165
“Very well,” says the King, “but take your place at the feast and I will command the skald to sing the Lay of Sigmund.”
You and your warriors join the Danes at the feast while the poet takes up his harp and recites the legend of Sigmund. But as the telling continues, the wondrous exploits of the father are soon exceeded by those of his son, Sigurd the Wyrmslayer, and last of the Völsungs.
“You remember how the dvergr Reginn wanted revenge against the wyrm Fáfnir, who had murdered his father and stolen his family’s gold, that was a gift from the gods?” sings the skald. “And you remember how the young warrior Sigurd, of the Völsung clan, promised he would slay the wyrm, if the dwarf would forge a sword for him that was worthy of the task? And you remember how Sigurd took the pieces of his father’s broken sword – shattered by Odin the All-Father himself – and gave them to Reginn, who forged from them a new sword, Gram – which means ‘Wrath’ in the old tongue – that cut through the weapon-smith’s anvil? Then let me tell you how Sigurd best Fáfnir the wyrm in battle…”
Make a note of your current Agility, Combat and Endurance scores and then turn to 11.
11
You are Sigurd, son of Sigmund and Last of the Völsungs, a warrior of Denmark. After Reginn the Dvergr forged the sword Gram for you, you assembled an army of warriors and took to the whale-road with them, sailing to the sovereign lands of King Lyngvi. A series of bloody battles followed, in which you avenged your father’s death and put an end to an ancient blood-feud, by striking down all your foes and winning great renown. You finally returned to Denmark, a true blooded warrior.
(Gain 3 Endurance points, 1 Combat point, and 1 Agility point.)
Soon after your return, Reginn came to you and reminded you of your promise to slay Fáfnir. And so, the very next day, the two of you rode out together – man and dwarf – in search of the wyrm.
Day after day, Reginn leads you through empty lands where no one dwells, until finally you come to a lonely heath. There you spy a track, formed of withered plants and worn earth, that leads to a stinking stagnant pool. The track is wide and the extent of the blackened grass and withered plants causes you to wonder as to the size of the beast that made it, thoughts you express to Reginn.
“Do not fear,” the dwarf says. “Dig a pit in the ground and wait within, until the wyrm passes over you. Then you can attack from underneath.”
However, having proposed such a plan, Reginn rides off to find somewhere to hide.
• If you want to start digging, as the dwarf suggested, turn to 92.
• If you would prefer to find somewhere else to hide, while you wait for the wrym to appear, turn to 75.
Character Sheet
Agility: 12
Combat: 12
Endurance: 26
Hero Points: 16
Crew: 12
Equipment:
• Sword
• Spear
• Axe (decorated with the etched heads of four wild boar)
• Shirt of mail
• War-helm
• Golden Brooch (decorated with twelve freshwater pearls)
• Golden Arm-Ring
• Meal x2 (not carrying)
Kennings:
Dane-Friend
Dark-Mere
Shadow-Fast
True-Sight
War-Rage
Hero's-Promise
Wound-Serpent
Desire's-Slave
Other
Njord's Favour
Slew seven sea-monsters
Wealhtheow’s Blessing
Odin's Favour
Slew five giants
Loki's Favour
+1 CR vs Dragons/Wyrms
Sea-hag's curse