Whats yoinkable from Warhammer for DnD?


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WFRP has some excellent adventures written for it that are quite adaptable to D&D (whichever version you prefer).

The classic and alas very much out of print 'Enemy Within' campaign (for WFRP 1st ed) is simply a masterpiece of adventure design. It is chock full of 'yoinkable' content.

Look for the Hogshead Publishing reprints on Ebay.

#1: Shadows over Bogenhafen
#2: Death on the Reik
#3: Power Behind the Throne
#4: Something Rotten in Kislev

Alas, the fifth book "Empire in Chaos" was never published. But you can find some good fan extrapolations online (or look for the VERY RARE 1980s Empire in Flames GW book).

A few more recent WFRP 2nd edition adventures also stand out:

Lure of the Lich Lord -- a psuedo-Egyptian dungeon crawl

Thousand Thrones -- an adventure crawling with vampires and wicked plots. A massive campaign book with several interesting side quests. Alas, the ending needs work.

Renegade Crowns -- details how to setup your own borderlands and govern it. Imagine if you ruled D&D classic 'The Keep on the Borderlands' and were besieged by monsters, orc hordes, rival princes and chaos cultists.

Happy gaming!
Gary
 

1. Maps. Several products have some great maps.

2. Ideas. The Warhammer world is brimming over with ideas. Don't want dark elves to be the typical D&D drow anymore? Now you've got slave taking raiders in huge ships that are at war with their kin. They ride raptors and command hydras into combat. Chaos is a powerful force and a mutating one.

3. Background. If you can get the army books cheap, there is a ton of background on the various aspects of the setting. Perfect for many 'dark age' style games and some of the races can be substituted pretty whole scale. Look at the Lizard Men. WoTC basically stole several of the variant lizard men for the MMIII I believe and incorporated those into the core MM in the new edition.
 

WFRP2 has a slick & compelling system. I don't see much benefit from trying to yoink bits & pieces for a D&D game, to be honest.

With that said, the setting could be ported pretty easily, and you should be able to find close analogues to everything. WFRP has the same stuff D&D has; the framework and expectations are just completely different.

-O
 

Yeah, the setting's quite interesting, actually :)

I like some of their minis, most are just silly: amazing sculptures, but, not very realistic.
"The Cold One Knights" I may buy, dark elves on raptors, omg, brilliant!!!
Drow on mage-bred dinosaurs, har har!!
*evil DM brain churns* :D

You coudl play some of their computer games to get a feel for the look, art, and setting, I find that's very helpful (same for Vampire the Masquerade, love the 2 PC games for it)

:)
 

For WHFRP in 3.5, I would limit the players to the NPC classes to start. It would keep the power level down, and keep more in the feel of the starting proffesions of Warhammer. I might introduce a sanity system as well, depending exactly how dark I want to make the setting (I'm usually on the darker the better end of that argument.)
 

Just like we did with CONAN, we've recently begun playing D&D 4e in the Warhammer world with three house rules. WE LOVE IT.

4E WORKS GREAT AND STILL FEELS JUST LIKE "THE WARHAMMER WORLD." I can't believe that more people aren't playing there using 4e..WFRP-setting seems more like D&D than actual D&D nowdays :)

I've already got 2 other threads started on the subject. (see the House Rules forum).

BTW, I just have spellcasters roll on the Chaos manifestation chart if they roll a "1" on an attack.

I'm not a believer that "rules make a world." I felt that way with Cthulhu, Conan, and Elric and now I feel the same about WARHAMMER FANTASY. WHen I read the novels, I don't say "Gee, I wonder how many hit points he lost to his arm right there" or "Gee, I wonder what his insanity points are." That stuff comes down to roleplaying and the system doesn't affect that one iota.

[edit: one more thing: The WFRP system seems really bland now compared to 4e..especially the monsters..I've converted all the monsters to 4e with ease (essentailly just using already-existing monsters and renaming them)]

Jay H
 

2. Ideas. The Warhammer world is brimming over with ideas. Don't want dark elves to be the typical D&D drow anymore? Now you've got slave taking raiders in huge ships that are at war with their kin. They ride raptors and command hydras into combat. Chaos is a powerful force and a mutating one.

3. Background. If you can get the army books cheap, there is a ton of background on the various aspects of the setting. Perfect for many 'dark age' style games and some of the races can be substituted pretty whole scale. Look at the Lizard Men. WoTC basically stole several of the variant lizard men for the MMIII I believe and incorporated those into the core MM in the new edition.
STuff like this is why I came to this thread. I was hoping people suggest good stuff to steal, or good books with stuff to steal.

Like the Skaven. They got ported over to Scarred Lands, and I loved them little bastards.

TELL ME MORE.
 

There is a warhammer CS book?

I use the old illustrated encyclopedia and it has tons of material to use in D&D.

You could use the world as a straight D&D setting or add WFRP elements into your own setting.

Gods, a wide variety, easily useable.

Pantheon of 4 Chaos powers make great Demon lords. I've used them this way in D&D before.

Skaven can be any of the various D&D ratmen knock offs like the Scarred Lands ones, the Ptolus ones, etc.

Various country and race right ups are great. Dinosaur riding Lizard men as ruled by ancient immortal magically potent toad creatures. Chaos forces typified by champions in heavy full plate with outsized Swords and occasional mutations. Hordes of undead ruled by a vampire king. A blessed british isles camelot knock off area. A huge empire with hidden chaos cults. Witch hunters who roam the lands.

It is a dark and somewhat grubby high medieval fantasy setting.
 

Just like we did with CONAN, we've recently begun playing D&D 4e in the Warhammer world with three house rules. WE LOVE IT.

4E WORKS GREAT AND STILL FEELS JUST LIKE "THE WARHAMMER WORLD." I can't believe that more people aren't playing there using 4e..WFRP-setting seems more like D&D than actual D&D nowdays :)

I've already got 2 other threads started on the subject. (see the House Rules forum).

BTW, I just have spellcasters roll on the Chaos manifestation chart if they roll a "1" on an attack.

I'm not a believer that "rules make a world." I felt that way with Cthulhu, Conan, and Elric and now I feel the same about WARHAMMER FANTASY. WHen I read the novels, I don't say "Gee, I wonder how many hit points he lost to his arm right there" or "Gee, I wonder what his insanity points are." That stuff comes down to roleplaying and the system doesn't affect that one iota.

[edit: one more thing: The WFRP system seems really bland now compared to 4e..especially the monsters..I've converted all the monsters to 4e with ease (essentailly just using already-existing monsters and renaming them)]

Jay H

I really can't see this at all. 4e's big push is "You're the adventurer, you're important, you're strong and mighty." This is pretty much the polar opposite of Warhammer Fantasy, in which the best starting choice is rat catcher because it gives you a small, vicious dog.

Edit: As others have said, I really just recommend you play WHF. You've got money to spend, after all ;p
 

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