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Posts Tagged ‘Monsters’

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March 14, 2022 Leave a comment

I was embarrassed to discover that I had not set up my Free League Workshop products for Vaesen correctly. Here they are, officially within the Workshop as they should have been from the start. Existing purchases should be unaffected.

There’s a new one as of today, too – the Norwegian brunnmigi or ‘well-pisser’. Honestly – no manners at all…


Do you like monsters? Then check out the collection I’ve done for Warhammer Fantasy Roleplay 4th edition, and find out how to persuade me to do more!

Also:

My Complete and Utter Myth and Monsterography

My Top Five Monster Books (that I worked on)

My Top Five RPG Monster Books

And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

A Challenge for WFRP 4 Fans

January 15, 2022 57 comments

Total War: WARHAMMER - The Monsters - YouTube

In 2020, shortly after WFRP 4th edition was released, I wrote up a number of creatures from the darker corners of Warhammer’s history with 4th edition rules and stats. The series proved quite popular, with some entries attracting as many as 7,000 views.

Then, as deadlines loomed on the final instalments of The Enemy Within Director’s Cut, the series petered out. The posts are still popular, and I’d like to do more. So I’ll make you a deal:

Simply put, I would like this blog to have more followers. Currently it has 457, which is no real reflection of the traffic it gets. So, here’s what I propose:

In the comments section below this post, tell me about any creatures from any edition of Warhammer or WFRP, or any never-statted Citadel/GW miniatures, that you would like to see for WFRP 4. Whenever WordPress tells me that the blog has 500 followers, I’ll do one. I may run a poll to decide which, or I may just choose. I’ll do another at 550 followers, another at 600, and so on. As well as stats and rules, I’ll throw in any memories or anecdotes that come to me as I’m writing.

Of course, nothing I post on this blog is official – here, I’m just another fan and I’m not challenging any rights held by Games Workshop, or Cubicle 7, or anyone else – so take them for what they’re worth, and feel free to use, modify, adapt, change, and generally play around with anything from the links below, here, and anything I’ll write up in the future.

So go on – tell me about that Warhammer monster you’ve always wanted to see for WFRP 4. Or – heck, why not – tell me about the WFRP 4 monster that you’d like to see adapted for one of the previous editions. And then, follow this blog and tell all your friends to do the same.

I’ve no idea where this will end up going, but let’s find out together!

The Monsters so Far:

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal
Greater Daemon of Malal

So vote with your follows, and let me know what you’d like to see!

And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

We think it’s pretty cool.

Warhammer History: The Gods and Daemons of Law

August 15, 2020 14 comments

In Warhammer’s earliest days, it was intended that the forces of Law and Chaos should co-exist, opposing each other in a never-ending war.

As Michael Moorcock had already discovered, though, the gods of Chaos are a lot more interesting than their lawful counterparts. The only trace of the gods of Law are a couple of miniatures and a few mentions in early Citadel publications and the first edition WFRP rulebook. For the last 30 years or more, the gods of the Old World have been the main opposition to the Ruinous Powers of Chaos.

To my knowledge, only three gods of Law were ever created for Warhammer, and all are described in the first edition WFRP rulebook.

Alluminas was the first, created by Rick Priestley in his draft of the WFRP rules that was waiting for me at the Games Workshop Design Studio in 1986. It (for gender pronouns seem unfitting) took the form of a cold and unchanging light, exemplifying a very static kind of order that is demonstrated by the fact that anyone struck by the light is paralyzed.

Arianka first appeared in the Third Citadel Compendium in 1985. Popular writers John Wagner and Alan Grant were hired to create a Warhammer-themed comic, and the result was the short-lived The Quest of Kaleb Daark. It was not clear what Arianka stood for, but she took the form of a beautiful young woman lying in a glass coffin in the city of Praag, awaiting the lost crystal keys that can free her. Like Kaleb Daark and his Chaotic patron Malal, Wagner and Grant retained rights to the character of Arianka, and all three were quietly dropped from Warhammer canon as Games Workshop set about establishing total ownership of their intellectual properties. Her brief mention in the first edition WFRP rulebook was her only appearance in the lore.

File:Chaos God Arianka.png

Solkan was my creation. As I worked on the “Religion and Belief” chapter of WFRP 1, I decided that the existing gods of law were too abstract – too “waffy,” to use the Studio slang term – to be of very much use in the game. Shamelessly stealing the name and image of Robert E. Howard’s Puritan adventurer Solomon Kane, I created a patron for witch hunters and all others who sought to take the fight to Chaos. As Warhammer lore developed over the next few years, though, Sigmar took over the role of witch-hunter god, and Solkan was effectively made redundant. I had some plans to introduce a secretive cult of Solkan in the White Dwarf Marienburg series, whose members were even more fanatical and frightening than the witch hunters of Sigmar, but that never came to pass.

By the time I left Games Workshop in October 1990, all three of these deities were effectively stricken from canon. I have never heard of any other gods of Law being mentioned in Games Workshop publications since then, but there are several fan-written interpretations online.

So why am I posting about the gods of Law after all this time? Am I going to create a whole lot of new, unofficial deities for a game that already has plenty? No. I was prompted to write this post by a couple of requests to cover these two miniatures – “Demons of Law” (the “Daemon” spelling had not yet been adopted) released in the C34 Demons and Elementals range in 1985.

To be honest, I’ve never been fond of these miniatures. They are nothing more or less than Christian angels from Medieval European religious art, and come from a time before even the three failed gods of Law had been thought of. They certainly have nothing to do with the Warhammer mythos as it developed.

With that said, here are some stats for WFRP 4. It’s hard to come up with a patron deity for these two from the Old World pantheon, though they might be least out of place in the service of the Lady of the Lake, the goddess of Bretonnia. But that’s just a thought.

As always, what follows is completely unofficial and should be regarded as a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


MWSBSSTIAgDexIntWPFelW
595901201001001105010010010042

Traits: Blessed (God of Law), Distracting (Beauty), Divine 7+ (see below), Flight 100, Hatred (Chaos), Immunity to Psychology, Invoke (Gods of Law), Magic Resistance 4, Miracles (Gods of Law), Night Vision, Terror 2, Weapon +12, Zone of Law (see below)

New Traits

Divine (Target)

The creature’s essence is divine power, which sustains it completely. It does not require food, water, air, rest, or anything else that a living creature might need.

All its attacks are Magical. Roll 1d10 after any blow is received: if the creature rolls the Target number or higher, the blow is ignored even if it is a critical. Should the creature be reduced to 0 Wounds, its essence returns to the realm of Law immediately, removing it from play.

Aura of Law

The creature is wreathed in an aura of life and fertility which extends in a radius of 12 yards. No creature with the Corrupted Trait may enter this zone, and any creature with the Mutation Trait must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, all spells and magical effects powered by Dhar or Shyish suffer a -30 penalty within the zone.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

Jabberwock: A Forgotten WFRP Monster

May 16, 2020 48 comments

Well, it’s not original to WFRP, of course. The beast was born in Lewis Carroll’s poem Jabberwockyand its image was established for all time by Sir John Tenniel’s illustration from 1897.

Nick Bibby’s Jabberwock miniature was advertised in the first Citadel Journal, which was published in Spring 1985. Following my policy of covering every Citadel miniature I could find, I wrote it up for the Bestiary chapter of the WFRP first edition rulebook.

Journal 1

Nick Bibby’s Jabberwock (right), with a Ral Partha Jabberwock mini of similar vintage.

I don’t think the Jabberwock appeared in any official Warhammer publication outside of the WFRP 1st edition rulebook, the Warhammer 3rd edition rulebook, and a handful of miniatures ads – but if you know better, drop me a comment!

Here is my re-imagining of the beast for WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The Jabberwock

WFRP Jabberwock

The Incursions of Chaos have produced thousands of strange creatures. Living in the deepest forests, the Jabberwock is little seen – at least, by those who live to tell of it – and it is known mainly through local rumours and the distant sound of its burbling cry.
The Jabberwock stands over 12 feet high, and can move by running on all fours or walking on its hind legs. All four limbs are equipped with sharp claws, and its mouth is armed with long, chisel-like teeth. They are very aggressive, but rather stupid.
The Jabberwock’s wings are too small to allow it to fly. It can only bounce along or jump a few feet into the air. Their flapping makes a thrumming, whiffling sound which can be disconcerting.

M WS BS S T I Ag Dex Int WP Fel W
6 79 0 55 65 20 40 15 15 85 100

Traits: Arboreal, Belligerent, Bite +9, Bounce, Claws (2) +10, Distracting (Noise), Hungry, Night Vision, Size (Enormous), Stride, Stupid, Tail +8

Optional: Corruption (Minor), Fear 1, Horns +6, Mutation, Regenerate, Stomp, Territorial, Venom (Challenging)


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Mabrothrax: A Forgotten WFRP Monster

May 2, 2020 22 comments

This post completes my re-imagining of the three odd Elementals that appeared in the Third Citadel Compendium in 1985: the Life Elemental, the Death Elemental, and the Plague Elemental. In the WFRP 1st edition rulebook, I gave them different names and backstories, making them Demons (the “Daemon” spelling did not appear until Realm of Chaos: Slaves to Darkness in 1988) affiliated with the yet-to-be-organized gods of Law and Chaos.

Plague Elemental - Compendium 3

Plague Elemental Write-up

Oddly, the Plague Elemental was put in the C29 Large Monsters range, while the other two were in C34 Elementals and Demons. However, it was written up alongside the Life and Death Elementals in that issue’s “Bellicose Bestiary” column.

For WFRP 1st edition, I invented the name Mabrothrax and gave the beast to Nurgle, the Chaos God of plagues and pestilence. It made sense at the time, but when Realms of Chaos: The Lost and the Damned defined the Daemons and followers of Nurgle in 1990, the Mabrothrax was not among them.

The Mabrothrax reappeared in 2005’s Tome of Corruption for WFRP 2nd edition as an Apparition linked to Nurgle. Visions rather than monsters, Apparitions could not be fought or stopped, existing only to warn spellcasters that they are being too reckless in their use of magic.

So that is the history of the Mabrothrax in a nutshell (apart from this metal track that turned up in the Google search). Here is my suggestion for using the creature in WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The MabrothraxWFRP Mabrothrax

Also known as the Steward of Filth and Nurgle’s Handmaiden, the Mabrothrax is a favoured servant of the Plaguefather, and stands outside the normal hierarchy of his Daemons.

Its origins are obscure. According to some scholars it was once a Plaguebearer, raised up by Nurgle’s favour in the same way as the Masque of Slaanesh was elevated from the ranks of the Daemonettes. Others have suggested that it was a mortal Cult Magus who was elevated for his or her devotion.

The Mabrothrax is a large, hulking humanoid with thin, spindly arms and legs equipped with razor-sharp claws. Its body is a thin bag of skin filled with a soupy mess of entrails, excrement, and decay. Its head is dominated by a massive maw filled with sharp, jutting teeth.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Bite +11, Claws (2) +9, Corruption (Major), Daemonic 7+, Dark Vision, Distracting (Stench), Disease (All), Fetid Blast (see below), Infected, Size (Large), Spellcaster (Nurgle), Terror 2, Unstable

Traits

Disease (All)

As a favored one of Nurgle, the Mabrothrax carries all diseases. Whenever a victim must Test for Contraction (WFRP, page 186), roll a D100 to choose a disease randomly:

01-10 – Black Plague
11-30 – Blood Rot
31-50 – Bloody Flux
51-70 – Packer’s Pox
71-80 – Ratte Fever
81-00 – Other or roll again (GM’s choice)

Fetid Blast

Once per round, the creature can unleash a blast of pestilential air (Range 10 yards, Damage +10, Blast 5, Distract, Ignores Armour). This attack is Infected. All living creatures affected by the blast must make a Hard (-20) Willpower Test or gain one Broken Condition – two if the victim has the Acute Sense (Smell) Trait.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Mardagg: A Forgotten WFRP Monster

April 25, 2020 25 comments

Last week I posted about an obscure Warhammer monster called the Viydagg, also known as the Life Elemental. When the miniature was first released in 1985, it was packaged with its counterpart, the Death Elemental. Rules and stats for Warhammer 2nd edition were published in the Third Citadel Compendium, and I adapted them for WFRP in the 1st edition rulebook.

Mardagg - Compendium 3

I was writing at a time before the Warhammer mythos had become really coherent, with specific Daemons serving the four Ruinous Powers of Chaos. Like its companions, the Life Elemental and the Plague Elemental, the Death Elemental clearly couldn’t be an Elemental in the classical sense, so I renamed it the Mardagg and gave it as backstory as a servant of Khorne the Blood God. At the time, he seemed like the most logical patron.

Just two years later, though, Realm of Chaos: Slaves to Darkness began the process of developing and organizing the lore of Chaos in Warhammer, and the Mardagg did not find a place alongside the Bloodthirsters, Bloodletters, and other servants of brass-throned Khorne. Like the Viydagg, the Mardagg spent the next thirty years in obscurity. True, there was an Incarnate Elemental of Death in the 2012 Monstrous Arcanum from Warhammer Forge, but it was a quite different beast from the Mardagg.

People seemed to like my re-imagining of the Viydagg for WRFP 4th edition, and quite a few asked if I would do the same for Mardagg as well. So here it is. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The Mardagg

Mardagg - Warhammer - The Old World - Lexicanum

The theologians of the Old World argue over the status of the being known as Nagash. It is no secret that he has spent millennia gathering power and trying to ascend to godhood, but the question of whether he has succeeded is a contentious issue.

Those who argue for his divinity often cite the existence of the Mardagg as proof, claiming that it is a an avatar  of Nagash just as the Viydagg is an avatar of the nature goddess Rhya. Others argue that it serves another, such as murderous Khaine or dread Morai-Heg, or some unnamed and ancient god of the Khemrian Liche-Priests.

The Mardagg appears as a hooded, skeletal figure, standing some ten feet tall and armed with a great scythe. Few have seen it at close quarters, though it has been sighted from a distance stalking across battlefields or striding through the night on some enigmatic business. Wherever it goes, death follows.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Armour 2, Chill Grasp, Daemonic 7+, Immunity (Magic: Lore of Death, Lore of Necromancy), Night Vision, Size (Large), Spellcaster (Lore of Death, Lore of Necromancy), Squeeze of Death (see below), Terror 2, Tracker, Zone of Death (see below), Weapon +14

Optional: Blessed (Nagash or Khaine or Morai-Heg), Invoke (Nagash or Khaine or Morai-Heg). (There are no officially published Blessings or Miracles for these deities at the time of posting, so the GM should feel free to improvise.)

New Traits

Squeeze of Death

This is a ranged version of the Chill Grasp Trait. The creature points at a single living target within line of sight, then turns the hand over and closes the fist. Perform an Opposed Willpower Test. If the creature wins, the icy force of death crushes the target’s heart, causing 1d10+SL Wounds with no modification for Toughness Bonus or Armour Points. This attack is Magical.

Zone of Death

The creature is wreathed in an aura of death and decay that extends in a radius of 12 yards. Any living creature must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, the wind of Shyish blows so strongly within the zone that all spells and magical effects powered by Shyish gain a +30 bonus to all relevant Tests, while all  spells and effects powered by Ghyran or Hyish suffer a -30 penalty.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Viydagg: A Forgotten WFRP Monster

April 18, 2020 28 comments

The Viydagg is an artefact of a time before the Warhammer mythos had truly come together. It (or rather, she) has appeared in an official WFRP publication only once, in the Bestiary chapter of the WFRP 1st edition rulebook. I think it’s safe to say that neither Games Workshop nor Cubicle 7 has any plans to use her in the future.

The Life Elemental, Death Elemental, and Plague Elemental were Citadel miniatures dating back to before the publication of WFRP, and I gave them WFRP stats and backstories, along with new names since they clearly were not Elementals. The Death Elemental became a the Mardagg, a Greater Demon of Khorne (the ‘Daemon’ spelling came later), the Plague Elemental became the Mabrothrax, a Greater Daemon of Nurgle – and the Life Elemental became the Viydagg, a Greater Demon of Law who upheld the laws of life and nature.

The original miniatures ad, from the Third Citadel Compendium (1985). The same issue presented game stats for the Life, Death, and Plague Elementals in Warhammer 2nd edition.

The Life and Death Elementals. Image borrowed from the Stuff of Legends web site.

These three were left behind as the Warhammer mythos coalesced and developed. The Greater Daemons of the Ruinous Powers became standardized with the publication of Realm of Chaos, and the Gods of Law dropped out, replaced for the most part by Sigmar and his witch hunters. And that’s no bad thing.

Still, I decided that it would be a nice intellectual exercise to reimagine the Viydagg for WFRP 4th edition, adapting her backstory to fit the present state of the Warhammer mythos. See what you think – and let me have your comments, corrections, and suggestions in the comments below.

Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The Viydagg

The Viydagg is an avatar of the goddess Rhya, and appears in the Old World only in exceptional circumstances. Her name means “life-giver” in the ancient tongue of the Taleutens, among whom her worship was most widespread. Several Talabecland folk-tales tell of her appearing in the aftermath of the Great War against Chaos, restoring the land’s fertility and healing the blights left behind by the forces of Chaos. On a handful of occasions, she even entered combat against a Greater Daemon.

The Viydagg has the appearance of a beautiful woman more than ten feet tall. Flowers grow on her garments and twine through her hair. She normally goes about her work silently, ignoring the mortals around her, though devout followers of Rhya or Taal have sometimes been favoured with a word or two.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Blessed (Rhya), Distracting (Beauty), Divine 7+ (see below), Invoke (Rhya), Night Vision, Size (Large), Terror 2, Tracker, Zone of Life (see below)

New Traits

Divine (Target)

The creature’s essence is divine power, which sustains it completely. It does not require food, water, air, rest, or anything else that a living creature might need.

All its attacks are Magical. Roll 1d10 after any blow is received: if the creature rolls the Target number or higher, the blow is ignored even if it is a critical. Should the creature be reduced to 0 Wounds, its essence returns to the realm of Rhya immediately, removing it from play.

Aura of Life

The creature is wreathed in an aura of life and fertility which extends in a radius of 12 yards. No creature with the Undead Trait may enter this zone, and any creature with the Corruption Trait must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, the wind of Ghyran blows so strongly within the zone that all spells and magical effects powered by Ghyran gain a +30 bonus to all relevant Tests, while all  spells and effects powered by Dhar or Shyish suffer a -30 penalty.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

The Cook: A #MondayMutant for WFRP 4th Edition

April 13, 2020 2 comments

 

 

Following on from last Monday’s post, and inspired by one of the images there, here is a Mutant concept that fuses the living and the inanimate. It might be encountered in a place like Castle Wittgenstein from Death on the Reik, or the dread Castle Drachenfels, or anywhere else that has been seriously warped by the influence of Chaos.

 

Let me know what you think, especially if you have any ideas or suggestions for refining the stats. And if you use this Mutant in a game, please share your account of the battle!

 


 

The Cook

 

Cook

 

Encountered in the castle’s kitchens, the cook has become fused with a pot of boiling, bubbling stew. In addition to two legs of flesh, the cook has three short stubby, metal legs attached to its pot-body.

M WS BS S T I Ag Dex Int WP Fel W
3 30 30 30 30 30 5 30 30 30 30 12

Mutations: Fused Body (Body and Legs, Metal), Multiple Legs

Traits: Armour 2 (Body and Metal Legs), Painless (Body and Metal Legs), Ranged +2 (Stew – see below) Ladle (Improvised Weapon) +1

 

When a leg hit is indicated, take into account the direction from which the attack has come. The cook’s human legs are placed normally, while one of the three metal pot-legs is in front of each human leg, and the final metal leg is centrally placed at the front of the Mutant’s body.

For random generation, roll 1d10 and consult the following table:

1d10 Leg
1-2 Human, left
3-4 Metal, left
5-6 Metal, front
7-8 Metal, right
9-10 Human, right

 

Stew (Ranged Weapon)

The cook can use its ladle to splash hot stew at an enemy. This is a Ranged attack (Range 3) with the Blast 1 Quality and the Imprecise and Undamaging Flaws. Damage is +2, and any successful head hit causes one Blinded condition.

For a tougher encounter, the stew may be tainted by Chaos, with each damaging hit counting as Minor exposure to Corruption. It may even lash out on its own, giving the cook the Trait Tentacles in addition to those listed above.

 

Variant: The Laundress

Encountered in the castle’s laundry – or perhaps by a nearby stream, beating wet clothes on a rock – the laundress is pretty much identical to the cook. The only differences, apart from the location, are that hot, soapy water takes the place of stew and animated clothes take the place of tentacles.

 


 

A Couple More Variants

 

François Rabelais. Les Songes Drolatiques de Pantagruel. Paris : Edwin Tross, 1869.

This simpler variant has the usual number of legs, a metal body and head, and a Vomit attack.

 

 

This one has the Headless mutation, Small size, and just two metal legs.

 


 

Be Our Guest. . . .

 

With a little work, it’s possible to come up with an entire staff of Mutants, like a dark and twisted version of the castle’s inhabitants from Disney’s Beauty and the Beast. Have fun – and feel free to share your creations in the comments section below.

 


 

 

Monday Mutants

April 6, 2020 6 comments

Well, the Monday Maps haven’t been as big a hit as I had hoped, so here’s something different.

 

For a long time, mutants were only found in science fiction settings, their forms warped by radiation or other more-or-less scientific causes. Medieval art is full of weird and grotesque figures, though, and in a game such as Warhammer Fantasy Roleplay, the Ruinous Powers of Chaos twist bodies and minds into unimaginable shapes. The Enemy in Shadows Companion has a chapter on Mutants in the Empire, and in the thirty-odd years since the first edition of WFRP was published, other games have taken similar approaches to Chaos and mutation.

 

Mix-and-match animal heads, arms, and legs are commonplace in fantasy these days, but here are some old pictures that take mutation to another level. Why not try to stat them and post your ideas in the comments below? It could be fun.

 

Mutants 1

 

Mutants 2

 

If these are too tame for you, mix in some inorganic parts for the full, Heironymus Bosch level of crazy.

 

Mutants 3

For more wacky mutant goodness like this, use “The Drolatic Dreams of Pantagruel” as a search term.

 

The mutation tables in the Enemy in Shadows Companion don’t cover anything like this, so here’s a stab. Perhaps some of you will have better ideas, in which case please drop them in the comments below.

 

New Mutation: Fused Body

A part of your body becomes fused with an inanimate object.

 

Random Generation

I recommend that you use this mutation deliberately rather than using random generation, but if you strongly prefer to do so, make two rolls on the Physical Corruption table. If they are identical, use this mutation; otherwise, apply the first roll as usual.

 

Use the Hit Locations table on page 159 of the WFRP rulebook to determine which body part is affected, and then choose from what is close by or roll on the following table:

 

Roll Material Examples
01-25 Wood Barrel, chair, chest
26-50 Stone Statue, rock, planter
51-75 Ceramic Pot, bowl, lamp
76-00 Metal Jug, tub, poker

 

Armor may not be worn on a location affected by this mutation.

 

Wood gives a Mutant +1 AP and the Painless Trait, both on the affected location only. The location gains one Ablaze condition on any critical hit with a fire weapon. Other effects are:

Wood

 

Stone gives a Mutant +3 AP and the Painless Trait, both on the affected location only. Critical hits to the location are ignored when the attack roll is a double. Other effects are:

Stone

 

Ceramic (including glass) gives a Mutant +1 AP and the Painless Trait, both on the affected location only. Because ceramic is brittle, use the higher number as tens when rolling on the Critical Tables. Other effects are:

Ceramic

 

Metal gives a Mutant +2 AP and the Painless Trait, both on the affected location only.  Other effects are:

Stone

 

Use Your Imagination!

More than any other mutation, this one requires some imagination on the part of the GM. It is not possible to cover in detail the effects of fusing with every possible inanimate object, so feel free to treat the effects above as guidelines rather than hard rules. Use them as a starting point, play around with the modifiers, and produce something that you personally find satisfying.

 

Zoats: From Warhammer to 40K (and back again)

March 28, 2020 28 comments

A little while ago, I wrote a post about the Ambull, a Warhammer 40,000 creature that had a (very) short career in WFRP. I was inspired in part by the Ambull’s reappearance in Warhammer Quest: Blackstone Fortress, and back in January Games Workshop revealed a new Zoat miniature for the same game.

The Zoat’s history in Warhammer and 40K is a troubled one. Its origins are tied up with those of the Fimir, which the excellent Luke Maciak discussed in a post on his Terminally Incoherent blog a few years ago.

In short, Bryan Ansell came in one day with a sketch of a Zoat, and wanted the creatures added to WFRP as a new race which would be distinctive and unique to Warhammer. We already had Warriors of Chaos and the recently-released Skaven, so we writers thought Warhammer and WFRP were pretty safe on that score, and to be honest we didn’t find the sketch too inspiring. By the way, I vaguely remember that Bryan put a note on the sketch giving the pronunciation as “Zow-at.” I don’t know if anyone else spotted that at the time, but we all pronounced the name to rhyme with “goat” and as far as I know everyone else has done the same ever since.

Bryan was not discouraged by our lukewarm response to his idea. He told us that Zoats would have to go in, or we would have to come up with something else that satisfied the same requirements. That was when Jes Goodwin, Tony Ackland, and I began to develop the Fimir.

WFRP1

Zoats from the WFRP 1st edition rulebook. Left: Bob Naismith. Right: Tony Ackland.

To be on the safe side, I also wrote Zoats up for the WFRP 1st edition rulebook. Perhaps some memory of The Dark Crystal was rattling about in my brain at the time, because I ended up making them reclusive forest mystics and possible Wood Elf allies. Rules for Zoat allied contingents appeared in Ravening Hordes for Warhammer 2nd edition and Warhammer Armies for 3rd edition, but they never really caught on and by 4th edition Warhammer they were gone. They reappeared in the Storm of Magic supplement for Warhammer 8th edition in 2011, but never re-established themselves firmly in the lore of the Old World.

Warhammer Armies

Zoats from Warhammer Armies.

Zoats did rather better in Warhammer 40,000. The masters for the slow-selling fantasy miniatures were given face masks and futuristic weapons, and they got a new backstory making them a servitor race of the Tyranids. More on their 40K career can be found on the Warhammer 40,000 wiki, and of course that is how they came to Blackstone Fortress, in the form of a single miniature.

zoat-2020-1

The new Blackstone Fortress Zoat.

I don’t expect Zoats will reappear in Game Workshop’s reboot of the Old World setting, or in anything Cubicle 7 publishes for WFRP. Still, for those who may be interested I have done a quick WFRP 4th edition profile for them, based on the entry in the WFRP 1st edition rulebook. Let me have your thoughts. Also let me know if you feel inspired to use Zoats in a WFRP adventure, or if you know of any appearance in an official Warhammer or WFRP publication that I have missed.

Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


ZOATS

WFRP1_RulebookIn many parts of the Old World, Zoats are regarded as creatures of legend. They are solitary by nature, living in the depths of the most ancient forests. Despite their bulk, they are quiet and reclusive, and can move through the densest undergrowth with hardly a sound. Occasionally, they have dealings with the Wood Elves, and on rare occasions they have been known to make contact with Humans. It is said that they strive to keep the forests free of monsters such as Beastmen and Goblinoids. Ancient Elvish songs tell of single Zoats coming to the aid of beleaguered Wood Elf settlements.

Zoats are centauroid in appearance, standing some six feet high and eight feet long. Heavy plates of fused scales cover their shoulders, back, and hindquarters. Their heads are reptilian in appearance, with a broad, slightly domed skull, large eyes, and a wide mouth that gives them a wry expression. Colour ranges from dark brown through maroon to purple. They do not wear clothing or armour.

Their characteristic weapon is a long, two-handed mace whose tip is a cylinder of black stone bound in a silvery metal. The head is carved with strange runes that are indecipherable by other races. All Zoats seem to speak a common grinding, rumbling tongue; they may also speak Eltharin and occasionally the local Human language.

M WS BS S T I Ag Dex Int WP Fel W
7 59 25 50 50 50 25 43 45 43 40 19

Traits: Arboreal, Armour 3 (body/hindquarters, Armour 1 (elsewhere), Night Vision, Size (Large), Stride, Tracker, Weapon +8

Optional: Spellcaster (Amber)

Zoat Mace

Price Enc Availability Reach Damage Qualities and Flaws
N/A 3 Exotic 3 +SB+6 Damaging, Impact1, Pummel, Unbreakable, Tiring2

1. A Zoat Mace wielded by a spellcaster is normally inscribed with a mystical rune that gives it the Impact Quality.

2. Only if the wielder’s SB is 3 or less.


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