Showing posts with label wfrp. Show all posts
Showing posts with label wfrp. Show all posts

Friday, April 14, 2023

More like Night of Dud, am I Right Fellas?

 
Classic? More like ass-ic... I'm sorry everyone

.About a year ago I decided I wanted to give the game Warlock! a go, because it seemed to combine my love of rules light systems with something very much like WFRP. I like WFRP a whole lot and even once ran the Nightwick Regulars through it for a while, but ultimately we decided the combat got to long for a game that mostly took place in a megadungeon full of mindless freaks that want to kill you. After reading up on Warlock!, I thought maybe it would be a system I could use for the World of Nightwick that wouldn't give me the same kind of headache.

I first tried running a Zzarchov dungeon I had played in before and remembered enjoying, but it turns out taking a dungeon meant for a system you've never run before and trying to run it with a different system you've never run before is too many variables. So I switched gears and decided to run the "classic" Warhammer adventure, Night of Blood. Warlock! played its part amiably, but the scenario less so.

Having run it, I am convinced that Night of Blood is a classic mostly because of the amazing Russ Nicholson art in the original. Admittedly, it could be the atmosphere of the adventure, which seems very good but is ultimately marred by the structural problems of the thing.

Night of Blood sees the characters travelling through the forests of the Empire on a dark and stormy night. I said it was Walpurgisnacht because A) it actually was Walpurgisnacht when I ran it* and B) While I know there is an Old World equivalent, I wanted to possibly say later the adventure had taken place in the World of Nightwick. The first encounter is possibly with a group of beastmen - which exist in some form in both the Old World and Nightwick - but it's also where the first problem is. The encounter only occurs if the players decide to stop when they hear the sounds of hunting beastmen. 

As it exists, the beastmen hunt is merely a trap for idiots. Which I guess is fine, but it's a lot of detail for something most groups I've played with would respond to with "ok we keep going." Other options include having the beastmen set up an ambush, which works especially well if the characters are in a coach or on a riverboat, but there's also not really a reason in the scenario to have it. Except to kill idiots.

This summarizes the entire problem with the adventure: it is written as though the characters will make the stupidest possible decision at every point. The characters will eventually arrive at a coaching inn where mutants have slain some of the guests and the proprietor and are preparing the rest for a summoning ritual. They are, in the meantime, poorly pretending to be the proprietor and guests. The adventure emphasizes at various points that these men are acting very suspicious, and that's all well and good. I do this kind of thing all the time. In fact, I have run several adventures where I lampshade the fact that the PCs are in this kind of horror movie situation and they know the guys are acting suspicious and the guys know they know but keep acting that way anyway out of decorum.

The problem is that the adventure then proceeds to describe what happens when they eat drugged food. Why any PC would eat the drugged food in this case is beyond me, assuming the GM has been following the instructions on how to run the NPCs. A smart party would know to fake eating it or some other action in order not to get drugged.

Now if the module provided anything to facilitate that kind of player action, this post wouldn't exist - or rather it might exist as "hey this adventure Night of Blood is really good you should play it. Great atmosphere!" But the amount of words spent describing the players getting drugged and then awakening as the cultists successfully summon the demon is very lengthy, and the part where they describe what the players can do to avoid this fate and how to make that an interesting session rather than just "they don't eat the food and try to leave" is nonexistent.

Admittedly my session wasn't boring, but everything I did was just my interpreting from the initial setup of the Hooded Man inn. I ended up relying on about 3 pages of a 9 page adventure. It's a neat setup, but the assumption about player activity means there's no actual guidance for what any players with two brain cells to rub together are going to actually do.

*I want to make this a yearly thing, and my preparing to run a game on this year's Walpurgisnacht is what reminded me of how mad I am at this adventure.

Monday, July 16, 2018

Wounds and Criticals in WFRP

That goblin is feeling it.

I am what is know in horror movie circles as a gorehound.  During some theater-going experiences it has taken all my willpower to not throw up the horns and scream "Rad!" at the display of human viscera.  Spewing blood, glistening intestines, and swinging limbs - I like it all.*

Naturally this propensity has made it into my refereeing.  Nightwick's rooms are often blood-spattered abattoirs and enemies often fly apart like the clay and goo effects of Evil Dead.  In the early days of my DMing the PCs were just as likely as the monsters to be described as walmart bags full of blood and wet chicken parts.  This led to my having a reputation as a killer DM even more than I do now.

That was until what remains either my first or second favorite rpg: Warhammer Fantasy Roleplay (2nd edition).** In WFRP (1e and 2e anyway) instead of hit points you have Wounds (which are basically hit points but their name is taken from the wargame rules).  When a character runs out of Wounds, they do not die as they would in OSD&D, but instead they go to something like a OSR Death & Dismemberment table.  These are called critical hits.

It is a bit more detailed than a typical Death & Dismemberment table, with hit location mattering (though usually only for crits) and some optional tables differentiating results based on the type of weapon used.  This is maybe a bit much for many refs, but I found reading off the hideously detailed descriptions of evisceration very appealing.

Another difference between a WFRP critical and a Death & Dismemberment table result is that the character could very easily still be alive and capable of taking actions, though at a penalty.  A character who has had their knuckles jammed can push on if they feel brave enough, but may end up losing a leg or dying of gut rot.

This is an obvious inference from what I've already said, but I think it bears reinforcing: WFRP crits were not like D&D crits.  They did not happen on a special die result, they happened when you ran out of wounds.  They were a buffer between the character and death, but they were a buffer that allowed me to revel in spilled blood.  The characters no longer had to die to satiate my desire for gore; in fact, the means by which I got to describe the gore usually meant the PCs were alive longer.

For a lot of you this may be common knowledge - though I know from various G+ conversations that their role as a buffer is often lost on people. I bring all this up because of my disappointment with the modern inheritors of WFRP.  Zweihander has exchanged this beautiful system for one that is much more like the damage track in d6 star wars and having special wounds occur on special rolls.  This makes combat in that game more dangerous than it would be in old school WFRP.  A preview of Cubicle 7's upcoming edition, which I had been looking forward to, states that

"Critical hits are a staple of WFRP, and in Fourth Edition occur on especially successful blows, as indicated by the roll of a double. In addition to extra damage and special wounds, critical hits can inflict a variety of Conditions that change the way combat works for those who receive them."

To my mind, that misses a lot of what made the original system good, and when combined with the weird meta resource of "advantage" it looks like I'll be sticking to 2e for any adventures I want to have in the Old World.

One last thing: There's a kickstarter where I'm a stretch goal. 



*I suppose I am not one for scenes of torture, preferring instead the explosion of sudden violence.

**One of my players in my first WFRP campaign said that "[I had] been waiting for the system my whole life" in order to express his view that WFRP fit me like a glove.

Thursday, December 13, 2012

Christmas in the Dark Country

Like this but with more snow

Every Duodecember - a month which only occurs on the Church's Lunar calender* - the people of the Dark Country place presents under trees and hang their stockings high.  However, unlike our world they do not do this in anticipation of a day of gift giving, but rather as a ward against a semiannual evil: the Pestilence Man.

Sometimes depicted as a horseman, sometimes as the driver of a sleigh, the Pestilence Man does precisely what his name implies.  He is attended by a host of strange, gnomish servants with patchy beards and bulbous noses.  They are said to distribute disease-bearing toys to children and hide filthy shoes around houses.  All footwear and playthings are placed high in the house so that when one is found on the floor it can be immediately identified for what it is and burned.

Father Winter observed by beings from the Future/Past

In the past, the people of the Dark Country avoided the potential for a grim, plague-filled year by treating with an Old God known to them as Father Winter.  They would leave presents and baked goods for him among the trees of the Fog-Bound Forest in hopes that he would descend from the Nameless Mountains to drive away the Pestilence Man and his terrible gnomes; however, Father Winter was capricious even by the standards of Old Gods.  It was a rare for the Old Man of the Snowy Peaks to banish the plague-bearers without freezing all of the crops and slaying those found outside after dark.  In this way they were able to choose the manner in which they died, but not the fact that they would.

Most peasants still leave presents for this wicked god, for they fear the plague more than they fear famine - which is common enough even without Father Winter's icy breath.  The Church frowns upon this practice.  They believe that the powers of the clerics of Law will be able to protect the villagers from creatures such as the Pestilence Man and his gnomes.  Those clerics living in the Dark Country even claim that the Pestilence Man was banished long ago by a figure they call Saint Santa Claus.  Neither the peasants of the Dark Country nor the clergy of the East nor even the clergy of the West believes this, and none but the Bishop of Lychgate and his stooges even believe in the existence of this man.

Despite its continued practice, the presents under the trees have not summoned Father Winter in almost a hundred years.  Some believe that the Sword Brothers somehow slew or imprisoned the Old God during their crusade.  Whether they did this out of Lawful piety or in diabolic reverence to the Pestilence Man's satanic masters is a mystery to all.

*The lunar calendar of the Church is extremely screwed up due to the fact that the World of Nightwick has a 1 in 6 chance of a full moon each night.  This is my stupid explanation for why the Christmas stuff is happening in the campaign world when it would technically be the middle of July.


Wednesday, October 17, 2012

Sgt. Udo's Howling Kommandos

Recently the party in my weekly Nightwick game has become the head of a small mercenary company.  They've named it after their official leader, played by Jeremy Duncan.  The first group of six bandits was encountered in a refugee camp outside of Lychgate.*  They were originally in the employ of a strong boss known as Big Jean, which the party slew.

Toothless Tom Smiler (deceased) was a younger man with a tangled black hair.  He had all of his teeth and often smiles big, broad smiles.  When asked why he was called "toothless," he produced a small pouch filled with teeth and gets another big grin on his face.  He met is end during an attempted mutiny.

Fingers is a medium built man with a large mole, a scraggly beard, and a scar over his left eye.  He is missing the index and middle fingers on his right hand, and you notice that he often attempts to favor it until he remembers that he's missing his fingers.  He personally strangled Tom Smiler to death during the mutiny.

Dunderheaded Mutch is an enormous man with a greasy mop of curly, red hair.  His face is blunt and imbecilic.  He often moans to himself, and though he seems capable of conversation, Tom Smiler noted 
that Big Jean always kept him under supervision.

Dwardie the Fool is a short man with a pot belly whose nose has clearly been broken several times.  He occasionally sings strange, nonsensical songs and dances around like an idiot; however, during times when silence is of the essence you note that he grows quiet and still as a mouse.

Brother Odo claims to have at one time been a priest, but he is also the bandit who believed that the Sun is the God of Law and that demons come from the moon.  He is a rough-looking man with salt and pepper hair and pug nose.

Wamba Big-Member is a boastful Karslishman that makes his fellow bandits uncomfortable.



From left to right: Fingers, Wamba Big-member, Nalla the Lad

It turns out these men were members of a group of bandits living in a ruined manor house south of Hommlet. While passing through the ruins of Hommlet** - and desperately trying to avoid pig-men - they found a number of other bandits in the company of a devil-man.  After slaying their diabolic leader, they added the following miscreants to their band:

Mumbling Marion is unintelligible to everyone in the party except for the other Kommandos.  He is a dirty man with a square head and few teeth.  He enjoys hitting things, which he does with a noiseless intensity.

Nalla the Lad lacks a tongue, so it is difficult to know much about his life story.  He is a thin man who carries a banjo, but you have not seen him play it.

Little Jean looks very similar to Big Jean, but is much smaller.  The other bandits assert they were both from some overly inbred village in Averoigne.  He did not seem saddened by the news of Big Jean's death.

Red Bill is a portly man with a mean snarl.  He can be a bit hot headed, but Fingers assures you he has no love for his former masters and will likely be a loyal - if ornery - companion.

Handsome Jack is missing his noise, and has a prominent brand on his face marking him as a heretic.  When asked about his heresy, he says only that he "stood up to a noble."  It is unlikely that he was handsome before his punishment.

Darbus and Dunbar are twins, and they would be identical if their faces were not both hideously scarred in completely different ways.  Darbus has a scar running across his left eye and his chin has a cleft from an old sword wound.  Dunbar's nose seems to have been broken several times, and his ears are both swollen and cauliflowered.  Or perhaps it is the other way around...


*The Dark Country has seen some really rough times lately, with the White Lady's awful pig-men destroying most of the farmland around Lychgate, a peasant revolt in the south, and a looming invasion by Arnawald, the Black Eagle of Waldheim.

**Hommlet, which lay near Lychgate, was destroyed a few weeks ago by pig-men.

Sunday, September 2, 2012

Lean Times in Middenheim

Yesterday's session got off to a bit of a slow start because I was expecting a few more players to show up than actually did,* but here are the highlights from once it got started.

  • The party was composed entirely of people who hadn't played in the Middenheim session, so they decided to take a job from local underworld bigwig Johann Stallart.  He wanted someone to make sure someone working for a rival gang had a little "accident."  They thought they could deal with this quickly and then move on to another one of the hooks I'd thrown out.
  • They were correct! They headed down to the Last Drop, where they found their mark.  One of the PCs got in a fight with him, but left as soon as he'd scored a good hit.  The other PCs stepped in to "break it up" and to calm their mark down.  Once they had gotten him good and drunk the took him to a nearby alley where the party's acrobat - a woman named Artemis - picked him up and attempted to take him to the roof.  Realizing he was about to slip, she just tried to direct him so that he fell on his head.  This he dead, perishing instantly.
  • That night, there was a riot in Ulricsmund when Sigmarite protesters stood outside the temple of Ulric and demanded that the current Ar-Ulric step down.  The Graf's men opened fire on these men, and several were killed.  The party cowered in their flophouse.
  • The next day, one of the party members went to the Drowned Rat to collect their reward.  They got 5 crowns for their trouble, but they were soon to spend it...
  • Because two of the party members who had entered the Alchemist's murder-basement in the previous session had come down with a terrible disease.  The physician's student in the party, Wolfram Ambrose Hesselius von Karnstein, was able to determine - with a roll of a natural 01 - that the disease was the legendary Nurglish Rot!  There was no hope of a cure, and so the party purchased a large amount of monkshood to turn into a poison to give them a more dignified death.**
  • After that the party debated what to do next.  At first they were terrified of returning to the murder-basement, but after determining what had given the other PCs had gotten it from the bed sheet they used as a rope in the previous session, the were less anxious.
  • They did head to the alchemist's house in order to gain entry into his basement.  Artemis distracted the guards outside with a lovely dance, and the other PCs slipped inside.  After this was done, Artemis finished her dance, went around to the back of the house, climbed onto the roof, and entered through a balcony as the party had done in the last session.
  • Once in the basement, the party began following the path of the previous group in the last session.  They made sure to destroy all the remaining pickled heads that they believed were connected to the headless bodies that had previously been encountered inside.
  • They also explored a lot of new sections, encountered some large dogs that had had their own heads removed and replaced with the heads of women.  These had also had their teeth smashed out and replaced with dogs teeth.  They avoided them without any fighting.
  • They found a room that gave off a strange smell that was a mixture of fire and rot.  Not the the smell of a rotten corpse burning, but rather a strange smell that was both and neither at the same time.  Whatever was inside cast out light, and they decided not to look in.
  • Finally the found a room with tables designed to fit female bodies.  Each table had strange gemstones set into it, which the party duly plucked out to sell later.  Under these gemstones was a strange pane of glass that had below it something that glowed the color of radiation in a cartoon.  They took this as a sign that they should cut their losses and sell the goods they'd picked up.
It had its starts and stops, but on the whole I think it went well.  There were a few moments where we had to look up something, but I still find WFRP's system fairly intuitive.


*Undoubtedly, this is a karmic reward from the fact that I had missed two sessions I had said I would be in last week.

**I'm not entirely happy with the way that played out.  Originally, one of the infected PCs was scheduled to be in the session, but he had technical problems and couldn't join us on G+.  I had forgotten to account for Fate Points, which I believe can save you, and I'll need to discuss the matter with the parties involved.  However, it's likely that after my move, I'll be using WFRP to run the Dark Country.  This would mean I wouldn't have to worry about it.

Saturday, August 25, 2012

Dark Country Delicacies

This post is the expanded version of an earlier post from G+.  It was inspired in part by my being hungry and by Chris Kutalik's jokes about white gravy.  The original contained references to maize and corn whiskey, which have been excised.  However, I have retained references to other New World crops because they do not clash with my image of the Dark Country.  Plus, the wonder-crop that is the potato allows me to devote less land on my map for farming and more for wilderness.

My goal is to establish exactly what the different categories of food available for purchase in WFRP mean in the Dark Country, as well as to deepen the setting's sense of place. 

Food per Day (Poor) represents the food commonly eaten by a Dark Country peasant.  It is typically a mixture of wheat, Harnic potatoes** - often mashed - and fermented cabbage.  Eggs provide the vast majority of the peasant's protein, but on some rare occasions, this will include the parts of animals that the middle classes and nobility find particularly disgusting, such as chicken’s feet or head cheese.  Peasants occasionally supplement their food with the small crayfish that live in the freshwater swamps created by the Dark River.
  
Food per Day (Average) represents food typically eaten by the Dark Country’s merchants and wealthy freeholders.  It is much the same as Food per Day (Poor), but too that is added bread and a considerable amount more meat - pork and chicken are the most common as they are the easiest to raise in the forests of the Dark Country.  These are typically fried and served with gravies of one of two varieties: rich and dark or white and lumpy.   In some parts of the Dark Country, this may also include goat cheeses.

Food per Day (Good) is what is considered a feast by the lower and middle classes but is a common sight on the tables of the wealthy.  Meat, including imported beef, is in great abundance as are wines, cheeses, and pies.  Pumpkin pie is particularly popular in harvest festivals.

All three categories presented above would be supplemented with hunting and fishing.  Deer and rabbit are common enough to regularly grace the tables at an inn or tavern in a village.  Sausages are also common, but their precise makeup varies depending on the quality of the meal.

Rations are typically made of hard biscuits and salted meat.  Travelers from Zenopolis may also be carrying dried figs or dates.

Cheap Pie is commonly eaten in urban areas, and comes in two varieties: meat and crayfish.

Loaf of Bread is pretty much exactly what it says on the tin.

Side of Meat chicken, goat, and pork are by far the most common meats in the Dark Country.  The West has cattle and sheep, but constant raids by beast-men and worse mean that prime grazing land for such animals is all but uninhabitable.  Pigs are considerably lower maintenance.

Delicacies in the Dark Country usually amount to imported beef, but there is a growing demand for Frogling cuisine.  This typically comes in the form of large insects from Hopland, but the buyer should be warned that they are often poisonous to humans if prepared improperly.

Peppers - both of the chili and bell varieties - a remarkably common in the Dark Country.  The kinds found in the World of Nightwick are hardier and more resistant to cold temperatures than those of our Earth, but otherwise look and taste the same.  Peasants use it to mask the flavor of what they're eating, while gentry use it to give what they're eating some flavor.  It is a strange world.

Robber's steak is a common meal among bandits, trappers, and woodsmen.  It consists of the meat of a game animal, typically venison, wrapped in bacon and spiced with red peppers.  It is sometimes eaten in the West by those who feel they can add a bit of adventure to their dinner table.

Alcohol is consumed in great quantities in the Dark Country.  Even those wishing to remain sober will merely water down wine rather than drink pure water.  The danger of the flux is too high.  Mead is surprisingly common because of the large amount of beekeepers, and most ale is imported from Hopland or Dwarf-Land.  The most common spirit in the Dark Country is whiskey, which was distilled by the pagans even before the coming of the Sword Brothers.  Newly converted communities often still make their own cheap whiskey that corresponds to WFRP's rotgut.

Hashish is rare, but not unknown to the Dark Country.  It is imported from Zenopolis, which also possesses a bewildering array of opiates.

The Church's position on intoxicants, both alcoholic and otherwise, is that one can imbibe as much as one wants until one vomits.  Vomiting is a sign from the God of Law that one has engaged in a sin of excess, and thus requires an act of penance and a confession.

*Harnic potatoes are considered a luxury item in the West, but are common as dirt in the Dark Country proper.

Thursday, August 23, 2012

Froglings for WFRP 2e

Froglings
Froglings are frogs that walk and speak in the manner of men.  They are short, only about 4' in height on average, and range between thin and stout.  Froglings make their home in a distant, marshy country known as Hoppland; however, they are found throughout the World of Nightwick as brewers, merchants, and adventurers.  Their skin ranges between slick and bumpy, and is usually a dull green or brown - though more exotic colors and patterns are not unheard of.  They favor flamboyant clothing and jewelry in garish colors.

Frogling Characters
A Frogling character gains the following skills and talents:
Skills: Common Knowledge (Froglings), Gossip, Speak Language (Croakish), Speak Language (Common), Trade (Brewer), Swim
Talents: Jump (see below), Luck, Night Vision, and Sixth Sense

Jump
You gain the ability to make incredible leaps. When making a running leap, the maximum distance you can cover, in yards, equals your Movement times your Strength Bonus on a successful Strength Test. When making a standing leap, your maximum height equals your Movement plus your Strength Bonus.

Frogling Characteristic Generation

CharacteristicStarting Score
Weapon Skill (WS)20 + 2d10
Ballistic Skill (BS)20 + 2d10
Strength (S)10 + 2d10
Toughness (T)20 + 2d10
Agility (Ag)30 + 2d10
Intelligence (Int)20 + 2d10
Will Power (WP)20 + 2d10
Fellowship (Fel)30 + 2d10
Attacks (A)1
Wounds (W)Roll 1d10 and consult the table below
Strength Bonus (SB)Equal to the first digit of your Strength
Toughness Bonus (TB)Equal to the first digit of your Toughness
Movement (M)4
Magic (Mag)0
Insanity Points (IP)0
Fate PointsRoll 1d10 and consult the table below.


Frogling Wounds and Fate Points

d10Woundsd10Fate Points
1-391-42
4-6105-72
7-9118-103
1012--


Frogling Starting Career

Careerd% rolll
01-02Agitator
03Apprentice Wizard
-Bailiff
-Barber-Surgeon
04-09Boatman
-Bodyguard
-Bone Picker
10Bounty Hunter
11-15Burgher
12Camp Follower
13Charcoal Burner
14-19Coachman
20-22Entertainer
-Envoy
-Estalian Diestro
23-24Ferryman
-Fieldwarden
25-26Fisherman
27Grave Robber
28Hedge Wizard
29Hunter
-Initiate
-Jailer
-Kislevite Kossar
-Kithband Warrior
-Marine
30Mercenary
31-32Messenger
33-36Militiaman
-Miner
37-38Noble
-Norse Berserker
39-41Outlaw
42-47Peasant
-Pit Fighter
-Protagonist
48-49Rat Catcher
-Roadwarden
50-52Rogue
-Runebearer
53-54Scribe
-Seaman
55-60Servant
-Shieldbreaker
61-66Smuggler
67Soldier
-Squire
68-69Student
70-75Thief
76Thug
77-79Toll Keeper
80-81Tomb Robber
82-87Tradesman
-Troll Slayer
87-92Vagabond
93-98Valet
99-00Watchman
-Woodsman
-Zealot




Monday, August 20, 2012

Monster Monday: Monsters for a More Grim and Perilous Dark Country

I'll be moving back to Hattiesburg soon, and after talking to some of my old players it looks very likely that I'll be running the Dark Country using WFRP 2e.  As such, I decided to convert the monsters that I felt I most need - the ones without which it just wouldn't be the Dark Country.  Here they are:

Awful Rats
Awful rats are hideous combinations of crow and rat.  Specifically, they are extremely large rats with the head of a crow.  They scuttle about the haunted ruins of the Dark Country.  They particularly delight in the taste of human eyes.

Awful Rat Statistics
WSBSSTAgIntWPFel
36%0%10%15%45%15%25%5%
AWSBTBMMagIPFP
13114000

Skills: Concealment, Dodge Blow, Perception Swim
Talents: Natural Weapons, Night Vision, Strike Mighty Blow
Special Rules: My Eyes!: Awful rats always leap up in an attempt to get at their opponents’ eyes.  When rolling for hit location, treat results that would normally indicate the legs as hitting the head.
That Hideous Beak: The beak of an awful rat possesses both the Armor Piercing and Impact Qualities.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Beak

Boneless
Boneless are undead corpses that have had all of their bones removed.  Since they are not quite as useful as zombies, they are often animated by necromancers to guard their manses.

Boneless Statistics
WSBSSTAgIntWPFel
25%0%35%35%22%---
AWSBTBMMagIPFP
211333000

Skills: None
Talents: Frightening, Natural Weapon, Undead
Special Rules: Mindless: Boneless possess no mind or spirit of their own.  They have no Intelligence, Willpower, or Fellowship, and can never take or fail Tests based on these Characteristics.
Shambling: Boneless are relentless but slow.  They cannot take the run action.
Terrible Grip: When a boneless strikes an opponent it wraps its floppy arm firmly around the location hit.  It begins to squeeze, dealing damage each round automatically.  A successfully aimed shot followed by a critical hit will sever the arm from the Boneless and give it one less attack, while a successful test against the Boneless’ Strength will pry the victim free.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Arms

Calibans
Calibans are monsters created by evil wizards to serve as flunkies.  They appear as hunched humanoids composed entirely of the parts of animals.  The process of their creation makes them immortal unless slain.  They are a cowardly lot, but are bound to the will of their creator even after his or her death.

Calibain Statistics
WSBSSTAgIntWPFel
41%25%31%41%31%31%31%20%
AWSBTBMMagIPFP
111344000

Skills: Concealment +10%, Perception, Scale Sheer Surface, Silent Move +10%, Speak Language (Dark Tongue and Reikspiel)
Tallents: Flee!, Night Vision
Special Rules: Mimicry: In addition to human speech, Caliban’s imitate perfectly the sounds of any animal found in the [Old World/Dark Country]
Bound: Calibans must perform any tasks set by their masters to the letter.  If this task involves risking their life, they must make a test against ½ their Will Power.  If they succeed, they turn on their master and attempt to destroy him or her.
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Hand Weapon or Claws

Children of Stone
Children of stone are horrible creatures that are sometimes created when a building is destroyed by a fire, siege, earthquake, or some other disaster.  They usually only appear if the building was in some way tied to the worship of the Adversaries.  They appear as stunted, malformed infants made of equal parts stone and burning embers.
Children of Stone Statistics
WSBSSTAgIntWPFel
31%36%30%45%30%14%35%11%
AWSBTBMMagIPFP
11233(5)4000

Skills: None
Talents: Daemonic Aura, Frightening, Natural Weapons,
Special Rules: Infernal Light: Children of stone glow and flicker like a torch, and thus they can be seen from the same distance as a torch in the darkness and cannot conceal themselves.
Instability: Children of Stone are psychic manifestations of pain and sorrow made corporeal and as such are not as solidly linked to the World as mortals.  They may sometimes be forced back from whence they came if a battle goes against them.  On any round in which a child of stone is injured in melee combat but fails to inflict any Wounds in return, it must succeed at a Willpower test or be dissipate into ash and smoke.
Puff of Smoke: Children of stone can blast a puff of smoke as a full round action.  This acts as a Magic Missile with a range of 36 yards that deals 2 damage.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Claws

Devil-men
Devil-men are the product of the union of a human being and the demon prince known as the Horned One.  They appear as men of diabolic aspect, complete with red skin, horns, clawed hands, and pointed canines.  They often live in isolated villages along with cultists and beastmen.

Devil-me Statistics
WSBSSTAgIntWPFel
42%36%36%36%36%41%36%41%
AWSBTBMMagIPFP
112334000

Skills: Academic Knowledge (Daemonology) Charm, Concealment, Disguise +10%, Dodge Blow, Intimidate, Perception, Torture, Silent Move
Talents: Menacing, Night Vision, Keen Senses
Armor: Medium (Chain Shirt + Leather Jack)
Armor Points: Head 0, Arms 1, Body 3, Legs 0
Weapon: Hand Weapon, Bow or Shortbow

Groans
Groans are enormous monsters that dwell in the deeper parts of the Witchwood and the Fog-Bound Forest.  They appear as immense humanoid bulks made of dried wood and dead leaves.  Groans hate humankind and all of its works, especially farming.  It is their opinion that eating vegetable matter is murder; however, they are not moralists  for they are slow witted creatures whose primary pleasures in life involve disemboweling human victims.

Groan Statistics
WSBSSTAgIntWPFel
31%0%46%45%24%22%35%20%
AWSBTBMMagIPFP
324446000

Skills: Concealment +20%, Perception, Search, Speak Language (Common, and Fey Tongue) Silent Move +20%
Talents: Ambidexterous, Frightening, Night Vision, Strike Mighty Blow, Strike to Stun
Special Rules: Flammable: When a Groan is hit with a fire-based attack, any wounds suffered are doubled.  This is calculated after any deductions for Toughness Bonus or Armor Points.
No! The Sun!: When hit by sunlight, a Groan’s feet immediately take root in the ground and he becomes nothing more than a dried, dead tree of great size and sinister appearance.
Tough Bark: The bark of a Groan’s skin gives it 3 Armor Points to all locations.
Armor: None
Armor Points: Head 3, Arms 3, Body 3, Legs 3
Weapons: Limbs

Mites
Mites are small creatures that haunt old manors and tumbled ruins.  They are created when cut stone lasts longer than it should much like how maggots are produced from meat or rats are produced from straw.  They appear as diminutive, aged

Mite Statistics
WSBSSTAgIntWPFel
25%22%12%15%31%25%25%15%
AWSBTBMMagIPFP
14114000

Skills: Concealment, Mime Language (Mite) Perception, Scale Sheer Surface
Talents: Night Vision, Specialist Weapon Group (Sling)
Special Rules: Quiet as a Mouse: Mites make no noise and thus always succeed on Silent Move tests.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger, Spear, and Sling

Rawhed
Rawheds are terrible form of undead created when a warlock dies, leaving his familiar behind.  The two beings merge into an unholy monstrosity that combines the features of man and animal.  They stand considerably taller than a man - roughly the size of an ogre - and always appear rotten and ragged.  They stay in the warlock’s former abode, ranging from it only to find their favorite dish: little children who lie; however, they have not been known to turn down an adult doing the same.

Rawhed Statistics
WSBSSTAgiIntWPFel
36%0%41%36%36%31%40%55%
AWSBTBMMagIPFel
318434 (8)000

Skills: Concealment, Perception, Scale Sheer Surface +10%, Search, Silent Move, Shadowing, Speak Language (Western and Old Tongue), Ventriloquism +20%
Talents: Daemonic Aura, Flier, Frightening, Keen Senses, Natural Weapons, Night Vision, Strike Mighty Blow, Undead
Special Rules: Invisible: Rawheds can become invisible as a free action.  While in this state they are still corporeal and can be hit, but attackers must be aware of the Rawhed’s presence and must take a -30% penalty in order to do so.
Little Boys Shouldn’t Lie: Rawheds can hear a lie from up to 24 miles away, which is also the maximum distance they will range from their lair.  They may know the exact location of their new quarry for up to 24 hours after they have spoken their last lie; however, they will not pursue it more than 24 miles from its lair.
Mother? Is that you?: Rawheads can perfectly mimic the sounds of most animals found as well as the voices of humanoid races.  If it has heard someone tell a lie, it can perfectly mimic the voice of anyone that person knows.
Armor: None
Armor Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Claws