BSO Ragnarök 1.20 — Ominous Signs Before the Breach Part 1

Dark shadows bring ominous signs…

This is The Deep Dark of Svartalfheim adventure module’s first chapter for the larger BSO Ragnarök campaign. You can find all chapters for The Deep Dark of Svartalfheim in the Gaming Studio under the Battlestorm Online Ragnarök header. These adventures are original, unofficial, and unaffiliated Open Gaming License content for Dungeons and Dragons 5th Edition and they are provided to you, written by your scribbler here free of charge, in this format, on this blog. Please feel free to use this material for your own Dungeons and Dragons games as you see fit.

In this first chapter, the PCs begin their journey as unlikely heroes in the BSO Ragnarök setting. To make this chapter less cumbersome as a blog post, it is broken into two parts. Part 1 deals with major campaign events. Part 2 covers quests the players may wish or need to undertake.

Part 1 is below.

A game master collaboration…

The larger Battlestrom Ragnarök campaign is run in the Battlestorm Online Campaign Setting. This setting is being designed as a collaborative effort between myself and Ted Burgess. Ted is running his own Battlestorm Online game, which is the original game in this setting. You may find Ted on Twitch and you can find the campaign archive for Ted’s Battlestorm Online game here.

Live Play of Ominous Signs Before the Breach, Part 1

This module was run by me on January 7th and streamed on Ted’s Twitch feed. I will be posting the video archive of the first game along with player profiles in the Gaming Studio soon. The next BSO Ragnarok game is scheduled to stream from Ted’s Twitch feed on January 21st, 2022 and games will run once every 2-4 weeks on a regular basis. Please feel free to join us at 9 PM EST on these Fridays. I’ll work with Ted to post more frequent gaming schedule announcements. These announcements will be posted from my Twitter Feed and set up on my Twitch page. Games, though, are sometimes canceled at the last minute. In any case, they can be viewed later here in the BSO gaming archive and on my YouTube page.

(If you are a player in the Battlestorm Online, Ragnarök campaign. WARNING: SPOILER ALERT. Do not read further.)

CAUGHT IN A VIRTUAL DEATH TRAP

After the players create their characters read the following descriptive text to kick off the adventure:

“The widely-publicized global launch of Battlestorm Online was a heady affair that captured the attention of millions of gamers across the world. One of the world’s foremost gaming geniuses — Gemu Masuta –had birthed a virtual reality masterpiece. A Dungeons and Dragons game in which players could use special equipment called Ghost Gear to fully dive into a fantasy VR environment. Now the dreams of gamers everywhere had been realized. They could experience their favorite game not at tabletops or consoles but with their senses and body fully immersed.

“You were one of these gamers. Dynamic swordplay, magic, and the amazing mobility of fantasy characters was no longer just at your fingertips — it had full mind and body. It was another life outside of real life.

“Millions clamored for access to the beta-test version of this full-dive Dungeons and Dragons extravaganza — open to only ten thousand lucky players. Perhaps you waited in line or a relative with connections snagged you a copy. Whatever the case, you logged in to BSO, took the vertigo-inducing dive generated by the Ghost Gear, and landed on the world layer of Midgard. At first, you were captivated by this amazing setting and its host of wonders. You took time to familiarize yourself with your skills and powers. Perhaps you even fought a few monsters. You had a blast.

“But your joy of new discovery was short-lived. If you tried to log out, you received the following alert — WARNING LOGOUT WILL RESULT IN PLAYER DEATH, CLICK YES TO CONTINUE. If you saw this message, you were wise enough not to click ‘yes.’ Many were not. You may have also heard the ghostly cries of a player dying in game — their avatar consumed in a burst of blood-red pixels, their eyes flashing with a freakish strobe like a pair of twin flashlights rapidly turning on and off.

“These events only hinted at a much larger horror of which you would soon become aware. After only an hour logged in, a wind began to blow. It carried the sound of a wolf’s howl across the land of Midgard. Tattered clouds raced across the sky which took on a crimson hue. Your teleportation crystal flashed with blue light and you were instantly transported to an arena carved from the heart of the mountain fastness of Nidavellir. Your arrival at the stadium was accompanied by thousands of similar blue flares as your fellow players instantly materialized.

*********

Odin Wotan by Herman Hendrick

“All the game’s remaining players turned eyes toward a titanic figure arising from the area floor in the form of a forty-foot tall shadow roughly taking the shape of man. He glared down at you with his single massive blue eye. The eye was offset, hinting that the other eye was closed or lost. Two large shadows in bird form sat on his shoulders. ‘Welcome to Battlestorm Online. I am Odin. But you may also know me as Gemu Masuta. I’ve summoned you here into the great arena of Nidavellir to deliver this warning. You are trapped here. Not in Nidavellir, but in the game. There are now only two ways out for you — death, or winning the game. You may have noticed that your logout screen now contains this alert.’ The figure waves its shadowy hand and you again see the logout warning message. ‘If you logout, the Ghost Gear will send a strobe light pattern to your eyes that will cause a brain aneurism. This is no accident. It is intended. Also, if you die in-game, your Ghost Gear will send the same signal. Similarly, if the gear is tampered with in the real world, it will kill your body and you will die both there and in-game.

“‘Already, 321 players have perished due to death by monsters, due to accidental tampering with the head gear, and due to suicide by voluntary logout.’

“The 9,679 remaining players stared in stunned astonishment. Cries of outrage and anguish echoed through your fellow players. Terror rooted you to your hard, virtual-stone bench. You came here to enjoy your favorite game up-close and in-person. Not to die at the hands of a terrorist madman in a death trap. Disbelief and denial washed through your fellow players. But somehow, what Gema Masuta as Odin said rang true. He did strike you as the type who was capable of carrying out such a murderous, if creative, coup.

“‘You have now been granted a gift beyond compare,’ Gema Masuta as Odin continued. ‘Another life. For without death, there is no life. And in this life you have the real opportunity to be the heroes of a magical world. Whether or not you choose to take that opportunity is up to you.’

“The shadowy figure continued to speak for a few more minutes. But its dark philosophical assertions only deepened your terror. Gema was clearly a fanatic — willing to carry his twisted vision through to the bitter end. When the cries of disbelief rose up, you’d already grown numb with shock. The tense words of outrage bleeding into the background of your racing thoughts. You had to focus. Your first goal — survive and return to your life. You had things to accomplish. Loved ones waited for you. Important business and work was delayed that must be returned to. Others could fight through the game while you decided to wait in safety.

“For weeks after your capture, after that fateful announcement by a virtual god of monsters, this was your plan. And, for weeks, it worked. Heroes rose, formed adventuring parties. They scoured the surrounding lands of monsters and began to delve into dungeons. Some died. Others rapidly gained power. The adventuring parties coalesced into organized guilds. And, for a time, it seemed to you that your plan had worked.

“Seemed, because events have taken an odd turn of late… You’ve heard rumors of shrinking safe zones. Frantic quests have been issued by the game’s most prominent guilds. Quests not related to typical game-clearing activity. And last of all an annoying guild representative — a Warlock named RubyNight — keeps following hold-outs like yourself into local bars and inns. She keeps asking for help. Keeps calling for a second line of adventurers to confront the new troubles. She’s persistent. But sometimes you detect a note of pleading in her voice.

“This new turn of events makes you worried. Perhaps your plan to stay safe while others take the risks for you won’t work out after all. Maybe this death trap you’re presently caught in is about to spit out a new set of surprises. If so, resting on your laurels will only make you more vulnerable, will just result in more slaughter. Now might be the time for you to step up. To take on the role of a hero. “

********

Discuss with your players what connections they might have with each other — IRL or in-game. For example, players might have worked together, gone to school together, or shared a favorite hobby IRL. In-game, all the players also had a reason to hang back from the initial wave of gameplay. This may have thrown them together in various non-adventuring activities as they passed the time waiting for the front liners to win the game. Also have the players agree on a hometown as the adventure starting point. When they do, proceed to the next section.

ODD EVENTS, ODD QUESTS, AND AN ANNOYING GUILD REPRESENTATIVE

The following is a series of quests and in-game events designed for 4-6 level 1 characters. The events, listed first, happen to the players and the world of BSO on a timetable regardless of which quests they choose. The quests are voluntary and happen between the events. In this section, run game events 1 and 2 first. You may then decide to proceed to game event 3 or to then proceed on to the quests. Once players gain enough experience to reach level 2, a new series of quests and events will open up, leading to the next chapter — The Mystery of Yggdrasil’s Roots. However, you may wish to allow players to complete the quests listed here before proceeding. If you do so, player advancement to level 3 is locked until at least one quest from The Mystery of Yggdrasil’s Roots is completed.

Event 1 — A Strange Star Occluded By Darkness

The first night of this adventure begins with a strange celestial event.

“As the sun sets on Midgard and a darkness jeweled by millions of twinkling lights rises to cover the night, a strange star begins to blossom. Its light first appears as an orange glow that back-lights what appears to be black clouds of dust — casting gargantuan shadows covering what must be thousands upon thousands of stars. The glow intensifies until a star roughly the size of a full moon and bright enough to cast shadows bulges into a shape like a large blue eye. The eye looks down on Midgard, shining its light on all who walk there.”

Whether the strange star’s coming is a herald to further events or simply a stunning, if ominous, outgrowth of the vivid yet striking Battlestorm setting remains a mystery.

Event 2 — A PC Quest Giver is Born in Thunderale Tavern

Thunderale Tavern is a popular haunt for adventurers and non-adventurers alike. It exists as a storefront in all Home Towns in Midgard. However, it opens to one common internal space. The same tavern thus opens to all Home Towns simultaneously. Its proprietor — a lively NPC named Abigail Barnwallow — regales customers with tales of recent heroics on the front lines, rumors about local happenings, and gossip over famous persons in-game. The setting is warm, bright, and comforting. A roaring fire blazes in a large hearth above which two golden flankards of ale collide in front of a pair of crossed silver lightning bolts.

The players, still reluctant to join the ranks of adventurers, have gathered in Thunderale Tavern to collect gossip about the strange star now shining high above Midgard. They’ve all seen the new star and decided to drop by Thunderale Tavern to try to learn more.

(An Inkarnate Tavern Map that we are using for Thunder Ale Tavern gameplay provided by patreon.com/talemaps)

While talking with other tavern patrons or with Abigail, each player learns one rumor about the strange star or hears of an odd happening that someone speculates may be related to the star. Choose one rumor or speculation that each player learns from the table below.

D8 Rumor/Speculation

  1. “The ground beneath Yggdrasil has made strange groans and rumblings lately. Perhaps the star is somehow related to the tree’s odd noises.” The player hears this rumor from #GinSing7 an elven bard/rogue.
  2. “People in Mio Elise have been disappearing near a lamp post in a back ally that emits darkness instead of light. Why is this happening at the same time a new star appears?” Question asked by a daughter gamer with an elf Divine Soul Sorcerer avatar named Thalia who lost her mother in Mio Elise and is looking for her still.
  3. “The star is just a bright light in the sky. It’s a fantasy game. Why are we surprised about it?” This from BiGdumBfighteR.
  4. “I suspect this star signals some major new game event. More adventure is afoot.” From Maven Silverstream a Dwarf Ranger.
  5. “When the star appears, we should take the opportunity to drink and sing praises to the gods of battle as our lord Odin would want.” From a Tempest Cleric of Odin named ChiefThunderPants09.
  6. “Fear! Fear! For doom is on us all. The star is a harbinger of Ragnarök, the The Twilight of the Gods! The end is near!” A non-adventurer doomer named BlackDaze who jumps up on a table next to one of the players shouts this.
  7. “Take comfort and companionship, good friend. We may not know what this star will bring, but we can sing, eat, and drink tonight without fear.” From Abigail Barnwallow to a player sitting at the barn. The player who hears this gains the benefits of a free long rest the next time they come to Thunderale Tavern.
  8. “My bet is it has something to do with all the monsters wandering around outside of their typical spawning grounds. If I had more time off the front lines, I’d definitely go to investigate.” Morgen Schnee an Aasimar Paladin who’s a well known front liner.

Allow the players to circulate through the bar while describing each new rumor and speculation to the group. After you feel satisfied that you’ve sprinkled enough story hooks and related game flavor, read the following to the players:

“Concerned about the new star and all the odd happenings in Midgard, your information gathering in Thunderale has only added to your apprehension. You’ve retreated, drink in hand, to ruminate on your findings when a commotion in front of the fireplace draws your attention. RubyNight — a Genie Warlock with a puffy mane of red hair — begins to lurch back and forth grabbing patrons as she stumbles. Falling to the floor, Ruby’s avatar flickers. Bright strobes of light flash from her, causing those near her to shout and cover their eyes. A garbled electronic wail rises from her as her body jolts back and forth. Finally, the ordeal ends. Ruby lurches up, grabbing hands offered to help her stand.

“‘Steady lass,’ JenPak a Dwarf Barbarian says to Ruby. ‘Thought you’d suicided there for a second.’

“Ruby shakes herself off, then begins to make for the bar. She’s heading toward your table when you notice something odd about the icons floating above her head. One of them is the diamond symbol usually reserved for Quest Givers. Just as she comes abreast of your table, Ruby seems to notice the symbol too. Without asking, she pulls up a chair at your table, then waves her hands, briefly obscuring her new icons.

“‘It’s OK! I’m all right. Just a glitch!’ she shouts. ‘I’ll be fine. Just going to take a drink here with my friends!'”

*****

The players have run into RubyNight (typically shortened to Ruby) before at Thunderale Tavern. She’s a member of the Guild called Stella Requiem. Lately, she’s been trying to get players who are reluctant to adventure to help take part in fighting monsters or investigating recent strange events. She’s become a bit of a pest and non-adventurers have taken to avoiding her. Her sitting at the players’ table should be a somewhat awkward affair.

Ruby’s demeanor, however, is friendly. She genuinely likes most other players and this attitude is infectious. Ruby’s recent cajoling of non-adventurers is more out of a fear that those currently engaged on the front line won’t be enough. She’s also seen some odd things lately — having recently witnessed monsters wandering from place-to-place in small but organized bands. She also has more knowledge about so-called safe zone glitches. She’s seen and investigated weakening safe zones in all five Home Towns.

Ruby also now has a new set of items listed in her menu. These are quests. Apparently, she has just become the first PC quest giver. Even more strange, her quests are related to the recent strange events. You can now have Ruby give the three new quests to the players — imploring them to act. These quests are provided in part 2 of Ominous Signs Before the Breach.

Event 3 — Safe Zone Failure in a Dark Back Alley

As the players leave Thunderale Tavern, when a player receives Rumor/Speculation #2 on the rumor table in the last event, or at any time of your choosing, have the players meet and talk with Thalia about the disappearance of her mother in Mio Elysse (See Midgard Campaign Map). This event is a mini-adventure that is pivotal to the main story line.

Thalia Winterclaw is a Silver Dragonborn Divine Soul Sorcerer 2 (see stats in the Appendix). She dabbled in adventuring with her mother Raven Blackhorn a Tiefling Whispers Bard 2. Her mother disappeared two days ago after meeting with her class trainer. Thalia has learned that her mother walked near a back-alley in Mio Elysse where other players have also recently disappeared. In the alley is a single lamp-post that emits a shroud of glooming shade which seems to obscure a section of the back alley. Thalia investigated this far, but was too afraid to venture further.

Clues of a Kidnapping

When the players talk with Thalia they can learn the following clues by asking questions or making the appropriate Persuasion, Perception, and Insight skill rolls:

  1. Raven Blackhorn was a smith of no small skill.
  2. Raven had frequented the black market to gain access to special materials (Persuasion 14).
  3. If asked what the materials are, Thalia lies saying she doesn’t know (Insight 14).
  4. If asked nicely, Thalia reveals the name of Raven’s black market contact — Bresson Squint Eye.
  5. Thalia wears a dagger made of a strange black crystal material (Perception 15).
  6. When scanned with Arcana, the dagger radiates an aura of necromancy (Arcana 15).

Thalia is conflicted. She knows that some of the information she holds will help find her mother. But she also innately senses that what her mother has done may be seen in a negative light. Deep Shard is a substance that NPCs refuse to forge into weapons and armor, claiming it is cursed but providing no further explanation. Thalia worries more and more that this is true. She knows her mother was collecting Deep Shard near Yggdrasil and more recently near the alley where players disappeared in Mio Elysse. She has not witnessed its formation directly and does not know it forms when players die.

Thalia’s Dagger is a Major Deep Shard Weapon — an uncommon magic item forged by Raven Blackhorn of Deep Shard. Deep Shard are dark crystals that form when adventurers die in or near Svartalfheim. The slain adventurer’s pixels resolve to form a block of material that a PC smith can then forge using smith’s tools proficiency and rolling a 17 or higher on the dice. See Deep Shard Items and Thalia’s Dagger in the Appendix for more information.

Investigation in Mio Elysse

Whether or not the players question her, Thalia begs them to accompany her to Mio Elysse and to find her mother. If the players decide to help Thalia, they can use their Teleportation Crystals (see the BSO Player’s Guide) to teleport to Mio Elysse or they can simply take the Mio Elysse doorway out of Thunderale Tavern.

When the players journey to Mio Elysse, they can follow one of two leads. The first and less obvious lead is to meet with Bresson Squint Eye. The second, more obvious, lead is to investigate the Dim Alley and its dark damp post.

Bresson Squint Eye at Hot Perks

If the players learn about Bresson Squint Eye from Thalia, they may wish to try to find him in Mio Elysse’s black market. Having followed Raven to his illicit store and workshop on numerous occasions, Thalia knows exactly where to go. She swiftly leads the players through Mio Elysse to a small coffee shop called Hot Perks.

Hot Perks Coffee House made with Inkarnate

The owner, Bresson Squint Eye, a Gnome Artificer 2, bought the shop with money gained from selling items he forged using his blacksmith skill early in game. A cook, Bresson also brews delicious coffee and bakes delectable scones. Hot Perks serves as a front for an illicit trade in magic items crafted from Deep Shard. These items are made in a basement workshop beneath the coffee shop. These items are sold from Hot Perks as special ‘black mugs.’ The mugs are actually skins that when smashed on the ground reveal the contained items forged from Deep Shard.

Bresson was the first to discover Deep Shard as special material drops near Yggdrasil. The material had a smith tools proficiency icon over it and when he used his smith tools skill he was able to create a magical axe. He soon enlisted the help of other PC smiths, including Raven Blackhorn and another smith by the name of Giles Gilfeather, to work the material. As Deep Shard was banned by NPC smiths and had the cursed alert icon on it, Bresson was forced to sell items forged from it through the Black Market. Bresson considered the cursed icon to be questionable at first as Deep Shard items produced no obvious ill effect.

When Giles disappeared, Bresson was alarmed. But he didn’t immediately suspect a connection with Deep Shard. He and Raven kept working the profitable and seemingly-helpful Deep Shard. They were also delighted to discover a new nearby source in the Dark Alley behind Driftglobe Inn. Why ingots of Deep Shard began to appear in the alley remained uncertain. Though Bresson’s alarm grew when he learned that players were starting to disappear behind Driftglobe and that one of the lamp posts there had begun to emit darkness rather than light.

Then Raven disappeared and Bresson began to panic.

When the players arrive, they find Bresson packing his things. If questioned about why he’s packing, Bresson says that ‘business has gone sour, becoming too risky.’ If pressed or persuaded (Intimidation 15 or Persuasion 15), Bresson reveals that he’s ‘been selling special items made from Deep Shard and forged in a workshop beneath his coffee house but that his fellow smiths have gone missing near the Driftglobe Inn.’ If questioned further, Bresson says he’s going to leave town because he fears for his safety.

Bresson has two magic items made from Deep Shard that he’s willing to give to characters who treat him well — a short sword and a spear. Both are minor items. If the players ask to have them, he reluctantly gives them away saying — ‘The NPC smiths say they’re cursed. I didn’t believe them at first. Now, with everyone disappearing, I wonder.’

Bresson knows little else. Though he can guess quite a lot, he’s not willing to share his speculations with the players.

Treasure: Minor Deep Shard Shortsword, Minor Deep Shard Spear (see Appendix).

The Dim Alley and the Dark Lamp Post

Regardless of whether the players talk to Bresson, Thalia ultimately leads them to the Dim Alley behind the Driftglobe Inn. The Inn itself has a bright front. Its namesake Driftglobe floats in the air out front, casting bright light into the street and over passersby as it languidly floats back and forth on its silver chain.

The shadow-filled alley to the left of the Inn is another story. Most residents avoid it. Now and then, an adventurer may enter the Alley in search of a lost companion or to investigate a rumor. Most emerge with little to show. Some disappear. Since this is a safe zone, folk aren’t don’t voice their concern. But its presence provokes fears many are not willing to name.

“Shadows seem to bend and twist in odd fashion, spilling out from the alley like a pool of unlight. Passersby on the street give Dim Alley a wide berth. For you and for these residents, Dim Alley creates a kind of dissonance — seeming to contradict the safety that the Home Town of Mio Elysse represents.”

When the players enter Dim Alley, all light sources are considered one category dimmer. Bright light becomes dim light, dim light becomes darkness and so on. Upon entering, the players immediately notice the source of the darkness — a lamp post with a globe of pitch black atop it in the place where its lamp light should be. They also see the following message in their Head’s Up DisplayWARNING: LEAVING SAFE ZONE. The cobblestones around the lamp are buckled. In cracks between them, the players can see tree roots. These roots are outrunners from Yggdrasil. A DC 20 Nature or a DC 20 Arcana check can reveal to the players that the roots are from Yggdrasil.

If the players search the Alley, they are able to find two ingots of Deep Shard if they succeed in a DC 15 Perception check. One rests directly beneath the Dark Lamp Post. The other sits atop a pile of broken cobble stones stacked near the Alley’s west wall. If the players Investigate (DC 15) the areas near these shards, they notice small disturbances that indicate signs of struggle. The Duergar Flinderflick, his Death Dog Render, Benderfleck the Drow and Flinderflick’s Goblin slaves recently leapt out of their lair in the Yggdrasil Root Pocket behind the Dark Lamp Post then ambushed and killed two low level players in the Dim Alley. When the players died in the darkened rift area between Midgard and Svartalfheim, their pixels coalesced to form Deep Shard ingots.

If a character holds a Deep Shard or an item crafted from Deep Shard and approaches to within ten feet of the Dark Lamp Post, they can see space bend and shift around the Lamp Post — forming an open entryway. Read the following:

“Holding the ingot of black crystal before you, space bends as you approach the lamp post capped in darkness. The distortion forms an opening into a chamber of expertly worked stone. Precise blocks neatly fitted form a floor that leads through an archway formed by expert hands. As within the Alley, the light is dim and cold. Your vision quickly terminates. Although you can see clearly enough to make out runes on the archway.”

The runes are dwarven and read — Stranger Beware.

Svartalfheim Node

A player holding a Deep Shard or an item forged from Deep Shard may pass through the archway. They can also hold hands with one additional player to cross under the archway. Thalia, having possess the Dagger Raven forged from Deep Shard, has been exposed to the magical energy of Svartalfheim long enough to pass through the archway as well.

Dim Alley, Dark Lampost, and Svartalfheim Node. Map made with Inkarnate.

1. Node Entry

“Passing through the archway, you enter a chill, shadowy chamber. Where you stand, roots curl around the distortion in space leading to the alleyway behind you. Shadows from the dark lamp post pool around you. Stepping from the pool of shadows, you notice the light of two braziers at the end of a narrow well-worked hallway ahead.”

The first ten feet of this hallway is under the same darkness effect as the Dim Alley. But when the characters step out, the lighting conditions return to normal. The players are now within a node broken off from the dungeon realm of Svartalfheim that exists in a space between it and Midgard caught up in Yggdrasil’s roots.

The braziers at the end of the hallway have had the Magic Mouth ritual cast on them by the Drow Benderflek. If anyone but Flinderflick (Area 5), Benderflek, or the Death Dog Render (Area 2) pass between the braziers, the Magic Mouth triggers and utters the words “Naughty, naughty!” loudly in elfish and then in dwarven. A Detect Magic spell focused on the braziers reveals an aura of illusion magic. Close examination by someone trained in Arcana (DC 20) will also reveal traces of illusion magic.

2. Death Dog Foyer

This foyer has been scoured clean by the Goblin (Area 3) slaves under the meticulous eye of Flinderflick. Light flickers from braziers near the walls. A Death Dog (Render) contentedly grinds a thigh bone down to pixels. After a minute, it reforms only to be ground down again. Render immediately attacks anyone he doesn’t recognize who enters this chamber. He also terrorizes the Goblins and Raven by continuously growling and snapping at them when intruders are not present.

3. Goblin Barracks

Each of these barracks is occupied by four Goblins. Flinderflick has instructed them to rally to the foyer if the Magic Mouth alarm sounds. That said, the Goblins are reluctant, ill-treated, and have low morale. If the alarm does sound, one group of four delays, not arriving until round 3. If the alarm does not sound, the Goblins ignore noises in the foyer and stay in their barracks. If a character enters their room, they attack. If a character speaks to them in Goblin, they listen with weapons ready, then ask to be set free.

Treasure: Each Goblin holds a Minor Deep Shard dagger.

4. Forge, Workbench and Gateway to Svartalfheim

This chamber contains a forge (A), a table with smiths’ tools arranged across it, and an archway veiled in mist surrounded by Yggdrasil roots (B).

The forge is used by Raven, under the tyrannical eye of Flinderflik, to craft Deep Shard weapons and other items. With Giles and Raven (Area 6) as his slaves, he’s managed to equip his entire force in the Svartalfheim Node with these dangerous items. He sets ambushes in the Dim Alley for unwary adventures. He also uses the Drow Benderflek, who can roam freely about in Mio Elysse, to collect information about smiths as targets for possible kidnapping. The Goblins can also pass into Midgard. But they are too untrustworthy to let loose in Mio Elysse. Flinderflik is, so far, unable to pass beyond the Dim Alley. But he knows that this situation will soon change.

The archway is a gate leading to Svartalfheim. But it presently is not passable by anyone except natives of Svartalfheim and by those who’ve possessed a Deep Shard item for more than ten days. Flinderflik intends to use the gateway to send captives back to Svartalfheim as gifts to his King Doomshallow. He has already sent Giles Gilfeather as a slave gift. He intends to send Raven as soon as he can find a suitable replacement smith.

The Drow Benderflek occupies this area when the players arrive. He responds immediately to any commotion. Benderfleck possesses a Minor Deep Shard rapier which he uses in melee instead of shortsword (+4 to hit, 1d8+2 damage, critical 2d8+2+1 necrotic damage). His statistics are those of a Drow (Monster Manual, 128). He has also managed to learn the Magic Mouth ritual.

Benderflek serves as Flinderflick’s spy and scout. As a Drow in possession of a Deep Shard item, he can move freely about in Midgard. Flinderflick thinks this is a special talent of Benderflek alone and has not yet discovered that this is a Drow trait.

Treasure: Smith’s Tools are arranged on the work table. Benderfleck’s purse contains 5 platinum, 15 gold, 20 silver and 21 copper. He also holds a Minor Deep Shard rapier.

5. Flinderflick’s Chamber

This chamber is occupied by Flinderflick’s bed, a small desk, and a dresser. His Deep Shard battle axe hangs from pegs on the wall or is strapped to Flinderflick’s back.

Flinderflick the Duergar occupies his chamber when the characters arrive. He was separated from Svartalfheim when a portion of his fortress was ripped away by Yggdrasil’s roots and cast into the gap between it and Midgard two weeks ago. When first separated, Flinderflick could only occupy the Node or venture out into the Dim Alley. Eventually the roots ripped a second gate into the forge area which now allows him to pass back and forth between the Node and Svartalfheim. Though other residents of Svartalfheim are not yet able to cross into the Node.

Flinderflick believes the Deep Shard materials and weapons can help the Duergar and Drow of Svartalfheim invade Midgard. He has already gained the attention of King Doomshallow who is plotting to conquer the unsuspecting inhabitants of BSO’s first level. Neither Doomshallow, nor Flinderflick realize that this breach into Midgard from Svartalfheim through Yggdrasil’s roots is but the first of many. That said, Benderflek does. For his people, the Drow, have been finding paths through darkness to areas around Yggdrasil for some time now. The Drow have kept this secret from their Duergar allies for now. Their leaders rightly believe Doomshallow would act on this information too-soon.

Flinderflick is meticulous in the extreme and burns all communications between himself and his King. He is also loyal and will take his secrets with him to his death.

If the alarm sounds or Flinderflick hears a commotion, he readies his weapons and ventures out — ready to do battle.

Treasure: A hidden compartment in Flinderflick’s desk (DC 15 Perception, DC 14 Investigation) contains a pouch with 2 black onyx (25 gold each), 1 garnet (25 gold), 5 platinum, 40 gold, and 100 silver. Flinderflick keeps his Major Deep Shard battle axe on his person or on the wall pegs. He also possesses the key for room 6 which hangs from a cord around his neck.

6. Prisoner

The door to this room is locked. It is a reinforced door. A character with Thieves’ Tools proficiency can open the door by picking the lock with a successful check (DC 17).

Inside is Raven Blackhorn. She is Thalia’s real life mother. In game, she’s a highly skilled smith and a level 2 Tiefling Whispers Bard. As a captive slave of Flinderflick, Raven has been forced under threat of death to forge items made of Deep Shard.

Raven is overwhelmed with gratitude if she’s rescued and reunited with her daughter. Even though she knows it’s a game, she now harbors a deep hatred for the slaver race of Duergar and their allies the Drow. Raven knows the magical gate in room 4 leads to a place called Svartalfheim — a subterranean dungeon realm ruled by Drow and Duergar. She also knows Flinderflick intended to send her there to be a slave to the King Doomshallow. Raven, though terrified by her close brush with death and slavery, seeks to do all she can to prevent others from becoming enslaved and to free Giles Gilfeather whom she knows is now a slave in Svartalfheim.

Combat Tactics

The monsters’ combat tactics largely depend on whether or not the players set off the Magic Mouth alarm. This alarm is loud enough to immediately alert everyone in the Node and compel them to act on Flinderflick’s previously issued commands. If the players do not set off the Magic Mouth, the barks and growls of Render along with sounds of fighting ultimately alert those in the Node but their actions may be delayed for various reasons.

Magic Mouth alerts the Node:

Round 1: Render the Death Dog begins barking and rushes out to attack any intruders it can see in area 1 and 2.

Round 2: Four Goblins pour out of one barracks room (area 3). They attempt to flank enemies — focus firing to take the players down one at a time. They start with the apparently weakest player unless they are threatened by a more serious danger (like a tank-type swinging a massive weapon in their face).

Round 3: The Four Goblins from the second barracks rush out. Benderflek the Drow arrives. He casts Faerie Fire on his first round of combat, then engages players who are illuminated with his hand crossbow from a distance. If a player threatens him in melee, he draws his rapier. If Flinderflick falls and more than half his allies have been defeated, Benderfleck uses his next action to cast Darkness and then attempts to flee through the Gate in area 4. Flinderflick moves into area 4 and Enlarges himself using his special Duergar ability.

Round 4: Flinderflick arrives. He attacks whichever player appears to be the greatest threat or a player under the effect of Benderflek’s Faire Fire. Flinderflick is a fanatic who believes in his superiority. He fights to the death.

Render alerts the Node:

Round 1: Render attacks intruders he can see.

Round 2: The Goblins in area 3 cower.

Round 3: Benderflek’s actions are the same. Flinderflick’s actions are the same except that he shouts furiously for the Goblins to attack.

Round 4: Four Goblins from one room in area 3 burst out and attack. Flinderflick’s actions are the same.

Round 5: Four more Goblins creep out and reluctantly attack so long as their morale isn’t ruined.

Goblin morale: If four Goblins are killed or incapacitated, the rest surrender. If Flinderflick is killed or incapacitated, four Goblins surrender the round this happens and any remaining Goblins surrender the following round. If the players kill Render, the Goblins cheer as the Death Dog breaks into pixels but keep fighting.

Deep Shard Weapons: The Goblins and Benderflek possess Minor Deep Shard Weapons (see Appendix) and deal +1 Necrotic Damage on a critical hit. Flinderflick possesses a Major Deep Shard Weapon and is +1 to hit and damage for all his attacks while also dealing +1 Necrotic Damage on a critical hit.

APPENDIX

This module includes new magic items in the form of Deep Shard Crystals — cursed magical items that link Midgard to the dungeon realm of Svartalfheim and to the shadowy gap-world in between. In addition, the stats for a key O(PC) — Thalia Winterclaw — are included here.

Magic Items

Deep Shard Crystals (Common, Magical Material, Cursed)

A Deep Shard Crystal forms when a player character (PC) dies while within 1,000 feet of Yggdrasil or in the Dim Alley in Mio Elysse. These crystals are linked to Svartalfheim — the dark dungeon realm now being breached by the growing roots of Yggdrasil. They are also empowered by the shadowy gap between those two worlds. A PC who possesses a Deep Shard or an item forged from Deep Shard for ten days may pass from Midgard and into Svartalfheim through a Node Gate. An elf (of any type) from Midgard who possesses a Deep Shard item may move freely between and within these two realms immediately. A monster or NPC from Svartalfheim may only move into Nodes, the Dim Alley, or emerge in areas within 1,000 feet of Yggdrasil. If they possess a Deep Shard or an item forged from it for ten days, they can then move freely about Midgard. A Drow who possesses a Deep Shard item can move freely between and within these two realms immediately.

Cursed — Anyone possessing a Deep Shard or an item made from it for more than ten days receives the following status alert: WARNING: SAFE ZONE SETTING TURNED OFF. Thereafter, the player can now be attacked by other players, NPCs, or monsters who have their safe zone setting turned off. This effect is cumulative. So if a Deep Shard or an item made from it is held for one day, then set aside only to be picked up again later, the count continues on to two days and so on.

Deep Shard may be forged into magical weapons by those proficient in Smith’s Tools and having access to Smith’s Tools and Forge. Roll a Smith’s Tools proficiency check to determine the outcome.

Modified Proficiency Check Result:

1-10 Failure. Deep Shard Crystal is destroyed.

10-15 Failure, no result.

15-19 Produces a Minor Deep Shard Weapon.

20+ Produces a Major Deep Shard Weapon.

If a Deep Shard Crystal or a weapon made from it is exposed to daylight in Asgard, Alfheim, or Vanaheim, it is destroyed and all its effects are removed.

Minor Deep Shard Weapon (Common, Weapon, Cursed)

A Minor Deep Shard Weapon can be any melee weapon, a javelin, or 20 pieces of ammunition (arrows, bolts, sling stones, darts). They possess the same properties of the Deep Shard Crystal from which they are forged. In addition, they are considered Magical Weapons. When a critical hit is scored with a Minor Deep Shard Weapon, it deals an additional 1 point of Necrotic Damage.

Major Deep Shard Weapon (Uncommon, Weapon, Cursed)

The rules for a Major Deep Shard Weapon are the same as those for a Minor Deep Shard Weapon and a Deep Shard Crystal. In addition, these weapons are +1 to hit and and +1 to damage.

Companion OPC Game Statistics

Thalia will join the PCs if they welcome her. She is desperate to find her mother and will use her abilities and powers to help the PCs. Technically a Player in BSO, Thalia fulfills the traditional role of NPC. For our purposes, we’ll label Thalia an (other player character) OPC. An OPC is thus technically a player in Battlestorm for story purposes.

Thalia uses her powers to support and heal the players. She casts Mage Armor at the start of an adventuring day, then immediately burns her two sorcery points to regain a spell slot. She casts Bless on her allies during round 1, then uses Cure Wounds to heal anyone who looks like they’re in trouble. If anyone is down, she casts Spare the Dying. If no other option is available, she casts Firebolt on her foes. Thalia will use her dragon breath only as a last resort.

*********

THALIA WINTERCLAW — 5e stats

Medium Silver Dragonborn, neutral good

Armor Class 13 (16) (mage armor)
Hit Points 14
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)14 (+2)10 (0)16 (0)16 (+3)

Saving Throws Con +4, Cha +5
Skills Persuasion +5, Arcana +2, Insight +2, Religion +2
Damage Resistances cold
Senses passive Perception 10
Languages Common, Draconic

Magic Weapon. Thalia has a Major Deep Shard Dagger (attack stats adjusted).

Font of Magic. Thalia has 2 sorcery points (See Sorcerer Class).

Spellcasting. Thalia is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following Sorcerer and Cleric spells prepared:

ACTIONS

  • Firebolt. Spell Attack: +5 to hit, range 120 feet, one target. Hit: 6 (1d10) fire damage.
  • Deep Shard Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4+3) magical piercing damage. Critical: +1 necrotic damage.
  • White Dragon Breath. Breath Weapon: creatures in a15 foot cone. DC 12 Con save. 7 (2d6) cold damage. Save for half.

DESCRIPTION

Thalia is a dragonborn bedecked in glistening silver scales. An iridescent frill runs from the top of her head to her tail, casting rainbow hues in direct sunlight. Though ready with a smile, she is sad at the loss of her mother and is desperate to find her.

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10 Comments

  1. Edited. Story art added. Minor corrections and fixes.

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  2. I like how you included rumors. I always have trouble implementing rumors, I’m stealing this. I’d play as someone who was trying out a class, but hates it. Right before I log out to my favorite class, bam! Stuck in the game forever playing a class I hate.

    Liked by 1 person

    Reply
  3. Thanks! I had a lot of fun putting this one together. Mystery has a major draw for me in D&D, particularly at adventure start. I want the players to feel like they’re engaged in this ongoing process of discovery. Parsing fact from fiction is part of that.

    As for a way to avoid class… Yeah, getting stuck in a D&D VR death game might not be what most class cutters have in mind. 😉

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