Warhammer Fantasy Roleplay - The Enemy Within and Other Tales

Warhammer Fantasy Roleplay - The Enemy Within and Other Tales

The Empire is in trouble, chaos cults rise, the Emperor doesn't seem to care. Can you and your band of anti-heroes save the Empire from destruction?

TYPE

Campaign

EXPERIENCE

Beginner

AGE

All Ages
2 SEATS LEFT
$12.50

/ Session

Details

Weekly / Sunday – 12:00 AM UTC

Aug 10 / Session 56

Campaign Length / 26–104 Sessions

3–4 Hour Duration

4 / 6 Seats Filled

Schedule

Sun, Aug 10 | 12:00 AM – Session 56

Sun, Aug 17 | 12:00 AM – Session 57

Sun, Aug 24 | 12:00 AM – Session 58

Sun, Aug 31 | 12:00 AM – Session 59

Sun, Sep 07 | 12:00 AM – Session 60

Sun, Sep 14 | 12:00 AM – Session 61

Sun, Sep 21 | 12:00 AM – Session 62

Sun, Sep 28 | 12:00 AM – Session 63

Sun, Oct 05 | 12:00 AM – Session 64

Sun, Oct 12 | 12:00 AM – Session 65

Sun, Oct 19 | 12:00 AM – Session 66

This game will begin once 2 players have joined

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About the adventure

Even if you have read or played The Enemy Within before, this campaign has been heavily rewritten in key places. *The Enemy Within was a game changer when it originally was released. A fantasy campaign where you as protagonists are not Heroes, where there aren't dungeons to explore, where the world turns without you, and where the forces at work are bigger than the heroes & villians. Other tales will be adventures such as Rough Nights & Hard Days, Ubersreik Adventures (parts 1-3) and adventures converted from earlier editions.* The Enemy within deals with insidious cults and servants of the Chaos gods trying to throw the Empire into rebellion and ultimately destruction. The players are anti-heroes that are trying to prevent the forces of darkness achieving their goals. Starting with a cult in the city of Bogenhafen, the players discovered that the cultists had been duped - what the cult of town leaders thought was a ritual to provide great wealth to the city of Bogenhafen, new trade deals, better trade routes, and more taxes, was actually a ritual to open a portal to the realms of chaos. This would allow deamons of Tzeentch to be able to enter the mortal realm and invade the heart of the Empire. The heroes - a dwarf runesmith, a merchant, a knight of Bretonnia, and a priest of the god of thieves - and their servants - entered the realm of chaos to close this breach. From there their investigations will eventually lead them to find the person who duped these merchants into this chaos ritual. While trading up and down the rivers of the empire to make money.

Game style

Roleplay Heavy

Combat Heavy

Rule of Cool (RoC)

Puzzle / Mystery Focused

Meet the Game Master
LGBTQ+
Disabled
Neurodivergent

2 years on StartPlaying

66 games hosted

Highly rated for: Inclusive, Knows the Rules, Storytelling

About me

Have been running games pretty much every week, usually multiple times per week, for the last 30 years. I have run in the past, Pathfinder 1 & 2, with several Adventure Paths completed; Warhammer Fantasy Roleplay, Star Wars, Cyberpunk, Shadowrun, 3.5ed D&D, 2nd ed D&D, Werewolf, Vampire, etc. I tend to focus on character development within the story, this usually means lots of roleplay, with some combat, puzzles, adventuring, survival, etc.

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Character creation

Creating your character

Character creation will allow any Cubicle 7 published options. Most of this can be handled in the character generator that is internal to WFRP on foundryvtt. If a player wishes to use something from a published book that has not been ported into Foundryvtt yet, I will enter those items - classes, trappings, magic, etc - into FVTT so that players can use them. Books in use are The main Warhammer Fantasy Roleplay core rulebook. The 3 Archives of the Empire books The Dwarf and Elf books, Up in Arms, Winds of Magic, and Deft Steps Light Fingers.

The current party

The party is currently A Bretonnian Knight A Human Rogue (of somekind) A Dwarf Runepriest A Human Boatman

What to expect

Preparing for the session

you will need a microphone, a browser able to connect to foundryvtt, and a semi decent computer - loading the foundry instance can take some time.

What Fliptop brings to the table

A decent knowledge of modules on foundryvtt, custom maps, custom encounters, combat can be fairly tacticool, active tiles; 30+ Years of GM'ing, usually multiple times per week. I have a large number of maps and other art assets. I can use music if players prefer - some don't like the added distraction.

Homebrew rules

Rolling an 88 is bad, really bad - something bad will happen, though you can use fortune to reroll out of it. Fate and Resilience has been moved just into Fate - though you can spend Fortune and Fate to do everything you could with Resolve and Resilience. Group advantage from Up In Arms is being used. Catastrophic Miscasts can happen. Tests above 100 gain additional SL Up in Arms Shield Rules - you can defend with a sword while you have a shield equipped and still gain the AP and Defensive Bonus. Winds of Magic Overcasting Rules

Equipment needed to play

Computer

Headphones

Internet

Microphone

Safety

How Fliptop creates a safe table

Though knowledge of the world is not necessary the Warhammer Fantasy Roleplay world is one of humor, grim dark fantasy, horror, mutation, gods, and magic. It is not for those who are after a lighthearted game like 5e. While I won't force these themes upon the players all the time, do expect to encounter them every now and then. I will also make sure to ask players what they do and don't like using the RPG checklist, and will try my hardest to change scenes or characters, so as not to offend. If unavoidable, I will try to warn players in advance of something that could offend.

Content warnings

Safety tools used

Frequently asked questions