This past week in my Swords & Wizardry campaign I confronted some of the issues with mid- to high-level OSR adventures. I had a short encounter I pulled from an old WOTC published encounter from 3rd Edition adapted to S&W. It did not seem like it would overmatch the player's characters but it very nearly did. I actually thought it was only a medium difficult encounter that they would handle easily. It was originally meant as a short encounter to pad out a session. But the number of monsters confronting them all at once removed the biggest advantage the group has - namely numbers.
This short encounter took almost the entire session and in the end, the party had to run away with most of their objectives complete. Then I decided now was the time to spring an adventure on them that I have been thinking of ever since linking it to their Siver Horn of Valhalla. I did not have it ready yet but I had the opening map so that was enough to get them started. The adventure is "Aesirhamar" written by Roger E. Moore from Dragon magazine 47 (1984). The published adventure is more of an outline of how to handle a trip to the realm of the Norse gods. I decided to change the gods up to fit the Amherth setting I am using. I have since padded the adventure out with some unique encounters and created a bunch of location maps in Dungeondraft.
Session 99: Life and Death in the Temple of the Naga
Lakima (human magic-user), Eathwund (human fighter), Alrix (couatl sorcerer), Domago (human fighter), Flora (elven thief), Fenris the Filch (human thief NPC), Lantosh (human fighter NPC).
Alrix has been charmed by a creature hiding in an ancient temple near the hamlet of Deerford. The creature questions Alrix and reveals that it is a Naga. Alrix tells his new friend why he came to Deerford (to see the couatl reputed to be here) and he reveals that he is a couatl himself. The naga finds this highly amusing and sends for its ally Lerrius the gnome - the head warden of Deerford. Lerrius and the naga discuss how to best use Alrix. The naga tells Alrix to rest on the altar for the night. Four gargoyles emerge from the alcoves of the temple to guard Alrix while he rests.
Meanwhile, in Edgerton Lantosh takes note that Alrix is missing. Domago tells them that Alrix went to Deerford to investigate reports of a couatl being sighted. Fenris suggests that he is likely fine. Lakima is not too sure and suggests they check up on him if he does not return by morning.
The next day there is still no sign of Alrix so they decide to saddle some horses and ride to Deerford. It is a mere 2 hours ride northwest of Edgerton. At the tiny hamlet, they pay a toll to enter and meet with a village priest. The priest remembers Alrix and suggests that he might have headed to the nearby ruins of a temple. The priest assures them that the couatl has indeed returned and resides at the temple. The party set out on horseback for the temple.
The trail to the temple winds through a thick forest and the adventurers encounter 2 dire bears blocking the trail. The bears look fierce and dangerous to approach. Fenris tries scaring them away by making noise but that just focuses their attention on the group. Lakima suggests maybe using a fireball spell but Domago argues that they are just creatures of the forest and should not be killed. He tells everyone he has an idea and he prays to St. Aleena to summon a swarm of bees that fly right at the two bears stinging them and clouding their eyes. The bear's roar in pain and roll about trying to get away from the bees.
Fenris suggests they take the opportunity to ride past the bears. He leads his horse around them but he is struck by an arrow fired from out of the surrounding forest. Lakima casts a fireball spell into the trees which burst into flames. A yelping wolf emerges from the brush and tries to bite Eathwund. Eathwund kicks it to one side and then runs the wolf through with his sword killing it instantly. They hear a howl of anguish from the woods. The party decides not to stay and they ride their horses around the growling bears. They continue on the road for a half hour until they enter a meadow in a clearing in the woods. A moss-covered stone temple ruin lies in the center of the meadow. They are just in time to spot a gnome run inside the temple and then notice two wardens guarding the entrance doors.
The adventurers approach the doors and they are asked to halt. One of the wardens asks for their names and purpose. Lakima tells them that they are the Company of the Black Dragon and they wish to look for their missing friend. The warden assures them that there is no one in the temple except the divine couatl. Lakima asks if they can enter and the warden turns and announces them. Then he bids them to enter. Inside they find an enormous temple chamber the walls crumbling and falling. Sunlight streams into the hall through holes in the roof. Resting on a bed of flowers atop a central altar is their companion Alrix in his couatl form. Alrix is surprised to see them and asks if they have come to see his friend. Lakima is about to answer when a much bigger serpent emerges from the darkness at the far end of the church. The blue-scaled serpent sweeps everyone with its gaze. All of the adventurers feel a compulsion that this creature is their friend but all of them shake off the enchantment and realize that the creature was trying to charm them. An angered Lakima casts a magic missile, and strikes the serpent.
Alrix yells, “Wait, we are all friends here, what are you doing!”
Domago casts dispel evil on Alrix. Alrix immediately, and angrily realizes he was charmed by this foul, false couatl. In fact, he realizes that it is an evil Naga. He launches himself at the Naga and bites it injecting poison. The bite hurts the Naga but it proves immune to his poison. The Naga tries to bite Alrix right back but misses. They hear noise coming from all of the alcoves about the temple and eight stone-skinned gargoyles emerge to defend their master the Naga.
As the gargoyles emerge, Lantosh, Fenris, Eathwund, and Flora find themselves all facing a gargoyle. Swords and hammers are drawn and the fight is on. Meanwhile, Alrix casts a fireball injuring several of the gargoyles and the Naga. Domago blows the silver horn of Valhalla and summons four berserkers who immediately attack the Naga. There is a roaring growl from the far end of the church and a purple scaled eight-legged draconic creature emerges. Lakima summons an ice storm that pelts the Naga, some of the gargoyles, and this new creature. It also catches the berserkers in the storm dispelling 3 of them.
The fight is going poorly for Fenris against a gargoyle and he starts desperately retreating. Seeing the danger to Fenris, Domago reaches him and casts a healing spell. Fenris is able to keep fighting. Across the chamber, Eathwund, Lantosh, and Flora are each also fighting separate gargoyles. Even Eathwund struggles to land a damaging blow on the stone creatures.
The briefly forgotten draconic creature breathes a lightning bolt out that strikes Fenris and Domago. Fenris falls to the floor blackened and unconscious. Nearby, Alrix wraps himself around the Naga constricting it. But he is swarmed by three gargoyles who claw, bite and gore him with attacks. Domago stands near Alrix, who looks to be in trouble, and he also spots Fenris collapsed on the floor and dying. He is briefly unsure, and not far away Lakima yells at him to go to save Fenris. Domago, though has already made his decision, if Alrix falls things are going to get really bad. He rushes over to Alrix and casts healing magic on him.
The draconic creature breathes lightning again this time striking Domago and Eathwund. Both are badly injured. Domago is struggling to hang on. Nearby, Alrix bites the Naga one more time killing it. He tosses the serpent aside in triumph but begins to retreat to get clear of the gargoyles swarming to his side. Lakima casts lightning bolt striking the draconic creature and blasting apart some of the gargoyles. The creature seems unaffected but the gargoyles are destroyed. The last remaining berserker is incredible still in the fight and he single-handily faces down the draconic creature. Lakima charms a gargoyle that had moved to attack him. But when he commands it to attack its fellow gargoyles the charm is broken. Then it attacks Flora but she manages to destroy it. Eathwund kills a gargoyle as well. Lakima begins calling the survivors back in a defensive circle about him. Alrix casts a magic missile destroying the gargoyle fighting Lantosh allowing the fighter to move back with the rest of the group. But Lantosh then falls under the claws of a gargoyle. The last berserker also falls and the draconic creature climbs up the altar and moves to attack.
Lakima casts a wall of iron bringing a wall down between the adventurers and the draconic creature. He casts web to hold some of the gargoyles to allow his comrades to retreat. There are still 3 gargoyles on the adventurer’s side of the wall. On the other side, they can hear the roars of the creature. Finally, the last of the gargoyles is destroyed. Lakima uses a potion of extra healing to revive Lantosh, but Fenris has bled out and is dead. Eathwund picks up Fenris's body and carries the dead thief to the entrance. Lakima suggests continuing the fight against the creature but everyone else wants to retreat.
It is now, in this respite from the fight, that everyone takes note that the ghostly form of a warrior of Valhalla passes through the wall of iron and approaches the group. Lakima asks why the berserker has not returned to Valhalla. The warrior answers that he has been sent by the gods to deliver a message to them. The gods require their audience in Valhalla. A rainbow bridge will be sent for them if they agree. After some discussion, the group agrees and a rainbow bridge appears on the otherwise clear day in the meadow outside the temple. The ghostly warrior steps on the rainbow and begins to climb up into the sky, turning to look back if they are following.
The adventurers climb onto the rainbow and follow ascending gradually up into the air until they seem to enter mist or clouds. Eathwund still carrying the limp body of Fenris. The rainbow begins to descend and they find themselves in a field full of deer, tall grass, flowering trees, and a great wooden hall. Standing before the hall is a 12-foot-tall giant of a man clad in armor. His face is obscured by his helm but what is visible projects a bright light. Their warrior guard near appears alive again and he kneels before what is clearly a god. The warrior then heads into the wooden hall.
Lakima is the first to step forward to question the god. The god tells them that he is Ragin (who they realize is also known as Rangeth – the patron of the Church of Law in Dolmvay). Ragin tells them that he has a task for them that he and other gods would like them to accept. Lakima asks why the gods do not just use their warriors or Valkyries. Ragin replies that there is a good reason and all will be explained. He tells them that they look tired and hungry. He invites them into his hall for a feast which he says will revive their spirits. Lakima points to Fenris and asks for a boon to return their friend to them. Ragin reaches out a touches Fenris instantly reviving him from death.
All of the adventurers enter the hall and find an enormous table, heavily laden with a magnificent feast. Familiar-looking warriors (berserkers the Silver Horn of Valhalla has summoned in the past) sit on some of the benches about the table already eating and drinking. Food and spirits are served by warrior men and women. Lakima has questions but Ragin bids them eat first. As the worn adventurers bite into the food and drink the ale they feel instantly refreshed and they look on in astonishment as their wounds and sore muscles heal right before them.
Once everyone is revitalized, Ragin tells them of the task. It is his job to guard the Bifrost bridge into Gladsheim. He keeps out those that are not allowed in Asgard but he cannot stop those who have the right to travel here. One day the dwarf Brokkir arrived in Gladsheim on the Bifrost bridge. Ragin questioned him on his business and discerned that the dwarf was being evasive. He also noted an invisible dwarf whom he did not recognize, following Brokkir. Suspicious of Brokkir’s intentions, Ragin summoned a Valkyrie and sent her to Brokkir’s forge in Midgard. The dwarf Brokkir is a weapon crafter of the greatest mastery and the Valkyrie found evidence that he had produced a weapon capable of killing a god. Ragin now went to the other gods, worried that Brokkir was headed to Jotunheim to sell the weapon to their enemies the giants. The other gods used their divination abilities but found they could not locate either of the dwarves. The dwarves must be using magic to remain hidden. Modan who could use his throne Hlidskialf to find anyone is away on one of his long trips to the prime material plane. Finally, Lodor the greatest warrior of the gods is away fighting giants somewhere in Jotunheim. Ragin cannot send the warriors of Valhalla or the Valkyries because that would start a war with the giants. The solution is to send a talented team of mortals to locate Brokkir. If he has indeed built a weapon for the giants then it needs to be brought to Asgard and Brokkir needs to be brought to justice. Ragin also would like to speak with the invisible dwarf and learn its intentions.
Ragin bids the adventurers to finish the feast and make use of the sleeping chambers on either side of the hall. Then he rises and leaves the hall to take up his post again at the Bifrost bridge.