A Friendly Face - Chapter 1 Plot in The Nine Worlds of Heimar | World Anvil
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A Friendly Face - Chapter 1

Players may begin tied up or not. More unruly prisoners will be more likely to be restrained. The players weapons and equpiment have been taken from them and rest outside the prison next to the fire. Two guards are posted outside. Upon start, do a destiny roll to determine:   Rothar is on his way to break the players out and will assist in defeating the guards. (10+)   Rothar will give them their equipment to use in the encounter (18+)   Rothar will seek to get their equipment for them prior and only encounter the players after they escape or only come to assist them if they get caught. (10-)  
The prison is a small structure with one entry/exit. It appears to have been dug out of the side of a hill for this purpose. The walls are made of stacked rocks with mud paste filling the gaps. The door is also stone and latched with a thick stick that slides into a notch on the door and the wall. The roof is suppported by two wood pillars with ropes attached for restraining prisoners.

Escape Option 1: If the players can untie/cut the ropes and climb to the top of the forward most pole, they can tie the rope to a thick root jutting out from the top. With a good tug they can create a hole in the roof and climb the rope or pole to get out. This will alert the guards.   CL 2 to notice root   Climb Pole: Grip vs CL 3   Tie Knot while on pole: Acrobatics or Sleight of Hand vs CL 5   Loop rope over root from the ground: Throw(Ref) vs CL 3   Pull Roof Down: STR vs CL 3
Escape Option 2: Lure the guards into the room and take them out.   Prison Guards

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

Escape option 3: Remove any loose stones in the wall and dig out by hand.   Dig out: Stealth vs CL 4 and STR vs CL 2

After the players escape and meet Rothar, Rothar will take them to his home outside the village and treat them to a warm meal and a place to stay the night. Rothar has previous knowledge of their arrival on Asgard as evidenced by the fact that he prepared much more food than would be neccessary and has bedding prepared for each of them. (Perception check CL 3) Use this as an oppurtunity to allow players to converse and ask questions, potentially beginning with Rothar asking why they are here. Rothar will have lots of basic information for them about Asgard and the Mannaz Tribe, particualrly the struggles they are facing. If players are interested in Rothar's past, he will be avoidant of those questions but can at least be persuaded to speak of how how he knew of their arrival before hand   It is Rothar's job to convince them to accept his help, so that he can give them a series of side quests that will allow the players to gain trust with the Mannaz Tribe.
Plot type
Main Plot Point

Mannaz Prison Cell

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