[GUIDE] Leading session for Team of Chaos

By BurnMaster, in WFRP Gamemasters

Hi, I would like to know from you, dear veterans of the old hammer, how to carry out sessions for players who have decided to serve the dark gods. Mainly I'm talking about the connection Core book 2nd edition and the Book of Warpstone. Let's say that I have in the team: Norsmen-Gladiator, Sorcerer, and rogue. The whole team decided to develop their characters so that in the end slowly enter the path of Chaos and mutate your body, etc. Mainly I'm talking about

- How to make sense of these characters to the world? Where are they to start? In Kislev on the border with the northern barbarians mountains or maybe in the lands near the Mideenhaimu? Some suggested the campaign for such players who are Chaos. Say how to link them with cults such as "Crimson Skull"?

- How to mix killing and raids with intrigue ?

- The most important campaigns. Suggested campaigns that feel dark conspiracy and intrigue deities. Any suggested fan campaign or meaby normall modifed compaign ?

- A common theme for the players, especially when everyone else wanted to be a cultist god. How to campaign for the player, how to direct the fate of the players to jointly acquire power, but also the respect of the gods?

( I mean how to lead the team of chaos who serve another gods ? How to connect them ? We all know that Khorne and Slanesh is simply impossible, but what with team Khorne + Tzeentch + Nurgle or Khorne + Nurgle or Slanesh + Tzeentch ? ).

*Tzeentch and Nurgle are hate each other but they dont order they servers to kill each other. So simply they can co-op. Or meaby not ? Are you have any suggestions ?

*Khorne and Tzeentch. The Cult of the Crimson skull are deadly warriors who don't raids for fun and informing all Imperium HEY ! WE ARE HERE ! COME TO KILL US WITCH HUNTERS ! These are warriors who planing and then killing. Tzeentch are not only magic. Those are too warriors who planning and changing the fate of the others.

And much, much more, needs advice, details and information about this as I forgot to mention.

Yours.

I believe the MMO guide would be your best for this. It's got the "Kill 100 bunnies and peasants" types of scenarios. My copy is missing the Knight of Myrmida and I think something from the chaos side, but that's really your best option from what I've seen. The ToC in 2e had some background as well.

jh

I don't care about MMO, I am interested to know "How to lead the session for guys who want to play as a Chaos". If you don't know what i mean that look on the Black Crusade. Its similar. Also my appologize i wrong wrote on the text. I had mean - HOW TO MIX 2ed core book with Tome of Corruption.

I've thought about running chaos campaigns more than once and talked it over with several gamer friends and in a few short points I'll share the ideas has arisen several times and seems to be well liked by all:

  • Set it in the empire. Preferably in a large city.
  • Try to have the players decide on one god and worship that one.
  • Remember that chaos cults often work against each other, even if two cults are worshiping the same god it doesn't mean they get along (just look at the real world). There could be lots of intrigue, spying, assassinating etc. between cults.
  • Add some witch hunters to the mix. Preferebly one influencial witch hunter and his group can be used as a nemesis to the player group.
  • Add their "day jobs" to the mix, when not being cultists doing rituals in the basement, what do they do to earn their living? This could add "normal" adventuring (with a touch of chaos), depending on their careers.
  • Make the characters among the lowest in the cult to begin with, not knowing their leaders or why they are ordered do certain things. Sometimes they might get assignments that doesn't make sense at all (if they follow Tzeentch, this is especially appropriate), but their actions should have ramifications in the long run and serve their gods grand scheme. Make them work to earn a rise in rank within their cult.

In this way you get a campaign that doesn't just center around raiding, killing, murdering etc. While that can be fun (and certainly the characters could be sent to wipe out a village and kill indiscriminately), it would probably grow boring after a while if that is the sole focus.

Thx k7e9 for the respond, I appreciate that. So I goes that there is no other way to mix the cults to work each other. They must work for the one cult and serve one good .Ok…hmm…anyway, the topic is still open, so if someone have any some ideas, then write here gui%C3%B1o.gif

When I was playing warhammer fantasy battles I remember that there was the possibility to have an army which was not dedicated to any particular god. May be you can pull a bit more this idea by looking in the different chaos army books.

Additionally, Archaon use to have something called the united chaos mark or so.

I think that there should be a way to put followers of different gods together if the threat or enemy is important enough. If I have some time I will undust my army books to read a bit more about it.

Cheers,

Yepes

And when you find something interest, write here gui%C3%B1o.gif

k7e9 said:

I've thought about running chaos campaigns more than once and talked it over with several gamer friends and in a few short points I'll share the ideas has arisen several times and seems to be well liked by all:

  • Set it in the empire. Preferably in a large city.
  • Try to have the players decide on one god and worship that one.
  • Remember that chaos cults often work against each other, even if two cults are worshiping the same god it doesn't mean they get along (just look at the real world). There could be lots of intrigue, spying, assassinating etc. between cults.
  • Add some witch hunters to the mix. Preferebly one influencial witch hunter and his group can be used as a nemesis to the player group.
  • Add their "day jobs" to the mix, when not being cultists doing rituals in the basement, what do they do to earn their living? This could add "normal" adventuring (with a touch of chaos), depending on their careers.
  • Make the characters among the lowest in the cult to begin with, not knowing their leaders or why they are ordered do certain things. Sometimes they might get assignments that doesn't make sense at all (if they follow Tzeentch, this is especially appropriate), but their actions should have ramifications in the long run and serve their gods grand scheme. Make them work to earn a rise in rank within their cult.

In this way you get a campaign that doesn't just center around raiding, killing, murdering etc. While that can be fun (and certainly the characters could be sent to wipe out a village and kill indiscriminately), it would probably grow boring after a while if that is the sole focus.

Great ideas :)

I believe that if I run a campaign with chaos worshippers as PC's I'd "force" them to worship the same god (probably Tzeenech or Nurgle, my favourites by far). I'd feel that worshipping one god would enable the characters to learning about that particular chaos god and probably roleplay their cult activities better.

However it could be equally interesting to have a cult of worshippers that worship different gods. That would be 'different' compared to other chaos cults and might well be declared a heresy among heretics. It might inspire envy, spite and/or hate from other cults and they might well want to whipe the cult out for that reason alone and it might lead to many interesting encounters.

I think they key to making a mixed-god cult work is to emphasise the general chaotic nature of chaos. So the cult should be dedicated to a chaotic pantheon / chaos in general, rather than one God. Most Imperial humans worship a pantheon of Gods, some of whom aren't best budies. Chaos worshipers - particularly at a lower level - can also believe in a pantheon.

Remember that knowledge of chaos is suppressed, and so quite limited. The first thing a cult member might learn about the chaos Gods, other than that they exist, is that there is a ritual they can particpate in, or a group they can join / take orders from. The power they are given in return is likely to be mundane - at least at first: money, support, a favour, backup in a fight, etc. Only once they'd spent some time getting immersed in the pantheon would they come to understand just why and how much Khorne and Slaanesh hate each other, etc.

For the cult leaders, having a mixture of skills would be very useful, so if they could manage their followers - perhaps by keeping them separate from each other (or even in ignorance of each other) - they could deploy their Khorne- worshiping footpads in street battles, while their sorcerors conjure stuff behind the scenes. if the two groups are aware of each other, they can both believe they're the 'main' group: the foot soldiers think they're winning the war from the front, while the magicians think they are manipulating the foot soldiers.

Remember that a big part of the motivation of many Chaos followers is selfishness and self-interest. Even if a cult leader does lean towards one of the chaos Gods, he's not necessarily going to want to get rid of cultists that worship another one - as long as they're still useful to him.

This could make for quite an interesting story actually, as a group of friends/companions (who could complete several adventures before gaining marks of chaos) become more powerful within the 'undivided' cult, and as they specialise and get more direct power from their godly backers gradually find that their goals and methods no longer compliment each other. In fact, they find that more and more they're getting in each other's way…

You are really helping me to find the answers what i nead :) Thx very much.

Another good place to look for chaos or evil themed adventures is Fire Mountain Games. Granted, these adventures are for the Pathfinder RPG but I'm sure they would hold lots of good ideas and themes for a Warhammer style of game as well. I'm referring to the Way of the Wicked adventure path.

http://www.firemountaingames.com/products.html

In a nutshell, the players begin the campaign wrongfully (or rightfully) imprisoned for various crimes and are facing execution. They are contacted by a mysterious elf woman who visits them in prison and helps them escape in exchange for their services in getting revenge against the nation that imprisoned them. The characters then go on a slew of missions for their new evil benefactor to aid in the invasion of the good nation by an army of bugbears and orcs, aid in the summoning of a powerful demon during a year long ritual where they have to defend their evil hideout from the good guys, and then work to overthrow the king of the good nation and at the same time, have the choice of betraying their current evil master and taking his place.

You'd have to convert a lot of it over to Warhammer obviously, but when you look at it through the lens of chaos lords = evil gods and good paladins and clerics = sigmar cultists it doesn't look like that much work.