The award-winning Doctor Who: The Roleplaying Game has regenerated into a new Second Edition that is faster, easier, and even more exciting. This book presents all the rules and background you need to voyage across space and time with the Doctor, or as new characters experiencing brand new epic adventures.
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
Adventures in Space provides a whole host of planets to explore for your Doctor Who: The Roleplaying Game adventures, including rules for creating your own new alien worlds, along with their inhabitants. Twenty planets from the series are covered, as well as new, exciting environments for the Gamemaster to set their epic adventures. Each entry provides plenty of adventure ideas, as well as a glimpse into each planet's history.
Adventures in Space features: Alien creation rules - create new adversaries and NPCs for your alien worlds, or even new alien characters to join Team TARDIS. Starship and space station creation rules - you don't have to explore the Universe with a TARDIS, with revised spaceship creation rules to get you travelling the stars. Alien world creation - new vistas to explore, strange places to see. A selection of planets from the series - want to return to Skaro, Trenzalore, Karn, or Akhaten? We've got you covered! Each planet looks at its environment and history, and provides adventure ideas to get you started.
The exclusive Collector's Edition of Doctor Who: The Roleplaying Game is beautifully finished, featuring a wraparound cover image of the TARDIS Console Room, with spot UV to highlight the glowing crystals. The 256 page book is presented in a slipcase intricately designed to reflect the exterior of the Thirteenth Doctor's TARDIS. The slipcase opens with two doors at the front held closed with magnets. The book content remains the same as the standard edition, with the addition of a ribbon bookmark, and striking page edging, in TARDIS blue. We love creating Collector's Editions, and know that this one will take pride of place on bookshelves for years to come!
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
The Gamemaster's Screen for Doctor Who: The Roleplaying Game is the ideal addition to every Gamemaster's collection. Perfect for the Gamemaster who likes to keep their plots a secret from their players, the Gamemaster's Screen contains a wealth of useful information. The Gamemaster's Screen is a three-panel landscape screen with a stunning image of the Doctor's recent incarnations, which will inspire your players to ask themselves, 'What would the Doctor do?' The interior contains the most used rules and tables, handy for both novice and seasoned Gamemasters to refer to in the middle of an epic adventure without slowing things down.
A 36-page booklet is also included. This fact-packed resource features advice for the Gamemaster, and a host of references and guidance to create memorable adventures at very short notice, along with a handful of exciting adventure hooks to get you started.
The award-winning Doctor Who: The Roleplaying Game has regenerated into a new Second Edition that is faster, easier, and even more exciting. This book presents all the rules and background you need to voyage across space and time with the Doctor, or as new characters experiencing brand new epic adventures.
This core rulebook includes: Complete character creation rules to allow you to bring to life a new time travelling adventurer to explore space and time aboard the TARDIS. They could be companions to the Doctor, or a new Time Lord of your own creation, Time Agents, or investigators and defenders of planet Earth. The complete revised rules for playing Doctor Who: The Roleplaying Game. The new and updated version of the popular Vortex system is completely compatible with the First Edition of the game. Second Edition makes gameplay faster, easier, and quicker to learn, while keeping all of the dramatic action you'd expect from an episode of Doctor Who. Advice for Gamemasters, new and old, on how to make the experience of Doctor Who: The Roleplaying Game feel like you're living an episode of the TV series, as well as how to create exciting storylines and continuing campaigns. Revised rules for creating your group's own TARDIS, or other time travel device to allow them to adventure from the dawn of history to the very ends of the Universe. An expansive look at the history of the Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time. Pregenerated character sheets for the Doctor and her companions, ready to play straight away!
This Sourcebook chronicles all of the Thirteenth Doctor's adventures, not only on Earth with her new-found ?fam', but across the stars as new revelations are revealed that can destroy the very fabric of the Universe. Featuring details of all of the Doctor's allies, enemies, aliens, and gadgets, this Sourcebook contains everything the Gamemaster could need for Doctor Who: The Roleplaying Game, as well as being an informative resource for fans of the show.
As the Doctor finds herself hurtling to Earth after her regeneration, she makes new friends that'll accompany her on brand new adventures - discovering a mysterious past with the secretive Division, uncovering the plans of a new incarnation of the Master, trying to halt the relentless destruction of the Flux, to finding an incarnation of herself she didn't know even existed.
It'll be frantic, exciting, and may shake what you believe down to the core - but whatever happens it'll be brilliant!
The Thirteenth Doctor Sourcebook contains:
In the time before humanity, even before the rise of Gallifrey, Scaravore was imprisoned for its crimes. Last of a long dead species, it slumbered, sending its influence out into the stars. Now it seeks to rise again, to extend its evil dominion over the galaxy.
The Secrets of Scaravore is a collection of four new adventures that can be played as standalone episodes, or as a series of connected stories that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.
Doctor Who: Sixty Years of Adventure celebrates the world's longest-running science fiction television show, with a joyous time travelling extravaganza. Join us for the highlights of the world's most beloved Time Lord's amazing adventures. Encounter terrifying Daleks, Cybermen, and countless other unforgettable enemies. Experience the wonders of travelling in the TARDIS! Hundreds of episodes and stories. Thousands of years of travels through time and space. From the dawn of time and the birth of our planet, to the end of the Universe as the last star fades.
Book One takes us back to the scrapyard where it all began, then onwards into all of time and space. Meet the Doctor, explore the TARDIS, and set off on limitless adventures. Bring the classic Doctors, and their most iconic companions and adversaries to life in your games of Doctor Who The Roleplaying Game. Sixty years of adventure at your finger tips - a treasure trove of adventures, aliens, creatures, gadgets, plots, conspiracies, and plenty of running! An epic new series of adventures connecting every Doctor - A Lustre of Starlight. A must-have for fans, gamers, and Whovians of all ages!
Doctor Who: Sixty Years of Adventure celebrates the world's longest-running science fiction television show, with a joyous time travelling extravaganza. Join us for the highlights of the world's most beloved Time Lord's amazing adventures. Encounter terrifying Daleks, Cybermen, and countless other unforgettable enemies. Experience the wonders of travelling in the TARDIS! Hundreds of episodes and stories. Thousands of years of travels through time and space. From the dawn of time and the birth of our planet, to the end of the Universe as the last star fades.
Book Two takes us to the shattering end of the Time War. Meet the battle-weary War Doctor, then travel on to distant planets and discover hidden secrets of the Doctor's past. Bring the revival era Doctors, and their most iconic companions and adversaries to life in your games of Doctor Who The Roleplaying Game. Sixty years of adventure at your finger tips - a treasure trove of adventures, aliens, creatures, gadgets, plots, conspiracies, and plenty of running! An epic new series of adventures connecting every Doctor - A Lustre of Starlight. A must-have for fans, gamers, and Whovians of all ages!
At Trenzalore, seemingly at the end of his life, the Time Lords gifted the Doctor with a new cycle of regenerations, and so he set off with Clara in the TARDIS on a whole new series of adventures!
This expansion for Doctor Who: The Card Game (Second Edition) gives you 42 new cards from the Twelfth Doctor's adventures, from Madame Vastra and Strax, to Missy and the Boneless. It also contains all the components, counters, and cards you need to introduce a fifth player for adventuring in time and space.
Daleks, Cybermen, The Master ? The list of threats is endless and no place in the universe is ever truly safe from danger, but there is one man who has made it his mission to defend the defenseless, help the helpless, and save everyone he can: a mysterious stranger, a force of nature who has seen his own planet die, a madman with a box.
In Doctor Who: The Card Game ? Classic Doctor Edition, players act as the Doctor and his companions to defend specific locations while sending the Doctor's enemies to conquer locations your opponents are trying to protect. Each player starts the game with one location, and cards in the deck consist of attackers, defenders, locations and support cards. To start a turn, you draw two cards, pick up any cards banked from a previous turn, and take the three cards passed to you earlier by the player on your left. You play or bank cards until you have only three in hand, then pass those to the player on your right and end your turn. Attackers target specific locations and earn points for the player wielding them if they're in play at the end of the game. Defenders try to remove attackers so that the location owner scores points for protecting the location. Support cards provide different abilities, such as enlarging your bank or providing time points (which can be used to draw additional cards). Whoever has the most points at the end of the game wins!
Doctor Who: The Card Game ? Classic Doctor Edition can be combined with Doctor Who: The Card Game.
In Doctor Who Time Clash, the Doctor and the Daleks are locked in a desperate struggle for the fate of the universe itself.
You'll play cards representing plans, threats, tech, and quips to stacks that represent the time of the struggle, the Doctor's companion, and the enemy's influence.
The two sides also compete to control the Doctor's location, which activates or deactivates crucial powers. During the game's build-up segment, each side tries to establish an advantage. When the balance tips and the endgame comes, they press for victory.
Either one of the Doctor's desperate gambits will succeed, or the Daleks' pressing threats will crush him!
Discover who your characters are when they're not dungeon-delving in this 5e supplement for the world's most popular roleplaying game!
Explore what your adventurers get up to before, after, and in between dungeon crawling, from small moments of bonding around the campfire while crafting potions, to life events such as running a business, starting a family, and ultimately retiring? Until trouble comes knocking.
A Life Well Lived is a companion to Cubicle 7's Uncharted Journeys, and forthcoming C7D20 titles. These lovingly crafted volumes combine to enrich all pillars of 5e gameplay, and give you the tools and advice you need to tailor your game to the specific tabletop experience your heart desires.
A brand new 5e campaign setting of rebuilding your shattered world in the aftermath of apocalypse!
Magic is broken, the gods are dead, and the world has all but forgotten what it once was. The survivors must reclaim their lives, communities and futures, before the last threads of hope slip between their fingers.
Broken Weave is a brand new tragic fantasy campaign setting for 5e. The book includes:
The Deck of Broken Things lets you take any 5e monster or location and add them to the Broken World! Apply bizarre Decayed Transformations to turn any creatures into a nightmarish abomination ready to torment the people of the Broken World - add strange new abilities, inflict twisted mutations, and apply tragic curses to create countless monsters for your Broken Weave game!
This deck of 52 cards is an invaluable tool for all GMs of Broken Weave. The GM simply draws from the deck and applies the effect to any 5th edition creature! This means GMs can use any 5th edition monster book, critter companion, or tome of enemies in their Broken Weave campaign!
The Broken Weave Gamemaster's Screen is an indispensable tool for running Broken Weave, containing:
Doctors and Daleks: Alien Archive offers a glimpse into the many strange alien species and civilisations that players will encounter during their journeys through time and space, or even as the aliens visit our own planet. Some may prove to be allies, others enemies - or both, depending upon when and where you meet them!
Alien Archive provides dozens of entries, detailing some of the Doctor's most recognisable adversaries and aliens they have encountered. A literal A-to-Z, from Axos to Zygons, providing not only the full 5e compatible stats for use in your Doctors and Daleks game, but also a look at each species' motivations and tactics, as well as how to incorporate them into your adventures, and how to thwart their plans should they wish us harm. Doctors and Daleks: Alien Archive includes: Over 60 monsters and aliens fully compatible with Doctors and Daleks, and other 5e games. A TARDIS full of Gamemaster resources for all of the weird and wonderful aliens the Doctor has encountered, including: Background on the Species' place in history. The common motives and agendas of the aliens to aid in creating and running your own adventures featuring them. Guidance on what it's like for a time traveller to might such bizarre creatures. A host of adventure hooks to inspire your adventures across space and time. Expanded weaknesses for creatures to defeat them non-violently. More gadgets for aliens to use and players to turn against them! Multiple variations for the Doctor's most iconic enemies, from Dalek Drones to Davros and every mark imaginable of Cyberman.
A New Companion for Your Adventures through all of Space and Time! The wild adventures of everyone's favourite Time Lord come to the world's most popular roleplaying game in Doctors and Daleks. Take your gaming group into the TARDIS and travel anywhere, anywhen. Want to meet Leornado da Vinci? Or see what life is like in the year 3,000? What about another planet entirely? All of space and time is your Venusian macro-oyster, but keep your wits about you! there's a lot of danger in the vastness of eternity.
The Doctors and Daleks Player's Guide includes: Streamlined character creation rules to quickly bring to life a new time travelling adventurer. Create a new Companion for the Doctor, or build your own Time Lord! Do you want to do a bit of time tourism as part of Team TARDIS? Or will you create a group of Time Agents to fight back against pesky paradoxes? Rules for playing fast-paced, combat-light sci-fi adventures using the world's most popular roleplaying game system. Fight like the Doctor with non-lethal weapons, manoeuvres, gadgets, and the power of emotional and logical arguments - or just run away really fast! A time traveller's treasure trove of technological marvels, including sonic screwdrivers, psychic paper, and time machines. Rules for using and customising the TARDIS, as well as creating and piloting any other kind of time travel device to adventure from the dawn of history to the very ends of the universe. Advice on making every Doctors and Daleks adventure feel like you're living in an episode of the legendary Doctor Who TV series. An expansive look at the history of the Doctor's Universe, detailing many of the aliens and creatures the Doctor has encountered across space and time, including profiles for Daleks, Cybermen, Weeping Angels, and a host of other aliens and oddities ready to be played!
In the time before humanity, even before the rise of Gallifrey, Scaravore was imprisoned for its crimes. Last of a long dead species, it slumbered, sending its influence out into the stars. Now it seeks to rise again, to extend its evil dominion over the galaxy. The Keys of Scaravore is a collection of four new connected adventures for Levels 1-5, that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.
Discover the dark secrets of a technologically advanced paradise occupied by seemingly prehistoric people, and unwind the tragic plot of a Dalek plague in Paradise Lost. Marooned on a strange planet where advanced technology doesn't work, your Team TARDIS will have to unravel the mysteries of an apparently magical mediaeval society and solve an interplanetary diplomatic crisis in A Kind of Magic. Travel the Oregon Trail with a wagon train filled with refugee aliens in Westward Bound, and protect their secrets from a sect of deadly bounty hunters. Buried deep beneath the streets of modern day London, a nightmarish creature stretches its malign influence across space and time... only a team of terrific time travellers can stop it in The Mandala of Scaravore!
Undertake perilous journeys as your intrepid party blazes new trails across strange and uncharted lands. Strike out across unforgiving tundra and forge your path through deadly jungles as you battle to reach your destination. Experience travel in 5e as never before with thousands of possible encounters. Meet strange and unforgettable characters along the road, and uncover lost and forgotten ruins. Expand your 5e experience with new character abilities. Your journey starts here!
Uncharted Journeys provides a wealth of information, rules, and encounters to make travel a key part of your 5e adventures. The book includes: Easy to understand rules for journeys and exploration: Set the Route to your destination and determine how long (and how dangerous) the journey will be; Prepare by gathering supplies, securing mounts, and resting before the long road ahead; and finally, Make the Journey and experience strange and unique encounters along the way, and be forever changed by your experiences. Rules for four key Roles required for a successful journey: the Outrider, the Quartermaster, the Sentry, and the Leader. Each Role has a unique ability that can be the difference between success and failure on the treacherous paths you travel. Advice on which Classes are best suited to which Roles, as well as new rules for resting and recovering Class abilities while on a long journey. New ways to create unique and interesting travellers you meet on the road: Where and when do you meet them? Are they friend or foe? Where are they going? Why are they travelling? What do they want? Rules for creating countless ancient ruins that your party can discover: who built them, how old are they, and who lurks there now? Is it an archive containing forgotten elven lore, or was it created by an ancient civilisation for some sinister purpose? Almost 2,000 Journey Encounters across 16 different regions, including huge cities teeming with people, thick jungle overrun by beasts, haunted lands ruled by a malicious Vampire Lord, and scorched hellscapes ruled by demons and monstrosities.
The old Emperor is dead, and his successor is anything but clear. In the halls of the powerful, diplomacy has failed, civil strife is rampant, and the trumpets of war ring loud and clear!
The box contains a set of English rules, 112 game cards, a set of tokens and a player aid card. Designed to mimic the card games enjoyed by ruffians, gamblers and adventurers in inns and taverns across the Empire, Elector Counts is the perfect companion game to enjoy between your adventures in the Old World. The cards are gloriously illustrated in art new and old, with iconic pieces joining novel depictions of the loyal soldiers, iconic locations and famous personages of the Empire. Fight for control of The Empire, securing your holdings with faith, steel, and gunpowder. Who among the Elector Counts is worthy of ascending to Sigmar's throne?
Introducing the Imperium Maledictum: Collector's Edition - a stunning tome that demands pride of place on any bookshelf! This exclusive, limited edition volume is expertly crafted with a luxurious black faux leather cover, emblazoned with a striking gold and silver foiled icon that pays tribute to the legendary Lord Solar Macharius. The debossed starfield adds an extra subtle touch to the design, while the book block is perfected with gleaming gold gilt edges.
Housed in a magnetically sealed box adorned with breathtaking artwork, the Imperium Maledictum: Collector's Edition is the ultimate choice for discerning adventurers who desire to embark on their grim and treacherous journey with unparalleled elegance and flair. Imperium Maledictum is a new Warhammer 40,000 roleplaying game set in the glorious Macharian Sector, a sector forged in blood and fire from the thousand worlds conquered by Lord Solar Macharius. It is a sector rife with peril and treachery. Imperium Maledictum uses a familiar but refined d100 system to draw players into tales of intrigue, betrayal, and conspiracy. Players take on the role of Imperial adepts and citizens recruited by a powerful Patron. These influential figures use teams outside the usual chain of command to undertake grim and perilous missions, furthering their often inscrutable interests. To succeed, players must weave their way through the complicated web of competing factions that make up the Imperium. They must navigate a realm where a whispered accusation can be as deadly as any bolter, plumbing the depths of the most lethal hives and navigating the often far more insidious threats that grace the courts of the highborn. Do you have what it takes to survive the grim and treacherous adventures in the 41st Millennium?
Imperium Maledictum is a new Warhammer 40,000 roleplaying game set in the glorious Macharian Sector, a sector forged in blood and fire from the thousand worlds conquered by Lord Solar Macharius. It is a sector rife with peril and treachery, Imperium Maledictum uses a familiar but refined d100 system to draw players into tales of intrigue, betrayal, and conspiracy. Players take on the role of Imperial adepts and citizens recruited by a powerful Patron. These influential figures use teams outside the usual chain of command to undertake grim and perilous missions, furthering their often inscrutable interests.
To succeed, players must weave their way through the complicated web of competing factions that make up the Imperium. They must navigate a realm where a whispered accusation can be as deadly as any bolter, plumbing the depths of the most lethal hives and navigating the often far more insidious threats that grace the courts of the highborn. Do you have what it takes to survive the grim and treacherous adventures in the 41st Millennium?
The Imperium Maledictum Gamemaster's Screen is an indispensable tool for every GM running an adventure in the grim dark future of Warhammer 40,000. Catering to all playstyles and experience levels, the GM Screen provides a wealth of valuable world-building tools. The three-panel landscape screen features striking artwork that depicts a diverse group of Imperial agents surveying the heart of a densely populated hive city, poised to root out the Imperium's enemies. The screen's interior offers quick reference to crucial rules, helpful tables, and key information.
Macharian Miscellania, the accompanying 32-page booklet, is brimming with quick creation tables that allow GMs to generate characters from every faction and invent rumors on the fly. It also includes numerous world-building tables to add extra flair to roleplaying sessions. The booklet is rounded out with three intriguing short adventures that can be seamlessly integrated into any campaign, each offering unique plot hooks and mysteries to unravel.
Like their shattered war god Kaela Mensha Khaine, the ancient Aeldari are a sundered people. Heirs to a galaxy-wide empire that succumbed to ruination, all Aeldari fear the grip of She Who Thirsts. Each has been forced to find their own way to deal with this looming horror - some have chosen to walk a narrow path of focus and dedication, while others feed her insatiable hunger with the suffering and pain of their victims.
Aeldari: Inheritance of Embers is the ultimate Wrath and Glory sourcebook for Aeldari players and Gamemasters alike. This expansive supplement is the perfect starting point for an entirely Aeldari-focused adventure or to expand the enigmatic xenos' role in an existing campaign. Explore the shattered ruins of Craftworld Ul-Khari, raid unwary voidships as daring Corsairs, or even risk navigating the intricate and brutal politics of Commorragh itself.
Aeldari: Inheritance of Embers is packed with details on all four of the major Aeldari factions; the Asuryani, Corsairs, Harlequins and Drukhari.
Unveil the mysteries of the Machine Spirit and unleash the massive power of machines of war with Church of Steel, a comprehensive guide to vehicles in Warhammer 40,000: Wrath & Glory. Church of Steel contains rules for more than 80 vehicles from the diverse Factions of the 41st Millennium, and narrative-focused rules for running them in your games.
Take to the Mechanicus workshop to customise your engines of destruction with a panoply of weapons and upgrades, including examinations of Machine Spirits that reside within vehicles of the Imperium. Build a unique history for your venerable vehicle and travel the harsh wastes of the Gilead System with story building travel rules. Church of Steel includes: A detailed exploration of the Adeptus Mechanicus and the Machine Cult in the Gilead System, as well as the reverence other factions have for their vehicles. Rules for customising a vehicle's appearance and quirks, as well as building a rich history of its exploits. Information on the nature of Machine Spirits in Imperial vehicles as well as how xenos species view their own vehicles. Guidance for incorporating travel into your games, from treks across planetary wasteland to journeys through massive hive cities. Rules for vehicle actions, interactions, and complications in and out of combat. Customisation options for upgrading vehicle performance, adding new wargear, and installing new weapons. Stats for over a hundred vehicles from tanks, to troop carriers, to personal flyers, including a section on Necron vehicles and the mysterious living metal necrodermis. Rules for vehicular weaponry and wargear, including massive battle cannons, deadly melee weapons, and powerful means of protection.
Cut off from the might of the Imperium by the Great Rift, and beset on all sides by the daemonic forces that emerge from the tear in reality, the Gilead System stands as a bastion of faith in the Emperor. Unable to call for reinforcements or escape the System, the citizens of these planets fight to preserve the Imperial Creed as they battle back the vile xenos, corrupted renegades, and foul daemons that assail them.
But even as the Imperium's diverse factions unite in this time of desperation, the rifts between them grow. With the Emperor's watchful gaze obscured by the Great Rift, powerful opportunists pursue their own goals, and reignite old rivalries. The grim worlds of the Gilead System are rife with intrigue, betrayal, and secretive plots.
The Forsaken System Player's Guide contains a wealth of information for running and playing Warhammer 40,000 Roleplay: Wrath & Glory, including:
The Wrath and Glory Gamemaster's Screen is an indispensable addition to every GM's toolkit! The GM screen contains a wealth of information, commonly referenced rules, and an additional 32 page booklet packed with advice, NPCs, and short adventures suitable for any group.
Bathed in the corrupt light of the Great Rift, the Gilead System is rife with peril. Vile xenos assail humanity from all sides, internecine strife between the factions of the Imperium threaten a catastrophic civil war, and daemonic entities penetrate reality from Cicatrix Maledictum. Discover devious plots and unravel murderous mysteries amongst feuding faiths on the agri world of Ostia. Investigate tech heresy, mechanical misdemeanours, and arcane rituals amongst the manufactora of the forge world Avachrus. Protect the holy shrine world of Enoch from enemies without, and traitors within.
Litanies of the Lost contains four exciting scenarios suitable for Wrath & Glory characters of Tiers 1 and 2. These can be played as entertaining stand-alone adventures, or combined into a perilous planet-hopping campaign that highlights the political strife and myriad dangers present in the Gilead System. Litanies of the Lost includes: Duty Beyond Death: something has gone nightmarishly wrong at the Pakthertius Servitor Manufactorum - investigate to discover its arcane technological secrets, and try to be the first to emerge alive! Dark Bidding: a clandestine contract to procure a stolen stasis coffin with mysterious contents leads the party deep into the mechanical bowels of the Adeptus Mechanicus' underworld. Grim Harvest: a spate of strange deaths at an agri world mega-acreage threatens its crucial crops, but the source may be more sinister than the frictions between the competing Imperial factions in the area. Vow of Silence: an investigation of potential heretical activity at a silent monastery goes awry when some unexpected - and murderous - guests arrive.
Explore the space hulks of the Gilead System - huge, drifting masses of ships welded together by gravity and the flames of the Warp, and home to hazard and opportunity in equal measure. Redacted Records I takes Wrath & Glory games away from the relative safety of the Gilead System's planets and out into the depths of the Void to face unimaginable danger.
This magazine-style collection of articles uncovers numerous secrets of the Gilead System, opening up new settings and antagonists for players to explore and confront, and new character options to increase Agents' chance of surviving these new and perilous situations. Redacted Records includes: Insight into the diverse and terrifying space hulks of the Gilead System, from the Chaos-touched Caveat Emptor to the Genestealer-infested Dominus Vobiscum and the Orkish battleground designated Wrath of Janus. Rules and tables to generate your own space hulk, including areas, occupants, events, and salvage. New Frameworks for Agents from all branches of the Imperium, including the elite Adeptus Astra Telepathica. Dozens of new Talents to enrich your Wrath & Glory games. Reports on the strange Servitor patterns of the Gilead System, including the corrupted butcher-servitors of the Abattoir of the Luminous Emperor. Dossiers on some of the sinister cults of Avachrus and Nethreus, to further imperil your Agents.
The Wrath and Glory Starter Set contains everything you need to begin roleplaying action packed adventures in the world of Warhammer 40,000. Whether this is your first tabletop roleplaying game, or you are an experienced Gamemaster, this exciting boxed set is the perfect starting point for anyone interested in Wrath and Glory.
The Starter Set includes: Traitor's Hymn, a 48 page adventure set aboard the Varonius Flotilla, the beleaguered flotilla of ships intended to relieve the system, but which is now trapped in Gilead along with the rest of the system's denizens. The adventure teaches you and your friends how to play - no prep required. The Varonius Flotilla, a guide to the ships, crew, and brutal internal politics of the fleet lead to Gilead by the Rogue Trader Jakel Varonius. Packed with NPCs, plot hooks, one page adventures and detailed ports of call around the system, this is the perfect way to continue your Wrath and Glory campaign. An thrilling introduction to the Gilead System, the exciting setting of Wrath and Glory. 5 gatefold character sheets with pre-generated characters, each with their own goals, background, and connections. Three two-sided rules reference sheets with summaries of important rules and combat. Tokens for tracking Wrath, Glory, and Ruin. A set of 8, six-sided dice, including one unique Wrath Die.
Threat Assessment: Xenos contains a mass of new alien threats to challenge Agents of any Tier, and is the perfect companion to any Warhammer 40,000 Wrath & Glory campaign. As well as massively expanding the Xenos factions found in the Wrath & Glory Core Rulebook, this book explores newcomers to the Gilead system, including the enigmatic T'au, the voracious Kroot, and the slowly stirring Necrons whose claim to the system may be older than the Imperium itself.
Threat Assessment: Xenos is the first in a collection of bestiaries for Wrath & and Glory, containing a wealth of new and exciting GM information and deadly enemies. The book includes: New rules for lethal battlezone hazards to surprise your Agents. Profiles for the ancient Aeldari, including Asuryani, Harlequins, Corsairs, and Drukhari. Enough rampaging Orks to start a WAAAGH! The waking Necrons, including powerful units such as Crypteks and Flayed Ones. A stranded T'au Strike Force of Fire Warriors, Drones, Crisis Suits, and more. A full Kroot mercenary company, and their attendant beasts. Insidious hybrids of the Genestealer Cults, paving the way for their true masters to descend from the stars.
Greywater Fastness is under siege. The vast industrial city dedicated to producing weapons and arms for Sigmar's armies now finds itself teetering on the brink of oblivion. A tide of power hungry Skaven covet Greywater's technology. The neighbouring Sylvaneth sing a song of revenge for the lands polluted by the city's toxic runoff. And within the city itself, allies and enemies alike stoke the self-destructive flames of war. But if Greywater Fastness falls, Sigmar's armies across the realms fall with it...
Strike out into the forge-hot streets of Greywater Fastness in this brand new campaign for Warhammer Age of Sigmar: Soulbound. Blackened Earth is a thrilling five-part campaign set within the free city of Greywater Fastness in Ghyran, the Realm of life. Here, the Soulbound are tasked with steering this vital city of Sigmar away from its path of destruction. With monsters gnawing at the gates, allies turning into enemies, and warmongers fighting for dominance in the city, the Soulbound must use everything at their disposal to save the doomed city from immolation in the fires of war. This book contains: An epic campaign told across five thrilling adventures. Walk the streets of one of Sigmar's most industrialised city then strike out into the blasted wastelands and vibrant wilds of the Realm of Life. A comprehensive guide to the city of Greywater Fastness. Discover its history and how it was founded, explore over 70 unique and strange locations, and learn about the major players in the city. A beautifully illustrated map of Greywater Fastness! New items to purchase in the city's black markets, and new Endeavours to undertake while in the city! New terrifying monsters and allied NPCs for your Binding to encounter!
The Mortal Realms quake as Kragnos, the End of Empires, escapes his centuries-long imprisonment and rampages across the realms. Era of the Beast offers players and GMs a chance to follow the ongoing narrative of the Age of Sigmar universe, and brings the timeline forward to the Era of the Beast and the emergence of Kragnos, the End of Empires. This book recounts the events of the Broken Realms saga and updates the lore of major cities and the status of the gods of the realms.
Era of the Beast details the lands of Thondia, allowing players to adventure in Ghur, the Realm of Beasts and includes new Archetypes to add to your Soulbound game. Lastly, from the swamps of the realms come the terrifying Kruleboyz - twisted, swamp dwelling Orruks who slink from the mire to cut their enemy's throats! The book includes: A complete retelling of the Broken Realms saga. Advice on playing and running games during the Era of the Beast, and how the emergence of a new god (and the rise of a goddess!) have affected your character. Detailed information on Ghur, the Realm of Beasts, gives players a whole new realm to explore! Ten new Archetypes to play, including the Hurakan Windcharger of the Lumineth Realm-lords, the Knight-Relictor of the Stormcast Eternals, and the Melusai and Khinerai of the Daughters of Khaine. A new Species, complete with their own Archetype - the Draconith, bitter enemies of Kragnos! Over a dozen new statblocks for the Kruleboyz give GMs a deadly new foe to unleash on their players.
As Sigmar's Storm broke upon the hordes of Chaos, a flicker of hope was rekindled in the people of the Mortal Realms. The seeds of civilisation were planted and grew into new bastions of Order, and for a moment it almost seemed the endless tide of darkness could be held back.
But then came the Necroquake, as the undead legions of Nagash rose up to shatter the cities of Sigmar. Hope dwindles and once more darkness threatens to engulf the Mortal Realms?
Explore the Mortal Realms in the first ever tabletop roleplaying game set in the world of Warhammer : Age of Sigmar! You are Soulbound: heroes chosen by the gods to stand against the horrors that plague the Mortal Realms, tasked with preventing a new age of Chaos, Death, and Destruction. Forge your group from some of the most powerful heroes in the realms and face down roving bands of cannibals, legions of undead, and hordes of daemons in a desperate struggle for survival.
Warhammer Age of Sigmar: Soulbound contains 13 thrilling chapters to sink your teeth into, including:
Realmgates crackle with eldritch energy, incredible artefacts of untold power alter the fates of thousands, and great warriors wielding realmstone-infused arms hunt Endless Spells that strike terror wherever they roam. The Mortal Realms are full of incredible artefacts of power, will you claim them for yourselves? Warhammer Age of Sigmar Soulbound: Artefacts of Power is perfect for those who want to fill their Soulbound games with incredible magical items, adventures about fate-defining artefacts, and terrifying arcane manifestations unlike anything seen before.
Artefacts of Power contains: Detailed information about realmstone - crystallised magic energy that can be used to craft powerful weapons, armour, and more. A vast selection of magical weapons, armour, and artefacts, along with methods of randomly generating your own - with thousands of possible combinations! A collection of Ancient Relics- artefacts so powerful they can change the fate of the realms. Each of which comes with their own thrilling adventure. Detailed information on the mysterious distance spanning Realmgates, including ways to create and add them to your games. Rules, player options, and statblocks for hunting Endless Spells- some of the most deadly creatures in the Mortal Realms.
The Mortal Realms are besieged. Packs of savage beasts stalk the wilderness. Parades of disquiet dead stirred by baleful magics haunt the nights, enacting terrible vengeance upon the living. Hordes of Orruks, Grots, and Gargants rampage unchecked, driven by little more than destruction and despoilment for their own amusement. And the innumerable servants of the Ruinous Powers that once brought about the end of the world take root wherever mortals tread. The realms are rocked by never-ending conflict and nowhere is truly safe.
The Mortal Realms are filled with countless strange creatures and monstrous beasts. The Warhammer Age of Sigmar Soulbound Bestiary provides a vast collection of these great and terrible foes to use in your Warhammer Age of Sigmar: Soulbound adventures, and gives GMs advice on how best to build exciting encounters with these monstrous and maniacal foes. The Soulbound Bestiary contains: Over 180 terrifying new foes to use in your Soulbound campaign, including some of the most iconic creatures from Warhammer Age of Sigmar - from the reality-warping Tzeentchian Lord of Change, to the merciless Knight of Shrouds, to the awe-inspiring Kraken-eater Mega-Gargant. Gamemaster advice on building exciting and memorable encounters, and how to use Doom to give an extra edge to these conflicts. Detailed descriptions of each creature and faction, including advice on using them in your game, their tactics in combat, and rumours reflecting what the people of the Mortal Realms know of them, some of which may be less than reliable!
Kneel before the Champions of Death! Champions of Death allows players to create tragic, damned, and twisted undead characters for Warhammer Age of Sigmar: Soulbound! The book features new undead Species, new Archetypes, new Talents, and devastating new spells and Miracles. Champions of Death Includes: Insight into the Great Necromancer Nagash, his history with the Soulbound, and why he may deign to forge a deathly Binding with his own skeletal hands.
Rules to play as horrifying Ghouls, skeletal Wights, vindictive Soulblight Vampires, spectral Nighthaunts, or powerful Ossiarch Bonereapers, as well as advice on how and why your character became Soulbound and dozens of sample Short- and Long-term Goals. 20 new Death-focused Archetypes such as the Vampire Lord and Knight of Shrouds, as well as rules for playing sub-factions such as the Blisterskin of the Flesh-eater Courts, the Mortis Praetorians of the Ossiarch Bonereapers, the Vyrkos Dynasty of the Soulblight Gravelords, and many more! Over 50 new Talents, 10 powerful new Miracles of Nagash, and 50 new spells drawn from the twisted Lores of Magic wielded by the undead- including five terrifying new Endless Spells! Over 30 new Endeavours for undead characters to undertake, as well as new Dark Rituals to unleash on your foes- host a grand feast of the Flesh-eater Courts, bestow the Blood Kiss of the Soulblight Vampires, or raise a horde of zombies to do your bidding! Advice for Gamemasters and players on running Death-focused campaigns, as well as statistics for over a dozen servants of the Forces of Order for your Champions of Death to face!
Champions of Destruction allows players to create the most brutally cunning - or cunningly brutal - characters for Warhammer Age of Sigmar: Soulbound! Become Da Boss, set out across the Mortal Realms in search of a good scrap, and face down the biggest, baddest, creatures in all of the realms! The book features new Destruction aligned Species, new Archetypes, new Talents, tooth splittingly destructive new spells, Miracles and more.
Champions of Order gives players a wealth of new options for creating characters for Warhammer Age of Sigmar: Soulbound and features new Archetypes, new Talents, and devastating new spells. It's packed with content and options to expand on your Soulbound game. The book includes:
The Warhammer Age of Sigmar: Soulbound Gamemaster's Screen is an indispensable addition to every GM's arsenal! Regardless of playstyle or experience level, the GM screen contains a wealth of useful information, with incredible artwork by artist Johan Grenier.
There is a rot in the heart of Anvilgard. While the Anvils of the Heldenhammer looked outward, a cabal of Aelven outcasts has taken root within the city. Known as the Blackscale Coil, this mysterious group has infiltrated every facet of Anvilgard's society, and seeks to make the city their own. But the Coil is not all there is to worry about - an even greater threat lurks in the mist...
Venture into the deadly mist-shrouded streets of Anvilgard in the first ever campaign for Warhammer Age of Sigmar: Soulbound. Shadows in the Mist is a sprawling six-part campaign set within the free city of Anvilgard and sees a group of Soulbound heroes tasked with rooting out corruption in the city and exposing the mysterious Blackscale Coil - an organisation made up of members of the Darkling Covens, Scourge Privateers, and other Aelven outcasts. The Coil has used coercion, bribery, and violence to gain a stranglehold on the city. Even the Grand Conclave that is supposed to govern Anvilgard seems to have been infiltrated by the Coil, making it impossible to know who to trust. But an even greater rot is growing in the heart of Anvilgard, one that could consume the city entirely if it is not stopped in time. This 256 page book contains: An epic campaign told across six exciting adventures. Explore the mist-shrouded streets of Anvilgard and venture into the deadly jungles and oceans beyond its walls! A comprehensive guide to the city of Anvilgard. Discover its history and how it was founded, explore over 70 unique and strange locations, and learn about the major players in the city - and what to do to stay out of their way! A beautifully illustrated map of the city of Anvilgard. New items to purchase in the city's black markets, and new Endeavours to undertake while in the city. 50 new terrifying monsters and deadly enemies for your Binding to face! A look into Anvilgard's future, its fall to Morathi and her Daughters of Khaine, and the rise of Har Kuron - the City of Khaine! 5 one-page adventures set after the events of Broken Realms: Morathi and the Fall of Anvilgard.
The Warhammer Age of Sigmar: Soulbound Starter Set contains everything you need to begin roleplaying epic adventures in the perilous lands of the Mortal Realms. Whether this is your first ever tabletop roleplaying game or you are an experienced Gamemaster preparing your next campaign, this boxed set is the perfect starting point for anyone interested in Warhammer Age of Sigmar: Soulbound.
The Starter Set includes:
Aether-powered Kharadron sky-ships soar through the clouds, Corsair wolf-ships cut through the waves armed with monster-hunting harpoons, and helblaster volley guns erupt from the walls of the Free Cities. The cogs of war are ever-turning, and the Mortal Realms are in need of talented smiths. Warhammer Age of Sigmar Steam and Steel presents everything you need to begin crafting your own weapons, armour, and machines of war.
This book contains new aetheric equipment for the Kharadron, new Fyreslayer runes, new weapons and crafting rules, alchemy and potion making, and rules for vehicular combat along with dozens of example ships and war machines. Not only that, but Steam and Steel explores what crafting means to cultures across the Mortal Realms - for some it is simply a job, for others it reflects a lifelong devotion to their deity. Steam and Steel is perfect for players looking to create their own equipment, and for GMs who are looking to bring ship-to-ship combat and large-scale vehicular destruction to their game!
Deep in the heartlands of Shyish, the crumbling city of Ulfenkarn teeters upon the precipice of destruction. Its citizens are desperate for salvation before the streets are swallowed whole by the encroaching Shyish Nadir. For an age, the Vyrkos vampire lord known as Radukar the Wolf has held ruthless control over the city, transforming this once-proud gothic metropolis into little more than a ravaged hunting ground for his Thirsting Court of monsters. Will the Wolf's despicable plans come to fruition? Or can a band of wayward heroes stand up against this unassailable foe and save the city before it's too late?
Ulfenkarn: City at the Edge of Death offers players and GMs a comprehensive city guide for running Warhammer Age of Sigmar: Soulbound games in the legendary Cursed City.
Altdorf is the capital city of the Empire and the birthplace of Sigmar Heldenhammer. It is the most populous city in the Old World, and the site of several famous and majestic landmarks. The Imperial Palace and the Grand Cathedral of Sigmar are monumental edifices, larger than whole districts of smaller cities. The Colleges of Magic tower over the banks of fog that blow in off the Reik, venting gouts of sorcerous fire and fume. Altdorf has another side to it, in the teeming rookeries of the East End and the bustling Dockland to the north, gangland intimidation and revolutionary fervour are felt more keenly than the word of Sigmar's priests, or the rule of the Emperor's laws.
Altdorf: Crown of the Empire is a fascinating and entertaining 224-page guidebook to the capital. Standing on the confluence of two of the greatest rivers in the Empire, Altdorf is a nexus of power: government, religion, magic and military. Each district is carefully detailed with a wide variety of locations, plot hooks, and NPCs. A beautifully illustrated map, provided with both GM and Player versions, shows off the expansive city in exquisite detail. Whether Players wish to explore the Street of a Hundred Taverns, involve themselves in intrigues at the Imperial Palace, seek to topple the established order alongside Altdorf's revolutionary factions, or dominate the city's underworld as part of the warring dockland gangs, the book has all you need. Altdorf: Crown of the Empire is extensively researched; combining details derived from over 30 years, including stories, sourcebooks, and roleplaying scenarios, with new material to create the ultimate sourcebook for thrilling adventures in the capital. Old favourites such as 'Filthy' Harald Kleindeinst and Rosanna Ophuls are updated to be used in the fourth edition of Warhammer Fantasy Roleplay. Characters from Warhammer Fantasy Battle with links to Altdorf, such as Reiksmarshal Kurt Helborg and Supreme Patriarch Thyrus Gormann, are described in detail. A host of new NPCs have been added to illustrate the vast diversity of folk who call the capital their home. Whilst Altdorf: Crown of the Empire contains enough plot hooks and interesting locations to be the site of hundreds of adventures, it is also a perfect complement to the Enemy Within campaign. The Characters may turn the fleeting visits to Altdorf described in Enemy in Shadows, Death on the Reik and Power Behind the Throne into detailed explorations. The capital will also play a pivotal role in the forthcoming fifth part of the campaign, Empire in Ruins.
Just North of Altdorf, not far from the village of Frederheim, the cult of Shallya maintains a Hospice. Behind its imposing walls, troubled souls are given succour, and a lucky few find respite. Not so for one of its denizens, however, who is tireless in her mission to compile a record to outlive the world - her Archives of the Empire. The End Times are coming, and her quill is ceaseless in a frantic race against time. Her letters find their way to every corner of the Empire. Each missive begs its recipient to reply with thoughts on some specific matter. She claims to be Princess Isabella von Holswig-Schleistein, sister to Emperor Karl-Franz I. Stranger still, some who reply seem to share in this delusion.
Welcome to Archives of the Empire Volume I. A fascinating and diverse collection of articles on topics that cover the length and breadth of the Old World. The first volume focuses on the other species, Dwarfs, Elves and Halflings, whose presence enriches (or enrages) the world of Warhammer Fantasy Roleplay. Volume I details new locations, careers, and NPCs perfect for inclusion in your next WFRP adventure. Inside this book, you'll find: Karak Azgaraz: An exploration of a Dwarf Hold that, though it has seen better days, still holds strong in mountains that loom beyond Ubersreik, at the very edge of the Empire. Imperial Dwarfs: While they think of the Karak's as their true home, many a dwarf has never set foot on ancestral lands, instead living at the very heart of the Empire. Halfling Clans: From Skelfsiders to Thorncobbles, Rumsters to Lowhavens, learn about the Empire's Halfling very extended clans and multiple families. A Guide to the Mootland: Join the simple folk of the Mootland for a Grand Tour of their fertile province, its farms and villages, rivers and forests. Now, make sure to smear yourself with this or the Bramblebeaters will get you... The Laurelorn: Delves into their politics, culture, and the threats that haunt this ancient colony of Elves, nestled between Nordland and the Wasteland, which survived to the modern day.
Just North of Altdorf, not far from the village of Frederheim, the cult of Shallya maintains a Hospice. Behind its imposing walls, troubled souls receive succour, and a lucky few find respite. One of its denizens, the 'Lady' Isabella, worries her carers. Her quill is ceaseless, though few can say what she writes. Despite the best efforts of the hospice staff, strange missives continue to appear in her room. Could there be some truth to her claim that she is collating a truly wondrous collection of writings? Surely it can not be the case that she is who she claims to be- one Princess Isabella von Holswig-Schleistein, sister to Emperor Karl-Franz I. Some are beginning to wonder...
Welcome to Archives of the Empire Volume II. A fascinating and diverse collection of articles on topics that cover the length and breath of the Old World. This second volume focuses on those towering walls of muscle and fat, the Ogres, who hail from the Mountains of Mourn but make their home across the Empire and indeed the world. Volume II details new locations, careers, and NPCs perfect for inclusion in your next WFRP adventure. Archives of the Empire II includes: Ogres of the Empire Two chapters dedicated to Ogres, their place in the Empire, and their place at the gaming table. Included are three new careers, including the fearsome Ogre Butcher, who wields the magic of the Great Maw with bloody intent. Star Signs and Astrology: Some say their fate is written in the stars, while others find their future in the gutter. This chapter provides a description of the star signs that dot the heavens of the Old World, along with the meaning that people invest in them. Magical Items: Though magic items are rare in the Old World, they are coveted and powerful things. This chapter provides rules for generating magic weapons, armour, and stranger devices. The Great Hospice: A retreat from the perils of the world, the Great Hospice provides a refuge for those who need it - and can afford it. Just north of Altdorf, the Hospice is a detailed location with maps, NPCs, plot hooks, and more. Theatre of War: Though combat is a common feature of WFRP games, open warfare is rarely explored. This chapter provides rules for creating a cinematic battle in which competent Characters can influence the outcome.
The indispensable companion to the Enemy in Shadows and the first part of the epic Enemy Within campaign. The Enemy in Shadows Companion is the first of our 5-part series of companion volumes to the Enemy Within campaign. It contains a wealth of supplementary material to not only expand Enemy in Shadows, but also support any WFRP games set in the Empire.
Enemy in Shadows Companion Includes: Guest Commentaries: Phil Gallagher and Graeme Davis, two of the original Enemy Within campaign writers, reflect on creating one of the greatest campaigns ever written. The Empire A deep examination of the Empire, the primary setting for the Enemy Within campaign. Ready-made Characters: A selection of 6 pre-generated Characters, with a variety of optional secrets and relationships to personalise them to taste. Road Travel: Full rules for travelling the roads of the Empire, and the road wardens who patrol them. Supporting Cast: A huge cast of incidental NPCs that can be added to any WFRP adventure, with hints and tips for how to use them. Bonus Content: A collection of short adventures and encounters that can be added to any WFRP game, including revised and updated versions of classics such as On the Road, The Affair of the Hidden Jewel, and The Pandemonium Carnival.
The Death on the Reik Companion is packed with supplementary material to expand Death on the Reik and support any WFRP games set on the Empire's rivers and canals.
Death on the Reik Companion includes: Exclusive Guest Commentaries from James Wallis and Martin McKenna on their memories of the original Death on the Reik. A GM's Guide including: a complete breakdown of the Red Crown, one of the Empire's most dangerous Tzeentch cults. Additional adventure content, including: The Emperor Luitpold, a luxury barge with a bevy of secrets in its holds and staterooms, and ƒ??The Vengeance of The Gravelord', part 1 of an adventure thread that can be woven throughout The Enemy Within. A selection of new herbs from ƒ??Hortensia Puddlefoot's General Concordance of Herbs'. An examination of life on the Reik with details on settlements and trade. A Bestiary of monsters that haunt the river, and a list of waterborne diseases. A wide range of riverfolk NPCs with hints and tips for how to incorporate them. The Death on the Reik Companion is an essential supplement to the second part of Enemy Within campaign, and an indispensable guide for any adventure taking place on the Empire's rivers.
Welcome to Death on the Reik, part two of the revised and updated Director's Cut of the Enemy Within, one of the most highly regarded roleplaying campaigns ever written! Created by legendary WFRP writer, Graeme Davis, one of the original writers of the campaign, the Director's Cut provides additional material to create an enhanced experience that maintains all the mood and paranoia of the original. Death on the Reik carries on from where Enemy in Shadows left off, taking your unlikely heroes on a grand adventure up and down the remarkable Reik, the largest river in the Old World and trade route to the heart of the Empire.
Death in the Reik includes a selection of ƒ??Grognard Boxes' that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Death on the Reik new and exciting.
Welcome to Power Behind the Throne, part three of the revised and updated Enemy Within, one of the most highly regarded roleplaying campaigns ever written! Created by legendary WFRP writer, Graeme Davis, one of the original writers of the campaign, the Director's Cut provides additional material to create an enhanced experience that maintains all the mood and paranoia of the original.
The beautifully finished, exclusive Collector's Edition set includes Power Behind the Throne and the Companion presented in a slipcase. The printed elements have been kept to a minimum tonal palette in keeping with WFRP's distinct style, and will have a Spot UV finish layered over them and silver foil highlights. As with Volume 1 and 2, the books are case bound, with a few extra little surprises tucked in that we won't spoil here!
Power Behind the Throne, arguably the best WFRP adventure ever written, carries on from where Death of the Reik left off, taking your brave heroes from Altdorf to the city of Middenheim, a towering city-state in the north of the Empire where trouble brews and a play for power is made.
The Power Behind the Throne Companion is the third of our 5-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand Power Behind the Throne but also support any Warhammer Fantasy Roleplay games set in the Empire.
The Power Behind the Throne Companion is the third of our 5-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand Power Behind the Throne but also support any WFRP games set in the Empire.
Power Behind the Throne Companion Includes:
The Horned Rat Companion is the fourth of our five-part series of companion volumes to the Enemy Within campaign. It is packed with supplementary material to not only expand The Horned Rat but also support any WFRP games which feature the skulking Skaven as a foe.
The Horned Rat Companion Includes: More lore and information on the Skaven, their history and society, and the terrible God to which they give praise. A huge selection of new equipment, spells, weapons, and contraptions to outfit your Skaven NPCs with. New encounters in the city of Middenheim and the Middle Mountains, perfect to drop into The Horned Rat, or any Skaven focused campaign. A GM's guide to The Yellow Fang, an insidious cult that both worships the Skaven and seeks to outdo them. A new career, the Dwarf Ironbreak, perfect for a stout dwarf seeking to face down the loathsome ratmen in the tunnels beneath the Old World. Two classic adventures, revised and updated for WFRP 4th Edition - Horror in the Dark, featuring a terrible encounter in a twisting mine, and A Little Help From My Friends, a kidnapping case beyond any but the greatest, shortest detective in all of Middenheim. The Return of the Gravelord: Everyone's favourite self-obsessed Necromancer returns to harry the Characters throughout the events of The Horned Rat. Is it paranoia if everyone really is out to get you?
'My Friends in Change, we have sown glorious chaos but to bring the Time of Changes we must act as one under a Champion In Shadows.' The Horned Rat is the fourth volume of the revised and updated Director's Cut of the Enemy Within, building on the dramatic events at the end of Power Behind the Throne, recruiting your brave heroes into the service of the city of Middenheim for more drama and intrigue.
In the penultimate volume of the five-part series of grim and perilous Warhammer Fantasy Roleplay adventures, the tables are turned as enemies that have pursued the Characters since the beginning of the epic campaign are forced to defend themselves. The time is right to uncover their schemes and break apart their organisation. The Characters cannot afford to relax their guard and celebrate their victories, as a new threat emerges from beneath their feet. The Horned Rat Includes: The fourth part of the Enemy Within campaign, conceived by legendary WFRP writer Graeme Davis with contributions by a team of talented WFRP writers. A toolkit to exploring Middenheim's complex undercity, a vast environment filled with hazards and intrigues. A series of investigations dealing with the implications of the action in Power Behind the Throne and leading to the realisation of a new threat, far greater than anything the Characters have faced in their previous adventures. Descriptions of an ongoing and deepening crisis in the Empire, to be resolved in the final instalment of the Enemy Within campaign.
The Enemy Within Collector's Edition contains the revised and updated Director's Cut of one of the most highly regarded roleplaying campaigns ever written. This beautifully finished, exclusive Collector's Edition set includes The Empire in Ruins and the Companion presented in a slipcase featuring the artwork from the standard editions. Beautifully finished in Silver foil and a lustrous Spot UV finish, the Collector's Editions covers depict the image of Sigmar Heldenhammer and a manipulative servant of Tzeentch. As with previous volumes in this series, the books are case bound, and come with an exclusive envelope of player handouts and maps.
The Empire in Ruins Companion is the fifth and final of our five-part series of companion volumes to the Enemy Within campaign. The essential companion to campaigning in a shattered Empire is packed with supplementary material to not only expand Empire in Ruins but also provide an indispensable guide to any WFRP games set within the fractured nation.
Empire in Ruins Companion includes: Alternative Empires, features the ramifications of the fulfilment of the ambitions of Yann Zuntermein, Karl-Heinz Wasmeier, or the late Kastor Lieberung. More Madcraw, the Night Goblins and their depredations return with more details on this extraordinary remote tribe, including several new tribe members that might trouble any adventurers who stray into their territory. The Place of the Shining Rock, more details and fascinating lore on this sacred site holy to both Sigmar and Ulric, its storied past and geography. Altdorf in Chaos, highlights the several unusual phenomena that could occur in the Crown of the Empire as the Enemy Within nears its thrilling climax. The Imperial Ostlanders, who are these brave frontier folk, ably commanded by Reikhardt Mathis Sievers, and what part might they play in Empire in Ruins? The Nordland Question, during the Turmoil that shakes the Empire, many provincial areas make a play for greatness at this time. Nordland's history and notable personalities show rebellion was inevitable sooner or later. The Siege of Diesdorf, under the looming threat of the Red Crown, can the Diesdorf Council keep their town in good order? The Bigger They Are... An Ogre as a judicial champion means most trials are decided before they begin. The Triumph of the Gravelord: Will the Gravelord (everyone's favourite self-obsessed Necromancer) who has stalked the Characters since Death on the Reik, achieve supremacy?
Standing tall like the walls of Altdorf themselves, the Warhammer Fantasy Roleplay Gamemaster Screen presents a handy summary of all the important rules of WFRP alongside a variety of useful Gamemaster tools. It is accompanied by a Gamemaster's Guide full to bursting with tips, tricks, and optional rules to expand your campaigns in new and exciting directions.
With breathtaking artwork of the Old World's festering cities to one side, and all the tables, rules, and references a GM could want on the other, the Gamemaster's Screen is the perfect accessory to keep all of your nefarious plans secret from the prying eyes of your players. Accompanying the screen is the Gamemaster's Guide, a 32-page booklet crammed full with indispensable articles for GMs both new and old.
Famed for its impregnability, set atop the mighty Fauschlag, struck flat by Ulric's fist, Middenheim commands authority over all who stand beneath its towering presence. Hewn from living rock by peerless Dwarf skill, it is a striking fortress city where Ulric, the God of War, Winter and Wolves, reigns supreme.
The sacred Eternal Flame burns pure and bright, in the heart of a city famed throughout the Old World, riven by dark cults, clambering merchants, and seditious schemers. Middenheim has little room for heroes, and less time for wasters, but for canny opportunists with the will and grit to carve a small piece of something better? Well, they might stand a chance.
Middenheim: City of the White Wolf takes players out of the familiar Grand Province of the Reikland, and drops them in the centre of Ulrican influence and power in the Old World. Middenheim sits at the heart of the Empire's Northern expanse, and is the perfect setting for endless grim and perilous adventure! Each district of the expansive city is carefully detailed, with locations, plot hooks and NPCs too numerous to list. A beautifully illustrated map, provided with both GM and Player versions, shows off the city in exquisite detail. Need an Inn in the Altmarket? A Pawnbroker in The Kleinmoot? Details on the Kisvilite Embassy? Middenheim has everything you require.
Middenheim: City of the White Wolf distils the best of previous writing on the chosen city of Ulric, and combines it with new creatures, new NPCs, new locations, and rules to create the ultimate sourcebook for groups wishing to adventure in Middenheim and its surrounds. Full rules for creating Middenheimer, Middenlander and Nordlander Characters are included, along with a new career for true devotees of Ulric.
A stand-alone book, Middenheim: City of the White Wolf also makes an excellent supplement for those intending to run Power Behind the Throne, part three of The Enemy Within campaign. While the companion content is very focused on the events of Power Behind the Throne, this book provides more details on the city for GMs who are happy to let their groups explore more widely. It details Middenheim around 2512 IC, prior to the events of The Enemy Within, but includes an appendix with updates on how future events are set to alter the city.
Middenheim: City of the White Wolf includes:
Middenheim: City of the White Wolf is an excellent and entertaining addition to any gaming table. Packed with lore, NPCs, and exciting adventure hooks, it will kickstart your next adventure in Warhammer Fantasy Roleplay!
Can't put it down, can you? You know what's in here. You've seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you'd like to walk away and life be all cake and daisies, but you know you're going here instead. You'll try to convince yourself it's because you're greedy for the loot, or can't resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog ? he might be small but he's unreasonably vicious.
Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction. The Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World. 320 pages, hard cover and full colour
The Council of Thirteen has spoken and through conniving, betrayal, and simple malice their plans grind ominously into motion. However, no Skaven plan could ever be described as simple, and the GM's Journal is the perfect place for the GM to plan their next step. The GM's Journal contains lined pages, dotted grids for mapping and combat, and NPC trackers to make running complicated encounters seem like a breeze.
A Horned Rat evidence tracker ties specifically into the campaign, allowing you to keep an eye on your players' progress as they seek to uncover the truth about the Skaven. Which of Middenheim's prominent NPCs will be swayed by the weight of evidence, and which will think the talk of human-sized ratmen little more than wild ravings? The GM's Journal is exquisitely designed and printed, casebound with a deep brown faux leather finish, full colour end papers, including a map of Middenheim, 128 pages with a mixture of NPC notes, grid paper for quick maps, initiative and advantage trackers for combats, and plenty of lined pages for your devious notes, plots, and wild schemes. Take Note: Keep your eyes peeled, your wits about you, and never reveal your sources!
Attention: Calling all skilful sleuths! Urgent: Investigators needed to piece together and uncover the intent of those who would see Middenhiem brought low. Middenheim may be the jewel of the North, but beneath the crowded cobbled street lies labyrinthine tunnels filled with intriguing mysteries, deadly threats, and worse. The Komission of Inquiry into Threats Unknown to Middenheim tasks its skilled agents with complex investigations. With meticulous note-taking and shrewd observations, many mysteries can be solved, and dangers and threats confronted and averted.
The Investigators Journal is the perfect accompaniment for players making their way through The Horned Rat. It contains Character Sheets, space for notes, dotted pages for diagrams and maps, and an unmarked map of the City of Middenheim for players to annotate with whatever hints and clues they can glean from the city's depths. The Investigators Journal is exquisitely designed and printed, casebound with a black faux leather finish and a foiled and debossed cover print. It includes full colour end papers, including a player safe map of Middenheim, 128 pages with a mixture of Character Sheets and notepaper for character background, equipment, and notes on the investigation.
The Old World is a dangerous place. With the Empire fractured within and threatened by enemies without, it is only wise to learn the skills of a soldier, or to employ those who already have. Some may say that to live by the sword is to die by the sword, and there is truth to this. But in the wilds of the Empire, to refuse to live by the sword is to die by the sword even sooner. Up in Arms provides options and guidance for Warhammer Fantasy Roleplay Characters who follow warrior careers. It focuses on abilities that players and GMs can make use of to add variety and expertise to the fighting folk of the Old World.
Those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous ??ora, and deadly disease.
The few precarious settlements that cling to the coast arouse the ire of Lustria's oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.
This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria. The book contains articles on:
Across the Reikland, grim and perilous adventures, unfathomable intrigues, secretive schemes, and unpredictable magic can be found around every corner. From mysterious statues to ominous shrines, odd buildings and even odder characters, Reikland Miscellanea collects some of the most interesting oddities of the Reikland and beyond. To mark Warhammer Fantasy Roleplay 4th Edition's fifth year of publication, we've gathered some of our most popular articles in one place. Each item was previously only available in a digital-only format, and this print collection deserves a place on any collector's bookshelf.
Reikland Miscellanea collates the following titles in one convenient package! Whether you're a veteran of the Reikland's muddy roads and winding waterways or a pristine adventurer ready to get your boots muddy, there's something here for everyone. Patrons of the Old World I and II: A collection of eight fascinating Patrons, influential and driven NPCs with their own agendas, useful plot hooks, and a master plan that Characters throw their weight behind or struggle to prevent... Buildings of the Reikland: A collection of buildings, each with detailed floor plans and intriguing details, suitable for dropping into any WFRP campaign. One Shots of the Reikland: A selection of quick-fire adventures, each set in one of the locations from Buildings of the Reikland, and suitable for a single frantic session of play. Monuments of the Reikland: Five fascinating monuments, each a well-known landmark, and each with its own, often sinister, secret. Shrines of Sigmar: Five shrines to mighty Sigmar, the patron deity of the Empire. But all is not as it seems in these fascinating locations. Sullasara's Spells of Utmost Utility: The Elf Mage Sullasara hoped this book of spells for all eight winds of magic would be put to constructive use by the wizards of the Empire, who promptly found entirely different applications for her magic. Blood and Bramble: Witch and Hedgewitch alike will find a wide array of spells to use in this fair and foul collection of magic. Also included are two intriguing and learned NPCs of somewhat dubious intent.
Whilst the chaos of the Turmoil subsides, an invigorated Empire seeks to leave civil strife behind and look towards the future. All eyes turn to Salzenmund in hope that it may provide opportunity and secure the Empire's coastline. It is a city of significant riches, for the nearby Silver Hills are abundant in precious metal and trade flows in from the Sea of Claws to the north. Cosmopolitan and vibrant, the cults of Sigmar, Manann and Ulric flourish here in relative harmony.
Salzenmund promises opportunity and excitement to adventurous souls. Explorers depart from the city to trade with fur-clad Norscans or brave the wide sea to Lustria. But the ruling Gausser family, newly installed and ambitious, threaten the stability of the Empire. The head of the family talks of a reconquest of the Wasteland and defiance of their old masters in Middenheim. In the taverns by the docks, vicious and crooked folk conspire in smuggling and piracy. Worse still, the honeyed whispers of forbidden cults entice the truly desperate into the worship of Chaos.
To the north lies the bitterly cold and tempestuous Sea of Claws. The sea separates the Empire from the lands of Norsca, where Marauder tribes beseech the forces of Chaos for glory and power and vast monsters make their lairs in the fjords. The coastal provinces of the Empire, desperate to escape the stranglehold of Marienburg, scramble to construct mighty navies and sea defences. Sailors, explorers, pirates, and wreckers all rub their hands in thought of the wealth to be won - but whilst a life on the ocean waves can reap great rewards, the risks are greater still. Sea of Claws is a guide to adventuring on the seas of the Old World.
The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers. Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World.
The Imperial Zoo includes: A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories. Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire. New creature traits to ensure every group finds a challenge in these pages. Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic. A quick reference chart of creature traits, to keep gameplay flowing during combat. Six pregenerated characters, giving you everything you need to kick off your adventures right away.
Collectors Edition is designed to be as in-universe as possible, with a faux leather cover, embossed details, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud. The spine of the book is rounded with raised hubs, and the paper edges are deckled, giving them a distressed look reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters.
The Imperial Zoo is a bestiary and travelogue of three daring expeditions into the Old World, ranging from the heights of Karak Kadrin to the city of Miragliano in the southern land of Tilea. It includes profiles for over 60 unique creatures, beasts and monsters of the Old World perfect to challenge even the most competent of adventurers. Also included are six new pregenerated Characters, each with their own skills, talents, and shady past, perfect to pick up and dive into a campaign focused on the truly mammoth threats that stalk the Old World. The Imperial Zoo includes: A thrilling narrative following the exploits of a group of adventurers as they make their way across the Old World in search of knowledge, and less savoury glories. Dozens of creatures, including unique named beasts that threaten any who cross their paths, from the unusual but lethal Preyton to the devastating dragon Caledir, the Scythe of Fire. New creature traits to ensure every group finds a challenge in these pages. Rules for preserving and selling alchemical ingredients harvested from creatures, especially those touched by the winds of magic. A quick reference chart of creature traits, to keep gameplay flowing during combat. Six pregenerated characters, giving you everything you need to kick off your adventures right away.
WARLIKE AND RAPACIOUS ? ORCS AND GOBLINS PLAGUE THE OLD WORLD AND BEYOND!
Orcs and Goblins infest the wild corners of the Old World and beyond. They are creatures bound by a common ancestry, a love of bloodshed and violence, and the unifying spirit of the Waaagh! Orcs and Goblins are the perfect antagonists for any game of Warhammer Fantasy Roleplay. Tribes and Tribulations provides details on a number of these belligerent and spiteful creatures: Goblins, Orcs, Black Orcs, Hobgoblins, and Snotlings, as well as sections on Ogres and Trolls. Each specific tribe receives its own chapter, demonstrating the variety of Orc and Goblin warbands that plague the Old World and beyond.
Orcs and Goblins provide a GM with classic antagonists for Warhammer Fantasy Roleplay, and Tribes and Tribulations offers all the tools needed to provide such creatures with the strategies and personalities required to make them memorable and challenging enemies.
Ubersreik Adventures III contains four exciting adventures, alongside a comprehensive introductory chapter that covers the dramatic events that have befallen the City of Ubersreik in the wake of the Turmoil and last days of The Enemy Within campaign. It includes new characters, locations and plots, and provides suggestions and advice on incorporating developments your characters may have experienced (or caused!) during the events of The Enemy Within campaign.
Ambitious noble families and the powerful Guild Masters vie for influence and control in the wake of direct Imperial control and characters familiar with Ubersreik or who already have a reputation may quickly find themselves caught up in the intricate plans and backhanded deceptions of those seeking power.
From the shattered warpgates at the poles of the world raw energies of Chaos flow into the world, powering works of sorcery and sustaining Daemonic entities. This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as the Winds of Magic.
The Winds of Magic Collector's Edition is a veritable Grimoire, with a faux leather cover embossed with the details of Paranoth's Wheel and the symbols of the Colleges of Magic, Spot UV to highlight even more detail and texture, and a gold foil stamp that would make the finest print presses in Altdorf proud. The spine of the book is rounded with raised hubs, and the book is reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters. Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire it includes details of a multitude of magic practices, creatures, and places.