The Voyage of the Troll-Maiden – Part 2

The Sea of Whispers

As the Frostfang sails into the deeper waters of the Sea of Whispers, the very ocean around you seems to murmur secrets. Waves lap at the ship’s sides with an unnatural rhythm, their voices a chorus of whispers warning of dangers unseen. The sky above darkens, and stars that should not be there begin to glimmer ominously.

Encounter 5: The Kraken’s Challenge

Location: Open Sea

You’re barely out of sight from Fjallborg when the sea erupts into chaos. The Kraken, guardian of the deep, emerges, its massive tentacles slapping against the ship’s sides in search of Jotun’s helm, which is now within your grasp.

Challenge: The party must navigate this encounter with cunning or combat:
Combat: Engage the Kraken in battle (CR 12). It’s less about killing this beast than surviving its wrath until it tires or retreats.
Negotiation: If the helm is offered back, the Kraken might spare the ship, though it would demand something else in return, perhaps a promise to deliver an item from one of the realms to its lair.

Encounter 6: The Whispers of Water

Location: The Heart of the Sea

As the ship moves deeper into the Sea of Whispers, the voices grow louder, more distinct. They speak of the past, of the curse’s origin, and of secrets that could sway the fate of your journey.

Interaction: Intelligence (Investigation) or Wisdom (Insight) checks (DC 15) can reveal crucial information about the curse or the sorcerer Ymir. The water might also respond to certain questions, providing riddles or veiled truths.

Encounter 7: The Ghostly Crew

Location: Various Parts of the Ship

The ship is not just haunted by Ymir’s spirit; other souls linger, each with their own tale of woe or unfinished business:

Ghostly Navigator: Seeks to be remembered by having his map, hidden in the captain’s quarters, returned to his family in Fjallborg.
Lost Mariner: Wants his song, which he composed during his life, to be sung at sea once more. Performing this might soothe the ship itself.

The Sorcerer’s Last Stand

Location: Captain’s Quarters

Returning to Ymir’s spirit, you now understand more of his tale, perhaps empathizing with his plight or understanding his curse’s depth.

Moral Dilemma: Ymir’s offer becomes more tempting or sinister depending on what you’ve learned. Should you take his place, or is there another way to appease his spirit without eternal bondage?
Magical Duel: If combat was chosen earlier, this duel might be more about wits than raw power. Ymir could use illusions or manipulate the ship’s environment to challenge you.

The Ritual of Unbinding – Part 2

Now armed with more knowledge, the ritual takes on new dimensions:

New Components: The whispers reveal a final ingredient – a promise spoken into the sea, binding the party to return the ship to Fjallborg once freed.
Chant and Act: The chant must now be harmonized with the sea’s whispers, requiring a group Performance check (DC 16) alongside the Arcana check.

Epilogue: Breaking the Curse

If successful, the ship breaks free from its spectral bindings. Trolls return to their caves, mermaids dive back into their kingdoms, and the Demogorgon vanishes in a portal of light back to the Upside Down. The Frostfang, now just an ordinary ship, drifts gently towards Fjallborg.

Rewards: Besides the renown and potential magical artifacts, the party might find that the experience has bonded them with the realms they’ve touched, granting small boons or future quests from these allies.

Failure or Partial Success:

If the ritual fails, the party might suffer from a lesser curse, perhaps bound to the ship for a night each year or haunted by the spirits they failed to free.
A partial success might mean only some creatures are freed, setting the stage for future adventures to fully lift the curse.

This part of the adventure emphasizes the interaction with the environment and the moral and strategic choices players make, deepening the narrative and character involvement in the saga of the Frostfang.

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