My TOP 3 favorite Warhammer Fantasy art pieces of all time

The title says it all – let’s all hop on the art train and enjoy some awesome, visual representations of the world of Warhammer Fantasy!

First of all let me drop a hard, universal truth – there are waaaay too many cool Warhammer art pieces. Choosing only three… it’s not enough and I do realise that. In the future I will add more compilations like this one, but for now a top 3 list it is. Enjoy!

3. Valten, Chosen of Sigmar, clashes with Archaon, Everchosen of Chaos, during the Siege of Middenheim (by Alex Boyd)

One of the most iconic Warhammer Fantasy Battle pieces of all time!

The first one was a no-brainer for me. I love the classic Storm of Chaos campaign and everything that is connected with it. This artwork defines the SoC era for me. It’s suitably epic, grandoise in scale and also retains that old, now almost gone, realism of Warhammer Fantasy. This is no Age of Sigmar, no absurdly muscular golden demigods duking it out against equally muscular warriors of the Dark Gods. We have normal, honest folk of the Empire clashing against a literal tide of darkness and madness. In the background there are also High Elves and Dwarfs, taking their part in the battle to decide the fate of the entire Warhammer World.

I love it. This artwork is one that I’d do anything to have on my wall, framed in wood and glass.

2. Cover art for “Ashes of Middenheim” for Warhammer Fantasy Roleplay 2nd edition (by Christer Sveen)

The best thing is that it showcases an actual encounter from the book!

Ah the memories… “Ashes of Middenheim”, part one of the “Paths of the Damned” campaign, was the first, big adventure that I GMed, all the way back in 2009. I always had a soft spot for this module, despite its many flaws, and the cover art for “Ashes…” remains one of my favorite WFRP drawings of all time.

Again note the realistic, grim style that was so prevalent during the times of WFRP 2e and WFB 6e. The heroes are portrayed in a suitably heroic, albeit down-to-earth, manner. This style fits Warhammer Fantasy exceptionally well and I am very sad to see it completely gone in the newest (4th) iteration of the role-playing game set in this fascianting and grim world. Oh well, at least there are always older editions to return to…

1. Empire Militia Box cover art (by Karl Kopinski)

Always enjoyed the sideways-style of handling a flintlock pistol. So badass!

Here it is. The best (in my humble opinion) Warhammer Fantasy art piece of all time. Karl Kopinski is one of those artists whose work is synonymous with a certain genre or brand. In his case he will always be one of my beloved WFB/WFRP authors of all time. His art style, very realistic, gritty and grim, fits the setting perfectly. Just look at those men. They’re your ordinary Old Worlders – civil militia, cutthroats, scum and adventurers (who are usually also scum themselves!). They are irregular troops, have almost no armour at all, their weapons are mismatched and in a generally poor shape…

…and yet they are charging into the fray to defend their homes, their land, their families. The looks on their faces says it all – most of them don’t expect to survive this battle. To return to their loved ones. And yet they are doing their duty to the Empire and the Emperor. Only Kopinski can truly capture that. Only he has the talent to convey this sense of doomed, reckless heroism. For that he will always be my favorite Warhammer Fantasy artist of all time, and this piece will be my most beloved of all his many works of art.

I wanted to write a post like that for quite some time now. Warhammer, both Fantasy and 40K, is defined by its many drawings, paintings and pieces of art in general. In this article I only showcased my top 3 favorite ones, but there are many, many more. Just as I mentioned at the beginning – I will be sharing quite a few others in the future. You can count on that.

Until next time!

Xathrodox86

Xathrodox86 reviews: "Warhammer Quest 2: The End Times" for Steam

Yeah, I know that I was supposed to review “Ironclad”, but stuff happened and y’all get something else. Almost five years ago I’ve managed to finish the first “Warhammer Quest” on the PC, and now I’ll tell you all that you need to know about its sequel!

Let’s not beat around the bush here – this title takes place during the End Times, the final death troes of the venerable Warhammer Fantasy. Now, as most people I consider the finale of WFB to be some of the worst written fiction of all time. Fun fact, I haven’t read a single positive comment about it! Really, not even one. There were a few people who liked the army lists they’ve prepared in the ET books, but I haven’t met a single person who said: “Yes, the End Times were fantastically written. Can I have some more, please?”
That said there were a few good things about them, mainly the “Vermintide” games. “Vermintide” 1 & 2 are seriously some of the coolest, most fun video game titles I’ve played in years. I have 100+ hours clocked in the first part, and I even bought all of the DLCs for them. I’ve reviewed this title some time ago (as well as its expansions), and gave it some very high notes. That said, “Vermintide” 1 and 2 were not the only video games set during the End Times. In 2017 a sequel to the mobile-born “Warhammer Quest” was published by Perchang, and it takes place during the final months of the Warhammer world.
The title card for this game is really badass!
I enjoyed the first “Warhammer Quest” quite a lot. It had this classic WFRP feel to it, the missions were interesting (for most part) and the combat was satisfying and visceral. Because of a nasty glitch I wasn’t able to finish the very last mission of the game, but given the fact that I’ve killed all of the enemies in it, I can safely say that I did managed to beat the first “Warhammer Quest”. So how exactly does it sequel manages to improve things? Or is it a step backwards in terms of  quality?
First of all, the core mechanics are pretty much the same. You travel through three different provinces of the Empire, during the titular End Times, all the while trying to slow the tide of Chaos. This time your party may include some odd individuals like the Druchii Sorceress or a Blood Dragon. I used some of these “baddies” for a couple of missions, but ultimately finished the game with an Ogre, a Witch Hunter, a Glade Guard and Bretonnian Knight. I was never a fan of the idea that suddendly beings like the undead or the Dark Elves would fight alongside men or dwarves. The long history of bloodshed, cruelty and violence should, in my opinion, prohibity any sort of alliance between the forces of order and the more evil-aligned factions, even in a face of certain doom coming from the north. Still, it was fun to shoot doombolts at nurglings and to pit a hench Blood Dragon against a couple of minotaurs.
Other than that, the hero roster is pretty generic. Dwarf Slayer, Sigmarite Warrior Priestess, Asrai Wardancer and Empire Captain, are some of the classes available in this game. Generally I’ve played “Warhammer Quest 2: The End Times” the same way as its prequel. I had two good melee combatants and two support/shotty heroes in my party. For most missions this setup worked really well, and handled almost every challenge with little to no problems.
When you start a mission with a max of four of your chosen heroes, you’ll immediately enter a grim-looking dungeon filled with all sorts of baddies. This is where I have to commend the graphics team. The game looks good, especially for an iOS port. There are slight improvements over the first part, especially when it comes to lighting and enemy models. I like that, once again, almost every piece of main equipment is shown on our characters models. Swords, shields and armor makes every hero rather distinct, and even enemies who wield unique weapons can be immediately identified as a major threat, because of their models. The dungeons themselves are very climactic. For example the second chapter, which involves Skaven, has a lot of Warpstone shards and Horned Rat’s symbols, scattered around every dungeon. The third part, focused on Khorne, is truly bloody and spiky, with lots of skulls and bones strewn around every location. Good stuff.
The combat is straightforward, and uses the same mechanics as the first game. Each hero and enemy has a certain number of action points that he can spend to either move, attack, shoot or use equipment or one of special abilites. Once again it’s all about counting tiles and good planning. Some of the heroes’ abilities and gear can benefit the entire party, and some of the attacks can potentially target allies. Strategy is the key, as well as utilising your environment. Sometimes it’s better to create a chokehold in between two rooms, than to blindly rush towards danger. Be mindful, however, as monster reinforcements are a thing in this game, just like in the first title. Fortunately they’re less frequent now! One of my main criticisms towards the original “Warhammer Quest”, was the absurd frequency with which new combatants entered the dungeons to harass the party. I’m glad that Perchang made a right call here and toned down the number of gribblers appearing randomly.
Especially since some of them can be a real challenge!
The combat itself is pretty standard for a title like that. RNG controls everything, and it’s up to you to make sure to mitigate any negative effects that your warriors may suffer. Poison gas and fire are especially nasty. Fortunately this game did not repeat the god awful shooting mechanics from the last one, in which my elite Shadow Warrior wasn’t able to hit the side of a barn with his priceless artifact bow. I was really worried that “Warhammer Quest 2: The End Times” would also suffer from this problem, alas my worries were unfounded. Thank you, Perchang!
After the battle it’s time to grab some loot and head to the nearest city to buy/sell your good, hire new members (or let go of the old ones), train and accept next missions. This is where “Warhammer Quest 2: The End Times” stumbles a bit. The ammount of loot and its quality is rather poor. The heroes often start with a solid selection of gear and money isn’t really a problem in this game (especilly when you’ll start “selling” unwanted adventurers). Most of the armor and weapons are also kinda useless, especially when compared to like 2-3 best pieces of gear, available for each hero. Late game I was really only fishing for potions and protection scrolls (which by the way make every engagement waaaaay too easy). It’s  not like this is a big deal, but I do remember that the first “Warhammer Quest” handled its gear mechanics much better.
Then there are missions and the enemies with which our heroes will clash their swords. The whole game takes place in 3 provinces of the Empire – Middenland, Reikland and Talabecland. In Middenland we’ll have to stop a combined onslaught of beastmen and Nurglites. In Reikland we’ll foil the evil schemes of vile ratmen, and in Talabecland the forces of Khorne will (hopefully) blunt themselves on our shields. The first two acts are comprised of 10 missions, while the last one has only 7 main encounters. It’s worth mentioning that the Talabecland act felt… rushed. Some of the campaign missions were really, really short, especially when compared to the Middenland section, and the artifical boosting of difficulty was really felt in that last segment. I didn’t mind that much, to be honest, since at that point I’ve played the game for a total of 30 hours, but still – the change in pacing was evident.
Naturally, just like in the first game, there are various side quests. They’re all about clearing dungeons for loot and XP. I’ve grinded a fair ammount of time in Middenland, after getting punked by the final boss of this province, but after finally beating him, and already having the best gear possible for my whole party, I’ve never did any side quests in both Reikland and Talabecland. There was no point.
Oh, there are also random encounters during the travel between various settlements. Some of them are ambushes during which a slightly weaker party (usually 1-2 heroes) must clear a room full of monsters. Others are all about accepting the mysterious strangers’ potion or sticking your hand under a strange rock and stuff like that. The latter ones often were rather nasty, and ended with one or more of my heroes injured. The game supposedly calculates the results of these encounters, based on each character’s specific skills, but even when I had very high level heroes, they often got mauled. In the end I’ve tried to avoid these random encounters altogether. They weren’t really that fun to experience.
The various missions were pretty interesting and they’ve retained the overall theme of a world coming to an end. I really felt that no matter how many chaos goons my heroes will kill, there’ll always be more. The party visits a couple of famous locations from the lore of Warhammer Fantasy, including castle Drachenfels and the Red Moon Inn (there’s a hilarious “Vermintide” reference there). Some of the mission descriptions are downright creepy and unsettling, even eldritch at times. This, combined with excellent music and generally decent sound effects, makes for a welcome and fulfilling Warhammer experience.
The enemy roster is pretty straightforward – it’s basically Chaos in its many forms, plus the loathsome Ratmen (and all their vile kin!). There are beastmen, including the god-specific ones, Marauders, clan Eshin assassins, Stormvermin, Trolls (the only greenskin-related baddies in game) and more. I liked the fact that most of them had strong and weak points which a player had to memorize, to win a battle against them. Some of the baddies are more resilient to slashing damage, others can take a mace to the face and keep standing. The enemy archers return and they’re still a nuisance, although not as big as in the first game. Boss-like baddies usually carry magical gear and have a ton of HP. Against these villains a good strategy is a must, or else you’ll have to start a dungeon all over again, and some of your guys might even get permanently hurt after a botched engagement.
I’ve found it rather strange that not a single Skaven enemy uses any sort of projectile. Likewise, the Khornate roster felt a bit limited. These are not any real complaints, but if there’ll ever be a third part of this game, I would serioysly like for its makers to include lots more enemies. Fighting countless evil creatures from Warhammer Fantasy is where it’s at!
Finally there’s a huge positive thing about “Warhammer Quest 2: The End Times” – there’s no DLC. You buy the game and that’s it. I don’t know, maybe on iOS and Android there was additional content, but the Steam version doesn’t have any. Plus I’ve got this title for a really decent prize, which is also a plus. For what this game offers you, the ammount of money that I’ve paid felt just right.
According to my Steam account it took me 37 hours to finish “Warhammer Quest 2: The End Times”. I’ve completed the first game in 43 hours, but I’ve grinded much less in that title. Still, I never felt that the sequel overstayed its welcome. It lasted just the right ammount of time.
In the end I would recommend “Warhammer Quest 2: The End Times” to anyone who likes a solid, if unpretentious isometric fantasy experience. This game will not earn any major awards for what it brings to the digital table, but the entertainment that it offers is more than decent. The fact that it’s a fun title, which action takes place during the god awful End Times, says a lot about its quality. There are a few blemishes here and there (including some rather irritating bugs), but nothing too major. Hop on Steam, grab the game, play it and have fun. It should sate that Warhammer Fantasy fix, at least for a while.
All in all, a solid Warhammer Fantasy experience!
James Purefoy will invade my blog in two weeks. Stay tuned for “Ironclad”!
Until next time!
Xathrodox86

Grimvember 2017 is here! It’s hard to live in "A Dog Eat Dog World"

Grimvember is in full swing, as I review yet another, fantastic scenario – “A Dog Eat Dog World” by the talented Samuel Kisko.

I’ve originally ran this piece between the latter chapters of “The Thousand Thrones” campaign. My players were already pretty buffed up and so I thought that this scenario should not present too much of a problem for them. Oh how wrong I was…
That front cover kicks all sorts of ass!
This adventure, set just after the Storm of Chaos, starts somewhere on the road in Middenland, but in reality can be set anywhere within the Empire. The PC’s encounter a jolly Halfling by the name of Don Don. He’s having trouble with pulling his food cart and, of course, asks our heroes for help, offering them free meals in return. Soon the poor shorty gets kidnapped by a huge dog and nearly killed by it. The adventurers (hopefully) save him just in time and notice that the felled beast is in fact a Middenland Wolfhound, a famous breed of attack/hunting dogs. Soon they arrive at an eerie village of Dunkelbild, whose occupants have a serious problems with a rather large dogs…
That’s the general gist of “A Dog Eat Dog World” but, of course, there is much, much more. Without too much spoilers, it’s a typical “lift the ancient curse” type of adventure. Said curse is connected with the ever illusive Strigany folk, callous nobility and, of course, lycanthropy, which plays a huge part in this scenario.
The plethora of supporting characters is one of “A Dog Eats Dog World’s” strongest points. From the jovial Don Don to the Dunkelbild’s Reeve, one Stephen Shaw, and finally Klid D’Mur, a albino Witch Hunter with an elven name – Samuel Kisko truly made a fantastic job with his ensemble cast of characters. Just like with the case of “The Lord of Lost Heart”, the NPC’s are not only interestingly written and developed, but they also feel alive and important. Something like that is often too rare, when it comes to role-playing games.
The conspiracy behind the curse, as well as Stephen’s quest for the PC’s, are also the highlights of this scenario. You can almost feel the tension, building in Dunkebild. The dogs hold sway here and people, more often than not, prefer to stay indoors, for the village belongs to the beasts. The old Baron Vornamen Otterbaugh, who was one of the Hound Masters to Karl Franz himself, gave his beloved pooches special rights and privileges. In fact the Wolfhounds became more important than the people of Dunkelbild and that made them feral and unruly. Fortunately the Baron was summoned to Middenheim, to fight at the side of his Emperor and left the village in the care of Stephen Shaw, who decided that enough is enough. The dogs need to be put in check and who better to this, than a bunch of expendable and disposable fellows, known commonly in the Old World as “Adventurers”?
Awww, they’re so adorable… and deadly
“A Dog Eat Dog World” makes huge use of 2nd edition WFRP’s investigation mechanics, but there is also a lot of combat. Mind you, fellow gamemasters who are reading this, that the combat encounters in this scenario, can be really tricky and incredibly hard for the players. Samuel Kisko suggests that the party should be comprised of second-career PC’s, but during our run, the party of four, tough-as-nails characters, was getting regularly mauled by the pooches. I honestly feel that the difficulty level should be tweaked by each GM, as to avoid a Total Party Kill kind of situation. Unless your players like that sort of thing, in which case go for it. The author himself seemed to understand the difficulty of this module and he even states himself, that the difficulty spike should always be adjusted to the PC’s power and experience levels.
I thoroughly recommend “A Dog Eat Dog World”. It’s a fun little scenario, perfect as a break between the chapters of a larger campaign. It deals with the dangers of lycanthropy, which is always an interesting thing in my book and presents some really interesting characters, as well as plot hooks, to the players. Samuel Kisko did an outstanding job with this adventure and it would be a crying shame to not check it out.
You can get if from my WFRP Fan Material collection, which you can find here, or just send me an email. I’ll be more than glad to supply you with that little gem of an adventure.
Until next time, when there’ll be more Grimvember goodness. Stay tuned.
Xathrodox86

Grimvember 2017 is here! Xathrodox86 reviews "The Thousand Thrones"!

Every gamemaster has a personal favorite when it comes to pre-made campaigns and scenarios. Here’s mine – the best WFRP campaign ever written. “The Thousand Thrones”.

I’ve just finished “The Enemy Within” with my group. It is, without a doubt, one of the best campaigns out there, a true masterpiece of intrigue, action and drama. It pales, however, to the awesomeness that is “The Thousand Thrones”. What can I say about it, other than that it is the best campaign that was ever written for the Warhammer Fantasy Roleplay.

In my humble opinion, of course

Since the Grimvember has just begun, I thought: “why not start this event with a bang”. And so I’ve decided to make a huge review of this, my favorite of all the pre-made campaigns for WFRP. After all, Grimvember is only once a year, so it should be done in a right manner, am I right?

Be advised: this review will contain spoilers. This article is directed mainly to gamemasters, I won’t deny that. However I do hope that anyone, who reads this piece, will be convinced to at least pick up “The Thousand Thrones” and give it a try. It’s certainly worth it.
This campaign, being the last one released for the 2nd Edition WFRP, is 256 pages long. This alone should tell you about its scope and magnitude, not to mention that it was penned by 9(!) authors. Yeah, it’s that massive. Among them are 2nd Edition’s legend, Robert J. Schwalb and a Black Library author, Nathan Long. The ensemble cast of writers is definitely one of this campaign’s biggest strengths, there’s no doubt about that.
The cover is soft and the artwork presented on it, perfectly encapsulates the atmosphere of this advenutre. This is the darkest, dirtiest and most desperate side of Warhammer Fantasy, and “The Thousand Thrones” thrives on that kind of atmosphere and it let’s the players know that from the very beginning. This bizzare style of a dark and haunting beauty, of a decaying grandeur. Of something that is passing away, but can still be considered impressive and beautiful.
The quality of the paper and internal artworks is top notch. The only real beef, that I had with this book, is its binding. One should be very careful when handling this tome, for it can go apart rather easily, without sufficient care. Long-term users of this module will probably need to bind it at some point.
The number of handouts inside is huge. There are 33 of them, and they’re all of excellent quality. There are also additional maps, like that of an area around the destroyed city of Wolfenburg. Of course they’re meant for photocopying, I think that even a high-grade camera phone would be able to work out really well in that case. Just snap a couple of photos and print ’em in your work place, while also making sure that your boss is not around.
Actually, now that I think about it, some of the “written” handouts can be hard to read sometimes. It is probably a good idea to supply your players with a transcript of sorts, so they won’t have to strain their eyes too much.

Being the last module for WFRP 2nd Edition, “The Thousand Thrones” uses materials and rules from many of Black Industries previous sourcebooks. Among them are “Night’s Dark Masters”, “Realm of the Ice Queen”, “Tome of Salvation” and “Tome of Corruption”. Given the huge scale of campaign in question, the authors (all 9 of them!) advise the GM’s to use other 2nd Edition campaigns, during their games, like “Barony of the Damned” and “Terror in Talabheim”. While I do think that both of these modules are really good, I don’t think that splicing them into “The Thousand Thrones” is a particularly good idea, as it could dilute the overall experience of the game. My advice is to run this module 100% kosher, with occasional short scenarios, between some chapters. I particularly endorse “The Lord of Lost Heart” and “A Dog Eat Dog World”. You can find both of those scenarios in my WFRP collection, to which there’s a link on the right side of this blog, or simply by clicking here.

There are even ideas and tips on party composition, based on general classes of Rangers, Warriors etc. I love that the authors are also giving GM’s ideas about introducing replacement characters, and their starting experience points, however I can safely say that they’ve gravely underestimated the difficulty level of their own campaign. My advice is to not use the table, which states how many xp should a new hero start with. It’s simply not enough, when “The Thousand Thrones” difficulty factor is taken into consideration, but more on that later.

The campaign itself begins in Marienburg, right after Archaon’s apocalyptic Storm of Chaos, and takes players all across the Empire and into the blasted plains of Kislev. All in all, it is nothing short of epic. “The Thousand Thrones” is a classic “on the road” type of adventure and in that manner, it works exceptionally well. Players will travel all the way from Marienburg to Altdorf, then to the ruins of Wolfenburg and finally to the cold and unwelcome steppes of the Realm of the Ice Queen. Along the way they will discover the truth behind a miracle child, said to be Sigmar reborn and will get a chance to learn about the dark and terrible secret, behind the prophecy of the titular Thousand Thrones. I don’t want to spoil anything more, so that’s all when it comes to plot synopsis.

Almost every chapter of this campaign takes place in a completely new setting. From Marienburg to Altdorf, to the wilds of the Empire and the ruins of Wolfenburg, each part of this adventure is a self-contained scenario (in fact it can be played that way), that combines with other in a masterful way. Yes, “The Thousand Thrones” is a very on-the-rails type of campaign, but this is one of its main strengths and a reason, why the story that it presents is so, damn good. I know that a lot of people playing RPG’s don’t like to be led by their noses (a fact that even the authors of this adventure acknowledge), but for me a good scenario is all about the story and the way in which one can immerse himself in it completely. In that regard, “The Thousand Thrones” does it job in a splendid way, albeit the freedom of choice is illusionary at best, especially when the authors introduce the concept of mind control to make sure that the heroes will go, where are they are supposed to.

“The Thousand Thrones” can be considered an incredibly hard and deadly campaign. Most of the engagements are downright sadistic. The enemies often have a numerical superiority, not to mention they’re more often than not armed with an array of nasty tricks. However this is not the “Thousand Thrones” main way of making players’ lives miserable. No, the main danger in almost any scenario of this campaign, lies in sicknesses, mutations and other such hazards. I always liked that approach a lot. It dosen’t matter if there’s a party with over 20,000 xp between them and with combat stats maxed beyond any reason. Nurgle’s Rot and good, old fashioned chaos stigmata are a sure way to test even the most elite and balls-to-the-wall warriors out there.

That said it is a good idea to warn your players about the dangers and a high difficulty level of “The Thousand Thrones”, lest they’ll become angry and frustrated, after losing a third character in a single chapter. I’m not kidding. When I was first running this game, one of my players lost 10 characters in total, some of them after a single hour of playing them. I wasn’t boosting the difficulty up, nor did I cheated on the dice. It’s just that “The Thousand Thrones” does not pull any punches. It delivers them with a smile on its face, wearing a spiked knuckleduster on each hand. Currently I’m running it for a second time and one of my first decisions as a GM was not only to allow my players to choose their characters, but also to give them a free Fate Point each. During our second session they’ve all nearly lost it and the entire party is already sick and feverish. Good times.

One of the strongest parts of “The Thousand Thrones” is its presentation. I especially love the way that the NPC’s and almost all of the locations are described. There’s a lot of information, regarding almost every, single NPC, and what’s best is that most of it is for GM’s eyes only. Little things like character quirks, customs, secrets and background stories are really making even the lowliest of cultists interesting and… human? Yeah, that’s the word.
You see, this campaign gets one thing right – the bad guys. There are two major antagonists, and while I won’t get into detail about them, all I can say is that both of them are extremely well written. One can be considered your basic evildoer, but only at a first glance. After all, true evil is such an alien and not understandable thing, that it defies reason and logic. That’s why this particular villain works so well.

The other baddie is even better. Again, without too much spoiling of his character, I can only say that he’s a perfect example why some people turn to the dark side, because of selfishness and ego of their keepers and peers. How many of Warhammer villains could’ve avoided such fate, if only other people around them, including their family and friends, would not make stupid, selfish mistakes? “The Thousand Thrones” does not provide an answer to this question, but it does make its reader ask it on more than one occasion. The gamemaster won’t find his standard, moustache-twirling villains here. Almost all of the baddies became such, cause of desperation, bad circumstances, simple bad luck or some sick sense of loyalty to others. It’s such a fresh and interesting take on the standard Warhammer bad guy trope, that I think it is one of “The Thousand Thrones” main selling points to me. And the best part? When our heroes are slaughtering all those evildoers, they of course think that they’re doing what’s right, not even once knowing the hard and cruel truth, behind their enemies’ turn to darkness. Simply heartbreaking, let me tell you.

All in all, “The Thousand Thrones” is a masterpiece. Sure, there are a few flaws here and there. I’ve already talked about the durability of the book. Other than that, there are a couple of spelling mistakes and a persistent trend of changing “o’s” to “0’s”, but other than that, I can’t find anything TOO bad about it. Sure, like most ready-to-play campaigns, the final chapters are a bit of a hit-and-miss, with the last one being the weakest part of all and a rather frustrating one at that. But you know what, it doesn’t matter. It doesn’t matter, because this campaign is, overall, a masterpiece. This is what Warhammer Fantasy really is for me: a dark, gritty but ultimately heroic setting, where even the ordinary people can become heroes and save the world, if more often than not, paying a very high price for their courage and the will to do what is right.
Do yourselves a favor, find a good, tight crew and enjoy this masterpiece of role-playing together. It tastes best with a group of like-minded friends or colleagues, as it’s simply too, damn good to be wasted on playing with a bunch of shitty “randoms”. I’m a very lucky GM to run it a second time (after playing it once myself, many years ago) with a fantastic crew, with a possibility of a third run, in the near future, this one done in English.
Like I’ve said at the beginning of this article – as someone who just finished “The Enemy Within”, I can safely and surely state, that “The Thousand Thrones” is a much, much better campaign and a fantastic title, with which to end the venerable Warhammer Fantasy Roleplay 2nd Edition game series.

What a ride it has been!

Sigmar Vult and until next time!

Xathrodox86

Xathrodox86 reviews: "Call To Arms" by Mitchel Scanlon

Continuing my reviews of the “Empire Army” series, I give you “Call To Arms” by Mitchel Scanlon.

After the excellent “Warrior Priest”, I had quite high expectations of other books from the “Empire Army” series. As a long time fan of the Empire of Man, there’s very little that can force me from reading and liking anything, that futures lots of normal dudes, with fabulous mustaches, packing black poweder weapons. “Call To Arms” is no exception, but there are things, that really irked me, during my experience with this particular book.
The cover is pretty sweet, gotta be honest here
The main hero, one Dieter Lanz, is a young soldier, who joins the elite Hochland regiment, the Scarlets. Soon he must cope with the harsh reality of war, as a huge Greenskin invasion threatens the entire province, and perhaps the Empire itself.
Dieter is someone, who can easily be called a wonder child. He’s only 18 years old, but already his mastery of the blade is phenomenal. Schooled by his retired foster father, Helmut Schau, who was once a member of the Scarlets, and taught the ethos of honor and duty, Dieter is a prime example of a fine soldier – obedient, honorable and one that can be reilied upon to do what’s right.
That’s why he wasn’t able to work for me.
I don’t have anything against “so good that they’re impossible” characters in fiction. On the contrary, sometimes I like reading about guys and gals who are paragons of virtue and nobility, but in Lanz’s case this simply does not work. He’s too young and too inexperienced as a soldier, to be taken seriously, but at the same time, there’s nothing that can touch him. Beastmen, Orcs, even his fellow soldiers – Dieter dosen’t give a crap. He’ll wade right through them, without breaking a sweat. Now, if he’d been his foster dad, Helmut, I wouldn’t have a problem with that. However he’s just a snot nosed kid, without any combat experience, making him effectively a soldier-virgin. I can’t accept someone like that to go toe to toe with an Orc or a Bestigor, without a good explanation of why he is able to do it. Simple as that really.
All right, so with that out of the way we can move on to the main plot itself. As mentioned before, a huge force of Greenskins is making its way through the province of Hochland, and soon it becomes clear that their leader is not your ordinary, dumb Orc. Through some impressive examples of tactical genius and a lot of tactical ineptitude on the humies part, the armies of the Emperor are routed. It falls to the retired general Ludwig Von Grahl to snatch victory from the jaws of defeat, but is it even possible at this point? After all, the humans are few, but their enemy are legion.
Now this is simply the best part of “Call To Arms” – presenting Greenskins as a legitimate threat. Way too often they’ve been portrayed as punching bags or comic relief villians in Warhammer fiction, but no in this book. Here, Orcs and Goblins are truly terrifying, and we see first hand how big a threat they can pose, when there’s a competent leader at their head. From the ambushes of Goblin Wolf Riders, to rampaging Trolls, every Greenskins fan will find something statisfying here, while the dutiful servants of Karl Franz, will surely learn to respect the ancient enemies of Sigmar, a bit more.
Give them the respect which they deserve!
This is an “Empire Army” novel, so any reader should expect a lot of hardcore, brutal fighting and visceral battles. Scanlon dosen’t dissapoint. The engagements between soldiers of the Emperor and Greenskins are visceral and merciless. No quarter is asked, nor given and that’s how I like my fantasy fiction. While the supporting cast is a bit bland, we soon learn to care about these men, viewed by the eyes of Dieter Lanz. However there’s another thing that really irked me in this book, and now I’ll have to enter the mild spoiler territory, in order to talk about it.
The Scarlets are a professional, swordsmen regiment, comprised of many, fine soldiers. However, there are also a couple of rotten apples, present in its ranks. Of course it is Dieter that they have a beef with, since the young man catches them on looting the dead. A dead, old lady to be more precise, one that, it is strongly implied, the dastardly duo have murdered in cold blood. Later, when the Scarlets are forced to abandon field, after the army of Hochland gets routed, Lanz catches one of the bastards, as he’s trying to choke a heavily wounded comrade in his sleep! The best part is, that he takes it to the rest of the regiment (who, by the way, know how much of a sleazebag that particular soldier is), who decide that… nothing really happened. Oh sure, Dieter dosen’t exactly have a photographic evidence, but the soldier in question even propsoed to mercy kill the wounded man, some time before, as to not get slowed down. Seriously, how stupid are these people?
Now it’s time for the spoiler part, so take that into consideration. In the final battle, the two ne’er-do-wells are ordered by their commander to effectively sacrifice themselves, as to buy more time for Von Grahl’s plan to work. They oblige, which is bullshit, since these two have been consistently shown as not caring one bit, about anyone else, but themselves. What’s worse however, is that when they die heroically, Dieter gives them a sendoff in his mind, thinking of them as true heroes, depiste witenssing them robbing the corpse of an old lady (whom they might’ve murdered) and trying to kill a wounded comrade in his sleep. Bull-fucking-shit. In fact, now that I think about it, it’s not Lanz’s character that pissed me off so much in “Call To Arms”. No, it was the poorly written, “we are all soldiers, able to do what’s right at the right time” story arc. It’s like discovering that Archaon was really a good guy, because he helped to get a kitty down from a tree, that one time.
In all fairness, he probably skinned it alive afterwards
Oh and Kurt Helborg makes a cameo, something that’s always welcome. I have an unashamed man crush on the Reiksmarshall, so seeing him act all badass, automatically redeems almost anything bad, that he stars in.
Not that “Call To Arms” is bad, mind you. It’s a decently written, military novel about duty, honor, sacrifice and how a single cretin can doom a whole province’s army, due to his ineptitude. I’ve honestly enjoyed reading about Greenskins being a legitimate threat, and combat scenes were expertly written. While I couldn’t force myself to take Dieter Lanz seriously as a master swordsman, his evolution as a soldier, being forced to mature very quickly, was genuienly interesting and believable.
Except that part, when he thought that two grave robbing murderers, were not so bad after all. Yeah, that part kinda sucked.
All in all, give the “Call To Arms” a try. It’s not bad, and for anyone collecting a Hochland army, this one is a must.
Pros:
– Great combat and battle scenes.
– Orcs and Goblins as credible villians.
– Interesting view into the heart of an elite, Empire regiment.
– Kurt Helborg!
Cons:
– Wonder child protagonists, please go and don’t come back.
– The redemption arc truly sucked. Like really, really bad.
Until next time!
Xathrodox86

It’s Grimvember time! Fear not the "Heralds of Woe"!

Let’s end the very first edition of Grimvember with a bang! I’ve recently ran a fantastic adventures by Hectorius, named “Heralds of Woe”.

Right at the start I would like to state, that this particular scenario took me, and my group, almost half a year to finish. Granted we’re playing once every two weeks for 3 hours tops, but still – for a single scenario that is quite something, and it wasn’t spent on pointless backtracking or some other kind of adventure filler. Far from it, I honestly think that “Heralds of Woe” was one of more interesting and captivating adventures, that I had the pleasure to run.
The scenario’s action takes place in Altdorf, altough it can be placed in any of the Empire’s bigger cities. We’ve played it in Nuln (obviously) and it worked like a charm. The heroes are hired by the College of Heralds, an ancient an venerable institution that keeps track of any inheritance claims and cases. It sends out the titular Heralds to ascertain each inheritor’s case and then, after collecting all of the evidence, present their common verdict in public. This is a tricky task however, as the majority of society views Heralds in less than positive light, and dosen’t really like them. Not only that, many of the claimants are dangerous people, such as crime lords, mercenaries, common thieves and… wizard lords. Yeah, the wizards are the worst, especially those that keep a Fenbeast in their backyard… Fortunately the Heralds’ tough and miserable job, can be made a bit easier, thanks to common and unashamed bribery, which is almost a certain thing, during the course of their investigations.

The Fenbeast, however, is not bribable
The College itself is a mysterious institution. The PC’s handler, one Crimson Gryphon Rampant (yup, that’s his name) hands them out their assignments and offers good pay (and tasty meals in “The Tabbard” Inn, run by friendly Ulric Baumann), but it is pretty clear from his speech, that they are being hired for a short term only. Of course there is a chance for contract renewal, but after the three cases, that they’ll need to settle, there is little chance for the heroes to want more! Why is that? Well, apart from all the crap that they’ll have to endure from common citizens, the claimants are really, really, shall we say, “unique”. There’s a common thug, who has a whole bunch of lesser thugs under his command. There’s a mercenary knight, with an entire retinue. There are also religious fanatics, and the aforementioned wizard. Wait, make that two wizards! However only one has a status of wizard lord, so it’s not that bad, is it? It is inevitable that the PC’s will get on some of those peeps bad side, and it’s only up to them and their wits to keep their heads in one piece! Antagonising an entire band of sigmarite flagellants? Yeah, not so great a idea, is it?
What I like about the characters in “HoW”, is the fact that each of them has an extensive backstory, and really complex motivations for their actions. There are no one-dimensional, boring and predictable people here. They all fell alive, they feel like each of them really has a personal stake in those claims, that the Heralds are investigating. For a short scenario, this is quite a unique thing, and Hectorius really managed to nail his NPC’s right. Well done sir. Particualy well written are the two wizards, Schaumer and Schumacher, for whom the author created a unique set of magical items, which can be freely used in any other WFRP game. Now that’s what I like to see in a fan-made material – cool, little details like that always work and make the supplement itself much more interesting.
The claims themselves are cool and interesting, altough they’re not anything earthshaking… just like they’re supoosed to be. When reading this scenario for the first time, I was afraid that some of the cases will involve daemon infested castles, vampire mansions and cultist dens. Instead I’ve got your typical land claims, with one party interested in grabbing it for either a financial or religious purpose. Particulary interesting was the case of the village of Sigmarshame in Talabecland, rumored to be the place, where Sigmar himself once lived, for a short while. Hectorius knows all too well not to place too much attention on the locations themselves, but on each individual claimant’s struggle to grab them for him or herself. There was a very easy way for the author to fall into that trap, but he managed to avoid it and for that I applaud him thoroughly.
Heralds will need to discover each claimant’s motivations and legal claims, before making their verdict in public. This means that they’ll almost certainly will have to visit the Landes Kommission, with which the College of Heralds has ancient, ongoing rivalry. Inside this institution, the PC’s will have to go through many books, ledgers and manuscripts, in order to help their cause and place the final judgement. Oh yeah, I almost forgot – it’s mandatory that at least one of the heroes knows how to read and write, otherwise their task will become much, much harder, if not nigh on impossible.

There’s only so far that the brute strength will get you, after all
Each case should take no more than a month to complete, but my group finished all three in about three weeks, in game time of course. I didn’t really fancied to needlessly prolong each case, but I did not rush any of them either. In fact, I did add a few, shall we say, side quests, but they were connected to the main storyline and gave my players many, new opportunities and angles to advance their cause. In the end, they were successful and managed to finish their task for the College. I was especially proud of them, for not resorting to violence during this scenario. In fact none of them drew their weapons, not even once! I think that’s the first WFRP adventure, in which the heroes finished their quest with not a drop of blood on their hands. Oh sure, many people kicked the bucket, before the game has ended, but my players did not killed any of them. Again – kudos to the author for constructing his story in such a way, that it was possible to achieve that, very impressive, feat.
“Heralds of Woe” is a great scenario, perfect for either a one-shot, or as a filler during a long campaign. Hectorius made wonderful job of creating not only an interesting adventure, which makes you want to come back for more, but also to fill it with equally interesting, if not fascinating set of memorable characters. Drachilda Gebauer, the famous “Dragonlady”, the decadent Tillman Rohrig, dark and brooding Lupold Baumann and mighty Alaric Schumacher, a mighty Wizard Lord – these are only some of the ensemble cast, presented in “Heralds of Woe”, that those who’ll play this adventure, will surely never forget, and rightly so, for each of them is unique and fascinating. Even tough that I’ve run this scenario online, over Roll20, I could hear my players interact with those NPC’s with real, genuine interest and curiosity. That’s a staple of a well written scenario, no mistake about that.
Give yourselves an early Holiday present, and download this gem of an adventure here, from the Daily Empire blog, which also has many other, cool addons for the classic WFRP. You won’t be dissapointed, trust me.
So this concludes this year’s Grimvember. I must say that it was really, really fun and I can’t wait to return to it, at the beginning of the 2017’s november. Until then however, there will be much more stuff for me to show you, and I hope you’ll like it. I’ll see you all this sunday, with a special surprise.

Yup, you can probably guess what it’ll be, can you?
Oh, and whatever you’ll do, watch out for Ernst and the Room 212 in the College itself. Trust me, it’s for your own good.
Until next time!
Xathrodox86

It’s Grimvember time! Into the Eye of the Forest we go!

So far I’ve been reviewing only short scenarios for WFRP. So let’s change that, shall we? I’m going to tell you about one of my favorite campaigns for WFRP 2nd Edition – “Terror in Talabheim”.

Warhammer Fantasy Roleplay had many great campaigns, made for it over the years. Some of them achieved legendary status, like the famous “The Enemy Within”. Others however, were not so lucky. “Terror in Talabheim” is in the second group, and unfairly so, I might add. This is a really excellent campaign and sourcebook, all in one.

I just love those freaky covers so much!
“TiT” is divided into two parts. First we have a section, detailing the history of the ancient city, supposedly created, when Taal brought down a mighty dragon from the skies and the resulting impact created the crater, in which the city is located. Talabheim is pretty unique, when it comes to settlements in the Empire, for the fact it is almost entirely placed within the walls of a mighty crater. Because of that, it has never been conquered, the steep slopes of its natural defences, all but impossible for any army to breach.
Of course there are areas lying outside of the crater. The Taalagad, full of desperate refugees, is a good example and the first place that PC’s will likely visit, during their adventures in the “Eye of the Forest”. It is described as overflooded with people, desperate to get inside the Talabheim, living in squalor and poverty. Tensions increase as kislevite refugees are looked down on by the native Talabeclanders, who view them as nothing more than vermin. Taalagad is also home to the famous inn called “The Ten Tailed Cat”, which debuted in the venerable Warhammer Monthly magazine, many years ago. It’s a nice easter egg of sorts and a nod towards the older enthusiasts of the hobby.

The Talabheim itself is described in a great detail. It’s diverted into a few districts, each different from the other. Being a city of lawmakers, the majority of Talabheim is dedicated to law and the cult of Verena is incredibly popular within the walls of Taalbaston. The “Eye of the Forest” is presented as a much more organised city, then, let’s say, Altdorf or Nuln, with strong emphasis on order. Now there are still parts of the city, that ordinary, decent folk should avoid like a plague. The Tallows and Ratholds districts are overcrowded, dangerous and emanate a sense of desperation and hoplessness, in direct opposition to reach and prosperous God’s Row and Merchants Quarters. Talabheim is perfect to remind players, that the Empire, with all its cosmopolitan glory, is still a place of social odds and injustice. Bravo to the authors for delivering that message well.

Oh, I almost forgot – the Talabheim itself occupies only a part of the great crater. The rest is covered in fields, forests and smaller villiages. It really works well to present the scale of the mighty crater, and its sheer, enormous size. Talabheim really is a truly unique city, a gem amongst the Empire’s settlements. A bastion of hope within a sea of trees, able to withstand any siege and emerge victorious. A seat of Taal’s power and symbol of his everlasting might.

That mass of stone? Yeah, those are Talabheim’s walls. Below you can see Taalagad in all its decrepit glory

The second part of the book contains the campaign itself. It is separated into multiple chapters and there’s a handy reference for Gamemasters, used to track certain events which will happen during the course of the game. I really liked the structure of this campaign. PC’s don’t start initially in the “Eye of the Forest” itself. No, no – they have to find a way to enter the city and that’s a tricky task in itself, requiring them to make some friends… and enemies. However things turn from bad to worse, as a new and deadly plague begins to devastate Taalagad… and the city of Talabheim itself. No one is safe from it, not even the heroes. It also turns out that the outbreak has been orchestrated by a powerful enemy, who wishes to close the “Eye of the Forest” forever…

Now I don’t want to spoil too much, but veterans of Warhammer Fantasy can probably guess the nature of this campaign’s adversaries, just by looking at the cover. This is no bad thing however, as “Terror in Talabheim” keeps players on their toes, right to the very end. It’s just a perfect combination of classic WFRP-style intrigue and a military-themed gameplay, altough the latter dosen’t come into light, until the very end of campaign. I also know that this part can be a bit… dissapointing. Especially if players are accustomed to more traditional Warhammer Fantasy adventures, revolving around intrigue and investigation, and not sword fighting and military tactics. Still, for me and my group it was a nice refreshment from your typical WFRP game, so no one was complaining. In the words of Tzeentch himself: “sometimes you just need a small change in your life”. Bear in mind tough, that the second part of “TiT” is much, much harder and more merciless than the first, and players will have to think fast, if they’ll want to leave Talabheim alive, and with at least a single Fate Point in their possession.

“Terror in Talabheim” is a very cool sourcebook/campaign and there’s really no doubt about it. It details the “Eye of the Forest” in a interesting and thorough way and presents both the GM and his players, with a great and interesting adventure to boot. Altough it can be a bit disorentating near its second half, its overall quality, the choices it forces upon players and its dynamism and oppressivenes, all make for an excellent and heart pounding experience and I recommend it to anyone, who loves a good, albeit difficult and demanding, WFRP campaign. Try it out and you won’t be dissapointed.

Now for a few words of explanation. I know that it’s already December and I still have one last Grimvember entry to make. Unfortunately real life stuff go in the way, and so I was forced to move my schedule back a bit, but don’t worry – there’ll be one, last Grimvember entry this friday, 9th of December, and then, on sunday, I’ll have a special treat for all of you wonderful people, for whom I love to write and share my passions with. Stay tuned, because good times are coming.

Very good times indeed…

Until next time!

Xathrodox86

It’s Grimvember time! "The Lord of Lost Heart" is coming for you!

Grimvember continues with another entry. This time I’ll be writing about one of my favorite, fan-made adventures of all time, “The Lord of Lost Heart”.

There are many, fantastic fan supplements for WFRP, but for me the best ones are always scenarios and campaigns. For many years I’ve struggled with writing my own stories, so I took any chance to run a well written adventure. Some of them were good, others less so, but a few were real gems. Among those is “The Lord of Lost Heart” by Pip Hamilton, a scenario for 2nd edition WFRP, which takes place right after the Storm of Chaos in the village of Hohlesbruck. It won an award in the Strike to Stun’s 2009 Scenario Contest, and rightfully so. Seriously, this adventure is all kinds of awesome.

Unfortunately there’s no official cover, so here are some creppy trees. Trust me, you’ll see many of them in this adventure

Naturally I’ll avoid spoilers, so you’ll be able to enjoy it fully, once you’ll play it yourselves. “The Lord of Lost Heart” is everything a WFRP scenario should be – a dark, gritty and grim tale of love, loss and despair, so common for Warhammer Fantasy. The adventurers are tasked with investigating the small community for a man, that they’ve met in a tavern (of course) some time earlier. It soon becomes obviouse that the village of Hohlesbruck houses many a dark secret, and that not all is as it seems. A girl with broken heart, a handsome, but vain young Pistolier, a prosperant but greedy merchant with huge ambitions and a disgruntled son – these are only some of the interesting and complex characters, that the PC’s will be able to encounter, during their stay in town. “The Lord of Lost Heart” is pretty unique, when it comes to solo scenarios, for its portrayal of NPCs. I don’t think that I’ve ever seen such complex, many layered and interesting characters in any WFRP supplement, except maybe huge, multi-layered campaigns, like the “Thousand Thrones” or “The Enemy Within”. For Hamilton to give his NPCs such a depth of character is truly unique and fantastic. The villians are interesting, and certainly not one-dimensional, “ha ha ha I’m evil, lol” type of bad guys. This is a very nice change, from the usual megalomanicas, dark and brooding cultists or crazy warlocks.

The Hohlesbruck’s citizens are varied in their characters and motivations, and almost all of them have something to hide, some dirty little secret, that could ruin them, if it ever came to light. One can never know if the pretty girl that he is speaking with, dosen’t have a bunch of skeletons in her closet, perhaps literally…

The story itself is well paced and clearly written. There won’t be any problems with preparations for the game and I always remembered where to look, when searching for certain details. That’s not always the case, mind you, so again – big thank you to Pip Hamilton for doing such a good work with his document.

While “The Lord of Lost Heart” is excellently written, it is also rather difficult and demanding of players to complete successfully. Again, I don’t want to spoil anything, but needless to say that both the enemy encounters, and puzzles, can be very challenging, even for an experienced group of adventurers. Gamemasters are advised to scale their sessions accordingly, or they can suffer a Total Party Kill. In fact, they can suffer more than one, when I think about it. My group actually did rather well, since only one or two lost a Fate Point, but in the end they did not managed to achieve the positive outcome. So you know, be prepared for a hard time with this one, or accept that the heroes do not always win.

“The Lord of Lost Heart” is simply wonderful. It’s a great, smart, well written scenario, ideal for a campaign filler or a memorable, stand alone game. I think it might be my favorite WFRP scenario, ever made. It’s in the top 3 for sure and I reccomend it to anyone who even has a slight interest in both WFRP, and role-playing in general. Unfortunately it’s not available for download anymore, or at least I can’t find it. However I do have it stashed on my hard drive, so if anyone would want it, send me a mail, and I’ll be more than happy to supply you with this incredible gem of a adventure.

Oh and yeah, I know that there was a week without a promised Grimvember post, but don’t worry – when the November comes to an end, there will be 4 posts in total, one for each week. Just some serious, IRL problems came to the fore and I had to deal with them. Happens to all of us.

Oh and there will be a small surprise for all of you, at the beginning of December. Below is a small sneak peek…

Oh yeah, it’s on now

Until next time!

Xathrodox86

A WFRP 30th anniversary special: an interview with Graeme Davis

Warhammer Fantasy Roleplay celebrates its 30th anniversary this year, so I wanted to commemorate it in some appropriate manner.

Fortunately, thanks to a gaming buddy (thanks Andy!), I’ve managed to land an interview with one of the original game’s creators, Graeme Davis himself. It’s really short, but for a WFRP geek like myself, who grew up with the game and had so much experience with it, both good and bad, this is a huge thing and a huge honor.

Happy birthday WFRP!

Without further ado, here’s the whole thing. Enjoy.

Xathrodox86: Which edition of Warhammer Fantasy did you enjoyed working on the most?

Graeme Davis: First edition, definitely. For the others I was a freelancer working at home on material that others had created, but for first edition I was deep in the creative craziness that was the GW Design Studio in the 80s. It was a unique time and place and a unique team, and a fantastic experience for me.

Xathrodox86: How big was your input in the “Enemy Within” campaign for WFRP 1st edition?

Graeme Davis: Jim and Phil took the lead in creating the campaign; after Shadows Over Bogenhafen, my role became one of developer and editor. However, I was able to contribute as a writer to Death on the Reik (the River Life of the Empire section), Warhammer City (adventure seeds and other small contributions), and Something Rotten in Kislev (I added so much to Ken Rolston’s manuscript that I was given credit as co-author).

Xathrodox86: What do you think about the differences between the classic, 1st and 2nd editions of Warhammer Fantasy and the 3rd edition?

Graeme Davis: Second edition did a great job of improving the game mechanics and smoothing out some of the clunky systems from First. Personally, I think the decision to set it in the aftermath of the Storm of Chaos limited the game’s appeal. Third edition was so different that many existing fans were put off by the array of components – which actually worked well and cut down a lot on record keeping – and the unfamiliar dice pool mechanic.

Xathrodox86: What was the most interesting part of working on WFRP? What did you enjoyed the most? Similarly, what was the least enjoabyle thing about writing these games?

Graeme Davis: The most enjoyable part, for me, was creating new locations and characters. In particular, I had a lot of fun writing and developing material for the Marienburg series in White Dwarf. The least enjoyable… well, I had a lot of ideas that I wanted to write myself, but I was always needed to edit and develop other people’s work instead.

Xathrodox86: Which adventure or campaign from Warhammer Fantasy 1st and 2nd, is your all time favorite?

Graeme Davis: Power Behind the Throne is my absolute favorite: the characters, the politics, the plots – it covers everything I like in a roleplaying adventure. “A Rough Night at the Three Feathers” is my favorite out of the adventures I have written. I wrote it as an experiment, not really knowing whether multi-plot adventures could work, and it did!

Xathrodox86: What was your opinion on Games Workshop’s cancellation of Warhammer Fantasy franchise? What do you think about the Age of Sigmar and its role, as the continuation of WFB?

Graeme Davis: The Age of Sigmar is a departure from the Warhammer setting of the previous 30 years, but I can only guess that it serves GW’s current needs better than the older setting. I haven’t looked at it, so I don’t know enough to have an opinion worth sharing.

Xathrodox86: Aside from Warhammer, what game system did you enjoyed writing about the most? Vampire: The Masquerade? Dungeons & Dragons?

Graeme Davis: Vampire was a lot of fun to write for, but the writing I have enjoyed most has not been for a specific system. I have always been interested in historical fantasy, and down the years I have been able to write articles on the Celts and Ancient Egypt for Imagine magazine, the HR1 Celts sourcebook for AD&D second edition, GURPS Vikings, Middle Ages 1, Crusades, and Faerie, and other historical fantasy titles.

Xathrodox86: Once again thank you for your willingness to answer these questions. It’s an honor to write them to you.

Graeme Davis: I am the one who is honored, when so many people feel so passionate about something I wrote, even thirty years later.

So there you have it. It was a great honor and great fun to interview Mr. Davis. I also wanted to thank Andrew Dyer, with whom I play Warhammer Fantasy Roleplay over Roll20. Without him this interview would never have been possible.

Also be sure to check out Graeme Davis’ blog: graemedavis.wordpress.com. There you’ll be able to find a lot of memories about Games Workshop, as well as annoucements for his next projects. He has recently written a couple of books for the “Dark Osprey” series, such as “Nazi Moonbase” and “Werewolves: A Hunter’s Guide”. These are perfect for anyone who loves conspiracies and Urban Horror genre alike. Check ’em out, you won’t be dissapointed.

As someone who just had his 30th birthday, this is one of the best, possible gifts that I could have imagined. Keep on rocking Warhammer Fantasy, you beautiful, sexy beast.

Until next time!

Xathrodox86

Xathrodox86 reviews: "Warhammer Quest" for Steam

Let’s be honest, this blog has not been kind to Warhammer Fantasy lately. I’ve decided to change that, so it’s time for me to review a game that is pretty much old school Warhammer to the core… with a few bumps along the way.

I’ve never played the original “Warhammer Quest”, the boardgame from 1995. I do however posses a bunch of figurines from it, including the Amber Wizard, the Bright Wizard, Warlock (or maybe Necromancer, who knows?) and a few more. They are really neat, despite their age and I plan to use most in my Empire army.

The game’s artwork has also aged rather well, if you ask me


Anyway, “Warhammer Quest” was a big thing back in the day. It was a successor to “HeroQuest” and “Advanced HeroQuest” and took place in the Old World (R.I.P). Basically it was a very unforgiving dungeon crawl. Kinda what WFRP would be, if it remained more similar to Dunegons and Dragons, instead of Call of Cthulhu. So how much of that old Warhammer atmosphere remains in the “Warhammer Quest” video game?

“What’s in the booox?”


The answer is: a lot. “Warhammer Quest” is a very solid title, albeit one that only the veterans of the old Warhammer Fantasy will fully appreciate. The atmosphere kicks in right from the title sequence with an excellent, eerie music that gets even more “hammery” in the main menu. Soundtrack from this game is great, even tough it consists only of few tracks. I know that any Gamemaster running a WFRP adventure would love to use it, as it perfectly fits into the dark melancholy of the Old World (R.I.P). That said the sound in general is done reasonably well, with slashes, strikes, grunts and even footsteps echoing across the endless dungeons, being believable and having the inended depth and impact on the listener.

“Warhammer Quest” was originally released on iOS and then ported to PC. This was done fine and without any major incidents, altough I’ve been told that early versions of the game were prone to many bugs and crashes. The version that I’ve been playing has been, fortunately, free of them. For an iOS port this game runs smooth and the graphics, altough simple, are pleasnt to look at and evoke the fell of classic Warhammer Fantasy. My only problem was with the town’s background screen, as it is always the same one, no matter if you’re in Altdorf or some Sigmar-forsaken hole in Stirland.

The dungeons, the essence of this game, are varied and posses plenty of details. From esoteric symbols, scribbled on the floor, to Warpstone-laced walls and tables filled with carefully arranged bones and skulls, the main element of “Warhammer Quest” is a feast to the eye.

A typical dungeon


Same with characters, as both the Heroes and monsters are detailed and memorable in their own, distinguished way. Norse Marauder has a tiny eight-pointed star on his pauldron, while almost every Orc looks differently from another. It’s worth mentioning that we can see the different weapons and pieces of armour, which our heroes are using, as they change them during the course of the game and let me tell you, there are a lot of them. From magic swords to various kinds of ammunition and plenty of potions and scrolls, this game is really offering all players a plentiful opportunities to arm their band of misfits in many, different ways. There are even legendary weapons, like Sigmar’s Hammer and the Slayer of Kings, altough some of them are DLC-exclusive only.

The main theme of Warhammer Quest is, of course, combat. It’s bloody, unforgiving and surprisingly tactical for a game that has its roots on Apple devices. Combat and normal movement, are all turn based and allow players to perform many actions during each round. For example if a Hero swings his sword, he can no longer move, but can shoot, provided he has a ranged weapon at hand. Using special abilities and equipement items from your belt does not prevent heroes from moving or fighting, but can cost them their power/faith/resolve points, which are generally randomised each turn. It’s worth remembering that, as your healers can have 12 magic points one turn and 0 points during another. It is also impossible to grab the items from backpack during combat, so heroes must rely on their pockets and belt pouches.

Every adventurer’s best friend

Creatures usually attack in number and it is not uncommon for computer to spawn even a large horde of top-level fiends, such as Rat Ogres or Orc Warbosses (yes, WARBOSSES) at the beggining of each combat, or sometimes as reinforcements. Yeah, I should mention that this game does not like slackers. The longer the player wander around dungeons, seraching rooms, the bigger the chance for them to get attacked by monsters or have one of random encounters, which are usually nasty, resulting in Heroes getting Nurgle’s Rot, getting their ribs crushed or being digested (partially) by some acidic ooze. This can even happen in cities, as an army of pickpockets and racketeers will descend upont the players to relieve them of their hard earned cash. This is the game’s way of saying: “hurry the hell up, will you?”. This builds a kind of tension that works surprisingly well, especially when playing the storyline missions which are clever and written by someone, who obviously knew what Warhammer Fantasy is and how it should be presented. I liked the Reikland quests the most, as they’ve centered around a Skaven conspiracy and sometimes felt like playing a video game version of Warhammer Fantasy Roleplay, one of my favorite RPG’s of all time.

As you can see, so far I’ve written mostly positive things about “Warhammer Quest”. Unfortunately this game has a few issues that can dissuade players from completing it fully. Firstly, this game is really repetitive. It’s a dungeon crawler through and through and don’t excpect anything else. I’ve tried to avoid the sidequests as much as possible, so as not the get bored, but even then, when you’ve seen one dungeon, you’ve seen them all… even if they are varied and nicely modelled. Then there’s the very annoying tendency of computer to completely ignore characters skill levels and have them being pathetically ineffective in combat from time to time. When my level 7 (very high) Witch Hunter constantly missed all his attacks, trying to hit a lowly Clanrat, or my Shadow Warrior missed all three shots from his magical bow, as he was doing his damnedest to hit that Goblin Shaman, something was very, fucking wrong. I’m not talking about isolated incidents as well. Many heroes, even when they’re high level, can’t fight or shoot for shit. This is doubly frustrating when the enemies constantly hit you with their attacks. So you want to tell me that a Shadow Warrior from Nagarythe is less accurate than a goddamn Arrer Boy? Bullshit.

Clearly a master marksman right there


There were also minor things, like quest descriptions, which were repeating themselves a bit too often, sometimes in funny ways. Once I was looking for a magical chalice, bu the text at the beginning of the dungeon told me that the chalice was actually… a blade. Main quests did not had that problem however, but it would still be nice for the makers of “Warhammer Quest” to type a few more phrases for their dungeons.

Now let’s go to the reason why this game recieved a lot of hate when it was first released. I’m, of course, talking about DLC’s. There are a lot of them and to be honest, playing without them is pointless. Not only do they provide most of the characters and items, they are also the source of two additional enemy factions, namely the Undead and Skaven. Without the DLC’s your Heroes will duke it out only with Greenskins and critters (spiders, rats and bats). It’s a shame that there are no Chaos enemies, like Beastmen (who are mentioned sometimes during loading times) or even good, old Chaos Warriors. Given the ammount of chaotic symbols in every dungeon, that’s just strange and not in a good way.

Of course, the dependence on DLC’s, means that soon the cost of all necessary expansions will be higher than the core game itself, and this really, really sucks. Still, nowadays this is getting more and more normal and even mandatory, as we can clearly see on the example of such titles as Payday 2, Battlefield or Call of Duty. However I can understand it in the case of big titles, like the aformentioned three, but not when it comes to a game ported from a fucking iPad. My advice for potential “Warhammer Quest” players, is to wait for some kind of sale, during which you’ll be able to grab the game and all additional content for a relatively small sum of money, just like I did. Without all the DLC’s, playing this game is a waste of time, but buying them all for a full price is also not a wise decision. Just wait for a sale, grab it and then play it to your heart’s content.

Most of these guys are not in the core game


So did I liked this game in general? Yeah, I did. Despite its repetitivity and DLC bullshit, “Warhammer Quest” is a great forage into the Old World (R.I.P), definetly worth it for any fan of the, now dead, classic fantasy setting. Rodeo Games, the team behind this title, clearly knew Warhammer Fantasy well enough, to make a game that feels just right and evokes the fantastic and dark atmosphere of that setting. Try it out and you won’t be dissapointed.

Pros:

-Climate and atmosphere of the source material.
-Fantastic soundtrack.
-Nicely done graphics as well as dungeon and character details.
-Fights are both visceral and demanding.

Cons:

-Occasional ineptitude on the side of player’s Heroes.
-DLC’s are a must, if the game is to be fully enjoyed.
-Only four enemy factions, two of which are available exclusively through paid expansions.
-Random dungeon descriptions are few and repetitive.

So there you have it, my first ever video game review. There will be more to come, especially since I’m kinda in a mood lately for reviewing stuff. Who knows, maybe I’ll even look back to the glory days of “Shadow of the Horned Rat” and “Dark Omen”?

Oh and I know that this post was supposed to be about the “End Times”, but… well, I just couldn’t do it. I’m getting closer tough, so keep your fingers crossed.

Until next time!

Xathrodox86

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