WFRP2 Pit - Adventure Resource

A WFRP2 (Warhammer Fantasy Roleplay 2) Blog designed to keep my ideas online when creating adventures. Others can use it too for idea's if they wish.

Sunday, September 11, 2005

Quick Mass Combat Rules

In my previous adventure I had about 60 bandits attacking the playing group in the badlands. I decided, instead of keeping track of individual bandits stats, I just made them each have a DMG capability of (SB+4) which includes their weapon and STR. Also I gave them a score of 8, which I guess would fall in between TGH and Wounds. The players just had to beat the score of 8 damage-wise to kill a bandit, if they didn't then nothing happened.

So in short, bandits had a SB+4, and must be hit for greater then 8 points of dmg to die. Found this a very easy and speedy way to handle combat at large scales.

Wednesday, August 24, 2005

Warhammer Naval & Combat Sheet Version 2

This new sheet is more quick when dealing with naval combat then the previous, yet still adding the tactical versatility of ship combat. This handles much like person to person combat, except for the fact that the ship's Captain picks a tactic instead of action type as in melee combat. Every person in a group participates, someone is the captain, and the rest are the gunners assuming there are enough cannons (or other forms of artillery).



Right Click & Save As to Download: WFRP2 Ship Sheet Version 2
(Note: If it doesn't work, try again in a day. May have reached daily bandwidth limit.)

The way it works, is:

1. Captain's declare tactics
2. Captain's roll initiatives
3. Captain who rolls the highest initiative fires off their volley first (all gunners fire). Then other ship fires.
4. Damage is on a % chart included on the sheet. This is much like melee combat, but instead a ship has toughness and wounds in both the Hull and Masts.
5. Repeat

A person might ask, what if I choose to shoot a bow or something else that would be considered a quick action in between that of firing the cannons? Well, lets put it this way, a cannon is fired every 3 rounds, so the person shooting the bow would roll 3 times for every volley of cannon fire. Its quick and easy. As for cannon damage, thats up to the GM, as well as the ships toughness and wounds. For a medium ship, I would use the toughness of 6-8, and the ships hull at 100 wounds minimum (Goes pretty quick). As for the cannons, I would give them a strength of 4 minimum.

Monday, July 04, 2005

Warhammer Naval Combat & Ship Sheet

Since my player's will be participating in naval combat at some point in the near future, I thought it would be wise to build a ship information sheet which keeps track of a ships toughness, wounds, and damage in various areas.


Right Click & Save As to Download: WFRP2 Ship Sheet
(Note: If it doesn't work, try again in a day. May have reached daily bandwidth limit.)

Placement of Sheet Statistics

When first looking at the ship sheet you'll notice the following sections; Ship information, notes, hit location, forward, starboard, port, and aft. The Toughness, Wounds, and Damage aspects of each of the sides of the ship works just like normal melee combat between characters. The more reinforced the hull, the more difficult it is to damage it. Cannons are positioned on each of the sides, front and aft. The sides have a total of 8 positions for cannons each, 2 for the forward section, and 2 for the rear. Just because there are spots for cannons doesn't mean the ship has the full amount, nor any at all. Also I made cap's on how many cannons are on the sides since I don't want to keep track of 20+ cannon's, for the sake of gameplay I made the maximum of 8. Also included is a Hit Location chart, which I think its necessary since you never know what a stray cannon shot will hit the hull, sail, cannon, or a person. The Wounds are is for the maximum amount of wounds that particular part of the ship can handle before sinking. The Damage area is to keep track of how many points of destruction your ship has been through, when this matches your wounds, your ship will start sinking.

Cannon

As described above the cannons already have a maximum capacity of how many cannon positions a ship can have. Under the canon section is a type and strength. The type is usually a "B" for cannon BALL, but there might be variants such as "I" for incendary, "BL" for ballista, "C" catapult, and etc. The strength is how much extra damage a particular weapon can cause besides that of the roll. When you measure cannon damage for example, its a 1D10 + STR roll to determine how much damage a part of the ship took. When hitting another person with a cannon, my rule of thumb is rolling a 1D10 x 10 + STR. Usually getting hit by a cannon ball is instant death, but you never know..

Damage

Damage is taken just as in normal person to person melee combat that you should be used to by now. When a ship takes damage from a cannon, the ship's toughness is taken into account, when a cannon does more then that of the ships toughness, then damage is taken. There isn't wounds nor toughness for damaging a cannon, if its hit its destroyed. Think of it this way, if your cannon your using is hit by another cannon ball, its going to be damaged enough not to use anyhow.

An example:

The Royal Majesty and the Dark Brood are both combat worthy warships. The Royal Majesty fires a cannon at the Dark Brood. The user of the cannon doing the shooting rolls his/her weapon skill in relation with Specialist Weapon Group (Gunpowder). He manages to roll under his WS and hits the Dark Brood on its port side (the side the ship is currently on). The user rolls a Hit Location of 43%, therefore hitting the Dark Brood in the hull. The user then rolls the damage of the weapon which is a cannon which does 1D10+3 damage, he rolls a 5 which in turn equals 8. The Dark Broods toughness is a 4, which is 4 less then what the damage rolled was. The Dark Brood now took 4 points of damage.

Notes:

I made an area on the sheet which to take notes, such as ship speed or anything else that a player considers important. It should also be stated that since I wanted this to be very crunch light and cinematic, I didn't add damage tables. What I mean by that, is that I didn't add how much damage the sail could take before its deemed as useless. Alot of this is for the GM to decide on his/her own.



Sample Ship:

The Royale Majesty

Forward
Toughness 4
Wounds 40
Damage

Port
Toughness 5
Wounds 50
Damage

Starboard
Toughness 5
Wounds 50
Damage

Aft
Toughness 4
Wounds 40
Damage

Sail
Toughness 0
Wounds 40
Damage

The picture of the ship is done by an artist at scorpioncity.com which can be used for non-commercial use.

Sunday, July 03, 2005

WFRP2 Old World Bestiary Review

This review was sent into RPG.net, but since I still have it in my clipboard, I might as well as paste it here for those out there that are interested.

INTRODUCTION

With the coming of the fantastic game of Warhammer Fantasy Roleplay 2nd Edition, comes the supplement called the Old World Bestiary. This tome is packed full of stories, rumors, pictures, knowledge, and stats for the better known beasts of the Old World.

SECTION I

In the first 73 pages after the introduction comes rumors and experiences told to you by numerous adventurer’s that have encountered these creatures. Reading this gives a good feeling of how dark and brooding the world can be, and also how vile some of creatures are. This portion of the supplement is for both the GM and the player‘s, for that they themselves can learn a lot of the beasts through the stories of Minotaurs from Jonas the Traveling Minstrel, Dragon Ogres from Count Matthias, and a whole lot more. I can’t emphasize enough, that the writers did an excellent job in setting the mood in this fashion, it really puts this bestiary out among the best in terms of supplements. The artwork in this portion of the book is fantastic with each picture setting a grim feel to the book.

SECTION II

Pages 76 to 121 are for the GM which includes stats of many monsters, including Banshees, Dire Wolves, Ghouls, Griffons, Vampires, Dragons, and a whole lot more. Also included in the beginning portion of this section is the slaughter margin, new talents, mutations, and magic. The slaughter margin is for the GM to get a feeling of exactly how “powerful” these creatures can be in relation to the playing group. To set the standard, a NPC soldier is used as a reference. The new talents seem to be more for the creatures in this book, such as Unstoppable Blows which makes it so a parry attempt is a lot more difficult when parrying the opponent. The mutations are listed on a chart, which go from Animalistic Leg’s, Fang’s, to Chaos Spawn. A total of 37 possible mutations are possible, which can also be used to making your own type of chaos spawn to do battle against the playing group, or even use it to mutate one or more of the playing group when needed. Some of these seem rather helpful, such as regeneration. The artwork is still carrying its weight and still setting that grim feel to the book.

APPENDIX I

Pages 121 to 125 has to do with mounts and small creatures, which includes warhorses, elven horses, snakes, and more.

APPENDIX II

Pages 125 to 126 has an optional hit location chart for various creatures, such as winged bipeds, avians, and more.

CONCLUSION

I would say this book is well worth the price, it’s a tome of valuable resources for any GM or player for their use in WFRP2. The stories alone are worth the buy, but I think the real reason anyone would want this is for the beast’s stats that are included within its pages, and I’ll say that it includes plenty of stats for a numerous amount of beasts as well as information about them. My only gripe about the book, is that its only 128 pages, seems a bit thin to me. But in the end, the effort put into this book really shows. If this book is this good, I can’t wait until I see the Old World Armoury which includes coinage, housing, items, and much more!

The final score is 5/4

Saturday, July 02, 2005

WFRP Music Idea's

Since alot of people seem to be wondering what good soundtracks would fit accordenly to the Warhammer world, I'll compile a list here. The ones in bold is a personal taste and I think alot of people would agree that they fit pretty darn well.

King Arthur (The new one)
Signs
Sleepy Hollow
Crouching Tiger, Hidden Dragon
Gladiator
Lord of the Rings (all three)
Harry Potter (all three)
Stargate
The Mummy
From Hell
Sum of All Fears
Hunt for the Red October
Dracula
Minority Report
Aliens
Hook
End of Days
Last of the Mohicans
Last Samurai
Pirates of the Caribbean
Conan the Barbarian
The 13th Warrior
Patriot Games
Dead Can Dance - Chant of the Paladin
Final Fantasy VII
Chrono Cross
Parasite Eve
John Barry's score for 'The Last Valley'
Dark Age of Reason
Cantar de Procella
Ravenous
Queen
Das Reingold
Die Valkyrie
Sigfried
Gotterdammerung
The Ring
The Cell
World of Warcraft Soundtrack (Not kidding, actually very good. Has an eerie tone to it)

The link of this thread is found http://forum.rpg.net/showthread.php?t=195888

Wednesday, June 22, 2005

Adventure: The Long Road North

While the PC's stay in West Harbor, they will see Charleton with 6 armed guards and 4 of his own highwaymen walking down the street, the PC's will see this from inside the tavern. Charleton is seen putting up wanted posters of the PC's, assuming the PC's are looking at what he's doing. A old man named Malcom who is standing near them will tell them about how the town fell apart after Lord Tyron (a local lord) died a few months ago, then these gangs started running rampant. He will also tell them about the local magistrate and constable having mysterious deaths, the magistrate hung himself and the constable was slain while chasing down a criminal. Now the Lady has put her own pawns into power as replacements. Malcom's own daughter was taken a month ago (starts sobbing), and he hasn't seen her sense. Last he heard, is that she was condemned as a criminal and sold to a lord to the north. Malcom stands and starts heading back to his table, saying he is tired and must rest.

The trip to the north will take 5 days. On the 3rd day, they will encounter a bandit camp about 1 mile off to the west, near the oceans edge. When they get closer, they will see where the foundation of a large building once stood, and the bandit camp is in the middle. The building is hard to see, its covered in foliage and overgrown tree's. There are 6 bandits standing around along with 8 horses. 2 of the bandits squeeze themselves in what appears to be a small hole in the ground. (there are already 2 more bandits on the inside). The PC's will notice 6 other groups farther off in the distance in which they appear to be scavenging the land. Each group has about 6-12 people.

One of the bandits will say that the PC's may overhear is.. "Can't believe we found it this close, she sure is going to be pleased with us!".. The other bandit says "Yea, I bet we get gold and women for this!".

(Build Map) The hole in the ground actually leads to a tomb of a long dead and buried heroine. The PC's need to use the rope to get down, its about 40 feet down. When they enter, the interior looks old and decayed. They enter into a large barren room that bares a 20 foot tall decayed statue of what appears to be a valkyrie holding a sword and the other hand is empty, but as if it should be clasping something. Behind the statue is a hallway. Down the hallway voices can be heard, they appear to be arguing.

Down the hall is a room which appears to be quite large with 6 giant pillars, several large cracks are in the walls. Through out the large room is 6 statues per wall, the statues are of women holding stone staves. In the middle of the room is another smaller stone statue of a woman on her knee's with her hands out. Laying across the statue's hands is a stone staff embroidered with blue gems (if kept worth 100 gold). The bandits are hunched over what appears to be a large stone pedestal in front of the statue. On the pedestal is a dusty white book (actually brilliant white if cleaned), which appears to be closed with a lock.

When the staff is placed in the statues hand, a brilliant blue-ish white light beams out from the stone staff. The room starts to shake, pieces of debri from the walls and ceiling fall (1D5 chance of someone being hit for 1D10 damage). The statue begins to ascend upward, until a coffin appears in it (the base is cylindar shape with a hollow square shape cut through it). If the PC's open the coffin (the book might tell the player to open it), they will see that its empty, except for:

((Depending on who's playing))
A dust covered cloak(s) which has wrapped up in it:
A encrusted longsword
A encrusted double bladed axe
A encrusted bow

These items actually have the following stats, even when dirty. But when clean they are as the following.

The Dark Grey Cloak
This grey cloak looks extremely well made, it has a white emblem of a scale on the back.
Abilities: None

The Silver Cloak
This dark silver cloak looks extremely well made, it has a white emblem of a scale on the back.

The Green Cloak
This green cloak looks extremely well made, it has a white emblem of a scale on the back.

The Silver Longsword
This longsword has a silver hilt, with a silver blade with a green-ish hint. The hilt is shaped like the valkyrie statue without sword and shield.
Abilities: +2 dmg.

The Black and Silver Great Axe
This axe has a rune on the handle. The axe of made of a black metal with 2 silver blades. The axe gives off a slight red glow.
Abilities: This weapon has the slow and impact qualities. This axe gives the user the option to Frenzy.

Frenzy takes 1 round to start, user babbles and foams at the mouth. +10% Strength, +10% Willpower, -10% WS, -10% Intelligence.

The Silver Bow
This bow looks almost like a tree branch turned silver. There is no string attached, nor a place to put a string. When the user pulls back as if pulling back an arrow, a magical blue string forms as well as a magical energy arrow with a blue-ish hue.
Abilities: This bow needs no ammo, but has 20 charges per day. Strength 3, range 24/48. This weapon has armor piercing. -1 AC to target.

Adventure: Vengeance of Blood

An Old Man's Wish

Each PC travels the countryside in search for any type of well paying job. They meet up for the first time at Sleepy Vale while staying at the "Tooth & Nail" tavern. When they get to town, they notice a strong scent of burnt wood, and they see a building burnt to the ground. It happens to be the local church. An old man posts a sign saying "Graverobbers & Vandal's" wanted, which also gives a notice of a 10 gold per head reward for bringing the graverobbers in dead or alive. The old man is Geofram Tilborn, a local magistrate in charge of Sleepy Vale.

Geofram will talk with the PC's for a couple minutes, providing them with details of the crimes committed. Geofram will tell the group about a series of graverobberies and the extortion of Sleepy Vale by a local bandit gang. The gang is simply called "The Red Fang". Geofram says that he believes that they came from the north, but he is uncertain. He also says that the church was burned down because he refused to pay them a "protection fee" of 500 gold coins per month. He also states that the gang usually wears a red sash.

When the PC's start traveling north through the forest, they will find an old unused road that appears to be overgrown with grass. Although, there are fresh tracks leading north (the gang). Eventually, in about 4 days they will find a clearing in the woods, there are 4 tents the surround a large campfire. To the side of the camp are 3 wagons and 6 horses. 2 of the wagons contain food, weapons and equipment, and 4 barrels of oil, 1 barrel of gunpowder. The other wagon is covered with bars like a big cage, inside is Sharon a villager from Shady Vale. Sharon has been recently kidnapped. The local lord that she has been kidnapped for is Lord Grimwald (Vampire), he lives in his keep to the north of West Harbor.

As the PC's get closer, they will discover 10 bandits. (Use merc template for NPC's). These are the bandits that the group is after. In one of the tents is a chest, the chest contains 50+1D10 gold coins, 2 rings (10 gc per), 1 necklace (15 gc). If Sharon is returned to her family, the family will give 4 gold pieces for her return, its all they can afford. Her family looks like poor farmers.

WFRP2 - Tournament House Rules - Jousting, Hand-to-Hand, and Archery

Jousting
Been thinking about this, and wondering if anyone's come up with their own set of rules when regarding a joust between 2 knights. So far I was thinking this:

Unhorse your opponent = 3 points
points Strike the head = 2 points
points Strike the chest/arms = 1 point

When a knight is aiming for the head of another knight, they suffer a -20% WS Penalty. If they are aiming for anything but the horse, they suffer a -10% penalty (anything above the legs). If they choose to suffer no penalty and randomly strike the other knight, they have a chance to hit the enemies horse by rolling the leg locations of the opponent by accident (Knight's legs = horse). In order to unhorse the other opponent, a PC must roll 10% or less, and then make a strength test vs the opponents strength. If successful, the opponent is unhorsed. If not, the strike will be struck in its original target (IE: If you were already aiming for the head, it will strike the head).

A roll of 96-100% is a critical failure, if a knight rolls this the knight needs to make an agility check or fall off his horse, which will count as a unhorsed hit by the opponent.

I think its pretty simple to use, not complicated.

Hand-to-Hand
The PC and NPC will enter the circle, and proceed to do standard combat. Instead of damage being delt a score system is used, the scores will be handled as:

Head Strike: 2 points
Body Strike: 1 point

A PC may decide to purposely aim for the head for a -20% WS penalty. The PC's and NPC's may dodge and parry as normal. No shields permitted.

Archery
The PC and NPC will line up on the firing range, and proceed to shoot with the following point system.

Bullseye = 4 points
1st Ring = 3 points
2nd Ring = 2 point
3rd Ring = 1 point

The Bullseye has a -40% BS penalty when aiming for it. The 1st Ring has a -20% BS penalty, and the 2nd Ring has a -10% penalty and the 3rd Ring has no penalty.

Monday, June 20, 2005

Adventure: Eye for an Eye

Across the Plains

This adventure starts with the characters coming back to the Tooth & Nail after completing the Souls & Graverobbers adventure. This adventure is not as detailed since I'm letting it be more open ended. But the adventure idea's are still here.

After completing the mission and recieving the 200 gold coin reward (if they complete it), Geofram the local noble asks the PC's if they would be willing to help escort a one of his caravans to the city of West Harbor that lies on the coast of Bretonnia, in which Geofram will pay a standard mercenary fee of 20 gc for that week of travel. The PC's leave with the caravan which is made up of 3 wagons which are filled with crates. If asked, the crates are full of pottery which is being sent to West Harbor and then taken via ship to another destination in Estalia. There are 2 guards that occumpany the PC's as well as 3 drivers. They are supposed to meet a Stephan Micket at the Black Hand Trading Company, and from there on their service has ended. Micket will pay the PC's 20 gc per.

Caravan Guard
WS: 30% , BS: 30% , T: 3 , S: 3 , W: 8, M: 4 , FEL: 30%, WP: 35% A: 1
Equipment: Full leather suit, longsword, crossbow, dagger, horse.

Caravan Driver
WS: 24% , BS: 22% , T: 3 , S: 3 , W: 6 M: 4 , FEL: 25%, WP: 35% A: 1
Equipment: Leather vest, longsword.

As the PC's start their journey, its relatively safe. Nothing happens within the first 2 days of travel along the main road. On the 3rd day they encounter 8 highwaymen. The leader is Charleton Wildthorn a local roughian of West Harbor (Which is actually in the service of Lady De'Winter). The PC's will watch as Charleton wipes his sweaty forhead with a red cloth, and then he puts the cloth around his waste, its a red sash. They ask for a passing fee of 100 gold coins. If they PC's accept and pay, they will bump it up to 100 gold coins per wagon (300 gold coins). If the PC's pay, the highwaymen will leave for the time being, but attack 1 day later. If the PC's do not pay, the highwaymen will attack while Charleton remains in the back. If the highwaymen lose the battle, Charleton will flee on his horse (if pursued another 2 highwaymen will attack with bow's from a nearby hill.


Once the PC's get to West Harbor, they see a city bristling with people (2500 people). They will see many shops, including:



  1. The Hand & The Hammer Armory - Normal weapons and armor sold here, as well as some items from other nations. Such as a fine Estalian longsword.
  2. The Crosswind Tarvern - A middle class tavern filled with adventurers and city folk from all over the nearby world. There are only a couple of rooms available for the PC's, each room is 1 gc each night. Included in the room is a standard bed, night table with candle, a lock on the door and window. There are 2 bathing rooms down the hall, one for males and one for females. In the bathing rooms are a servant, nice soaps, shaving items, and nice towels.
  3. The Black Hand Trading Company - This is a large warehouse building located near the docks, alot of merchandise moving from the warehouse to the ships that are docked there.
  4. Constable Fredrick Rikel's Mansion - This is a nice looking 4 level building with white pillars, a nice garden in the front which includes a small fountain. The lower level of the mansion is the constable's offices in which are currently occupied by 6 deputies and the local Constable Rikel.
  5. The Silver Serpent - This is a house full of wenches from all locations of the nearby world. This worn building has an advertising sign in the front which is painted with black paint. On the sign reads "Wenches only 5 gold for 1 hour!". A few really attractive yet sleezy women hang around the front of the building promoting themselves for business.

Charleton's Highwayman
WS: 34% , BS: 32% , T: 3 , S: 4 , W: 8 M: 4 , FEL: 35%, WP: 35% A: 1 Equipment: Leather vest, longsword.

Charleton Wildthorn
WS: 44% , BS: 35% , T: 3 , S: 4 , W: 10 M: 4 , FEL: 45%, WP: 42% A: 1 Equipment: Leather vest, chain shirt, longsword.

Sunday, June 19, 2005

Campaign : Reign in Blood

This is a campaign in which I'll be running my players. Of course, alot of this will probably change on the fly as I run it, have a tendency with doing that. But, for the time being this is the standard basis of the campaign. What people see here is basically creating off the top of my head, therefore there isn't much spelling corrections even though I do spell pretty well, as well as adventure depth. People may find this appealing since it leaves alot of room to add your own variety of idea's to make it your own if you choose to use it.

*Note: original story has been altered, this is the new campaign.

~ Campaign: Reign in Blood ~

Red Vengeance

Eye for an Eye