THE ENEMY WITHIN - Black Dow's Most Grim & Perilous 1E WFRP Campaign (Inactive)

Game Master Black Dow

The old world is dying, and the new world struggles to be born: now is the time of monsters.” ― Antonio Gramsci


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"Reaching an Inn after dark is the difference between life and death! Plain an' simple..." - Roadwarden, Otto Trevestein

"My lad I shan't tell you not to go gallivanting off to the Empire seeking brave adventure... No far from it... However my only advice would be to always seek out an inn rather than camping the forest. Inns are warm and safe... and ensure your bloody companions will not badger you into thinking it is your duty to cook for them!" - Retired Halfling Adventurer, Golo Shandymug

"I spent 'alf a day travelling a paltry six miles! I 'ad to personally push my coach on three separate occasions because ze road was so rutted zhat ze wheels kept getting stuck! My coat has been ruined an' my favourite wig was lost in a puddelle ze size of my own grande bath! After all of zhis out pops some boiled faced peasant who informs me I am to be sharged 10 crowns for "road maintenance"! Zut alors! Ez it any wonder I set my man upon 'im eh!?" - Visiting Brettonian Noble, Gaultier de Belloy


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Good to go Sir!


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I too am good to go for some grim and perilous hijinks!


Great to have you aboard my friends.

For all of you first thing to consider is Race.

Gender can be picked also if you want and personally I'd hold off final naming until you know your Career Class and Profession as it could provide some inspiration there.

Once you selected race you can roll up the abilities based on the guidelines provided.

Now Humans do pale when compared to other races, so I'm introducing the first of my Hausregeln (House Rules): whereby Humans will get D3+2 Fate Points rather than D3+1.


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In the spirit of randomness that the system encourages, I'll randomize race as well.

Race (Human 1-50, Elf 51-60, Dwarf 61-70, Halflin 71-80): 1d80 ⇒ 60

Elf it is.

Let's do the same with gender

Gender, ( Male 1-50,Female 51-100): 1d100 ⇒ 74

By Shallya's Grace....a female elf....this'll be interesting! :)


continuing on....

Career Class ( 1=Warrior, 2=Ranger, 3=Rogue, 4=Academic): 1d4 ⇒ 3
A Rogue...nope, Initiative not high enough

Career Class ( 1=Warrior, 2=Ranger, 3=Rogue, 4=Academic): 1d4 ⇒ 1 Warrior

Movement: 1d3 + 3 ⇒ (2) + 3 = 5
Weapon SKill: 2d10 + 30 ⇒ (9, 2) + 30 = 41
Ballistic Skill: 2d10 + 20 ⇒ (7, 7) + 20 = 34
Strength: 1d3 + 1 ⇒ (2) + 1 = 3
Toughness: 1d3 + 1 ⇒ (2) + 1 = 3
Wounds: 3d3 + 3 ⇒ (2, 2, 2) + 3 = 9
Initative: 2d10 + 50 ⇒ (3, 7) + 50 = 60
Dex: 2d10 + 30 ⇒ (2, 4) + 30 = 36
Leadership: 2d10 + 30 ⇒ (7, 2) + 30 = 39
Intelligence: 2d10 + 40 ⇒ (4, 1) + 40 = 45
Cool: 2d10 + 40 ⇒ (1, 8) + 40 = 49
Willpower: 2d10 + 30 ⇒ (9, 6) + 30 = 45
Fel: 2d10 + 30 ⇒ (7, 7) + 30 = 44

age: 10d12 ⇒ (6, 7, 2, 2, 10, 7, 8, 11, 9, 10) = 72
Fate: 1d3 - 1 ⇒ (2) - 1 = 1

Height: 1d10 ⇒ 3 6'1''

Warrior skill: 1d100 ⇒ 21 Dodge Blow

Career: 1d100 ⇒ 62 Seaman
if we roll twice
Career: 1d100 ⇒ 9 Bodyguard


Yeah roll twice for careers - gives everyone a chance of something interesting :)

We'll be starting in Nuln so am preparing a wee pamphlet on the city - first in the series of Black Dow's Guides to... (will be on the morrow as I need to turn in - early shift tomorrow!)

Also as an aside - forgot that OceanShieldWolf was very keen to play an Elf, but will once everyone is here we can look at preferences (as I'm keen to let folk new to the system get a chance to play something they want rather than get lol). However a female Elf Warrior from the off is already an interesting one...


Male Human

Yep, just wanted to chime in and ask you Black Dow - given the setting, how….narratively useful would it be for the party to…I dunno…not be Human-centric or Human-facing. As much as dwarves are well integrated, and halflings might be ubiquitous, I still get the feeling the Empire is Human. So if the campaign is all about the emerging threat of Chaos (embodied by beastmen, goblinoids and Chaos-lured humans) are we elves…less able to turn or even interact with the cogs of social power or…have less investment? I guess it’s a question of how much xenophobia there is, and how much extra weight social encounters will be put on the remaining humans in the party etc..

I guess I was planning on playing more of an outsider woodsy elf, but then again, the careers can pull you right back into to civilisation and being an actual cog in the machine. Toll-Collector. Road Warden. Muleskinner.

Anyway, just wanted to gauge your thoughts on set and setting as it were. I’m happy to keep human pincushion Ārwulf in Grimmsgate and…branch…out a little, here in the Old World… ;)

I normally roll Gender on a d6, but I better get with the percentile system!

Gender, Male 1-50, Female 51-100: 1d100 ⇒ 93


Ok then, I'll just roll some dice before I hit the sack (and I'll just imitate Spazmodeus):

Race (Human 1-50, Elf 51-60, Dwarf 61-70, Halfling 71-80): 1d80 ⇒ 77

Oh no...

Gender, ( Male 1-50,Female 51-100): 1d100 ⇒ 91

Career Class ( 1=Warrior, 2=Ranger, 3=Rogue, 4=Academic): 1d4 ⇒ 1

A female Halfling Warrior, that's different :P


Ocean, feel free to elf it up. Mine was just happenstance.

I'll reroll....

Besides , a group with one elf is a curiosity....two might bring the witch hunters down on our heads.


(Human 1-50, Elf 51-60, Dwarf 61-70, Halfling 71-80): 1d80 ⇒ 8
Human....boring!!! :)

Career Class ( 1=Warrior, 2=Ranger, 3=Rogue, 4=Academic): 1d4 ⇒ 2 Ranger
Gender, ( Male 1-50,Female 51-100): 1d100 ⇒ 81

Movement: 1d3 + 2 ⇒ (1) + 2 = 3
Weapon SKill: 2d10 + 20 ⇒ (8, 6) + 20 = 34
Ballistic Skill: 2d10 + 20 ⇒ (10, 4) + 20 = 34
Strength: 1d3 + 1 ⇒ (3) + 1 = 4
Toughness: 1d3 + 1 ⇒ (2) + 1 = 3
Wounds: 3d3 + 4 ⇒ (3, 1, 2) + 4 = 10
Initative: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Dex: 2d10 + 20 ⇒ (1, 8) + 20 = 29
Leadership: 2d10 + 20 ⇒ (8, 10) + 20 = 38
Intelligence: 2d10 + 20 ⇒ (8, 6) + 20 = 34
Cool: 2d10 + 20 ⇒ (2, 8) + 20 = 30
Willpower: 2d10 + 20 ⇒ (5, 6) + 20 = 31
Fel: 2d10 + 20 ⇒ (2, 9) + 20 = 31

age: 6d6 ⇒ (6, 4, 2, 5, 3, 4) = 24
Fate: 1d3 + 2 ⇒ (3) + 2 = 5
Height: 1d10 ⇒ 1
RAnger skill: 1d100 ⇒ 13
Career: 1d100 ⇒ 93 Woodsman

Career: 1d100 ⇒ 52 Outrider


Male Human

@Spaz - two female elves could be interesting - don't reroll on my account.

I'm gonna stick with the elfin.


Male Human

Re: Skills - the rulebook says on page 16 that you roll a d4 modified by your Age (by Race). Is this correct - the wiki only mentions the modifier, but says noting about the die roll...?!?

Re: Age - what are the mechanical drawbacks from being Old as opposed to Young? Going to go with Young, just wanting to know.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Sorry gang - was a long shift today, with longer post shift paperwork.

OSW - No real mechanical advantage or disadvantage other than older characters may land more skills (+X skills), but also may lose their marbles a little in advanced age (-X skills)

Using Spaz's characters as an example - a 72 year old elf gains (+1 skill) as does his 24 year old Human. So both would have 1d4+1 skills to start with. Apart from that no "mechanical" score affects to age.

2 Elfs will turn head, but given a strong link between them it could work - we'll make it work if needbe lol :) Elves are essentially a race 'who've had their time" in the Old World. They still have that sense of awe and wonder about them, but with Chaos abroad, can also be seen a "fey tricksters and the like" by Sigmar fearing locals. Witch-Hunters will likely take an active interest in your motives and actions. That being said elves are very cool, and if you play up the aloof and cold nature of the race could make for a very interesting lot.

Must admit a 2 elves and a halfling - all female is making for a very different group than I envisaged. I would say that given an underlying plot within the campaign at least one human would make your GM's life easier ;S but I've put some feelers out and could be we have 1 or two more to join (so they may end up being the humans).

Bottom line we'll do plenty of building here before we roll out the PCs and commence the game. No rush from my side.

More than happy for everyone to roll up a few characters and see which really pop/fit your collective thinking.

Liberty's Edge

Male Historian/Curator

Are you still looking for players?? I would be interested if you are...probably looking to play a human or dwarf..


Whelp....hard choice here. Cool elf warrior maiden...or human woodsmen with exit to Druid.

BD, given the structure of the Enemy Within campaign, notwithstanding any deviations or embellishments from yourself, do you think there would be opportunity for a follower of the Old Faith to advance up the ranks?

There does seem to be quite a bit of extra curricular activities one would have to deal with.

But then again...outrider seems neat too!

LOL....

Liberty's Edge

Male Historian/Curator

M 1d3 + 2 ⇒ (1) + 2 = 3
WS 2d10 + 20 ⇒ (5, 4) + 20 = 29
BS 2d10 + 20 ⇒ (10, 8) + 20 = 38
S 1d3 + 1 ⇒ (3) + 1 = 4
T 1d3 + 1 ⇒ (3) + 1 = 4
W 1d3 + 4 ⇒ (1) + 4 = 5
I 2d10 + 20 ⇒ (8, 1) + 20 = 29
A 1
Dex 2d10 + 20 ⇒ (3, 5) + 20 = 28
Ld 2d10 + 20 ⇒ (3, 6) + 20 = 29
Int 2d10 + 20 ⇒ (8, 9) + 20 = 37
Cl 2d10 + 20 ⇒ (9, 4) + 20 = 33
WP 2d10 + 20 ⇒ (4, 5) + 20 = 29
Fel 2d10 + 20 ⇒ (8, 1) + 20 = 29

Racial Abilities
Humans
Speak: Old Worlder
Night Vision: None
Alignment: Neutral
Height: 5'4" + 10 = 10

Psychology: No special psychology rules
Fate: 1d3 + 2 ⇒ (2) + 2 = 4


Male Human

@Spaz - either sound pretty interesting - as I said I’m not precious about being the only elf. And my elf would definitely be allied with a Human Druidic type. Perhaps the natural/fey sorts are on the fence about Chaos, and are examining the empire to get a sense of which side to be on…I mean I’m definitely Good, just not so sure about Law.

@Albion - don’t forget BD said we can make a few and choose. And don’t worry, I’ll be nice even if you are a halfling…or…at the very least my character will. ;)


Oceanshieldwolf wrote:
@Albion - don’t forget BD said we can make a few and choose. And don’t worry, I’ll be nice even if you are a halfling…or…at the very least my character will. ;)

This is true. Want you all to have a degree of comfort in the concept and will allow us to create a more cohesive backstory ahead of the game commencing.

@Daniel: Welcome mate - always a place at the (virtual) table for you.

The Old Faith can be perceived as borderline heretical to some Sigmarites, and common folk will likely pay homage thru superstitions and holidays without knowing they originate from the Old Faith and old ways.

@Spaz: There is some Druidic presence later in the campaign, and no reason why I can't introduce elements earlier. A follower of the Old Faith would definitely be in tune with nature and the corrupting influence of Chaos upon the natural order of things - much like a Wood Elf would. If you went down the Druidic path then Woodsman - Druid - Druidic Priest would make for quite an interesting pathway...

Elves have long seen the threat of Chaos and combatted it, so any elf would also be acutely aware of the real threat to the current world - albeit one tempered with a whimsical aloofness that Elves can exhibited. However their gods (and race) precede Humanity so their would be a aligning of interests vs Chaos but from different standpoints/ethos.


Got it gents!

I will keep rolling when I am home tonight - bit lost in the process itself, but I guess it is all about following the steps, right? :D


Exactly mate - you can't go wrong ;)

Have added the link to my first Guide to... pamphlets for your collective consumption on the campaign page. It's on Nuln, the city we'll begin in, and complete 1, possibly 2 adventures before hitting the road or river and campaign proper.


Games Meister Black Dow wrote:
Oceanshieldwolf wrote:
@Albion - don’t forget BD said we can make a few and choose. And don’t worry, I’ll be nice even if you are a halfling…or…at the very least my character will. ;)
This is true. Want you all to have a degree of comfort in the concept and will allow us to create a more cohesive backstory ahead of the game commencing.

Understood.

Liberty's Edge

Male Historian/Curator

Continued

Age - 6d10 ⇒ (4, 7, 5, 6, 5, 10) = 37 (+2 Skills)

Career Class: Academic

Skills: 1d100 ⇒ 78 = Silent Move: Urban
1d100 ⇒ 92 = Very Resilient

Trappings: a suit of decent, lightweight clothes including soft shoes. A knife is carried, tucked in the belt, alongside a purse of 3d6 ⇒ (4, 1, 3) = 8 Gold Crowns.


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Male Human

Gonna find some time tomorrow (or tonight) to make some rolls. Looking forward to the randomity!


Rollin somethin' more.

Astrid, Female Halfling Warrior!

Movement: 1d2 + 2 ⇒ (2) + 2 = 4
Weapon Skill: 2d10 + 10 ⇒ (5, 2) + 10 = 17
Ballistic Skill: 2d10 + 20 ⇒ (5, 9) + 20 = 34
Strength: 1d3 ⇒ 1
Toughness: 1d3 ⇒ 3
Wounds: 1d3 + 3 ⇒ (1) + 3 = 4
Initiative: 2d10 + 40 ⇒ (5, 3) + 40 = 48
Dex: 2d10 + 30 ⇒ (8, 7) + 30 = 45
Leadership: 2d10 + 10 ⇒ (4, 10) + 10 = 24
Intelligence: 2d10 + 20 ⇒ (6, 2) + 20 = 28
Cool: 2d10 + 10 ⇒ (4, 8) + 10 = 22
Willpower: 2d10 + 30 ⇒ (4, 6) + 30 = 40
Fel: 2d10 + 30 ⇒ (1, 8) + 30 = 39

EDIT: Str 1, is that bad for a Warrior?


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Oceanshieldwolf wrote:
Gonna find some time tomorrow (or tonight) to make some rolls. Looking forward to the randomity!

Yesssss....embrace the Chaos of the Holy Randomizer!


Albion, The Eye wrote:

Rollin somethin' more.

Astrid, Female Halfling Warrior!

[dice=Movement]d2+2
[dice=Weapon Skill]2d10+10
[dice=Ballistic Skill]2d10+20
[dice=Strength]d3
[dice=Toughness]d3
[dice=Wounds]d3+3
[dice=Initiative]2d10+40
[dice=Dex]2d10+30
[dice=Leadership]2d10+10
[dice=Intelligence]2d10+20
[dice=Cool]2d10+10
[dice=Willpower]2d10+30
[dice=Fel]2d10+30

EDIT: Str 1, is that bad for a Warrior?

For a meatshield warrior... yes. But given you have 17 WS and 34 BS I'd say Astrid is the ranged weapon type ;) Of course depending on your profession both WS and S could get a boost so who knows.

Damage in WFRP: d6+STR+any weapon mods vs Target Toughness & Armour Points, so Astrid isn't going to damage the toughs of the Old World (unless she gets lucky as a 6 rolled meaning she could get additional damage die[s])


Male Human

Temenoa, Elfin Ranger

Movement: 1d3 + 2 ⇒ (2) + 2 = 4
Weapon Skill: 2d10 + 30 ⇒ (3, 6) + 30 = 39
Ballistic Skill: 2d10 + 20 ⇒ (8, 2) + 20 = 30
Strength: 1d3 + 1 ⇒ (1) + 1 = 2
Toughness: 1d3 + 1 ⇒ (1) + 1 = 2
Wounds: 1d3 + 3 ⇒ (3) + 3 = 6
Initiative: 2d10 + 50 ⇒ (2, 3) + 50 = 55
Dexterity: 2d10 + 30 ⇒ (2, 7) + 30 = 39
Leadership: 2d10 + 30 ⇒ (9, 4) + 30 = 43
Intelligence: 2d10 + 40 ⇒ (2, 3) + 40 = 45
Cool: 2d10 + 40 ⇒ (2, 7) + 40 = 49
Will Power: 2d10 + 30 ⇒ (3, 8) + 30 = 41
Fellowship: 2d10 + 30 ⇒ (8, 7) + 30 = 45

Language: Elthárin (Elvish)

Night Vision: 30 yards
Alignment: Good
Height 5'4" + 1d10 ⇒ 5 inches...

Age: 10d12 ⇒ (7, 5, 6, 9, 1, 3, 8, 2, 7, 5) = 53

So, only just got in as a Ranger. Fairly happy with that, only Initiative has me particularly worried...


Male Human

And for number of Skills, Temenoa has 1d4 +1 for age?

The rulebook says on p 16:

WFRPG wrote:
"All elves have Excellent Vision. If the character has two or more initial skills, the second will be one from Dance, Musicianship or Sing, with an equal chance of each. Any remaining skills should be diced randomly on the Skill Chart for the chosen Career Class."

Firstly: is this correct BD?

Secondly: who doesn't have "two or more initial skills" on a d4 +1?!?!


@OSW: You are correct on the 1d4+1 chief.

For an Elf in theory you could start as 40 year old which would mean you only have 1d4 starting skills so think the text references a lack of age modifier.

@All: Liking what I'm seeing thus far - some interesting profiles and possibilities :)


Male Human

Dance 1-2, Musicianship 3-4, Sing 5-6: 1d6 ⇒ 3


So I was looking at the elf roll bonuses, and they are just… Better? Or am I dreaming?


Male Human

I don’t think you’re imagining it. I imagine they are usually physically weaker and have less Fate?


@Albion: Yeah they are fundamentally better - hence why I put the additional Fate Point up for Humans. They are also viewed with far more suspicion than dwarves and halflings who are more integrated into the human-centric Empire.

There are some variant rules on Non-Humans such as giving all Elves Claustrophobia, but I'm not convinced - would rather trust you guys not to run with a band of elves lol.


Ok understood, just feels a bit arbitrary, right? Also, all 'demihuman' races have 30 yards nightvision, except halflings, who have 20. Is that also correct? I guess these disparities were kinda common in older systems though.

I am actually enjoying the idea of playing a halfling, but I am not inclined to play a comical interlude character who sometimes lands a hit with a sling because she used to hunt rabbits back in halfling-land. I want to play her as a fierce, grizzled warrior. If they poke her in a tavern, she gets in a brawl kind of thing.

So how are halflings seen in general? Are they like Athas halflings, Tolkien hobbits, or something in between like D&D4e ones?


Male Human

Yep, I agree that these older systems definitely didn’t mind odd disparities in power. Which was irritating back in the day as there was always “that guy” who chose the OP options in *every* system, every time.

I’m also not looking to have to rely on ranged combat all the time, so my low Strength is really annoying. Essentially an Elf has a Strength of 2-4. I have 2. I’m trying to think of this as less of an attribute and more of a modifier, like current PF2 in the Remaster has done away with attribute numbers and now just uses modifiers.

How big of a spread is the difference between 2 and 4? Will I be useless wielding a sword?


Male Human

Or to put it another way, is there another stat you can melee attack with - like Dex for finesse weapons or similar? Or does WS provide the melee accuracy and Str the damage output?


@Albion: They are more like Tolkien Hobbits as written, but again we'll forge this version of the Old World ourselves so I'm more than happy to have them a little more edgy. I've always favoured the itinerant vagabond type halflings - honest criminals if you will.

@OSW: Re: damage, so it would be d6+2STR+X (whatever bonus/penalty that weapon provides). So your STR 2 means you'll not as much damage, but again depending on Profession it may improve.

@All: Regards Melee combat - your Initiative [Int] will dictate when you attack, your Weapon Skill [WS] will dictate how well you attack and d6 + Strength [S] + (and any weapon mod) will govern how much damage you inflict.

When rolling damage if you get a straight 6, you roll the attack again and if successful add another (unmodified) d6 to the cumulative damage total.

Also there are a bunch of modifiers (charging/winning the previous round etc) that will also confer bonuses to your attack on a given round.

Weapon qualities also grant bonuses/penalties to Initiative, Weapon Skill or Damage:

A Rapier adds +20 Int, confers no bonus "to hit" and -1 penalty to damage.
A Halberd gives +10 Int (+20 vs Mounted Foes)*, -10 to hit (no penalty vs Mounted) but +2 damage.

There's also scope (and this will come up) where superior or "magic" weapons will be encountered that grant say an additional bonus initiative, to hit or to damage (or even all three!!). These won't be as prolific as a +1 sword or shield in D&D but they do exist and will pass through your collectively grubby paws during the campaign.


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Who you calling grubby? ;)

After much gnashing of teeth and pulling of hair....I've decided to flaunt the will of the universe and go with my second roll...the woodsman. Hard to pass up a chance at obtaining one of the very few magic using careers!


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

@Spazmodeus: Glad to hear it mate. Rest assured I'll include Old Faith threads into the campaign to keep that path interesting for you.


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Male Human

Thanks for the info BD. I’ll just roll…with it…as is. And will avoid rapiers…my Elf rogue in PF2 PbP game uses one and it drives me barmy…bloody stabby pointy thing….


Male Human

Any chance you’ll be including any…oh…I don’t know…Apocrypha Now! stuff? Asking for a friend.


75% chance to know secret signs: 1d100 ⇒ 67
number of skills: 1d4 + 1 ⇒ (1) + 1 = 2

already rolled astronomy, so another roll for other initial skill
1d100 ⇒ 23 Drive Cart...zoom zoom!

Liberty's Edge

Male Historian/Curator

OK...Do I need to roll my career?? Or do we get to choose one?

Let's see

1d100 ⇒ 63
1d100 ⇒ 69

ok...well they are both for scribe....should I try again??

1d100 ⇒ 53
1d100 ⇒ 32

Well either a herbalist or a pharmacist....I was hoping for something with some magic!!


Pretty sure BD said you can choose...

But, if you want to embrace the Chaos, you can take pharmacist and exit in to Apprentice Alchemist, which can exit into Alchemist, which can cast spells.

That's sort of the path I'm taking: Woodsman => Druid => Druid Priest! Hopefully, that is ! :)


Male Human
Spazmodeus wrote:

[dice=75% chance to know secret signs]1d100

[dice=number of skills]1d4+1

already rolled astronomy, so another roll for other initial skill
1d100 Drive Cart...zoom zoom!

What is that first “chance to know secret signs” roll for Spazmodeus? I don’t see anything about that in the rules?!? I feel like I’m missing something…


Some of the career skills have a percentage attached. I have a 75 % chance of having the Secret signs ( woodsman) skill.


Trappings

# of blankets: 1d3 ⇒ 3
# of coins: 3d6 ⇒ (1, 6, 6) = 13

Liberty's Edge

Male Historian/Curator

If I can choose, then I would like to take Hedge-Wizard.


Spazmodeus wrote:

Some of the career skills have a percentage attached. I have a 75 % chance of having the Secret signs ( woodsman) skill.

Careers will give you set skills and some (not all) provide an % chance of an additional related skill(s)

For instance Daniel's Herbalist gets the following...

Arcane Langauge - Druidic
Cure Disease
Heal Wounds
Herb Lore
Identify Plants
Read/Write
Secret Language - Classical
Secret Language - Guilder
25% Prepare Poisons

... while his Pharmacist starts with:

Chemistry
Cure Disease
Heal Wounds
Immunity to Poison
Manufacture Drugs
Prepare Poisons
Secret Language - Guilder

@Daniel: Hedge Wizards are a 2E Career - equivalent is the lowly Wizard's Apprentice, but it'll give you access to Petty Magic which I think is what you're looking for? As Spaz mentioned Pharmacist will also embark you on a career path that will grant you access to magic down the line.

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