Sunday, May 26, 2019

WFRP4 - Campaign Session Reports Updates - From Bordeleaux to Dragonsbridge

Lord Agravaine, the player's nemesis

Oh boy, it has been awhile since I updated the WFRP4 session recaps. I knew it had been awhile, but not as long as it has. So there’s no way I’m going to go into the detail I did before for this post. Instead, I’ll try a bullet point list of the highlights and then maybe add back in some detail once we’re all caught up.

Map of Bordeleaux


Dramatis Personae
Boneshard, Norscan Marauder Champion (tier 3 career)
Regis de Pubiens (nomme de guerre – Don Gonada de Ciudad de … I don’t remember, some estalian identity)
Onfroy Proudhon le ‘Wretch’ – a new character who joined later.



Events
  • As mentioned, with the aid of a chosen band of knights from Duke Alberich of Bordeleaux and four High Elf archers from the Ambassador’s guard, Boneshard and Regis plunged into the city sewers to find the Idol of Flies and stop the skaven plans.
  • After many ambushes along the way, the adventurers made it to a skaven undercity with a slavemaster’s platform in the center of a market-looking square. From the derelict state of the affairs, the town looked semi-abandoned but then the group heard a crowd from a distance. Carved into some old sewers (built by High Elves in Bordeleaux’s far past?) was a large auditorium. The characters murdered some ratmen guards and snuck closer – there was a skaven Grey Seer before the Idol, his thousands of ratmen minions chanting and squeeking. The characters unleashed mayhem, ambushing the Seer with burning oil flasks and attaining several critical hits. Regis broke his leg jumping from the rafters to grab the idol, successfully chucked to Boneshard. Regis is captured while the knights hold off the rodent throng in the sewer and Boneshard runs out carrying the Idol. They make their way to the nearest sewer manhole, several passages and rooms past, and with some lucky rolls, Boneshard escapes.

  • Boneshard makes his way through the streets as whatever skaven have amassed beneath the city boil out, frantically seeking the Idol. The Duke's men, warned by the characters, fight back, fires spreading throughout the city.
  • Regis is captured by the skaven master Grey Seer, now burned. (He spent a permanent Fate point to survive.)
  • After resting a few hours, Boneshard finds the Elven ambassador Menilthir who assists in finding Regis and teleporting Boneshard and himself below the streets. Boneshard kills the ratmen guards (and a ratogre), saving Regis
  • The group advises destroying the Idol. In a ritual, Menilthir and priestesses assist in melting it down while fighting continues.
  • Bordeleaux is saved, for now, though the rats have left behind disease and destruction. Not on the scale they could have unleashed with the Idol.
  • After doctors' care, Boneshard and Regis now seek to save the cursed duke having destroyed the Idol of Flies and so travel to Castle Aquitaine.
  • In the wilds on the journey, Boneshard receives a dream vision of a herdstone - with a large and powerful sword leaning against it. 

  • Boneshard finds the beastherd, to Regis's dismay. He defeats the minotaur champion of the beastherd and the beasts bow to him. This lets him claim the sword, which now speaks to Boneshard in his mind. Regis goes along with the situation, but works with Boneshard to find a place for the beastherd to be wiped out in their raiding and rapine of the local Bretonnian towns. After gaining much corruption, the beastherd is drawn into a village which Regis prepared to defend itself a few hours before, and Boneshard cuts down the beastman shaman. Boneshard keeps the Sword of Souls.
  • [DM note: Boneshard and Regis both gained much corruption in this episode. Boneshard's earlier acquisition of an enchanted bone necklace that summoned worms provided the pathway for the chaos sword to enter his mind and tempt him.]

  • The duo emerges from the woods and soon finds Castle Aquitaine, but besieged by Lord Agravaine's host. They manage to signal a knight riding a pegasus and make it into the castle to tell Duke Armand's council their story of the Idol and that its destruction should free the Duke from the curse. The Damsel of the Lady, Dame Helvis believes the adventurers and lifts the magical slumber from the Duke. He is indeed no longer cursed. A new plan emerges: the adventurers will take their pages from the sorcerer's grimoire, captured in Castle Greemley many moons before, and letters from Agravaine to him and the summoning a pestilent demons to the King of Bretonnia, to formally accuse Lord Agravaine of sorcery. The Duke Armand, honor bound to defend his seat and his loyal men, will stay to fight off Lord Agravaine.
Castle Aquitaine
  • [DM note: I made extensive siege rules if the adventurers had stayed, but they decided to come up with this plan of traveling to the King and I said to myself, that works.]
  • With Sir Jaspert, the pegasus rider, Boneshard and Regis travel by flying horseback to the north. Then suddenly they are attacked in the sky over the Forest of Chalons near the western mountains of the Massif Orcal by a griffon, who slays their pegasus and they crash into the forest.
actually a lammergeier getting territorial with a vulture, but too cool not to share
  • after crashing in the Forest, they encounter a traveling ne'er do well named Onfroy Proudhon le Wretch, wearing a wig on a horse. He was searching for work before getting lost in the forest after a drunken spree with a bard named Jarlyle. 
  • The now three encounter a giant stag with many antler points, which speaks in their minds as the "King of the Wood." He will grant safe passage to the hungry travelers for removing an encampment of lumberers from the woods.
  • Led to the camp of lumberjacks, Onfroy immediately accosts them at their palisade gate. They shoot arrows, yelling that they are free men not serfs of Onfroy. Armed with his Soul Stealer, Boneshard and Onfroy make short work of the 15 or so woodsmen who resist with but axes and gambesons. They take a few prisoners as slaves, and are allowed to leave the forest by the King of the Wood. They pass a troll crossing, slaying one of the river trolls.
  • [DM Note: I did not expect their aggressive posture to the woodsmen to go so smoothly for them, but if you don't roll a critical, your PC got the Frightening trait, and they have some good rolls, they can carry out quite impressive feats. They also made short work of the trolls, which I forgot to use the surprise for.]
  • The lord of the nearby manor allows the adventurers to stay as guests, as they reveal they are on an errand for the king with a known knight Sir Jaspert. They recover from the encounters in the woods and prepare to head north. They consider buying horses but do not have enough coin for Boneshard to have a horse.
Boneshard had gotten pretty ridiculous at this point
    • They come to a monastery, really a nunnery, a few days travel to the north as they head for Gisoreux. Outside it's wall, a knight awaits with a lady nun. He challenges Boneshard to single combat, as she has had a vision of an evil and corrupted Norscan who should be slain. Boneshard agrees, and is badly wounded in the charge. Onfroy decides to attack the knight, seeing things going badly. Jaspert, horrified, steps in on the side of the Lady. Boneshard slays the knight, but Onfroy is blinded by the nun's prayer. They reach an agreement not to kill the nun to be left on their way. Jaspert refuses to travel with these men any longer, and takes the nun back to the monastery shrine.

    • The party soon makes it to Gisoreux, bribing their way past the quarantine order on all southern travelers. While at an inn, they discover a man spying on them, having been paid good coin to report tales of a traveling Norscan and his companions, including an Estalian. They slay the man in an alley, then confront the innkeep if he has any knowledge. Onfroy, drunk, decides to stab the innkeep for the coin he demanded for his information not being good enough for Onfroy. All hell breaks lose, Onfroy tossing an illegal petard onto the doorframe soon after the local guards arrive. The Duke of Gisoreux's men-at-arms arrive soon thereafter. After much butchery and the use of flaming oil, the adventurers manage to escape. But they were spotted by the knight commanding the city men-at-arms.

    • They steal a boat and collapse, exhausted in the slums outside the docks. Here they are taken in by the stevedores guild. Sometime around then Boneshard has used the chaos sword enough to develop a mutation, scaly skins granting 1 armor point. He was also having dreams of travelin to the Chaos wastes and becoming a mighty champion by slaying a chaos troll. The scales marked him as chaos-touched. 
    • With her stevedores and spies in the slums of the docks, the Guildmistress Adele finds them, smiling to find Boneshard is chaos-touched. She offers them hospitality in her hall and revealed her interest in certain grimoire that spoke of opening a portal to the Realms of Chaos by orgiastic ritual. Sure enough at the full Morrslieb moon she brought Boneshard down to her secret temple to conduct a ritual with her and her cultists. During the orgy, Boneshard mutates further, growing spikes from his scales.
    Adele at the ritual

    Boneshard's spikes, approximately
    • Boneshard dons a large helmet and black cloak to hide himself in public. The companions then decide to follow up on some leads, but end be drawn to near the Hall of Justice in the main Gisoreux square. Realizing they've been tricked, they knock out the investiagotr, but everything goes sideways for the adventurers. A general "hue and cry" is raised, and all within the city are mandated to grab weapons and seize the companions. Men-at-arms are assembling in the square. While distracted, somehow Regis steals Boneshard's blade as the adventurers scatter to the four winds running away.
    • Separated, Onfroy and Regis make their way to the Stevedores Hall. Regis decides to set it afire to burn out the heretics, while Onfroy gets involved in a duel with a Hall's guard. Onfroy slays the guard, and before being found by a knight leading a continegent of men, they hide in the back alleys and escape.
    • Meanwhile, Boneshard has been trapped on a main street by a large force of men-of-arms and knights. He throws down a burning oil flask as he is hit by several arrows. Three knights charge him, and he takes a lance wound as well. Bleeding, Boneshard cuts down a knight and intimidates the others. Then a mighty knight on a black destrier, his silvered armor fine and filigreed, leaps over the flames. Boneshard challenges him to one on one combat, which the knight accepts and combat is joined. Before his lance reaches Boneshard, however, Boneshard calls upon the dark powers to smite his foes, and knight's helmet crumples and he falls from the horse. Boneshard gathers the body, dragging him from the city as the gate's guards are too frightened to stop him.
    • [DM note: through a long discussion with player badgering, I let Boneshard's player spend a permanent Fate point to kill the knight with a bunch of corruption points rather than merely save his own life - he would have died had he taken much more and was already burning Resolve to stop his bleeding critical.]
    An impressionist rendering of Boneshard v. the knight
    • That night, the companions tried to escape through the villages and hamlets ringing Gisoreux. They heard the howls and yelps of hounds and hoofbeats as the city gathered some force to find them. The companions successfully hid but abandoned the captured knight's body. They made refuge outside a village and found a deer for meat, but were soon found by some local knights, who they killed and stole their horses. Having been found, they decided to resume their quest to find the King in Couronne and resumed travels north.
    • After getting lost in the ravines and valleys of the River Oise in rainstorms, the companions find the royal road. Exhausted, beset by a pack of wolves, they make their way to the village outside the Castle Dragonsbridge, which bridges the Oise in the mountains of the Pale Sisters. Winter had fallen and so the snows had come to the mountains.
    Dragonsbridge
    • In a tavern in the village beneath the mountain and castle, the characters take a room for the night and stable their stolen horses. With a knock at their door, a stranger introduces himself as Ferregus. He offers the characters a deal, but also a warning: the Lord of Dragonsbridge has been tipped off and is sending men. The characters escape and make their way to Ferregus's mountainside cave. There he offers them a bargain: he needs a key from Dragonsbridge to free a slumbering dragon beneath the mountain, and in exchange will aid the adventurers in any of their goals, as he will be a powerful Dragon Master.
    what slumbers beneath the mountain?







    Sunday, May 19, 2019

    Reconsidering Lamentations of the Flame Princess rules, with some new house rules

    Click to go download for FREE.

    So after running 2 campaigns, one long and one short, with Lamentations I had decided I was still disatisfied with them as a ruleset. The biggest sticking point is that Lamentations still had the rules problems I had with D&D-- the effects of hit point inflation making combat feel unrealistic and 'gamey', especially with higher level PCs. I really liked the Aristotelian unity (one class for each niche, strictly) and simplicity of Lamentations but this kept pulling me (as DM/referee) out of the moment and getting frustrated by the rules.

    [Lamentations is a very cool ruleset despite the weird name. If you want to start with these, go grab the free rules (click on picture) and start with Better than Any Man. There's also numerous adventures and blogs out there using the rules to great effect.]

    I ended up reconsidering the rules after reading the Dragon Warriors RPG (a bit of 80s british badassery) and getting inspired by some of its rules. Basically, I liked Dragon Warriors but when do some solo playtesting of combat, magic, etc., I noticed it had alot of whiff (missing) due to its armour rules. The thing I liked about Dragon Warriors rules though was that it does not have much hit point inflation, PCs gain like 1 hp per level. This to me seemed sensible and would keep combat realistically deadly for even higher level PCs. What Dragon Warriors provided to compensate was increasing "Defense" characteristic to match, though, which D&D and Lamentations lack.

    Thinking about DW, I reread Lamentations and thought more about running it By the Book (or Rules As Written for you ubernerds). I suddenly started to see that Lamentations already had so many rules to keep things realistic, but I had simply disregarded them in my house rules.

    You see the problem with my Lamentations games is that the players whined about feeling underpowered with the 3d6 in order stats and the whiffiness of Lamentations own combat because to hit bonus are generally very low and ACs high. Yes, this is in line with the B/X rules its based off of, but I play with folks with more modern, videogame-power level influenced players. So I had allowed them some leeway with creating higher stats (4d6, drop low) - I mean if it worked for Gary in AD&D, why not Lamentations? Furthermore, I had a bunch of house rules to give weapons different effects and removed levels from magic and used Wonders & Wickedness spells. As noted, the flaws of this approach were PCs who were big bags of hit points by 5th level and it felt very 5th edition and superheroes instead of the gritty medieval feel I actually enjoy.

    Reconsidering this now, I see the brilliance in (1) no damage being adding to weapons, (2) no multiple attacks (despite the multiple games that bestow an ability like this on fighters), (3) easy death at like -3 to -4 hp, (4) rerolling all hp each level, and (5) sticking to (I ended up waffling on this and doing story awards) gold for XP. Still though, some things I liked on my house rules, such as better magic and some difference between weapon types. I reran some trial combats trying to stick to rules as written Lamentations yesterday, and I was so pleased with the results I thought I'd reconsider using this for my next more D&D-oriented campaign.

    One thing to note is that I like these rules light OSR systems for big groups, even starting at about 5 players, over WFRP or D&D 5e with its plethora of options and robust characters.

    House Rules
    The biggest house rule I'd like to try is capping HP based on CON score, to keep human beings feeling realistic. (I've heard all the arguments about reconceptualizing hit points; I don't care, it still leaves me cold at the table). So here's what I think I'd do next time (with commentary), keeping much closer to rules as written.


    Ability Scores
    - 3d6 down the line, can always spend 2 points from any other stat to pump into prime req. (fighter STR, spec DEX, wizard INT, cleric WIS; elf DEX or INT, dwarf CON, halfling DEX)
    - strength: melee to hit, open doors skill, paralysis saves
    - dexterity: AC, ranged, save v reflexes/breath effects
    - constitution: HP maximum equal to CON score+level (eg F3 CON 16=19 max hp), save v poison/death, add bonus to healing rolls (normal 1d3 per night rules)
    - intelligence: adds to new Legend Lore  skill (random history, esoterica, legends, and knowledge to be helpful about a thing in front of you your character knows but not player), and comprehend Languages skill, saves v illusions; wizard known spells are chart plus bonus (see below)
    - wisdom: adds to all saves, cleric known spells are chart + bonus, Search skill
    - charisma: note the reaction roll of friendly basically works Charm spell, person likes you based on appearance and mannerisms, opposite sex wants to be your lover, treated as friend and trusted, but natural, so won't be attacked, hurt if betray this trust, etc. Helpful reactions are also much more so. All of this is in a general background that everyone is distrustful and semi-hostile to strangers, everyone knows everyone in their world and cities/urbanity are the exception not the norm. So Charisma gains much more importance. I will also call for reaction rolls pretty much every encounter.

    Background
    - pick or roll a background after picking class 
    - character can simply do and know things that make sense for background, no need to roll (knight knows chivalry, how to care for horses and ride, etc)
    - background based on class, like this:

    Magic
    - limit on chart is on number of spells known; casters can cast multiple times per day, but only from spells known; starting spells known (and recorded in spell book for wizards) equal to 1 (chart at first level) + INT or WIS
    - can cast from scrolls or spell book for an unknown spell, but still must miscast roll; if miscast, scroll or spellbook page is destroyed by the vagaries of magic
    - wizards can learn new spells for 1 month study and practice, and have access to spell book or scroll or teacher; chance 1 plus INT bonus in 6
    - clerics learn new spells similarly, but must live righteously, fast, and in prayer for this month; also succeed at poison save or permanently lose 2 points from a random attribute (even wisdom, a crisis in faith!) (1d6 to determine which)
    - Miscast: may cast known spell as many times as want, but each time cast roll 1d20, miscast on 1 + spell level + number of spells cast that day
    - roll on Dark & Dangerous Magic chart when miscast for wizards/MUs, cleric's spell is denied and must do Penance (determined by ref based on situation) to atone until can cast again
    - alternative non-medieval rules: no clerics, wizards have access to their spells as well but cannot cast in armor as normal (1d30 to determine random spells)
    - this makes magic much more useful and common for casters, while still limiting them

    Combat
    - dual wield: +1 hit, pick weapon damage (max size 1 medium weapon, 1 small)
    - parry can be used after enemy rolls but you lose your next round
    - critical hits: either roll on WFRP critical charts or double damage dice
    - all the maneuver rules as normal
    - weapons: swords x2 cost, reroll 1s for damage, picks and hammers +1 hit plate, axes +1 hit leather or unarmored; shields stop attacks altogether on a roll of 1 in 6 (2 in 6 missiles)
    - death: unconscious at 0; dead at negative 4 +/- CON bonus or roll on WFRP critical chart (see below) each time below (bleeding = -1 hp per round, if already 0, dead at -10 hp; stunned, lose next action, Tests = call for a save (usually Poison)).

    Advancement:
    - 1 xp per 1 cp (10 xp per 1 sp) recovered adventuring (including value of sold if recovered while adventuring); if good, 100 xp per person saved/rescued
    - +1 ability score of choice each level
    - advancement is too slow for my group under the regular standard, and I see no harm in mild ability score increases to reflect physical hardening, reading books, etc.

    Generic Critical Hits (roll 1d100 if 0 or lower)
    Location: 01-09 Head |10-24 L. Arm |25-44 R. Arm| 45-79 Body| 80-89 L. Leg |90-00 R. Leg
    1-10
    Gash (1): Gain 1 Bleeding Condition.
    11-20
    Gut Blow (1): Gain 1 Stunned Condition.
    21-30
    Low Blow (1): Gain 1 Stunned Condition. Pass a Hard (-20) Endurance Test or gain another 2 Stunned Condition.
    31-40
    Winded (2): Gain 2 Stunned Conditions. Pass an Average (+20) Endurance Test, or gain the Prone Condition. Movement is halved for 1d10 Rounds as you get your breath back.
    41-50
    Bruised (2): All Agility-based Tests suffer a –10 penalty for 1d10 days.
    51-60
    Torn Flesh (2): Gain 2 Bleeding Conditions.
    61-65
    Cracked Bone (3): Gain a Stunned Condition. All Tests suffer a –10 penalty until you receive a successful Heal Test.
    66-70
    Gaping Wound (3): Gain 3 Bleeding Conditions. Any Wounds you receive to the affected Hit Location will inflict an additional Bleeding Condition for the next week as the cut reopens.
    71-75
    Cut (3): Gain 2 Bleeding Conditions and a Stunned Condition. Pass a Hard (–20) Endurance Test or gain the Unconscious Condition as you blackout from the pain.
    76-80
    Fractured Bone (4): Gain a Stunned Condition. Take a Challenging (+0) Endurance Test or also gain the Prone Condition. All Tests suffer a –10 penalty for the next 4 weeks.
    81-85
    Shredded (4): 4 Bleeding Conditions. Any Wounds you receive to the affected Hit Location will also inflict 2 Bleeding Conditions as the tears reopen for next 4 weeks.
    86-90
    Crippled (4): Gain a Prone Condition that can only be removed with a successful Challenging (+0) Heal Test. All Tests suffer a –20 penalty until you receive this medical treatment and spend at least a week resting.
    91-95
    Shattered Bone (5): Gain a Stunned Condition that can only be removed with a successful Challenging (+0) Heal Test. All Tests suffer a –20 penalty until you receive this medical attention, and spend at least a week resting.
    96-99
    Ruined (5): Gain the Unconscious Condition that can only be removed with a successful Challenging (+0) Heal Test. The affected Hit Location is useless until you spend a month on bed rest.
    00
    Torn Apart (Dead): You are hacked in two. Your top half lands 1d10 feet in a random direction and all nearby Characters are showered in blood.

    Saturday, May 11, 2019

    [WFRP4] METAL Spells!

    More spells for my ongoing series. The Lore of Metal suffered least from only combat useful spells, and I may change 1 or 2 of the spells adapted from the 2e supplement Realms of Sorcery. But here's what I'll be using for my next NPC Metal Wizard:



    Spell
    CN
    Summary
    Crucible of Chamon
    CN 7 (-20)
    Melt non-magical metal object within Will. Bonus yards. If worn, the wearer takes Damage + WB that ignores Toughness. The melted metal itself remains salvageable.
    Enchant
    CN6 (-10)
    Enchant single weapon you touch, gains bonus to Damage equal to caster's Will Bonus plus any Qualities of choice (impact, etc.) for every additional 3 SLs. Alternatively, enchant a metal (chain or plate) piece or suit of armor, granting it +1 AP. Lasts WB rounds.
    Feather of Lead
    CN5 (-10)
    For an area in diameter of Will. Bonus yards within Willpower yards, everyone counts as (pick one) either Encumbered (-10 Agility, -1 Move.) or Not Encumbered.
    Fool's Gold
    CN4 (0)
    Touch an object, all its metal becomes gold for Willpower in minutes. This can ruin good weapons, make armor twice or three times as heavy, etc
    Forge of Chamon
    CN9 (-30)
    For a single item made of metal, you may add 1 Quality or remove 1 Flaw per 2 SLs. Lasts Willpower minutes.
    Glittering Robe
    CN5 (-10)
    Gain Ward 9+ (roll 1d10, if high enough, ignore) to all spells and attacks. Each successful ward increases the Robe's potency by 1 Ward to max Ward 3+. 
    Inscription
    CN0 (+10)
    Run your hand over a metal object, it gains an inscription of your chosen composition and calligraphy instantly. If you achieve +3 SLs, you may make the inscription a secret rune only visible to the eyes of someone you name (e.g. dwarfs, Karl Franz). Any wizard can cast inscription over an object and read this secret rune.
    Molding of the Unstable Mind*
    CN8 (-20)
    Attempt to reform a sick mind into a healthy one by touching a person with corruption.  This spell does not work on oneself. After casting, the wizard rolls Intuition to reshape the target's mind, the target loses 1d10 corruption points if successful. If the test fails, the target gains 1d10 corruption points and the wizard must roll Cool or gain 1 corruption point herself.
    Mutable Metal
    CN5 (-10)
    Non-magical metal object you touch becomes warm, mutable object you bend and manipulate with a Strength +20 test (or +20 Smith or appropriate skill). 
    Stoke Forge*
    CN3 (+0)
    Kindle flames from a fuel source into a blazing inferno, suitable for burning. The magic instantly ignites the fuel, but does not work on anything except wood, charcoal, oil, etc., which is burns through at an appropriate pace (oil 1d5 rounds). Takes 1d5 rounds to grow from kindles to forge-strength. Inflicts Ablaze +3 on any who step into the flames.
    Transmutation of Chamon
    CN12 (-40
    Enemies within Willpower yards in an area Will. Bonus yards in diameter have their flesh turned to metal. They are damaged +WB ignoring toughness and armor, inflicting Blind, Deafened, and Stunned. Lasts WB rounds, during which the enemies Suffocate (WFRP181) and have +1 AP. If they die, they remain a metal statue.
    Tale of Metal*
    CN7 (-20)
    See the memories of a metal item, from its forging and creation through all the important times it has seen use (e.g. wielded as a sword in battle or hammer in a shop). The memories are from the item's perspective, not the wielder's, though dramatic events such as battles, slaying of important foes, and use in monumental works will have more salience for the object itself as well. Sorting through the memories to find specific information requires an Intuition test (I) or appropriate skill and likely several hours of contact with the item, unless it was a very recent event. 



    x

    WFRP - Updated GM Screen & Character Sheet

    After several months of playing the new Warhammer Fantasy edition, I've updated my GM screen with the stuff I find myself looking up all the time. The main item it's missing that we have consulted fairly regularly is the Critical Hits tables - but when a Player Character receives a Critical Hit, it's enough of big deal to stop and have the impending nervousness happen at the table, even if that stops combat. The new edition is good about combat being decisive pretty quickly, so this is not a big deal. For NPCs, you can use the Generic Critical Hits included in the screen.

    I find my screen includes information that many other screens do not, such as Gitzman's otherwise excellent referencee screen, which are usually filled with rules I don't need quick access to - instead, these screens are like GM reference sheets for when you're learning to run the game.

    Anyway, clicking below should load the Dropbox file:



    I'm also going to link again to my WFRP Character Sheet, just because I'm proud of it and its sweet wound man. The sheet has been working great so far!




    Tuesday, May 7, 2019

    [WFRP] More Spells! Lore of Heavens


    My project to expand the spells in WFRP 4th edition to accommodate more than just damage spells continues...


    Looks like Nicholson but I don't know. Either way, it's awesome.
    Lore of Heavens Spells
    Lore of Heavens spells listed WFRP 249. Spells adapted from Realms of Sorcery marked with a *

    Spell
    CN
    Summary
    Cerulean Shield
    7 (-20)
    +SL in Armor Points to all locations. If attacked by metal weapons, the attacker takes +WB damage.
    Comet of Casandora
    10 (-40)
    Select a target point within Initiative score yards. After casting, roll Perception at the end of the next round: the comet strikes -SL x Init. Bonus yards away in a random direction. For every success, move the point of impact in a desired direction by Init. Bonus yards. Damage +12, +1 Ablaze, Prone to all in Init. Bonus yards of impact.
    Fate's Fickle Fingers
    6 (-10)
    Pool Fortune Points of any allies within Init. Bonus yards of you, any may draw from the pool, first come, first served.
    Finding Divination*
    7 (-20)
    Signs in the sky reveal an item’s location, either a specific item or general category (clean water, a horse). You learn the direction, but not the distance. This is as the crow flies, so barriers are not shown.
    Omen*
    1 (+20)
    Discovery is timing is favorable or not for an action. GM rolls secret Intelligence test (let’s you know if you incorrectly or correctly interpret). The omen only holds true for 2d10 hours.
    Project Spirit*
    6 (-10)
    Loosen your invisible spirit form from your corporeal body, allowing you to travel, hear, and see as normal (limited by physical boundaries).
    Starcrossed
    7 (-20)
    For Initiative Bonus rounds, you can spend Fortune Points to force opponents in Willpower yards to reroll.
    Signs in the Stars*
    8 (-20)
    Write a subtle message in the stars and their constellations. Requires a Secret Signs (Celestial Order) test to correctly interpret unless the ‘reader’ knows exactly what to look for. Necessarily, the messages will be simple.
    T'Essla's Arc
    7 (-20)
    Lightning bolt strikes target in Willpower yards, +10 damage, +1 blinded.
    First Portent of Amul
    3 (0)
    +1 Fortune, every +2 SLs +1 FP for Init. Bonus rounds
    Second Portent of Amul
    6 (-10)
    Gain SLs in Fortune. 
    Third Portent of Amul
    12 (-40)
    +1 Fate Point, must be used by the end of the Init. Bonus rounds or lost.