warhammer d and d hack

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7/25/2019 warhammer d and d hack http://slidepdf.com/reader/full/warhammer-d-and-d-hack 1/36 Small But Vicious Dog (B/XWFRP hack), ver0! " o# !$ %&tro'uctio& Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witchhunters; a place where “Blather,  “!lee" and “#ime are legitimate skill choices; and where all material on the insidious threat of $haos is officially interchangeable between settings. Welcome %back& to the 'rim World of (erilous )dventure. Whisper it %that fanboys may not hear and descend as*uealing&, but for all the charm of its skewedfamiliar +th century milieu and the lurking horror of $haos, Warhammer Fantasy RolePlay  was little more than a modcop of classic Dungeons & Dragons. -es, our beloved W!( was yet another /fix 0102 fantasy heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of the system were lightly disguised 010 mechanics adapted to a rollunder d3 system + , and many setting elements not gleefully ripped off from 4olkien, 5eiber or #oorcock were already established 010 tropes by the time W!( was published. 6  But that7s ok. 8ndeed, that7s part of why all rightthinking people 9 Brits, 8talians and (oles especially 9 love W!(. 4o paraphrase a better man than 8: we took an )merican invention, soaked it in a witches7 brew of Bosch, 0urer and 0or, #ervyn (eake and 4om <harpe, Blackadder , The Young Ones, pints of bitter, cheap weed, Iron Maiden and The Damned , and then we played the hell out of it. )nd that2s what this illconsidered rules hack is about. -our humble author 9 a dirty little yahoo from a rainy, grimy, postimperial isle in the northern seas 9 decided to have a go at welding 010 and W!( together. Why= <o 8 could play games of W!(ish misery and despair with rules of B>?ish brevity, thus achieving personal gaming nirvana. 4his here resulting travesty is a @A3 pure game mechanics kitbash with minimal background material or context. 8 won2t even pretend 8 can prcis 6Aodd years of background material into 6 pages or so. 8f you want all that good stuff you should hunt out a copy of W!( itself; it is worth your time. 8 hope you enCoy my little love letter to DrealD W!( %the one that came complete in a single fat book&. But “8f you know a better hole, then go to it. Note: 4his is notforgain fanwork which re*uires access to both B>? 010 %either in the form of the original 4< games, or as 'oblinoid 'ames2 fine simulacrum a!yrinth ord & and W!( %+E or 6E& for full use and enCoyment. 8t is not intended as a replacement for either game, or as a challenge to any copyrights. A Note on Abbreviations #ost people reading this will know what all these acronyms mean, but Cust in case: F010 Friginal 0ungeons 1 0ragons %+@GHGG&, published by 4<. B>? #oldvay>#arsh>$ook 0ungeons 1 0ragons %+@I6&, published by 4<. BE$#8 #entJer 0ungeons 1 0ragons %+@I&, published by 4<. W!( Warhammer !antasy ole(lay %+@I&. eprinted by Kogshead (ublishing +@@L. W!( 6E Warhammer !antasy ole(lay %6AAL&. (ublished by 'W2s Black 8ndustries imprint. W!( E <ome boxed collectible diceandcard game that claims to be Warhammer !antasy ole(lay. Fh, how we laughed" (ublished by !antasy !light 'ames %6A+A&. d6A <0 4he d6A <ystem eference 0ocument %6AAA&, published by WiJards of the $oast. 55 5abyrinth 5ord, published by 'oblinoid 'ames. 55)E$ 5abyrinth 5ord )dvanced Edition $ompanion, published by 'oblinoid 'ames. Credits W!( created by #eisters Bambra, 0avis, 'allagher, Kalliwell and (riestley. B>? 010 created by #eisters 'ygax, )rneson, #oldvay, #arsh and $ook. <BM0 from the pen of $hris Kogan, a lowly inkstained wretch. (roofreading by Nelvin 'reen. (laytesting by O4B$P +  <aid system being a heavily une*uest>$all of $thulhuinfluenced elaboration of the one prototyped in 'ames Workshop2s +@IL "udge Dredd RP#. 6  Even the people who wrote Warhammer novels in the early +@@As were *uite clear on the derivative nature of the W!( world. <ee, for example, <teven Baxter2s 6AA6 retrospective article “!reedom in an Fwned World: Warhammer !iction and the 8nterJone 'eneration.

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Page 1: warhammer d and d hack

7/25/2019 warhammer d and d hack

http://slidepdf.com/reader/full/warhammer-d-and-d-hack 1/36

Small But Vicious Dog (B/XWFRP hack), ver0!

" o# !$

%&tro'uctio&

Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small butvicious. Welcome to a world of bawds, grave robbers, excisemen and witchhunters; a place where “Blather,

 “!lee" and “#ime are legitimate skill choices; and where all material on the insidious threat of $haos isofficially interchangeable between settings.

Welcome %back& to the 'rim World of (erilous )dventure.

Whisper it %that fanboys may not hear and descend as*uealing&, but for all the charm of its skewedfamiliar+th century milieu and the lurking horror of $haos, Warhammer Fantasy RolePlay  was little more than amodcop of classic Dungeons & Dragons. -es, our beloved W!( was yet another /fix 0102 fantasyheartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks ofthe system were lightly disguised 010 mechanics adapted to a rollunder d3 system+, and many settingelements not gleefully ripped off from 4olkien, 5eiber or #oorcock were already established 010 tropes by thetime W!( was published.6 

But that7s ok. 8ndeed, that7s part of why all rightthinking people 9 Brits, 8talians and (oles especially 9 loveW!(. 4o paraphrase a better man than 8: we took an )merican invention, soaked it in a witches7 brew ofBosch, 0urer and 0or, #ervyn (eake and 4om <harpe, Blackadder , The Young Ones, pints of bitter, cheapweed, Iron Maiden and The Damned , and then we played the hell out of it.

)nd that2s what this illconsidered rules hack is about. -our humble author 9 a dirty little yahoo from a rainy,

grimy, postimperial isle in the northern seas 9 decided to have a go at welding 010 and W!( together. Why=<o 8 could play games of W!(ish misery and despair with rules of B>?ish brevity, thus achieving personalgaming nirvana. 4his here resulting travesty is a @A3 pure game mechanics kitbash with minimal backgroundmaterial or context. 8 won2t even pretend 8 can prcis 6Aodd years of background material into 6 pages orso. 8f you want all that good stuff you should hunt out a copy of W!( itself; it is worth your time.

8 hope you enCoy my little love letter to DrealD W!( %the one that came complete in a single fat book&. But “8fyou know a better hole, then go to it.

Note: 4his is notforgain fanwork which re*uires access to both B>? 010 %either in the form of the original4< games, or as 'oblinoid 'ames2 fine simulacrum a!yrinth ord & and W!( %+E or 6E& for full use andenCoyment. 8t is not intended as a replacement for either game, or as a challenge to any copyrights.

A Note on Abbreviations#ost people reading this will know what all these acronyms mean, but Cust in case:

F010 Friginal 0ungeons 1 0ragons %+@GHGG&, published by 4<.B>? #oldvay>#arsh>$ook 0ungeons 1 0ragons %+@I6&, published by 4<.BE$#8 #entJer 0ungeons 1 0ragons %+@I&, published by 4<.

W!( Warhammer !antasy ole(lay %+@I&. eprinted by Kogshead (ublishing +@@L.W!( 6E Warhammer !antasy ole(lay %6AAL&. (ublished by 'W2s Black 8ndustries imprint.W!( E <ome boxed collectible diceandcard game that claims to be Warhammer !antasy ole(lay.

Fh, how we laughed" (ublished by !antasy !light 'ames %6A+A&.

d6A <0 4he d6A <ystem eference 0ocument %6AAA&, published by WiJards of the $oast.55 5abyrinth 5ord, published by 'oblinoid 'ames.55)E$ 5abyrinth 5ord )dvanced Edition $ompanion, published by 'oblinoid 'ames.

CreditsW!( created by #eisters Bambra, 0avis, 'allagher, Kalliwell and (riestley.B>? 010 created by #eisters 'ygax, )rneson, #oldvay, #arsh and $ook.

<BM0 from the pen of $hris Kogan, a lowly inkstained wretch. (roofreading by Nelvin 'reen.(laytesting by O4B$P

+ <aid system being a heavily une*uest>$all of $thulhuinfluenced elaboration of the one prototyped in 'amesWorkshop2s +@IL "udge Dredd RP#.

6 Even the people who wrote Warhammer novels in the early +@@As were *uite clear on the derivative nature ofthe W!( world. <ee, for example, <teven Baxter2s 6AA6 retrospective article “!reedom in an Fwned World:Warhammer !iction and the 8nterJone 'eneration.

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Small But Vicious Dog (B/XWFRP hack), ver0!

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 *ilit+ Scores

) character2s (rimary )bility <cores are Movement, Strength, Toughness, Agility, Intelligence, Willpower and Fellowship. 82m sure anyone familiar with B>? and W!( will be able to work out what2s whatQ

#ovement %#v& R B>? speed in feet>turn divided by A. Why the changeforthesakeofit= Because a singledigit #ovement score %#v H, #v, etc& is +& more W!(ish, and 6& much simpler than fiddling about with “somany tens of feet per round.

Fther )bility <cores are generated d! in order, for such is the way of righteousness %although see “5aughterof 0ark 'ods rule below&.

"rimary "ro#ile

Mv Str Tgh Ag Int Wil Fel

)bility <core #odifiers, and use in play, are per B>? unless indicated otherwise.

Ability Modi#ier A##ects Score $eneral Mod Init or %eaction<tr W<, melee damage 64gh Wounds per die HL 6 +

)g )$, B<, 8nitiative I + +8nt )dditional languages @+6 A AWil <ave modifier vs. magic ++L S+ S+!el To.U of retainers, their morale, ++G S6 S+

T($ reactions +I S S6

) character2s <econdary <cores are other gamerelevant numbers. 4hese are a bit of a mishmash in thatsome are randomly generated, while others are either fixed, or accumulate>decrease over time. 4hese are:

Secondary "ro#ile

WS &S Att W Mag I" F"

Weapon S'ill  %melee attack bonus& <ee $ombat, pp++G&ow S'ill  %ranged attack bonus& <ee $ombat, pp++GAttac's  %per round, generally +& <ee $ombat, pp++GWounds  %a.k.a. hit points& <ee aces and “$areers, ppMagic  %max U of casting dice& <ee #agic, pp+@6AInsanity "oints <ee 8nsanity, p+HFate "oints <ee !ate (oints, pG

) character2s <aving 4hrows are determined by their class and level, as normal for B>? 010.

Saving Throws

(eath "etri#y &reath  (evice Spell

(eath also poison, disease, drug addiction, suffocation and drowning, etc."etri#y also paralysis, polymorph, sleep, entanglement, terror .&reath also adverse weather, avalanches and suchlike natural $orce ma%eure.(evice wand, rod, stave, trap, explosion, falling into heavy machinery, etc.Spell also nonmagical $ear  effects.

)aughter o# (ar' $ods)t character generation a player may replace one 9 and only one 9 d )bility <core that makes them sad witha +A. (layers who do this may be freely mocked as soft, gurly and sorely lacking in moral fibre.

4rue followers of the W!( Way may instead replace their highest  rolled (rimary (rofile ability score with a +A.

4his latter choice earns kudos for being “4otally W!(" and, at the '#2s option, gains the character anadditional d !ate (oints.

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Small But Vicious Dog (B/XWFRP hack), ver0!

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Races

$hoice of playable races is one area where <BM0 %and all its source material before it& show a notable debt tothat erudite IAAlb gorilla of 6Ath century fantasy, V...4olkien. Kumans are the vast maCority in <BM0, withnonhumans being the designated butts of both superstitious preCudice and a blatantly unfair tax regime.

4hose who elect to play a nonhuman don7t get the unalloyed Coy of rolling for a career; instead they play aprofessional stereotype straight from $entral $asting. se the demihuman races of B>? as written.

(war# *+,- per party.Wounds: ISdI>lvl )ttack as: !ighter <ave as: 0warf5ikes: gold, Cewels, honour, combs.(referred #F: axe to the knees, or overcomplicated deathmachines %“(ull the lever"&4rappings: scruffy clothes, chainmail, hammer or axe, tankard, lantern, helmet. Kuge beard, dour mien.

)ll dwarves are beersoaked beards on legs who stop mining only to fight, drink heavily and>or sing aboutmining. 4hey consider everything they say and do to be << BXTX and nurse a grudge like a Bretonniannurtures a fine vintage wine. )ll perceived similarities between 0warves and -orkshiremen are coincidental.

4here2s a +A3 chance that any dwarf character created is a 4roll <layer, a kamikaJe nopants dwarf with a bigorange mohawk, prison tats, a twohanded axe and a burning desire to rage*uit life as violently as possible.

/l# *+,0 per party.Wounds: Sd>lvl )ttack as: !ighter <ave as: Elf5ikes: wine, art, singing, anything you haven2t heard of.(referred #F: peppering with arrows, then singing beautiful songs about same.4rappings: fine clothing, lute or lyre, bow and arrows, sword, smug expression.

)ll elves are metrosexual minstrels and archers who fly into fey rages when provoked. 4he elven ability to loseit in spectacularly violent fashion has been clocked at “Tought to !eanor in H.6 seconds. #ost ($ elves arefilthy treehugging pseudo$eltic Wood Elves, although the <ea Elves who hang out in coastal cities seem to bea kind of Elven gap year backpacker. To one2s *uite sure what the mohawked, spandexwearing paramilitaryiverdance troupe known as Wardancers are supposed to be, apart from !)B5F<"

umour has it that the Elven homelands are contested in an endless war between two mighty and ancientfactions: the loucheandarty vs. the darkerandedgier. 4he origin of their interminable strife is unknown,

although it probably began as a spat over the relative aesthetic merits of art nouveau and gothic revival styles.Elves of these factions are far too in love with themselves to do anything so dclass as adventuring for gain.

Elves use the <BM0 casting system as wiJards of their level.

1al#ling *any number.Wounds: Sd>lvl )ttack as: 4hief <ave as: 0warf5ikes: food, drink, food, sex, food, stealing, food, gardening, food and food.(referred #F: poison, or prisonyard shanking.4rappings: hardwearing clothes, skillet, recipe book, concealed shiv, Covial manner.

)ll halflings are smellyfooted, opportunistic little food tubes on the make. 4hey are not to be trusted: don2trely on their word, don2t eat their pies of dubious provenance, and neer  let them get their hands on your ring.Kalflings emerged from the distant East to infest a formerly pleasant area called 4he #ootland; this schmaltJsoaked domain is now a terrible warning about what happens when the more touristy parts of rural Bavaria are

invaded and occupied by the 5ollipop 'uild.

Kalflings do not have any sort of wacky #ohawkwearing subculture, for which we are all eternally thankful.

1uman *any number.Wounds: S%varies& )ttack as: Alevel !ighter <ave as: Alevel human5ikes: money, killing.(referred #F: varies wildly.4rappings: by $lass and (rofession.

)ll humans are cynical, vicious, and have a laserfocus on their own selfinterest. 4hose not prone to absurdsuperstition are usually in thrall to pernicious ideologies or religious mania. Kumans can be found all over theplace, stuffed tendeep in s*ualid firetrap cities or cluttering up the rural landscape with their farms, mines,castles, temples, laJarhouses and hospitals. 4hey even take to the seas, forever seeking new and distant

markets in which to display their hardwon skills in larceny, fraud and murder.

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Small But Vicious Dog (B/XWFRP hack), ver0!

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-lasses a&' -areers

)ll playable characters in <BM0 are levels + in B>? 010 terms. 4he grubby, vicious world of <BM0 is a placeof minor triumphs against a background of misery, s*ualor and suffering. 8t thus has very little in common withthe monsterriding, daemonpunching antics of W!B or highlevel 010. Baldrick don2t ride no dragon"

Class and Career Selection 2verview+. 8f playing a human pick %or roll& your class and note the basic package of goodies on your sheet.

6. oll your starting K0 and note your attack and save progressions %derived from the B>? originals&.. oll your occupation, adding your career skill and distinctive trappings %stereotypical item, you know, like

white coat R scientist, stethoscope R doctor, warrant card R cop>agent, etc.& to your sheet.H. Tote your starting cash: d '$. To exceptions.L. <cheme, rob and kill your way to fortune and glory without succumbing to poison, disease, madness,

horrible accident, witchhunt, banditry, massacre by beastmen, the machinations of $haosQ

Classes4here are four broad classes in <BM0. 4hese are:

0d0+ Class "lace in $reat Chain o# &eing Totem 3$reat 4oung 2ne5+ )cademic 4he learned in lore Teil

6 anger Kardbitten, gimleteyed rustics #ikeHG ogue 4he turbulent urban proletariat ickI+A Warrior Micious armed thugs Myvyan

Each class encompasses +L or so specific occupations, known as careers, which indicate what the character didbefore he fell into the highstakes live of a wandering adventurer. (layers may choose their class but the hairychested and manly W!( way is to generate both class and career randomly.

Academic “Qcan it be true= 4hat 8 hold here in my mortal hand, a nugget of purest green=

Wounds: dH )ttack as: $leric <ave as: WiJardBasic e*uipment: set of decent clothing, academic robes, knife or stave.5ikes: knowledge, comfort, being cited.(referred #F: killing without getting their hands dirty %magic or vile concoctions&.

)ll )cademic ($s gain casting dice %see #agic, p??& as they advance in level. -es, there are lots of noncaster

)cademics in the W!( world, but we really don2t care about them. 4he simple fact is that a noncaster scholaror artisan has the survival chances of a snowflake in Kell. <ure, if you want to play one, knock yourself out andtry to die usefully. Elsewise, academic R caster in <BM0.

)cademics don2t wear armour and have little, if any, experience wielding weapons. 4hey generally only usesmall, light weapons %knives, clubs, staves& and that *uite poorly.

Esoteric Nnowledge: )cademics can make an 8nt test to remember obscure lore related to their profession.

)cademic )dvancement?( Wounds $asting 0ice

+ A S+dH +6 6,AAA S6dH + H,AAA SdH 6

0d-+ Career S'ill Trapping

+ )lchemist )pp. Brew alchemicals +d books on alchemy6 )rtisan7s )pp. 4rade skill 4ools of trade 0ruid 8dentify (lants <ickleknife, holy symbolH Engineer Engineering KammerSchisels, surveying toolsL Exciseman <upernumerate )bacus Kerbalist Kerb 5ore (estle and mortarG Kypnotist Kypnotise (endulum

I+A 8nitiate (riest 4heology obes and holy symbol++ (harmacist #anufacture drugs +d glass Cars filled with oddness+6 (hysician7s )pp. 4reat inCuries <urgical tools, Car of leeches+ <cribe ead language 8nk, *uills and paper+H <eer 0ivination 0ivining gear

+L+ <tudent ead language +d scholarly books+G 4rader Kaggle <tock in trade

+I6A WiJard7s )pp. <croll 5ore #anual of spellcraft

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Small But Vicious Dog (B/XWFRP hack), ver0!

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%anger “Bastards" 8 hate them, with their long tails and their stupid twitchy noses" DgunfireD “<*ueak DthudD

Wounds: d )ttack as: !ighter <ave as: 4hiefBasic e*uipment: hardwearing clothes, hand weapon, leather Cack, pack with bedroll, cutlery, etc.5ikes: forests, roads, long walks in the country.(referred #F: shooting people with missile weapons and retiring into the shadows.

angers can wear leather or chain armours and use any onehanded or missile weapon.

<urvival: angers are able to increase the amount of food garnered by foraging>hunting amounts in the wildand know enough to avoid doing stupid things like eating the red mushrooms with white spots.

anger )dvancement?( Wounds B<

+ A S+d S+6 6,AAA S6d S6 H,AAA Sd S

0d-+ Career S'ill Trapping+ Boatman iver 5ore Far, pipe, knitted cap

6 Bounty Kunter !ollow 4rail Tet, manaclesH $oachman 0rive cart $oach horn, whipL !isherman <ailing !ishgutting knife, waterproofs 'amekeeper $oncealment, ural #antrapG Kerdsman $harm animal <ling, pan pipes

I@ Kunter !ollow trail Bow, furry hat+A #uleskinner )nimal care Broadbrimmed hat, whip++ Futrider #ove <ilent, ural Korse, crossbow+6 (ilot Frientation 6 lanterns+ (rospector #etallurgy (an, pick and shovel

+H+L at $atcher esist disease )nimal traps, small but vicious dog+ unner !lee" unning shoes, headband+G 4ollNeeper Evaluate $rossbow

+I+@ 4rapper <et 4rap +dH animal traps, fur hat6A Woodsman 8dentify plants Woodmans axe

%ogue “'ood evening 0uke, and the lovely #iss $heapside. -our cash bags please.

Wounds: d )ttack as: 4hief <ave as: 4hiefBasic e*uipment: scruffy clothes, knives galore, wellconcealed purse, leather Cack.5ikes: stealing, money, getting one over on the lordships.(referred #F: leaving unexplained knives protruding from the backs of their enemies.

ogues generally wear street clothes or leather armour and can use any onehanded or missile weapon.

<neak )ttack: 4reat as backstab attempts according to the B>? rules.

ogue )dvancement?( Wounds <neak )ttack

+ A S+d x66 6,AAA S6d x6 H,AAA Sd x6

0d-+ Career S'ill Trapping+ )gitator (ublic <peaking 6d+A inflammatory leaflets6 Bawd Bribery (imp hat Beggar $oncealment, rban Begging bowl, crutchH Entertainer (erform 4ools of trade

L !ootpad <trike to <tun #ask, blackCack or garrotteG 'ambler 'amble $ards %marked&, dice %loaded&I 'rave obber <ilent move, ural <pade, large sack@ Vailer esist poison $lub, ring of keys, fleas+A #instrel (erform 5ute or mandolin, flashy clothes

+++6 (eddler Kaggle <tock in trade+ aconteur Blather !ancy clothes, outrageous hat

+H+L ustler #ove silent, ural 5antern, lasso++G <muggler #ove silent, or $art or row boat

+I+@ 4hief #ove silent, rban <wag bag, hooks and rakes6A 4omb obber <pot trap $rowbar, lantern, sack

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Warrior “<words" What do you think this is, the #iddle )ges= Fnly girls fight with swords these days. <tand by yourgun, sir"

Wounds: dI )ttack as: !ighter <ave as: !ighterBasic e*uipment: sturdy clothing, hand weapon, leather CackShelmet, pack with bedroll, cutlery, etc.5ikes: fighting, looting, rapine.(referred #F: smashing you in the face Qhard Qrepeatedly.

Warriors can wear any type of armour and use any weapon they encounter.

$ombat )bility: Warriors are able to use any weapon they pick up with minimal practice.

Warrior )dvancement?( Wounds W<

+ A S+dI S+6 6,AAA S6dI S6 H,AAA SdI S

0d-+ Career S'ill Trapping+ Bodyguard <treet !ighting Nnuckle dusters

6 5abourer <cale sheer surface (acked lunch, flask of teaHL #arine 0odge blow 'rappling hook, chainmailI #ercenary <trike mighty blow Bow or crossbow, chainmail@+A #ilitiaman 0odge blow <pear, shield++ Toble Eti*uette $ostly clothes, horse, dH hangerson+6 Futlaw $oncealment, ural Bow, bandanna+ (it !ighter 0isarm Wacky arena weapon combo+H (rotagonist <trike to inCure Korse, chainmail, attitude+L <ailor <ailing Boat hook, bottle of rotgut

++G <ervant 0odge blow 5ivery, stolen trinkets+I <*uire )nimal care 5ivery, pony, cleaning kit

+@6A Watchman <trike to stun 5antern on pole, hourglass

Advanced Careers “Q8 fail to see why a common thief should be idoliJed Cust because he has ahorse between his legs.

What2s that= -ou don2t like being a saltoftheearth peddler or doughtyratcatcher. -ou want to play a Warrior (riest, or a magus of the $olleges of<orcery, or a Nnight of the White Wolf, or a 0warven 'iant <layer= FN. $rawlyour way up to around I,AAAxp without dying horribly in a ditch, and we2ll talk.What= To" Tot about you taking 54 advanced careers, but about yourfailure to enter fully into the correct W!(ish mindset: Coy through adversity.

Voking aside, even the most advanced careers in W!( are about on a par withmidlevel 010 characters. 4hey2re substantially harder to kill than !ritJ in thestreet, but most of that difference in survivability stems from training,e*uipment and, above all else, player s'ill.

8f sufficient interest is ever expressed your humble scribe may one day reCigthe experience and advancement re*uirements, addressing the subCect ofadvanced careers %and all the headaches that go with them 9 like arcane lores,

skill mastery, mass combat and leadership, etc.& in a hypothetical “<mall ButReally  Micious 0og.

Ftherwise, it2s all about the travails and torments of the little guy.

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Resolutio&

)lthough the skill test system was among the glories of W!( 8 don2t think 010 is much enhanced by hundredsof skills; too prescriptive for me. <o, in the name of simplicity:

$areer <kill > “8 grew up doing this R )bility check vs. )bility <coreToncareer <kill > “8 know what 82m doingQkind of R )bility check vs. Y )bility <core4otal #ysteryD > “8 saw this done once R )bility check, succeeds only on a +

D 4hings entirely outside a character2s ken: the mysterious workings of magic to a guttersnipe, the subtleties ofcourtly eti*uette to a labourer, the nuances of armed combat to a deskbound scribe, etc.

nless indicated otherwise all mechanical task resolution in <BM0 is per the rules laid out in B>? 010. ExistingB>? dungeoneering skills %checking for traps, barging open doors, sneaking about and the like& can either beretained as written or treated as “vs. )bility checks, as the '# prefers. 8f the latter option is used demihuman racial abilities are treated as $areer skills tested against a relevant )bility <core.

-es, this /treat as career skill2 handwave does skew the probabilities given in the B>? rules. )s written it makescharacters marginally more competent than in either of the base systems from which <BM0 is derived. 

The $ods 1ate 4ou68n keeping with the /failure is the expected outcome2 ethos of W!( the '# is encouraged to arbitrarily slappenalties onto any die roll or target number as he sees fit. 8 suggest S>+d in whichever direction is against

the best interests of the players. 4his should serve to convey the unfairness and perversity of a world wherethe presiding gods of law are #urphy and <turgeon. 4he exact reason why these “<F T!)8" modifiers applyis left to the limitless imagination and ex*uisite good taste of the '#.

Ability Chec' or Saving Throw7#y personal rule of thumb for <BM0 is to use )bility $hecks to adCudicate actions initiated by a character and toresort to <aving 4hrows when characters are on the receiving end of something. -eah, the /roll over2 nature ofplayer initiated actions in combat does confuse the issue slightly, but in my experience players seem to have noproblem remembering whether more or less is better if things are in their interests.

Fate Poi&ts

4hese represent the favour of the gods, or, more likely, the unwillingness of the gods to let you die until youhave suffered further for their entertainment. Expenditure of a !ate (oint allows a player character to avoid

otherwise inevitable death %or horrific permanent inCury&. What happens instead of death or maiming is entirelyup to the '#, although the words /frying pan2 and /fire2 should be meditated upon.

Kuman characters start with !ate (oints.0warves and Kalflings start with 6 !ate (oints.Elves, being frontloaded and cheesy beyond belief, start with + !ate (oint.

!ate (oints are lost forever once spent. Tew !ate (oints can only be gained either by achieving greater skilland renown %a.k.a. levelling up& or through spectacular heroic endeavours %a.k.a. '# fiat&. Which meansthey2re pretty much an irreplaceable wasting asset in <BM0.

12erie&ce 3 'va&ceme&t

Experience in <BM0 is awarded for killing dudes and taking their stuff. 4here2s none of this nambypamby

experience for “achieving obCectives or “good roleplaying. 4hose things are e'(ected elements o$ (lay ,means to the true end of adventuring: riches, glory, and the bloody downfall of one2s enemies.

$haracters earn experience by:

#aking money through theft or looting + xp per + '$Nilling members of player races 6Lxp>K0Nilling monsters LAxp>K0 S LAxp per special ability

Suc'ing )essFn advancing in level a player may select either by +d roll %Winning"& or careful consideration %Weak"& oned )bility <core on his character2s primary profile. With all due reCoicing and thankful sacrifices, he may thenraise that score by one %to a maximum of +I&. Ke also gains + !ate (oint free and clear.

 ) typical unmodified adventuring check for a level + character in B>? 010, or for a first career character inW!(, would have ZL3 chance of success if a career skill, Z+G3 if not. <ystem synchronicity strikes again"$hances of success in <BM0 are all over the shop, largely by design.

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Small But Vicious Dog (B/XWFRP hack), ver0!

4 o# !$

Social Status

4he world of <BM0 is hopelessly casteridden. 4he law is entirely weighted in favour of the rich and well bred%)s well it should be" Fnly a fool writes laws against his own interests&, as are tax codes, military obligationsand even social mores. 8n civilised parts of the world it7s still considered perfectly acceptable 9 among thosewho can afford them 9 to roger the serving girls and viciously horsewhip insolent underlings.H 

$limbing to the top over a heap of looted bodies doesn2t Cust advance personal power; it also advances your

place in society. 8nstead of representing vast disparities in clout and authority with higher character levels,here2s a fix inspired by the hilarious and underrated #)RP* #o!lins sourcebook.L  4hese rules are entirelyoptional, and supersede 4he 'ods Kate -ou" %see esolution, pG& where appropriate.

<ocial position affects all dice rolls made directly against a particular character. Kit rolls, )bility <core checks,<aving 4hrows; they2re all  affected by the modifier given on the table below. <imilar modifiers cancel out: thelowly batter one another on roughly even terms, as do the rich and powerful.

4our "osition What 4our 8ind (o For a )iving Mod9Kighborn 4itled toffs, merchant princes, emissaries, etc. S(illars of <ociety Burghers, guild notables, $ollegiate wiJards, etc. S6espectable 4ypes 5awyers, physicians, priests, engineers, etc. S+(eople of the #iddling <ort )pothecaries, initiates, roadwardens, etc. SAKumble !olk <cribes, militia, peddlers, bounty hunters, etc. 64he 5owly Koi (olloi (oorbuthonest farmers, ratcatchers, day labourers, etc. H

4he Mile nderclass 4hieves, gypsies, corpse pickers and similar.

Exactly how and why this works the way it does is something of a mystery: the consensus is that it2s ratherdifficult to beat the crap out of someone while you7re malnourished and>or busy doffing your cap. Either way,this rule prevents some dirty oiks with rusty knives and a plan from opportunistically assassinating the Naiser.

<o, for example, if einhard the atcatcher decides to take his ratting shovel to Kans von <chnitJelgruber,'rand 0uke of BurgdorfKossenpfeffer, he2s laying himself open to a world of hurt. 4hanks to poor diet and acrippling inferiority complex all einhard2s rolls against the 0uke will be at 9H; all Kis 'race2s rolls againstghastly little plebian einhard will be at S" By contrast, if <tinking )ggie the (uregrubber, doyenne of the Milenderclass, decides to shiv einhard for his hardearned loot she2ll suffer a net 6 to all rolls %H being, yep,6&. einhard will suffer no penalties beyond those that the '# in his mercy and wisdom sees fit to inflict.

I am 1uge o# Moustache9 4ou Must 2bey6When a character is able to pull rank by virtue of position he may elect to use social clout in lieu of !ellowship.

(eople might not respect the man, but they do respect the office. 5ikewise lowly characters attempting towheedle their betters must use the lo+er  of their social standing or !ellowship in reaction rolls.

(ull ank %high status vs. lower& R best of !el mod. ZorZ <ocial <tanding mod.4oadying %low status vs. higher& R worst of !el mod. ZorZ o#  <ocial <tanding mod.

4our Ways Are Strange And I Moc' Them; "uny Wea'y Manelative status has no effect whatsoever on creatures that don2t respect social niceties. 'rumblefimwanger the'iant doesn2t care if you2re a big noise socially: to him you2re Cust another uppity runt to be trampled. Tor area gang of rampaging Beastmen likely to be awed into submission by your cultivated cutglass accent andex*uisitely fashionable garb. <uchlike nonhuman yahoos must be taught respect the old fashioned way: coldsteel, hot lead and arcane fire.

$aining and )osing Status)ll +st level characters start out in the hoi polloi %H&, rising in position through graft, backstabbing and lowcunning. )n adventurer claws his way into the ranks of the Kumble !olk %6& at level 6, and may pass as

) (erson of the #iddling <ort %SA& at level . 4his /gentrification2 only applies if the character comports himselfin a befitting manner; if he dresses and acts like a common thug, he will be treated as one.

)dventurers may climb further in status through conspicuous consumption, politic toadying, bribery, largesseand charitable donations, but this is all considered tres noueau. eal class, like good furniture, is inherited.

$haracters of any standing can fall into the Mile nderclass by acting in a despicable manner. 4he usual routesto infamy are +& committing detected crime against people who actually matter, or 6& engaging in certain

 /untouchable2 trades. ecovery of lost caste if possible at all should be a long and torturous affair.

H Where 7insolent7 R 7coughed in my presence7 or 7had the temerity to look me in the eye7.

L WFRP  and #)RP* #o!lins are nearperfect matches in tone and attitude. 82d go so far as to call 'oblins theW!( urban caper sourcebook that never was.

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Small But Vicious Dog (B/XWFRP hack), ver0!

5 o# !$

Ps+cholog+

4here are several psychological states which are so fre*uentlyencountered a part of life in <BM0 that theyhave their own rules %suffice it to say /happiness2 and /contentment2 are not among them&. <timuli as varied asinsanity, drugs, or a nasty fright may cause these outbursts of atypical behaviour, which generally last dHrounds, or until the inspiring obCect is no longer visible %'#2s discretion&.

<ome psychological states are mutually exclusive %stu(idity  and most others&, while others are synergistic in

effect %hatred  and $ren,y , for example&. !ollow the W!( guidelines, or apply common sense %as preferred&.

)ggro <ome people Cust don2t play well with others and will cheerfully turn on their own side if they cansee both an opportunity and clear advantage in doing so. atmen, goblins and orcs are infamouslyprone to treacherous infighting.

Katred Katred is aroused by a particular stimulus, usually someone you really, really don2t like. 0warveshate orcs and goblins; various factions of elves hate one another; daemons of rage hate eeryone %and their little dog too&.

!renJy <ome states of aggressive excitement can be so powerful they impair the urge to selfpreservation.4hese can be induced by drugs, religious mania, insanity, or through martial disciplines.

<tupidity 4here2s mildly confuJJled, and then there2s trollgrade stoopid. ) character affected by stupidity isunable to sustain a train of thought without outside assistance. $oncussion and intoxication have a

remarkably similar effect to innate stupidity.

!ear Kowever brave and hardbitten someone is, there are some things that are Cust downright scary.) pack of charging minotaurs, for example, is nothing to be sniffed at.

4error <ome things out there are more than Cust scary; they are pants wetting terrifying. ) character thatlays eyes on such a sanityblasting horror must save vs. paralysis to avoid letting the side down inan undignified and histrionic manner.

Mental State Save<Chec' /##ect i# passed /##ect i# #ailed)ggro #orale check To effect 4urn on allies unless already in melee.Katred Will check $haracter gains S6 bonus to

morale, to saves vs.fear>terror, and to melee hit

rolls against hated enemy.

0islike is evident, but the character draws noespecial benefit from the animus he bears.

!renJy Will check $haracter remains calm. $haracter goes utterly berserk. #ust movetowards the obCect of outrage and destroy it ifat all possible. #orale R +6, unaffected by!ear, treats 4error as if it were !ear, allattacks are furious attacks %see $ombat, p+&.

<tupidity 8nt check $haracter copes with themyriad distractions andcomplexities of life.

$haracter initiates no meaningful action, beinginstead distracted by something extraneous%and probably shiny&. Ke is treated as beingunder the effect of a hold (erson spell but willlash out if goaded or attacked.

!ear vs. spell $haracter masters his fear.4his timeQ

$haracter refuses to move towards or attackthe fearcausing obCect unless and until itattacks him. Ke suffers a 9+ penalty to allattack rolls, saving throws and ability checksfor dH rounds %as scare spell effect, 55)E$&.

4error vs. paralysis 4reat as failed !ear test%above&

$haracter gains one 8nsanity (oint. Kescreams like a sissy girl and legs it %ifpossible& or else curls into a helpless catatonicball. 4his state of terror lasts for dH rounds.

"sychology: Ability Chec' or Saving Throw7 “Why do 8 check for frenJy, but save vs. terror= 'ood *uestion. 4his refers back to “)bility $heck or <aving4hrow= %see esolution, pG&.

• Katred, frenJy and stupidity are functions of a character2s internal mindset; hence )bility $hecks.• !ear and 4error are %generally& conditions inflicted by external stimuli; hence <aving 4hrows.• )ggro only  affects T($ creatures. Fne way to determine what monsters are going to do in a binary

->T outcome is by checking their #orale. 4he better a creature2s morale, the better it can keep itsdesire to frag the boss in check.

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Small But Vicious Dog (B/XWFRP hack), ver0!

"0 o# !$

Poiso&s

<ometimes the *uickest way to take someone out of the picture is to dose him with something nasty. (oison isa pretty effective and definitive statement of disapprobation, but its use has harsh penalties %both socially andin law&: no one likes a poisoner.

4he world is full of poisonous things, from serpents to mushrooms to mineral compounds. #ost animal venomskill within seconds of inCection, plant and fungal toxins within +d hours of consumption, while mineral toxins

may be fatal immediately or cumulatively. 4ileans have spent centuries researching ever more subtle poisons,some of which only take effect in the presence %or absence& of other chemicals.

#ost poisons kill or render incapable. <ave vs. poison>death or suffer listed effect. ) successful save inflictsthe ne't less intense degree o$ de!ilitation until treated.  5evels of effect are:

(ead [ 1elpless [ Sei=ure<(rowsy %as <tunned& [(i==y %as !loored& [ >na##ected 

In#amous To?ins @ector 2nset Failed SaveBelladonna $ontact #inutes 0eadBlack 5otus Extract “ <econds 0ead

)rsenic 8ngestion Kours 0ead

$yanide “ <econds 0eadabid 0og <aliva “ Kours !renJiedKemlock “ #inutes 0eadWolfsbane “ Kours 0ead

5iche 0ust 8nhalation #inutes 0rowsyKellebore “ #inutes Kelpless#ercury !umes “ Kours $onfusion

$entipede Menom 8nCury <econds Kelpless<corpion Menom “ <econds 0ead<pider <pittle “ <econds 0ead4arantula Menom “ <econds <eiJure

8illing That Which (oes Not )ive<upernatural and daemonic creatures can be poisoned,although usually not by things toxic to mortal life. <omeunnatural beasts are poisoned by substances rare and strange: alchemical silver, blessed Cade, or holy water.Fthers wither at the touch of the most innocuous of things: salt, iron, garlic, or the wood, roots and seeds ofparticular plants. 4he particular effects of these atypical arcane poisons are treated in the description of thecreature in *uestion.

1ow Much To Ma'e 1im $o Away; "ermanently7(rices for toxin are whatever the market will bear. 4he powers that be dislike the idea of poison, which is agreat leveller in the killing people stakes. nlicensed possession of poison is generally held to be proof of

 “going e*uipped to commit murder. (lan for the usual black market antics, and be prepared to swing for it ifcaught in possession.

 -es, this is more severe than the poison rules of B>? 010. But then <BM0 isn2t meant to be a game whereyou can Cust shrug off the envenomed bite of giant serpent with naught but a macho grunt.

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Small But Vicious Dog (B/XWFRP hack), ver0!

"" o# !$

Drugs

(eople in the 'rim World of (erilous )dventure will try to get wasted on almost anything. )nd society is okaywith that. )lcoholism and drug addiction are not even recognised as illnesses, merely as gluttonous appetite.4he local potentates only come down heavily on drug use if suppliers forget to pay the informal /nonguild retailtrade tax2, or if all gets a bit 'in 5ane and starts to affect tax revenues.

#ost drugs are toxins if taken in larger doses, or over an extended period. Fverdose is entirely too easy if a

user has no formal knowledge of what he2s dealing with, or Cust impaired Cudgement.

4aking drugs is easy and fun and has a universal mechanic. 4o whit: procure; take; save vs. poison."ass R good times, and no lasting harm done. Fail R good times with complications %consult the table below&.

Save Failed4ake once Kabituated %re*uire +>day&4ake again while habituated )ddicted %re*uire >day&4ake again while addicted Fverdose %save or Neith #oon&

Withdrawal<o you2re habituated>addicted and can2t get any of the good stuff. 4ake the relevant withdrawal penalty to allactions until you can feed the monkey, which you totally will if any of what you hanker for is handy %Willpowercheck or go hog wild&.

4aking extra doses while under the effect of your initial hit %addiction can be fun like that& has all sorts ofentertaining side effects.

"opular (rugs (ur /##ect - doses doses WithdrawalBlack 5otus 6d hrs 0rowsy Kallucination 0eath HBottled 5ove +d hrs )rousal (alpitations 0eath 6$rimson <hade +d hrs Katred (alpitations 0eath 5ustrian #arching (owder d+A min <tupidity !renJy (alpitations +#ad $ap #ushrooms +d hrs !renJied 0eath ye #ould d hrs Kallucination Kelpless 0eath +<ultan2s esin +d hrs 0iJJy 0rowsy nconscious 6Weirdroot +d hrs 0rowsy Kallucination nconscious

)rousal: -ou are hot for it, where /it2 has a value of /whatever crosses your path2.Kallucination: <ave vs. poison or act in a hilariously inappropriate 9 and likely dangerous 9 manner.

(alpitations: <ave vs. poison or treated as <tunned, albeit unpleasantly conscious, for d+A minutes.0eath: 8ndecorously dead in +d rounds.

Fther status effects not listed here are covered under (sychology %p@& or (oison %p+A&.

What5s This $onna Cost Me7(rices for drugs are whatever the market will bear. #any Curisdictions place punitive taxes on these goods,usually at the behest of the 0istillers and )pothecaries 'uilds. 4his invariably leads to all the usual blackmarket antics, or 9 as we call them around here 9 opportunities for profit and advancement.

8ic'ing the 1abit'oing without a hit for a month %or HdS+A days, if you feel the need to throw dice about it& and then passinga save vs. poison %modified by the relevant withdrawal penalty& cures you of addiction, as does becominghabituated to a new drug. <o you can either get clean the hard way, or you can stave off your unfashionableand debilitating smack habit by becoming addicted to cocaine, and vice versa.G 

Addiction: Ability Chec' or Saving Throw7Fnce again, the mechanics presented here refer back to “)bility $heck or <aving 4hrow= %see esolution, pG&.

• <aving throws are to resist the physiological>psychoactive effects once a drug is in your system.• )bility checks are to resist the urge to go all 0r ockso in the first place.

G 8t worked for )listair $rowley, so what could possibly go wrong= 8 dunno. #aybe you could ask all those lateMictorians weaned off their debilitating addiction to opium by doctors who prescribed morphine and heroin assubstitutes" elapse rates into opium use were recorded as being gratifyingly lowQ

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Small But Vicious Dog (B/XWFRP hack), ver0!

" o# !$

Disease

0isease is a fact of life in the filthy living conditions encountered in <BM0. 4here is no systematicepidemiology: diseases, syndromes and chronic conditions are categorised by their symptoms and visibleeffects, rather than by a true understanding of their operation. #ore primitive societies consider disease to beevidence of moral failing on the part of the sufferer, sure evidence that they have somehow offended the gods.

Exotic infections are an occupational haJard to adventuring types. 4o keep things simple all diseases re*uire a

save vs. poison>death when exposed to their vector of transmission, with failure indicating that the luckycharacter has a colourful new complication in his life.

In#amous Medical A##lictionsMir. R Mirulence %save modifier& 8nc. R 8ncubation (eriod %in days& 0ur. R 0uration of illness %in days&

Name @ector @ir Inc (ur Symptoms /##ect %emedyBlack (lague ats, fleas 6 6d+A 6d+A $oughing, fever,

black buboes,death

+ to all abilityscores>day.0eath if any statdrops to A.

!lower posies.)nd prayer.(anicked, ferventprayer.

!rothing-ellow (ox

4ileans, foulwater

SA 6d d !rothing at mouth,fever, death

+ 4gh per day. Wrap in heatedblankets.

4he Nruts 'oats,0warves

SA +dI 6d+A 8tching, rash H !el whileaffected.

0aily applicationof creosote to

affected area#ootish<tinkfoot

Kalflings SA +dH 6d+A otten odour fromfeet

Y #v, H to )gchecks.

(oultice ofmashed Kalfling

'urglish ot $urse or$haoticinfluence

H +d d+A Momiting,diarrhoea,pustules,decomposing flesh

+ to all abilityscores>day.ise as 0aemonof 0isease if anystat drops to A.

(oultice ofmouldy bread

<curvish'ob ot

<ailors,poor diet

SA d+A 6d 4ooth loss,nonsense speech,flawed Cudgement

+d all mentalability scores%8nt, Will, !el&.

!resh fruit,essence ofalbatross in grog

<inople (ox Miciouslydisputed

6 +d+A 6d+A 'reen or redpustules, fever orchills

to all abilitychecks andsaving throwswhile affected.

8ce baths andcool blankets, orhot eggs up thefundament

<ylvanian4omb ot

$orpses,graveyardmiasmas

SA +d 6d Bluegrey skintone, open sores

+ 4gh per day.To naturalhealing possible.

(otation ofcalcined #ummybones

Wound ot%8nfectedWounds&

Weapons,animal bite,sewage

SA +dH 6dI 8nflammation,fever, affedtedarea rots

(revents naturalhealing. +d )gwhile affected.

Eating groundiron, applicationof maggots

Bolly >ncle $urgle5s Super 1appy Funtime Instant (isease $eneratorTeed a particularly horrible affliction, fast= 4he '# should apply horrific effects as he sees fit, the moregrotes*ue the better. Whether the sufferer ever fully recovers from the disease, or if he remains a wasted shellof a man, is also at the '#2s option. Err on the side of “disfiguring, unpleasant, but not viciously debilitating.

0d0- (isease Name+ Od6 of Kumour, <ymptom or #agnitudeP )gue

6 $anker of the Obody partP O)nimal or <ymptomP $oughH Oany descriptorP !everL OKumourP !lux O(laceP #easlesG O$olour or (laceP (lagueI Od of $olour, )nimal, (lace or #agnitudeP (ox@ Oany descriptorP ot+A Od6 of (lace or <ymptomP <weats++ O(lace or body partP Wen+6 “)n inexplicable medical mystery. Fne for the Cournals.  

$olour: ed, blue, umber, puce, crimson, etc. 4he more lurid and obscure a shade the better.Kumour: Blood, bile, phlegm, choler. 8f you want to think up more humours that2s fine by me.(lace: Tamed for city, region or nation: <aratogan, eman, Bilbali, <ylvanian, 4alabecan, #ootish,

Nhyprian, Kekharan, Estalian, Breton, Torse, $athayan, 5ustrian, etc.<ymptom: WheeJing, shivering, sweating, gibbering, foaming, seeping, gritty, galloping, etc.#agnitude: (etty, lesser, great, ghastly, mickle, horrible, etc.

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Small But Vicious Dog (B/XWFRP hack), ver0!

"! o# !$

 6e'ici&es a&' 7eali&g

#edicine in <BM0 is empirical at best, and more often than notabsurdly wrongheaded. )lthough correlations between dirt andinfection have been observed there is no germ theory of disease.8llnesses as varied as the common cold, cholera and cancer arealmost randomly attributed to miasmas, celestial influences, totiny invisible daemons of disease, or to the personal hobbyhorse

of the physician being consulted %“Every learned man concursthat purple cloth, by virtue of its chromatic resonance with thearcane wind of death, carries disease. -ou2ll have to burn that

 Cacket. )nd probably those pants tooQ&.

8n game terms, if a character is afflicted with disease andchronic ailments he2s going to be wholly at the mercy of his%drunken, semicompetent, shakyhanded& physician andwhatever fad or fashion is currently en ogue among the leechfondling fraternity. 4he '# might want to represent this with arandom chance that a treatment actually harms %poisons,weakens, causes damage or wound rot, exacerbates the existingproblem, etc.& the character upon whom it is inflicted. 4hephysician still expects payment in such circumstances.

4he harsh doordie schools of battlefield medicine and invasivesurgery have largely escaped the dead hand of the theoreticiansand leechfarm lobbyists. <urgeons, although socially inferior tophysicians, pride themselves on being more practical andrational than their pompous, pampered rivals. nfortunatelytheir techni*ues and e*uipment are Cust as rudimentary as thosefound in the salons of the gouty and poxridden. 0eftly wieldedknives, drills, saws, hot pitch, bandages and splints are the limitof surgical sophistication. Fpium poppies and alcohol are thecommonest anaesthetics, and with fire, alcohol, lime wash and hot water as the current stateoftheart inantiseptics wound rot and other secondary infections are rife.

#iraculous and magical healing exist; but many people are loath to trust their precious health to the power of$haos or the whims of enigmatic gods. Better to resort to that timetested poultice of stink nettles and mashedweasel bollocks.

)nd no, a player character physician cannot singlehandedly replicate the development of modern scientificmedicine through a series of /lucky guesses2 and /simple structured experiments2. 8nCecting people with milderforms of diseases and>or cutting up dead bodies for research is er!oten in most Curisdictions. 5egally suchthings are classed as poisoning or necromancy, and rumours of such goings on always gets the witch huntersand allpurpose angry mob excited.

Miracles o# Modern Medicine)nyone can slap some clean linen over a gushing wound, but doing anything more re*uires at least a modicumof medical knowledge. )ny medical intervention re*uires an 8nt check %halved if the character has no claim toeven empirical medical training&.

<top Wound 5oss: $heck at SH bonus. (revents character from bleeding out %see $ombat, p+&4reat 5ight Wounds: 4akes + turn, restores +dH Wounds.)ccelerate ecovery: 0oubles rate of natural Wound recovery.

<et Broken 5imb: 5imb must be bound up for +dHS6 weeks.)mputation>8nvasive <urgery:

(atient dies of blood loss, shock or infection if failed.ecovery time as if critically inCured.

1ealing Times (layers do whine on when you take away their precious Wounds and )bility <cores. #inimiJe their whining withthe following 9 harsh but fair 9 recovery times. )ll recovery times assume nonstrenuous physical activity andrelatively clean living conditions. 4he rigours and s*ualor of adventuring "R convalescence.

5ightly 8nCured %flesh wounds; Wounds remaining& + Wound>day$ritically 8nCured %limb, organ, cranial damage; A Wounds& + Wound>weekecovering from )bility <core loss + point>week>score

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Small But Vicious Dog (B/XWFRP hack), ver0!

" o# !$

%&sa&it+

8 know some people find the idea of sanity systems in ('s less thantasteful, but they2ve been an integral part of W!( since the year dot.4his is a game of darkly comic horror, where sometimes the only saneresponse to the unrelenting horror of a world sinking in misery, s*ualorand corruption is to go stark, staring mad.

4he attitude towards mental illness in <BM0 is horribly ignorant. 4here isno difference in the popular imagination between insanity and daemonicpossession; both are seen as clear manifestations of $haos in the world.elatively harmless /village idiots2 or /noddy men2 are tolerated, theirconditions provoking pity or laughter. 4he violent or unsettling mad, onthe other hand, are treated with fear and loathing, with lynch mobsforming at the least provocation.

) character gains an 8nsanity (oint %8(& if any of the following conditionsare met:

• !ailing a 4error test %see (sychology, p@&• <urviving drug overdose %see 0rugs, p++&• <uffering a $ritical Kit %see $ombat, p+&• Fther: failing to save a loved one, suffering torture, encounter with

$haos, etc.

Fn first passing the threshold of L 8(, and for each 8( gained thereafter, a character must make a save vs.0eath>(oison:

"ass R the pressure continues to buildQFail R the character2s fragile mental state finallysuccumbs to the horror of it all.

) character who goes insane loses L 8( from hisaccumulated total, but gains a colourfullynamedinsanity %usually, but not always, related towhatever finally drove him over the edge&. 'aininganother  L 8( either advances an existing insanity insome catastrophic way, or gives the character a

whole new aspect of unreason to explore.

When confronted with an opportunity to act out aninsanity the sufferer must make a Willpower check:

"ass R the character holds it together enough tostay within the %usually generous& social normsaccorded to adventurers.Fail R “Fh dear, here we go againQ

Curing Insanity8nsanity can be managed through regimens of drugs and behavioural modification therapy and, on rareoccasions, cured by surgery or powerful magic. Be warned that all of these expedients are wildly hitandmiss.<cholars, surgeons and apothecaries are universally agreed that merely /talking it out2 achieves absolutelynothing. <uch dire straits re*uire heroic %if often catastrophically wrongheaded& intervention.

Common Name We5d 'now it as)lienated !lesh Body 0ysmorphiaBestial age (sychotic age$rushing 0espair <uicidal 4endencies0elirious <aviour #essianic 0elusions$ataclysmic #ania Eschatic 0elusionsKeartless Kate <ociopathy8nescapable #emory Fbsession, fixated on event5oathsome #istrust nfocused (aranoia#andrake #ania )ddiction to #andrake oot

(rofane (ersecutions !ocused (aranoid 0elusionsaJed ecollection )mnesiaestless !ingers Nleptomania<lave to the Mine 0ipsomania4hrall of $hance $ompulsive 'amblingnreasoning !ear (hobia4ides of Voy and 0read  Bipolar #anic 0epression

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 6utatio&

4he common yokel hates and fears deviation from the physical norm as evidence of the taint of $haos. Whenwhipped up by witchhunters or Jealous preachers even civilised urbanites will readily drive from their midstthose marked with extra digits, vestigial tails, funnyshaped birthmarks, or ginger hair. #ore severe mutations%tentacles, horns, feathers or scales, etc.& are obvious marks of $haos; anyone manifesting them will be burntat the stake unless they flee the inevitable torchandpitchfork party.

8f exposed to the influence of $haos %Weirdstone, catastrophic spell failure, backwash of a daemonicsummoning, a bracing hike through the Torthern Wastes, etc.& a character must make a save vs. (oison>0eath,developing some form of mutation if they fail. 'enerally the more intense or prolonged the exposure thegreater the degree of mutation, but don2t hold to this as a hardandfast rule. $haos is, well, chaotic.

<ome mutations can be concealed with clever tailoring or prosthetics. ) successful 8nt check is re*uired to spota concealed mutation, modified by location and severity of mutation, lighting conditions, '# fiat, etc. 8t2s easyenough to hide a sixth toe from most people, but a steaming, smoking mechanical limb, transparent skin or aparasitic second head that sings blasphemous songs isn2t so easily obfuscated.

#utations can be removed by surgery %although they may grow back 9 the caprices of $haos are not so easilythwarted&, by cleansing fire, or through a miraculous intercession involving the willing sacrifice of “one ofinnocent blood. 4hat last is a fancy way of saying '# fiat as the obCective of a particular *uest.

4he '# should roll on the mutation table of his choice. #utations should rarely, if ever, be picked.

%8f you want access to the true, proper and sacred W!( mutations tables then refer either to an obscure littlevolume entitled Realms o$ -haos. *laes to Darkness, or to the o$lite Tome o$ -orru(tion for W!( 6E.)ndrew !awcett also produced a handy fanwork compilation of iconic W!( mutations entitled “$haos#utations, for which consult 'oogle.&

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Small But Vicious Dog (B/XWFRP hack), ver0!

"$ o# !$

-om*at

Initiative<BM0 uses B>? 0102s optional individual initiative rule %+d S> )g mod.& as standard.

Actions-ou get one action per round. #oving %up to #v rate& and swiping wildly counts as an action, as does aimingand firing a missile weapon, casting a spell, running away %up to x #v rate&, etc. #ore than one )ttack on

your profile allows additional attacks per round, but not additional movement or spell casting. 8t no \ complex.

1itting "eople #or Fun and "ro#it<BM0 uses 0an $ollin2s 4arget 6A system for combat resolution. Why= Because simple and intuitive is good.

4o hit: get -+ or more from the total of your WS<&S their AC d-+.

W< R melee bonus to hit %class modifier S> <tr mod&B< R ranged bonus to hit %class modifier S> )g mod 9 cover mod&)$ R )rmour $lass %armour worn S> )g mod&

Further Comple?ityolling a natural 6A in melee allows you to make a followup attack during the same combat round.olling a natural + in melee allows your enemy to riposte, making an additional attack against you.

Combat 2ptions8t2s assumed that characters protect themselves in melee; they don2t Cust stand there exchanging blows likemechanical figures on a municipal clock tower. 8f the '# allows especially cautious or reckless behaviour incombat may result in mechanical advantage. 4his ties in nicely with psychological effects %see (sychology, p@&.

0ive for $over !orego attack, gain S+dH bonus to )$ against missile fire. nless the fight is taking placein a ballroom there2s al+ays some cover within diving distance.

!ight 0efensively !orego attack to confer a penalty R W< on enemy attack %as (arry, 55)E$ p+L6&!urious )ttack 4ake H penalty to )$, gain S6 bonus to hit.

<everal warrior careers also have career skills with an effect on combat:

0odge Blow %#arine, #ilitiaman, <ervant& + from damage inflicted by any melee weapon<treet !ighting %Bodyguard& Tever count as being unarmed<trike #ighty Blow %#ercenary& S+ damage with any melee weapon

<trike to 8nCure %(rotagonist& #ay swap damage for debilitating effect on enemy%6 to all rolls until healed&<trike to <tun %!ootpad, Watchman& #ay swap damage for <tun effect on enemy

%save vs. paralysis to avoid&

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" o# !$

(amage8n both B>? 010 and W!( base weapon damage was +d, modified by <tr and by any special rules thatapplied to the weapon type. Fne wrinkle that W!( added was an exploding damage die:

eroll to hit if comes up on damage dice. )nother hit R damage of S+dSmodifiers.

4his simple and elegant system can be replaced by the variable damage system from B>? 010, or by theweapon *ualities of W!( 6E, if the '# prefers %see Weapons, p+I+@&.

Combat Conditions<ometimes a blow will do more than simply cause damage. 4he most common effects %in increasing order ofseverity& are:

!loored: (rone %no movement&, defensive actions only. Enemies gain S6 to hit<tunned: (rone. To actions may be taken. Enemies gain SH to hitKelpless: (aralysed or unconscious. Enemies hit automatically for x6 damage.Bleeding Fut: 0ead in +d rounds if not healed. )ny further hits: coin flip, tails R dead

1it )ocation4his is an optional rule, generally used in connection with critical hits or specialist weapons like lassos andbolas, or because the '# feels like enforcing the “To helmet= Kead R )$@ rule today. oll a d+A:

0 - ,D E,! ,G +5eg, l 5eg, r )rm, l )rm, r 4orso Kead

Critical 1itsWhen a character you actually care about %($, named T($& is reduced to A Wounds take the overkill damage%total damage 9 remaining Wounds&, add +d+A, and compare to the chart below. #ake another roll each timethe character is damaged further. )nyone who isn2t significant enough to merit a roll on this table Cust has aLA3 chance of dying at A Wounds %coin flip, tails R dead&. -eah, it sucks to be insignificant.

)s you can imagine, getting gnawed on by a creature that does multiple dice of damage on a hit is almostinvariably fatal, but that2s as it should be.

2ver'ill d0+ 6 H L G I @ +A ++ +6 + +HS%esult + 6 H L G G I I @ @ +A

Arm )eg 1ead &ody

+ &utter#ingers0rop wielded item

Staggered5ose next action

(isoriented5ose next action

WindedH to all actions for + rnd

6 Arm numbed

To attack or )g bonusto )$ for + rnd

)eg numbed

#v + and H to )gchecks for + rnd

/ars ringing

<tunned for + rnd8idney Bab

<tunned for + rnd

Arm numbed)s U for +dH rnds

)eg numbed)s U for +dH rnds

Nose crumpled)s U for +dH rnds

$roin shot<tunned for +dH rnds

H 1and incapacitated$annot use hand

)eg incapacitated!loored + rnd, #v +

Scalp sliced6 to all actions

%ibs crac'ed6 to all actions

L Arm bro'en$annot use arm

1ip crac'ed<tunned +dH rnds,#v +

ConcussedH to all actionsfor +d rnds

&adly windedH to all actionsfor +d rnds

Arm mauled)s UL S bleeding out

)eg mauled)s UL S bleeding out

Flattened<tunned for +d+A rnds

Walloped<tunned for +d+A rnds

G Arm mangled

)s U S save or dieor lose hand

)eg mangled

)s U S save or dieor lose foot

82,ed

Kelpless for+d+A minutes

$utted

Kelpless S bleeding out

I Arm hanging o##)s U S save or dieor lose arm at elbow

)eg hanging o##)s U S save or dieor lose leg at knee

Face mangled)s UG S save or dieor lose an eye

Spine Crushed)s UG S save vs. paralysisor lose use of legs

@ ,, (ead; bloodily so ,,+A ,, (ead; messily so ,,

nless duration is listed penalties last until the inCured character is treated by a medically competent healer.

4here2s no shame in surrendering, or in Cust staying down and *uietly awaiting assistance, if reduced to AWounds. Fnly the most ferocious combatants %berserks, wild boars, 4rollslayers, warriors>daemons of )E'"&will keep fighting beyond this point. -ou probably want to avoid that kind of nutter.

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 Wea2o&s

#any, varied and exotic are the tools of death. )ny and all weapons from B>? 010 are available, along with abunch of rare and specialised *uasienaissance killtoys.

) note on carried weapons: $arrying a knife is unremarkable even in polite company, many workingmen carrypotentially lethal tools of the trade %axe, club, meat cleaver, crowbar, ratting shovel, etc.&, and the gentry arepositively expected to wear an elegant /hanger2 %rapier& as a mark of their status. Kowever, wandering the

bustling streets of Burgdorfstadt clad in full armour and tooled up for mayhem will get you turned away bymerchants and>or stopped by the guard. 4here2s a time and place for such things, and market day is not it"

Weapon "roperties4hese rules may be used to differentiate weapons beyond simple raw damage potential.

"roperty Weapon Mechanic

%6K&anded Battle axe, flail, halberd, heavy crossbow,morning star, pole arm, twohanded sword

oll 6N+ damage. <trikes last in melee

%B&raced <pear, halberd, lance, pole arm 6x damage vs. chargers

%$h&arge 5ance, scimitar 6x damage in cavalry charge

%$&ompact 0agger, shortsword, pistol sable in tight spaces

%!l&ail !lail 8gnore shield bonus to )$

%!i&rearm )r*uebus, blunderbuss, CeJJail, pistol 8gnore armour bonus to )$ at short range,#isfire on Tat + to hit %save vs. poison>deathor take +d damage&, DreallyD noisy

%]&uick 0agger, pistol, any onehanded sword #ay be drawn as free action

%&each <pear, lance, pole arm Wins initiative vs. nonreach weapons

%<n&are Bola, lasso, mancatcher, net, whip #ay entangle opponent

%4&hrown 0agger, bola, dart, hammer, hand axe, Cavelin, lasso, net, spear, trident

#ay be thrown

Crossbows4he original pointandclick weapon has been elaborated on by weaponsmiths who have created ingeniousspecialised versions for the discerning killer. $heaper and *uieter than guns, and easier to master than self orcompound bows, crossbows are still popular among hunters and militia.

epeating ) gravityfeed magaJine %capacity +A& and integrated lever action allow rapid restringing.Wielder may fire twice>round if no movement is taken. (opular with stagecoach guards.

(istol ) small allsteel crossbow, infamous as an assassin2s weapon and illegal in many Curisdictions.e*uires both hands to span with assistance of a mechanical screw, but only one hand to aim>fire.

Fencing Weapons'entlefolk use smaller, lighter blades than the fullsiJed war sword %variously dubbed the broadsword,claymore, or spadroon& when in civilised company. 4hese light blades and their accompanying array ofoffhand bucklers and blades are optimised for *uick Cabbing combat against lightlyarmoured humansiJedopponents, not for hacking at shieldwalls, pike blocks, or gargantuan monsters.

4here are several competing styles of fencing, with 4ilean swordandbuckler fighting being the most famous.Estalian defencing %a onehanded style typified by rapid Cabs and linear shifts backandforth& and 4eutogenduelling %a macho northern style relying on static positioning and reflexive parries and ripostes& also have theiradherents, and students will fight to prove the superiority of their chosen style at the least provocation.

5arge wooden shields are simply too bulky to be used in conCunction with the rapid movement of fencing. )buckler, dagger, cloak, main gauche or swordbreaker %a forklike weapon with two or three blades set atangles& is more commonly wielded in the offhand.

Budicial shield) curious fencing weapon found in rustic courtswhere trial by combat remains on the statute books.Fnly the most eccentric %and shortlived& warriorswield such things on the field of battle.

Vudicial shields are wielded twohanded, and theirprotrusions and hooks may be used to overbalance,trip or pin opponents. Wielders can elect to eitherdo damage or !loor their opponent %see $ombat&.

4he defender chooses whether they want to take thedamage or suffer the penalties of being floored.

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Non,)ethal Weapons<ometimes it2s worth keeping the enemy alive for *uestioning or ransom. 4hat2s when nonlethal entanglingweapons come in handy. ) humanoid, physically solid target hit by a nonlethal weapon %one with the *Sn.are weapon property& must save vs. paralysis or be tangled. $heck the hit location table %see “$ombat, p+G& andapply an appropriate effect for maximum hilarity %lasso to the arm R disarmed or caught, bola to the head Rspark out&. 8f used twohanded, or by more than one person, or as part of a trap, a large net can hopelesslyentangle a targeted enemy per the +e! spell %successful hit and failed save re*uired&. Even if the save issuccessful the entangled must spend a round shaking off the encumbrance.I 

Melee Weapons Cost /nc (mg "roperties!oil +A + +d S6 to individual initiativeapier +L + +dI S+ to individual initiative<cimitar><abre +A + +d $h, ]Buckler L + S+ to )$ vs. melee attacks only#ain 'auche +A + +dH <econd attack ZorZ S+ to melee )$<wordbreaker +A + +dH <econd attack ZorZ disarmDVudicial <hield 6L 6 +dH S6 to )$#ancatcher +A 6 +dH 6h, <nWhip L + + <n, +A2 reach

D 8f a successful parry is made with a swordbreaker, the opponent must save vs. paralysis or be disarmed.

%anged Weapons Cost /nc (mg %ange %2F "ropertiesepeating $rossbow +AA 6 +d HA>IA>+6A + or 6 6h$rossbow (istol LA + +d A>A>@A YBola L + +d 6A>HA>A + <n, 45asso L + +A>6A>A + <n, 4Tet +A 6 +A>6A>A + <n, 4

Firearms(rolonged and rigorous alchemical study has revealed the explosive *ualities of certain compounds of naturallyoccurring minerals. Warriors sick and tired of highandmighty wiJards hogging the pyrotechnic limelight havegleefully exploited these properties for maximum carnage. !irearms are expensive, fiddly, complicated andprone to failure, but their potential for noise and damage outweighs these failings in many minds.

)r*uebus !ive feet and +ASlbs of awkward, oneshot matchlocked fiddlyness. 5ook at one of your d6As.4hat2s about the siJe of the ball being thrown.

Blunderbuss Wide mouthed, short barrelled dispenser of havoc. 0amage drops off rapidly at longer range,but it2ll totally ruin the day of anyone nearby.

VeJJail 5ong barrelled, small bore hunting piece. To one has come up with rifling yet, so this is stateoftheart. (rice= 8f sir has to askQ

(istol <ophisticated snaplock weapon. 0on2t think in terms of a snubnose @mm revolver. 4hink ofsomething over a foot long with a +6mm bore. 

Cost /nc (mg %ange %eload "roperties)r*uebus AA 6S +d+A LA>+AA>6AA + 6K, !iBlunderbuss +AA 6S +dI>>H D 6A>HA>A 6 6K, !iVeJJail 6S +dI GL>+LA>AA 6 6K, !i(istol 6AA +S +dI 6L>LA>GL + $, !i, ]

D $ounts as 6handed weapon only at short range. 0amage drops off as range increases. “eload is the number of combat rounds of complete inactivity %no movement, no attacks; nothing but faffingaround with the boomstick& re*uired to reload the weapon and ready it for use again.

$renadoBig black ball with a fiJJing fuse and “BF#B written on the side. 'renadoes are popular with grenadier stormtroops and blackcloaked anarchists, but really unpopular with everyone else. e*uires move action to lightfuse provided flame is to hand. 'renadoes misfire %roll d+A& on a natural + to hit:

+H !use fiJJles outLG !use delayed +d roundsI@ Explodes halfway to targetA Explodes in the wielder2s hand

Cost /nc (mg %ange'renado LA + Hd DD +A>A>LA

DD +A7 radius, save vs. device for half.

I Key look" Toncasters get to throw “save orQ effects around without having to rewrite the whole 010 gamesystem from scratch. 8 honestly don2t see how that stumped WF4$ for a decade and two whole editions.

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8ui2me&t

$haracters in <BM0 start with very little stuff, and most people are motivated by the desire to gain more andbetter stuff. 4his is much easier to achieve if you can leverage your ownership of existing stuff in someingenious manner. 4he universal rules of business apply: “it takes money to make money, and “violencetrumps money trumps ethics.

Money

'enerally as B>?. 'old $rown %gp&, silver <hilling %sp&, copper (fennig %cp&. Neep the W!( names for flavour,but don2t bother with the /old money2 %^ <>d& format: such timeless elegance and sophistication in a currencysystem Cust overwhelms the colonials. N8<< principle applies. $ounting on fingers is Cust easier.

Selling 2## )oot<o you2re got your hardearned swag to the big city. $ongratulations" 4ime to li*uidate it and s*uander theproceeds. )s a general rule, used and>or looted goods yield ZLA3 of the list price for a new item. 4here are,as ever, a couple of exceptions to the rule:

• sed>looted markdown does not apply to precious metals, Cewels or magic items. <tuff like that al+ays retains value; that2s what makes it so ideal as treasure.

• 'ood stolen from people %not tombs, or monsters& should be fenced, yielding LA3 of list value. <ellingstolen goods openly may result in apprehension and Cudicial mutilation %branding, fingercropping, etc&.

Trade and &uying in &ul'

<ometimes you2re going to want to buy something by the batch, barrel or shipload. Be warned that bulk tradeis the fiercely protected prerogative of chartered merchant guilds. 4hese cartels of hardnosed mercantiletypes regularly bribe, beat and burn to safeguard their lucrative local monopolies from competition. <omeonewith valid guild contacts %-ou have paid this season2s trading dues 8 trust=& can expect the following discounts:

Huantity "urchased "rice mod9+AS of an item _ list price+AAS of an item Y list price+,AAAS of an item ` list price

4he above table is, of course, a gross simplification on market behaviour. (rices and availability will vary wildlyby season, market saturation or scarcity, local tax changes and tariff wars, smuggling crackdowns, etc.@ 

Huality<ome stuff is better made than other stuff. (eople can, and do, pay through the nose for something superior in

terms of utility or bragging rights. 4here2s also a lot of cheaply made crap out there, which sellers will usuallytry to pass off as *uality product. -aeat em(tor .

Huality Mar',up %arity $ame e##ect!ine +Ax list price are as hen2s teeth %+A3& S+ to relevant skill use, + enc.'ood x list price <ought after %A3& H>Lths normal enc.(oor Y cost $ommon as muck + to skill use, SLA3 enc

ArmourBig solid chunks of material interposed between one2s soft delicate bits and the harsh realities of theunforgiving world. )rmour types are %T&one, %5&ight, %K&eavy and %(&late, which map pretty handily to thearmour types found in both 4<2s -hainmail  and 'W2s Warhammer Fantasy Battle rule sets. !unny thatQ

Type AC Cost space AC Cost

%$lothing& T @ <hield, buckler D S+ L(added T I +A <hield, small S+ +A

5eather 5 G 6A <hield, large S6 6L

<cale mail 5 LA <hield, Cudicial D S6 6L

$hain mail K L +LA Kelmet +AS

Banded mail K H 6LA

(late mail ( AA D new item

!ull plate ( 6 +,AAA

!or those who desire the rich local colour of looted and piecedtogether patchwork armour %traditional inW!(&: a 010 piecemeal armour system appropriate to a +th century milieu was presented in the historicalsourcebook volume / Mighty Fortress for )010 6nd Ed.

@ 8f you want comprehensive W!( trading rules seek out a copy of Death on the Reik , or you could 'oogle forolph <eger2s WFRP 01 Trade Tool  Excel spreadsheet.

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 " o# !$

$ear(rice and descriptions are generally as B>?. Neith4hompson2s /223 #eneral 14ui(ment ists pdf issuggested for those who care enough about finedetail to distinguish between a keg and a kilderkin,or for when you need definitive figures for theresale value of that stolen glassfronted bookcase.

$unpowder Accoutrements#atch, powder, balls, etc: all the various fiddly bitsand pieces that make gunpowder weapons such adelight to use during extended engagements.

5ead shotD +'$ for +A shot(owderD '$ for +A shot<low #atch + shilling>foot %burns at +ft>hr&

D 0ouble cost per shot for the substantial powderand shot re*uirements of blunderbusses.

)and and "ropertyBecoming <*uire Broadacres or a rackrentingslumlord is way beyond the intended scope ofaction in <BM0. )s a general rule use the pricesfor buildings given in a!yrinth ord  %or othergame book of your choice&. ental or leaseholdprice will be L+A3 of purchase price per annum.

5and is a bit more fiddly. )lthough the casheconomy has made inroads a lot of land is still heldthrough a web of feudal obligations. )n acre of good grainland yields around .L'$ per year+A, and willprobably cost around +A+6 times that to purchase outright. <uburban land suitable for market gardening willcost more, and prime urban real estate vastly more.

"rostheticseplacements for body parts chopped, gnawed or rotted off. )ssume d'$ for an item of average *uality,less for preowned tat. )s ever, more sophisticated lifestyle solutions %lighter, sturdier, more elegant, morecomfortable to wear, etc.& will cost more.

Arti#icial "oor Average $ood Fine5eg $rutch (eg 5eg $arved !oot <pring 5egKand Kook>fork $arved hand 'ripping handEye (atch Wooden 'lass Tose 5eather $eramic <ilvered>'ildedEar Ear horn (rosthetic4eeth Wood Korn Kuman 8vory<kull (late (ewter 8ron <ilver or 'old

&cum*ra&ce

-es, you could track every ounce of carried weight individually, but that2s Cust masochistic %and not in theentertaining W!( fashion&. 8 use Vames aggi2s amentations o$ the Flame Princess encumbrance rules: tickoff each carried item, to a max of 6L: A+A R #v H, +++L R #v , +6A R #v 6, etc.

/nc /ncFnehanded weapon + <hield +64wohanded weapon %inc. bows& 6 5ight armour L)mmo %per +A shots& + Keavy armour +ABlunderbuss )mmo %per +A shots& 6 (late armour +L

#ultiple instances of small, light item + $ash + per +AA coinsBulky loot %stolen furniture, etc& L $arried casualty R 4gh score

4he one downside of all that lovely gear and swag is that it is heavy, and can really slow you down at criticalmoments. 8f the '# elects he can impose a penalty to any physical Ability Chec's of 6 per degree ofencumbrance %#v R 6, #v 6 R H, etc&. 4his is why you bring porters.

+A Where did 8 asspull these figures from= Well, according to the <0 a pound of wheat costs +cp, andhistorically an acre of good farmland sown with two bushels of wheat typically yielded eight bushels %HIAlbs& atharvest. eserve two bushels for resowing and you have a net yield of HIA+6A R Albs, or Acp.

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9reasure

4hese alternative treasure generation rules have been included for '#s who want to make loot a bit moreW!(ey %i.e. begrudgingly stingy, inconvenient, corpserobbing& than traditional B>? treasure.++  4hese rulesowe a substantial debt to 0ave “<ham Bowman2s excellent Dismal De(ths Treasure Ta!les.

"oc'et Change4he vast maCority of people and creatures encountered carry “walking around money of some kind. 4his might

be literal pocket money, or disregarded inedible loot, or body parts that have bounty value %goblin ears& or resale value %manticore bile ducts&, or whatever. -ou ac*uire this by looting their cadavers.

)s a rule, everyone carries 0d0+?W- shillings %A R +d+AxW6 '$ instead, A again R “#y (recious, arandom piece of swag, Cewellery or magic&. -ou might want to add an extra 0d0+?W- p#ennigs for variety.

Totable creatures %boss types, nobles, rich merchants, bestofbreed, etc.& may disgorge some multiple ofnormal value for their type. !or example: ) rich merchant or noble might carry Lx normal silver, have twoextra rolls for gold, and up to noncash items %+d+AG&. Ff course, our putative Kerr BulgenNaschbagJeinvariably has halfadoJen attentive bodyguards on handQ

Treasuries; Troves and 1oards4he royal road to illgotten wealth isn2t in opportunistic muggings and highway robbery, but rather in knockingover cashrich traders, tribes, temples, tombs and the like. When the party secure a tribal hoard, ancient gravegoods, etc. roll once for each category of the eight types of treasure on the tables below.

W o# 2wner<$uards: 0 -, D,E !, J,G 0+,00 0-'old $rowns %+d+6x&D LA +AA 6AA LAA +,AAA 6,AAA ,AAA<ilver <hillings %+dx& +AA 6AA LAA +,AAA 6,AAA L,AAA +A,AAA$opper (fennigs +d+AAx+AAxW, always present

D )n adCusted result of A or less indicates that no gold is present in the hoard.

!or noncash treasure check using the die type indicated vs. TN eKual or less than W o# the opposition.

Success L the hoard contains U of items of that loot type e*ual to the number on the die.Fail L treasureeating moths ate that particular category of loot from this hoard.

Type (ie Type /?ample @alue per Item$lothing +d vs. W !ine apparel and fashionable dcor:

fur cloaks, bolts of silk, rugs, tapestries, etc.

+d+AxL'$, A R LA'$ S rerollD

'oods +dI vs. W Wellcrafted useful items: candelabra,cutlery, plate, cruet sets, Cars of spices, etc.

6d+Ax+A'$, A R S+d+Ax+A'$

)rtwork +d+A vs. W FbCects d2art: cameos, paintings, statues,vases, ivories, furniture, books, etc.

+d+Ax6A'$, A R 6AA'$ S rerollD

'em>Vewel +d+6 vs. W -ou know what these are, right= +d+AxLA'$, A R LAA'$ S rerollD#agic +d6A vs. YW 0itto 'enerate per B>?.

D )ll “roll again results explode, doubling all values added with each successive A.<o, for example, a gem>Cewel roll of “A,A,A, would indicate items of %6,AAA S xHAA R& ,6AA'$ in value.

Toncoin swag encumbers + Enc per item, except for gems, which encumber as coinage %+AA R + Enc&.

Where5s All The $old $one768 know, 8 know. nder this system of treasure generation the average gold yield of a dragon or clan of orcsdrops to Z+A3 of expected B>? norms, which totally skews the incentive system.+6  4hat2s why $lothing, 'oods

and )rtwork have been added as treasure types: they boost treasure values while hopefully giving loot a littlebit more variation than yet another  pile of boring old money.+ 

Fther reasons for adding tableware and art as swag included: +& verisimilitude: gold and silver weretraditionally held in the forms of plate and Cewellery %both for security reasons, and because these were sociallyacceptable forms in which to flaunt wealth before one2s peers&, and 6& entertainment value: watching the ($slug that ornate mar*uetry arras back to civilisation in one piece should be good for a few laughsQ

++ -ou humble scribe has never been enamoured of the treasure tables of $lassic 010. !ive%"& coin metals andthree types of shiny thing, only one of which %#agic& is something other than a gp e*uivalent= (ah" )ny lootgenerator that doesn2t have the ($s stealing boots and tearing out the furnishings is Cust 0oing 8t Wrong"

+6 ) kill>loot ?( ratio of 6A>IA or 6L>GL is traditional in $lassic 010, which puts the emphasis firmly on theftover massacre as means of advancement. ?( for gold: a feature, not a bug.

+ <ure, coins are fungible, but let2s face it after the $irst chest of pirate gold they2re Cust ledger entries. 

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Small But Vicious Dog (B/XWFRP hack), ver0!

 ! o# !$

7ireli&gs 3 Retai&ers

8t2s nice having flunkies and cronies around to do your bidding, sing your praises, carry your stuff, and takecare of the dreary little details of life. )dventurers tend to ac*uire hangerson like a nasty rash; that headyaroma of doomed glamour and easy gold unerringly draws opportunists, thieves, conmen and trulls, at leastuntil it gets dangerous.

1irelings

se B>? rules %or the more comprehensive figures presented in O*RI- , B1-MI or amentations o$ the FlamePrincess& as guidelines on pay and conditions for your malingering Alevel hired lackeys.

0on2t expect that hirelings will take an arrow for you, or even work an extra minute out of loyalty. nlesswatched like hawks apprentices will skive off, maids and footmen will gossip and pilfer, and stewards willembeJJle %“(erks of the Cob, innit s*uire&. -es, you can totally hire a bunch of scruffy street urchins aspersonal gophers, lookouts, catamites or whatever; Cust don2t expect any loyalty from them either. se #oralechecks to establish whether the hired help succumb to bribes, idleness, petty theft, and similar temptationswhenever temptation crosses their path.

Mercenariesse B>? rules, but recall that the W!( world has more strictures on the political use of force than a classic

 /fantasy frontier2 game world. ) burgess or gentleman accompanied around town by a couple of burly cudgelarmed bodyguards won2t raise eyebrows, but retaining a doJen armedandarmoured horsemen to defend one2shonour is definitely a noble prerogative %“#y young cousins and nephews: a rash, touchy crowdQ&.

ecruiting, e*uipping and training large numbers of men for purposes opa*ue and nefarious is seerely  frownedon by the powers that be: those are someone2s cheap labour pool and militia reserve you2re hiring away. -es,there are mercenary companies are available for hire, but such concentrations of unaligned military forcebecome very political, very *uickly. Be prepared to lay the necessary /gifts in anticipation2 on extrathick.

%etainersetainers are classlevelled secondstring adventurers who will stand by their employer through thick and thin,or at least so long as they get their cut of the loot. ) retainer is at least as much a trusted ally and comradeinarms as he is a mere employee. )ll normal B>? rules for retainers apply in <BM0.

($ must make successful 6d eaction $heck to hire a prospective retainer.Kumans and Kalflings are common %d+A, +@&, 0warves and Elves rare %d+A, A&.oll for )bility <cores, $lass, career and trappings of the retainer as for a starting ($.

#ax. retainers: H S> !el mod.4heir morale: G S> !el mod.4heir cut: Y normal share of loot and ?( each

etainers are e*uipped out of the ($2s pocket and controlled by the player during play. 4he '# should onlystep in to veto blatant attempts to use them as canaries, trap springers, meat shields or suchlike /onerous duty2fodder %“-ou want to know if it2s safe down there= )fter you !reiherrQ&.

)lthough loyal many retainers have longterm ambitions of their own. $heck against a retainer2s morale aftereach adventure. 8f the check $ails the retainer retires from service %to marry his sweetheart, open an inn, Coina guild>cult>the army, set up his own capers, or whatever&. 4his check can be adCusted in the player2s favourby offering extra pay, or by working to advance the retainer2s ambition.

8 suggest you don2t bother with “4he 'ods Kate -ou" modifiers when rolling to hire or keep retainers: 6d rollsare hard enough to pass asis.

1e5s (ead7 %ight9 I5m the (addy Now68f a ($ dies the player can promote his senior hireling to the status of fullshare ($ in good standing, completewith !ate (oints %see pG&. 4he new ($ enCoys full ?(, swag and corpselooting rights from that moment. 4henew ($ must pay +A3 inheritance tax on any property, goods or chattels gained from his late predecessor.%“Either a tithe of the value, or the whole estate is forfeit to the Naiser2s tax collectors. -our choiceQ&

1ow They5d %eactWhen things get dangerous, the distinction between hireling, mercenary and retainer comes into stark relief.

4he inevitable masked assassins have finally come for you. 4hey crash in through the window andQQthe hired help run screaming, fighting to ensure their own escape.Qthe mercenaries fight, fleeing if opposition is tough or if their payday %you"& bites the dust.Qyour retainer draws his sword and ploughs in. 4hat2s his breadandbutter they2re fDDDing with"

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 6agic

)s ane fule kno the use of magic in the world of W!( %and thus in <BM0& is much riskier than in B>? 010.#agic is the stuff of $haos in the world, and casting spells is the imposition of a mortal2s will upon $haosenergy. )s you might imagine, this is an insanely dangerous way of making a living. )ll those elaborate ritualsand weird paraphernalia aren2t Cust mumboCumbo designed to impress the rubes; they2re timetestedprotective gear Cust as vital as the graphite rods and lead shielding in a nuclear power plant. Ff course, thosesame rites and CuCu are dead giveaways to the inevitable witch hunters and pitchfork posses.

$iving Them the /?plodo<BM0 uses a straight rip of the W!( 6E casting system %already familiar to players of egend o$ the Fie Rings,which is basically W!( S samurai& because it2s an unimprovably vindictive minigame of ussian roulette.4here are no limits on spells>day, other than the caster7s own prudence and the tolerance of localsQ

4o cast: roll d0+s L character5s Casting (ice vs. Target Number *TN. of spell

E*ual or better: <uccess “Vust as planned.5ess than 4T: !ailure “Winds of magic say TF")ll dice R +s: !umble )s above S save vs. magic, caster gains S+ 8( if failed

Wearing armour while attempting to bend the uncontrolled power of $haos to your will is generally not a goodidea. )ll that iron plays havoc with the flow of magic. )dd S+ to 4T per + )$ of armour worn.

2ur Wi=ards Are (i##erent4here are three arcane traditions accepted %or at least semiaccepted& in polite society. 4hese are:

• 4he timehallowed rites of priestly prayer, which most people don2t thing of as toying with $haos.• 4he scholarly magic of the wiJard traditions.• 4he halfassed wordofmouth tomfoolery of the craft mysteries, hedge wiJards and cunning folk.

$leric: $ast 0ivine (etty #agic and 5esser #agic, <ubCect to 0ivine Wrath.WiJard: $ast )rcane (etty #agic and 5esser #agic, <ubCect to $urse of $haos.Kedge wiJardD: $ast Kedge (etty #agic and 5esser #agic, <ubCect to $urse of $haos in spades.

D )ny academic who isn2t a (riestly 8nitiate or )pprentice WiJard can dabble in the infernal arts. 5acking therigorous training and protective gear of their more respectable peers they are even more prone to having it allgo horribly wrong on them. Kedge wiJards roll an extra die whenever they attempt to cast any spell. 4hisdoesn2t count towards the total accumulated by their $asting 0ice, Cust towards checks for $urse of $haos.

Curse o# Chaos8f any casting dice match the wiJard has sorely mishandled his magic and becomes subCect to magicalbacklash; the more dice match, the more severe the effect.

0oubles%6,6&

Minor Mani#estation$aster glows with eldritch light for +d+A rounds, milk curdles,animals flee, ghostly voices, caster takes minor damage, etc.

+in6A chance ofmaCor manifestation

4riples%L,L,L&

Maor Mani#estation$aster gains visible infernal mark lasting 6H hours, stunned for +round, gains S+ 8(, a minor daemon appears, suffers magical burnout%+ $asting 0ice for the next 6H hours&, etc.

+in6A chance ofarcane catastrophe

]uads%G,G,G,G&

Arcane Catastrophe6$asters falls unconscious for +d+A minutes, gains S+d+A 8(,+d daemons appear, caster takes random critical hit, etc.

+in+A chance caster issucked into ealm of$haos

Wrath o# $od(riestly magic doesn2t normally result in the kind of grotes*ue outburst of $haotic power that plague wiJards.Kowever, if any casting dice match the priest2s god re*uires some selfsacrificial rite of his pawn DahemDdevoted servant. 4his can be anything the '# finds amusing and thematically appropriate, such as “no morespells for you today, “+d+A minutes of penitential prayer, right now" -es, in the middle of the fight, “+d+Arounds of selfflagellation with a spiked knout, or even “no more spells until you go on a penitentialpilgrimage. efusal of a direct command from pstairs is not recommended.

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 . o# !$

"etty Magic)pprentice magic, either learnt by trialanderror, or as trade secrets, or drummed into the apprentice by rote.#ost petty magic spells map readily to lowlevel spells found either in B>?, or in the d6A <0. -ou2ll probablywant to chop most of the durations listed from turns or hours down to minutes at most: magic in <BM0 isenvisioned as shortduration boosts or stunts, not the stuff of daily morning buffing rituals.

"etty Arcane TN /##ect'lowing 5ight as light  

<ounds H as ghost sounds 0rop H as targeted grease %<0&#arsh 5ights as dancing lights %<0&#agic 0art as magic missile <leep as slee(, one target, touch attack

"etty (ivine TN /##ect$ourage as remoe $ear  <peed H as cat5s grace %<0&!ortitude L as !ear5s endurance %<0&Kealing L as cure light +ounds #ight as !ull5s strength %<0&(rotection G Enemy must save or target another opponent

"etty 1edge TN /##ect(rot from ain -ou2re unaffected by rain, and float if immersed#agic !lame L $asts light as candle, can ignite flammable material'ust H Wind knocks over small obCects, scatters paper'host <tep H as (ass +ithout trace %<0&8ll !ortune L as !esto+ curse <hock save or stunned, touch attack

)esser Magic4hese universal spells are largely inherited from an older system of magic that predates the modern 5oresvouchsafed unto men by smug knowitall Elves. )ll characters capable of using magic know +d of these%determined randomly&, even if they can2t yet cast the spell successfully due to the 4T. 5earning an additional5esser #agic spell costs +AAxp and +dH weeks of study, meditation, fasting and drugassisted dream *uesting.#agical research in <BM0 looks more like a uss Ticholson pic than anything else.

)esser Spell TN /##ect

#ove FbCect H as ghost hand  %<0&)ethyr )rmour L as mage armour  %<0&Bless Weapon as lesser magic +ea(on %<0&#agic 5ock G as +i,ard lock  #agic )larm I as alarm <ilence +A as silence, one target<kywalk ++ x#v for + round, leap up to yds vertical0ispel + as dis(el magic  

Arcane )ores4he highpowered flashbang effects of $ollege, Kigh, 0ark and $haos #agic are largely beyond the scope of<BM0. But it2s *uite remarkable how readily the various spell lists of W!( 6E map to the eight schools ofmagic in the d6A <0.+H 

S%( School WF%" )ore)bCuration 5ight8llusion <hadow0ivination KeavensTecromancy 0eathEvocation !ire$onCuration Beasts4ransmutation #etalEnchantment 5ife

<hould you feel the need to include highpowered magic in your game you could either use W!( 6E spells aswritten, or pick a thematically appropriate B>? spell, assume a casting 4T of around %S>6& per 010 spelllevel, and give it an appropriately pompous pseudoMancian name.

+H Fr how clearly W!( 6E talents map to <0 feats. Fr the W!( 6E action economy maps to that of the <0combat system. Fr how ?(percareer re*uirements in W!( map to ?(perlevel re*uirements in 010. Frhow W!( armour types and protective values map to 010 )$. Fr how both W!( and B>? use the samearbitrary +Atothelb units for their encumbrance systems. FrQwell, you get the idea.

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 6agic %tems

#any of the magic items in W!( had direct e*uivalents in 010. ) magic sword>shield>codpiece is what it is;ditto such folkloric standbys as hats>rings>potions of invisibility, cornucopia of endless sandwiches, sevenleague boots, et blah. se the W!( +E item lists as a guideline to what2s out there, erring on the side ofmystery and scarcity. e*uiring the players to %gingerly& experiment with their new arcane toys is entirely inkeeping with the intended spirit of the game.

Side /##ects)ll magic items in <BM0 %with the exception of unes and 0awnstones& have side effects. 4hat2s an inherentaspect of the $haotic nature of magic in the W!( world. 4hese side effects will usually be little more thancosmetic, but may be greatly amplified in locales of great magical potency %Waystones, the $haos Wastes, etc.&)nd, yes, even magic items imported from other sources gain side effects in <BM0.

Amulets)mulet of )mber: the wearer is able to speak and understand the language of beasts. Whether they have anydesire to speak to him, or anything useful to impart, is entirely another matter.<ide effect: the wearer is the locus of a low level field of static electricity. Ke enters a world of constant staticcling, bad hair, minor shocks as he earths against things, and playing havoc with compasses. Witch hunterssuspect the very worst of such inexplicable phenomena.

)mulet of Blessed $opper: nerringly detects poison at a range of one foot and grants SH bonus to savingthrows made to resist the effects of poison.

<ide effect: wearer loses sense of taste.

)mulet of <ilver: 4he wearer is immune to $ear  and terror  caused by the undead.<ide effect: the wearer becomes sensitive to sunlight, being daJJled by it as Frcs are.

)mulet of Vade: grants the wearer immunity to wound rot and triples the normal natural healing rate %see#edicine and Kealing, p+&. 0oes not allow regeneration of severed limbs.<ide effect: the wearer develops a voracious appetite, consuming three times the normal amount of food.

)mulet of $old 8ron: the wearer is unaffected by any magic that targets him directly. Ke can be harmed byknockon effects created by magic, Cust not by magic itself. 4he )mulet of $old 8ron is treated as a cursed item%it cannot be willingly discarded, and can only be disposed of after application of dis(el eil  or remoe curse&.<ide effect: that no magic clause includes curative magic, other magic items and so forth.

)mulet of )damantine: the wearer takes minimum possible damage from melee attacks.

<ide effect: the wearer2s skin takes on a metallic tinge, and their sense of touch is lessened.

Weapons)rrow of 4rue !light: )lways hit their target so long as they are within maximum range. To roll tohit re*uired.<ide effect: eagle feathers gradually replace the bearer2s hair. Ke gains +d new feathers>day.

)rrow <torm: <plits into numerous separate arrows upon firing. 4he arrow damages as normal in a +A2 radiusarea of effect centred on the original target. 8f you2re not fussed about nitpicking areas of effect Cust say itaffects 6d of the enemy.<ide effect: ravens constantly follow the bearer. (eople notice this, and get nervous about it.

Items o# Awe and Wonder

)ll <eeing #irror: two )ethyricallylinked mirrors, each shows what would be reflected in the other were it anonmagical mirror. 8f one mirror is broken the other also shatters.<ide effect: -ou can see them= 4hat means they can see you. Fh, and daemons love wandering through

unattended magic mirrors. Vust something to bear in mindQ

Boots of Bovva: )llow an additional kick attack %causing 6d damage& if wielder hollers the ancient ritualincantation “Fi" Fi" Fi" during melee.<ide effect: the hair on the wearer2s head shortens to coarse stubble. 4his grows back at the normal rate.

Boots of $ommand: 4he wearer moves around as commanded by the true master of the boots. <uicidal actions%marching over a cliff, into a furnace, etc.& allow a save vs. device to resist.<ide effect: the master of the boots suffers restless leg %half movement& while commanding another.

0er <chreiber: )nything obCect or creature drawn with this wax crayon becomes real. 8f the user is desirous ofdrawing money, each individual coin has do be drawn separately. )nd good luck uttering that false coinage:how confident in the *uality of your art are you, really=<ide effect: the wielder of 0er <chreiber has no control over any living thing he draws. <mall animals and birdswill simply hop>scamper>fly away; daemons, dragons and suchlikeQ won2t.

Enchanted ope: $oils, uncoils, ties up enemies or ascends and ties itself off as re*uired. 4he rope can supportthe weight of a single climber unsupported, or up to its breaking strain if ordered to tie itself off.

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<ide effect: the hair and beard of the last person to command the rope knot and tangle constantly.

'lobe of (oisoned Wind: <eamless glass globe containing a lurid green swirling mist. #ay be thrown as a flask.eleases a cloudkill  effect on impact. Fne use only.<ide effect: none, but it2s a glass globe full of poison gas, and most characters have an active lifestyle.

Nrutnacker: a foottall wooden nutcracker puppet, painted to resemble one of the Naiser2s 'uard. )nythingsmall enough to fit in the mouth can be crushed to pieces with a successful <tr check. -es, anything.

<ide effect: small and precious things tend to break while owner of Nrutnacker is around.

(uppetboy: a foottall wooden manne*uin with severed strings. 4he master is able to control it as deftly astheir own body while it remains within sight. (uppetboy moves at up to #v H, climbs as well as a thief%Lin chance&, and can carry + Enc.<ide effect: the controller suffers damage as the manne*uin while he controls it.

4he 5eydenpall: leadlined vestments embroidered with symbols of the god of death and dreams. enders thepresence of the wearer invisible to undead; the results of his actions can be perceived, but not the wearer.<ide effect: the wearer must sing hymns of praise to the god of death if directly re*uested %save vs. device toresist the compulsion&.

Weirdstone4he otherworldly arcane substance dubbed weirdstone is sought after by some, but the focus of terrifiedsuperstition to many more. atmen consider it the sacred leavings of their vile god. (ious men deem it thecondensed sins of the world. <imply carrying weirdstone without the correct protective e*uipment %sealed leadcaskets and the like& re*uires the carrier to save vs. device +>day or suffer mutation.

<o why would anyone bother with these wickedly dangerous hell rocks= Well, because it2s compressed $haosstuff: the very essence of magic. sing weirdstone as a component in a casting increases the power the wiJardcan draw on, albeit at a cost. 0rawing on a chunk of weirdstone grants the caster S+ casting die, but re*uiresthat he save vs. device or suffer a chaotic mutation. ) handsiJed chunk of weirdstone is good for +d castingsand commands fantastic prices on the black market.

(awnstones(re$haos artefacts. Each of these things is weird and uni*ue and breaks the rule of magic as understood bymoderns. 4reat them as )010 artefacts of lowtomiddling power with a secondary effect of suppressing$haotic influences. 0awnstones repel daemons as (rotection $rom eil , entirely negate the toxic effects ofWeirdstone, allow a caster to ignore one matching die on a casting roll, etc.

Magic Monoliths: Waystones; 2ghams and 1erdstones

4hese are scattered all over the wilderness, usually at the centre of their own little Jone of weirdness. Whyexactly the )ncient Fnes erected huge menhirs here and there is an enigma, but the effect of these stones isprofound and powerful.

)ny spell cast within +AAft or so of a monolith adds S+ additional casting dice. )ny spell cast by someonetouching a monolith adds S6 additional casting dice. Each multiple of the normal 4T re*uired allows the spellto take effect again. 4hese bonus dice count for both the purpose of spellcasting success and for chance ofinvoking either 4he $hanger2s $urse or Wrath of 'od.

E.g. a +st level wiJard casts the arcane petty magic spell slee( while touching a monolith. Ke rolls castingdice rather than his usual one and achieves %,@,@ R& 6H. Kis spell takes effect on $our  targets rather than theusual one and he suffers a minor manifestation of arcane backlash.

%unes0warves really distrust magic. 4hey bind it into items in a rigidly ritualised timehallowed form: arcane runes.

unic items have no side effects, but are generally confined to abCurative and>or protective effects. )ncienthumans ripped off dwarven rune lore as the basis of Kekharan ritual magic, which was in turn a significant rootof modern scholarly magic. 4he dwarves, being dwarves, are still angry about this.

4here are various forms of nondwarven runes, each with their own wacky specialities. Kekharan, attish and$haotic are the most infamous, and the pictographs of 5ustria and ideographic sigils of !ar $athay are foci ofconstant disputation and scholarly investigation. To one2s *uite sure if Frcish ritual glyphs are actually runic, orif they2re Cust magic because the Frcs think they are.

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 6e&agerie

4he vast maCority of the monsters in W!( are straight borrowings from the well of public domain folklore fromwhich 010 drew. $onsult your preferred 010 monster book for such familiar fantasy stalwarts as bandits,goblins, orcs, ghouls, mummies, dragons, basilisks, manticores, etc.+L 

4he standard B>? monster stat block has been reformatted to be a little more W!(ey in appearance. 4hemissing information from the B>? block %damage, treasure, flight, swimming or burrowing speed& can be found

in the monster description. 82ve also included a!yrinth ord  Koard $lass entries for those who consider the<BM0 treasure rules to be needless tinkering for the sake of it.

Monster Name * /ncountered.

Mv WS &S Att W AC Sv Mrl

U U U U U U UU U

#v B>? movement in feet per turn >A W Wounds %dI K0&W< Weapon <kill %melee attack bonus& )$ B>? )rmour $lassB< Bow <kill %ranged attack bonus& <v B>? <aving 4hrow matrix)tt )ttacks per round #rl B>? morale

"sychology and Special Abilities) lot of monstrous creatures in the W!( world cause $ear , terror , in$ected +ounds or disease. 4his will benoted in the descriptions of new monsters. 4o enhance that W!( flavour of <BM0 8 suggest that theW!(>W!B psychology rules be applied across the board, even to B>? 010 monsters that don2t normally terrifyhardened adventurers.

• 4hings as relatively mundane%"& as a skeleton, ghoul, ogre or giant spider should cause $ear .• 4hings a normal human has no chance against %daemons, dragons, hydras, vampires& should cause terror .• $reatures causing $ear or terror  are immune to the effects. Fear causing creatures treat terror  as $ear .

#any creatures that attack with claws or bites have a nontrivial chance of causing in$ected +ounds when theyhit. )ssume a 6L3 chance for most animals and monsters. ats, otyughs, carcass scavengers and suchlikehabitual wallowers in mire should have vastly increased chances to cause in$ected +ounds and>or disease.

They &reed 5/m &ig These (ays)ll stat blocks in this section represent typical examples of their kind. are and dangerous atavisms, giantmooks or leader types are easily represented though. <imply advance numerical scores by S+ across theboard.+  0amage can also be advanced by S+ per die %or by one die type, dH [ d [ dI [ etc.&, to representthe Big Bad2s superior muscular power, fighting skill and bogarting of all the best gear.

)et5s Fight 2ne o# Them$onverting W!( and W!B creatures to <BM0 is dead easy.

(amage: 0amage per attack should generally by +d, modified upwards %either by larger die type, oradditional dice& for bites, crushes, rams, etc.Attac's and Saves: W<, B< and saving throws largely derive from K0, modified if the creature is noted asbeing particularly ferocious, clumsy, resistant to magic, etc.Armour Class: 4his is a '# call, but generally each S+ of W!B armour should be treated as S6 010 )$.#odify up or down if the creature is noted as especially fast, dextrous or clumsy.Wounds: -ou can generally use W!( +E Wounds directly %dividing by L to determine K0&, or count every W!BWound after the first as S6 K0>Wounds.

WF& Wounds + 6 H L QS+S&@( W<1( + 6 HL G I@ QS6

Move; Attac's O Morale: take as read.Special Abilities: 4hese can be fiddly, but where not already covered by <BM0 converted rules 9 you can

 Cust convert to the nearest e*uivalent from the a!yrinth ord  bestiary, or treat as an e*uivalent spell effectcast at a level e*ual to the beastie2s <BM0 Wounds score.

+L 8t2s remarkable *uite how many of the odder W!( beasties were DahemD influenced by those in the !iend!olio, which was itself an outgrowth of the !iend !actory column in 'W2s famous White D+ar$  magaJine %notthat you2d know this from the masterfully selfserving introduction to the Fiend Folio, which makes only passing

reference to W0 and 'W, refers to neither by name&.

+ )s in much else, the 010 and W!( rulesaswritten are in nodding agreement on monster advancement.

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1umanoids “(eople on the leftQ we hate the people on the right.

4he world is full of strange and exotic people. Well, for a given value of peopleQ 0on2t assume that theinhuman races are as inimical to one another as modern 'W canon suggests: alliances of convenience, traderelations, mutual exploitation, and careful parleying in the face of superior force are more entertaining for allconcerned than a blanket “always mutually hostile W!B mentality. eaction rolls, and the associated<tronghold Encounter 4able, are the '#2s friends.

&eastmen *-d!.

Mv WS &S Att W AC Sv Mrl

H 6 6 + 6 !6 I

Beastmen are goatlegged, animalheaded tribal humanoids who consider themselves the favoured children of$haos. 4hey are nothing like gnolls, and they2re especially not a ('+ copypaste of Rune4uest  Broo. Tosirree.

Beastmen produce nothing and live by hunting and raiding, scattering both the bones of their enemies and theirlooted wealth %K$ ?8?& around tainted $haos monoliths found deep in the forests. Beastmen attack withvicious kicks and head butts, or with crude but effective spears and melee weapons %all attacks cause +dIdamage&. 4here is a LA3 chance that any beastman has a randomly determined $haotic mutation.

%atmen *0d0++.

Mv WS &S Att W AC Sv Mrl

H + + + + !+ HS

4he twisted atmen don2t exist, even though entire armies have fought against their uncountable hordes, theirtwisted warbeasts, and their biJarre magical technology. 4hey2re Cust a ratfaced type of beastman, that2s all.4hey2re don2t have an extensive hidden empire in the sewers and tunnels. )nd they certainly don2t plot tooverthrow the world of men and establish their own macabre 8an #illerillustrated hegemony.

atmen are unutterable cowards on their own, but gain an almost mystical courage among large numbers oftheir kind. 4he more atmen around, the braver and bolshier they become. #orale base H, each doubling inthe number of atmen present in a group increases it by + with no upper limit. %6 ratmen R #rl L, H R #rl , IR #rl G, + R #rl I, etc.& atmen packs suffer from /ggro if they pass a #orale check: small units tend tostay focused on their goals, while large swarms are continually wracked by opportunistic fragging incidents.

$ommon atmen wield spears and Cagged poisoned blades with vicious glee and a fanatic2s eye for your softparts. 4he infamous atmen special weapons should be treated as magic items with radioactive>steampunk !?and some downright cheesy puns and visual gags %warpfire R wand of fire, warplock R CeJJailSpoisonammunition, poison wind R see “#agic 8tems, etc.& -es, players can wield these weapons if they manage tocapture and decipher them, Cust remember that atmen have absolutely no conception of Elf2n2<afety.

4reat the gigantic Fgreats as stu(idity  prone, $ear causing White )pes, and the ruling 'rey WiJards andWarlockEngineers as wiJards of level e*ual to their W %S&. 4he swarms of feral giant rats that accompany allatmen incursions cause in$ected +ounds L3 of the time, and carry Black (lague 63 of the time.

Fimmish &og (evils *-dD.

Mv WS &S Att W AC Sv Mrl

H H + H ! G

4he Bog 0evils are monocular amphibian humanoids of evil aspect. 4hese ancient terrors of the wetlands havebeen driven to the verge of extinction by divisions among their creator gods, and by the inexorable expansionof atmen and 0ark Elves into their conceptual niche territory. 5egend says that they once fielded entirearmies and waged terrible wars against men, dwarves and elves, but such things are long past. )nd the Bog0evils are really  bitter about it.

Bog 0evils are whirling terrors in close combat, attacking with two large axes or maces and with swipes fromtheir long, sharpedged tails. )ll attacks cause +dIS+ damage, and the tail attack may strike to stun %see$ombat, p+&. 4he eldritch mist they naturally exude invariably covers !immish attacks and also serves togauge range for their wildly inaccurate thrown missiles. 4reat !immish mist as a random level of cover,which varies round by round %roll a dH for it&. 8f this mist is dispelled or dispersed by high winds Bog 0evilssuffer + to hit.

4he ancient masters of the Bog 0evils are evil sorcerers able to cast spells as wiJards of level e*ual to their W%S&. 4hey are LA3 likely to have an allied daemon on speed dial. Bog 0evil sorcerers are able to enhancetheir minion2s eldritch mist into a stinking cloud  %!immish cooking: not one of the great cuisines of the world&.

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Bog 0evil lairs are semiflooded ruins filled with ancient treasure and blasphemous idols of ancient make.8ndividually they carry K$ 8M; collectively they hoard stuff e*uivalent in value to K$ ??8.

$iants *0d-.

Mv WS &S Att W AC Sv Mrl

H @ @ + @ H !@ @

<BM0 giants are all massive %6A2S& drunken hobos who live by theft, blackmail and occasional mercenary work.'iants claim that their drinking is to numb the tragic pain of the ancient greatness their race has lost to thepassage of ages, but the general consensus is that they2re Cust at the /tired and emotional2 stage. 'iants dislikeeven their own kind, engaging in bawling and rock hurling over incomprehensible slights and rivalries wheneverthey meet. Fne of the few things that will get these obstreperous creatures working together is a plannedassault on a brewery.

)ll giant attacks, melee or ranged, hit for d damage and automatically !loor humanscaled opponents for+ round %see $ombat, p+&. 4he damage dice from giant attacks may be divided up between severalopponents to represent stomping and kicking, sweeping blows with treetrunk clubs, the bounce and ricochet ofhurled stones, hurling some poor unfortunate into a wall, etc. 8f you have access to the Warhammer FantasyBattle rules for giant attacks ignore the preceding paragraph and use those instead. Why= Fh, like thedreaded “(ick p andQ <tuff 0own (ants result isn2t reason enough in itself.

When fighting in melee a giant must save vs. paralysis every round to avoid tripping over his own feet andending up !loored. Kumanscale creatures in melee with a giant when it topples must save vs. poison>death orbe fatally crushed under tons of malodorous hairy flesh. 'iants are big and violent enough to cause terror .

4here is a 6L3 chance that a giant has been affected by $haos and has + randomly determined mutations.$haotic giants are evilminded surly drunks who revel in pulling the limbs off those smaller than them. 'iantsgenerally lug K$ ?M888 around in their huge swag bags, with the emphasis being on large, bulky obCects.

Slaai *0.

Mv WS &S Att W AC Sv Mrl

+ L L + +6 + W+6 +A

eclusive humanoid space frogs who simultaneously inhabit both the tropics and an uncanny intermediate

realm located halfway between two poles of copyrighted product identity+G, the <laai are Cust plain weird. 4heyare immensely powerful, but are either completely lolrandom in their actions, or so wrapped up in theinscrutable internal logic of their own complex longterm plans that they merely seem insane to shortlivedmortals. To one knows for sure, and most people aren2t craJybrave enough to ask.

<laai communicate in enigmas and koans through their crystal !alls %with 1*P  and clairaudience as standard&,and can easily overwhelm your tiny monkey brain with mindblasting telepathic insights into their ancientcosmic frog perspective %save vs. death, fail R dead, pass R terror  for +d turns&. <laai have a LA3 chance ofbeing entirely unaffected by any force, magical or otherwise, used against them, may use telekinesis at will %asthe spell&, and can cast +ish +>day, with the emphasis on choralmusicandgodlight !? spectaculars.

4he star frogs don2t believe in owning a dog and croaking themselves, cheerfully enslaving hordes of tribalhumans %treat as #en, Tomads with #ayincaJtec flavour text& or savage armies of liJardfolk and dinosaurs todo their enigmatic biding. Each individual <laai %ainbow Nyer#aat, 5ord 4odof4odhol, (hrogiWenaNortan,)ll'lorious -pKno4odh, Bharan <ylos'hrinbax, etc.& is the focus of fevered veneration by its thralls; its

evershifting alien agenda being the axis upon which all their efforts turn.

<laai are proverbially rich. !olklore claims /solid gold pyramid, fistsiJed gems strewn like pebbles, ancientmagic from the dawn of time2 wealthy, although K$ ?M is more likely. )s ever, the <laai are weird about theirstuff. <ometimes they2ll let adventurers get away scot free with butchering their guards and taking them for aking2s ransom; other times they2ll send endless waves of assassins, curses, spectral killers and unusuallyselective natural disasters after the holder of one particular unremarkable trinket picked up by accident.

Poat *0.

Mv WS &S Att W AC Sv Mrl

G H H 6 H L EH +A

4hese ancient liJardcentaurs have a long and convoluted history. 4hey originated as druidic defenders of the

forest, and then went into space as the shock troops and diplomats of an alien hive race before disappearing

+G Both of which originated with 'W, oddly enough. Fne ends in /d2 and the other in /n2.

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entirely. 4hey appear to have vanished into a combined time travel>retcon portal, returning as fearsomelightningpowered 0ragon Fgres. <uffice it to say these guys are weird, a bit confused and not to all tastes.

Xoats attack with a barging trample which causes +dI damage %6x damage on a charge& and with gigantic twohanded stone maces which cause 6d damage. )ncient runes grant the weapon S+ enchantment and re*uireany daemon struck to save vs. death or discorporate. Xoats are rumoured to possess ancient treasures andlost lore e*uivalent to K$ ?M8 in their wellconcealed and retrotastic lairs.

Xoats either  have spellcasting ability as a wiJard of level e*ual to their W, or %with their 0ragon Fgre hat on& acomplete immunity to damage from electrical attacks, )$6 and a tendency to $ren,y .

(umb Animals0umb doesn2t e*uate to helpless. 4here are plenty of $haoswarped creatures out there that are more thanhappy to remind those uppity humans that no one is above the food chain.

&loodsedge *0d0+.

Mv WS &S Att W AC Sv Mrl

+S I L !S +6

5arge briars that grow on battlefields tainted by the spilled blood of $haotic creatures; bloodsedge areespecially rife in the 4roll Wastes. nlike most plants bloodsedge is proactive about securing dinner, exuding asoporific scent that attracts mammalian creatures %horses, deer, ($sQ& unless a save vs. breath weapon issuccessful. When a sufficiently meaty morsel is within 6A feet of their thorny trunks the spiny limbs of abloodsedge lash out, entangling and throttling the delicious meal. ) bloodsedge can attack one target per W. ifhit a target takes +d damage and must save vs. paralysis or be entangled, automatically taking damage eachround until dead or freed.

5iJardmen and 'oblinoid races aren2t affected by the scent of bloodsedge, and 'oblins often lurk near stands toopportunistically pick at loot hurled hither and yon by the lively thrashings of woody predator and fleshy prey.

(og; Small but @icious *0.

Mv WS &S Att W AC Sv Mrl

H + + Y G !+ ++

5oyal, aggressive little ratter. <mart enough to obey simple instructions; also smart enough to go for the groin%+ damage, 6L3 chance of in$ected +ounds&.+I  <mall but vicious dogs can be excitable if overstimulated,and their highpitched barking causing considerable aural discomfort and outright $ear  in atmen. 8f theirmaster is felled, welltreated dogs suffer both hatred  and $ren,y  towards those responsible.

<mall but vicious dogs do not carry treasure, but are rare and precious Cewels in and of themselves. -ou thinknot= Kow many of your friends will fearlessly bite and worry at the flesh of those who anger you= Kow manyof your friends patiently wait for years in the unshakable certainty that you2ll come back any time now=

(og; &ig and Surly *0d!.

Mv WS &S Att W AC Sv Mrl

H 6 + 6 !+ +A

Kuge great things bred to take down bears and transport kegs of rum across mountains. )ttacks with a viciousbite for 6dH damage. Fn a natural +I6A to hit the bearhound has latched on and does automatic worryingdamage each round until victorious or dead. -es, you can have one. 4hey cost at least 6L'$, and anything upto ten times that for the strongest, most intelligent specimens.

$iant &ogtopus *0.

Mv WS &S Att W AC Sv Mrl

+ I H I G !H @

Bogtopi spend their lives s*uelching around in mires and marshes looking for things to fondle and eat. 4heyattack as normal giant octopi and have enough cunning to drag air breathers below the water. ) bogtopusgenerally $ears fire, and will throw clods of mud at torch wielders. Bogtopi have no interest in gatheringtreasure, although exceptionally cunning specimens use shiny obCects as bait for passing humans.

+I -es, the more than passing resemblance mechanical between the small but vicious dog and the B>? giant ratis intentional. 82d still put my money on the dog though.

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Carnivorous Snapper *0,D.

Mv WS &S Att W AC Sv Mrl

6 L 0w6 I

Explorers who have returned from the Tew World across the 'reat Western Fcean tell wildeyed tales aboutelves, liJardmen and creatures of living stone using these halfdragon, halfcrocodile creatures as nigh

unstoppable shock cavalry. Ff course, the lands to the west are famous as the source of some really gooddrugs, soQpinch of salt.

)ssuming $arnivorous <nappers do in fact exist, and aren2t Cust the ravings of skurvy mad sailors and explorers%proverbial liars one and all&, they probably lunge from ambush to kick or claw %for +H damage& and bite %for+I damage& at anything that enters their range of vision. 4heir tiny reptilian brains are subCect to stu(idity ,but a sufficiently vicious master can tame them enough to ride %/domesticate2 isn2t a word that can ever beassociated with these scaly horrors&.

$arnivorous <nappers don2t consciously gather treasure, but they love to accumulate piles of bones in their lairin which occasional piece of loot may be mixed.

Chameleoleech *-d!.

Mv WS &S Att W AC Sv Mrl

6 + + + G Tm L

$ubitlong hallucinatory leeches: sometimes they make you hallucinate, sometimes they hallucinate; it2s all thesame to the chameleoleech. ]uite how so brainless and distracted a creature %subCect to stu(idity & manifestsmental powers that can force intelligent creatures to save vs. paralysis or lie there helplessly marvelling at thepretty colours while they latch on and do damage per round %+ damage S LA3 chance of inCecting somehorrible disease straight into the bloodstream&, is a mystery.

(eople are constantly trying to use chameleoleeches as drugs; this generally doesn2t end well.

$oldworm *0d0++.

Mv WS &S Att W AC Sv Mrl

+ + + +hp @ Tm +A

Tasty little goldtinted fingersiJed things that eat your gold if you give them half a chance. <nuffle aboutblindly in search of precious metals. 8n their dormant state they curl up into coinsiJed nugget shapes. $anpuke their guts up once>day to cause +dH damage to exposed flesh %worm acid does no damage to leather,wood or any metal other than gold&. 0warves hate these guys, while alchemists and moralists are fascinated.

'oldworms do not gather treasure, but they do have an unerring nose for gold within A2. (rospectors havehad some success dowsing for veins of native gold using glass Cars of goldworms.

Babberwoc' *0.

Mv WS &S Att W AC Sv Mrl

I I 6 !I +A

4he dreaded Cabberwock %no one is sure if it is uni*ue and immortal, or merely rare and antisocial& is a creaturethat entered the world through a mirrorQ or a dragon distorted by $haotic mirror magicQ or a walking avatar ofinsanityQ or a literary trope made manifestQ or something. Whatever it is, the Cabberwock is an aggressive,voracious and incredibly stupid creature; a plague anywhere it2s misshapen shadow falls.

) Cabberwock attacks with a deafening cackle of semicomprehensible gibberish, against which auditors mustsave vs. breath weapon or suffer con$usion %as the spell&. 4he Cabberwock then charges in to attack %flyingclumsily at #v I& with a claw>claw>bite routine for +d claw and 6d%Spoison& bite damage. 4he beast is notwithout defences: its ironhard hide is immune to nonmagical +ea(ons, and it regenerates as a troll. <o alienand unnatural is the appearance of a Cabberwocky that looking it in the faces causes terror . 4he alien mannerin which the beast2s mind works means that it is subCect to stu(idity .

) Cabberwock produces nothing, but gathers up shiny things with a nighdraconic level of obsession. ) Cabberwock sometimes sees use as a chariot beast for the more extravagant %and lunatic& $haotic warlords.

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)ashworm *-d0+.

Mv WS &S Att W AC Sv Mrl

A + + + @D Tm +6

#ore a trap>damage tax than a proper monster, the walldwelling lashworn %distant $haoswarped cousin tothe coral polyp, or possibly the raJor clam& is aroused to attack by noise and vibration. ) lashworm

automatically wins initiative, flicking a hookended muscular tongue %+dH damage& up to +L feet towards thesound. ) lashworm dug into a wall, cliff or suchlike is treated as )$A, but they can be dragged out of their wallwith a successful )g test %to grab the lashing tongue& followed by a successful <tr test.

<urfacedwelling breeds of lashworms are a popular addition to moats and defensive ditches. While theirvividlycoloured subterranean kin seem to have a natural affinity or relationship with the subterranean<hrieking !ungus. 5ashworm eggs %stored in the base of the creature2s burrow, fertilised by a neighbour, thenhurled away by the powerful tongue& appear indistinguishable from pearls of especial lustre and siJe.

%a=orbill *Dd!.

Mv WS &S Att W AC Sv Mrl

+ !6 I

To one is *uite sure why the W!( world has giant angrylooking puffins hopping about its rocky shorelines incolonies up to +AAstrong. Even $haos doesn2t take credit for these guys.

aJorbills savagely attack anyone who wanders too near their nests, or anything they mistake for fish. 4heglisten and sheen of polished armour confuses their simple brains no end. aJorbills have #v +L %HLA2>rnd& inflight and attack with their wickedly sharp beaks, striking for double damage in the round they first stoop upon%charge& their prey.

aJorbills don2t care about treasure. 4reasure is shiny like fish, but annoyingly inedible.

Sunworm *Dd!.

Mv WS &S Att W AC Sv Mrl

6 6 + 6 !+ I

4he warmer, sunnier regions of the world are infested with mansiJed carnivorous laser slugs. Why= Becauseheliotropic laser slugs would make no sense in cold, perpetually overcast locales.

<unworms bask in the baking deserts of )raby and southern Estalia, Japping unwary travellers andunsuspecting livestock with accumulated solar energy, then eating the smoking remains. ) sunworm is able todischarge up to times>day for d damage %save vs. wand for half& at a range of up to LA feet. 4heyotherwise Cust rasp at things with their abrasive tongues for + damage. <alt affects sunworms as burning oil,burning oil Cust amuses them.

<unworms consume flesh and leather, but consider metal unpalatable. 4reasure e*uivalent to K$ M8 per wormwill typically be strewn among the remains of their impromptu barbe*ues.

>ndead#ost undead are per the existing B>? rules for their kind. 0id 8 mention that there2s no turning the undead in

<BM0= Better stock up on garlic, holy water and the like. )lso fire. 5ots of good old, reliable cleansing fire.

Carrion *0d!.

Mv WS &S Att W AC Sv Mrl

H L L L L !L G

Blame the deathfetishists of Kekhara for these beauties. <ome bright spark Cust had to see what happenedwhen you feed the giant vultures on a diet of Jombie flesh. 4he answer: nothing good. )lthough at least wenow know what2s grosser than a vulture: a giant stinking undead ghoulvulture.

$arrion attack with a claw>claw>bite routine, relying on their innate paralysing touch %as ghoul& to subdue prey,rather than the poor damage %+dH>hit& of their natural attacks. 8f both claws strike the $arrion will attempt tolift its opponent %mansiJed or smaller& to a great height before dropping it to its death. $arrion cause $ear  

%and loathing&, are @A3 likely to cause in$ected +ounds, and accumulate large amounts of treasure scatteredaround their mountain eyries %K$ ??8&.

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(aemons0aemons are creature native to the enigmatic ealm of $haos from whence all magic flows. <ome scholarsconsider daemons distorted reified echoes of human sins and virtues; others consider them the inspirers ofsame. <till others claim they are life forms naturally arising from their realm or that they are accumulatedpsychic residue. Whatever the nature of their existence daemons are alien and hostile to mundane life.

niversal ]ualities of 0aemons:• <ee in darkness %infravision @A2&•

8mmune to nonmagical weapons, normal poisons and earthly diseases.• <urvive indefinitely without food or air.• egenerate + Wound per 6 rounds.• $ause $ear in living creatures.• LA3 chance of a randomly determined mutation.• epelled by protective barriers % (rotection $rom eil , etc.&

(aemon o# %age *-d!.

Mv WS &S Att W AC Sv Mrl

H H H 6 H L 0wH ++

0aemons of age %a.k.a. Bloodspillers& are impossibly emaciated and bloodyskinned humanoids. 4heir facesof constantly twisted into a grimace of inhuman fury. 4hey are always angry, all the time, and communicateonly in strangulated shrieks and bursts of violent invective. 8f there2s nothing else to get angry about daemonsof rage will gladly turn on each other.

Bloodspillers attack twice per round, once with a blast of venomous frothing spittle %treat as flask of oil, exceptdamage is acid rather than fire&, and once with a massive twohanded black rune sword. 4hey generally dubthese swords #ournbringer or <tormblade, for reasons obscure and selfreferential. Bloodspiller swords cause6d damage per hit; this damage cannot be healed by magic.

4here is a 6L3 chance that any bloodspiller encountered wears magic plate armour %enchantment S+, grants abase )$ of 6&, and a further 6L3 chance that it wields an anachronistically advanced technological weapon%treat as ar*uebus or blunderbuss that fire once per round, no reload time& in addition to its sword.

Bloodspillers are subCect to constant, unremitting $ren,y  and a burning hatred  of everyone they encounter. )successful save vs. spell allows a bloodspiller to control its frenJy and operate %semi&rationally for +d rounds.

(aemon o# (isease *-d!.Mv WS &S Att W AC Sv Mrl

H H H 6 H !H ++

0aemons of 0isease %a.k.a. 4allymen of (oxes& are created through the agency of 'urglish ot. 4he corpse ofa person slain by the disease will later arise as a oneeyed, onehorned festering monstrosity. 4he merepresence of daemons of disease curdles milk, sours wine, rots food and causes plants to wither. Fnly the vilestinsects thrive in their rancid presence. 4hese daemons exist only to spread agues, poxes and cankers far andwide, which they do with avuncular delight in their own beneficence.

)ll 0aemons of 0isease are healthy carriers of 'urglish ot and + other random diseases. (hysical contact, amelee strike from their rusted, pitted glaives %+d+A damage S in$ected +ounds&, or even extended proximity tothe necrotic festering flesh of a 4allyman re*uires a save vs. poison>death to avoid contracting somethingunpleasant. 4heir everpresent cloud of vermin acts as an insect s+arm spell effect, which dissipates only upon

the banishment or death of the 4allyman.

(aemon o# Sensation *-d!.

Mv WS &S Att W AC Sv Mrl

H H 6 H L !H ++

0aemon of <ensation %a.k.a. <uccubettes& are hermaphroditic humanoids with claws, compound eyes andcoiled horns. 4hey are harbingers and handmaidens of the $haos god of excess, keepers of forbidden lore whoknow the secret desire of each human heart and hold the key to pleasure undreamed of by mortal mind. 4heirknowledge is the stuff of fevered speculation among scholars and sybarites alike.

<uccubettes naturally radiate a strong musky smell e*uivalent in effect to a strong dose of Estalian !ly %see0rugs, p++&. Each round spent in close proximity to one of these demons re*uires a save vs. poison, with

successive failures indicating more intense effects. 4roupes of succubettes open combat with their infamoushy(notic (attern %DahemD& dance %as the spell effect, 55)E$, pL+&. Each additional <uccubette dancing after

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!. o# !$

the first increases the save modifier by +, to a max of . Fnce their opponents have been reduced to droolingmoronism the succubettes skitter into range to attack with elegant caressing claw strikes which do +I damage.

4here is a 6L3 chance that a <uccubette carries a long staff of glistening silvered metal. 4hese allow the<uccubette wielder to perform wildly improbable %and distracting& acrobatics, or to cast specialised spells of anature wholly unfit for a family publication.

(aemon o# Change *-d!.Mv WS &S Att W AC Sv Mrl

H H H 6 H L !H ++

) 0aemon of $hange %a.k.a. (olymorphic Korror& is weird, brightly coloured combinations of bird, human, Cellyfish and porcupine. 4hese heralds of the chaos god of tumult and transmutation are biJarreQ things withweirdly detachable limbs and flaming skin.

4he unpredictable movements of (olymorphic Korrors e*ual parts leaping, rolling and flowing treat gravity,surface tension and suchlike laws of nature more as suggestions than anything else. 4hey can s(ider clim!,leitate and walk on water as they wish. 4he number and arrangement of their limbs is constantly shifting.(olymorphic Korrors freely throw their limbs to one another in biJarre Cuggling acts, regenerating as a troll.4hey cheerfully involve poor fragile mortals in their play, yanking at extremities %+I damage& and throwingcoherent flame up to @A2 %d damage, treat as flaming oil&.

4he mere presence of a (olymorphic Korror re*uires all spell casters within +AAft or so to roll an additional diefor the $urse of $haos %see #agic, p6H&.

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Small But Vicious Dog (B/XWFRP hack), ver0!

Sce&arios

<BM0 scenarios practically write themselves: OpeopleP have Ostuff you wantP, get it without being blamed orfalling afoul of OcomplicationsP. )lso $haos.

Investigate and %eport: 4here2s something rotten in the sewers>necropolis>village of 0orfdorf>$astle Fopaklastvit>Nislev %delete as appropriate&. $ongratulations, you2re the canaries. 

$old Fever666  8t turns out that old abandoned 0warven mine>hold>grave is full of treasure after all. Better getin there and secure it for the common good before opportunistic looters can steal it. Kmm, 8 wonder why theplace was abandoned in the first place= 

)arcenous "ursuits:  8t2s not nailed down= 8t2s like they2re asking you to nick it" What= 8t is nailed down=5ucky you brought your crowbarQ 4raps= 5ucky you bought a few expendable KalflingsQ Easy money" 

Stop the "igeon:  Kunt down and Ocapture>kill>sell into slaveryP OpersonP who is rushing by Ofoot>horse>carriage>shipP to reveal OrevelationP to Othe authorities>their cult>the enemy de CourP. 0isaster, andaccompanying dire retribution, will befall if you fail.

Stand and (eliver:  4here2s a lot of fuss and expensive preparation about that carriage due in later this week.What could be so important and valuable that it needs all those extra guards and so many bribes, threats andblackmail letters strewn about so thick=

The Huest: 'o there. <lay the fearsome 4hing of the Keath. Bring back the 'raf2s wife>Kammer of<igmar>'lowing 'reen ock of 'uffin #c'uff. Expect unpleasant people to interfere.

Schattenlau#en:  Kerr Vohanson hires some deniable scum %that2s you& to perform some discrete serviceintended to result in the discommoding of a political, business or social rival. $ockups, complications andhilarity ensue.

Babberwoc':  !ind and slay the fearsome OmonsterP which has been making life so complicated recently.Expect killstealers, the authorities welching on promised bounties, and the monster2s kin to show up.

8ohl5s 1erren:  4hat village occupied by OenemyP. umour has it that there2s a rich treasure buried beneaththe OlandmarkP that no one knows anything about: enough to retire on if we don2t have to split it with the restof the army. <ure, the OresidentsP are still in there, and the place is thick with OenemyP troops. !ancy a littleextracurricular looting=

!eeling a little more ambitious than running something akin to an episode of Blackadder  or eague o$#entlemen coscripted by 4om <harpe and K.(.5ovecraft= 5ook to the first three parts of the classic W!(campaign The 1nemy Within %*hado+s oer Bogenha$en, Death on the Reik  and Po+er Behind the Throne& formassive pointers in the right direction in terms of theme, tone and content. Be advised that looking at laterparts of T1W  %*omething Rotten in 6isle , the published 1m(ire in Flames& will cause only sadness, confusionand loss of the will to live: it is not recommended. 4he Doomstones campaign is right out"

8eeping It Small &ut @iciousTothing better evokes the spirit of the source material that inspired <BM0 than making the ($s suffer. Nillingcharacters off is no fun; doing everything Cust short of that is much more entertaining. #ake sure you putthem through the wringer as much as possible before their inevitable, ignominious demise.

82m not advocating nakedly adversarial '#ing: merely a firmbutfair administration of hardship and betrayal,and a properly parsimonious apportionment of reward. 4rue W!( players will love every minute of it, and youcan make delicious #artinis from the tears of those delicate flowers who simply don2t understand that suffering

is love; that adversity breeds character; and that eventual triumph is all the sweeter if you have to kick, gougeand struggle for it every step of the way.

)ll the best, and remember:

+. 4he world is not fair.6. 4he gods hate you, and your suffering amuses them.. @A3 of people are corrupt, greedy scum. 4he remainder are vicious fanatics.H. Everyone has an agenda, sometimes several.L. 8t can always get worse, and generally should.. 8f in doubt, $haos did it"G. 8f it appears that $haos didn2t do it, check harder.I. 'lowing green rocks R bad.@. 4here are no such things as <kaven.

e