WFRP: A Private War
- 1 Resources
- 2 Rules
- 3 Characters
- 4 Leads Summary
- 5 Threads
The setting is based on WFRP1e canon, with modifications.
The Collegium (location 32) was originally founded in 1762 as a seminary for young Ulrican priests, and the Department of Holy and Scriptural Studies (DHSS) is still the largest faculty. Nevertheless, nowadays the Collegium offers as wide a range of subjects as any university, even though it still technically doesn't have an imperial charter granting it university status. Certainly, it considers itself the equal of the University of Altdorf. The Collegium's library is the largest in Middenheim, with excellent collections on history and law and, of course, of Ulrican religious writings. About 50 new students enroll each year, at a cost of 50GCs, although some become Faculty Scholars, which gives them on-site accomodation in return for doing small services for the professors.
The legal status of the Collegium is unclear. It runs its own court system (including a small Watch and a comfortable jail) under the auspices of the Law Department. Trials are presided over by the elderly Chancellor, Lienhard von Altenhaus, the Dean of the DHSS and a representative of the cult of Ulric, but according to an arrangement that applies to every university in the Empire, the court ultimately defers to the University of Altdorf. This is potentially problematic since the Collegium's Law Department is Ulrican and also heavily involved with the Temple of Verena, whereas Altdorf's is Sigmarite with strong links to the cult of Solkan. In addition, because of the lack of an imperial charter, the Worshipful Guild of Legalists claims that the Collegium is not a university and therefore falls under civil law.
(pop. 408; main industry: timber, trade)
Beeckerhoven is a small town, whose walls have only been partially maintained and could clearly not withstand a modern siege with batteries of cannon. Unusually, arrivals don’t have to pay a toll to enter the walls – perhaps a measure to encourage trade.
The Walls: only the three gatehouses (north, south and west) are in good repair and in some areas, especially the Warehouse District, people have built right up onto the walls, despite city ordinances not to.
Hauptstrasse: the "Main Street" from south to north, bisecting the town. Both the Wolf Runner and Four Seasons’ inns face onto it.
Marktplatz: abutting Hauptrasse on the west, "Market Square" is the town’s main square, containing a small covered market, a Town Hall (with council offices), the Watch and the temple of Ulric.
Salzstrasse: "Salt Street" runs from the Marktplatz to the west, ultimately towards Salzenmund. The Merchants’ Guild faces onto the street and the Physicians’ Guild is just off it, to the south.
Temple District: mainly called this because the Temple of Ulric is on the south-west side of the Marktplatz, this is the most affluent area of Beeckerhoven to the west of Hauptstrasse and south of Salzstrasse. This is where the Physicians' and Merchants' Guilds are located, as well as the town's only shrine to Sigmar.
Physicians' Guild: this is not much more than a small, but well-appointed guesthouse. The expensively wood-panneled entrance hall is clearly meant to impress locals and reassure visitors from Salzenmund and Middenheim that they aren't stuck in the back of beyond. A liveried clerk sits behind a reception desk on which a notice asks for donations to the Dr Thurn Memorial Fund. Past the desk, through an open door, can be glimpsed a lounge with upholstered armchairs, ashtrays for pipeweed smokers and a small bar.
The Warehouse District: taking up most of the north of the town, also home to the imperial garrison, the municipal stables and, in the more residential, working-class part, the temple of Shallya with its orphanage-cum-workhouse. The name of the area is a bit of a misnomer: although there certainly are warehouses here, especially to store timber, there are also working-class residences and workshops. Some streets are clearly built to be wide enough for a wagon, with occasional squares to allow two to pass or one to turn round. Smaller alleys lead between the houses and warehouses off the main streets and open out into small courtyards with a well or just end suddenly at the city wall. The people here are practical, no-nonsense Nordlanders, with a taste for drink and boisterous celebrations.
Amboss Platz: "Anvil Square" is the biggest in the Warehouse District, but diverges from the functionality of the area only by having a statue in the middle of the square. It's dominated by the gaol and associated watch house on one side, and the Minter's, a squat, two-storey building with a tiled roof, on the other.
Temple of Shallya: this temple is very different from the marble-faced and frescoed building in Middenheim. It's small, with its simplicity coming from poverty and cheapness rather than elegance, and the orphanage next door is brutally utilitarian, with bars on the windows. Shallya's doors are never locked but the austere interior is lit by only a single candle set up on a tall candlestick in front of the temple's rather ill-shaped statue to the goddess. The temple is spotlessly clean, so that the cold flagstones gleam.
Imperial Garrison: the regiment is an Ersatztruppe - a reserve unit comprised of the men too infirm, lazy, traumatised or prematurely old to be of battlefield use but who can still undertake basic garrison duties in a backwater town like Beeckerhoven. The commander is a decent man, but boredom and a lack of real responsibility have driven him to drink.
Located north-east of Beeckerhoven, near the border of Nordland and Ostland, this Shallyan-run former hospice for victims of the Black Plague was once so feared that no one went there if they could possibly help it. But the installation of a new abbess a few years ago, the re-organisation of its medical care and a wave of apparently miraculous cures from its spring waters have made it an increasingly attractive destination for well-to-do families in Nordland, western Ostland and even Middenheim.
Images and Handouts
The core rules-set is WFRP2e.
Dice Roller at Invisible Castle
Career generation is not required to be random.
Each PC begins with expertise in one weapon from the list on p.108 of the WFRP2 corebook (excepting Shield), plus one more for every Specialist Weapon Talent. The expertise grants the PC +20% on actions with that weapon.
Success & Failure
Players should state their rolls and the extent of success or failure. Depending on the context, a 'failed' roll may indicate partial success, and vice versa.
Combat will be loosely based on Story Element Combat from Fudge.
Each combat will be run in one, three or more Acts, depending on the importance of the combat.
In each Act, the GM describes the situation.
The players then describe their actions in as much detail as possible, giving options.
Each player makes an Initiative roll (Ag + 1d10) and a number of rolls equal to the PC's Attack score +2 that reflect the attack plan and indicates what each roll is for. This doesn't mean that rolled actions are the only actions your PC is taking, just what s/he is prioritising.
Even if a player apparently 'missed' an attack, s/he should still roll Damage. Depending on context, the GM may decide the blow landed.
The GM takes the rolls and tactics into account, as well as the NPCs' rolls and actions, and describes the results. Note that Talents or other factors not mentioned by the player may not be taken into account.
Damage & Wounds
Damage is rolled on a D6, not a D10.
Damage is not removed from Wounds. Instead it causes a Critical of that Effect (so doing 5 Damage does a Critical Effect of 5)
Wounds can be used by PCs and major NPCs only to soak damage at a ratio of 2W for 1 level of Crit.
Fortune & Fate Points
Fortune Points may be spent to automatically make one roll.
Fate Points work as normal, and the GM will assume one is used in case of serious injury unless the player states otherwise.
Ulther Grimlison, Male Dwarf Watchman (played by Baron Greystone)
Leopold Hartwig, Male Human Student (played by Galin)
Konrad Karlsbaum, Male Human Coachman (played by Rezolution)
Karl Pfuscher, Male Human Smuggler (played by Rincewind1)
Vanessa Serafin, Female Human Initiate of Myrmidia (played by Andrensath)
Ulrich Bohnen, Male Human Tradesman (played by Derion)
Siegfried Dusterberg, Male Human Hunter (played by Megazver)
Dieter Harting, Male Human Valet (played by Chiron)
Hanna Krause, Female Human Bounty Hunter (played by Cyanidebreathmint)
In the Chase
Danderich Flisshausten, Templar of the Sigmarite Inquisition. His retinue, or 'gleven' consists of two knights (Hermann and Heidi) and an as-yet unnamed civilian.
Hoffmann Jannitzer, Bounty Hunter in the Temple of Verena's employ.
Jürgen Klempf, knight of the White Wolf.
Prof. Udo Stradovski, professor at the Medical Faculty of the Collegium Theologica, accused of atheism, absconded. Brother of Anton Stradovski.
Heidi Ubermann, acolyte of the Sigmarite Inquisition.
Isolde Begegnen, High Priestess ('Mother') of the Temple of Shallya.
Heinrich Bohnen, Ulrich's uncle, a successful Apothecary in Sudgarten, within easy walking distance of the Physicians' Guild and the Temple of Shallya.
Elke Grebel, young initiate of Shallya
Klaus Grebel, ex-initiate of Shallya, agitator
Magister Georg Grinsebacke, wizard of the College of Light
Uli Hanseher, head of the cult of Myrmidia in Middenheim.
Sergeant Udo Hintzer, of the City Watch (Westtor District).
Augustus Steiner, a young, very keen medical student, and Dieter's boss.
Adolph Steiner, ruthless import-export merchant, new nobility, Augustus's father.
Madela Steiner, wife of Adolph, mother of Augustus.
Anton Stradovski, importer from Ostland, promoter of the cult of Handerich, brother of Prof. Udo Stradovski.
Caspar Anckenreuter, minter's apprentice who gave up his seat from Middenheim to Prof. Stradovski.
Urs Huber, respectable pharmacist, who might have known Stradovski.
Hugo Lugg, minter's apprentice.
Marx Khlesl, local thug.
Elfrieda Teuschel, minter's wife, who was cured by Stradovski, called off the investigation into Beatrijs's theft, is seeking a quick load, has Hugo Lugg and the stableboy run errands for her, and has brought in Marx Khlesl to observe the PCs.
Manfred Teuschel, Master minter.
Dr Thurn, a Beeckerhoven doctor who wrote to Magister Grinsebacke in Middenheim expressing doubts about Stradovski's methods. He was killed, allegedly by an Ostland pedlar, soon after, but the pedlar claimed he had bought the doctor's belongings which incriminated him off a local pharmacist.
Beatrijs Wees, a minter's apprentice, raised as an orphan by Shallyans, gone missing.
Dr Thurn from Beeckerhoven contacted Magister Grinsebacke at the Middenheim College of Light with concerns that Prof. Stradovski was promoting heretical methods by arguing that patients could be protected from disease by exposing them to disease under controlled conditions. Thurn was later killed and an Ostland peddlar hanged for the crime, although the peddlar claimed to have got the incriminating evidence, some of Thurn’s things, from a pharmacist. Thurn’s brother left town.
Prof. Stradovski’s rival in the medical faculty, Prof. Humpis, accused Stradovski of heresy, more specifically of atheism. Humpis seems to have been accidentally inspired by the Magister's investigations.
Stradovski arranged for one of his students, Augustus Steiner, to replace him in gaol as a bond, but Stradovski fled, buying Caspar Anckenreuter’s place on a coach to Beeckerhoven.
Stradovski arrived in Beeckerhoven about two weeks ago (7 Nachexen) and left on the late afternoon of the very next day through the west gate in the company of a local thug, Marx Khlesl, and paying exit tolls in new coins. Marx Khlesl returned a day later without the professor. Apparently they claimed to be going to Salzenmund, but they weren’t. Frau Teuschel also told Caspar that the professor was on his way to Salzenmund and is herself in contact with Marx Khlesl.
The stableboy moonlights as Frau Teuschel’s servant, wanted you to believe Stradovski went to Salzenmund, followed you after you left the stables and is on his way to the fortified building. He'd been working for Frau Teuschel since she arranged a doctor to cure his sick mother.
Beatrijs Wees, another of Herr Teuschel's apprentices, disappeared the evening the professor left Beeckerhoven (8 Nachexen), after having had an argument with a guest of the Teuschels and then apparently having robbed them. The investigation was hushed up at Frau Teuschel’s request.
Hugo Lugg, one of the minter’s three apprentices, tried to implicate his colleague Caspar in Beatrijs’s disappearance and lied when asked if he knew Prof. Stradovski. He also left the mint when Konrad turned up asking after Beatrijs - he claimed to have been asked for by Frau Teuschel, but later claimed to have been running an errand for his Master. Lugg then went to a large, fortified building placed against the walls.
Part 1: Middenheim and Points North (Current)