Fate of the Norns

The Complete Viking Experience!
It is currently Wed May 12, 2021 9:22 am

All times are UTC - 5 hours


Forum rules


No cyber-bullying, no racism, no spam! Keep discussions civil and respectful or you will be banned!



Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Tue Aug 12, 2014 8:29 pm 
Offline

Joined: Thu Oct 03, 2013 11:12 am
Posts: 114
Location: Canton, NY
So, tonight we finally got to start Fafnir's. What is it about this adventure that sends groups madly off in all directions?

Our band of stalwart warriors headed up from the docks and chatted with the guards at the gate about the wreckage strewn about. As soon as they heard about the uprisings and curse at the mines they decided that was the mission for them.

Further discussion with the guards brought word of the zombear attacks. The group set out to the Hunters' Lodge and spoke briefly with Grim, then returned to town to wait for the zombears. Sure enough a pair of zombears appeared. We ran a combat and the damage potential of the group was unleashed. The zombears fared poorly in initiative and the first was out of the fight before it truly began. The second soon followed.

Just before we broke for the night the decision was made to behead one bear and then watch for the other to rise so the group could track it back to its lair.

Guess who now has to detail the dark forest to the north and the sinkhole lair of the zombears? Next time there will be more than two.

Interesting to note that the instant my players heard that an Einherjar and a Son of Muspel were in the village they decided they wanted nothing to do with either one.

_________________
Anything that is not nailed down is mine. Anything I can pry loose is not nailed down.
--Viking Proverb


Top
 Profile  
 
PostPosted: Thu Aug 14, 2014 2:34 pm 
Offline

Joined: Fri Jun 20, 2014 5:51 pm
Posts: 121
That's happened so much in my gaming group that I consider it an occupational hazard to GMing. That kind of freedom is also what I love so much about tabletop rpg's, though. You can do almost anything.


Top
 Profile  
 
PostPosted: Thu Aug 14, 2014 2:34 pm 
Offline

Joined: Fri Jun 20, 2014 5:51 pm
Posts: 121
That's happened so much in my gaming group that I consider it an occupational hazard to GMing. That kind of freedom is also what I love so much about tabletop rpg's, though. You can do almost anything.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group