Viking campaign

Nice play report, Vagni!

I like that your characters are not adventuring all the time but rather they have down-time as well. This puts all the adventuring time to a perspective. I have thought to use this method as well in the game that I will run some time in the future (whatever it will be).
 
SnowDog said:
Nice play report, Vagni!

I like that your characters are not adventuring all the time but rather they have down-time as well. This puts all the adventuring time to a perspective. I have thought to use this method as well in the game that I will run some time in the future (whatever it will be).


I do use a lot of downtime between scenarios, often around 2 or 3 weeks in game time. The players use it to manage their affairs and visit allies etc. It all helps build the whole community feeling I'm looking for and helps emphasise the importance of managing their farms (or coastal fishing 'business' for Thorstein).

Vestarr has even spent money on building more byres and outhouses on his property and he has also spent several weeks building a wall around his farm to replace the wooden fence. I have to admit that this is a whole new world to me as a GM used to managing intinerant adventures! :lol:

I also allow a bit of training in down time to help the players advance skills such as their crafts and lores.

As the players get used to the idea of downtime and the community, I will encourage them to explore things more and even go for some totally scenario free sessions at some point.

I have another write up to do on the players adventures at the spring assembly to do now. They have thrown themselves into several lawsuits already and are busy making allies and foes. Egill also has a lot to think about with the potential offer of the old Sorenson stead up for sale - a rare opportunity for him to gain some land of his own as he is the youngest son of a large family, but its a huge investment. That also raises the question of Thorkel Sorensons widow and her young son... :)
 
True, downtime is good to give colour to the setting and it's people.

I just love it when the setting grows organically based on PCs actions and also from GM's adventures. Like your characters' contacts/foes, estates and businesses. All of those can create a great deal drama later on in the campaign in the form of adventure or just having to deal with difficult issues like crop failure but also from things that happen because you are gaining influence and prosperity.

Yes, the widow and a son. Seems like a great opportunity for roleplaying.
 
I have just posted this on a different thread but thought it worth re-posting here for those following the Viking theme, apologies to those who have already seen it:


On jewellery and costs:
I have a few I've worked out for my Vikings campaign, but they will be of little use in a fantasy campaign as money and values are very different. However I will present them here in case they are of use.

For silver jewellery I start with a basic weight of the item and work out its raw value as silver (the same can be done with gold but the raw value is x8 the value of silver).

So an example based on a 20 ounce arm ring, from Eyrbyggja Saga:

“…and thereon lay a ring without a join that weighed twenty ounces, and on that must men swear all oaths; and that ring must the chief have on his arm at all man-motes.”

Thus its raw value in silver is 20 ounces (Old Norse aurar, singular eyrir), would have a base price of 20 aurar (200 pennies). This can then have its value increased based on its workmanship and quality, I simply give my players the chance to multiply this value with a simple modifier as below:

Raw cost modifier Examples
x1 Plain silver item, made to be used as hack-silver, cast ingots
x2 Simple wire twisting, punched designs, simple casting
x3 Elaborate wire twisting, elaborate punched designs or bossing, niello, enamelling, elaborate casting
x4 Elaborate granulation and heavy decoration, gilding, inset semi-precious gems etc.

So for an elaborate oath ring fit to grace a temple I would apply at least a x4 modifier to the raw silver cost to arrive at a value of 60 aurar (600 pennies), or 7 1/2 marks. A very costly item in Viking times, worth about 60 cows!

A more modest, but still impressive, twisted silver arm-ring of around 10 ounces would have a value of around 40 aurar (about 400 pennies). While a thin bracelet with punched decoration weighing around 4 ounces would be valued at around
a mark (80 pennies). A small plain silver ring or perhaps a simple clothes hook, say an ounce in weight, would be 1 eyrir (10 pennies).

This is quite a simple system and follows the spirit of the rules already in the Viking book. The only drawback being that you have to have a rough idea of the weight of an item to work out it's value. If you assume a chunky finger ring uses around 2 aurar of silver (1 eyrir = 10 silver pennies) and an heavy arm-ring is about 20 aurar (200 pennies) it gives you a base to judge other items on.

You can also work out other cost using the formula of 1 eyrir = 10 pennies = 1 weeks hard work = 1 oxen or milk cow = 1 logeyrir of homespun wool cloth (6x2 ells in size) = one eighth of a mark.

Other factors may influence the value of an item for good or bad; rumours it is dwarf made, it was a gift from a king, it is rumoured to be cursed etc.

For early historical campaigns with few written sources of 'price lists' its best not to get too tied up trying to figure out costs as the sources are very confusing and contradictory, even scholars have not decided on the value of silver in Viking times, but a system like that above at least allows you as GM to apply a consistent approach to such items and gives you an idea of the value of time and raw materials.
 
Vagni said:
...Raw cost modifier Examples
x1 Plain silver item, made to be used as hack-silver, cast ingots
x2 Simple wire twisting, punched designs, simple casting
x3 Elaborate wire twisting, elaborate punched designs or bossing, niello, enamelling, elaborate casting
x4 Elaborate granulation and heavy decoration, gilding, inset semi-precious gems etc.
...
Thanks for that -- I was starting from the same approach (value of the raw materials) but never codified it. I would think your system could also be helpful for craftsmen: When they do their craft roll, they get a modifier based on what they are trying to make. Plain items are EASY, Simple items are ROUTINE, Elaborate Wire items are HARD, and Elaborate Decoration items are FORMIDABLE; using the modifiers in the core book.

Steve
 
Heya, as I am just beginning to plan a Norse/Viking campaign this was inspiring and gave me tons of ideas! I Hope this works out. Keep posting if possible please. I will be stealing liberally ;-)
 
Here's an expanded equipment list I'm using for my Viking campaign. These values are my own opinion and have very little historical back up but at least they give a base to work from. Sorry about the formatting but it should be easy enough to follow.

The modifiers for decoration and lining etc. work as per the clothing ones in the Viking book.

VIKING EQUIPMENT
LEATHER, HORN, ANTLER AND BONE GOODS
(Leather may be embroidered +1, fur lined +4 and tooled +1
Horn, antler and bone may be carved +1 and dyed +2) ENC / Base Cost
Belt, plain leather without fittings - 2 pennies
Belt, leather with simple brass or pewter buckle - 3 pennies
Belt, with cast brass buckle and belt end - 6 pennies
Scabbard and baldric, plain leather, wood and woolen core - 6 pennies
Scabbard for seax, plain leather - 2 pennies
Boots, ankle height - 6 pennies
Shoes - 4 pennies
Shoes, with embroidered decoration - 8 pennies
Mittens, sheepskin - 5 pennies
Mittens, lined with cats fur - 2 aurar
Quiver, leather or heavy linen - 4 pennies
Water bottle, wax or pitched interior 1 1 eyrir
Belt pouch, eastern style - 1 eyrir
Belt pouch, eastern style with brass decorative buckle - 15 pennies
Pouch, drawstring - 1 penny
Pack, shoulder sling, calf or goat skin 1 5 pennies
Leather cap, 1 AP 1 1 eyrir
Reindeer or sealskin shirt, 1 AP 1 2 aurar
Reindeer or sealskin trews, 1 AP 1 1 eyrir
Drinking horn - 5 pennies
Drinking horn, aurochs 1 2 aurar
Blowing horn, small - 4 pennies
Blowing horn, large 1 6 pennies
Comb, antler - 4 pennies
Comb and case - 6 pennies
Double sized comb and case - 1 eyrir
Decorative bone buckle or strap end - 4 pennies
Decorative bone pin or stylus - 4 pennies
Bit and bridle 1 1 eyrir
Saddle and stirrups 3 4 aurar
Backpack, leather, wood and wicker 1 7 pennies

SKINS AND FURS
Bearskin, 3 AP if worn as armour, covers abdomen, chest, arms and head 3 1 mark
Beaver skin - 4 aurar
Marten skin - 3 aurar
Fox, otter, wolf, boar or half a dozen squirrel skins - 1 eyrir
Sheep, goat - 2 pennies
Cow hide 2 2 aurar
Reindeer, moose or red deer 1 1 eyrir
Leather cord, 5 ells - 1 penny
Sinew , 5 ells - 1½ pennies

IRON GOODS AND TOOLS
Axe, woodsman's 1 2 aurar
Hatchet 1 5 pennies
Scythe 2 2 aurar
Iron chain, 2 ells long 2 25 pennies
Billhook 1 1 eyrir
Hammer 1 8 pennies
Iron steel - 2 pennies
Pick or mattock, adze 1 2 aurar
Fishing net 4 8 pennies
Hand saw 1 6 pennies
Hacksaw - 4 pennies
Spade, wooden with iron edging 1 12 pennies
Anvil, blacksmiths 10 1 mark
Anvil, Craftsman's 2 1 aurar
Pliers or tongs 1 1 aurar
Drill and bits 1 15 pennies

MISCELLANEOUS ITEMS AND LUXURIES
Glass beads, plain, small pouch full - 5 pennies
Glass or worked amber beads, elaborate, small pouch full - 25 pennies
Bedroll, wool and fleece 1 8 pennies
Sealskin sleeping bag 2 4 aurar
Dice, bone - 3 pennies
Hnefatafl set, wooden board and bone or glass pieces 1 1 eyrir
Fish hooks, 6 number - 1 penny
Stool 1 4 pennies
Folding stool, leather seat 1 1 aurar
High seat, carved 5 3 aurar
Lyre or European harp 1 1 mark
Bagpipes or medium drum 1 2 aurar
Flute, whistle, iron rattle, hand drum or pan pipes - 2 pennies
Flask of oil 1 2 pennies
Skates, bone - 6 pennies
Skis 3 15 pennies
Snow shoes 1 4 pennies
Torch, pitch, burns 4 hours 1 1 penny
Candle, beeswax, burns 6 hours 1 2 pennies
Rope, walrus hide or hemp, 10 ells 2 1 eyrir
Sack, woollen 1 4 pennies
Sack, linen - 8 pennies
Linen or nettle yarn, 20 ells - 1 penny
Silk thread, 20 ells - 1 eyrir
Nails, per dozen - 4 pennies
Pad lock and key set - 1 eyrir
Sea chest with iron hinges and clasp 4 2 aurar
Large wooden box and lid, clench nailed 2 15 pennies
Casket or small box 1 5 pennies
Basket, woven hazel or willow, small - 1 penny
Basket, woven hazel or willow, medium 1 2 pennies
Basket, large, woven hazel or willow with wooden bottom 2 5 pennies
Iron cauldron 2 3 aurar
Iron tripod 2 2 aurar
Iron ladle, spatula or fork - 6 pennies
Drinking glass, imported - 1 aurar
Wooden bowl, cup or platter - 1½ pennies
Wooden, horn or bone spoon - 1 penny
Tent, A-framed with waterproofed woollen cover, 4 person 6 3 aurar
Scales, small brass, with pouch - 6 pennies
Scales, folding brass with case - 8 pennies
Traders measure, 1 ell - 2 pennies

JEWELLERY
Jewellery may be made more decorative by applying a modifier to its base value of +1 to +4 for more elaborate casting, workmanship and decoration. The prices below are base values for the precious metal alone. Brass, pewter or tinned jewellery cost an eight of the values shown below, gold costs eight times the values shown below.
Plain finger ring, silver, I ounce - 1 eyrir
Plain finger ring, silver, 2 ounces - 2 aurar
Plain silver belt buckle, 1 ounce - 1 eyrir
Plain silver strap end, I ounce - 1 eyrir
Plain arm-ring, silver, 4 ounces - 4 aurar
Plain heavy arm-ring, 20 ounces - 20 aurar
Plain brooch, belt fitting or clothes hook, 1 ounce - 1 eyrir
Simple chain, silver - 5 pennies
Thick chain, silver - 1 eyrir
Woven silver chain - 2 aurar
Bespoke silver item, for raw material only – per ounce of silver - 1 eyrir
Bespoke gold item, for raw material only – per ounce of gold - 8 aurar

CLOTHING
(Clothing may be dyed +2, embroidered +1, fur lined/trimmed +4, gold trimmed +8, linen +2, silk +10, silver trim +3 and have woven trim +1)
Cap - 3 pennies
Cloak, woollen - 2 aurar
Cloak, dyed wool - 4 aurar
Cloak, fur lined - 8 aurar
Coat, Rus style kaftan - 12 pennies
Coat, short wrap around style - 1 aurar
Rus hat, with silver conical mount - 13 pennies
Rus hat, half silk panelled and with silver conical mount - 25 pennies
Dress - 14 pennies
Hangerok - 7 pennies
Hat, brimmed - 3 pennies
Hood - 5 pennies
Leg bindings - 1 penny
Socks or mittens, naalbinded - 4 pennies
Stockings, sprang or naalbinded - 6 pennies
Trousers or hose - 7 pennies
Baggy trousers, linen - 14 pennies
Tunic - 1 eyrir
Cloak ties, dyed silk - 12 pennies
Silk stockings - 4 aurar
Padded silk over-cuffs - 1 eyrir
One logeyrir of homespun woollen cloth, 6 ells by 2 ells 2 1 eyerir
One logeyrir of homespun linen cloth, 6 ells by 2 ells 1 2 aurar
One logeyrir of imported silk cloth, 6 ells by 2 ells 1 10 aurar

LIVESTOCK
Milk cow 1 eyrir
Chickens, per dozen 1 penny
Dog, trained hunting hound 4 aurar
Dog, guard dog 5 pennies
Falcon, a trained hunting bird 4 aurar
Falcon, an untrained fledgling bird 2 aurar
Hawk, a trained hunting bird 1 eyrir
Hawk, an untrained fledgling bird 5 pennies
Goat 1½ pennies
Hive of bees 1 penny
Mare, suitable for riding, breeding or meat 2½ pennies
Ox, a bullock for ploughing 1 eyrir
Sheep 1½ pennies
Slave, male farm labourer 6 aurar
Slave, female housekeeper or concubine 4 aurar
Sow and piglets 1 eyrir
Stallion, ungelded horse for breeding or fighting 1 eyrir
Gelding, a fine riding horse 6 pennies

HIRED HELP AND LABOUR (VERY APPROXIMATE VALUES)
One weeks hard work, farm labourer 1 eyrir
One weeks work, foreman, craftsman or skilled labour 15 pennies
One weeks work, guard, master craftsman or specialist 2 aurar
Slave, cost for upkeep per week - approximately 1½ pennies
Bondi or karl, cost for upkeep per week – approximately 15 pennies
Huskarl, cost for upkeep per week - approximately 3 aurar
 
I'm in the process of scanning my maps and plans and typing up the local NPC's and stead write ups at the moment.

Once I've got them all sorted I will be happy to share them with any interested parties. Best bet is to private message me your email so I can send them as word documents and jpegs if you want a copy.

It will just be the background stuff, but it does give a basic setting for a Viking campaign.
 
Right, the story continues with the spring assembly, the Thing, held at the Lawrock in the centre of the district:


After some downtime where the players attended to their affairs, the spring assembly arrived and they made their way to the Law Rock at the centre of their district for this important legal and social gathering.

As expected, Ari the Black had brought a lawsuit against Egill, claiming that he and his friends had ambushed him and wounded several of his men, but the players were not too concerned about this false case as they had been promised help from the Jarl and his brother, Grimr the Godi, on the matter and the fact was that Ari had attacked them with superior numbers anyway.

The players then spent some time exploring the Thing and meeting their neighbours and old allies. Many traders were there as well and the players bought some luxuries and items not commonly available. Egill was sceptical enough to avoid being duped over a 'magic battle charm' he was offered as well. By the end of the day they heard from the Jarl that Ari had agreed to drop his case against them, although they still expected some form of revenge from him later.

The players where then asked by an ally of Egill, Skapti Thorgeirsson, to help in a lawsuit against the berserker Vigfus of Uplands who had murdered his friend Hrut Hollasson. As Hrut had no relatives in the area, Skapti had taken it upon himself to seek compensation for his friend and had called on Egill and the Steindalr family to put their weight behind the lawsuit. The case was being defended by Vestein, the brother of the murderous Vigfus, and he stood to loose his farm if he lost the case. The Ulfstadir family, led by Ari the Black an old shipmate of Vigfus the berserker, were the only allies of Vestein present. Egill and Vestar called in a few favours and made a few gifts and promises to ensure a huge level of support for Skapti.

Thorsteinn decided to sneak away at this point and cast a siedr curse on Ari that meant any fires or flames he went near gradually gutted and died. Ari turned out to be an unpopular fireside companion that evening wherever he went...much to Thorsteinns amusement. Luckily no one suspected magic or his involvement.

The case went badly for Vestein and his brother was declared outlaw and his farm was to be confiscated, but Vestein challenged Egill to a duel over the matter in desperation. (Egill failed to notice Ari sending a messenger north on horse back at this point...). Vestarr got quite concerned for Vestein loosing his property because of the actions of his brother and went to speak with him to see if anything could be done in the matter. Vestein cautiously welcomed his interest and suggested that maybe he could convince Skapti not to seize the farm if he should loose the duel, taking staged payments from him instead.

The day of the duel arrived (after several nights of Ari finding he couldn't find a decent fire to warm himself at all night to Thorsteinns continued mirth and successful curse rolls :lol: ) and Egill armoured up to await the arrival of Vestein to fight the duel, only to find his berserker brother had arrived over night and he was to fight in his place. Egill was fairly confident he could beat the berserker, who had no armour, and drew the sword he had taken from the Svear leader in the raid. He attacked and managed to knock Vigfus down pretty quickly but found his sword just would not bite (unknown to him Vigfus had used a spell to blunt his weapon). After several more blows were exchanged Egill realised the problem and quickly swapped back to his old sword and attacked the berserker again, catching him with a powerful blow to the leg that finally bit home and ended the duel.

Vigfus was quickly dragged off still screaming revenge by some supporters and Egill was congratulated on his victory by Skapti and most of the onlookers. Ari stalked off to put more fires out... :lol:

Vestarr spoke with Skapti as he had promised and he agreed not to seize the farm immediately, but he demanded payment of Hruts full weregild within 3 summers and the outlawing of Vigfus, which was agreed by all parties.

The rest of the assembly was spent buying exotic goods, making new acquaintances and poking their noses into various lawsuits they were not directly involved in. Ari never did quite figure out what was going on with the fires and he and his family packed up and went home early.

Egill, Vestarr and Thorsteinn got concerned when a small well armed group of Svear arrived at the assembly and were heard to be asking after them. They approached the Jarl with their concerns and he ensured armed men were always around to keep a careful eye on things, he also told them that a ship with another 50 Svear was in harbour down near Holt with his permission (i.e. being carefully watched...)

They got quite paranoid at this point and kept watching the horizon for smoke in case the Svear turned out not to be quite as friendly as they claimed.

Eventually the Svear leader came to speak with Egill and introduced himself as Frodi, brother of Ingvar the Svear slain by them in the winter raid. He assured Egill he was not looking for trouble, as he was fully aware of Ingvars less than honest dealings in the area but he did request that Ingvars sword be returned as it was a family heirloom. Egill told him of his brothers death due to a lucky javelin shot and Frodi seemed satisfied with the tale. Egill agreed to return the sword and handed it over to much praise from Frodi. (Luckily he had paid for it to be resharpened before this).

Frodi even invited him to visit him at Kaupang in the summer if he was in the area, and the two men parted on very good terms. Frodi gifted him a silver arm ring as well.

The assembly was rounded off with more trading, a bit of good natured wrestling and gift giving by the players before they finally went home. They had learnt of a summer Viking expedition being organised by Gudmundr Thorkelsson and were determined to try and get aboard as crew members, mainly due to the fact they had spent much of their wealth on fine clothes, jewellery and gifts, so they began to organise their holdings for the summer ahead.
 
In over 30 years of playing RPGs I've never really wanted to play in a Viking game, in spite of being Swedish, but now I do.
 
I am so jealous, my GM talents pale to your storytelling. I can not even imagine running a Ting with lawsuits and all the other trappings with my group. Kudos, great read and very motivational too!
 
jarulf said:
In over 30 years of playing RPGs I've never really wanted to play in a Viking game, in spite of being Swedish, but now I do.

The Vikings supplement is great, I can really recommend it. The magic system also really captures the feel of the sagas as well.

The whole community based approach is new to us all really. It's really inspired me as GM and my group as well.

The basics of the whole campaign are based on the old Avalon Hill Vikings scenario book. I've just picked the bits I liked and embroidered on them. The time spent on defining the local neighbourhood and doing a few maps has also helped me and the players understand the local area as well.
 
I have finally typed up some details for the Viking campaign and finished a few maps.

At present these include:

Hand drawn colour map of East Agder
Gazetteer of local area
Basic details of prominent PC's and families
Viking 'Price List'
Plan of Litil Vollr settlement
Plan of a large stead (suitable to use as the Sorenson stead)
Plan of small coastal settlement (for use as the Svear winter camp)
NPC sheets for various characters: giant Polar Bear, Hrani, Ari the Black, killer-Gestr, Ingvar the Svear etc.

These are almost completed now, so if anyone would like them sending on then please let me know. Best bet is to message me an email address to send them on to. There is no scenario outline, just the background stuff.
 
Latest update on the campaign so far:

The players travelled across Ast Agder to Red Sun fjord where Gudmund Thorkelsson was selecting crew and warriors for a Viking expedition in his newly built longship. As Egill fumbled a survival roll as they navigated their way across the hills I made him have to make an escape from a mudslide that was in danger of burying him alive, luckily he made his Perception and Athletics tests to scramble out the way, leaving his Hero Points intact.

Once they arrived at the fjord they dressed in their finery and immediately recognised Solvi the Boatwright and went to say hello before they introduced themselves to Gudmund and his selection panel, consisting of Hakon Ravenhair and Ingolf. The amiable Gudmund asked them various questions about their abilities and exploits and they wasted no time in bragging about their killing of the polar bear and their daring winter raid on the Svear traders. Ingolf threw them some tricky questions which they fielded well and then the unpleasant Hakon challenged both Egill and Vestarr to a 'friendly' duel to first blood to test their claims of being such fine warriors.

Vestarr went first and they fought for a couple of rounds before Hakon was able to injure his leg and put him out of the fight, Thorsteinn helped with his magic to heal the wound with a magnitude 2 healing spell, so the wound would be at least partially healed by the next day. Next Egill fought Hakon and was able to give him a wound within three rounds, Hakon stalked off muttering darkly about him, leaving the players under no illusion that Hakon was bad news.

Gudmundr seemed impressed with the players, especially as Solvi the Boatwright confirmed their tale about the winter raid, and offered them a position in the crew as warriors. He told them they had the day to sort their affairs, then there would be a farewell feast that evening.

The feast started well with oaths to Gudmund and toasts to their luck, but went badly downhill when a drunken man who had been passed over as a crew member insulted Gudmund and the name of Sea Warrior he had chosen for his new ship. Hakon was enraged and promptly leapt over the tables and began throttling him. The players had all had a couple of strong drinks at this point and chose not to intervene (I used the drinking rules from the RQ Compendium for this). When Hakon was finally pulled away it was found the man was dead. The feast petered out and the crew were all deeply disturbed by the bad omen.

The next day, with the players nursing hangovers, the ship set sail in fair weather and headed into the Baltic region on a rendezvous with some Wendland traders. Whilst on his watch Egill spotted a smaller Frankish trader on the horizon and Gudmund decided to take up the chase. With the expert sailor Solvi in charge the longship caught up with the Frankish vessel with an hour or so and they quickly grappled the vessel and drew alongside.

The Franks had armed themselves and a small group of them had taken up bows in the rear of the ship. The Frankish vessel had a much higher freeboard than the longship and the Viking ship was also caught somewhat under the side of their ship to make the hight difference even greater. As the ships were secured together there was much ominous grinding from both vessels as they moved on the sea swell.

Gudmund ordered his warriors to try and board the vessel and a fight began with spear men on both ships exchanging blows over the gunnel's as the Frankish archers exchanged fire with some javelins from the londship, including Vestarr with his bow.. A man next to Egill was shot in the head and died instantly and a couple more were injured by arrows, giving the first round to the Franks.

The next round the Vikings managed to wound a couple of the Franks and a couple more were taken down by missiles. At this point the ships began grinding together more on the swell and the difference in freeboard was lessoned some what. Egill was temporarily blinded by a lucky defence from a Frank and had to step back for a moment as the Vikings tried to pick off more of the Franks with their spears. The round ended with a couple more dead or injured Franks and a couple of injured warriors on the Viking ship.

Round three saw the ships finally settle together and the freeboard difference was now only about half a metre or so. Egill tried to push forward but was stopped by another lucky defence from a Frankish spear man and foreced back, but a warrior called Flossi managed to scramble aboard and start striking at the defenders on their own deck, two other Vikings, Mani and Kristr, followed him. By this point Vestarr had tired of missing with his bow and got a couple of crew men to help him leap aboard the stern of the Frankish ship where he began shooting the Franks from their flank. One Frank turned and charged him, with an arrow still in his back, Vestarr quickly unslung his shield and axe. The battle was now turning on the Franks.

Round four saw Egill finally making it aboard the ship along with a couple more of the warriors. The warrior Flossi lead a charge to attack the slowly retreating Franks and managed to kill their captain before he was impaled himself and mortally wounded. Vestarr waited for the lone Frank to charge him and promptly felled him with one axe blow, knocking him across the deck. Egill attacked the Franks with his sword now and succeeded in wounding one man and driving another back.

The next round had the Vikings forming up in a shield wall on the deck as more of them poured aboard and they demanded their immediate surrender. The Franks had lost their captain and about a third of their number and were quick to accept, laying down their arms and being bound as Gudmund came aboard to survey the cargo they had captured. The Vikings had lost 3 men and had half a dozen wounded, Vestarr helped Horic apply first aid where he could.

The cargo was a mix of wool, linen and silk cloth, Frankish sword blades, glass and pottery, some spices, iron goods and tools and a casket of silver. Gudmundr chose his third share as the captain (to be divided amongst him, Ingolf, Hakon and Solvi) and the remaining two-thirds were to be divided equally amongst the crew. Egill and Vestarr had a debate about what was best to take their share in and they settled on a mix of silks, silver and a couple of sword blades all amounting to about 4 marks (320 pennies). Gudmund aslo gifted the first warriors aboard with silver arm rings and he gave Egill the Frankish captains helm and Vestarr his sword.

Gudmund and Hakon then argued over what to do with the captives, Hakon was keen to divert and sell them as slaves, but Gudmund was concerned to miss his agreed trading meeting with the Wendlanders for what would be a pretty poor return. Eventually it was decided to strip the vessel and leave the crew aboard, although three manacled men were found in the cargo hold and taken aboard. One was an Englishman named Tostig, another a Wenlander called Gerrard and the other a minor Frankish noble called Charles who offered a great reward for his release. Gudmundr decide to take them aboard and decide on their fate later.

The Sea Warrior now headed to the Wendish port and Gudmund traded his goods for a further profit equal to 1 mark per crew member. Egill and Vestarr went ashore with Ingolf and were able to buy a few of their own trade goods at a decent price thanks to Ingolfs commerce skill.
 
Great Story so far, I like the way this is so.. "mundane" in a way. Are you planning to reintroducing some more mystical features ot keep it more on the Historical side of things?
 
True, very nice campaign and I really like this refreshingly more mundane approach to adventuring. Despite being down to earth the action is far from being boring.

Good job!
 
I like the mundaneness of it too...although I really like it when the rumors of the truth stretch in to the supernatural- as with the polar bear. Stuff like the 13th warrior, etc., always intrigues me. When you can pull of a "troll" with a real world explanation- to me, that's where awesomeness lives. It also makes for the rumors of "heros" to grow and makes for funny interactions.

NPC: "So, you're the ones killed the Troll?"

PCs: "Yup."

NPC: "Well I've killed three Trolls! All by myself! Say I haven't!"

Can't wait for someone to unknowingly pick up a cursed weapon (or knowingly! I love the way the curse effect can be psychological!).
 
The historical side is proving important for helping to set the scene for the players at the moment, any magical or mythical stuff has been very subtle so far and they've never been quite sure what was going on when it did happen (such as the Lapp magician sending his fetch to attack their ship in walrus form). At present there's almost a kind of subtle Call of Cuthulu feel to the game as the players are aware of all these mythical beings and magic going on around them behind the surface, but have yet to have anything concrete to confirm it all.

I will be introducing more mythical parts as time goes on, the voyage they are on at present ends up falling foul of a magical storm and they will end up facing a Bergris, a hill giant. A magic sword and a trip into an Alfs barrow will feature in that one as well. Horic the Lapp will prove a valuable ally to them if they can keep him friendly to them, he will no doubt open Thorsteinns eyes as to just how to use magic. :wink:

The other interesting feature of the background is the players attitude to money. They value every penny and spend it carefully on a mix of mundane items for their farms and fine clothes and jewellery to show off at assemblies and feasts (along with the bonuses to many social skills such items bring). They keep money aside in case their farms don't do well and Egill has even hired a skilled farmer to look after the Sorenson stead whilst he's away. They have taken to deciding what items of loot to choose with their share rather than just asking how much it all is in silver.

The stuff they are buying is great; stone walls for their home garth, tool chest and a set of tools, a small watchtower, extra barns, fancy glassware for feasting, a small herd of goats and some chickens, fine geldings for riding, blowing horns (so they can politely announce their arrival before approaching a stead), bone combs etc. In 25 odd years of gaming I've yet to have a player from a fantasy game ask where he can buy a nice antler comb or half a dozen chickens!! :lol:

They have also become quite generous at gift giving within the community, building allies and reinforcing friendships. This is all new to me as a GM as in fantasy games most players are itinerant adventures and are more concerned about spending money on magic and fancy weapons.

Given the lack of simple healing in the game I have been fairly generous with hero points so far, this means I can throw a few tough opponents in to test them without worrying about them getting slaughtered or losing a limb all the time. It also means they can make sacrifices to the gods in the hope for some help, or at least no hindrances (which costs a HP and whatever animal you sacrifice).

I can honestly say I've not enjoyed GMing a game like this before, the setting and Viking supplement have really inspired us all. :D
 
I've also been really enjoying reading this. At the moment I'm probably running almost the exact opposite type of campaign with all my player characters having just found themselves travelling through time to the 3rd age of Glorantha. It's cool to see that RQII does both types of fantasy without breaking sweat.
 
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