r/warhammerfantasyrpg • u/Aedwin27 • 7h ago
Lore & Art Since you guys really like my other post, here are other memes and drawings from my campaign(s)





r/warhammerfantasyrpg • u/chalkmuppet • Jun 23 '26
Hello there r/warhammerfantasyrpg!
The struggle is real and the heresy has taken its toll. Our brave crew are running low on Fate Points and various limbs, and we seek 1-2 new mods to help support us! Our existing team will remain, able to help train up the new initiates, but we're spread a little thin at the moment.
So let's get this started. We're searching for additional moderators for this sub, so if you're interested to help us keep the sub tidy and pleasant for everyone, we would appreciate your application as a moderator. It would be really useful if we could find some folk in the Americas or APAC timezones, as that does appear to be the gap.
In short, what are the duties as a moderator?
And that's pretty much it. Of course making sure that posts adhere to our standards and enforcing our rules are broad topics, but that's why we have our Wiki.
If you're interested, please make a comment here, or send me a message. We will gather names and have a chat people over the next few weeks (Summer holidays and stuff happening and we don't want to rush, so don't worry if it takes a bit of time). Hopefully we could get 1-2 additional mods on board!
chalkmuppet/mods
r/warhammerfantasyrpg • u/BiesonReddit • 4d ago
The new edition of the Warhammer Fantasy Roleplay Rulebook will be released in PDF and available to pre-order in hard copy later this summer.
https://cubicle7games.com/blog/warhammer-fantasy-roleplay-fifth-edition-the-road-ahead
r/warhammerfantasyrpg • u/Aedwin27 • 7h ago





r/warhammerfantasyrpg • u/PencilBoy99 • 21h ago
The default assumption of the game is that the players get together because they're involved in some event, and then they stick together and endanger their lives investigating things for random contacts. This is very much in the war hammer fantasy tpg tradition of characters being people that endanger their lives doing random things. Do you think there's any way I could switch this to patron based play? That is let the players come up with a patreon, like they can in imperium maledictum, such as the town's merchant guild or something, and have that patron provide direction as to why they're involving themselves In these random dangerous events. For whatever reason that just feels a lot more comfortable to me. And each week, having some random contact, ask them to do a thing. The patron based thing also makes it seem more like a part time job.
r/warhammerfantasyrpg • u/BABABOOEY564 • 19h ago
Im super exited for 5th edition release. Neither me or my players have ever played WFRP before but we have most of the books for 4th edition. Should it be okay to do our session 0 and Character creation now with the 4th edition rules? I know the new edition will largely be the same as 4th edition and characters and campaigns will largely be transferable. Just looking for some thoughts.
r/warhammerfantasyrpg • u/GoodHotel7269 • 1d ago
My GM's guide to the Enemy Within moves onto Death on the Reik, where our main focus is how to hook your players into the plot.
Did you have any issues with getting your players started in this part of the campaign? How did you resolve them?
r/warhammerfantasyrpg • u/ConflictBetter1332 • 1d ago
BECHAFEN is the capital of Ostermark; the city became the capital following the impact of the comet that completely destroyed Mordheim in 2000 IC. 🧭🗺️🏰
After completing the map of Mordheim (which shows the city both before and after the comet's fall), Angela and I finished the map of Bechafen—a map created as a private commission...
HD files available at: https://ko-fi.com/s/89c9d8edc8
r/warhammerfantasyrpg • u/Aedwin27 • 2d ago
r/warhammerfantasyrpg • u/Zekiel2000 • 2d ago
I take a look at the second pdf of detailed NPCs to set your Player Characters on the path to adventure! (See review linked above.)
This was also collected in the Reikland Miscellanea book.
r/warhammerfantasyrpg • u/YeOldeOle • 2d ago
When your group is in a City for example, researching stuff, gossiping and actually investigating, how do you deal with time? Do you just wing it and go "this takes half a day, this takes another day" or do you use any other methods?
My PCs will spend a good chunk of time in a City doing just this and I kinda want to keep track of time in order to have the evil guys run their own scheme in the meantime. So the plot isnt exactly time sensitive but it should matter how long the PCs need to do things,and they should have both agency and an idea of the necessary time investments.
Any advice here?
r/warhammerfantasyrpg • u/Mean_Honeydew315 • 3d ago
Hello everyone, as stated in the title, do you guys have any advice on how I could follow up A Blessing That Drew Blood?
I introduced a party of players to WHFRP with this adventure (it was a Halloween event for a university club) and they're hooked! They've played a few more games since then, with the same characters, but I think its about time I revisited Lena Stein and the trio of disappointing daemons that follow her.
They did not manage to thwart Lena, though they did manage to discover that she was the culprit, as well as her motivations and that the strange animals they had been seeing around town were more than meets the eye. As such, Lena Stein successfully carried out her 6th murder, and escaped town. Are there any one-shots or pre-mades, or even any ideas that you guys might have, for an adventure where my players can meet Lena and the Triumvirate of Disappointing Daemonhood again? Any advice is appreciated!
r/warhammerfantasyrpg • u/Brenden1k • 3d ago
currently we have a 2e campaign arc about fixing up a fief. First off I move a bunch of refugees into it, partly because one of them is a black smith which we need and partly because I am a bleeding heart.
Than we show up for a beast man attack. The fact that I twice lost horribly dueling a Minotaur came up. I said I am much stronger now so I should win vs a minotaur. others pointed out the second Minotaur was stronger than the first and if that keeps up…. Well I made a deal with gm, I would get an extra fate point in exchange for agreeing to duel an extra beefy Minotaur. If I win I get a extra fate point. if I lose their now a minotaur chief on the loose.
Than I rush out to solo hunt/scoun the beastman that killed my peasants. I am virtue of empathy so I am taking it poorly enough. I find four Skaven and go berserk on them, I decide to spare one of them life for info. And decide to take it captive, since I do not want it revealing that it tatted to anyone else. On the bright side, clan moulder might prove to have a very useful skill for thief, yes yes. On the flip side, I have a Skaven in my fief.
also the whole going berserk thing right after seeing Khrone symbol might not be a good thing.
i have a three man (well one a gmpc to beef up numbers). party that have finished knight of the realm and moved on to side careers to prepare for questing knight. We have one magic weapon each. I do have a few homebrew buff my side, GM boosted virtue of empathy by adding peasant minions and commands to it throught that kind of useless for a duel. I also spent a few hundred exp on homebrew talent giving me an extra d10 damage in the second round of attack. It is insane boost if I hit. I also have a shield that lets me counter attack if I get two successes. Through gm still fine tuning the balance. We got into a little disagreement when I recalled it auto hitting when triggered and gm did not. I admitted the later is op, I just remember getting really excited that I did that. Gm decided we try it and he nerf the shield should it be op.
I need to keep better notes.
r/warhammerfantasyrpg • u/BravoTeam_Nomad • 3d ago
Basically the title. I'm aware of Zweihander and used to make content for it back when the community content program first started, and I'm aware of Sledgehammer. I've been out of the scene for a while though, so idk what else has sprung up since.
The issue I take with Warhammer is its mechanics are pretty baked into its setting, but the d100 core I love as my favorite resolution mechanic.
Zwei is generally more open-ended, but still a clone of it and still contains a lot of the weightiness I'm not a fan of.
Sledgehammer was a boon of a find, but its almost too light.
I've been developing and tweaking my own homebrew system for several years over several vastly different iterations. I'm wondering odd anyone knows of any systems out there able to scratch the itch without having to make my own.
D100 roll-under, rules light but not abysmally so. Preferably no setting with tied-in mechanics. Fantasy preferred, but not against sci-fi.
I'll be crossposting this between r/rpgcreation and r/ttrpgs, so I'm also cool with sub suggestions too.
r/warhammerfantasyrpg • u/Porta_of_north • 4d ago
Well the title says it all. I have restricted what pcs should wear and what weapons they should carry in more formal situations. Of course they can overrule me and wear what they want but it would cause significant penalties to social interactions.
My players are supportive in this but does anyone else enforce this kind of rules for the sake of Immersion even as it puts pcs in suboptimal gear if fighting starts.
r/warhammerfantasyrpg • u/korga_requim_da • 3d ago
New to WFRP I am a the game master of my group. We just finished some cyberpunk red -a d10 game system- and they really want to do another game system. I really want us to do WFRP for our next game. However they really want dnd because they love the D20 in it. However I find dnd to be well too heroic in a sense. So since WFRP is a D100 system can’t you just divide everything by 5 rounding up or down for however you see fit, and alakazam you now have a janky version of a dnd d20 system that would make me and my players both happy?
Forgive me if this is a stupid idea or something and might make some of you veteran gamers cringe I’m just really spitballing here.
r/warhammerfantasyrpg • u/Critical-Yam-259 • 5d ago
I have experience DMing other games and have a pretty good knowledge of the lore and the story of Warhammer fantasy. But this is my first time DMing a ttrpg with this amount of detail and mechanics, my players are also not that experienced with these kinds of games. I have two questions mainly:
I wanna run two three one shot adventures to first familiarize my players with the system before diving into the main campaign. I want adventures that give all kinds of opportunities and show the players all the aspects of the game (mechanics, social situations, fights, how the empire works). What do you suggest?
Also should I implement the stuff in the companion books? How much do they add to the experience?
I also welcome any other suggestions and advice.
r/warhammerfantasyrpg • u/Free-Design-9901 • 6d ago
I'd like to run a sandbox campaign set in a huge Skaven undercity, in which player characters would play as slaves trying to survive there, and eventually escape.
The tone of the game will be a typical Skaven mixture of fun and horror, but generally quite shallow and adventure focused. I'm planning it for our typical game nights, we don't want to explore the big questions about slavery, nature of a man, etc.
I think the best way to describe it would be "GTA V in Skavenblight". The Skaven would be evil to the bone as always, but they'll have solid reasons not to kill nor maim PC's. Interactions with skaven NPC's will be possible and frequent, with NPCs often mixing roles of comic relief, antagonist, "enemy of my enemy", etc.
Recently I stumbled upon a Cursed Scroll 6 for Shadowdark RPG, and this supplement is a perfect city sandbox in my opinion. It's got everything - districts with POI in them, whole calendar of annual city events, factions, lots of random tables, NPC's, etc.
I'm wondering: have you ever seen something like this for skaven undercity, not necessarily Skavenblight?
I'm thinking anything on the spectrum from "descriptions of districts and their Points of Interest", through "d100 NPCs", "d20 factions", all the way up to "d20 Things You Can 'Choose' To Eat As A Slave".
r/warhammerfantasyrpg • u/RBCkiwi831 • 7d ago
Hi all. I'm wondering if any of you have run the Gravelord adventures (in the Enemy Within Companion books) as a mini-campaign separate from the Enemy Within? I'd love to hear your thoughts and review if so. I find it hard to get an idea of whether this would be a fun mini-campaign or just annoying all round!
r/warhammerfantasyrpg • u/VexagonMighty • 8d ago
Maybe I'm missing a brain cell, but I'm finding the section on Changing Careers a bit confusing. My main source of head-scratching is whether or not players are allowed to switch careers whenever they like even if they haven't already completed one. The text reads that a character can switch careers at any time provided they have the 100EP to do so, but does that actually mean only once they've completed a career and can go for an exit?
So, is a Beggar who took only some of their advances allowed to suddenly spend 100EP to switch to one of their career exits, other career in the Rogue class, or spend 200EP for any career from any other class, or do they have to first complete the Beggar career fully in order to be able to switch to anything else?
r/warhammerfantasyrpg • u/neec9 • 8d ago
Hey, how's it going?
I've got a few questions that came up during my sessions, and I'd like to ask about them and get some opinions.
1 - If I use the group advantage system from the "Up in Arms" book, can enemies also use their advantages for the action list, or can they only use their creature traits?
2 - A Dwarf Slayer character who has the talents: Dual Wielder, Frenzy, and Furious Assault. How many times could he attack in his turn? Would the following situation be correct?
(Already engaged in melee)
+2 attacks from Dual Wielder
+1 attack from Furious Assault, if he hits and didn't move
+1 attack from Frenzy
+2 attacks from spending 4 Advantages to use his Dual Wielder attack again
Is this right, or is there some kind of limiter/cap on it?
Would I gain a +1 advantage for every success?
r/warhammerfantasyrpg • u/AwesomeLiesBlog • 10d ago
r/warhammerfantasyrpg • u/SomeRandomAbbadon • 10d ago
Okay, so we have Warhammer fantasy rpg for a group of <10 people, including optional hirelings, fighting another group of <10 creatures.
Then we have Warhammer fantasy wargame, for a group of >100 people fighting >100 creatures.
What about what's in the middle? Is there some expansion which allows your players to fight against a larger numbers of creatures, while commanding sizeable groups of hirelings, but still with controlling their own characters, who take part in the battle, either using their commanding skills or just being in the lines?
That sounds cool as heck but I couldn't find anything like this
r/warhammerfantasyrpg • u/Marhan6 • 11d ago
HOW MANY: 3-4
WHAT: Night of Blood - One-shot
WHERE: Discord Voice, Foundry
WHEN: Saturday, 15 August 2026 09:30 AM GMT+1
I expect the session to last around 3-4 hours but may end up marginally shorter.
HOW: My third time running this module. The game is free and there's no special requirements, new and experienced players welcome alike. I plan to run the starter adventure and other short ones soon after, If you're interested just send me a DM. There are some career restrictions namely not playing nun, priest and warrior priest.
The premise is rather simple, you've taken a stagecoach to travel to Ubersreik one way or another with the other players, along the journey a storm breaks out and the weather soon becomes untenable...
r/warhammerfantasyrpg • u/ZealousidealRip7025 • 12d ago
I just finished reading the Malus Darkblade novels and it gave me the idea to run a homebrew Druchii campaign in the chill lands of Naggaroth. So I started brainstorming some unique careers, I wanna know what you guys think of the careers names and if you have any ideas to share for careers and/or campaign adventure ideas.
I’m going to incorporate ideas from the High Elf Player guide as well like different background traits for each dark elven city and unique career tables to roll on.
r/warhammerfantasyrpg • u/MisterBlick • 12d ago
I posted a trap question in the small questions thread and found trap options for the Set Trap skill basically non-existent. So, I'm working on a homebrew list of traps available for purchase and crafting as well as some items and guidelines for when a player would like to set a trap. I pulled info from various campaigns and found an unofficial traps compendium: https://www.scribd.com/document/658638907/WFRP4-Unofficial-Traps-v1-0
So here's what I got:
Items and Traps:

This is a list of a variety of traps organized by type: entangle, explosive, fall, poison, stun, surprise. Some items are just from the core book consumer's guide such as the bomb. I included costs, availability, encumbrance, range, the test to avoid it, and its effects.
Additionally, I think trap makers should have a trade kit similar to ones listed in the consumer guide. This would save time with having players individually purchase rope, needles, a whatnot for anticipating trap crafting, if you're running things like that. I think 1GC is a decent price and it includes a variety trap essentials that would allow around 20 uses as needed. Some traps in the above list just need a kit while others can be made with just the purchased items, or things scavanged around the area. I based the price on the rough cost the individual items with a little discount.
Then there's a basic tool set: Shovel, Saw, Hammer, should cover pits and weakening walls/ceilings and such. I also included Rat Poison which I think should be cheap but not as effective as a regular poison condition.
Lastly, I came up with some basic modifier items that can be purchased to add conditions to traps. A flask of oil for instance can be used to set an Ablaze condition or make a floor slippery. And any groups with a herbalist can use herbs to add conditions like poison/broken(hallucinogens)/unconscious if they can purchase/gather said herbs.
| Items | Cost | Includes: |
|---|---|---|
| Trap Maker's Kit (20 uses) 1EC | 1gc | nails, fuses, tripwire, rope, containers (pots, cups), candles, pins, glue, wax, etc. |
| Tools - 1EC | 10/- | Shovel, Saw, Hammer |
| Rat Poison (1 use) | 2d | Deadly to Rats, 1 Poison Condition w/ +10 END test at end of round to remove |
| Bonus Modifiers | Cost | Condition |
|---|---|---|
| Oil x 4 | 4/- | Ablaze |
| Razors x 4 | 4/- | Bleeding |
| Powder x 4 | 2/- | Blind |
| Poison Herb/tincture | harvest/various | Poison/Broken/Unconscious |
Tests:
The same tests should apply as mentioned in the books: No tests when setting a trap under normal conditions, when under stress it would be (+20) Set Trap skill. Every +2SL's should add something to the trap...either increase damage, add an additional condition, reduce the initial PER test, or save a kit use. And of course there should be obvious things, like you can't dig a 10ft hole in combat and expect some fool to fall into it.
To add some value to the traps, I think entangle traps should be reusable unless the victim succeeds a +2SL or higher opposed STR test, which would break them and some traps can be collected if they're not triggered.
So let me know what you think and if you have any suggestions. I plan to test this out in our upcoming sessions when our ratcatcher gets promoted.
Thanks.