A new age is beginning. The winds of magic blow strongly, and the Old World’s two moons shine brightly in the night sky. Storms appear out of nowhere, and the land is rife with conflict. From the north descend savage groups of chaos marauders, men dedicated to the four Ruinous Powers of Chaos. They are seen side by side with degenerate beastmen and profane daemons. Their raids are striking further and further south, yet they are only the scouting forces.
Within, the lands of the Empire are besieged by Orcs and members of hidden cults. The Orcs delight in battle, and are laying waste to all they can find. The enemy within is rising up and striking vicious blows that mankind is unprepared to face.
Within, the lands of the Empire are besieged by Orcs and members of hidden cults. The Orcs delight in battle, and are laying waste to all they can find. The enemy within is rising up and striking vicious blows that mankind is unprepared to face.
The Enemy within is a campaign for Warhammer Fantasy Roleplay 1st edition. We'll be playing it with the second edition.
None of us has ever played Warhammer Roleplay 2nd edition. I've been thinking of using 3rd edition but because we have 6 players that option will bee too much hassle.
There will be some incorporation of the 3rd edition approach and I plan on using the entire module save the adventures of Something Rotten in Kislev.
At character creation, everyone will roll or choose a specific background that will serve as a tool to include personal, character driven stories throughout the campaign. This will allow the GM to spice up things whenever campaign slows down or when the adventurers have free time to pursue their own goals.
I will also be using this very detailed set of random tables at character creation to lively the campaign: Graffam character module.
The possible backgrounds are:
1
Noble:
You grew up in one of the many noble families of the Empire, you are familiar with the power houses of the nobles, their names and connections.
Skill: Command, read/write or Charm
Talent: Etiquette, Public Speaking or Schemer
2
Criminal:
You grew up in the underbelly of a large city, you have knowledge of various criminal factions throughout the empire.
Skill: Concealment, Silent move or Sleight of hand
Talent: Alley cat, Savvy or Streetwise
3
Religious:
You grew up in a monestary, church or your family was servant to one of the main cults. You have knowledge of the power players of your chosen cult and their allies.
Skill: Charm, Academic Knowledge (religion) or Heal
Talent: Cool-headed, Luck or Strong Minded
4
Man at arms:
You grew up in a castle, army camp or among mercenaries, you have knowledge of the military structures and their tactics.
Skill: Intimidate, Ride or Dodge Blow
Talent: Disarm, Hardy or Warrior Born
5
Academic:
You grew up in or around a major place of learning, such as a university or a church of Verena. You are much smarter than most other people.
Skill: Academic Knowledge (choose), common knowledge (choose) or read/write
Talent: Liguistics, Savvy or Super Numerate
6
Foreign:
You grew up in a foreign land and have come to the empire on messenger business, you have a connection to the Ambassador of this foreign land in the Empire
Skill: Disguise, Perception, Shadowing
Talent: Etiquette, Fleet Footed or Orientation
7
Outcast:
You grew up alone, or in a band of social outcasts, you are expert in looking out for yourself and you are a smooth talker.
Skill: Charm, Gossip or Blather
Talent: Luck, Orientation or Schemer
8
Nomad:
You grew up among gypsies or travelling merchants, you have a wide knowledge about the world and its inhabitants.
Skill: Drive, Common Knowledge (choose) or Navigation
Talent: Orientation, Rover or Seasoned Traveller
9
Trader:
You grew up in a family of traders or merchants, they own a store, boat or warehouse, you're good at math and know a lot about trading.
Skill: Evaluate, Haggle or Trade (choose)
Talent: Dealmaker, Linguistics or Super Numerate
10
Riverfolk:
You grew up on a river barge, you know a lot about the rivers of the Empire and can handle a boat.
Skill: Gossip, Navigation or Sail
Talent: Hardy, Orientation or Seasoned Traveller
11
Refugee:
Your family had to abandon their home due to invasion, sickness or blight, you are able to live off the land and know about the many dangerous beasts of that roam the Empire.
Skill: Outdoor Survival, Follow Trail or Common Knowledge (choose)
Talent: Resistant to Disease, Rover or Seasoned Traveller
12
Arcane:
You grew up in around magic, you have a special gift.
Skill: Hypnotism, Channeling or Magical Sense
Talent: Aethyric Attunement, Hedge Magic, Lesser Magic, Petty Magic, Mighty Missile or Resistant to Magic
Special: The hero gets the Magic Characteristic on 1 if he does not already.
None of us has ever played Warhammer Roleplay 2nd edition. I've been thinking of using 3rd edition but because we have 6 players that option will bee too much hassle.
There will be some incorporation of the 3rd edition approach and I plan on using the entire module save the adventures of Something Rotten in Kislev.
At character creation, everyone will roll or choose a specific background that will serve as a tool to include personal, character driven stories throughout the campaign. This will allow the GM to spice up things whenever campaign slows down or when the adventurers have free time to pursue their own goals.
I will also be using this very detailed set of random tables at character creation to lively the campaign: Graffam character module.
The possible backgrounds are:
1
Noble:
You grew up in one of the many noble families of the Empire, you are familiar with the power houses of the nobles, their names and connections.
Skill: Command, read/write or Charm
Talent: Etiquette, Public Speaking or Schemer
2
Criminal:
You grew up in the underbelly of a large city, you have knowledge of various criminal factions throughout the empire.
Skill: Concealment, Silent move or Sleight of hand
Talent: Alley cat, Savvy or Streetwise
3
Religious:
You grew up in a monestary, church or your family was servant to one of the main cults. You have knowledge of the power players of your chosen cult and their allies.
Skill: Charm, Academic Knowledge (religion) or Heal
Talent: Cool-headed, Luck or Strong Minded
4
Man at arms:
You grew up in a castle, army camp or among mercenaries, you have knowledge of the military structures and their tactics.
Skill: Intimidate, Ride or Dodge Blow
Talent: Disarm, Hardy or Warrior Born
5
Academic:
You grew up in or around a major place of learning, such as a university or a church of Verena. You are much smarter than most other people.
Skill: Academic Knowledge (choose), common knowledge (choose) or read/write
Talent: Liguistics, Savvy or Super Numerate
6
Foreign:
You grew up in a foreign land and have come to the empire on messenger business, you have a connection to the Ambassador of this foreign land in the Empire
Skill: Disguise, Perception, Shadowing
Talent: Etiquette, Fleet Footed or Orientation
7
Outcast:
You grew up alone, or in a band of social outcasts, you are expert in looking out for yourself and you are a smooth talker.
Skill: Charm, Gossip or Blather
Talent: Luck, Orientation or Schemer
8
Nomad:
You grew up among gypsies or travelling merchants, you have a wide knowledge about the world and its inhabitants.
Skill: Drive, Common Knowledge (choose) or Navigation
Talent: Orientation, Rover or Seasoned Traveller
9
Trader:
You grew up in a family of traders or merchants, they own a store, boat or warehouse, you're good at math and know a lot about trading.
Skill: Evaluate, Haggle or Trade (choose)
Talent: Dealmaker, Linguistics or Super Numerate
10
Riverfolk:
You grew up on a river barge, you know a lot about the rivers of the Empire and can handle a boat.
Skill: Gossip, Navigation or Sail
Talent: Hardy, Orientation or Seasoned Traveller
11
Refugee:
Your family had to abandon their home due to invasion, sickness or blight, you are able to live off the land and know about the many dangerous beasts of that roam the Empire.
Skill: Outdoor Survival, Follow Trail or Common Knowledge (choose)
Talent: Resistant to Disease, Rover or Seasoned Traveller
12
Arcane:
You grew up in around magic, you have a special gift.
Skill: Hypnotism, Channeling or Magical Sense
Talent: Aethyric Attunement, Hedge Magic, Lesser Magic, Petty Magic, Mighty Missile or Resistant to Magic
Special: The hero gets the Magic Characteristic on 1 if he does not already.