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ıntroductıon

Welcome to the first adventure of Svilland. First Warband mechanics, players will be able to form a
of all, we would like to thank you for your help in warband and gain new features depending on their
bringing the brutal lands of Svilland to life and car- choices. Also, there will be different relationships
rying our dreams so far. between the characters which help the players
This adventure is all about viking raids. The play- on feeling like a part of a real raiding group. This
ers will be a part of a larger raid group and they will adventure makes the players feel the importance
surely understand the meanings of raids, fighting in of their fellow warriors. Thus, we prepared six new
the name of gods and glory, and survival. character and their relationship chart for this ad-
There are many combat encounters throughout venure, your players could chose them and start the
the adventure. These encounters will constantly adventure instantly.
remind the players that raiding means being ready Moreover, we expand the lore of Svilland by giving
to battle at any time anywhere. The players have to detailed information about specific areas and organ-
survive to reach their goals and to glory at the end. izations.
Also, these encounters will make them understand New adventures and glories lie before you. Be
that the victors are the ones who survive most, not ready for bloodshed in the frozen winters and end-
the ones who attack first. less howling nights! Take up your arms, ready your
As we do in our other products, we brought more spells and never leave your faith!
new mechanics in this adventure, Warband. By using

THEME AND ATMOSPHERE

S villand is a land of last resort. People have escaped here from the deadly Black Winter of the north. Their escape from
frost jotnar conquerors resulted in their bloody conquest over the Vanir and kuning. Through the ages, they may have
founded civilizations, kingdoms. Yet, Svilland will always remain as a land of people that are at the edge of massacre by
a new forthcoming horde. The cycle keeps repeating itself as the new replacing the old, and those who settle are never relieved
from their survival instinct.
Unlike many other Dungeons and Dragons games, Svilland Campaign Setting has an atmosphere that is ruthless, grim, and
dark. Heroes here become so with bloody challenges of the mortal and the divine alike. The pantheon of Odin the Allfather does
not provide protection and power out of lightly love of some D&D gods. The gods and goddesses of Svillanders desire bloody sac-
rifices and weave vicious tests over mortals to see their worth. Divinity is not inherent, it is earned, often through deadly means.
The cultures of Svilland reflect this cosmology as well. Kings and queens need to be tough and worthy of war as much as they
need to be respected by their kin. As kingdoms are not fully established and rather are gatherings of warlords, political struggle
and raids on villages are a common part of Svillanders’ way of life.
Consequently, adventurers in Svilland are not well-greeted everywhere. Because of the mistrust between different races, or
even clans, commoners in a town don’t often greet strangers with a warm welcome. Still, bardship and storytelling are common
arts of the land. As an adventurer, your accomplishments may quickly find their way to the tongues of people. Reputation is
hard to earn, but it is well-respected once it is earned.
As many places are in constant threat by hostile clans, jarls, or monsters in the wilderness, there is always a fight that you
can prove yourself worthy to Valhalla. On the other hand, you should not lose your vigilance when you are travelling. You
should keep an eye on the horizon and set up patrols among your party. Those who are arrogant enough to underestimate their
opponent or hunt may become the hunted quite fast.
Background ......................................................................4 Coast Painted Red.........................................................26
Encounter - Assault on the Shore.............................26
synopsis...............................................................................4 Slaughter in the Dark...................................................28
chapter three- fang of Fenrir...........................30
BattleFields and narratıve..................................5 Pleasant Dreams.............................................................31
Encounter - Ambush in the Wood...............................32
Treacherous Burrows....................................................32
chapter one - raıd at dawn.......................................5 Under the Mountain......................................................35
The Misty Vessel Inn........................................................5 Encounter - Slay the Queen..........................................45
Castle Gates........................................................................8
The Dockyard..................................................................12 epilogue................................................................................... 47
The Feast.........................................................................12
Eidunn’s Dilemma...........................................................13 Variant: Warband Mechanics...............................48
In the Name of Aegir and Ran.......................................13
Encounter - Traitors’ Foray..........................................13 Handouts and Extras................................................50
Sacrifice to Aegir............................................................17
Encounter - Traitors’ Hideout.......................................17 Character Relations Table.....................................51
Prepare to Sail................................................................19
repetitive monsters...................................................52
Vikingr............................................................................52
chapter two - AS FAST AS SLEIPNIR....................19 Frost Arrow Cultist........................................................53
The Journey.....................................................................19 Fang of Fenrir.................................................................54
Sea Encounters..............................................................20
Encounter - Aegir’s Wrath............................................21 Premade Characters...................................................55
Encounter - Scout’s Demise..........................................23
Open Game License..........................................................62

Designers: Eyüp Emre Erdem, Alican Develioğlu, Ekin Topanoğlu, Bartu Ağca, Barkın Tokalak, and
Umut Çomak

Editor: Ekin Topanoğlu


Artists: Özge Güngör, Aysenur Dinler, Onur Bakar, Ömer Tunç, Ahmet Can Kahraman, Fatih Öztürk, Tithi
Luadthong, Umut Çomak

Art Director: Umut Çomak

Layout and Graphic Design: Umut Çomak

© 2019 Dream Realm Storytellers


Into the Wolf’s Maw is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Svilland Campaign Setting, Into the Wolf’s Maw and 5e logos are trademarks of Dream Realm Storytellers. All
characters and the distinctive likenesses thereof are property of Dream Realm Storytellers.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.
Background
There is an ongoing power conflict over the land of Alsvartr between Hanlon the Real King in the North, and Gudrick, in the
South. That leads to low-intensity conflicts between the North and the South of Alsvartr. However, Gudrick assembles a great
army to march towards the North and gain the ruling of Alsvartr once and for all. Hanlon the real King, through his intelligence
service, obtains the information of the intentions of his rival. Then he seeks the help of the fellow earls of the Kingdom of Nion-
aem.
He mentions the different points of interest for raids, which will enrich the earls of Nionaem and prevent a possible defeat
as Gudrick would be forced to retreat to deal with these attacks. Even though they are notable locations for Gudrick, the raids
would be pretty easy to perform since Rodmar Icebreaker, ruler of the Sea Shield, has gone to the North with the majority of his
troops to join the war.
Meanwhile, in the Sea Shield region, there is matter beneath the mountain which is used to craft weapons by the Fangs of Fen-
rir, a vicious cult. It is said that the matter is one of Fenrir’s Fangs.

SYNOPSIS
A raid to the Sea Shield is arranged. Before the ships sailed and Helga, the head of the Oath of the Phantom Queen, claims she
the raid started, there was a celebration in the name of the had a vision from the spirit-queen. In her dreams, she saw
glorious victories yet to come. Sacrifices were made to please members of Fangs of Fenrir beneath the mountain who recent-
the gods who rule the seas and to have their blessings. Howev- ly located an ancient artifact, the Fang of Fenrir. With the help
er, some captains opposed that. They need more crew to raid, of the assassination cult, Frost Arrows, they mine the remnant
they said. Those ships owned by captains who preferred the of Fenrir and forge deadly weapons.
help of a mortal warrior over the divine aid were sunk into the Helga gives the knowledge that there is a passage to under-
depths of the sea by the wrath of gods. neath the mountain from the Treacherous Burrow, a hideout
As the time warbands reached the coasts, Alsvartr soldiers for cutthroats and criminals. The characters travel to the
were waiting for them in the land. Warbands won the fight; burrow. They locate the cave that leads to the Fang of Fenrir,
yet, since they lost numerous raiders along the way, the battle either by persuading, bribing, or fighting with the residents
was exhausting. Parties gathered and camp in a suitable place. of the Treacherous Burrow. When they reach the remnant of
By the time they fall asleep, they encounter an ambush. Not the giant wolf, a pack of werewolves waits for them. Killing
expecting such an attack, raiders are defeated with arrows these makes the relic unprotected. Using the phantom blades
made with frost and fangs. In times of need, the Oath of the that Helga provided, the characters destroy the Fang of Fenrir.
Phantom Queen comes and succeeds to bear away our party. And so, they protect Svilland from a grave danger of cults who
The Oath takes our party to the base of operation of the devoted themselves to maim Svilland and her people.
organization, which is located in a deep and sacred woods.

starting equipment
In this adventure, the characters should
have their class’ starting equipment.
They will be able to find more equipment
and enchant their weapons.
BATTLEFIELDS AND NARRATIVE
In this adventure, you will find battlefields where the only en-
counters are not fought between the party and their foes, but WARBAND MECHANICS
also between the warbands and the enemy en masse. These
battlefields are designed to be dynamic so that the clash of the In many Dungeons and Dragons campaigns, characters have
miscellaneous sides also feel important. known each other for some considerable time; however, only
To make this happen, there are Suggested Narratives and indicating that characters were friends beforehand does not
Suggested Battle Events in encounters involving the rest of the seem enough.
crew apart from the characters. While encounters continue Having that in mind, with Into the Wolf’s Maw, brand-new
and rounds go on, you can use suggested narratives or battle warband and crew mechanics are created which you can find
events at appropriate times. under the Variant: Warband Mechanics section at the end of this
book. These new variant rules will deepen the character rela-
tions and enrich the flavor of the adventure. You can try these
SUGGESTED NARRATIVES new traits and use the pre-given character relations table
located at the Handouts and Extras section.
You can narrate the listed scenes at some point within each
round or once in every two rounds. We believe that this narra-
tives will provide a good flavor for your adventure.

SUGGESTED
BATTLE EVENTS
Battlefield events may happen to one of the characters (pref-
erably at random). You can choose to trigger one of these
events once in every round or in every two rounds. You can
also choose to play them like lair actions.

Chapter 1: RAID AT DAWN


Boundless Stronghold is a castle in the west of Sea Horn. It is very wooden tables and chairs. People are drinking and playing games. A
important for both the army and the navy forces because the castle bard is shouting a war song and people are accompanying her. By the
has its own dockyard. It is also positioned strategically well. It has look, it could be said that these people are adventurers and raiders.
safe proximity to Linnormr Cove. Across the big metal door, there is upstairs which leads to the tav-
The castle is surrounded by a forest, however, the density of the ern’s chambers.
forest is decreasing fast. Town-dwellers are making ships, houses,
bridges and they seek to strengthen the dockyard with woods. All
these efforts cause serious deforestation. The economy of the town is
very dependent on the raids done to the island region, and trading.

It was a cold night in the Boundless Stronghold. No one


except some guards patrolling was outside. A heavily wound-
ed man figure, who is covered with fur, galloped his horse
towards the castle in the town. When he stopped at the castle
gates, revealing his face and showing the North Assembly
banner, he was accepted into the castle as a messenger from a
fellow land. Meanwhile, the characters are spending the night
at The Misty Vessel Inn.

THE MISTY VESSEL INN

From the outside, the inn looks unwelcoming and crude. The outer
structure is made of wood and the broken areas on the wall are
patched with wood also. It has large windows but they are stained 1 Square = 5 Feet
and do not show the inside. A metal door leads customers inside.
To the left, the bartender confronts people. To the right, there are
5
minding their own business. However, there are three sep-
arate people talking in a more excited manner than others.
Locating and listening to them requires a DC 12 Wisdom (Per-
ception) check.

The first man looks like a local fisherman. He is talking to the


bartender. He says: “I saw that, man. He was wounded and he was
galloping to the castle. Such a visit from Alsvartr can’t be a good luck
mate.”

The second one is a woman with chainmail armor. She talks


to her boyfriend across from her. “Gudrick marches towards the
north. There will be a war, a massive one. Hope we will take part in
Hagen bartender of the Misty Vessel Inn is generally a it, I wanna shed blood.” Her boyfriend replies: “Yeah, Freja… But I
cheerful man. He likes to talk to his customers and wants to don’t get why we should interfere. Let them do what they should do.”
know them. He is a short and a little overweight man with She continues: “Borders will be redistributed. We must get along
a bald head and a bushy black beard. He is the inventor of a with the winner of the war. Neighborhood… ..burps.. important.”
special beer, called Austri Stout, that is brewed with tundra
flowers. It has a bitter taste to it but also is refreshing due to The third one looks angry. He is a town guard whose shift has
the flavors of the herbs. ended and he came to get drunk. “I was on my way here, saw a
Yrssa is the daughter of Hagen. She is tall in contrast to bastard riding his horse to death. Was carrying the North Assembly
her father. She has long blonde hair which she does not like flag. The last time we helped them was the time I lost my comrades. I
to tie up. She generally sings drinking songs and war songs as don’t like ‘em being here.”
the general audience of the Misty Vessel Inn is consisting of
adventurers, raiders, and guards who come to get drunk after After the interactions (if the characters have chosen to do so),
a hard day’s work. She is cheerful as her father but she does an old man comes near the party. He wears a blue robe and
not get too close to anyone. chainmail armor inside it. He has long white hair and beard.
Elof is the local notable of this tavern. He is really old with He has put an eyepatch over his right eye. He greets the char-
nearly all of his teeth have fallen. He has long and thin hair acters.
and beard. He stays at the inn and has nowhere to go. He talks
really slow and always talks about his former profession as a If you did choose the suggested plot background: “Greetings,
guard. He tells made up stories to strangers, such as how he It’s been a while, eh. An old man misses his old friends when he does
single-handedly killed a wyrm, how he used to sit and drink not see them for a while.”
mead with his fellow Aleson the Arisen, and similar things. The characters recognize the voice, it is Sten’s. He is the
second captain of Eidunn’s ship “the Rebirth”. The characters
You can choose one of the following plot backgrounds for your and Sten know each other for a while and they have sailed
party: together and fought side by side several times. He continues:
“This round is on me, then. HEY HAGEN! FILL OUR HORNS, LAD!
(Suggested background) The party is a group of former Rumors say that there will be a raid, Eidunn will be pleased when she
raiders who have been far from raids for a while but eager hears that you have returned.”
to raid again. Previously, they sailed away with their Captain
Eidunn. They have good relations with her crew, especially Sten will continue to speak after the “Troubled Woman”
with the old second captain, Sten the Wise. encounter.
The party is a group of adventurers who recently came to the
If you chose another plot background: “Greetings, brave Svil-
Boundless Stronghold, knowing that here is famous for raids.
landers. I am Sten, the second captain of the Rebirth. May I buy you a
The party is a group of adventuring friends and they are beer? There is a matter I seek to discuss.”
from here. They want to raid to earn the title “vikingr”.
If the characters are interested, he will go and get beers, one
The party members are former raid crews. Their other crew for each and one for himself, then join them.
members were killed during the last raid made to Alsvartr. “There you go. Cheers! I saw you from a distance and thought these
folks must be what we are looking for, eh?”
The party members are appointed by Harlon the Real King of
Alsvartr himself to observe the raid campaign in disguise. Sten will continue to speak after the “Troubled Woman”
encounter.

Rumors

The characters are sitting and drinking beer. There are people
around them talking, shouting and whispering. Everyone is

6
Boundless stronghold
(Town, population: 1100)
Boundless Stronghold is a castle in the west of Sea
Horn.
It is very important for both the army and the navy
forces because the castle has its own dockyard. It is also
positioned
The castle is surrounded by a forest, however, the
density of the forest is decreasing fast. Town-dwellers
are making ships, houses, bridges and they seek to
strengthen the dockyard with woods. All these efforts
cause serious deforestation.
The town is ruled by Holla. He is young, strong and a
master with his preferred weapon, which is a warham-
mer named “vindictive.” The reason behind name is his
passion to kill people who behaved badly to him. Just
before his weapon does.”
The economy of the town is very dependent on the
raids done to the island region, and trading.

Troubled Woman Gathering for the Raid

While Sten and the party are in a conversation, a woman walks Mighty horns coming from the castle stops Sten’s words. Most
into the inn, a successful DC 13 Wisdom (Perception) check of the people in the inn greets this horn sound with a mo-
reveals that her face looks very worried. She goes to the inn- mentary pause which quickly turns into battle cheers. Sten
keeper and starts to ask things. continues to speak.
A successful DC 13 Wisdom (Perception) check lets a charac-
ter hear her words: “He is missing since he went to collect his rab-
bit traps from the woods last night. You sure he didn’t come here for If you did choose the suggested plot background: “Well, the
a drink afterward?” The innkeeper replies with his head moving rumors are true, then. Holla wants us to meet in front of the castle in
left and right. She now seems more worried than before. the morning, let’s hear where this raid will take us. Rumors say that
the North Assembly needs our help. Probably want us to raid Alsvartr
If the characters wish to ask the woman who she is and what territory, we’ll see. Eidunn still distributes the loot equally by the
is going on, she tells that her name is Ingunn, and continues: way. Nothing has changed since you’ve been gone. Only, crew misses
“My son Orri is missing. He is old enough to take care of himself. He you. Even Brandr has talked about you!” (Brandr loves the crew,
would even come to the raids if he didn’t need to hunt game for coins. loves to raid, loves to be on the sail. However, Blue Brandr
He didn’t come back after he went to the woods to collect his rabbit doesn’t reveal his emotions to anyone and he has the nick-
traps. It is probably nothing and perhaps he met with a lass after- name “blue” because of his constantly melancholic state. ) “I’ll
ward, but I’m worried nevertheless.” Even though Ingunn talks see you guys at the castle gates, then. Have a good night.”
about her son in confidence, the worry is clear on her face.

If the characters decide to help the woman by searching for If you chose another plot background: “If you are not familiar,
her son. They can ask local folks about him and learn that he the horn sound means there will be a raid. Well, possibly… Holla
is a handsome man with a birthmark on the left of his face. He wants us to meet in front of the castle in the morning. Anyhow, Ei-
likes to hunt at night and flirt with the women around after a dunn, my captain, is looking for a new crew. I thought you looked like
long night’s work. Folks tell the characters that the last time tough nuts. This raid horn happened to be spot on. Rumors say that
they saw Orri was when he went to the woods. the North Assembly needs our help. Probably want us to raid Alsvartr
territory.
If the characters decide to follow up, Sten, and then the guards By the way, Eidunn is a fair lass, she distributes the loot equally.
at the settlement’s closed gates prevent them from doing You’d return rich from the raid. If you are down raiding, after the
so, saying that getting in and out is temporarily prohibited decree of Holla, let us meet here. You will meet Eidunn too. I’ll take
as a security caution for the raid gathering. The guards also my leave, gotta get prepared for the raid.”
mention that the gates will be open again once the upcoming
gathering is over. The vikingar of the Boundless Stronghold start to go to the
Castle, jarls’ longhouse after their drinks are finished.

7
story in which Eidunn has lost her crew and these NPCs are
CASTLE GATES crew candidates.

The castle is bigger than it needed to be. Cobblestones that form the After the decree of Holla has been spoken, the party heads
castle are masterfully placed. The castle is protected with heavy back to the tavern. There, they meet with Eidunn. She sits
iron gates. At the sides of the gate, there are two Boundless Strong- behind a table, drinking wine. She wears a red robe, has long
hold banners. The banner is red, there is a black shield and white ginger hair and dark green eyes.
warhammer painted on the shield. People are gathering across the Sten sits to her right. He introduces the characters to
gate. A while later a soldier with square plates armor arrives at the Eidunn. She looks at the group and finds them worthy to be in
balcony over the castle door. the crew. If you chose the crew as the DM, Eidunn introduces
each crew member to our party. If you chose to make the char-
The soldier discards his helmet and opens the scroll widely, acters choose the rest of the crew Eidunn says:
starts to shout:
“Hear my words Svillanders as I speak for our leader Holla. As we all “I am very pleased to have you in my warband. However, I am
know, Gudrick marches towards North to end Hanlon the Real King’s here to recruit the rest of the crew. You can declare your opinions
reign over the North Assembly lands. as the candidates come and introduce themselves. I shall take your
Last night we had a visitor from the North Assembly. He claims if ideas into consideration. However, do not forget my word is the final
we do not help them, Hanlon may not hold his lands. He also states one.”
that Jarls who favor Gudrick have sent their troops north to join the
war. It is time to organize a raid. When we hit the south, we will hit Then each crew candidate comes in order and introduces
hard. themselves and their intentions. After everyone has spoken,
We will make Gudrick fallback and retreat. While his soldiers are Eidunn asks for the opinions of the party. She seems to have
away we will get what we can and bring back to our lands. Hanlon the same opinion as to the majority. However, if the Bo the Kid
gave us the locations that are currently weak but significant for is not chosen by the party, she will add him to the crew.
Gudrick. We will celebrate the victories to come with a feast in the
dockyard. It will start when the sun reaches the top and sacrific- The Crew
es will be held by sunset. Prepare yourselves. WE WILL RAID AT
DAWN.” Here are 9 crew NPCs with their distinct characteristics. It is
suggested you take everyone on board. However, you could
Like Holla, his folk love raids. The news cheers everyone. Peo- choose amongst them accordingly to your number of charac-
ple start to hit their axes to their shields and shout warcries. ters, reaching a minimum of 10 people on board including the
After a while cheering, the groups slowly begin to separate characters.
for inns and taverns. Sten tells the characters to come back to Eidunn the Protector should be in the warband as she is the
Misty Vessel Inn. captain on board. Sten the Wise must be on board as he is the
second captain.
THE SHIP AND THE CREW Sten the Wise (must)
He is the oldest of the crew. He has long white hair and a
If you did choose the suggested plot background: Captain
beard. Even though he is not blind, he wears an eyepatch on
Eidunn the Protector and her crew are at the Misty Vessel Inn
his right eye to feel closer to the All-father. He is a reliable
this time, when the characters head back to the tavern, they
person with excellent skills to sail. He is the second captain on
will have a chance to encounter with them.
board.
All crew members know the characters. You could choose
Sten’s family has died of age, he does not have any known
who is on board and introduce them to the characters, howev-
children. He has been working as a crew member since he was
er, it is suggested that you should take every NPC on the list as
a teenager. He worked as their trader, raider, and fisherman.
crew members.
He saw every aspect of the sea and he is in love with the sea.
Also, he bears a lot of respect to the wisdom of Odin. He is a
When Eidunn sees the characters, she raises her drink and
loyal follower of the All-father.
says:
Eidunn the Protector (must)
“I am very pleased to have you back. Let’s drink until the feast, tell us
Being very protective of the ship and the crew, she is the cap-
about your adventures when you were missing. I am sure there are
tain of the vessel, Rebirth. Gets mad at those who’d possibly
lots to hear.”
damage the board in any matter. She has the same attitude
towards every member. She has long ginger hair and dark
Then each warband member starts to greet the characters.
green eyes.
You could describe them one by one, now.
It is said that she and her husband were sailing together
once, and he was killed during a raid. Therefore, Eidunn sails
away every time to feel closer to him, and maybe one day, to
If you chose another plot background: You could either
be together with him again in the halls of Valhalla.
choose the crew members as the DM or you could follow the

8
Ragnar the Fool (Half Mountain Jotunn) future plans. When he is not working he sits at the deck and
He is the muscle force of the ship. He has a bear tattoo on his observes the sea. For him, the smell of the salty sea and the
right head and long crimson hair on the other side. He does feeling of the cold wind whipping his face are just enough
not speak until spoken to, and when spoken to, he only replies reasons to live.
back with as few words as he could. He is in his mid 30’s.
When it is asked about the bear tattoo on his head, he says Bo the Kid
that he is a warrior of best kinds and he killed a bear with his He is the new recruit of the crew. He is fast, skinny, and tiny.
bare hands, and it was his first kill. He keeps a bear tattoo to Being the initiate and the youngest on the ship, he sometimes
remember the old days. happens to be the focus of the crew’s jokes. Especially Olaf
loves to sing about him to cheer the lads up.
Olaf (Dvergr) Bo’s parents died of sickness years ago. Sten the Wise has
Olaf deals with the ship’s general needs. He was a bard once; taken care of him since. Bo thinks that he is in debt to Sten as
thus, when he does not work, he sings to cheer his band up. a mentor and he should follow his path. This is why he is on
Olaf is generally a joyful person and cares about his grooming board. He is also very excited as this will be his first raid.
as much as a Svillander possibly can. He is no more than 50
with short black hair and blue eyes. Siv the Quickhands
The main reason why he joined the crew was to get many He has long, curly chestnut hairs and a mustache. Though he
great stories to tell in his songs. However, the raider lifestyle looks slow, he is very proficient with sail ropes and swift to
fascinated him. He wanted to be a part of this ship for the rest align them. He keeps himself away from Frigg the Brave, but
of his days. no one knows why.
Rumors say that he once wanted to be with Frigg. When
Ari the Seer he revealed his intentions, he got kicked on the groins. Since
Ari is the second youngest crew member on the ship. He has then, the two do not get along very much even if they respect
longish black hair and brown eyes with no beard. Though he is each other.
not a gothi, the crew depends on his spot as if he was a divine
seer. Frigg the Brave
He wants glory and gold. Lots of gold… Even Eidunn does She is eager to be a shieldmaiden of a jarl or frû one day. With
not like Ari’s reasons for being on the board. Yet she trusts his her deep love to raid, she seeks to gain experience as a raider
eyes. Therefore, she lets Ari seek the glory and treasure that first. She has no hair on the sides, and the rest of her blonde
he dreams of. hair is braided.
She is a believer of Ullr. She even thinks she is a chosen of
Blue Brandr him and she has visions from the Archer God of the Hunt when
Loves the crew, loves to raid, loves to be on the sail. However, she dreams. However, normally -a successful DC 15 Intelli-
Blue Brandr doesn’t reveal his emotions to anyone and he has gence (Religion) check reveals-, followers of Ullr only eat what
the nickname “blue” because of his constantly melancholic they hunt. Frigg seems to eat just like every other person. If
face. He generally looks grumpy when he is not doing the asked, she tells that she is getting indebted to Ullr. She will
things he loves. Brandr is short and has medium brown hair pay her debt as heads of her enemies, each will be killed in
with greenish eyes. Ullr’s name.
Brandr has no one. He does not talk about his past or his
The Ship : the Rebirth
The Rebirth is made from hardwood and has a gigantic dragon figurehead at the front. As common, the right and left sides of
the ship are protected with round shields. However, the Rebirt’s shields are all white as opposed to the other ships which have
shields of every color.
The vessel is painted dark brown. It makes a good looking contrast with its white square sails. There are eight oars each side
and a steering oar at the bottom to control the route. Since it is a snekkja (small longship), there are no chambers.

It is said that after the death of Sbjorn, Eidunn’s husband, she had quit sailing. One night, when she was having one of the dark-
est nights she had, she visited the ship at the docks, which was rotting.
At that time, she decided to devote her life to the seas. She painted the ship and shields of the ships resembling the contrast of
life and death. This was her “rebirth” and so was the name of the vessel.

The Rebirth

1 Square = 5 Feet
The Rebirth (Small Longship) Move up to the speed of one of its movement components,
Gargantuan vehicle (60 ft. by 20 ft.) with one 90-degree turn. If the steering oars are destroyed,
the ship’s turning radius is halved with oars and it cannot
Crew Maximum 20 (without addons) turn with sails.
Cargo Weight 8 tons max, 4 tons half, 2 tons safe
Travel Pace 7.8 miles per hour (185 miles per day)
Movement: Sails
Hit Points 178 (17d8 + 102)
Speed 30 ft. (60 ft. with haste), 40 ft. (80 ft. with haste) in Crew Required 2
hybrid form, 50 ft. (100 ft. with haste) in vargr form Armor Class 12
Hit Points 100; –10 ft. speed per 25 damage taken
STR DEX CON INT WIS CHA Locomotion (water) sails, speed 70 ft.; 35 ft. while sailing
20 (+5) 6 (-2) 17 (+3) 0 0 0 into the wind; 110 ft. while sailing with the wind
Damage Vulnerabilities fire
Damage Resistances cold, lightning, piercing from non- Movement: Oars
magical weapons Crew Required 8
Damage Immunities poison, psychic Crew Maximum 12
Condition Immunities blinded, charmed, deafened, ex- Locomotion (water) soars, speed 20 ft. –5 ft. speed per 2
haustion, frightened, incapacitated, paralyzed, petrified, of the rowers missing, +5ft. speed per 2 crew added above
poisoned, prone, stunned, unconscious required crew.
Ship Space 1 Small (Crew Space +5)
Combined Movement. Movement of oars and sails are added
Hull: Deck together when they are both deployed.
Armor Class 18
Hit Points 215 (damage threshold 15) Shield Slots. The crew of Rebirth has half cover against
ranged attacks within 30 feet coming from the port and
Hull: Bow (Front) starboard sides of the ship.

Armor Class 15
Addons
Hit Points 250 (damage threshold 20)
Small (1): Crew Space
Port: Shield Slots
Hull: Port Gunnel (Left) Starboard: Shield Slots
Armor Class 15
Hit Points 175 (damage threshold 15) ACTIONS
On its turn, the Rebirth can take multiple actions. It can
Hull: Starboard Gunnel (Right) make its movement, the crew members can shoot volleys,
Armor Class 15 and the Rebirth can take any or all of the actions listed
Hit Points 175 (damage threshold 15) below, if possible.

Ram. The Rebirth crashes directly (with its bow or stern)


Hull: Stern (Back) to another vessel or creature using the steering crew’s
Armor Class 15 Dexterity (Water Vehicles) check as its attack roll (+6 for
Hit Points 250 (damage threshold 20) Eidunn, +4 for Sten, +2 for another crew member). It has
advantage on the roll when crashing into a vessel, and
Control: Steering Oars disadvantage when crushing to a creature that is Huge or
smaller.
Crew Required 1 On a successful hit, the crash deals 66 (12d10) bludgeon-
Armor Class 16 ing damage to the vessel’s part or creature that was hit,
Hit Points 50 the ramming part of Rebirth takes half of that damage.

11
THE DOCKYARD THE FEAST

Although the sun is at the top, the dockyard is cold since fog is set. Giant barrels of alcohol are put at the edge of the dockyard.
Cold carrying winds are slowly howling from the seaside. Loud drum Hundreds of people are filling their horns with various kinds
beats indicate there is a feast where ale and mead flow like streams. of drinks. As the barrels are finished servants are renewing
Svillanders are drinking, singing and playing vikingr games in the them. Long tables full of food are gathered in the middle of
open area in the middle of the dockyard. the dockyard so that people can eat as they want. The area of
Holla is there, drinking and partaking in the vikingr games. The the dockyard close to the port has the most fun part. People
sea is azure and wavy. Longships are gathered near the port to take are singing raid songs and playing games which the characters
part in the raid to come. People are loading crates from the dock can take part in.
barracks to their ships, preparing for the raid.
“We sail away at the crimson dawn.
The dockyard is the extension of the stronghold’s garden
To the raid we have gone.
where the feasts and celebrations take place. It consists of
three main parts: The port, the dock barracks, and an open To make foes drown in blood,
field that provides an area to load or disembark cargo, and We shall never be withdrawn.
warbands to gather before raids. Aegir’s wrath will be theirs.
Ran’ll be their nightmares,
The wooden port is huge, considering it belongs to a
stronghold. It has a direct connection to the open square. The At time they taste our steel axe,
ground is made of cobblestones, and it has a stone altar dedi- None will hear their prayers.
cated to Aegir in the middle. Shores will paint to crimson red,
Can’t escape from the bloodshed,
The dock barracks are used by workers, and it is a wooden
hut. Nothing fancy… People are gathering their items which We will be their horror,
will be used during the raid. They are carrying them to their In life, even in death.”
ships constantly. The dock barracks are at the far side of the
port, so this hassle isn’t disturbing the feast. Games of Vikingar
Holla, with his long reddish hair, his warhammer “vindic- The following are the details and rules of the games of viking-
tive” in his hands, and the vicious look on his deep blue eyes, ar if the characters wish to partake:
is looking extraordinary. His gothi (cleric) Ingvar is with him
in the middle of the dockyard.
Ingvar is an old man who saw numerous wars and lived Drowning Game
enough to tell them. He has long, grey, tangled beards, and no This game’s rules are simple. Two or more people fill their
hair. The blue robe with runes he wears is an indicator that he drinking horns and go to the sea. They sink themselves under-
is a gothi of Aegir or pays significant respect for him. water where they will drink their beer. The last person who
gets out of the sea without drowning wins the game and takes
Holla shouts with grave seriousness as he raises the “vindic- the bet.
tive”:
“Svillanders! Hanlon the Real King seeks our help. Gudrick is Arrowhead
marching North. Leaving south open for us! TO RAID! Prepare your
ships and crew. We will set sail at dawn to Sea Shield. Until then, Opponents stand side by side, they shot their alcohol in one
Ingvar will be in charge of rituals and the feast.” His seriousness then gulp and try to hit a common target. Every time they try to
covertly turns into a fulfilled smile: “POUR ME SOME ALE!” hit the target, they take a shot beforehand. The winner gets a
reward. The target could be anything.
As servants bring Holla some ale, Ingvar starts to talk to the
crowd of warbands, since they are still paying attention: “No Shield
one shall dare cross Aegir’s seas without pouring blood in his name. Two players stand face to face. They each go ten feet away.
I shall set the sacrifice rituals by sunset. Until then, celebrate our They start drinking at the same time. The first one to finish
inevitable victory.” the drink gets to play first.
One player throws the axe towards the other’s shield.
When his words end, a horn blow roars and celebrations If the axe hits the shield (if the attack roll exceeds the AC
with endless beer and drum beats start. of the opponent) the thrower does not drink this turn and
throws another one until it cannot hit the other’s shield.
After the third drink, they must succeed on a DC 10 Consti-
tution check.
When failed DC rises by two, DC 12 after the first fail, DC 14
after the second fail.

12
After each fail, players throw their axes with disadvantage. near the port. He raises his hands and shows the runes he has
The first player to fail three times loses the game. carved into the ground, which were located around the stone
As this is the most deadly drinking game, its winner is con- altar.
sidered the most honorable raider amongst the others. Could
be also played with bows instead; yet, in the common form, “I have drawn the runes and prepared the altar of sacrifice. Get in
throwing axes are used. line and hand me your humble presents to the god of the seas. I see
some warbands are hesitating to make sacrifices. Do those who try to
avoid giving a life think they could evade the wrath of Aegir? Such a
Eidunn’s Dilemma pity.”

While the warband still drinks and celebrates the raid to come, By praying to Aegir, the high gothi of the Boundless Strong-
Sten takes Eidunn aside and starts whispering. The characters hold, Ingvar takes the life of the willings. During the rituals, he
see what is going on, and hear Sten’s words: whispers, “Oh, Aegir, the oldest amongst many, take this poor soul
“As you also know, we don’t have a war captive. I have lived a long as s/he (according to who is sacrificed) humbly offered to you.
and honorable life, Eidunn. If my heart were to be split in half, one Bless his/her related on the raids to come. May you never be forgot-
part beats for Odin, and the other for the seas; therefore, Aegir and ten, may your soul reach its rightful place.”
Ran.
I have been on board since I was at the age of Bo. There is not Blood of the sacrifices fills the runes carved to the ground one
much left for me to see. There is faith in me. Even if I am not to go to by one. Then, forming a straight line, blood on the runes flows
Valhalla, let the waters take me.” slowly to the sea and the sea looks like it is hungry for the
blood.
Eidunn seems to accept the willing sacrifice of Sten and
announce the idea to the rest of the crew. If the characters lis-
tened to Sten’s speech and intervene, they can try to renounce If Eidunn accepted the sacrifice of Sten the Wise: If Bo is on
the acceptance of the sacrifice by talking to Eidunn before she the crew, before Sten goes to the altar of sacrifice, he gives his
announces. eyepatch to the kid. He says: “Never betray. Never turn your
If they choose not to intervene, they either can try to back on the gods. Live your life on the path of Odin. Respect
change Eidunn’s mind when she announces the willing sacri- the sea. Remember, it is your equal and leveler, if not more.”
fice, or they can accept Sten’s will. If Sten’s sacrifice is accept-
ed, he will give some gifts to the party and have some words: Encounter
“Dear friends, not so much I have known you. Yet, I have drawn
you into this raid. Take my belongings, they kept my company for Traitors’ Foray
good after all these years. May they protect you as well. Besides, I will
not need them in the Halls of Valhalla.” Just before Sten dies in ritual, he takes an arrow to the head,
which kills him instantly. If the party refused the sacrifice of
Give each party member an item of your choosing from the Sten the Wise: A random member of the crew takes the arrow
list, or roll 1d6 and determine the result: and is killed instantly. In either case, to see who has done this
requires a successful DC 13 Wisdom (Perception) check, which
Armor (light or medium) +1 reveals a shieldmaiden with bow at hand.
Shield +1
Holla, who was watching the ritual, shouts in fury, “Kill the
Amulet of Health
traitors! ATTACK!”
Ring of Protection
Two-Handed Weapon +1 Some crew members of various warbands start to attack
the other members and the other crews. It seems that these
One-Handed Weapon +1 attackers were the spies of the other Alvastr kingdom, namely
Gudrick’s followers.
In the Name of Aegir Those who are attacked, of course, attack back. In the scene,
and Ran people are turning into werewolves, arrows and axes are fly-
ing in the air. Everyone is attacking everyone, chaos is ruling
People who are going to be sacrificed are gathered around the ritual site.
the stone altar. Ingvar’s apprentice gothis start to bless the
people around them. The sound of drunken riders are shut, The characters see a suspicious shieldmaiden turning the
everything gets serious quickly. The only voices heard are corner of the dock barracks with haste and a bow at hand.
the gothi’s prayers and slow drum beats to contribute to the Use the following encounter table according to the number of
ritual. characters:
PCs Encounter
While the sun has set, leaving a hot orange view on the 1 werevargr or lycanthropic vargr, 1 shieldmaiden
4
Svilland horizon, Ingvar walks in the middle of the square, (Hilda)

13
1 werevargr or lycanthropic vargr, 1 shieldmaiden
5
(Hilda), 2 raiders, 2 wolves

1 werevargr or lycanthropic vargr, 1 shieldmaiden


6
(Hilda), 5 raiders, 5 wolves

Hilda (Shieldmaiden)
Medium humanoid (any), any alignment

Armor Class 16 (ringmail, round shield)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


14(+2) 10 (0) 14 (+2) 10 (0) 10 (0) 10(0)

Saving Throws Strength +4, Constitution +4


Skills Athletics +4, Intimidation +2
Senses Passive Perception 10
Languages Austris, Mithal
Challenge 3 (700 XP)

Brave. The shieldmaiden has advantage on saving throws


against being frightened.

ACTIONS
Multiattack. The shieldmaiden makes three attacks; two
with its battle axe and one with its shield.

Battle Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d8 + 2) slashing damage.

Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one


creature. Hit: 7 (2d4 + 2) bludgeoning damage. If the target
is a Medium or smaller creature, it must succeed on a DC 13
Strength saving throw or is knocked prone.

REACTIONS
Battlecry (Recharge 5-6). The shieldmaiden bangs its weap-
on against its shield while shouting a battlecry to a hostile
creature. The creature must succeed on a DC 13 Wisdom
saving throw or becomes frightened until the end of its next
turn.

Shield Ally. The shieldmaiden pulls up its shield in front of


an ally that near it, and who is being attacked by a hostile
creature. The ally gains the shieldmaidens’ shield bonus as
AC (+2 AC) while the shieldmaiden loses its shield bonus of
+2 AC for that round.

Shield Wall. If two or more shieldmaidens are within 5 feet


of each other, they form a shield wall, and creatures that
attack them have disadvantage.

14
Werevargr Lycanthropic Vargr
Medium humanoid (shapechanger), chaotic evil
Medium humanoid (shapechanger), chaotic evil
Armor Class 13 (natural armor)
Armor Class 16 (natural armor)
Hit Points 60 (8d8 + 24)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
Speed 50 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17(+3) 14 (+2) 16 (+3) 10 (0) 11 (0) 10(0)
16(+3) 14 (+2) 14 (+2) 10 (0) 11 (0) 10(0)
Saving Throws Strength +5, Constitution +5
Saving Throws Strength +5, Constitution +4
Skills Athletic +5, Perception +2, Stealth +5
Skills Athletic +5, Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing and slashing
Damage Resistances bludgeoning, piercing and slashing
from nonmagical attacks that aren’t silvered
from nonmagical attacks that aren’t silvered
Senses passive Perception 12
Senses passive Perception 12
Languages Austris (common), Mithal
Languages Austris (common) and Mithal, but it can’t speak
Challenge 3 (700 XP)
in Lycanthropic vargr form
Shapechanger. The werevargr can use its action to poly- Challenge 3 (700 XP)
morph into a were vargr, or back into its true form, which is
Shapechanger. The lycanthropic vargr can use its action
humanoid.
to polymorph into a were vargr, or back into its true form,
Its statistics, other than its AC, are the same in each form.
which is humanoid.
Any equipment it is wearing or carrying isn’t transformed.
Its statistics, other than its AC, are the same in each form.
It reverts to its true form if it dies.
Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Keen Hearing and Smell. The werevargr has an advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Keen Hearing and Smell. The lycanthropic vargr has an
Lycanthropic Regeneration. The werevargr regains 1 hit advantage on Wisdom (Perception) checks that rely on
points at the start of each one of its turns if it is not at- hearing or smell.
tacked by a spell, or by a weapon that is magical or silvered.
Lycanthropic Regeneration. The lycanthropic vargr regains
Howl (2/day). As a bonus action or reaction, the werevar- 1 hit points at the start of each one of its turns if it is not at-
gr howls and provides its allies within 5 feet of it a 2 (1d4) tacked by a spell, or by a weapon that is magical or silvered.
bonus on their next saving throw.
Howl (2/day). As a bonus action or reaction, the lycanthrop-
ic vargr howls and provides its allies within 5 feet of it a 2
ACTIONS
(1d4) bonus on their next saving throw.
Multiattack. The werevargr makes two attacks with its
Svillander javelin. Or it makes two attacks, one with its bite ACTIONS
and one with its claws. .
Multiattack. The lycanthropic vargr makes two attacks: one
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: with its bite and one with its claws.
10 (2d6 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit:
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (2d6 + 3) piercing damage.
Hit: 10 (2d6 + 3) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Svillander Javelin. Melee or Ranged Weapon Attack: +5 to hit, Hit: 10 (2d6 + 3) slashing damage.
reach 5 ft. or range 30/120 ft., one creature. Hit: 7 (1d8 + 3)
piercing damage, or 8 (1d10 + 3) piercing damage if used
with two hands to make a melee attack.

15
Raider Wolf
Medium humanoid (Vestri), chaotic neutral Medium beast, unaligned
Armor Class 12 (leather armor) Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11(+0) 12 (+1) 12 (+2) 10 (0) 10 (0) 10(0) 12(+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6(-2)
Senses passive Perception 10 Skills Perception +3, Stealth +4
Languages Austris (common), Mithal Senses passive Perception 13
Challenge 1/8 (25 XP) Languages --
Challenge 1/4 (50 XP)
ACTIONS
Saex. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: Shapechanger. The lycanthropic vargr can use its action
4 (1d6 + 1) slashing damage. to polymorph into a were vargr, or back into its true form,
which is humanoid.
Javelin. Ranged Weapon Attack: +3 to hit, thrown range 20 ft./60 Its statistics, other than its AC, are the same in each form.
ft., one target. Hit: 4 (1d6 + 1) piercing damage. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The troop member has advantage on an attack


roll against a creature if at least one of the allies is within 5
feet of the creature and the ally isn’t incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be
knocked prone.
Aftermath
Hilda’s Interrogation
A successful DC 10 Intelligence (Investigation) check reveals a
letter from the corpse of the shieldmaiden. Later Holla or Ingvar interrogate Hilda with their
way, they learn that Hilda is the mercenary chief hired
by Gudrick through an anonymous contact. Somehow,
Gudrick learned some North Assembly scouts were
heading towards here and he ordered to stop any
movements against them. They have a hideout which
is located at the cove between Maerin and the Bound-
less Stronghold. There may be some vikingar waiting
in an abandoned building at the cove.

On the other hand, Hilda says that she did this


attack to go to Valhalla. Gudrick uses her almost like a
slave, and this attack seemed to be a remedy to get rid
of him.

After the combat (and after the interrogation if Hilda was in-
terrogated) Holla comes to the party and asks them to find this
If the shieldmaiden is caught living, the characters can hideout. She also tells them to look for a young man, Orri is his
choose to force her to speak by trying the following: name, if they have time after their hunt for the traitors.
• They try to intimidate Hilda, she will not reveal her se-
crets to intimidation.
• They capture her and give her to Holla to interrogate.
Sacrifıce to Aegir

If she is killed, the characters can try to speak with her corpse. If the characters kept Sten’s life, they should travel to the trai-
They can do so by convincing Ingvar to make her corpse tors’ hideout. If not, they should debate whether or not they’d
speak, or casting speak with dead on the corpse themselves. consider Sten’s death as a sacrifice before going.
If they make her corpse talk, Hilda reveals the informa-
tion given in Hilda’s Interrogation, but also mentions a back Note to the DM: It is not. Whether the characters consider
entrance to the building, which can be used to ambush the Sten’s death as a sacrifice or not, it is not a sacrifice in Aegir or
raiders. Ran’s eyes.

With a successful DC 13 Wisdom (Perception) check, it is possi- The characters may want to ask Ingvar whether Aegir accept-
ble to see from her quiver that the arrows Hilda shot are quite ed Sten’s sacrifice or not. Ingvard asks for a couple of minutes
extraordinary. Some of them are made of frost, and the tip of to reach Aegir through his divine prayers. He returns a couple
the arrow is made from a unique bone. Ingvar shall take the of minutes later and says: “I am sorry, friends, for Sten’s soul did
last bone-frost arrow to investigate. not reach the god of seas. He is dead, but will not be forgotten. It
seems Aegir will test you.”
Just after the characters’ encounter ends, the leader of the
stronghold, Holla, kills the last traitor who turned into a Afterward, players could choose another crew member to
werevargr. With blood all over his chainmail, Holla shouts and sacrifice, or bring a raider from the hideout to be the sacrifice.
leaves the area to deal with the aftermath of the attack and At this point, someone in the crew could follow Sten’s path, or
investigate who is behind such treachery. the warband could debate. It is up to the characters.

“Brave Svillanders stood by my side, as we slaughter those who Encounter


cross us today, you will murder every single one who stands against
you if they dare again. There emerged yet another reason to prevail
Traitors’ Hideout
in this raid. Forgive me, for I will not be with you as you sail. I have
to deal with these scum. Ingvar, get on with sacrifices. Be agile, all of Traveling to the building takes three hours on foot. If the par-
you! Rest tonight in the dock barracks if you want, we will set sail at ty chooses to attack the hideout, they have a chance to have a
dawn.” long rest before going there but they will need to make their
rest afterward on the ship while sailing at dawn.
When they reach the building, they can bash in from the
front entrance or go through from the back door if they
learned about the back entrance. The back entrance is covered
by an old, rotten door and the party can surprise the raiders
when they go through from there.

17
Gudrıck’s Gutter
Medium humanoid (Mithal), chaotic evil

Armor Class 14 (studded leather)


Hit Points 60 (8d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


14(+2) 14 (+2) 16 (+3) 10 (0) 11 (0) 10(0)

Saving Throws Strength +4, Constitution +5


Skills Acrobatics +3, Athletics +4, Perception +2
Senses passive Perception 13
Languages Austris (common) and Mithal
Challenge 3 (700 XP)

Blood Feud. Gudrick’s gutter can make an attack to a crea-


ture it took a critical hit from as a reaction. Additionally, if
Gudrick’s gutter is below 20 hit points, it adds 2 (1d4) to the
damage of its attacks.

Discouraging Shout (2/day). When Gudrick’s gutter makes a


1 Square = 5 Feet successful attack to a creature, it can make a discouraging
B= Backdoor shout as a bonus action and the creatures within 30 feet of
S= Secret door it must succeed on a DC 13 Wisdom saving throw or become
frightened until the end of their next turn.
When they are in, they see raiders talking nervously among Invigorate (1/day). Gudrick’s gutter can use its bonus action
each other. Their mission is to try to sabotage the ships if the to regain 13 (1d10 + 8) hit points.
initial raiders failed to intercept the messenger of the North
Assembly. The characters can learn about this on a successful
DC 13 Wisdom (Perception) check from what they hear of the ACTIONS
heated arguments among the raiders. Multiattack. Gudrick’s gutter makes three attacks with its
dual-wielded gutting cleavers.

Kidnapped Son Gutting Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
Within the building, the party also sees a corpse If Gudrick’s gutter makes both of its attacks on the same
that is tied to one of the wooden columns of the target and succeeds, or if it makes a critical hit on a crea-
ture, that creature must succeed on a DC 13 Constitution
building and is gutted. There are runes on the saving throw or shiver in intense pain resulting from the
corpse, drawn with the victim’s own blood. wounds taken from this serrated, rusty cleaver. The crea-
If the characters focus on the corpse before or ture can’t take reactions until the start of its next turn.
after the encounter, a successful DC 13 Wisdom
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
(Perception) check or DC 10 Intelligence (In- Hit: 10 (2d6 + 3) slashing damage.
vestigation) check reveals the birthmark that the
Ingunn mentioned about her son: This is Orri, the
kidnapped son, possibly sacrificed to Fenrir for a
blessing before the assault on the dockyard.

When the encounter is over, at least one of the raiders can re-
PCs Encounter main alive but unconscious. The party can tie that one up and
bring it to Ingvar as their new sacrifice for the ritual.
4 1 Gudrick’s gutter, 3 vikingar (p.52) On a successful DC 13 Wisdom (Perception) or DC 10 Intelli-
gence (Investigation) check, a character can realize the barrels
5 1 Gudrick’s gutter, 5 vikingar (p.52) within the building are full of oil. These barrels were planned
to be used for making arson on the dockyard, possibly burning
6 1 Gudrick’s gutter, 7 vikingar (p.52) as many ships as possible. The characters can choose to set the

18
barrels on fire to get rid of the sabotage material. victim to Ingunn to let her make a proper farewell to her
son. Ingunn is devastated as she lost her son just a year after
Prepare to Sail she lost her husband: She tells the characters about this if
they keep a conversation with her. She then gives the party a
bracelet as an appreciation of their help.

After the party returns. They can offer their captive as their After the ritual is complete, twenty ships of warbands with
sacrifice. Additionally, they can bring the corpse of Orri the nearly 100 raiders set sail at dawn.

Chapter 2: AS FAST AS SLEIPNIR


It had been a few hours, everything looks fine. Moreover, ravens are
flying over the crew. The singing of birds is creating a beautiful har- The Journey
mony with the sound of the waves hitting the ship. Svilland waters
are cold, yet the flame of raid burning in the hearts of our warband
prevents them from feeling it. Discussion ends with Eidunn’s words:

If Sten lives, he starts whining about the decency of the “HEAR MY WORDS MY DEAR RAIDERS. I’ve been told that
weather. For him, it is not right for the weather to be as excel- we are going to raid the village Norhufa. It is known that this village
lent as such: It is the silence of the lambs. is wealthier than others as it provides both meat, vegetables, wheat,
fish and most importantly beer. Yes we will drink a lot, believe me.
If Sten is sacrificed, a random crew member (preferably Siv HAHAHA!
the Quickhands) says that: Anyways, with our speed, I guess we should sail about 2 days and
“The sacrifice of the old man was unnecessary. Look at the weather. we will probably land in the evening. We will have a camp on the
What could have gone wrong?” shores if we find a decent place. Then we will begin raiding in the
Another one from the crew (preferably Frigg the Brave) re- morning. At least this is what I’ve been told. I am sure of your skills.
plies: We will celebrate our earnings together afterward.
“If the sea or skies does not punish us, it is because of the old man. Now get back on your jobs, everyone.”
You raven starver...”

Either way, the characters could join the discussions or choose


to remain silent.

VIKINGR CULTURE
Svillanders are masterful sailors. Many of the local rulers’ or even monarchs’ economies depend on occasional sea raids to each
other. Those who prove themselves to be a competent raider gain the title “vikingr” meaning raider in every Svilland language.
Vikingar developed techniques that they use in naval warfare. They are able to communicate and coordinate between many
longships through horn sounds and signal banners. Given below are some of the signals that they use, as the Dungeon Master,
you can choose to teach them to the characters and use them while they are on the sea.

Horn Sounds
• Three Short: Careful (“friend” while navigating)
• Three Long: Fall back
• Long: Attack (or something on the horizon)
• Two Short: Board
• One Long two Short: Attack from flanks
• One Short: A Swear Word

Flag sıgns
Sea encounters

Here are some encounters to challenge the player charracters

d100 Encounter
A raven comes, perches one’s shoulder. After a while,
1-20
it flies somewhere over north.
The crew spots the remains of a shipwreck, and there
21-40 is a wooden chest floating in the middle of the woods
left from the board. (Beware, it is a mimic SRD p.332.)
The crew sees five people in a small boat rowing to-
wards them, yelling for help. They say a group of sea
41-60 harpies attacked them, and they barely could escape.
As the DM, you may make this an encounter with 1d4
sea harpies.

The characters see a knarr (a merchant ship) far


61-75 away that changed its route not to come across with
the raiders. Then, it vanishes into the fog.
1d4 sea hags (SRD p. 320) come out of nowhere and
76-85
attack.
A large, well-protected merchant ship sailing to Mae-
86-95 rin passes by over a little distance.

96-100 Blood rain* starts.


*A very rare weather condition that leads the rain to turn red. Many sailors
believe that it is a warning for them to turn back. For every hour passed in
the rain, you get an exhaustion level. Blood rain continues for 1d4 hours.

20
Birds flying over the sea are no more. Waves start to get huge, almost
like they’d swallow the ships. The sea moves like it is boiling. A mas-
Sea Harpy sive storm with heavy rain arrives, and black clouds do not let the
Medium monstrosity, chaotic evil sunshine to surface. The wind gets so powerful that it makes people
Armor Class 13 (Natural Armor) move slower and they tear square sails apart. Some black shades
Hit Points 45 (7d8 + 18) start to circle around the ships. Then, greenish tentacles rise from
Speed 20 ft., fly 40 ft. the sea and smash some vessels.

STR DEX CON INT WIS CHA Everyone’s speed is decreased by 10 ft. Harrforaðs (huge,
14(+2) 15 (+2) 10 (0) 8 (-1) 10 (0) 15(+2) Kraken-like sea monsters) rise from the depths of the sea and
attack some ships amongst the ones who didn’t make a sacri-
Skills Stealth +8 (underwater) fice to Aegir. When harrforaðs crush on those ships, Draugr of
Senses passive Perception 10 Depths arise from the sea climbed to decks through the waters
Languages Austris (common) and tentacles.
Challenge 2 (450 XP)
If the warband made the sacrifice, they are not attacked.
ACTIONS Nonetheless, the party may choose to help one of the other
Multiattack. The sea harpy makes two attacks: one with its warbands.
claws and one with its bite. If the warband has chosen not to make the sacrifice, they
will taste Aegir and Ran’s wrath. Harrforað will attack them. It
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
is going to be a hard encounter.
Hit: 7 (2d4 + 2) slashing damage.

Bite. Melee Weapon Attack :+4 to hit, reach 5 ft., one target. Sail Through
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) acid damage.

Luring Song. The harpy sings a magical melody. Every hu- On the horizon, there are scout ships of the enemy vis-
manoid and giant within 300 feet of the harpy that can hear ible, which can be seen with a successful DC 13 Wisdom
the song must succeed on a DC 11 Wisdom saving throw (Perception) check. The crew makes this check along
or be charmed until the song ends. The harpy must take a with the party (Perception +3) and a successful crew
bonus action on its subsequent turns to continue singing. It member declares what it saw to Eidunn and others.
can stop singing at any time. The song ends if the harpy is At this point, the party can decide to chase the
incapacitated. enemy ships instead of helping the allies for the sake
While charmed by the harpy, a target is incapacitated of the raid. If they do so, move into Encounter: Scout’s
and ignores the songs of other harpies. If the charmed tar- Demise.
get is more than 5 feet away from the harpy, the target must
move on its turn toward the harpy by the most direct route,
trying to get within 5 feet. It doesn’t avoid opportunity at- During the battle, some raiders start to pray in the name of
tacks, but before moving into damaging terrain, such as lava Aegir for mercy and Ran for not to be punished. However,
or a pit, and whenever it takes damage from a source other such a sin is ought to be punished and Aegir won’t show mercy
than the harpy, the target can repeat the saving throw. A to sinners.
charmed target can also repeat the saving throw at the end PCs Encounter
of each of its turns. If the saving throw is successful, the
effect ends on it. 4 4 Harrforað’s tentacles and 4 draugr of depths
A target that successfully saves is immune to this harpy’s
song for the next 24 hours. 5 4 Harrforað’s tentacles and 6 draugr of depths

Into the Depths. The harpy can use its move action to dive 6 4 Harrforað’s tentacles and 8 draugr of depths
into the sea. While underwater, it gains a +4 bonus to stealth
checks.
Harrforað

A faithful servant of Aegir and Ran, The Harrforað, is a huge,


Encounter: magical Kraken living in the depths of the sea. It is assigned
Aegir’s Wrath to take down any trespasser who had the Wrath of Aegir. It
makes ships sink into the sea by using its tentacles to crush
and constrict them. Everyone knows that when it is seen,
Sure, the realm of Aegir and Ran is wonderous. Notwithstand- there will be trouble as it only comes to the surface to com-
ing its beauty, seas shan’t be crossed without divine permis- plete its divine order.
sion. Regrettably, some ships had sailed without offering a Harrforað does not come out of water. It sticks his body at
sacrifice. the bottom of a vessel and uses its eight tentacles as weapons.
21
Harrforað’s Tentacle
Suggested Combat Tactics Large limb of monstrosity, unaligned

The Harrforað prefers to remain unseen underwater at the Armor Class 13


bottom of the ship while having its eight tentacles attack the Hit Points 32 (5d10 + 5)
ship and the crew. It is suggested you to direct two of its tenta- Speed 10 ft., swim 60 ft.
cles to the crew, two of its attacks to the ship in order to sink
STR DEX CON INT WIS CHA
it, and four of its tentacles to different characters.
14(+2) 16 (+3) 12 (+1) 3 (-4) 10 (0) 5(-3)
During the combat, crew members are busy fighting with
the tentacles that are on them. The tentacles have a reach of Skills Stealth +5
10 feet on their attacks and they can attack the characters and Damage Vulnerabilities Lightning
crew from the water outside the ship, thus they won’t occupy Damage Resistances Fire
space within the ship. Damage Immunities Psychic, Necrotic, Poison
Draugr of depths does not have to jump onto the deck all in Condition Immunities Charmed, Frightened, Poisoned
a sudden. They swim from the depths and climb through the Senses passive perception 10
tentacles. As the Dungeon Master, you can choose to deploy Languages --
them in parts within the first 3 rounds. Challenge 1 (200 XP)

Rebirth is Sunk! Flee. If four of the Harrforað’s tentacles are cut from its
body (slain), the Harrforað will disengage from the ship and
If the combat is over without the ship being sunk into the sea, swim away.
choose one of the crew members to die. If the combat is not
over and reaches the end of the 10th round, the ship gets torn Harrforað’s Tentacles. Harrforað’s is a magical and mys-
and sinks into the sea. Then, the characters and some other terious creature with each of its tentacles able to develop
crew members are saved by other ships. However, only four of
their own traits, and attacks of each are magical. A Harr-
the other crew members other than the characters can make it.
forað’s tentacle belongs to one of the following types:
Acidic: This tentacle has acid leaking from its palps. It
Suggested Narrative deals an additional 2 (1d4) acid damage on a successful at-
tack, and 2 (1d4) acid damage again at the end of the target
The ship is in chaos, there are tentacles and draugar every- creature’s next turn.
where. The rest of the crew is fighting with invading draugr Icy: This tentacle has ice spikes on it and looks slightly
and the tentacles, where the characters are trying to cut down frozen, it deals an additional 3 (1d6) cold damage on a suc-
the four tentacles on their side. You can mention the situation cessful attack, which reduces the target creature’s speed by
of the rest of the crew parallel to the degree of success of the 10 ft until the start of the tentacle’s next turn.
characters. Poisonous: This tentacle slightly resembles the arm of a
Additionally, you can use the following narrations in the jellyfish, it deals an additional 4 (1d8) poison damage on
encounter: a successful attack if the target fails a DC 13 Constitution
d4 Narration saving throw.
A thundering crack is heard from far and a ship is seen Rotten: This tentacle smells like rot and seems rotten, it
1 sinking, with tentacles on it. deals an additional 3 (1d6) necrotic damage on a successful
Warcries and cries of mercy or hopelessness are heard attack.
2
from far.
Underwater Camouflage. The Harrforað’s tentacle has ad-
Rebirth makes unnerving sounds of crack and torment vantage on Dexterity (Stealth) checks made to hide while
3
because of the tentacles.
underwater.
A bass, thundering sound of a monster is heard, it seems
4 like a ship slew a Harrforað.
ACTIONS
Suggested Battle Events Tentacle Bash. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage and an
d4 Battle Event additional damage or effect according to the tentacle’s type
A crew member falls into the water, if it is not reached given above.
1
within the end of the next round, it will be taken by Ran.
A draugr of depths will emerge from the water and try to Constrain. The Harrforað’s tentacle can grapple a target
2 grapple and pull a character into the water if the character using one of its tentacles (escape DC 16). Constrained target
is adjacent to the edge of the ship. is considered restrained and take 8 (1d6 + 5) bludgeoning
A tentacle that is fighting with the crew makes an attack to damage and an additional damage or effect according to
3
a character in reach. the tentacle’s type at the start of each one of the tentacle’s
A crew member throws a Svillander javelin to one of the turns. The tentacle cannot attack or grapple another crea-
4 tentacles dealing 7 (1d10 + 2) piercing damage. ture until it lets the target go.

22
Draugr of Depths
Medium undead, neutral evil

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


12(+1) 14 (+2) 11 (0) 6 (-2) 10 (0) 5(-3)

Damage Immunities Poison


Condition Immunities Charmed, Exhausted, Poisoned
Senses darkvision 60ft., passive Perception 10
Languages understands the languages it knew in life but
can’t speak
Challenge 1 (200 XP)
As the monsters complete their missions given by Aegir and
Chant of Vikingr. While idle, the draugr of depths chants Ran, they go back to the depths of the sea, leaving vast de-
songs of vikingr that is audible within the sea (Perception struction behind. Some ships are broken in the middle and are
check DC 10) in an area of 200 feet and sounds like a grum- sinking. Dead bodies are floating over the sea, painting it red.
bling (Perception check DC 13) on the surface in an area of Suddenly, corpses on the water are taken into the depths by
100 feet. Any creature that hears the chant must succeed on tentacles coming from underwater. The raiders who are pro-
a DC 15 Wisdom saving throw or start moving towards the tected by the sacrifices they made before, leave this terrifying
source of the chant. view with haste.

Mossy Bones. The draugr of depths has advantage on Dex- While they flee from the area at last, they locate some scout
terity (Stealth) checks made while underwater, and any ships going away from them towards the shores. Yet, they are
creature that tries to grapple it has disadvantage on its far on the horizon, and it would be impossible to catch them
grapple checks. before they make it on the shores. If the raiders did not face
Aegir’s wrath, perhaps they could have had a chance to chase
Undead Fortitude. If damage reduces the draugr to 0 hit them.
points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Aftermath
from a critical hit. On a success, the draugr drops to 1 hit
point instead.
Warbands move further, leaving nearly half of the raiders be-
hind. The sunset makes the view even more melancholic than
ACTIONS it is. However, ships are getting closer to the shores. Captains
Multiattack. The draugr of depths makes two attacks, one who are afraid of mutinies from crews with low morale are
with its bite and one with its claws. giving loud speeches about the awaiting victories.
They mention that they did what Aegir and Ran were
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. expecting; therefore, having a divine blessing, they cannot be
Hit: 4 (1d6 + 1) piercing damage defeated. Warbands seem to get their appetite for raiding back
with the encouragement of their captains.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage Encounter:
Scout’s Demise
Shriek of the Depths (Recharge 5-6). The draugr of depths
puts out an unbearable shriek of pain and denial left from
its memories of being drowned in the vast blackness. It If the Rebirth was attacked or partook in the Encounter: Ae-
chooses a creature within 10 feet of it as an action. Target gir’s Wrath, skip this encounter. If not, proceed.
creature must succeed on a DC 13 Wisdom saving throw.
On a failed save, it becomes stunned until the end of its After deciding to move on to chase the scouts, the Rebirth under the
next turn by the dread of the depths and drowning, taking command of Eidunn manages to catch one of the scout ships. The
11 (2d10) psychic damage. On a successful save, a creature ship also looks like a snekkja, a longship similar to the Rebirth. Ei-
takes half as much damage and is not stunned. dunn orders the crew to row faster with full sail. She seems planning
to board the ship.

While Rebirth moves forth to board the enemy ship, the char-

23
acters have 3 rounds in which they can prepare themselves The party sees an opportunity to bring down the captain,
(you can roll for initiative during this moment if you wish). At the sorcerer, and a few skipan (if any) while the crew is busy
this time, the enemy can also try to prepare themselves, even with the bulk of the enemy.
make ranged weapon or spell attacks if possible.

Fire on Deck!

Longships are vulnerable to fire if a fire spell that


affects an area is cast, that area has a 50% chance to
catch fire. If a ship catches fire, the other parts have
a chance to catch fire as well with a 25% chance. If all
parts are on fire, there is a 25% chance that the other
ship catches fire. When a ship is on fire it takes 11
(2d10) fire damage on its part(s) that is burning.
The flames can be extinguished by making a success-
ful DC 15 Dexterity check or Wisdom (Survival) check
as an action, by using water buckets or blankets. Suggested Narrative
On the other hand, experienced vikingar fighting
on the seas know the dangers of fire. Thus, Ari the The warband and the enemy crew will fight in lines trying to
Seer and Sorcerer of Laugr on the enemy snekkja has push through. The characters will see an opening where they
prepared counterspell spells to counter a fire spell that can hunt the captain and the sorcerer of the enemy. While
would come from an enemy ship. the characters’ encounter is going on, you can occasionally
mention how the rest of the crew is doing on their battle line,
parallel to the degree of success of the characters.
Additionally, you can use the following narrations:
When Rebirth comes to the side of the enemy ship, the crew
throws boarding hooks and pulls the ship near. At this time, d4 Narration
crews from both sides attack each other and the party rolls for A crew member is seen wounded and will need treatment
1 after the encounter.
initiative (if haven’t before) to go for the enemy captain and
its personal retinue. A crew member from the warband is seen bashing a shield
2 on an enemy crew member’s head over and over while
PCs Encounter screaming wildly

4 1 sorcerer of laugr, 1 skipan captain A thrown javelin hits an enemy is not a part of the party’s
3 encounter, making it fly and bump onto one of the edges or
5 1 sorcerer of laugr, 1 skipan captain, 2 skipans into the sea.
A crew member (possibly Frigg) from the warband is seen
6 1 sorcerer of laugr, 1 skipan captain, 4 skipans 4 beheading an opponent. If it is Frigg, she also shouts “For
Ullr!”.

Combat Tactics Suggested Battle Events


Longships are often embarked with skipans, warrior sea crew. d6 Battle Event
Longships battle each other by crews boarding each other’s A rogue wave washes over the ships. Everyone must
ships and use the hooked ships as a battleground on the sea. succeed on a DC 15 Strength saving throw or fall prone, if
1
They try to have an edge against their opponents by making a creature is adjacent to one of the edges, it also must suc-
ranged attacks right before the boarding. ceed on a DC 13 Dexterity saving throw or fall into the sea.
Right before the Rebirth boards the ship and the warband A sudden wave makes two ships bump into each other.
attacks, skipans will try to hit them with Svillander javelins. 2 Everyone must make a DC 13 Strength saving throw or fall
You can treat this volley as an area of effect which deals 14 prone.
(4d6) piercing damage on a failed DC 13 Dexteriy saving throw Enemy captain makes a warcry, the skipan captain and the
(the crew has half cover thanks to the shield slots of the Re- 3 skipan(s) the party is fighting with have advantage on their
birth). attack rolls until the end of their next turns.
The crew has a chance to make a ranged attack against
them at this moment as well, opponents in the characters’ en- The tack of one of the ships’ sail swings wildly, anyone ad-
4 jacent to it must succeed on a DC 13 Dexterity saving throw
counter must also make a Dexterity saving throw against the
or take 7 (2d6) bludgeoning damage and fall prone.
volley coming from Rebirth’s crew, they too have shield slots.
When the crews get into melee, the rest of the crew will try A random javelin flies towards one of the characters at
5 random (see Skipan).
to overcome enemy crew, which has equal numbers with the
crew.

24
Eidunn makes a warcry, all the party members have advan-
6 tage on their attack rolls until the end of their next turns.
Skipan
Skipan Captain Medium humanoid (Mithal), any alignment
Medium humanoid (Mithal), any alignment
Armor Class 14 (Studded Leather)
Armor Class 16 (Light Hide and Shield) Hit Points 27 (5d8 + 5)
Hit Points 52 (8d8 + 16) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 14(+2) 14 (+2) 12 (+1) 10 (0) 12 (+1) 10(0)
18(+4) 14 (+2) 14 (+2) 10 (0) 12 (+1) 10(0)
Skills Acrobatics +5, Athletics +4
Skills Acrobatics +4, Athletics +6, Perception +3 Senses passive Perception 11
Senses passive Perception 13 Languages Austris (common), Mithal
Languages Austris (common), Mithal Challenge 1 (200 XP)
Challenge 3 (700 XP)
Skipan Tactics. The skipan deals an additional 2 (1d4) of its
Skipan Tactics. The skipan captain deals an additional 2 weapon’s damage against a creature if at least one of the
(1d4) of its weapon’s damage against a creature if at least skipan’s allies is within 5 feet of it and the ally isn’t incapac-
one of the skipan’s allies is within 5 feet of it and the ally itated.
isn’t incapacitated.
ACTIONS
ACTIONS Multiattack. The skipan makes two attacks with its spear.
Multiattack. The skipan captain makes two attacks with its
battleaxe. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 +2) piercing damage.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
get. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing Svilland Javelin. Melee or Ranged Weapon Attack: +4 to hit,
damage if used with two hands. reach 5 ft., range 30/120, one target. Hit: 7 (1d10 + 2) pierc-
ing damage.

Sorcerer of Laugr casting ability is Charisma (spell save DC 13, +5 to hit with
Medium humanoid (Mithal), any alignment spell attacks). The sorcerer has the following sorcerer spells
prepared:
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10) Cantrips (at will): acid splash, fire bolt, light, ray of frost, shocking
Speed 30 ft., Swim 40 ft. grasp
1st level (3 slots*): mage armor, thunderwave
STR DEX CON INT WIS CHA
2nd level (3 slots): gust of wind, scorching ray
10(+0) 15 (+2) 14 (+2) 10 (0) 12 (+1) 16(+3)
3rd level (2 slots): counterspell, mass healing word
Skills Arcana +3, Acrobatics +4 * The sorcerer starts the encounter with mage armor cast.
Senses passive Perception 11
Languages Austris (common), Mithal ACTIONS
Challenge 3 (700 XP) Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Spellcasting. The sorcerer is a 5th-level spellcaster. Its spell- Hit: 4 (1d4 + 2) piercing damage.

25
Aftermath Encounter:
As it is tradition with vikingar ships, the crew of the enemy
Assault on the Shore
ship has their sea chests on the ship. The party can search
them for valuables and roll for treasure. At this point, a successful DC 15 Wisdom (Perception) check
Although the crew manages to bring down one scout ship, makes the characters see there are some unnatural move-
at least one other still makes it to the horizon and vanishes. At ments on the coast they are about to disembark. When they
this point, it is obvious that scouts will inform any warbands get near, with a DC 13 Wisdom (Perception) check, they can
on the shore about the coming of raiders. see soldiers hiding behind the giant rocks on the shore.
Luckily, the party members can have their own intelligence It seems that Alsvartr soldiers have obtained the informa-
as well: After the encounter, one of the enemy crew members tion of an upcoming raid through scout boats (that managed
remains alive but unconscious. If the party interrogates it or to escape) and have just enough time to set some troops on the
casts speak with dead to a dead foe, although the scouts don’t shores.
know the numbers, they can hint at the party that there will
be arrow salvos while they disembark from their ship and Shields Up!
assault along the shore.
While the warband is disembarking on the shore,
Coast Painted Red Eidunn asks them to take shields from the shield slots.
When they are on the shore, she asks them to raise
shields to a shield wall. All the crew gathers together,
The moon behind the clouds is lighting the night. The lookout protecting the front with the shields. If a character does
locates an almighty mountain, which was a mentioned indica- not have a shield ready, it won’t benefit from the shield
tor of getting closer to the shores. As ships get closer, raid- wall.
ers see rocky shores of the Sea Shield region. The waves are The warband moves forward for 3 rounds with a
swashing on the rocks and no movement beside some crows speed of 15 feet on each round. On each round, they
could be seen. take a salvo of arrows and javelins. Against these salvos,
Some ships from the rest of the raid are already seen a character must succeed on a DC 13 Dexterity saving
landing on the shores, their warbands fighting in beaches far. throw or take 14 (4d6) piercing damage. Those under
There are glimpses of crimson red on the sands, accompanied the shield wall have advantage on their saving throws
by shouts and warcries which all hint to a bloody melee. against this salvo.
At the end of the 3rd round, Eidunn shouts the shield
wall to open, ordering the party to charge on the left
flank and the rest of the crew to charge to the right.
PCs Encounter d4 Narration
Shouts and cries are heard from a nearby shore. It seems
4 4 Alsvartr soldiers, 1 Alsvartr captain 1 that one of the warbands is taking a hit from the enemy.

5 6 Alsvartr soldiers, 1 Alsvartr captain A member of the crew takes a hit from the enemy and is
2
wounded.
6 8 Alsvartr soldiers, 1 Alsvartr captain 3 A member of the crew kills an enemy heroically or brutally.
Shouts and cheers are heard from a nearby shore. It seems
Combat Tactics 4 that one of the other warbands routed the enemy.

As they are trained, the soldiers will try to hold a line, bene- Suggested Battle Events
fiting from their troop tactics. They will also try to flank the
characters. d6 Battle Event
If they take a hit from an area of effect, they may get sepa- A wounded Alsvartr soldier with 18 (4d8) hit points runs
rated to prevent casualties. If a soldier has the initiative before 1 towards the encounter and unwillingly becomes a part of
the characters and is not already in melee, the soldier would it.
throw javelins. A javelin from a random location shoots towards a charac-
2
They can also use the rocks to their advantage, possibly ter (see Alsvartr soldier).
having a portion of cover against ranged attacks from the
characters. A dying Alsvartr soldier stumbles toward the encounter,
3 attempts one last attack to a character and then gives its
last breath.
Suggested Narrative
A crew member comes to the aid of a dying character (if
4 any) and stabilizes it, or it tosses a healing decoction that
During the assault, the rest of the crew is fighting with Alsvar-
makes a character regain 2d4 hit points if consumed.
tr soldiers on the other flank which are roughly equal in num-
bers. While the characters are overcoming the soldiers in their A javelin from a random location shoots towards a soldier
5 the party is fighting against.
encounter, you can mention that the crew is being victorious
in their flank as well. Additionally, you can use the following
A wounded Alsvartr soldier with less than 20 hit points
narrations: 6 runs away from the encounter.

1 SQUARE = 5 FEET
Alsvartr Captain
Medium humanoid (Mithal), any alignment Alsvartr Soldier
Medium humanoid (Mithal), any alignment
Armor Class 16 (chain hauberk)
Hit Points 52 (8d8 + 18) Armor Class 14 (Studded Leather)
Speed 30 ft. Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA
17(+3) 12 (+1) 16 (+3) 11(0) 14 (+2) 12(+1) STR DEX CON INT WIS CHA
12(+1) 14 (+2) 12 (+1) 10 (0) 11 (0) 10(0)
Saving Throws Strength +5, Dexterity +3
Skills Athletics +4 Saving Throws Strength +3, Dexterity +4
Senses passive perception 12 Skills Athletics +3
Languages Austris (common), Mithal Senses passive perception 10
Challenge 2 (450 XP) Languages Austris (common), Mithal
Challenge 1 (200 XP)
Furious Swings. If the Alsvartr captain makes two successful
melee weapon attacks to a creature, it adds 2 (1d4) to its Troop Tactics. The Alsvartr soldier adds 1 to its AC if at least
second attack’s damage. one of the allies is within 5 feet of the soldier and the ally
isn’t incapacitated.
ACTIONS
ACTIONS
Multiattack. The Alsvartr captain makes two melee attacks
with its Svillander axe. Or the Alsvartr captain makes two Multiattack. The Alsvartr soldier makes two melee attacks
ranged attacks with its longbow. with its Svillander javelin.

Svillander Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Svillander Javelin. Melee or Ranged Weapon Attack: +3 to hit,
target. Hit: 8 (1d10 + 3) slashing damage and the Alsvartr reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d10 + 1)
captain can choose to attack recklessly before making its at- piercing damage.
tack roll, subtracting 2 (1d4) from its attack roll and adding
2 (1d4) to its weapon’s damage.

Longbow. Ranged Weapon Attack: +3 to hit, reach 5 ft. or range


80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Aftermath raiders were willing to stay awake for the night’s watch.

As raiders assault the coast, Alsvartr troops are slaughtered. Note for DM
Normally, it would not take long; however, the fight made
warbands tired since they lost numerous friends on the way to It is advisable for the upcoming encounter that the
Sea Shield. characters do not have enough time for a short or
The night is on, creatures of darkness are howling. Raiders long rest. This is because they have to be caught un-
decide to carry the deceased to the seas. Aegir and Ran would prepared and off-guard.
be pleased. There is a woody area near the hillside, not so far
from the coast. Being tired and wounded, raiders decide to set
a camp in a suitable place within it, preferably where the old Encounter:
camps of the Alsvartr coast guard are. Slaughter in the Night
Warbands set tents and take care of the wounded: The char-
acters regain 7 (2d4 + 2) hit points as well.
The raiders set a campfire as they thought it would not After everyone falls asleep, a group of Frost Arrow (p. 53)
be seen by wild animals and other threats. Some crew mem- assassins who are covered in white-furred armors sneaks into
bers start to cook using the campfire. The smell of the stew is the hillside. A DC 20 Wisdom (Perception) check would reveal
almost refreshing. Olaf stands up and sings a mourning song their whereabouts if anyone were willing to stay awake for the
quietly. night watch.
Then he slowly changes the pace of his songs to reassure his If assassins perceive that they are exposed, they fire frost
friends and other raiders. Crew members listen to him while arrows immediately; if not, they will try and sneak into the
they are eating. Some of them even sing along with Olaf. Hours tents and kill those who are asleep and helpless, sneak attack-
have passed and the wounded are taken care of. Some of the ing the characters.

28
If anyone in the party does not perceive this ambush, they
Note for DM will realize what is going on with others’ cries for help but the
encounter will start as the characters being surprised.
This encounter should inflict dread and hopelessness to
the warband and the characters: It is a battle of attrition
that will eventually be won by the cultists, but the char- Combat Tactics
acters will be saved by an outside force.
It would be ideal if the number of cultists fighting The Frost Arrow cultists will hide whenever they can to catch
with the party is equal to the number of characters. Also, a target by surprise, some may even start the encounter hid-
You can make additional cultists appear on the later den.
rounds if the characters are not challenged enough, in They will sneak through and make a sneak attack with their
order to maintain the mood of hopelessness. shortswords if possible, otherwise, they will rely on their long-
As the encounter is planned to be lethal for the sake bows and Arrow of Fangs to bring down the characters from
of the story, it would be best to move onto the climax a distance. If they can, two cultists may also flank a character
given below if a character has failed a second death save in pairs rather than each facing another character, in order to
and on its way to the third. ensure their kill.
Even after the characters fall and are saved, you can These are fanatic cultists, so they don’t fear death. They will
award the XP of the cultists they have eliminated until try to inflict as much harm as possible before they are slain.
then.

1 SQUARE = 5 FEET
Suggested Narrative The Climax

It is dark and cultists are everywhere. The rest of the crew is It seems that Frost Arrow cultists are using the same arrows
in a bad condition and they are not always seen due to chaos. with the traitors who attacked during the sacrifice rituals;
The crew is fighting a losing battle. You can narrate the envi- they are made of frost and fang. The fight is brutal, each and
ronment with the following: every member of the raiders are doomed.
d4 Narration During the most desperate moment of the battle, when
everyone around the party is slowly fading, there shines a
A member of the warband is slaughtered like a hopeless
1 bright, purple and blue light from the other side of the hill. A
prey.
moment later, phantom arrows adorn the black sky, turning it
2 A member of the warband is killed dramatically. into the most beautiful tones of blue and purple.
3 A member of the warband dies heroically. While arrows are flying over the woods, cavalry with phan-
tom steeds and phantom blades at hand charge towards the
Cries of raiders and laughter of cultists from somewhere battlefield. Riders are wearing fine light blue robes, and their
4 can be heard. weapons are glowing with the same colors as their arrows.

Suggested Battle Events


Aftermath
d6 Battle Event
A number of riders take our party members and flee the scene,
1 A random frost arrow flies to a PC from somewhere.
bringing them into the woods. It is suggested that you move
A tree falls on top of a PC, it must succeed on a DC 13 Dex- on to this scene when the party members are fighting with
2 terity saving throw or is struck, taking 11 (2d10) bludgeon- frost arrow cultists and when they are near death.
ing damage and falling prone. There is no one from the warband left as other crew
members were murdered during the ambush. If someone asks
A tree falls on top of a cultist, it must succeed on a DC 13 where they are taken, riders will reply, “Helga will answer all of
3 Dexterity saving throw or is struck, taking 11 (2d10) bludg-
your questions, be patient, please.”
eoning damage and falling prone.
If some party members have fallen unconscious during
A warband member or a cultist bumps into a character the combat, they will wake up with 1 HP when they reach the
4 while running by, the character must succeed on a contest- sacred woods of the Oath of the Phantom Queen.
ed Strength check or shoved 5 feet and falls prone.

5 A warband member shouts for aid, a PC can decide to help.


A staggered and wounded cultist with 10 (3d6) hit points
6 comes within reach into the encounter, a character nearby
can decide to make an opportunity attack against it.

Chapter 3: FANG OF FENRIR


Phantom cavalry are riding faster than any common horse can gal-
lop. After a while, phantom horses stop at the side of a small lake and
an ancient tree near it. The place is illuminated by torch lights. There
are people who have formed a circle around the tree.
These strange folk are wearing the same colors with the Phantom
cavalry and are praying with closed eyes. One woman senses the
presence of the newcomers and turns behind to look. The lady has
chestnut hair that comes to her shoulder, green eyes that resemble
the woods they are in. Her distinct cheekbone and jawline makes her
face quite characteristic. It is hard to tell that she is beautiful, but
she looks elegant in her silver-colored robe.

The lady greets the party with her head in a suitable manner
with a look on her face indicating that she really wants to
meet our party.

“I am Helga. Welcome to our humble, sacred woods. We were in


the middle of a prayer for lost and alone ones. Allow me to finish
it. Meanwhile, please take a seat and let my friends look at your
wounds, you seem a bit… faint, I suppose.” and goes back to her
previous place.

30
While Helga continues on her ritual, some people around the Pleasant dreams
lake come to tend the characters. They can heal the charac-
ters, making them regain 14 (2d8 +5) hit points. While cult
members continue the healing process Helga continues: The characters have beautiful dreams that they cannot re-
member upon wake, however, they will feel most peaceful in
“Oh, my dear lady, we salute thee with our most sincere and the morning. A member of the Oath of the Phantom Queen
desperate thoughts. wakes the characters up and invites them for breakfast.
I cry for the lost and alone. May you bless them and give them Some groups of people are eating and talking to each other.
a path. Shine through them as you once did for me. Put them Helga confronts the party, and she mentions that she will
mention the details while they eat. As soon as the characters
under your protection for thou are the keeper of the wanderers
have something to eat, Helga starts talking:
of this woods. “I do not know why you were here to raid. However, I trust my
Make the destiny of your forest’s visitors shiny and bright as visions that my lady sent. I believe we have a quest in common. If you
you showed me what awaits them. Give your blessing to them. believe so, let me give you further details.”
They are your guests since everything in this sacred temple is
yours. If the warband is willing to cooperate she continues.
When it comes to our foes... Well, make our blades phantom “There is a cave called Treacherous Burrows. I’ll give you a map
and keen, so that we shall honor you. May thy name be the last which points to the cave. It is a hiding spot for criminals. Lady
thing we hear and take us, your humble followers, to thee.” informed me that there is a passage in the burrow, and it leads to a
series of caves, eventually leading to the artifact we seek to abolish.
After Helga is finished, she turns to our party, she has an air The den happens to be at the mountainside looking at this woods.
like she knows everything but behaves as if she still has too It is the opposite side of the place where my riders first met you. You
much to learn. She sits with them, and softly speaks: are expected to go there, reach the caves, and destroy the evil rem-
“I see you are feeling better. Welcome again, friends. I sense you have nant. As for the most enjoyable part, our lady has granted you the
so many questions yet to be answered. Allow me to share my visions ability which our worthy initiates possess. Allow me to illustrate.”
that our beloved spirit-lady, Phantom Queen, showed me. After that,
I would answer any further questions if my little knowledge compre- She grabs her dagger and whispers a command word. All of a
hends them. sudden, the steel becomes a magical force glowing with Phan-
“In my visions, there was some evil lurking beneath the moun- tom Queen’s colors.
tains. A cult, if you will. They mine a fang, yet it is not a fang of a
mortal. It belongs to He Who Dwells in the Marshes, who will break “You shall be able to do the same; yet, beware, you could use this
his chain when Ragnarök comes. blessing once a sunset. My lady showed me that you will destroy “the
“These wolf-spawns forge weapons from Fenrir’s teeth and share fang” using phantom weapons. It may be essential that you destroy
them with the Frost Arrows. I suppose you have encountered along the relic with phantom weapons, otherwise it might not get injured,
the way several times with their arrows. The lady showed me that I am afraid. You are not alone in your quest, remember that. Please
you were in grave danger. She commanded me to save your lives, give me your weapons so that I can enchant them.”
which I did.
“Now she asks you to destroy this fang of evil, with her help.Or, Phantom Weapon
we, Svillanders, will face a massive calamity. She added that you will
be granted a treasure worthy for your initial quest. I will give you Activating Time: 1 bonus action
detailed information early in the morning.” Components: V
Duration: 1 minute
Helga approaches the party as much as friendly as she can, but Your weapon at hand glows blue and purple with pure
she is aware of the importance of the task at hand. Therefore, magic and the blessing of the Phantom Queen. Your
she will reply to the questions coming from the characters attacks with the chosen weapon deal an additional 1d8
with a serious attitude. force damage.
If the help which will be coming from the Phantom Queen is This ability can be used once before renewing at dusk.
asked, Helga will answer as: “She will grant her light into you and
bless your blade and strengthen them.”
Helga will not answer questions related to the upcoming
quest because she said she will give detailed information later Helga takes the character’s weapons and gives them to a
on. runewalker. After the runewalker carved some runes on the
weapons, she takes the weapons again and goes near the sa-
After the questions are answered, and the party took their cred lake. She whispers some words. If the characters choose
newest quest, Helga will lead them to several tents prepared to listen, the characters hear the words: the Phantom Queen,
for them as if it was known that they were coming. She wishes bless and light…
them good night: “Good night, dear travelers. Rest well, for tomor- Then she slowly sinks the weapons to the lake, she holds it
row will be a long day for us all. Also, may our lady be seen to you in underwater for some time until the water near the weapons
your very dreams.” blooms with light. She takes them back to whom they belong.

31
While giving their weapons back, Helga will continue to speak only tracks around the vicinity belonged to these cultists, so
with the characters adding what to expect: it is now safe. A successful DC 15 Wisdom (Perception) check
“Fenrir’s most revered cultists are werevargr, beasts that are reveals no sounds of possible hostiles in the wood are present
tougher than us mortals. Yet they have a weakness against silver. afterward: The wood is a calm resting place after the encoun-
I can also provide you weapons that are forged from silver to fight ter.
against them effectively.” After the wood, the road takes three hours or so until the
cliff, where the characters will find the waterfall that shrouds
Helga then replaces any weapons the characters offer with a the entrance of Treacherous Burrows.
silvered version. She cannot replace magical weapons with
silvered magical weapons. Treacherous
Burrows
If the party asks for the aid of the Oath, Helga could only pro-
vide the weapons but no warriors. She says:
“The cultists of Fenrir know our smell from miles, they know when The entrance to the Burrow is behind a waterfall near a cliff;
we are near and thus can call for reinforcements. I can provide you therefore, the characters need to succeed on a DC 15 Wisdom
these weapons to overcome them, but you must do this by yourself. In (Perception) or a DC 13 Intelligence (Investigation) check
the meanwhile, I will search the coast and the woods for any more of when they arrive at the spotted location on their map to locate
your raiders and try to rescue them. Apart from Svilland’s future, I it.
believe this can fulfill my part of the deal?” When they locate the entrance, they can enter without any
interference. However, when they come to the Treacherous
Then, the party will continue their journey through the forest Borrow, they will be the focus of many scorning eyes.
to the cold of Svilland, until the Treacherous Burrows. When There are some heads of local gangs with their retinue. It
they come near their destination, there will be an unpleasant seems that the entrance is decorated as a tavern. There is an
surprise waiting for them. innkeeper behind the bar, and there are some tables full of
filthy customers.
Encounter:
Ambush in the Wood

Some Frost Arrow cultists (p. 53, equal to the number of char-
acters) lay an ambush on the road to the Burrow so that they
could ensure that no one could prevent Fangs of Fenrir from
its purpose. The ambush can be located with a successful DC 18
Wisdom (Perception) check. If the characters see the trap, roll
initiative. If not, there will be a surprise attack made by the
cultists first.

Combat Tactics

The Frost Arrow cultists, as usual, will try to use the trees for
hiding and covering while shooting arrows from a distance or
sneaking close for sneak attacks if possible. Rather than get-
ting on the characters one by one, they will try to flank those
who stray far from the party, benefiting from their sneak
attack while doing so.

You can use the battle map on the next page (p. 33).
The Innkeeper: Shady Asger
Aftermath
He is skinny, tall, and has greasy black hair with dark eyes. He
Frost Arrow cultists are known for their fanaticism and fear- owns the tavern, and he is the reason this burrow is a hideout
lessness for death (probably because their fate can be much for criminals. For him, anyone could come and be served here;
worse than a quick death if they fail and go back). If the char- yet, he would not give the secrets of regular customers at any
acters try to stabilize a dying cultist, or try to cast speak with cost. That is why criminals tend to like Shady and trust him.
dead spell on one, the cultist rots instantly, preventing them Therefore, the characters will be served if they want an-
from gaining any information. ything, but they cannot learn the passage to the cave from
Things are calm after the ambush, and the characters see Shady. If the characters push too hard, Shady Asger could
no more resistance on their way to Treacherous Burrows. A want them to leave the place.
successful DC 13 Wisdom (Survival) check reveals that the

32
1 SQUARE = 5 FEET
Bouncer: Björn
Slaver Harald
He has long brown hair and a long beard. There is a greataxe Medium humanoid, chaotic evil
on his back, he looks like he could use it without sweating a
single drop. Also, he seems willing to use it at any time. Björn Armor Class 16 (studded leather)
is aggressive and not very willing to talk to strangers. Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


Björn
10(0) 18 (+4) 14 (+2) 10(0) 14 (+2) 12(+1)
Medium humanoid, chaotic neutral
Saving Throws Dexterity +6, Wisdom +4
Armor Class 15 (heavy hide)
Skills Deception +3, Perception +4, Stealth +6
Hit Points 76 (9d8 + 36)
Senses passive Perception 10
Speed 30 ft.
Languages Austris (common), Mithal
STR DEX CON INT WIS CHA Challenge 4 (1,100 XP)
20(+5) 12 (+1) 18 (+4) 9(-1) 11 (0) 9(-1)
Improved Initiative. Harald relies on his wits and element of
Saving Throws Strength +7, Constitution +6 surprise. He adds 4 to its initiative rolls.
Senses passive Perception 10
Languages Austris (common), Mithal Surprise Attacks. Harald is quick to act once he has the
Challenge 4 (1,100 XP) initiative. At the first round of combat on his turn, Harald
makes a weapon attack to up to 4 creatures within 30 feet of
Reckless. At the start of his turn, Björn can choose to gain him who haven’t yet played their turns. He has advantage
advantage on all melee weapon attack rolls during that on these attacks.
turn, but attack rolls against him have advantage until the
start of his next turn. Sneak Attack. Once per turn, Harald can deal an extra 10
(3d6) damage to one creature he hits with an attack if he has
ACTIONS advantage on the attack roll. The attack must use a finesse
Multiattack. Björn makes two melee attacks with his great- or a ranged weapon.
axe.
ACTIONS
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- Multiattack. Harald makes three attacks in any combination
get. Hit: 11 (1d12 + 5) slashing damage. with its saex and handaxe.

Constrict. Björn attempts to grapple a creature by making Saex. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
a Strength (Athletics) check. If successful, the creature is Hit: 7 (1d6 + 4) piercing damage
restrained and takes 23 (4d8 + 5) bludgeoning damage at
the start of each one of Björn’s turns it remains grappled. Handaxe. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
While constricting someone, Björn cannot attack another one target. Hit: 7 (1d6 + 4) slashing damage.
creature.

Slaver Harald Cutthroat Astrid


Harald wears fine leather armor with silver embroideries. He She sits at the very center of the tavern and plays liar’s dice
is bald and has no beard. He distributes slaves for the usage with some of her friends. She is a little short. She wears black
of the Fangs of Fenrir. He knows the location of the secret robes, has short brown hair and blue eyes. She’s a fine smug-
tunnels. gler. She does not get along with Harald as she, too, wanted
He sits at the very corner of the tavern, seems like playing a to sell slaves to the cult. The characters will not learn this
card game with his gang, who are two vikingar. If being asked, motive, at least from herself.
at first, he will deny that he knows such events. He will not She offers a game of liar’s dice* in which she’ll put the
tolerate being questioned by strangers insistently. Then, he knowledge of the secret cave system’s whereabouts to the
will act to his swords quickly, and the guard Björn will join the table. She will want something valuable for exchange. If the
combat. characters choose to attack her, Björn sides with Astrid as
If he is defeated, but not dead, the characters could learn well.
the location from himself. If he is gone, the innkeeper will tell * You can compare the results of 1d100s rolled by the charac-
the location just to make sure that no more damage will be ters and Astrid if you do not want to play the game. Otherwise,
done to his tavern. the game rules are explained in the Handouts section.

34
Cutthroat Astrid
Medium humanoid (Kuning), neutral evil Sigvid
Medium humanoid (Vestri), lawful neutral
Armor Class 13 (16 With Barkskin)
Hit Points 37 (5d8 + 15) Armor Class 14 (ringmail)
Speed 30 ft. Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
10(0) 16 (+3) 16 (+3) 12(+1) 18 (+4) 12(+1) STR DEX CON INT WIS CHA
16(+3) 11 (0) 14 (+2) 11(0) 11(0) 15(+2)
Saving Throws Constitution +5, Wisdom +6
Skills Nature +3, Perception +6, Survival +6, Sleight of Hand Saving Throws Wisdom +2, Constitution +4
+5 Skills Athletics +5, Intimidation +4
Senses passive Perception 16 Senses passive Perception 10
Languages Austris (common), Kun, Mithal Languages Austris (common), Mithal
Challenge 3 (700 XP) Challenge 3 (700 XP)

Brave. Sigvid has advantage on saving throws against being


Spellcasting. Astrid is a 5th-level spellcaster. Her spellcast- frightened.
ing ability is Wisdom (spell save DC 14, +6 to hit with spell
attacks). She has the following seidr spells prepared:
ACTIONS
Cantrips (at will): animal friendship, guidance, poison spray Multiattack. Sigvid makes two melee attacks with his great-
1st level (4 slots): charm person, cure wounds, entangle, faerie sword.
fire
2nd level (3 slots): scorching ray, moonbeam, owner of the spirits Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
3rd level (2 slots): gaseous form, word of Surtr target. Hit: 10 (2d6 + 3) slashing damage.

Armor Spikes. Melee Weapon Attack: +5 to hit, reach 5 ft.,


ACTIONS
one creature. Hit: 5 (1d4 + 3) piercing damage. On a success-
Saex. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. ful attack, Sigvid can also try to grapple the target creature
Hit: 6 (1d6 + 3) piercing damage by making a Strength (Athletics) check. While a creature is
grappled, it takes 5 (1d4 +3) piercing damage at the start of
each one of Sigvid’s turns.

Sigvid the Mercenary REACTIONS


Parry. Sigvid adds 2 to its AC against one melee attack
He is tall and looking vicious with his big beards and long
that would hit it. To do so, he must see the attacker and be
blonde hair. He wears a black spiked ringmail armor. He owns
wielding a melee weapon.
a mercenary group. Sigvid is currently drinking beer with two
of his fellow mercenaries which are vikingar.
If the characters ask him about the location of the fang. He
will say that he rather prefers not to be a part of this. He can
be bribed, 20 gold pieces would suffice, a successful DC 13 Cha- Under the Mountain
risma (Persuasion) check can bring the price down to 10 gold
pieces through a bargain.
However, if the characters bribe him while whispering, It is a half-day walk through Treacherous Burrows from the
Slaver Harald will roll a DC 20 Wisdom (Perception) check. If tavern, after that, the burrow opens to a mountain path. From
the characters do not bother whispering while asking about this path, it takes 1.5 days to reach the entrance of the cave
the place they seek, Slaver Harald will roll a DC 13 Wisdom complex where the cult is located. As a dungeon Master, you
(Perception) check. can create encounters for your PCs by using Svilland Cam-
If he hears the conversation, Slaver Harald attacks with paign Setting for those 2 days long journey.
his gang members. There will be a fight between two sides: The entrance to the cave complex is from the trap door
Sigvid, his mercenaries and the characters versus Harald, his located in the south-east cave-room. The trap door is hidden
gang and Björn. beneath a bedroll (optional: You can put a trap that could be
If Harald is defeated, but not dead, the characters could disarmed with a DC 15 Dexterity check).
learn the location from himself. If he is dead, Sigvid takes the
bribe and gives the information. There is a ladder entering the tunnel. It is a natural one with
steps carved into the stone. There is not enough light at its end. The
surrounding rocks are moist and it makes the air harder to breathe.
The tunnel feels like it goes on however the ahead is in total darkness.

35
1 SQUARE = 5 FEET
S = Secret Path

As a Dungeon Master, you should know the following details the cave complex. So, the cultists in area 2 have to succeed on
about the cave complex; a DC 19 Wisdom (Perception) check to hear the call and move
Dark Corridors. The complex’s rooms and corridors are creat- to area 1.
ed through the mountain soil and the caves are supported by
amateur wooden beams. The cultists of Fenrir in the dungeon Important Possessions: Other than its weapon, the fang in
carry torches as the caves are dark and there is no other light area 2 carries a key made of iron and bone by which the door
source. at area 5 can be opened.
Support Beams. The 5 and 10-foot-wide corridors throughout
the dungeon have 6-foot-high ceilings, while the rooms have
8-foot-high ceilings, often supported with wooden beams.
There are generally 4 beams in a room. Each beam is a large
object with AC 14, 12 hit points, and immunity to poison and Claw of Fenrir
psychic damage. Destroying all the beams in an area can make Medium humanoid, chaotic evil
the roof collapse by a 50 percent chance. In such a case, the Armor Class 13 (leather armor)
creatures under the roof must succeed on a DC 15 Dexterity Hit Points 15 (2d8 + 6)
saving throw. A creature takes 26 (4d12) bludgeoning damage Speed 30 ft.
on a failed save, or half as much damage on a successful one.
After collapsing, the area becomes a difficult terrain. STR DEX CON INT WIS CHA
Foul Stench. The cave complex carries a foul stench of rotten 14(+2) 12 (+1) 16 (+3) 11(0) 11(0) 10(0)
blood and bodies.
Skills Athletics +4, Religion +2
Senses passive Perception 10
1. End of The Dark Tunnel Languages Austris (common), Mithal
Challenge 1/2 (100 XP)
At the end of the dark tunnel, two claws of Fenrir guard the
gate of the cave complex all the time. If characters succeed on
a DC 13 Wisdom (Perception) check, they can hear the dia- Dark Devotion. The claw of Fenrir has advantage on saving
logues of these two claws. The characters may hear dialogues throws against being charmed or frightened.
like, “I felt the rage in me in the last full moon. I will make masters
know of this.” or “I am waiting for the day I will become a werevargr ACTIONS
impatiently”. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
4 more claws of Fenrir and a fang of Fenrir (p.54) rest in area
2. If engaged, the claws in area 1 will call for help. However,
there are constant screams coming from the deeper parts of

36
2. Guard Barracks & Armory 7. Web Covered Tunnel

This place is the living room of the cult members. When the This tunnel is completely covered with webs and the charac-
characters reach the complex, four claws of Fenrir and one ters have disadvantage on their Wisdom (Perception) checks
fang of Fenrir are present here. There are bedrolls, wooden they make to see through it. Unless they use their actions to
bowls, a table, six chairs, adventuring bags and an armory. open a clear path (by slashing or burning the webs) before
Adventuring bags contain 3 gold, 54 silver, and 67 copper them each turn, the terrain is counted as difficult terrain.
pieces as well as 4 potions of healing. Also, 3 nonmagical weap-
ons and 4 nonmagical armor can be found in the armory. There is a secret passage that can be seen with a successful DC
15 Wisdom (Perception) check. This secret passage leads to the
3. Food Storage areas 9 and 10.

This room is the place where the cult stocks their food. Al- If the characters choose to destroy the webs, three swarms of
though the smell in the cave complex is rotten, there is very spiders attack them.
little fresh air circulation in this room supplied through very
little cracks in the walls. The characters can obtain food and 8. Cave of The Great Spider
water here which will be enough for three weeks.
Two giant spiders reside in this cave. The cultists in this cave
4. prison complex tried to clear the areas 7 and 8 but they have given up
after they lost some cultists and slaves during the process. The
This is the place where the cultists torture people and hold cave is completely covered with webs and the area is difficult
them as prisoners. Right now, the place is empty except for terrain. Also, the giant spiders attack any intruders immedi-
the stench of blood, bone pieces and chains. If the characters ately.
succeed on a DC 15 Wisdom (Perception) or DC 13 Intelligence
(Investigation) check to search the place, they can find the There are items in the cave left of the dead cultists and slaves.
fresh footsteps going to the area 5. The characters can find one dagger, one shortsword, one silver
longsword, a silver Svillander axe, and three potions of healing.
5. The Locked Door
9. Collapsed Tunne
This door is an old wooden door that can be opened by a
successful DC 15 Strength check, or a DC 15 Dexterity (Thieves’ This part of this secret passage has been collapsed through
Tools) check, by dealing 15 damage (it has 14 AC and immunity time but it seems like the path can be cleared with some effort.
to poison and psychic damage), or opened with the key carried If the characters spend half an hour clearing the path, they
by the fang of Fenrir in area 2. can reach area 10.

Right after the characters open the door, they witness a 10. Secret Lake
bruised slave in bloody and rugged clothes being attacked by
3 wolves. The wolves should be eliminated in a very very little This cave’s air is completely rid of the foul stench of the rest of
time in which only reactions can be made. the complex. There is a secret underground lake with purely
Otherwise, the slave is killed by the wolves before the freshwater blessed by a small Freyja shrine present in the
characters can take actions. If it dies, the slave screams in pain cave. If a character drinks a flask of this water, it is refreshed
before its death, “Save my friend! Save him before he is fed to the just as it completed a short rest. Drinking a whole flask takes
monster!”. If the slave lives, it says the same and runs away, two turns.
praying to the gods and goddesses.
Also, if the characters choose to rest in this cave, no one will
If the characters rush towards the area 11 to rescue the other disturb them.
slave after this encounter, they will hear screams on the way.
However, if they don’t, the screams will end after a while. 11. Beast of Fenrir

6. Slaver’s Room This cave is the place of the beast of Fenrir. It is a large wolf
gifted with the rage of Fenrir. The beast has the ability to turn
This cave is the personal room of the slaver of this complex. It this rage into a consuming fire. There are burnt bodies and
is a fang of Fenrir (p.54) and is responsible for punishing the bone pieces around.
slaves, especially the ones who tried to escape. However, the
fang of Fenrir is in area 11 to feed the beast. If the characters come here just after their encounter at area
5, they will see a werevargr slaver who is just about to throw
There is a bedroll, a table, a chair, and a chest placed in the a slave between the fangs of a beast of Fenrir. In other cases,
room. There is no lock on the chest and the characters can they will see the slaver petting the beast while the beast is
find 12 gold pieces, two potions of healing, and a manacle in it. playing with the remains of the slave.

37
1 SQUARE = 5 FEET
S = Seal
f= the fang

Both the slaver and the beast will attack any intruders without 12. Wolves’ Passage
hesitation.
This passage is a round, stone door that is 15 feet in diameter.
Beast of Fenrir It resides on the ground and is covered with both blood and
Large monstrosity, chaotic evil carvings depicting the might of Fenrir. It is written “Only the
blood of a true wolf can open the door.” on it in runic language.
Armor Class 15 (natural armor)
Hit Points 51 (6d10 + 18) If the characters let the blood of a werevargr or beast of Fenrir
Speed 40 ft. touch the door, it is opened and a tunnel leads downside.
STR DEX CON INT WIS CHA
14(+2) 14 (+2) 16 (+3) 6(-2) 12 (+1) 5(-3) 13. The Fang
Skills Perception +3 This is the biggest cave in the complex. It has a radius of 30
Senses darkvision 60 ft., passive Perception 13 feet and its height is 90 feet long. In the middle of it, stands a
Challenge 3 (700 XP) fang of 10 feet radius stretching out from bottom to top. It has
a divine presence as it belongs to Fenrir himself. Due to this
Keen Hearing and Smell. The beast of Fenrir has advantage presence, the characters feel a rage building inside them.
on Wisdom (Perception) checks that rely on hearing or
smell. There are slaves around the cave, mining the fang and bring-
ing pieces of the fang to the forge. Halfdan is the blacksmith
Pack Tactics. The beast of Fenrir has advantage on an attack working at the forge and stops working if and only if a battle
roll against a creature if at least one of its allies is within 5 starts.
ft. of the creature and the ally isn’t incapacitated.
Randolf the leader, and Stigr sit at a table, discussing the cult’s
ACTIONS activities. Randolf, Halfdan and Stigr are constantly in hybrid
vargr form as they want to respect Fenrir while staying near a
Bite (Magical +1). Melee Weapon Attack: +5 to hit, reach 10 ft.,
part of The Beast God.
one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) fire
damage. If the target is a creature, it must succeed on a DC
When the characters show up, Randolf says, “Behold, strangers.
13 Strength saving throw or be knocked prone.
You are standing right in front of Fenrir’s Fang. You have defeated
the rest which means you are worthy of Fenrir’s might! I offer you

38
the blood of Fenrir, and I will not offer it again! Accept it and be a tains tremble before you”. Then, they will leave to discover
member of this bloodthirsty pack. Refuse it and your flesh will feed what is inside area 18.
the Fenrir’s pack.”
If the characters refuse the offer, there will be a battle. In this
case, Randolf will call for the Alpha Vargr in area 17.
If the characters accept Randolf’s offer, they will be asked to
leave any symbols of their former deities behind. Randolf indi- PCs Encounter
cates the gift of transforming into a werevargr with “the blood Randolf, Halfdan, Stigr, 2 alpha vargar, 1 wolf
4
of Fenrir”, but, there is a little problem that should be solved
before bestowing the gift. 5 Randolf, Halfdan, Stigr, 2 alpha vargar, 1 dire wolf
Randolf will call the characters to the table and will explain
the problem, “There is a path sealed with strange magic. It makes Randolf, Halfdan, Stigr, 2 alpha vargar, 2 dire wolves,
6
the spawn of Fenrir unable to enter. We believe something is hidden 1 wolf
inside. Destroy it and disable the seal. Then you will be rewarded.”
However, the slaves will help the characters as much as they
Although the cultists do not know what is inside, they
can. There are 7 slaves that are commoners.
indicate area 18 in which The Phantom Queen awaits. She was
If the characters kill all the cultists, they will hear a calm,
trapped because of the divine presence of the Fang.
peaceful and noble voice of a woman, “Come, children. I wish to
speak and thank you”. This is The Phantom Queen, calling the
characters to area 18.
If the characters ask if they could use weapons made from the
fang, Halfdan will say that, “We cannot give you weapons forged of
the fang as the barrier also prevents their wielders. You should deal Halfdan
with the issue on your own.” He is the one who smiths the weapons. As the forge is too
hot, he does not wear armor. He is bald and beardless. He is
as muscular as a blacksmith could possibly be. He seems not
If the characters ask about the reward, Stigr will say, “It is the to care about strangers and minds his business until one side
gift of the Wolf. It makes you so mighty that even the moun- starts a fight.

Halfdan turn, that target must succeed on a DC 15 Strength saving


Medium humanoid (dvergr, shapechanger), chaotic evil throw or be knocked prone.

Armor Class 12 (15 in werevargr form) Shapechanger. Halfdan can use its action to polymorph into
Hit Points 45 (6d8 + 18) a werevargr (which is currently his form), or back into his
Speed 35 ft. true form, which is humanoid.
His statistics, other than his AC, are the same in each
STR DEX CON INT WIS CHA
form. Any equipment he is wearing or carrying isn’t trans-
14(+2) 14(+2) 17 (+3) 8(-1) 11(0) 14(+2)
formed. He reverts to his true form if he dies.
Saving Throws Strength +4, Dexterity +4
Senses passive Perception 10 ACTIONS
Damage Resistances bludgeoning, piercing and slashing Multiattack. Halfdan makes two melee attacks with his
from nonmagical weapons that aren’t silvered
Languages Austris (common), Dvergmer, Mithal greatsword of Fangs. Or he makes two attacks, one with his
Challenge 3 (700 XP) bite and two with his claws.

Dark Devotion. Halfdan has advantage on saving throws Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
against being charmed or frightened. Hit: 9 (2d6 + 2) piercing damage plus an additional 3 (1d6)
necrotic damage.
Fenrir Spawn. Halfdan’s bite and claw attacks deal an addi-
tional 1d6 necrotic damage (included in the attacks). Greatsword of Fangs. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 2) slashing damage plus an addi-
Keen Hearing and Smell. Halfdan has an advantage on Wis- tional 2 (1d4) necrotic damage as the sides of the sword are
dom (Perception) checks that rely on hearing or smell. strengthened by the ancient fang.

Lycanthropic Regeneration. Halfdan regains 1 hit points at REACTIONS


the start of each one of his turns if he is not attacked by a Howl of the Wolf (1/Day). Halfdan howls like a wolf, healing
spell, or by a weapon that is magical or silvered. half of the damage he has taken by an attack (maximum
15). Also, the creatures that heard the Howl of the Wolf
Pounce. If Halfdan moves at least 20 feet straight toward should succeed on a DC 13 Wisdom saving throw or be
a creature and then hits it with a claw attack on the same frightened for 1d6 rounds.
Randolf
Head of the cultists dealing with the mining of the artifact.
He is tall, mighty, and a little aged. He’s got black hair and a
tangled beard. Wears a leather armor made with wolf fur and
runes carved into. (If Randolf is killed, a piece of torn blue
clothing is found in his pocket. The texture resembles that of
Helga’s robe and it has a magical feeling to it.)

randolf

Randolf a werevargr (which is currently his form), or back into his


Medium humanoid (Austri, shapechanger), chaotic evil true form, which is humanoid.
His statistics, other than his AC, are the same in each
Armor Class 14 (17 in werevargr form) form. Any equipment he is wearing or carrying isn’t trans-
Hit Points 75 (10d8 + 30) formed. He reverts to his true form if he dies.
Speed 40 ft.

STR DEX CON INT WIS CHA ACTIONS


18(+4) 18(+4) 16 (+3) 12(+1) 14(+2) 17(+3) Multiattack. Randolf makes three melee attacks, two with
Saving Throws Strength +6, Dexterity +6 his saex of Fangs and one with his saex. Or he makes two
Senses passive Perception 12 melee attacks, one with his bite and one with his claws.
Damage Resistances bludgeoning, piercing and slashing
from nonmagical weapons that aren’t silvered Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Languages Austris (common), Mithal Hit: 10 (2d6 + 4) piercing damage plus an additional 3 (1d6)
Challenge 4 (1,100 XP) necrotic damage.

Dark Devotion. Randolf has advantage on saving throws Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one crea-
against being charmed or frightened. ture. Hit: 10 (2d6 + 4) slashing damage plus an additional 3
(1d6) necrotic damage.
Fenrir Spawn. Randolf’s bite and claw attacks deal an addi-
Saex of Fangs. Melee Weapon Attack: +6 to hit, reach 5 ft., one
tional 1d6 necrotic damage (included in the attacks).
target. Hit: 7 (1d6 + 4) piercing damage plus an additional
2 (1d4) necrotic damage as the pointy end of the saex is
Keen Hearing and Smell. Randolf has an advantage on Wis-
strengthened by the ancient fang.
dom (Perception) checks that rely on hearing or smell.
Saex. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Lycanthropic Regeneration. Randolf regains 1 hit points at
Hit: 7 (1d6 +4) piercing damage.
the start of each one of his turns if he is not attacked by a
spell, or by a weapon that is magical or silvered.
REACTIONS
Pounce. If Randolf moves at least 20 feet straight toward Howl of the Wolf (1/Day). Randolf howls like a wolf, healing
a creature and then hits it with a claw attack on the same half of the damage he has taken by an attack (maximum
turn, that target must succeed on a DC 15 Strength saving 20). Also, the creatures that heard the Howl of the Wolf
throw or be knocked prone. should succeed on a DC 14 Wisdom saving throw or be
frightened for 1d6 rounds.
Shapechanger. Randolf can use its action to polymorph into
Stigr
She has ginger and very long hair along with brown eyes and
a gigantic scar on her face. She wears a cloak made of wolf
fur. She is not that talkative and likes to make her spells talk
instead of her. She has a special gift called Wolf’s Fury, which
creates wolf fangs out of thin air.

stigr

Stigr attacks). Stigr has the following seidr spells prepared:


Medium humanoid (Vestri, shapechanger), chaotic evil Cantrips (at will): acid splash, light, poison spray
1st level (4 slots): crippling spirits, cure wounds, enlarge/
Armor Class 13 (16 with barkskin) reduce, entangle
Hit Points 32 (5d8 + 10) 2nd level (2 slots): hold person, barkskin, blindness deafness,
Speed 30 ft. ray of enfeeblement
3rd level (2 slots): dispel magic
STR DEX CON INT WIS CHA
* Stigr has barkskin spell already cast before the encoun-
10(0) 16(+3) 14 (+2) 14(+2) 19(+4) 11(0)
ter.
Saving Throws Dexterity +5, Wisdom +6
Senses passive Perception 14 ACTIONS
Damage Resistances bludgeoning, piercing and slashing Multiattack. Stigr can make two ranged spell attacks with
from nonmagical weapons that aren’t silvered Wolf’s Fury.
Languages Austris (common), Mithal, Vestri
Challenge 2 (450 XP) Wolf’s Fury. Ranged Spell Attack: +6 to hit, range 90 ft., one
Dark Devotion. Stigr has advantage on saving throws target. Hit: 8 (2d4 + 4) necrotic damage.
against being charmed or frightened.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 9 (2d6 + 3) piercing damage plus an additional 3 (1d6)
Fenrir Spawn. Stigr’s bite and claw attacks deal an addition- necrotic damage.
al 1d6 necrotic damage (already calculated in the attacks).
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-
Pounce (Hybrid Form Only). If Stigr moves at least 20 feet ture. Hit: 9 (2d6 + 3) slashing damage plus an additional 3
straight toward a creature and then hits it with a claw at- (1d6) necrotic damage.
tack on the same turn, that target must succeed on a DC 15
Strength saving throw or be knocked prone.
REACTIONS
Lycanthropic Regeneration. Randolf regains 1 hit points at Howl of the Wolf (1/Day). Halfdan howls like a wolf, healing
the start of each one of his turns if he is not attacked by a half of the damage he has taken by an attack (maximum
spell, or by a weapon that is magical or silvered. 15). Also, the creatures that heard the Howl of the Wolf
should succeed on a DC 13 Wisdom saving throw or be
Spellcasting. Stigr is a 5th-level spellcaster. Its spellcast- frightened for 1d6 rounds.
ing ability is Wisdom (spell save DC 14, +6 to hit with spell

41
14. The Altar Room

This room contains an altar dedicated to Fenrir. It is totally


covered with blood and decorated with bones and body parts.

15. Living Chambers

This is the chamber of Randolf, Halfdan and Stigr. There are


bedrolls, a partially golden wolf figure whose worth is 30 gold
pieces and a diary of Randolf. According to it, Randolf sees
himself as a gifted follower of Fenrir as he was the one who
discovered the Fang.

16. Storage

This is a dead-end that is used as storage by the cult. It is light-


ed with torches. Here, the characters will find crates full of
food supplies, firewood, and charcoal; just enough to maintain
a living under a mountain.
A DC 13 Wisdom (Perception) or DC 10 Intelligence (Investi-
gation) check will enable the characters to see a chest behind
the crates. The chest is decorated with shiny gems and worth
10 gold pieces by itself. It was probably to be served to high-
Alpha Vargr er-ranked cultists. The characters can find 1500 gold pieces,
Large beast, unaligned three Armors of The Fang and three Blades of Fenrir.
Armor Class 15 (natural armor)
Hit Points 59
Speed 50 ft.

STR DEX CON INT WIS CHA


17(+3) 17(+3) 16 (+3) 5(-3) 12 (+1) 7(-2)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Languages --
Challenge 2 (450 XP)

Pack Tactics. The alpha vargr has advantage on an attack


roll against a creature if at least one of the alpha vargr’s
allies is within 5 feet of the creature and the ally isn’t inca-
pacitated.

Keen Hearing and Smell. The alpha vargr has advantage on


Wisdom (Perception) checks that rely on hearing or smell.

Pounce. If the alpha vargr moves at least 15 feet straight


toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 14 Strength Blade of Fenrir
saving throw or be knocked prone. If the target is prone, the Weapon (any sword or axe), very rare
alpha vargr can make one bite attack against it as a bonus
action. This weapon is forged by the finest blacksmith of the cult
members presented in this dungeon, Halfdan and it is surely
a masterpiece. The entire weapon is made of the Fang and its
ACTIONS
handle is pitch black. Additionally, it is decorated with runes
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. of rage.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, The weapon deals an additional 14 (4d6) fire damage be-
it must succeed on a DC 13 Strength saving throw or be cause of the raging fire within it.
knocked prone. Curse. While wielding the weapon, you must worship Fenrir
and accept its supremacy. Otherwise, you take 4d6 fire damage

42
at the end of each of your turns and gain a level of exhaustion on you. I take it you are the ones I commanded Helga to save. Ah,
at the end of each long rest. such a humble prophet she is, isn’t she? Splendid... You have saved
Svilland from considerable danger. With these weapons, cults of
Armor of the Fang Fenrir and Gudrick himself would kill many and eventually unchain
Fenrir, starting the Ragnarök early. With your deeds here, now they
Armor (plated leather), rare
cannot.
This armor is made from the Fang of Fenrir by cutting it as For that, I thank you. You have saved me from a life-time long
plates and forging them together. imprisonment, yet you did not know that. As for that, you have my
While wearing the armor, you gain +1 bonus to your AC and eternal gratitude. I was killed by a queen once. However, my spirit
you have advantage on saving throws against being fright- has fled since I had many to accomplish. I have wandered in Svilland
ened. for many many years. The woods you have seen, for example... Quite
Curse. While wearing the armor, you must worship Fenrir and a scene...
accept its supremacy. Otherwise, you take 4d6 fire damage at “Anyways, I have discovered this place not so much ago. You
the end of each of your turns and gain a level of exhaustion at might not have realized, but the thing spreads divine energy, which
the end of each long rest. makes me feel alive after all these years. I was not aware that it was
Fenrir’s Fang. One day, I was not able to sense its energy from the
17. Alpha Vargr Pens woods. I came here to check what was happening.
“These foul beasts were mining it. We had a short fight, and I had
This tunnel is used as a cage for alpha vargr by the cult. The to seal the path to here and locked myself here to be able to sense it.
cage is made of crude iron and is lit with torches.
She finishes her speech with a last request: “Now, one last thing
If the characters slew alpha vargar in their encounter with remains. You should destroy the Fang with your phantom weapons
the cultists, the pens are empty. If not, there are 2 alpha var- and end this threat, forever.”
gar within the pens, looking and barking at the characters.
The Fang takes approximately 1 minute to break and collapse
If not, the cage is locked, which can be opened by a DC 15 fully. As the characters’ each blow, the phantom weapons aura
Dexterity check or with the key found in Randolf’s corpse. darkens slowly and slowly, indicating the corruption in it. Af-
ter the characters break it, The Phantom Queen enters area 13
and says, “I have summoned you, and you have completed the task
giveth. Well done, children. May I want you to raise your weapons for
18. Chamber of The Phantom Queen me, to cleanse the corruption?”
The path to the cave is dark. The characters should have a
As the weapons are raised, divine essence flows from steel to
light source to see properly. At the end of the path, a phan-
the spirit-lady. The blessing of the Phantom Queen (phantom
tasmal wall of magic blocks the way. Yet, it dissipates as the
weapon ability) makes a fragment of Fenrir’s divine essence
characters approach.
located in its Fang occupied by the weapon. Now that the
The cave is an empty place except the spirit floating
divine essence passed to the spirit-lady, she reshapes in flesh
around. As The Phantom Queen floats around, a warm breeze
and bone, creating the most gorgeous woman the warband has
carrying sweet tastes fills the air and it leaves a trace behind
ever seen.
resembling the characters’ phantom weapons.
However, the evil essence of Fenrir corrupts the living,
making the newly-formed flesh start to rot. Phantom Queen’s
body shape becomes deformed. Her flesh becomes blackened
as if she was burned. She cannot stand upright as if her spine
has been bent. Her hair is whitened as if she had lived a thou-
sand lifetimes. She looks like an ugly hag.
The more she tries to hold it, the more she is going to be
rotten. She shouts in agony and releases the essence in a panic
which causes a trembling blast.

Divine Blast
The release of Fenrir’s essence from the weap-
phantom ons causes a massive blast. All characters
queen wielding an imbued weapon must succeed on a
DC 15 Strength saving throw or they fly back 10
feet and fall prone. The characters’ ears ring and
If the characters kill the cultists and come here by heeding eyes get blind by a flash, which slowly fades in 1
The Phantom Queen’s call:
“I see you have passed the seal. That means you have my blessings
minute.

43
After she lets it go, she turns into her former form, a spirit-la- on you. I take it you are the ones I commanded Helga to save. I have
dy. The divine essence of Fenrir is released and mixed in the saved your petty lives, yet you have come here to destroy me. Such
air to wander into the land of Svilland. ignorance...
“However, I still see the light inside you. Therefore, I will tell you
If the characters do not raise their weapons as The Phan- a story. I was killed by a queen once… but my spirit has fled since I
tom Queen asked of them, The Queen siphons the essence had many to accomplish. I have wandered in Svilland for many many
within the weapons in anyway as “raising the weapons” was years. The woods you have seen, for example... Quite a scene...
just a courtesy she offered as a queen. Also, if the characters “Anyways, I have discovered this place not so much ago. You
somehow prevent The Phantom Queen from absorbing the might not have realized, but the thing spreads divine energy, which
essence within weapons, the weapons will be broken after half makes me feel alive after all these years. I was not aware that it was
an hour in a Divine Blast: The essence of a god even if they Fenrir’s Teeth. One day, I was not able to sense its energy from the
were enchanted by The Phantom Queen and the essence is re- woods. I came here to check what was happening. These foul beasts
leased and mixed in the air to wander into the land of Svilland. were mining it. We had a short fight, and I had to seal the path to
here and locked myself here to be able to sense it.
“Fangs of Fenrir will continue to forge weapons if they are not
Conclusion to be stopped. The arms will be distributed all over the Svilland.
The Phantom Queen is exhausted and retreat to have a rest.
Although he is chained, Fenrir will continue to take lives. That will
Before doing so, she casts a spell that opens a blue and purple
eventually strengthen the beast, allowing him to break free from his
portal to the lake where her believers reside. When the char-
chains.
acters go through the portal, Helga receives them and pro-
“When that beast lays foot on Svilland, Ragnarök will not be far.
vides them a night’s rest with a good meal.
If you have a bit of wisdom, hear my words. Go back, kill them, and
return to me. Hear my final words. If you are so persistent, we shall
fight. Yet know this, I will not let you unleash this doom.”
If the party has entered the cave to destroy the cause of
the seal as Rundolf requested;
After her words, the party must choose what to do.
When they reach the wide area in the cave, they’ll see a spirit
floating still. The silhouette has the shape of a tall, beautiful
If they are to go back and fight the cultists and come back pro-
woman, and she is glowing, which lights the cave a little bit.
ceed with the first option (If the characters kill the cultists
The spirit speaks softly but with an angry overtone.
and come here by heeding The Phantom Queen’s call) but
skip the the lady’s speech and come to the lady’s last request.
“I see you have passed the seal. That means you have my blessings

Wandering Spirits of Seidrs

The Phantom Queen was once a member of the Kuning race. They are spiritual nomads of
Svilland, believed to be left from the time of the Vanir. Kunings have different beliefs of
the afterlife compared to Svillanders. Rather than being taken by Hel to Helheim or by
Valkyries to Valhalla, they believe their soul can reincarnate into a newborn sometime af-
ter their passing. Furthermore, they believe the soul can wander on the realm as a spirit.

Seidrs, the spirit sages who are most often seen among Kunings, carry this thought to
a further level. They believe that if they die, especially strong seidrs can choose to act
as spirits in the realm, influencing the matters from beyond. Some seidrs may even become
greater spirits with demi-divine power, such as the Phantom Queen.
Encounter: The Phantom Queen
Slay the Queen Once an experienced seidr, now a spirit trapped in Svilland…
She was killed by a queen, yet her soul resisted to be gone
If the characters insist on fighting the Phantom Queen, she is since she had made an oath to take her revenge and be a
eager to fight. If the party has more than 4 people, she instant- queen herself. Most of her powers were gone with her body;
ly summons will-o’-wisps to her aid (1 wisp if 5 characters, 3 however, she is stronger than most of the mortals. In her life-
wisps if 6). time, she had gorgeous deep blue eyes and curly blonde hairs
which she misses a lot.

The Phantom Queen creature. Hit: 26 (6d6 + 5) necrotic damage. The target
Medium undead, true neutral must succeed on a DC 16 Constitution saving throw or its
hit point maximum is reduced by an amount equal to the
Armor Class 14 damage taken. This reduction lasts until the target finishes
Hit Points 90 (20d8) a long rest. The target dies if this effect reduces its hit point
Speed fly 40 ft. (hover) maximum to 0.
STR DEX CON INT WIS CHA
Etherealness. The Phantom Queen enters the Ethereal Plane
10(0) 18(+4) 10 (0) 15(+2) 20(+5) 19(+4)
from the Material Plane, or vice versa. It is visible on the
Damage Resistances acid, fire, lightning, thunder; bludg- Material Plane while it is in the Border Ethereal, and vice
eoning, piercing, and slashing from non-magical attacks. versa, yet it can’t affect or be affected by anything on the
Damage Immunities cold, necrotic, poison other plane.
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained Horrifying Visage. Each non-­undead creature within 60 feet
Senses darkvision 60ft., passive Perception 15 of the Phantom Queen that can see it must succeed on a
Languages Austris (common), Mithal, Vanaris DC 16 Wisdom saving throw or be frightened for 1 minute.
Challenge 7 (2,900 XP) If the save fails by 5 or more, the target also ages 1d4 × 10
years. A frightened target can repeat the saving throw at
Ethereal Sight. The Phantom Queen can see 60 feet into the the end of each of its turns, ending the frightened condi-
Ethereal Plane when it is on the Material Plane, and vice tion on itself on a success. If a target’s saving throw is suc-
versa. cessful or the effect ends for it, the target is immune to the
Phantom Queen’s Horrifying Visage for the next 24 hours.
Incorporeal Movement. The Phantom Queen can move The aging effect can be reversed with a greater restoration
through other creatures and objects as if they were diffi- spell, but only within 24 hours of it occurring.
cult terrain. It takes 5 (1d10) force damage if it ends it turn
inside an object. Possession (Recharge 6). One humanoid that the Phantom
Queen can see within 5 feet of it must succeed on a DC 17
Refreshing Possession. For each turn the Phantom Queen is Charisma saving throw or be possessed by the Phantom
inside the vessel she possessed, she is healed for 2 (1d4) hit Queen; she then disappears, and the target is incapacitated
points. This damage also heals the body she has possessed. and loses control of its body. The Phantom Queen now con-
trols the body but doesn’t deprive the target of awareness.
Spellcasting. The Phantom Queen is a 7th-level spellcaster. The Phantom Queen can’t be targeted by any attack, spell,
Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit or other effect, except ones that turn undead, and it retains
with spell attacks). The Phantom Queen has the following its alignment, ıntelligence, Wisdom, Charisma, and immu-
seidr spells prepared: nity to being charmed and frightened. It otherwise uses the
Cantrips (at will): fire bolt, light, mage hand possessed target’s statistics, but doesn’t gain access to the
1st level (4 slots): crippling spirits, sleep, enlarge/reduce, silent target’s knowledge, class features, or proficiencies.
image The possession lasts until the body drops to 0 hit points,
2nd level (3 slots): hold person, reveal the dreams, weeping the Phantom Queen ends it as a bonus action, or the
spirit, soul scream Phantom Queen is turned or forced out by an effect like
3rd level (3 slots): fear, major image the dispel evil and good spell. When the possession ends, the
4th level (1 slot): ice storm, spirit storm Phantom Queen reappears in an unoccupied space within 5
geet of the body. The target is immune to this ghost’s Pos-
ACTIONS session for 24 hours after succeeding on the saving throw
or after the possession ends.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Conclusion • Your items either falls to the ground or are trans-
If the characters slay the Phantom Queen, the seal is broken formed within your form. You cannot use any weapons
shortly afterward. Randolf will rush into the cave and congrat- or wear any armor (except the ones specially made for
ulate the warband. He gives them weapons forged by Halfdan. your form) while in this form. If you have an armor
Then, Stigr prepares The Beastial Metamorphosis of Wolver Soul specially made for this form, someone must help
ritual to bestow the gift of lycanthropy upon the characters. you don it. Effects of the magical items such as rings,
Randolf enters from the sealed door as it is no longer sealed. necklaces and such may still be active, at the Dungeon
He congratulates the party and offers them a drink while Stigr Master’s discretion.
is preparing the “gift”. • You regain 1 hit points at the start of each one of your
turns if you are not attacked by magic, or by a weapon
that is magical or silvered.
• You have advantage on your Dexterity saving throws
THE BEASTIAL METAMORPHOSIS and Dexterity (Acrobatics) checks.
OF WOLVER SOUL • You gain the scent ability and have advantage on your
Wisdom (Perception) checks based on smell.

Casting Time: 4 hours Hybrid Vargr:


Components: A head freshly severed, skinned fur, 16 claws When you transform to a large humanoid hybrid wolf as an
and 10 wolf fangs. Two living humanoid sacrifices. Sacrifices action, you gain the following benefits;
must be of the same race and different genders, and they must • You gain either +2 Strength or +2 Dexterity, and +2 Con-
not have eaten in the last four days. stitution to your current ability scores.
Requirements: Leader of the ritual must be a spellcaster who • You gain resistance to bludgeoning, piercing and slash-
can cast at least 4th level spells. Four spellcasters other than ing damage coming from nonmagical weapons that
the leader who can cast at least 2nd level spells must also join aren’t silvered.
in the chant in harmony. The ritual must begin at midnight • Your tooth and claws grow. You gain a bite attack that
during a full-moon. Subject of the ritual must be a humanoid deals 2d6 piercing damage and two claw attacks that
belonging to the same race as the sacrifices. deal 2d6 slashing damage.
Duration: Permanent • Your speed is increased to 40 ft.
• Your items either falls to the ground or transformed
This ritual is generally used by Fangs of Fenrir to create were- within your form. You may wear armors for large size
vargr. It starts with five spellcasters form a circle of a 60-foot and carry weapons. If you have an armor specially
diameter, and the target is placed at the center. Sacrifices, as made for this form, someone must help you don it.
well as the spell components, are also placed next to the tar- Effects of the magical items such as rings, necklaces
get. The target wears nothing but the skinned fur of the wolf and such may still be active, at the Dungeon Master’s
and must stay in the same place during the ritual. discretion.
If the ritual is completed successfully, the target makes a • You regain 1 hit points at the start of each one of your
Charisma saving throw if it is unwilling, or it transforms into turns if you are not attacked by magic, or by a weapon
a werevargr at the end of the ritual, and goes on a murderous that is magical or silvered.
rampage of bloody destruction, in which it attacks the two
sacrifices with its claws and teeth.
After the sacrifices are dead, the target is knocked un-
conscious, returning to its normal form. After a long rest, it
odın’s Vargr
becomes able to use werevargr powers.
There is also another werevargr cult that work againts
Fenrir. Legends say that there are two vargrs (wolves)
Becoming a Werevargr loyal to Odin; Geri and Freki. They sit beside Odin’s
When you gain the opportunity to carry gifted blood of Fenrir throne and they sometimes run through Svilland. It is
you gain the ability to change shape into either a large vargr believed that they are the ones who created werevar-
or a large hybrid form of a vargr which can walk on two foot grs who roam across Svilland and even gave some of
and talk. them a life’s purpose of. They taught the beasts many
Lycanthropic Vargr: things, including how to fight, but above all, werevar-
As an action, you transform to a large wolf (vargr), gaining grs have been taught to fight for Odin. It is because of
the following benefits: that reason, that every werevargr carrying the flame of
• You gain either +1 Strength or +1 Dexterity, and +1 Con- Odin’s faith in their heart, yearns to dismember Odin’s
stitution to your current ability scores. enemies.
• You gain resistance to bludgeoning, piercing and
slashing damage from nonmagical weapons that aren’t The cult aim to crush Odin’s enemies. Their biggest
silvered. enemy is Fangs of Fenrir and they try to stop the Fangs
• Your teeth grow and you gain a bite attack that deals to prevent Fenrir’s freedom from its chains.
2d6 piercing damage.
• Your speed is increased to 50 ft.
46
Epilogue
This adventure has several endings according to the charac- Assembly during the new moon, If you please... And, let us
ters’ choices. speak further.
If adventurers have destroyed the fang and decide to re- Hanlon the Real King.”
turn to the Boundless Stronghold;
When the morning comes. Helga bids farewell to them if
they decide to leave, stating how grateful she, her lady, and
When our party goes to the North Assembly, Hanlon will
all of Svilland is, although unknowingly. After all, they saved greet them with a feast. Later, he will offer them the rul-
Svilland from the early coming of Ragnarok. ership of a small land that they captured with Gudrick’s
retreat. If a character rules this land, the title is jarl or
With the help of some cult members the characters sail frû. They can also rule it as the party, which would make
back to the Boundless Stronghold. They can choose to sacri- the land a union.
fice a stray Fenrir cultist the Phantom Queen’s followers have
recently captured to Aegir for a safe journey. If adventurers have destroyed the Phantom Queen;
Randolf says that at the full moon, the warband members
When they reach the Boundless Stronghold, they are will complete their initiation as Fenrir’s devoted. Randolf ac-
welcomed as true heroes. They learn that Gudrick still had cepts them as initiates of the Fangs of Fenrir and takes them to
to retreat his troops because of the raid and his partnership cult’s base. Here they will receive their new quests, a possible
with the Fangs of Fenrir is exposed because of our party. Now, assassination of significant commanders of Hanlon the Real
it is time for Hanlon the Real king to unite all of the Svilland King with the help of the Frost Arrow cult.
against the corrupted leader as the rule of a Fenrir cultist can-
not be overlooked by faithful Svillanders. If adventurers have decided to join to the Oath of the
Phantom Queen;
One day, the characters will receive a letter from Hanlon When they reach the lake, the characters may want to join
the Real King himself. the ranks of the Oath of the Phantom Queen. Helga would
gladly accept their desire to join her oath and greet them as if
“Brave heroes of Alsvartr, they were part of the oath for a long time.
Since she is a fair lady, she would want the characters to
start not as recruit initiates but as worthy initiates that had
It is a great honor to write to you. If it wasn’t you and your been gifted with Phantom Weapons. The characters will swear
friends, we would be wiped out in the bloody hands of this their oath of allegiance to the phantom lady and acknowledge
her as a divine deity.
traitor named Gudrick, may he will be rust in Hel. Allow me to
They will reside at the sacred woods for a while until the
thank you in person, since you did not only fight for Svilland
characters feel like they are home. Then, Helga would want
and for me, too. I am grateful for your troubles and sorry for the characters to investigate whether there are any secret
your loss along the way. I cannot offer you much, except my cults in Alsvartr that Frost Arrows have made an alliance, such
lifelong gratitude and friendship. Also, the lands taken from as the Fangs of Fenrir.
the Gudrick when this war is all over… Come to the Northern
Variant: Warband Mechanics
Warbands are groups who do many things together through- Vindicating Attack
out their lives. More importantly, they are often blood-soaked
comrades: They know each other very well from the brutal This crew special trait enables crew members to add half of
tests of survival, and they learn how to lean onto each other. the damage (maximum level x 3) they have taken in the pre-
In this variant rule, Warband Traits are provided. These vious round into their next damage roll. This trait can be used
traits affect the whole party and grant them some boons ac- once per long rest and it can be used separately from each
cording to expertise and situation. warband member.

Warband Traits Crew Ranks

Since the members of the warband have known each other Each party member should have a crew rank between -1 and
for a long time, they have a specific trait they have developed +1. For a negative relation you get -2 party member ranks,
while fighting side by side. As a party, you may choose one of for each partnership you get +1 rank, for a companionship
the following traits. relation you get +2 ranks. The sum of these ranks should be
Any of these traits can be initiated by any member of the between -1 to +1.
party, but once used, the party must make a long rest before Warband members can have the following attitudes about
using it again. their fellow crew members:

Last Stand Negative (-2 rank)

At the most desperate moment of the fight, a warcry encour- Not everyone in a party of characters may get along. Although
ages the crew to stand and fight. When a member of the party it doesn’t always mean they are unfriendly, some members
is unconscious or dead, another member of the party may may find it hard to work together. On the other hand, a
make a warcry as an action. character may also in fact be unfriendly to another one, but
When it does so, all the members of the warband gain a respecting the one for the sake of the warband as a whole.
number of temporary hit points equal to level x3. You can have only one relation that is Negative as a me-
This temporary hit points remain for 10 minutes, after that, chanic trait. Negative relation traits are passive and applicable
they are gone and the members of the warband suffer from 1 all the time.
level of exhaustion.
Negative Party Member Traits
Victory or Valhalla
Poor Coordination
As a bonus action, one of the warband members declares this
You cannot flank a creature with the character that you are
trait by shouting. The warband starts to attack with deter-
negative.
mined ferocity. Each member of the warband gains advantage
on its attack rolls and deals 2 additional of their weapon or
spell’s damage type for 1 minute. Help Rejected
However, attacks made against the characters also have You cannot aid for the skill checks of the character that you
advantage. When one minute ends, characters get an exhaus- are negative, nor you can be aided by that character.
tion level.

Devoted Torn Bandage


You have disadvantage on your Intelligence (Medicine) checks
As a reaction or bonus action, a character shouts a battle cry made for the character you are negative.
that provides the characters advantage on saving throws
against fear and charm effects. This trait lasts for 1 minute or Restless
until the source of the fear condition is eliminated.
The character you are negative towards makes you uncom-
fortable and thus disturb your rest. The character’s snore may
Thunder Cry keep you awake while sleeping, or you may not trust the char-
acter while the character takes its turn for the night’s watch.
As a bonus action or reaction, the warband shouts a thun-
In any case, you must spend 2 additional hours in order to
der-like war cry, any hostile creature within 30 feet of a
complete a rest while the character you are negative towards
character must succeed on a DC 15 Wisdom saving throw or is
is present.
frightened.
However, the warband cries so loud that they become deaf-
ened for 1d3 rounds afterward.

48
Neutral (0 rank) You will have certain traits for you to watch each other’s
backs. If one of you dies, the other rolls has advantage on its
Warband members who are neutral towards each other are ability checks and attack rolls as it seeks to avenge. You can
just regular friends or people who know each other. You do have only one companionship relation. You can only have one
not have any extreme ideas or feelings about such a warband trait.
member. You can choose to have multiple neutral relations or
none at all. Companion Traits

Partnership (+1 rank) Not On My Watch!


Whenever your companion within 5 feet of you takes damage
You have a positive feeling or a tendency to behave in good
from a melee or ranged attack that targets a single creature,
manners to that specific warband member. If the character is
you can use your reaction to get in front of the attack and take
on the state of death saves or dies, you roll ability checks with
the damage on yourself. This trait can be used once per short
disadvantage, but make your attack rolls with advantage. You
rest.
can have many partnership relations.

Partnership Traits Avenger


Whenever your companion takes damage from an attack, you
Improved Aid can use your reaction to make a weapon attack to the attacker
if it is in the range of your attack. This trait can be used once
When you lend your aid to a skill check of your “partner”s
per short rest.
both you and your partner have an advantage. This trait can
be used once per short rest.
Back to Back
Relaxing Hand You and your comrade fight back to back. You add 1 to both of
your AC as you trust that no strikes from behind can come to
On a successful DC 15 Intelligence (Medicine) check, you
you as long as you are within 5 feet of each other and are back
decrease an exhaustion level of a character who has a partner-
to back.
ship relation with you. This trait can be used once per short
rest.
Flank Shank
Liberating Attack If you and your companion flank an opponent, you deal an
additional 1d6 damage of your weapon’s damage type on your
When your partner is hit by an attack, you have advantage on
attacks.
your next attack roll against that attacker. This trait can be
used once per short rest.
Emergency Spell
If your comrade’s hit points are reduced to half of its maxi-
Taunt mum, you deal an additional die of the spell’s damage type on
the next damage-dealing spell you cast. If your companion’s
If a creature targets your partner with an attack or spell, you
hit points are reduced to a quarter of its maximum, you deal
can shout at the creature to draw its attention. The creature
the maximum damage possible for that spell. This trait can be
must succeed on a DC 15 Intelligence saving throw or is dis-
used once per short rest.
tracted. A creature distracted this way has disadvantage on its
weapon or spell attack against your partner, unless it diverts
the attack to you instead. Grab’n’hit
This trait must be taken by both of the companions. When one
Companionship (+2 rank) of you successfully grapples an opponent, the other’s attack is
considered a critical hit if successful. This trait could be used
You and that specific warband member are comrades for life. once per short rest.
Handouts and Extras
Here are the handouts and additional content that can be used in the
adventure listed.

Gudrick’s Letter to Hilda

Liar’s Dice
This is a game of multiple turns. Each play- the same value, such as “three fives”, or
er will need 5d6’s. Note that rolling a six challenge the previous bid.
sided dice five times will not work. If the player challenges the bid on the
To find out who will start first, each player’s own turn, all players reveal their
player should roll 2d6 and the player with dice. If the quantities and values are match-
highest value starts first. Game proceeds ing the bid, the challenger loses one dice. If
clockwise. not, the challenged player loses one dice.
Each round players roll their dice at the The player who lost a dice starts the next
same time without showing anyone except turn. The game proceeds clockwise until
themselves. one player is left with dice.
The first player states a bid. Bids include As a variant rule, you can count “the
quantity and value. For example, “two value 1” as the joker and applicable for all
fives” means that player states there are of the values.
at least two fives rolled by all the players Note that this is a game with too many
including the character itself. varieties of rules. The one provided here is
The other players must make a high- a relatively simpler way of playing the liar’s
er bid of the same quantity, such as “two dice.
sixes” or they should make a higher bid of

50
Character Relations Table
In D&D games, playable characters are sometimes friends, relatives or have something in
common. However, when one starts to play in a campaign, there is nothing to make the
characters feel the connection with other characters because of their backgrounds.

We challenged this lack of depth of characters by providing a warband traits and character
relations system. You can use the table below for character relations.

You can try this system in your other campaigns and adventures as well!

You can see the example in the page of 61

51
repetitive monsters

Vıkıngr
Medium humanoid (any race), any alignment

Armor Class 14 (leather and shield)


Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA


16(+3) 12(+1) 12 (+1) 10(0) 12 (+1) 10(0)

Skills Acrobatics +3, Athletics +5, Perception +3,


Senses passive Perception 13
Languages Austris (common), Mithal
Challenge 1 (200 XP)

Discouraging Shout (2/day). When the vikingr makes a


successful attack to a creature, it can make a discouraging
shout as a bonus action and the creatures within 30 feet of
it must succeed on a DC 13 Wisdom saving throw or become
frightened until the end of their next turn.

Invigorate (1/day). The vikingr can use its bonus action to regain
10 (1d10 + 5) hit points.

Shielded Defense. The vikingr can use its shield to add 2 to


its saving throw against an area of effect that requires a
Dexterity saving throw.

ACTIONS
Batteaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: 7 (1d8 + 3) slashing damage.

Shield Wall. The vikingr forms a shield wall with at least one
other creature with the same feature adjacent to it. When
they do so, they add 1 to their AC against melee weapon
or spell attacks and half cover against ranged attacks. This
feature does not stack additional times.

52
Frost Arrow Cultist
Medium humanoid, chaotic evil

Armor Class 14 (Studded Leather)


Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA


11(0) 14(+2) 12 (+1) 13(+1) 11 (0) 10(0)

Saving Throws Dexterity +4, Intelligence +3


Skills Perception +2, Stealth +4
Senses passive Perception 10
Languages Austris (common), Mithal
Challenge 2 (450 XP)

Archery. The frost arrow cultist has +2 bonus on attack rolls


it makes with ranged weapons (included in the attack).

Evasion. If the frost arrow cultist is subjected to an effect


that allows it to make a Dexterity saving throw to take only
half damage, the frost arrow cultist instead takes no damage
if it succeeds on the saving throw, and only half damage if it
fails.

Sneak Attack (1/Turn). The frost arrow cultist deals an extra


7 (2d6) damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the target is
within 5 feet of an ally of the cultist that isn’t incapacitated
and the frost arrow cultist doesn’t have disadvantage on the
attack roll.

ACTIONS
Multiattack. The Frost Arrow cultist makes two melee at-
tacks with its shortsword. Or the cultist makes two ranged
attacks with its yew longbow which can be an Arrow of Fangs
attack.

Saex. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 5 (1d6 + 2) piercing damage, and the target must make a
DC 13 Constitution saving throw, taking 2 (1d4) cold damage
on a failed save, or half as much damage on a successful one.

Yew Longbow. Ranged Weapon Attack: +6 to hit, range 150/600


ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the tar-
get must make a DC 13 Constitution saving throw, taking 2
(1d4) cold damage on a failed save, or half as much damage
on a successful one.

Arrow of Fangs (3/day). Ranged Weapon Attack: +6 to hit,


range 150/600 ft., one target. Hit: 7 (1d10 + 2) piercing dam-
age plus 5 (2d4) necrotic damage and the target must make
a DC 13 Constitution saving throw, taking 2 (1d4) cold dam-
age on a failed save, or half as much damage on a successful
one.

53
Fang of Fenrir
Medium humanoid (shapechanger), chaotic evil

Armor Class 14 (15 in werevargr form)


Hit Points 60 (8d8 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA


17(+3) 18(+4) 12 (+1) 16(+3) 10 (0) 10(0)

Saving Throws Constitution +4, Wisdom +2


Skills Athletics +4, Religion +2
Damage Resistances bludgeoning, piercing and slashing
from nonmagical weapons that aren’t silvered
Senses passive Perception 10
Languages Austris (common), Mithal
Challenge 3 (700 XP)

Dark Devotion. The fang of Fenrir has advantage on saving


throws against being charmed or frightened.

Howl (2/day). As a bonus action or reaction, the fang of


Fenrir howls and provides its allies within 5 feet of it a
2 (1d4) bonus on their next saving throw.

Keen Hearing and Smell. The fang of Fenrir has an


advantage on Wisdom (Perception) checks that rely on
hearing or smell.

Lycanthropic Regeneration. The fang of Fenrir regains 1


hit points at the start of each one of its turns if it is not
attacked by a spell, or by a weapon that is magical or
silvered.

Shapechanger. The fang of Fenrir can use its action to


polymorph into a werevargr (which is currently its
form), or back into its true form, which is humanoid.
Its statistics, other than its AC, are the same in each
form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.

ACTIONS
Multiattack. The fang of Fenrir makes two attacks: one
with its bite and one with its claws. In its true form, it
makes two attacks with its greatsword.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-


get.Hit: 10 (2d6 + 3) piercing damage

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one


creature. Hit: 10 (2d6 + 3) slashing damage.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one creature. Hit: 10 (2d6 + 3) slashing damage.

54
Premade Characters
Sod (m.)/Solvi (f.)

Sod/Solvi is a mountain half jotunn born to slavery in Alsvar- Feature: Solidarity of Aggrieved. Sod/Solvi knows the manners
tr. As it is a descendant of jotnar, it was not accepted to the of the streets and wilds: It knows how it is to live poor or as a
community in the country, especially because of Gudrick’s slave. If it meets a person in the wilds or a poor person on the
radicalism. It freed itself with a bunch of other slaves in a streets, it can ask for a shelter it can reside in. Because of the
bloody escape, in which it took its revenge from its slavers in a solidarity among these people, most of such people are posi-
brutal manner. tive about this request.
Sod/Solvi embarked on a longship and moved to Nionaem Personality. Sod/Solvi is intolerant to slavery and thrall mas-
afterward. Here, it proved its worth as a capable and respect- ters.
ed warrior. It was not late before Vestri found out about such Ideal. As it got free from its chains once, nothing can bind or
a talent and invited it to raids against Alsvartr. As Sod/Solvi chain Sod/Solvi in life. It knows true freedom (Chaotic).
still feels sour about the Mithal and Gudrick, it sees raids as an Bond. Sod/Solvi dedicated itself to unleash its rage to thrall
opportunity to unleash its rage against slavery. masters and save other thralls from slavery.
Flaw. Sod/Solvi despises authority.
Background: Thrall
Possessions
Sod/Solvi was a slave before it moved onto Vestri and then to
the Boundless Stronghold. Common clothes, a belt pouch containing 4 gp.

Sod/Solvi age.
Medium humanoid (Mountain Half Jotunn), Chaotic Neutral
Sod/Solvi can’t cast spells while raging. The rage lasts for 1 min-
Class Levels Barbarian 5 (Berserkr-Bearskin) ute and it ends early if Sod/Solvi is knocked unconscious or if its
Armor Class 17 turn ends and it hasn’t attacked a hostile creature since its last
Hit Points 55 (5d12 + 15) turn.
Speed 40 ft.
Reckless Attack. Sod/Solvi can decide to attack recklessly on its
STR DEX CON INT WIS CHA first attack during its turn. It has advantage on its melee weap-
16(+3) 14(+2) 16 (+3) 8(-1) 11 (+1) 10(0) on attack rolls using Strength during this turn, but attack rolls
Saving Throws Strength +6, Constitution +6 against it have advantage until its next turn.
Skills Athletic +5, Perception +4, Sleight of Hand +6, Survival +4
Rockwalk. Rocky terrain is not difficult terrain for Sod/Solvi.
Tools Cook’s utensils +2
Damage Resistances bludgeoning, piercing and slashing while
Unarmored Defense. Sod/Solvi’s adds its Constitution modifier to
raging
its Armor Class (included in the AC).
Senses passive Perception 14
Languages Austris (common) and Mithal Wearing the Bear’s Skin. Sod/Solvi wears a mundane bear fur that
carries the essence of a bear, adding 1 to its AC (included in its
Blue Blood Rush (1/short rest). Sod/Solvi gain advantage on a AC).
Strength (Athletics) check.

Danger Sense. Sod/Solvi has advantage on Dexterity saving ACTIONS


throws against effects that it can see, such as traps and spells. To Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
gain this benefit, it can’t be blinded, deafened, or incapacitated. 1d12 + 3 slashing damage.

Rage (2/long rest). On its turn, Sod/Solvi can enter into a rage as Giant Side. Ranged Weapon Attack: +6 to hit, range 10/20 ft., one
a bonus action. While raging, it gains the following benefits if it is target. Sod/Solvi throws Small sized or smaller rocks to a target
not wearing heavy armor: without Disadvantage on its attack roll, dealing 1d8 + 3 bludgeon-
• It has advantage on Strength checks and Strength saving ing damage for Small rocks, and 1d6 + 3 bludgeoning damage for
throws. Tiny rocks.
• When it makes a melee weapon attack using Strength, it
gains +2 bonus to the damage roll.
Extra Attack. Sod/Solvi makes an additional weapon attack.
• It has resistance to bludgeoning, piercing, and slashing dam-
Halvor (m.)/Hertha (f.)

Halvor/Hertha is the child of a merchant in Vestri. Its family Feature: Barter and Bargain. Halvor/Hertha can easily bargain
is doing well thanks to the sea trade of Nionaem. However, and realize a hoax in trade. Additionally, it can find contacts
counting goods and coins was not enough for Halvor/Hertha. to purchase or sell specific items, and information regarding
It wishes to earn fame and reputation as a warrior. So it left whereabouts of places and people.
home and got into training to be a shieldmaiden/shieldman. Personality. Halvor/Hertha likes to sell the goods it loots from
Halvor/Hertha is planning to earn respect with raids. When raids, describing to buyers from which raid it took the ware.
the time is right, it believes it can carry both itself and its fam- Ideal. Becoming a huskarl is the goal of Halvor/Hertha.
ily to a title of status by becoming a monarch’s huskarl. Bond. Halvor/Hertha is actually strictly attached to its family.
Flaw. Halvor/Hertha is sometimes jealous of people with titles
Background: karl and status.

Halvor/Hertha’s family is decent merchants and they have Possessions


connections with the nobility. Halvor/Hertha knows how to
handle money. Traveler’s clothes, explorer’s pack, a belt pouch containing 25
gp

Halvor/Hertha ACTIONS
Medium humanoid (Vestri), Lawful Neutral Multiattack. Halvor/Hertha makes a melee weapon attack with
its longsword. It can also make a Shield Bash attack as a bonus
Class Levels Fighter 5 (Shieldmaiden/Shieldman)
action.
Armor Class 18 (chain hauberk and shield)
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit Points 49 (5d10 + 15)
Speed 35 ft. Hit: 1d8 + 3 slashing damage.

STR DEX CON INT WIS CHA Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
16(+3) 14(+2) 16 (+3) 10(0) 10 (0) 11(0) Hit: 1d6 + 3 slashing damage. If the target is a creature, it must
succeed on a DC 14 Strength saving throw or fall prone.
Saving Throws Strength +6, Constitution +6
Skills Athletics +6, Intimidation +3, Persuasion +3, Religion +3 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
Senses passive Perception 10 target. Hit: 1d8 + 2 piercing damage.
Languages Austris (common), Mithal, and Vestris
Extra Attack. Halvor/Hertha makes an additional weapon attack.
Fighting Style: Two-Weapon Fighting. Halvor/Hertha adds its
Strength modifier to the damage of its second attack (Shield Action Surge(1/short rest). Halvor/Hertha takes one additional
Bash). action and a possible bonus action.

Second Wind(1/short rest). As a bonus action, Halvor/Hertha REACTIONS


regains 1d10 + 5 hit points.
Shield Your Ally. When an ally within 5 feet of Halvor/Hertha
Survive. Halvor/Hertha has advantage on its Wisdom (Survival) is targeted by an attack, Halvor/Hertha can use its reaction to
checks. pull its shield between its ally and the attack. This adds its shield
bonus to the ally’s AC.
Too Stubborn to Die. Halvor/Hertha dies after failing 4 saving However, doing so leaves Halvor/Hertha in the open. It loses
throws instead of 3. its shield bonus on itself and weapon attacks against Halvor/Her-
tha has advantage until its next turn.

56
Asger (m.)/Aslaug (f.)

Asger/Aslaug is an alle (paladin) from Tyr’s Judge, a religious easier to have an ear of the authorities about matters.
organization that aims to maintain justice in Svilland. It is a Personality. Asger/Aslaug finds actions to be much more im-
true believer of Tyr and a paragon of good in a realm that is portant than words.
soaked in blood. Ideal. Asger/Aslaug thinks that gold and wealth is nothing
As its role, Asger/Aslaug supervises the islands of Nionaem compared to the blessings of gods. It aims to distribute its
and attends to the raids of Nionaem to Alsvartr. It has two ob- spoils from the raid to commoners.
jectives in the raids against Gudrick: Firstly, it wants to bring Bond. Asger/Aslaug always carries teachings of Tyr with it all
an end to Gudrick’s heresy. Secondly, it wants to make sure the time and it aims to preach Tyr’s words as much as possible.
the raiders of Nionaem don’t break the laws against civilians Flaw. Asger/Aslaug fears losing face and credibility in the eyes
and innocents. of people.

Background: Reverend Possessions

Asger/Aslaug devotes its life to ways and teachings of Tyr. In Texts of Tyr’s teachings, a lute, calligrapher’s supplies, priest’s
doing so, Asger/Aslaug may become an idol for some people. pack, Tyr’s rune necklace (holy symbol, spellcasting focus) a
Feature: Visage from Within. Once Asger/Aslaug starts to talk belt pouch containing 20 gp
about Tyr, people tend to listen. As a Try’s Judge, it finds it

Asger/Aslaug and must use the new roll.


Medium humanoid (Austri), Lawful Good
Quick Thinking. Asger/Aslaug has a +1 bonus on initiative rolls.
Class Levels Alle 5 (Oath to Tyr)
Armor Class 16 (chain hauberk) Spellcasting. Asger/Aslaug is a 5th level spellcaster. Its spell-
Hit Points 44 (5d10 + 10) casting ability is Charisma (spell save DC 13, +5 to hit with spell
Speed 30 ft. attacks). Asger/Aslaug has the following paladin spells prepared:
STR DEX CON INT WIS CHA 1st level (4 slots): compelled duel, cure wounds, detect evil and good
16(+3) 10(0) 15 (+2) 10(0) 12 (+1) 14(+2) 2nd level (2 slots): magic weapon
Saving Throws Wisdom +4, Charisma +5
Skills Insight +4, Persuasion +5, Religion +3 ACTIONS
Damage Resistances bludgeoning, piercing and slashing while Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
raging Hit: 2d6 + 3 slashing damage.
Senses passive Perception 11
Languages Austris (common), Asgardian, Mithal, and Vestris Javelin (x5). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
target. Hit: 1d6 + 3 piercing damage.
Civilized. Asger/Aslaug has advantage on Charisma (Persuasion)
checks. Lay on Hands. Asger/Aslaug has a pool of healing power equal
to 25. It can touch a creature to make it regain hit points up to a
Divine Sense (4/long rest). As an action, Asger/Aslaug can open its
maximum of that pool. Additionally, it can also choose to expend
awareness and learn the location of any celestial, fiend, or undead
5 from the pool to cure the target of one disease or neutralize one
within 60 feet of it that is not in total cover. It also detects any
place or object that is consecrated or desecrated. poison affecting it. It can cure multiple effects with a single Lay
on Hands.
Fighting Style: Great Weapon Fighting. When Asger/Aslaug roll a 1
or 2 on a damage die for an attack it makes with a melee weapon Extra Attack. Asger/Aslaug makes an additional weapon attack.
that it is wielding with two hands, Asger/Aslaug can reroll the die

57
Kalf (m.)/Kali (f.)

Kalf/Kali is an Austri born in Thorath. It was a Thor gothi and of the streets and wilds: It knows how it is to live poor or as a
an honorable soldier until the day that it fell on the battlefield. slave. If it meets a person in the wilds or a poor person on the
When it opened its eyes it realized that it was taken as a slave. streets, it can ask for a shelter it can reside in. Because of the
However, when the master warlord found out that it was a solidarity among these people, most of such people are posi-
gothi, he separated them from other slaves. Made Kalf/Kali tive about this request.
work under his authority for a while. Personality. Kalf/Kali is pessimistic about the future. It thinks
it will probably be someone’s thrall again.
After some time spent as a thrall, Kalf/Kali has won its free- Ideal. For Kalf/Kali, life is chaos and prosperity comes to those
dom. It tried to find a meaning for its life. It decided that it who embrace the chaos (Chaotic).
should work as a raider to have some fun and glory, and earn Bond. Kalf/Kali is in love with a member of its former master’s
some gold. Being closer to the Boundless Stronghold, Kalf/Kali family.
wanted to takes its change here. Flaw. Kalf/Kali despises all authorities.

Background: Thrall Possessions

Working as a thrall for many years made Kalf/Kali a tough and A set of common clothes, an explorer’s pack, a holy symbol of
pessimist person slowly. Thor, a release order from its master, a belt pouch containing
Feature: Solidarity of Aggrieved. Kalf/Kali knows the manners 4 gp.

Kalf/Kali ute or until it takes any damage. A turned creature must spend its
Medium humanoid (Austri), Chaotic Good turns trying to move as far away from you as it can, and it can’t
willingly move to a space within 30 feet of Kalf/Kali. It also can’t
Class Levels Gothi 5 (Execution domain) (cleric) take reactions. For its action, it can use only the dash action or try
Armor Class 16 (Chain Hauberk) or 18 (Chain Hauberk, Shield) to escape from an effect that prevents it from moving. If there’s
Hit Points 38 (5d8 + 10) nowhere to move, the creature can use the dodge action.
Speed 30 ft. Folks Judgement. Kalf/Kali can use its Channel Divinity to deem a
creature that is under the effect of its accusation, guilty. Friendly
STR DEX CON INT WIS CHA creatures within 30 feet of Kalf/Kali can choose to have advantage
12(+1) 10(0) 14 (+2) 10(0) 17 (+3) 15(+3) on one of their attacks to that creature
Saving Throws Wisdom +6, Charisma +4
Destroy Undead (CR 1/2). When an undead fails it saving throw
Skills Animal Handling +6, Deception +5, Insight +6, Medicine +6,
against Kalf/Kali’s Turn Undead feature, the creature is instantly
Persuasion +5, Religion +3
destroyed if its challenge rating is at or below ½.
Senses passive Perception 13
Damage Resistances bludgeoning, piercing and slashing while Quick Thinking. Kalf/Kali has a +1 bonus on its initiative rolls.
raging
Languages Austris (common) and Mithal Civilized. Kalf/Kali knows how things work in a civilized society. It
has advantage on its Charisma (Deception) or Charisma (Persua-
Blue Blood Rush (1/short rest). Sod/Solvi gain advantage on a sion) checks.
Strength (Athletics) check.
Spellcasting. Kalf/Kali is a 5th-level divine spellcaster. Its spell-
Accusation (divine domain feature). As a bonus action, Kalf/Kali casting ability is Wisdom (spell save DC 14, +6 to hit with spell
can accuse an intellectual creature of crimes and heresy that it attacks). It has the following spells prepared:
knows of (at the Dungeon Master’s discretion). Kalf/Kali makes its
first attack against that creature with advantage until the begin- Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy
ning of its next turn. 1st level (4 slots): cure wounds, detect evil and good, detect magic
The creature stays accused until the beginning of its next turn. 2nd level (3 slots): prayer of healing, hold person, spiritual weapon
Kalf/Kali can use this feature a number of times equal to its Wis- 3rd level (2 slots): mass healing word, spirit guardians
dom modifier (a minimum of once). It regains all expended uses
when it finishes a long rest.
ACTIONS
Channel Divinity: Turn Undead or Folk’s Judgement (1/rest). Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Turn Undead. As an action, Kalf/Kali presents its holy symbol and Hit: 1d8 + 1 slashing damage.
speaks a prayer censuring the undead. Each undead that can see
or hear it within 30 feet of Kalf/Kali must make a Wisdom saving Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one tar-
throw. If the creature fails its saving throw, It is turned for 1 min- get. Hit: 1d6 + 1 piercing damage.
Stein (m.)/Stien (f.)

Stein/Stien is a Mithal born in a small village in Alsvartr. showed by gods or when people realize it represents a god,
Its father had a life debt for a runewalker who worships the they can provide Stein/Stien and its allies a shelter. This
All-Father, Odin. He wanted his child to be just like him. shelter can be a house of a follower or a sacred ground like a
Therefore, he sent Stein/Stien to study the mystery of the temple
runes which was a gift from Odin himself. Also, people who follow the same god as Stein/Stien will
Stein/Stien had become a decent runewalker. When the have a good first impression of it.
time came, its mentor mentioned that Stein/Stien was born Personality. Stein/Stien thinks its faith is its shield. It should
with a destiny and a holy purpose. Its mentor also mentioned not fear from leaping in the middle of danger
that Stein/Stien’s quest will be near the waters. Hence, Stein/ Ideal. If this journey is a question, Stein/Stien thinks it will
Stien took its leave and wandered into the land of Svilland. It find its answers (Unknown).
founded a raiding party at the Boundless Stronghold, it was Bond. Stein/Stien dedicated itself to complete its quest or die
eager to raid as it would make Stein/Stien closer to the sea. trying.
Flaw. Stein/Stien is obsessed with its quest.
Background: Thrall
Possessions
Stein/Stien’s mentor believed that Stein/Stein’s destiny has
something to do with seas. Therefore, it wandered onto Svil- A set of winter clothes, a wolf’s fur, a scroll written by some-
land and then moved to the Boundless Stronghold. one important to Stein/Stien that explains Stein/Stien is
Feature: Aura of Gods. Stein/Stien has an aura around it that destined to do something, a belt pouch containing 10 gp.
blessed by the gods. When it says it is following a path that

Stein/Stien of summoning and your DM. While being near lava, called fire
Medium humanoid (Mithal), True Neutral creature can be more powerful. Called creatures do not have to
obey your commands, but they are negotiable. They stay for 10
Class Levels Runewalker 5 (Runescribe) minutes. Once Stein/Stien uses this feature, it needs to take a long
Armor Class 12 or 15 (with Mage Armor) rest to use it again.
Hit Points 32 (5d6 + 10)
Speed 30 ft. Runic Purge. Stein/Stien can spoil runes by purging them with
her own power. By expanding an equal spell slot from itself, it can
STR DEX CON INT WIS CHA purge the rune and make it useless by leaving only a trace behind.
8(-1) 14(+2) 14 (+2) 16(+3) 13 (+1) 10(0)
Saving Throws Intelligence +6 Wisdom +4 Runic Tradition (Runescirbe): Memory of Gods. Stein/Stien gains
one additional spell slot to every spell level below 6th it can use as
Skills Arcana +6, History +6, Religion +6, Survival 4
a runewalker. It cannot cast spells from spell levels that it is not
Senses passive Perception 11
already able to use.
Damage Resistances bludgeoning, piercing and slashing while
raging Boon of Freyja. Freyja has granted you her boon, you gain the
Languages Austris (common), Kun, and Mithal following benefits:
• You can regain all of your hit points in a short rest instead of
Runic Magic. Stein/Stien can cast wizard spells and more by using a long rest.
runes, both by invoking the power within them and by scribing • You can reroll your hit dice when you level up, if you rolled
them. Stein/Stien does not only know the meaning of the runes, half or lower.
but also how to inscribe or engrave and the runes and thus give •
them power. Spellcasting. Stein/Stien is a 5th-level spellcaster. Its spellcast-
ing ability is Intelligence (spell save DC 14, +6 to hit with spell
Detect Rune. Stein/Stien can sense the runes around you when attacks). It has the following spells prepared:
you use this feature. It can be used as an action, and lasts for 1
minute. At first, Stein/Stien can sense an aura indicating the ex- Cantrips (at will): light, mage hand, mage hand, true strike
istence of a rune within a 30 ft. radius. Then, it can make an Intel- 1st level (5 slots): burning hands, mage armor, shield
ligence (Arcana) check, and comprehend the rune on a successful 2nd level (4 slots): rune of elemental burst, hold person, scorching ray
check. DC is 10+spell level of the rune. 3rd level (3 slots): fireball, rune of ruin dweller

Rune Path (Path of Elements). Stein/Stien walks on the path of the


primal forces of nature and chooses one of the following elements ACTIONS
as the path you walk on; cold, fire or thunder & lightning. Its Handaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
spells dealing damage of the chosen type deals 1d6 more damage. 1d8 - 1 slashing damage.
Also, Stein/Stien can call a spirit or elemental of the chosen type.
Challenge of the called creature changes according to the place
Eitri (m.)/Durri (f.)

Eitri/Durri is the only child of a merchant Dvergar family. It Feature: Aura of Gods. Eitri/Durri can easily bargain and
was born in Maerin, Nionaem. Eitri/Durri was always forced realize a hoax in trade. Additionally, it can find contacts to
by its family to further their profession and be a merchant purchase or sell specific items, and information regarding
itself. Yet, Eitri/Durri had the spirit of a warrior. whereabouts of places and people.
One day, Eitri/Durri abandoned its family and tried to Personality. Raiding, stealing or crafting… If the item is valua-
survive in the wilderness. It was good on what it is doing. ble, the way of acquiring is not important for Eitri/Durri.
Eitri/Durri learned the ways of a Vikingr all by itself during its Ideal. Eitri/Durri has a goal and it has been working to reach
adventures as a raider. it (Any).
Bond. Eitri/Durri thinks it has to prepare for Ragnarok. It
work for the gods.
Background: Karl Flaw. Eitri/Durri is always hungry for more.

With the oppression of its family, Eitri/Durri has learned the Possessions
basics of being a merchant. Yet, this was not what it wanted
and it abandoned the easier way of life, according to Eitri/Dur- A set of traveler’s clothes, a dungeoneer’s pack, a belt pouch
ri, of course. containing 25 gp.

Eitri/Durri weapon in one hand and no other weapons, it gains a +2 bonus to


Medium humanoid (Dvergr), Chaotic Neutral damage rolls with that weapon.

Class Levels Fighter 5 (Vikingr) Second Wind. Eitri/Durri has a limited well of stamina that it can
Armor Class 17 (Chain Mail) or 19 (Chain Mail, Round Shield) draw on to protect itself from harm. On its turn, it can use a bo-
Hit Points 49 (5d10 + 15) nus action to regain hit points equal to 1d10 + 5. Once Eitri/Durri
Speed 25 ft.
uses this feature, it must finish a short or long rest before it can
STR DEX CON INT WIS CHA use it again.
16(+3) 12(+1) 17 (+3) 8(-1) 9 (-1) 12(+1)
Action Surge. Eitri/Durri can push itself beyond its normal limits
Saving Throws Strength +6, Constitution +6 for a moment. On its turn, Eitri/Durri can take one additional
Skills Athletics +6, Intimidation +4, Perception +2, Survival +2 action on top of its regular action and a possible bonus action.
Senses passive Perception 19 Once Eitri/Durri uses this feature it must finish a short or long
Languages Austris (common), Dvergmer and Mithal, rest before it can use it again.

Darkvision. Living underground can alter Eitri/Durri’s vision. It Agitation of Battle. Once per short rest, when Eitri/Durri is rolling
can see within 60 feet in dim light as if it were bright light, and it initiative for an encounter, it adds its Constitution modifier (+3)
can see in the darkness as if it were dim light. It cannot see colors as temporary hit points. These hit points go away when the en-
in the night, only shades of grey. counter ends.

Runic Sense. Svartalfheim is a realm full of magic and Dvergar are ACTIONS
used to it. Eitri/Durri can sense the presence of a rune in 30 feet
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
radius, but cannot identify which rune is it.
Hit: 1d8 + 3 slashing damage, or Hit: 1d8 + 5 slashing damage when
it uses a weapon and a shield.
Black Ice Immunity. Normally touching black ice burns skins but
Eitri/Durri have developed an immunity to it. Black ice does not
Svillander Javelin. Ranged Weapon Attack: +6 to hit, range 30/120
harm it unless it is refined and worked into a weapon.
ft., one target. Hit: 1d10 + 3 piercing damage.
Fighting Style (Dueling). When Eitri/Durri is wielding a melee
Extra Attack. Eitri/Durri makes an additional weapon attack.

60
premade Relations Table

Halvor/ Stein/Stien Kalf/Kal Asger/ Eitri/


Sod/Solvi
Hertha Aslaug Durri

Negative (Rest- Partnership Companion (Not Neutral Neutral


Sod/Solvi less) (Relaxing Hand) on My Watch

Partnership Neutral Neutral Companion


Halvor/ Negative (Rest-
(Improved Aid) (Back to Back)
Hertha less)

Partnership Partnership Negative (Help Partnership Neutral


Stein/Stien Rejected) (Liberating
(Relaxing Hand) (Improved Aid)
Attack

Negative (Help Neutral Neutral


Kalf/Kal Companion (Not Neutral
Rejected
on My Watch)

Neutral Neutral Partnership Neutral Negative (Torn


Asger/ (Liberating Bandage
Aslaug Attack)

Neutral Companion Neutral Neutral Negative (Torn


Eitri/Durri Bandage)
(Back to Back)

61
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3. Offer and Acceptance: By Using the Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Content You indicate Your acceptance of the terms of this Li- Inc. System Reference Document 5.0 Copyright 2016, Wizards of
cense. the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
4. Grant and Consideration: In consideration for Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
agreeing to use this License, the Contributors grant You a per- Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
petual, worldwide, royalty-free, nonexclusive license with the based on original material by E. Gary Gygax and Dave Arneson.
exact terms of this License to Use, the Open Game Content. Svilland Campaign Setting © 2019 Dream Realm Story-
5. Representation of Authority to Contribute: If You tellers
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62

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