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25 Adventurer Final avatar

B_Wiklund's page

290 posts (896 including aliases). 28 reviews. Aliases: Wyrd_Wiklund, Brendan Wiklund, Issac Vale, Jahangir.

Profile | Recent Posts | Recent Reviews


Recent posts by B_Wiklund:

Grey Maidens
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hello all, well I've come to a similar point in CoCT as the adventurers have had just about enough of creepy masked ladies in stormtrooper armour. The plague has gripped the city and they've dealt with the vamps in Wracker's Alley. Its a five person party (lvl 4). They've done some investigating by questioning family members of those that were drafted and of course found that once admitted they had never heard from them. So far they have not actually tried jumping one of the maidens as PC paranoia has played in nicely (they don't think the maidens are human). I made an off-hand reference to a training ground outside of Korvosa on the south shore across from Veldraine. The party seized this and has decided that they want to mount an expedition and scope it out. Luckily I delayed the party with Wracker's Alley until I could come up with some semblance of a plan.

So what I've brainstormed thus far is that there was an abandoned Sable Marine outpost, Valur's Eye, that has served as a lighthouse for the last century to warn ships away from the Lasting Churn (the whirlpool of Reefclaws mentioned in EoA). Ileosa w Togomor reclaimed the outpost and converted it into a secluded facility for Gray Maiden 'processing.' Togomor with his expertise has created a regiment of drugs, torture to literally break minds and then program them to design. It is a non-magical process though requires various exotic drugs such as shiver and others. This program is run by several imps and perhaps one chain devil or other baddie. Togomor might be around but obviously a confrontation with him at this point would be TPK. I wouldn't mind throwing out the name just to foreshadow him later.

The party is told of a recent inductee to the GMs that the family wants to retrieve after hearing from others what happened to their daughters/sisters. The party heads out of the city to Veldraine to meet Obed, the former lighthouse keeper who is bitter after losing his position. Obed is however under surveillance by a group of volunteer citizen's watch. The party either loses them or dispatches these toughs quietly. Obed can suggest either to smuggle themselves aboard a supply ship bound for Valur's Eye or to sneak into the compound via the sea caves that connect to the dungeons though requires going through midden heap (where there are probably bodies of failed Gray Maidens). After some exploration in the interrogation wards the party finds out a) how the GMs are 'created b)rescues the half-processed recruit. The party won't be able to shut the operation down as they're vastly outnumbered but will answer some of their questions.

So was wondering if anyone had any thoughts. Do you think this might preemptively blow up the plot of the AP?

Vikings and Vampires
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hi all. Hope you're doing well. I've had some thinking this week about the game and the simple truth is I don't feel that I have the time to continue running this. I've started my placement in the school and with rehearsals, other course obligations and real life this usually comes dead last. Also, in truth when 10 at night rolls around I don't have the energy or the inclination to sit down and write up a meaningful post. So its been grand guys but I think its best not to drag it out and upfront that I think its time to put this to bed. Again thanks for your involvement and some really grand rping (over a msg board nonetheless). I've quite enjoyed your tellings of Viking tales, poetry and songs. A lot of rich stuff and I feel bad for not continuing on with it but real life is an intrusive thing.
Have a good long weekend to my fellow Canucks. I'll be returning up North for a few days before slogging on here in the city so looking forward to having that bit of a breather. Take care and thanks again guys!

What's your favorite level range for adventuring?
Cheliax B_Wiklund,

25 Adventurer Final avatar

1) Favourite xp levels anywhere from 3 - 12.

2) Why? Lvl 3 the characters are still new heroes but no longer as fragile as 1 or 2nd level. Beyond 12th level the characters begin to feel like comic book superheroes rather than fantasy protagonists.

3) Favorite adventure: Well the original Isle of Dread or Ravenloft module. Tides of Dread from the Savage Tide warrants an honourable mention. All three are fairly non-linear in structure but showcase great settings with lots of possibilities.

Wolfhound - Russian Conan?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Heathansson wrote:
Aye, was the fighting any good?

Yeah pretty good. Most of the fights were done in a gritty, blood, guts way. The opening setpiece has some fun with burning rope bridges. There are a few CGI clunkers but fairly forgivable. So overall the fight scenes work, they're not fantastic and certainly don't break any new ground but mercifully the movie eschews silly wire fights or excessive CGI.

Gaming in Coquitlam/Vancouver?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hi there all I just recently moved down to Burquitlam area from the Yukon. 28 years old going back to school for a year at SFU. After unpacking and getting out to see the area also looking to meetup with a gaming group. I usually DM but I wouldn't mind playing either. Interested in just about anything. D&D either 3.5/PF. I do have 4e core books haven't had a chance to play that system yet though. Otherwise also interested in getting a Call of Cthulhu campaign going or well whatever else piques peoples interest.

So if you're in the area and looking to game let me know.

Wolfhound - Russian Conan?
Cheliax B_Wiklund,

25 Adventurer Final avatar

yellowdingo wrote:
I'm still holding out for 'Conan 3: Conan the King' in which Swarzenegger, fresh from being Warlord of Karlyfyrnya, reprises his Role as the Cimmerian.

Does he lead his minions onto the city of Washingtonia to claim the throne despite ancient traditions barring a foreigner from the monarchy and by ignoring this taboo bring about the wrath of the Old Gods? Which by teaming up with Chuck Norris he soundly beats them?

Wolfhound - Russian Conan?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Well me and the gf rented this the other night. Its watchable though a tad derivative. The opening scene is almost right out of Conan (complete with blacksmith father). The protag is what you expect, surly fighter guy not heavily burdened by much personality. The villain likewise fits the role but not much more (though unique in that if you ever wondered what Shredder would be like if he was Russian you now have an answer). The plot moves apace to the expected awakening of ancient evil complete with deus ex ending. Really, the Russian flavour is probably the only thing this movie has going for it that makes it a little different than other B fantasy movies. Though, no Baba Yaga, Koschei or any obvious folklore figures feature. Still it is watcheable though in a Dungeons and Dragons 2 was watchable kind of way.

How COTCT could have been better
Cheliax B_Wiklund,

25 Adventurer Final avatar

I quite liked Crimson Throne. I did start running it with a group but unfortunately I moved away so only got about 1/2 way through Seven Days.

Korvosa is a great setting, overall plot is enticing. That said if I was to run it again I would concur with the OP, a prelude adventure would be helpful preferably one involving Gaedren Lamm, as I found that he was too quickly dispatched.

Otherwise EoA, and Seven Days are quite solid. The problems for me started with Escape from Korvosa:

Spoiler:

So the whole Escape from NY vibe was great and I was quite keen on the rakshasa family (can't remember name) but wasn't too struck with the dungeon crawl under their manor and also felt that the rakshasa were squandered as they have little effect on the campaign aside from holding the seneschal prisoner. If I had ran it further I'm pretty certain I would've tried to keep the family in play through to the end (after disposing of the Queen, if they were still surviving they would certainly make a play for the throne).
That said it is an AP, they provide the base, the DM and players can jazz off it from there. I was pretty certain I had thought of making other changes to History of Ashes and Crown of Fangs but its been awhile. Scarwall was another very solid adventure and might've been my favourite of the AP if I had had the chance to run it.

Wolfhound - Russian Conan?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Anyone seen this? Thoughts/reviews? A slavic fantasy epic could be good.

Wolfhound/Volkodaz iz roda Serykh Psov

BBEG Method?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Dogbert wrote:
The main purpose of a BBEG is this literary element called climax, and if the story was inmersive enough and the battle is full of drama and dialogue, it also provides a catharsis.

What he said.

One more time - Favorite Campaign Setting, Any RPG
Cheliax B_Wiklund,

25 Adventurer Final avatar

For D&D Fantasy: Ravenloft

For Sci-Fi: RIFTS (yeah the Palladium system has probs, but the setting is great)

Horror: Call of Cthulhu 1920s, Kult a close second place.

Honorable mention: Mage: The Ascension, oWod. The Technocracy was lots of fun (both to run as villains and later to run a chronicle with players as Technocracy agents). Didn't care much for the other White Wolf stuff (w exception of Wraith) but Mage was great.

Savage Worlds System, Thoughts?/Reviews
Cheliax B_Wiklund,

25 Adventurer Final avatar

Thanks for the info and thoughts. Will probably pony up for the core and Ragnorak to start and then see what other settings they've put out.

Mining rules
Cheliax B_Wiklund,

25 Adventurer Final avatar

3.5 fanman wrote:
Hello people:

Somethig I have to recognize is that AD&D had rules for everything you can imagine and one of the things I haven't seen in a 3.5 book is rules about mining, I mean how to go to a place, build a mine and extract minerals as a way to get income. I really don't remember to have seen in any of my d20 books or magazines rules for mining. Perhaps someone can hint me where to get them, it would be interesting to run a campaign around a mine (colonize, build, defend, create rutes and caravanes), all of these sounds interesting to me for a new campaign. Thanks for the help I could receive.


With any luck you might see a KQ article on this subject in the future. If you plan on running a campaign on the themes you mentioned the rules are better put aside for the most until a rough plot, story is figured out. Where is the mine? What type of minerals are present? (in a fantasy campaign you have a lot of options beside gold, silver etc. Are the minerals arcane in nature? Psionic, who knows). What type of techniques are being used to extract the minerals (ie alluvial deposits, or buried deep) As a DM you will want to probably to figure out ahead of time the possible scope of finds. Are these deposits that will last generations or tap out after a few years or so?
For a few adventures it might be easiest to assume the minerals are alluvial deposits as those present the easiest to extract requiring little manpower or equipment. Basically panning for gold, possibly diverting streams that kind of thing.
As per the yield and income the Profession skill does sort of cover this though the earnings are pretty slim for such a lucrative enterprise. One other possibility is that the PCs are on the mine's payroll for their services (fending off monsters, rival mining companies etc.)

For a 3.5 skill mechanic I had knocked up something but later cut this from the submission so if it helps:

Staking a Claim

The first step of staking a claim is prospecting for a promising site. After a week of surveying a player makes a Profession(Miner) check to determine the scope of the find.

Profession (Miner)

20 Flash in a pan (Yield: Profession check x 1/2 Taps out: 2 months)
25 A few nuggets (Yield: Profession check x 1 Taps out: 2 months)
30 Decent (Yield: Profession check x 3 Taps out: 6 months)
35 Bonanza! (Yield: Profession check x 5 Taps out: 1 year)
40 El Dorado! (Yield: Profession check x 10 Taps out: 2 years)

Typically, a claim is ten to twenty acres in size. One week of work and Profession (Miner) DC 20 check is required to make the necessary preparations (diverting waterways, camp set up etc.). Thereafter, each week the Head Miner takes 10 on a Profession (Miner) check to determine the yield as indicated above. A crew of four is needed to properly work one claim. The Foreman takes a -2 penalty to his Profession check for each miner less than four.

Savage Worlds System, Thoughts?/Reviews
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hello all was wondering if people here have had tried out any of the Savage Worlds games. Specifically any thoughts on the system itself? I've seen a few of their setting books like Solomon Kane and Ragnarok (which I'm tempted to pick up just for the heck of it. Nazis brought about Ragnarok, the Jorumungand serpent wipes out a good chunk of Europe and Africa, 1950s post-apocalypse. Got my attention). Do you need a Core book or does each of their settings come with the needed rules?

I need help creating Judah from Mieville's Iron Council in [3.5]
Cheliax B_Wiklund,

25 Adventurer Final avatar

If psionics is open for you, you might try a psion shaper. Manifesting astral constructs Should provide a pretty decent approximation to the character's abilities.

The value of history and sub-stories
Cheliax B_Wiklund,

25 Adventurer Final avatar

Modera wrote:
The sad truth is that we're not all Ernest Hemingway..

Have you read the Sun Also Rises? I count the fact that we're not all Ernest Hemingways as one of this universe's saving graces.

Vikings and Vampires
Cheliax B_Wiklund,

25 Adventurer Final avatar

Sorry guys a bit of a hectic week. Am also going away hiking this weekend. Will have fresh stuff on Sun eve or Mon.

They pissed off Harliss
Cheliax B_Wiklund,

25 Adventurer Final avatar

Bear in mind by the time SoS rolls around the party should have given the Crimson Fleet a big bloody nose in ToD. Harliss would likely hear of that and when she realizes the same people she encountered earlier are responsible she has more than enough reason to look up the PCs for assistance.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

As promised quite awhile ago some write-up on Brattahlid, Halfdeane etc. For your perusal:

BRATTAHLID

At the mouth of the wide Anjor fjord, the cold waters of the Scouring Sea crash against the jagged black rocks of the Mosfell coast. Dark figures of weathered sea stacks jut out amidst the shallows like a line of mournful towers. Here and there, dull gray growlers, calved from the nearby Hofsjokull glacier float out from the fjord to be tossed to and fro by the swelling waves. In the shallow bays and inlets of the coast, stand the frames of worn fishing weirs and the shores are dotted by fishermen’s huts. Walrus-skinned currachs lie moored to crude wharves that rest nearby.

Behind the rocky kelp-strewn shoreline, the bare, brown hills of the southern coast rise steeply climbing up into the foggy alpine heights of the Krebnekaise Mountain. Amidst this titanic landscape of mountain and sea, perched atop a heath, lays the town of Brattahlid. The town’s wooden halls, stave temple and sodden-roofed houses crouch behind a high palisade wall. Plumes of wood smoke float up from the houses’ stone chimneys warming the occupants against the chill, damp sea-air. It is a harsh and wind-swept place but nonetheless it is home to the hardy settlers and followers of Lord Halfdeane.

Overlooking this stark landscape, Halfdeane’s stronghold, the Järnmur or Ironwall, stands nestled on a high alpine crest of the Krebnekaise, in the shadow of that mountain’s snow-capped summit. A road from Brattahlid ascends the slopes in a series of switchbacks, and after spanning a yawning crevice over a narrow bridge, reaches the imposing gates of the mountain fortress. The fortification extends in a half-circle from the side of the mountain enclosing an impressive hall built of heavy solid timbers on a stone foundation. Gouged out of the mountainside lies a vast quarry dotted by the mouths of tunnels bored into the rock. The shafts plummet downward into sunless depths where Halfdeane’s miners toil to tear the earth’s wealth from the bowels of the mountain.

HISTORY

Brattahlid was originally a monastic settlement founded by an order of aesthetes known as the Navigators who emigrated from the kingdom of Aran to the far south. The monks believed themselves to be pilgrims on a journey to the lands beyond the ends of the earth. Here at Brattahlid, they waited for generations, maintaining vigil for propitious signs and portents that would herald the path of their final exodus. The arrival of walrus-hunters and other far-farers from the old lands indicated to the monks that it was time to make their departure. Most of the brethren headed out to the violent seas around the mysterious land of Thule never to be seen or heard from again. A few unready for this final pilgrimage stayed on the island but retreated deep into the interior of the island seeking solitude in the wilderness. A few scattered rumours and tales tell of strange monks or shape-changing druids that live in the forests and swamps. As colonists settled the new island all that was found of the anchorites were but a few derelict stone ruins and abandoned hermitages.

The skald tells that two centuries ago, Ingolfr Wind-hammer, a brave warrior led a cadre of mercenaries in the service of the Tsar of Rus. They fought many bloody battles on the steppes and rivers of that distant land, until Ingolfr offended the powerful Dozbeh family, who were a potent faction in the Tsar’s court. Disgraced and forced to flee, Ingolfr’s band sailed to Norvanbard and decided to explore the unsettled areas of the island. A great storm blew his ships upon the rocks of the Mosfell coast. Ingolfr and his men stumbled ashore where they discovered the abandoned stone huts of the anchorites. Cold, wet and weary, they made camp for the night waiting for the storm to abate. During the night, the band was haunted by specters of the monks that had died waiting in vain for their strange god’s sign. Brave Ingolfr confronted these ghosts and made a solemn vow that their monastery would not be disturbed as long as his heirs ruled Brattahlid. The spirits were appeased and in their thanks told him of the secret wealth buried in the mountain. Ever since, the ruins outside of town have been held taboo. Many believe if Ingolfr’s pledge is ever broken a terrible fate would fall upon the town. To this day, on certain nights of the year, eerie witchlights can be seen and mournful cries rise up from the blasted ruins.

Discovering the land and waters to be promising for settlement and tantalized by the ghost’s words of great wealth Ingolfr ordered his high-seat pillars to be carried to the mountain’s crest where they were raised directly below the peaks. In only a few years Brattahlid flourished, as others came from the old lands to establish farms or work in the Mountain Lord’s new mines where great veins of iron and gold were discovered. Ingolfr was greatly pleased by this prosperity. However, the vindictive Dozbeh sent mercenaries to destroy Ingolfr and his fledgling colony. A terrible battle followed. The defenders triumphed but only after the loss of many lives including Ingolfr’s wife, Edla who bravely defended the village and rallied the colonists when all seemed lost. A statue of Edla stands before a small shrine that overlooks the beach. Offerings are made to her spirit every year on the anniversary of the battle.

After the battle, Wind-Hammer ordered his fortress of stone to be built around his hall. Hundreds of locals and masons from the south were hired at great expense to fashion this impregnable mountain stronghold. Since, the line of Järnmur has continued down to its last surviving member, Lord Halfdeane.

BRATTAHLID KEY LOCATIONS

1.Skeppsvarv: Situated on an inlet sheltered by the lichen-stained cliffs of the cape lies a small warren, home to fishermen, sea-moss gatherers, sailors and Brattahlid’s modest shipyards. The district offers berth for various merchant vessels and warships. The piers and shipyards are patrolled vigilantly and a high tower upon the cape keeps a lookout for enemy raids. Outside of these areas, the Skeppsvarv at night has a reputation for danger and violence as many scoundrels and thieves can be found in the warren’s seedy mead-halls and brothels or lying in wait to waylay unwary passersby on the dark narrow streets.
1A.The Skibsnisse: The most notorious mead-hall in the Skeppsvarv is a ramshackle collection of buildings roofed by the frames of old currachs. The hall is named after the mercurial fey spirit said to sometimes live onboard ships. Gruff sailors come here to cast bones, hear stories or amuse themselves by baiting Old Growl, an aged but vicious polar-bear kept in captivity. The Skibsnisse’s proprietor is a comely Permian woman known only as Vellamo nicknamed after the cold-hearted sea-goddess of her distant homeland. Her history is shrouded in mystery. Most believe she was a former slave captured in a raid decades ago that somehow gained her freedom. Many of the old mariners hint darkly that she savagely murdered the family that owned her by burning down their homestead. She is well known for her iciness and many sailors swear she has arcane powers capable of hypnotizing or even paralyzing men when she speaks in her strange native tongue.
1B Shipyard: Here timbers gathered from the Darkmoon Vale outside of Raudurfoss are brought to the shipwrights for the construction of splendid longships and knorrs. Timber for homes and other construction are often unloaded here too for trading. A squad of trusted men is always posted to keep close watch on the shipyard and docks. Ketil Nailtooth, Lord Halfdeane’s new head shipwright is a dedicated if curmudgeonly carpenter. Ketil was once the head shipwright in Stromsund until he fell afoul of Sihtric’s men and was sold into slavery. The carpenter managed to escape and now serves Halfdeane eager for his ships to extract his revenge.
1C. The Hovels: On the westbank of the creek is a rundown area of cramped boggy streets and ramshackle huts, some assembled only of driftwood, that hold the residences of poor fishermen, sea-moss gatherers and luckless mariners too old or wounded to sail. It is a rough neighborhood troubled by disease, thieves and outlaws waiting to stow aboard departing ships. A few beggars and fishermen whisper of strange rats that roam the streets and alleys of the Hovels. The rats seem to possess a preternatural intelligence. Dogs have been disappearing from the Hovels and some even claim that the legless sailor, Big Grettir who died last month was devoured by these rats as he slept.
2.CRAFTSMAN’S WARD: Behind the palisade walls a small quarter is home to the various craftsmen and their shops and stalls. Brattahlid boasts a diverse amount of tradesmen including carpenters, masons, sailmakers and others. The homes are simple but comfortable affairs.
2A. The Skua: For those seeking a hearty meal in good company, the Skua is a well-reputed eatery and small inn run by the Vokler family who has lived in Brattahlid for generations. The Skua is famed for its fresh fish such as herring, char, and haddock. For those wishing to prove their hardiness and strength, the Voklers serve a plate of hákarl (rotten shark meat) which is chased down with a flagon of brennivín (‘burning wine’). This is a common rite of initiation for young sailors bound on their first trip or for unfortunates who lost friendly wagers. Other commonly enjoyed repasts include hangikjöt (smoked lamb), seal or whale cutlets, puffin, skua eggs, dried seaweed and various wild berries. The Skua is also well known for its soft skyr (a type of cheese) and fresh but rich dark rye bread nicknamed brumar (‘thunderbread’) for its tendency to give bad gas for those that consume it in excess. The bread is baked in wooden casks buried at a nearby hot-spring each morning. The lodgings at the Skua are fair but certainly not fancy.
2B. The Viygun: On the far side of town lies the largest and oldest forge of Brattahlid. The foundry is almost a quarter in its own right as the ore is brought down from the mountains to be traded or crafted. A small band of metalsmiths, armourers and laborers work and live in the forges and the blow of hammers on anvils and the hiss of fire and steam ring from dawn till dusk. These smiths are also trained fighters. The Viygun was named after Ingolfr’s friend and master swordmaker and it has long held a legendary reputation for the quality of its arms and armour. Apprenticeships to the Viygun are highly sought after by young, enterprising smiths. The Master Smith is the stern Lovisa Tyrggvasdottir, a farmer’s daughter who became determined to be a smith. She rose from a humble apprentice to her current rank and is considered by many to be the finest swordmaker in Norvanbard. Her husband died in the battle at Krakenvik and she has sworn that it will be a sword of her making that will end Sihtric’s reign.
In addition to the Viygun, a few other independent forges are located nearby. Most of these feed demand for mundane items such as tools, chain and the like. Also a few farriers and stables can be found in this quarter.
4. Farmland: Most of Brattahlid’s populace lives outside the town proper. The lands that line the shores of the Anjor fjord possess fertile soil and grazing land is widely available. The farmers grow hardy vegetables such as cabbage and turnip. A few fields support barley and oats. The alpine and woods are rich with crowberry and huckleberry. Wild mushrooms, rhubarb and some types of lichen also supplement the farmer’s crops. Sheep are the most numerous livestock though a few well-to do farmers boast cattle. Horses bred in Mosfell are renowned for their strength and stamina. Numerous farmsteads can be seen from the waters to the end of the fjord where the Hofsjokull Glacier tumbles down the mountainside into the sea.

3.Edla’s Shrine: A small shrine overlooks the bleak coast where a weathered wooden statue of a comely warrior-maiden bearing shield and spear stares out vigilantly upon the water. Numerous offerings are laid at her feet.
4.The Kloster: A crumbling heap of mortar and stone topped with a dilapidated tower. The Monastery of the Navigators is shunned by the locals fearful of calling down the ghost’s curse.
5.Rykkatjärn: Half a mile from Brattahlid up the slopes of the mountain amidst a rocky stretch of immense glacial boulders and curious looking hoodoos clouds of damp steam rise up in the air from a large pool of bubbling hot sulphurous water. The Rykkatjärn is a favored local waterhole for bathers particularly in the cold winter months.

The Järnmur

Crouched atop the Krebnekaise like a massive and immovable rock, is the famed fortress of the Mountain-Lords of Brattahlid. Here behind the strong stone walls, Halfdeane houses his warriors and followers. In the courtyard and the halls, youth are trained in the arts of war by veteran Vikings. The fighters of Jarnmur are respected warriors across Norvanbard and to the south. In the good times under King Thorvann, the Jarnmur was a festive place of tournaments, feasts and rough revelry. Since the death of the King and the disastrous battle at Krakenvik, the Jarnmur is a dour place of frayed tempers and wary vigilance. Soldiers are drilled and machines of war readied. Halfdeane’s forces though battered by their loss remain defiant to the last.

KEY LOCATIONS
1.The Brygga: Stout and heavy timbers form a one-lane bridge that spans a seemingly bottomless crevice that splits deep into the Krebnekaise. During the day, carts loaded with ore and driven by domesticated musk-oxen roll over the bridge down to the Foundry. A guardhouse controls traffic over the bridge.
2.Battlements: The famous walls of the Jarnmur, hewn of great stone blocks stand seemingly immovable as if they were part of the mountain itself. The walls range nearly twenty feet in height. Scaffold platforms of wood sit behind the crenellated battlements where ballistae and mangonels rest waiting to be called into action. The gate is made of heavy Waleska timber banded with iron making it virtually impervious to battering rams. Any army foolish enough to assault these walls head-on would meet only with bitter and bloody ruin.
3.Yard: Behind the gates a wide open stretch of ground lays. This yard has been used for festivities, tournaments and is often a drilling ground for the Järnmur’s soldiers.
4.Great Hall: Ingolfr erected a palatial hall raised upon stone foundations of the same great cyclopean blocks as his walls. A wide ramped causeway lead up to the palatial hall crowned by three staved towers. A central feasting hall serves as Halfdeane’s court. The east and west ends provide quarters for the Lord’s family and esteemed followers and guests.
5.Barracks: Around the perimeter of the yard stand sturdy wooden-framed cottages with sodden-roofs that serve as the simple barracks for Halfdeane’s men. The houses have little luxury but the cots are clean and the barracks remain warm in the winter months.
6.Stables: At the rear of the stronghold are several thatch-roofed stables where Halfdeane’s fine horses are lodged.
7.The Cairns: Upon the death of Ingolfr Wind-hammer his body was brought up to the summit of the mountain where it was raised on an immense funeral pyre. Since then, it has been tradition that the Mountain-Lords are burned on this peak. Several large cairns serve as shrines dedicated to the memory of each Lord that has ruled the Järnmur. On a clear day these markers are visible from the sea.
8.The Quarry: A great pit has been gouged out from the rock of the mountain here. Several tunnels lead down from the quarry into the mines. Piles of ore stand ready to be brought down the mountain. Halfdeane’s mines are run under the careful eye of Brack nicknamed by the miners, as “Lord of Under-Mountain”. Brack is a stern taskmaster but treats his men, even the thralls well. He has risked his own life numerous times in rescuing injured miners. Brack’s family has held this post since the days of Ingolfr. Recently, Brack has been worried as several miners have mysteriously disappeared in a new section of the mine.

NOTABLE PERSONS

Lord Halfdeane, Last of the Mountain-Lords

A short but muscular man with thick corded arms and a stout barrel-chest, Halfdeane is typically clad in a suit of ring mail draped over by the shaggy pelt of a musk-ox. His weather-worn face is framed by a mane of gray hair and a flowing beard. Halfdeane’s skin has a leathery look from years of sun on the mountains and the open sea. Below his furrowed brow, a pair of piercing brown eyes gazes outwards. His appearance, manner and quick strength earned him the nickname the Mountain Goat in his youth and it has stuck ever since.

Lord Halfdeane disdains the regal trappings of a noble Lord wearing only a plain headband of iron that marks him as the monarch of the Järnmur. Halfdeane was an indomitable warrior, the veteran of countless campaigns but age has taken its toll. He is no longer the champion he once was but his force of will burns as bright as ever. On the throne, he bears a regal manner but in the company of warriors on a ship or in camp, the Mountain Goat reverts to his old rough ways with an easy manner.

Brego the Ranger

Brego is Halfdeane’s oldest friend and adviser. Where Halfdeane is brash and blunt, Brego is subtle, diplomatic and calculated. Brego sticks out in the Mountain-Lord’s court as he is an unusually tall man with a clean-shaven face and short receding brown hair. Brego bears a dour countenance most days lately as he continues to gather reports from his scouts and spies regarding Sihtric’s activities in Vesturmark.

Fridr, Priestess of Frigga and Hildr, Priestess of Odin

The two sister priestesses of Brattahlid are both striking women who appear to be in their mid twenties. The sisters are a study in contrasts. Fridr is a striking figure with long golden hair, a comely face set by a pair of luminous almond-shaped eyes, fine cheekbones and red lips. Her velvety voice has an almost musical quality to it as she speaks and her singing and harp-playing is reckoned to the finest in Brattahlid though it is often strained with a deep melancholy of ages past and lands lost. Fridr maintans an elegant stave-temple dedicated to Frigga and Odin that rises up above the low sodden roofed buildings of Brattahlid. The temple provides religious services and is also an infirmary. Fridr is a well-reputed mid-wife and healer.
Where Fridr is known for her serene disposition, Hildr is a fiery and strident woman-warrior with little of the grace and sophistication of her sister. Hildr, is a priestess to Odin and a swordswoman of no small talent. Her hair has some of the golden of Fridr but tends to a strawberry hue which she keeps shorn and short. Her face is lightly freckled, with a hawk-like nose. She bears the same luminous eyes of her sister but they smolder with a determined intensity and positively shine with blood-lust in battle. In the summer and fall months, Hildr holds ceremonies and services to honour Odin on a hilltop outside of Brattahlid amidst a ring of cairns. In the winter, the two sisters share the stave-temple in town.
Several rumours are shared of the sisters in the taverns and halls of the Järnmur. Many point out the sister’s uncanny youthful appearance despite their age. Not a few have whispered of strange blood in their family. The sisters came to Brattahlid in the early days of Halfdeane’s reign from the forests deep in the island where they pledged their services to the Mountain-Lord. Halfdeane has great respect for the counsel of both of the sisters and their presence greatly improves the morale of his men.

Bragi Boddason, Skald

After escaping captivity in Sihtric’s dungeons in Stromsund, The blind skald, Bragi Boddason has made his home in Brattahlid. A white haired man with wrinkled and worn face Bragi is a famed skald who has travelled far and wide through Norvanbard and even to the lands of Thule. Through his journeys he has acquired much lore of the gods, fey spirits and the giants of the Blackstone Mountains. His skill in composing drapa and his love for riddles is well known. Bragi lived in Thorvann Haraldson's court until the war and after publicly denouncing Sihtric and his sorcerer Carloman Bragi was arrested and awaited execution. The wily skald escaped his captors and stowed away with a band of fishermen who arranged for his passage to Brattahlid. Since his arrival the skald has conferred with Halfdeane in private but otherwise remains in private seclusion.

Brand, the Mad Outlaw

A sizeable bounty has been offered for the head of Brand, the Mad Outlaw. Brand was a veteran Viking raider who had tried his hand at settling down, holding a farm, and building a family. However, his boorish manner and quick temper soon brought him into conflict with his neighbours who disliked the braggart from the beginning. After a drunken argument over a broken fence and missing sheep, Brand clubbed his neighbour to death and burned his house to the ground. Halfdeane sent some of his men into the mountains to pursue the murderer but they were found dead hurled from a cliff a few days later. Since, Brand has made occasional raids on farms and property. He is believed to be hiding in the alpine on the east side of the Anjor fjord. Halfdeane has offered a bounty of 1000gp to the men who bring him in dead or alive.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Boxhead wrote:
TwiceBorn wrote:
Boxhead wrote:

Oooo, my brothers went there shortly after I got married. Sounds like it's fun. P.S. remind me to show you my wedding album next time I see you... Pirates!

Pirates??? You were dressed as pirates for your wedding? Were there any dinosaur-riding vampire ninja pirates? ;-)

Naw, it was Banff, just busses of Asian tourists. Also, when we were on a rented bus headed for the gardens, we nearly caused a cyclist to run into a sign... good times...

And we did stir fear in the heart of golf-fans leaving the tournament. If I recall rightly they did call the RCMP. Good times.

Help name and critique a winter wolf based deity
Cheliax B_Wiklund,

25 Adventurer Final avatar

From Inuit mythology, there is the Amorak, a giant wolf who hunts alone.

Recommend 4e adventures lvl 1?
Cheliax B_Wiklund,

25 Adventurer Final avatar

ghettowedge wrote:
We ran through Keep on the Shadowfell, and my players and I had a good time. I had heard the same thing about the dungeon-crawlyness, so I put some extra work into the npc's and the pc's backstories. Yeah, most of the encounters were straightforward fights, but the interactions between the players and the townsfolk helped out (especially with building up one of the interlude encounters). One of my players said he thinks 4e actually cleans up combat enough that he can focus more on roleplaying.

Anyways, WotC is giving away KotS as a free download, so you can judge for yourself.
Free PDF!


Thanks I didn't know that they were giving it away now

Recommend 4e adventures lvl 1?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Thanks for the link to the Runelord conversion. I had thought about converting 3.5 stuff to 4e but didn't really want to put the time in for what might be a one off.

So yeah just to clarify, I've been DMing for well I guess 15 years so I myself am not inexperienced just the players (save one who played in my previous two campaigns). Haven't ran/played 4e as my last group wasn't too keen on it and we were in the midst of a campaign.

Also does anyone have any feedback on the Goodman games. I think they had one 4e that was an urban wererat adventure?

Thanks for the responses all!

Recommend 4e adventures lvl 1?
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hi all thought I'd post a query here. Getting a new gaming group together and still on the fence as to whether to run 4e or 3.5/PF. I picked up the 4e core books when they came out last year but still have not run them. Despite my reservations I'm still curious to give it a try. So am toying with trying 4e out bearing in mind that all the players except one are entirely new to rpg can anyone recommend a good 1st level adventure?

And by good I mean not just a hack and slash dungeon crawl (which is what I've heard said of Keep on the Shadowfell). I read over Rescue at Rivenroar and with some work it might be all right but I wasn't too impressed either. Does anyone knows of a decent wilderness or urban adventure for starting levels?

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

TwiceBorn wrote:
Gentlemen, I will have limited opportunity/ability to post over the weekend. Going out of province for a wedding... and white water rafting.

Have fun. Wasn't able to post until today so no matter there. Whereabouts you rafting?

Outlander
Cheliax B_Wiklund,

25 Adventurer Final avatar

Watched it last night. It was pretty good. Not fantastic but better than average. Could've used a bit more humour I mean it is a movie about Vikings fighting aliens w Ron Pearlman (who is somewhat squandered in his small role). Also would have been nice to have made the dragon critter more than just a hungry beastie (the writers gave it a promising background but didn't really develop it any further in the action). Still recommended for a night's rental.

Alcohol, Sports, and Games of Chance (AKA: PCs are on vacation)
Cheliax B_Wiklund,

25 Adventurer Final avatar

Saw this thread thought I'd chime in with a query re to an upcoming session. Anybody have any thoughts on how to simulate horse-race betting?

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

AlKir wrote:
I want to let everyone know that I will be out of town for a few days vacationing. I will not have access to these boards while away, but will return Tuesday May 26. Until then, I place Kveldulf's fate in the hands of our capable GM.

Many Thanks. Hope everyone has a fun and happy American holiday weekend. You guys should go have fun despite the fact that most of you are Canadian. :P


Sounds good. Have fun. Well us Canucks just had our long weekend venerating the monarchy (Victoria Day). That said I will hopefully be enjoying the american holiday weekend as well down in Haines Alaska for their Beerfest. <cue jokes re american beer>

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

NecroticBanana wrote:
B_Wiklund wrote:
NecroticBanana wrote:
that reminds me, i gotta get off my lazy ass and send in some artwork to KQ. i needs money lol

Those kobolds like all gaming magazines have big fat bags of money. Yep. They do. I'm sure of it. I realized that I don't have your email address. If you can post that I'll send the draft on to you. Thanks!


stoopidstick@yahoo.com

not really sure how to go about sending in work, do i just send in a bunch of previous unpublished peices i have? i dont know the first thing about computer aided artwork, all my stuff is old school pen and ink, and maybe a little watercolor.


If you haven't already see Submission Guidelines. Artist details are at the bottom of the page. Sounds like you should just send in a query.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Boxhead wrote:
B_Wiklund wrote:
Thought I'd ask you guys this. I've had a query approved for an 1800 word article in Kobold Quarterly and was wondering if any of you might be interested in giving it a read and critiquing it? Here in the Junction don't realy have too many gamers to fly it by. I believe I have most of your emails so if you're interested let me know and I'll send it on to you. I should submit the article in a week. Thanks in advance.

Have you made any changes to it since the draft I saw? Oh, and send to Twiceborn, I'm sure he'd like to see it, whether he has time to comment or not...

I haven't made any significant changes to the draft aside from those grammatical mistakes you spotted. As for rules re strange minerals like necrophax (which is entirely made up) though I think its a good idea and would have mentioned them in the query if they had existed in my original draft when I submitted the query. I'm wary of adding them in there now as it is outside of the parameters of the query I sent to KQ. I'm sure that my callback submission for the Gamemastery Open Call last year suffered as I deviated from my original proposal. That and KQ does not seem to be averse to articles entirely free of mechanical elements (thus skirting that whole edition war issue). Not sure if its the right decision...

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

NecroticBanana wrote:
that reminds me, i gotta get off my lazy ass and send in some artwork to KQ. i needs money lol

Those kobolds like all gaming magazines have big fat bags of money. Yep. They do. I'm sure of it. I realized that I don't have your email address. If you can post that I'll send the draft on to you. Thanks!

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Thought I'd ask you guys this. I've had a query approved for an 1800 word article in Kobold Quarterly and was wondering if any of you might be interested in giving it a read and critiquing it? Here in the Junction don't realy have too many gamers to fly it by. I believe I have most of your emails so if you're interested let me know and I'll send it on to you. I should submit the article in a week. Thanks in advance.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hey guys I'm going to try to put together some additional content for the campaign writeup as it seems somewhat likely that the world is going to get a little bigger than just Raudurfoss.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Blue_eyed_paladin wrote:
I hope I'm not going to get in trouble for killing Egil... but would we have been able to save him?
I'm feeling bad now, but I have a feeling if he survived, he'd be a) horribly scarred, b) bitter about a), c) not our friend any more, and d) possibly still possessed.
Any of these could cause us problems, but I'm still worried.
Damn LG alignment! I guess call it survivor's guilt.

Alignment wise I'd say the action is justified. Release from possession, insanity, giving him a good death. It might not be modern day PC LG but Viking era LG? Sure. As for other consequences well only time will tell...

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Blue_eyed_paladin wrote:
Just to confirm, these shadows are incorporeal, yes? As in, nonmagical weapons... kaput?

Yep. The critters are incorporeal. Egil is not. Though to mitigate DM being a bastard I had thought that the 50% miss chance applied to all atks without ghosttouch. Then realized that its an auto miss with regular weapons and the miss chance with magical. In hindsight when I constructed this encounter and variant critter I should've assigned it an auto miss in complete darkness, a 50% in dim and 20% in regular conditions. See how it goes I suppose.

The Quiet Sun Baffles Scientists
Cheliax B_Wiklund,

25 Adventurer Final avatar

The sun dims and now the blob out of time appears.

The stars are right!

The Quiet Sun Baffles Scientists
Cheliax B_Wiklund,

25 Adventurer Final avatar

Thanks for the link to the article. Interesting stuff and a reminder of how little we know how the sun truly works. As for the political hay-making, well whatever makes you happy...

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

Just to check in. I know that my absences kind of wrecked the initial flow but just wanted to check in and see if there is any reason for the gaps in posting. I often find that I post something but can't really add any further until some of type of action is taken. So wanted to see if there was any reason? Are people uncertain as to the descriptions, events. Not too keen on the current situation? Too much RP?, too little viking hacking mayhem? In short is there anything I can do for you as the players to speed/facilitate play?

Doctor Who Series 4
Cheliax B_Wiklund,

25 Adventurer Final avatar

A pretty fun, if silly episode though made me wish we were seeing a full season this spring. The Mars episode isn't until Nov?

I wish that they would bring back a stable roster of UNIT characters rather than the random faces that pop up. Of course bringing the Brigadier back for an episode would be great (or Benton).

WotC Download Recovery Day for Drivethru and RPGNow
Cheliax B_Wiklund,

25 Adventurer Final avatar

Any chance Paizo might make similar arrangements? I was away last week while this went down and realized I did not have a backup copy of my 2e Ravenloft stuff.

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

So as I posted in the main thread sorry for the lack of flow the last two weeks. Thought it best to cut to the chase and fwd the encounter to a suitable juncture.

Will try to get things flowing again here..

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

TwiceBorn wrote:
Dorvarr... if I'm not mistaken, you live in Calgary, right?

Would you be interested in playing in a d20 Midnight campaign I am presently DMing? Next game will be this Friday, April 10, and would present a perfect opening for a new PC to jump in... I'm off this week, and so could meet with you anytime except Wednesday evening if you wanted to discuss PC generation.

Anyway, let me know...

Cheers!


A local gaming group -- I'm envious!

Vikings and Vampires Discussion
Cheliax B_Wiklund,

25 Adventurer Final avatar

thought I'd ask can anyone recommend a means of editing maps for combat? The app on photobucket is horribly time-consuming and rather limited in function. I'd like to do maps but if its this much of a pain I think we'll go back to a more narrative approach (or excel spread sheets)

oh and as I mentioned I'll be away this week again with the outdoor ed class (Tues-Thurs). Do the same thing post your actions and Thord, Bjalfi will be at the bottom of the round.

How to begin STAP - Looking for advice and suggestions
Cheliax B_Wiklund,

25 Adventurer Final avatar

STAP was a lot of fun. For groups starting off I recommend the DM award 4 additional skill points for each character that are earmarked for Profession, Knowledge, Craft skills. If they're aware of the nautical focus most will pick up some ranks in Sailor, Knowledge (geography) and other nautical skills. When they've done that most will include some sailing experience, pirate stuff in their background and presto the party has a reason to be on the high seas.

Russian sources/inspiration
Cheliax B_Wiklund,

25 Adventurer Final avatar

Hi all, thought I'd post this query here and elicit any sage opinions.

I've been working on a campaign modeled on early 19th century russia though still borrowing liberally from folklore and earlier eras (lots of backwater areas where the 'old ways' persist). Wondering what if any D&D slavic stuff is out there that anyone is aware of. Also other horror rpgs such as Call of Cthulhu, Ravenloft Masque of the Red Death etc.

Last anyone can recommend any good books on slavic mythology/folklore? cities such as Moscow, St. Petersburg or random russian places (Arkangel, Northeast Passage expeditions) I've garnered some stuff thru wikipedia, project gutenburg but a physical book w illustrations would probably help for inspiration.



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