R ime Walkers
Prince Dolwin has gone missing,
somewhere in the cold embrace of the Farthest North.
The Tsar has offered 10,000 Golden Ducats to whomever brings the prince back alive and well, or 1,000 for proof of his death.
The Sled-driver has taken you as far north as he dares to go,
leaving you in a lonely valley, beside an old logging-road.
Each location is approximately 1 day’s travel away from the next numbered location.
1. Nordlandeir Encampment
Three sturdy log cabins surrounded by a half-finished palisade wall by the river.
3D6 Nordlanders are working on the palisade, dragging lumber from the forest or building the palisade. Cautious but amiable. Sven Gunnarson is their Foreman.
2. Cave of the North Wind
Enormous stone face carved into a cliff-face, mouth open wide.
Flanked by very long tattered crimson banners.
Within the mouth lies a long passage with a cracked floor and smooth walls.
Every 30 seconds or so, gale-force winds sweep the passage, driving anyone within them back out into the snow. Does not normally cause damage.
There is a Wooden Pawn figurine swinging in the cave like a wind chime.
Inside lives the North Wind. If the PC’s are reasonable, he will offer to take them to The Head’s Hill, The Hall of the Frost Giants or The Edge of the World, before returning to his cave.
If asked, will reveal that Prince Dolwin is a prisoner of the Frost Giants and offer to take the PC’s to their hall.
3. The Head’s Hill
An enormous, disembodied head stands on a hilltop and shouts insults at passers-by.
If approached it introduces itself as Bodoc, once a mighty and important person,
betrayed by his brother Fodoc.
4. The Whispering Wood
Fir trees lie silent in a blanket of soft snow. Only the creak of ice-brittled branches and the soft swoosh of snow sliding from a limb breaks the stillness.
(Random Encounters here)
1. Wandering Berzerker, stalking you from the trees.
2. A Nordlander lies trapped beneath a tree, swinging at a Polar Bear that wants to eat him.
3. Herd of deer lead by a majestic stag glide through the wood, digging for grass.
4. Twelve Partridges explode from a snow-loaded bush and fly away.
5. The remains of Prince Dolwin’s escort. Dead horses, looted bags and broken swords.
6. Exhausted Berzerker sleeping besides a burned-out fire and a dead deer, eaten raw.
5 . Frozen Lake
The thick ice will not crack easily.
There is a large cabin at the lake’s edge where the Lakewick Woman lives.
Those walking over the lake see something pass beneath them through the fracture-riven ice.
It is the Lake Wyrm, a snakelike monster as large as a tower, all blued scales and red eyes.
There is a frosty Silver Sword plunged into the center of the ice lake.
It deals 1D6+1 damage and transforms anyone it slays into a frozen statue of ice. It’s magic is keeping the lake frozen. If removed, the ice begins to rapidly thaw and crack in minutes.
6. Northern Reaches
Bare tundra spotted with sparse shrubs spreads to the horizon.
The Northern Lights shimmer in the distance.
Tundra Encounters
1. 1D6 Reindeer Riders, hunting
2. Lone male Polar Bear
3. Snorri Sledgurdson trying to free his sled from a snowbank. A dozen Loyal Dogs look on.
If the PC’s help him, will give them fur coats from the sled that protect against the cold.
4. A Polar bear and her 2 cubs patrol the area, looking for food.
Extremely protective of her cubs, will attack any who approach.
5. 2D6 Reindeer Riders make camp, cooking salted fish and barley stew.
6. Lone Frost Giant with a bag of deer for the King’s feast.
Can be followed to the Hall of the Frost Giants.
7. Hall of the Frost Giants
Sturdy stone cottage, it’s solitary door leads to an enormous hall filled with 2d6 Frost Giants feasting at a large oaken table. King Grimbones sits at the head of the table.
The captive prince Dolwin sits beside him.
The Frost Giant King greets you, having watched your progress on the World-Pool.
He invites the PC’s to dinner, and afterwards challenges them to the Game of Champions.
If they win, they may take any one person or thing from his hall. If he wins, he claims the right to summon them 3 times by blowing the Calling Horn.
After the game King Grimbones will give the PC’s one night of hospitality before bidding them farewell.
Within the hall are several magical items.
There is the Ever-burning Brazier, which needs no fuel.
The World-Pool, a 60ft radius, shallow brass bowl on which a map of the entire continent is magically displayed, including clouds,
peasants working the southern fields, and a dragon gliding on thermals.
And the Checkered Board, a 3x3 ft table whereon the Game of Champions is played.
8. The Edge of the World
The earth drops away, revealing an endless chasm. Above, the Northern Lights dance in rippling patterns of light. Each PC receives a gift when they first gaze upon this wondrous sight.
GIFTS
1. A great white bear appears for a moment in the shimmering lights and roars.
Gain +2 Maximum HP.
2. A Weapon or tool of the GM’s choosing becomes enchanted.
The PC knows instinctively that if someone sings near it, the enchanted item will glow,
splashing the shimmering northern light like a torch.
3. The wind howls, and you howl back. Increase your Strength Bonus by +1 permanently.
4. The sky-lights dance is reflected in your eyes. You can now see in darkness like a cat.
5. The North Star twinkles and whirls. Ask one question and it will be answered accurately.
6. From the distance, hear the roar of distant oceans. Water becomes your friend, refusing to
drown you and always putting you safely ashore when asked to.
Persons of interest
Nordlanders
Stern, strong, smells of beaver pelts and mead
HP 8 AC 12 Axes/Hunting Bows 1D6
Hunting and building a palisade.
Waiting for the Longship to return in the spring for their stockpile of animal pelts.
Will gladly give a night’s hospitality to travelers.
Any who bring them meat or other useful gifts will earn their friendship.
Warn PC’s about the Berzerkers wandering about.
Love songs, especially folk songs. Ask travelers to perform songs for them.
Sven Gunnarson will give a Golden King figurine to those who earn their friendship.
North Wind
Dignified, reasonable, smells of spring breeze
HP – AC – Gale-Breath 3D6
Being an avatar of the elements, the North Wind cannot be harmed by conventional weapons. Does not normally hurt others, but will blow those who annoy him far away.
Can carry up to 10 willing creatures through the air, or 2 unwilling ones.
He will offer the Wooden Pawn figurine in his cave to the most brave-seeming adventurer.
Bodoc the Head
Gregarious, lonely, smells of rotten teeth and boot leather
HP 25 AC 12 Foul Breath 1D6 (Pushes back 20 ft)
B ite 2D6 (If you get that close, for some reason.)
Can be kicked, pushed or pulled down the hill. If rolled this way or shrunk in size, becomes much more agreeable. Fears being abandoned and longs for someone to talk to and news from other lands. Can tell the PC’s that the Frost Giants captured Prince Dolwin, if asked, but doesn’t know where he was taken. Has a Stone Knight figurine tied to his hair.
Will part with it if you will tell him a sad story.
Berzerker
Wild-eyed, bony and cunning, smells of blood and iron
HP 14 AC 10 Twin Hand-Axes 1D6, 2 Attacks.
Stalk and attack living creatures in a frothing rage, looking for hearts to eat.
Wearing a Silver Polar Bear figurine around his neck.
Polar Bear
Casual, ferocious, smells of dead fish and pine needles
HP 18 AC 14 Claws and Teeth 1D8. If it hits with an attack, it makes a follow up attack.
Cautious predator: If reduced to 1 / 2 HP, makes a morale check. If it passes the check, it will fight until death, trying to tear it’s enemies to shreds.
Polar Bear Cub
HP 7 AC 12 Big Teeth 1D6
Prefers to flee combat if alone.
Deer
Cautious, alert, smells of moss and leather
HP 3 AC 8 Hooves 1D4
Flee from danger whenever possible. Stags have HP 5, Horns 1D6 and will fight to protect their herd.
The Lakewick Woman
Stooped, surprisingly strong, smells of lavender and fish
HP 7 AC 10 Old Broom 1D3
K nnows a great deal about the surrounding area. Loves to give advice
Advice of the Lakewick Woman
Frost Giants are very deep sleepers.
There is an enormous head atop a nearby hill, but if you pinch it’s nose,
it becomes a normal sized head.
The North Wind can be sucked into a bottle by unstoppering it and shouting his name.
The lake outside is kept frozen by a magical sword stuck in the ice.
Will ask the PC’s for help with chores in exchange for a night’s lodging.
Has a Magic Loom that spins wool by itself
and a Flying Chair that will carry a creature through the air with a rocking motion.
Wears an Obsidian Wizard figurine on a necklace.
Will give it as a gift to the kindest-seeming adventurer in the party.
The Lake-Wyrm
Hungry, Patient, smells of ice and death
HP 30 AC 16 Great Jaws 1D10 Steam-Breath 1D6 in an area, once per fight.
Ancient beyond reckoning, the Lake-Wyrm
lies trapped beneath the Frozen Lake.
If the Silver Sword is removed from the lake, it begins ramming the ice, trying to break free. Within minutes the damage will be done and the Wyrm will be free to hunt.
It’s favorite tactic is to dive beneath it’s prey,
then burst to the surface beneath them, hurling them into the water.
Reindeer Riders
Ruthless, fast, smells of boiled fat and string
HP 5 AC 12 Spears and Javelins 1D6
Ride the Northlands, always keen to surround dismounted strangers and loot their valuables. Travel in tight-knit packs with their reindeer mounts and 1D4 loyal dogs.
Skirmish from a distance when in battle.
Carry a Wooden Pawn figurine tied to their spear-heads.
Loyal Dogs
HP 3 AC 12 Jaws 1D6
Snorri Sledgurdson
Cheerful, Generous, smells of beard oil and flannel
HP 15 AC 14 Chopping Axe 1D6
Red-bearded Nordlander merchant. Travels the north, selling warm fur coats, lantern oil, axes and other necessaries to remote outposts. Always looking out for a good business opportunity. Wears a Stone Knight figurine in his hair.
Will part with it in exchange for something that he has never seen.
Frost Giants
Icy, Fun-loving, smells of wood smoke
HP 15 AC 12 Clubs/Large Stones 1D12
King Grimbones
Clever, Honorable, smells of sweat and mead
HP 20 AC 16 Greatsword 2D6
Owns 2 Pawn, 1 Knight, 1 Wizard and 1 King Figurine
for use in the Game of Champions
Rage of Winter
The weather is not kind in the Farthest North.
For each day of travel, there is a 2-in-6 chance of
a powerful snowstorm. Lasts 1D10 hours.
When the PC’s are caught in a storm, ask them if they have thick winter clothes, shelter from the elements and a source of warmth, like fire or the innards of s freshly butchered horse.
If they have all of these things, no consequence, they weathered the storm.
If they have only 2, they are Chilled and cannot regain HP until they rest in a shelter with a warm fire.
If they have only 1, they are Frostbitten and lose 1D3 fingers/toes (50/50 chance)
If they have none of these things, hypothermia sets in.
They have about an hour before they freeze to death.
Rime Walkers is an independent production of TrueTenno
and is not affiliated with Questing Beast LLC.
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