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Story Anchor 1 - Introductions and Arrival

Players will arrive on Asgard via the Bi-frost gates. After they are through, the gate will immediately shut down. Locking them on this side of the gate. This is how the gates will remain for the remainder of the Campaign. Helhir players must enter through the Helheim Gate near the Gjoll river. Others may enter through this gate, or the one nearest the Mannaz Tribe. Immediately upon arrival, an encounter with the Aesir hunting parties will occur for both. This may be a severely unbalanced encounter to force players onto the next portion of the story.   Players that wish to avoid a violent encounter may attempt to talk their way out of the situation. Players that do this should be rewarded in some manner. Either by better accomadations or being allowed to keep their weapons. The Aesir may agree to escort them to the village, but will not agree to any other terms. These players will be taken straight to the chieftain who will decide what to do with them. If this is the case, players should be allowed some extent of freedom, but quickly become aware of the problems the Aesir are facing, so they will have extra insight later when Rothar the Scorned asks for their help in solving this. These players must still meet Rothar, without the rest of the Aesir knowing.   Remnant Aesir players may also be given flexibility, but will still have to form bonds with the party and Rothar in some way or another. Aesir players that attempt to sympathize with players of the other races could become suspicious to their tribe members and be put in capitivity with the others.
Running this Encounter: Players that enter through the Helhir Gate will be met by a large hunting party of Aesir. The encounter begins with 3 enemies vs the players. Every round, before the decalration phase, add two more enemies to the fight. Continue this process until the players are overwhelmed and captured. Players that enter through the other gate will encounter a set of traps the Aesir built for hunitng. When the trap goes off they will be met with a group of 5-7 Aesir hunters. These Aesir will be more open to a non violent solution, but still be very mistrusting. If the players do not initiate a combat, this group won't either. Players may enter all at once or arrive individually, with some entering in the middle of a combat. Remnant Aesir party players can be a part of either group.   Aesir Hunting Parties
Grapple will be a more relevant skill for these combats

Aesir Tribesman/Tribeswoman

A generic statblock for when the players are in combat with a typical Aesir hunter, guard, warrior, etc. Not to be used for specialized characters or difficult enemies. Italics indicate a free point to assign to any option with the following marker
 
Initiate Tier


+1 in STR/ REF | Max Health: 40


+1 skill point
+1 in athletics, grip, brace, stealth, sleight of hand, or athletics (your choice)
Perception


+1 Vocation - Guard, Hunter, Warrior etc. | 5
+1 Reach Weapons | 6
+1 Small Weapons | 6
+1 Long Stringed | 6
+1 Short Stringed | 6
Grapple | 6 (+grip mod)



Weapons: Hatchets, longbows, slings, small knives, spears
Loot: D12 precious gems, weapons, leather clothing, rope, rations, meade

Next Plot: A Friendly Face   Next Anchor: Heimdalls Fortress
dAnchor Points;
d Arrive on planet   d Captured and Brought to Village   d Meet Rothar   d Receive World Map from Mannaz
Plot type
Story Anchor
Parent Plot


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