will still be waiting for them (but things
below. may have evolved in the meantime) and this is
when you add a lead to a new adventure. In this
No advancement. This is the reason that many way the world becomes more real for players and
stories in books, comics or on TV go on it does look like things happen independent of
indefinitely. The characters hardly change. the player characters.
Captain Picard was as competent in the first
episode of Star Trek: The New Generation as he Another trick is one used with much success in
was when the final episode was broadcast. Asterix television soaps. Yes, I know your opinion of soap
doesn’t change or grow more powerful between operas, but it is hard to deny that they have a
several issues of the comic series with his name, formula which captivates their audience, so
and neither do a lot of other characters of timeless perhaps there is something to learn from them.
series. If you are thinking about a continuing As the Old World Turns ... Ostlanders ...
campaign, without clear goals for the players, you
might reconsider the role of experience points and Anyway, at any moment soap operas have a
advancement. number of story arcs going. These last for a few
months, and are chopped up into smaller stories
High mortality rate. A rather blunt way to that run for a week of two, three – the recursive
prevent characters from growing too powerful is to pattern mentioned above for RPG campaigns. The
kill them early, and often, and replace them with writers of soap operas compose the story arcs so
new characters. In a group which likes lots of that when one arc ends, at least one or two other
combat and other peril and has no problems with
ones are in full action. In that way, viewers are
the absence of plot immunity for PCs, this works
tempted to stay on and keep following the series.
well.
They don’t get a moment at which to say: “OK, so
Revolutions, or other things that bring down all the stories I have been watching are ending
characters from time to time. Those who had now – I can now stop watching the series and do
climbed to the top are now at the bottom once something useful instead.” The soap way of
more. The Guild Master can be set up or shown as structuring a series can rather easily be used in a
a fraud, and as he loses his position in society, he roleplaying campaign. While there is much less
has to start from the gutter again. The Crime Lord risk that players of a campaign want to leave, it is
finds his organisation corrupted, and then never a bad idea to make the campaign more
destroyed, by another organisation. Time to go attractive to them.
back to picking pockets. This only helps partially;
a character’s social position is destroyed, but Structuring the campaign also means that you
stats and skills don’t disappear. There’s also the should take care to have a variety of scenarios to
question of how often a GM can do this before run; vary combat-oriented scenarios with those
players get annoyed by it. where the focus is on investigation or roleplaying;
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Ideas for Scenarios thin air, and don’t suddenly disappear either. By
Some unusual types of scenario that can be used foreshadowing those elements, bringing them up
during a campaign: repeatedly, and mentioning their effects long after
• The players play the role of NPCs they are dealt with, they become a more natural
This works well in cases where the PCs don’t part of the story, and the story feels more real.
have the qualifications or necessary skills to Some story elements are continuous and
act. They all get assigned a role, together with unchanging, while others have a life cycle of their
character motivations and character sheet.
own, with a beginning, middle and end. It helps
Used sparingly, this can add greatly to a
to prepare, to think of how to bring these
campaign.
I used it at the end of a session in which the
elements into your story, and at what instant in
PCs were in prison, waiting to be judged. the campaign, and when to have them reappear
During the session, the PCs were interrogated again. On the other hand, sometimes plot
about certain crimes. I noted down their elements just show up and only in playing do you
answers and at the end of the session I handed find out that this NPC you made up on the spur
them to the players and let them take on the of the moment, is going to be a continuing
roles of prosecutor and defence, in a trial about influence.
the fate of the PCs.
Foreshadowing
• Flashback scenarios There are different ways to introduce plot
These are used to show what happened long elements that will become important later in the
ago. If (some of the) PCs are involved in the story. Rumours are a favourite one. If the PCs are
scenarios, they can be played by their players, travelling toward a town, on their way they can
but other players take NPC roles. The same meet people who are travelling away from that
technique can be used not with flashbacks, but town and can provide all sorts of news about it. If
with a “meanwhile, in another part of the they are about to meet someone important, they
country” kind of story, showing for instance an can hear about that person in advance. They can
orc attack that will have consequences months
hear about the theft of a painting from a museum
later for the PCs and the main plot.
early in the campaign if that painting is going to
play an important role later on. In the TEW
switch the tone every so often; after having run
campaign, the PCs will at some time travel to
some horror-based ones, bring something
Middenheim at the time the Carnival there is
comedic or light. Also, try to vary storylines. You
about to begin. The Carnival being an event that
should have several; different aspects of the main
draws people from all over the Empire, it is not
plot, side plots, stories which are personal to one
difficult to have the PCs meet fellow travellers
of the PCs – try to give attention to each of them
who are going to Middenheim to participate in the
(although they don’t all require equal attention).
festivities, and who can tell the PCs all sorts of
Also keep in mind that not every scenario has to stories about it.
further the main plotline. It is nice if they do, but
Of course, these rumours don’t have to be true.
on the other hand it can sometimes be refreshing
Quite often it is much more interesting if they are
to make a sidestep to an adventure that is only
false; that way the introduction of the actual plot
vaguely connected to the main structure. Or such
element will still be a surprise for the PCs, whose
side stories can have a function in the campaign.
expectations may be very different from the
A common one is to liven up long stretches where
actual situation. Or several rumours may
nothing plot-related happens. Another function is
contradict each other, so that the PCs won’t
the introduction of one thing or another; this can
know what to believe.
go from background elements in the setting to
career opportunities for PCs who are near the Another way of foreshadowing plot elements is to
end of their careers. A third possible function is show them briefly. Have the PCs talk to someone
the management of the adventure; you might who will turn out to be their worst enemy later in
want to slow the adventure down so that you the adventure. Or have them stay in a town on
don’t have to start the new big story arc right their way to somewhere else, only to have them
before the holidays, or you might want to give the find out later that that town is the hub of a web
players the chance to earn some XP, so that they of cultists.
can switch to new careers before the next stage in
the campaign. Foreshadowing makes the players familiar with
plot elements when those plot elements become
important. This makes those elements seem more
Continuity real, and with them the campaign.
One principle that makes a campaign seem more
than just a series of unrelated events, is Repetition
continuity. It is at once simple and hard: the Once plot elements are introduced, try to make
concept is simple, but applying it takes some them reappear from time to time. This creates
work. This applies to a variety of story elements; familiarity with the setting. It can be as simple as
characters, places, events, rumours, items, and having a certain brand of beer appear time and
so on. A story, and likewise a campaign, is much time again, in different inns. At a certain
stronger if these plot elements don’t appear out of moment, the characters won’t just order “a mug
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Liber Fanatica - Volume III : The Game Master’s Guide
of beer” but will ask the innkeeper for “A bottle of the Throne for TEW is an adventure where the
Green Oak Beer, if you have that, sir.” Likewise, PCs have to talk to a lot of important people to
have minor characters pop up several times find out what a cult is planning, and stopping
during the campaign, allowing players to become this before it’s too late. In anticipation of that
friends with them - or enemies, if desired. If the adventure, I inserted plot elements in earlier
campaign takes place in one city, or area, inform scenarios which, if approached rightly, would
the players about some specific places in that help the PCs to approach these important people.
area and the characters that are connected to. An
inn with its staff, the local shop with the two Planning ahead vs. winging it
sisters who manage the place, the Guild Hall with There are two extreme styles when it comes to
its droning, boring civil servant ... Have the planning a campaign. One is to plan ahead and
characters visit those places repeatedly, and they lay out every part of the plot in extreme detail,
will get a life of their own. Even if nothing the other is to start an epic campaign with
happens there, those places and those people will nothing more than half a page of loose notes, and
become anchor points in the campaign. take everything from there. Both styles have their
The repeating of plot elements is also a good way advantages and disadvantages, and in reality
to show the passage of time. Rumours about the GMs take a middle position, having planned the
Crown Prince’s health will change every so often, campaign to some extent but leaving some things
vaguely mirroring the development of his illness. up to improvisation. Neither will they have
If the players visit the local shop every so often, planned every aspect to the same extent, by for
have them witness how the younger sister falls in instance having gone quite specific about the
love, gets married in a later scenario, and still main plot but just having noted down some
later has children running around in the shop. vague words about NPC stats. Different GMs will
do things differently, according to their style and
Making those plot elements familiar also makes experience.
the players care about them, and you can use
this to give more impact to scenarios. If the PCs Planning ahead can be lots of work before the
were witness to the lives of the shopkeeper campaign or adventure starts, but allows you to
sisters, and you start one scenario with them spend less time once the game is afoot. Knowing
being killed during a robbery, it will make more what story elements are required in the future,
impact than if the same had happened with some you can already introduce them early in the
unknown shopkeepers in another part of town. game. You can take elements forward when
players do something unexpected, for instance,
running an encounter some time before you had
thought it would occur. In complicated stories
(like investigative scenarios), a detailed plan
Aftermath assures you that you can present a coherent set
Once a plot element has run its course, try not to of clues to the PCs before they take action.
make it disappear without a trace. Show the
aftermath. After the corner shop robbery, show At the same time, planning ahead does mean that
the effects of the sisters being dead. There will be you sacrifice flexibility. It is not easy to
a grieving widower and some half-orphans incorporate new ideas into the story, as you have
littering the streets. The shop may be closed now, to check how this new thing affects all the plots
so that the people living there will have to buy and aspects that are currently running and will
their stuff elsewhere. Or, if it reopens under new be introduced in the future. Lack of flexibility
management, have people mutter how the service becomes more of a hindrance when something
and the quality of the goods were much better serious happens; for instance if the players don’t
when the sisters were still running the shop. If particularly like the plot that you want to take
the PCs managed to find the thief, the people will them on and ask you to not go further on this
know this and still compliment the PCs for it for way, or if the player whose PC is the main lead
months after the robbery. for an important part of the plot, is not able to
attend anymore.
PCs’ actions reverberate throughout the
campaign in more significant ways than through Maintenance will be required. At the end of a
their reputations alone. In the TEW campaign it session, or of a story arc, record what happened
is the characters’ actions which determine and think about how it will affect future
whether Bögenhafen is a thriving market town on scenarios. Sometimes these will have to be
the way from Altdorf to Bretonnia or a rewritten to some extent in order to make
sulphorous, demon-spouting pit of Chaos. On a everything fit.
smaller scale, if the characters meet people they Winging it takes away these problems and allows
have met before, the reactions of those people you to do much less work. You stay more flexible
may depend on how the characters behaved the and can deal with major changes. It also allows
first time. You can design PC’s actions have you to devote more attention to the players,
consequences later on; the way that one giving their PCs more room to do what they like
encounter is solved can then have a direct effect without being constrained by what you planned.
on a later adventure. For example Power behind However, it has disadvantages of its own. Lack of
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plotting ahead makes it more difficult to run items, or scenarios are necessary to get to the
complicated scenarios or campaigns, where a ending.
party needs a number of clues presented to them
However, as I said, the best laid plans of mice
in order to reach certain conclusions which lead
and GMs ... No matter how much you prepare,
them to the next part of the plot. By winging it
sometimes the players manage to artfully avoid
you thus restrict yourself to less complicated
all the traps that you placed to get them on the
scenarios.
right track. This might be a time to panic. Which
Foreshadowing is a bit more difficult, as you is fine. But after you’ve finished doing so, take a
don’t know what you should be foreshadowing. look at your campaign structure again – if this
However, it can still be done – nothing stops you structure is solid enough, you will find a solution.
from having the party see a glimpse every now Some questions that you may ask yourself are:
and then of that enigmatic stranger that seems to
- Are there other ways leading to B? Now that
be following them, or to have them hear rumours
the PCs missed the path that you had in
about goblin raids in the east country, and only
mind, are there other paths that would lead
later decide how to use those elements in your
them there?
game. Even if you don’t have a clear idea where
- How important is B? What happens if that
the campaign is going to, use foreshadowing
part of the campaign is skipped? Can you
anyway. Inform the PCs about some rumours, let
afford to lead the PCs directly to the next part
them meet a mysterious character ... and decide
of the plot?
later what those rumours mean, and who that
- What was supposed to happen in B? What
character actually is. It will seem like you’ve
information or items would the PCs get that
thought out everything long beforehand
is important for the rest of the campaign?
Again, maintenance is important. Good notes of How will the campaign suffer if they miss
what happened during a session are essential, as that information? Is there another place
the backlog allows you to combine elements where you can offer it?
introduced in previous sessions and to deduce - Is there a way to have B happen later in the
plot threads from them. If you want to take the campaign?
plot thread of that enigmatic stranger a bit
further, then you’ll have to get back and see what
has happened in earlier encounters with that
stranger, in order to avoid contradictions.
As I said before, most GMs will not take one of
these extremes but get somewhere in the middle,
planning to a certain extent but allowing for room
to wing it. Planning will generally be tighter for
sessions in the near future than for the end of
the campaign. It is useful to have some ideas
about the main plot structure, though, as it
allows you to react to it all the time.
The best laid plans of mice and GMs are not
always followed by the players. Despite all your
clues and careful preparation, the players’
actions sometimes manage to throw a campaign
completely off the rails. You set up a scenario A
that, you assumed, would automatically lead to
scenario B, but instead the players chose to go in
a different direction. Or they fail to solve the
problem and that means that the way to B is
Managing the PCs
blocked. This is something that you should take Most RPG rulebooks remind you that you have to
into account when setting up your campaign. At treat all PCs equally, that you have to give them
each step, you should wonder what the possible all the same opportunities. It is an age-old RPG
outcomes are, and what this means for the wisdom and it is wrong as Nurgle’s hell. Different
campaign. A good campaign structure offers a lot players around your table will like different
of redundancy. First by offering several ways to aspects of the game. Nigel might want a chance
get from one place to another, so that if one is to roleplay his character while Katrina is more
blocked or not chosen, the PCs can still get there, interested in just having a good fight scene every
or in a functionally similar place, in another way. session, to allow her to relieve work-related
Second by offering different ways to get tension. Zoe appreciates references to Tolkien in
information, or items, or whatever. If the PCs fail scenarios, as well as romantic sub-plots, and
to discover the clue in one place, offer them Jason is just happy to hang around (as long as
chances to find it somewhere else. A final type of he can be near Katrina). The rulebook (on p. 192)
redundancy is to make sure that not all clues, tells you that you should give them all equal
screen time and to make sure that they all get an
equal chance at treasure and special items. The
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point, however, is that they are not all interested Different Kinds of Campaign
in that, not to the same extent anyway. You Up to now we have been looking at fairly standard
should be fair to your players and keep the game campaigns, where the PCs follow a more or less pre-
interesting to them, but that is different from written script. In the thirty years that roleplaying has
treating them all equally. Rather, spend some exist as a hobby, however, many more forms have
time finding out what each player wants from the been tried out. Some of the more successful ideas are
game and make sure to add that in appropriate presented here. They can be more or less
amounts. When planning your sessions, your successfully combined with the tools and techniques
mentioned before to create some excellent
plots and your story elements, make sure that
campaigns.
there is something in them for each player. When
considering PC-focused plots, be sure to know Troupe-style play
what the player concerned likes and bring that to This style is promoted by, and linked to, the Ars
the fore. Magica RPG, but there is no reason to use it only
there. Very succinctly, the idea is that every player
A story plot doesn’t exist independently of creates a number of characters, and the GM decides
characters’ goals and motivations (see Character which characters are going to be involved in the plot
Motivations in LF I). Next to knowing what your line, which ones will be playing in a session. In this
system one can even have the role of GM rotating,
players want, it is important to know what their
with each GM having his own plotlines and with
PCs want in life. Pay attention to that when characters having different PCs for each GM.
preparing your plots and allow PCs to act
according to their motivations and to reach, or Having the players create different sets of PCs allows
come closer to, their goals. Also appreciate that you to run stories in different parts of the world, all
advancing to the same ending. For a book and movie
those goals and motivations may change – for the
example, look (again) at The Lord of the Rings,
player it is all part of playing a three-dimensional especially the second and third volume when the
character. A PC may set out as a greedy and fellowship is split into two or three groups.
power-hungry character, but it is the player’s
intent to have him learn the values of love and Character driven
The idea here is that the GM doesn’t write a scenario
unselfishness during the story. Try to see if you
in advance. In doing this, he doesn’t force their
can introduce a plot regarding that in your story. players to go into directions that they don’t want to
Character advancement is another part of go. Instead, he listens to what each player wants to
do and then at the moment invents what is going to
managing the characters, and in WFRP this is
happen.
closely linked to the career system. Be sure to
know what the wishes of the characters are (and Although no scenario is written, many of the
the wishes of their players, which are not always elements written before can still be used. They just
the same), and see how they fit in the plot, or have to be more character-focused. The end of a
campaign, for instance, would have to be the part
how you can manipulate the plot to
where the characters reach (or fail in) their goals.
accommodate to those wishes. The timing of Those goals would not be of the kind “we stop the evil
character advancement is another part of this. As necromancer from conquering the Empire with his
the GM, you hand out XPs and thus determine army of undead”, but much more personal. “My
how fast PCs advance. In particular, you know character will be knighted by the Emperor”, “My
when they have enough XP to switch to other character will become a famous explorer” or “My
careers. When that time comes, make sure to character is going to marry the prettiest girl in the
offer them opportunities to enter those new kingdom” are the kind of goals that go with a
careers (they can even cause entire side plots in character-driven campaign. The WFRP career system
supports this kind of campaign very well.
the campaign – see the Career Guidance article in
LF I). Characters are not the main focus
Sometimes individual PCs are not really the focus of
Conclusion the story. In long Ars Magica campaigns, for
example, PCs may come and go, but the main focus
With its detailed, varied and realistic setting, its is the Covenant, a group of mages (where those
possibilities for career planning and the growth mages are played by the PCs) working together to
potential in character attributes, WFRP is a game study and to become powerful. This combines well
well suited for setting up a long campaign. To with troupe style play. The covenant will endure even
make good use of the game’s potential in this if individual PCs die and are replaced.
regard, though, such a campaign should be well In WFRP this idea could for instance be used in a
prepared. This article discussed some tools and campaign where the PCs build a settlement in
techniques that help the GM in that preparation. Lustria, or rebuild a village after the Storm of Chaos.
Though it may seem like more work initially, a The story would then focus on the settlement, rather
good campaign foundation will actually save the than the individuals who are its parts.
GM work later on, will allow him to keep the Another example where individual PCs are not the
campaign focused and make it easier to manage main focus is Pendragon. In this game, where
the campaign’s different aspects. All of which will campaigns typically span a number of decades, when
eventually result in players and GM getting more a player character dies, the player will take his son
fun out of their game. as a new character. In this way, players really play a
dynasty instead of individual characters.
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This article discusses ways in which a GM can Example: A group of adventurers are on the track
bring horror into their games, and shows how to of a fearsome creature that has been terrorising
handle one of the side-effects of experiencing the surrounding area. They have managed to
such horror - insanity. discover its lair and have begun to explore. The
GM wants to make this a scary experience for the
Handling Horror players, so as they explore the lair he provides
The key to successfully presenting horror within small descriptions of the environment around them
a roleplaying game is in building up the right every so often.
atmosphere. If the GM manages to pull this off “As you approach the corner you can faintly make
then the players’ imaginations will do the rest – out a strange gurgling sound from beyond.”
hearts will pound, brows will sweat and genuine “You rest your hand against the wall and find that
fear will start to develop. Those who have played it’s cold and clammy, sticky to touch.”
games like Call of Cthulhu will probably be “On closer inspection the corpse looks like it has
already familiar with this style of play. In fact the been mauled but, perhaps more disturbingly, the
various stories concerning the Cthulhu Mythos1 hole in the head gives the impression that
can provide a good source of ideas on how to something burst out from within…”
create the right atmosphere as well as offering
ideas for plots and cultists. For those without Exploit the senses – characters possess a range
access to this material, a number of ideas are of perceptions; make sure you feed information to
presented here2. Simple examples are provided to all of them! As well as what they can see,
illustrate the various points. describe what they can hear, smell and touch,
senses that often get underused within a
It should be noted, however, that GMing horror roleplaying game. GM’s can take this even further
doesn’t have to be solely based around using and exploit a character’s dreams. Horrific
shock and awe techniques, but can be much nightmares that foreshadow events or a location
more subtle and long term. Rather than a the characters are set to visit can act as powerful
fearsome creature that rips off player character means for stoking up fear within the players!
limbs for fun, it can equally be as horrific for a
character to discover that he is slowly mutating Example: The adventurers are making their way
over a couple of months. If anything, combining deeper into the lair. The GM is still having fun…
or fluctuating between different horror styles is “As you make your way down the passageway
often the best way to create a more complete you are all suddenly overcome by the sickly
horror atmosphere and one that never becomes stench that seems to emanate from up ahead.
too repetitive. Everyone make Toughness tests, those who fail
find their stomachs go into spasms as they wretch
Slow but steady – it’s much more dramatic to uncontrollably.”
build up the atmosphere gradually, rather than “Okay Jack, you stop to listen – it is silent apart
having the horrific encounter happening all at from your own breathing. Slowly you become
once. Start the encounter off slowly and lay the aware of a second breathing sound, close by and
foundations by providing small descriptions of matching your own. As you strain to hear where
what the characters experience around them. exactly it’s coming from you feel breath cold as the
tomb on the back of your neck…”
1
There are various collections of Lovcraft’s stories in
existence, and also collections of Mythos stories written
by other authors such as Ramsey Campbell and
Stephen King.
2
Another good reference is "Nightmares of mine", a
book on roleplaying horror RPGs, written by Ken Hite.
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Example: it would be a bit strange for the 1. Tentacles and Pentacles – the yuk factor of
mental disorder ‘The Beast Within’ (page 202 the things we’ll face, strange creatures and
of rulebook) to come into full effect straight the stranger rituals that call them into
away. It would be more sensible if the being.
character’s mental deterioration was spread 2. No, not my legs!! – when Chaos encroaches
over, say, a longer period. on us through wounds, disease, torture
(physical and/or mental) and even offers
and bargains.
3. The ties that bind – when we see the effects
of Chaos on the innocents that we protect;
3
Possible suitable soundtracks include The Exorcist, as innocent as we were once.
Alien, Aliens, Dark City and The Abyss
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Convention Scenarios
by Alfred Nuñez Jr.
The Plot
First, the convention scenario has to have a
pretty tight plot, which means a rather linear
adventure. This is due to the fact that most
conventions generally put a time limit on the
game slot one gets. At GenCon, these tend to be
four-hour slots, which really means one gets
about three and a half hours since players have
to read up on their characters.
This also means that the plot should be The plot should have elements of confrontation,
consistent with the rules as written and should though not all should be a combat situation.
not involve house rules. The inclusion of the Given the deadliness of WFRP combat, I suggest
latter means that GMs would need to provide leaving the big battle as the climax to a scenario.
additional material explaining the house rules, Other confrontations could lead to quick
which of course means less time to play. skirmishes, but these should be used with
expendable and unimportant hirelings so their
Now a linear adventure shouldn’t be one that passing away does not significantly alter the
overtly pushes the PCs along from one set-up to ending. In most cases, I have these NPCs flee as
another. Within the overall structure, the plot soon as possible since they don’t get paid if they
can have several different approaches to get to a die too early.
certain point in the story. Given players’
tendency to do whatever a GM has not scripted, The climax of the scenario should be one where
it’s usually best to consider two or three the PCs do have a real chance of being killed in
approaches to a given situation. For example, if some fashion or doing something utterly
the PCs are expected to break up an important repulsive in order to achieve their goal. WFRP
meeting of cultists, then there should be two or thrives on the dark and gritty, so the final scene
three different ways for the players to gain should have these elements as well. I have also
information about the meeting. In this manner, found this type of ending the most satisfying.
the GM doesn’t have to get bogged down into too
many improvisations. One thing to always Another element I like using is an epilogue, which
consider is that if the GM does get bogged down is a nice way to wrap up the scenario in whatever
for too long, the distraction might lessen the fashion seems appropriate to the adventure. It
players’ interest in the game. can also be used as a means to convey the grim
and perilous world of Warhammer. One way to
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do this is have the text convey the idea that the these descriptions from the point of view of the
great deed accomplished by the PCs was only a character, which allows me to imbue the
temporary respite in the greater struggle against character’s personality into this without being
evil or Chaos. overt. As an example, I could mention how
Character X’s “family was dominated by a strong
If the scenario calls for using maps and handouts mother who routinely berated her spineless
as aids, I would recommend having extra copies father” instead of saying that “Character X
made beforehand. This would allow these items disliked her weakling father.” In this manner,
to be handed out when needed without slowing the player could decide whether her character: (1)
play. If the GM plans to run the scenario in disliked her father; (2) pitied her father while
multiple slots, then there should be an entire set resenting her mother; (3) believed that strong
available for each session. This will allow the women should stand up to weak men; or (4)
players to make whatever notations they deem whatever other interpretation the player wishes.
necessary. The same technique could be used to suggest the
short-term goal of the character (“escape from the
Player Character Descriptions dreary village.”).
A very critical element of a convention scenario is
the characters the players get to play. The If one were inclined to use fortune points, I would
restrictive time slot prevents players from limit such to no more than one per day.
creating their own characters. I would also
recommend against allowing players to bring I also recommend that character descriptions
their own characters as many of these may well give the players a short narrative of what the
create balance problems with the scenario. characters think of their fellow PCs. These could
be simply first impressions if they just met or
For convention play, I believe scenarios should more developed opinions if they have known one
include six player characters of whatever mix and another for some time. Such descriptions can be
career level the writer thinks works best for the used to provide further information on a
adventure. I typically use the opportunity to character’s viewpoints and prejudices. What I
show the possibilities that exist in WFRP. In most stay away from is having two PCs with loving and
cases, I make two of the characters female secret attractions to one another. I’ve played in
(usually in potentially strong leadership scenarios such as these and can’t recall one
positions, such as Mercenary Sergeant or Noble) where this approach added anything to players’
and the rest male. I normally include one Dwarf enjoyment.
since most of my scenarios take place in the
Empire, but this character might be given a When writing PC descriptions, the writer should
career that one doesn’t traditionally associate try to have some redundancy in skills. The
with Dwarfs such as (in WFRPv1) Herdsman. I reason for this is two-fold. One, it prevents a
tend not to have Elven or Halfling characters as I situation where a character critical for the
see the two races as rare in terms of characters. success of a given situation has an uninvolved (or
uncooperative) player in control. Second, and
For ease of play, most scenarios should use more common, a game will not get the number of
characters in their first careers with no more than players equal to the number of characters. In the
one fate point. This makes it easier to introduce latter situation, the GM should decide
new players to WFRP as well as remind veterans beforehand which characters are less critical to
what it was like when they first started out. The the success of the scenario. This will reduce any
descriptions of the characters should give two or last minute scrambling that could eat into the
three paragraphs of text, briefly describing each time allocated for play.
character’s history and how they got to the
starting point of the scenario. I tend to write One last thing: Make sure that at least one
character has the Heal skill.
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On the Table
Position, Terrain and Miniatures in WFRP
by Jude Hornborg
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Strategic Time
Combat in WFRP uses Tactical time (10-second The decision to switch time scales is up to the
rounds). Other positional encounters like stake- GM, and is based on common sense and story
outs and costume balls use Strategic time requirements alone. As a guideline, 5-minute
(between 5-minute to 1-hour rounds). Even if rounds are most useful when tracking positions
you’re not tracking exact positions, it can be during a social encounter (e.g. Rough Night at the
useful to divide the game into rounds so that Three Feathers) and 1-hour rounds are most
every player has an equal chance to act. When useful during stakeouts (e.g. With a Little Help
using Strategic time, Initiative may be determined From my Friends) or city adventures where a
by seating order around the table, or another poster map is provided (e.g. Power Behind the
method besides the normal procedure (WRFP pg. Throne). During Strategic time, miniatures are
125) used to mark approximate positions only – a few
extra yards here and there won’t ruin the game.
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Magical Sense (Will Power - Advanced) Touching the object or person confers a +20 or
+30 modifier, depending on the strength of the
Related talents: Aethyric Attunement +10 enchantment. The exact nature of the magic is
Average Tasks: not revealed; merely that magical properties are
Detect which colour of Wind is dominant (see present. Further information requires prolonged
below) research.
Identify a wizards’ magical nature within 4 yards
Success Magic detected, if present The GM may wish to make Magical Sense tests in
secret.
Failure Magic undetected
1d10 Roll:
Lore / Colour 1 2 3 4 5 6 7 8 9 10 Terrain
Light / White +3 -2 -1 -1 - +1 +1 +2 -2 -1 Plains, Fields
Metal / Gold +2 +3 -3 -2 -1 - - +1 - - Underground, Rock
Life / Jade +1 +2 +3 -2 -1 -1 - +1 -1 -2 Rivers, Oceans
The Heavens / Celestial - +1 +2 +3 -3 -2 -1 - - - Mountains, Open sky
Shadow / Grey - - +1 +2 +3 -3 -2 -1 - - Valleys, Clouded Sky
Death / Amethyst -2 -1 - +1 +1 +3 -3 -2 +1 +2 Graveyards, Battlefields
Fire / Bright -2 -1 - - +1 +2 +3 -3 - - Deserts, Volcanoes
Beasts / Amber -3 -2 -1 - - +1 +2 +3 - - Forests, Wild Places
Chaos -3 -1 -2 - - +1 -1 +1 +3 +2 Chaos Wastes, Portals
Necromancy -2 - -3 -1 - +2 -1 - +2 +3 Nehakhara, Sylvania
+/-N: modifier to each die of the Casting Roll
Bold: dominant colour
Terrain: in the favoured terrain of a given Lore, a caster who Channels successfully may gain an extra
Casting die when using the native type of magic, at GM’s discretion
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Row (Strength - Basic) with the Impact quality, using the boat’s TB as a
damage modifier (WFRP pg. 119). Movement
Related talents: None during a Ram attack must be in a straight line.
Average Tasks:
Negotiate moderate rapids Manoeuvre: Ships may not turn more than 45°
Make a sudden 180 turn during a single round (and they require 1d5
Perfect Manoeuvre successful, and rower is free rounds to stop) unless a Sail test is passed.
to perform other simultaneous actions,
Hull breach: If a single blow causes more than
or gains +1M temporarily
10 Wounds to a boat’s hull, it is breached and
Success Manoeuvre successful
will sink in 2d10 rounds.
Failure Manoeuvre failed. Boat does not move,
or else continues in a straight line if For vehicles, see OWA pg. 86-87
velocity is sufficient. No actions may be
taken by the rower this round.
Botch Boat collides with a nearby obstacle and Scale Sheer Surface (Strength - Basic)
suffers 1d10 damage minus TB. If no
obstacles are nearby, boat takes on Related talents: None
water and is reduced to half M until Average Tasks:
bailed out. Climb a half-timbered wall without rope
Fumble Hull is breached by a nearby obstacle Cling to underside of a moving carriage
and boat will sink in 2d10 rounds. If no Perfect Good progress; next round’s climb test is
obstacles are nearby, boat capsizes but an auto-success, or climber gains +1M
remains afloat. temporarily
Ram attack: When performing a full move Success Surface climbed successfully this round
action, use Row skill instead of WS to Ram boats Failure No progress this round. Any handheld or
in your path. A successful hit causes damage unsecured items may be dropped
with the Impact quality, using the boat’s TB as a Botch Climber slips. Make a Hard -20 Climb
test or fall. If successful, slide down 1
damage modifier (WFRP pg. 119). Movement
yard and drop any handheld or
during a Ram attack must be in a straight line.
unsecured items
Hull breach: If a single blow causes more than Fumble Climber falls – hard – and makes a lot of
10 Wounds to a boat’s hull, it is breached and noise in the process
will sink in 2d10 rounds. Climbing under stress or time pressure requires
Manoeuvre: Rowboats may only turn more than a re-roll every round. Otherwise, test once and
90° in a single round if they’re standing still. Two then re-roll every hour.
hands are normally required to row.
For vehicles, see OWA pg. 86-87
Search (Intelligence - Basic)
Related talents: None
Sail (Agility - Advanced) Average Tasks:
Find a concealed trap door
Related talents: None Locate a single book on a shelf of hundreds
Average Tasks: Success One item is found, plus one for each
Weather a moderate storm additional DoS (if applicable)
Turn more than 45° in a single round Failure Nothing is found
Perfect Manoeuvre successful, and sailor is free
to perform other simultaneous actions, Searching a small (4x4) room takes 1 minute.
or gains +1M temporarily This time may be halved at the expense of
Success Manoeuvre successful making a lot of mess and noise. Multiple
Failure Manoeuvre fails. Boat does not move, or attempts are possible.
continues in a straight line if velocity is
sufficient. No additional actions may be The GM may wish to make Search tests in secret.
taken. See “On the Table” for more on this skill.
Botch Boat collides with a nearby obstacle and
suffers 2d10 damage minus TB. If no
obstacles are nearby, boat takes on
water and is reduced to half M until
bailed out
Fumble Hull is breached by a nearby obstacle
and boat will sink in 2d10 rounds. If no
obstacles are nearby, boat capsizes but
remains afloat.
Ram attack: When performing a full move
action, use Sail skill instead of WS to Ram boats
in your path. A successful hit causes damage
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Trap types
• Deadfall ceiling block – S5 hit with Impact quality to head or shoulders – Ag test to avoid (1 block may hit 2
characters)
• Spear or arrow trap – single S4 Armour Piercing spear, or 1d5 S3 arrows – Dodge Blow to avoid (2 arrows max
per character)
• Swinging pendulum blade – single S4 attack, continues to swing for 1d5 rounds, or until it hits – Ag test to
avoid (second character may be struck if the leading PC dodges)
• Toothed Mantrap – S6 attack to victim’s leg, and victim is ensnared (WFRP pg. 106) with -20 to escape rolls –
Dodge Blow test to avoid
• Gas cloud – Gas spreads into 2x2 cloud, and spreads 1 yard/round for 1d5 rounds – Poisonous gas: 1d5
wounds regardless of T or armour, Knock-out gas: T test or unconscious, Blinding gas: blind for 1 hour – T
test to avoid
• Ceiling Lowers – crushes anyone in the room after 1d5+1 rounds – no test to avoid (only quick exit or Fate
Point will save)
• Covered Pit – apply falling damage (WFRP pg 138), with additional S3 attack if pit is spiked – Ag test to avoid
falling, Dodge Blow test to avoid spikes
• Cave-in – passageway is blocked by rubble – Ag test to dodge on either side of cave-in (pick one), with failure
resulting in ceiling block damage (see above)
• Chute – sloped passageway leads to lower level; sliding PC’s may lose possessions – Ag test to avoid
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Liber Fanatica - Volume III : The Game Master’s Guide
Introduction
by Henrik Grönberg
Character Traits
T his tool consists of ten sets of ten tables each
listing ten entries. Each set of tables is
loosely linked to one of the Ten Questions on
and 1d10 for the entry) a few, say three, traits
may be a good idea.
Scenario Creation GMs can use the tables when
pages 21-22 of WFRP. Each table can be read as
creating NPCs for scenarios and campaigns
offering fragments of answers to one of these
(homemade or others), much in the same ways as
questions and can be used during character
described above.
generation to help players come up with a
background for their PCs (see above). Character Generation This material is also useful
for GMs and players generating player
The entries in these tables are intended to serve characters. For instance, players can roll once on
several purposes: each set of tables, 1d10 traits as above, or simply
use the tables in any other way as they and the
Improving Improvisations GMs can keep these
GM see fit. The result won’t be a cohesive and
tables handy while at the table for coming up
complete personality–you still have to connect
with a few defining attributes for improvised
these dots–but may provide a few starting ideas
NPCs. In this case, picking or rolling (1d10 for
for creating a personality and background.
the set of tables, another 1d10 for which table
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Liber Fanatica - Volume III : The Game Master’s Guide
Character Background
1 CHILDHOOD MISFORTUNES 6 HAS TRACES OF THE ACCENT OF
1 Character was abused as a child 1 Averland
2 Orphaned early, raised by distant relatives 2 Hochland
3 Sickly and weak as a child 3 Middenland
4 Mocked and teased by other children 4 Nordland
5 Parents had to move a lot, never rooted 5 Ostermark
6 Resents parents and upbringing to this day 6 Ostland
7 Always felt out of place as a child 7 Reikland
8 Mistreated by stepmother or father 8 Stirland
9 As a child regarded as weird by everyone 9 Talabecland
10 Resented schooling or similar education 10 Wissenland
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Social Class
1 THE EMPEROR MUST RESTRAIN THE 6 DESPISES THE BACKGROUND OF
1 Grand County of Averland 1 Bourgeois
2 Barony of Hochland 2 Mercantile
3 Grand Duchy of Middenland 3 Military
4 Barony of Nordland 4 Rural
5 League of Ostermark 5 Urban
6 Grand Principality of Ostland 6 Wanderer
7 Grand County of Stirland 7 Waterline
8 County of Sylvania 8 Wilderness
9 Grand Duchy of Talabecland 9 Rural, Wanderer, and Wilderness
10 County of Wissenland 10 Bourgeois, Mercantile, and Urban
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Personal History
1 HAS BAD MEMORIES OF A NEARBY 6 MENTAL HEALTH: RECENTLY
1 coaching Inn 1 suffered a major loss and is grieving
2 Brothel 2 felt harmonic and spiritually refreshed
3 Yradesman 3 been moody and disharmonic
4 Garrison 4 been reminded of own mortality
5 court of law 5 experienced how cruel the world is
6 toll gate 6 felt the attraction of the Ruinous Powers
7 Temple 7 been melancholic without knowing why
8 town Gate 8 missed family and home so much it hurt
9 Graveyard 9 pondered the swift passing of time
10 guild house 10 suffered from Fear and is still a bit shaky
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Personality
1 PHILOSOPHY, MORALS OR ATTITUDE 6 PRIMARY MOTIVATION – CHARACTER
1 Conceited and judgemental 1 is exceedingly greedy
2 Conformist and law-abiding, law equals morals 2 is honour bound
3 Conservative 3 will protect his bloodline at all costs
4 Liberal and open minded 4 will satisfy his bloodlust no matter what
5 Rebellious 5 is driven by ambition to excel in his profession
6 Righteous 6 wants to bring anarchy to the world
7 Unorthodox 7 is a gambler in all aspects of life
8 Dignified 8 is a stalwart and chauvinistic patriot
9 Charitable and generous 9 is a hopeless romantic and dreamer
10 Dreamer, otherwordly 10 lives to have his revenge
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Religiosity
1 PARTICULARLY DEVOTED TO 6 RECENTLY UNDERTOOK PILGRIMAGE
1 Verena 1 to repent for a very real sin
2 Ulric 2 as a cover to do something far less pious
3 Morr 3 that ended in personal disaster
4 Myrmidia 4 during which he made a spiritual discovery
5 Manaan 5 hoping to get some peace of mind
6 Sigmar 6 to the cathedral of Sigmar in Altdorf
7 Ranald 7 to the temple of Manaan in Marienburg
8 Shallya 8 to the temple of Ulric in Middenheim
9 Taal 9 to the temple of Myrmidia in Magritta
10 Rhya 10 to the temple of Shallya in Couronne
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Liber Fanatica - Volume III : The Game Master’s Guide
Peculiar Possessions
1 FOODSTUFFS 6 RELIGIOUS SYMBOLS AND TRAPPINGS
1 Sack of 2d10 sour apples 1 Religious symbol worth 1d10 ss
2 1d10 trail rations 2 As above, but not for preferred deity
3 Two spicy sausages 3 Medallion portraying local saint or hero
4 One small keg of rather watery ale 4 Pictogram woven into seem of clothes
5 Sandwich (ham & mustard) wrapped in cloth 5 Symbol of deity of another pantheon
6 Large sack of potatoes 6 Beautiful symbol worth 1d10 gc
7 Half a bottle of poor quality spirits 7 Treasured religious relic
8 Two large loafs of rye bread 8 Neatly folded religious robes
9 Bottle of decent red wine 9 Book of religious tenets (thin and leafed)
10 Large piece of very smelly (but tasty) cheese 10 Lucky charm (WFRP p. 123)
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Loyalties
1 CHARACTER IS LOYAL TO 6 CHARACTER ONCE BETRAYED
1 each and everyone according to his pay 1 favoured cult
2 Himself 2 home province, town or village
3 his family; blood and ancestry 3 close family
4 his country, a true patriot 4 employer, colleague or business associate
5 his close friends 5 a good friend
6 influential allies and people of power 6 his love, fiancée or spouse
7 the nobility 7 his country
8 a foreign power 8 someone wanting him to betray someone else
9 a company (trading, coaching, mining, etc) 9 the memory of his ancestors
10 a military 10 himself: plans for the future, wants, wishes
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Liber Fanatica - Volume III : The Game Master’s Guide
Settlements of Sigmar
G erman speaking readers are likely to laugh
out loud at this attempt to provide GMs with
Farms & Towns
Villages & Cities
Second Element of
Settlement’s Name
the means of quickly coming up with names for 01–03 01–02 -acker [field]
villages and towns in the Empire and a few 04–06 03–04 -bach [brook]
notable features of these settlements. 07–08 05–07 -berg [mountain]
09–10 08–09 -brücke [bridge]
11–13 10–12 -brunnen [well]
- 13–20 -burg [town]
Name of Settlement 14–16 21 -chen [~small]
Roll 1d100 for the first part of the name and 17–29 22–25 -dorf [village]
consult the table below. Then roll another 1d100 30–34 26–27 -feld [field]
- 28–30 -fort [fort]
and look up the result in the next table. You may
35–36 31–32 -galgen [gallows]
have to re-roll the second element if you feel that 37–39 33–35 -haus [house]
it implies a geographical feature not present in 40–42 36–39 -hausen [~retreat]
the settlement. 43–45 40–41 -heide [moor]
46–48 42–43 -heim [home]
First Element of Settlement Name 49 44–47 -hof [court]
1 All- 35 Hall- 69 Salz- 50–52 48–51 -holz [woods]
2 Als- 36 Hart- 70 Schaf- 53 52–53 -horst [nest]
3 Alt- 37 Hauzen- 71 Schroben- 54–57 54–55 -hügel [hill]
4 Ammer- 38 Hech- 72 Schwab- 58–60 56–58 -hut [hat]
5 Arn- 39 Herbst- 73 Schwan- 61–64 59–61 -hütte [cottage]
6 Aschen- 40 Herz- 74 Schwarz- 65 62–63 -ingen
7 Ascher- 41 Hohen- 75 Schöne- 66–68 64–66 -leben [life]
8 Bens- 42 Holz- 76 Semmen- 69–71 67–69 -münde [river mouth]
9 Birn- 43 Ilmen- 77 Sim- 72 70–71 -nau
10 Blanken- 44 Kall- 78 Sommer- 73 72–73 -schweig [~silence]
11 Blau- 45 Klage- 79 Sonder- - 74–78 -stadt [town]
12 Blut- 46 Klein- 80 Speeger- 74–76 79–80 -stedt
13 Borken- 47 Lauffen- 81 Starn- 77–80 81–82 -stein [stone]
14 Braun- 48 Lauter- 82 Stein- 81–83 83–85 -stätte [site, place]
15 Büche- 49 Lipp- 83 Süd- 84–85 86–88 -tür [door]
16 Bögen- 50 Main- 84 Tauber- 86–90 89–91 -wald [forest]
17 Diep - 51 Marien- 85 Taufel- 91–94 92–94 -wasser [water]
18 Dunkel- 52 Merse- 86 Thurin- 95 “Alte” [Old] and re-roll
19 Eis- 53 Mess- 87 Tier- 96 “Bad” [Bath] and re-roll
20 Ell- 54 Moos- 88 Tränen- 97 “Grosse” [Big] and re-roll
21 Eschen- 55 Naum- 89 Trost- 98 “Heilige” [Holy] and re-roll
22 Fried- 56 Nenn- 90 Upfen- 99 “Neue” [New] and re-roll
23 Fürsten- 57 Nieder- 91 Wall- 00 2nd roll +“an der” [on]+1st roll
24 Geis- 58 Nord- 92 Waren-
25 Gelb- 59 Ober- 93 Vater-
26 Giessen- 60 Ost- 94 Vecker-
Population
27 Grau- 61 Oster- 95 Wein- This number can denote various things: the real
28 Grab- 62 Otters- 96 Weiss- number of people in the settlement, the number
29 Gros- 63 Pfaffen- 97 West- of registered/taxed citizens, number of (heads of)
30 Grün- 64 Pfarr- 98 Winter- households, etc.
31 Gräten- 65 Pfeffen- [Female
99 Population
32 Gruft- 66 Rain- Name]*
33 Günz- 67 Riesen-
00
[Male Farmstead 2d10
34 Hagel- 68 Saal- Name]* Village 1d10 x 10
* You can use the tables in WFRP (p. 26) or Small Town 1d10 x 100
Character Pack (p. 4-5). Town 1d10 x 1,000
City 1d10 x 500 + 10 000
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Notable Features
This table presents notable features for
settlements (geographical feature, main trade or
other noteworthy characteristic). The GM can roll
a number of results equal to 1d5 and modify the
roll depending on the size of the settlement: -3 for
villages, -2 for small towns and -1 for towns.
These entries should be read as relative: a hamlet
is quite likely to boast fewer horses than a city
even it is famous for breeding them. In the same
way, the reach of a settlement’s renown typically
depends on its size.
1d100 Notable Feature
01–02 Large library
03–04 Centre of learning (school, temple)
05–06 Crumbling ramparts or palisade
07–08 Eerie ruin on the edge of the settlement
09–10 Famous for a yearly feast or festival
11–12 Famous/notorious coaching inn(s)
13–14 Government (provincial court, office etc)
15–16 Home of a famous artist, actor, or author
Wealth 17–18 Imposing bridge or other construction
This shows the general wealth of the settlement 19–20 Impressive shrine, statue or memorial
and its inhabitants, but says nothing about the 21–22 Impressive temple to major deity
23–24 Inhabitants are ostracized by outsiders
relative wealth of the settlement’s inhabitants;
25–26 Known as a lawless place
wealth in the Empire is extremely unevenly 27–28 Large Dwarven community (2d10 %)
distributed. 29–30 Location makes settlement a natural fort
31–32 Lush park, gardens or commons
1d100 Wealth Modifiers: 33–34 Major Road/River Warden station
< 15 Impoverished Town, city: +5 35–36 Mentioned in famous song, saga or poem
Village, small town: -5 37–38 Mighty watch tower or beacon
16–35 Poor
Talabecland: +5 39–40 Military strongpoint (double garrison)
36–75 Average Reikland: +5 41–42 Notorious for its corrupt officials
76–85 Thriving Ostland, Ostermark: -5 43–44 On the decline (economically, politically)
86 < Very Rich 45–46 Part of the settlement is in ruins
47–48 Recently under attack (by Greenskins etc)
49–50 Rumoured to be a site of unnatural events
Garrison 51–52 Settlement has recently been prospering
This table indicates the size and quality of the 53–54 Settlement is geographically isolated
settlement’s garrison. ‘A’ quality troops are 55–56 Settlement of historical importance
excellent troops; usually Templars or the elite 57–58 Significant center of trade
59–60 Significant fortification (‘B’ troops x1,5)
guards of prominent Nobles. ‘B’ quality troops
61–62 Site of major prison or labour camp
can be soldiers, mercenaries, members of the 63–64 Site of recent unrest (riots, insurrections)
Town Watch or other average troops. ‘C’ quality 65–66 Sizable Halfling community (2d10 %)
troops are typically poorly trained and equipped 67–68 Tradesmen are regarded as greedy
militia. Settlement is famous for a trade or export:
69–70 Trapping (fur and skin)
The percentages in the table indicate how large 71–72 Sheep (meat, cheese and fur)
portion of the settlement’s population that can be 73–74 Mining (metal or mineral)
75–76 Preserves (conserved foods)
found in each troop category. Roll 1d10 for each
77–78 Foodstuffs (pies, bread, pickles, etc)
category and add the appropriate modifier (a 79–80 Goats (meat, cheese and furs)
negative result, or a natural roll of ‘1’, means that 81–82 Wine (type depends on soil & tradition)
no such troops are present). 83–84 Books (printing and/or illumination)
85–86 Brewing (beers, ales or ciders)
Garrison A B C 87–88 Arms (weapon-, armour or gunsmiths)
Village N/A N/A +10% 89–90 Illicit services (strong thieves guild etc)
91–92 Horse breeding
Small Town N/A -5% +10%
93–94 Important agricultural producer
Town -5% ±0% +5% 95–96 Large producer of charcoal
City -5% ±0% +5% 97–98 Glass or pottery crafters
99–00 Logging, timber and sawing
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Changing Seasons
T his tool gives you the means to quickly come
up with the weather for the location the PCs
are presently in. It should be noted that it is not <
Precipitation & Cloud Cover
Drought: No precipitation for another
firmly founded in meteorology; GMs requiring 01 10+1d10 days.
more realistic results need to look elsewhere for Clear Day: A roll of 11 means that a beautiful
02
satisfaction. However, these tables mainly serve rainbow appears for about 1d10 minutes. In
–
three purposes: many parts of the Old World a rainbow is a
15
1) It aids the GM in adding colour to the setting good omen.
(describe the weather each morning and if it Partially Overcast: A roll of 22 indicates
16
changes during the day); strange cloud formations: for 1d10 hours
–
some rather peculiar, beautiful or ominous
2) It can be used to add a twist to an encounter 50
cloud formations are visible in the sky.
or to a whole scenario (try shooting a bow in
51 Heavy Clouds, But No Rain: A roll of 55
a gale force wind or climbing a bare cliff – indicates that a distant rolling thunder can be
during heavy rain!); 60 heard lasting 2d10 minutes.
3) Weather can itself be a source of plots (like 61 Fog: Visibility drops to one-quarter for 1d10
aiding villagers to save their homes from a – hours. Ignore this result unless “Wind
flood or having the town struck by lightning). 65 Conditions” table indicates “Calm” day.
Drizzle or Snowfall: Roll 2d10 for the
Application 66 approximate hour when it starts. The drizzle
Roll once on all tables at dawn. Other ways of – (temperatures above zero) or snowfall
using this document include: picking results, 75 (temperatures below zero) lasts 2d10
rolling only when players ask for weather minutes.
conditions or you just need inspiration. Intermittent Showers: 1d10 light showers
or snowfall (as appropriate depending on
temperature) throughout the day, each
Changing Weather: A double-digit roll (‘11’, ‘22’,
lasting about 2d10 minutes. Roll 2d10 for the
etc.) on any table indicates changing weather 76 approximate hour when each shower or
conditions (in addition to any other effect): re-roll – snowfall starts. A roll of 77 indicates thunder
the result on that table after 2d10 hours. 85 and lightning during summer and sleet in
winter-time (sleet is frozen raindrops that
Wind Condition bounce on impact with the ground. Very
Calm: Wind speeds less than 1 mph. If sailing similar to freezing rain below but is clearly
< you’d better get the oars out. Due to the absence visible).
40 of a cooling breeze temperatures may be Heavy Showers or Snowfall: Reduces
perceived as higher than they actually are. visibility, rain prevents use of strung
41 Breeze: < 5 mph, wind motion is felt on exposed
weapons and makes climbing difficult. Lasts
– skin, leaves rustle, grass sways. On a hot day
1d10 hours. A roll of 88 also indicates a
70 it’s quite a relief!
Windy: < 15 mph, leaves and smaller twigs in 86 fierce thunderstorm in summer and freezing
constant motion and small branches begin to – rain in winter (rain that freezes on impact
71 95 with a cold surface can be the most
move, limits use of strung weapons. A roll of 77
– devastating of winter weather phenomena. Ice
indicates wind sheering; wind suddenly changes
85 storms result from the accumulation of rain
direction throughout day. Quite a nuisance if
sailing. that becomes supercooled and freezes upon
Strong Wind: < 30 mph, large branches in impact with cold surfaces).
86
motion and smaller trees sway, use of strung Hail Storm: For 2d10 minutes the area is
–
weapons becomes difficult. A roll of 88 also pummelled by small chunks of ice.
95
indicates wind sheer as above. Depending on the size of the hailstones, this
Gale: < 45 mph, whole trees in motion and twigs can cause property damage, loss of crops,
96 are broken from trees. It’s an effort to walk 96 and injured livestock or people (unless
– against the wind and impossible to pitch a tent, wearing a helmet). For each round a
97 missile fire becomes nigh impossible. Untreated character lingers outdoors suffers a 10% risk
torches are extinguished. Trim sails if sailing.
of being hit by a chunk for 1d10 points of
Storm: < 70 mph, trees uprooted, considerable
98 and widespread structural damage, even treated
damage.
– torches are extinguished A roll of 99 indicates a Torrential Rains or Blizzard: Tracks and
99 thunderstorm. If aboard a boat you better get out then roads become impassable and even the
97
of the water. most weathered of travellers seeks shelter.
<
Hurricane: > 70 mph, massive and widespread Lasts 1d10 hours. If rain, a roll of 99 or 00
00 indicates a fierce thunderstorm.
damage to buildings, people and animals thrown
<
about, 60 % risk of thunder and lightning. Summer: -10 Hochland and Kislev: +10
Autumn: Add 10 to roll Autumn: +10 Mountainous Region: +10
Mountainous or Coastal Region: add 10 to roll
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Temperature
The temperatures in this table refer to the chart Temperature
below. If the roll on this table shows a higher or < Extremely low: More than 15 degrees
lower temperature than the previous day, 01 colder than average.
temperature changes one step in that direction. Cold Front: Temperatures remain “very
Otherwise temperature stays (roughly) the same. 02 low” during 10+1d10 days. Sky is filled by
More often than not, it is enough to state that “it flocks of emigrating birds…
is unusually cold for the month”, rather than 03 Very low: Daytime temperatures are about
saying that “it is 10 degrees”. – 10 degrees colder than average.
10
Wind Chill: Strong winds cause temperatures to 11 Low: About 5 degrees colder than average.
be perceived as lower than they actually are. This –
is illustrated by letting the result on the Wind 25
Conditions table above may have an impact (in Average for month and region. However, a
the form of a modifier) on this table: roll of 33 indicates a cold night (about 15
26
degrees or lower than during the day) while
–
Windy or Strong Wind -5 a roll of 66 indicates a warm night (only
75
Gale force wind or worse -10 about 5 degrees cooler than during the
day).
Average Temperatures: The chart below 76 High: About 5 degrees warmer than
indicates average day temperature (Celsius) per - average.
province and month. Nightly temperatures are 90
roughly ten degrees lower than the daytime 91 Very high: Daytime temperatures are
temperatures and typically it is hottest at noon – about 10 degrees warmer than average.
and coldest just before the sun rises. The chart 98
does not account for differences within regions Heat Wave: Temperature remain “very
caused by nearby geographical features like vast 99 high” during 10+1d10 days. Both in
open fields, hills or large bodies of water. Also, summer and winter this can be disastrous.
the temperature in larger towns and cities is 00 Extremely High: Temperatures are more
typically a couple of degrees higher than in the < than 15 degrees higher than average.
countryside. Mountainous or Coastal Region: -10
MONTH
(After-Witching)
(Fore-Witching)
(After-Mystery)
(Fore-Mystery)
(Summer-tide)
(Harvest-tide)
Nachgeheim
(Brewmonth)
Sommerzeit
(Chillmonth)
(Sigmartide)
(Ploughtide)
Sigmarzeit
(Year-Turn)
Vorgeheim
Jahrdrung
(Ulric-tide)
Nachexen
Vorhexen
Kaldezeit
Erntezeit
Ulriczeit
Brauzeit
Plugzeit
PROVINCE
Spring Summer Autumn Winter
Nordland 2 6 10 16 20 20 18 14 6 4 -4 -2
Ostland 2 8 12 18 22 20 16 12 8 2 -6 -4
Middenland -2 4 8 16 22 24 22 18 10 2 -8 -4
Hochland 2 6 14 18 24 24 22 16 8 2 -6 -6
Reikland 2 6 12 16 22 22 20 14 8 4 -2 -4
Talabecland -2 6 14 22 24 24 20 18 8 6 -6 -6
Ostermark -4 4 8 14 18 20 18 12 8 2 -10 -6
Stirland -2 4 12 18 24 24 22 18 12 10 2 -2
Sylvania -4 6 10 16 20 20 18 14 10 4 -6 -8
Wissenland -2 6 10 16 20 20 18 14 8 2 -6 -8
Averland 2 8 14 20 24 22 20 16 10 4 -4 -6
Solland 2 6 12 18 20 22 18 16 8 2 -6 -4
Kislev -4 -2 4 10 16 18 14 10 4 -4 -10 -8
Wasteland 6 10 12 18 20 18 16 14 10 8 4 4
Border Princes 2 4 14 18 22 24 18 16 12 6 4 2
Those of you who prefer Fahrenheit can multiply the degrees above with 9/5 and add 32.
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Gambling
Service
Stabling*
W.o.I.R.
Baths
Snug
The table below is intended for GMs who want to
randomly generate the number of rooms in an Type of
Establishment
inn. A single room sleeps one, a double two and a
large room up to four people. Innkeepers have an Brothel 80% 50% 50% 20% All
uncanny gift of spotting guests trying to squeeze Club N/A 50% All 80% 20%
more people into the room than they pay for. A Coaching Inn 80% 20% 50% All 20%
dorm houses up to a dozen people (1d5 + 7). In
addition, many poor or common establishments Hostel 80% 20% 50% All 20%
allow their guests to sleep in the canteen (or Tavern 20% 50% 50% 20% 20%
wherever there’s room!) if the dorm is full (at a *Very much depends on where the inn is located
small or no fee).
Establishment Sngl Dbl Lrg Dorm
Brothel +6 N/A N/A N/A Size of Establishment
Club -2 -2 N/A -2* Multiply the number of rooms by the number in
Coaching Inn +2 +2 +2 +4 this table, and modify the availability of service
Hostel ±0 ±0 ±0 ±0
Tavern ±0 -2 -2 -2
by the modifier provided.
*For the guests’ servants and body guards Size Small Medium Large
Services x0.5/ -25% x1 x2/ +25%
Room for One More?: If you want to randomly
decide how many of the rooms or beds in the
dorm that are disposable at any one time, roll Standard Costs
1d100 and add the modifiers below. The sum
The prices below roughly correspond to the prices
indicates the approximate portion of rooms and
in WFRP (p. 114-116) and Old World Armoury (p.
beds available (in that establishment–not to be
88-89).
confused with Availability as described in the
Equipment chapter). Results of 100+ indicate that Sustenance Services
the establishment is completely empty, which Breakfast 2 p Stabling 10 p
may serve as inspiration for an encounter (“why Lunch 3 p Bath 1 ss
is it empty?”). Conversely, results of less than 1 Dinner (1 beer) 5 p W.o.I.R. 10p+
indicate a busy evening or even that the inn is Packed Lunch 3 p Lodging
“overbooked” with guest being asked–even urged– Ale 2 p Common Room 5p
to share rooms or sleep on the floor (or in the Beer 1 p Single Room 5 ss
stable). Spirits (shot) 2 p Double Room 10 ss
Wine (glass) 3 p Large Room 15 ss
Establishment has a good reputation -10
Inn with a particularly bad reputation +10
Arrives before noon +20
Arrives late in the evening -20
Special event in settlement (festival,
-30
merchant caravan just arrived, execution)
Additional Amenities
This table gives the presence of services like
baths or Women of Ill Repute (which sometimes
includes men of questionable reputation) or a the
presence of a snug (a small private dining or
sitting room) It should be noted that, here,
‘service’ means the inn-keeper himself employs a
person to provide the service or otherwise
encourages it: there’s nothing stopping two
guests from playing cards just because there’s no
croupier employed.
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Liber Fanatica - Volume III : The Game Master’s Guide
Galloping Trots. Some time after dinner it The Thing on the Plate. The Innkeeper is very
becomes clear that pretty much all the guests in pleased with a new dish he has prepared and is
the inn suffer from food poisoning. As the queue anxious that all his visitors get at least one large
to the privy grows longer, more urgent and less serving. Quite happy with himself he walks
civil, the Innkeeper and cook swears they did around serving everyone personally.
nothing wrong. If the PCs investigate they will Unfortunately it is quite horrible. In fact,
notice that the lock to the pantry has been swallowing even a mouthful requires a successful
picked. (Galloping Trots: WFRP p. 136) WP-test (with a +10% bonus for Resistance to
Poison) to swallow. Failure–or declining
Drinking Contest. One of the PCs is challenged
altogether–might have consequences.
to a drinking contest by a slim looking fellow who
presents himself as Adelbert. Drinks are on
Things that go ‘BANG’ in the night. The PCs
Adelbert, but last man standing receives 1 gc. As
are awakened in the middle of the night by a loud
the ales go down the gathering crowd starts
noise. It can be a door slamming shut, gunshot, a
cheering the two contestants along. Adelbert has
brawl, a dispute, a shout for help or something
a Toughness score of 56 and Consume Alcohol
more unnatural. May very well be a false alarm–
+10%. (The Effects of Alcohol: WFRP p. 115)
or even a dream–but there’s always a chance it
Rumours Abound. Like every other inn this one isn’t.
is brewing with rumours, gossip and hearsay.
Whether there’s any truth to them is hard to say, Ulman under Cover. Also staying at the inn is a
but for the inhabitants of the Old World it is far nicely dressed middle-aged man with a local
from unlikely (1d10): dialect who presents himself as ‘Ulman’.
Articulate and inquisitive, ‘Ulman’ engages in
1 - Outlaws are currently troubling the area, conversations with pretty much anyone and
but you can be safe because they only seem to seems very keen on getting people to reveal their
attack people with money. view on religious matters and the local
2 - Someone allegedly made a strange leadership. In fact, he is the nobleman (or senior
observation in the next village, where all the official, or cleric) Freiherr Erich von Regensburg,
inhabitants were behaving very strangely. who likes to skulk around his subjects in
3 - A notorious criminal just escaped, and the disguise. He then uses the information to his own
authorities are searching the vicinity. Watch ends. He has two bodyguards with him, who sit
out, because he is desperate and prone to at another table. The PCs, likely being a rather
violence! conspicuous bunch, soon attract his attention –
4 - An inappropriate love affair is much talked for better or worse.
about, between a noble or merchant or senior
official and a peasant girl, waitress or
handmaiden.
5 - The settlement has a serious rat problem,
and Rat Catchers are currently being
summoned to do something about it.
6 - A merchant was gruesomely murdered
yesterday. However, the perpetrator was
caught and it was the poor merchant’s heir. He
must have been the only one who didn’t know
the victim was broke!
7 - An attack on the settlement is imminent,
but the authorities refuse to issue a warning.
The militia is armed, the watch is doubled and
mercenaries are hired.
8 - A large quantity of beer is missing, stolen
from a local brewery. And then, at the next inn
or tavern the beers are strangely cheap…
9 - A well-liked inn was recently closed for
reasons untold, but there seemed to have been
something wrong with the sausages served
there.
10 - A local tradesman cheats his customers,
selling products of lousy quality. He is
protected by a trade guild, so there’s no point
in complaining.
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Ex Libris Imperialis
L ike many of my fellow hobbyists, I’m
something of a bibliophile; few things make
my imagination tick like the feel and smell of an
Randomly Generating Books
As is the case throughout this section, you will
not get grammatically or otherwise satisfying
old leather-bound tome. This article is intended
results through random generation, so GMs need
to help GMs to quickly generate a few details of
to apply some common sense. Moreover, if you
books.
have decided on some of the attributes described
Caveat: It should perhaps be noted that in the in these tables (like language or topic) just skip
author’s version of the Old World, books are a bit the table in question.
more common (or at least less expensive), than
the view presented in WFRP and the Old World Quality of Writing
Armoury (although the ability to read is not more Conditional on the GM’s will, quality books may
prevalent!). However, for reasons of compatibility, bestow a bonus on some Skill Tests. The skill is
price and availability in this article are consistent typically an Advanced skill, like Common or
with said books. Academic Knowledge, or a Trade, and the
character must already possess the skill in
Reading Books question. In order for this bonus to be applicable,
Reading a book requires–not surprisingly–that two conditions must be met. The character must
the character can read (has the Read/Write skill) have
knows the appropriate language (Language skill) • read the entire book once (see above), and
and has some time on his hands to do the actual • the Test must fall within the scope of the
reading. Reading a book takes about one hour book, as decided by its topic (but to some
per ten pages, and a character can read for no extent also by its title).
more than 8 hours per day. After the book is read If these criteria are met the book bestows a (non-
once, the character makes a Read/Write Test: cumulative) bonus on relevant Skill Tests: A Best
Failure indicates that the character must re-read quality book bestows +10% and a Good quality
1d100% of the book, success indicates that the book +5%. Poor penmanship, however, incurs a –
character has absorbed the information within. 10% penalty due to false, confusing or illegible
The GM can apply modifiers to the Read/Write content, unless the reader identifies it for what it
Tests according to the situation: reading a book is by passing the Read/Write Test! This is done
in a tranquil library with the assistance of a automatically unless the reader fumbled one of
skilled librarian is quite another thing than trying the Read/Write Tests.
to read the same book while thrown back and
forth in the back of a carriage travelling over a 1d100 Quality of Writing Worth
bumpy road. At night. Hungry. With Goblins 01–03 Best +900%
attacking and the Dwarf snoring next to you. 04–10 Good +200%
11–80 Common ±0%
Skimming: Quickly browsing a book in order to 81–00 Poor (increase Avail. one step) -25%
get a grasp its content and quality takes about
one hour per 50 pages. After the book has been
skimmed the character makes a Read/Write Test: Classification of Writing
Failure indicates that the character has only Roll 1d100 to determine what type of book it is.
grasped the title and topic. Success indicates
1d100 Classification of Writing
that the reader has a fair understanding of the
01–25 Biography
basics of the book (basically, the information
26–30 Bestiary
found in the tables in this article like quality of 31–50 Cook Book
writing and any peculiarities of penmanship). 51–60 Fiction
61–70 Guidebook or Travel Account
71–90 Religious Doctrine
81–98 Scholarship
99–00 Forbidden, Exotic or Heretical Topic
Author
You can use the tables in either WFRP p. 26 or
Character Pack to roll the name of the author of
the book (at least if the author is from the Empire
or is an Elf or Dwarf)
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Biographies
1d100 1st Element 2nd Element 3rd Element (Topic)
01–03 – Accomplishments of Emperor Karl Franz
04–06 Admirable Accounts of Magnus the Pious
07–09 Blood-dimmed Achievements of Sigmar Heldenhammer
10–12 Celebrated Ambition of the Todbringers of Middenheim
13–15 Classical Annals of the Ludenhofs of Hochland
16–18 Collected Archives of the Gaussers of Nordland
19–21 Compiled Aspirations of the Hertwigs of Ostermark
22–24 Complete Chronicles of von Raukovs of Ostland
25–27 Comprehensive Confessions of the Haupt-Anderssens of Stirland
28–30 Empirical Conundrums of the von Krieglitz-Unterns of Talabheim
31–33 Exposed Deeds of the von Krieglitz’ of Talabecland
34–36 Faithful Deliberations of the von Liebewitz’ of Wissenland
37–39 Final Desires of the Leitdörfers of Averland
40–42 Finest Digest Basic Career [use the table on WFRP p. 21]
+“of” and roll the name using the tables in WFRP or the
46–48 Gathered Endeavour Captain
49–51 Gilded Enquiry Champion
52–54 Glorious Essays Crime Lord
55–57 Grandiose Existence Demagogue
58–60 Great Exploits Duellist
61–63 Heretical Feats Engineer
64–66 Honest Findings (on) Exorcist
67–68 Ill-Fated History Explorer
Character Pack,
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Liber Fanatica - Volume III : The Game Master’s Guide
Bestiaries
1st Element 2nd
1d100 3rd 4th Element (Topic)
Element
01–07 - Animals Manaan (aquatic creatures; fish, crayfish, squid)
08–14 Detestable Beasts the Tooth (rodents; mice, rats, squirrels, beavers)
15–21 Enquiries on the Beings the Farm (domestic animals; cows, goats, dogs, chicken)
22–28 Essays on the Childer the Swamps (amphibians; lizards, snakes, frogs)
29–35 Facts of the Children the Woods (wild mammals; bears, elk, rabbits, deer)
36–42 Findings on the Creatures the Saddle (mounts; including horses, donkeys, mules)
43–49 Horrifying Denizens the Swarm (insects including ants, flies, butterflies etc)
50–56 Ideas on the Dwellers the Skies (wild birds)
57–63 Lectures on the Inhabitants the Hive (bees and wasps)
+ “of “
64–70 Lessons on the Lords Ulric (wolves)
71–73 Loathsome Masters Hunger (all kinds of Trolls)
74–76 Opinions on the Minds Myth (mythical beast like Dragons, probably a hoax)
77–79 Reports on the Natives the Tomb (incorporeal undead like Ghosts and Spectres)
80–82 Seminars on the Residents the Grave (material undead like Skeletons and Ghouls)
83–85 Study on the Servants Savagery (Goblinoid races; Orcs and Goblins)
86–88 Survey of the Sons Ruin (Beastmen, Minotaurs and Mutants)
89–91 Theories on the Souls Blood (Vampires)
92–94 Thesis on the Spirits the Horned Rat (Skaven)
95–97 Treatise on the Tenants Chaos (Chaos Warriors, Marauders and Dwarfs)
98–00 Roll two elements and combine Multidisciplinary study: roll again and combine
1d100 4th Element (Subtitle) Principal Field or Aspect Studied
01–10 – None, overview of all aspects of the creatures
11–20 The Lore of Beasts Usage as food (not necessarily for Humans…)
21–30 Servants of Taal? On how to train or interact with the beasts in question
31–40 Call of the Wild How the creature can be used as medicine (or poison)
41–50 The Erudite Colloquia of Nuln Feeding habits and preferred foods
51–60 Wonderful Wild Mating rituals, selection of mates, rearing of the young
61–70 Magnificent Creatures A study of the creatures typical lairs and habitats
71–80 A Study of Creatures Fair and Foul Methods of defence and attack (where applicable)
81–90 A Hypothesis Most Remarkable Social status and interaction within a group or horde
91–00 A Natural Philosophy Primarily deals with the creatures typical environment
Cook Books
1d100 1st Element 2nd Element (Topic) 3rd 4th Element (Subtitles and Similar)
01–05 Appetizing Beers The Bounty of Esmeralda
06–10 Customary Breads & Biscuits The Bretonnian’s Choice
11–15 Delicious Cookery The Forgotten Fare
+ “From” + Element from Origin Table
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Fiction
1d100 1st Element 2nd Element† Synopsis
01–04 Black Autumn Sleazy “love stories” (borderline pornographic)
05–08 Colour of Awakening Instructive moral stories for young lovers
09–12 Dying Crown Traditional fable or fairytale
13–16 First Dawn Ghost or horror story
17–20 Glorious Evening Classical novel by famous writer
21–24 Golden Flower First part of an epic (and rather dry) love story
25–28 Her Hand Struggle of a emerging Marienburg merchant family
29–32 His Heart A family feud that has gone on for generations
33–36 Last Legend A sad tale of the life of a destitute maiden
37–40 Laudable Light Conformist story of a righteous baron and his reign
41–44 Ominous Memory A glamorous ball recalled by ten different people
45–48 Penultimate Morning Recollection of a plague that afflicted a small town
49–52 Persistent Prize Dark folktale of a woman who was burnt as a witch
53–56 Red Saga Unblushing appraisal of Emperor Karl Franz
57–60 Silent Shadow Collection of love poems on common theme‡
61–64 Soft Spring Stage Play (comedy)
65–68 Splendid Story “ (tragedy)
69–72 White Summer “ (drama)
73–76 Wondrous Tale Songbook‡ (lullabies and children’s songs)
77–80 Year of (the) Tear “ (traditional tunes)
81–84 The Time “ (religious hymns)
85–89 [1d10] Water Book on art‡ (painting)
90–95 [Name]’s Wind “ (calligraphy or illumination)
96–00 [Career*]’s Winter “ (pottery or glassblowing)
* You can use the table in WFRP p.21 † It the roll is even, use the element in its plural
form.
‡ If roll is odd the work covers a single artist; if even, combine with element from the Origin Table.
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Religious Doctrine
1d100 1st Element 2nd Element 3rd 4th Element (Topic)
01–02 - Addresses Divinity (religion in general)
03–04 The Articles Manaan (Lord of the Seas and King of Storms)
05–06 A Study of the Commandments Camille Dauphina (Matriarch of Manaan)
07–08 Absolute Commands On the Question of Stromfels (Aspect of Manaan?)
09–10 Ardent Condition Manhavok (weird Stirlander doomsday cult)
11–12 Blessed Contradictions Morr (God of Death and Dreams)
13–14 Categorical Course Order of the Shroud
15–16 Collected Decrees the Augurs
17–18 Comprehensive Deliberations Fellowship of the Shroud (or Forsagh)
19–20 Conclusive Demands Paul von Soleck (notable Augur in the Cult of Morr)
21–22 Consecrated Demonstrations Myrmydia (Goddess of the Art and Science of War)
23–24 Constant Dicta the Order of the Eagle
25–26 Essential Direction the Order of the Righteous Spear
27–28 Established Directives the Knights of the Blazing sun
29–30 Extreme Discourses Isabella Giovanni (Chief Prist of Myrmydia)
31–32 Faithful Elements Juan Franco (leader, Order of the Righteous Spear)
33–34 Fervent Errors Ranald (God of Tricksters, Thieves and Luck)
35–36 Gathered Exigencies Ranald the Dealer (or other aspect like the Prowler)
37–38 Golden Expositions Hans von Kleptor (powerful priest in Marienburg)
39–40 Hallowed Fundamentals Rhya and Taal (Lord of Nature, Mother of the Earth)
41–42 Holy Fundaments Karog (or other aspect like Karnos or Haleth)
43–44 Humble Imperatives Katrinelya (Hierarch of Rhya)
45–46 Orthodox Inconsistencies Niav (Hierarch of Taal)
47–48 Pious Instructions Shallya (Goddess of Healing and Mercy)
+ “of “
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Scholarship
1D100 1st Element 2nd Element 3rd Element (Topic)
01–02 – Colloquia on the Contemporary Culture of the Dwarfs
03–04 Accumulated Accounts of the History of the Dwarfs
05–06 Admirable Arguments on the Contemporary Culture of the Halflings
07–08 Assembled Conceptions on the History of the Halflings
09–10 Auspicious Considerations on the History of the Moot and the Halfling Elector
11–12 Celebrated Demonstrations of the Contemporary Culture of the Elves
13–14 Collected Discourse on the History of the Elves
15–16 Compiled Dissertation on the Recent History of the Empire
17–18 Complete Elucidation of the Ancient History of the Empire
19–20 Comprehensive Enquiries on the Pre-Sigmarite History of the Empire
21–22 Compulsory Erudition on the Schism Between the Cults of Ulric and Sigmar
23–24 Elemental Essays on How to Raise Children
25–26 Empirical Examinations of the Imperial Electoral System
27–28 Essential Exposé of Lexicon, roll a Language table and include in title
29–30 Esteemed Expositions of Cartography
31–32 Experiential Findings on Mining Engineering
33–34 Exposed Foresights of Astronomy
35–36 Faithful Hypothesis on Engineering
37–38 Final Insights into Military Strategy
39–40 Finest Knowledge of Shipbuilding
41–42 First Labours on Embalming
43–44 Fundamental Laws of Candle making
45–46 Gallant Learning on Fishing
47–48 Gathered Lectures on Bowing
49–50 Gilded Lessons on Calligraphy
51–52 Glorious Notes on Cooping
53–54 Golden Observations on Stoneworking
55–56 Grandiose Papers on Tanning
57–58 Great Perceptions of Goldsmithing
59–60 Honest Perspectives on Smithing
61–62 Illuminative Procedures on Apothecary
general study
77–78 Required Studies on Foreign Relations and Trade
79–80 Respected Suggestions on Genealogy and Heraldry
81–82 Revealed Teachings on Haute Couture
83–84 Revered Testimonies of Herbalism
85–86 Rudimentary Theorems on History
87–88 Splendid Theories on Law
89–90 Tempting Thesis on Music (in general)
91–92 Truthful Treatise on Prospecting
93–94 Unambiguous Understanding of Trade
95–96 Uncovered Wisdom of Weather and Climate
97–98 Unearthed Visions of Weaving and Sewing
99–00 Valuable Writings on Multidisciplinary work: roll again and combine
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You can also try picking a few results (2-4) and 2 – Disease: One of the PCs is stricken by
combining them into a chain of encounters or disease. Are his/her strange ramblings
whole scenario. For instance, the PCs’ first merely an effect of the fever or is he/she
encounter a horse without rider [Lone Ranger], a more susceptible to visions of the path
little later come across the remains of the rider ahead in his/her weakened state?
[Roadkill] only to find out what - or rather whom 3 – Ghost: The PCs meet, see or hear of
- actually happened to him [Incoming!]. someone they thought to be dead–and it
seems the person’s return is of immediate
Types of Locations importance.
Although most of these entries are written with
4 – Hearsay: One of the PCs picks up a
road travel through wild or rural areas in mind,
disturbing rumor with a bearing on the PCs'
most of them can easily be adapted for other
current dealings.
locations.
Rural: A rural location is somewhere in the 5 – Refuge: As a token of gratitude or
outback, but not too far from civilization: the admiration, the PCs are offered a place of
outskirts of towns and villages, fields, well- refuge or hiding for the present or in the
travelled roads, etc. Here, one is quite likely to future.
encounter other humans – or even fouler things.
6 – Sign: One of the PCs sees a pamphlet,
Urban: Encounters and incidents for the streets
poster or sign that he finds of particular
of any large village, town or city.
interest, as it mentions something with
Waterline: Waterline typically means the
direct bearing on the plot.
characters are travelling on or along a river.
Either way, in most cases the word “road” can 7 – Third Party: A new character shows up
simply be replaced by “river”. Some of the in the scenario, someone with power and a
encounters have do be adapted according to hidden agenda. Whose side is he on and
whether the PCs are controlling their own boat or what are his motives?
along for the ride, aboard a larger river boat for
instance. 8 – Truce?: An enemy comes forth with a
Wilderness: This column is used whenever the proposal for the PCs or their employers.
PCs are travelling through true wilderness, far 9 – Turncoat: An agent of the opposition
from civilization and probably even roads. Here, betrays his employer to the PCs. But can he
the word “road” in the entries below can be be trusted, is what he can offer of any use
replaced by “path” or “track”. and what are his motives?
10 – Now, things are getting busy: Roll two
results and combine!
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A Bridge Too Few. If travelling by coach or cart, Suddenly one of them cries out in dismay, pain
crossing this broken wooden bridge can be a or horror. Perhaps one of the dead animals is
severe hindrance. But depending on the hideously mutated (or not dead at all!), or the
geography this may also impede travellers on foot scent might have drawn other “visitors”… (If this
or horseback. Either way they may encounter a Waterline encounter the Hunters are Fishermen
someone at the bridge who needs the PCs’ instead) (Hunter: WFRP p. 41, Fisherman: p. 39)
assistance.
Aid the Pigeon. The PCs meet a Messenger
A Cold Welcome. When entering the settlement carrying a dispatch to the next town, village or
the PCs are subjected to rigorous control: the coaching inn which happens to be on the PCs’
Watchmen note their names, hometown, route. The Messenger is injured, has a lame
province, liege, occupation, intended duration horse, or is preoccupied with matters elsewhere
and purpose of stay, where they can be reached and asks the PCs to carry the dispatch for him,
during the stay, etc. They are forced to pay claiming it is extremely urgent. He offers his
applicable taxes and tolls. All paperwork is thanks and a few gc’s. Unfortunately, there
duplicated, stamped and copies are sent to the seems to be some danger attached to the task
central registrar. that he conveniently forgot to mention. Either the
dispatch will not receive a friendly reception
A Prayer for the Damned? By the road (or in the
when delivered, or someone is out to intercept it.
courtyard of an inn, toll gate or village) there is a
(Messenger: WFRP p. 44)
small crowd gathering around an armoured man
dressed in black and yellow clothes. The man, All the Fun. A circus or travelling fair is visiting
Ulrich, is a Witch Hunter who has just secured and has set up camp just outside the settlement
the catch of the day. In chains he has an elderly for a few days. These wandering entertainers are
woman whom he claims is a rogue sorcerer and a strange bunch, including fire-eaters and
the cause of miscarriages and accidents in the jugglers, as well as strange animals and people.
area. His flaming speech (including assertions of In their wake follows quacks, prostitutes and the
how sorry he is to reveal that a woman of such ever-present pickpockets. The commoners are
esteem and healing skills owes her abilities to the thrilled, but the authorities are less happy and
Ruinous Power) enrages the audience and soon keep a vigilant eye over the fair.
there are shouts for the ubiquitous burning. The
A Simple Life. A few yards off the road (or in a
woman, although unbowed, is clearly in trouble.
boat) and surrounded by playing children, empty
Will the PCs intervene? Whether they do or not,
bottles and jars and a gigantic picnic basket, a
the decision will have repercussions. Is the
family of affable Halflings (Dramfast and
woman innocent – or exactly what she’s being
Bomflower Millpond) is resting, waiting for
accused of? (Witch Hunter: WFRP p. 87)
someone or simply enjoying a day off. A source of
A Warm Reception. Not far from the road the gossip, a couple of apples or just a reason to put
PCs see a group of Charcoal-Burners hauling your feet up for a few minutes?
logs, chopping wood, and tending to their
Bad Moon Rising. People stay indoors and say
charcoal stacks. These weathered individuals are
prayers of protection since Morrslieb is almost
suspicious (one could say they have a dark
full. This lasts 2d10 hours. All Tests based on
outlook on life!) and used to the dangers of the
Fellowship are Challenging (-10%) during the
wild. Unless the PCs seem like a dangerous,
following day, as this is a very bad omen for all
haughty or boring lot they will be invited to their
Old Worlders. All kinds of terrible prophecies are
dirty camp. Besides coal smudges they have an
rumoured to become true.
endless supply of rumours, rotgut liquor and
black humour. (Charcoal-Burner: WFRP p. 36) Banquet. The PCs participate in a sumptuous
meal, perhaps provided by an ally or friend, their
Abattoir Blues. Not far from the road a party of
current employer or the local inn. (Ideas for food
hunters and trappers have made camp and are
and drink: WFRP p. 114-116)
currently gutting and skinning today’s catch. It’s
a scene of sweat, blood and crude humour. Beggar. One of the PCs encounters a dirt-poor
beggar, bone picker or urchin who stirs his pity,
perhaps because the poor creature reminds the
PC of someone, or something. (Beggar: WFRP p.
233)
Benshof is Burning. A few hundred yards ahead
the PCs can see thick smoke rising above the
trees or hills. As they draw nearer they can see
the blazing houses of a small village, and a few
villagers desperately trying to fight the flames. Is
there something the PCs can do to help? What
caused the fire? Are there any injured villagers
that need immediate attention? Is it related in
any way to the PCs current dealings?
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Broken Equipment. One of the PCs breaks or the direction of a nearby town. The wretched
loses something vital for travelling or their souls in the cage are a sorry collection of whores,
current task: a boot, blanket, weapon, paddle or urchins and beggars and are escorted by several
horseshoe, for example. Acquiring a substitute Watchmen or Bounty Hunters. Suddenly, one of
may prove as urgent as it is difficult. the PCs recognizes one of the prisoners: a friend,
relative, other acquaintance–or perhaps even one
Child Errand. The PCs see a small boy, two or
of the other PCs? Do the PCs try to avoid
maybe three years old, standing in the middle of
recognition, or do they try to liberate the poor
the road, sitting by the roadside or scampering
creature, and using what means? (Bounty
through the bushes. The boy has spotted them
Hunter: WFRP p. 34; Watchman: p.59, Law,
and is wobbling in their direction, arms
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
outstretched and a smile on the dirty face. He’s
dirty and hungry but otherwise seems fine, and Face-off. The PCs are suddenly confronted by a
he immediately takes a liking to one of the PCs. high-strung nobleman, an irritated innkeeper, an
Where are his parents? Who is he? What are the orthodox priest, a corrupt official or any other
PCs going to do with him? And what’s that smell? Old Worlder with a grudge against him or her.
Collateral Damage. All of a sudden, a troop (say Feast of Crows. The PCs suddenly come upon a
2d10+5) of armed Soldiers break from cover by small but gruesome field of battle: on the road
one side of the road and charges in the direction ahead, a flock of crows audibly feasts on the flesh
of the PCs. Weapons are drawn, orders are of 1d10+2 recently slain travellers. Whether they
shouted and arrows start flying. While still were robbed and killed by Outlaws, ambushed by
dumbstruck, the PCs find themselves in the thick Greenskins or succumbed to the schemes of
of things as another force reveals itself on the fellow travellers is up to the GM.
opposite side of the road and counterattack. The
Fire. The settlement, house or area is suddenly
PCs are between a rock and a hard place and
plagued by a devastating fire. It’s a scene of
must seek shelter. Even if they survive the
smoke, flames and panic. The blaze is caused by
fighting, the winning side dislikes witnesses as
lightning, an accident, neglect or perhaps an
they are raiding another province and they are
arsonist at large?
unconvinced that the PCs were not with the other
side after all. (Soldier: WFRP p. 54) Flash Flood. The PCs spot a good place for camp
next to a small stream. However, upstream it has
Colossal Rain. The area through which the PCs
been raining heavily (or perhaps a dam breaks or
are travelling is drowned in heavy rains lasting
the stream changes course because of a
1d10 hours. Roads turn to mud, rivers overflow,
landslide) and suddenly the stream becomes a
and vision drops to a few yards. The PCs must
fierce river, ten times wider than normal. Some
seek shelter unless they are adequately equipped,
time during the night the raging water floods the
highly motivated or hard-pressed for time.
PCs’ campsite. Unless they’ve taken precautions
Crowd. The PCs are caught up in an unruly like posting a guard who passes a Perception test
crowd that calls for a hanging, lower prices on (you can make one test per round starting when
bread or the release of a prisoner. Suddenly, the the water is 5 rounds away, and reduce the
crowd’s attention turns to the PCs (because of a difficulty by one step for each test until passed),
character’s race, dress, actions or words. In the they may be in serious trouble, and most of their
Old World, there’s always a good reason for a equipment is washed miles downstream.
lynching).
Flirt. One of the PCs is flirted with by an
Debt. One of the PCs is unexpectedly called upon attractive member of the opposite sex, which can
to repay an unknown debt in the form of a be a set-up, a one-nighter, or – why not – True
service, favour, money or other, owed by the Love. Maybe the PC just can’t stop thinking
character himself or close family. about him or her, or someone notices the flirt
who shouldn’t.
Dogs of War. The PCs bump into a company of
3d10 hardened and heavily armed Mercenaries Frediger’s Farm. In a straightforward attack, a
lead by a scarred and gnarled Sergeant. These band of Goblins breaks from cover about 50
are drunk, bored and offensive and may cause yards away and charges towards the PCs. The
the PCs some serious trouble. (Mercenary: WFRP PCs just passed a roadside farmstead and should
p. 44; Sergeant: p. 84) be able to retreat to it before the Greenskins are
upon them. Do the farmers let them in, has the
Driving Home for Mass. Some carriages bar the
farm already been sacked or do the assailants’
road ahead and figures in cloaks are trying to
arrows stop them from retreating in that
pull one of the carriages up from the ditch. These
direction? The Goblins are about twice the
virtuous but inexperienced pilgrims are on their
number of the PCs +1d10 and are led by a Black
way back from (or to) a holy site a couple of days
Orc. They will continue their attack for 1d10
journey away and obviously need all kinds of
minutes and then move on to hunt easier meat.
help, and they humbly ask for it.
(Goblin: WFRP p. 229, Bestiary p. 97; Farmstead:
En Route to Perdition. The PCs meet an open GM Pack p. 24)
cart on which a sturdy cage is fixed, moving in
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From Eve to Morning. On the road lies a drifting towards them. Is it an entertainer
fortified coaching inn, one of those palaces where practising some new piece, a priest performing a
travellers from everywhere - and those who prey ritual, someone trying to attract the PCs
upon them - come together for a night. But this attention – or a diversion?
particular inn is currently run by less agreeable
guests. Too late do the PCs realize that a rather
sizeable band of Outlaws has taken over the inn.
They pillage the inn, harass its guests (including
the PCs) and won’t let anyone leave until they do
(early morning), all while getting very drunk on
the inn’s tap.
Fugitives. The PCs encounter a train (10+3d10)
of swearing, shocked and injured villagers
carrying the few possessions they managed to
save when their village was burnt to the ground.
Last night they were attacked without warning by
Greenskins, Beastmen or perhaps troops from
another province Although their stories differ as
to the purpose, numbers and origin of the
assailants, they agree on one thing: they are
coming this way. Soon. (Peasant: WFRP p. 48)
Galloping Trots. One of the PCs (you can decide
who by making a Toughness test and pick the
one with the worst result) is stricken by the
Galloping Trots. This reduces the group’s
Movement score by one point as the PC has to
make urgent and frequent stops. His current
Fellowship is reduced by as many points as you
feel to be appropriate. (Galloping Trots: WFRP p.
136)
In the Name of… Vociferously announcing the
Garden of Morr. About 50 yards from the road end of the world, denouncing the modern ways of
the PCs see a cemetery with about 1d10x10 living or renouncing some deity, this crazed Friar
graves, a few crypts and a chapel surrounded by may require the PCs to take up arms and follow
a low wall. Milling about is a handful of figures, him, hold a spontaneous sermon or attack them
and a couple of wagons are waiting by the gates. outright. Possibly all three.
Are they Grave or Tomb Robbers, mourning
relatives burying a loved one, or something Incoming! From out of nowhere an arrow is shot
worse? (Grave Robber: WFRP p. 40, Tomb Robber and lands pretty darn close to one of the PCs. On
p. 57, Zombie p. 231 or Bestiary p. 120) a successful Perception test another PC can point
out the approximate spot from whence it was
Handover. One of the PCs is given an object shot. But was the arrow fired by someone
wrapped in cloth by a darkly dressed man and is deliberately aiming for that (or another) PC, did
told to hang on to it until further notice. He will the shooter mistake him or her for someone else
pick it up in a few days and they will be richly or was it just a young Peasant who hasn’t quite
recompensed. He then disappears before any gotten his act together?
questions can be asked. Unfortunately it seems
someone else is out to get the object and they will Injunction. A page delivers an order to one or
stop at nothing. several of the PCs to appear before a local
magistrate to testify about something they might
Here be Monsters. Really. While travelling over have seen or heard. This summons may come at
a small bridge in the wilderness the PCs a bad time, but not showing up at the appointed
(Perception–Listen tests) may hear something hour may be a very bad idea. Likely enough, the
moving under the bridge. It’s a filthy troll and characters have absolutely no idea what the case
bellowing “fooody, meeaties” it quickly scrambles concerns or what is going on in the courtroom
up the short slope! The PCs have one round (two unless they have the Academic Knowledge (Law)
if someone heard the noise) to draw weapons (or skill. The questions asked are borderline
flee!) before it attacks. It won’t fight to the death ridiculous (“did you have one or two eggs for
if the PCs prove tough meat. (Troll: Bestiary p. breakfast did you say?” “And you are absolutely
111) sure that the man stepped with the right or the
left foot over the threshold?”), but the parties and
Hilltop Holler. The PCs notice a person standing
the magistrate listens with great interest. The
on the top of a small hill about 100 yards off the
episode takes a few hours, and afterwards
road. The person, clad in some sort or robe or
someone (a servant of one of the parties) thanks
cape, seems to be dancing or waving, and
the PCs with a few gcs.
occasionally the PCs can hear chanting or singing
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It Doesn’t Rain But It Pours. Roll two new informing the PC of some event, good or bad
results and combine them into one probably (death, marriage, starvation, need of money).
quite memorable episode.
Nightly Excursions. One of the PCs has a
Lost and Found. On a stretch of road, trappings strange and vivid dream during the next night
are spread all over: clothes, food items, sacks or (roll 1d10 on the table below.
broken boxes and a few other belongings.
Perhaps they fell off a carriage, are the result of 1 - The PC finds himself standing on a
marauding goblins going through the loot, or deserted stretch of road in the twilight of dusk
came from someone needing to ditch extra weight or dawn. The PC senses something drawing
in a hurry? Do the PCs find something of interest nearer…
among the remains? What if the PCs pick 2 - The PC “awakes” and the room or camp is
something up and later on are accused of theft? ablaze! He can feel the heat from the flames
Love’s Labours Now. The PCs encounter a lonely and see how his skin starts to turn black…
young woman who is about to give birth. She 3 - The PC falls of a tower, roof or cliff and
looks barely 18 and if asked, she says her name desperately tries to catch on to something
is Carlott and that she is from a village a few while the ground rushes up to meet him…
days away, but since she’s already in labour she
cannot say anything further. Carlott is obviously 4 - In the dream, the PC has a fierce argument
in no condition to travel and the baby arrives in with one of the other PCs, and is still very
3d10 minutes – can the PCs be of any angry with him or her when he wakes…
assistance? Childbirth is dangerous business in 5 - The PC dreams that he finds a (relatively)
the Old World – what if the baby survives but she large treasure (like a purse of Goldcrowns),
doesn’t? What if the baby is mutated in some which isn’t there when he wakes up…
way? And what of the young woman’s family and
the baby’s father? 6 - The PC dreams that something very bad
has happened to a loved one like a sibling,
Lone Ranger. The PCs can hear hoofs against parent or lover…
the paving coming around the next bend, and
soon after the steed appears. But the saddle is 7 - In the dream the PC meets a son or
empty and as the horse approaches, the PCs can daughter – either an existing child or a
clearly see the blood on its side. What happened coming…
to the rider, who was he, and can the horse be 8 - It’s a terrible nightmare of teeth and
sold at the next village provided they catch it tentacles and inescapable terror, and the PC
(Charm Animal or a lasso should do the trick)? wakes sweating and screaming!
(Mounts: WFRP p. 232-233)
9 - Roll two results: The dream starts like the
Man Overboard! One of the PCs falls overboard! first one and then changes into the second
Can he swim, is he worth saving and can the PCs result.
turn the boat around to pick him or her up? And
what – or who – caused the unexpected bath? 10 - Roll again, but the dream is a recurring
(Suffocation: WFRP p. 136) one and visits the PC during 1d10 consecutive
nights.
Marshlands. For about half a mile the road
winds through a bog that partly swallows the Noble’s Cause. The PCs are hailed by a local
road in places. Veils of mist rise from the putrid Noble, Walbrecht Nachtmann von Dünnsberg,
water, and through the haze the PCs can see and his entourage consisting of a couple of
vague shapes of ruins and trees. Suddenly, one of Servants, a Valet, and a handful of Bodyguards.
the PCs can see lights moving in the mist, as if He demands the PCs services for a while, as
people are moving around in the marsh. The guides, guards or for some special skill (trade,
lights are slightly compelling – anyone who sees language, etc.) that he believes they possess. This
them must make an Easy (+20%) Will Power likely takes the PCs in an unwanted direction
check. If the character fails, he must follow the doing unwelcome things for an unwelcome
lights into the marsh, where the lights will lead employer, but the PCs may be in serious trouble
him to a patch of quick sand. if they (try to) decline. (Noble: WFRP p. 46;
Servant: p. 52; Bodyguard: p. 33; Valet: p. 59)
Merchant Caravan. Half a dozen heavy carriages
(or barges) protected by Mercenaries and Noise Conspiracy. A loud noise in the bushes by
accompanied by a coach (or boat) bars the PCs’ the side of the road (branches cracking, pebbles
way. Does the Merchant ask the PCs for help, clattering) is followed by a chilling cry. However,
directions or protection, does the caravan come it’s only a deer that, halfway across the road, is
under attack from Outlaws or are the PCs treated startled by the PCs presence and stops to stare at
as hostile by the Mercenaries? (Mercenary: WFRP them for a few seconds. A source of amusement,
p. 44; Merchant: p. 77) food, or perhaps a sign from Taal?
(Taal: WFRP p. 179)
News From Home. One of the PCs receives a
letter from home or other form of notification,
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Of Wolves and Men. While travelling through the Raucous on the Road. The PCs find themselves
wilds, the PCs are stalked by a pack (roughly watching a brawl. The combatants (say 1d10+2
twice the PCs’ numbers) of wolves. The pack on either side) seem to be ordinary folk, fighting
follows the party for 1d10 hours and the PCs are with sticks, knives or their bare fists. The rumble
allowed one Hard (-20%) Perception test per hour can be caused by a religious dispute, family
to realise this. Then the pack closes in, at which rivalry, or a lost game of cards. Do the PCs
point one of the PCs must pass a Charm Animal intervene on either side, act as mediators or turn
test (or come up with some clever strategy like their back on it all?
lighting several torches) lest they are considered
Reckless Driver. The PCs are almost overrun by
dog food and the wolves attack. (Wolf: WFRP p.
a large dark blue coach with polished coats of
233)
arms on the doors. Each PC present must make
Out of Control. Some piece of equipment or an Agility test to successfully make it out of the
device necessary for manoeuvring the vessel way. Failure means that the PC suffers 1d10
(rudder, sail, oar, paddle) malfunctions or is lost wounds (modified by armour and Toughness
and the vessel starts drifting downstream. This Bonus) as the PC is either hit directly by the
condition engenders all kinds of dangers: coach, trampled by one of the horses or hurts
collisions with other boats, running aground, himself on something by the side of the road or
listing so heavily that the vessel takes in water, street. PCs with Sixth Sense may feel a tingling
or falling overboard. just before the coach hits, and get a +20% on the
test. It’s hard to tell whether the driver actually
Overturned Coach. The PCs come across a aimed for the PCs or just didn’t care. Things may
coach lying on its side. They can see a few figures
get worse if the PCs voice any opinions on the
milling about the wreck and a few items strewn
driver’s skill.
about. This can be the result of an accident,
assault, or an ambush. Roadkill. The PCs stumble upon a body lying on
the road, in the ditch or hanging from a tree
Party Time. The settlement is about to celebrate
beside it. Who was he, how and why was he
a religious festival, related to some local deity,
killed, and is there any loot? Is it infected by
saint, or major god. People are dressing up in
some contagious disease? Do the PCs bury the
their best clothes, the streets are swept and the
body, bring it with them to the next village or
best draughts are up from the cellars. The
leave it there on the road? If one of the PCs is a
settlement is generally in a good mood (all Gossip
devotee of Morr then leaving the body is not an
and Haggle Tests are made with +10% bonus). Of
option. (Burial Customs: WFRP p. 173)
course, this also means that inns are crowded,
pickpockets are prosperous and potential Roadwardens. A group of Roadwardens (or
troublemakers are expelled from the settlement. Riverwardens) led by a weathered Sergeant
(Religious Festivals: WFRP p. 173) intercepts the PCs. Do they warn the PCs of some
danger ahead, demand the road toll (a shilling
Path of Left Hands. The PCs are hailed by a
per leg) or harass them in some other manner
man walking out from the trees or shadows by
(accusations, questions, force them to provide
the side of the road and onto it. He is in his
assistance)? (Roadwarden: WFRP p. 50, Law,
twenties, wearing wilderness apparel and is quite
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
friendly, enough so to have attracted a following
of 5+1d10 less friendly Outlaws for whom he acts Something Rotten. When sitting down for lunch
as leader and scout, and he is evaluating the PCs’ or dinner the PCs are dismayed as they realize
fighting skills and wealth. If everything is to his that most or all of their food and water is spoiled:
liking, he will make a silent signal to his rotten, mouldy, infested by maggots or eaten by
comrades who will challenge the PCs to put down rats (or, more likely, the Halfling in the group!). If
any weapons and move off the road. (Outlaw: far from civilization this can be a nuisance and
WFRP p. 47) delay them on their journey, as they have to hunt
or scrounge for food. But if the PCs lack the skills
Pocket Pick. One of the characters finds a hand
to find food on their own, and it’s the middle of
in his pocket – and it ain’t his! The pursuit that
winter, they may be in dire peril. Furthermore,
follows to catch the starving young thief may or
what if the only consumable intact is the alcohol
may not have anything to do with the current
– and we all know that lack of water and too
adventure.
much alcohol is a bad combination. (Starvation,
Ramming Speed. The PCs observes a boat WFRP p. 114)
coming directly for their own vessel! They can see
Taal’s Fury. The area is hit by an earthquake.
several hunched figures aboard the other boat,
Houses crumble, fires break out, screams for
but no markings or flags. Depending on whether
help and dust rising above it all. The
the PCs are in control of their vessel or not, they
ramifications – political, economical and religious
can try to evade the incoming boat, alert their
– are farreaching.
own ships’ crew or prepare for impact. But is the
other boat full of sinister pirates, sickly villagers
or eager traders? (Boat & Ship Statistics: WFRP
p. 119)
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Taking a Leak. One PC finds himself in a couple Troubled by the Law. PCs are harassed by the
of inches of water and realizes that their vessel is town guard, either at the town gate upon arrival
leaking - badly! Depending on the size of the boat or on the streets. The Watchmen, lead by the
it’s all hands to the pumps or buckets. This can Sergeant Hans Kloob, are either generally in a
be played as a stressful situation, as it is not bad mood, looking for bribes, have a bone to pick
clear whether they’ll make it or not. Or maybe it’s with one of the PC’s, are about to arrest them for
clear they’re sinking and must make it to one of some minor or imagined offence, are looking for
the riverbanks before it’s too late. But even if the somebody to beat up – or all at once. A quick
leak is plugged the question remains: what – or tongue, stern look or a few shillings may be
who – caused it? required to keep them off their backs – for now…
(Watchmen: WFRP p. 59, Sergeant p. 84, Law,
The Golden Hour. The PCs hear a weak cry for
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
“Help, in the name of Shallya”. The wretched soul
(Hans, a middle-aged farmer from a village a Trader. The PCs meet a young, travelling
day’s journey away) may have been injured in an salesman, Reinolt, who sells mundane items like
accident, attacked by Greenskins or suffers from cutlery, blankets, or bottles of spirits from his
some deteriorating (and contagious?) disease. Do cart (or boat) at slightly (+10%) increased prices.
the PCs possess the skills to heal him (successful He offers a fair deal if the PCs agree to
Heal skill test) or can they bring him to someone accompany him to the next coaching inn, and
possessing such skills before he expires (in about can also be a source of rumours, tips and
one hour). Or do they just leave him there, directions.
assuming it’s an ambush or a waste of time?
Wayside Shrine. By the side of the PCs’ path
The Tempest. The sky has been darkening there is a shrine dedicated to a major god or
during the last few hours, and there’s an perhaps a local deity or saint. But there is
ominous freshness in the air. Then, the wind something awry with the otherwise pristine
picks up speed. At first, this is merely amusing picture: has the shrine been defaced, do the PCs
as the gusts make it hard to stand upright and stumble upon robbers stealing the offerings in
the odd hat rolls a few yards. Then, it gets the shrine, or is something heinously out-of-place
annoying as this impedes travel, delaying the PCs with the entire structure? (Shrine: WFRP p. 171)
by 1d10 minutes as an important trapping is
Windfall. One of the PCs quite unexpectedly
blown far, far away. But the wind keeps
receives or finds a substantial sum of money (say
gathering strength, and soon trees start falling,
1d100 gc) lying there on the street or road or as
carriages overturn and people are knocked to the
an inheritance, gift, advance payment, dividend,
ground. The storm lasts 1d10 hours, and leaves
loan or similar. And along comes trouble…
the countryside much changed.
Witness. In the street (or on the banks of the
The Village. The PCs come upon a small village
river, or in the woods), one of the PCs sees a
situated just by the side of the road. The villagers
person stabbing someone several times.
are absolutely terrified of something outside the
Unfortunately the perpetrator sees the PC and
settlement’s palisade or defensive ditch. The PCs
comes after him, either physically with dagger
are told a story of a young man who recently
drawn or in some other way.
ventured outside at night and hasn’t come back
(this allegedly happened 2d10 days ago). Others Writing on the Walnut Tree. One of the PCs
fill in with stories of strange sounds and notices a piece of paper nailed to a roadside tree.
sightings. Is there something out there preying This can be an invitation to a festival in the next
on the villagers, is the young man’s town, a wanted poster or a public announcement
disappearance caused by accident, or did he just of some kind. 1d10 hours later, remembering
grow bored of his superstitious neighbours and what that note said becomes of direct
leave for the big city? (Sample Village: GM Pack p. importance…
22-23)
Toll Gate. These are typically situated on a
stretch of road (or river) where circumvention is
more or less impossible, like on a bridge or a
mountain pass (or river lock in the case of rivers).
Although some “join palisades” with other
roadside institutions like way temples, coaching
inns or hamlets, this one is a freestanding
structure. Actually, it seems quite deserted as
no one opens the gate when the PCs demand
entry. Do they come at the wrong time, are they
being watched or has something happened to
the Toll Keepers within? (Sample Toll Houses:
GM Pack, p. 19; (Toll Keeper: WFRP p. 56)
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Appendices
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P
mail.
BEM or ‘Play By E-Mail’ describes any game
which is being played by way of electronic
can throw a much anticipated game night into
total chaos.
PBEM games have no such problems, players are
For example, you can play chess by E-Mail, able to chose a suitable time to read and respond
taking turns to exchange moves with your to a GM Note and as long as the GM can spare
opponent in alternate mail messages. Many the time every day or two to process the incoming
games are designed to be played by email and mail then there is no need for everyone to be
many boardgames and wargames can be modified available at the same time.
to allow it.
Encourages Characterisation
This guide is specifically aimed at people who are A player who wants to embrace the full character
interested in playing WFRP via e-mail, but most of his role will find it much easier to do so in
of the content would be equally valid for other writing than trying to act in front of an audience.
PBEM games. Most PBEM players submit their game replies ‘in
character’ and make sure that any dialogue
I ran my own PBEM game, Fragile Alliances, for
involved is written with the appropriate accent
seven years with hardly a break and only stopped
and style. An added advantage is that both the
in November 2004. But, Fragile Alliances was
players and GM have much more time to
not my first attempt at this type of gaming. My
consider their replies and to research an
first attempt was a true Play-by-Mail game (with
appropriate response. It is not unknown to
real envelopes and stamps) and was an historical
receive a reply with the dialogue in fluent elvish.
game which explored the question ‘What if Nelson
had lost the Battle of Trafalgar?’, and sought to The Fog of War
explore the possibility of a full Napoleonic naval One problem with any round table game is that
and military invasion of Great Britain players tend to have far too much access to
information. This does not have to be the case
A PBEM can easily become the most frustrating
with a PBEM game.
gaming experience you have ever suffered, or one
of the most rewarding. The key to success is In a PBEM game the GM can restrict the
understanding both its limitations and its information provided to any or all the players as
advantages, and at the same time recognising much as he likes and so there is a lot of potential
just how much effort is involved in exploiting to enhance the challenges that players face
them. I have seen many PBEM games start with a during play.
flourish only to founder very quickly as the full
Plot Development
impact of what is involved in running one
In a roundtable game a GM really has to think on
becomes apparent to the GM.
his feet and be able to react rapidly to any
unexpected player decision. The situation is
The Pro’s and Con’s much easier in a PBEM game as the GM can
This section provides a quick summary of the afford to take the time to ponder the implications
main benefits and pitfalls of PBEM gaming. of a players action and even construct a new plot
around it if necessary.
Benefits
Plot Innovation
It’s Global Because of the nature of a PBEM game it is
Perhaps the most important benefit of PBEM possible to work concepts into plots which would
gaming is that there is no shortage of players. be very difficult to manage in a roundtable game.
Literally anyone in the world can join the game as
Example: It is quite easy to allow a group of PC’s
long as they have access to a computer and an
in a PBEM game to split up and go off alone to
email account. My own game involved players
complete separate tasks. Whilst this can cause
from the UK, Denmark, Holland, South America,
continuity problems that have to be managed, it is
Singapore, USA and Australia. So, if there are no
far easier than trying to manage four or five
local gaming groups in your area then a PBEM
separate plot threads in real time during a round
game could be your best option.
table game.
It’s Time Lite
It’s a Casual Environment
For many people getting a group together round a
One area of PBEM gaming worth exploiting is its
table for an evening can be a problem. Work and
inherent lack of commitment and personal risk.
family commitments can make it almost
There are a great many people who would like to
impossible to organise and a last minute crisis
get involved in an RPG but cannot spare the time
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other players in the game and so finding and into it so that you have a full and complete
selecting the right players for your game can history of recent events in the game.
make the difference between it being a success or
Formulating a response.
a failure.
Many new PBEM players have difficult
The best way to attract players is to advertise formulating their responses, so I thought I would
your game on the appropriate forums. Some provide a checklist of things to consider.
game sites actually have databases of players
Who are you?
looking for games.
It may sound obvious but one of the most
My own WFRP PBEM is still advertised on the common errors in player responses is not making
WFRP Directory run by Glen Sharman it clear who you are, both in real life and in the
(http://wfrpdb.shargl.net/intro.php) and has game.
obtained a number of new players as a result.
Always put the name of your Character at the
I also used a simple online player application start of your reply and when writing to the GM
form on my sons WFRP website, which ‘out of character’ use your real name but remind
prospective players can fill in and submit. the GM which character you are playing in the
game.
PBEM Player Guide e.g. David (aka Drachenfels)
Although this is a GM Guide I thought it would Read the GM Note…Again
be incomplete if I did not include some tips and It is always worth reading the GM Note again just
guidance for those who join PBEM games as before you send your response. Just to make
players. sure you haven’t misread or overlooked
Reasonable Expectations something.
The first point to make is that PBEM games are Dealing with ‘What If’s’
not for everyone. Read the Pro’s and Con’s Before you send your response give some thought
section of the GM guide and you will see that to what you want your character to do if things
PBEM games have both advantages and don’t go as planned. It’s impossible to cover
disadvantages. every eventuality but think about the most likely
Most notably, they are slow paced and they lack things that may happen during the next game
the excitement of rolling large numbers of dice. turn and let the GM know how you want your
character to react if they do.
So, don’t expect to see your PBEM character rise
rapidly up the development tree to become a Stay in Character
super-hero and don’t expect to wade rapidly Try to keep your reply ‘in character’. Many player
through an entire scenario in a few weeks. responses include both ‘in character’ instructions
and amusing personal asides aimed at the GM. If
PBEM gamers need to recognise that they are in you decide to do this make sure it is clear which
for a long-haul which might take years to are which, particularly if you are writing in the
complete and modify their expectations first person. ‘Out of Character’ comments can be
accordingly. very confusing for a GM, particularly if they are
That said PBEM games still offer a lot of mixed in with character instructions.
advantages in terms of roleplay and Make your intentions clear
characterisation. They provide players with Whilst, in postal chess it’s normal practice just to
plenty of time to consider their responses and send your opponent your next move, in an RPG
research their characters background. Make the game it helps the GM understand your intentions
most of that time and you will get a lot of fun and if you explain why you are making that move and
enjoyment out of your PBEM experience. what you hope to achieve as a result. Some
Message Management (from a players players do this as an extension of their
perspective) characterisation and a good GM will use your
It a good idea to keep your game Emails in a intentions as a guide on how to carry your
separate mail folder. instructions out.
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you and others can easily read back over your generous helping of gurning emoticons into their
own work. I know at least a couple of people on text to break it down into inane expressions in
the relatively small board in which I roleplay who case you find their chunks of unpunctuated
avidly read roleplays they are not actually (…save for the occasional horde of exclamation
involved in, and budding GMs can often gain marks) code incomprehensible. These are people
helpful, constructive criticism from fellow GMs you do not want in your roleplay. You don’t want
and players, since their work is open to all and to make them angry or upset, but it’s best to
easy to read. introduce some sort of quality control: as I
mentioned earlier, you will probably receive more
applications than you have space to use,
Disadvantages of PBMB especially if your roleplays turn out to be
Of course, there are disadvantages: like PBEM, popular. I myself use a “marking sheet,” which
PBMB is significantly slower than real-time evaluates the originality, realistic-ness and
roleplaying. My PBMB roleplays tend to last general quality of character background and
around a year (although I use quite sweeping assigns a quantitative value by which character
story arcs): this pales in contrast with the seven entries can be compared: by releasing the marks
year “Fragile Alliances” mentioned earlier, but only privately and by request, and offering advice
also is extremely long compared to real-world and pointers on where those who missed being in
roleplaying, where even the most convoluted of the roleplay lost ‘marks’, you can make sure that
adventures will probably last less than half that the process of selection and rejection is as
time. PBMB also has its own unique problem, in friendly and civil as possible. It is important,
that with impersonal, remote players, activity is however, to remember that many on the boards
much harder to control: chivvying via personal may not have English as a first language, and
message and out-of-character discussion is all that people will get irritated if you begin to
that is achievable, and people can drop out or develop a set ‘clique’ of players to the exclusion of
lose interest without a great degree of warning. If everyone else: if others drift away, you may,
their computers crash, players will be unable to ironically, get stuck with that clique, even if some
communicate with the GM, even to say how long of them disappear/become inactive or the quality
they’ll be absent for; players could even be run of their roleplaying begins to degrade.
down in the street outside their home and you’d
never know, save that they stopped posting. A
million and one personal circumstances can slow Assorted Advice
down post rates and pull players out of the game So, I hope I’ve outlined the pros and cons of
altogether with minimal notice: thus PBMB PBMB without making your eyes bleed from the
games suffer from the two flaws of inactivity, reading so far; what remains is the how. Most of
where post rates decline at an exponential rate as the stuff that has been or will be said about
other people see the roleplay as ‘dead’ when the PBEM applies: you can’t break down decision-
first slowdown begins and slow down themselves, making as much due to time restraints, and
and autopiloted characters, where players on minor railroading is necessary in places to keep
holidays or with intervening personal things going, especially if inactivity looms.
circumstances voluntarily or through necessity
Don’t trouble characters with tiny, irritating
have their PCs put under the control of the GM
decisions that you know they’d take anyway: let
until the player can return or the PC can be
them do what they want when working on a low
quietly disposed of.
level, and keep intervening tests to a minimum,
Another, less important but noticeable blight on since you want to keep the flow running.
PBMB is quality of roleplaying: while those who
Similarly, I would advise that chopping up
invite/persuade their groups will usually have a
fights into more than one or two segments
relatively good idea of the roleplaying capacities
can be fatal: you will lose the sense of pace that
of the people they ask, you cannot control who
should be instilled in good fight-writing, and you
applies. Those who already use message boards
will also make even the simplest encounters drag
will be all too aware that many people on boards
on for weeks. My standard practice is simply to
post in a manner somewhat like this:
obtain a plan/plans from the players before an
“i think yu shud drop teh unit of pikemen, cos i encounter, generally with a time limit before I will
dont think that iz gud in a dow army. but then initiate it, and then run through the entire fight
dow suxx, buy CHAOS WARRIORS khorn according to that/those plan/s. Should major
ROXXORZZ!!!!!!!!!!!” new developments arise, the fight can then be
broken off in mid-swing to allow a second round
of urgent decision-making, heightening the
A note on language in PBMB tension, but generally two segments is as much
Even worse is the dreaded “l33t sp34k”, where as I would consider. After all, if you make your
bad posters seem to revel in just how horribly encounters too tactical, your players may begin
they can abuse the English language by inserting to see the game as more of a strategy exercise
absolutely unnecessary abbreviations (3s for Es, than a roleplaying game, and treat it as such.
4s for As, u for “you”, 4 for “for”, and so forth) at
every possible opportunity, generally spraying a
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Liber Fanatica - Volume III : The Game Master’s Guide
Keep activity high by gently prodding people the walls, etc, etc, etc. Finally, OOC threads also
whose post rates drop off (using private allow your players to vent any silliness/humour
messages, OOC discussion and sometimes email) to do with the RP completely freely, without
and by keeping things exciting: PBMB roleplays endangering the feel of the game thread at all: I’m
need to be fast-paced, since the slowed rate at sure many GMs know the horror of the good
which investigations and subtleties can occur gaming-session going down the drain as the joker
makes it important to convey information quickly of the group decides that a half-hour of hysterical
and emphatically before investigations and such guffaws and lewd puns will greatly enhance the
like can become boring: intersperse your plotline atmosphere.
liberally with encounters, as a well-written fight
can inject a lot of life into a floundering RP.
PBMB Links
Don’t let things get stale, keep things fluid and So… well, I hope this has been helpful. For
dynamic: a lot of PBMB is a balancing-act on the people looking for the specifics I think I
part of the GM, not going overboard on the mentioned earlier, here are a few links:
battles and explosions while keeping his or her
players interested, involved and excited about
where the plot might go next. The key cause of Board Hosts
inactivity is simply people deciding they’re not www.invisionfree.com
happy with the commitment of the GM/the www.ezboard.com
quality of the roleplay game and stepping their
characters down a gear so that they require Warhammer Boards with flourishing Roleplay
minimal input while not being rude and dropping Sections
out: you need to treat your players a tad less like www.druchii.net
powerless pawns (however fun that may be) and a www.invisionfree.com/forums/warhammer_palace
tad more like customers, whose expectations you (where I post mine)
have to fulfil in order to keep them subscribing to I’m sure there are many more in both categories:
your ‘product’. Just a tad, mind you. Don’t let these are merely the ones I can think of off the
them forget who’s boss. top of my head. If you speak to Luc_Arkhame on
Open an OOC thread, to run parallel to the Warhammer Palace, he will happily direct you to
game thread: this will stop large OOC passages a site which I do not have the address of, called
cluttering your game thread, which should be the Blood Soaked Ruins (lovely name, eh?): quite
mainly in character (OOC means Out Of a large and established board, entirely dedicated
Character – I probably should have mentioned to roleplaying (although not by any means
that before). This will allow you to answer exclusively warhammer-based roleplaying).
questions about situations in-game without
posting contrived and cumbersome in-character Conclusion
creative writing, and will also allow you to convey
Thanks for reading my ramble, and I hope that as
large masses of important information should
a result of doing so a few people will have a try at
you need to without having ridiculous IC
the old PBMB: I would certainly be delighted to
passages: recently I had some warriors searching
see an influx of new GMs at the Warhammer
a large room, and it is in this kind of situation
Palace (where I’m moderator for the roleplay
where the OOC thread is invaluable: it would
section, so will definitely notice new arrivals).
have taken me for ever and set the whole group
yawning were I to describe the cellar IC, so I
simply described the most striking bits IC and
then conveyed the more mundane info on my
OOC thread, saying how many chests there were,
which were locked, the relative positions of
everything in the room, where the bookcases
where, whether there was anything hanging on
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