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RIOTMINDS

WURMTONGUE
CREDITS
Concept and Design
Theodore Bergqvist and Magnus Malmberg

Author
Theodore Bergqvist

5E conversion
Þorsteinn Mar Gunnlaugsson

Playtesters
Mattias Berglin, Dan Slottner, Magni Freyr Guðmundsson,
Jens Ívar Jóhönnuson Albertsson, Árni Sigurjónsson,
Alexandra Briem and Ólafur Garðar Rósinkarsson

Editing
John Marron

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Justin Gerard,
Peter Bergting and Niklas Brandt

Maps
Niklas Brandt

Additional Kudos
To Luca Cherstich for his
frenetic seeking and digging
and all our fans because #wearetrudvang.

Our style is to use “they” as a singular gender-neutral pronoun


when possible. This usage continues to gain ­mainstream
acceptance, including among major style guides such as
The Associated Press Stylebook and The Chicago Manual of
Style. We believe it is appropriate and practical, not just to
reflect common usage but to accommodate a more inclusive
view of gender identity. The Trudvang Advntures books also
use “he” or “she” when helpful for added clarity.
CONTENT
INTRODUCTION 5 TOWARD HONOUR AND GLORY 17
Overview............................................. 5 The Lindwurm’s Lair.........................17
Returning to Heorhall...................... 18
BACKGROUND 6 The Feast.......................................... 18
Heorhall..............................................8 The blood oath................................. 19
1. The Three Horses – Inn............. 8 A Message of Death......................... 19
2. The Laird’s house......................... 8
3. Lagsten............................................ 8 RESOLUTION 21
4. Merchant........................................ 8 The Lumberjacks’ Camp.................. 21
5. Undwe’s house............................... 8 The Troll Den.................................... 21
6. Garulf ’s grandmother’s house.. 8 Lower level.......................................22
7. Player characters’ cabin.............. 8 Upper level.......................................23
Ekland.................................................9
Sotraforsir......................................... 10 CONCLUSION 24
Klutorn.............................................. 10
The Lumberjack Camp..................... 10 APPENDIX 25
Skjutvattna Lake............................... 10 Shitfroste (young hrim troll)........25
Villains.............................................. 27
BEGINNING 11 Piggert...............................................27
The First morning.............................11 Gavlian Hirdmen............................27
The Funeral........................................11 Intrund..............................................27
Speaking to the villagers...................13
Eowalt................................................13 OGL 28
Iondar................................................13
Garny.................................................13
Undwe................................................14
Unferd................................................14
Skyld’s Request................................. 14
The Council ..................................... 14
During the Night.............................. 16
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INTRODUCTION
Welcome to Trudvang Adventures, a roleplaying game set Intrund Oak, the man who rules Ekland has found
in a world of old tales, heroic deeds, trolls, and dragons. something that he thinks can help. He wants to make the
This is a world where much of the land is covered in dark people of the area abandon the Eald Tradition on their own
and mysterious primordial forests, and where the nature by making them believe that it causes more harm than
is wild and unforgiving. good. It is he and he alone who is behind all the deaths. By
Wurmtongue is designed for 4-6 level 3 characters. making people believe that Fangshake killed the villagers,
The module can be played through in one or two sessions. he hopes to quash the worship of lindwurms, central to
A fairly balanced group of archetypes is recommended. the Eald Tradition. Thus, leading the villagers to abandon
Encounters can easily be modified to suit your group of the faith’s possibly most important tradition. In his fervour
player characters. to succeed, Intrund entered into an alliance with the trolls
who live in the southeast regions of Meawar.
If the player characters accept the mission, they will most
OVERVIEW likely travel to the lindwurm’s lair to slay the beast where
they find the lindwurm dead, killed by the trolls. However,
The player characters are drawn into a power struggle that the day after their discovery, they are told that the “beast”
has been brewing just under the surface in this region of has struck again and set off to see what has happened in the
Mittland. Followers of the Tenet of Nid have struggled for a lumberjack’s camp, whereupon they find the trolls.
long time to gain ground here; despite spending a substantial The adventurers must figure out who is behind the
amount of money on converting the Mittlanders, they have villagers’ troubles and try to help them. Their honour
not had much success in eradicating the Eald tradition. depends on it.
The harder the followers of the Tenet of Nid try, the
more the villagers band together and embrace the
ancient ways.

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BACKGROUND
As far back as anyone can remember the people of across a large area near the lair, and the scout had found
Heorhall and its surrounding villages have had strong ties Untwar’s sword. There was no trace of Fangshake, it
to the Eald Tradition. Out here, the word of Gave carries seemed as though he had abandoned the lair for good.
little weight, and, as the faith dictates, the inhabitants After a long and arduous journey, Garulf eventually
instead worship lindwurms and other creatures believed arrived in Heorhall. Garulf was the champion of the
to possess powerful spirits. region; he was born in the village and had since made
For generations, the people of Heorhall have raised and a name for himself in the Great King’s service. He rode
worshipped lindwurms, and the last in this line of great in on a noble white horse, looking as handsome as
serpent beasts is known as Fangshake. It is an enormous rumoured. He carried a large red spear and wore a riding
creature that has lived for almost 160 years. As the hauberk with the Great King’s sigil across the chest,
legend goes, Fangshake is the offspring of the mythical which gleamed in the sun.
Otwerhüggs, and Fangshake sprung forth from her heart in The people of Heorhall had summoned their hero.
a dark lair made of bones and crushed up skulls; the same A feast was held in Garulf’s honour, during which he got
lair that Fangshake has inhabited for almost two centuries. to tell the tales of all the great deeds he had performed
Fangshake has never had to hunt or find food, the in the Great King’s service. The songs had already
people in the area who worship the wurm have ensured spread to their remote village and the bards had already
that it has a steady supply of the dark meat of horses, shared all the details, but the inhabitants of Heorhall
sheep and, on rare occasions, humans. The truth is that wanted to hear about his exploits from the hero himself.
it has been almost a hundred years since Fangshake last He waxed lyrical until the sun came up and, as he rode
had the taste of human flesh, when an oath breaker had away, everyone felt safe knowing that their shame would
to forfeit their life. The people have, for many years, been soon be over. Skyld had sent word to all regions in East
proud of their beast, and rumours of Fangshake have Majnjord, informing everyone that they had handled the
spread across most of Majnjord. It is in Majnjord that situation with the lindwurm, and that there was nothing
this story takes place, northeast of the city of Gloesgrim, left to fear. To the people of Heorhall he declared that
bordering the immense dark forest to the north. their honour would soon be restored.
The area has generally been calm, aside from the Wildfolk Everyone had believed him as they watched a third
living in the forest attacking at times, or when a giant hero ride off to defeat Fangshake.
wandered down from the mountains a couple of years ago When the citizens of Heorhall worriedly looked towards
and spread fear and chaos. But then something happened; the horizon on the twentieth day, searching for any sign of
suddenly Fangshake attacked and ate six of those that had Garulf, some feared that he, too, had been slain by Fangshake.
come to bring the lindwurm food. Skyld and the other council On the evening of the twentieth day, Garulf staggered badly
members in Heorhall sent a group of ten to kill Fangshake. wounded back into the village. His chainmail was shredded,
They were led by the heroine, Riwa Nog’na. Many thought his spear broken, and a horrendous bite had ripped off a
that the townsfolk had let the lindwurm grow too large and large chunk of the hero’s face.
too strong, and that it was time to kill Fangshake and let a Garulf walked up to Skyld and grabbed a hold of his
new lindwurm inherit the lair. The loudest complaints came arm. With eyes that had long since left this world, he said,
from the Gavlians who had been trying to convert the area’s “He is wounded,” before dropping dead, at Skyld’s feet,
people to the One Faith for many years. And so it was that there they stood, without a hero
None of the ten spearmen returned, and the local hero and without honour. The people of Heorhall feared the
Untwar Hogelskatt was dispatched to slay the beast. worst. For years, they had bragged about their monster,
Fifteen days passed, and the inhabitants of Heorhall joked about their beast, and laughed at other villages
began to fear the worst. A swift message was sent to that had lesser lindwurms. If they failed to track down
Garulf Bogwarthen in Majnjord, at the same time as a and kill Fangshake, the shame would haunt them for
scout was sent to investigate what had happened. Eight generations, potentially leading to the downfall of their
days later the scout returned with the news that Untwar village, its inhabitants scattered in the wind, and its land
and the spearmen were missing, but that the lair showed divided by those more worthy. In this region of Trudvang,
clear signs of a struggle. Mangled limbs lay scattered honour and heroics are valued above all else.

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The Lindwurm’s Lair The troll den

mber jack
The Lpu
Cam
Skjutvattna
Lake

Klutra
Sotra

0 10 km

Heorhall

Ekland
Sotraforsir
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HEORHALL Mittlandian limestone rocks set in a semi-circle around the
Lagsten and the grass is trodden in the circle. The locals
Heorhall is a village located on a small knoll. It consists of often gather here to discuss matters of importance.
roughly thirty dwellings and has a population of just under
two hundred. The village has a simple inn, The Three 4. MERCHANT
Horses, run by Eowalt and his family. Visitors from outside The local merchant, Iondar Hendahl, is interested in buying
the region are rare, and most who do come are there on and selling salt. He buys wares that the locals in Heorhall
simple errands, such as buying or selling something, and neighbouring towns need and trades them for salt,
visiting a relative or asking Skyld to settle a dispute. Skyld which he sells to travelling merchants. Therefore, the wares
is as close to a Laird (an elder of the Eald Tradition) as in his store are of little interest to the player characters,
one can get, and he is trusted to rule over and judge cases though Iondar will try and trade spades, carving tools, seed
concerning the surrounding villages. and sewing needles for salt, if the player characters have
any. Iondar is not a very likable person, he tends to grin and
1. THE THREE HORSES – INN rub his hands together when he talks to people. His eyes
The Three Horses is a simple Mittlandian ring-house, constantly dart from one side to the other and if he suspects
though with a large common area and a few benches. at any given moment that the player characters have any
Eowalt and his family are more used to serving the locals salt to sell, he will stop at nothing in procuring it for himself.
and most people only pay once during a moon, though
Eowalt keeps a close tab on how much they owe him. He 5. UNDWE’S HOUSE
serves mead and local venison or fish from Skjutvattna Undwe’s house is at the outskirts of the village. It is
Lake, a pint and a plate cost 2 copper coins. Some nights modest and free of any lindwurm decorations, that many
the locals share tales of old heroes or Fangshake. The of the other ring-houses in Heorhall have. The house
inn is a great place for the player characters to learn the is first and foremost practical. Undwe and his family
local gossip and hear about the troubles that have befallen along with Unferd, Undwe’s father, are both farmers and
Heorhall in the recent weeks. weavers, making wool and fleece clothing. They have a
few sheep and goats in a pen not far from the house.
2. THE LAIRD’S HOUSE
The Laird’s house is where Skyld lives. The old chieftain 6. GARULF’S GRANDMOTHER’S HOUSE
has lived there for many years. The house is magnificent, Garulf’s grandmother, Garny, lives in a small cottage.
each wooden pole is carved and decorated with motifs The walls are covered with carving and with a successful
that are showing a lindwurm. With a successful DC 15 DC 10 Intelligence (Investigation) check the player
Intelligence (History) check the player characters can characters can tell that many carvings are relatively new.
learn by studying the carved pictures that Fangshake has They show a mighty warrior battling in wars, fighting
been a part of Heorhall’s history and tradition for more monsters and receiving gifts from kings. If asked,
than a century. Inside the Laird’s house is a large hall, Garny will be more than happy to relate all the many
where Skyld receives other lairds and dignitaries, a small heroic actions and stories that are told about Garulf,
study and his living quarters. Skyld keeps his ledgers in her favourite grandchild. Garny is a stout follower of the
the study, in a hidden and locked compartment in his desk. Eald Tradition and will urge the player characters to do
With a successful DC 15 Wisdom (Perception) check the something about Fangshake. She will even consort to
player characters find the hidden compartment. It can daring the player characters to act, that their honour
only be opened with Skyld’s key or with a successful DC depends on it.
20 Dexterity check and using thief’s tools.
7. PLAYER CHARACTERS’ CABIN
3. LAGSTEN The house has three rooms: a kitchen, a common room
The Heorhall lagsten is a square block of black granite. With and a bedroom. A loft, which functions as a storage,
a successful DC 10 Intelligence (Nature) or Stonecunning covers half the house, and there is a hearth in the middle
check the player characters can see that the rock is not of the house. The main door can be bolted from the inside,
native to the area. If the check succeeds with more than 5, and, in each of the cardinal directions, there is a small
the player characters know that this rock was hewn from window, covered with wooden shutters instead of glass,
the bedrock of the Great Iron Tooth. There are several in order to protect against cold winds. Any carvings that

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HEORHALL

4 7

2
6
3

5 1

once showed lindwurms have been filed down, though One True God, Gave. The temple is led by Intrund Oak, a
upon close inspection the player characters can tell that transplanted Virann and zealous Gavlian. Before Intrund
those who once lived there must have been followers of fully dedicated himself to the art of prayer, he lived the
the Eald Tradition. With a successful DC 10 Wisdom life of a pilgrim, helping other believers to travel through
(Perception) check the player characters see the faint dangerous lands in the name of Gave. Using funds he
outlines of lindwurms on wooden surfaces. received from the temple in Roskwa, he had Ekland built,
and soon his message of Gave, the One True God, spread.
EKLAND Intrund is a fanatic follower of the Tenet of Nid and has
partaken in many crusades. He has spent almost forty
Half a day’s march west of Heorhall lies Ekland, a temple of years trying to convert the Mittlanders from the Eald
the Tenet of Nid. Almost thirty people live here, in houses Tradition to the Tenet of Nid. The growing frustration of
built around the actual church. All who live here hail how slow the conversion is going has caused Intrund to
from the surrounding villages, but have, for one reason or resort to more and more drastic measures. Thanks to an
other, abandoned the Eald Tradition in order to serve the unholy alliance with the Wildfolk and a reasonable sum

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of gold coins, his spies have been able to track down a KLUTORN
tribe of trolls in Maewar forrest and secures their help.
Intrund wants to get the people to abandon the Eald Klutorn is, just like Sotraforsir, a small village with
tradition by turning it against them. By spreading the roughly one hundred inhabitants, most of which make
rumour that the lindwurm is behind the attacks spreading a living herding sheep. The village has neither an inn
terror through the countryside, he believes that he will nor a store. Anyone who wishes to stay overnight in the
be able to persuade those who live there to abandon the village must politely ask for permission to sleep in a
worship of serpents. If so, that would be a big step forward. barn, or part with a few copper coins to stay indoors
When all hope is lost that the villagers will be able near a warm fire.
to slay the beast themselves, Intrund plans that he will In Klutorn it is possible to trade for or buy good quality
pretend to kill the lindwurm (in honour of Gave) even clothing, made from wool. Here you can buy such clothes
though the wurm is dead, killed by the trolls, and, by so for half price, and later resell it for twice that price in a
doing, obtain both glory and attention. Intrund hopes larger town. The clothes are of excellent quality of great
that this will lead the villagers to not only abandon the craftsmanship.
Eald tradition, but also respect both him and Gave.
THE LUMBERJACK CAMP
SOTRAFORSIR
On the eastern shore of Skjutvattna Lake lies a little
Sotraforsir is a small village with less than hundred logging camp. Roughly ten young lumberjacks live here,
inhabitants, located roughly 6 kilometres south east of in three log cabins. The leader of the group is a sinewy
Heorhall. There is not much to see or do in the village, and man that the others call Sege. Sege has long, brown,
it has no tavern, much less an inn. The only thing that may hair split into two thick braids, and he, like the others,
entice the player characters to visit is the potion maker is not particularly eloquent. They are unaccustomed to
who dwells there. Her name is Olgun, and she is only speaking to outsiders but will still be eager for news of
twenty-two, but is still considered to have mastered the art the surrounding villages.
of extractions. It is up to the Game Master to decide what
goods she has on offer, but these should include: SKJUTVATTNA LAKE
✦ A couple of poultices made of Dragon Blood The lake north of Heorhall is called Skjutvattna Lake
✦ A couple of doses of Wound-Balm but is commonly known as the Skjut. The lake is still
✦ One dose of Thornroot and filled with dark water. Mornings often find the
lake under a thick layer of fog that does not dissipate
Olgun has a number of herbs and other basic until late in the afternoon. When darkness falls, the fog
ingredients in her house and can quickly whip up an creeps back in.
extract for those willing to pay. She sells her extracts The people in the area are convinced that the fog over
but charges a large amount. Potion descriptions can be the lake is a powerful forest spirit, and before the player
found in appendix. characters leave for the lake, at least one person will
The lazy river Sotra runs leisurely through the village, warn them about the Skjutdiser.
and its gurgling waters can be heard both night and day. There may very well be a diser living in the lake, but
If Olgun learns that the player characters are on their the real danger to any who cross are the 4 happjas (see
way to slay Fangshake, she will offer to pay 100 gold Setting Companion) that dwell on the western ness
coins for the lindwurm’s heart. She says that it has out in the middle of it. They are eager to attack smaller
healing properties. The truth is that a new lindwurm parties, but not when the fog rests heavily over the water.
is birthed from the heart after the older beast has died, However, the happjas are not brave, and if one of them
and that anyone who eats a piece of a lindwurm heart dies, the other flee.
immediately heals from any and all wounds. One heart is
large enough to be divided into 1d6+3 pieces.

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BEGINNING
Read or paraphrase the following: ”…shall follow the path of the One God. Follow and be
guided by those who have had mercy for you all. He
You have journeyed across the open plains for at is a kind god, who promises you a place at his side,
least a week. The beautiful rolling hills are covered far from the short-sighted glory that this life brings.
in flowers in dazzling colours. The sun is high in the No, phooey! Curses on those who send others to death
sky and not a single cloud has been seen for days. and mutilation. Who can support such things? The old
The summer is at its peak, and there is nothing to ways are bad. Those who follow us and live by Gave’s
complain about, other than that your stomachs side shall get a house and a home, five sheep, and a
hunger for a well-cooked meal, and your bodies cow.”
crave a proper bed. You have been following a trail
that is only marked by intermittently spaced wooden Intrund is holding a sermon in the bright morning light.
poles driven into the ground, or by cairns, indicating He looks like a celestial being, awash in the sunlight.
directions to places in the surrounding area. Not far He carries on for a while longer. He alternates between
from where you stand is a large and impressive cairn, describing the threat of eternal damnation and the life of
made from special Mittlandian limestone. Next to the shame for those who resist conversion. Through tricks
rocks there is a thick pole, on top of which someone such as these, he has managed to ensnare a few families
has attached a heavy, braided rope that sways in the from the surrounding settlements, but the people of
wind A simple sign indicates that this is where the Heorhall have always resisted his ideas.
lands belonging to the town of Heorhall begin, and If the player characters ask anyone in the village about
that the city is not far off. the man, they learn his name. Should they approach
Intrund to listen to his sermon, his followers will welcome
The player characters have arrived at the little village them warmly. When they get within 30 feet of him, they will
of Heorhall, which is located in the remote wilderness see that Intrund has a nasty vertical scar running down his
of northeast Majnjord in the Mittlands. The summer is entire face. This was the wound left by Garulf, but Intrund
in full bloom and both days and nights are warm and claims that he fell off a horse and scraped his face against a
mild. rock. A character that makes a successful DC 15 Wisdom
In the village, the player characters learn that a grand (Insight) check gets the feeling that Intrund is not being
and noble funeral is about to be held the very next completely honest about how he got this wound. If the
evening and that they are very welcome to the town, but player characters press Intrund, his followers intervene
should not count on getting a lot of attention for the time and usher the players characters away from the priest.
being. The proprietor of the little inn, Eowalt, tells the
player characters that he will take care of them as best THE FUNERAL
he can. If the player characters ask what happened, the
Game Master can describe the events detailed in the On the evening of the day after the player characters arrive
Background. in the little town of Heorhall, the townsfolk hold a funeral.
Skyld, the village chief, also known as a "laird", raises a
THE FIRST MORNING large torch against the dark night sky. He wears an armless
black woollen cape and his thick white beard sways back
On the morning after their arrival, the player characters and forth in the wind like the surf on the sea. The other men
are awakened by a man standing in the courtyard in the of the village gather in a circle around the large rock upon
middle of the village, loudly announcing something. It which he stands, any character that makes a successful DC
is Intrund and his group of followers of the Tenet of 10 Intelligence (History) knows that the rock is a Lagsten,
Nid; they have travelled from the temple to deliver a a focal point of the local government. The women and
sermon, as well as share their opinion on lindwurm children stand slightly further down the hill.
worship and the senseless tragedy of all the lives At the foot of the rock lies the body of a man wrapped in
recently lost. If the player characters go outside, they swan-white cloth and upon his chest someone has placed a
will hear the following: red flower. Skyld addresses the group gathered at the Lagsten.

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Descendants of Throneland, harken my sorrowful taller by glory, and a great hero. Let us now carry him
words. We are, after all, here to perform what is to the place from where he shall witness the shape of
possibly our oldest tradition, maglanon. Garulf was his domain one last time before the spirits lead him
a staunch man who refused to bend to anyone else’s away to the land of heroes.
way. He was brave and hot-blooded, and the bards
sang his praise across our lands. When riding into If any of the characters are followers of the Eald
battle, his war cries were like hammers pounding on Tradition, they know the maglanon tradition, or the
the heads of our enemies, making them drop dead burial rites of the religion. With a successful DC 10
in fear. His laughter cracked mountains and his gifts Intelligence (Religion) check any non-follower knows
were those of kings. He was large in stature, grown this as well.

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The old men from the village lift the body of Garulf. At dawn, as the first rays of sunlight play across the
Women and children gather behind the group and Skyld plains, the people of Heorhall return to the hill. There
proceeds to stand at the forefront before lifting his torch. they are met with Skyld who commands that Garulf and
They set off in a slow march through the little village and his belongings be carried back down and placed on the
across the plains, heading towards a row of high hills platform prepared for his funeral pyre, in accordance
located a distance away. On a hill behind them, Intrund with his grandmother’s wishes. The following night the
stands with a group of followers, looking down at the pyre will be lit, to be kept burning for four nights and
procession. If any of the player characters ask who they four days. When it goes out, the townsfolk will raise a
are, a villager replies that they are the Gavlians from large stone on that spot.
Ekland, before snorting disrespectfully. Were any of the
player characters to approach the group, they would SPEAKING TO THE VILLAGERS
take off on their horses, bound for Ekland.
All villagers that can walk or be carried follow Garulf’s If the player characters wish to speak to the villagers at
body in silence, up the tallest hill. Once there, they remove any point, they can learn much about what has transpired
the cloth that had been obscuring his form and set his body in Heorhall in the past weeks. Use the information in
down, leaning against an ancient oak at the top of the hill. Background to answer any questions that the player
The villagers bring forth gifts, and Garulf’s armour is placed characters have. Each of the following villagers have
at his feet. Skyld begins to sing a melancholy and mournful their own concerns about the matter and are eager to
song. Many start to cry, and even Skyld’s eyes begin to water. share their thoughts with the player characters.
When the song ends, Skyld lets a horn sound four times,
one for each recorded great deed that Garulf is believed EOWALT
to have accomplished in his life. An old woman, Garulf’s Eowalt fears that the lindwurm will attack Heorhall and
grandmother, goes to stand by Skyld and says: there will be no one left to defend the village. He urges
the player characters, if they present themselves as heroes
"In his hands he bore sharp blades, blades that often and able bodied, to speak to Skyld and offer their help.
warded off berserkers. He guarded the fatherland
through the dark of night and biting cold winters. “We have sent out all of our esteemed spearmen and
His strength was greater than any in Heorhall. Let mail shredders, who else is there to send? Who else
maglanon now commence, and let the law take effect. could accomplish this to keep our honour as high as
Death and lament to any who disturb his night, a battle the swans fly?”
beyond compare to he who upsets his vigil. When the
night turns into day, when the dawn conquers the IONDAR
darkness, he will pass on to the spirits. May Morgu, Iondar is first and foremost thinking about himself and his
our formidable goddess of death, watch over his soul." salt business. He is eager to send anyone out to deal with
the lindwurm, as long as its not him.
Skyld will spend the entire night up on the hill, hiding
in the shadows near the tree. He is the only one allowed “Send Undwe, he is young and swift, faster than any of
to be up there, alongside the hero because he is the laird us. His hair still grows thick upon his head.”
and is believed to have a connection with the spiritual
entities that are now searching Garulf’s body in the hunt GARNY
for his soul. Furthermore, it is good to have someone Garny mourns the loss of her only favourite grandchild,
there to watch over all the gifts and belongings left by but she sees potential in the player characters and dares
the body. If the player characters venture up the hill to them to step up to the challenge. If the player characters
investigate, Skyld (Passive Perception 15), if he spots step up, she takes them to see Skyld.
them, will politely ask the player characters to respect
the fallen hero. He stands in the shadows, barely visible, “You look to be both strong and honourable. As you
and calmly tells them to leave the hill immediately. He have journeyed all this way through the wilderness,
explains that to disturb the great hero’s final rest is perhaps you can help us. After all, we all know that the
punishable by death, but that he is willing to overlook beast has already been wounded. Perhaps we could
their transgressions if they respect his wishes and leave. offer you a reward, should you succeed?”

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UNDWE Skyld is desperate to find someone that can help them,
Undwe is less than eager to leave his farm to fight the with a successful DC 10 Wisdom (Insight) check the
wurm. He feels that neither does he owe the people of player character sense his urgency in the matter. If they
Heorhall anything neither does he share their undying press him and ask why he wants so desperately to solve
need for heroism. Undwe is unlike other people in the this, he will tell them truthfully, that he fears that the good
village, he does not place glory above all else; he values reputation Heorhall has had through the years might be
his life higher than the fame he stands to win. With a jeopardised if other lairds find out that Fangshake has
successful DC 15 Wisdom (Insight) check the player been killing the very same people that have worshipped
characters can see that this is neither him being afraid nor the wurm for more than 160 years.
brave. Undwe is a pragmatic man above everything else.
“Then tell me, what should we do? Should we let others
“They wish to send me, me, who has had to withstand treat us like lice? Should we fold to this beast that we
all of their scorn and derision. They have all called me ourselves created? Men would laugh at us for all time,
worthless, just because I do not boast of murderous mocking songs would be written about us, and we would
deeds and the clash of shields. They, who have always have to pay more money for our land because we lack
talked about me behind my back simply because I the courage in our hearts. The bards would gather on
have chosen a quiet life over the song of swords. The our borders, and we would have to endure the shame.”
last time I held a sword was when we were young and
I hit Garulf across the nose, making blood run down If the player characters present themselves as heroes who
onto his shirt. Would they now send me to the same are willing to look into the matter for him, Skyld smiles. He
fate as Garulf? I, who can do naught but split logs.” is very grateful but says that even though he’d gladly accept
their offer, it’s in the hands of the town council.
UNFERD If the player characters do not offer their assistance, Skyld
Undwe’s father, Unferd, has for years longed to receive a asks if they are willing to help the town restore its honour.
hero’s death. He dreams about the years when he could
still fight and took part in glorious heroic deeds. If the “This is a dire time and we have need for heroes. I
player characters speak to Undwe he overhears and would be eternally grateful if you could help us and I will
makes it clear that he wishes to fight the lindwurm. Unferd do my utmost to make it worth your while. Of course,
is, however, over 60 years old, bent and gnarled, and he if you decide to help us, I need to get the council’s
has not fought in a real battle for over three decades. With approvement. Are you willing to come to our aid?”
a successful DC 5 Wisdom (Insight) check the players
characters can tell that though the old man still has much If the player characters agree, Skyld tells them that he
spirit left in his body, his spirit alone will not be enough. needs to summon the town council to discuss the matter.
He plans to have the council meet tonight and he asks the
“I will go. I will slay the beast, and for my deeds may I player characters to be present.
will be praised like a king.”
THE COUNCIL
SKYLD’S REQUEST Skyld has gathered the leaders of the village to decide
how they should proceed. It is a pitiful group of the old
If the player characters decide to speak to Skyld, he is people, since most of the able-bodied people have died
eager to share what has happened so far with them, as trying to solve this problem. None of the council members
long as they treat the laird with due respect. look to be particularly able-bodied.
Skyld and the other council members gather within the
The Laird’s house is a magnificent building, made from semi-circle around the lagsten. People of the town have
wood from the forest around Heorhall. Walls and columns gathered around the assembly, most people eager to hear
are carved with images of heroes battling monsters, their discussion. Skyld holds a staff decorated with teeth,
lindwurms and runic knots. You find the laird inside the feathers and bones. He raises the staff, and everyone falls
festive hall. The old man notice you as you enter and takes silent.
a few steps to meet in the middle of the room.

14
“Family and friends, as you all know, we have fallen Several of the council members nod their approval and
upon hard times. For decades we have fed Fangshake, echo praise about the player characters’ courage. Skyld
made offering and sacrifices to the lindwurm. For more suggests that the reward should be Garulf’s mythical
than a century, the wurm has protected our village and shield and his ring, should they succeed. Even if the
we have been proud, revelled in the fact in the might villagers consider that reward too generous and voice
and glory of our lindwurm. But as they say in Dranvelt, their displeasure, Skyld decides that it shall be so, with
how the mighty have fallen. The wurm has become a Garulf’s grandmother’s, Garny, blessing. What he asks for
problem, a threat that even glorious Garulf could not in return is that the player characters locate Fangshake,
help us with, albeit he managed to wound the wurm. slay him, and bring back the lindwurm’s heart unscathed.
Not only does the lindwurm plague us, but many of Skyld says that the player characters are allowed to
our people have left the old ways to join the flock of pick one item to keep right away, the other they will get
the western missionary. Times are indeed dark and when they return with the lindwurm heart.
dire. But alas, I have seen Whote’s ravens, I have heard The ring is made from an unknown black metal which
their caw and beat their black wings. He is among us. feels light and durable. It is rumoured to have once
Fear not, the gods have not abandoned us. Just today, belonged to the elves, but no one knows anything else
Othwolk made his presence clear, as he inspired a few about it. The ring is named
heroes to step up,” Skyld points towards you, “these The Warrior (see Setting
heroes have come to us in our most dire need. Will you Companion). The shield is
take up arms? Will you come to our aid? Will known as Hero Guardian
you accept our quest and help us, for we will (see Setting Companion
shower you with treasures and glory, fit and it is believed to have
for heroes?” been blessed by one of
the Flowras (a Mittlandian
If the player characters accept the holy spirit). It is a large
proposal, the villagers become overjoyed wooden shield with a roaring
and proclaim the player characters to be lindwurm emblazoned on it.
truly brave and honourable. Should the player
If so, Skyld says: characters not feel compelled
to help the villagers or
“These brave souls, our guests decide to not honour their
from afar, have come to words with Skyld, Unferd
our aid in this hopeless will volunteer to take on
time. We have sent our Fangshake. His offer will
best champions, be grudgingly accepted by the
with the dreams of council.
great deeds and Undwe will reach out to the player
reclaimed glory. characters after the assembly and ask
None of them them to reconsider. He has nothing to
have returned, offer them but claims that he will be able
with neither to obtain a nice item to reward them with,
glory nor if they succeed in slaying the beast. He does
serpent heart. not want to see his father go off on this
Brothers, quest, knowing well that the old man would
these (he never return from it.
points at the The object that Undwe will offer is
player character) Untwar’s sword, which he has taken
men (and women) from Skyld. Undwe will give the player
have offered to characters this sword if they accept his
help us. I say we offer; he trusts that they will not betray
accept their help.” him.

15
The sword belonged to Untwar Hogelskatt and was with a successful DC 5 Wisdom (Perception) check the
originally purchased from the dwarves in Thrilheim by player characters hear the noise. Any player character
Untwar’s great-great-great-grandfather. Untwar called his that is sleeping must make the check with a disadvantage.
sword Bluespark (see Setting Companion), because the blue If the player characters rouse from their slumber,
mitraka from which it was forged shimmers in the dark. scaring Hwinda, making her quickly set the log on fire
Should the player characters opt not to help the before running away. Breaking out of the house requires
villagers and ignore Undwe’s plea for aid, Undwe will end a successful DC 15 Strength (Athletics) check. The player
up volunteering in order to spare his father’s life, despite characters can aid each other. Each attempt to break out
his reservations. Undwe will leave and be killed by the takes one action round. After five rounds, the house will be
trolls. If this happens, the adventure is over before it in flames, and anyone who has failed to escape will take
even begins, and the Game Master must send the player 1d6 fire damage each round that they remain in the house.
characters off on a new adventure. Should the player characters be able to get out
during the first round, with a successful DC 15 Wisdom
DURING THE NIGHT (Perception) check they will see a woman running
towards the fields that surround the village, where she
If the player characters accept the mission to help the disappears into the thick barley field and darkness. If
villagers (regardless if they do so by speaking to Skyld they pursue Hwinda, with a successful DC 10 Wisdom
or Undwe), Skyld announces that it is best that the (Survival) check they can track her trail.
player characters stay overnight and leave at dawn the They will then spot the tracks that lead away from the
following morning. village and out into the fields.
The villagers begin to mend the player characters’ Should the player characters end up following Hwinda
clothing, sharpen their weapons, and will supply them or her tracks, they eventually reach a small hill, upon
with new clothes if necessary. The player characters are which six large stones are arranged in a circle. The
allocated a cabin on the edge of the village, which had stones are 9 feet tall and are spaced 9 feet apart. This is
stood abandoned since the family that lived there left an ancient burial site.
for Ekland to convert to the Tenet of Nid. It is a classic It was here that Intrund, with some of his men, as well
Mittlandian ring-house with a small salt farm. as Hwinda and four grey trolls (see Setting Companion)
Intrund has learnt that the player characters are whom Intrund had summoned, planned the night’s raid
planning to help the village to kill the serpent, because one against the player characters. When the player characters
of the villagers (the otherwise sensible and well-behaved arrive, only the trolls remain, as Intrund, Hwinda and the
weaver’s daughter, Hwinda, who is 16 years old) is his spy. rest have already left, but the player characters with a
As soon as she finds out that the player characters intend successful DC 15 Wisdom (Perception) check hear them
to help, she rides to Ekland to inform Intrund. riding off just as the trolls emerge from behind the stones.
Intrund is bewildered and frightened by the fact that The trolls belong to the clan that has let themselves be
the player characters have accepted the task, because rented by Intrund in exchange for a few coins, but all they
he dislikes outsiders getting involved in the conflict. He know is that a rich person has asked them to help him. They
therefore instructs Hwinda to sneak up to the house and do not know his name and would not be able to describe
set it on fire. As the door opens outwards, he tells her to him particularly well, seeing as he always wears a cloak
jam the door by placing a log in front of it. during their meetings. They call him the “tree man” due to
A few hours after midnight, she approaches the player the staff he carries, which is carved in the shape of a tree.
characters’ house and covers the door and outer walls The trolls have been tasked with killing anyone who
with oil (assuming that none of the player characters are comes to this place and will fight until three of them are
keeping watch outside the house) in order to make sure dead.
that the fire takes. Hwinda moves silently and tries to At that point the fourth will attempt to escape, but he
make as little noise as she can (she has +4 in Stealth). will never let himself be captured alive. In a pocket of one
She then rolls a log, with great difficulty, over to the of the trolls’ trousers the player characters find a coin
house and places it before the door. With the oil as an purse containing fifty silver coins. This is a substantial
accelerant, the house will be aflame before the log has amount to find in a troll’s possession. With a successful
burned up. However, the problem is that the log falls DC 15 Intelligence (History) check the player characters
against the door, giving off the sound of a loud knocking, identify the silver as Westmarkian.

16
TOWARD HONOUR AND GLORY
The player characters should leave at dawn. The villagers There are signs of a battle surrounding the lair. Blood
have packed provisions for each of the player characters. and body parts are scattered around a large area. The
The packs contain fresh fruit, salted meat and a couple bodies have clearly been bitten, and there is not much left
of turnips, as well as some freshly picked mushrooms. of those that have been there before. With a successful
Skyld recommends that the player characters stay on the DC 15 Wisdom (Perception) check the player characters
path that leads north through the forest, until they reach can see many different types of footprints. With
Skjutvattna Lake’s southern shore. The path leads up to successful DC 15 Wisdom (Survival) check the player
a couple of piers where they will find three boats. Skyld characters can tell that the footprints were left by men,
tells them that they may take any of the boats. The player horse, lindwurm and trolls.
characters need to cross the lake, keeping an eye out for
a little pier on the northern shore. After that they should
follow a winding track that leads to the lindwurm’s lair.
Skyld warns them about the happjas that live by the
lake (see the section on Skjutvattna Lake). If the players
take precautions and try to avoid bringing attention to
themselves, the happjas will leave them be. If the player
characters do not take any precautions, the happjas will
notice them and attack.

THE LINDWURM’S LAIR


A couple of miles into the forest beyond the pier on the
northern shore of Skjutvattna Lake is a place that has been
held sacred by the local people for centuries. The path
that leads to the lindwurm’s lair is worn, well-trodden, and
adorned with black ribbons suspended from the trees. The
ribbons are braided and resemble small dangling snakes.

"While you are still out on the lake you can see where a
winding trail, marked with black ribbons suspended from
the trees, leads from the waterfront and into the woods.
The trail is covered in shadow, the foliage is thick and as
you get closer the natural sounds of the woods seem to
fade away. All is silent, almost as in an empty barrow."

The actual lair is in a partially open clearing in the


forest, which is covered in skeletal remains, bronze
coins, broken iron cauldrons, braided black ribbons,
engraved pieces of wood, rusted swords, and many more
objects left by the people of Heorhall. Right in the middle
of this is a yawning pitch-black hole, stretching deep
into the ground. The roots which surround the ominous
opening are toil worn and battered, almost worn smooth
by the creature dragging itself in and out of the lair.
With a successful DC 10 Intelligence (Nature) the player
characters can see that the lindwurm that lives here is
unusually large and likely to be ancient.

17
The surrounding villages all believe that the lindwurm There are 100 gold coins, a beautiful open gold-
is responsible for the attacks, having turned violent and inlaid helm worth 15 silver coins, and a capital seax
aggressive towards those that came here with offerings. forged in the lair.
The truth is that it is all a plan meticulously thought- If the player characters decide to follow the trolls’
out by Intrund. He has convinced the trolls that live in tracks, they lead towards the troll den (see below).
the forest to be part of an ambush. When the lindwurm
worshippers appeared, they were killed, after which RETURNING TO HEORHALL
they made it look as though it was the lindwurm who
had slayed the villagers. The trolls then waited for the If the player characters return to Heorhall with the
humans to send yet another group of villagers, but this news that Fangshake is dead and no longer a threat to
time the battle was even more brutal. Nine trolls lost the village, the people celebrate and Skyld calls for a
their lives, but as they greatly outnumbered the humans, feast (see below), as long as the player characters bring
they managed to kill the ten spearmen sent by Skyld. the lindwurm’s heart back to Heorhall.
Eventually, Intrund’s hirdsmen banded together with the If the player characters return to Heorhall with the
trolls. A while later, a lone man arrived, riding towards news that Fangshake is dead and was probably killed by
the lair. It was the local hero, Untwar Hogelskatt who trolls, Skyld’s face turns grim and the following night he
had come to slay the beast believed to be behind the swears a blood oath, that he will suffer no troll to live in
gruesome attacks. Untwar was killed after an intense the woods around the Heorhall (see below).
battle. Six trolls and three of Intrund’s men paid with If the player characters return with the news that
their lives before they were able to slay Untwar, who Fangshake is dead and the culprits, the trolls, are still at
died a true hero’s death. large in the woods, Skyld asks the player characters to
Anyone who chooses to try tracking around the lair, take care of the threat.
with successful DC 15 Wisdom (Survival) check will If the player characters return with no news, the
detect that there are tracks from other creatures, villagers grumble and complain, saying that the player
not just the serpent and the humans. The check also characters are perhaps less heroes than they claim to
reveals that it was trolls who were there and that they be. Until they bring back news of Fangshake, the player
now are hidden in the bushes a bit further away from characters have disadvantage on all Charisma based
the clearing. Garulf, who came to the clearing with the ability checks in Heorhall.
intention of slaying the lindwurm, had immediately
sensed danger and discovered the troll tracks and THE FEAST
decided to follow the tracks, after discovering that
Fangshake was already dead. Eventually he reached Everyone in Heorhall believes that the horror haunting
the trolls’ den. He immediately understood that the the village is over, and that the player characters have
trolls were the ones behind the slaughter and entered helped to restore their honour. The villagers want to
the den in order to flush out the culprits. To his great hear that the lindwurm is dead and about all the heroic
surprise, he found that there was a hrim troll in their feats they accomplished on their mission. If the player
midst, and that Intrund was there as well, helping the characters have discovered that trolls played a part in
trolls with his prayers. Before Garulf was able to flee, killing the lindwurm but decide to keep it to themselves,
he managed to kill at least ten trolls, and left Intrund with a successful DC 15 Charisma (Deception) check
with a nasty cut on his face. He was, however, fatally they manage to keep their secret. If the check fails, Skyld
wounded himself from a blow dealt to him by the hrim suspects that the player characters know something
troll. Garulf managed to get to Heorhall before dying more, and will use the feast to get them drunk before
at Skyld’s feet. questioning them, preferably alone.
If the player characters decide to investigate the lair, The feast is held the evening after the player
they will find the corpse of Fangshake there. It has characters’ return, but only on the condition that they
been brutally battered and it is obvious that the wurm bring news that Fangshake is dead and brought back
is dead. With a successful DC 10 Wisdom (Medicine) the lindwurm’s heart.
check the player characters can see that the wurm was It is dark, and the sun has disappeared behind the
beaten to death with bludgeoning weapons, like large horizon when the calm in the village is interrupted by
clubs. the long and loud blaring of a horn. This is a salute to

18
the player character’s heroic deeds. When they leave the a poem that they then have to recite. Skyld promises
inn, they see that the entire hill upon which the town a great prize to the player character that the audience
hall is situated is lit with torches, large and brilliant deems to be the best. The player characters can make
torches that have been driven into the ground. A young a Charisma (Performance) check. The individual
woman stands outside their door and gestures for them that wins will be awarded with one of the gifts that
to follow her to the town hall. The village looks to be has not yet been distributed, i.e. Untwar’s sword if
entirely empty, all the villagers are inside the town hall, the player characters volunteered at the gathering, or
other than a group of five young women who stand either Garulf’s ring or shield if they were persuaded
outside its doors, waiting to welcome the heroes. They by Undwe. If the former, Undwe would already have
are all dressed in white, translucent, garbs, and have returned the sword to Skyld.
flowers in their hair. Before the player characters enter The feast lasts until dawn.
the large banquet hall, the women blow into their faces.
This is a sign of reverence, symbolising the fact that THE BLOOD OATH
the tales of their heroics will travel on the wind to all
corners of Trudvang. If the player characters bring back news that the lindwurm
Once inside the banquet hall, they are met with is indeed dead but it was brutally killed by trolls, Skyld’s
silence. Roughly three hundred people are stood with face turns grim. He thanks the player characters, saying
bowed heads. Skyld stands at the far end of the hall, that he will not ask more of them. Once the news spread
next to a wooden throne, holding up a plate upon which from house to house, the villagers seem distressed and
rests the lindwurm’s heart. The woman who led them to angered at the atrocity.
the town hall whispers that they should make their way The following night a long and sorrowful blare of horn
to Skyld. catches everyone’s attention.
Skyld starts to speak and says the following:
Once you step out, you see that the people of Heorhall
“Othwolk sent us men with brave souls. With are gathering around the Lagsten. As you approach,
great might, they marched, in armed company, to you can see where Skyld stands in the middle of the
accomplish a deed so great that all our attempts had assembly and raises his dagger high. The moon is high,
been for naught. Even with my wisdom, I was at a loss; everyone is silent and the old laird takes a moment to
our honour washed away on dark waves towards the stare each and every person there in the eye.
shores of shame. Oft before, have we honoured far “By my blood, by my iron and by my honour, I swear
lesser heroic tales, the inferior deeds of far lesser that no troll shall ever find peace in our lands. As
warriors. These heroes fought, brave of heart, with Whote is my witness, may Othwolk steer my hand, I
valiant form. Morgu, hear us! May she hearken to the shall purge their foul stench from this land.”
winds as they carry word of this feat. A gift shall be
given to you; the mead benches await.” The people of Heorhall are sombre and serious. If the
Skyld waves his hand, and gifts are brought forth. player characters wish to speak to anyone in the village,
Skyld lifts the plate containing the lindwurm heart the villagers see this as a bad sign and that this might
towards the heavens. The gathered masses in the hall have a negative effect on their honour, which it awful. If
proclaim: they wish to speak to Skyld, the laird is unavailable until
“Their courage shines like gold where they stand, the coming morning.
may Morgu hear of their praise.”
A MESSAGE OF DEATH
Skyld then breaks out in a wide smile and tells them
to sit wherever they wish. The feast can now begin. It The player characters are jolted awake by the sound
carries on until late in the evening; everyone is there of someone knocking on their door. It is one of the
to celebrate their deeds and honour their new heroes. young boys from the village who has been tasked with
No one wants to miss out on such an opportunity. As fetching them. He tells them that it is urgent and that
midnight draws near, Skyld asks each of them to recite Skyld is waiting for them by the town hall.
a short poem describing how they slayed the lindwurm. Frund from the nearby village of Klutorn has ridden
All the players should be given some time to compose here at full gallop. He tells Skyld that one of the

19
and that they are trying to tend
to his wounds as best they could.
However, Frund believes that the
man is likely to die, and continues
to say that he has seen someone
who was wounded by a lindwurm
once before, and that the wounds
the lumberjack sustained looks
as though they must have been
inflicted by such a beast.
In reality, the hrim troll that lives
with the grey trolls wields a weapon
designed by Intrund. It is a large
steel claw, made to resemble that of
a lindwurm, as Intrund wants to have
the villagers believe that Fangshake is
behind the attacks. This complicates
matter for the player characters,
especially if they brought the news
that Fangshake was dead.
If the player characters said
that the wurm was dead, read or
paraphrase the following:

All eyes turn on you. Skyld takes


a few steps closer. Everyone is
silent and stare at you.
“Are you sure?” he finally asks.
“Are you sure that the lindwurm
was dead?”

The player characters must


convince the people of Heorhall
of the truth of their words. With
a successful DC 15 Charisma
(Persuasion) check the player
characters get the people to believe
them again. Skyld is concerned
about this and if the player
lumberjacks from the logging camp had stumbled into characters told him about the trolls, he becomes furious
Klutorn with deep claw marks covering his entire body, with rage. He dares the player characters to ride out and
as if some awful beast had attacked him. Frund describes seek out these trolls, to slay them like beasts. The people
how the lumberjack had told him that he had woken up to of Heorhall all voice their agreement and dare the player
a scraping sound at his door and blood curdling screams characters to act like heroes.
from the others in the camp. When he opened the door, If the player characters did not bring any news back
he was attacked by a large claw. The lumberjack had from their quest, the people of Heorhall will become
passed out from the pain, and when he awoke later, he angry, calling the player characters cowards and belittling
found many dead bodies scattered around the camp. He them in every possible way. If the player characters do
had made his way to Klutorn that night, on horseback. not act upon their honour being challenged, they are run
Frund tells them that the lumberjack is still in Klutorn, out of Heorhall and left to their own devices.

20
RESOLUTION
Hopefully the player characters agree to help Skyld THE TROLL DEN
figure out what has befallen the lumberjacks. By know
they should know or suspect that the Fangshake is not The troll den which functions as the grey troll’s dwelling
responsible for these attacks. consists of two levels, partially the large cave underneath
When they reach Klutorn, the lumberjack has already the den, and partially the den itself.
passed on, but they can see that the wounds he had Should the player characters follow the tracks from
sustained could only have been inflicted by a creature with the Lumberjacks’ camp, they will first encounter the
enormous claws. The man’s stomach and chest have been entrance to the cave. The following description of the
flayed open. The old woman who has been watching over troll’s den presumes that their arrival is after the trolls’
the lumberjack, cleaning his wounds, tells them that the attack of the logging camp. The den houses a total of
last thing he had said before dying was that he thought
that some of those that had fought the beast had survived
and been abducted. That must be what had happened,
because far too few bodies had been left in the camp.

THE LUMBERJACKS’ CAMP


If the player characters reach the logging camp after
the attack, it will be a much different place from
that described earlier in the text. Most of the cabins
have collapsed, destroyed by some immense force.
Dead bodies lie scattered around the camp, these
too bearing the signs of a bloody battle with a
clawed creature. There are tracks
there, with a successful DC
10 Wisdom (Survival) check
the player characters track the
movements of a large beast that
has disappeared off into the
forest, but recognising that it
is unlikely to be a serpentine
creature requires a successful
DC 15 Intelligence (Nature)
check. The tracks lead into
the forest, towards the troll
den.

21
LOWER LEVEL
1. Entrance
A large gaping hole interrupts the otherwise green
THE TROLL DEN expanse of a hillside covered in moss, bushes, tall luscious
grass and a couple of enormous trees. Clear tracks lead
into the cave, the walls, floor and roof of which all consist
of damp, gravel-rich, soil.

2. Voices
As the player characters approach the area of the map
marked with a two, with a successful DC 10 Wisdom
(Perception) check they hear voices. If the player
characters understand Baastjumal, the troll tongue, they
will recognise the language; otherwise the Game Master
should tell them that they hear heavy guttural sounds, as
if someone was speaking.
When they reach that place, assuming that they can
see in the dark (if they carry a torch or some other light
Upper level source, the trolls in room 2 on the upper floor will see
this, warn the others, and together try to investigate the
source of the light), they will see a hole in the roof of the
cave that has been mended using a broken door and a
couple of wooden planks. They hear voices up there, and
the sound of someone hammering something at regular
intervals. If the player characters themselves make a lot
of noise, there is a small chance that the trolls in the room
above (Passice Perception 10) will hear them during the
silences between the vigorous pounding of the hammer.

3. The Big Cave


This is a large room, with a high ceiling of almost 15 feet.
This is where Shitfroste lives, simply because he
physically can’t get into the actual den. Shitfroste
is the hrim troll who has banded together with the
grey trolls; as long as he gets food and doesn’t have
to hunt for himself, he is fairly content. Shitfroste’s
name is well deserved, and the best comparison that can
be conveyed to the players is that he looks like a polar
bear at an ill-maintained, filthy, zoo. Anyone who has seen
a hrim troll before will quickly discern that this troll does
Lower lewel not belong to the finer of his kind. The normally white
hair and mane is dirty and muddy, as is the rest of the
usually white body. His eyes are a sickly shade of red, and
swaths of pustules cover large portions of the troll’s body.
eight grey trolls, one hrim troll, and the group’s leader, A large, pus-oozing, wound surrounds his mouth, and he
Piggert, who is half-troll (see appendix). One of the grey is missing several teeth. In the cave there are the remains
trolls is always to be found in the forest, hunting for food, of three dead lumberjacks that Shitfroste has taken a few
and is thus away from the den. bites out of.

22
UPPER LEVEL 4. Bedroom
This is where the trolls rest when they are not eating or
1. Entrance out hunting in the forest. A number of furs lay scattered
The entrance to the troll’s den is dark and repugnant. on the floor, but most of them are covered in dirt and soil,
The actual opening sits between two enormous roots so they aren’t of much use. If the player characters visit
supporting an immense tree located above the den. It is the room during the daytime, they will find three sleeping
an old tree that looks to be at least a thousand years old. trolls; if they arrive at night, there will be one troll sitting
The opening is just big enough for an adult human to pass on the floor, making a necklace out of bird skulls.
through. A steep path leads down into the darkness. The Any trolls that are in this room will attack anyone they
walls, floor, and roof all consist of soil and stone. The air is do not recognise. Keep in mind that Piggert in room 4
musty with a stale smell. will hear any potential fight that takes place in this room.
After about 30 feets, the path splits into two narrow
passageways. 5. Piggert’s Room
This is Piggert half-troll’s (see appendix) room. The room
2. Common Room is just as filthy as the rest of the den, and, just like in room
In the common room, you find a simple table consisting 3, the floor is covered in furs. A simple wooden throne,
of a broken old door that has been placed upon four short consisting of a backrest made out of a door, and the seat
wooden blocks. There are no chairs in the room; the trolls made out of a thick, short, wooden block, stands in the
sit straight on the earthen floor. On the table there is a far corner of the room. Piggert finds it difficult to sleep
broken iron cauldron and a pile of bones and scraps that on the floor, and will therefore often sleep sitting on his
would be inedible to all but the trolls, as they always seem throne. When the player characters arrive he should,
to find something to fill their bellies with from the filthy however, be awake. Behind the throne there is a small
table. wooden chest containing two hundred silver coins and
In the floor in the middle of the room there is a larger three hundred copper coins. The chest is adorned with a
hole that is haphazardly covered with a broken door and symbol. With a successful DC 15 Intelligence (History) the
a few wooden planks (see The Big Cave, number 2). player characters recognise the symbol and know that it
There are four grey trolls (see Setting Companion) in hails from the Tenet of Nid and that it is the symbol of the
the room, who are seated on the floor, gnawing on the Tenet’s treasury. Also found in the chest is a short note.
scraps from the table as they count silver coins. They
have each been rewarded 20 silver coins from Intrund for “I will visit you at the next full moon. We will need
their services. One of the trolls is pounding his coins with your help and that of your trolls, even going forward. It
a hammer because he believes that their worth would seems as though we have convinced most of them that
increase if they look bigger. The Game Master should it was the work of the lindwurm.”
keep in mind that this pounding can be heard all the way
from the foot of the staircase. It would be utterly pointless to write a letter to the
The trolls will immediately attack anyone they do not trolls because it is highly unusual for them to be literate,
recognise. but the grey trolls are led by a gray brute (half-troll) who
Intrund taught to read simple messages. He is named
3. Scullery Piggert because his face resembles that of a pig.
Even before entering this room, in the passageway that Piggert is furious because many of the grey trolls in
leads to it, you are hit by an awful stench of decomposition his pack have recently had to sacrifice their lives. Money
and rotting meat. The room functions as a slaughterhouse, does, however, soothe his pain, and Intrund has promised
and it is in this room that the trolls prepare the animals him lots of silver coins if he fulfils their agreement. It is
that they catch in the forest. A small fireplace with burning now seven days until the next full moon.
embers is located on the far end of the room, and over it, Piggert will fight the player characters, but if they manage
suspended from a wooden frame, is an iron cauldron. In a to defeat him and capture the half-troll, he will admit that he
sack lying next to the fireplace there are some mushrooms was hired by the “tree-man”, who is always covered in black
and nettles. robes. He does not know Intrund’s name nor can he describe
him in any other way than as a man wearing dark robes and
as someone that seems to know how to use magic.

23
CONCLUSION
At the next full moon, Intrund (see appendix) will visit the alive and brought to Heorhall to be humiliated by Skyld
cave together with four hirdmen (see appendix), all of whom and the other men.
arrive on horseback. Intrund is cautious and waits outside If the player characters tell the inhabitants of Heorhall about
the cave in order to make sure that everything is as it should the money and the note they found in the troll’s den, Skyld and
be before approaching it. Word has reached him that the the others will naturally realise that it wasn’t the lindwurm that
player characters have travelled to the logging camp, and this was behind all the deaths, but someone else. They will most
makes him nervous. Intrund sends two of his men to inspect likely suspect and accuse the “Gavlians”, and possibly even
the cave and to summon Piggert. Should they discover that Intrund himself. But Intrund is more powerful than he may
the trolls have been killed, or if a battle breaks out, Intrund first appear, and for this reason, Skyld will be wary of directly
will attempt to flee as quickly as he can. If successful, he accusing him, unless presented with strong evidence.
will immediately head for the temple. Should he suspect Hopefully the player characters have helped the people
that the player characters have seen his face and recognised in Heorhall to solve the mystery and restored their honor.
him, he will quickly try to leave for Majnjord, if not, he will The characters will be treated like heroes and from now
stay in Ekland. Any accusations thrown his way will then on this will be a story that is told to children and travellers
be met with threats about how he knows powerful people passing by. It is time for the GM to award the players with
in Majnjord, and that they should all be weary of accusing a experience points and perhaps gifts from the villagers. A
priest who has been blessed at the temple of Roskwa. famous skald will write a special song about this whole
If he finds it impossible to flee the forest, Intrund will event and in Mittland that should be regarded as the
fight for his life. He will not allow himself to be captured greatest award anyone can get.

24
APPENDIX
SHITFROSTE (YOUNG HRIM TROLL) They are more wild and dangerous than other hrim
Large giant trolls and do not fear magic as much as normal hrim
trolls do.
✦ Armor Class 9 All hrim trolls are going through a metamorphosis,
✦ Hit Points 59 (7d10 + 21) the older they get the more beast-like they become.
✦ Speed 30 ft. Young hrim trolls often look like large King trolls but
with small tusks. As the tusks grow and get heavier
STR DEX CON INT WIS CHA
the hrim troll also grows bigger and start walking in
19 (+4) 9 (1) 16 (+3) 9 (1) 10 (+0) 10 (+0) a more beast-like position. Really old hrim trolls have
such great tusks that it’s impossible for them to stand
in an upright position.
✦ Saving Throws: Str +6, Con +5 It is said that hrim trolls do not have horns on
✦ Damage: Immunities cold their heads, only hrimtursirs do. However, in the far
✦ Senses: Darkvision: 30 ft., passive Perception 10 west, in the land of Sylvan it is not uncommon that
✦ Wound Threshold: 11 the great hrim trolls can have horns. Some say it’s
✦ Languages: Bastjumal a touch by the demon forces that were once strong
✦ Challenge: 3 (700 XP) here. It is also said that hrim trolls with horns are
more fierce and dark minded. The famous hero
Frenzy. At the start of its turn, the hrim troll can gain advantage Gedald Tonnerman slayed such a beast once, and
on all melee weapon attack rolls it makes during that turn, but made a battle horn from the horn of the hrimtroll.
attack rolls against it have advantage until the start of its next The horn was called “Trollsound” and was magical.
turn. Unfortunately the horn was lost in the plains of
Fear of Magic. When Shitfroste is the target of a spell, he must Sylvan when Gedald was fighting the Amurians more
succeed on a DC 10 Wisdom saving throw or take one level of
than 200 winters ago.
fear.
Hrim Body. A creature that touches the hrim troll or hits it with a The hrim troll has a thick brush of hair that grows
melee attack while within 5 feet of it takes 4 (1d6) cold damage. down its back to form a mane and a beard from
Fearsome. Any creature that starts its turn within 30 feet of which one can craft very good winter clothing. The
Shitfroste must succeed on a DC 10 Wisdom save or take thick tusks that sprout from the mouth of the hrim
one level of fear. On a successful saving throw, the creature is troll are much sought after to be used as handles
immune to this effect for 24 hours. and details for both working tools and weapons. A
general rule of thumb is that the longer the tusks
Actions are, the older the hrim troll is. The hrim trolls that
Multiattack. Shitfroste attacks twice with his tvei klubb. live in the Stormlands are considered to be both
Tvei klubb. Melee weapon attack: +6 to hit, reach 10 ft., one wilder and larger than others. In the lands to the
target. Hit: 9 (1d10 + 4) bludgeoning damage. west, hrim trolls are an irregular sight, which is why
Fist. Melee weapon attack: +6 to hit, reach 10 ft., one target.
this cold-wrapped beast always has been especially
Hit: 7 (1d6 + 4) cold damage.
exciting for me to encounter. During my long travels
both far and wide, I always sought more information
concerning this most strange troll, but it was in
Excerpt from Jorgi's Bestiary
Wildland that I first came to know the inner being
No other troll is as feared in Trudvang as the hrim of the hrim troll.
troll. It is a large troll that beastologists consider The savage Wildfolk in the east taught me everything
more of a giant than a troll. Some hrim trolls can there is to know about the so-called storm slumber,
grow as tall as ten fully grown warriors, and others when the trolls hibernate like bears. But instead of
are remarkably shorter. Exceptionally large hrim hibernating when the cold comes, the hrim trolls rest
trolls are commonly known as “Goldenbacks,” after in the summer. They hibernate deep in a pit where they
the yellow or red mane that grows along their back. can slumber through the warm summer, and the den,

25
which is often located deep underground, becomes drives them to constantly scour the landscape for
cold from the troll’s body. The Wildfolk told me that new prey. Often they live in smaller clans of six to
at the end of this hibernation, the hrim troll breeds its ten individuals. They never live with more than one
children. When they wake, the females stay a while female in a clan. The clan is led by a strong leader that
in their dens with the children while they grow strong maintains the hierarchy in the group.
and ready to fend for themselves. When a hrim troll The hrim trolls are good hunters and blacksmiths.
leaves its den, it is angry and hungry, and the Wildfolk They use weapons and simple chainmail shirts crafted
know better than to hunt the beast during the first in a mysterious kind of silver. In very rare cases, hrim
months of winter. trolls carry weapons made of mitraka, which they have
Unlike many other trolls, hrim trolls are very quiet crafted on their own. Where and how they acquired
and observant. They have a predatory instinct that this material is a riddle indeed.

26
Pack Tactics. The hirdman has advantage on an attack roll
VILLAINS against a creature if at least one of the hitdmans's allies is within
5 ft. of the creature and the ally isn't incapacitated.

PIGGERT Actions
Medium humanoid (Grey Brute) Staf Spjót. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
✦ Armor Class: 13 (studded leather) or 5 (1d8 + 1) piercing damage if used with two hands to make
a melee attack.
✦ Hit Points: 52 (7d8 + 21)
✦ Speed: 30 ft.
INTRUND
STR DEX CON INT WIS CHA Medium humanoid (Virann)
17 (+3) 12 (+1) 16 (+3) 12 (+1) 11 (+0) 11 (+0)
✦ Armor Class: 13 (chain shirt)
✦ Hit Points: 38 (7d8 + 7)
✦ Saving Throws: Str +5, Dex +3, Wis +2 ✦ Speed: 25 ft.
✦ Skills: Athletics +5, Deception +2
✦ Senses: Passive Perception 10 STR DEX CON INT WIS CHA
✦ Wound Threshold: 9 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
✦ Languages: Rona, Bastjumal
✦ Challenge: 2 (450 XP)
✦ Saving Throws: Wis +5
Actions ✦ Skills Medicine: +7, Persuasion +3, Religion +5
Multiattack. Piggert makes three melee attacks: two with its ✦ Senses passive: Perception 13
glaaf and one with its seax. Or Piggert makes two ranged attacks ✦ Wound Threshold: 7
with its seax. ✦ Languages: Vrok, Rona
Glaaf. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ✦ Challenge: 2 (450 XP)
Hit: 6 (1d6 + 3) slashing damage.
Seax. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Purge the Unclean 1/day. All enemies within 30 feet that can
Hit: 5 (1d4 + 3) piercing damage. either hear or see Intrund must make a DC 13 Wisdom saving
throw. A target moves down one step on the Wound track on a
Reactions failed save.
Parry. Piggert adds 2 to its AC against one melee attack that Spellcasting. The priest is a 5th level spellcaster. Its spellcasting
would hit it. To do so, Piggert must see the attacker and be ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
wielding a melee weapon. The priest has the following cleric spells prepared:

✦ Cantrips (4/day): light, sacred flame, thaumaturgy


GAVLIAN HIRDMEN ✦ 1st level (3 slots): cure wounds, guiding bolt, sanctuary
Medium humanoid (Mittlander) ✦ 2nd level 2 slots): lesser restoration, spiritual weapon
✦ 3rd level (1 slots): dispel magic, spirit guardians
✦ Armor Class: 12 (hide armor)
✦ Hit Points: 11 (2d8 + 2) Actions
✦ Speed: 30 ft. Barda Makir. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target.
STR DEX CON INT WIS CHA Hit: 3 (1d6) bludgeoning damage.
13 (+1) 11 (+0) 12 (+1) 8 (1) 11 (+0) 8 (1)

✦ Senses: passive Perception 10


✦ Wound Threshold: 7
✦ Languages: Rona
✦ Challenge: 1/8 (25 XP)

27
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