Warhammerquest: A WHFRP Adventure.

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a WHFRPG Quest.
Introduction


This is a dark age.

A bloody age.

An age of daemons and of sorcery.

It is an age of battle and death, and of the world's ending.

Amidst all the fire, flame and fury, it is a time, too, of mighty heroes, of bold deeds and great courage.

At the heart of the old world sprawls the Empire, the largest and most powerful of the human realms (At least, according to itself). Known for its engineers, sorcerers, traders and soldiers.

It is a land of great mountains, mighty rivers, dark forests, and vast cities.

And from his throne in Altdorf reigns the Emperor Karl Franz, sacred descendent of the founder of these lands, Sigmar, and wielder of his magical warhammer.

But these are far from civilized times. Across the length and breadth of the Old World, from the knightly palaces of Bretonnia to Ice-Bound Kislev in the far north, come rumblings of war.

In the towering Worlds Edge Mountains, the orc tribes are gathering for another assault.

Bandits and renegades harry the wild southern lands of the Border Princes.

There are rumors of rat-things, the Skaven, emerging from the sewers and swamps across the land.

And from the northern wildernesses there is the ever-present threat of Chaos, of daemons and beastmen corrupted by the foul powers of the Dark Gods.

As the time of battle draws ever nearer, the Empire and its allies need heroes like never before.

But in the absence of those heroes, you will have to do.

_________________________________________________________________________________________________________________________________________

Hello, and welcome to this quest set in the world of Warhammer Fantasy, a long time favorite setting of mine.

We will be using WHFRPG Second Edition as our base for Mechanics. I've also recently acquired the 4th edition rules, and while they are less in depth in certain aspects, they have some ideas I quite like and will be including. I will be taking care of most rolls and things behind the scenes, so it shouldn't become too Complicated for players. Well … other than the difficulties of Decision making, that is.

In accordance with the Tone of WHFRPG, and with Warhammer in general, This is not a game where you play as a glorious hero Slaying Dragons and saving princesses. (if you ever meet a dragon, chances are you will die or be crippled for life). This is a game where you trudge through mud and Blood on Horridly dangerous jobs for low pay and little glory. This is a world where heroes are few and far between, magic is rare and ill-understood, and the villagers are just as likely to burn a wizard at the stake as thank them for their Contributions.

But before we begin, we must know who you are.

_________________________________________________________________________________________________________________________________________

Choose one

[] Human
Humans are the most common race in the Old world, and the Founders of the Empire. While they are neither as tough as dwarves or as wise as Elves, Humans are a vibrant and energetic race that has achieved much in a short time. They are tremendously adaptable, which is both a great strength, and a serious weakness. Whilst many heroic humans have fought against the tide of darkness, it is and uncomfortable truth that they also provide the lion's share of the hordes of Chaos.
-[] From The Empire
-[] From Bretonnia
-[] From Kislev
-[] From Tilea
-[] From Estalia
-[] From the Border Princes
-[] From Araby
-[] From Norsca
-[] Randomize (+10 XP)
-[] From Elsewhere (Write in)

A Human Character Gains the Following Skills and Talents

Skills: Common Knowledge (the Empire), Gossip, Speak Language (Reikspiel)

Talents: 2 randomly rolled Talents

[]Dwarf
Dwarves are a short but resilient race of warriors and craftsmen. Most live under the mountains in mighty holds, with mines extending deep beneath the earth. They are immediately recognizable by their stout frames, long hair, and thick Beards. They tend to be gruff and short-tempered and they are legendary for their ability to hold a grudge. However, Dwarfs are a courageous people and unswervingly loyal to their friends and allies. They are struggling to preserve the remnants of their mountains kingdoms from Orcs, Goblins, and other foul creatures. Dwarfs have strong ties to the Humans of the Empire, and many are now a part of Imperial Society.
-[] From the Empire
-[] Karak Norn (Grey Mountains)
-[] Karak Izor (The Vaults)
-[] Karak Hirn (Black Mountains)
-[] Karak Kadrin (World's Edge Mountains)
-[] Karaz-a-Karak (World's edge Mountains)
-[] Zhufbar (World's Edge Mountains)
-[] Barak Varr (the Black Gulf)
-[] Randomize (+10 XP)
-[] Somewhere else (Write-in)


A Dwarf Character gains the Following Skills and Talents

Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Reikspiel), Trade (Miner, Smith, or Stoneworker)

Talents: Dwarfcraft, Grudge-Born Fury, Night Vision, Resistance to Magic, Stout-Hearted, Sturdy

[]Elf
Elves are a Lithe and Graceful race easily recognized by their pointed ears and Hawkish features. They have a glorious yet tragic history and are renowned for their archery, learning, and Wizardry. Elves have an innate understanding of the ways and currents of nature, particularly the forest and the sea. They despise those that destroy the purity of nature, be they Proud humans, greedy Dwarfs, or evil Orcs. While they can be aloof, they have sacrificed more of themselves for the good of the world than the other races can ever know.
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[] From Laurelorn Forest
-[] From Athel Loren
-[] From Ulthuan
-[] From the elf District of Marienburg
-[] Randomize (+10 XP)
-[] Somewhere else (Write-in)

An elf Character gains the Following Skills and Talents

Skills: Common Knowledge (Elves), Speak Language (Eltharin), Speak Language (Reikspiel)

Talents: Aethyric Attunement or Specialist Weapon Group (Longbow), Coolheaded or Savvy, Excellent Vision, Night Vision

[]Halfling
Halflings are a small but dextrous race who look like Human children to the untrained eye. The fact that they cannot grow beards only reinforces this impression. Although they tend to be Pot-Bellied, since they eat twice as often as any other race, they are capable of great stealth. When combined with their well known skill with the sling, Halflings can prove to be surprisingly Stubborn opponents. They are, however, largely a peaceful people, content to farm, eat, and smoke Pipe weed. They are proud of their families, and all halflings can recite their family heritage back ten generations or more.
-[] From the Moot
-[] From Somewhere else in the Empire
-[] Randomize (+10 XP)
-[] Write-In

A Halfling Character gains the Following Skills and Talents

Skills: Academic Knowledge (Genealogy/Heraldry), Common Knowledge (Halflings), Gossip, Speak Language (Reikspiel), Trade (Cook or Farmer)

Talents: Night Vision, Resistance to Chaos, Specialist Weapon group (Sling), and 1 Randomly rolled talent.

[] Randomize Race: Nobody chooses to what race they happen to be born. It is, like many things, determined by fate and circumstance. (Your Race will be randomized, but you will receive +20 XP)
 
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Chargen #2

The imperial province of Stirland is widely regarded by its neighbors as an impoverished and haunted backwater, it's highly mixed terrain populated by an inbred collection of backwards country bumpkins who burn people alive for the crime of being from the next hovel over, and wouldn't know a book from a brick.

As a born and raised Human Stirlander, you are proud to confirm that the stereotype is only mostly true. It is also mostly true that Stirlanders are honest, hard-working, pious, and courageous folk who have, for centuries now, been on the frontlines of the eternal war against the undying horrors that call Sylvania home, and will stand and fight where the pampered dandies of the west would shit their frilled pantaloons and run away to hide behind their gated mansions.

However, if the Province of Stirland, is, as a whole, backwards, the city of Würtbad, the Provincial Capital and home of the Elector Count, is the largest, most metropolitan, and most well-to-do settlement around. Collecting taxes from the whole of the province, and positioned to take great advantage over the river Stir, It's whitewashed walls and stately temples see all sorts of visitors pass through. The people here a lot less prone to randomly persecuting people for having foreign accents.

You must suppose that being from the most advanced part of a generally backwards province puts you somewhere in the middle of the Savage-to-Dandy Spectrum.

Not in the middle, however, of the Social ladder. On that particular scale, you are distinctly ... lower.



Every city of note has perpetual rat problems, and, accordingly, must have an entire industry of Rat-Catchers, lest plague spread and store-houses be left completely empty. Your father is a proud member of the Rat-Catcher's guild of Würtbad, and spends most of his days travelling the streets and sewers, taking up whatever work the guild sends his way to root out the vermin from larders and homes. It is, he always tell you with a smile, good work, honest work, necessary work.

But it is not well-paid work, or work that is respected. You still remember how the other children used to mock you for smelling like rat.

Your mother fares a little better. She's an entertainer, by profession, and takes up among the local taverns to sing (she has a beautiful singing voice!) and play her violin and tell stories. Entertained men, she tells you, stay longer in the tavern, and drink more. And the more they drink, the more she gets paid, for while entertaining she takes home a small portion of all alcohol sales. Her salary, therefore, varies a great deal more than your father's depending on circumstance. Usually she comes home with just a little more than him. Sometimes she comes home empty handed.

If it was just the two of them, they'd get along just fine, you suspect. But with three children (Including yourself) and a dog ... Well, your family survived, but never lived in great plenty. You lived in a cramped tenement in the slums, subsisting largely off of meals of Oat-Gruel, scraping for every penny.

But it's family. It's home. You wouldn't have it any other way.
You are their first and oldest child,


[] A son
[] A Daughter
[] Randomize

your name is,
[] First and Last name (Write-in)
[] Randomize

and you were born under the sign of
[] The Limner's Line -- Sign of Precision

[] Gnuthus the Ox -- Sign of Dutiful Service

[] Dragomas the Drake -- Sign of Courage

[] The Gloaming -- Sign of Illusion and Mystery

[] Grungi's Baldric -- Sign of Martial Pursuits

[] Mammit the Wise -- Sign of Wisdom

[] Mummit the Fool -- Sign of the Indistinct

[] The Two Bullocks -- Sign of Fertility and Craftsmanship

[] The Dancer -- Sign of Love and Attraction

[] The Drummer -- Sign of Excess and Hedonism

[] The Piper -- Sign of the Trickster

[] Vobist the Faint -- Sign of Darkness and Uncertainty

[] The Broken Cart -- Sign of Pride

[] The Greased Goat -- Sign of Denied Passions

[] Rhya's Cauldron -- Sign of Mercy, Death, and Creation

[] Cacklefax the Cockerel -- Sign of Money and Merchants

[] The Bone Saw -- Sign of Skill and Learning

[] The Witchling Star -- Sign of Magic

[] Wymund the Anchorite -- Sign of Enduring

[] The Big Cross -- Sign of Clarity

[] Randomize

Altogether, your parents did their best to raise you the best they could. You think you came out alright in the end.
But everyone has to grow up eventually, and when the time came, you didn't hesitate to try and find work to support your family. Or, at least, to support yourself and make things easier on your parents.


[] You impressed a person of high learning, and earned yourself an apprenticeship for an ACADEMIC Career.

[] You took up work in the dense stone depths of the city, becoming a proper BURGHER.

[] You lucked out, and managed to score a job working for a noble or the government, technically earning you the status of a COURTIER.

[] Eager to escape the misery of the city, you left to join the PEASENTS of the countryside, hoping to find clean air and a new start.

[] You took to the wilderness, hoping to get as far away from the unfairness of "Civilization" as possible, becoming a RANGER of the wild places.

[] The river Stir is the single greatest economic boon Würtbad posesses, and, one way or another, anyone can find worthwhile work on it's waters. You made yourself into one of those enterprising RIVERFOLK.

[] Life isn't fair. For the poor and downtrodden like you, cheating is often the only way to make a decent life for yourself. So if that's what you have to do, you'll do it without hesitation. You'll cheat, and steal, and lie like a proper ROGUE.

[] You were always skilled at throwing punches, and a hard life has filled you with a deep well of anger. Your a natural fit to become a WARRIOR of some sort.

[] Randomize Career Type (+20 XP)

_____________________________________________________________________________________________________________________

Most of the Family and Narrative Details above were randomly generated using the Appropriate tables, with me filling in some of the gaps using what I believe to be reasonable assumptions to create a Birth and Background for you that makes sense.

The Most Important Decision to make here (and, indeed, through all of Chargen) is your Class and Career. Above you will choose the general type of Career, and specific Careers will be chosen in the next Chargen section.

_____________________________________________________________________________________________________________________

YOUR STATS SO FAR​

Weaponskill (WS): 29
This Characteristic Represents your Character's Skill in Hand-to-Hand Combat, both with Weapons and Without.

Ballistic Skill (BS): 40
This Characteristic represents your Character's Skill with Missile Weapons, such as Bows, Crossbows, and Pistols.

Strength: (S): 32
This Characteristic represents your Character's muscle and Brawn.

Toughness (T): 26
This Characteristic represents your Character's Ability to Withstand injury, Disease, and Poison.

Agility (Ag): 26
This Characteristic represents your Character's physical quickness, manual dexterity, and reaction speed.

Intelligence (Int): 32
This Characteristic represents your Character's Intellect, Insight, and ability to reason.

Will Power (WP): 36
This Characteristic represents your Character's mental toughness and resolve.

Fellowship (Fel): 31
This Characteristic represents your Character's personal Charisma and Social skills.

Secondary Characteristics

Attacks (A): 1
This Characteristic represents the quickness of your Character's Attacks. This Number indicates the maximum number of attacks you can make in a single action.

Wounds (W): 10
This Characteristic represents your Character's General Vitality. It indicates how much damage your character can suffer before becoming critically injured.

Movement (M): 4
This Characteristic represents your Character's Base land speed.

Magic (Mag): 0
This Characteristic represents your Character's Magical Power.

Insanity Points (IP): 0
This characteristic represents the state of your Character's Sanity.

Fate Points (FP): 2
This Characteristic represents luck, and, to a certain extent, your character's destiny. Fate Points can be used to avoid certain death.

Skills: Common Knowledge (the Empire), Gossip, Speak language (Reikspiel)

Randomly Rolled Talents: Sixth Sense, Strong-Minded.


I am Imposing a 1 Hour Moratorium on Voting, to encourage players to discuss and consider their choices.
 
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Want to pick something complimentary to our current stats. With our relatively high BS and WP I'm leaning towards Ranger and Mummett the Fool
 
[] A son
[] First and Last name (Olaf Khöleir)
[] The Big Cross -- Sign of Clarity
[] You took to the wilderness, hoping to get as far away from the unfairness of "Civilization" as possible, becoming a RANGER of the wild places.

We rolled well on our BS and WP poorly on Toughness, Agility and Wounds then decent on everything else so the only career paths I'd suggest disregarding would be Rogue or Warrior based ones since being relatively slow and squishy doesn't fit those careers but we should be decent or good at just about everything else.

Edit: Just keep in mind we can always swap from one basic career to another related one relatively easily and that can often take us across the listed class categories in this stage of character creation so just because we choose to be for example a Huntsmen, Outlaw or Woodsmen right now doesn't mean we can't be a Warrior, Squire, Student, Merchant or Marine later and the same goes for even if we pick up an advanced class.

And since the moratorium is up...

[X] A son
[X] First and Last name (Olaf Khöleir)
[X] The Big Cross -- Sign of Clarity
[X] You took to the wilderness, hoping to get as far away from the unfairness of "Civilization" as possible, becoming a RANGER of the wild places.
 
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[X] A son
[X] First and Last name (Olaf Khöleir)
[X] The Big Cross -- Sign of Clarity
[X] You took to the wilderness, hoping to get as far away from the unfairness of "Civilization" as possible, becoming a RANGER of the wild places.

Works for me and good to have clarity whenever Chaos inevitably shows up.
 
[X] A son
[X] Randomize
[X] The Limner's Line -- Sign of Precision
[X] You impressed a person of high learning, and earned yourself an apprenticeship for an ACADEMIC Career.
 
[X]Plan: Heterodyne
-[X] A Daughter
-[X] Randomize
-[X] The Bone Saw -- Sign of Skill and Learning
-[X] You impressed a person of high learning, and earned yourself an apprenticeship for an ACADEMIC Career.
 
[X] Randomize
[X] Randomize
[X] Wymund the Anchorite -- Sign of End
[X] The river Stir is the single greatest economic boon Würtbad posesses, and, one way or another, anyone can find worthwhile work on it's waters. You made yourself into one of those enterprising RIVERFOLK.uring
 
[X] A son
[X] Randomize
[X] The Limner's Line -- Sign of Precision
[X] You impressed a person of high learning, and earned yourself an apprenticeship for an ACADEMIC Career.
 
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