Northlands Adventure: Spring Rites Guide
Northlands Adventure: Spring Rites Guide
By KEN SPENCER
By Ken Spencer
Project Manager: OSE Conversion: Cover Design:
Jeff Harkness Ade Smith Casey Christofferson
In collaboration with
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© 2023 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Frog
God Games, the Frog God Games logo, Spring Rites, and the Northlands are trademarks of Frog God Games. All rights reserved. All
characters, names, places, items, art, and text herein are copyrighted by Frog God Games. The mention of or reference to any company or
product in these pages is not a challenge to the trademark or copyright concerned.
S pring R ites - 1
T–
able of Contents
•–
Spring Rites................................................. 3 Chapter Three: Fight at the Stones....... 24
Chapter One: A Fine Spring Day................ 7 Appendix One: New Monsters................. 30
Chapter Two: The Trail of the Aglæcwif.. 13 Appendix Two: New Magic Items.............. 34
Notes on the Northlands Jarl. A local ruler. Becoming a jarl is not just inheritance, for
they must prove themselves worthy of being sworn to. As the
Nørsk are free people, if they find a jarl unacceptable, they are
If you are unfamiliar with the Northlands, here is a short list of
terms you will want to remember: free to leave or remove them.
Kennings. A poetic compound expression with a metaphorical
Aglæcwif. A magic-user of doubtful intentions and suspect meaning.
honesty. Aglœwifs are considered mad and often dabble in dark Nørsk. The human people of the Northlands, they speak Nørsk
forces. as their common tongue and their written language is Runic. There
Althunak. The Demon-God of Ice and Cold, Althunak was is great diversity among the Nørsk as their far sailing ways have
driven from the Northlands a generation ago. Yet his cults pop up brought all manner of strangers to their lands. Mostly, the Nørsk
from time to time, and it is said the Demon-God broods on his icy are farmers, fishers, merchants, and tradesfolk.
throne somewhere in the Far North. Mind’s-Worth. A kenning meaning honor.
Andøvan. A long-dead civilization that once occupied the North Sea. The great sea at the center of the Northlands.
area now known as the Northlands. They built massive stone Nûklander. The reindeer herding and riding elf-like people of
monuments and burial mounds and are said to possess powerful the tundra and taiga north of Estenfird.
magics. Ring Giver. A kenning meaning generous.
Estenfird. A wild frontier across the North Sea. Shieldwall. The common battle formation of the Nørsk is a
Gatland. Home of the powerful Gat clan. densely packed line of warriors three ranks deep with interlocked
Gats. Traditionalists, the Gat clan rules a third of the Northlands. shields. Up to five creatures carrying shields can form a shieldwall
They are rivals of the Hrolfs. as an action, with the entire formation changing its initiative order
Go∂i. A holy person who can talk to the gods. Clerics are the to that of the last person to join. While in this formation, all receive
usual classe to become go∂i, but anyone with the favor of the gods a +1 bonus to their AC for attacks from the front, but the formation
are called go∂i. Go∂i are part-time priests who spend the majority can move only at half their Movement Rate.
of their time farming, fishing, or working a trade. Sif’s Hair. A kenning meaning gold.
Hacksilver (hs). None of the rulers of the Northlands mint their Skald. A storyteller, lore keeper, and musician.
own coins. Instead of coins, hacksilver is the unit of measure that Spear-din. A kenning meaning battle.
is used, with 1 hs equal to 1 gp. Hacksilver takes many forms Storstrøm Vale. The heart of the Northlands, this peaceful
such as foreign coins, broken pieces of jewelry, and even metal region lies south of the North Sea and east of Hordaland. The
shavings. Great Go∂I House is here as well as many of the oldest settlements.
Hordaland. A peninsula that juts out of the southern coast of Trondheim, the oldest city in the North is the capital of the Vale.
the North Sea, home to Silvermeade Hall and the setting of this Thing. A democratic legislative and judicial gathering of all
adventure. adult landholders in an area. All may speak, all may vote, but the
Hrolfs. One of the two most powerful clans in the Northlands, Thing has no power to enforce its decisions.
the Hrolfs have been adopting Southlander ways such as mounted Vastavikland. This rugged, mountainous land in the west of the
warriors, heavy armor, lances, crossbows, and serfdom. Northlands is known for three things: its many volcanoes, its poor
Hrolfland. Easternmost of the lands of the North, Hrolfland is soil, and its aggressive people. Vastaviklander is synonymous with
the home of the Hrolf clan. They dissolved the Things and Althing raider in many parts of the world.
of Hrolfland and rule as petty lords. Whale Road. A kenning meaning sea.
Huscarl. An oathbound warrior or another important retainer Wound-Sea. A kenning meaning blood or battle.
of a jarl.
2 - T able of C ontents
Spring Rites
–•–
Our heroes, or would-be heroes as the case may be, are retainers,
hangers-on, and lesser relations of the Jarl Olaf Henrikson. They
have spent the past winter at his home, Silvermeade Hall, and Spring Rites
and the Lord of Ice
spring is well on its way. Not yet having won a place in his retinue,
they should be eager to please and impress the jarl. He is known
as a ring-giver, one who rewards those in his service, and to join and Cold Series
his retinue is a mark of honor and distinction. Unfortunately, all he
needs of the PCs today is to guard his three daughters as they pick Spring Rites is the start of the Lord of Ice and Cold
series, the epic tale of the battle against Althunak, the
flowers for the upcoming feast of Freya.
Lord of Ice and Cold, that continues with Wyrd of the
From such humble beginnings great sagas may begin. Winter King, Vengeance of the Long Serpent, Beyond the
The adventure is designed for 1st- to 3rd-level characters, Wailing Mountains, The Death Curse of Sven Oakenfist,
making it a fine introduction to the Northlands and the Lord of and ends with Cannibal King of the North. You can play
Ice and Cold series. Spring Rites calls for characters who are this as a standalone adventure or as part of the series.
of Lawful or Neutral alignments, though good tendencies should Keep in mind that the series hits the high points of the
prevail in the group. A cleric would be very useful in the Barrow saga of the PCs battle against Althunak; there is plenty
Lands, and someone should have the Wilderness Survival skill of room to have other adventures in the spaces between.
(granted by the bearsarker, cunning folk and Nûklander classes)
should they choose to take the forest path. Naturally, this being While set in the Northlands of Frog God Games’ Lost Lands
the Northlands, fighting men and women will be needed. There is setting, it can easily be dropped into any campaign world that has
a fair mix of exploration and combat, with social matters making a strong Old Norse-themed region. Your world does have a region
up the first third of the adventures. with a strong Viking theme?
Adventure Background
The Northlanders have many words for those who practice the daughters, Jarl Olaf thought his life truly blessed by the gods for
dark arts: galdricge, seiðkona, or often simply aglæcwif. Unlike his bravery and honor, but when it came time for the birthing of his
the mysterious, but respected, cunning folk who are accepted third daughter, his wyrd took a dark turn indeed. The jarl’s beloved
into Northlander society for the wisdom they bring and their wife labored for more than a day, struggling, losing blood, unable
connection to the world’s unseen, an aglæcwif exists on the very to deliver the child. The go∂i and cunning women of his hall were
fringes of society. They lurk in the shadows, universally reviled, unable to help and, when after a night and a day, his wife took fever,
subsisting on what little they can find, ever wary of an angry mob the jarl truly despaired. It was then in his fear and desperation that
or vengeful jarl who holds them responsible for a bad accident, he turned to powers he never would have been willing to entertain.
a blighted crop, or simply poor luck on a voyage. Despite all He recalled an ancient crone who lived upon the Moors not far
of these disadvantages, there are always those willing to make from his hall at Silvermeade. Sending his huscarls upon his fastest
whatever sacrifice is necessary to embrace the unnatural power horses, Jarl Olaf summoned the aglæcwif Sibbe the Unkempt to
had by trafficking in such things. And sometimes, if a Northlander attend his wife’s birthing chamber.
is desperate enough, they might be willing to have dealings with Sibbe the aglæcwif was dragged unceremoniously to the jarl’s
such matters themselves. But there is always a price, for no one hall and told in no uncertain turns that if the jarl’s wife and child
can dabble in the dark arts and hope to escape without at least died, her own life would be forfeit shortly thereafter. With that
some small taint of the shadow clinging to them. threat over her head, she attended to the delivery and by the next
Jarl Olaf Henrikson is a man of power and honor, respected evening the child was born alive, and the mother’s fever had
among his peers, carrying a reputation as a fierce warrior and wise broken. Mother and child were fine, and if the newborn babe bore
leader, and ruler of the largest and wealthiest settlement in all the a dark birthmark across her face, her grateful parents saw only a
Northlands. Even a man of such stature, however, can find himself healthy baby where before they saw only tragedy (though more
at the mercy of his wyrd and be truly desperate enough to try to than one householder whispered of the mark as a sign of ill omen
cheat even fate if it be in his power. The father of two beautiful for trying to challenge one’s wyrd).
S pring R ites - 3
Sibbe said not a word as the jarl expressed his gratitude for the
You have been ordered to appear before your jarl,
miracle she had performed and gave her a fat pouch of silver for
Olaf Henrikson, jarl of Halfstead, greatest city of
her troubles as well. This she took and headed out alone back to the Northlands. For young members in service to
the Moors, soon forgotten by the jarl. But her stone-faced visage his household or visitors who have wintered there
hid much from the jarl’s household as she left. They thought her but have no plans for pursuing their wyrd, this is a
forced intervention a benevolent act, but she knew better. She moment of hope and fear. Hope that he assigns you
knew her magic had left its taint on the child and that the two were a glorious task to prove your mettle but tinged with
now connected. She did not know what she would do with this fear of his wrath should you fail. Your jarl is a good
connection, but she knew something would come of it for her own man, strong and battle-tested, with many famed
purposes someday. heroic deeds to his name.
After making yourself presentable, you and a few of
Adventure Summary
his other retainers and guests walk through the gates
of the great hall’s stockade and present yourselves
to the guards at the carved wooden doors that mark
The initial section begins with the PCs sent to escort and guard the main entrance. After exchanging a few jests with
their jarl’s three daughters as they gather flowers for the Feast of these household warriors that you have known for as
Freyja. The daughters themselves present a bit of a challenge, being long as you’ve been a part of the jarl’s household, Ari
headstrong, having their own agendas, and in general causing Hrokson, your jarl’s herald, comes for you.
trouble. During the morning ride through calm, settled areas of “I needn’t remind you to keep polite and let the jarl
Hordaland near the jarl’s hall, the girls act up a bit, allowing for speak first. And do not keep too much of his time,
ample roleplaying opportunities. Once at the meadows, there this is a busy day,” the old skald states. He then
are a few small events, and one major event presaging events in announces you to the jarl.
Vengeance of the Long Serpent.
Foul magic and a kidnapping interrupt the tranquil scene in The PCs are announced in order of precedence by their status. The
the meadows. The aglæcwif Sibbe the Unkempt plans to capture order is as follows: anyone of noble birth, warriors, go∂i, skaldi,
the girls and sacrifice them to reap their life essence and use it arcane casters, and finally foreigners. Once the introductions are
to bring back her lost youth and increase her arcane power. She complete, continue with the following.
uses powerful ancient magic to put everyone in the meadow into
a magical sleep while her minions grab the girls. Once they are The hall is dimly lit, for this is a normal day and
captured, she takes the three girls to an ancient site of power in the not a cause for feasting. Only a few huscarls stand
nearby Barrow Lands to be sacrificed. about the room, but several thralls busy themselves
Upon regaining consciousness, the party finds that the girls are putting up garlands of flowers and green boughs,
gone, their horses are scattered, and their day has taken a dark turn. preparations for the upcoming Feast of Freyja. The
jarl is seated at the end of the feasting table in
Clues point to Sibbe the Unkempt taking the girls, as well as her
his chair, an ornate piece of work carved from the
nefarious plot and her likely destination. The PCs must choose how trunk of an oak. He is leaning in and talking with a
they plan to reach the stone circle in order to rescue the girls along stranger, a well-dressed man with the bearing of an
one of three possible routes: through the Barrow Lands, across envoy. As you approach, you hear the jarl say, “… and
the Trollfist Hills, or along the forest trails. The route through the thirty-five cattle, that’s all her dowry will be.”
Barrow Lands is the fastest route, but the undead residents of that
The jarl turns to you. “Good, you have come quickly
haunted region do not take kindly to trespassers. The Trollfist Hills and well comported. This speaks kindly of you and
present a slow-but-safer route, as the jarl and his huscarls have your kin. Sit and partake of an early meal; you will
cleared out the resident trolls. Finally, there is the middle-length need it, for I have a task for you. My three daughters,
route along the paths that lead through the forest, which is not as Inga, Fastvi, and Runa, wish to go out this afternoon
swift as the hills, but not as dangerous as the Barrow Lands. and gather flowers for the feast. As this is a rightful
Following one of these three routes, the PCs make their way to thing for young folk to do, I am allowing it. They need
the stone ring deep in the Barrow Lands where Sibbe intends to to be guarded, and this is the task I set before you.
conduct her sacrifice. They must arrive before dawn of the vernal “I know you have longed for a chance to prove
equinox to stop the ceremony and rescue the daughters of their jarl yourselves and rise in my favor as well as allow your
and bring them home safely. mind’s-worth to shine, but there is no spear-din today
and no chance to shed battle-dew. All I have is this
task: Spend a spring afternoon watching young folk
Beginning the Adventure as they pick flowers in the meadows. When you have
your own halls and have seen the swans of blood sip
on many a foeman’s wound-sea, such a day as this
The adventure begins as the PCs gather in the jarl’s hall at will be a boon beyond naming. So remember it well
Silvermeade. He is about to give them their first assignment to and pray you have many more like it. Now, let us eat.
work together and plant the seeds for a life of adventure. This But before that, allow me to introduce our bread-
is a heady moment and should set the nature for the rest of the brother this morning, Ottar Gundrikson, skald and
campaign. herald to the Jarl Ref Solumundson of the Vale.
4 - S pring R ites
The PCs may ask any questions they wish, but they need to
make Charisma checks to get a polite word in between the two You arrive at the stockade wall to find the gate
older men’s telling of tales of battles and adventures past without open and three young women waiting impatiently
making fools of themselves by interrupting. They may also astride fine horses. The oldest wears a dress of blue
make an Intelligence check to find out something about Jarl Ref linen with a squared border of small yellow flowers
embroidered around the neck, cuffs, and hem. She is
Solumundson of the Vale. This jarl is a landholder of middling
tall and fair of face, her golden hair coiled about her
importance in the Storstrøm Vale but more importantly is joined head in braids and covered in a silver net. Her face
by blood though his wife to the powerful Gat family, one of the favors her father, and she is introduced by your escort
two most-powerful clans in the Northlands. Jarl Ref Solumundson as Inga, the Jarl’s oldest daughter. Next to her upon
has three sons of marrying age, all well accomplished in deeds. a skittish mare sits a girl of perhaps 13. Her dress is
Considering that Jarl Henrikson’s eldest daughter is 19, and thus a plain green smock, and her hair and eyes are dark
of marrying age, the PCs should realize they have likely intruded like her mother’s. She is named to you as Fastvi.
upon a discussion over her dowry. An alliance between Halfstead The third girl is the smallest, perhaps nine or 10
and the Gats would be beneficial but would also put the rival Hrolf years old, with a distant and dreaming look on her
clan at a disadvantage. Adding to this, all the PCs know is that face. Her hair is fair like her older sister’s, but the
Hordaland’s køenig recently passed away, leaving a child on the resemblance ends there. You have heard the rumors
throne. As Jarl Olaf supports the child, he needs allies in the event of Little Runa’s troubled birth near 10 winters ago
of a civil war. whispered around the hearth fires out of the jarl’s
hearing. The truth of these tales seems to be told in
After an early lunch of black bread, butter, the last of the the angry red birthmark that covers her face from
winter’s pickled flounder, fresh spring greens (cooked with white left ear to chin, the girl seemingly unaware of the
beans and a ham hock), and several pints of beer, the PCs are sent rough, wrinkled texture or the ill portent it marks.
away to meet the daughters. Before joining them at the gates of the Worse from the standpoint of omens are her eyes,
stockade, they should stop by the stables and pick up any mounts one blue and one pale green, the eyes of the aglæcwif.
they have (any of the PCs without a mount is loaned a Trondheim Nevertheless, though dreamy and precocious, the
pony for the day). The three girls are waiting impatiently at the jarl and his wife have loved Little Runa dearly, and
front gate. she has enjoyed the privileges and upbringing of a
devoted family despite the ill omens of her birth. If
anything can overcome the spinning of wyrd at her
birth, it would have to be the good Jarl Henrikson, a
man favored by fate as much as any man can claim.
S pring R ites - 5
After the introductions are made, the PCs have time to get to leads her and her older sister to bicker for several minutes before
know the girls in their charge as they turn their mounts and head Fastvi enters a long sulk.
west down the road toward the Meadows, a location well known Little Runa (normal human) is a different story altogether. She
to the inhabitants of Silvermeade. is nine years old, spoiled, and precocious, and (unknown to the
Inga (normal human) is a young woman of 16 winters. She is of PCs) also tainted. The PCs have heard rumors that her birthing was
marriageable age and has been known to practice using her wiles a difficult one. Rumors say that at Runa’s birth, the midwives of
on the men of the household. As a result, she petulantly expects to the holdfast were afraid that both child and mother would be lost.
be able to charm anyone. Inga is prone to behavior that could best Fearing the worst, the jarl sent his best huscarls across the Moors
be termed haughty but plays out more like insolence. The PC with and into the Barrow Lands to seek out a seiðkona — an evil worker
the highest status is treated with coy respect, while the others are of magic — named Sibbe the Unkempt. They found the filthy, rag-
ordered about. The young woman is unmindful of the fact that her covered woman and brought her back to aid in the birthing. The
father’s householders are not hers and that she has no status save aglæcwif ’s magic saved Runa and her mother, but the child was
that of birth (and birth is regarded, but not overly regarded, in the never quite right, marked by fate for the sorcerous interference
Northlands). at her birth. Furthermore, she seems to see and hear things that
Fastvi (normal human), the middle daughter, is just starting are not there and has on more than one occasion spoken of things
to bloom into womanhood, but has not yet laid aside her wild, she could not know of or of things that occurred well before they
childish ways. The young girl, barely 13, is friendly where her happened. Still, the jarl and his wife love the girl and dote on her
older sister is imperious, reckless where the elder is cautious a great deal of time — at least until recently. With the birth of the
(at least with regard to physical risk), and open where her sister jarl’s first son last year, that mewling babe has garnered the most
is coy. For today’s outing, she has donned a tunic and trousers attention, and Runa has been acting up and causing trouble. The
unseen beneath her plain dress and smock. As soon as she is out of girl is clad in a simple dress whose subtle embroidery denotes her
sight of the holdfast, she pulls the dress off and glares a challenge status, but the dress becomes dirty and disheveled within minutes
at anyone who so much as raises an eyebrow in disapproval. This of reaching the meadows.
6 - S pring R ites
Chapter One:
A–
Fine Spring
•–
Day
Events During
It is only an hour’s ride through farmland and well-coppiced
woods to the Meadows where the girls want to pick flowers. The
Meadows are beyond the settlements, just inside the boundaries
of the forest and wilder, but still near enough to largely be safe.
The jarl would never send his children into a lawless area, and a the Fine Spring Day
group of huscarls and retainers should be more than adequate to The following events occur as the PCs accompany the girls to the
safeguard his daughters. It is a pleasant spring day, and the girls Meadows. Some of the events are keyed to locations, and some are
are atwitter with delight at their first outing after the long winter. based on timing. Review the events thoroughly before running the
Freemen traveling along the muddy road or out in fields still adventure so you can insert them into play at the appropriate times.
spotted with snow wave to the party as they ride past, and some of
the higher-status hirdmen stop and chat for a short while.
During the journey, Inga is at her worst. She deigns only to give
freemen and their families a slight wave or nod of the head and
Event 1. Fine Work for Warriors
is too curt and short with the hirdmen she encounters. However, This event occurs no more than 20 minutes after the PCs
the young woman acts flirtatiously toward any high-status heroes. leave the holdfast. The party meets a tired and ragged group of
It would simply not do for her to climb onto her horse, and Inga householders and huscarls on their way back to the hall.
will need someone to hold its reins and another to lift her into the
saddle (and thus give the lucky fellow a chance to hold her around Your horses travel at a trot as you make your way
her slim waist). The favored hero’s every comment is shown toward the Meadows. On the muddy track ahead of
appropriate appreciation, his prowess in arms is commented on you, you see an armed group of warriors riding your
with approval, as well as any distinctive physical features. The way. Their horses move more slowly, as if exhausted
others — especially if female, foreign, or of low status — are from long riding, and they and their mounts are
completely ignored. spattered with the mud of hard travel.
Fastvi is enamored with all things martial and heroic and pesters
any warriors in the party with endless questions, requests to hold Once within hailing distance, the PCs recognize this group as
their sword, pleas for them to teach her how to fight, and such huscarls and householders of the jarl. They are Hallbjorn Bolverkson
annoyances. She responds well to anyone who tells her tales of (one of Jarl Olaf’s most-trusted huscarls), Kraki Hallason (an up-
battle — the more gruesome the better — and becomes fast friends and-coming householder), Young Ljot (no relation to Old Ljot),
with any of the PCs who show her some kindness. However, she Hauk Arinbjornson (a hotheaded Vastaviklander), and Berg Geirson
is headstrong and rides off if not stopped — which is a sure way (a sour-spirited warrior). They have been out on the Moors for a
to earn her displeasure unless someone gains her respect with their week, hunting down an outlaw called Styr the Ugly who was spotted
warlike prowess; she stubbornly obeys that individual for a time. trying to sneak into the barn of an outlying farmstead. They were
Unless prevented from doing so, she rides well ahead of the party, unsuccessful but managed to spend several chilly nights sleeping in
jumps her horse over fences, and gallops through pastures and the mud, getting rained on, and in general not having an adventure.
fields. In general, she causes minor havoc. They pause to speak to the PCs to find out what they are up to
Runa, on the other hand, is rather quiet during the entire ride. escorting the jarl’s daughters. As respected members of the jarl’s
She mutters to herself and occasionally laughs at some private household, they are more prone to asking questions than answering.
joke. If listened to closely (as listen at doors, 1-in-6 chance for PCs The party of huscarls are already grumpy and tired, and likely look
without the ability), she is obviously holding half of a conversation poorly upon what they might see as disrespect coming from a group
with some unseen person named Jalvik. If pressed, Runa just stares of untested younglings. Their attitudes and mannerisms are described
daggers at the interruption. Afterward, her half of the conversation below to allow you to adjudicate conversation with them. They tend
gets louder and begins mocking those too inquisitive for their own to overtalk each other and address different members of the party, so
good. As much fun as she is having with this, it’s all just a game. rather than conduct the conversations one at a time, have the players
The girl knows her reputation and is wicked enough to play on it address different members of this group simultaneously to simulate
at the expense of others for her own amusement. group conversation. Regardless of the PCs’ actions, they do not
respect them enough to fight them. If tensions get high, Hallbjorn
exerts his authority to prevent any violence, but bad feelings linger.
becomes friendly and says: “The Meadows then, keep an responds to word of the PCs’ mission with: “Ah, flowers just
eye out for an outlaw by the name of Styr the Ugly. He’s tall, make me sneeze.”
dark haired, and has a scar across his chin like a serpent’s If the PCs speak with him, he confides in them: “I
tail. Rumor is he may have fallen in with the aglæcwif Sibbe probably have guard duty tomorrow; I’ll miss the feast.”
the Unkempt, but for what reasons none know.” Otherwise, he remains silent for the rest of the encounter.
If provoked or if any sort of heated moment arises
morning ride?”
If responded to in anything other than a solicitous way, his
next response is: “Must be proud warriors who escort little As the young girl’s steed tears across the field
girls to pick flowers; fine warrior’s work that is.” toward the nearby ditch, a stooped old farmer rounds
If provoked, he says: “Step off that horse and learn what
the corner from behind his low-thatched barn waving
an old hoe over his head. “You lazy, pig-brained wastes
the weather of weapons is all about.” (Hallbjorn intervenes of breath! Look what that damned-fool girl did to
before any actual fighting occurs.) my field! Don’t just stand there with your teeth in
your mouth! Do your duty to your jarl and go get her.
Letting a slip of a girl get the drop on you and run off,
and this is what the jarl plans to bring into his hall?”
Event 4. A Stolen Kiss managed to corrupt the girl. Sibbe was called in when it looked
as if the child would die and, although mother and child were
Inga tires quickly of picking flowers and, once her basket saved, Sibbe planted the seeds of her own discord in the girl. In
is dutifully filled, she spends her time flirting with her chosen the decade since, Sibbe has been continuing her research among
character. Part of this is walking with them through the meadow, the ancient stones and lost Andøvan magic in the Barrow Lands to
chatting, and gently touching their arm. If in a position where find some way to increase her own power, and she intends to use
the others are either not watching or can’t see her, she attempts the subtle hexes she implanted in young Runa. Now her research
to steal a kiss. This is as far as she goes and is something she has borne fruit. Using a powerful ritual of the Ancient Ones at
considers a great game. If the character chooses to reciprocate the spring equinox will allow her to replenish her youth and grow
the kiss, there is a 2-in-6 chance that Fastvi spies the kiss and greatly in her magical abilities. All it requires is the sacrifice of a
runs by laughing that she is going to tell, which puts Inga into virgin of noble blood, and she knew just where to find one.
a frenzy trying to catch and beat the girl with a switch. In this Using the strange empathic influence that Sibbe has over Runa,
case, a successful Charisma check is needed to stop the beating she implanted in the girl’s mind the idea to come to the Meadows
and convince Fastvi to keep what she saw to herself. On a failed to pick flowers for the equinox festival. Runa, long affected by
check, Fastvi remains noncommittal, though circumstances soon strange moods and an unsettling wyrd, does not consciously know
render the point moot. of the aglæcwif ’s influence upon her. She subtly put the idea of the
girls going to the Meadows into her parents’ heads, which resulted
in the girls and a few unsuspecting retainers coming straight into
Event 5. A Branch too Far the trap prepared by Sibbe.
After about an hour of picking flowers and the PCs dealing with
Unless thoroughly dissuaded from climbing trees as described the girls, Inga stumbles over to the character with whom she has
under Area 3, Fastvi spends most of her time up in a tree trying been flirting and collapses into his arms. Soon after, Fastvi falls
to reach the highest branches. At one point, she goes too far, slips, out of a tree, unconscious, and Runa starts walking toward the
and crashes down into the flowers. Her right arm is broken, and edge of the meadow, her eyes wide and vacant, beckoned by her
Timing
From the moment the PCs recover, the clock is The Trollfist Hills
ticking. Sibbe intends to sacrifice the girls atop the Tor
in a vernal equinox ritual. The ritual leads to Sibbe’s Four rugged, round hills looking like the bent
rebirth in a younger and more powerful form but knuckles of a troll’s fist push up out of the moors,
needs to be completed at dawn the next day (8 a.m.). larger than the lower hills around them. The hills are
This gives the party 14 hours to reach the Tor and sparsely vegetated and rather steep, though a path
rescue the girls. It is approximately 6 p.m., and the goes through them. That trail is one of hard-packed
sun will set in two hours, but a full moon offers plenty earth over flinty rock and is as gray and lifeless as
the rest of the territory.
of light to travel and fight by (dim light from sunset to
sunrise). However, the forest is dark throughout due
These low hills lie to the west of the settled portions around Jarl
to the canopy.
Olaf’s hall and represent the western border of the land he and his
Looking at the three routes, the party must balance
followers claim. Named for the resemblance of the four central
speed, risk, and exhaustion. If they take the route
peaks to a great stony fist thrust up out of the ground, the hills are
through the Trollfist Hills, they will spend the night
rocky and largely devoid of vegetation save for scraggly grasses
riding and be forced to attack the stones only slightly
and scrubby trees. A single path winds through the hills and passes
before dawn. This means the entire party and their
through the verge of the forest before ending at the edge of the
mounts will be fatigued, and possibly exhausted if they
Barrow Lands. This path is not straight and only five to six feet
hustled. Without rest, they will be at a disadvantage
wide, which requires the party to move at a walk to safely traverse
in the battle, especially spellcasters. The forest route
the ground. The path is also rather stony, and anyone trying to
allows for some rest, but again, the party might just
force march a mount needs to succeed at a Wisdom check or the
charge in during the middle of the night, meaning they
horse stumbles and comes up lame, forcing the party to abandon
will be fatigued going into the fight. If they choose to
it. The trail from the hills passes through a short stretch of the
pursue straight across the Barrow Lands, the danger
Moors, leaving only the faintest outline of a path through the bogs
is not lack of rest but the inhabitants; however, the
and heath.
route is the fastest and puts the party at the Tor (if
they even make it) shortly after sunset. You should
advise players, especially if they are inexperienced,
as to the dangers of forced marches (see wilderness 5. Troll Sign
adventuring in the Old-School Essentials Rules Tome). Shortly after entering the hills and entering a muddy, overgrown
area, an observant character searching the area has a 1-in-6
chance of noticing tufts of coarse, damp hair stuck to rocks, large
footprints, and fresh claw marks on the stones — certain troll sign.
A successful Intelligence check reveals that the hair and other sign
is from a Northlands’ swamp troll, a rare species of troll known
to dwell in the wetlands of the Moors that has apparently recently
wandered into the area.
6. Cattle Thieves A poorly drained, soggy moor dominates the middle of the Hord
Peninsula. This area, known simply as the Moors, is considered
wasteland by most of the Northlanders and is inhabited by strange
The flickering light of a fading campfire can be beasts, crazed hermits, and outcasts from holdings all over the
spotted ahead among the hills right in your path. region. Adding to the dread that most feel when traveling through
Cattle low in the darkness just beyond, and five the area, the higher and drier parts of the Moors often contain rings
figures snore away on the ground, empty wineskins of broken stones or ancient barrows whose occupants are assumed
scattered about in disarray. to be restless and hungry for the blood of the living. No one knows
for sure what is out there, as few people are foolish enough to risk
Of all the nights to choose to make an illicit camp, a group of their lives and sanity by traveling the Moors to any great extent.
five cattle raiders chose this one. They are Dirty Olaf (the bandit Unfortunately, this is where the tracks lead as described in
leader, see Appendix One: New Monsters, armed with shield Area 4. The horizon is a fair distance and it’s a clear day, so the
and sword) and his four accomplices: Arni Buison, Cnut Erpson, PCs can easily see for several miles. Storm clouds are rolling in
Najal the Skinny, and Sigrid Saxisdottir (all bandits but armed and beginning to gather in a spiraling tempest to the southwest
with spears and shields). Five nights ago, they crept into the (recognizable as unnatural and above the Tor to anyone making
barns of Javik Gilson, a freesteader who lives on the other coast a successful Intelligence check). The clouds hover low and send
of the Hord Peninsula. While stealing eight cattle, the thieves down bolts of lightning to strike the stones below due to the ritual
complicated their escape by making too much noise and had to Sibbe is preparing.
fight Javik and his sons. During the fight, Javik was killed and
two of his sons were injured.
Dirty Olaf still considers it a successful raid. He has feuded
with Javik going back nearly 30 years and seeing his rival killed
and a fortune in cattle taken has made him more than a little 7. The Restless Dead
celebratory. As a result, he camped in the Trollfist Hills closer to
Jarl Olaf’s lands than he realizes to uncork some mead and live The land is drier here, the ground higher than that
it up with his companions. By nightfall, all five are drunk and of the surrounding bog lands. Occasional mounds of
oblivious to the goings-on around them; after all, they escaped earth elongated and low dot the terrain. You suspect
unscathed, the cattle are corralled, and the night is a pleasant one. this the edge of the Barrow Lands and dread what
Too bad for them that the Norns decreed that their fate is to be foul specters must lurk beneath the thin veneer of
stalked by a troll and to eventually have a band of the local jarl’s earth that covers them. You can only hope that your
passing does not disturb any of them. Your hope is
householders ride into their camp.
short-lived, however, as in the dim moonlight ahead,
The camp is set right across the trail where the draws between directly upon the path you follow, stand the remains
three hills intersect. No watch has been set. All five raiders of what must have once been one of the mounds.
are asleep but wake to any loud noise. They are not in their Someone recently dug down into the very center of it,
armor, and their weapons are stacked close at hand. Due to their leaving a large crater surrounded by piles of freshly
drunkenness, these thieves all have a –1 penalty to hit. turned earth. More than one glint of bone can be seen
in this churned furrow.
Bog
here because of its horrid reputation, and thus few
trees are felled these days. It is an old forest, with
soaring towers of tree trunks spreading out above to
At some point, the trail you have been following form a tightly closed canopy, leaving the forest floor
was part of an actual path or road cutting through in deep shade. A low mist hangs about in dells and
the swampy moors. Ahead, a large bog blocks your crannies and seems to flow away as you approach.
path, but someone long ago built a wooden walkway
over it to the far shore that remains lost in the night The forest here is a remnant of the mighty forest that once
mist. You can only hope that it reaches all the way to covered most of the Hord Peninsula. In decades past, it was logged
the other side. The wooden walkway is rickety and and thinned in all but its southernmost reaches where it is still
missing a few planks, but it is wide enough to ride a thick and primordial and is known as the Forest of Woe. However,
horse across and otherwise appears sturdy. since the fey who have long inhabited the depths of the Forest of
Woe have become more aggressive in past years, the logging has
ceased everywhere but on the outermost edges of the tree line.
Built long ago by marsh folk who fished for eels and hunted Even here on the peninsula’s northern reaches, the forest is often
fowl upon the Moors, the five-foot-wide walkway is indeed sturdy looked at askance, as if it were the Forest of Woe itself.
enough for the entire party to traverse single file. Wooden pilings The part of the forest that runs to the south of the Meadows is
are sunk into the bog at intervals so that the entire walkway is a relatively peaceful stretch of woodland, one regularly used by
suspended less than a foot above the surrounding waters. The people from the area for hunting, wood gathering, and other such
waters themselves range in depth from seven to 12 feet (1d6 + 6), activities. However, to pass through this arm of the forest and loop
but they are so murky that it is impossible to tell at any given place around the southern edge of the Stonefist Hills to find safe passage
without probing their depths. The bog extends roughly two miles to the Tor, the party needs to skirt the deeper and darker heart of
east and west, and a mile to the south. The walkway extends all the the forest.
way across it, though visibility is reduced to 50 feet by the mists No straight route runs through the forest. The PCs must either
so that the PCs can never be sure until they approach the far shore. go cross-country or try to navigate a maze of game trails and small
Attempting to skirt around the bog adds almost two hours to the paths. Striking out cross-country is difficult, and the forest floor
journey (one hour and another accumulation of nonlethal damage is dense enough in places that horses have a hard time getting
if they hustle), so despite its sinister appearance, the wooden through. Also, it will be nightfall before the party manages to get
walkway is the most advantageous route for the PCs. far through the forest, making navigation difficult. Going cross-
Even with the shortcut across the wooden walkway, the bog is country requires a successful wilderness survival check from the
a dangerous and creepy place. Midway across the bog is a small, party to find the right route to the Tor, as well as an additional
muddy island, 20 feet on a side. The walkway ends at this island, check after any encounter. If the party does not have a PC with
and another walkway extends out from the other side and continues wilderness survival, there is a 3-in-6 chance of becoming lost
to the far side of the bog. Complicating matters is the fact that the at some point as they move through the swamp (see the Lost!
bog is home to a bog hound (see Appendix One: New Monsters), sidebar). Each hour there is also a 1-in-10 chance that one of the
an undead creature left behind by ancient cults of the Andøvan. PCs’ horses is injured, which delays the party by an additional
The bog hound pulls itself out of its watery grave and attacks any hour.
who trespass upon its island. Sibbe and her minions encountered Following the trails is easier, though they twist and turn,
the bog hound when they passed through hours earlier and battled crossing each other with great frequency. Due to some of the
it for a short time before escaping to the south. The bog hound lingering faerie enchantment of the forest, the trails sometimes
now blocks the south bridge to prevent anyone from fleeing in that change direction and location, especially at night. A successful
direction. Upon facing the bog hound, it is obvious to the PCs that Wisdom or wilderness survival check must be made by the party
it was recently involved in a battle, as several slashing wounds to navigate along the trails. An additional check needs to be made
from axe blades mar its corrupt hide. It fights until destroyed. after any encounter. Failing one of these checks means that the
party becomes lost (see the Lost! sidebar).
This man is a bearsarker, a sacred warrior dedicated to Wotan, The lights are coming from a ring of large mushrooms,
who hung himself from this tree in imitation of Wotan’s sacrifice to each a little lantern illuminating a circular clearing
gain wisdom. He is deep in reverie and should not be disturbed as in the middle of the forest. Satyrs, dryads, pixies,
he seeks divinely inspired revelations. He has nothing to steal and and other faeries are busy putting up garlands of
is completely helpless if the party is callous enough to harm or kill flowers, bringing in and setting up a long table and
benches, and in general getting ready for a feast.
him. Whatever they do, he does not acknowledge their presence in
any way, even if dying. However, if the PCs elect not to disturb the
The PCs have stumbled upon a rare sight, a picnic feast by part of
bearsarker and if one or more of them helped the old man at Area
the faerie court from the Forest of Woe. They patiently ignore the
2, the berserker’s good eye springs open and he suddenly speaks,
PCs, moving around and past while going on about their business,
“The storm will come, and Donar’s usurper must be laid low. Ice
Rewards
Character Types Complete Success Partial Success
Warriors (bearsarker, fighter, huscarl,
A fine weapon gilt in gold with amber An armband
Nûklander, Nûklander reindeer nomad,
decoration (valued at 450 hs) (valued at 200 hs)
spear maiden)
Godi (clerics, Nûklander spirit druid, zealot a runescroll (a divine spell scroll with a 1st-level A ring
of the Andøvan Kings ) spell) (valued at 100 hs)
A ring
Runecasters (magic-users, rune caller) a runestick (a randomly rolled wand)
(valued at 100 hs)
a runescroll (a divine spell scroll with a 1st-level
Cunning folk (sorcerers, warlocks) A ring (valued at 100 hs)
spell) A ring (valued at 100 hs)
Outlanders (any non-Northlander, dwarf, a fine tunic
a ring (valued at 200 hs)
elf, giantborn, Halfling, thief, trollborn) (valued at 50 hs)
E pilogue - 29
Appendix One:
New
–•–
Monsters
Aglæcwif
She squatted there in the cave seemingly oblivious to our
approach. The locals had said she was an aglæcwif, some
sort of local magic worker. Before we could ask our question,
she spoke in a voice like nails along a stone or the chill of
death. “You seek answers, but you must pay the price in blood.”
Then she turned and was upon us.
We paid the price; I’ll miss that torchbearer.
Aglæcwif
AC 8 [11]; HD 5* (22 hp); Att 2 x claws (1d4), curse glare or
magic; THAC0 15 [+4]; MV 120 (40); SV D10 W11 P12 B13 S14
(5); ML 10; AL Chaotic; XP 300; NA 1 (1d2); TT L
Curse glare: One creature the aglæcwif can see must make
powers:
a. Charm person. Can be used at will. Astrid the Mad
b. Curse. Can be used once per day. AC 7 [12] leather; HD 3* (13 hp); Att 1 x dagger (1d4) or magic;
THAC0 17 [+2]; MV 120 (40); SV D12 W13 P14 B15 S16 (3);
c. Hold person. Can be used three times per day. ML 10; AL Chaotic; XP 50; TT 1d4 gp
d. Invisibility. Can be used three times per day.
e. Magic missile. Can be used at will. Spellcaster: Astrid casts spells as a 3rd-level cleric.
f. Shield. Can be used at will. 1st: cause fear, cause light wounds
30 - A ppendix O ne : N ew M onsters
Barrow Skeleton, Chieftain
The stones rolled away from the barrow and a skeletal figure
sauntered out as if he owned the place. Well, he did. In life, he was
a noble of some kind, clad in green-tinted bronze armor, bearing
a two-handed sword with an antler-shaped crosspiece. The regal
plumage that once adorned his helmet was faded and tattered, but
that did not detract from his regal bearing. Silently he pointed one
hand toward us then whipped his great blade up in a challenge.
The Andøvan chieftains were buried alongside their closest of bones. If those bones are within a mile of their burial mound
retainers. These warriors who guarded their lord in life carry on an on the next full moon, they rise again at full hit points.
endless vigil in death. To be chosen to become an undead warrior Loyal Followers: Warriors are animated by the magic
was a high honor and one that many retainers fought for fiercely, that animates their chieftains. If more than a mile from their
and sometimes to the death, to be granted. Clad in their faded chieftain or if their chieftain is reduced to 0 hp, they fall to the
raiment and tarnished armor, these steadfast followers drive away ground in a heap of bones until the next full moon.
the living and awaken their sleeping lord if danger threatens. Language: Cannot speak but understands Andøvan
A ppendix O ne : N ew M onsters - 31
Dirty Olaf
A bandit captain and cattle raider operating in the vicinity of the
meadows.
Hound, Bog
It rose out of the mire, muck and slime dripping from its head.
The beast looked like a large dog but shrunk and preserved by the
magic that laid it low and the acidic bog it long rested in. Its hide
was like old leather and creaked as it moved. Those eyes though,
they were alive with red anger, and
centuries in the swamp had not
dulled its sharp teeth.
32 - A ppendix O ne : N ew M onsters
Pony, Trondheim Troll, Northlands Swamp
I had to laugh at this shaggy beast, This large hulking brute has long, thick arms and legs, both
barely 12 hands tall. It was a stout little of which end in sharpened and filthy claws. Its body is covered
fellow, like a full-sized horse but shorter. with moss and fungus, and its hair is dark brownish-green. Large,
Sure enough, a grown adult could ride upward-curving fangs jut from its lower jaw.
one. He never moved faster than a hard
trot and certainly was no jumper, but Swamp trolls are large, stocky, dark gray or brown,
he was a fine steed to get around hunched humanoids. Their flesh is slick and slimy like
the rocky terrain of Hordaland. His moss. Swamp trolls make their lairs deep in swampland
name was Hesten. and marshes away from more settled areas, but not far
enough away where they cannot hunt humans if game
Trondheim ponies are the common and other food run scarce in the swamps.
riding horses of the Northlands and Swamp trolls are seven-foot-tall, hunched humanoids
are often used as draft animals for small and weigh about 400 pounds.
carts or plows. They are short ponies, Swamp trolls are aggressive predators that attack living
ranging from 10 to 13 hands tall, but creatures on sight (especially when a swamp troll is hungry).
sturdily built. Despite their small size, they When hunting, a swamp troll moves quietly along, easing
can carry a fully armed warrior to the battle. closer to its prey and then finally striking with its claws
Not into battle, mind you, but they will and bite when within range. Swamp trolls rarely fight to the
get you there. Some wealthy jarls display death unless threatened or hungry.
their power by buying larger horses from
the Southlands, but most prefer their native
breed out of pride. Northlands Swamp Troll
AC 5 [14]; HD 6+3* (30 hp); 2 x claws (1d6), 1 x bite (2d6);
THAC0 13 [+6]; MV 120 (40), 120 (40) swimming; SV D10 W11
Pony, Trondheim P12 B13 S14 (6); ML 8; AL Chaotic; XP 650; NA 2d4 (2d8); TT V
AC 8 [11]; HD 2 (9 hp); Att 1 x bite (1d4); THAC0 18 [+1];
MV 120 (40); SV D12 W13 P14 B15 S16 (2); ML 8; AL Neutral; Surprise: On 1–3. Swamp troll’s use their thick coating of
XP 20; NA 0 (0); TT None mud to hide and ambush opponents.
Hateful: Attempts to kill any creatures they encounter.
Sturdy: Despite being Medium-sized creatures, Trondheim
Infravision: 60 ft.
ponies can carry a Medium-sized rider.
Regeneration: Three rounds after being damaged, start
Beast of burden: Carry up to 4,500 coins
regaining 2 hp per round. Severed limbs reattach.
unencumbered; up to 9,000 coins at half speed.
Return from dead: If killed (0 hp), will regenerate and
Domestic: Not encountered in the wild.
fight again in 2d6 rounds.
Language: Cannot speak, understands
Fire and acid: Cannot regenerate damage from these
Nørsk.
sources. The only way to permanently kill a troll.
Scent: Can detect creatures within 60 ft., 120 ft. if
downwind.
Swamp thing: A swamp troll’s movement is
A ppendix O ne : N ew M onsters - 33
Appendix Two:
New
–•–
Magic Item
The undead are aware of the individuals but do not consider them
Andøvan Barrow Charm interlopers. This does not mean, however, that the undead follow
the wearer’s commands.
This necklace is made of small animal bones and laced with
Any traps left by the ancient Andøvan will not be triggered by
dead roses surrounding a faintly glowing blue crystal. Despite
the wearer or those designated for protection.
its obvious age, the delicate bones and flowers that comprise the
The charm protects its wearer from sleep and charm spells.
necklace are still in good repair — every dried rose petal remains
in place as if locked in time. Most known Andøvan burial grounds are located in the Barrow
The wearer of this charm and anyone designated within 30 Lands of the Hord Peninsula in the Northlands. It is possible that
feet can pass through ancient Andøvan burial grounds without this charm could function at other Andøvan burial sites as well, but
being disturbed by any of the undead that may inhabit those lands. this has not been tested.
34 - AL egal A ppendix
ppendix T wo : N ew M agic I tem
Legal
–•–
Appendix
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L egal A ppendix - 35
Notes
–•–
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36 - N otes
AN ADVENTURE FOR OLD-SCHOOL ESSENTIALS RULES
SPRING RITES
OLD-SCHOOL ESSENTIALS
PDF
ISBN 978-1-6656-0361-4