Zweihänder Moves Through Woods

I had almost lost hope in Zweihänder getting finished (don’t ask me why). So I was really pleasantly surprised when I noticed that there was a new “Wilderness Travel” section to be read. It clearly draws some influence from The One Ring travelling system as well as the same system for Dungeon World. But standing on the shoulders of giants is a great place to be. I like these rules and am really hopeful that we will eventually return to Bretonnia once I can get my hands on a published Zweihänder book.


In other news: During next weekend the annual Finnish roleplaying convention RopeCon is held in Helsinki. I’ll be heading there and will write about my experiences on Guild Redemund’s Blog. Check it out if you are interested and give me a shout if you are coming to Ropecon. I’m always eager to meet new gamers!


Happy summer and gaming for all!

(Or almost-winter as I understand it is a bit chilly in Australia at the moment.)

The Winter of Warlords, notes part 1

Disclaimer: As my earlier FFG thread has been lost in the abyss of what can mockingly be called “customer service” I just paste these here.

The following are the non-proofread notes I wrote one and a half year ago when we started a new WFRP3 campaign. While pondering about starting a new campaign (haven’t even decided the edition yet…) I stumbled upon these. I don’t think I’ll have the time to re-write them or add any material to them so I just give them to you as inspiration.

The Winter of Warlords

“They say that there is a winter coming. Some call it a storm like none we have seen before. But what is certain is that when the snow falls in the passes of the Grey Mountains it will be an axe age, a sword age. No man will have mercy on another. Let me tell you, the Evernacht is here.”

– Buliwyf Kulich, Ragnarite

The Winter of Warlords is written as a series of adventures coming together as a campaign. It will take the Player Characters from comfy summers of Empire to harsh winter of the Grey Mountains.

The basic structure for the campaign assumes that the PCs take an active role in a border patrol that has been sent from Ubersreik to secure the Gray Lady Pass after the assassination of a Bretonnian noble. They will be the negotiators, spies, scouts and warriors of Empire against a threat that has nothing to do with chaos.

While they may go through the campaign via different paths they will be drawn into attacking a Bretonnian fortress – to end the dispute between the two realms or to cause an all out war…

About this Fan Supplement

Chapter 1 – Introduction: Includes introductions to the campaign by explaining what has happened before and who the characters will get involved into it.

Chapter 2 – Background: Covers the information about the Grey Lady Pass and the area around it giving the background to the campaign.

Chapter 3-X – The Adventure: The adventures in the Grey Mountains are divided into different chapters to ease their use as separated adventures if needed. They include interludes that weave the chapters together into a complete story of betrayal, greed and war.

Chapter Y – Appendix: Is where you will find the necessary GM references and rules that are needed for running the campaign.

The Adventures

Chapter 3 – The Trading Post

NAME HERE is a trading post used by the dwarfs of Karak Azgaraz to trade with the humans from Bretonnia and Empire. It is here that the PCs have to use their cunning to learn about what has been happening in Bretonnia since the assassination. It could also prove to be a good point to begin negotiations with the dwarfs about coming to aid their ancient ally against the forces of Lady of the Lake.

Chapter 4 – The Abbey of Taal

La Maisontaal is a sacred abbey located in a sweet valley in the middle of the mountains. It is well maintained and could prove crucial if a war between Bretonnia and Empire would brake out.

Chapter 5 – The City of the Winged Steeds

Parravon is a mighty fortress build on the very rocks of the Grey Mountains. It is from here that the Grey Lady Pass is guarded by Bretonnians and it is the seat of Duke Cassyon of Parravon. The characters will have infiltrate to the court of the duke to learn about the treachery of Sir Chloderic.

Chapter 6 – The Cursed Castle (This piece IS re-written and will hopefully get published)

Sanglac Castle has been lost to Bretonnia since the greenskins overran it a century ago. It has become known as a cursed castle as even the greenskins seem to have problems controlling it. In this chapter the characters travel to Sanglac to investigate its mysteries and to see if it could be used by the forces of Empire.

Get back tomorrow for the second part of these notes “Grey Mountains”.

What is Eldritch Sigils

If it seems that I’ve been a bit quite in the past it is only because of a very good reason. I’ve been working on several projects (both professionally and as a hobbyist) including (in some volume) the Grünburg Project and Zweihänder. May the lords of chaos bless both of them with success!

That is not all however.

Almost a year ago I returned to a project I started almost ten years ago. Only a little is left from my original writings but the spirit is still there. Yes, my very own RPG has been on the works for a long time.

I’m not finished with the writing yet but we’ve been using the system since February and I’m almost certain that we are quite near the finishing line.

Eldritch Sigils

Eldritch Sigils is a role-playing game of hard-boiled detectives, femme fatales, conspiracies, cybernetic implants, major corporations, esoteric lore and naturally guns and drugs. It takes place in a not too distant future where the internet and social media have engulfed the world and turned into something that is called simply the Cocoon – an insane network of electrical information that directly links to every decision and action that people take.

The stories of Eldritch Sigils are tales of fatalistic nightmares. One cannot escape nor avoid his future. And, most certain of all, no-one will survive it. All events are linked, though it might not seem so, and they will eventually spell out the fall of each and everyone who are entwined to them.

The story system of Eldritch Sigils is meant to be simple but effective. It allows the players to roll large amounts of regular dice (which is always fun) and follows the ideas of “fail forward”-type of games. The game revolves around Keywords that the characters possess as well as giving the a wide range of characteristics and skills. All checks are made against another pool of dice so each and every action has the option to be successful or a failure.

I am really hopeful that we are able to release the lite version of the rules at least before the end of this year (mainly depending on the artists) and the full version some time at the beginning of the year 2013. That is if the world does not end with the Mayan calendar. Naturally.

Now – if you know any artists that would be willing to sacrifice their time (currently with no profit, though I’m hopeful this will change) please contact me or tell them/him/her/it to contact me at lauri.maijala /at/ gmail /dot/ com.

I’d like to finish this post with a promise that I’m not through with WFRP. The sooner I get Eldritch Sigils up and running the sooner I can turn my focus on the final part of the Master of Shadows-campaign.

I would also like to express my immense thanks to one Gert Van De Slijke who has been always there for my proofreading needs. You metal, man! (I’d use “rock” but I’m more into metal anyway)