To Marry a Necromancer Plot in Frigranden | World Anvil

To Marry a Necromancer

A One-Shot Adventure Introduction to Frigranden

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Welcome to a Fantasy choose-your-adventure game where your setting is alive *and undead* and ready for your player to make their own way in the world. They can choose many paths without feeling stifled, but there is a time limit so hopefully, they will find the villains before it is too late.

The Chalibeth people populate the interior of Frigranden, south of the Northern Tribesmen with orc tribes to the east and west and The Kenta people to the south. The Chalibeth moved up from the south and settled in the variable interior to practice religious and personal freedom separate from The Kenta, with whom they share a common ancestry. The Chalibeth follow a pantheon of gods devoted to the expression of life and the acceptance of death. Funerals for them are festivals to rival any other.

During the spring equinox, children of about eight years are celebrated and then apprenticed to an aunt or uncle. At the same time, young adults who have completed their apprenticeships are initiated unto adulthood and begin the process of making a marital match if they so choose. Matches in pairs and groups of three are common, and are based on shared values, interests, connection, and compatibility. The wedding ceremonies for these individuals are the following year at Midsummer. It is believed that more than a year is necessary to build a permanent bond that will last beyond this world.

It is Jewel the 9th, five days until Midsummer. Wedding preparations are in full swing for the largest festival in Mumbee, filling all of Curri's Market district with flowers, music, and dancing.


You have been summoned to Mumbee to assist with a family wedding. Uncle Fragio Raddings, bride Jilla's father, is not convinced the groom is good enough for his daughter.

Your party is:
  • The bride’s brother, the human mage, Andarune
  • The bride’s cousin, the half-elf bard, Marthana
  • The bride’s cousin, the half-Orc paladin, Durin
  • The bride’s cousin, the human rogue, Xavier

* Game Master Note: The adventure starts at The Dinner Table with the four PC cousins acquainting themselves over a hearty meal and excellent ale. Scenes are not in sequential order. There are multiple paths and the DM navigates the scenes as the party explores. Italics indicate a new scene has opened. Feel free to prebuild characters, have PCs customize characters, or bring in a party of 1st or 2nd-level characters. This adventure was created with Pathfinder 1e in mind. But as the Game Master, the final say is yours. Enjoy!


Plot points/Scenes


The Dinner Table

  Jilla Raddings has been anticipating her wedding for a year and you want to see her happy. But Uncle Fragio keeps getting in the way. You've met the groom and while he seems serious and brooding, he is also completely enamored with Jilla.

You are sitting down to dinner at the Honeycomb Hideaway where you are staying. Spread before you are beef and chicken skewers with garlic, onion, and bell pepper; pumpernickel rolls; green bean casserole; and a berry salad.

*Allow character interaction and introductions. Meal served by gnomish mother hen Marylynn Haik.*
Uncle Fragio has stumbled into the dining room. Uncle Fragio is shaking and pale.
  Uncle Fragio tells you, "That man is not who he says he is." He takes a shaky breath. "Master, don’t take me," he whispers at the floor.

Marylynn Haik directs him to a seat and brings him a glass of amber liquid. She says, "All worries are less with some honey wine. Rest your bones, Fragio."

Uncle Fragio takes a long drink and closes his eye. After Marylynn returns to the kitchen he tells you, "I found his memorial. Sebastian Regent's memorial at any rate. Gone 20 years now."

Party's best options:
  • Follow Uncle Fragio to the memorial or seek it out without his help. Go to The Restless Garden.
  • Ask the bride. Go to The Bride's Confidence.
  • Look for the groom's relations. Successful check leads to Death's Door. Go to The Groom’s Relation.
  • Look for records. Successful check at the courthouse leads to The Groom’s Relation or The Restless Garden via The Mortician Mortimer Walker.
  • Ask a cleric. At this hour the easiest cleric to reach is Odrick Walker at The Bathhouse.
  • Seek out Sebastian in town. Three successful checks lead to Sebastian in the market, tailing a local man who is rushing by with a large bundle. Party can Question the Groom or follow to The Local Man's Home. The party can fight either the groom or the local man, but that is not ideal.


The Restful Garden



  • Examine the memorial: A small statue of Sebastian Raye Regent stands with a few other Regent statues in a shaded corner behind statues of family Merricurria and Mortas; the dates engraved show that he lived 20 years and died 20 years ago. "Now protecting us from below." Knowledge check success - Below is metaphorical for The Deadlands.
  • Question The Mortician
  • Follow ghost to The Catacombs - "Murderer flees Master Black. Redeemer follows Master Black." "Kill Zidane and send me home."


The Catacombs

 
  • You find a nook that has been prepared but has no body. The silk cushion is new and shows no wear or discoloration. A body has never been laid here, and it is too new to be the entombed mummy you seek.
  • A successful search of the area around this missing body - ritual knife, remnants of thorny babul, resin incense, and blood.
  • Loot: 2 GP Resin Incense, Ritual Knife - Art Object 30 GP silver handle inlaid dragonhead made of mother of pearl.
  • Knowledge or spellcraft check - ritual magic. An evil eye spell banishing good luck, breaking a winning streak, or causing bad luck. Names written in the blood in Draconic. Sebastian Regent, Anthorna Merricurria, Odrick Walker.
  • If the party continues deeper into the catacombs: Successful search check - You find the nook you seek, but it is also empty. Dust is heavy around the edges, but the silk cushion is dust-free, though a little worn and weathered. Two gold coins have fallen to the side of the cushion.
  • A successful search or tracking - Scuff marks and footprints lead toward the catacomb entrance, older than your own prints, but there are also sounds coming up from further in the tunnels, in the opposite direction.
  • Potential Combat: Three kobolds - Mag, Vil, and Noggle are rummaging through remains. Gather information check to discern they are searching Mortas family remains.
  • Mag is a dull orange kobold with a red crest and a long jagged knife. Vil is a dark red kobold wearing a belt with many pockets. Noggle is a scrawny purple kobold with extra-long claws.
  • If the party is carrying the mining tools from The Local Man's Home, the kobolds will assume that PC is Zidane. They will beg forgiveness for their laziness and ask for their tools.
  • If the party does not have the mining tools - Successful interrogation, intimidation, or gather information - "Our half-dragon lord had to take a new face." "But where is he?" "We left with no work. Where do we dig?"

The Mortician

  • If the mummy is missing, only Master Black (Llontel) could have raised it.
  • Without Master Black's blessing, a snatched body will decay and the body-snatching ghoul will need to take another life in a few weeks to stay in Frigranden.
  • There have been a few accidents and murders in the past year where the body was not found for a few weeks. There could be a ghoul in the area. Grandfather Odrick Walker would probably know how to spot such a thing. Go to The Bathhouse.

The Bride’s Confidence

Jilla is pacing when you come to see her and will ask you if Sabastian is alright. Jilla holds these clues:
  • Jilla met Sebastian Regent while dream-walking and had not met him in person until The Spring Equinox when he came to Mumbee. "Of course, it is unusual not to live together for a year before the wedding, but we had been meeting every night in our dreams for longer than that."
  • Sebastian is staying with family at The Death's Door Tavern and Inn until he gets his affairs in order. His small house on Everington Street is being cleaned up and furnished. Go to The Groom's Relation.
  • "Sabastian made a deal to be with me. He has to finish his mission before we can be together. But the wedding is so SOON."


The Groom’s Relation

At The Death's Door Tavern and Inn The party is greeted by Anthorna Merricurria, the innkeeper and bartender whose second great grandfather is the god of the dead. She is elegantly dressed and floral tattoos wrap her bare arms. "Evening. What'll ya have?"
 
  • Gather information - On a success, Anne tells you "Yes Sebastian stays here. He's out on business, but I can take a message if ya like."
  • Gather information - On a critical success you get the above, but Anne calls the groom Uncle Sebastian.
  • Anne will confirm the groom's identity and on a successful check, you can tell she is not bluffing and has no doubts.
  • Anne will not tell the party which room Sebastian is in. "That's confidential, friend."
  • Search or gather information further can lead to Lady Obsidian the fortune teller and Dee the hairless cat.
  • Lady Obsidian will give card readings if the characters desire.
  • Dee will lead the sneakiest or most convincing party member to The Groom's Room. If the party is at Death's Door and stalled, interject with the intelligent hairless cat.
River Stone Cards by Terye Stephens (photography)


The Groom’s Room

Dee the hairless cat leads a member of the party to the second floor, corner room by the balcony. There is a tiny click as she approaches the door, and it swings inward. The black bear rug takes us most of the floor space. A garland of flowers hangs over the window. Dee curls up on the red patchwork quilt.   The contract: Sebastian Regent signed a contract with LLontel. Successful search gives access to the ledger left on top of the bookcase and the contract within. Successful skill check gives details.
  • Sebastian must locate and send back renegade ghoul Zidane Chuke by any means necessary before dawn on Midsummer.
  • If the hunt is completed, Sebastian will stay in Frigranden and is free to marry and live out a normal lifespan.
  • If the hunt is unsuccessful, Sebastian will return to The Deadlands and receive punishment.


Question the Groom

  Tall and well-proportioned, this gentleman wears intricately stitched fabrics of black and gold *custom noble clothing* and his walking stick was taken from a twisted willow and hold a crystal globe. *Elven artistry* His hair is Raven black but there is a burst of orange at the center of his goatee.
  • I met Jilla while dream-walking in The Deadlands. She has a beautiful soul and was quite persistent."
  • "Just a few days left to catch the ghoul bastard before he kills again."
  • Hunting Zidane Chuke, killed a man and took his body to escape The Deadlands. Without Master Black's blessing, the snatched body decayed and Chuke takes another ever couple of weeks to stay in Frigranden.


The Bathhouse

At Steaming Clean Bathhouse the party is greeted by Grandfather Odrick Walker who is mopping the entry.
  • "Oh, this? We had a loss of pressure and when I went ta fix it, came back might powerful." Successful knowledge or intelligence check - something is happening with the water supply or underground. A successful search leads to The Kobold Underground. An unsuccessful check will get a suggestion from Odrick to ask the ratfolk if they’re up to anything under Mausten Street.
  • "A man who's dead ya say? But walkin' around with a physical body? Have ya sniffed 'im?" and "Scents can tell ya all ya need to know 'bout a body."
  • "If you sense decay, dirt, sick.. with milky white eyes? Ya got yourself a ghoul. Nasty business."
  • "If the body is clean and smells of sandalwood and sage? We call them revived. Only Llontel himself can bless a mummified body back to life in such a manner. But it costs Master Black personal power to do so, and he ain't gunna do so without some gain on his end. Mighty rare."


The Local Man’s Home

Zidane Chuke
  • The Home is small but in good repair. There is sod with grass and flower covering half the roof.
  • Successful search check #1 - Small size mining gear.
  • Successful search check #2 - Mumbee town map with notes in charcoal pencil. An arched trail of buildings are marked with red Xs from Raddings Manor a few block away, to Steaming Clean Bathhouse, and to The Death's Door Inn.
  • Successful search check #3 - Blocks of a yellow, odorless solid wrapped in burlap. Successful knowledge check - an explosive. Critical success - Also notice there were many more here but have been removed.
  • If the party doesn't realize the gear size doesn't match the home or its occupant, give one of them an intelligence check.
  • Tracking successful check leads to drainage with displaced grate. You smell damp earth, like turned Soil. Go to The Kobolds Underground.


Check on the Ratfolk

  Successful gather information check - There have been unexplained tremors. The digging is not on their timetable and is definitely under the city. The Ratfolf have not found a connection through their tunnels.

Day Before Midsummer at Noon

  • If kololds minors have not been stopped, the street in front of Bathhouse collapses and fills with water, Ratfolk Warrens flood, and people including Ratfolk escape into the streets. The Party has one hour before the Bathhouse is demolished to stop Kobolds and a chain reaction takes out the Raddings Manor. Another hour after that, three city blocks will collapse, buildings on the edges will catch fire, and the city will call for all hands to contain the blaze.


  • The Kobolds Underground

    Kobold Miners Band 1
    • Akde, Hus, and Elpi are taking a break from mining, playing a dice game for copper pieces.
    • Akde had a torn crest and wrinkled head and they sniff the air often. Hus is a vibrant orange and wears purple robes. Elpi has a belt with many pockets and is gleefully winning the game.
    Kobold Miners Band 2
    • Taru, Dim, and Snas are lazily taking turns digging a narrow passageway.
    • A successful survival or knowledge local check will tell you they are nearing The Death's Door Tavern and Inn.
    • Taru is red with a tall crest and long claws. Dim is wearing purple robes tied with a cord of hair and beads. Knowledge religion or local will tell you they must have been cut from a cleric of Llontel.
    • Snas is dark purple and wears a Kenta vest of bright red and blue with many pockets, a couple of which are stuffed with rolled-up fabric.

    Boss Fight

    Zidane Chuke
    Enough Kobolds to challenge but not break the party.

    Successful Conclusion

    • Midsummer festival - positive description
    • Did the party save three town blocks from collapse and the city from an inferno? - If yes, feast in your honor at the Raddings Manor with family + mayor and her wives, cash reward, hint at future quest.
    • Did the happy couple survive? - Wedding
    • Loot - A custom magic item for each PC, gold

    Unsuccessful Conclusion

    • Midsummer festival or lack thereof in the aftermath of the bombing - negative description
    • If Sebastian and Zidane both lived - Teary goodbye. Jilla offers a reward for Zidane, in whatever new form he acquires.
    • If Sebastian died - non-teary goodbye, get a glimpse of Master Black coming for Sebastian's spirit.
    • If Sebastian lived but Zidane died - Sebastian and Jilla are thankful but have to wait longer to be together. Sebastian gives the party a magic item and a sack of gold.
    • Future quest - Is there still a murderer on the loose? Kobolds? Is there destruction to repair?


    Goals

    • Discover the groom Sebastian’s secrets.
    • Discover the body-snatcher.
    • Stop the body-snatcher and his minions.
    • Save the city and bride Jilla’s wedding.


    Hooks

    • Sebastian is either a murderous ghoul or he is hunting one.
    • The ghoul has hired kobold minions to dig under three city blocks and blow up his enemies.
    • Your family’s manor in Mumbee is on the hit list.


    Stakes

    • A murderer is on the loose. Who is it?
    • Guess wrong and people die. Lots of people you know.
    • And the city could burn. Family property would be destroyed.
    • Cousin Jilla's wedding and future happiness.
    • And all the weddings this summer.


    Local Idioms

      By the Master’s skeletal hand. Refers to LLontel god of The Deadlands and expresses shock, surprise, or discovery.
    Gods guide your steps. A blessing.
    Master, don’t take me. An expression of fear of death, chest pain, or sickness.
    Sculpted by Heiden. Beautiful and Disturbing.
    Shadow children. Originally the children of Midgeet, the term now refers to all ratfolk, kobolds, monstrous humanoids, orphans, and children of questionable heritage. A positive or neutral descriptor in Chalibeth, but always derogatory in Kenta.

    Honeycomb Hideaway
    by Terye Stephens


    by Terye Stephens

    Protagonists

    Relatives of the bride, Chalibeth from Mumbee and thereabouts.

    Allies

    The Haiks at the Honeycomb Hideaway where you are staying.
    Deirdre Merricurria - Dee will be sympathetic to the party and may lead them to clues as long as she is not endangered.
    Mortimer Walker the mortician.
    Odrick Walker, cleric at the Bathhouse.  

    Neutral Parties

    Anthorna Merricurria, a relative of the groom and proprietor of Death's Door who the party meets in The Groom's Relation.
    Jace Levi Walker, the druggist at The Apothecary. Jace can give similar information as Odrick from The Bathhouse. "There is no way to cover up the stench of a ghoul after a few weeks, and they are at their most desperate to acquire a new body." Jace will eye the party suspiciously and sniff the air as they leave.
    Bobby Joe Walker, proprietor at Bobby's Magick Beans. If the party charms her, she will give each a bag of magick beans. If not charmed, party is welcome to purchase bags of beans for 1 GP each. Role on Magick Bean chart at Bobby’s Magick Beans.
    Khenzo Haik, gnome at Death's Door fireside. If the party stops to talk with Khenzo he will give directions and at an appropriate time later in the game one of the PCs will find a carved wooden bunny on their person.


    Advacaries

    Zidane Chuke and his kobold minions.
    Kobold Looters
    Kobold Miners Band 1
    Kobold Miners Band 2
    More minions can be added as needed.

    Kobold (Frigranden)

    Type Humanoid (reptilian) with Prehensile Tail
    Ability Score Modifier –4 Str, +2 Dex, –2 Con
    Size small
    Speed 30 feet
    Language Kobolds speak Draconic and kobolds with high Intelligence can choose from: Common, Kenta, Chalibeth, Northern, Suvi, Or'axun, Or'koan, or elemental languages.

    Darkvision 60 feet
    +1 size bonus to their AC (size)
    +1 size bonus on attack rolls
    +4 size bonus on Stealth checks
    –1 penalty on CMB and to CMD
    +2 racial bonus on a Craft skill and a Profession skill
    Light Sensitivity -1
    +2 racial bonus on Acrobatics and Climb checks,
    and you use your tail to draw hidden items including weapons
    as a move action instead of a standard action.  
    https://www.d20pfsrd.com/races/other-races/featured-races/arg-kobold


    Pseudo-Half-Dragon (Male Draconic Line)

    Type Humanoid (Lesser-Dragon and mother's type)
    Ability Score Modifier +2 bonus to 2 ability scores; -2 bonus to 1 different ability score
    Size medium
    Speed 30 feet
    Language The pseudo-half-dragon speaks Common and one other language.
    They can choose any languages they could have been exposed to except secret languages without induction into that secret order. Regional Languages: Kenta, Chalibeth, Northern, Suvi, Or'axun, and Or'koan.

    • +2 Natural Armor Bonus
    • Choose Draconic lineage: Fire, Acid, Cold, or Electricity.
    • Choose Darkvision 60 feet and Low-Light Vision.
    • 15' Cone Breath Weapon of the chosen type.
    • +2 bonus to saves vs enchantments, poisons, and your draconic damage type.
    • Choose a natural weapon: 2 claws, a bite, OR a tail.



    Chalibeth City between the Capital and the surrounding fields and timberlands.

    Articles under To Marry a Necromancer