Oldenhaller Contract conversion WFRP3
Oldenhaller Contract conversion WFRP3
Oldenhaller Contract conversion WFRP3
So you want to be an adventurer ey? Welcome to Nuln. Plenty of adventure abounds! Criminal gangs fighting
for territory in the streets and shady rich folk who will sell you down the river for good bargain.
This scenario appeared in the 1st edition WFRP core
rulebook.
Thieves!
Use RUFFIAN NPC stat blocks (4) Page 10
Thieves gain a +1 Fortune to their initiative roll because Episode 6: Sleeping Dogs
they charge.
Bertoldo attempts a Hard (3d) a Stealth (4)
/ignore box about how to roll for WFRP4e combat.
Chase Rules - 3e
Page 11
Breaking the door down
BERTOLDO VASARI
- (-40) Strength test = Daunting (4d) Athletics
Use Ruffian NPC stat blocks
Page 13
Check 1 Simple (0d) Athletcs check. Failure requires Gossip = Simple (0d) Charm (gossip) check
Easy (1d) Coordination to grab the roof edge. Easy (1d)
HALVE the required SL/successes for each category.
Athletics check to pull themselves up. If they fall, suffer
Negative SLs = uncanceled Challenges.
15+1d10 damage (Toughness soaks).
Healing & Recuperation (Player's Guide, page 87) - Upstairs at the Laughing Bear
Resilience check (1d or 2d if critically wounded)
Price for Lodging must be inside. Here are the other
standard costs.
Page 12
Lodging per day (includes meal)
City Watchmen
Back Alley 5b 1 Challenge to Resilience +1 Challenge if
Use Soldier NPC template winter Back Alley location card
Sneaking:
Page 17
Page 15
Oldenhaller will offer the characters 56 silver each on
Search of the wardrobe reveals 3silver.
delivery. Haggling check (he has a score of (3); success
+2 boons will raise it to 80silver. If they get 2+ Successes
Episode 16: Chasing Lars + a Sigmar's Comet, he will raise it up to a full 1g.
[Literally a king's ransom in WFRP 3e].
Tests:
HALVE the required successes or alternately count About the Gem
double-boons/banes as a success/failure. use a SIMPLE Nurgle Rot condition – This is retained until a person is
(0d) skill check.
healed of all their diseases. If the PC does not yet have a
Consult the difficulty chart conversion for these. disease and gains Nurgle Rot in this scenario, they
should draw an appropriate Disease and attach Nurgle’s
Rot to it.
Page 16
Page 18
Thieves
PART 2: THE ASYLUM
Use Ruffian NPC stat blocks
Page 20
The Oldenhaller Contract TRAP: Pit Check: Average (2d) Observation check to
spot
Opposed check PC Intuition vs Albrecht's Guile (3)
Breaking the door down: Hard (3d) Athletics check.
Page 21
Ulrich Vogel
Getting Ulrich ot talk: opposed Intimidate or Charm You can alternately use the BRIBE special action from
vs his Discipline (3) Lure of Power.
8. Guard Room Use Ruffian NPC stat block plus the Hero Epic Threat
template.
Bluffing: Opposed Guile vs Intuition (3).
DIRICK HUYDERMANS
12. Emilio Valantina’s Bedchamber Use Ruffian + Hero Epic Threat template.
Page 25
Page 27
The Sewers
RAT SWARM
Huydermans Gang Members
Use RAT SWARM 3e.
Use Ruffian NPC template.
Creature Traits:
Cultists
Use Chaos Cultists
* Scorched Condition (Hero’s Call) - Lingering Effect - This adventure may contain old school Passive Skill tests
Cancels Freezing. During your End of Turn step, suffer 1 (such as an Observation or Insight check without Player
fatigue. If you are fatigued, suffer 1 wound instead. Agency). The GM may wish to consider ignoring Chaos
** Overboard (Drowning Rules) (Dreadfleet Print on Star and Stress results and instead consider them simple
Demand): Unless you spend a manoeuvre ‘treading water’ fails, Banes, or change the timing, complications, or
each turn, all actions gain: Bane = You slip under the consequences of the results for later reveals.
churning water and suffer 1 wound and 1 fatigue. Your
stance becomes neutral, and you may not adjust your TALENTS USED AS PART OF THIS
stance. Also: Athletics Check to tread water with +1 ADVENTURE
Challenge Die per Armour Point.
4e Talents 3e Equivalent
*** Chase/Pursuit Rules (GM’s Toolkit, page 8 or GM’s Acute Sense (type) Observation (specialization)
Guide, page 29, or FFG Website ) Progress Tracker: Contortionist Small build character or Coordination
Chasing the Criminal. Start Tracker at X number of spaces. trained and smaller build
Use opposed Skill/Ability checks for Successes to gain Etiquette Charm with appropriate Career Trait
spaces on the Tracker. If the quarry exceeds the Tracker or Holy Visions Omens Rules (Signs of Faith)
is caught, the chase is over. Little Prayers Piety skill checks and Omens & Portents
(Signs of Faith, page 32)
STACKING CONDITIONS (New Rule) Night Vision Night Vision (by race)
4e can “stack” conditions, increasing the severity and Read/Write Education
duration. In 3e this translates to the same thing. The GM Scale Sheer Surface Climb (sheer surface specialization)
should adjudicate accordingly with Severity and Duration Sixth Sense Foresight Focus Talent (remind the
if they feel this is right for their group. Player)
Second Sight Magical Sight (3e Skill)
~~
Soldier - Basic NPC
(Creature Guide, page 38+, 98)
ST 3□ | TO 3□ | AG 3 | INT 3 | WP 3 | FEL 3
ACE 5/2/1 | Stance C1 | Wounds 15
Dam 4 | Arm 2 | Def 1 | Threat 2
Backbone Troops: Weapon Skill and Discipline trained.
Reiklander NPC Abilities: Adaptable, Favoured by
Using NPC Templates: Many NPC conversions will Fate
simply reference the Standard NPC Templates from the Special Actions (NPC): Make a Stand, Mob Justice,
Creature Guide/Vault and note any other indicated Subdue, Wheeling Strike, Capture and Contain, Agile
improvements. They are here for your convenience as Strike, Dazzling Display, I Am the Hammer (Sigmar),
well. Other characters and creatures will have complete Warning Shot, 'Come, Face Me!'
statistic blocks.
Ruffian - Basic NPC
NPC Trappings should always be double-checked from (Creature Guide, page 38+, 98)
the Adventure text. ST 3 | TO 3 | AG 3□ | INT 2 | WP 3 | FEL 2
ACE 3/3/1 | Stance R2 | Wounds 14
NPC Social Tier: This is listed in the adventure text and Dam 3 | Arm 1 | Def 0 | Threat 2
is unchanged between editions (Brass, Silver, Gold). Streetwise: Intimidate, Skulduggery, and Weapon Skill
trained.
NPC Talents from 4e: These are not converted unless Reiklander NPC Abilities: Adaptable, Favoured by
they are important to the story. The GM should look at Fate
the Adventure text talents and use them as inspiration if Special Actions (NPC): Make a Stand, Mob Justice,
they feel it adds color to the NPC’s presentation. Note: Agile Strike, Wheeling Strike, Subdue, Cheap Shot,
The Read/Write 4e Talent is equal to the 3rd edition Skill: Craven Attack, Capture and Contain, 'Come, Face Me!'
Education (trained).
Merchant - Expert NPC
Townsfolk – Basic NPC (Creature Guide, page 38+, 98)
(Creature Guide, page 38+, 98) ST 2 | TO 3 | AG 3 | INT 3□ | WP 3□ | FEL 4□
ST 3 | TO 3□ | AG 3 | INT 3 | WP 3□ | FEL 3 ACE 0/5/3 | Stance C2 | Wounds 11
ACE 4/3/0 | Stance R1 | Wounds 10 Dam 3 | Arm 1 | Def 0 | Threat 1
Dam 3 | Arm 1 | Def 0 | Threat 1 Reiklander NPC Abilities: Adaptable, Favoured by
Reiklander NPC Abilities: Adaptable, Favoured by Fate
Fate Special Actions (NPC): Make a Stand, Mob Justice, Do
Special Actions (NPC): Make a Stand, Mob Justice, You Know Who I Am?, Cheap Shot, 'Come, Face Me!',
Cheap Shot, 'Come, Face me!’ Grace Under Pressure
Specialist - Expert NPC
(Creature Guide, page 38+, 98)
ST 3 | TO 3 | AG 3 | INT 3□ | WP 4□ | FEL 3□
ACE 3/3/2 | Stance C2 | Wounds 12 Reference: Hero’s Call (p.44) & The Enemy Within 3rd
Dam 3 | Arm 1 | Def 0 | Threat 1 Edition (p.189)
Reiklander NPC Abilities: Adaptable, Favoured by Apply these bonuses to a monster or NPC to improve their
Fate abilities.
Special Actions (NPC): Make a Stand, Mob Justice,
Capture and Contain, Dazzling Display, Warning Shot,
Threat Template: Hero
'Come, Face Me!', Grace Under Pressure
A hero is smarter, stronger, and more durable in every way
than regular creatures of its type. This elite threat sheet can
Priest - Expert NPC be used to create the leader of a small band of creatures or
(Creature Guide, page 38+, 98) perhaps an elite soldier.
ST 3 | TO 3 | AG 3 | INT 3 | WP 4□ | FEL 4□ Threat Level: +1
ACE 3/3/1 | Stance C1 | Wounds 12 St: +1
Dam 3 | Arm 1 | Def 0 | Threat 1 To: +1+1w
Reiklander NPC Abilities: Adaptable, Favoured by Ag: +1
Fate Int: +1
Special Actions (NPC): Make a Stand, I Am the Wp: +1+1w
Hammer, Mob Justice, 'Come, Face Me!', Grace Under Fel: +1
Pressure Stance: +1
Wounds: +5
Wizard - Expert NPC Damage: +1
(Creature Guide, page 38+, 98) Soak: +1
ST 3 | TO 3 | AG 3 | INT 4□ | WP 4□ | FEL 3 Defence: +1
ACE 2/4/1 | Stance R1 | Wounds 12 Special Action Options: Melee, Ranged, Support
Dam 3 | Arm 1 | Def 0 | Threat 2 Aggression: +2
Reiklander NPC Abilities: Adaptable, Favoured by Cunning: +2
Fate Expertise: +1
Special Actions (NPC): Make a Stand, Mob Justice, Special Ability: Epic: Once per session, a Hero may add
Arcane Bolt, Storm Shroud, 'Come, Face Me!', Grace one success + one boon to the results pool of an action after
Under Pressure the dice are rolled.