Wednesday, December 13, 2023

Thor Encounters, Part III

Quests of Thor
Who has the might to do what's right? Roll 1d20.

1-2. Stand up to giants and other oppressors: A strongman has taken control of a local settlement, forcing the common folk into virtual enslavement. That he is actually a giant too only makes it worse (roll 1d6): [1-2] frost giant, [3] fire giant, [4] stone giant, [5-6] hill giant. See also the upcoming Volume V for additional options. 

3-4. Show honor and courage! The next party member to do a straightforward thing or bravely stand their ground is gifted by Thor with +1 Strength for the next 24 hours. Of course, they also become aware of a local threat that Thor would like to be crushed too (roll 1d4): [1] a giant (see #1-2 above), [2] a troll, [3] a follower of Loki (link), [4] a giant snake!

5-6. Become strong, not some girly-man: Stretching her mighty muscles, a beefy woman challenges any passers-by to an arm wrestling contest. Those who win will enjoy her services until the next sunrise. Those she defeats must owe her the same. That she is a cleric of Thor might be one thing, that she has an 18/50 Strength is another.

7-8. Enjoy strong drink and sport too! The sounds of raucous merriment can be heard ahead. In honor of the Thunder God, 4d4 Norse folk are playing knattleikr. If the party wishes to engage in such sportsball, they are welcome, possibly even proving themselves heroically. Those who don't partake at all might be looked at askance though, even possibly as villains or followers of Loki.

9. Hallowing, Borders: This place is sacred. Those who cross the threshold, so marked as (roll 1d4):
[1] a line, [2] a sign, [3] a fence, [4] a low wall, will earn the ire of Thor. 5d4 goblins are spotted doing just that.

10. Fertility: Lightning strikes and the rains fall. All within 1d4 quarter miles become 3x increasingly successful in seeding bountiful crop and descendent. Thor should be honored, though those of Jord (link) and Frey (link) will likely take issue if they are not honored too. In any case, followers of Sif (link) will be helpful.

11. The oak: Thor's sacred tree has been felled. His followers (and all other goodly folk) would seek this matter avenged. Those who take up the call will find it to be done by (roll 1d4): [1] extreme monotheist followers of  Tyr, [2] dastardly followers of Loki, [3] an upstart giant, [4] all three!

12-20. Reroll twice. Mighty adventure awaits!


 
River Passing
An item sacred to Thor is said to be on the other side of a riverbank. One should go get it.


Map © John Godsland https://www.gozzys.com - licensed under CC BY 4.0 (modified) 
Each square = 10'

Location 1
What was once a bridge has been destroyed, making the 60' trek across the river's swift rushing perilous.

A gray-bearded ferryman soon drifts across. Those who speak with him will soon realize that he will make things quite difficult to say the least.

He will refuse to transport any , and instead insult those who speak to him's (roll 1d4):
[1] dress/ clothing, [2] mother, [3] lack of intelligence, [4] sexual prowess

Such actions may likely lead to a fight in which he will preferably cast Sanctuary on himself

Greybeard the Ferryman
Lvl 5 Norse cleric of Odin,
MV: 40’/ ferry 20', AC 8, HD: 5, HP: 32, Atk: 1, Dmg: 1d8 (spear pole), SP: cleric abilities, spells prepared:
   1st Level: Remove Fear (reverse, with raven calls), Sanctuary x2, Shield*
   2nd Level: Hold Person, Silence 15’ Radius, Spiritual Weapon (held by a Valkyrie), Detect Invisible*
   3rd Level: Explosive Runes* (can also trigger other spell effects)
SV: C5, Mor: 10, , AL: N
Items: holy symbol, grey cloak, spear pole, 22 gold pieces, raft that allows easy travel across the river. 
Main Emphasis: Grimness. Appearance: gray hair, slender build, fair complexion.


Location 2
The river itself moves swiftly east, though its waters look fresh and clean. Greybeard's craft can navigate it well, but those who attempt to use magic to cross themselves will be sorely disappointed. As soon as they get 10' into the river, the magic will be cancelled and they will fall in. 

Those attempting to swim must save vs. spell/ make a Will save DC 15 in order to do so. This strange river benefits those of strong will rather than strong sinew.

Those who fail to swim effectively will be carried 1d20 x 100' further down on the southern bank, bedraggled, though they may venture back to Location 1 to try again if they wish. 

Those who succeed at swimming or who build their own raft will be accosted by Greybeard if he still remains.  He will use his other spells or attacks as need be to prevent their crossing. If the party is obviously up to some evil, then he will attempt to slay them outright, even feigning friendship or surrender in order to give them a package to help. He has cast Explosive Runes into it of course, detonating upon any foolish enough to open it.

Greybeard hates the humanoids at Location 3, and has been tasked by Odin to only let the worthy proceed to face the berserker at Location 4.


Location 3
Hidden in the bushes (or wherever else the party might come ashore) are 7 squat, misshapen goblins, screaming as soon as they are spotted. They are assisted by a particularly hairy goblin who might not be detected right away.

Goblin Savages x7
MV: 35’, AC 8, HD 1, Atk: 1, Dmg: 1d6 (spear), SP: goblin traits & can cause +1d2 damage per hit to a foe that they outnumber in melee by at least 3:1, but must save vs. spell/ make a Will save DC 15 or flee from open flame and other terrifying magic!, SV: F1, Mor: 7, AL: C

Hairy Goblin
MV: 35’, AC 6, HD 1, Atk: 1, Dmg: 1d4 (club), SP: goblin traits & has a +1d2 AC bonus, and a +1d6 bonus to hide in natural areas, but won’t touch metal because it feels funny., SV: F1, Mor: 6, AL: C


Location 4
Here is Galti, a Norse berserker who has switched allegiance from Thor to that of a bear spirit. Ironically enough, he still holds a hammer that is sacred to the thunder god- something potentially unbearable to Thor's followers, though Galti's berserker ability remains in tact for now. He will be happy to use that and his other abilities on those who wish to take the hammer from him.

Galti Boesson, Bear Barbarian Berserker
Mve: 40’, AC 7, HD 6, HP: 52, Attk: 1; Dmg: 1d6+4 (stone hammer) 
SP: can use the following
   Hug: gain a +1d3+1 bonus to hold a foe that they hit in melee for as long as they make an opposed Strength check, 2d3 times per day- see upcoming Volume V for more.
   Rage: gain +1d3+1 to hit, damage, and hit points while suffering an AC penalty of 1d4 for 2d6 rounds, 1d3 times per day- see upcoming Volume V for details.
   Berserkergang: gain an extra attack each round, +2 to damage, +6 hit points, and an AC penalty of 2- see Volume I for specifics.
Sve: F5, AL: N/A since he follows a beast spirit now
Items: bear pelt, 46 gold pieces, +2 stone hammer
Appearance: brown hair, hirsute, stocky build, medium complexion.


Next week: our series on divinity encounters from Volume I continues with Tyr!