Saturday, September 6, 2025

The Enemy Within - Session 105

 14/12/2024

A Cunning Plan

 Amos plays cards with the convoy guards while Norgrim & Thindra drink from the ale barrel and soak up whats going on. Villagers show up to see the prisoners, the Reeve is called by Wanda to adjudicate over the situation with the diseased prisoner - some are not happy that they are hosting a diseased invalid, others shout that this is Sigmar's judgement for forsaking him. One villager, a devout Sigmarite asks them if they saw the banished father on their travels - no. 

The guards chatting with Amos say they should just off her, I mean no one will thank them for bringing disease to Hope Square. The situation seems tense for most of the night. Norgim & Thindra retire to their tent just after 10, Amos stays on to try convince the chaplain that Magdalena is in danger from the guards and that they could be hired to protect her. Although convinced about the guards he fails to persuade Alberta, but decides he will spend the night in the coach house with her. 


Amos returns to the tents, Farfordda having spied them drops over the wall and they hatch a plan - he returns to the trees outside to sleep in the branches. 

At first light Amos and Norgrim return to the Inn while Thindra, inquiring at the cartwrights as to the Reeves house visit him... Thindra has the answer to this conundrum - the dwarves will take the sick prisoner to Hope Square if paid to do so, ensuring that the disease leaves his town but the convoy will be safe from infection. He agrees that this makes sense and they adjourn to the yard of the Inn where the Priest is arguing against killing the sick prisoner - Alberta sees the sense of the plan and offers them 2s/day, Thindra haggles (and crits), Alberta agrees to pay half up front and pay an extra 1/- per day. 

The Priest maintains that they cannot move a woman this sick and it is agreed that the dwarves and priest will stay to follow on later as soon as the Priest judges that she is fit to be moved - Alberta drops the up front payment but will pay 3s/day. 

The prison convoy rides out of town at 9am on Vorgeheim 21 (mild morning), the locals pelt the prison wagon with rotten fruit as it passes through the village...

The Enemy Within - Session 104

30/11/2024

The Foresters' Arms

They ride on past Hovelhof and a mile or 2 along the prison road they find a spot to run the cart off down a slope and make camp without fire. Amos makes shelters expertly to protect them from the light rain. Farfordda fails his roll to resist Mariposa's dream stalking, and Amos wakes from a dream of rats gnawing on his left arm to find a blister and coughing marking the start of his Itching Pox affliction.

They break camp early, Farfordda canters off ahead while the dwarves follow behind at cart pace. He ignores the Wolf Watch, though succeeds at an intuition roll to see the purple winds of death eddying around it. When he reaches the thin arm of the mountains that Hohenfarht nestles in he leaves his horse and climbs a ridge to see back over the way he has come. He spies a group of Nordlanders leaving the NE trail and waits until the Dwarves show up in their cart just after 1pm. These same Nordlanders hail the dwarves when they meet asking for news from Middenheim - they go there to celebrate the ordination of a new Ar-Ulric, good luck and beware of Sigmarites!


 


Shortly after the Dwarves rendezvous with Farfordda at the foot of the mountain spur. They decide that the Dwarves will push on to the village and Farfordda watch the road from a high vantage point. From up here he can see a compound like a Coaching Inn to the north and the Wolf Watch at the ege of the forest in the west. He spots the prison convoy a little after 2pm and watches it pass then follows on behind. He can see that Magdalena has been removed from the prison wagon and is manacled to the rear of the supply cart, she is filthy and looks in a bad way. 


Meanhwhile the dwarves arrive at Hohenfarht late afternoon - they tie up at the Inn (The Foresters Arms) and order food. Amos insults Wanda the young owner, asking her if there are anymore of her people here (she looks Strigany), consequently spending much of the remainder of the time coughing, sneezing and eating outside. Thindra does a good job of charming her though, tells her theres a prison convoy coming this way and that they are heading into the mountains on a dwarven pilgrimage, she asks about the giant bird skull over the bar. That came from her Aunty as a gift to her father who passed away last year - its a griffon skull, her aunty (she hasn't seen him since dad passed) is a professor in the city. Oh not Prof Eunice Hasche, the Beasteria Prof? Why yes, the very same! 

So Thindra makes it known that they know Eunice and lately had an agreement to meet which Eunice failed to do. Wanda tells her that one of her assistants was through here just before the last Chaos Moon - yes Gauis is his name. She also tells them that last week, the day after the chaos moon a troop of Tuetogen Brotherhood came to the village, tore the doors from their Sigmar temple, cast out their Priest and beat the reeve for protesting. She is appalled, they were supposed to visit today (festag) to make sure there was no Sigmar worship going on.


The Dwarves are debating what to do for sleeping arrangements, they can't really afford to stay in the inn, Wanda tells them they can camp on the common at the other side of the villlage but she'll need to charge them for fodder and stabling for their horses. Amos heads off to set up the tents and Thindra hangs out at the gates to keep an eye out for Farfordda and the convoy as the gates will be closed at 7pm. Norgrim stays in the bar which is fairly quiet (the locals drink at another tavern) for a Festag. The only other occupants right now are Valeria a merchant taking beer to the picket (at some point Thindra spoke to her and she explained the picket is a camp and wall around the Brass Keep since it was occupied by chaos warriors in the last great chaos incursion several centuries ago) and Luther a traveling minstrel. He buys a small keg of ale. 


Norgrim is still sat there when the prison convoy arrives and chaos ensues - Wanda asks him if he can drive their coach out from the the coach house as the convoy need to make use of it. Valeria is also having to move her wagon. Thindra and Amos enter the inn to get a measure of the situation - One of the prisoners (Magdalena) is desperately ill and will be kept in the coach house while the others stay in the prison wagon, the priest convinces the driver (who seems to be the boss of the situation) that he or the nun should stay here with a guard while they ride on...


Its 8pm (20th Vorgeheim), a warm evening and Farfordda is in the trees by the wall, he has spotted the dwarves & their tents though they have not seen him...

 

The Enemy Within - Session 103

 (19/11/2024)

Ruinous Powers

We start with Magdalena just after being incarcerated on the 17th. She whispers briefly to her neighboring cellmate who tells her that the guards will come if they hear. First Inspector Plasait drops by and confirms that she is indeed Magdalena and refuses to say anything about the charges. Shortly after the jailor has her change into a simple smock, then she is taken for questioning (by the captain) who tells her she is accused of murder, conspiracy against the Graf and consorting with the Ruinous Powers. She says she hasn't seen Arrion since yesterday, he just disappeared. She knows little about Sebastian Peak and that she came here seeking Herr Blitzen, a wizard. He warns her they will force a confession from her. 


Back in the cell she wakes after a nightmare, cold and miserable, to the sounds of a sewer jack whispering to some unseen character that here she is. Then she's questioned by General Schwermutt, he is angry about the situation and does not believe it - he tells her they found The Liber Mutandis among her belongings and that Father Bach had impressed upon him that this is nonsense. She mostly tells him what she told the captain, and critically that a) they sent Commander Shulztmann a letter explaining that the Sewer Jack was a skaven and in league with mutants who attacked them while they slept and that they were engaged in uncovering a skaven plot against Middenheim. He said he would go and petition the Graf on her behalf that evening…

Back at The Fox and Crown at lunchtime on the 19th the rest of the gang find a note waiting for them:

Dear Lady Grey, our friend has been arrested for murder, conspiracy and consorting with the Ruinous Powers. I don't believe a word of it, even though they showed me the book. I have implored General Schwermutt to intervene, and failed so far to contact her patron Herr Tore. I have fallen desperately ill and cannot do much more for now, this very letter is dictated as I am too weak to write. She is being held in the dungeon beneath the Watch headquarters in Grafplatz. I fear for her life.

Myrmidia prevail,

Father H. Bach


They pay to leave the 2 riding horses and Norgrim's dog and head off back to Middenheim, claiming they are going to look for work. Farfordda follows them on foot in the forest. They stop so that Amos can shave Norgrim's head by way of disguise. 


Just over half way to Middenheim they have to pull over to allow a convoy of 2 wagons and 4 outriders past - it is a prison convoy taking Magdalena and 5 others to Hope Square! Amos and Magdalena see each other. They turn around their cart and follow at a distance, Farfordda tracking ahead.

The prison convoy arrives at the Inn about 7pm, they stop their cart half a mile before the Inn and Thindra and Amos head in on foot just after 8. They are let in by Old Wendorf and a stable boy tells them he'll get their horses if they wait in the bar. Most of the guards are drinking, one is trying to round up locals for a game of cards. The 2 Shallyan's are talking with the lead driver. They tell Joli (the owner) they found a buyer for the horses so are heading back to Hovelhof. She tells them to be careful travelling at night and mentions Heinz Greber's gang - an armoured dude at the bar gives them a look at the mention of this name. 


They head out with the horses and get back at a little after 10, they still need to make camp somewhere...
 

The Enemy Within - Session 102


 (08/11/2024) 

Leaving Middenheim 

Farfordda wakes in a tree south of the city, then walks in the forest along the north east road, stopping to forage around lunchtime.


The Dwarves go buy a bow for Farfordda while they wait for Magdalena (they hear that the new Ar-Ulric will be sworn in on Festag), when she doesn't show by lunchtime they drive out of the city without any fuss. A poor drive roll on the part of Norgrim ensures they don't reach the Fox and Crown till just before sunset, though Farfordda accosts them near their destination (they also pass a troupe of Knights of the White Wolf on route). 



Magdalena wrote a couple of letters before leaving Tore Palace, one to Wilhelm Tore thanking him and 2 copies of another saying she was going to visit the Temple of Myrmidia then report to Inspector Plasait, explicitly stating that this was insurance in case she was wrongfully arrested. Then she went to the Temple of Myrmidia, tho not before hearing that Wilhelm Tore was happy as he had finally been granted an audience with the Graf which was to take place at lunchtime today, he believed this was in no small part due to Magdalena's performance at the jousting. 


Father Bach is delighted to see M, he tells her that Inspector Plasait was here asking about her yesterday, she tells him that they are on the trail of their friend who was abducted and are following the trail north to the sea - that they slew the sewerjack in self defence and that she was connected to these abductions. M then asks the father to come with her to the Watch HQ - he says sure. As soon as the desk sergeant realises who she is, Magdalena is arrested for the murder of the Sewer Jack Sergeant and consorting with the Dark Powers. Father Bach protests, but she is led away and locked in a dungeon cell.


Meanwhile the rest of the gang spend the evening in The Fox and Crown, Norgrim wins some money gambling, they pick up a bunch of rumours and a Shallyan Chaplain & Nun ask if they can travel together along the Prison road. Farfordda sleeps in the forest - and does the Tarot before he crashes - is Magdalena in immediate danger. No. But they are low cards.


Next morning (Vorgeheim 18th) they reconvene in the tap room of the Inn - they decide to send a message to the Temple of Myrmidia asking where Magdalena is, then pay to leave their horses and cart at the Inn while they go camp in the forest. It rains through the night, they get wet and Amos wakes with a burbling belly heralding pain to come, they break camp and head back down to the Inn by lunchtime (19th) to find a message waiting for them...

Wednesday, May 28, 2025

The Horror in the Darkness


It was probably inevitable that once I got back into playing tabletop RPGs I'd take up collecting and painting minis again. I'm sure the magical allure of these detailed little critters was a crucial part of what drew me into the hobby in the first place. 

After my first year or so of rediscovering this nostalgic joy I found myself increasingly customizing the models. Back in the day it was all lead or white metal, so the only modelling I ever did was the bases and that was usually with a tub of my dad's Polyfilla. But the plastic minis of today are easy enough to rework with a scalpel, a file and a pack of Green Stuff. 

I started to wonder if I could model something from scratch, inspired by articles in (the brilliant and totally free) 28 magazine and awesome content on YouTube like this video here. But what to make?

The game gave me the answer. I had dropped the WFRP adventure The Horror in the Darkness into our play through of The Enemy Within, it features a mine with this huge, vicious monstrosity called a Brood Horror lurking in its depths. After one gaming session in March I realised the Player Characters would encounter it at the next one in ten days. 

We usually play with minis, though it being a fairly low combat game there is rarely much call for them, so its always novel and fun to use them when we can. However I didn't really have anything appropriate for the Brood Horror, I mean it is pretty big. I thought maybe with ten days I could have a go at making one?

 

Illo from The Horned Rat Companion, copyright Cubicle 7

The illustration in The Horned Rat book seemed like a good place to start - I like the pose. A quick trawl on Artstation turned up some pics useful for thinking about other angles. I did a few tiny pencil sketches to get my head around the leg positions then got to work...



Plasticine

I started out by making a simple, very rough model in Plasticine. This was really just to get a sense for what size the underlying wire skeleton would have to be. It had no detail at all and lacked the solidity to even really stand up, but it totally worked for what I needed. I used another mini in a fairly neutral pose for scale reference. 


Wire

I actually ordered 2 lots of wire from Amazon, but I know nothing about wire gauges so both were essentially unusable, one far too thick and the other too thin. In the end I used a small roll of steel wire I had laying in a tool box. I cut one long piece which I shaped into the spine, going from end of the nose to tip of the tail. I then took another piece and wound it round where the hips would be to form the legs. Tying them clearly wouldn't be enough to hold them in place, especially when I started shaping them into the leg pose so I dropped a splat of super glue on the join. 


Its worth mentioning at this point that I used a longer piece of wire than I thought I'd need, so I could cut it down to size once shaped. I couldn't get a sharp enough bend at the knees just using my fingers so I tried combining the use of a pair of multi-tool pliers I had with a pair of (just googled the name) Pump Pliers. That obviously wasn't going to work so I ordered a 'mini pliers set' from Amazon for about £19 - I could have got something cheaper, I mean its not like I'm applying a lot of pressure or serious wear to them. There are 5 pieces in the set though and they are perfect for what I wanted - especially the bent ones.





After the legs I added another long piece wound around the spine to make the arms and fixed with superglue then twisted these into rough shape with my new pliers. 

Shaping and trimming the final pose didn't take place until I bound the skeleton on to some kind of base. Without the feet being pinned in place it would too easy lose the pose. This was where I started using cut up sprue. I have been keeping offcuts for a while now in case they could be used as bricks, shaped into small objects or just to bulk out minis or their bases. 

Often once I've remove all the minis from a sprue I will take a pair of clippers and snip the sprue up into strips. These are easy to store and make a great modelling material. So I took a strip and using my too-thin-for-skeleton brass wire I bound what will become the feet on to a piece of sprue. Then I drenched that in superglue.


Sprue 

Other articles I've read recommend padding out from the skeleton with more wire, crumpled tin foil or some other malleable material before applying modelling clay. I decided to go with sprue.  This was definitely slower than many other approaches would be, but it was a satisfying way to work, and I felt confident about building up the form this way. Cutting, gluing, sanding, trimming. It took a wee while but eventually I had a solid framework which admittedly at this point looked more like it belonged to Horizon Zero Dawn than the Old World

The final step before moving to clay was adding the only details I did not make myself - an upside down jawbone to frame the top of the mouth from a Citadel box of Skulls and the tongue from a Demon of Khorne. I thought the shape and detail of these would be too tricky to do. In the end the actual teeth were just little shards of plastic whittled with a scalpel.


 

Milliput

 The biggest quantity of modelling clay I used was Milliput, a 2 part epoxy putty - 'moulds like putty sets like rock'. Its not great on the hands and it makes a real mess, but it adheres to plastic well. It takes hours to dry, and once dry it can be shaped with a scalpel or file. I think I bought my first pack of it ages ago for modelling bases for which it is perfect. 

I apply it in little lumps and push these into place, then mold and scrape with a set of stainless steel tools which look like dentist's implements. With the lumps I try to follow the underlying structure, big clumps of muscle mass or prominent bones. The Brood Horror also features a lot of gross pustules and tumors, these were added once the main form had hardened. I save all the little hardened crumbs of Milliput for applying as base details.



Green Stuff 

After the Milliput comes the Green Stuff. When you pull a piece of Milliput apart it tears like a kind of crumbly clay, there is almost a moistness to it. Green Stuff like Milliput is a 2 part epoxy (one strip blue, the other yellow) but it doesn't so much tear when you pull it apart as stretch. It is like a sort of super malleable plastic. 

It is great for details, you can roll out thin shapes and spread them on, then push them with a knife to create hard edges. It stays in this pliable state for a half hour or so after its mixed and takes hours to fully dry. I bought a cheap set of silicone and plastic modelling tools for working it which proved invaluable, especially for spreading the material and eliminating fingerprints. You can cut and mold Green Stuff, but not really sand it.  

 
Hopefully you can see from the pics that the tail was created by rolling out thin strips then wrapping them around the rough Milliput form. Its a bit much, I'd try do something more subtle if I was to do it all again. 
 


Details & Zenithal

I stuck the model to the unused oval base from a larger Citadel mini, smothered it in Milliput then encrusted it with sprinklings from my bag of scraps. 

The final gross details for the Brood Horror were warts created by gluing on some of the tiny beads you find inside plastic water filter cartridges, a tip I picked up from one of the insanely talented Roman Lappat's pdfs. I applied some Liquid Green Stuff over these to better merge them with the body - that's the dark green on the back on the picture on the left.

Then it was time for a quick Zenithal pass - i.e. spray the miniature black, then white from above. And that was as close as it got to finished before being used in the game. All in it took 10 days to model from scratch, doing at most a couple of hours a day. 

 

 

Painting

I did the painting at a more leisurely pace, it took less time to paint than make and those hours were spread out over a month. I started out by working up the zenithal coat until I had a complete monochrome version of the mini. Then a thin coat of flesh colour, followed by dry brushed white and successive washes of contrast paints, applying reds, purples and yellows in localised areas.

I'm fairly pleased with the finished result. The tail could be a lot better and those folds of skin around the neck could be better integrated with the muscles writhing up across the throat, the hands are ugh and half the face a bit meh, but for a first effort at modelling a mini from scratch I'm pretty happy. It was a satisfying project to undertake, even if the Player Characters did dispense with it in one session. Might try a Troll next.

 

Wednesday, May 7, 2025

Mountaineering


 

These rules govern traveling through hazardous mountains where there are no actual roads. They are used alongside the WFRP 4e rules for camping, hunting and foraging utilizing the Outdoor Survival skill and an actual Random Encounter table which is not reproduced here.

Procedure

  • Each day choose route or direction 
  • Make a Navigation Test for the distance traveled with the units die used for the Encounter Roll

Movement Rate 

  • Base movement rate = 1mile/hour 
  • Can travel for 8 hours/day with 30 min break every 2 hours, so 10 hours total
  • Can push on for weakest party member's Toughness Bonus in hours
    • All make Average Toughness test (adjusted by weather and encumbrance) or Fatigued till sleep  

Navigation Test

There are 2 grades of route delineated on the map; solid and broken (pink lines in header image).

Solid is considered to be terrain which can be walked or potentially ridden on, though slowly. Mostly these are along the bottom of the great valleys. 

Broken may be up mountain stream beds or broken ground which involves scrambling and occasionally some climbing. Generally mules can be lead over broken routes.

Set the Navigation test difficulty as follows:

  • Solid route = Average (+20)
  • Broken route = Challenging
  • No route = Hard  (-20)
  • Increase Difficulty by one step for Bad weather
  • Increase Difficulty by one step if no Knowledge of route 

Success

A Critical counts as an additional 2 SL (Success Levels).

SL can be spent on:
  • 1 per extra mile traveled
  • +1 SL Outdoor Survival test to find/set camp 
  • +1 SL Outdoor Survival test to forage/hunt
  • +1 to Encounter Roll
  • +1 SL to Track tests
  • Gain Knowledge for next day's travel 

Failure

If  Fumble the party will be Lost in addition to all other penalties.

Suffer all that apply:

  • FL 1- 3: -1/FL to miles traveled
    • If No route an Average Extended Climb test with Target = FL is required by the poorest climber
    • A fumble means fall - lose something or take 1d10 wounds 
    • For every roll required -1 to miles traveled
  • FL 4: Roll Mishap 
  • FL 5: -1 to Encounter Roll
  • FL 6: -1 SL Outdoor Survival to find/set camp

Encounter Roll

  • Use units die from the Navigation test
  • If an encounter takes place a second d10 is rolled to determine distance, the skill test dictates who sees who first
  • SL & FL from the Navigation Test can push the encounter roll up or down
  • The actual encounter content is rolled on another table
  • If it is important when an encounter takes place roll % of days travel
    • if critical it will be at best time, fumble at worst

Tuesday, March 4, 2025

WFRP 4e House Rules: Character Levelling


 

Improving Skills & Characteristics

  • Drop all use of Advances.
  • Characteristics only effect Basic Skills on character creation, and Advanced Skills when taken.
  • Skills cost 5xp * current tens score per point to increase, so a skill of 42 would cost 20 to raise to 43 (4 tens * 5).
  • Characteristics cost 10xp  * current tens score per point so, a Characteristic of 32 would cost 30 to raise to 33 ( 3 tens * 10)
  • Non Career Skills and Characteristics cost double to increase, so it would cost a 1st level Nun 40xp to raise her Strength from 23 to 24
  • The minimum xp cost for increasing a Skill is 5/point i.e. a skill of 7 would cost 5 to raise to 8
  • The minimum xp cost for increasing a Characteristic is 10/point

 

Level Completion Requirements

  • 1st level - a 1st level Career Talent and Career Characteristics: 3 @35
  • 2nd level - a 2nd level Career Talent and Career Characteristics: 3 @40, 1 @35
  • 3rd level - a 3rd level Career Talent and Career Characteristics: 3 @50, 1 @45 & 1 @35
  • 4th level - a 4th level Career Talent and Career Characteristics: 3 @55, 2 @50 & 1 @40 

 

Level Completion Costs

  • to level up in current career when criteria met or move to another career within Class: 100xp
  • Changing Career without completing current level: 200xp
  • Changing to a Career in another class costs an additional 100xp

These changes were made principally to simplify things, having 3 values on the character sheet for every skill seemed messy and made things look more complicated without actually adding much. I'm sure, as with many aspects of WFRP 4e that the RAW version works just fine playing online, but in person with bits of paper not so much. At least for us who need reading glasses these days.

Removing Advances required new criteria for leveling, and given it also makes improving Characteristics less significant making them be the criteria hopefully helps balance this out. It is also handy from a GMing point of view as it makes NPC Characteristics more predictable - i.e. a 3rd Level Guard must have have at least 40 WS.

I did do some basic spreadsheet maths before making these changes, just enough to go this is ballpark ok, but looking at them now I don't really entirely understand what I did, or how valid they are. In play this all feels ok, though the players may say otherwise...