WFRP GM Tools & Character Traits
WFRP GM Tools & Character Traits
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Liber Fanatica - Volume III : The Game Master’s Guide
Introduction
by Henrik Grönberg
Character Traits
T his tool consists of ten sets of ten tables each
listing ten entries. Each set of tables is
loosely linked to one of the Ten Questions on
and 1d10 for the entry) a few, say three, traits
may be a good idea.
Scenario Creation GMs can use the tables when
pages 21-22 of WFRP. Each table can be read as
creating NPCs for scenarios and campaigns
offering fragments of answers to one of these
(homemade or others), much in the same ways as
questions and can be used during character
described above.
generation to help players come up with a
background for their PCs (see above). Character Generation This material is also useful
for GMs and players generating player
The entries in these tables are intended to serve characters. For instance, players can roll once on
several purposes: each set of tables, 1d10 traits as above, or simply
use the tables in any other way as they and the
Improving Improvisations GMs can keep these
GM see fit. The result won’t be a cohesive and
tables handy while at the table for coming up
complete personality–you still have to connect
with a few defining attributes for improvised
these dots–but may provide a few starting ideas
NPCs. In this case, picking or rolling (1d10 for
for creating a personality and background.
the set of tables, another 1d10 for which table
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Character Background
1 CHILDHOOD MISFORTUNES 6 HAS TRACES OF THE ACCENT OF
1 Character was abused as a child 1 Averland
2 Orphaned early, raised by distant relatives 2 Hochland
3 Sickly and weak as a child 3 Middenland
4 Mocked and teased by other children 4 Nordland
5 Parents had to move a lot, never rooted 5 Ostermark
6 Resents parents and upbringing to this day 6 Ostland
7 Always felt out of place as a child 7 Reikland
8 Mistreated by stepmother or father 8 Stirland
9 As a child regarded as weird by everyone 9 Talabecland
10 Resented schooling or similar education 10 Wissenland
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Liber Fanatica - Volume III : The Game Master’s Guide
Social Class
1 THE EMPEROR MUST RESTRAIN THE 6 DESPISES THE BACKGROUND OF
1 Grand County of Averland 1 Bourgeois
2 Barony of Hochland 2 Mercantile
3 Grand Duchy of Middenland 3 Military
4 Barony of Nordland 4 Rural
5 League of Ostermark 5 Urban
6 Grand Principality of Ostland 6 Wanderer
7 Grand County of Stirland 7 Waterline
8 County of Sylvania 8 Wilderness
9 Grand Duchy of Talabecland 9 Rural, Wanderer, and Wilderness
10 County of Wissenland 10 Bourgeois, Mercantile, and Urban
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Personal History
1 HAS BAD MEMORIES OF A NEARBY 6 MENTAL HEALTH: RECENTLY
1 coaching Inn 1 suffered a major loss and is grieving
2 Brothel 2 felt harmonic and spiritually refreshed
3 Yradesman 3 been moody and disharmonic
4 Garrison 4 been reminded of own mortality
5 court of law 5 experienced how cruel the world is
6 toll gate 6 felt the attraction of the Ruinous Powers
7 Temple 7 been melancholic without knowing why
8 town Gate 8 missed family and home so much it hurt
9 Graveyard 9 pondered the swift passing of time
10 guild house 10 suffered from Fear and is still a bit shaky
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Personality
1 PHILOSOPHY, MORALS OR ATTITUDE 6 PRIMARY MOTIVATION – CHARACTER
1 Conceited and judgemental 1 is exceedingly greedy
2 Conformist and law-abiding, law equals morals 2 is honour bound
3 Conservative 3 will protect his bloodline at all costs
4 Liberal and open minded 4 will satisfy his bloodlust no matter what
5 Rebellious 5 is driven by ambition to excel in his profession
6 Righteous 6 wants to bring anarchy to the world
7 Unorthodox 7 is a gambler in all aspects of life
8 Dignified 8 is a stalwart and chauvinistic patriot
9 Charitable and generous 9 is a hopeless romantic and dreamer
10 Dreamer, otherwordly 10 lives to have his revenge
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Religiosity
1 PARTICULARLY DEVOTED TO 6 RECENTLY UNDERTOOK PILGRIMAGE
1 Verena 1 to repent for a very real sin
2 Ulric 2 as a cover to do something far less pious
3 Morr 3 that ended in personal disaster
4 Myrmidia 4 during which he made a spiritual discovery
5 Manaan 5 hoping to get some peace of mind
6 Sigmar 6 to the cathedral of Sigmar in Altdorf
7 Ranald 7 to the temple of Manaan in Marienburg
8 Shallya 8 to the temple of Ulric in Middenheim
9 Taal 9 to the temple of Myrmidia in Magritta
10 Rhya 10 to the temple of Shallya in Couronne
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Liber Fanatica - Volume III : The Game Master’s Guide
Peculiar Possessions
1 FOODSTUFFS 6 RELIGIOUS SYMBOLS AND TRAPPINGS
1 Sack of 2d10 sour apples 1 Religious symbol worth 1d10 ss
2 1d10 trail rations 2 As above, but not for preferred deity
3 Two spicy sausages 3 Medallion portraying local saint or hero
4 One small keg of rather watery ale 4 Pictogram woven into seem of clothes
5 Sandwich (ham & mustard) wrapped in cloth 5 Symbol of deity of another pantheon
6 Large sack of potatoes 6 Beautiful symbol worth 1d10 gc
7 Half a bottle of poor quality spirits 7 Treasured religious relic
8 Two large loafs of rye bread 8 Neatly folded religious robes
9 Bottle of decent red wine 9 Book of religious tenets (thin and leafed)
10 Large piece of very smelly (but tasty) cheese 10 Lucky charm (WFRP p. 123)
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Loyalties
1 CHARACTER IS LOYAL TO 6 CHARACTER ONCE BETRAYED
1 each and everyone according to his pay 1 favoured cult
2 Himself 2 home province, town or village
3 his family; blood and ancestry 3 close family
4 his country, a true patriot 4 employer, colleague or business associate
5 his close friends 5 a good friend
6 influential allies and people of power 6 his love, fiancée or spouse
7 the nobility 7 his country
8 a foreign power 8 someone wanting him to betray someone else
9 a company (trading, coaching, mining, etc) 9 the memory of his ancestors
10 a military 10 himself: plans for the future, wants, wishes
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Liber Fanatica - Volume III : The Game Master’s Guide
Settlements of Sigmar
G erman speaking readers are likely to laugh
out loud at this attempt to provide GMs with
Farms & Towns
Villages & Cities
Second Element of
Settlement’s Name
the means of quickly coming up with names for 01–03 01–02 -acker [field]
villages and towns in the Empire and a few 04–06 03–04 -bach [brook]
notable features of these settlements. 07–08 05–07 -berg [mountain]
09–10 08–09 -brücke [bridge]
11–13 10–12 -brunnen [well]
- 13–20 -burg [town]
Name of Settlement 14–16 21 -chen [~small]
Roll 1d100 for the first part of the name and 17–29 22–25 -dorf [village]
consult the table below. Then roll another 1d100 30–34 26–27 -feld [field]
- 28–30 -fort [fort]
and look up the result in the next table. You may
35–36 31–32 -galgen [gallows]
have to re-roll the second element if you feel that 37–39 33–35 -haus [house]
it implies a geographical feature not present in 40–42 36–39 -hausen [~retreat]
the settlement. 43–45 40–41 -heide [moor]
46–48 42–43 -heim [home]
First Element of Settlement Name 49 44–47 -hof [court]
1 All- 35 Hall- 69 Salz- 50–52 48–51 -holz [woods]
2 Als- 36 Hart- 70 Schaf- 53 52–53 -horst [nest]
3 Alt- 37 Hauzen- 71 Schroben- 54–57 54–55 -hügel [hill]
4 Ammer- 38 Hech- 72 Schwab- 58–60 56–58 -hut [hat]
5 Arn- 39 Herbst- 73 Schwan- 61–64 59–61 -hütte [cottage]
6 Aschen- 40 Herz- 74 Schwarz- 65 62–63 -ingen
7 Ascher- 41 Hohen- 75 Schöne- 66–68 64–66 -leben [life]
8 Bens- 42 Holz- 76 Semmen- 69–71 67–69 -münde [river mouth]
9 Birn- 43 Ilmen- 77 Sim- 72 70–71 -nau
10 Blanken- 44 Kall- 78 Sommer- 73 72–73 -schweig [~silence]
11 Blau- 45 Klage- 79 Sonder- - 74–78 -stadt [town]
12 Blut- 46 Klein- 80 Speeger- 74–76 79–80 -stedt
13 Borken- 47 Lauffen- 81 Starn- 77–80 81–82 -stein [stone]
14 Braun- 48 Lauter- 82 Stein- 81–83 83–85 -stätte [site, place]
15 Büche- 49 Lipp- 83 Süd- 84–85 86–88 -tür [door]
16 Bögen- 50 Main- 84 Tauber- 86–90 89–91 -wald [forest]
17 Diep - 51 Marien- 85 Taufel- 91–94 92–94 -wasser [water]
18 Dunkel- 52 Merse- 86 Thurin- 95 “Alte” [Old] and re-roll
19 Eis- 53 Mess- 87 Tier- 96 “Bad” [Bath] and re-roll
20 Ell- 54 Moos- 88 Tränen- 97 “Grosse” [Big] and re-roll
21 Eschen- 55 Naum- 89 Trost- 98 “Heilige” [Holy] and re-roll
22 Fried- 56 Nenn- 90 Upfen- 99 “Neue” [New] and re-roll
23 Fürsten- 57 Nieder- 91 Wall- 00 2nd roll +“an der” [on]+1st roll
24 Geis- 58 Nord- 92 Waren-
25 Gelb- 59 Ober- 93 Vater-
26 Giessen- 60 Ost- 94 Vecker-
Population
27 Grau- 61 Oster- 95 Wein- This number can denote various things: the real
28 Grab- 62 Otters- 96 Weiss- number of people in the settlement, the number
29 Gros- 63 Pfaffen- 97 West- of registered/taxed citizens, number of (heads of)
30 Grün- 64 Pfarr- 98 Winter- households, etc.
31 Gräten- 65 Pfeffen- [Female
99 Population
32 Gruft- 66 Rain- Name]*
33 Günz- 67 Riesen-
00
[Male Farmstead 2d10
34 Hagel- 68 Saal- Name]* Village 1d10 x 10
* You can use the tables in WFRP (p. 26) or Small Town 1d10 x 100
Character Pack (p. 4-5). Town 1d10 x 1,000
City 1d10 x 500 + 10 000
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Notable Features
This table presents notable features for
settlements (geographical feature, main trade or
other noteworthy characteristic). The GM can roll
a number of results equal to 1d5 and modify the
roll depending on the size of the settlement: -3 for
villages, -2 for small towns and -1 for towns.
These entries should be read as relative: a hamlet
is quite likely to boast fewer horses than a city
even it is famous for breeding them. In the same
way, the reach of a settlement’s renown typically
depends on its size.
1d100 Notable Feature
01–02 Large library
03–04 Centre of learning (school, temple)
05–06 Crumbling ramparts or palisade
07–08 Eerie ruin on the edge of the settlement
09–10 Famous for a yearly feast or festival
11–12 Famous/notorious coaching inn(s)
13–14 Government (provincial court, office etc)
15–16 Home of a famous artist, actor, or author
Wealth 17–18 Imposing bridge or other construction
This shows the general wealth of the settlement 19–20 Impressive shrine, statue or memorial
and its inhabitants, but says nothing about the 21–22 Impressive temple to major deity
23–24 Inhabitants are ostracized by outsiders
relative wealth of the settlement’s inhabitants;
25–26 Known as a lawless place
wealth in the Empire is extremely unevenly 27–28 Large Dwarven community (2d10 %)
distributed. 29–30 Location makes settlement a natural fort
31–32 Lush park, gardens or commons
1d100 Wealth Modifiers: 33–34 Major Road/River Warden station
< 15 Impoverished Town, city: +5 35–36 Mentioned in famous song, saga or poem
Village, small town: -5 37–38 Mighty watch tower or beacon
16–35 Poor
Talabecland: +5 39–40 Military strongpoint (double garrison)
36–75 Average Reikland: +5 41–42 Notorious for its corrupt officials
76–85 Thriving Ostland, Ostermark: -5 43–44 On the decline (economically, politically)
86 < Very Rich 45–46 Part of the settlement is in ruins
47–48 Recently under attack (by Greenskins etc)
49–50 Rumoured to be a site of unnatural events
Garrison 51–52 Settlement has recently been prospering
This table indicates the size and quality of the 53–54 Settlement is geographically isolated
settlement’s garrison. ‘A’ quality troops are 55–56 Settlement of historical importance
excellent troops; usually Templars or the elite 57–58 Significant center of trade
59–60 Significant fortification (‘B’ troops x1,5)
guards of prominent Nobles. ‘B’ quality troops
61–62 Site of major prison or labour camp
can be soldiers, mercenaries, members of the 63–64 Site of recent unrest (riots, insurrections)
Town Watch or other average troops. ‘C’ quality 65–66 Sizable Halfling community (2d10 %)
troops are typically poorly trained and equipped 67–68 Tradesmen are regarded as greedy
militia. Settlement is famous for a trade or export:
69–70 Trapping (fur and skin)
The percentages in the table indicate how large 71–72 Sheep (meat, cheese and fur)
portion of the settlement’s population that can be 73–74 Mining (metal or mineral)
75–76 Preserves (conserved foods)
found in each troop category. Roll 1d10 for each
77–78 Foodstuffs (pies, bread, pickles, etc)
category and add the appropriate modifier (a 79–80 Goats (meat, cheese and furs)
negative result, or a natural roll of ‘1’, means that 81–82 Wine (type depends on soil & tradition)
no such troops are present). 83–84 Books (printing and/or illumination)
85–86 Brewing (beers, ales or ciders)
Garrison A B C 87–88 Arms (weapon-, armour or gunsmiths)
Village N/A N/A +10% 89–90 Illicit services (strong thieves guild etc)
91–92 Horse breeding
Small Town N/A -5% +10%
93–94 Important agricultural producer
Town -5% ±0% +5% 95–96 Large producer of charcoal
City -5% ±0% +5% 97–98 Glass or pottery crafters
99–00 Logging, timber and sawing
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Changing Seasons
T his tool gives you the means to quickly come
up with the weather for the location the PCs
are presently in. It should be noted that it is not <
Precipitation & Cloud Cover
Drought: No precipitation for another
firmly founded in meteorology; GMs requiring 01 10+1d10 days.
more realistic results need to look elsewhere for Clear Day: A roll of 11 means that a beautiful
02
satisfaction. However, these tables mainly serve rainbow appears for about 1d10 minutes. In
–
three purposes: many parts of the Old World a rainbow is a
15
1) It aids the GM in adding colour to the setting good omen.
(describe the weather each morning and if it Partially Overcast: A roll of 22 indicates
16
changes during the day); strange cloud formations: for 1d10 hours
–
some rather peculiar, beautiful or ominous
2) It can be used to add a twist to an encounter 50
cloud formations are visible in the sky.
or to a whole scenario (try shooting a bow in
51 Heavy Clouds, But No Rain: A roll of 55
a gale force wind or climbing a bare cliff – indicates that a distant rolling thunder can be
during heavy rain!); 60 heard lasting 2d10 minutes.
3) Weather can itself be a source of plots (like 61 Fog: Visibility drops to one-quarter for 1d10
aiding villagers to save their homes from a – hours. Ignore this result unless “Wind
flood or having the town struck by lightning). 65 Conditions” table indicates “Calm” day.
Drizzle or Snowfall: Roll 2d10 for the
Application 66 approximate hour when it starts. The drizzle
Roll once on all tables at dawn. Other ways of – (temperatures above zero) or snowfall
using this document include: picking results, 75 (temperatures below zero) lasts 2d10
rolling only when players ask for weather minutes.
conditions or you just need inspiration. Intermittent Showers: 1d10 light showers
or snowfall (as appropriate depending on
temperature) throughout the day, each
Changing Weather: A double-digit roll (‘11’, ‘22’,
lasting about 2d10 minutes. Roll 2d10 for the
etc.) on any table indicates changing weather 76 approximate hour when each shower or
conditions (in addition to any other effect): re-roll – snowfall starts. A roll of 77 indicates thunder
the result on that table after 2d10 hours. 85 and lightning during summer and sleet in
winter-time (sleet is frozen raindrops that
Wind Condition bounce on impact with the ground. Very
Calm: Wind speeds less than 1 mph. If sailing similar to freezing rain below but is clearly
< you’d better get the oars out. Due to the absence visible).
40 of a cooling breeze temperatures may be Heavy Showers or Snowfall: Reduces
perceived as higher than they actually are. visibility, rain prevents use of strung
41 Breeze: < 5 mph, wind motion is felt on exposed
weapons and makes climbing difficult. Lasts
– skin, leaves rustle, grass sways. On a hot day
1d10 hours. A roll of 88 also indicates a
70 it’s quite a relief!
Windy: < 15 mph, leaves and smaller twigs in 86 fierce thunderstorm in summer and freezing
constant motion and small branches begin to – rain in winter (rain that freezes on impact
71 95 with a cold surface can be the most
move, limits use of strung weapons. A roll of 77
– devastating of winter weather phenomena. Ice
indicates wind sheering; wind suddenly changes
85 storms result from the accumulation of rain
direction throughout day. Quite a nuisance if
sailing. that becomes supercooled and freezes upon
Strong Wind: < 30 mph, large branches in impact with cold surfaces).
86
motion and smaller trees sway, use of strung Hail Storm: For 2d10 minutes the area is
–
weapons becomes difficult. A roll of 88 also pummelled by small chunks of ice.
95
indicates wind sheer as above. Depending on the size of the hailstones, this
Gale: < 45 mph, whole trees in motion and twigs can cause property damage, loss of crops,
96 are broken from trees. It’s an effort to walk 96 and injured livestock or people (unless
– against the wind and impossible to pitch a tent, wearing a helmet). For each round a
97 missile fire becomes nigh impossible. Untreated character lingers outdoors suffers a 10% risk
torches are extinguished. Trim sails if sailing.
of being hit by a chunk for 1d10 points of
Storm: < 70 mph, trees uprooted, considerable
98 and widespread structural damage, even treated
damage.
– torches are extinguished A roll of 99 indicates a Torrential Rains or Blizzard: Tracks and
99 thunderstorm. If aboard a boat you better get out then roads become impassable and even the
97
of the water. most weathered of travellers seeks shelter.
<
Hurricane: > 70 mph, massive and widespread Lasts 1d10 hours. If rain, a roll of 99 or 00
00 indicates a fierce thunderstorm.
damage to buildings, people and animals thrown
<
about, 60 % risk of thunder and lightning. Summer: -10 Hochland and Kislev: +10
Autumn: Add 10 to roll Autumn: +10 Mountainous Region: +10
Mountainous or Coastal Region: add 10 to roll
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Temperature
The temperatures in this table refer to the chart Temperature
below. If the roll on this table shows a higher or < Extremely low: More than 15 degrees
lower temperature than the previous day, 01 colder than average.
temperature changes one step in that direction. Cold Front: Temperatures remain “very
Otherwise temperature stays (roughly) the same. 02 low” during 10+1d10 days. Sky is filled by
More often than not, it is enough to state that “it flocks of emigrating birds…
is unusually cold for the month”, rather than 03 Very low: Daytime temperatures are about
saying that “it is 10 degrees”. – 10 degrees colder than average.
10
Wind Chill: Strong winds cause temperatures to 11 Low: About 5 degrees colder than average.
be perceived as lower than they actually are. This –
is illustrated by letting the result on the Wind 25
Conditions table above may have an impact (in Average for month and region. However, a
the form of a modifier) on this table: roll of 33 indicates a cold night (about 15
26
degrees or lower than during the day) while
–
Windy or Strong Wind -5 a roll of 66 indicates a warm night (only
75
Gale force wind or worse -10 about 5 degrees cooler than during the
day).
Average Temperatures: The chart below 76 High: About 5 degrees warmer than
indicates average day temperature (Celsius) per - average.
province and month. Nightly temperatures are 90
roughly ten degrees lower than the daytime 91 Very high: Daytime temperatures are
temperatures and typically it is hottest at noon – about 10 degrees warmer than average.
and coldest just before the sun rises. The chart 98
does not account for differences within regions Heat Wave: Temperature remain “very
caused by nearby geographical features like vast 99 high” during 10+1d10 days. Both in
open fields, hills or large bodies of water. Also, summer and winter this can be disastrous.
the temperature in larger towns and cities is 00 Extremely High: Temperatures are more
typically a couple of degrees higher than in the < than 15 degrees higher than average.
countryside. Mountainous or Coastal Region: -10
MONTH
(After-Witching)
(Fore-Witching)
(After-Mystery)
(Fore-Mystery)
(Summer-tide)
(Harvest-tide)
Nachgeheim
(Brewmonth)
Sommerzeit
(Chillmonth)
(Sigmartide)
(Ploughtide)
Sigmarzeit
(Year-Turn)
Vorgeheim
Jahrdrung
(Ulric-tide)
Nachexen
Vorhexen
Kaldezeit
Erntezeit
Ulriczeit
Brauzeit
Plugzeit
PROVINCE
Spring Summer Autumn Winter
Nordland 2 6 10 16 20 20 18 14 6 4 -4 -2
Ostland 2 8 12 18 22 20 16 12 8 2 -6 -4
Middenland -2 4 8 16 22 24 22 18 10 2 -8 -4
Hochland 2 6 14 18 24 24 22 16 8 2 -6 -6
Reikland 2 6 12 16 22 22 20 14 8 4 -2 -4
Talabecland -2 6 14 22 24 24 20 18 8 6 -6 -6
Ostermark -4 4 8 14 18 20 18 12 8 2 -10 -6
Stirland -2 4 12 18 24 24 22 18 12 10 2 -2
Sylvania -4 6 10 16 20 20 18 14 10 4 -6 -8
Wissenland -2 6 10 16 20 20 18 14 8 2 -6 -8
Averland 2 8 14 20 24 22 20 16 10 4 -4 -6
Solland 2 6 12 18 20 22 18 16 8 2 -6 -4
Kislev -4 -2 4 10 16 18 14 10 4 -4 -10 -8
Wasteland 6 10 12 18 20 18 16 14 10 8 4 4
Border Princes 2 4 14 18 22 24 18 16 12 6 4 2
Those of you who prefer Fahrenheit can multiply the degrees above with 9/5 and add 32.
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Gambling
Service
Stabling*
W.o.I.R.
Baths
Snug
The table below is intended for GMs who want to
randomly generate the number of rooms in an Type of
Establishment
inn. A single room sleeps one, a double two and a
large room up to four people. Innkeepers have an Brothel 80% 50% 50% 20% All
uncanny gift of spotting guests trying to squeeze Club N/A 50% All 80% 20%
more people into the room than they pay for. A Coaching Inn 80% 20% 50% All 20%
dorm houses up to a dozen people (1d5 + 7). In
addition, many poor or common establishments Hostel 80% 20% 50% All 20%
allow their guests to sleep in the canteen (or Tavern 20% 50% 50% 20% 20%
wherever there’s room!) if the dorm is full (at a *Very much depends on where the inn is located
small or no fee).
Establishment Sngl Dbl Lrg Dorm
Brothel +6 N/A N/A N/A Size of Establishment
Club -2 -2 N/A -2* Multiply the number of rooms by the number in
Coaching Inn +2 +2 +2 +4 this table, and modify the availability of service
Hostel ±0 ±0 ±0 ±0
Tavern ±0 -2 -2 -2
by the modifier provided.
*For the guests’ servants and body guards Size Small Medium Large
Services x0.5/ -25% x1 x2/ +25%
Room for One More?: If you want to randomly
decide how many of the rooms or beds in the
dorm that are disposable at any one time, roll Standard Costs
1d100 and add the modifiers below. The sum
The prices below roughly correspond to the prices
indicates the approximate portion of rooms and
in WFRP (p. 114-116) and Old World Armoury (p.
beds available (in that establishment–not to be
88-89).
confused with Availability as described in the
Equipment chapter). Results of 100+ indicate that Sustenance Services
the establishment is completely empty, which Breakfast 2 p Stabling 10 p
may serve as inspiration for an encounter (“why Lunch 3 p Bath 1 ss
is it empty?”). Conversely, results of less than 1 Dinner (1 beer) 5 p W.o.I.R. 10p+
indicate a busy evening or even that the inn is Packed Lunch 3 p Lodging
“overbooked” with guest being asked–even urged– Ale 2 p Common Room 5p
to share rooms or sleep on the floor (or in the Beer 1 p Single Room 5 ss
stable). Spirits (shot) 2 p Double Room 10 ss
Wine (glass) 3 p Large Room 15 ss
Establishment has a good reputation -10
Inn with a particularly bad reputation +10
Arrives before noon +20
Arrives late in the evening -20
Special event in settlement (festival,
-30
merchant caravan just arrived, execution)
Additional Amenities
This table gives the presence of services like
baths or Women of Ill Repute (which sometimes
includes men of questionable reputation) or a the
presence of a snug (a small private dining or
sitting room) It should be noted that, here,
‘service’ means the inn-keeper himself employs a
person to provide the service or otherwise
encourages it: there’s nothing stopping two
guests from playing cards just because there’s no
croupier employed.
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Galloping Trots. Some time after dinner it The Thing on the Plate. The Innkeeper is very
becomes clear that pretty much all the guests in pleased with a new dish he has prepared and is
the inn suffer from food poisoning. As the queue anxious that all his visitors get at least one large
to the privy grows longer, more urgent and less serving. Quite happy with himself he walks
civil, the Innkeeper and cook swears they did around serving everyone personally.
nothing wrong. If the PCs investigate they will Unfortunately it is quite horrible. In fact,
notice that the lock to the pantry has been swallowing even a mouthful requires a successful
picked. (Galloping Trots: WFRP p. 136) WP-test (with a +10% bonus for Resistance to
Poison) to swallow. Failure–or declining
Drinking Contest. One of the PCs is challenged
altogether–might have consequences.
to a drinking contest by a slim looking fellow who
presents himself as Adelbert. Drinks are on
Things that go ‘BANG’ in the night. The PCs
Adelbert, but last man standing receives 1 gc. As
are awakened in the middle of the night by a loud
the ales go down the gathering crowd starts
noise. It can be a door slamming shut, gunshot, a
cheering the two contestants along. Adelbert has
brawl, a dispute, a shout for help or something
a Toughness score of 56 and Consume Alcohol
more unnatural. May very well be a false alarm–
+10%. (The Effects of Alcohol: WFRP p. 115)
or even a dream–but there’s always a chance it
Rumours Abound. Like every other inn this one isn’t.
is brewing with rumours, gossip and hearsay.
Whether there’s any truth to them is hard to say, Ulman under Cover. Also staying at the inn is a
but for the inhabitants of the Old World it is far nicely dressed middle-aged man with a local
from unlikely (1d10): dialect who presents himself as ‘Ulman’.
Articulate and inquisitive, ‘Ulman’ engages in
1 - Outlaws are currently troubling the area, conversations with pretty much anyone and
but you can be safe because they only seem to seems very keen on getting people to reveal their
attack people with money. view on religious matters and the local
2 - Someone allegedly made a strange leadership. In fact, he is the nobleman (or senior
observation in the next village, where all the official, or cleric) Freiherr Erich von Regensburg,
inhabitants were behaving very strangely. who likes to skulk around his subjects in
3 - A notorious criminal just escaped, and the disguise. He then uses the information to his own
authorities are searching the vicinity. Watch ends. He has two bodyguards with him, who sit
out, because he is desperate and prone to at another table. The PCs, likely being a rather
violence! conspicuous bunch, soon attract his attention –
4 - An inappropriate love affair is much talked for better or worse.
about, between a noble or merchant or senior
official and a peasant girl, waitress or
handmaiden.
5 - The settlement has a serious rat problem,
and Rat Catchers are currently being
summoned to do something about it.
6 - A merchant was gruesomely murdered
yesterday. However, the perpetrator was
caught and it was the poor merchant’s heir. He
must have been the only one who didn’t know
the victim was broke!
7 - An attack on the settlement is imminent,
but the authorities refuse to issue a warning.
The militia is armed, the watch is doubled and
mercenaries are hired.
8 - A large quantity of beer is missing, stolen
from a local brewery. And then, at the next inn
or tavern the beers are strangely cheap…
9 - A well-liked inn was recently closed for
reasons untold, but there seemed to have been
something wrong with the sausages served
there.
10 - A local tradesman cheats his customers,
selling products of lousy quality. He is
protected by a trade guild, so there’s no point
in complaining.
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Ex Libris Imperialis
L ike many of my fellow hobbyists, I’m
something of a bibliophile; few things make
my imagination tick like the feel and smell of an
Randomly Generating Books
As is the case throughout this section, you will
not get grammatically or otherwise satisfying
old leather-bound tome. This article is intended
results through random generation, so GMs need
to help GMs to quickly generate a few details of
to apply some common sense. Moreover, if you
books.
have decided on some of the attributes described
Caveat: It should perhaps be noted that in the in these tables (like language or topic) just skip
author’s version of the Old World, books are a bit the table in question.
more common (or at least less expensive), than
the view presented in WFRP and the Old World Quality of Writing
Armoury (although the ability to read is not more Conditional on the GM’s will, quality books may
prevalent!). However, for reasons of compatibility, bestow a bonus on some Skill Tests. The skill is
price and availability in this article are consistent typically an Advanced skill, like Common or
with said books. Academic Knowledge, or a Trade, and the
character must already possess the skill in
Reading Books question. In order for this bonus to be applicable,
Reading a book requires–not surprisingly–that two conditions must be met. The character must
the character can read (has the Read/Write skill) have
knows the appropriate language (Language skill) • read the entire book once (see above), and
and has some time on his hands to do the actual • the Test must fall within the scope of the
reading. Reading a book takes about one hour book, as decided by its topic (but to some
per ten pages, and a character can read for no extent also by its title).
more than 8 hours per day. After the book is read If these criteria are met the book bestows a (non-
once, the character makes a Read/Write Test: cumulative) bonus on relevant Skill Tests: A Best
Failure indicates that the character must re-read quality book bestows +10% and a Good quality
1d100% of the book, success indicates that the book +5%. Poor penmanship, however, incurs a –
character has absorbed the information within. 10% penalty due to false, confusing or illegible
The GM can apply modifiers to the Read/Write content, unless the reader identifies it for what it
Tests according to the situation: reading a book is by passing the Read/Write Test! This is done
in a tranquil library with the assistance of a automatically unless the reader fumbled one of
skilled librarian is quite another thing than trying the Read/Write Tests.
to read the same book while thrown back and
forth in the back of a carriage travelling over a 1d100 Quality of Writing Worth
bumpy road. At night. Hungry. With Goblins 01–03 Best +900%
attacking and the Dwarf snoring next to you. 04–10 Good +200%
11–80 Common ±0%
Skimming: Quickly browsing a book in order to 81–00 Poor (increase Avail. one step) -25%
get a grasp its content and quality takes about
one hour per 50 pages. After the book has been
skimmed the character makes a Read/Write Test: Classification of Writing
Failure indicates that the character has only Roll 1d100 to determine what type of book it is.
grasped the title and topic. Success indicates
1d100 Classification of Writing
that the reader has a fair understanding of the
01–25 Biography
basics of the book (basically, the information
26–30 Bestiary
found in the tables in this article like quality of 31–50 Cook Book
writing and any peculiarities of penmanship). 51–60 Fiction
61–70 Guidebook or Travel Account
71–90 Religious Doctrine
81–98 Scholarship
99–00 Forbidden, Exotic or Heretical Topic
Author
You can use the tables in either WFRP p. 26 or
Character Pack to roll the name of the author of
the book (at least if the author is from the Empire
or is an Elf or Dwarf)
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Biographies
1d100 1st Element 2nd Element 3rd Element (Topic)
01–03 – Accomplishments of Emperor Karl Franz
04–06 Admirable Accounts of Magnus the Pious
07–09 Blood-dimmed Achievements of Sigmar Heldenhammer
10–12 Celebrated Ambition of the Todbringers of Middenheim
13–15 Classical Annals of the Ludenhofs of Hochland
16–18 Collected Archives of the Gaussers of Nordland
19–21 Compiled Aspirations of the Hertwigs of Ostermark
22–24 Complete Chronicles of von Raukovs of Ostland
25–27 Comprehensive Confessions of the Haupt-Anderssens of Stirland
28–30 Empirical Conundrums of the von Krieglitz-Unterns of Talabheim
31–33 Exposed Deeds of the von Krieglitz’ of Talabecland
34–36 Faithful Deliberations of the von Liebewitz’ of Wissenland
37–39 Final Desires of the Leitdörfers of Averland
40–42 Finest Digest Basic Career [use the table on WFRP p. 21]
+“of” and roll the name using the tables in WFRP or the
46–48 Gathered Endeavour Captain
49–51 Gilded Enquiry Champion
52–54 Glorious Essays Crime Lord
55–57 Grandiose Existence Demagogue
58–60 Great Exploits Duellist
61–63 Heretical Feats Engineer
64–66 Honest Findings (on) Exorcist
67–68 Ill-Fated History Explorer
Character Pack,
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Liber Fanatica - Volume III : The Game Master’s Guide
Bestiaries
1st Element 2nd
1d100 3rd 4th Element (Topic)
Element
01–07 - Animals Manaan (aquatic creatures; fish, crayfish, squid)
08–14 Detestable Beasts the Tooth (rodents; mice, rats, squirrels, beavers)
15–21 Enquiries on the Beings the Farm (domestic animals; cows, goats, dogs, chicken)
22–28 Essays on the Childer the Swamps (amphibians; lizards, snakes, frogs)
29–35 Facts of the Children the Woods (wild mammals; bears, elk, rabbits, deer)
36–42 Findings on the Creatures the Saddle (mounts; including horses, donkeys, mules)
43–49 Horrifying Denizens the Swarm (insects including ants, flies, butterflies etc)
50–56 Ideas on the Dwellers the Skies (wild birds)
57–63 Lectures on the Inhabitants the Hive (bees and wasps)
+ “of “
64–70 Lessons on the Lords Ulric (wolves)
71–73 Loathsome Masters Hunger (all kinds of Trolls)
74–76 Opinions on the Minds Myth (mythical beast like Dragons, probably a hoax)
77–79 Reports on the Natives the Tomb (incorporeal undead like Ghosts and Spectres)
80–82 Seminars on the Residents the Grave (material undead like Skeletons and Ghouls)
83–85 Study on the Servants Savagery (Goblinoid races; Orcs and Goblins)
86–88 Survey of the Sons Ruin (Beastmen, Minotaurs and Mutants)
89–91 Theories on the Souls Blood (Vampires)
92–94 Thesis on the Spirits the Horned Rat (Skaven)
95–97 Treatise on the Tenants Chaos (Chaos Warriors, Marauders and Dwarfs)
98–00 Roll two elements and combine Multidisciplinary study: roll again and combine
1d100 4th Element (Subtitle) Principal Field or Aspect Studied
01–10 – None, overview of all aspects of the creatures
11–20 The Lore of Beasts Usage as food (not necessarily for Humans…)
21–30 Servants of Taal? On how to train or interact with the beasts in question
31–40 Call of the Wild How the creature can be used as medicine (or poison)
41–50 The Erudite Colloquia of Nuln Feeding habits and preferred foods
51–60 Wonderful Wild Mating rituals, selection of mates, rearing of the young
61–70 Magnificent Creatures A study of the creatures typical lairs and habitats
71–80 A Study of Creatures Fair and Foul Methods of defence and attack (where applicable)
81–90 A Hypothesis Most Remarkable Social status and interaction within a group or horde
91–00 A Natural Philosophy Primarily deals with the creatures typical environment
Cook Books
1d100 1st Element 2nd Element (Topic) 3rd 4th Element (Subtitles and Similar)
01–05 Appetizing Beers The Bounty of Esmeralda
06–10 Customary Breads & Biscuits The Bretonnian’s Choice
11–15 Delicious Cookery The Forgotten Fare
+ “From” + Element from Origin Table
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Fiction
1d100 1st Element 2nd Element† Synopsis
01–04 Black Autumn Sleazy “love stories” (borderline pornographic)
05–08 Colour of Awakening Instructive moral stories for young lovers
09–12 Dying Crown Traditional fable or fairytale
13–16 First Dawn Ghost or horror story
17–20 Glorious Evening Classical novel by famous writer
21–24 Golden Flower First part of an epic (and rather dry) love story
25–28 Her Hand Struggle of a emerging Marienburg merchant family
29–32 His Heart A family feud that has gone on for generations
33–36 Last Legend A sad tale of the life of a destitute maiden
37–40 Laudable Light Conformist story of a righteous baron and his reign
41–44 Ominous Memory A glamorous ball recalled by ten different people
45–48 Penultimate Morning Recollection of a plague that afflicted a small town
49–52 Persistent Prize Dark folktale of a woman who was burnt as a witch
53–56 Red Saga Unblushing appraisal of Emperor Karl Franz
57–60 Silent Shadow Collection of love poems on common theme‡
61–64 Soft Spring Stage Play (comedy)
65–68 Splendid Story “ (tragedy)
69–72 White Summer “ (drama)
73–76 Wondrous Tale Songbook‡ (lullabies and children’s songs)
77–80 Year of (the) Tear “ (traditional tunes)
81–84 The Time “ (religious hymns)
85–89 [1d10] Water Book on art‡ (painting)
90–95 [Name]’s Wind “ (calligraphy or illumination)
96–00 [Career*]’s Winter “ (pottery or glassblowing)
* You can use the table in WFRP p.21 † It the roll is even, use the element in its plural
form.
‡ If roll is odd the work covers a single artist; if even, combine with element from the Origin Table.
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Religious Doctrine
1d100 1st Element 2nd Element 3rd 4th Element (Topic)
01–02 - Addresses Divinity (religion in general)
03–04 The Articles Manaan (Lord of the Seas and King of Storms)
05–06 A Study of the Commandments Camille Dauphina (Matriarch of Manaan)
07–08 Absolute Commands On the Question of Stromfels (Aspect of Manaan?)
09–10 Ardent Condition Manhavok (weird Stirlander doomsday cult)
11–12 Blessed Contradictions Morr (God of Death and Dreams)
13–14 Categorical Course Order of the Shroud
15–16 Collected Decrees the Augurs
17–18 Comprehensive Deliberations Fellowship of the Shroud (or Forsagh)
19–20 Conclusive Demands Paul von Soleck (notable Augur in the Cult of Morr)
21–22 Consecrated Demonstrations Myrmydia (Goddess of the Art and Science of War)
23–24 Constant Dicta the Order of the Eagle
25–26 Essential Direction the Order of the Righteous Spear
27–28 Established Directives the Knights of the Blazing sun
29–30 Extreme Discourses Isabella Giovanni (Chief Prist of Myrmydia)
31–32 Faithful Elements Juan Franco (leader, Order of the Righteous Spear)
33–34 Fervent Errors Ranald (God of Tricksters, Thieves and Luck)
35–36 Gathered Exigencies Ranald the Dealer (or other aspect like the Prowler)
37–38 Golden Expositions Hans von Kleptor (powerful priest in Marienburg)
39–40 Hallowed Fundamentals Rhya and Taal (Lord of Nature, Mother of the Earth)
41–42 Holy Fundaments Karog (or other aspect like Karnos or Haleth)
43–44 Humble Imperatives Katrinelya (Hierarch of Rhya)
45–46 Orthodox Inconsistencies Niav (Hierarch of Taal)
47–48 Pious Instructions Shallya (Goddess of Healing and Mercy)
+ “of “
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Scholarship
1D100 1st Element 2nd Element 3rd Element (Topic)
01–02 – Colloquia on the Contemporary Culture of the Dwarfs
03–04 Accumulated Accounts of the History of the Dwarfs
05–06 Admirable Arguments on the Contemporary Culture of the Halflings
07–08 Assembled Conceptions on the History of the Halflings
09–10 Auspicious Considerations on the History of the Moot and the Halfling Elector
11–12 Celebrated Demonstrations of the Contemporary Culture of the Elves
13–14 Collected Discourse on the History of the Elves
15–16 Compiled Dissertation on the Recent History of the Empire
17–18 Complete Elucidation of the Ancient History of the Empire
19–20 Comprehensive Enquiries on the Pre-Sigmarite History of the Empire
21–22 Compulsory Erudition on the Schism Between the Cults of Ulric and Sigmar
23–24 Elemental Essays on How to Raise Children
25–26 Empirical Examinations of the Imperial Electoral System
27–28 Essential Exposé of Lexicon, roll a Language table and include in title
29–30 Esteemed Expositions of Cartography
31–32 Experiential Findings on Mining Engineering
33–34 Exposed Foresights of Astronomy
35–36 Faithful Hypothesis on Engineering
37–38 Final Insights into Military Strategy
39–40 Finest Knowledge of Shipbuilding
41–42 First Labours on Embalming
43–44 Fundamental Laws of Candle making
45–46 Gallant Learning on Fishing
47–48 Gathered Lectures on Bowing
49–50 Gilded Lessons on Calligraphy
51–52 Glorious Notes on Cooping
53–54 Golden Observations on Stoneworking
55–56 Grandiose Papers on Tanning
57–58 Great Perceptions of Goldsmithing
59–60 Honest Perspectives on Smithing
61–62 Illuminative Procedures on Apothecary
general study
77–78 Required Studies on Foreign Relations and Trade
79–80 Respected Suggestions on Genealogy and Heraldry
81–82 Revealed Teachings on Haute Couture
83–84 Revered Testimonies of Herbalism
85–86 Rudimentary Theorems on History
87–88 Splendid Theories on Law
89–90 Tempting Thesis on Music (in general)
91–92 Truthful Treatise on Prospecting
93–94 Unambiguous Understanding of Trade
95–96 Uncovered Wisdom of Weather and Climate
97–98 Unearthed Visions of Weaving and Sewing
99–00 Valuable Writings on Multidisciplinary work: roll again and combine
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You can also try picking a few results (2-4) and 2 – Disease: One of the PCs is stricken by
combining them into a chain of encounters or disease. Are his/her strange ramblings
whole scenario. For instance, the PCs’ first merely an effect of the fever or is he/she
encounter a horse without rider [Lone Ranger], a more susceptible to visions of the path
little later come across the remains of the rider ahead in his/her weakened state?
[Roadkill] only to find out what - or rather whom 3 – Ghost: The PCs meet, see or hear of
- actually happened to him [Incoming!]. someone they thought to be dead–and it
seems the person’s return is of immediate
Types of Locations importance.
Although most of these entries are written with
4 – Hearsay: One of the PCs picks up a
road travel through wild or rural areas in mind,
disturbing rumor with a bearing on the PCs'
most of them can easily be adapted for other
current dealings.
locations.
Rural: A rural location is somewhere in the 5 – Refuge: As a token of gratitude or
outback, but not too far from civilization: the admiration, the PCs are offered a place of
outskirts of towns and villages, fields, well- refuge or hiding for the present or in the
travelled roads, etc. Here, one is quite likely to future.
encounter other humans – or even fouler things.
6 – Sign: One of the PCs sees a pamphlet,
Urban: Encounters and incidents for the streets
poster or sign that he finds of particular
of any large village, town or city.
interest, as it mentions something with
Waterline: Waterline typically means the
direct bearing on the plot.
characters are travelling on or along a river.
Either way, in most cases the word “road” can 7 – Third Party: A new character shows up
simply be replaced by “river”. Some of the in the scenario, someone with power and a
encounters have do be adapted according to hidden agenda. Whose side is he on and
whether the PCs are controlling their own boat or what are his motives?
along for the ride, aboard a larger river boat for
instance. 8 – Truce?: An enemy comes forth with a
Wilderness: This column is used whenever the proposal for the PCs or their employers.
PCs are travelling through true wilderness, far 9 – Turncoat: An agent of the opposition
from civilization and probably even roads. Here, betrays his employer to the PCs. But can he
the word “road” in the entries below can be be trusted, is what he can offer of any use
replaced by “path” or “track”. and what are his motives?
10 – Now, things are getting busy: Roll two
results and combine!
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A Bridge Too Few. If travelling by coach or cart, Suddenly one of them cries out in dismay, pain
crossing this broken wooden bridge can be a or horror. Perhaps one of the dead animals is
severe hindrance. But depending on the hideously mutated (or not dead at all!), or the
geography this may also impede travellers on foot scent might have drawn other “visitors”… (If this
or horseback. Either way they may encounter a Waterline encounter the Hunters are Fishermen
someone at the bridge who needs the PCs’ instead) (Hunter: WFRP p. 41, Fisherman: p. 39)
assistance.
Aid the Pigeon. The PCs meet a Messenger
A Cold Welcome. When entering the settlement carrying a dispatch to the next town, village or
the PCs are subjected to rigorous control: the coaching inn which happens to be on the PCs’
Watchmen note their names, hometown, route. The Messenger is injured, has a lame
province, liege, occupation, intended duration horse, or is preoccupied with matters elsewhere
and purpose of stay, where they can be reached and asks the PCs to carry the dispatch for him,
during the stay, etc. They are forced to pay claiming it is extremely urgent. He offers his
applicable taxes and tolls. All paperwork is thanks and a few gc’s. Unfortunately, there
duplicated, stamped and copies are sent to the seems to be some danger attached to the task
central registrar. that he conveniently forgot to mention. Either the
dispatch will not receive a friendly reception
A Prayer for the Damned? By the road (or in the
when delivered, or someone is out to intercept it.
courtyard of an inn, toll gate or village) there is a
(Messenger: WFRP p. 44)
small crowd gathering around an armoured man
dressed in black and yellow clothes. The man, All the Fun. A circus or travelling fair is visiting
Ulrich, is a Witch Hunter who has just secured and has set up camp just outside the settlement
the catch of the day. In chains he has an elderly for a few days. These wandering entertainers are
woman whom he claims is a rogue sorcerer and a strange bunch, including fire-eaters and
the cause of miscarriages and accidents in the jugglers, as well as strange animals and people.
area. His flaming speech (including assertions of In their wake follows quacks, prostitutes and the
how sorry he is to reveal that a woman of such ever-present pickpockets. The commoners are
esteem and healing skills owes her abilities to the thrilled, but the authorities are less happy and
Ruinous Power) enrages the audience and soon keep a vigilant eye over the fair.
there are shouts for the ubiquitous burning. The
A Simple Life. A few yards off the road (or in a
woman, although unbowed, is clearly in trouble.
boat) and surrounded by playing children, empty
Will the PCs intervene? Whether they do or not,
bottles and jars and a gigantic picnic basket, a
the decision will have repercussions. Is the
family of affable Halflings (Dramfast and
woman innocent – or exactly what she’s being
Bomflower Millpond) is resting, waiting for
accused of? (Witch Hunter: WFRP p. 87)
someone or simply enjoying a day off. A source of
A Warm Reception. Not far from the road the gossip, a couple of apples or just a reason to put
PCs see a group of Charcoal-Burners hauling your feet up for a few minutes?
logs, chopping wood, and tending to their
Bad Moon Rising. People stay indoors and say
charcoal stacks. These weathered individuals are
prayers of protection since Morrslieb is almost
suspicious (one could say they have a dark
full. This lasts 2d10 hours. All Tests based on
outlook on life!) and used to the dangers of the
Fellowship are Challenging (-10%) during the
wild. Unless the PCs seem like a dangerous,
following day, as this is a very bad omen for all
haughty or boring lot they will be invited to their
Old Worlders. All kinds of terrible prophecies are
dirty camp. Besides coal smudges they have an
rumoured to become true.
endless supply of rumours, rotgut liquor and
black humour. (Charcoal-Burner: WFRP p. 36) Banquet. The PCs participate in a sumptuous
meal, perhaps provided by an ally or friend, their
Abattoir Blues. Not far from the road a party of
current employer or the local inn. (Ideas for food
hunters and trappers have made camp and are
and drink: WFRP p. 114-116)
currently gutting and skinning today’s catch. It’s
a scene of sweat, blood and crude humour. Beggar. One of the PCs encounters a dirt-poor
beggar, bone picker or urchin who stirs his pity,
perhaps because the poor creature reminds the
PC of someone, or something. (Beggar: WFRP p.
233)
Benshof is Burning. A few hundred yards ahead
the PCs can see thick smoke rising above the
trees or hills. As they draw nearer they can see
the blazing houses of a small village, and a few
villagers desperately trying to fight the flames. Is
there something the PCs can do to help? What
caused the fire? Are there any injured villagers
that need immediate attention? Is it related in
any way to the PCs current dealings?
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Broken Equipment. One of the PCs breaks or the direction of a nearby town. The wretched
loses something vital for travelling or their souls in the cage are a sorry collection of whores,
current task: a boot, blanket, weapon, paddle or urchins and beggars and are escorted by several
horseshoe, for example. Acquiring a substitute Watchmen or Bounty Hunters. Suddenly, one of
may prove as urgent as it is difficult. the PCs recognizes one of the prisoners: a friend,
relative, other acquaintance–or perhaps even one
Child Errand. The PCs see a small boy, two or
of the other PCs? Do the PCs try to avoid
maybe three years old, standing in the middle of
recognition, or do they try to liberate the poor
the road, sitting by the roadside or scampering
creature, and using what means? (Bounty
through the bushes. The boy has spotted them
Hunter: WFRP p. 34; Watchman: p.59, Law,
and is wobbling in their direction, arms
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
outstretched and a smile on the dirty face. He’s
dirty and hungry but otherwise seems fine, and Face-off. The PCs are suddenly confronted by a
he immediately takes a liking to one of the PCs. high-strung nobleman, an irritated innkeeper, an
Where are his parents? Who is he? What are the orthodox priest, a corrupt official or any other
PCs going to do with him? And what’s that smell? Old Worlder with a grudge against him or her.
Collateral Damage. All of a sudden, a troop (say Feast of Crows. The PCs suddenly come upon a
2d10+5) of armed Soldiers break from cover by small but gruesome field of battle: on the road
one side of the road and charges in the direction ahead, a flock of crows audibly feasts on the flesh
of the PCs. Weapons are drawn, orders are of 1d10+2 recently slain travellers. Whether they
shouted and arrows start flying. While still were robbed and killed by Outlaws, ambushed by
dumbstruck, the PCs find themselves in the thick Greenskins or succumbed to the schemes of
of things as another force reveals itself on the fellow travellers is up to the GM.
opposite side of the road and counterattack. The
Fire. The settlement, house or area is suddenly
PCs are between a rock and a hard place and
plagued by a devastating fire. It’s a scene of
must seek shelter. Even if they survive the
smoke, flames and panic. The blaze is caused by
fighting, the winning side dislikes witnesses as
lightning, an accident, neglect or perhaps an
they are raiding another province and they are
arsonist at large?
unconvinced that the PCs were not with the other
side after all. (Soldier: WFRP p. 54) Flash Flood. The PCs spot a good place for camp
next to a small stream. However, upstream it has
Colossal Rain. The area through which the PCs
been raining heavily (or perhaps a dam breaks or
are travelling is drowned in heavy rains lasting
the stream changes course because of a
1d10 hours. Roads turn to mud, rivers overflow,
landslide) and suddenly the stream becomes a
and vision drops to a few yards. The PCs must
fierce river, ten times wider than normal. Some
seek shelter unless they are adequately equipped,
time during the night the raging water floods the
highly motivated or hard-pressed for time.
PCs’ campsite. Unless they’ve taken precautions
Crowd. The PCs are caught up in an unruly like posting a guard who passes a Perception test
crowd that calls for a hanging, lower prices on (you can make one test per round starting when
bread or the release of a prisoner. Suddenly, the the water is 5 rounds away, and reduce the
crowd’s attention turns to the PCs (because of a difficulty by one step for each test until passed),
character’s race, dress, actions or words. In the they may be in serious trouble, and most of their
Old World, there’s always a good reason for a equipment is washed miles downstream.
lynching).
Flirt. One of the PCs is flirted with by an
Debt. One of the PCs is unexpectedly called upon attractive member of the opposite sex, which can
to repay an unknown debt in the form of a be a set-up, a one-nighter, or – why not – True
service, favour, money or other, owed by the Love. Maybe the PC just can’t stop thinking
character himself or close family. about him or her, or someone notices the flirt
who shouldn’t.
Dogs of War. The PCs bump into a company of
3d10 hardened and heavily armed Mercenaries Frediger’s Farm. In a straightforward attack, a
lead by a scarred and gnarled Sergeant. These band of Goblins breaks from cover about 50
are drunk, bored and offensive and may cause yards away and charges towards the PCs. The
the PCs some serious trouble. (Mercenary: WFRP PCs just passed a roadside farmstead and should
p. 44; Sergeant: p. 84) be able to retreat to it before the Greenskins are
upon them. Do the farmers let them in, has the
Driving Home for Mass. Some carriages bar the
farm already been sacked or do the assailants’
road ahead and figures in cloaks are trying to
arrows stop them from retreating in that
pull one of the carriages up from the ditch. These
direction? The Goblins are about twice the
virtuous but inexperienced pilgrims are on their
number of the PCs +1d10 and are led by a Black
way back from (or to) a holy site a couple of days
Orc. They will continue their attack for 1d10
journey away and obviously need all kinds of
minutes and then move on to hunt easier meat.
help, and they humbly ask for it.
(Goblin: WFRP p. 229, Bestiary p. 97; Farmstead:
En Route to Perdition. The PCs meet an open GM Pack p. 24)
cart on which a sturdy cage is fixed, moving in
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Liber Fanatica - Volume III : The Game Master’s Guide
From Eve to Morning. On the road lies a drifting towards them. Is it an entertainer
fortified coaching inn, one of those palaces where practising some new piece, a priest performing a
travellers from everywhere - and those who prey ritual, someone trying to attract the PCs
upon them - come together for a night. But this attention – or a diversion?
particular inn is currently run by less agreeable
guests. Too late do the PCs realize that a rather
sizeable band of Outlaws has taken over the inn.
They pillage the inn, harass its guests (including
the PCs) and won’t let anyone leave until they do
(early morning), all while getting very drunk on
the inn’s tap.
Fugitives. The PCs encounter a train (10+3d10)
of swearing, shocked and injured villagers
carrying the few possessions they managed to
save when their village was burnt to the ground.
Last night they were attacked without warning by
Greenskins, Beastmen or perhaps troops from
another province Although their stories differ as
to the purpose, numbers and origin of the
assailants, they agree on one thing: they are
coming this way. Soon. (Peasant: WFRP p. 48)
Galloping Trots. One of the PCs (you can decide
who by making a Toughness test and pick the
one with the worst result) is stricken by the
Galloping Trots. This reduces the group’s
Movement score by one point as the PC has to
make urgent and frequent stops. His current
Fellowship is reduced by as many points as you
feel to be appropriate. (Galloping Trots: WFRP p.
136)
In the Name of… Vociferously announcing the
Garden of Morr. About 50 yards from the road end of the world, denouncing the modern ways of
the PCs see a cemetery with about 1d10x10 living or renouncing some deity, this crazed Friar
graves, a few crypts and a chapel surrounded by may require the PCs to take up arms and follow
a low wall. Milling about is a handful of figures, him, hold a spontaneous sermon or attack them
and a couple of wagons are waiting by the gates. outright. Possibly all three.
Are they Grave or Tomb Robbers, mourning
relatives burying a loved one, or something Incoming! From out of nowhere an arrow is shot
worse? (Grave Robber: WFRP p. 40, Tomb Robber and lands pretty darn close to one of the PCs. On
p. 57, Zombie p. 231 or Bestiary p. 120) a successful Perception test another PC can point
out the approximate spot from whence it was
Handover. One of the PCs is given an object shot. But was the arrow fired by someone
wrapped in cloth by a darkly dressed man and is deliberately aiming for that (or another) PC, did
told to hang on to it until further notice. He will the shooter mistake him or her for someone else
pick it up in a few days and they will be richly or was it just a young Peasant who hasn’t quite
recompensed. He then disappears before any gotten his act together?
questions can be asked. Unfortunately it seems
someone else is out to get the object and they will Injunction. A page delivers an order to one or
stop at nothing. several of the PCs to appear before a local
magistrate to testify about something they might
Here be Monsters. Really. While travelling over have seen or heard. This summons may come at
a small bridge in the wilderness the PCs a bad time, but not showing up at the appointed
(Perception–Listen tests) may hear something hour may be a very bad idea. Likely enough, the
moving under the bridge. It’s a filthy troll and characters have absolutely no idea what the case
bellowing “fooody, meeaties” it quickly scrambles concerns or what is going on in the courtroom
up the short slope! The PCs have one round (two unless they have the Academic Knowledge (Law)
if someone heard the noise) to draw weapons (or skill. The questions asked are borderline
flee!) before it attacks. It won’t fight to the death ridiculous (“did you have one or two eggs for
if the PCs prove tough meat. (Troll: Bestiary p. breakfast did you say?” “And you are absolutely
111) sure that the man stepped with the right or the
left foot over the threshold?”), but the parties and
Hilltop Holler. The PCs notice a person standing
the magistrate listens with great interest. The
on the top of a small hill about 100 yards off the
episode takes a few hours, and afterwards
road. The person, clad in some sort or robe or
someone (a servant of one of the parties) thanks
cape, seems to be dancing or waving, and
the PCs with a few gcs.
occasionally the PCs can hear chanting or singing
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Liber Fanatica - Volume III : The Game Master’s Guide
It Doesn’t Rain But It Pours. Roll two new informing the PC of some event, good or bad
results and combine them into one probably (death, marriage, starvation, need of money).
quite memorable episode.
Nightly Excursions. One of the PCs has a
Lost and Found. On a stretch of road, trappings strange and vivid dream during the next night
are spread all over: clothes, food items, sacks or (roll 1d10 on the table below.
broken boxes and a few other belongings.
Perhaps they fell off a carriage, are the result of 1 - The PC finds himself standing on a
marauding goblins going through the loot, or deserted stretch of road in the twilight of dusk
came from someone needing to ditch extra weight or dawn. The PC senses something drawing
in a hurry? Do the PCs find something of interest nearer…
among the remains? What if the PCs pick 2 - The PC “awakes” and the room or camp is
something up and later on are accused of theft? ablaze! He can feel the heat from the flames
Love’s Labours Now. The PCs encounter a lonely and see how his skin starts to turn black…
young woman who is about to give birth. She 3 - The PC falls of a tower, roof or cliff and
looks barely 18 and if asked, she says her name desperately tries to catch on to something
is Carlott and that she is from a village a few while the ground rushes up to meet him…
days away, but since she’s already in labour she
cannot say anything further. Carlott is obviously 4 - In the dream, the PC has a fierce argument
in no condition to travel and the baby arrives in with one of the other PCs, and is still very
3d10 minutes – can the PCs be of any angry with him or her when he wakes…
assistance? Childbirth is dangerous business in 5 - The PC dreams that he finds a (relatively)
the Old World – what if the baby survives but she large treasure (like a purse of Goldcrowns),
doesn’t? What if the baby is mutated in some which isn’t there when he wakes up…
way? And what of the young woman’s family and
the baby’s father? 6 - The PC dreams that something very bad
has happened to a loved one like a sibling,
Lone Ranger. The PCs can hear hoofs against parent or lover…
the paving coming around the next bend, and
soon after the steed appears. But the saddle is 7 - In the dream the PC meets a son or
empty and as the horse approaches, the PCs can daughter – either an existing child or a
clearly see the blood on its side. What happened coming…
to the rider, who was he, and can the horse be 8 - It’s a terrible nightmare of teeth and
sold at the next village provided they catch it tentacles and inescapable terror, and the PC
(Charm Animal or a lasso should do the trick)? wakes sweating and screaming!
(Mounts: WFRP p. 232-233)
9 - Roll two results: The dream starts like the
Man Overboard! One of the PCs falls overboard! first one and then changes into the second
Can he swim, is he worth saving and can the PCs result.
turn the boat around to pick him or her up? And
what – or who – caused the unexpected bath? 10 - Roll again, but the dream is a recurring
(Suffocation: WFRP p. 136) one and visits the PC during 1d10 consecutive
nights.
Marshlands. For about half a mile the road
winds through a bog that partly swallows the Noble’s Cause. The PCs are hailed by a local
road in places. Veils of mist rise from the putrid Noble, Walbrecht Nachtmann von Dünnsberg,
water, and through the haze the PCs can see and his entourage consisting of a couple of
vague shapes of ruins and trees. Suddenly, one of Servants, a Valet, and a handful of Bodyguards.
the PCs can see lights moving in the mist, as if He demands the PCs services for a while, as
people are moving around in the marsh. The guides, guards or for some special skill (trade,
lights are slightly compelling – anyone who sees language, etc.) that he believes they possess. This
them must make an Easy (+20%) Will Power likely takes the PCs in an unwanted direction
check. If the character fails, he must follow the doing unwelcome things for an unwelcome
lights into the marsh, where the lights will lead employer, but the PCs may be in serious trouble
him to a patch of quick sand. if they (try to) decline. (Noble: WFRP p. 46;
Servant: p. 52; Bodyguard: p. 33; Valet: p. 59)
Merchant Caravan. Half a dozen heavy carriages
(or barges) protected by Mercenaries and Noise Conspiracy. A loud noise in the bushes by
accompanied by a coach (or boat) bars the PCs’ the side of the road (branches cracking, pebbles
way. Does the Merchant ask the PCs for help, clattering) is followed by a chilling cry. However,
directions or protection, does the caravan come it’s only a deer that, halfway across the road, is
under attack from Outlaws or are the PCs treated startled by the PCs presence and stops to stare at
as hostile by the Mercenaries? (Mercenary: WFRP them for a few seconds. A source of amusement,
p. 44; Merchant: p. 77) food, or perhaps a sign from Taal?
(Taal: WFRP p. 179)
News From Home. One of the PCs receives a
letter from home or other form of notification,
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Liber Fanatica - Volume III : The Game Master’s Guide
Of Wolves and Men. While travelling through the Raucous on the Road. The PCs find themselves
wilds, the PCs are stalked by a pack (roughly watching a brawl. The combatants (say 1d10+2
twice the PCs’ numbers) of wolves. The pack on either side) seem to be ordinary folk, fighting
follows the party for 1d10 hours and the PCs are with sticks, knives or their bare fists. The rumble
allowed one Hard (-20%) Perception test per hour can be caused by a religious dispute, family
to realise this. Then the pack closes in, at which rivalry, or a lost game of cards. Do the PCs
point one of the PCs must pass a Charm Animal intervene on either side, act as mediators or turn
test (or come up with some clever strategy like their back on it all?
lighting several torches) lest they are considered
Reckless Driver. The PCs are almost overrun by
dog food and the wolves attack. (Wolf: WFRP p.
a large dark blue coach with polished coats of
233)
arms on the doors. Each PC present must make
Out of Control. Some piece of equipment or an Agility test to successfully make it out of the
device necessary for manoeuvring the vessel way. Failure means that the PC suffers 1d10
(rudder, sail, oar, paddle) malfunctions or is lost wounds (modified by armour and Toughness
and the vessel starts drifting downstream. This Bonus) as the PC is either hit directly by the
condition engenders all kinds of dangers: coach, trampled by one of the horses or hurts
collisions with other boats, running aground, himself on something by the side of the road or
listing so heavily that the vessel takes in water, street. PCs with Sixth Sense may feel a tingling
or falling overboard. just before the coach hits, and get a +20% on the
test. It’s hard to tell whether the driver actually
Overturned Coach. The PCs come across a aimed for the PCs or just didn’t care. Things may
coach lying on its side. They can see a few figures
get worse if the PCs voice any opinions on the
milling about the wreck and a few items strewn
driver’s skill.
about. This can be the result of an accident,
assault, or an ambush. Roadkill. The PCs stumble upon a body lying on
the road, in the ditch or hanging from a tree
Party Time. The settlement is about to celebrate
beside it. Who was he, how and why was he
a religious festival, related to some local deity,
killed, and is there any loot? Is it infected by
saint, or major god. People are dressing up in
some contagious disease? Do the PCs bury the
their best clothes, the streets are swept and the
body, bring it with them to the next village or
best draughts are up from the cellars. The
leave it there on the road? If one of the PCs is a
settlement is generally in a good mood (all Gossip
devotee of Morr then leaving the body is not an
and Haggle Tests are made with +10% bonus). Of
option. (Burial Customs: WFRP p. 173)
course, this also means that inns are crowded,
pickpockets are prosperous and potential Roadwardens. A group of Roadwardens (or
troublemakers are expelled from the settlement. Riverwardens) led by a weathered Sergeant
(Religious Festivals: WFRP p. 173) intercepts the PCs. Do they warn the PCs of some
danger ahead, demand the road toll (a shilling
Path of Left Hands. The PCs are hailed by a
per leg) or harass them in some other manner
man walking out from the trees or shadows by
(accusations, questions, force them to provide
the side of the road and onto it. He is in his
assistance)? (Roadwarden: WFRP p. 50, Law,
twenties, wearing wilderness apparel and is quite
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
friendly, enough so to have attracted a following
of 5+1d10 less friendly Outlaws for whom he acts Something Rotten. When sitting down for lunch
as leader and scout, and he is evaluating the PCs’ or dinner the PCs are dismayed as they realize
fighting skills and wealth. If everything is to his that most or all of their food and water is spoiled:
liking, he will make a silent signal to his rotten, mouldy, infested by maggots or eaten by
comrades who will challenge the PCs to put down rats (or, more likely, the Halfling in the group!). If
any weapons and move off the road. (Outlaw: far from civilization this can be a nuisance and
WFRP p. 47) delay them on their journey, as they have to hunt
or scrounge for food. But if the PCs lack the skills
Pocket Pick. One of the characters finds a hand
to find food on their own, and it’s the middle of
in his pocket – and it ain’t his! The pursuit that
winter, they may be in dire peril. Furthermore,
follows to catch the starving young thief may or
what if the only consumable intact is the alcohol
may not have anything to do with the current
– and we all know that lack of water and too
adventure.
much alcohol is a bad combination. (Starvation,
Ramming Speed. The PCs observes a boat WFRP p. 114)
coming directly for their own vessel! They can see
Taal’s Fury. The area is hit by an earthquake.
several hunched figures aboard the other boat,
Houses crumble, fires break out, screams for
but no markings or flags. Depending on whether
help and dust rising above it all. The
the PCs are in control of their vessel or not, they
ramifications – political, economical and religious
can try to evade the incoming boat, alert their
– are farreaching.
own ships’ crew or prepare for impact. But is the
other boat full of sinister pirates, sickly villagers
or eager traders? (Boat & Ship Statistics: WFRP
p. 119)
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Liber Fanatica - Volume III : The Game Master’s Guide
Taking a Leak. One PC finds himself in a couple Troubled by the Law. PCs are harassed by the
of inches of water and realizes that their vessel is town guard, either at the town gate upon arrival
leaking - badly! Depending on the size of the boat or on the streets. The Watchmen, lead by the
it’s all hands to the pumps or buckets. This can Sergeant Hans Kloob, are either generally in a
be played as a stressful situation, as it is not bad mood, looking for bribes, have a bone to pick
clear whether they’ll make it or not. Or maybe it’s with one of the PC’s, are about to arrest them for
clear they’re sinking and must make it to one of some minor or imagined offence, are looking for
the riverbanks before it’s too late. But even if the somebody to beat up – or all at once. A quick
leak is plugged the question remains: what – or tongue, stern look or a few shillings may be
who – caused it? required to keep them off their backs – for now…
(Watchmen: WFRP p. 59, Sergeant p. 84, Law,
The Golden Hour. The PCs hear a weak cry for
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
“Help, in the name of Shallya”. The wretched soul
(Hans, a middle-aged farmer from a village a Trader. The PCs meet a young, travelling
day’s journey away) may have been injured in an salesman, Reinolt, who sells mundane items like
accident, attacked by Greenskins or suffers from cutlery, blankets, or bottles of spirits from his
some deteriorating (and contagious?) disease. Do cart (or boat) at slightly (+10%) increased prices.
the PCs possess the skills to heal him (successful He offers a fair deal if the PCs agree to
Heal skill test) or can they bring him to someone accompany him to the next coaching inn, and
possessing such skills before he expires (in about can also be a source of rumours, tips and
one hour). Or do they just leave him there, directions.
assuming it’s an ambush or a waste of time?
Wayside Shrine. By the side of the PCs’ path
The Tempest. The sky has been darkening there is a shrine dedicated to a major god or
during the last few hours, and there’s an perhaps a local deity or saint. But there is
ominous freshness in the air. Then, the wind something awry with the otherwise pristine
picks up speed. At first, this is merely amusing picture: has the shrine been defaced, do the PCs
as the gusts make it hard to stand upright and stumble upon robbers stealing the offerings in
the odd hat rolls a few yards. Then, it gets the shrine, or is something heinously out-of-place
annoying as this impedes travel, delaying the PCs with the entire structure? (Shrine: WFRP p. 171)
by 1d10 minutes as an important trapping is
Windfall. One of the PCs quite unexpectedly
blown far, far away. But the wind keeps
receives or finds a substantial sum of money (say
gathering strength, and soon trees start falling,
1d100 gc) lying there on the street or road or as
carriages overturn and people are knocked to the
an inheritance, gift, advance payment, dividend,
ground. The storm lasts 1d10 hours, and leaves
loan or similar. And along comes trouble…
the countryside much changed.
Witness. In the street (or on the banks of the
The Village. The PCs come upon a small village
river, or in the woods), one of the PCs sees a
situated just by the side of the road. The villagers
person stabbing someone several times.
are absolutely terrified of something outside the
Unfortunately the perpetrator sees the PC and
settlement’s palisade or defensive ditch. The PCs
comes after him, either physically with dagger
are told a story of a young man who recently
drawn or in some other way.
ventured outside at night and hasn’t come back
(this allegedly happened 2d10 days ago). Others Writing on the Walnut Tree. One of the PCs
fill in with stories of strange sounds and notices a piece of paper nailed to a roadside tree.
sightings. Is there something out there preying This can be an invitation to a festival in the next
on the villagers, is the young man’s town, a wanted poster or a public announcement
disappearance caused by accident, or did he just of some kind. 1d10 hours later, remembering
grow bored of his superstitious neighbours and what that note said becomes of direct
leave for the big city? (Sample Village: GM Pack p. importance…
22-23)
Toll Gate. These are typically situated on a
stretch of road (or river) where circumvention is
more or less impossible, like on a bridge or a
mountain pass (or river lock in the case of rivers).
Although some “join palisades” with other
roadside institutions like way temples, coaching
inns or hamlets, this one is a freestanding
structure. Actually, it seems quite deserted as
no one opens the gate when the PCs demand
entry. Do they come at the wrong time, are they
being watched or has something happened to
the Toll Keepers within? (Sample Toll Houses:
GM Pack, p. 19; (Toll Keeper: WFRP p. 56)
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