Night of the Blood Session Zero 

Since I’ve left Star Wars D6 with Roy and Luca to rest for a while, my next attempt at solo roleplaying will be in the Warhammer Fantasy world, the Night of the Blood pre-written adventure module.

I’ve chosen this as, I like the Warhammer setting (played the wargame back in the day), and I want to take a hack at a prewritten module to see how it will play out.
I was inspired for this by /u/Classictoy ‘s attempt of the same module with Mythic GME.

One thing I’ve learned from previous attempts, is that I need to take my sweet time, and prepare prior to starting an adventure. So I had to prepare my custom Oracle, the homebrew D6 system, and the characters.

Custom Oracle

To run the prewritten module, I will be using a modified version of MUNE, with the aim of delivering a result similar to what /u/Classictoy did with the Mythic GME.

For each scene I will be asking the question to the MUNE Oracle: Is the scene as written?
Yes, and: Increase Intervention count by 1, next question for scene stability will be more Likely
Yes: No change
Yes, but: Next question for scene stability will be less Likely
No, but: Roll 1d4 on TWENE
No: Roll 1d8 on TWENE
No, and: Roll 1d10 on TWENE

Beforehand, I will choose a likelihood for each scene based on what I feel like.

Homebrew D6 System

As with my Starwars D6 Legends system, I will be using the same success/failure system.
Wild dies will explode on 6, and have a mishap on 1. On mishap you reroll. If it’s a 6 you get a complication, otherwise it’s a penalty (-1 success).
Regular and wild die succeed on a roll of 3+.

+1 pip die succeeds on a roll of 6, and +2 pip die succeeds on a roll of 5+. I am also thinking of introducing a +3 pip die in the future. Food for thought.

Since I didn’t like how combat was bland at times in my Star Wars D6, inspired by Mythras and the D6 System GM’s Guide, I will be using the following rules for flavoring the combat system with effects.

The Module

I will be using the difficulties as described in the module, and converting the NPC stats on-the-fly. In general each 10% in Warhammer NPC stats I will translate to 1D in game. But this is just a rule of thumb for unaltered scenes.


Similar to how ranged weapons have a range, melee weapons have a reach.
Close (0m): Unarmed, Knife, Dagger
Medium (1m): 1-H
Long (2m): Polearms, Spears, 2-H

Roll Initiative

Character with highest initiative acts first. If joining melee combat, between the two combatants, deduct reach from initiative.

Example: Joe has a knife (reach 0) and rolls two successes at initiative. He acts first. He decides to attack Jim who holds a rifle with a bayonet at the end (reach 2) and rolled one success at initiative. Jim attacks first because of the longer reach.
Combatants now are at Long reach.

Each reach level difference incurs a -1D penalty to hit rolls.

Example: Jim attacks at his normal skill, but Joe will attack at -2D because of the Long range.

As per normal D6 rules the defender can dodge or parry/block or use his passive defense (weapon TN).
For each SL, the attacker or defender in case of an active defense can choose a combat effect.

Combat effects

  • Close/Open Range (each SL modifies reach by one)
  • Increase Damage (each SL adds 1D damage)
  • Called Shot (each SL can move hit location by one)

Example: Jim rolled 2 successes on his attack, and Joe parried with 4 successes. Joe uses his two successes to close the reach to 0. Now it is Joe who has the upper hand. He attacks with 3 successes against Jim’s passive TN of 1. Now he chooses increase damage for 2D extra damage.

Hit Locations

I will be using Star Wars D6 Hit Locations:

  • 1: Head
  • 2-3: Torso
  • 4: Reroll: 1-3 Left Arm, 4-6 Right Arm
  • 5: Left Leg
  • 6: Right Leg


The shield adds its defense bonus to the block roll (melee combat) if actively defending and depending on the size (Buckler/Round/Tower) to the armor rating of the respective areas if passively defending (Hit locations: Left Arm/Left Arm, Torso(3)/Left Arm, Torso(3), Left Leg).

Inspired by MiniSix barebones, I will use 4 attributes. Strength, Dexterity, Perception and Intellect. OpenD6 Fantasy Skills will be divided among them. I will be using the Star Wars D6 skill names over others, to accommodate a harmonized approach between my plays (e.g. Stealh or Move Silently will be Sneak skill).

StrengthBrawn, Toughness, Constitutionlifting, running, stamina, swimming
DexterityAgility, Coordination, Reflexesacrobatics, brawling, climbing, contortion, dodge, jumping, melee combat, stealth, lockpicking, marksmanship, drive, pickpocketing
PerceptionAccumen, Initiative, Charismadisguise, gambling, hide, investigation, riding, search, streetwise, survival, tracking, animal handling, con, charm, command, persuasion, gossip, bargain
IntellectIntelligence, Willpowercultures, devices, healing, navigation, reading/writing, scholar, speaking, trading, traps, intimidation, mettle, common knowledge

Character Generation

My characters will divide 12D between the attributes and also will have 7D in skills with a maximum of 2D per skill.

I will be using a Warhammer chargen and interpret the skills to the D6 system. If a character doesn’t have the skill, they suffer an increase in difficulty by 1 TN.

Talents will be giving a +1D bonus to respective actions. E.g. Very Strong will give +1D to lifting, Resistance to Poisons +1D when resisting poison effects, Sling Specialization +1D when using a sling, etc. I may have to make a call at the time of playing because I don’t want to spend my session zero devising a complete rulebook.

I will be using Description and Motivations from UNE. I will be using BOLD for character backstories. Also I will be using Demeanors from Septimus.

I decided on a simple story. One of the characters will be a noble lady, accompanied by her bodyguard and her servant, on her travel to a castle where the local prince has invited her to the ball. The details of each character will be randomized. In addition I will add a completely random career character, who just happened to be on the road alongside them, when the Night of the blood scenario begins. I wanted to give the characters a reason to be travelling together. Also I did not want them to be all combat-ready, something to give a bit of a story to the module.

Without further ado, here are the four characters:


NameEvie Vogel
Age20 yo
EyesPale Grey, Almond shaped
SignThe gloaming star
BirthplaceWissenland, Poor village
Melee combat4D
Common Knowledge(Empire)4D+2
  • Etiquette
  • Savvy
  • Resistance to Magic
  • Public Speaking
  • Coolheaded
  • Schemer

Inventory: Fine clothing, riding horse, short sword, jewelry, gold.

Demeanor: Traditional
UNE: lazy activist, offend the wealth
BOLD: pleasant deputies overcome by scarce-used ability

Evie is the daughter of Baron Vogel. She is traditional and doesn’t want radical changes, and has taken it upon herself to see that the wealthy merchants are taxed heavily and the taxes are given to the nobility. She’d prefer if someone else would help her on this task though.
To that end, she wants to charm the neighboring prince into marriage and she has left the estate with her bodyguard Rudiger and her servant Gustav to go to the castle where she was invited.
On the way they were stopped by some friendly roadwardens who, seeing her wealth, required tolls to be payed. Using her knowledge of the law she reminded them that only the toll collector had the authority to collect tolls and they should be careful lest they be mistaken for brigands preying on hapless travellers.


NameGustav Dickopf
Age19 yo
Weight75 kg
SignThe greased goat
BirthplaceNordland, Small settlement
Melee combat3D
Common Knowledge(Empire)4D
  • Ambidextrous
  • Coolheaded
  • Acute hearing
  • Hardy
  • Very Resilient

Inventory: Fine clothing, hatchet, knife, cooking supplies, mule.

Demeanor: Flamboyant
UNE: obnoxious fortune-hunter, convey opulence
BOLD: lethargic traitor overcome by strong attribute

Gustavo is Evie’s servant. Despite his low status he is flamboyant, and tries to siphon off wealth from Evie to show off. He wears expensive clothing and behaves as someone above his class. Evie likes him so she tolerates it, but others are not so disposed. He passes of to his peers as an obnoxious fortune-hunter, which actually he is.
When the estate cook started gossiping about Gustav, he managed to find him sleeping on more than one occasion and convinced Evie to demote him to stable boy. Gustav is escorting Evie to the castle where she was invited by the prince.


NameRudiger Dirnbach
Age37 yo
Weight69 kg
EyesPale Grey
SignGnuthus the Ox
BirthplaceMiddenland, Hovel
MarksSeamed face
Melee combat5D
Common Knowledge(Empire)3D
  • Very Strong
  • Lightning Reflexes
  • Parrying Specialist
  • Throwing Specialist
  • Street fighting
  • Strike to Stun
  • Quick draw
  • Very Resilient

Inventory: Sword, Shield, Chain hauberk.

Demeanor: Hardboiled
UNE: addicted judge, spoil the oppressed
BOLD: deceiving labor overcome by on accident

Rudiger is an old soldier who was appointed as a guard to the baron’s estate. As Evie grew, the baron appointed Rudiger to be her personal bodyguard.
Rudiger is a veteran of many battles, and little that he sees shakes him. He has seen orcs, goblins and the occasional bandit. He believes firmly in the order of things and that the poor are supposed to stay poor and support the nobility.
When he was younger, he was once deceived by an agitator to fight for ‘the cause’ and free the peasants from their lords rule. When, by mistake he came upon the peasant leaders divulging in their loot, he killed them all and left. He decided never to assist the traitorous peasants again and took it upon himself to punish them whenever possible. His combat skills and passion for riot control soon were noticed by the baron, who took him under his employment.
After the last peasant revolt he has taken it upon himself to root out any danger that comes from the low classes. On such events, he alone decides the fate of the prisoners.
His harsh life is not without scars though, and he has turned to be a functional alcoholic.
Currently Rudiger is escorting Evie to the castle where she is invited by the prince.


NameBianka Geissler
ProfessionRat Catcher
Age17 yo
EyesGrey blue, bloodshot
HairDark Brown
SignWymund the anchorite
BirthplaceNordland, Poor village
Melee combat5D
Common Knowledge(Empire)3D
Animal Handling
  • Very Strong
  • Savvy
  • Resistance to poison
  • Resistance to disease
  • Sling Specialization
  • Tunnel rat

Inventory: Hatchet, sling, bag of rats, rat cage, mouse traps.

Demeanor: Aggressive
UNE: reputable recluse, Record the public
BOLD: common traitor overcome by personal resources

Bianka is a young woman who has made a reputation as a rat catcher. She’s quite aggressive against the critters and doesn’t like the company of other people, keeping to herself.
She wants to beat the numbers of rats she catches in comparison to the other rat catchers.
In the last town she was in, a fellow rat catcher stole her bag of rats and sold it off as his own. She used her wits and skill and managed to catch an even larger number of rats, this fulfilling her contract.
Bianka just came upon Evie’s company and by happenstance they go in the same direction.


Wow, using UNE which is meant for NPCs to create my characters, created some people bordering on the side of evil if this was DnD. But this is Warhammer, and I absolutely enjoy the results. I am eager to see how it will play out.