Premade Campaign 16: Awaken MustaKrakish (1/2)

Awaken MustaKrakish is intended for Paragon level characters and is Part One in a Two Part series.
A nearby town has put out an open invitation for adventures to make quick cash by dealing with a local Troll tribe that has been attacking travelers. There is a large bonus offered to taking care of the situation without violence, so the party should go in with intent with finding a peaceful solution. The trolls have built themselves a lakeside encampment and do not attack the adventures, instead offering them a chance to sit in on a religious ceremony so that they can better understand each other’s culture. They are given a large feast of delicious meats and entertained by troll dances and prayers. After all is said and done, they offer an armistice with the local town if one of the members of the party will read a religious oath, securing the bonds of peace between the neighboring areas.
Whoever chooses to read it is told to look out to the water, at the setting sun, and speak the words written on the ancient scroll. As prayers slip off of the characters tongue, there is a disturbance in the water, and as the incantation is finished a figure can be seen rising out of the lake.
The players have inadvertently awakened MustaKrakish, the gargantuan lake troll, from its slumber. Before the party has a chance to move the trolls around them attack, striking them down. One by one they tear the players apart, throwing their corpses into the lake. As soon as they feel themselves approaching their god’s domain they are ripped back to their bodies. Clerics surround them chanting their names, coaxing their souls back to the Material Plane. When fully revived, the Clerics explain that MustaKrakish could have only been revived by an unwilling host, unaware of their actions, and that the party was duped into bringing about the apocalypse.
The Clerics explain that the only ones capable of sealing away the lake troll are those who share blood with the ones who awakened him- the party is now responsible for the fate of the world. The strangers reveal themselves to be part of an organization that exists solely to keep creatures like this at bay, and are able to give the characters some information on their own family’s heritages that not even they may know. The party will need to reclaim their ancestor’s weapons to fight this creature, as the only blades capable of piercing its skin are ones as old as he. Some may be easy to get to, but the farther back the relative lived the better guarded (and more powerful) their weapons are. Trolls, goblins, and devils now hunt the party, hoping to end their lives before they are able to send the beast back to hell.
Check back tomorrow for an Epic ending to this Premade Campaign.



