Werewolves and a Reflection

Events 

Players 

Necro 

Selune

Volkhv 

Ante 

Wolf 

Garmadon 

The party enters with Selune just about dodging a falling column trap. 

They find a group of werewolves that converse to the party with a high reaction roll. 

The wolves give Ante the gift of lycanthropy thanks to Ante winning a duel and Wolf pledges to aid them. 

The party then finds a group of religious order of warriors hunting werewolves. The party hates them. 

Selune sneaks past and grabs the relic from Wind that Whispers, the leader of the werewolves. 

The rest of the party try to take out the leader of the holy order.

The party abuse the fairy dust set on tracking werewolves and throw it in the leader’s eyes, stunning them.

 

From Fromsoftware

Wolf successfully douses an amulet from the werewolves in the blood of his enemies gaining werewolf abilities. 

The party enters combat, Necro scares half of the warriors with a spell and there are 4 warriors left. 

The remaining warriors all attack Necro and bring him down. 

Thankfully the werewolves distract the guards while the party make a getaway with the relic.

Garmadon then employs guerilla tactics to kill the remaining few, letting one get away to tell the tale. 

Necro is then carried out by Volkhv transforming into a bat and pulling him to safety. 

 

 

From National Geographhic

Reflection

This wasn't supposed to be the final session. I had planned for more but the night of game day a number of players said they couldn't make future sessions. I understood so I changed the session to be a celebration of the campaign, of what I felt was the best of, and resolve all remaining plot threads. I gave them a choice as per normal and they wanted the werewolf mission since it was Halloween at the time. It felt bittersweet. My friends had fun and so did I, they all got something. Ante got his casino, Wolf got his werewolf powers, Volkhv got to be a grand volkhv, Necro started his cult and Selune made their god famous enough to put them into the pantheon. Garmadon started his criminal racket. It felt okay for the circumstances. I would have loved a longer campaign but I was thankful it went out on a high rather than a low. 


The lessons I learned from this is to listen to the players and manage time better. The thing I will miss most is talking to my friends. In a few years time, this campaign will be fuzzy details and a few jokes. What will remain is the memories of me and my friends playing a elfgame and having a blast doing it. It will be a while until my next in-person, but I can't wait. 

My prep sheet for the last session


Clickables!

 

Rolling d6 talks about breaking traditional magic systems

 

Idraluna replaces OD&D ablities with perks

 

Estival Press is making A NSR adventure for their thesis 

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