Courtyard Encounter Plot in The Nine Worlds of Heimar | World Anvil
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Courtyard Encounter

This location is important to the Main Quest and the Troll Hunter's Rise questlines. Completing this location satisfies portions of both   In order to enter the sealed ruins of Heimdall's Citadel, the players will have to reach the main doors via the large courtyard within the walls where they will encounter a band of trolls. This portion of the fortress as well as the rest of the outside has fallen into great disrepair over the past millenia and a half. However, the inside will have been almost perfectly preserved.   At the start of the session, make a destiny roll to determine the variant enemy. This is intended to be a difficult encounter, even for players that have completed the The Oskopinir   D20 Roll:   1-3: Blue Blammer   4-10: Blue Troll with Level 3 Armor and a med club   11-16: Cave Troll with a dagger   17-20: x2 Trolling  
As you hike up and over the mountain ridge you are greeted by the magnificent view of an enormous structure built into the side of a sheer cliff face. Below you can see the ruins of what were once towering walls, and perhaps even a paved road leading up to the main gate of the fortress. The gate, has since sunk into the surrounding rock and remains half buried in the ground. The Citadel itself rises high up the cliffs, greeting you with a stony silience that is cold, yet, full of majesty. Within the courtyard between the magnificent hall and the delapidated walls you can see evidences of statues, gardens, porticos, and more, all of which are warped and destroyed by the passage of time and the onslaught of the elements. As you stop to gaze upon the presence this place once held, you begin to notice movement. Large, not-quite humanoid shapes that bound and crawl across the courtyard and along the tops of the walls. The frosty winds begin to howl over the face of the ridge bringing with them a very familiar scent; that, of the bloodthirsty, savage, and ever dreadful, Troll.
 

The Courtyard

1 troll is unarmed, 1 troll is armed with two med wpns, 1 troll is armed with a heavy wpn, and the variant is dependent upon the destiny roll.  
Heimdall's Citadel - Courtyard
  d Loot:   dSeveral Large Stone Medalions with an odd insignia carved in. GM Secret
(The insignia is that of the Troll King, which players will learn more about in Troll Hunter's Rise
  d 1d4 Glimmer Moss Bulbs   A half eaten human arm
The courtyard remains relatively barren aside from the ruins of what was once a lucious and beautiful front garden. However, what players do repeatedly discover are frozen remains from Heimdall's last stand during Ragnorok. A plethora of scattered Aesir and Giant bones can be found all over the courtyard, most of which are incomplete and disturbed due to troll involvement. Among the battleground, a rusty and damaged VALCARE Helm can be found surrounded by fallen giant remains, still attached to the skull of it's owner (Heimdall).  

Doors of the Citadel

The doors themselves stand several meters high, and have the evidences of ornate etchings that have mostly worn away. The doorway is sealed tight, with no other way inside. A single carved channel runs up the sides of the overhang. The door is programed to not allow anyone aside from Remnant Aesir with Lif's Key. The security system has a zero tolerance policy for unwanted intruders and uses an invisible electric field generator to zap anything standing within three feet of the door. Follow the below prompts as players attempt to open the door without triggering the security systems. There are three locks to overcome: A DNA bioscan, Lif's Key, and a password protected by a riddle.  
Bioscan and Key
Upon first physical contact with the door the channel along the overhang begins to glow red. A garbled computer voice reads:
Intrusion Detected. Please submit bioscan to disable security lockout
A panel on the right door will then slide open with a blue light eminating from a scanner within. Players must submit a DNA sample of a Remnant Aesir player or NPC. If the players do not submit within 2 minutes the system will activate lockout measures.   Upon Success a second panel with a slot to insert the chip key will open on the left door and the computer will announce:
Bioscan Accepted. Security measures temporarily disabled. Please present key
  Upon Fail:
Incorrect Bioscan. Security measures active.
The electric field will then activate and protect the door for the next 10 mins. Players within the field must succeed an Acrobatics check vs DC10 or take 1d10 electric damage.  
Riddle and Password
Once players present the key all security systems will be disabled, a screen and keypad will unfold from the wall, and a pre recorded hologram of Heimdall will project itself behind the players facing the door. He speaks:  
Welcome Travelers. I know not if you be the heroes I've long awaited, or mere travelers, but I can not afford any mistakes. And so, I will give you one more test which upon success will open the doors to my Citadel. Should you be the ones I've waited for, this will be but the first and easiest of many tests to come. Before you is a what's called a keypad. Input the correct runes and you will be allowed to enter the Citadel. But know this:   You bear the bloodline, and you hold the key, but only that which the keeper keeps will grant you the entrance you seek.
  The answer to the riddle is 'gate.' The Sunken gate to the citadel holds the much needed clues to solve the password, but time has prevented the first half of the answer from being visible. In addition, portions of the runes are worn away and players will have to fill in the gaps with various checks.   The keypad screen reads (14 words):  
____ ____ ___ ____ ___ ______ ____ ___ _ _____ __ _____ _______ ____
  The gate reads in runic:  
... Bec__e wi_e for a fri__d of __ols su___rs h_r_
  The full answer is found in the 13th wisdom of Munir (Proverbs 13:2), which can be determined by a Religion check vs DC 15. Rothar can aid in solving the puzzle if players are having a difficult time.  
Walk with the wise and become wise, but a friend of fools suffers harm.
  Once players have passed all three locks, the doors to the citadel will open with much drama and the computer voice from before will announce:  
Password Accepted. Welcome. Please proceed to the library for further instructions.
Citadel Doors   Blue Troll

Blue Troll

Renowned Tier (21 Skills, 3 Attributes) For Courtyard Encounter


+3 in STR | Health: 65


Hardened Hide - Whenever the Blue Troll takes damage, it may spend a reduction point to roll a Constitution check vs a DC 14. On a success the damage received is reduced by half rounded down. This replaces the normal reduction point ability.
 
+1 Constitution | +4 (+5 health)
 
+3 Encumbrance | +6
 
+2 Grip | +5
 
+2 Brace | +5
 
+3 Intimidate(STR) | +6


+4 Vocation | Bruiser | 10d6
 
+3 Med Blunt | 13d6 (d8 + 3 dmg)
 
+4 Heavy Blunt | 14d6 (d10 + 4 dmg)
 



Weapons: Clubs (Med or Lrg), Scavenged Daggers and Shortswords (Small or medium), Fists (Unarmed), rocks and boulders (ranged), Tusks(Small)
 
Loot: Scavanged weapons, 1d6 gems, patch of glimmer moss, stone pendants with carvings, bone jewlery
 
Harvest: Blue Trollhide, Blue Troll's Blood, Troll's Tusk

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