|
|
|
Recent posts by
B_Wiklund:
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
|
|
|
|
|
|
|
|
|
|
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!
|
|
|
|
|
 |
 |
 |
|
|