Cult Arcane- A Party of Wizards in WFRP 4th Edition

Cult Arcane- A Party of Wizards in WFRP 4th Edition

Cult Arcane, a homebrew campaign, features a party of wizards! Apprentices at the Colleges of Magic must prove themselves.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
3 SEATS LEFT
$25.00

/ Session

Details

2 players following this game

Weekly / Saturday - 3:00 PM UTC

Jul 18 / Session 2

Session Duration / 3.5–4 hours

3 / 6 Seats Filled

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Schedule

Sat, Jul 18 | 3:00 PM – Session 2

Meet your party members

3/6

About the adventure

The PCs each play as an apprentice wizard to one of the wizarding colleges of Altdorf. They must work together to help each other succeed at trials to become journeyman wizards, and maybe even master wizards. They will uncover secrets within and without the city of Altdorf and beyond. The campaign features strong themes of magic vs religion, and of the PCs being regarded with respect and fear by the general populace. The campaign allows players to begin as apprentice wizards, but gain skills to become powerful casters on their own, including a research sub-system.

Game style

Roleplay Heavy

Rule of Cool (RoC)

Combat Heavy

Meet the Game Master
Streamer
Podcaster
Neurodivergent
Teacher/Educator

1 year on StartPlaying

44 games hosted

Highly rated for: Knows the Rules, Teacher, Creativity

Average response time: 4 hours

Response rate: 100%

About me

I have been playing and running RPGs for over 20 years. I started with D&D 3.5, but now specialize in WFRP, Soulbound, and Pathfinder 2E. I am the host and GM of "A Grim Podcast of Perilous Adventure" (WFRP), "How Doomed Are We?" (Soulbound), and "Star Omens" (Starfinder 2E Playtest). I was also a player through the Extinction Curse campaign on the "Lost Omens Podcast." You can find me on YouTube (www.youtube.com/@ProfessionalCasual) and at professionalcasual.com.

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Character creation

Creating your character

We will create characters together in Foundry VTT through the Forge server host. PCs will begin at the starting level described in the core rulebook, using the wizard careers from "Winds of Magic" with some additions I have added for the flavor of the campaign. If you don't have either book, don't worry, I have it all in Foundry!

What to expect

Preparing for the session

Make sure to have a Google account for The Forge, a mic, and internet access. A camera is optional, but it's more fun when we can see each other's faces! I will share a link for our game in The Forge when we set our first date.

What "Bad GM" Dan brings to the table

I will provide the rest! A homebrew adventure full of roleplay and action situations. A clear design with tough choices for Players. The adventure will feature maps and tokens of NPCs in Foundry. I am a fun-first GM, but I like to challenge players as well. If you want a taste of my GM style, give a listen to "A Grim Podcast of Perilous Adventure" if you haven't already!

Homebrew rules

We can choose to use standard or Group Advantage. The entire campaign is homebrew, but I don't change up many of the core rules, other than drawing a weapon while doing something else, like making a Move.

Equipment needed to play

Internet

Computer

Microphone

Safety

How "Bad GM" Dan creates a safe table

X Cards are always in play, I want everyone to be comfortable! We'll cover this during session 0 and revisit each session.

Content warnings

Cults
Devils / Demons / Fiends
Murder
Mutilation of Corpses

Safety tools used

Frequently asked questions