TEXT: 1 
   
  SOMETHING ROTTEN IN 
  NOVGORBY 
   
  An introductory Vikings & Valkyries adventure for first level characters, written by Gabriel Hunter 
   
  Some illustrations copyright © Clipart.com 
   
   
   
   
    
   
  Introduction 
   
  This short Vikings & Valkyries adventure was 
  designed with first level characters in mind. It also 
  happens to correspond to the following rolls on the 
  Adventure Plot generator given in the Maze Masters 
  Guide (p 34-35): 
   
  Patron = 4, populace of a village. 
   
  Main Location = 4, a dangerous forest. 
   
  Secondary Location = 5, perilous mountains. 
   
  Adventure Goal = 5, rescue important captive. 
   
  Complication = 2, two parts, roll another location. 
   
  The location of this scenario has been deliberately 
  kept vague so it could be placed anywhere suitable 
  for the Maze Master, either in Beornia, Havmark or 
  Vedland (see Vikings & Valkyries, pp22-24 & 28 for 
  more details about the Norse lands). 
   
  Welcome to Novorgby 
   
  Over the course of their travels through the Norse 
  lands, the adventurers happen to stay for a few 
  days (or at least for a single night) in the village of 
  Novorgby; if the characters do not know each other, 
  they could meet while attending Novorgby’s 
  renowned Winter Meet, a large annual fair where 
  many Norse men and women gather to trade all 
  sorts of goods and services. 
  
  2 
   
   
   
   
  - Mmmh… There’s something rotten in Novorgby… 
   
   
  If the party includes at least one Prince, the 
  characters could stay as guests of the local 
  chieftain, Ulfgar the Grim, allowing the Maze Master 
  to start the adventure with a typical Viking evening 
  of feasting, mead drinking, arm-wrestling, axe-
  throwing and other typical Viking games (as detailed 
  in Vikings & Valkyries, p 15-16).  
   
  If the Maze Master is planning to use this adventure 
  as the start for a campaign, do feel free to 
  incorporate each player’s background into the 
  region (e.g. born in Novorgby or a nearby village; 
  family, friend or love interest in the village; etc.) so 
  as to make it an important place to get back to or 
  start from, rather than being just a name on a map. 
   
  Being at a crossroads, the village has always 
  benefited from the attention of many passers-by 
  (travelers and merchants alike), but never enough to 
  become a full fledged city due to its wilderness 
  location. However, the Winter Meet (an idea of a 
  previous Chieftain to attract people to the village in 
  the less frequented winter months) has rapidly 
  grown in popularity and is now a regional event of 
  importance, spanning a full week of trade, barter 
  and feasting. During that time, the local population 
  of 100 goes up to nearly 300! Merchants and 
  craftsmen of all types will also peddle their wares in 
  the covered marketplace built for the occasion.  
   
  Lodging can be found at the Hovedhallen (Main 
  Hall), for Princes and their following; the local inn, 
  the Golden Axe, can hold up to 50 people (at 4 to a 
  small room); the local tavern, the Red Horn, another 
  30 sleeping on the floor; whilst the rest seek bed 
  and board at villagers’ homes.  
   
  Most villagers take much pride from housing a 
  renowned adventurer (not least because it's also 
  customary to share one’s wealth with one’s host, 
  which has led to some battles for the hosting of 
  returning heroes among the villagers).  
   
  The people of Novorgby are typical Norsemen, 
  valuing hospitality and bravery, as well as a good 
  time, but being wary of magic and quick to anger.  
   
  A couple of NPCs are described more fully below, 
  but the Maze Master is encouraged to flesh out a 
  number of other denizens of Novorgby to add color 
  to the village and bring out that Viking way of life 
  (whether it be it a burly innkeeper with battle-scars; 
  rowdy city guards trading tall stories and mead 
  mugs; an aloof warrior maiden; a brooding smith; or 
  a suspicious Chief’s counselor). 
   
  Even if most of Novorgby welcomes the influx of 
  money and reputation brought about by the Winter 
  Meet, seeing it as a wonderful opportunity for trade 
  and commerce, some could do without the crowds 
  and the bad elements it also brings each year. The 
  events unfolding in this adventure will surely make 
  these critics rather more vocal. 
   
  Basic Storyline  
   
  One night, when almost everyone is sleeping, the 
  alarm horns will sound, abruptly waking the 
  adventurers, as a monster is sighted just outside the 
  village.  
   
  Quickly dealt with by the local chieftain’s huscarls, 
  this seemingly-resolved matter will take a dire turn 
  as it is discovered that, at the same time, a fair 
  damsel was kidnapped by another group of 
  monsters (Trollmen) who have since fled with their 
  victim into the woods. 
   
  Asked to lead a search party for the missing girl, the 
  adventurers must follow the trail of the captors 
  before the incoming snow storm erases their tracks 
  and any chances of finding her alive and well. In 
  their hurried race through the nearby forest to 
  rescue the unfortunate maiden, the party will first 
  have to confront or evade a pack of wolves and their 
  surprisingly-cunning leader, a red-eyed Dire Wolf.  
   
  Then, climbing the treacherous mountain path which 
  will hopefully lead them to the captors’ hideout, they 
  will face the icy breath of a monstrous Ice Spider 
  (new monster) who is blocking their path. 
   
  Finally, upon arriving at a strangely-warm cavern, 
  the adventurers will join battle against a band of 
  Trollmen and their brutish commander, Grodd the 
  Half-Giant. 
   
  During the ensuing feast in honor of the new 
  heroes, a malevolent illusion will give a chill to the 
  villagers and the adventurers as the hidden 
  mastermind behind the events is finally revealed as 
  a Dark Elf – an ill omen for the future of Novorgby…                  
  
  3 
   
  A 
  A 
    B 
   C 
    D 
    F 
   E 
  Novorgby 
  1 hex = 250' 
  Adventure Map : Novorgby Area 
   
   
   
   
   
   
   
   
   
   
  
  4 
   
   
   
  Celebrating the Winter Meet in the grand Viking tradition 
   
  The Gathering 
   
  The Winter Meet is one of the best times for 
  adventuring Norsemen and women to either recruit 
  henchmen, find a part-time or full-time employer, as 
  well as buy, sell or trade goods, ranging from the 
  mundane to the exotic, or simply renew contacts with 
  old friends and make new ones. 
   
  Prospective patrons and job-hunters usually meet at the 
  inn, the tavern or the main hall to discuss their needs 
  and qualifications all weekend.  
   
  Outside, in the marketplace, goods of all types, but 
  mostly weapons and ‘magical’ charms (with no real 
  power in game terms), are offered, bought or traded 
  amid the same cacophony of voices and sounds.  
   
  Of course, such a large gathering of Norse men would 
  not be complete with the mandatory drinking contests 
  and other typical Viking games (arm wrestling, shield 
  running, axe throwing etc) – along with some more 
  refined entertainment, allowing Skalds to demonstrate 
  their musical, poetic and storytelling skills. 
   
  The Storm and the Hunt 
   
  After the news hits that someone has actually been 
  kidnapped by a band of foul monsters, the Chieftain will 
  quickly marshal a small rescue party (no more than 1d6 
  huscarl NPCs, because he dares not leave the village 
  undefended, especially with a snowstorm starting), and 
  he will ask for the aid of the adventurers if they are 
  present (or readily accept their help if they offer it).  
   
  Tracking the kidnappers will use the rules set in the 
  Mazes & Minotaurs Players Manual p45, but using a 
  base of 10 instead of 15 (easier to track in the snow), 
  but increase this difficulty by 2 per hour once the 
  snowstorm hits, bringing with it high winds and 
  deteriorating visibility. If the adventurers are having 
  trouble following the trail, or get lost, the Maze Master 
  should have them meet Eirik the Bold, a hunter who can 
  provide assistance and/or shelter. See the end of the 
  adventure for Eirik the Bold’s statistics. 
   
  While the snowstorm rages (it will start at the beginning 
  of Part Two and last for 2d6 hours), use the rules given 
  below for Snowstorm Exposure.   
   
  Snowstorm Exposure 
   
  Each full hour without proper protection (fur boots, 
  mittens, hats, coats etc) from cold requires a 
  Physical Vigor saving roll: the first roll has a target 
  number of 5, the second one a target number 10, 
  the third one a target number of 15, and so on.  
   
  Failure on any of these rolls will mean that the 
  character suffers 1d3 Hits of damage.  
   
  Furthermore, each hour in the storm also requires a 
  Danger Evasion Roll (plus any Hunting bonus) at 
  the same target numbers to avoid getting lost.  
   
  Also, keep in mind that snow is considered difficult 
  terrain for movement (Players Manual, p20). 
  
  5 
   
   
  The Scenario 
   
  Part One:  Meeting in Novorgby 
   
  Having traveled, together or apart, from their 
  respective «starting points», the adventurers finally 
  make their way to the somewhat remote village of 
  Novorgby, where they are to attend its renowned 
  Winter Meet (see  
   
  The crowd of adventurers, merchants and travelers 
  is filling the streets and public places of the small 
  community, with lineups in front of the local inn, the 
  Golden Axe, the tavern and the main hall.  If the 
  party includes a Prince, they will be the guest of the 
  local chieftain, Ulfgar the Grim, at the Main Hall. If 
  not, they may be lucky enough to acquire a room at 
  the inn or the tavern or they may end up at a 
  villagers’ house.  
   
  During the night, the adventurers are suddenly 
  wakened by shouts and screams coming from 
  outside. Quickly putting on clothing and grabbing 
  weapons, they follow the running guards toward the 
  village’s gate where a small crowd is already 
  present. Outside, while a snowstorm is slowly 
  starting to take hold, a battle is raging between a 
  seemingly mad Cave Bear, the chieftain and a 
  couple of guards. 
   
  The Maze Master can either describe the outcome 
  of the combat as a cut-scene, where the combined 
  strength of the assembled warriors wins the day 
  over the fearsome red-eyed beast, or actually play it 
  out, with or without the adventurers’ intervention, 
  making sure the animal is slain in the end.  
   
  A close examination of the bear carcass will reveal 
  a strange fire-like mark on its forehead.    
   
  Part Two: To the Rescue 
   
  The sighs of relief after the victory over the crazed 
  bear quickly turn to gasps of dread as new shouts 
  and screams erupt from the other end of the village. 
  Quickly following the chieftain and his huscarls to 
  the latest trouble spot, and expecting to find another 
  beast assaulting the walls, the gathering crowds are 
  taken aback to learn that another group of monsters 
  has seemingly kidnapped a helpless woman.    
   
  After gathering vital information from witnesses, it 
  appears that Sigrid, the daughter of the village’s 
  recently-deceased priest of Frey, was taken by a 
  small group of monsters, who promptly left with her. 
  From the descriptions given by the witnesses, the 
  adventurers should be able to identify the creatures 
  as Trollmen.  
   
  Deciding to send a rescue mission, the chieftain 
  dispatches 
  them 
  (and 
  hopefully 
  the 
  player 
  characters) on 
  the monsters’ 
  trail 
  before 
  it 
  disappears under the increasingly heavy snow. 
   
   
   
   
   
  A treacherous Trollman 
   
  This part of the scenario uses the Novorgby Area 
  map (see p 3). Assume that it takes 1 hour to cover 
  a 1-mile hex in this difficult terrain on foot. 
   
  A: Wolf Territory 
   
  Hurrying in the snow, trying not to lose the tracks, 
  you suddenly see gray shades coming out of the 
  woods, a faint growl coming from their open maw as 
  they leap into attack. 
   
  A pack of Common Wolves  is hunting in the area 
  and the adventurers (and/or Ulfgar’s Huscarls if they 
  are apart) will have to confront them while tracking 
  the Trollmen. See Handling the Opposition next 
  page for some suggestions. Stats for Wolves can ne 
  found in the Creature Compendium (p125). 
   
  As you stumble upon the wolves’ den, a dark knot of 
  tree trunks, you immediately notice that their leader 
  is bigger and stronger-looking than the others, his 
  fur more whitish than gray, made even more 
  menacing by the eerie red glow of his eyes.   
   
  The last encounter will also feature the pack leader, 
  a Dire Wolf (Creature Compendium p126) with 
  glowing red eyes. After the combat, a close 
  examination of the wolf's body will also reveal a 
  strange fire-like mark on its forehead.   
   
  Searching their den will unearth a small horn-like 
  vial, probably lost by a previous victim, bearing a 
  rune which magicians will recognize as the rune of 
  Loki and holding some hot reddish liquid.  
   
  See Loki’s Draught next page for a description of 
  this magical potion. 
   
  
  6 
   
  Loki's Draught 
   
  Drinking one of the 1d6 doses will give its user 
  protection from the effects of normal cold and 
  add a +4 bonus to Physical Vigor saving rolls 
  against supernatural cold for 1 hour.  
   
  However, the heat from the magic will force the 
  removal of outer clothing, including armor, 
  unless the drinker succeeds at a Mystic 
  Fortitude roll versus a target number of 10.           
   
  B: Hunter Cabin 
   
  As you come across a clearing in the woods, you 
  see a small cabin in its center, the axe stuck in a log 
  and the pelts half finished outside, betraying the 
  probable presence of a local hunter. 
   
  This is the hangout of Eirik the Bold (see below for 
  full description), who could also be encountered in 
  the forest nearby looking for game or roaming 
  wolves. 
   
  C: Old Bridge 
   
  At the end of the woods, crossing the half frozen 
  river beneath it, lies a small stone bridge in obvious 
  need of some repairs, but still safe enough to 
  support travelers, if not a horse and carriage.  
   
  D: Mountain Path 
   
  Beginning in the rolling hills at the foot of the 
  daunting mountains ahead, a small and sinuous-
  looking path climbs up rather rapidly, disappearing 
  into the shadows of the rocks forming the peaks 
  blocking the way. 
   
  An Athletic Prowess roll vs the usual target number 
  equal to the character’s Encumbrance (plus 
  applicable snowstorm modifiers +2/hr) is required to 
  avoid a 2d6’ fall off the treacherous path.   
   
   
   
   
   
   
  Watch out, there’s a Dire Wolf about! 
  Handling the Opposition 
   
  The adventurers will have to face a number of 
  opponents in this adventure, including a pack of 
  Common Wolves, their Dire Wolf leader, an Ice Spider, 
  and finally a small gang of Trollmen and their Half-Giant 
  leader, all of which can spell doom for the party if the 
  Maze Master isn't prepared.  
   
  At the Maze Master’s discretion, the villagers sent on the 
  rescue mission can act as either backup, if the 
  adventurers 
  have 
  problems, 
  or 
  as 
  quickly-killed 
  “expendables” to show “how the monsters work”. If the 
  group splits to cover more ground or because they 
  would be too numerous for the planned monsters, the 
  Maze Master can also use cut-scenes involving the local 
  chieftain’s Huscarls (Minor Soldier NPCs) to foreshadow 
  the trouble ahead. 
   
  The first encounter (Wolves & Dire Wolf pack leader) 
  should not be too difficult (say at one wolf per two party 
  members) which the Maze Master can then double (i.e. 
  up to one wolf per party member) if all goes well for the 
  second brush with the wolves, finally adding the pack 
  leader for the last encounter.  An injured or less battle-
  ready party could also easily «miss» that last encounter 
  in order to avoid crippling them.     
   
  The Ice Spider should at least scare the party a bit, so if 
  they dealt with the wolves relatively easily, have the 
  spider sneak on the least dangerous party member first 
  and use its Entangle ability on him (Target number 19 
  instead of 15 due to surprise). Make effective use of its 
  size to knock the adventurers about (Danger Evasion 
  roll at 19 to avoid being displaced 10' away) instead of 
  simply attacking them. 
   
  As noted in the description of this new creature, any 
  adventurer using fire (natural or magical) upon the 
  spider will immediately get its undivided attention until 
  that particular threat is dealt with. If the party is weaker, 
  however, the Maze Master should give them a chance to 
  sneak up on it first, or – if you really feel generous -  roll 
  a boulder on its head (treat as a 2 or 3d6 Crushing 
  Missile attack, requiring a Feat of Strength). 
   
  The Trollmen represent a rather stronger menace than 
  the wolves but should receive a similar treatment (if the 
  party hasn’t so far been overwhelmed, two trollmen per 
  member is suggeasted). However, if he is not sure about 
  the level of danger, the Maze Master can subtract one or 
  two from the total – e.g. six or seven trollmen for an 
  adventuring party of four). 
   
  Grodd the Half-Giant is the big boss of the adventure 
  and as such fighting him should be suitably challenging. 
  If the party is weaker, the Maze Master should have him 
  unable to Charge into Battle because of Close Quarters 
  due to the cave’s tunnels. Maze Masters wanting to give 
  a more serious challenge to their party (either because 
  they had an easy time of the earlier parts of the 
  scenario, or are of a higher level) can even go so far as 
  to replace the Half-Giant  with a suitably taxing Troll 
  (Common, Cave, Green, Shadow or Stone).   
   
  Do not forget that Norsemen live for the battle, so don't 
  make it too easy, and keep it bloody! 
  
  7 
   
  E: Ice Spider Lair 
   
  Struggling against the increasing snow and winds, 
  you suddenly spot a large unmoving form ahead. 
  Squinting, your heart skips a beat as you realize 
  there’s an enormous white and blue spider in the 
  middle of the trail, waiting to attack.   
   
  This is the lair of the Ice Spider (see details below 
  and the Handling the Opposition section above for 
  some guidelines on this encounter).  
   
  Probing 
  around 
  will 
  reveal 
  its 
  hiding 
  place 
  (Detection roll vs a target number of 15 plus 
  applicable 
  snowstorm 
  modifiers 
  +2/hr), 
  and 
  searching it will uncover an Amulet of Thor (see 
  Vikings & Valkyries, p48).   
   
  Ice Spider 
   
   
  Taxonomy: Monster 
   
  Description: Rumored to have been magically 
  created, these huge white and light blue spiders 
  can attack two medium-sized opponents at the 
  same time, and usually live in the colder 
  climates of the north or on top of icy mountains.  
   
  Size: Large 
   
  Ferocity: Aggressive 
   
  Cunning: Alert 
   
  Mystique: Weird 
   
  Movement: 90’ 
   
  Initiative: 14 
   
  Melee Attack: +5 
   
  Damage: 2d6 (hooked legs) 
   
  Defense Class: 17 
   
  Hits Total: 24 
   
  Detection / Evasion: +2 / +4 
   
  Mystic Fortitude: +2 
   
  Special Abilities: Camouflage (Detected on 
  19), Entangle (Icy Breath, 20' range, Might 20), 
  Stealthy (12), Supernatural Vigor, Tough Skin, 
  Uncanny Agility, Wallcrawling. 
   
  Awards: Glory 130, Wisdom 20. 
   
  Like Frost Giants (see Vikings & Valkyries, p 42), 
  Ice Spiders are completely immune to all cold-
  based damage – but they also suffer double 
  damage from all fire-based attacks. There is no 
  additional Glory or Wisdom award for this 
  ability/weakness. 
   
   
   
  Can Grodd really be the BRAINS behind all this? 
   
  F: Half-Giant Cave 
   
  Finally reaching the end of the Trollmen's trail, 
  despite the now heavy snowing and the winds, you 
  manage to spot the kidnappers’ hideout, the 
  entrance to a small cave in the side of the mountain 
  where they have taken the poor girl. 
   
  As you approach and make out shadows on the 
  walls made by the fire burning inside, you steel your 
  resolve and prepare to face a last challenge as a 
  great roar echoes from within the cavern, making 
  you wonder what you are about to confront… 
   
  This is the hiding place of the Trollmen and their 
  monstrous leader, Grodd, the Half-Giant (see 
  Vikings & Valkyries, pp38 & 40 and Handling the 
  Opposition above for some guidelines on this 
  encounter). If they can sneak in, the party can take 
  on the two Trollmen guarding the entrance before 
  the others join in. 
   
  The captured girl, Sigrid the Fair, is huddled in fear 
  in one corner of the cave. 
   
  Searching the cave after defeating the kidnappers 
  will turn up a Sword of Tyr, a Belt of Protection, an 
  Amulet of Horsemanship and a Perpetual Drinking 
  Horn (see Vikings & Valkyries pp47-49)  
   
  A close examination of the half-giant’s body will 
  reveal the same strange fire-like mark as before on 
  its forehead. Inquisitive adventurers may also notice 
  that even allowing for the fire within, the warmth in 
  the grotto is unnaturally high, and seems to be 
  coming from the reddish-tinted walls.  
   
  Aftermath 
   
  The snowstorm ended, the return to Novorgby is 
  much easier, and the adventurers are greeted as 
  heroes by the villagers and attend a special banquet 
  in their honor where they are asked to recount their 
  courageous deeds against the foul beasts that 
  dared to kidnap the poor Sigrid. 
  
  8 
   
  Abruptly interrupting the loud merriment, the ghostly 
  head of a Svartalf suddenly appears, hovering over 
  the table amid gasps of surprise, and laughing evilly 
  before shouting: “Fools, enjoy your pitiful feast while 
  you can! You may have defeated those pathetic 
  trolls, but you have not heard the last of Amaroq the 
  Black!” and disappearing just as quickly, his wicked 
  laughter still echoing around the walls of the now 
  silent main hall. 
   
  With the safe return of Sigrid to the village, the 
  Winter 
  Festival 
  can continue 
  where 
  it 
  was 
  interrupted, although not with the same enthusiasm 
  as before. People will talk about the rescue, but also 
  about the ominous threat of the Svartalf. Some will 
  leave the village early, maybe never to return; and 
  by the following spring, despite Ulfgar the Grim’s 
  best efforts to play things down, Novorgby will have 
  gained 
  a 
  reputation 
  in 
  the 
  surrounding 
  neighbourhood as a place to avoid.     
   
  Rewards 
   
  The adventurers will receive the equivalent of 5 gold 
  coins each in ornamented equipment (worth twice 
  the usual price) from Ulfgar the Grim if they manage 
  to save Sigrid. 
   
  Warriors will also receive 10 Glory each for that 
  action, and 75 Glory each if they vanquish all 
  monsters in the adventure without outside help.  
   
  Magicians will receive 30 Wisdom each for finding 
  at least two of the fire-like marks on the monsters 
  and noticing the unnatural warmth of the Half-Giant 
  cave. 
   
  Hunters will gain 50 Experience Points for 
  successfully tracking the Trollmen to their lair or 
  preventing the party from getting lost in the 
  snowstorm (Thieves can also get 50 Experience 
  Points for that action). 
    
  Loose Ends 
   
  While not apparent at first, the kidnapping of young 
  Sigrid is anything but coincidental and has been, in 
  fact, entirely engineered by Amaroq the Black to 
  gain possession of one of the 9 pieces of the Krown 
  of Kommand, a dread artifact used to control giants.  
   
  Unknown to her, the medallion she inherited from 
  her father (who incidentally, was killed by a Dire 
  Wolf while investigating the source of a mysterious 
  corrupted energy close to the village) was imbedded 
  with a stone from the terrible magic item. Those who 
  know her well will notice she no longer has the 
  medallion she wore before her abduction (she will 
  say that she probably lost it during the struggle of 
  her journey to the cave). It would be even more 
  upsetting if anyone were to know that a fire giant is 
  held in a magical sleep deep under the village, and 
  that Amaroq intends to use the Krown to wake him 
  up and wreak havoc on the region. 
   
   
   
  Ulfgar the Grim 
   
   
   
   
  Level 3 Prince, age 35, Chieftain of Novorgby. 
   
  Personality: Stern and stubborn, courageous in 
  combat and in his political duties; Ulfgar believes 
  that the needs of the many outweighs the needs of 
  the few. 
   
  Attributes: Might 14, Skill 15, Luck 19, Wits 13, Will 
  17, Grace 11. 
   
  Combat: Initiative 17, Melee +7 (+9 w/Great Axe), 
  Missile +7, BDC 16, EDC 18 (22 w/Helm), Hits Total 
  21. 
   
  Weapon of Choice: Great Axe. 
   
  Saving Rolls: Athletic Prowess +7, Danger Evasion 
  +7, Mystic Fort +8 (+9 w/Helm), Physical Vigor +8. 
   
  Personal Charisma: +7 (+10 with Reputation 
  bonus). 
   
  Background Talents: Sailor, Warlord. 
   
  Languages Known: Norscan, Firian  
   
  Patron Deity: Tyr. 
   
  Mythic Items: Helm of Protection (+4 EDC, +2 MF), 
  Axe of Conquest (+2 Melee). 
   
  Ulfgar is an illegitimate son of King Rothgar of 
  Beornia. He was sent away with his mother while 
  still a young child, to avoid “political complications” 
  and has never claimed his heritage. He is still angry 
  at his “father”, and settled in Novorgby some years 
  ago, after roaming the seas in search of adventure, 
  where his leadership and prowess have led him to 
  become a celebrated chieftain. 
   
   
   
   
   
  
  9 
   
   
  Sigrid the Fair 
   
   
   
  This beautiful girl is the daughter of the village's 
  priest of Freyr and its most eligible maiden, even 
  though her obvious intelligence has stopped many 
  from courting her. As far as stats are concerned, 
  she should be treated as a noncombatant Minor 
  NPC (see Maze Masters Guide p25).  
   
   
   
  Amaroq the Black 
   
  As a Dark Elf, Amaroq the Black has the same stats 
  and special abilities as an Alseid (see Creature 
  Compendium, p 5). 
   
  Having found an entry to Midgard from Svartalfeim 
  via a cave near Novorgby, Amaroq was plotting to 
  take over the local trolls in the region when he spied 
  the village priest’s frequent travels to the nearby 
  river. Curious, he soon discovered a portal of power 
  leading deep underground where he found a sealed 
  chamber protected by powerful magic. Searching 
  his arcane lore-books, he learned of an ancient 
  battle from the Age of Legend during which the gods 
  trapped a ferocious lieutenant of Surtur deep under 
  the earth. Wanting to keep that secret all for himself 
  he used a magically enslaved Dire Wolf to dispatch 
  the nosy priest, but not before noticing the glow of 
  his medallion when near the portal.   
   
  Madly seeking the answer to this new discovery, he 
  finally recognized the jewel from a picture of the 
  Krown of Kommand, an ancient artifact used by 
  Surtur to insure the loyalty of rebellious giants, 
  which was rumored destroyed by the gods during 
  their last battle with the Jotuns. Amaroq has devised 
  a cunning plan to take it back from the 
  villagers…and will continue his search for the 
  remaining pieces. 
   
  Eirik the Bold 
   
   
   
   
  Level 2 Hunter, age 23, Free Hunter. 
   
  Personality: Cheerful and unruly with people, 
  watchful and disciplined in the wilderness; Eirik 
  loves the great outdoors and especially despises 
  “unnatural” creatures.   
   
  Attributes: Might 13, Skill 15, Luck 13, Wits 15, Will 
  13, Grace 13. 
   
  Combat: Initiative 14, Melee +4, Missile +5 (+2 dmg 
  vs Beasts or Monsters), BDC 12, EDC   13, Hits 
  Total 13. 
   
  Weapon of Choice: Bow  
   
  Saving Rolls: Athletic Prowess +4, Danger Evasion 
  +5, Mystic Fortitude +4, Physical Vigor +3. 
   
  Personal Charisma: +2 (+4 w/ Reputation bonus) 
   
  Special Ability: Hunting Bonus +4. 
   
  Background Talents: Woodsman, Mountaineer. 
   
  Languages Known: Norscan, Kvenish, Alfan  
   
  Patron Deity: Uller. 
   
  Mythic Items: Bow of the Elves (no penalty while 
  moving, 600' range) 
   
  The hunter known as Eirik the Bold is a well known 
  character in the region, who lives in a cabin in the 
  woods near Novorgby and trades furs and meat for 
  other goods. He has acted as a guide for a number 
  of travelers seeking to reach hard-to-find places and 
  is rumored to have saved many from an untimely 
  demise, including a Wood Elf who has since 
  become a friend.     
  
SOURCE: textdata/thevault/Mazes & Minotaurs (osr) [multi]/Vikings & Valkyries/Vikings & Valkyries Adventure Something Rotten in Novgorby.pdf