The Voyage of the Troll-Maiden

In the mystical fjords of the North, tales are told of a legendary voyage where the boundaries between myth and reality blur. Your adventure begins when you, a band of seasoned adventurers, receive an ancient scroll at a tavern in the bustling sea-port of Fjallborg. The scroll speaks of a cursed Viking ship known as the Frostfang, crewed by trolls, mermaids, and a creature from the Upside Down, the Demogorgon.

The Quest:

Objective: The adventurers must embark on this haunted ship to lift the curse that binds these creatures together, preventing them from returning to their respective realms. The curse was laid by an ancient sorcerer, whose spirit lingers on the ship.
Setting: The journey will take the party across the treacherous Sea of Whispers, where the water itself whispers secrets and dangers. The ship itself is alive with enchantments, the wood moaning with old magic.

Key Encounters:

The Departure:
Location: Fjallborg Docks
Challenge: Convincing or tricking the cursed crew to allow humans aboard. Role-playing or persuasion checks will be crucial.
The Troll Captain:
Description: A massive troll with intelligence beyond his kin, wielding a magical horn that can summon sea creatures.
Quest: The troll offers to help if the party can retrieve his lost helm, which was taken by a kraken.
Mermaid Sorceresses:
Location: The Ship’s Bow
Interaction: The mermaids, bound to the ship by the curse, seek to return to their underwater realm. They can provide magical assistance or challenge the party with riddles and enchantments to test their worthiness.
The Demogorgon:
Location: Below Decks
Challenge: This creature isn’t inherently hostile but is confused and seeks to return home. The party must either combat it or find a way to appease it, perhaps through an artifact from its world or by solving a puzzle that opens a portal back to the Upside Down.
The Sorcerer’s Spirit:
Location: The Captain’s Quarters
Quest: Confront the spirit of the sorcerer. The spirit will challenge the party with a moral dilemma or a magical duel. The resolution of this encounter depends on the party’s choices throughout the journey.

Climax:

The party must perform a ritual at the ship’s prow, combining elements from trolls, mermaids, and the Demogorgon, to break the curse. This could involve:
A potion made from the tears of a mermaid, the blood of a troll, and the ichor of the Demogorgon.
A chant learned from the ancient scroll, performed in unison with the crew.

Conclusion:

If successful, the ship returns to normal, with the trolls, mermaids, and Demogorgon freed to return to their realms. The party might be rewarded with treasures from these realms or gain powerful allies for future adventures.
If they fail, they might find themselves cursed, becoming part of the ship’s eternal voyage.

Optional Twists:

An antagonist from the party’s past might be chasing them to take control of the Frostfang for nefarious purposes.
The ship could be haunted by other spirits, each with their own story and possibly their own quest or item needed to be freed.

This adventure not only tests combat skills but also emphasizes diplomacy, puzzle-solving, and moral choices, making it a rich experience for Dungeons & Dragons players.

FULL OPEN SOURCE ADVENTURE

Title: The Voyage of the Troll-Maiden

Adventure Overview:

Level: 5-7
Setting: Northern Fjords, The Sea of Whispers
Major Themes: Curse Breaking, Exploration, Diplomacy, Combat against supernatural creatures

Introduction:

In the town of Fjallborg, nestled between towering cliffs and the endless sea, whispers of an ancient curse have begun to resurface. You, a group of adventurers known for your bravery and cunning, are approached by an old sea captain named Hrothgar. He tells you of the Frostfang, a Viking longship cursed to sail the Sea of Whispers with a crew of trolls, mermaids, and a creature from another dimension, the Demogorgon.

Quest Hook:
Hrothgar offers you an ancient scroll, detailing a prophecy that the curse can be lifted by those of true heart, but warns that the journey will test every fiber of your being.

Adventure Beginning: Fjallborg Docks

NPC: Hrothgar, Old Sea Captain (Human, CR 1/2)
Objective: Board the Frostfang.

Encounter 1: Boarding the Frostfang

Challenge: Persuasion (DC 15) or Deception (DC 17) to convince or trick the troll crew to let you aboard.
Outcome: If successful, the trolls begrudgingly accept you. If failed, a combat might ensue, but the trolls are not looking to kill, just scare off intruders.

At Sea:

Encounter 2: The Troll Captain – Jotun

Description: A massive troll with crude armor made from whale bones, wielding a magical horn.
Quest: Jotun needs his helm back, stolen by a kraken. He offers his allegiance and knowledge of the ship’s curse in return.

Encounter 3: Mermaid Sorceresses – Eir and Frigg

Location: The Bow of the Ship
Interaction: The mermaids are bound but not entirely hostile. They offer magical assistance or pose magical riddles.
Riddle: “I speak without a mouth and hear without ears. I have no body, but I come alive with the wind.” (Answer: An echo)
Aid: If the riddles are solved or through diplomacy, they provide a magical potion of water breathing or share knowledge about the curse.

Encounter 4: The Demogorgon Below Decks

Challenge: The Demogorgon is confused, not immediately hostile.
Combat Option: If attacked, it fights with ferocity (CR 10).
Diplomatic Option: Persuasion (DC 20) or Arcana (DC 18) to communicate or find a way back to its realm.

The Heart of the Curse: Captain’s Quarters

NPC: Spirit of Sorcerer Ymir (CR 5, but in spirit form)
Challenge: A moral dilemma or a magical duel:
Moral Dilemma: Ymir’s spirit offers to lift the curse if the party agrees to take his place, binding their souls to the ship.
Magical Duel: An arcane duel where the party must outwit Ymir with spells or strategy.

Climactic Event: The Ritual of Unbinding

Objective: Perform a ritual at the ship’s prow using:
Troll’s Blood (from Jotun)
Mermaid’s Tears (from Eir or Frigg)
Demogorgon’s Ichor (from a non-lethal encounter or negotiation)
Mechanics: A combination of Intelligence (Arcana) check (DC 16) to perform the ritual correctly, followed by a Charisma (Performance) check (DC 14) to chant the ancient words from the scroll.

Conclusion:

Success: The curse lifts; the crew and creatures are freed. The party gains renown, perhaps receiving magical items from the mermaids, troll’s gratitude, or a piece of lore from the Demogorgon’s world.
Failure: The party might become part of the curse, or the ship continues its eternal voyage with new cursed members.

Optional Encounters:

Ghostly Crew Members: Spirits who might aid or hinder the party, each with their own small quest.
Sea Monster Attack: A kraken or sea serpent might attack, providing an opportunity to retrieve Jotun’s helm.

Rewards:

Treasure: Magical items related to the sea or trollish crafting.
Experience Points: Awarded based on encounters, with additional for clever problem-solving or diplomacy.

This adventure can be woven with personal backstories, providing opportunities for character development or even personal quests related to the sea or curses. Remember to adjust encounters based on your party’s level and composition for an optimal challenge.

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