I have just started a RQII Viking campaign with my group and I thought I'd just share a few things on it. One thing I was really keen to play on was a firm historical backdrop mixed with mythical themes linked through...with the players wondering which one was true at times.
I have chosen a semi-historical setting based around the 930's (ish :wink: ) in East Agdir in Norway and explained to the players that although their characters will believe in trolls, alfs and magic they, as players cannot assume everything is that simply defined.
The first scenario (adapted from the old Avalon Hill Vikings box set) showed them this when they travelled several miles in a snowstorm to confront a 'troll' that had attacked a stead up in the hills. I built up the suspense with witnesses who had seen the big hairy troll attack in the night and they found the bodies of maimed slaves in the snow near the partially collapsed stead.
They were really weary about attacking the creature lurking in the ruined longhall until they realised that there were two survivors inside, a woman and her young son trapped under the remains of a bed closet. The smell of hideous rotting flesh had them wondering if it was a draugr as well (as all the bodies of the slain were all frozen solid).
They eventually distracted the 'troll' by hurling rocks at one end of the stead from behind a wall while two of the characters hacked through a side wall and pulled out the survivors. They then fled as the creature burst out of the wall.
Only then did they realise the 'troll' was actually an injured polar bear driven insane by a slowly rotting head wound. A BIG polar bear as well who's insane state gave it the ability to ignore resilience rolls for anything less than a major wound :wink:
They retreated to a tree covered knoll and the party huskarl bravely stood to fight it as the other players peppered it with arrows, javelins and sling shot. After several rounds of fighting, a large dose of luck, a ruined shield for the huskarl and some clever combat manoeuvres they finally downed the creature....much to their relieved amazement.
They immediately realised the value of such a huge white bearskin and, after making the survivors comfortable, the craft rolls were quick to follow (A&E proved very useful here). :lol:
The players then took the survivors to a neighbours stead and spent an evening bragging about their heroism using singing and poetry skills in true Viking fashion. (I allowed them to make 4 rolls on their skill in a similar fashion to the craft rules in A&E and totalled up the successes to see how well they did... lets just say they didn't worry Egill Skalagrimsson just yet but then they didn't get kicked out in the snow again either!)
After a scrap with the local trouble maker and his friends on the way back to the coast (a few minor injuries but no deaths) the players were rewarded with arm-rings and fine clothes from the Jarl at a feast and were assigned as temporary guardians of the widow, her son and the remains of her stead.
I have to say the RQII Vikings supplement is absolutely superb and gives a great deal of background on these hardy northern souls as well as some excellent game mechanics to handle Viking magic and some of the unique creatures from Nose myth. The players really threw themselves into the roles and were really pleased to spend time using skills such as singing and poetry and have now rolled up their family backgrounds and defined their lands and possessions on the champaign map. This enthusiasm is due in no small part to the Vikings supplement that seems to have really inspired them as players and me as GM.
Next is a risky winter trip to Kaupang up the coast and then the spring assembly with a few lawsuits to answer. Then I can start to creep in a few more supernatural themes and get them all worried again. :lol:
So well done Mongoose, Vikings will be a very well used book in our game for a while to come.
I have chosen a semi-historical setting based around the 930's (ish :wink: ) in East Agdir in Norway and explained to the players that although their characters will believe in trolls, alfs and magic they, as players cannot assume everything is that simply defined.
The first scenario (adapted from the old Avalon Hill Vikings box set) showed them this when they travelled several miles in a snowstorm to confront a 'troll' that had attacked a stead up in the hills. I built up the suspense with witnesses who had seen the big hairy troll attack in the night and they found the bodies of maimed slaves in the snow near the partially collapsed stead.
They were really weary about attacking the creature lurking in the ruined longhall until they realised that there were two survivors inside, a woman and her young son trapped under the remains of a bed closet. The smell of hideous rotting flesh had them wondering if it was a draugr as well (as all the bodies of the slain were all frozen solid).
They eventually distracted the 'troll' by hurling rocks at one end of the stead from behind a wall while two of the characters hacked through a side wall and pulled out the survivors. They then fled as the creature burst out of the wall.
Only then did they realise the 'troll' was actually an injured polar bear driven insane by a slowly rotting head wound. A BIG polar bear as well who's insane state gave it the ability to ignore resilience rolls for anything less than a major wound :wink:
They retreated to a tree covered knoll and the party huskarl bravely stood to fight it as the other players peppered it with arrows, javelins and sling shot. After several rounds of fighting, a large dose of luck, a ruined shield for the huskarl and some clever combat manoeuvres they finally downed the creature....much to their relieved amazement.
They immediately realised the value of such a huge white bearskin and, after making the survivors comfortable, the craft rolls were quick to follow (A&E proved very useful here). :lol:
The players then took the survivors to a neighbours stead and spent an evening bragging about their heroism using singing and poetry skills in true Viking fashion. (I allowed them to make 4 rolls on their skill in a similar fashion to the craft rules in A&E and totalled up the successes to see how well they did... lets just say they didn't worry Egill Skalagrimsson just yet but then they didn't get kicked out in the snow again either!)
After a scrap with the local trouble maker and his friends on the way back to the coast (a few minor injuries but no deaths) the players were rewarded with arm-rings and fine clothes from the Jarl at a feast and were assigned as temporary guardians of the widow, her son and the remains of her stead.
I have to say the RQII Vikings supplement is absolutely superb and gives a great deal of background on these hardy northern souls as well as some excellent game mechanics to handle Viking magic and some of the unique creatures from Nose myth. The players really threw themselves into the roles and were really pleased to spend time using skills such as singing and poetry and have now rolled up their family backgrounds and defined their lands and possessions on the champaign map. This enthusiasm is due in no small part to the Vikings supplement that seems to have really inspired them as players and me as GM.
Next is a risky winter trip to Kaupang up the coast and then the spring assembly with a few lawsuits to answer. Then I can start to creep in a few more supernatural themes and get them all worried again. :lol:
So well done Mongoose, Vikings will be a very well used book in our game for a while to come.