Showing posts with label Swords of Nordheim. Show all posts
Showing posts with label Swords of Nordheim. Show all posts

Tuesday, February 3, 2026

Nordheim: Runes as Dice in D&D

Black dice and runes with gold lettering
Chessex polyhedral dice and rune set by Arcturus Publishing

I've been digging in some old rpg sandpits I used to muck around in and have been getting back into Nordheim, my Norse mythology setting from a decade ago. I've got some friend's kids who really want me to run a game for them, and they're really into D&D and norse gods and greek heroes and basically exactly where I was when I was their age. Anyway, I've always wanted to use futhark runes in Nordheim, and finally managed to find some at a local bookshop (though you can get the online here). 

This particular set by Arcturus Publishing aren't what I originally had in mind; I was envisioning something more interesting, hand-carved in stone, but only after I bought them did I realise this particular set of runes aren't too bad as dice, and I picked up some Chessex black polyhedral sets and inked them in with gold pen to match.

Map of Nordheim

 

So how to use them in game?

First up as character background inspiration. Have the players blindly draw one rune from the bag and place it on the table. If it's rune is face up, all good. Face down, it's in opposition or merkstave (I'm not interested in the historical accuracy of reading runes Just Like They Did In the Old Days as much as I'm interested in using them as a tool for idea generation, and runes being in opposition or merkstave is debatable, but for game purposes I'm cool with it).

The rune they draw informs their character's background. At a later date I might get round to detailing every single rune and some background origins for each, but for now I like it as a loose influence. 

Second idea is at the start of each game session, each player draws a rune. During the game, if a dice roll comes up that concerns something connected to the rune, then the player can opt to use the rune in addition to the dice roll.

If the rune lands face up it affects the results of a d20 roll as follows:

Dice Roll Fumbled (nat 1!)  => Result improved to just a Fail
Dice Roll Failed => Result improved to a Success
Dice Roll Succeeded => Result improved to a Critical Success
Dice Roll Critical Success (nat 20!) => Result improved to something Monumentally Cool

Once applied the rune can't be used again this session.

If the rune lands face down it doesn't affect the results but the player can hold on to it for later in the session.

As for what each rune means and what areas of the game they influence, I leave that for the players to convince the DM, but there's so many resources available about using them for divination that you just need to refer to one and make the call.

 

 

Tuesday, December 8, 2015

SWORDS OF NORDHEIM #01 : THE ISLAND OF EERIKA'S DOOM

So finally after months of pussyfooting round I finally got to run the first session of Swords of Nordheim using D&D 5th and a bunch of houserules (modified races and classes, mainly, plus the use of futhark runes as character inspiration).

Two old mates of mine: Steg (also in Sydney) and Wes (currently working in Tokyo), who I've known and gamed with for twenty years or so, ran using Google Hangouts (man their "downgrade" is making it hard to stick around on G+.... sigh). Hopefully a couple more players will be join us soon.

And to push myself with the arty stuff and with the writey stuff I'm going to keep a session recap, complete with quick illustrations (I need to work on being faster with the pen). Lessee how long I can stick this out.

THE CHARACTERS:

GUNVOR KIRBYSON (Steg)
Nordheimer Warrior of Noble blood, drew the rune of Eihwaz merkstave, and favours the god Heimdall above all others. A master of games (few are his equal at shatranj) and a likeable son of the local lord. The broadsword and round shield are his weapons and he wears a fine chain shirt into battle.

TORRAD GAMILSON (Wes)
Trollblood Berzerker who trained as a Weaponsmith, drew the rune of Isa merkstave, and favours the goddess Sif above all others. His trollblood manifests as hideous claws that he must sever each morning before he goes to work in his smithy, where he hammers out the finest swords in his town. The sword and round shield are his weapons, but he eschews armour in his berzerker rage.

DRIFA ODDLEIFDOTTIR (me)
Jotunblood Huntress who sails the coast hunting whales, drew the rune of Nauthiz merstave, and favours the god Uller above all others. She is descended from Sea Giants. The Harpoon is her weapon, and the hide of her kills protects her. (I like having a DMPC in my games, especially if there's only a couple of players, and they're almost always heavy hitters just to help the PCs stay alive. And no, they're not snowflakes. They die very well, thank you).

(Merkstave means the rune has negative connotations, and the choice of favoured god from the Norse pantheon confers a minor blessing on each character)

The names are all from here: Viking Fantasy Name Generator

THE SETUP:

Steg punched a bunch of storyhooks into his brief character background, and here it is verbatim:

His father, a devout man, was famous for his own adventures twenty years gone. But last summer some old friends of his father's, some familiar to Gunvor and some not, turned up late one evening. The last trace of his father was a hastily scribbled note: “Eerika Bergljotdottir stirs in the Doom where we trapped her. We journ to Helmsborg to seek answers. Godsmun Bjornen Triggson gave oath this could not happen unless Strength in Life, Strength in Battle.”

So the player characters are the sons and daughters of Kirby's friends who have gone missing for several months, and I threw them straight into rowing their faering boat across the frigid waters to where their parents were last known to be heading: the island of Eerika's Doom.


The Island awaits...


THE ADVENTURE:


We started late and there was the usual first session muckaround to begin with, so we didn't get terribly far into it (which is good, cause I was underprepped and I can bang some stuff out in time for next week's game).

The three adventurers made it to the island and dragged their faering up over the rocky shores and into the tussocks beyond, then headed to the headland promontory away to the east to get a better view of the island. Through the slowly parting mists they saw a large rocky hill rising from the centre of the island, granite and barren, and were about to head off there when Torrad spied a wooden dragonprow poking up from the forest near the harbour on the far side of the headland.

They investigated, and found a small knarr fit for a dozen people had been pulled ashore and covered over with tarp and hidden by branches. They searched the ship, found no-one, but guessed from the rotting food stores that the crew had intended to stay for some time but had not returned to their ship. At best guess it had been hidden for several months; a small campfire was found but had been partially grown over. The three adventurers also found a couple of odds and ends (I'd forgotten to roll on the trinkets table and got them to do so in game). Then headed off to the rocky hill and found it soon enough.

As they scrambled about the hill, they found the rock was exceptionally cold to the touch, akin to touching bare flesh on frozen steel, and that there were no signs of animal life. Again Torrad's keen eyes spotted the flight of rough hewn stairs running up the side of the hill, and ascending it they came to a wide landing and a low stone cliff, into which some masterful hands had carved a wide opening that descended down into darkness.

At the bottom of there were two heavy stone doors, shut tight; but with a hefty push the doors parted to reveal a long hall lined with statues of excellent craftmanship, dark passages descending between each pair of figures. It appeared to be a burial mound, but the funereal boat was not lying along the floor. Instead it had somehow been inverted, so that the tip of the mast touched the stone ground, and the ceiling lay many feet deep in the thickest grip of ice. Only the prows emerged from the glacial grasp, and the ice ran down along the walls to smoother the upper halves of the statues.

The hall was incredibly cold, the air hurt to breathe, and touching anything froze the flesh.

Torrad persevered though, and using a torch and dagger managed to chip the ice away from one of the statues, that (serendipitously?) revealed the statue was a goddess, and was indeed his patron Sif, the goddess of War (have an inspiration point for that). The others went looking for their gods. Drifa found and freed Uller, the god of Hunting, but none of the statues were of Gunvor's patron Heimdall.

Instead Gunvor found Heimdall's face carved into the massive stone doors at the far end of the hall. Fitting, that the god of guardians would be found protecting the inner sanctum of the burial mound. Gunvor gave it his best to open the innder doors, but Heimdall was having none of it.

A quick investigation of the six other passageways leading out of the main hall reveal each descended to yet more stone doors. One was open, but at Torrad's insistence they chose the door guarded by Sif.

With a bit of effort (the ice that gripped the ceiling ran down each passage and partially covered the doors) they managed to open the passage and found a tomb inside. The walls were again lined with statues, this time of nobility, looking down on a massive sarcophagus. Gunvor and Torrad were about to push the lid off it when Drifa spotted a secret door up in the passageway, but they pressed on with the task and with a massive crash the stone lid fell away.

Inside was the fully armed and armoured skeleton of a Jotunblood warrior, easily over nine feet tall. Long dead, Torrad decided to bequeath his armour to Drifa, and the warrior's fine looking sword to himself; he snapped the Jotunskel's head right round as he was removing the helm.... only to see the head turn slowly back and the horror rise up out of its resting place.

The Jotunskel (reskinned Minotaur Skeleton p273MM, increased AC to 14, decreased damage to 1d8+6).

It mouthed breathless words as it snapped Drifa's harpoon in half, swatted away the first sword blows, and then attacked. Maybe because Torrad was the one who defiled his tomb it concentrated its wrath on him and brought its own sword down on the trollblood hardest. The first blow to hit dropped him two thirds of his hit points, but the combination of Gunvor's swift swordwork, Drifa's horns and Torrad's rage wore the creature down, and it was finally felled by Gunvor's sword to the neck. As the decapitated head rolled away, its still mouthed its silent words. "You shall bear these arms at Ragnorok," was what it appeared to say, watching as the victors looted its fallen body.

We called it a night there. Midnight; tired Jez, more prep needed.

THE MAP:

I didn't get anywhere near enough prep time as I would have liked, so grabbed the old crypt map I'd made a few years back to showcase the DungeonFu GoogleDocs I'd made... so far this is what they've explored:



TREASURE:


Trinkets from the boat:
- a brass king from a shatranj game (Gunvor)
- a mysterious iron holy symbol of an unknown god (Torrad)
- a large scale from a Vaengrwyrm (Drifa)

From the Jotunskel:
- one suit of chain mail and warhelm (fit for a Jotunblood)
- one fine heavy broadsword (+1 damage)
- one fine dagger
- a magnificent bejeweled belt
- one wooden round shield marked with a doubleheaded orca
- a fine silver necklace bearing an amulet of Thor's hammer Mjolnir

EXPERIENCE:

Exploring the Island: 150XP
Defeating the Jotunskel: 450XP

TOTAL: 600XP/3 = 200XP each

Wednesday, November 25, 2015

Tuesday, July 28, 2015