Warhammer über-talents

In my 6-year long Warhammer 2nd edition campaign, I ran into the problem that some of the characters were running out of meaningful career exits and basically had nothing left to spend their experience on. At first I made a ‘Badass List’, which was simply a selection of skills and talents they could buy, even if they weren’t part of their career, simply because they were so experienced adventurers (such as Intimidate, Hardy and Seasoned Traveller).

When that wasn’t enough, I decided to make a second tier of talents: the Ultra-badass list. We’ve been using it for several sessions now, and a lot of them are actually playing out quite well. It is quite an epic campaign at this stage, so another 5 in strength or an extra parry does not break the feel of the campaign, but clearly puts them into a very special category among the heroes of the empire. And a trait like Fearless for the extremely experienced and not very bright Kislevite warrior makes so much sense – it seems silly to roll fear checks that could incapacitate him over a vampire or a couple of skeletons, when he has met and seen dozens of them, and other, worse, things.

I’ve also tried to keep the Faustian elements for the magical talents, and last session it worked really well. The bright wizard (Stefan Zauber) used his Blazing Furnace talent several times, and despite having 82 in Willpower, he began gaining insanity points and it pushed him close to the edge.

Warhammer is all about personal sacrifice against the forces of evil and the slow but inevitable descent into darkness. Having a Wizard Lord tethering on the edge of insanity in his attempts to save the empire is perfect for the mood and theme.

 

The Ultra-badass list:

Deadly Charge
Prerequisite: 3 Attacks
Description: When making the charge attack action, the character can attack twice instead of once.
Xp Cost: 200

Hitting the weak spots
Prerequisite: Sure Shot, BS 60
Description: When using a missile weapon, the weapon also counts as having the Armour Piercing Quality and the range of your missile weapons are increased by 50%.
Xp Cost: 200

Go for the Eyes!
Prerequisite: Sure shot
Description: You ignore an additional point of amour when using the aim action.
Xp Cost: 300

Heroic Strength
Prerequisite: Very Strong
Description: Add an additional 5% to your strength profile.
Xp Cost: 300

Heroic Toughness
Prerequisite: Very Resilient
Description: Add an additional 5% to your Toughness profile
Xp Cost: 300

Heroic Skill with Arms
Prerequisite: Warrior Born
Description: Add an additional 5% to your WS profile.
Xp Cost: 300

Heroic Aim
Prerequisite: Marksman
Description: Add an additional 5% to your BS profile.
Xp Cost: 300

Heroic Reflexes
Prerequisite: Lightning Reflexes
Description: Add an additional 5% to your Agility profile.
Xp Cost: 300

Heroic Intellect
Prerequisite: Savy
Description: Add an additional 5% to your intelligence profile.
Xp Cost: 300

Heroic Force of Will
Prerequisite: Cool-headed
Description: Add an additional 5% to your willpower profile.
Xp Cost: 300

Heroic Charisma
Prerequisite: Suave
Description: Add an additional 5% to your Fellowship profile.
Xp Cost: 300

Never say die!
Prerequisite: Hardy
Description: You add 1 additional wound, and all crits made against you are reduced by 1 in severity, to a minimum of 1.
Xp Cost: 200 xp

The Aethyr is in my Blood
Prerequisite: Expert Aehtyric Attunement, any Arcane Lore
Description: When casting a spell, you can elect to add one to your casting roll for each of the magic dice you roll, at the cost of 1 wound for each bonus.
Xp Cost: 200

Deadly Missiles
Prerequisite: Mighty Missiles
Description: Your magical missiles are now exceptionally potent. You add 2 to each damage roll instead of 1.
Xp Cost: 200

Faster than the eye
Prerequisite: Master Dodge Blow
Description: You are now able to dodge missile attacks than you can see are directed against you, and you get +10 to pure Ag checks to avoid area attacks such as bombs, breath weapons and spells.
Xp Cost: 200

Wall of Steel
Prerequisite: Lightning Parry
Description: You can now sacrifice an attack to get an additional parry with your shield, in addition to the free parry, for a total of 2 parrys and 1 dodge per round.
Xp Cost: 300

Cat-like reflexes
Prerequisite: Sixth Sense or Master Perception
Description: You gain +10 to initiative
Xp Cost: 200

Fearless
Prerequisite: Stout-hearted
Description: You are immune to fear and treat terror as fear.
Xp Cost: 200

Morr and I are old friends
Prerequisite: Fearless
Description: You are immune to fear and terror
Xp Cost: 200

Feel the might of my god!
Prerequisite: Strike Mighty Blow, Any Divine Lore
Description: As a full attack you can strike a blow, and whisper a prayer to your god, and roll a WP check, to receive +1 damage for each casting dice, on a successful hit. The dice are still rolled to check for Wrath of the Gods.
Xp Cost: 200

Nimble Feet
Prerequisite: Swashbuckler or Fleet Footed
Description: You can move up to 10 feet in addition to a full attack action (you still draw attacks of opportunity).
Xp Cost: 200

Charmed fate
Prerequisite: Luck
Description: You receive an additional luck dice per day.
Xp Cost: 300

Hammer of the Gods
Prerequisite: Strike Mighty Blow, Heroic Strength
Description: Your melee attacks now count as having the Armour Piercing quality.
Xp Cost: 200

Fountain of knowledge
Prerequisite: Seasoned Traveller
Description: You now count as having all Common Knowledge skills
Xp Cost: 200

Lethal hits
Prerequisite: Strike to Injure
Description: The critical value of any critical hits you inflict are increased by an additional 1.
Xp Cost: 200

Close Quarter Battle Master
Prerequisite: Sharp Shooter, Strike to Injure
Description: You no longer take a penalty when firing into melee.
Xp Cost: 200

Armour Expert
Prerequisite: Strength 50, Toughness 50 or Sturdy
Description: You no longer take a penalty to Ag from wearing medium armour, or a penalty to movement from wearing heavy armour.
Xp Cost: 300

Blazing Furnace
Prerequisite: Aehtyric Attunement, Master Channeling , The Aethyr is in my Blood, Any Arcane Lore
Description: All spell’s area of effect are increased by 50%. Up to your magic characteristic number of damage rolls have the impact quality. For each damage roll with the impact quality roll WP or gain an insanity point.
Xp Cost: 200

Eagle Eye
Prerequisite: Sharp Shooter, BS 60, Hitting the Weak Spots
Description: Extreme Range hits are now made with only -10 penalty, and long range suffers no penalty.
Xp Cost: 200

Fly on the Wall
Prerequisite: Master Scale sheer surface
Description: You may use your agility in place of strength when climbing.
Xp Cost: 300

Sir Arkibald Clemente

Sir Arkibald Clemente was a mercenary captain and former templar in the pay of the adventurer’s arch-nemesis, Baron Pleskai von Wallenstein of Würzen. Clemente was hired as part of Wallenstein’s ploy to become Grandmaster of the Knights of Sigmar’s Blood. Clemente’s price was the right to kill Tankred Konigstadt, who was a contender for the title of Grandmaster, as he a decade before exiled Clemente from the Knights of Sigmar’s Blood.

The adventurer’s finally confronted him at the Eternal Watch Temple at the Black Fire Pass, where he and a group of mercenaries tried to assassinate Tankred. The adventurers were awarded the Tears of Ghal Maraz – amulets forged from the molten metal left from the strikes of the legendary hammer.

Clemente is a tall broad shouldered fighting man with a commanding voice and a clean shaven head. He is past 40 years old and has spent the last 8 as mercenary captain of the company The Laughing Men. His face bears many scars and his eyes are grey and steely. He is a feared man with many enemies, so he rarely appears during the day. He is an outcast Templar of Sigmar’s Blood, after he charged pilgrims money for protection and then refused to protect them from orks. He is also a close ally of Wallenstein, who has promised him revenge. He has since been involved in many deposing of nobles and had a stint in the Border Princes.
The Laughing Men is – in certain circles – a fairly well known mercenary company numbering about 100, which has done quite a bit of fighting in the South, in the Border Princes, among other places.

Career: Captain, Ex Squire, Ex Knight

WS    BS   S     T     Ag    Int   WP   Fel
73’’’’’’ 41’’ 52’’’ 59’’’’ 50’’’   41’’ 48’’’   35’
A   W       SB    TB   M   Mag   IP   FP
3’’   17’’’’’   5     5      4     0       0    0
Skills: Academic Knowledge (Heraldry, Religion, Strategy/Tactics), Animal Care, Animal Training, Charm, Gossip, Dodge Blow +20, Ride +20, Speak Reikspiel +10, Bretonnian, Kislevite), Perception, Secret Language (Battle Tongue), Read/Write,
Talents: Disarm, Etiquette, Specialist Weapon Group (Cavalry, Two-handed, Flail), Strike Mighty Blow, Sturdy, Warrior Born, Quick Draw, Lightning Parry,
Armour Points: H 5, A 5, B 5, L 5
Trappings: Full plate, best craft sword, best craft dagger, destrier, small chest with 140 gc, 220 shilling, which he also uses for pay for the mercenaries

Converting Temple of Elemental Evil to 5th Edition

I’m using Brian C. Rideout’s conversion notes to 5th Edition, which can be found here:

http://newworldscoaching.ca/downloadable/toee.pdf
It is a very well done conversion. There are a few minor errors (for example on xp for monsters), and it has to be adjusted to fit with the group size to some extent. My first session had a massive group of 7 players, so I to add a few monsters to most of the encounters.
I also made individual names and equipment for the brigands (bandit NPCs from the MM), as it was likely that one or more would be captured and interrogated.

That leads me to the mention: I find it puzzling, that the original module has names for some NPCs, but not for all of them? Why would one give the name for all the village councilors, except the village elder? Why give a name for a main boss, but not for the brigand leader?

Bringing the world to life:

Mr. Rideout also added some encounters and events that add flavor to the settlements of the campaign. These small events and encounters are very valuable, easy to run and can easily be scaled. It is a great addition to the conversion material.

I used the first, when one of the characters (1st level Cleric of Olidammara) wandered alone around Hommlett, and ended up rescuing a kid from a Giant Tick, which had set upon his dog. It gave him a nice solo xp-bonus, and gave them something to talk about and the cleric a boost to his reputation in town.

Change in treasure amount
I differ somewhat on the treasure level of the conversion. The original module perhaps suffers from a lack of variety and higher power level than Dungeons & Dragons 5th edition, as Rideout also notes (there are several rings of invisibility among the NPCs, which is high powered).

But even with Rideout’s edits, I estimate that the level is still a bit high, when I look at the campaign we normally play. For example – the main boss in the Moathouse has 3 permanent items in the original version. One is a magical plate armour. In my view, the plate armour, which costs 1,500 gold pieces, and is quite hard to obtain in Hommlett, is a treasure in itself, and does not need to be magical to be seen as a very nice treasure. I will keep a permanent item, and add a scroll and a potion.

That said, as the party composition changes, depending on who attends from my large pool of players, I can be a little more generous, as the items will be spread across a much larger than normal amount of players.

We will be playing again next weekend, with some changes in party composition and size. I look forward to seeing how it changes the group’s approach to the adventure.

Temple of Elemental Evil as a casual campaign

We’ve decided to play a casual campaign using the AD&D 1ed. Temple of Elemental Evil (TOEE) mega-adventure. I’ve grown to become fascinated with the ‘old school’ style of play. And the great thing about TOEE is that it takes place in a geographically small area where many adventurers gather, which makes it easy to have characters come and go, which enables me to set up the campaign in a more casual format.

I’ve set up the conditions for the campaign differently from what I normally do:

  • I have a pool of 12-14 players who would like to participate when they have the time or is in town.
  • The adventuring group consists of whoever can attend that game day.
  • Each sessions ends with the group retreating to a town or campsite outside of the dungeon (unless hindered completely in-game). This enables a more ‘episodic approach.
  • The players can make maps and learn things inside the game, which can be shared between the games to create a working meta-level to the campaign, where the real-life talks about what happened in the game, can be useful to people when they gather to play next time.

So why have I set the game up this way?
When I was younger, I scoffed at the mega-dungeons, and thought them to be almost unplayable, and that my players would become bored with one single dungeon they need to map and go through (oh! Another 5 gnolls in a 20×20 foot room…).

I still think that constant dungeon-crawl will get boring, but there are a few reasons, why I think this will work better than I used to think:

  • First of all, we’ve come to appreciate the more ‘old school’ play style. We enjoy just sitting down, killing some gnolls, gain some xp and drinking a couple of beers.
  • The emergent game-play and how the dungeon should react to intrusion make exploration more fun.
  • We don’t play as often and players will rotate to some extent, so it will stay fresh.
  • I can better see how the module intends for the DM to create a lot of extra material in addition to the published material.
  • Dungeons & Dragons 5th edition is better suited to this type of module. It can resolve combat quicker than previous editions, which makes this kind of combat heavy game run more smoothly.

We will have our first session April 12, with 6 players. I hope to play 5-8 times per year, but we will see how much time we have, and how popular it is (I respond to popular demand).

Bartollus Pfrommer – asylum keeper and priest of Nurgle

Bartollus Pfrommer was the keeper of the asylum in Wolfenburg, where the group was investigating attempts of sabotage against the Empire army encamped there.  The new member of the group wizard apprentice Stefan Zauber was throughly surprised, when he questioned Bartollus to deeply – by himself – and was attacked by the nurgle priest and his thugs. Stefan made good use of his knuckleduster and streetfighting skills from Altdorf, and survived but Bartollus escaped during the fight.

His asylum is a place of disease and madness. The building is made of stone and has three stories. All windows are small and barred and the only door in is a thick gate. The building is large, almost 25 yards by 25 yards. The gate is guarded day and night by one of the thugs. Another two patrol the halls every hour or so. The inside of the building is dark, damp and maze-like. It smells of human waste and there is the constant sound of madness, metal clanking on the bars, screaming etc.

Bartollus has his office and chambers at the top floor along with his men. Here he can receive guests, other priests and the like.
From the kitchen on the ground floor there is a secret staircase to the cellar below, where Bartollus has his temple to the Lord of Pestilence. The secret stair is marked with a small inversed hammer etched into the stone.

Career: Acolyte, Ex priest, ex initiate
Race: Mutant
Description: A big man in his forties with a humble large brown robe, a shaven head and a piercing gaze. He always wears leather gloves and often walks with them inside the sleeves of his robe. On his throat there are many dark pus filled sores, which is covered by bandages and he has a sore on his lip.

WS BS  S   T  Ag Int WP Fel
49   38 42 59 40 45   57  39

A W SB TB M Mag IP FP
1  16  4    5   4     1     3
Skills: CK Empire, Disguise, Intimidate, Gossip, AK (Chaos, Astronomy, History, Theology x2), Charm x2, Heal x3, Perception x2, R/W, Speak Language (Classical x2, Reikspiel x2, Kislevian), Channelling, Magic Sense, Swim, Speak Arcane Language (Magic, Daemonic), Torture
Talents: Armoured Caster, Dark Magic, Frealess, Inured to Chaos, Petty Magic (Chaos) Resistance to Disease, Unsettling, Master Orator, Lightning Reflexes, Very Strong, Very Resilient, Public Speaking, Warrior Born, Strike to Stun, Strike to Injure
Armour Points: H , A , B , L
Trappings: Mace,
Mutation: Blood substitution (maggots) maggots spew forth from the wound, ag test or minus 20 to ws until cleaned away (full action) + dam 1 hit at the end of every turn that ignores armour until cleared away.

He also has his staff of 5 totally devoted thugs to help him manage the asylum. They wield clubs and are clad in leather.

Steading of the Hill Giant Chief

As a one afternoon/evening adventure, we played Steading of the Hill Giant Chief. It was converted from the AD&D module into 5th edition.

There were 5 characters – all of them 12th level. There was a Dwarf Fighter with plenty of feats and maneuvers, a Dwarf Fighter/Barbarian, a Tiefling Warlock/Sorcerer, a Cleric of Light (damage dealing & suppoer) and a Cleric of Life (Healing). I gave them two uncommon items each, like +1 shield, wand of detect magic and cloak of protection +1.

We had great fun with the adventure. The group chose a wise path through the steading, found the secret stair down to the dungeon and located the treasure, explored parts of the dungeon, and fought the keeper and his pets as well as the stone giants and went back to the main hall to fight the chief and his giants as the final encounter of the evening.

Conversion notes:
Fundamentally the conversion worked well. It is easy to convert the two systems between each other. I did however make a number of changes to make it more fun.

First of all, the original module is very much made up of creatures which can only fundamental make a regular melee or ranged attack. To make it more interesting and varied I inserted an Ogre magi with a couple of bodyguards, and I change the manticores guarding the treasure to Chimeras to make it a greater challenge and to add the breath weapons, which required Dex saving throws. I also made the wife of the chief into a 9th level Cleric.

I also pulled a few giants from the main hall to the dire wolves and courtyard area.
Instead of just having two fire giants, I also added a young red dragon to the mix. The encounter was never played, but I think it would work well.

The keeper I gave a higher AC with armour and made his pets into Giant Apes.

I also changed the troglodytes to trolls, but the group did not go near them either.

The map of the steading is one of the greatest problems, if you are using miniatures. In D&D 5th hill giants are size huge, and they simply don’t fit the current map. Furthermore, as was mentioned in the original reviews of the module, some of the dungeon areas are way too small to house 30+ escaped orc slaves. As we didn’t use minis I didn’t bother converting the map, but I guess it needs to be at least double size, to fit all the giants in the main hall.

Game Play notes:
The challenge fit quite well against a group that didn’t go leave the steading and get a long rest. We were under some time pressure, so they opted to go full steam ahead. It was clear that the first couple of encounters wouldn’t kill any characters, but they did drain resources. The combat was also quite quick and smooth.
The upper level was a chance to sneak and gain information and kill a couple of groups of monsters.

The bugbears posed no challenge at all – which was fine, as they gave the group a chance to shine. The Keeper, with his giant apes really packed a punch, and I thought it was a fine encounter when the bugbears also came charging and were annihilated with fireballs.

At their challenge rating it was my impression that hill giants work well against a high level party, as a party of level 12 will most often hit CR 5 monsters no matter what, but the giants could really take some damage and deal some back. They only had 15-20 % chance of hitting the fighters, but with two attacks from each, the damage did begin to mount.

The final battle with the chief was fun, albeit a bit chaotic, and some of the players would have liked a proper battle map with minis. I forgot to include the cloud giant and stone giants (it was late), but the outcome was good, as they would have stacked the battle too much in the favour of the giants, due to their higher to hit bonus and damage output. As it were the giants put up a great fight, but had trouble getting to all the characters, which meant they were split up to try and circle the characters. At least one character was down, but the life cleric kept them alive.