Showing posts with label DriveThru RPG. Show all posts
Showing posts with label DriveThru RPG. Show all posts

09 March 2026

WFRP5 (WFRP4) - Temple of Spite (Cubicle7)


First - This is not Players Guide to Dark Elves (Druchii). This book is similar as Tribes and Tribulations (WFRP4 Sourcebook). Dark Elves are probably considered more as NPC, than something you would play. Even book has a good deal of information about Dark Elves it doesn't have different cultural skill & talents (just one generic set) or career lists or any special careers. Which is little sad.

Second - this seems to be first WFRP 5th Edition Sourcebook (before actual Core Rulebook). This is mentioned on the first page and for example the bestiary and NPC templates have a new look. But otherwise it seems very much like WFRP4, as WFRP5 should be what we have heard so far.

Cubicle7:
WFRP5 Temple of Spite

Species/Cultures: Druchii (single generic)
Careers: -
Religion: Khaine
Magic: Dark Magic
Equipment: Melee Weapons, Missile Weapons, Armour, Poisons and Potions, Chariots, Sailing Ships, Beast-Hauled Vessels
Bestiary: Cold Ones (Naggarothi), Dark Pegasi, Dark Steeds, Druchii (various), Harpies, Helldrakes, Kharibdyss, Mantigores, Sea Dragons, War Hydras

  • Chapter I - The Dark Elves: How Druchii are seen and just little about their history.
  • Chapter II - Naggaroth: Gives few details about the Naggaroth and includes nice map about "The Land of Chill". Then some information about Malerion (Malekith), their society, religion, little info about their cities. This is very quick review of the land (like mine about this sourcebook). It doesn't go to details.
  • Chapter III - The Temple of Spite: Temple of Spite is a black ark. This chapter details these massive and strange constructions. There are maps about the ark. Also it's history and voyages. Arks power, politics, personel, cults, encounters, life, events... And finally chapter also has information (and map) about the Island of Rrinnhasha.
  • Chapter IV - Bestiary: Little more details about Druchii and many ready made profiles (new style). These is also number of beasts. And you can find long lost "Mark of Slaanesh" from this chapter.
  • Chapter V - Equipment and Ships: As name says.
  • Chapter VI - Dark Magic: More details about Druchii Sorceresses. Details about Dark Magic and Soul Pacts. And then there is the Lore of Dark Magic with many spells. Finally chapter also has Gifts of Khaine.
  • Chapters VII, VIII, IX, X, XI, XII and XIII all detail various Druchii groups. There is NPC stats, their motives and goals, ideas how to use them...etc.
  • Chapter XIV - Patrons and Nemeses: Unlike chapter name says, first the chapter has rules for designing Druchii (just one page). Then we go to number of NPCs detailed.

See more information from Official Cubicle 7:

23 November 2025

WFRP4 - Sea Wardens of Cothique (Cubicle7, DriveThruRPG)


This is an interesting sourcebook, because it is the first official RPG sourcebook to detail the High Elven realm more (this continues off course the information of High Elf Players Guide). As the name says it is about The Kingdom of Cothique. Which is located in a interesting corner of the Ulthuan dealing both Norse raiders and Dark Elf, but also merchants from the Old World.

Cubicle7:
WFRP4 Sea Wardens of Cothique

Species/Cultures: -
Careers: -
Religion: -
Magic: -
Equipment: -
Bestiary: Swiftfeather Roc, White Lion, Great Eagle, Kraken, Flamespyre Phoenix, Frostheart Phoenix

  • First chapter details The Kingdom of Cothique. Geography (like The Shifting Islands with special rules for navigation, the settlements), Culture, Princes, Military and Navy, Magic and Religion, and The Cults. Also a small map about Cothique and neighboring kingdoms.
  • Second chapter details the Port City of Tor Koruali. History, Politics, Intrigues (Court, Cults), Law and Crime, Trade and Commerce, Districts, Council of Princes, Palaces and Mansions, Shrines and Temples, The Harbour, Monuments, Underground Grottos and then the detailed information about number of persons. Also a map of Tor Koruali.
  • Third Chapter details A Poisonous Plot.
  • Fourth Chapter: Charioteering. More detailed information, speed, attacks, wheel scythes, combat maneuvers...etc.
  • Fifth Chapter: Wild Beasts of Ulthuan.
  • Sixth Chapter: Intrigue and Adventure. Many pages of interesting ideas for various intrigues and adventures.

See more information from Official Cubicle 7:

TOW RPG: The Old World Roleplaying Game - Gamemaster's Guide (Cubicle7, DriveThruRPG)


This is my little review of Cubicle7 new The Old World Roleplaying Game - Gamemaster's Guide, Grim and Glorious Adventures in The World of Legend. The second book of a new Warhammer RPG based on the WFB with same name. Shortly - it has number of chapters to give ideas and rules for gamemasters and the bestiary. Not bad package, but I would have rather moved some amount of the Talagaad information (which are examples off course) to own sourcebook about Talagaad and maybe added little more specific general rules for various things that players might need or face.

But, let's go Chapter by Chapter:

- Introduction -
This is introduction of The Port of Talagaad, which is the starting point of adventures presented in the Core Rulebooks. Description of the rulers, law, different areas, some places, and groups and persons.

There is also number of adventure ideas.

- Contacts -
This continues information about the Talagaad. There is a large number of different persons with interesting information. These NPCs could be patrons, sources of information, starting points of adventures... anything.

- Being the Gamemaster -
As the header says chapter gives ideas and rules to create campaigns & adventures, NPCs, (dark) threads, handling downtime, character creation, social encounters, magic, combat, how to use the rules...etc. Pretty basic "how to use rules" stuff.

- Events in Talagaad -
And back to the Talagaad and what you can do there. This chapter connects skills, random events and contacts found from the city.

- Corruption -
Whispers of Chaos. Chaos is everywhere. You got the normal rules: Exposure and different steps to damnation (Tarnished, Tainted, Damned). This means also mutations. There are interesting categories of different types of exposure and preferred victims and then how they change.

- Magic Items -
Well as header says. Always good extra.

- Allies & Antagonists -
This is off course important chapter. You could named it also as Bestiary. There is a huge number of different stats: Normal folk (peasants, criminals, nobles, soldiers, priests, Ogres, Halflings, Dwarfs, Elfs, witch hunters, magic-users...), common animals, beasts, Beastmen, Orcs & Goblins, undead, trolls, giants, dragons... Pretty much all the familiar ones, but not everything you can find from the Warhammer world (like Skaven).

And that's it.

See more information from Official Cubicle 7:

27 June 2025

TOW RPG: The Old World Roleplaying Game - Player's Guide Review (Cubicle7, DriveThruRPG)


Cubicle7 has now published The Old World Roleplaying Game - Player's Guide, Grim and Glorious Adventures in The World of Legend. New Warhammer RPG based on the WFB with same name. Setting is few hundred years before the "default" time (and Storm of Chaos and The End Times...). So, here's my little review about the first book.

TOW RPG doesn't use the WFRP4 system. It's game mechanics are more lighter version (more about that later). I haven't player AoS for example, so I don't know if this system is actually similar or same as some other Cubicle7 games.

So, what we have here. Let's go Chapter by Chapter:

- Character Creation -
Origin. This means species AND cultures. We have all the standard ones: Human, Elf, Halfling, and Dwarf. And starting species gives you starting Characteristics. Actually there are more Origins as different cultures are counted as different Origins and here we have rules for both The Empire Humans and Bretonnian Humans, yet they have same starting Characteristics. But, later more about differences between Bretonnians and The Empire folk.

Characteristics (and Skills). There are eight familiar Characteristics: Weapon Skill, Ballistic Skill, Strength, Toughness, Initiative, Agility, Reason, and Fellowship. But, also Fate is part of the starting Characteristics. Starting Characteristics range from two to four and you get few bonuses. Maximum range from five to seven. So, Halflings can be stronger than Humans... Each Characteristic has only TWO Skills. So, this is one of the "lighter" rules - Skill amount is VERY LIMITED, everything doesn't have it's own skill.

Origins #2: Each Origin (this means both Bretonnians and The Empire folk, which have different sets) get their own random Talent, starting Skill level and couple of Skill bonuses, Lores. Pretty familiar from the WFRP4 (or other editions). There doesn't seem to be Size system anymore, but Halfling for example will get Short Size Talent.

Careers: There is 30 Careers to start with. Some special Careers, just for certain Origins. Familiar Careers from any edition. Each have familiar status (brass, silver, gold), Origin requirements, Favored Characteristics, Skill Bonuses, Lores you get, and then Trappings, Assets and Contacts. Each Career also has own Special Talent(s).

Contacts. Well, these could be called Patrons too.

I won't go to details about advancement and minor rules here.

- Abilities -
This chapter details more about Characteristics, Skills, Talents and Lores. Well, I dont go to Characteristics or few skills and their descriptions here, but Talent section is interesting and worth mentioning. But, for skills see also Endeavours.

Talents section has nice amount of Talents to boost and modify your Character unique way. There is a new system here were you can buy basically any Talent you want, if you meet the Requirements it has (and have enought XP to buy). This gives interesting possibilities to modify ANY Career. Like in the other editions, Talents give various different bonuses to tests, magic, miracles...etc.

Lores are also another interesting and long list of options. These also provide bonuses to any related tests. There are number of Lore types: Academic, Cultural, Environment, Magic, and Trade.

- Equipment -
Simple purchases. You just have certain amount of coins and you can buy few things that are available for your status (brass, silver, gold)... Simple, but maybe little too simple for my taste. Matter of opionion. Also, there isn't really encumbrance system any more.

Weapons. Both Melee and Ranged (and Throwing) weapons feature all the familiar ones, with couple of stats, including Traits. Traits give different types of weaponry more unique features.

Clothing & Armour. Very simple and similar style as Weapons. Traits give various other bonuses or penalties.

Then there are tools, services, food & lodging, transportation, animals & vehicles... and so on.

- Rules -
Well, system is simple. As mentioned before on some articles, Charactistic is the dice pool (d10) and Skill level is your possiblity to succeed. And then you probably have some bonuses or penalties. Finally number of successes give you better result, similar to WFRP4 SL. There are rules about Opposed Test and Exacting Tests.

Fate is as it has been always. I won't go more details about that.

Combat seems fast based and simple. But, I haven't tried this one yet, so I don't really have more experience how it works. There is also ability called Speed and some amount of various options.

Then rules about Wounds, Conditions, Mounted Combat, Vehicle Combat... Rules also cover investigations, exploration, and social encounters.

- Between Adventures -
Endeavours. This is similar system that WFRP4 presetend also. But, there is a little twist here. Skills are increased with Endeavours, not with XP!

- Religion & Belief -
Description about the cults, requirements, strictures, Prayers and Miracles. Only three Prayers.

- Magic in the Old World -
Magic is little different at this point of Warhammer timeline. Colleges are not formed yet. It seems that these more "hedge" type of magic-users use number of Winds to create their magic, not just one. But how is this different after Colleges is not really explained. Like is this "hedge" or "Wild" magic more unstable (miscast), less powerful...etc.

Lores include familiar ones from WFRP1: Battle, Elementalism, Illusion and Necromancy. Each have number of Spells and interesting "Improvised" table, which gives even more custom powered effects depending on casters experience. Casting uses Willpower (Note! This is Skill now) Test and depending on difficulty of the Spell needs certain amount of successes. Similar to WFRP4 Channelling, but more simple again.

- Old World -
Well, chapter about the current timeline and whats going on.

See more information from Official Cubicle 7:

21 May 2025

WFRP4 - Lords of Stone and Steel Review (Cubicle7, DriveThruRPG)


Finally I had time to check out the second book about the Dwarfs. Not as large as the first one, but still nice package of information. Compination of these two sourcebooks is a mighty source about the Dwarfs. Where the first ones focuses more about Dwarf Characters and their religion, weapons and runes, this one details their world. I added review about the first one here too.

Cubicle7:
WFRP4 Lords of Stone and Steel

Species/Cultures: -
Careers: -
Religion: -
Magic: -
Equipment: -
Bestiary: Gorger, Magma Dragon, Rogue Idol of Gork (or Mork), various Skaven

  • Karaz Ankor - The ancient empire of the Dwarfs. Chapter details their realms: Rulers, Elders, holds (on each mountain range), map of the Dwarf Empire, Norsca holds, lost holds, gazetteer...
  • Karak Norn. Details, maps, personel... All about the hold, its surroundings, the Underdeep.
  • Adventuring Underground. Number of rules about adventuring in the underground realms.
  • Various random events that can be used between adventures, and then new endeavrours.
  • The Dwarf-Focused Campaign ideas. There are good ideas about campaings, The Underway, The Empire, Grudges, Oaths, Slayers (including Wards of Grimnir).
  • Skaven. Old nemesis of the Dwarfs. If you have Dwarfs, you got to have vermin too...
  • Book also has number of famous personel with detailed information, that can be used as patrons. My favorites are off course WFRP4 version of Gotrek Gurnisson and Felix Jaegar, with their famous weaponry.

WFRP4 Dwarf Player's Guide

Species/Cultures: All the major holds, Norse Dwarfs, Imperial Dwarfs
Careers: Brewer, Doom Priest, Forge Priest, Hearth Priest, Hammerer, Ironbreaker (this one superseded the one published before), Karak Ranger (this one superseded the one published before), Runescribe, Runesmith and Thane
Religion: Grungni, Valaya, Grimnir, Gazul, Smednir, Thungni, Morgrim
Magic: Runesmithing
Equipment: Dwarf melee weapons (including Engineering weapons), Dwarf ranged weapons, Dwarf Armour (Gromril), various equipment, heirlooms, Dwarf siege weapons, weapon installations, steamcraft, skycraft, watercraft (including rules about torpedo), Runic weapons
Bestiary: -

  • Book starts with history and timeline. Timeline is not the one we had on Dwarfs - Stone and Steel (WFRP1 sourcebook). It is the new official one, that was on Warhammer Fantasy Battle.
  • Some information about their realms (Karaz Ankor), life, politics, even about Norse Dwarfs.
  • Then the actual Dwarfs. From beards to clans to Grudges to Dwarf diet.
  • Dwarf characters and careers. This is always interesting. Names, places of origin, about Khazalid… etc. Then we finally get to Skills and Talents based on your origin. Not every hold or place is given here, but most. And then careers. Some of the careers from the Core Rulebook are modified to be better suitable for Dwarfs. Interesting way to handle them changing more or less the original career and giving options. There is even options for the Slayer Career. And then new careers.
  • Priests are back. WFRP1 they had powers, WFRP2 they didn’t. Warhammer Online presented strange Rune Priest... And now we have Rune Priests. They have limited Runes, which is interesting twist.
  • New Skills and large number of new Talents.
  • Grudges.
  • Runesmithing, famous Rune weapons, and nice list of various Runes (finally). Runes are divided to familiar categories (weapon, armour…etc.) and there are normal Runes and master Runes (no Levels on Runes). But where are the temporary Runes?! They are mentioned multiple times, but no rules. Temporary Runes would be good ability for the both Priests and Runesmiths now. Well, easy fix. Just make each SL test about 10 minutes long (not week). And can only be used once.
  • And then information about all the Ancestor Gods.

See more information from Official Cubicle 7:

22 March 2025

WFRP4 - High Elf Players Guide Review (Cubicle7, DriveThruRPG)


A Comprehensive Guide To The Asur Of Ulthuan. Well, this book is something that I have waited for long time (through all the versions). Finally we have both Dwarf sourcebook and High Elf sourcebook. Still, there is plenty more material on Warhammer World. One thing comes to mind - Is there going to be second book about the land? I really wanted more rules and information about the Dragons too...

Cubicle7:
WFRP4 High Elf Players Guide

Species/Cultures: High Elven from the Inner- and Outer Kingdoms, Sea Elf
Careers: Sea Guard, Swordmaster, Shadow Warrior, Merchant Adventurer, Aestheticist, Mage, Smith-Priest of Vaul, Storm Weaver, Loremaster of Hoeth
Religion: The Pantheonic Mandala (Cadai, Cytharai), The Pleasure Cults, Cults of Khaine
Magic: Petty, Elven Arcane, and High Magic
Equipment: Elven Weapons, Elven Armour (Dragon, Ithilmar, White Lion Hide), Herbs, Enchanted Items, Naval Ships
Bestiary: -

  • A lot of history and information about Asur. Well, they are elder species and been around. Uprising, some information about the kingdoms, rulers, mages, kinstrife, outposts...
  • Familiar map about the Ulthuan.
  • Information playing High Elf. New rules, like Yenlui tracking (this is interesting and very Elven thing), Obsessions, Dreams, Elders of Asur, Blood of Aenarion...
  • High Elven careers give nice extra rules. Like Martial Art talent (this is really nice idea) and Sword-Dancing.
  • And finally Intrigues chapter gives interesting new ideas and rules to play little game of thrones...

See more information from Official Cubicle 7:

WFRP4 - Deft Steps Light Fingers Review (Cubicle7, DriveThruRPG)


Well, I think it is about time to get updates on my site. Been little quiet, but I'm always working on something. And finally ordered the newest books and decided to give my little preview about the books using new format (below). So, here goes...

A Grim and Perilous guide for rogues, rascals, rangers, and rovers is interesting compination about ranger and rogue stuff. They actually go pretty nicely together to same pages. From various rogues to outlaws to bountyhunting to ranger-stuff.

Cubicle7:
WFRP4 Deft Steps Light Fingers

Species/Cultures: -
Careers: Thief-Priest (Ranald), Gambler-Priest (Ranald), Liberator-Priest (Ranald), Forger, Ranger-Priest of Taal, Muleskinner, Gamekeeper, Poacher
Religion: The Cult of Ranald, The Cult of Taal
Magic: -
Equipment: Various Thiefs Tools
Bestiary: Hounds, Hawks

  • The Cult of Ranald is chapter detailing cults aspects and different priest-types, and miracles. Very interesting take on Ranald religion.
  • Burglary, Chincanery, and Fraud expands nicely different rogue-types and their business, endeavours, tools, encounters...
  • Criminal Contact, like header says, gives details for various different rogue-types you may encounter.
  • Organised Crime goes little more deeper running a various gangs.
  • The Cult of Taal goes deeply to the Taal religion. Also detailing various other Taalite career options.
  • Laws, Outlaws, and Bounty Hunters details law and what happens when you break it (and possibly get caught) - crimes and degress of punishment. Outlaw life and Bountyhunter life.
  • Pathfinding details land travel (in wilderness). Huge amount of good stuff here for wilderness adventures.
  • Hunter and Hunted continues wilderness travels giving details about hunting.

See more information from Official Cubicle 7:

29 October 2024

WFRP4 - Dwarfs Player's Guide Review (Cubicle7, DriveThruRPG)


The Dwarfs are back! We already got sourcebook about Orcs and Goblins, so it was about time to get (updated) WFRP4 sourcebook about the Dwarfs. And with that we are finally getting sourcebooks about species. Next the Elves I think? Well, let's leave Elves and check out the Dwarfs now.

Cubicle7:
WFRP4 Dwarf Player's Guide

What we have here:
- First - Graphics are just amazing. Like usually. Some old pictures, some new ones.
- Book starts with history and timeline. Timeline is not the one we had on Dwarfs - Stone and Steel (WFRP1 sourcebook). It is the new official one, that was on Warhammer Fantasy Battle.
- Information about their realms (Karaz Ankor), life, politics, even about Norse Dwarfs.
- Then the actual Dwarfs. From beards to clans to Grudges to Dwarf diet.
- Dwarf characters and careers. This is always interesting. Names, places of origin, about Khazalid… etc. Then we finally get to Skills and Talents based on your origin. Not every hold or place is given here, but most of the major ones. And then careers.
- Careers: Some of the careers from the Core Rulebook are modified to be better suitable for Dwarfs. Interesting way to handle them changing more or less the original career and giving options. There is even options for the Slayer Career. And then the NEW careers: Brewer, Doom Priest, Forge Priest, Hearth Priest, Hammerer, Ironbreaker (this one superseded the one published before), Karak Ranger (this one superseded the one published before), Runescribe, Runesmith and Thane.
- Priests are back. WFRP1 they had powers, WFRP2 they didn’t. Warhammer Online presented strange Rune Priest... And now we have Rune Priests. They have limited Runes, which is interesting twist.
- New Skills and large number of new Talents.
- Grudges.
- Weapons, Armour, Tools, Artillery, Steamcraft, Skycraft, Watercraft.
- Runesmithing, famous Rune weapons, and nice list of various Runes (finally). Runes are divided to familiar categories (weapon, armour…etc.) and there are normal Runes and master Runes (no Levels on Runes). But where are the temporary Runes?! They are mentioned multiple times, but no rules. Temporary Runes would be good ability for the both Priests and Runesmiths now. Well, easy fix. Just make each SL test about 10 minutes long (not week). And can only be used once.
- And then information about all the Ancestor Gods.

Every chapter has huge number of details and good information, so I don’t even try to list everything here. Great book.

See more information from Official Cubicle 7:

04 February 2024

WFRP4 - tribes and Tribulations Review (Cubicle7, DriveThruRPG)


Aaa... New Year, new Warhammer books. Cubicle7 is publishing Tribes and Tribulations - A Guide to Brutal Warlords, Warbands, and Monsters, which is actually sourcebook about Greenskins. Interesting choise, but not bad one. Something some of us have been creating ourselves too... Cubicle 7 has also published various information and rules about Greenskins in many of their books already. This just collects all of that and much more together.

Book has basic knowledge and stats for all the Greenskin tribes: Goblins (Normal, Gnoblars, Forest, Night), Orcs (Normal, Savage), Black Orcs, Hobgoblins, Snotlings. With templates of various types/careers (and experience levels) for the Greenskins. From these you can easily and fast make any type of Greenskins. This template system has been presented on their other products too. Works.

Besides stats, you get Greenskin names, stats for their mounts, information about Ogres (we already had those) and Trolls (with various options and sub-species - Entire chapter), six different Greenskin tribes/bands with detailed information, Waaagh! Magic (Little and Big), Greenskin nemeses ideas, and various general information.

This is good sourcebook, again. But, there are also things that book is missing:
- One thing I wanted to be there, and is missing, are some rules (Trait) about Waaagh! energy. The mysterious raw collective psychic energy that fuels the Greenskin spells and unites the Greenskin tribes to violent rampage. Rules how it affects Greenskins and what bonuses it gives to them. Rules do speak of Waaagh! energy and how it works with their spellcasting, but they are still missing opportunity to use the Trait system make Greenskins even more unique.
- Book could have had more information about various mushrooms the Greenskins like to eat. I know there is information about those on other books too, but this would have been nice place to collect those...
- And is some Greenskin types/variations missing? Even those found from the previous official sources?

Maybe I'll have to check my own old Greenskin project (never finished) if it gives some ideas to expand little this sourcebook... You can find more information about the book & pdf from Cubicle 7 official site/blog (links below).

See more information from Official Cubicle 7:

20 March 2023

WFRP4 - Lustria Pre-Order Review (Cubicle7, DriveThruRPG)


And another huge rpg sourcebook (over 200 pages) from Cubicle7 finally exploring the mysterious Lustria. Realm that we know from the Lizardmen army books, old articles, WFB campaigns, and maybe from some novels. Rich and huge realm to explore and so it is. Who wouldn't want to adventure to its steaming jungles where weather, diseases, plants, animals, undead, Norse, pirates, Dark Elves, savage Greenskins, beasts, and mysterious Lizardmen all can be your doom?

- Maps of the realm.
- Lustria lands, climate, history, lore (what different species and nations know about it), ancient places of power.
- Interesting locations, including Norse colony of Skeggi, The Vampire Coast and Elf colonies.
- Temple-Cities and Tlaxtlan.
- All about the Old Ones, The Slann and the Lizardmen. Their religion, magical powers, special traits, weapons...
- High Magic. This includes rules for Elven use of High Magic too.
- Lustrian Bestiary.
- Campaign ideas to Lustria and huge amount of various rules including new Character Options, careers, events, weather, travel endeavours...
- And like always - beatiful art.

See more information from Official Cubicle 7:

16 February 2023

WFRP4 - New Official News (Cubicle7, DriveThruRPG)


Hello, hello...

New year and new Warhammer news. And no - I haven't forgot my own site, even it's been quiet. There are some official news. Cubicle7 has posted two articles on their blog.

What's Coming Up for Warhammer Fantasy Roleplay?
Well, we know (and wait very much) about the sourcebook detailing Lustria. This article is mostly on that. But, it also mentiones that Ubersreik Adventures III is coming. And new sourcebook Deft Steps, Light Fingers, which will detail more Rogues and Rangers (and things connected to those characters). Interesting.

Nordland Map - Warhammer Fantasy Roleplay: Salzenmund - City and Silver
Those that have pre-ordered the book, should hopefully have this new map updated (downloads) detailing The Grand Barony of Nordland by Simon Wileman. It is very beatiful map. Article is also interesting. Wileman tells more about the creation of the sourcebook and why he was interested to give the Nordland and Salzenmund finally own sourcebook.

See more information from Official Cubicle 7:

22 December 2022

WFRP4 - Archives of the Empire Volume III Review (Cubicle7, DriveThruRPG)


Cubicle7 new book is third Archives of the Empire. Like previous ones, it is package of different articles, rules (or advanced rules), careers and other information. These are always interesting and expand the rules we have. They are not tied to region or anything else and this way you can add any rules in to one package. To find some specific rule from various sourcebooks might eventually get little difficult... But, these are still good rulebooks. So, what we have now:

- Legitimate Business Enterprises. This is interesting article with rules. If characters want to start some type of enterprise (there are many different examples here) you got number of rules how that might work (or not work). Basically earn money from something else than adventuring, or during the time periods between. Besides general rules, each enterprise type has it's own details (and even some adventure hooks). And you also get few examples (with secrets).
- Expanded armour rules. You got armour fitting rules, damage rules, stealth rules, repairing rules, and finally expanded armour list.
- The Cult of Handrich, with Cult Priest career and miracles.
- The Cult of Khaine. No careers or miracles.
- The Cult of Solkan, with Cult Priest career and miracles.
- Cult of the Old Faith. No careers or miracles, but there are rules for careers and blessings found from Core Rulebook. And there are plenty of good background information.
- Hedgecraft. Good amount of information and spells.
- The Cult of Rhya, with Cult Priestess career and Miracles.
- Magical Animal Familiars. Rules and animal stats.
- Altdorf background(s) for Characters.
- Alternative Channelling rules. Each Lore has number of details.
- And then some NPC.

Besides all mentioned, there are a lot of small details and background information scattered to different articles and chapters.

See more information from Official Cubicle 7:

18 September 2022

WFRP4 - Sea of Claws Review (Cubicle7, DriveThruRPG)


Cubicle7 has done, again, a amazing sourcebook! This time it takes us to perilous waters of the Sea of Claws (and also any other seas). Sea of Claws is sourcebook about the lands surrounding the Sea of Claws, sea that lies between land of Norsca and the nations of the Old World. But, it is also sourcebook about sea travel and various rules connected to that. Personally I find it very interesting as it has alot of Norsca information. And there are also so many small details, that must be either added, or maybe little changed, on my Norsca Projects. But, more that later, when I start doings the changes...

The book is full of information. So, what we got here? Well, first there is the history. Then details about various locations on the shores of the Sea of Claws. Each location has interesting places, details, adventure hooks, personel... Besides this information there are other details (see more below). After locations, you got huge amount of rules. Below the list what you will get.

- History and current situation
- Bretonnia and the Wasteland (this includes Marienburg, Sea Magics, Elves...)
- The Ostland Coast
- The Troll Country (Throgg the Troll King, The Sarl Coast...)
- Kraka Ravnsvake (Norse Dwarf Characters, Dwarf Navy, Ungruvalk...)
- Religion
- The Skaeling Coast (information about Norse, The Skaelings, Kirkjugardur Landgskipa, Norse Characters - Bjornlings, Sarl, Skaelings, Norse Careers...)
- The Bjornling Coast (Wind Effects, Skjold...)

But, that is not all. Book also has following rules:
- The Seafarer Class (New Talents, New Careers including Sailor-Priest of Manann...)
- The Cult of Manann (with Miracles)
- The Cult of Stromfels (with Priest of Stromfels career and Miracles of Stromfels...)
- Boats and Boatbuilding (ship building rules, traits, upgrades, artillery...)
- Seafaring (manoeuvres, weather, navigation, chasing and racings, collisions, damaging boats, repairing boats, boat critical hits...)
- Sailing Larger Vessels (crew tests, morale..)
- Extended Voyages (events, endeavours at sea, maritime trade...)
- Gazetteer of Ports around the Sea of Claws
- Gazetteer of International Ports
- Bestiary (including famous personel)

+ There is a map of Sea of Claws too, but I personally recommend using my Norsca Map, which I do have to update after this. I also have very fitting Whaler Career on my WFRP4 Rules for any adventures in Sea of Claws.

Sea of Claws - Great work, great sourcebook!



See more information from Official Cubicle 7:

30 June 2022

WFRP4 - Salzenmund - City of Salt and Silver Review (Cubicle7, DriveThruRPG)


Cubicle7 has published excellent citybooks, with nice maps and huge amount of details, characters (with pictures), hooks and other ideas. First came Ubersreik (visited also on WFRP3 sourcebooks), which has expanded with various adventures. Then I think came Middenheim as part of TEW Director's Cut. Middenheim was old friend from WFRP1 and WFRP2 (and also WFRP3), but still it had new look and much more details. Then finally came book about Altdorf, which is featured on many adventures and stories (ok, there was small sourcebook about Altdorf as part of WFRP2 Paths of the Damned). But, now we finally got to unexplored territory - Salzenmund (and Nordland). And it is another excellent city sourcebook.

Salzenmund - City of Salt and Silver. Why Salzenmund? Well, why not - It connects nicely to the current events considering Civil Strife. Also, it is very intersting place as the Norland controls The Imperial Second Fleet and it is connected to the Sea of Claws (and this way everywhere). Like all the Cubicle7 books, this is full of nice art. Many pictures (and also map) about the city give nice idea about the place.

Here's some topics from the book about Salzenmund:
- History and current situation
- Rulers
- The Military
- Law
- Magic
- Religion
- Non-Humans
- City Districts detailed
- Secrets of Salzenmund...
- And many persons from the Salzenmund with details and pictures

But, that is not all. Book also has:
- Details about The Grand Barony of Nordland
- Gazetteer of Nordland
- Forests Spirits
- Mining
- Goblins
- Smuggling
- And finally Nordland Characters

And after all that, there are still even more details and information on the book. And from the TEW campaign books you will find even more information about the current political situation of Nordland.



See more information from Official Cubicle 7:

14 June 2022

WFRP4 - Winds of Magic Review (Cubicle7, DriveThruRPG)


I finally got some time to go through the new Winds of Magic (WFRP4) from Cubicle7. It was published few weeks ago (PDF version). Like previous editions versions it provides again various updated rules and information, and is also again little different than previous versions. Each and every one of them has little different focus on them detailing different aspects of magic. But, like other Cubicle7 sourcebooks, this is very good package of rules.

The focus on sourcebook is the Winds of Magic and Colleges. So, no Dark Magic here. Necromancy and Chaos probably will get some own sourcebooks one day (hopefully soon...). And also no foreign magic is given here (like Rune Magic, Kislev Ice Magic, Bretonnian Damnsels, Skaven magic, Greenskin magic...etc.) or Hedge-magic. Some of those have been detailed some amount in various other sourcebooks already published.

What does the book offer then? Well, still a lot. Here's some:
- Revised Spellcasting Rules
- New Spells and Ritual Magic Rules
- New Endeavours
- New Careers. Each Wind gets own career. Besides Wizards there are couple of other interesting careers. Also, each Wind is detailed, with various new rules.
- Magical Items.
- Magical Creatures (like Magical Constructs).
- Then different magical rules. Like environmental saturations, Storms of Magic, Leylines, Waystones, Arcane Fulcrums, Strange magical places...
- And finally number of personel, both possible allies and powerful nemeses.

Besides this sourcebook you should also check following products from Cubicle7:
- Sullasara's Spells off Unrivalled Utility (PDF). This offers additional spells for College Wizards.
- Blood and Bramble (PDF). Source for Witches and Hedgewitches.
- Archives of the Empire - Volume II (Sourcebook). It has chapter for Magical Items and Artifice.

See more information from Official Cubicle 7:

27 March 2022

WFRP4 - Up In Arms: Pre-Order Review (Cubicle7, DriveThruRPG)


Cubicle7 published PDF version of Up In Arms sourcebooks - "A grim and perilous guide for knights, mercenaries, and soldiers of all stripes." Meaning sourcebook for warrior-types.

There is some background information about military life, knightly orders, and dogs of war (mercenaries). Then you have nice set of various information and new rules for all the warriors. There is updated and clarified rules for mounted combat, a guide to Hirelings, updated siege weapon rules (including damage to structures), more pursuit rules, warrior endeavours, new and updated talents... etc. And a large number of new careers monstly for warriors, but some others too. Careers include: Archer, Greatsword, Halberdier, Handgunner, Camp Follower, Freelance, Knight of the Blazing Sun, Knight of the White Wolf, Pikeman, Priest of Myrmidia, and more...

But that is not all. Book also has A guide to lands of Tilea (map would be nice, but you can find it from this site too), detailed introduction to the Cult of Myrmidia, updated rules for Critical Wounds and Injuries, and very large new list of equipment and weapons. Weapons have new Qualities and Flaws, which has given possibility to create much more different weapon profiles expanding weapon list (example: Hand Weapon is now divided to various 1-h weapon types with different profiles). This is really good list, but it could have had just few more weapons...

Official Cubicle 7 News

See more information from Official Cubicle 7:

10 February 2022

WFRP4 - The Imperial Zoo Pre-Order Live! Review (Cubicle7, DriveThruRPG)


You can pre-order WFRP4 The Imperial Zoo (and you can get PDF straight away with that). To give short description The Imperial Zoo is a Bestiary or Monster Compendium of huge number of Warhammer beasts. But, it is much more too. Each bestiary entry has good description and stats that feature much more traits (new traits also) than presented on the WFRP4 Core Rulebook. Many entries also feature example creature, with name. And that is not all. Book also features stories and example characters. And even that is not all...

At the end of the book is Appendices, which feature gory riches that can be "harvested" from the creatures. It also has potions, unguents, weapons, armour and other magical items. And this is interesting - it has simple rules how to create these, including magical items. See official news below for more.

Official Cubicle 7 News - The Imperial Zoo Pre-Order Live!

See more information from Official Cubicle 7:

22 December 2021

WFRP4 - Blood and Bramble & Hirelings of the Old Wold (Cubicle7, DriveThruRPG)


Little reading for the holidays. Two new PDF releases! First one is Blood and Bramble, which details ancient Hedgecraft and dreaded Witchcraft. It has total 24 new spells expanding both very much. I like it. Few additional details and characters also. The other PDF is Hirelings of the Old World detailing four NCPs.

Besides these check also their Recap of 2021 (link below) if your missing anything.

Official Cubicle 7 News - WFRP 2 New PDF Releases!

Official Cubicle 7 News - Happy Holidays & Recap of 2021!

See more information from Official Cubicle 7:

12 December 2021

WFRP4 - Past Month News (Cubicle7, DriveThruRPG)


It's been quiet on my site for sometime now (well, since the Google Drive link changes, see more from news before). But, it's not been quiet on Cubicle7. They have published couple of waited sourcebooks.

First one is Archives of the Empire, Volume II. Personally I wanted more WFRP4 RPG information about Ogres, and we have it here. How to create Ogre character, their careers, even their magic... And huge amount of other details about them. But, the book also has other interesting chapters detailing Astrology, The Great Hospice and Mass Combat ideas. Then, what I found very interesting, there is a Chapter called A Touch of Magic - Magical Items and Artifice, which gives many details and tables about all types of magical items and their effects. With this information you can easily create magical items with interesting details. And there is even more information there you can use.

Second book is The Enemy Within Director's Cut Part V: Empire in Ruins Companion. Now, like the previous ones, this gives HUGE amount of options for your campaings, and I mean beyond TEW too. It has interesting characters (with full information and pictures), optional encounters or small adventures, great art... and new bestiary.

Official Cubicle 7 News: Empire In Ruins Companion Out Now!

Official Cubicle 7 News: Archives of the Empire 2 Now!

See more information from Official Cubicle 7:

29 September 2021

WFRP4 - Last Weeks News, This Weeks News... (Cubicle7, DriveThruRPG)


Cubicle7 last weeks biggest news is off course The Enemy Within Director's Cut Part V: Empire in Ruins pre-order and PDF. I'm not going to do review what's inside, not to spoil anything. But, even it is familiar story, it is also very much new version of The Enemy Within ending. And it connects nicely all the information we have currently with the conclusion of TEW... Or does it? I am still waiting for the Empire in Ruins Companion interested to see all the extra stuff they have there.

Besides Empire in Ruins, there is a new map also. Which covers the entire Empire (and little more too). Looks really nice, but it's not the super accurate map I was waiting to see finally, with huge amount of details and ALL the places ever invented... Could we finally get that too?

To spoil little Empire in Ruins - There are number of civil strife events going on around the Empire, that are not really covered detail in Empire in Ruins (unless more details come on Companion). And I'm little puzzled are these left for each GM to handle as they see fit... Is this the ending of the Turmoil period? Or is there more coming after TEW? Why do I think so? Well, let's move to this weeks news then.

This weeks news are Further Future Visions - Teasers what is coming. And it has really good looking picture of Salzemund (or so it says on the article). Maybe more information about Nordland and the northern situation after TEW is coming?

Official Cubicle 7 News: Empire in Ruins

Official Cubicle 7 News: The Empire Map

Official Cubicle 7 News: Further Future Visions

See more information from Official Cubicle 7: