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Ragnarok n’ Rolla

A One Page Adventure by Alan Bahr

THE WEATHER
The wind-swept, frozen northern reaches of the The weather is the greatest threat during this op. It
Nordic and Northern European countries are home to never gets above freezing, which means significant
many large monsters, and while Asgard Respons Hold time outside results in Vigor rolls (see the Cold
handles a lot of it (quite well, don’t argue with them Hazard in Savage Worlds Adventure Edition).
about it, hunter), occasionally they need help with The sun goes down quickly, leaving the station with
some of the… “bigger” problems. only a few hours of sunlight each day (1d4+3 hours at
Something has been destroying scientific outposts the start, and lower it as the mission carries on.)
throughout the Arctic Circle. Analysis indicates BEING SCOUTED
this destruction is primarily in Finland, Iceland
A few nights into the mission, the enemy (Frost Giants,
and Greenland. ARH doesn’t have the personnel to
as suspected) come to scout the installation. The Frost
monitor every site that’s a potential target, and they’ve
Giants are relatively stealthy and experienced in the
called in for some help.
snow and wind, which means they will do their best
THE to hide from any observers.
If your player MISSION BRIEF They carefully avoid any cameras that have been
s are
part of MHI set up at the installation (though any set up by the
(or Over the last three months,
any other non hunters might be missed.)
-ARH about a half-dozen scientific
organization
), this research stations in the Arctic Hunters who are awake or on duty may make a Notice
mission work
s best as Circle have been wiped out. roll to see if they catch the Frost Giants observing
a joint operati
on with Whatever is taking them out them. A success means they notice three Frost Giants
ARH.
is using top of the line military scouting the area. A raise means they notice that the
grade weaponry. However, giants are wearing archaic leather armor, but two of
original investigations turned them are carrying miniguns.
up footprints from giants, If they do, the hunters have two options: set out after
who aren’t known for using anything outside of the the giants (a risky proposition, though one Hrolf will
most archaic weapons normally. advocate for), or prepare for an assault on the station.
These stations all monitor seismic activity, and ARH FOLLOWING THE GIANTS
is concerned that the giants are planning some sort of
Setting out to follow the giants is the most dangerous
assault (an army of marching giants will set up a lot
plan, but also the one the giants are least likely to
of seismic sensors…)
expect. The hunters can take one of the research
Your team has been volunteered to help ARH and vehicles (slow going, but safer in the snow), or they
have been assigned to a seismic station designated as can set out foot!
Station Whiskey. You are saddled with a liaison from
ARH, a cranky old veteran of ARH field-ops named
Hrolf Johansson.
This game references the Savage Worlds game system, available
from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with
permission. Pinnacle makes no representation or warranty as to
the quality, viability, or suitability for purpose of this product.

Monster Hunter International, MHI, all unique characters, creatures, artwork , trade dress and locations, are © 2019 Larry Correia
Gallant Knight Games and the Gallant Knight Games logo are © 2020 Gallant Knight Games
The giants move fast, and they’re adept at winter Norse mythology. Brutish, exceptionally tough, and
travel. The hunters will have to succeed on a Survival always angry, the giants are finally getting on board
roll to follow the giants. A raise means that the with current military weapons and they’re bringing it
hunters make good time, and the giants don’t get all to bear on the modern world.
back to their cave in time to prepare defenses. Lore: A successful Occult roll tells the hunters the
However, the hunters will also have to make a Stealth following: Frost giants are immune to the cold, they’re
roll to avoid being noticed by the giants (this roll is exceptionally hard to kill (they shrug off wounds that
not opposed. The giants don’t think anyone would be would kill a normal human twice over), and they’ve got
foolish enough to follow them, so they’re not actively pretty good eyesight in the night. They are susceptible
looking for pursuers.) to fire though (see weakness, below.)
The giants are headed back to their cave, a large Attributes: Agility d8, Smarts d6, Spirit d8, Strength
opening in a nearby cliff. The giants don’t have fancy d12+3, Vigor d12
living conditions, but the cave has a big defensible Skills: Athletics d8, Common Knowledge d6,
position. It’d be suicide to charge headfirst into three Fighting d10, Intimidation d12, Notice d10,
miniguns at the back of a cave. Persuasion d4, Shooting d10, Stealth d8
The hunters will have to either collapse the cave, lure Pace: 8; Parry: 7; Toughness: 12 (1)
the giants out, or find another solution. Edges: Fleet-Footed
PREPARING FOR AN ASSAULT Gear: Leather armor (+1), Minigun with AP Rounds
The hunters can prep the station for the assault. (+2 to AP) (30/60/120, 2d8+1, AP 4 (2), ROF 5,
Unfortunately, research stations aren’t generally Shots: 4000)
prepared for military grade weaponry to be deployed, Special Abilities:
so the hunters are at a disadvantage. They’ll have to • Frost-blooded: Frost Giants are immune to the
be creative and help will take a while to get here. effects of cold.
Helicopters and tracked vehicles have trouble in this • Low-Light Vision: Frost giants ignore penalties
bitter cold and the cavalry isn’t coming fast. for Dim and Dark Illumination.
But the hunters are trained for this, and the station • Resilient: Giants can take one Wound before
does some benefits they can utilize. they’re Incapacitated.
First, the walls of the station are built and prepared for • Size 5: Frost Giants stand over 15’ tall and have
cold weather, the effective equivalent of Stone walls (see the bulk of a small minivan. They can take an
Cover in Savage Worlds Adventure Edition). This helps extra wound before they are incapacitated (yes,
protect from the AP rounds in the giants miniguns. that means they can take TWO extra wounds
Secondly, there is a long storage of rations and food. before they are incapacitated.)
The giants can’t starve out the hunters. The giants • Weakness: Frost Giants are susceptible to fire.
know they have to move fast. They take double damage when hit with Fire
There are two tracked snow vehicles with thick glass based attacks.
the hunters can use creatively, as well as spare gas
canisters, various other supplies (generally if the answer AFTERMATH
feels reasonable when they ask you, you should say yes.) There’s some questions that have to be answered. Who
This is a seismic monitoring station, so they can supplied the Frost Giants with miniguns? If you’re
use that to sense the giants approach. This requires a running The Long, Good Knight from the Monster
successful Science roll. A raise means the hunters get Hunter International: Savage Worlds rulebook,
even more advance notice that the giants are coming. perhaps Roderick has worked this into his plans
somehow. It could also portend a new threat looming
Frost Giants for the brave hunters of MHI.
Big, ugly, and nasty, frost giants are white-haired, light-
blue skinned humanoids that stand anywhere from
fifteen feet to twenty tall, frost giants are right out of

Monster Hunter International, MHI, all unique characters, creatures, artwork , trade dress and locations, are © 2019 Larry Correia
Gallant Knight Games and the Gallant Knight Games logo are © 2020 Gallant Knight Games

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