As will all Patreon Adventures, this one is distributed to all Patreons as a dirty-pdf and will be part of the end of month anthology that will feature an encounter location for Patreons only.
Frigga's
Chosen
An
Adventure for 4-6 players of the 4th
through 6th
Level of the NEXT
edition
Adventure
Background
Long
ago the Gray Elves of Alfhiem went to war against the Lords of the
World Tree. For centuries the two civilizations fought, bringing the
realms of the multiverse to near destruction. In a last bid to end
the wars the high priest of the Gray Elves, Orus, made a bargain with
the Unmortals of the Outside: his soul and the soul of all he killed
in exchange for the power to defeat the
Lords
of the World Tree. The Unmortals accepted the bargain and filled Orus
with their power driving the high priest to the gates of madness and
transforming him into a Lord of Death, Destruction and Insanity.
Driven
by his new place and insanity Orus attempted to sacrifice the whole
of the World Tree and the multiverse. Only an alliance, hastily
wrought and scarcely held together, between the Lords of the World
Tree and the Alfhiem were able to hold back the darkness Orus
attempted to spread across the multiverse.
Years
of new battle, new wars threatened to collapse the Source of all
Things but Hel the Lady of Death and her Grandmother the Lady of
Ravens, Frigga, were able to steam the tide of Orus and seal him
within the roots of the World Tree itself.
~*~
For
ages long forgotten Orus has remained sealed, but now as the world of
Usarm grows dark again the Dark Lord sees his chance to slip into a
new realm, a new place to once more begin his quest to annihilate the
universe. The Lady of Raven’s, Frigga, has seen this coming and
seeks to stop or at least delay the oncoming storm.
Deep
in the Apegia mountains, long forgotten is a small building that
leads into the heart of the mountain range. Once a Clan of goblins
called this place home, but have now been slaughtered and raised as
undead servants to the cult of Orus. The Cult searches for an
artifact of the Usarm that will aid them in the release of Orus and
provide him with a sacrifice that will empower him and sate his
Unmortal masters.
Legends
say this artifact that the Cult frantically searches for rests in the
Apegia mountains waiting for the command to be spoken. What the
command is no one knows, but if spoke the relic has the potential to
destroy everything from the City of Nark on the coasts to Icago in
the west. Hundreds of miles, thousands of lives and the death of the
land itself.
Frigga
has summoned her last surviving Chosen. A woman who has turned away
from her faith, to stop the cult from finding this object.
Adventure
Meeting
on the Road
For
whatever reason the players are traveling deep in the Apegia
Mountains. The mining town of Rook’s Bend is three days hard travel
before them and the Apegia Station a two day track behind.
Autumn
has come early and the trees are aflame with color. A cool breeze, a
near constant thing in the rolling Apegia mountains, rustles the
leaves noisely putting the players at disadvantage to any sounds they
may otherwise notice. (A DC 15 Wisdom (Perception) Check will alert
the players to movement on either-side of the trail they walk). For
the last several hours the players have seen no other travelers or
signs of life.
As
the party continues on they round a bend to find a lone woman,
resplendent in midnight blue scale mail, in desperate battle against
half a dozen goblins. However, these goblins seem strange with
sagging skin and strange glowing eyes.
If
no one succeeded the Wisdom (Perception) Check from earlier the
players will be at disadvantage when a second party of six goblins
ambush them from the road.
Enemies
-
Undead Goblins (12)
Treasure
-
None
After
the battle the players will be approached by the woman in the
midnight blue armor. If any of the party are severely injured she
will attend to them first (Optional Rule: First
Aid)
and then thank the party as a whole for their assistance.
The
woman introduces herself is Trifra, a Cleric and Chosen of Frigga. If
questioned she will explain her mission to the players and warn them
of the dangers present in the area. She will also attempt to gain
the players support offering them a chance at glory and the Favor
of Frigga.
If
the players declines Trifra will nod solemnly and wish the part the
best. A look of fear plays on her face as she heads off the trail and
into the forests. After a week, if the players are anywhere within
700 miles of the Apegia Mountains they will die in a blaze of
magnesium white light and heat.
If
the players agrees Trifra will offer a short prayer of thanks to
Frigga and tells the players to make ready before moving off the
trail and into the forests.
The
Forest

Trifra
leads the players up the slopes of the rolling mountains of the
Apegia Mountains. As the players move closer to Trifra's goal they
can feel the dread washing over them requiring a DC 18 Wisdom Saving
Throw. If successful the player move forward as normal, if failed the
player can only move at half speed and is at disadvantage until he or
she successfully makes the save. If the entire party fails the save
or an individual player fails more than three times Trifra will offer
words of encourage and hope granting a +4 morale bonus to the Save.
Approaching
The Wolf-Spider Clan's Den
As the
forest begins to thin relieving an outcropping of rock and stone, the
player can see a small gray building built into the side of the
mountain. Several Undead goblins stand around the building, slumping
as if held up by puppeteer strings. Quiet investigation will show
that the only way into the gray building is through the gaping hole
where the main door had been.
If
questioned if building is the right place Trifra will say it is and
begin to move forward. If questioned further she will inform the
players that Frigga is actively guiding her hand.
If the
players attack they have a chance of alerting the Acolytes in Area 1
who will join the fray one round after they are alerted.
Enemies
– Undead Goblins (8)
Treasure
– None
Wandering
creatures within the Caves
While
traveling through the caves connected to the small building the
players have a 17 in 20 chance of encountering wandering creatures
every 100 yards
Dice Roll (1d6) |
Enemy Encountered |
1-2 |
2d8 Undead Goblins |
3-4 |
2d6 Acolytes |
5-6 |
Ochre Jelly |
Area
1
This
was once a common room but has been defiled by ages of Goblin
habitation. Four humans in deep red robes sit around a table playing
cards. If they hear fighting outside the building they will
investigate.
Enemies
– Orus Acolytes (4)
Treasure
– 4d6 GP on Acolytes, Deck of Cards,
Area
2
Several
cots lay in this room with neatly folded linens. Investigation will
find a small purse with gems valuing 2d4. The door to Area 3 is
locked requiring a DC 15 Dexterity Check or a DC 20 Strength Check to
open.
Enemies
– None
Treasure
– Purse of gems (2d4)
Area
3
Once
an office of some sort, now layers of dust and rot fill the place.
There is a small chest against the left hand wall that is locked,
requiring a DC 20 Dexterity Check to open. Inside is a sword of black
metal with a faint magical aura. Once the chest is open a glowing orb
will appear behind the old desk and attempt to attack the players
while screaming “Its mine, all mine!”
Enemies
– Spectator
Treasure
- +1 Sword of Blight (as spell)
Area
4
Several
undead goblins are busy moving rubble and debris around while being
overseen by two Acolytes. If unaware of the players the players gain
advantage over the collected creatures.
Enemies
– Undead goblins (8), Acolytes (2)
Treasure
– 3d6 gp
Area
5
A
small rubble filled chamber unremarkable save for the Cave Worm that
lives there hidden in the rocks and awaiting prey to eat.
Enemies
– Cave Worm 1
Treasure
– None
Area
6
A
large chamber with a small underground lake near its edge. Soft light
dance from the waters. If the players approach a wind will pick-up
from no where, blinding them for a moment before subsiding a
revealing a gaunt-looking Gray Elf female standing in the waters. The
hard, feral look on her face and the fact the water moves THROUGH her
show that she is a Banshee.
Should
the players attempt to talk pleasantly to her she will be kind
(unless there is a dwarf in the party) and up for conversation. She
doesn't reveal her name or know anything about the Cult except that a
few explored Areas 6 and 7 before being eaten by the Giant Spiders in
Area 7. If the players are rude or attempt to attack she will find
this as an outrage and attempt to kill them.
Enemies
– Banshee
Treasure
– In the waters of the pool is a small chest containing a silver
comb, 4d6 gp and a pearl necklace.
Area
7
A long
chamber with large, almost steel-strong silk threads. Several Giant
Spiders skitter across the ceiling waiting to drop on the players.
Enemies
– Giant Spiders (6)
Treasure
– The rotting bodies of several Acolytes contain 2d6 gp.
Area
8
Large
mushrooms line the chamber giving off a sickly green light. A few
undead goblins surround a huge, disgusting-looking amalgamation of
various humanoid body parts in a comedy of human shape. Several
Acolyte stand nearby, resiting incantations in an ancient language.
As the players enter the creatures lets out a guttural scream and
squishes the undead goblins. The Acolytes quickly escape to area 11
leaving the players alone with the eldritch creation.
Enemies
– Flesh Golem
Treasure
– None
Area
9
Acolytes
guard the entrance and are ready for the players when they arrive. In
the room beyond several undead goblins are busily chipping away at a
stone column in the center of the chamber, being driven by a voice
the players cannot locate. As the party approaches the room, Trifra
will break into a sprint.
It
is here! I can feel it and the goddess say time is short!
Before
the battle is finished with the Acolytes the goblins chipping changes
to the sound of metal hitting metal and the voice tells them to stop.
Trifra will break through the fighting and rush forward a moment
later she screams in pain and is thrown back toward the players.
Inside
the chamber are several undead goblins, and three other figures in
the deep red robes of the Cult. In the center of the room where the
stone pillar had been is a long, thick cylinder of metal with the
letters “U.S.” on them.
The
central robed figure will reveal himself and if allowed to speak will
explain to the players that they will witness the glory of their god
being restored and push a piece of the cylinder, revealing a glowing
green console.
Long
ago the False Gods of Usa'arm in their struggle against the N'zi
developed a weapon that could sear the life from this world. They
build four and three were used in driving the Outsiders back to their
realm … however … this Little Boy, was never used. When the other
weapons were slung across the world the power released woke Orus from
his slumber and cracked his bonds … on more. One more and he shall
be free!
After
this monologue the central robed figure orders the party dead. The
other robed figures shrug out of their robes, revealing Ghouls and
the Undead Goblins turn and move toward the players with the pick
axes held high.
Enemies
– Acolytes (2), Undead Goblins (6), Ghouls (2), Wraith (1)
Treasure
– None
After
the battle, Trifra will attempt to seal the cylinder device but
cannot. She stops moving and turns to the players.
Frigga
has bargained with her sons … the caverns will collapse shortly …
we should leave.
After
this point the players have five minutes to evacuate the caves before
they are collapsed in a massive earthquake.
Area
10
Rough,
natural rock form a staircase leading down into another area. Soft
Chanting can be heard from that direction. There is another Cave Worm
hiding in the shadows.
Enemies
– Cave Worm
Treasure
– None
Area
11
A
number of Acolytes are praying in here. Should they hear the combat
in Area 10 or should events in Area 8 have happened they will be
standing prepared for the players.
Enemies
– Acolytes(8)
Treasure
– 8d12 gp
Area
12 & 13
Empty
Concluding
the Adventure
Should
the Players make it out in time the earth will shake around them and
great crashing sound that deafens them for 1d6 rounds overtakes the
world. When the dust clears there is nothing but a large hold where
the building and caves once existed. Trifra will thank the players
and offer them the use of her and her husband's home for a few days
to rest and recover. If they agree she will lead them back through
the forest which no longer feels full of dread. While still eerily
quiet Trifra assures the players that life will return and soon. At
the Cabin the players enjoy several days of good food and relaxation
after finding Trifra's husband well when the party arrives. Before
the players leave, Trifra will give them their payment and bestow
upon the party the Favor of Frigga.
The Favor of Frigga - All those who have Frigga's favor are allowed to reroll a single death saving throw
If the
players reject Trifra's offer she will nod sadly and give them the
money and favor as agreed. Before the players leave she will attempt
to hug each of them.
In
both cases the players are now aware of a danger that lurks in the
world that is dead set on its destruction.
Awarding
Experience Points
If
Trifra survives to the end of the adventure award the players an
additional 200xp to be divided equally among them.
Minor edits: stem the tide, not steam; probably meant only a hole left, not hold.
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