Final Voyage of Draengr Thar 5E

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by J.C.

Connors

About the Adventure Adventure Background


The Final Voyage of Drængr Thar is a supernatural hor- Drængr Thar was a compulsive raider. Every season
ror adventure set in the cold dark ages of the Vikings, he set out to raid the towns and churches of England,
although it can easily be adapted to a fantasy setting. and every season he came back loaded with gold, sil-
This version is for 5E, but versions for Call of Cthulhu ver and valuable captives. To raid with Drængr Thar
and GURPS are available on www.1shotadventures. was considered a great honor, and many young men
com). The adventure is loosely inspired by Steve Per- fought for his attention to gain a place in his fleet of
rin’s 1988 AD&D adventure, “The Tombs of Deckon longboats.
Thar,” from the Lords of the Darkness supplement.
A month ago, Drængr Thar set out on another one
The adventure takes place in a freezing, lonely inlet of his great voyages. However, upon his return to
many miles north of Bjørgvin, Norway. A group of Vi- Norway, his ship was beset by a wrathful storm. The
kings are sent to the inlet to find Drængr Thar, a famed storm’s fury was so great, it splintered his longboat’s
raider whose boat was stranded in this land. Once they mast and drowned several of the crew.
arrive, they discover something terrible has happened
to the men they seek to rescue. To find them, they must Pushed far off course, Drængr and the survivors finally
explore the haunted barrows of a lost king... found shelter in a northern inlet, dozens of miles away
from the nearest Viking settlement. Badly wounded,
The Final Voyage of Drængr Thar is suitable for three- Drængr feared that his begotten treasures would not
to-five characters of levels 3-4. The end of the adventure make it home to his family, so he sent two hearty men
includes pregenerated characters (from the Iskloft 5E running down the coast to find aid.
Viking supplement!) so you can get started right away.
NPCs introduced for the first time in the adventure are Drængr was startled to be approached one morning
noted in ALL-CAPS. Skill checks are in Small-Caps. by a strange woman who called herself queen of the
1 v1.02
land. She admonished Drængr to present himself to her To rescue Drængr Thar, the PCs must venture under-
king, King Kolbakr, who kept a hunting lodge nearby. ground and explore these barrows. The dark cham-
Scoffing at the idea that there was a king who lived bers, however, are occupied by dead King Kolbakr and
in the wilderness here, Drængr and his men found the his fellowship of companions – cursed and evil wights
lodge abandoned. They decided to take it over, and who seek to kill and create more of their own.
hauled their treasure into its hall.
Key to defeating the king and his servants is finding
Later that night, Drængr and his men awoke to a terri- pure weapons capable of defeating them. The eldest
ble sound. Their boat was being torn apart by a savage wights are only vulnerable to silver, so the PCs must
troll. Unable to hurt the monster, they retreated back to first collect what precious metal they can find and craft
the lodge. But they were ambushed in the woods by the weapons capable of destroying such evil. Only with
silent dead – wights – who dragged many of the men preparation, tactics, and cunning can the PCs rescue
under the earth to their ancient burial mounds. the lost men.

Drængr survived the initial attack and ordered his men


to barricade the lodge. But the next night, the wights Act I - Norðr Inlet
returned and Drængr was unable to fight them off. He
and the surviving men were taken into the earth to face To kick off the adventure, it’s suggested that GMs use
the resentful King Kolbakr, lord of the land’s wights. the banter cards from the handouts. This is a fun, in-
teractive technique to get the players into their mis-
Meanwhile, Drængr Thar’s scouts finally reached the sion, and give them some additional backstory. Just
nearby town of Bjørgvin. Not knowing their warlord’s give the players a short background, and then let the
dark fate, they pleaded for the town to send a boat player’s trade off sharing lines of dialogue that they
to rescue Drængr. Promised by the appeal of treasure speak to each other as they near the inlet in their long-
and the favors that might be bestowed by a great war boat.
leader, a band of Viking sailed north to find the Drængr
Thar’s hidden inlet... Steep forested cliffs line the entrance to the Drængr’s
inlet, obscuring it from view from all but the most
eagle-eyed sailors. Presumably, the PCs traveled by a
Adventure Summary small boat, guided by SVEND, one of the young survi-
vors of the original expedition, who remembers its lo-
The adventure begins with the PCs landing in the qui- cation well. He warns that the entrance narrows con-
et inlet where Drængr Thar’s boat sheltered from the siderably, but the PCs’ boat is smaller that Drængr’s
storm. They find his longboat woefully damaged, mys- longboat, and should be able to navigate inland with
teriously splintered into thousands of pieces, with no greater ease.
signs of life. Worse, the PCs find the corpse of a man
nearby, nailed to a tree not too far from the wreckage. A DC 12 Wis (Sailing) check navigates the cliffs of
The man’s skin is withered and gray and he’s tattooed the inlet. A failure means some minor hull damage as
in old, unrecognizable sigils. it scrapes rocks on entrance. This won’t matter much
in the adventure, but any good Viking sailors know
Exploring nearby, the PCs find an old lodge, worn that sailing home with a damaged hull can be dan-
from at least a decade of abandon. The place was re- gerous, especially should another accident befall the
cently used by Drængr Thar as a shelter, and the PCs vessel. While maneuvering into the inlet, a DC 12 Wis
find some scattered belongings of the men they seek. (Perception) check spots a shred of Draegr Thar’s
sail caught on one of the rocks.
The exploration is interrupted when a strange wom-
an approaches. She says that she was once married to After a few tense minutes of sailing through the inlet,
King Kolbakr, the lord of this land, but no one recog- the PCs spot the remnants of Drængr’s longboat. Sur-
nizes the name she speaks. She says that her husband prisingly, the hull is utterly shattered and barely recog-
took Drængr Thar, his men, and his treasure into his nizable. Svend remarks that the boat, while grievously
barrows beneath the lodge. damaged, was not left in such a terrible state! There is
no obvious sign of life nor treasure near the boat.

2
Investigating the Wreckage
Once the PCs land ashore, they can examine the wreck- SVEND Trygg
age further. It is clear that the boat has been violently Surviving Raider and Guide
Armor Class 19 (mail and shield)
smashed. However, while some parts are splintered,
Hit Points 28 (3d10+6)
other pieces show the marks of axes and other tools. Speed 30 ft.
Further investigation reveals:
STR DEX CON
• A DC 10 Int (Investigation) check recognizes 12 (+1) 17 (+3) 14 (+2)
that only about half the ship is here on the beach. INT WIS CHA
9 (-1) 14 (+2) 9 (-1)
Clearly, the rest was taken elsewhere.
• A DC 15 Wis (Perception) check finds a small Saving Throws Dex +5, Con +4
tin cross amidst the debris. Svend recalls that they Senses passive Perception 12
raided a church, and captured a priest wearing a Challenge 3 (700 XP)
similar adornment. He surmises that this was prob-
ably taken by one of the raiders. On a more care- Scramasax Sword. Melee Weapon Attack: +5 to hit, reach 5
ful search, the PCs also find a sharp hatchet and a ft., one target. Hit: 7 (1d6 + 3) slashing damage.
length of good rope. Otherwise, there are no more Notes: Svend is fiercely loyal to his old crew and cares more
useful belongings here. for their safe return than the loot that they took from Eng-
land. He is eager to return to the inlet to find his old friends.
As the PCs search, they hear wolves howling in the However, once he realizes that they are up against strange and
distance. A terrified Svend explains that those wolves supernatural forces, he slowly loses his courage and become
chased him as he ran along the shore, and his compan- less reliable.
ion Agnar fell behind and was taken down by the pred-
Note that Svend is provided as an extra PC in the pregener-
ators. “Those wolves have no fear of men nor gods.” ated characters, in the event one of the other characters dies
early in the adventure!
Footprints in the mud are visible headed into the for-
ested interior of this land. It is easy to track them, al-
though a 12 Int (Investigation) check identifies that GM’s Note: This man was an elder wight, buried in
the footprints hauled heavy cargo and forth to the boat one of the nearby barrows. He emerged from his tomb
and another location into the forest. and was killed by Drængr Thar’s men. Fearing that he
would return from the dead, Drængr used nails from
the boat to pin him to the tree. While they didn’t have
The Nailed Corpse silver to kill him, days of prolonged exposure to sun-
A quarter mile or so down the deer trail, the PCs find
light did the trick.
a ghastly site. The pale-gray corpse of a man is nailed
to a tree with over a dozen nails. He wears no clothes,
and his skin is cold, wrinkled, and tattooed in strange The Lodge of King Kolbakr
runes. His eyes have been devoured by birds. Above
him in the branches, a large crow proudly rattles and The footprints head a mile into the foggy northern for-
clicks, something small and wet in its beak. est, along a narrow deer trail. The PCs still hear the
wolves barking and howling in the distance, always
If Svend is still with the PCs, he does not recognize the just out of sight.
man as one of Drængr’s crew. He has no explanation
for the horrific display. The trail opens into a large clearing, and the PCs find
a large building made of rough-hewn stone blocks and
If someone examines the body, a DC 15 Wis (Medi- rotted wood. A heap of dirt, grass, and roots acts as
cine or Wound-Wise) check finds that his chest has a roof to the structure. The place is truly old, and has
been pierced many times with a broadsword; this was no visible purpose. The building’s door frame is half-
likely the cause of death to the man. A DC 12 Wis sunken into the ground, and a piece of Drængr’s hull
(Religion or Seið-Wise) check reveals that many of acts as a improvised door, propped in place from the
his tattoos refer to eating at the great feasts of Valhalla. inside of the building.

Cutting the man down and giving him a proper funer-


al, even a hole in the ground, is pleasing to the gods.
3
Worn lettering is carved in the old wooden lintel above boar, but with a fishy-like mouth. Below its neck is
the door: brushed dried and crusty blood. A DC 12 Wis (Re-
ligion or Seið-Wise) check identifies the image as

The Lodge of King Kolbakr a Sæhrímnir, the mythical animal killed every night
to feed the dead of Valhalla. The man who built this
(The Lodge of King Kolbakr) place clearly looked forward to that feast.

A DC 15 Int (History or Lore-Wise) check vaguely Unusually, the fireplace is piled with far too much
recalls the name of this king. Decades ago, he lived on wood inside its great hearth. The wood overflows on
an island north of Bjørgvin, probably a hundred miles to the floor in a disorganized mess. Much of the wood
from here. He was known as a skilled hunter, and fa- is from the boat, and some of the wood underneath
mous for his great whaling expertise, especially of the the pile seems to have been burned; the feint smell of
rare black whales that migrated through the North Sea. burned oak comes from the fireplace.
It is not known when or how he died. This place was
likely where he would go to hunt game that he could A sturdy table that can sit a dozen men is in the mid-
not find on his native island. dle of the room, and several old chairs are scattered
around. Drængr’s boat sail is draped on the table;
Gaining entry into the lodge requires the PCs to knock bone sewing needles and thread are nearby, showing
aside the makeshift door. This is not too hard – any- that it was undergoing repair.
one succeeding a DC 14 Str check can push aside the
boards. Otherwise, the effort requires tools, such as an Finally, several bedrolls and bags of men’s belongings
axe, pry bar, or ram of some sort. are scattered around the room.

The dim interior of the lodge is unremarkable. Like A closer search of the chamber discovers some items
many lodges of the day, it is a single rectangular room, of interest:
large enough to hold several dozen people. Other than
the sound of rats scurrying under the floorboards here, • A parchment page torn from some book is nailed
there are still no signs of life, and the room somehow to the wall of the lodge (see Handout A). It has
feels colder than the outside. been sprayed with blood and has “The King la-
bored and ate from the flesh of the Sæhrímnir
A huge fireplace is set into the far wall of the place. and delighted in Death” scrawled on it in some
Above the fireplace is a crude and ghastly painting of greasy ink. Anyone who speaks English or suc-
a severed animal head. The head has the features of a ceeds DC 12 Wis (Religion or Seið-Wise) check
identifies it as a page from a holy
manuscript, likely seized from a
church in England. If Svend is
asked about it, he will mention
that the group captured an Eng-
lish priest named Eustace, and
this probably belonged to him.
He describes Eustace as a quiet
fellow who lost a hand during
the attack but then accepted his
fate with his captors.
• The alder in the fire-
place has a faint smell of smoke
to it, but much of it is unburned.
• A DC 14 Wis (Percep-
tion) check , or a long inves-
tigation of the room, finds the
word “Tröll” carved into the
large leg of the great table.

4
• If the PCs hunt for useful gear, a DC 10 Wis (In-
vestigation) check finds useful but ordinary tools, Queen Lopthæna
such as a knife, hatchet, leather cap, et cetera. Haughty Queen of the Nord Inlet
Armor Class 13 (leather)
Hit Points 71 (11d8+22)
The Hidden Tunnels Speed 30 ft.
Hidden under the pile of wood in the fireplace is a
crumbling hole that drops down ten feet into the tun- STR DEX CON
nels underneath the location’s barrows. Clearing the 17 (+3) 13 (+1) 15 (+2)
debris takes about twenty minutes, but within a few INT WIS CHA
13 (+1) 13 (+1) 13 (+1)
minutes of starting, they will be interrupted by the ap-
pearance of QUEEN LOPTHÆNA (see below). Saving Throws Con +4, Wis +3
Skills Intimidation +3
GM’s Note: If the PCs don’t think to clear the wood Senses darkvision 60 ft., passive Perception 13
from the fireplace, allow for a DC 12 Wis (Perception) Challenge 3 (700 XP)
check to detect a feint, foul-smelling breeze coming
from the hearth. If the PCs still don’t clear the wood, Spear Savant. Lopthæna makes two spear attacks. She deals
one extra die of damage when she hits (included below).
Queen Lopthæna will still interrupt them anyway. Also, she can take the Disengage action as a bonus action.

Lodge Outskirts Silver-tipped Spear. Melee Weapon Attack: +5 to hit, reach 5


Exploring the area around the half-buried lodge dis- ft., one target. Hit: 10 (2d6 + 3) piercing damage.
covers six mounds neatly arranged behind it, each one Notes: Unlike her husband, Lopthæna did not eat from the
as large as a small raiding boat. Identifying that these sacred flesh Sæhrímnir, and is still mortal. She is, however,
mounds are anything but natural hills requires an DC fully delusional. While she knows that her husband is no
12 Wis (Nature or World-Wise) check; success de- longer alive, she believes that his undead state is simply a
termines that the hills are in fact seven barrows. form of immortality, and that he lives somewhere between
the mortal world and Valhalla. She is deeply loyal to him,
and some nights she sneaks into his underground barrows to
Any Viking PC from the era will know that barrows
be with him. The wights leave her alone because of her silver
were often constructed atop cremation pyres, and even spear, which they fear, but King Kolbakr himself seems to pos-
then only for great warriors or chieftains. Whether sess some memory of her that prevents him from harming her.
these barrows predate the lodge is unknown.

Finding the entrance to the barrows takes some time, Emerging from the mist is QUEEN LOPTHÆNA, a
as they are long overgrown with weeds and vines. Each woman somewhat older than middle age, but younger
entrance is sealed up by heavy boulders and rocks, and than old age. She is dressed in fine but long-faded rai-
looks undisturbed. However, if the PCs spend more ments. She carries an old oak spear, which she grips
than a few minutes at the entrance of a barrow, the tightly in her hand, and has a heavy blood-stained sack
crows nearby grow irritated. The birds caw and croak over her shoulder. Thick-bodied flies buzz around it.
angrily at those who look to gain entry to the tombs.
Queen Lopthæna was once the wife of King Kolbakr.
Unsealing a barrow takes about four hours, though As a result, the wights that live in the barrows fear her
several helpers and good tools can reduce this to two and leave her alone, and she in turn rarely thinks of
hours. them. She speaks with command in her voice.

“Who are you that disturbs my husband’s hall?” she


Part 2: Queen Lopthæna Arrives again demands when she sees anyone in the vicinity of
the lodge. Until the PCs give an adequate explanation
When the PCs begin to disturb the fireplace inside the of their presence, she will not engage with them on
lodge, or start to unseal a barrow, they hear a woman’s other topics. Successful social skill checks should help!
loud and commanding voice echo through the foggy
woods. Once satisfied that the PCs are not there do her hus-
band harm, Queen Lopthæna is willing to haughtily
“Who disturbs my husband’s hall?” answer a few of their questions.

5
• If asked more about her husband, King Kolbakr, • If asked about her spear, she says it belongs to her
she reverently explains that he is a great war chief, husband, King Kolbakr. “But he does not care for
that he comes from a faraway land to the north, it anymore, so I keep it for him.” She cannot be
but loves this place the most. He built his lodge easily talked out of it; she sees the weapon as the
to hunt the great beasts of this forest. He has been weapon of a king, and will only give it to someone
here many years and has no plan to return to his she thinks her husband’s equal.
homeland. “The valkyrja have tried to claim him • If asked about the gruesome sack she carries, she
many times, but he is not ready for Valhalla yet!” will throw it to the ground and say that it con-
• If asked where her husband is, she points to the tains a deer carcass – food for the saltwater troll
mounds and says that he has a vast kingdom under- that lives in the inlet. She advises the PCs feed the
ground, where he feasts every night with his war- monster soon, lest it destroy their boat, like it did
riors. “On some nights he even invites me, but his Drængr Thar’s. GM’s Note: See The Troll (p. 12)
men do not like me anymore. They are jealous of for more information on how to handle this the
our love,” she explains. appearance of this monster.
• When the topic of Drængr Thar comes up, she
scoffs and explains that she met Drængr when Lopthæna will eventually grow bored of the conversa-
his boat ran ashore here. She told him to seek her tion. She advises the PCs to abandon their quest and
husband’s council, man to man, before bringing return to their home, as her husband “is done with
his men into her husband’s lodge for shelter. But strangers from faraway lands as of late.” She will then
Drængr scorned her, threw her to the ground, and leave to return to her shelter.
took his men into the shelter anyway. She goes on
to explain how her husband is a man of great se- If Lopthæna is attacked, she defends herself wildly,
riousness and does not take lightly to insults. He striking at throats and knees equally. If defeated, she
seized Drængr Thar, his men, and his treasure and crawls on to the mound of King Kolbakr and wails
have them held captive in his great keep. She thinks for days. Her painful screams enrage will eventually
that her husband will be indisposed for some time attract the troll to the lodge.
with the captive. “It will take days for him to assess
those men, and see which ones are worthy to join
his fellowship.”

Killing the Wights


King Kolbakr and his fellow wights are resistant to most forms of mundane damage. With
their Damage Resistance they only take half damage from bludgeoning, piercing, and slashing
attacks that are not silvered. Furthermore, their supernatural durability means they can only
be permanently killed by silver or Djúprkaldr, King Kolbakr’s ancient and god-blessed sword.

Since the PCs are unlikely to have silver weapons, there are four locations to find it in this
adventure. First, Queen Lopthæna’s spear is coated in silver; it can be seized or stolen from
her. She also keeps a wooden box full of silver coins in her shelter, leftover from Drængr
Thar’s raid. She knows the wights dislikes silver and removed it from the lodge. There are
also three silver rings in the barrow that can be melted down. Finally, the troll has some
silver in his belly, the result of eating one of Drængr Thar’s treasure-laden men.

To melt down silver, PCs need to create a roaring hot fire, at least double the temperature
of typical campfire. This requires player cleverness or a DC 12 Wis (Survival or World-
Wise) check. Next, a DC 14 Dex (Smith’s Tools) check is required to coat a blade. A
failure wastes an appropriate amount of silver. The rings in the barrow or the coins in the
troll’s stomach is enough to coat two knives or spear-tips; the stash of coins in Lopthæna’s
shelter is enough to coat three larger weapons, such as axes or swords. If the PCs are woe-
fully unlucky, it’s suggested that the DM add a silver weapon elsewhere in the adventure,
perhaps in Lopthæna’s shelter, or buried in the troll’s skull from a battle years ago!

6
Lopthæna’s Shelter very far before they gave up on the work. There is old,
Queen Lopthæna lives in a makeshift shelter in some dried blood spattered on some of the disturbed rocks.
crags about a half-mile from the lodge – far enough
away that the wights do not come near. Finding her The center, northern mound (#4) can be entered via
abode is not especially hard. She can be tracked or fol- a small, worm-ridden hole in its top. Finding this en-
lowed back to her home. trance is difficult, as it is covered with grass and other
shallow-rooted plants. Only a careful search will find
Lopthæna’s shelter is a simple construction, made out this entrance. Squeezing down the hole, ten feet down
of wood, hide, and an old sail. Although primitive, the into the mound itself, requires a DC 14 Dex (Athlet-
place is well-crafted. Inside the small abode is a bed of ics) check and even then, only a small person (Str 12
furs, a campfire, and an old wooden box that she uses or less) can achieve the maneuver.
as a stool. Inside the box are some simple carpentry
tools, a carving knife, and a pile of English silver coins The interior of each mound’s barrow is comprised of
(worth 300 gp), which can be melted down and used to a hard-packed floor, littered with ash and small debris
fight the wights (see p. 6). from the pyres that were once built there, and damp
earth ceilings supported by old and rotted beams. The
mounds are all connected by dark snake-like tunnels
Part 3: The Burial Mounds that have been dug by the wight inhabitants, clawed
out of the hard earth with sharp nails. The tunnels are
barely big enough for two men to walk side-by-side,
There are seven mounds, each covered with tawny,
and infested with rodents.
mostly dead grass. All of the entrances to the mounds are
sealed with heavy rocks – it would take at least a half
day for a crew of well-equipped, strong men to unseal The Wights
one of the mounds. A dozen or so wights, including King Kolbakr himself,
inhabit the mounds. Most of the weights are remnants
The southwestern-most mound (#3) has a disturbed en- from Drængr’s crew. They are weaker “servant wights,”
trance. A dozen or so large rocks have been pulled from as they have not fully evolved into their undead nature.
its entry tunnel. The tomb robbers, however, did not get In a few days, they will lose the last shred of their origi-

The Mounds 8

2 6

4 9

The Lodge

Tunnels

3 5 7

7
nal personality and be consumed by the spirit of one
of Kolbakr’s old companions that was buried in these Vicar Eustace
barrows. Until that happens, these creatures fear King Captive English Priest
Kolbakr, and shy away from him unless he gives them Armor Class 10
orders. As a result, the investigators will likely encounter Hit Points 1 of 11 (2D8+2)
Speed 30 ft.
some of these servant wights in the halls here, perhaps
along with an elder wight or two. The GM should in- STR DEX CON
clude a small group or two in one of the earlier rooms, 10 (+0) 10 (+0) 14 (+2)
and leave the rest in the antechamber in area #8. INT WIS CHA
12 (+1) 16 (+3) 13 (+1)
The rest of the wights are King Kolbakr’s companions
Saving Throws Wis +5
from his old court. These elder wights are powerful and
Skills Religion +7
frightening creatures of death, loyal to their king and Senses passive Perception 13
intelligent enough to deploy clever tactics. The elder Challenge 1/8 (25 XP)
wights stay near their king, and can likely be found in
the final chamber (#9). Here, they have dragged the last Improvised Club. Melee Weapon Attack: +2 to hit, reach 5
of Drængr Thar’s survivors, including Drængr Thar him- ft., one target. Hit: 2 (1d4) bludgeoning damage.
self, in order to infuse their dying bodies with the spirits
Notes: Vicar Eustace was captured during Drængr Thar’s raid.
of Kolbakr’s old companions, effectively transforming His hand was severed when he tried shutting the church door
them into more wights. against the Viking raiders. Once he was taken aboard the
Viking’s ship, he resigned himself to his fate and resolved to
The wights stay in the barrows during the day. They do show his captors his bravery. Drængr respected Eustace and
not like sunlight, and it will kill them in time. However, treated him reasonably. When they reached the inlet, Eustace
at night, some elder wights creep out from the barrow to advised Drængr that they should not trust Queen Lopthæna,
and that she was likely a witch. When the men were later at-
find new victims, typically using either through the hole tacked by wights, Eustace realized that they were vulnerable
in the fireplace, or via the hidden exit atop mound #4. If to silver. But his realization was too late, and he and the oth-
all entrances are blocked, the wights will dig new exits! ers were dragged into the King Kolbakr’s underground hall,
where the wights left him to die.
GM’s Note: Adjust the number of wights based on the
number of PCs. Typically, two servant wights per PC
and one elder wight per two PCs is about right, although If tended to, Eustace awakens enough to gasp and
experienced players can probably handle a few more. mumble. He repeats, “You have tried us, O God;
You have refined us as silver is refined,” again and again.
Only if he is removed from the mounds and treated with
1 - Tunnels of the Dead (e.g., a DC 10 Medicine or Wound-wise check) will
Three fresh corpses are shoved into these tunnels, their
he become clear-headed enough to talk to the PCs some
bodies inhabitant by pale white worms. These young
more and tell his story (see text box).
men were once part of Drængr’s crew. Two of the men
have broken arms, the result of Drængr’s mast splitting;
As long as the PCs treat Eustace well, he gives them four
the third has grievous wounds from a fight on his skull.
pieces of key information about the wights:
They have been stripped of all their valuables. These men
were killed by the wights, deemed unworthy of joining
• He explains that the wights are vulnerable to silver.
King Kolbakr due to their injuries, and left here to rot.
He suspected this from his reading while a church-
man, but tested it when he pressed his silver cross
2 - Vicar Eustace into the arm of one of the wights. “The creature was
A dying young English monk is crumpled on the floor repelled to the metal and stopped strangling me.”
of this chamber. He is breathing but unconscious. Black • He knows that they can possess a dying man’s body,
marks around his neck show that show he was recently and bring it to life again with unholy purposes. “It is
strangled. His left hand is severed and wrapped in like a dark soul possesses the dying man, murdering
bloody bandages. For whatever reason, the wights left him twice once more.”
him here to die, rather than take them to their hall with • If asked about the origin of the wights, he suspects
the other captives. that their king ate from the meat of the Sæhrímnir,
a mythical creature reserved for the warriors of

8
Servant Wights Elder Wights
Drængr’s Cursed Companions King Kolbakr’s Hunters
Armor Class 12 Armor Class 15 (mail)
Hit Points 27 (5d8+5) Hit Points 45 (6d8+18)
Speed 30 ft. Speed 30 ft.

STR DEX CON STR DEX CON


13 (+1) 14 (+2) 13 (+1) 15 (+2) 14 (+2) 16 (+3)
INT WIS CHA INT WIS CHA
10 (+0) 10 (+0) 6 (-2) 11 (+0) 13 (+1) 15 (+2)

Skills Stealth +4 Skills Perception +3, Stealth +4


Resistance necrotic. Immune to poison and exhaustion. Resistance necrotic, bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 10 from non-silver attacks. If killed by a non-silvered attack,
Challenge 2 (450 XP) they will shamble back to life within an hour! Immune to
poison and exhaustion.
Multiattack. Servants make one hatchet attack and one Life Senses darkvision 60 ft., passive Perception 13
Chill attack. Challenge 3 (700 XP)

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar- Multiattack. Wights makes a claw attack and one Life Drain.
get. Hit: 6 (1d6 + 1) slashing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
Life Chill. Melee Weapon Attack: +4 to hit, reach 5 ft., one get. Hit: 6 (1d6 + 2) slashing damage.
target. Hit: 6 (2d4 + 2) necrotic damage. The target must
succeed on a DC 13 Con saving throw or be stunned for Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
1 minute, due to chilling pains from inside their skull. The target. Hit: 6 (1d6 + 2) necrotic damage. The target must
target can repeat the saving throw at the end of each of its succeed on a DC 13 Con saving throw or its hit point maxi-
turns, ending the effect on itself on a success. However, the mum is reduced by an amount equal to the damage taken.
victim will be affected by ongoing paranoia which lasts an This reduction lasts until the target finishes a long rest. The
hour after such a wound is taken. target dies if this effect reduces its hit point maximum to 0.
Those slain by this attack rises a day later as a servant wight!

Valhalla. He recalls or gestures to the image painted If these bodies are left undisturbed, they will rise as
above the fireplace. While he doesn’t believe in Val- wight servants within the hour, and join their brethren
halla, he does think that this strange animal could in the final burial mound (#9 below).
have poisoned the man or caused him in some other
way to be cursed by God. 4 - The Worm-ridden mound
• While he doesn’t know if Drængr is alive, he recently This chamber smells like damp, decomposing soil. Un-
heard some of his men screaming from deeper in the like the other mounds, the walls of this site are covered
mounds. He assumes that they are being kept hostage in thick yellow and hairy fungus. Finger-sized, pink
by the wights for some dark and unholy purpose. worms are nesting everywhere in the room.

3 - The Soulless The unnatural worms have been filled with the same
Two of Drængr’s dead crew lie in this room. Their bodies hatred of the living that the wights possess. Anyone who
are stone cold and are torn with deep, bloodless claw enters this room for more than a moment will cause a
marks. One man still clutches a fine hatchet in his hand, heap of these things to fall on the ceiling atop them. This
spattered with black blood and gristle. can be avoided with a DC 15 Dex save; otherwise, the
victim is Frightened and covered in the worms!
These corpses however are slowly being possessed by the
spirits of the ancient dead. At a particularly dramatic mo- Treat the worms as a grotesque and mindless swarm that
ment, both the corpses will convulse and shake, perfectly bites for 1D4 HP of injury per turn. It has 20 hit points,
in union with each other. Then they will lie still again for but its diffuse nature means it has damage resistance to
many more minutes before repeating the process. Seeing piercing and slashing attacks.
this occurrence will no frighten the heroes.

9
The ceiling here has a dark hole in it. If someone is
hoisted up, they can climb up a worm-ridden tunnel with King Kolbakr
a DC 12 Str (Athletics) check; this exits the barrow. He Who Craved Valhalla Too Soon
Armor Class 15 (mail)
Hit Points 51 (6d8+24)
5 - Mound of Heritage Speed 30 ft.
This mound is empty, although its insides are scorched
by a fire that burned many years ago. Inexplicably, a STR DEX CON
rune of heritage O is scarred into the earth floor. The 17 (+3) 14 (+2) 18 (+4)
wights avoid this chamber, as it once held the body of INT WIS CHA
a man who the gods favored. 11 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4


6 - The Skeletons Resistance necrotic, bludgeoning, piercing, and slashing
from non-silver attacks. If killed by a non-silvered attack,
Three charred skeletons lie in this room on a shared
he shambles back to life within an hour! Immune to poison
platform of stones. They have blackened mail shirts and exhaustion.
and hold warped and twisted bronze swords. All three Senses darkvision 60 ft., passive Perception 13
bear grotesque, fish-headed silver rings on their left Challenge 3 (700 XP)
hands. One of the men has an ancient bronze helmet
on his head. Multiattack. Kolbakr makes a sword attack and a Life
Drain. He does an additional die damage with his sword.
GM’s Note: These silver rings can be melted down (see Djúprkaldr (Broadsword). Melee Weapon Attack: +6 to hit,
p. 6 for rules). Or, in desperation, a person could wear reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage.
all the silver rings on a hand and punch a wight! Treat In addition to being a +1 sword, the sword is fused with the
this as brass knuckles doing 1d4 bludgeoning damage! dead spirits of the barrow and constantly whispers to the one
who wields it. This gives the wielder the sense of true north,
and signals danger (sometimes... what the sword finds danger-
7 - Detritus ous is not necessarily what the wielder might...). If Djúprkaldr
The floor is littered with old belongings of the dead. is seized from King Kolbakr, it affects him and the other wights
Most the junk here is useless and broken – axe handles, as if it were silver.
rusted blades, and battered pot helms. A thorough search Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
finds a wolf-head brooch (50 gp) and a once-fine leather target. Hit: 6 (1d6 + 2) necrotic damage. The target must
scabbard. The leather itself is rotted, but there are three succeed on a DC 13 Con saving throw or its hit point maxi-
matching sapphires that decorate it (200 gp). mum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
8 - Antechamber
This large earthen room has been dug out by the wights Notes: Kolbakr craved to taste the flesh of Sæhrímnir, the animal
for no understandable purpose. However, the barrows’ reserved for the warriors and gods of Valhalla. While he came to
servant wights are often found here, seemingly nervous this inlet to find one, he never successfully hunted one. Instead,
one was given to him by a mysterious hooded man who appeared
to enter King Kolbakr’s barrow without his permission. at the inlet without explanation. Nonetheless, eating it poisoned
him and his comrades, and he became a wight. Now, Kolbakr
If the PCs haven’t made enough noise to capture the at- has the same abilities as the other wights, except he has retained
tention of the wights, some servant wights inhabit this enough of his old memories to wield his prized sword.
barrow (around one per PC is a good number), keeping
watch over King Kolbakr’s in the adjacent barrow.
A charred rough-hewn table is set in the middle of the
9 - King Kolbakr’s Chamber room – a gift from the king’s wife, Queen Lopthæna,
The largest of the barrows belongs to King Kolbakr who came down here and built it herself, so she could
himself. The king was burned in a great funeral pyre enjoy meals with her husband. A nauseating carcass,
with three of his greatest warriors before this barrow gray and stringy, its shape vaguely like a boar, but with
was erected above him. The entire place is strewn with fins for feet, rots in the middle of the table.
ashes, burned wood, and scattered gold coins.
Seated around the table are four men, the last survivors
of Drængr’s crew. Their hands have been nailed to the

10
table so that they cannot move. All are bloody and barely all worth around 4,000 gp. Finally, there is Kolbakr’s
alive. Elder wights loom over the men, holding pale own ornate shield, intact after all these years except for
hands to their skulls. The wights’ lips move, but only its rotted straps. It is finely made and is enchanted as
meaningless, wrenching sounds come out. The wights are an Arrow-Catching Shield.
waiting for the men’s souls to depart so that other dark
spirits that lie within these barrows may inhabit the men.
King Kolbakr himself sits at the table, watching the rite Conclusion
with blank, white eyes. Observing this ritual requires a
DC 15 Wis save else become Frightened! The adventure concludes when the PCs have defeated
King Kolbakr and rescued Drængr Thar and as many
If disturbed, the wights cease their rite. They hate the of his companions that survived the ordeal. Or, per-
living and try to kill those they see, and then drag their haps the PCs will not survive the ordeal, and will join
dying or unconscious bodies back to the this chamber to King Kolbakr and his dark fellowship...
infuse their body with the soul of another wight. King
Kolbakr, intelligent and seething with venom for not be- For completing the adventure, the PCs should receive
ing allowed into Valhalla, will mercilessly taunt the PCs typical XP awards. They should receive bonus XP for
with the same fate... perhaps buying time for his servants good roleplaying or excellent performance, such as
to ambush the PCs from behind, before he relentlessly rescuing Drængr Thar and his surviving crew.
flies into battle like the frenzied warrior he was in life.

Drængr and His Men Adventure Notes


Drængr and his men are mortally wounded, and enough
of the dark ritual has happened so that if any of the men As a one-shot, this adventure is great played on Hard-
die, they will return to life as wights within a day. If the core Mode or using Iskloft’s brutal wounds system.
men receive aid, make a final death save (DC 10, no Both capture the gritty danger of the Viking era! GMs
modifiers) to see if they survive. Or, the GM may allow who also want to emphasize the unstoppable nature of
a DC 15 Wis (Medicine or Wound-Wise) check to the elder wights should consider upping their Damage
save a doomed man. Those that perish are best burned! Resistance to non-silver weapons, to better reflect ear-
lier editions of the game. Reducing non-silvered dam-
If Drængr or any of his men survive the ordeal, they age to 1 point will force the PCs to puzzle solve and
are psychologically scarred, haunted by nightmares craft weapons capable of defeating these ungodly foes.
for the rest of their days. He believes that his treasure
was cursed, for what else could have For more free adventures, please visit 1shotadven-
brought him to this evil inlet? tures.com. If you enjoyed this adventure, or ran it for
He gives all that is left a group, all the author asks is that you give a shout out
to the PCs; he wants and let me know how it went. Post a note on 1shotad-
nothing to do with it ventures.com or tweet @SageThalcos on Twitter.
anymore.
Special Thanks
The Treasures Thanks to Steve Perrin for “The Tombs of Deckon
The chamber is also filled Thar” – the original adventure that served as inspira-
with King Kolbakr’s old tion for this one. Thanks to Hafizaprilio on Fiverr.com
treasures. Six chalices of gold for his wight illustration, and also to artbreeder.com
are on the table (100 gp for helping create images of the various characters.
each) and old gold coins
can be found on the floor For VTT assets for this adventure, as well as more
of the place (worth 200 one-shot adventures, visit www.1shotadventures.com.
gp). Much of Drængr You can also check out my YouTube channel to see
Thar’s treasures from overviews of adventures like this. If you enjoyed this
his English raid are here adventure, or ran it for a group, all the author asks
as well – gold crucifixes, is that you give a shout out and let him know how
noble rings, and brooches, it went. Please post a note on www.1shotadventures.
com or tweet @SageThalcos.
11
The Tröll
The inlet is the home to a centuries old, saltwater troll. After about six hours, he will swim up to the PCs boat.
Huge and lanky, the amphibious monster lives at in If food is left on the side of the boat, he will grab it and
a half-submerged cave that is only accessible from an return to his shelter, knowing that Queen Lopthæna ap-
underwater entrance in the rocky cliffs that guard the proves of the visitors. If no food is left for him, however,
inlet’s entrance. he will grow angry and destroy the boat; this is what
happened to Drængr’s boat.
The troll not especially smart, but he’s fiercely protec-
tive of his territory. When King Kolbakr first came to If he hears men nearby, he’ll stalk inward into the island
the inlet, he and his men fought the troll on many occa- to grab one and drag him back to his cave for dinner.
sions. Eventually, however, Queen Lopthæna came up The troll is remarkably stealthy for his size, and may be
with the idea of feeding the troll, especially when any able to sneak up to the lodge without anyone seeing him.
of King Kolbakr’s men came into the inlet. Since then,
the troll has become loyal to her and leaves her alone. While there’s a boat in the inlet, the troll returns each
day to see if there’s food for him.
When the PCs arrive, it is unlikely they’ll see the troll.
Perhaps a DC 18 Wis (Perception) check will catch a The trolls fears the wights and will run if they get
glimpse of his form swimming underwater, or hear him too near him. He won’t go anywhere near the burial
as he climbs out from his cave. His stony hide makes mounds, but may camp outside the lodge to catch any
for excellent camouflage, and he perches among some men who emerge from it.
rocks on the cliffs to watch any newcomers.
DMs can deploy the troll for a few purposes:
• For players who are nervous to explore the barrows,
their boat’s destruction may encourage them to do
so. Nights in Norway are freezing, and the PCs are
The Tröll unlikely to survive a few nights without shelter. Even
Old Stoneskin
Armor Class 15 (natural) if the PCs feed the troll, he may decide to stay near
Hit Points 84 (8d10+40) the boat, intimidating any who come near.
Speed 30 ft., 40 ft. underwater • If the PCs kill or harm Queen Lopthæna, the troll
becomes angry and will try to take revenge on
STR DEX CON the PCs. This sets him up as a surprising foe at
18 (+4) 13 (+1) 20 (+5)
INT WIS CHA
an opportune moment (especially if the PCs have
7 (-2) 9 (-1) 7 (-2) retreated from the barrow at some point, hoping
the wights won’t follow).
Skills Perception +2, Stealth +5. • To extend the adventure, the PCs may see the troll
Senses darkvision 60 ft., passive Perception 12 returning to his lair. Trolls are said to guard the
Challenge 5 (1,800 XP) treasures of dwarves! The DM can easily add a
side-quest where the PCs enter the troll’s cave, de-
Multiattack. The trollmakes three attacks: two with its
claws and one slam. feat him, and pillage the treasure he has acquired
over the years. In particular, the troll has acquired
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- a great dwarf-crafted horn that is said to inspire
get. Hit: 11 (2d6 + 4) slashing damage. smiths, granting advantage to all crafting-related
rolls after it is blown.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage, and the target must suc-
ceed on a DC 16 Strength saving throw or be knocked prone.

Gear: The troll has a handful of silver coins in his stomach, still
digesting from the last man he ate!

12
Handouts - Banter Cards

Young Haldor Reginleif


O This voyage shall bring us great glory. My O I sailed many times with Draengr Thar. He
father the jarl of Bjørgvin will be pleased. is a strong and fearless leader.

O Dræengr Thar must be rescued. O The wolves we hear in the forest is a good
sign. Svend told us about the wolves in this
O The gray clouds bring a chill to the air to- region.
day. It may bring our first winter storm.
O Dræengr Thar must be rescued.
O Dræengr Thar is too strong of a warrior to
die in this faraway land. O My late husband said giants live up here.

Fálki the Red Yngvildr


O Dræengr Thar's boat is strong. Surely we O Dræengr Thar must be rescued.
can repair it when we find it.
O We must secure the boat when we land.
O Those wolves howling in the distance make
me nervous. O All of you be quiet now. I must steer us
towards those cliffs and into the inlet.
O When we find the lost men, we shall have a
celebration that even the gods will notice. O I was in England for ten years. That place
brings ill-luck to all who step foot there.
O Dræengr Thar must be rescued.

Jarl Valþjófr SVEND Trygg


O The gods are watching us. They are espe- O Dræengr Thar must be rescued.
cially watching the one who is not with us.
O We shall be celebrated for rescuing Draengr
O I am not afraid. The gods have decreed I and his men. I know he is waiting for us with
shall only die when they are pleased. They are a smile.
not pleased yet!
O The winds from those cliffs chill my bones.
O Dræengr Thar must be rescued.
O We are near the boat - let us sail through
O The cliffs in the distance are ill omens. those rocks carefully.

Hand each player their banter card at the start of the session. Give the players some basic background about
the adventure – how Drængr Thar was lost at sea, wounded, and needs rescue. Then, each player should take
turns reading or paraphrasing a line from their banter card. The scene ends when everyone’s gotten through all
the information. Encourage them to improv and make it organic!
13
Handouts

Handout A
Vicar Eustace’s torn manuscript, where he wrote down what he thought was the
fate of the King Kolbakr.
“The King labored and ate from the flesh of the Sæhrímnir [the animal reserved
for the feasting men of Valhalla] and delighted in Death.”

14
Name: Young Haldor
Player: Age: 19
Class: Hersir (Warlord) Background: Jarl’s Son
Level: 3 Alignment: Lawful Neutral
Speed: 30 ft. Inspiration

+2 14
STR
 Athletics
+2
save

 Acrobatics

+0 DEX 11
 Sleight of Hand
 Stealth
 Tools
+0
save

+2 CON 14
 Grit
+2
save

+0 INT 10
 History  Religion
 Investigation
 Nature
 Lore-Wise
+0
save

+0 WIS 10
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +2
save


Abilities
Hersir Training: You are proficient in all armor, shields, simple and martial
weapons.. You are also proficient in Cha and Wis saves.

+3 CHA 16
 Deception
 Intimidation
 Performance
 Persuasion
+5
save


Order - Strike! (1st): As an action on your turn, you can allow an ally that
can see or hear you within 30 feet to make an attack as a free action.
Order - Get In! (2nd): Make a ranged attack. On a hit, an ally within 30
feet of you may move up to their speed towards the same target and
make a melee attack against it.
Passive Wisdom • Command - Death! (1st): Use an action. For 1 minute all allies that see
10 (Perception)
and hear you may roll their damage dice twice and choose the higher. You
must finish a short or long rest before you can use this again.
• Tactic - Always Ready (2nd): You and allies within 30 feet gain a bonus

+2+2 Proficiency Bonus to Initiative rolls equal to your Charisma modifier.


• Warlord (3rd): You have four d8 Warlord dice. You regain dice on any rest.
• Decree - Catch Your Breath (3rd): As an action, one ally within 30 feet
of you regains hit points equal to your Warlord Die + your Cha modifier

+0+1 Initiative • Decree - Simultaneous Strike (3rd): Make an attack. You may spend
any number of Warlord Dice to allow that number of allies to spend their
reactions and make their own attacks.. .
• Decree - Guide (3rd): When an ally makes an attack roll, before the DM
says whether it hits, spend a Warlord Die and add the result to the attack roll
using your reaction..
Armor Class
Armor: 12
14 Shield:
Dexterity:
+2
+0 Main Weapons
Other: -
Weapon To-Hit Damage Type Weight
War Axe +4 1d8+2 slashing 6 lbs.
Hit Points (3d8) two-handed 1d10+2 slashing
Max: 24
Con: +2 Hunting Bow +2 1d6 piercing 4 lbs.
HD Used:
24 Temp:
Equipment
Coins
Item Weight Notes
Leather tunic (AC 12)
Shield (AC+2)
Shoulder quiver

The mighty Dræengr Thar swore


Background
to you that he would take you on
his next voyage. It would have
been your first raid! It is only with
Dræengr Thar‘s help that you can
finally attain the same glory that
your fore-bearers claimed.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.

Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Notes

Norse

Experience
301

900

XP Needed
Name: Reginleif the Unscarred
Player: Age: 38
Class: Drengr (Fighter) Occupation: Shieldmaiden
Level: 3 Alignment: Lawful Neutral
Speed: 30 ft. Inspiration

+2 14
STR
 Athletics
+4
save

 Acrobatics

+1 DEX 13
 Sleight of Hand
 Stealth
 Tools
+1
save

+3 CON 16
 Grit
+5
save

+0 INT 10
 History  Religion
 Investigation
 Nature
 Lore-Wise
+0
save

+1 WIS 13
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +1
save


Abilities
Drengr Training: You are proficient in all armor, shields, simple weapons,
and the flail.. You are also proficient in Strength and Dexterity saves.

+0 CHA 10
 Deception
 Intimidation
 Performance
 Persuasion
+0
save


Second Wind (1st): On your turn, you can use a bonus action to regain
hit points equal to 1d10 + your drengr level. Once you use this feature, you
must finish a short or long rest before you can use it again.
Battle-Webbing (1st): While wearing armor, you gain a +1 bonus to AC.
• Action Surge (2nd): On your turn, you can take one additional action on
Passive Wisdom top of your regular action and a possible bonus action. Once you use this
1011 (Perception) •
feature, you must finish a short or long rest before you can use it again.
Shield Fighting (2nd): While fighting with a shield in one hand and a
weapon in the other, you can make an attack with your shield as a bonus

+2+2 Proficiency Bonus action, using Strength and dealing 1d4 + Str modifier bludgeoning damage.
• Guardian (3rd): When a creature you can see attacks a target other than
you within 5 feet of you, you can use your reaction to impose disadvantage
on the attack roll. You must be wielding a shield..

+1 Initiative • Bright Mail and Shining Blade (3rd): In heavy armor, you gain +1 AC.
You reduce incoming slashing, bludgeoning, and piercing damage by your
Con modifier.

Armor Class
Armor: 15
19 Shield:
Dexterity:
+2
- Main Weapons
Other: +2
Weapon To-Hit Damage Type Weight
Broadsword +4 1d8+2 slash/pier 4 lbs.
Hit Points (3d10) two-handed 1d10+2 slash/pier
Max: 31
Con: +2 Shortspear +3 1d6+2 piercing 3 lbs.
HD Used:
31 Temp:
Equipment
Coins
Item Weight Notes
Mail hauberk (AC 15)
Shield (AC+2)
Wool blanket

The mighty Dræengr Thar took


Background
you on five great raids. With his
great leadership, you returned
from each raid without a single
scar. Draengr Thar also intro-
duced you to your late husband,
clever Frode. The gods gave the
two of you twenty full years.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.
Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Notes

Norse

English (broken)

Experience
301

900

XP Needed
Name: Falki the Red
Player: Age: 41
Class: Drengr (Fighter) Background: Smith
Level: 3 Alignment: Lawful Neutral
Speed: 30 ft. Inspiration

+3 16
STR
 Athletics
+5
save

 Acrobatics

+2 DEX 14
 Sleight of Hand
 Stealth
 Smith’s Tools
+2
save

+2 CON 14
 Grit
+4
save

+0 INT 10
 History  Religion
 Investigation
 Nature
 Lore-Wise
+0
save

+0 WIS 10
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +0
save


Abilities
Drengr Training: You are proficient in all armor, shields, simple and martial
weapons.. You are also proficient in Strength and Dexterity saves.

+0 CHA 11
 Deception
 Intimidation
 Performance
 Persuasion
+0
save


Second Wind (1st): On your turn, you can use a bonus action to regain
hit points equal to 1d10 + your drengr level. Once you use this feature, you
must finish a short or long rest before you can use it again.
Battle-Webbing (1st): While wearing armor, you gain a +1 bonus to AC.
• Action Surge (2nd): On your turn, you can take one additional action on
Passive Wisdom top of your regular action and a possible bonus action. Once you use this
10 (Perception) •
feature, you must finish a short or long rest before you can use it again.
Shield Fighting (2nd): While fighting with a shield in one hand and a
weapon in the other, you can make an attack with your shield as a bonus

+2+2 Proficiency Bonus action, using Strength and dealing 1d4 + Str modifier bludgeoning damage.
• Hard as Nails (3rd): While wearing no or light armor, add Con to AC.
• Whatever Works (3rd): While wearing light or no armor, you can roll
1d6 in place of unarmed strike or simple weapon damage, and make an

+2+1 Initiative •
unarmed strike or grapple as a bonus action. .
Walk it Off (3rd): You can use a use your reaction when hit by an attack
to reduce the damage by half. Once you use this feature, you must finish a
short or long rest before you can use it again..

Armor Class
Armor: 12
16 Shield:
Dexterity:
+2
+0 Main Weapons
Other: +2
Weapon To-Hit Damage Type Weight
War Axe +5 1d8+3 slashing 6 lbs.
Hit Points (3d10) two-handed 1d10+3 slashing
Max: 28
Con: +2 Hunting Bow +4 1d6 piercing 4 lbs.
HD Used:
28 Temp:
Equipment
Coins
Item Weight Notes
Leather tunic (AC 12)
Shield (AC+2)
Shoulder quiver

Armoury and carpentry kit

You helped build Dræengr Thar’s


Background
longboat. You equipped his men.
You crushed each of them with an
embrace before they left for Eng-
land. It deeply grieves you to think
of those men wounded and lost
somewhere north of Bjørgvin.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.

Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Notes

Norse

English (broken)

Experience
301

900

XP Needed
Name: Yngvildr
Player: Age: 26
Class: Skogarmadr (Outcast) Background: Mariner
Level: 3 Alignment: Chaotic Good
Speed: 30 ft. Inspiration

-1 8
STR
 Athletics
-1
save

 Acrobatics

+3 DEX 17
 Sleight of Hand
 Stealth
 Outlaw’s Tools
+5
save

+2 CON 14
 Grit
+2
save

+2 INT 14
 History  Religion
 Investigation
 Nature
 Lore-Wise
+4
save

+1 WIS 13
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +1
save


Abilities
Outcast Training: You are proficient in light armor, shields, simple weap-
ons and bows. You are also proficient in Dexterity and Intelligence saves.

-1 CHA 9
 Deception
 Intimidation
 Performance
 Persuasion
-1
save
• Sneak Attack (3rd): Once per turn, you can deal an extra 2d6 damage
to one creature you hit with an attack if you have advantage on the attack
roll. The attack must use a Finesse or a ranged weapon. You don’t need
advantage on the attack roll if another enemy of the target is within 5 feet
of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the
Passive Wisdom attack roll.
1011 (Perception)
• Quick Smart (2nd): You can take a bonus action on each of your turns in
combat. This action can be used only to Dash, Disengage, or Hide..
• Shadow-wise (2nd): Within 60 feet, you treat dim light as if it were bright

+2+2 Proficiency Bonus light, and no light as if it were dim light.


• Keep Moving (3rd): If you are engaged against a target that doesn’t have
other foes adjacent to it and they miss an attack against you, attack against
them as a reaction. Additionally, your movement speed increases by 5 ft.

+3+1 Initiative • Dance of Blades (3rd): As a bonus action on your turn, when you are
engaged with an enemy, and there are no other foes adjacent to you, you
may make a DC 10 Investigation check. On a success, add your Intelligence
modifier to your AC against this foe until the start of your next turn. In addi-
tion, you can use your Sneak Attack with any melee attack made against a
target that doesn’t have your allies, or its own allies, adjacent
Armor Class
Armor: 12
15 Shield:
Dexterity:
-
+3 Main Weapons
Other: -
Weapon To-Hit Damage Type Weight
Scramasax Sword +5 1d6+3 pier/slash 2 lbs.
Hit Points (3d8) finesse
Max: 24
Con: +2
HD Used:
28 Temp:
Equipment
Coins
Item Weight Notes
Leather tunic (AC 12)
English wool and fur cloak

When you were 16 you were


Background
captured by the English after a
failed raid. You lived in the house
of a noblewoman for ten years,
until the day Dræengr Thar came
to the place, burned it down,
rescued you, and took you home to
Bjørgvin.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.
Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Notes

Norse

English

Experience
301

900

XP Needed
Name: Svend Trygg
Player: Age: 26
Class: Kyrrgangr (Survivor) Background: Raider
Level: 3 Alignment: Chaotic Neutral
Speed: 30 ft. Inspiration

+1 12
STR
 Athletics
+1
save

 Acrobatics

+3 DEX 17
 Sleight of Hand
 Stealth
 Outlaw’s Tools
+5
save

+2 CON 14
 Grit
+4
save

-1 INT 9
 History  Religion
 Investigation
 Nature
 Lore-Wise
-1
save

+2 WIS 14
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +2
save


Abilities
Survivor Training: You are proficient in light and medium armor, shields,
simple and martial weapons. You are also proficient in Dex and Con saves.

-1 CHA 9
 Deception
 Intimidation
 Performance
 Persuasion
-1
save
• Quarry (1st): As a bonus action, you can mark a creature you can see
within 90 feet of you as your quarry. For the next hour, all attacks you make
against this creature deal an additional 1d6 damage. You can only have one
such quarry active at a time.
• Stalker (1st): Add your Wis modifier to your initiative rolls, and have advan-
Passive Wisdom tage on attack rolls against creatures who have not yet acted in initiative.
1012 (Perception)
• Wanderer (1st): In Norway, difficult terrain does not slow you, you are alert
to danger, you easily forage, and you move stealthy at a normal place.
• Battle-Webbing (2nd): While wearing armor, you gain a +1 bonus to AC.

+2+2 Proficiency Bonus • Marksman’s Quarry (3rd): The first time you hit your quarry with a
ranged attack, its speed is reduced by 10 feet for 1 minute.
• Marksman (3rd): You have 3 trick points which reset on any rest. The DC
for these is 8 + your Proficiency bonus + your Dex modifier.

+5+1 Initiative • Trick - Pin (1 point): The target must succeed on a Str save or have
their speed drop to 0 until the start of your next turn.
• Trick - Opening (2 points): The next attack against a target by an
attacker other than you has advantage if the roll is made before the start of
your next turn.

Armor Class
Armor: 15
19 Shield:
Dexterity:
+2
+2 Main Weapons
Other: -
Weapon To-Hit Damage Type Weight
Scramasax Sword +5 1d6+3 pier/slash 2 lbs.
Hit Points (3d10) finesse
Max: 28
Con: +2 War Bow +2 1d8 piercing 4 lbs.
HD Used:
28 Temp:
Equipment
Coins
Item Weight Notes
Ringed leather coat (AC 15+Dex - max 2)
Shield (AC+2)

You have raided with Dræengr


Background
Thar twice. Each time he gener-
ously shared his pillage with you
and your brothers. You grieved
when he was hurt in the storm,
and cried when he ordered you to
run to Bjørgvin to get help. It felt
like abandoning a blood relative.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.
Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Notes

Norse

English (broken)

Experience
301

900

XP Needed

Use Svend as a backup character in case someone perishes early!


Name: Valthjofr
Player: Age: Unknown
Class: Seidr (Mystic) Background: Marked by Loki
Level: 3 Alignment: Chaotic Neutral
Speed: 30 ft. Inspiration

+1 12
STR
 Athletics
+1
save

 Acrobatics

+0 DEX 10
 Sleight of Hand
 Stealth
 Tools
+0
save

+0 CON 11
 Grit
+0
save

+0 INT 10
 History

 Nature
 Lore-Wise
 Religion
 Investigation
 Seith-Wise
+0
save

+2 WIS 14
 Animals  Sailing
 Insight
 Medicine
 Perception
 Survival +4
save


Abilities
Seidr Training: You are proficient in light armor, simple weapons, spears,
and sickles. You are also proficient in Int and Cha saves.

+3 CHA 17
 Deception
 Intimidation
 Performance
 Persuasion
+5
save


Deep Wisdom (2nd): When you spend 10 minutes tending to a character,
you can remove the poisoned, freezing, or snowblinded condition.
Rebuke (2nd): Sketch a rune to ward of a jotun, alfr, or undead. The
effect remains on the object for 1 hour. The rune must be presented boldly,
with an action, toward such creatures, each of which makes a Cha saving
Passive Wisdom throw. Creatures that fail must stay at least 5 feet away from the rune and
1012 (Perception) •
cannot touch or make melee attacks against the creature presenting it
Silver-Tongued (3rd): You know a little of all languages.
• Seithkona Vessel (3rd): You summon spirits with Cha.. Your spell save DC

+2+2 Proficiency Bonus is 8 + Cha mod + proficiency, or 13.


• Magic (3rd): You know 3 Níðgaldr effects (see reverse), but each has a
Possession cost associated with it. You have a Possession Limit of 3. When
you go beyond the limit, roll on the Possession Table (Iskloft, p.52, or the DM

+0+1 Initiative can improvise). 1+ beyond, roll on the minor table, but also create any effect
from a Thaumaturgy, Druidcraft, or Prestidigation cantrip); 5+ beyond (major,
but also you can use a reaction to reduce damage by your Possession level);
15+ beyond (roll twice on the major table, but all those that look upon you
must make a Wis save or become frightened!).. Reduce your Possession by 1
for each short rest, or sacrifice an animal for D4 reduction.
Armor Class
Armor: 12
12 Shield:
Dexterity:
-
- Main Weapons
Other: -
Weapon To-Hit Damage Type Weight
Spear +3 1d8+1 pier/slash 2 lbs.
Hit Points (3d8)
Max: 18
Con: +0 Sling +2 1d6 bludgeoning 2 lbs.
HD Used:
18 Temp:
Equipment
Coins
Item Weight Notes
Leather tunic (AC 12+Dex)
Bag of runes

You were an outcast for many


Background
years, with only Loki and the
other gods keeping you company.
But then Dræengr Thar declared
you an “old jarl” and said the town
must respect you. And this decree
has given you great influence and
authority.

This is what Dræengr Thar’s life


means to you.

Dræengr Thar must be


rescued.
Weight Carried: lbs (5X Str is -10’ Speed; 10X Str is -20’ Speed and Disadvantage)

Languages Magic

Norse
• Wrack (0 or 1): An enemy within 30’ must make a Wis save or take 1d8 force
damage. For 1 Possession, they become Punch-Drunk until the end of their next
A bit of everything else turn.
• Wyrd (1 or 2): One minute to cast. You can ask about a course of action that
you plan to take in the next day. The DM responds with an omen. For 2 Posses-
sion, you can ask about something in the next month.
• Grimganga (2 or 4): As a bonus action, teleport to an unoccupied space
Experience within 60 ft. For 4 Possession, bring a willing creature within 5 ft of you with you.
• Ritual - Hati’s Eye: Three hours to cast, requires a bowl of water, and cast-
301 able only once per month. . You spy upon a figure that is known to you. he target
must make a Charisma saving throw, modified by how well you know the person
and what object yo have belonging to them. On a successful save, the target
isn’t affected, and you see only blurry outlines. On a failed save, you submerge
your head in the water and can see and hear as if you were standing next to the
target for the duration. of the spell (concentration, or up to 1 hour)..

900

XP Needed

Note that this character uses magic rules from Iskloft 5E. See that supplement for more details!
Young Haldor
Son of the Jarl

Passive Perception 10

Reginleif
Shieldmaiden of Bjørgvin

Passive Perception 11
Fálki the Red
The Great Craftsman of Bjørgvin

Passive Perception 10

Yngvildr
Outcast Mariner

Passive Perception 11
Valþjófr
Enigmatic Mystic

Passive Perception 12

Svend Trygg
Surviving Raider

Passive Perception 12

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