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A Level 1-3 Adventure by Gus L.

The fishing hamlet of Aski burns. The populace dead Off the headland a dragonship rides low in the water. The tall, stiff figure on
in the streets: fishermen, fishwives, maidens, youths, its bow ignores the burning town, focused instead on the flickering
children, dogs, and a thin scattering of armored candlelight still burning in Aski’s partially submerged shrine to the sea god.
thanes who died vainly protecting their homes and
neighbors. The dragonship is the vessel of Turgies Hel's Crow, a legendary undead
reaver and master of the 70 ft long bone white ship with sails of ragged red.
The sleek, damned vessel and its fierce undead crew are feared across the
North.

Turgies has raided hundreds of settlements and slaughtered countless souls


in his long unnatural life. The destruction of Aski was simply from long
habit, and Turgies’ current goal is to lay himself to his long denied rest.

During his life Turgies was cursed while plundering a tomb in distant lands.
His body can never rest. While he has long relished his supernatural power
and the destruction he brings, a greater ennui has overwhelmed Turgies' soul
and he wishes to end his and his crew's torment. Turgies seeks to drink from
the Meadhorn of the Sea, or Sea Horn, a holy artifact that rests in the Sea
Shrine of Aski, and is known to grant absolution and peace to the undead.

Unfortunately, thier cursed state prevents Turgies and his draugr crew from
entering the shrine without being struck down by its defenders (filled with
the power of the Sea-god) or savaged by its guardian. Blood-lust sated, he has
been pondering his next step for several days. Turgies will waste no time in
recruiting strangers, promising them gold to reave the shrine or threatening
death if they fail to. He will tell them his entire dreary story if they ask, and
reveal why he seeks the Horn.

-1- -3-
Dedicated to an ancient sea king, the shrine predates Aski by hundreds of
years and is a location of divine power (the spells of good Clerics will have a
+1 bonus to any effect or roll). Within the shrine Turgies and his undead
creatures may be harmed by normal weapons and suffer -2 to hit and damage
rolls. In the undercroft of the shrine the Sea Horn rests, protected by a
guardian Sea Nakki and a few of the village Thanes who escaped to the
Shrine with their families.

The entire shrine is hewn from a black boulder and its walls and ceiling
enriched by spiral carvings and runes.

1 The bodies of a local Thane, wearing fine chain mail, and a Draugr with a
great ax sprawl in the surf that laps the entry steps. The two died in
Turgies' initial assault before the shrine guardian awoke.

THE SEA Upper Level 2 The central chapel is sheltering the Survivors of Aski: 22 Women, 31
Children, 3 Men (25 0-Level Humans), and 1 wounded Thane, Rigvart (F2
- 5HP). Unarmored and armed with simple weapons (1d4), except the Thane
who wears mail and carries a mace. They are being tended by the Shrine’s
SHRINE resident holy man Bui (C3). Any alarm will bring the warriors guarding
Areas 5 and 6. Bui can be reasoned with but is frightened and angry, so
OF ASKI unless the situation is explained carefully and he understands fully he will
order adventurers off.

If he can be convinced that the horn will drive Turgies away and save his
people he will tell the party where it is, but cannot prevent the Nakki from
attacking. Bui will not allow the dead to enter the shrine under any
circumstance. Killing Bui, the Thanes and the Survivors is a supremely evil
act that the gods will witness and may seek redress for if it occurs within the
shrine. Only the protection from powerful evil forces will stay their wrath.

Lower Level
3&4 These side galleries are empty, but contain offerings to the
shrine, and Bui's supplies of food and drink (most of which has
been dragged into Area 2). Among the dried fish, carved boat models, and
fishing paraphernalia is a statue of a king made from walrus ivory (125 GP)
and a silver arm band (50GP), both in Area 4.

-4- -5-
5&6 The colonnaded side entrances to the shrine have been
barricaded by the 8 remaining Thanes of Aski.
The Nakki will chase thieves out of the shrine and onto the beach beyond if
they manage to take the horn, and this may allow Turgies and his crew to
attack it (though the Draugr will not be able to harm it). If outnumbered,
outdoors, and near the ocean Nakki will transform 2D6 crabs into Giants
• Bruni Blue Lips (F4) (Area 5)
Crabs to aid it.
• Ingvar of Dark Angmar (F2) (Area 5)
Within the pool stone sarcophagi contain the remains of the ancient sea
• Astrid Shieldotter (F1) (Area 5)
chieftain and his son who founded the shrine. Their brittle bones are covered
• Einar (F1) (Area 5) with barnacles as if they were once submerged and rest amongst the
following treasures:
• Daif (F3) (Area 6)

• Heleg Husband Slayer (F3) (Area 6) • 2,700 SP.

• Bucktooth Ulf (F1) (Area 6) • A coral crown worth 500 GP.

• 3 gold and Sapphire armbands worth 400 GP Each.


All wear chainmail and carry shields, spears and longswords. Heleg wields a
• A suit of ensorcelled copper Ringmail (AC 4 [15]).
+1 Sword named Tooth Breaker. The Thanes will support each other at either
barricade and are well supplied with throwing spears, whale oil bombs and • A magical coral war ax +1 (1D8 +1) The first two strikes per day cause the
axes and will use them against any assault on their poistions. target's lungs to fill with salt water for an additional 1D6 damage and force
a Save vs. Paralysis to avoid being paralyzed for 1-4 rounds while

7 Below a stone trapdoor, this subterranean chapel is lit by whale oil lamps
set in the walls and contains murals of sea life and fishing scenes. The
altar is a giant whale skull that has been chiseled flat, carved and set with
coughing out the water.

shell inlay. Atop it is the Meadhorn of the Sea, a magic item that will give the
drinker prophetic visions and peaceful night's rest (healing 1D10 HP). If Turgies obtains the Horn he will drink from it and explode into
dust with his crew, ship and treasures. Turgies is powerfully cursed
Liquid placed in the horn also acts as holy water, and if drunk will however, and it is possible the Hel will not accept him into her
immediately 'release' the soul of any undead that partakes. As soon as it’s domain. If he returns it will be as a spectral entity and he will
touched by anyone but Bui or removed from the shrine the Sea Nakki will certainly return to his pillaging ways with even greater ferocity,
rise from the pool in Area 8 and attack. knowing he has been doubly dammed.

8 A short set of steps beyond the altar leads to a 5' deep pool of sea water
with a sandy bottom. The pool is home of the Shrine’s guardian Sea
Nakki, which will attack any disturbing the Horn (Area 7). It appears as a
Killing the Nakki and looting the tombs is not itself an evil act if
done to save the people of Aski, but it may cause the religious
distress and result in infamy.
roaring pillar of waves from which the staring face and limbs of a girl carved
of old bone emerge as it moves.

-6- -7-
BESTIARY Turgies Hel's Crow
AC 0[19] (silver/magic only), HD 10 (HP 72)
Sea Nakki ATT 3 or spell (1D8+2), THACO 9 (+10)
AC 2[17] (silver/magic only) HD 8 (42 HP) MV 120’ (50’) levitate
ATT 1 (1D8) THACO 12 (+7) SV D6 W7 P8 B8 S 10 ML 12
MV 60’ (20')/360’ (120’) swimming Drains x2 Level on hit
SV D8 W9 P10 B10 S12 ML 12
Spells (on demand):
Immune to attacks by undead under 8 HD. Any
• Command
target in water within 20' of the Nakki will take
1D8 damage each round. • Cause fear

• Effect normal fires


Summon 2D6 Giant Crabs outdoors
• Mirror image
Giant Crab (Holy Beast) • Shield
AC 3[16] HD 3 (HP 20) ATT 2 x claw (2D6/2D6)
THACO 17 (+2) MV 30’ (10’) SV D12 W13 P14 • Polymorph self (Crow)
B15 S16 ML 10
Equipment: +2 Longsword (Hel's Kiss), +3
As holy creatures these crabs can damage the
Blackened Scale Mail (resembles feathers), 5,000
Undead, but may be turned by evil Clerics.
GP Emerald set in brow of beaked mask/helmet.
Treasures worth 30,000 GP in hold of Drakkar.
Thanes
AC 4 [15] F1-4 (HP 6 per level)
Dragur Reavers (40)
ATT 1 (1D8 by weapon)
AC 6[13] (silver/magic only)
THACO 19 or 17 (+0/+2) MV 120’ (40’)
HD 3 (20 HP) ATT 1 (1D6 or weapon)
SV D13 W13 P12 B16 S14 ML 10
THACO 17(+2) MV 90’ (30’)
SV D12 W13 P14 B15 S16 ML 10
Bui (Priest)
AC 9 [10] CL 3 (HP 9) ATT 1 (1D6 by weapon)
THACO 19 (+0) MV 120’ (40’)
SV D11 W12 P14 B16 S15 ML 8

Spells:

• Cure Light Wounds


-8-
Hel’s Crow’s Final Rest was originally
written and illustrated in 2012 for a contest
on the blog Ramblings of the Great Khan. It
won second place and the original version
is still available there and on the blog
Dungeon of Signs.

A small faction based puzzle and moral quandary


suitable for a one shot or hex crawl filler, Hel’s
Crow’s Final Rest is rife with enemies that are
dangerous for the recommended low level party.
Combat is not meant to be a viable solution at the
Sea Shrine of Aski, and players who choose
violence will likely find themselves quickly
overwhelmed by weapon immune foes. Instead
the adventure asks players to negotiate, decide
what they will do for wealth or to save the
innocent, and bring the adventure’s dangerous
factions together or to battle.

An example of middle period amateur OSR


adventure design, Hel’s Crow’s Final Rest has
been generously refurbished by mv whose own
work is found at mvmv.itch.io.

Special thanks to the MAMR group for additional


editing and advice.
— Gus L. Nov. 2021

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