Heimdall's Citadel
The inside of the citadel is almost perfectly preserved even after almost a millenia. Not a soul has disturbed anything in here ever since Ragnorok, exatly as Heimdall planned. The inside of the fortress is essentially a mansion consisting of three floors. In order to save time and keep things simple, instead of having players search each room individually, they will search by floor. As players enter and search a floor, have each one give a perception check to determine which rooms and secrets they find. Players may search a floor multiple times in hopes to find additional secrets if desired. You may also choose to describe these rooms to players that failed the checks, leaving out the secrets and loot they may hold. As the GM your goal is to show and more about Heimdall and his personality, as well as give some hints as to what's to come in the trials. Keep this in mind as you narrarate.
The Entryway
The massive metal doors begin to slowly slide open. A rush of air gushes into the entryway stirring up a millenia's worth of dust that partially blocks your view. That is until soft electric lights mounted along both sides of the wall begin glowing as you hear the deep whirring of a generator gaining speed from somewhere deep within the fortress. The walls of the entry way are decorated in beautiful carvings that seem to depict various stories of grand battles and conquests. At the end of the hall is a set of ornately decorated double doors that have been left ajar. Above them reads: 'All who would seek reality, enter the hall of truth.'
The Main Floor
Before the players is an extravagant and completely furnished living room. Sculptures and paintings decorate the space along with fur rugs, stuffed hunting trophies, and carved pillars. There is a small conversation pit with a table in the center and a set of chairs positioned near the fireplace. Several doors lead to various rooms branching in various directions that can not be seen from the main living space. At the far end of the room a massive stone spiral stair case juts out from the wall leading both upwards and downwards.Training Hall - DC 13
One of the branching doorways leads down to a very large square room furnished with various types of excercise equipment. In the center of the room is a large square holgraphic projection area marked by a ring of lights pulsing around the perimeter. There is a small control panel screen mounted in one of the corners that reads:Data corrupted: 1 recovered file found | Would you like to load simulation?Upon loading the file the holographic training simulator will activate and run a prerecorded message from Heimdall. The player finds themself in frozen 3D projection of the Citadel Courtyard, but in the midst of a chaotic battle. Bodies of VALCARE and Helheim soldiers lie scattered while fearsome giants of both realms wreak havoc. Some of the giants are so tall that the projector can't fully display them. At the very center lies a heap of many defeated giants surrounding the lone figure of Heimdall, the blood still dripping from his blade. However he is in the midst of falling forward as a small dagger writhing with dark energy has plunged itself into his back. As players approach the hologram of Heimdall begins to move and respond:
Champion. The scene before you is a day that I have scryed many times, and yet it always ends the same way, with a blade in my back, from an assailant I never saw. For most of my life I was unable to see anything that transpired past this event, that is until I saw you. Although my scrying of the days beyond Ragnorok is severly limited, you finding this recording is the the first and clearest moment Munir chose to show me. It's poetic, to see my end entertwine with your beginning. As I record this, I can't help but wonder if you too have seen the day of your own death, or if I'm the only who knows that part of your story. pause for effect... End transmission.
Heimdall's Private Store - DC 15
After rummaging through the kitchen and the dining hall, the players discover a narrow doorway that leads to a small room serving as a collection room for luxury alcohols. There are many kinds of exquisite mead and wine, with equally orante drinking horns and mugs decorating the shelves. dAlong the top is a small rack of 4 miniature glass bottles, each containing a single shot of fine aged Blud MeadeArt Gallery - DC 17
This room is essentially a series of long interconnected hallways displaying the various forms of art in Heimdall's collection. There are paintings, sculptures, carvings, trinkets, jewlery, and more from all over Heimar. There is also a small collection of paintings by Heimdall himself. Most of them, are labeled 'Vision:' followed by a number. Many of them seem to recreate the other art styles in the gallery, however there is one that has unique painting style and hangs by itelf at end of the hall. It depicts various small silouhetted figures in combat with two mythical sized beasts: a wolf, and a snake. The sky is red and the overall subject matter dark and grim. It is labeled "The final vision." Players that succeed the check will find a trigger switch that reveals a hidden cutout behind the painting loaded with treasure. When players find this switch, have them also make a tactics check vs DC 19. Successful players will find a second smaller and more cleverly hidden switch on the other side of the frame. This second switch will open the compartment, but will also disarm the trap inside. Inside the compartement are several first edition artpieces, and a stack of d Fehrillium Bars (worth 125 gems each) resting upon an extremely sensitive pressure plate. When triggered, the trap activates a Guardian Drone hidden in a trap door at the opposite end of the hall. The drone is specifically programmed to elimiante the threat without destroying any of the artwork. It also activates another invisible electric field around the exit door. There is an emergency shutoff switch on the inside that can be found with a Perception vs DC 15.Upstairs Rooms
The upstairs area is clearly furnished for the purpose of hosting guests and parties. The stairs lead up to a massive living room with vaulted ceilings complete with conversation pits, more art pieces, and an extremely large television. the room can be converted into a ballroom for more elegant parties. The entire west wall is glass windows and doors leading out to a balcony overlooking the mountains and even out to the ocean. Surrounding the main room are various guest rooms as well a second kitchen and serving area. At one end of the main room is a set of glass double doors leading to the salrium and at the other behind the stairs are another set of ornate double doors leading to the master bedroom.The Salarium - DC10
Even from the outside, one can see that the something within the salarium has completely overgrown it. The door requires a STR check vs DC 12 to open. Within is a previously undiscovered species of plant that has overtaken the entirety of the room. The GM may choose to point out how odd this is considering no one has taken care of any of these plants in a millenia and a half. The room is full of Everfern Ivy, but players must succeed a check to even partially recognize it. Add extra difficulty to navigating and searching this room. Nature vs DC 14 - Players will mistake the plant for generic Everfern Nature vs DC 17 - players will recognize the plant has many similarities to Everfern, but also notice many differences, (particularly crawling vines) in how the plant grows that indicate it is different from generic Everfern. Upon contact with any of the plants tendrils, it will suprise attack and begin combat. Any player grappled by the plant has disadvantage on the initiative roll. Once players have a chance to search the room with a Perception check vs DC 14 they will find a jouranl note that reads:Crosspolination Trial #326:
My attempts to preserve the plant life of our planet post Ragnorok by cross polinating them with the renowned everfern have yet to be successful. It appears the same properties that make the Everfern so resistant to enviromental change are the same ones that make it so utterly unique no other plant can adopt it's genetic resilience. Truthfully, I am becoming increasingly discouraged, but I have resolved to conduct one last trial using, Coiling Ivy, a predatory plant that has a promising genetic structure.
The Master Bedroom - DC15
This is the largest bedroom in the citadel and belonged to Heimdall. There is a set of curtains draped along the west wall, concealing a continuation of the glass windows and doors leading out to the balcony. The bed takes up a third of the room and has a giant handcarved headborad depicting Yggdrassil spreading across the stars. At the right hand wall is a large dresser with a mirror spanning it's full length. Atop the dresser are many ceramic figurines and hand carved wooden statues. at the far end of the dresser is a parcel wrapped in fine lavender silk. When opened, the parcel contains a custom made dVelarium Blade with Heimdall's name carved into the one side of the blade. Accompanying it, is a letter and a picture of a beautiful woman:Mother,
Oh how I miss you. Lately I can't seem to stop myself from reminiscing all the memories we shared. The day you gave me this blade, is one of my most precious memories, and I hold it close to my heart always. As you know, during my time as a soldier I couldn't bear to part with it, as it was the only semblance of home I could hold to some nights. Now, there are nights gazing upon it is the only way I can even begin to feel close to you once again. The burdens of knowing what's to come weigh heavy upon me, and I have gained a new understanding for why you chose to speak to Odin when you did. At the time, I was too filled with grief to truly digest all you said to him that day, but I hope that when I come to join you someday, you will be proud to know that in the end I did hear you, and have chosen to do all I can to heed your warnings, and preserve our legacy. I love you.
Your dearest son,
Heimdall
The Library
The Library is the most important plot room in the citadel and is the only room players do not have to roll to find the secrets in. In it begins the main quest of the entire campaign and as such the GM should take the extra time to emphasize the campaign themes for the players. Above the doors to the library is an inscription that reads: "The Hall of Truth." The library itself is a massive room spanning the entirety of the citadel's floor plan. The lighting while electric, is designed to flicker and dim like torch light while still providing ample light to read. The room is lined with holograahpic projectors that track the players position and simulate a string torch light eminanting from their position. Every wall is a series of nooks and bookshelves with thousands and thousands of manuscripts. There are additional shelves lining the entirety of the room almost making it appear as a maze, however directly in front of the entrance is a large cleared space with a reading area carved in. The very center of the space is occupied by several recliner chairs all facing inward towards a fairly large round table. The green tablecloth has a beautiful celtic style artwork sewn in depicting a bi frost gate with a single eye at it's center. Upon the table a brand new Vegevisir gauntlet has been placed, along with a single information node, and a scroll bearing the Thorn rune, a mark of warning used to signify banned or discouraged texts in Aesir culture. Players may make a history check vs DC 14 to know what one or all of these items are. The beginning of the scroll reads:Dear reader be advised, while not completely banned the text deemed "Of Gods and Men; Who Are They Really?" is declared "wholly without wisdom" by Royal Decree of the Allfather. It contains twisted historical perspectives, and opinions unfriendly to the cause of the Aesir people. Read with both eyes, open.
Once players connect the module and node to Vegevisir, a prerecorded hologram message will play. A scaled up hologram of Heimdall appears, standing on the table, looking down at the players with a subtle smile. He speaks:
Champions of Asgard! It is good to finally meet you. Well, as close as we can get I suppose. I recorded this message for you long before you ever arrived on Asgard, but I assure you, everything I have to say holds great signifigance in what's to come in your lives. If you are here watching this it means all has gone according to plan, and you have sought me, that I may task the [insert number of players including Rothar] of you with a grand quest to determine the fate of all Asgard. I may not know your names but I do know what you seek. [insert player motives] Noble causes to be sure, but there is also a greater mission of restoration to be had. I have done all that I can here in the past to ensure the survival of our people and our world, and even as I record this I am unsure of whether it will have worked or not, but it will be up to you to prevent a second Ragnorok from befalling our people. It will be you who can teach Asgard of it's past, and usher in a new era of prosperity for all, rejecting the mistakes me and my people have made.
The key to all of this lies in the Bi-frost gates. He who controls the Bi-frost, holds the fate of all the nine realms in his hands. At one time, this was me, and I have seen that to accomplish your task you will need to do the same. And so I have declared you to be the inheritors of my blade Horfund, the master key to all the Bi-frost gates. But this inheritance does not come easily. I can not afford for this blade to fall into the wrong hands, and I must know for certain that he who holds it knows the truth of our past, and will not repeat the mistakes of Odin. And so, I have prepared a total of nine trials for you which will unlock the secrets of what led to Ragnorok, and how you can prevent it. Once you have been refined in the fire of the trials, you will be worthy to wield the power Horfund grants. Upon your wrist is a device the people of my time called the Vegevisir. It is capable of many functions, but for you, it will guide you to the trials I have placed before you. Each trial will grant further knowledge of our past and prepare you for the coming journey. But be warned, these are not for the faint of heart. Great valor and precious wisdom together, will be required of you not just in the trials, but in all Asgard has to throw at you.
I'm sure you have many questions but unfortunately the only answers I can give to you pertain to me and my past. I know next to nothing of how your adventure will unfold. I know not if you'll even succeed. Only you and the Master Storyteller with his servants have sway over the fate ready to befall you. All I can offer you, is a little bit of context as to why I have done all of this. If you wish to hear that tale simply ask and computer is programmed to respond with a second message, although truthfully, I wish you not to center your thoughts on me, as I am but a small cog in Munir's plan.
[pause here to allow for questions]
To begin your journey, make your way to Hodmimis Holt, the sanctuary I prepared for those who would carry on our legacy. There, I have left you a hidden store of worldsoul energy. In my time it was plentiful, but for you it will certainly be all that remains of our once great power. From there, you will be on your own. Champions, through all my seeking of wisdom I have learned it all comes to this: the sun rises and sets, tides come and go, enemies rise and fall, and the seasons of life will shift for and against you. But through all of this the one thing to persevere to the end, is love. For your sakes, I hope you remember this. Hamingja walk with you.
If players ask Heimdall questions about himself, you may answer within your discretion and read them the Heimdall section in Saga of Ragnorok
The Hodmimis Holt
Vegevisir will guide the players to Hodmimis Holt. This item will work continuously within the bounds of the citadel and any of the trial sites, but will require proximity to one of the energy modules the players find to power on afterwards. Within the channels of the library, there is a panic room sealed by a heavy metal door. The door is decorated with carvings of a tree and plants wrapping around the circular entrance depicting a garden scene. The door is left ajar from when the survivors left. Within, the garden motiff continues all throughout what appears to be a large guest house full of multiple spare rooms and a large common area as well as a rudimentary kitchen. There isn't much of interest throughout the house, as most of what was valuable or useful was taken by the survivors, but players will need to make checks to find two major items. Vegevisir will guide players to the exact location of the energy store. It is hidden beneath the floor boards in the common room and will require a STR vs DC 13 check to break open. Within there are... d Two pressurized canisters, each containing 10 Energy Capsules Perception vs DC 13 - d Players discover a handwritten note detailing the number of Ragnorok survivors. This is a quest item for Flash point 1.For those who may come after, know this: We few are all that is left of the once mighty Aesir. Many of us hail from a royal lineage, but as they say, gold is little comfort for the kinsman dead. Remember our names, and tell our tales, that we may know our survival meant something to someone.
Wrapping up
Once players find the Energy Capsules, Vegevisir will automatically activate and reveal the location of the first trial on the map.
Guardian Drone
Guardian Drone
Renowned Tier (21 Skills, 3 Attributes) For Heimdall's Citadel
Electrified Weapons: All weapons are non lethal, but do an additional 1d4 lightning damage on hit. For the net specifically, players must make an Athletics check vs DC 15 to escape and every turn they do not they are considered grappled and take 1d4 lightning damage.
The drone is armored by it's dense construction materials. It naturally has 1 armor level. There is a portion of the drone's back that houses the batteries for charging it's weapons. Do not apply armor to this portion. A hit of 10 damage or more at once will cause the drone to temporarily short out and lose it's electric weapons.
Disability: The drone is programmed for non lethal combat. It can not dismember or kill any opponents. It may not get LVL 5 victories and may only choose damage +15 on LVL 4.
Weapons: retractable electric batons, Electrifying net launcher x2, unarmed combat
Loot:
Harvest: Scrap metal and wiring
Electrified Weapons: All weapons are non lethal, but do an additional 1d4 lightning damage on hit. For the net specifically, players must make an Athletics check vs DC 15 to escape and every turn they do not they are considered grappled and take 1d4 lightning damage.
The drone is armored by it's dense construction materials. It naturally has 1 armor level. There is a portion of the drone's back that houses the batteries for charging it's weapons. Do not apply armor to this portion. A hit of 10 damage or more at once will cause the drone to temporarily short out and lose it's electric weapons.
Disability: The drone is programmed for non lethal combat. It can not dismember or kill any opponents. It may not get LVL 5 victories and may only choose damage +15 on LVL 4.
+1 STR | +2 REF | Health: 60
+4 Grip | +5
+3 Tactics | +3
+4 Aim/throw | +7
+4 Vocation | Tactical Security Drone | 10d6
+4 Small wpns/unarmed | 14d6 (d6 + 4/ d6+8 in CC/ roll damage twice for dual wield)
+4 Thrown Weapons | 14d6 (d8 +4)
+4 Grip | +5
+3 Tactics | +3
+4 Aim/throw | +7
+4 Vocation | Tactical Security Drone | 10d6
+4 Small wpns/unarmed | 14d6 (d6 + 4/ d6+8 in CC/ roll damage twice for dual wield)
+4 Thrown Weapons | 14d6 (d8 +4)
Weapons: retractable electric batons, Electrifying net launcher x2, unarmed combat
Loot:
Harvest: Scrap metal and wiring
Related Plots
Everyfern Ivy
Specialist Tier (15 Skills, 2 Attributes) For Heimdall's Citadel
At the start of the ivy's turn roll a d4. The ivy may attack a number of non grqappled players this turn equal to the result.
At the start of the ivy's turns, roll a stealth check against all non grappled players perception checks. The losing players are considered off guard when the ivy attacks.
At the end of the ivy's turn it will attempt to pull all grappled players deeper to the center where the lethal spikes are. When this happens, make a combat roll as normal with the grappled players defending as normal. The spikes have advantage on any grappled players.
The ivy takes an additional d8 damage from blade category weapons and bladed weapons only require a LVL 2 victory to dismember the plant.
Weapons: Tendrils and vines, spikes near the center
Loot:
Harvest: 2d8 Everfern
At the start of the ivy's turn roll a d4. The ivy may attack a number of non grqappled players this turn equal to the result.
At the start of the ivy's turns, roll a stealth check against all non grappled players perception checks. The losing players are considered off guard when the ivy attacks.
At the end of the ivy's turn it will attempt to pull all grappled players deeper to the center where the lethal spikes are. When this happens, make a combat roll as normal with the grappled players defending as normal. The spikes have advantage on any grappled players.
The ivy takes an additional d8 damage from blade category weapons and bladed weapons only require a LVL 2 victory to dismember the plant.
+2 REF | Health: 60
+4 Grip | +4
+4 Stealth | +6
+4 Vocation | Predatory Plant | 9d6
+3 Grappling/Unarmed | 12d6 (16d6 with grapple modifier | d6 + x2 prof)
+1 Med Blade | 10d6 (d8 + prof)
+4 Grip | +4
+4 Stealth | +6
+4 Vocation | Predatory Plant | 9d6
+3 Grappling/Unarmed | 12d6 (16d6 with grapple modifier | d6 + x2 prof)
+1 Med Blade | 10d6 (d8 + prof)
Weapons: Tendrils and vines, spikes near the center
Loot:
Harvest: 2d8 Everfern
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