TEXT: ADVENTURES
  MA3
  TM
  Raven’s 
   Call
  The
  WOLFGANG
  BAUR
  
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  ©2013 Open Design LLC. All rights reserved.
  www.koboldquarterly.com
  TM
  A Midgard Adventure
  An Adventure of Justice and Vengeance
  For 4 or 5 characters of 1st Level
  Design: Wolfgang Baur
  Editing: Jim White
  Cover Art: Aaron Miller
  Interior Art: Michael Perry 
  Cartography: Alyssa Faden 
  Art Direction  
     & Graphic Design: Marc Radle 
  General Manager: Shelly Baur
  Raven’s 
    Call
  The
  
  3
  MA3
  he Raven’s Call is an introductory adventure for the 
  Midgard Campaign Setting, designed for use with 4 
  or 5 player characters just starting out. The adventure 
  moves through several main sections: 
  1. The discovery of the village of Nargenstal and some 
  scouting of what has befallen the villagers.
  2. A counterattack by trollkin by night.
  3. An optional dark visitor to the town.
  4. A confrontation with the ogre lord Coalkell.
  5. An inopportune visit from a bandit dhampir NPC. 
  These sections may move at different speeds, depending 
  on what actions the PCs take, and how cleverly they 
  move and countermove again the Mossback Reavers. The 
  reavers themselves are a band of over 30 kobolds, 6 trollkin 
  including a shaman, and one ogre chieftain, the red-armored 
  horror named Coalkell. Defeating them will require more 
  than a ready spell and a strong sword-arm; the players are 
  going to have to employ some ingenuity and try something a 
  little bit original. 
  ADVENTURE   
  SUMMARY
  The goal of the adventure is to take back the village from 
  the trollkin and their master, driving them off or slaying a 
  majority while not destroying what is left of the village. The 
  women and children of the village are prisoners, and many 
  of the men are dead or enslaved. Driving off the kobolds 
  and trollkin is difficult, as they are well armed and skilled in 
  warfare and raiding, but they are largely nocturnal.
   
  The rhythm of the adventure is meant to cover two days of 
  game time, with the PCs having the advantage until sunset on 
  the first day, then the trollkin taking the initiative during the 
  night hours, and the PCs having better options at night.
  It’s a staple of fantasy stories: orcs raid the town, bandits 
  steal everything, villagers are slaughtered or starve at the 
  hands of a rapacious overlord. But oddly, this story rarely 
  gets told in the tabletop RPG world. That ends right now: 
  The Raven’s Call is explicitly about an innocent village that 
  the heroes must save.
   
  This means a couple things for gameplay and for 
  running the adventure. First and foremost, the Mossback 
  Reavers are numerous, and they have hostages. Make this 
  clear in your early village descriptions. Second, it means 
  HOOKS:  
  THE CALL ARRIVES
  As the GM you have your choice of hooks. These hooks 
  depend on player curiosity, player heroism, and a sense of 
  justice or vengeance. Pick the one most likely to appeal to 
  your players.
  The Raven’s Call: If you are using the Mythic Adventures 
  rules, this adventure might include a single Mythic Trial, 
  granting the PCs their first mythic level. In this case, a major 
  ley line called the Raven’s Road opens to the heroes and 
  walking it transports them from wherever they are to defend 
  the Mythic Javelins of Thor (see page 18) from abuse by the 
  Mossback Raiders. Walking the shadow road (see Midgard 
  Campaign Setting, page 193) is a well-known bit of lore (any 
  bard knows it automatically, and wizards and sorcerers might 
  know it depending on the results of a Knowledge (arcana) 
  skill check (see table).
  SHADOW ROADS:  
  KNOWLEDGE (ARCANA) SKILL CHECK
  DC
  RESULT
  12
  A shadow road is a magical conduit between two 
  points.
  16
  Walking a shadow road is often dangerous, and 
  monsters favor them.
  20
  Once on a shadow road, you cannot turn back. 
  They move in one direction only.
  24+
  Shadow roads and ley lines are related; ley lines 
  power fey and shadow roads, and magic is 
  sometimes more or less powerful on such a road.
  Catlike Curiosity: A PC has an animal familiar, eidolon, 
  companion, or other animal friend that seems upset about 
  something. Communication with the animal makes it clear 
  that if the heroes succeed, they will have a whole village of 
  people who are profoundly grateful to them. If that’s not 
  worthy of a hero’s time I don’t know what is. 
   
  Most of all, the bad guys are more interested in thralls, 
  food, and plunder than in fighting. If the PCs are getting 
  hammered but the raiders have lost a few, have their 
  morale break just when it looks like a TPK. The reavers 
  may shout something like “Alert the others! Get them back 
  here!” to salve their pride, but it’s a tidy way out of killing 
  an over-confident group of adventurers.
  DESIGNER’S NOTE 
  BANDITS AND RAIDERS
  t
  
  The Raven’s Call
  4
  that there is smoke on the wind not far away, and the smell of 
  carrion is deeply interesting. The companion saw a glimpse 
  of interesting things and really wants to investigate further, 
  but this requires a detour or a side trip from the PC’s usual 
  haunts. 
   
  If the PCs don’t take this hook, the companion sulks and 
  complains about “never get to do what I want.” Mope. Whine. 
  The next morning, the companion animal is gone, and the 
  PCs must find and rescue it.
  Heroism & Vengeance: A survivor from the village raid 
  appears, muddy and completely exhausted from a day and a 
  cold night on the road. This young boy of 12 or so, Sigvaldi, 
  tells a harrowing tale of his village overtaken by raiders at 
  night, horrible dragon-men and trollkin. He didn’t see much, 
  but fled when his father was killed in front of him.  
   
  Sigvaldi begs the PCs to go retake the village and drive 
  off the invaders. If they accept, he cries tears of gratitude and 
  promises to tell everyone of their bravery. If they refuse or 
  hedge even a little, he curses them for cowards and runs off.
  Wanderers on the Road: Read the following when the PCs 
  are on the road, or simply skip ahead and assume they are 
  travelling in a hilly or forested region near a coastline. This 
  description also applies to when either of the earlier hooks 
  brings the party to within a few hundred yards of the village.
  You see the smoke from a great distance, a black smudge 
  against the sky. Something big is burning, a whole field 
  or a huge bonfire. That’s not so unusual, but this smoke is 
  tinged with an odd yellowish cast.
  Ask the players for a DC 20 Perception check. If someone 
  succeeds, they notice that around the smoke, near the 
  ground, there’s dozens or even a hundreds crows or ravens. 
  Something has attracted birds.
   
  The players have time to decide whether to approach, how 
  to scout for danger, and so forth. Reward intelligent play and 
  punish fools who rush in and disregard the danger signs. 
   
  A reaving band of trollkin, kobolds, and their ogre leader 
  have taken over the seaside steading of Nargenstal, slain its 
  chief and most of the men of fighting age, and have burnt 
  out the great hall and smithy, both of which will smolder for 
  days to come. The fire did not spread because the nearest 
  roofs were all too damp to catch fire thanks to the recent wet 
  weather, but it might easily have burnt down the whole town.
  Half the fun of a sandbox adventure like this one is in 
  seeing what strange characters take the stage and make 
  an impression on the party. The PCs might notice any of 
  these dozen options if they are stuck for what to do next:
  1. Befriend Ottur the swine herd and help him find a 
  missing sow for his sounder (herd of pigs). They were 
  scattered during the attack and Ottur himself had to 
  hide for hours while raiders chased his pigs, slaughtering 
  the boar and several young pigs for their food.
  2. Find a pair of oxen grazing in a field. They might be 
  used to lower the drawbridge in town.
  3. See a whale swimming off the coast, spouting and 
  splashing. A small boat seems to be floating out there 
  as well, adrift. Swimming out in the chill waters is quite 
  dangerous, but perhaps it could be done (three DC 12 
  Swim checks, and see Going Swimming on page 8 for 
  fatigue effects).
  4. Find Vestar’s pale blue fishing boat washed up on the 
  shore, and drifting back out on the tide. Catching it 
  requires a good use of rope or a bit of chilly swimming.
  5. Meet a friendly crow, raven, or other totem animal of 
  the party’s barbarian, shaman, druid, or ranger.
  6. Meet the greybearded fisherman Vestar, who lost his 
  boat during the attack (the trollkin cut the rope to 
  prevent humans from fleeing by water). He’s trying to 
  get it back.
  7. Find the corpse of a villager killed by a trollkin patrol. 
  The body is of a young woman, and has obviously been 
  looted of any ribbons, cloak, jewelry, and shoes.
  8. A newly-made cairn of a kobold raider slain in the initial 
  assault, built under a tall oak and planted with a sapling. 
  Digging out the body reveals the race of the attacker and 
  yields a single old spear and fine boots, sized for a young 
  human girl.
  9. Find a cave where three women (Sigred, Annolin, and 
  Tyrrea), two of their young children (ages 4 and 6), and 
  six of their sheep, have taken shelter. They have a single 
  dagger and two small wood axes between them, and all 
  are cold and hungry. They want food, healing, and help 
  against the trollkin. See Talking to the Villagers, page 6.
  10. Hear the voices of mermaids or Lorelei along the shore. 
  Roll a DC 16 Will saving throw. Those who fail spend 
  the rest of that day or night trying to reach the singers, 
  and cannot be persuaded to do anything else.
  11. Meet Needletop, a vile gnomish bard of Neimheim who 
  is scouting the area. He’s not at all related to the raiders, 
  but might want to join forces with the bad guys.
  12. Run into a random monster in the woods, such as 
  a song drake (see Book of Drakes, page 46) or a child 
  of the briar (see Midgard Bestiary for Pathfinder RPG, 
  page 22).
  12 ADVENTURE OPTIONS
  
  5
  MA3
  A TROLLKIN  
  IN THE MIST
  A trollkin and three kobolds are patrolling the area outside 
  the palisade, looking to round up stragglers or capture villages 
  and livestock that escaped them earlier. The fog coming off the 
  bay makes visibility poor.
   
  At night, Ornfisk the trollkin and his scouts can find 
  the party relatively easily if the adventurers light a visible 
  campfire, and they attack with surprise in that case.
   
  During daylight hours, roll an opposed Perception check 
  between the PC with the highest Perception ranks, and a kobold 
  scout with a +4 Perception in daylight conditions. If the PCs 
  win, they see motion first and get a surprise round. If the raiders 
  win, they take a surprise round of missile fire, and then they 
  attempt a bit of hit and run, throwing sling stones and javelins 
  from cover at a single target and retreating into cover if they can.
   
  Read the following when the PCs first see the raiders, 
  regardless of who has surprise:
  The mist and fog that has sprung up in the last few hours 
  make it hard to see much, but there’s definitely something 
  moving out there.
  If the raiders have surprise, read the following:
  You see a single figure waving or signaling; it is short, 
  about the size of a gnome but with a furry cap and sling. 
  Suddenly you hear the rush and whistling air of missile fire 
  from creatures behind you!
  ORNFISK THE TROLLKIN RAIDER    CR 1
  XP 400
  hp 12 (see Trollkin, page 18)
  3 KOBOLD SCOUTS   CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary, 
  page 183)
  Treasure: The kobolds carry 10 cp each and one has a pair of 
  dice. The trollkin has a silver ring set with a seed pearl (20 gp).
  Story Development: If the party captures one or more of the 
  kobolds or the trollkin, they can ask some pointed questions. 
  The kobolds break pretty readily, either through a successful 
  DC 12 Intimidation check, or a clever bit of questioning and 
  persuasion (DC 17 Diplomacy). Ornfisk is a tougher character, 
  but a DC 17 Intimidation check will get him to talk (with a +5 
  bonus if the PCs threaten to use fire—though torture is an evil 
  act that good-aligned PCs will want to avoid).
  These captured raiders know relatively little, but each successful 
  check brings one of the following items of information.
  1. The boss is Coalkell the Ogre, and he has 5 more trollkin 
  and dozens of kobolds at his service.
  2. The Mossback Reavers are looking 
  for food and gold, and they may make the town their base 
  for a while. Until the other ogres come, anyway. Coalkell has 
  some cousins around here somewhere.
  3. The captured villagers are working as thralls and housed in 
  the Great Barn.
  These Mossbacks don’t know anything about treasure, guard 
  shifts, or the like, and they generally won’t breathe a word 
  about Wormwood the Shaman (see The Trolkin Shaman, page 
  10) unless specifically asked. They’re more afraid of her than 
  they are of the ogre.
  TROLLKIN: KNOWLEDGE (LOCAL) SKILL CHECK
  DC
  RESULT
  11 or 
  less
  Not a creature you know. Humanoid, though.
  12
  A trollkin is a hardy fighter of the northern lands.
  16
  Trollkin are tougher than goblins, and they fear fire. 
  Said to be the get of trolls and humans.
  20
  They have fast healing, and their wounds knit quickly.
  24+
  Trollkin are loyal to family and their shaman before 
  other races. They are bitter about the fallen kingdom 
  of Trollheim, which fell long centuries ago.
  
  The Raven’s Call
  6
  TALKING TO THE  
  VILLAGERS
  The villagers in the Great Barn and wandering in the woods 
  know a lot about the village, and can provide a map and a list 
  of the likely captured villagers to anyone who asks. What they 
  can’t do is provide a lot of information about the attackers, 
  though they know a few things, depending on where they 
  were during the attack. If the PCs are friendly and ask, each 
  villager knows at least one item from this list:
  1. An ogre or giant was in charge, “as tall as a house, in 
  bloody armor with a huge spear.”
  2. The villager menfolk made a stand and killed at least 
  some raiders.
  3. Some escaped, like the huginn singer Svaka and the visiting 
  dwarf Duminac. Cowards, both of them!
  4. Old Vestar the fisherman has a boat, but no one has seen it.
  5. The grandmothers Sylfie and Ulla were spared on orders of 
  one of the trollkin.
  6. Most of the raiders were little dragonkin, vicious things 
  with spears.
  7. The village crab guard was captured or somehow made to 
  stop fighting.
  8. The women and children are held in the Great Barn at 
  night, and guarded.
  MERCENARIES AND  
  DEMONFIRE
  A huginn bard Svaka and his dwarven friend Duminac are two 
  escaped mercenaries, both of whom have fought as reavers in 
  the north and as mercenaries in the Seven Cities. They’ve been 
  around raids and feuds and banditry on both sides, and have 
  few illusions about their odds against a large band of raiders.
   
  In other words, they were happy to run when the “dozen 
  or more” trollkin showed up. These two are mostly interested 
  in saving their own skins and not very interested in saving a 
  bunch of “mud farmers.” They will carry messages somewhere 
  for free, but if the PCs want their help in combat they require 
  pay of at least 5 gp a day. 
   
  As a traveling entertainer, Svaka’s plan is to march off to 
  visit Skaldhome or another steading a few days’ travel away. 
  He explains that he is not much of a fighter on the road, but 
  he will sing to provide courage and strength of arm, and he 
  will cast bull’s strength on either Duminac or a party fighter if 
  they are going to fight.
   
  If paid or promised his pick of the treasure from the 
  village, Duminac is willing to create a diversion or lead a brief 
  sortie to draw out some of the kobolds into a trap. 
   
   
  Under no circumstances will he take part in an attack 
  on the Frost Maiden. He is full of some smart tactical tips, 
  however. He points out that the inn’s shuttered windows are 
  its most vulnerable spots and that the doors are likely to be 
  barred. The shutters can be broken open much more readily 
  than the thick pine slab doors.
   
  The mercenaries also have a supply of demonfire, which 
  they will use only in dire circumstances. They are willing to 
  sell up to 3 flasks of demonfire to the PCs for 30 gp each.
  DEMONFIRE
  You can throw a flask of demonfire as a splash weapon with a 
  range increment of 10 feet. This is a variant of alchemical fire.
  A direct hit deals 1d6 hp fire damage. Every creature within 
  5 ft. of the point where the flask hits takes 1 hp fire damage 
  from the splash. On the round following a direct hit, the 
  target takes an additional 1d6 hp damage. 
   
  If desired, the target can use a full-round action to 
  attempt to extinguish the flames before taking this additional 
  damage. Extinguishing the flames requires a DC 15 Reflex 
  save. Rolling on the ground provides the target a +2 bonus on 
  the save. Leaping into a lake or magically extinguishing the 
  flames automatically smothers the fire.
   
  The smoke from burning demonfire is a soporific poison. 
  All creatures hit by the oil and within 5 feet of it burning 
  must make a DC 13 Fort save or fall asleep. Each round, the 
  sleeping creature makes another saving throw at a +1 DC (so 
  DC 14 in the second round, DC 15 in the third, etc). If the 
  saving throw DC reaches 18, the creature sleeps for 8 hours 
  or until woken violently.
  If the PCs decide not to kill the village’s crab guardian but 
  use some form of speak with animals or know about the 
  enchanted circlet from grandmother Hildigunn (see the 
  Great Barn, page 8 they can summon a crab swarm to aid 
  them in retaking the village. This is not automatic, but 
  requires speaking to the crab, offering it food (and lots of it—
  the trollkin have been starving it a bit), and then convincing 
  it that things would be better if the humans were in charge 
  again (DC 14 Diplomacy check). 
   
  If the GM is inclined to use the Mythic Adventures 
  rules, this could easily be related to the Sea God’s bloodline 
  THE CRAB SWARM AND SEA GOD’S TOUCH
  and constitute a Greater Trial. While Nethus is chained in 
  Kammae, this boon is granted by one of his many servants, 
  or by Seggotan, the Dragon God of the Oceans. 
   
  If the Sea God is appeased and the swarm is called, use 
  the crab swarm stats from the Pathfinder RPG Bestiary, page 
  50. This option can make a huge difference in sweeping 
  through the village quickly and effectively, though the crab 
  swarm will not approach within 15 feet of the smoldering 
  ruins of the great hall, and they may accidentally harm some 
  villagers or livestock. 
  
  7
  MA3
  SCOUTING THE   
  SHORE, THE FOREST,  
  & THE PALISADE 
  Outside the village of Nargenstal, the main features of the 
  area are the Valfish Bay and the clean water of the small-but-
  swift Grunvale River. The currents of the bay are gentle tides, 
  though storms sometimes blow a fierce northwestern wind 
  into Nargenstal. The water is chilly but swimmable for a few 
  minutes; see Going Swimming, page 8.
   
  The village itself is small, perhaps 40 or 50 people, and 
  the shore is protected by a five foot tall earthen palisade. This 
  shore is prone to attack by any number of threats, including 
  fishfolk, trollkin, ogres, and human and huginn reavers. 
   
  The village is surrounded by a pine forest below gentle 
  hills, with forested river lands and rockier hilltops that are 
  good for grazing. The village has tried cutting timber for sale, 
  but the roads to neighboring towns are poor, and the work 
  is hardly worth it. Fishing, hunting, pigs, and sheep are the 
  mainstay of village life. 
  RUINS OF VALDTOR KEEP
  The ruins of an old bandit keep stand on the road a day’s march 
  south of Nargental. It makes an excellent retreat for the PCs 
  if they find it. It has enough shelter in the main tower to keep 
  the rain off, though the gates and the portcullis have long since 
  rotted away. This was Valdtor, and it might serve as the base for 
  a group of ogres coming to the area (see page 18) or a resting 
  spot for a prowling dhampir bandit (see page 17)
  STEALTH CHECKS  
  AND SNEAKING IN
  The PCs may decide at some point to sneak into town. This is 
  a fine idea, especially during daylight, when the kobold guards 
  have a -2 Perception penalty and terrible eyesight.  
   
   
  There’s just one problem: An unkindness of ravens has 
  made itself at home around the village, feasting on the bodies 
  of the dead that the raider left out, and then feasting on the 
  scraps of animals that have been butchered to feed Coalkell’s 
  bottomless appetite.
   
  As a result, any attempt at daylight stealth requires 
  watching very carefully to not startle the ravens, or a deliberate 
  attempt by the party to lure the birds away with carrion or 
  easy pickings somewhere else. Unless the ravens are lured 
  away (which succeeds automatically if the PCs make a decent 
  attempt), they fly up and call out the presence of any intruder 
  far more effectively than the guards in the watchtower.
  THE TRAINED  
  GIANT CRAB
  The villagers have long had a giant crab that served as part of 
  their defenses, kept in check by the village druid. This giant 
  crab now serves the trollkin and two kobolds are its keepers. 
  It attacks anyone it finds trying to ford the river who is not 
  clearly a villager. The villagers have been tortured to give up 
  the trained crab’s commands.
  
  The Raven’s Call
  8
  SVETVIK THE TROLLKIN RAIDER   CR 1
  XP 400
  hp 12 (see page 18)
  2 KOBOLD KEEPERS  CR 1/4
  XP 100 each
  hp 4 each (Pathfinder RPG Bestiary, page 183)
  EXECLACKTAS THE TRAINED GIANT CRAB   CR 2
  XP 600
  hp 19 (Pathfinder RPG Bestiary, page 50)
  Treasure: Execlacktas has a single treasure, a small metal vial 
  containing a potion of gaseous form that is affixed to its larger 
  claw by loops of twine. The vial was supposed to be held by 
  the crab for safekeeping, but the alchemist who gave it to the 
  crab was killed in the Mossback’s initial attack.
  THE VILLAGE OF  
  NARGENSTAL 
  Little more than a gathering of houses and a stout palisade 
  around an old traveller’s inn, the village of Nargenstal has been 
  very successful keeping sheep and fishing for herring and cod.
  1. Watchtower 
  This small tower is big enough for a single human or two 
  kobolds to keep watch. The humans were good about a watch 
  during daylight hours but neglected the night hours except 
  during full moon. The kobolds are the reverse: they hate to 
  stand watch in the sunlight, and rarely watch here during the 
  height of the day. Sometimes a trollkin in disfavor pulls guard 
  duty here.
   
  Spotting whether a creature is on watch here requires 
  an opposed set of Perception rolls. The kobolds have a +5 
  Perception at night and +3 in the day; trollkin have +2 
  Perception either by day or night.
  3 KOBOLD SCOUTS  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary, page 183)
  2. The Moat, Drawbridge (2A), and 
      Ford (2B)
  The village is surrounded by water, the Grunvale River on 
  one side and a small moat on the other, dug out over years 
  with occasional magical help. For many years the villagers 
  forded the river in the shallows, where the water is only about 
  a foot deep. This ford still exists, but the villagers built a small 
  drawbridge to make it easier for ox-carts and riders passing 
  through the village to enter from the moat side. 
   
  This bridge can be pulled up by a DC 25 Strength 
  check (easy enough for a team of oxen, hard for less than 6 
  humans). At the moment, the bridge is pulled up and the 
  oxen are missing (see adventure option 2 on page 4). The 
  moat is about 6 feet deep, and the palisade about 8 feet high. 
  Both were made with the aid of druidic magic.
  Climbing the Palisade: The wood is old, slick, and 
  somewhat mossy in spots, but the 8-foot-high wall can be 
  scaled in a full-round action with a single DC 16 Climb 
  check. Remember armor penalties on this check!
  3. Burnt Longhouse
  Still smoking, this A-framed house had a thick thatch roof 
  that burned away quickly, and wooden rails and timbers 
  underneath that burned over a longer period of a couple days. 
  Hotfoot Floor: The floor is now covered with ashes and lots of 
  coal-like embers, plus latent heat caught in the flagstone floor. 
  The ground is still very hot to the touch, and the trollkin 
  won’t go near it. 
   
  Walking over the burnt longhouse requires a DC 15 
  Fortitude save each round; failure means blistered feet and a 
  -5 ft. penalty to base movement for 48 hours. Failing a second 
  such save means that the character takes a -10 ft. penalty to 
  base movement and has serious burns that require healing.
  Treasure: A large strongbox is buried under the floor, but 
  finding it requires a DC 19 Perception check (to spot the 
  disturbance under the ashes), and then a DC 17 Strength 
  check to lever up a very heavy stone over the strongbox. The 
  strongbox itself is still hot metal and difficult to carry, and 
  its leather handles at either end are somewhat charred. If 
  opened, this contains the late chieftain Thorfinn’s personal 
  wealth, a total of 120 gp, an inlaid drinking horn worth 
  100 gp, two silver daggers (22 gp each), and a masterwork 
  greataxe (320 gp).
  4. The Great Barn
  While most of the village livestock stays out in the fields or is 
  sheltered with their owners in winter, the oxen, a few mules, 
  and its cattle were always given space in the Great Barn, along 
  with animals belonging to merchants and travelers.  
   
  The water in the moat, the river, and the bay are all at 
  least 6 feet deep. Crossing the water anywhere except 
  at the ford or the drawbridge requires a Swim check—
  DC 10 for the moat, and DC 12 for the Grunvale River 
  or Valfish Bay. The frigid water causes swimmers to 
  become fatigued after 5 minutes, and exhausted after 
  10 minutes.
   
  For an added challenge, set this adventure in 
  winter. Reduce the fatigued and exhausted times to 
  1 and 2 minutes respectively, and feel free to inflict 
  nonlethal damage for cold weather (see Cold Dangers 
  in the Pathfinder RPG Core Rulebook, page 442).
  GOING SWIMMING
  
  9
  MA3
   
  The building is empty of livestock now, though the skulls 
  and pelvises of a single slaughtered mule and two slaughtered 
  cows remain. The villagers sleep here at night, guarded by 
  1 trollkin and 8 kobolds. They are terrified that they will 
  be slaughtered when the livestock run out, a belief that the 
  Mossbacks encourage.
   
  The surviving villagers number 18 women including 
  young girls, mothers, and 2 elderly grandmothers, Fastvi 
  and Hildigunn, plus about 25 children varying in age from 2 
  years to 14 or so. Only three men are still alive and captured: 
  Leiknir, Hlodvir, and Skallagrim, the village priest of Yarila 
  and Porevit, who has healed. 
   
  One grandmother, Hildigunn, knows about the hidden 
  crown of the sea, the item that permits the wearer to speak 
  with sea animals, because she is the one who hid it in the 
  bottom of the Great Barn’s soup cauldron. If the PCs strike 
  her as a worthy (a paladin or ranger is most likely to win 
  her over), she offers them the crown and some advice about 
  summoning up the Sea King’s army (see page 6).
   
  Most of the villagers here sport at least one cut or serious 
  bruise from being beaten by the kobolds and trollkin: one of 
  the elderly men has a broken arm.
  5. Smokehouse and Drying Racks
  This house is used to smoke fish and game for winter. It is 
  currently empty of all foodstuffs, but makes a pretty good 
  hiding spot. The kobolds and trollkin don’t like the ashy 
  smoky smell of the interior any more than most humans do, 
  but it is safe and quiet here. The smoked food has long since 
  been taken away by the Reavers.
  6. The Frost Maiden Inn 
  The current headquarters of the Mossback Reavers is this inn, 
  a traveler’s rest stop and by far the oldest and most flameproof 
  building in town. 
   
  See The Frost Maiden Inn on page 13 for details of this 
  building and its defenders.
  7. Village Homes
  The five other homes of the town are currently abandoned. All 
  have been thoroughly looted of all valuable and most of their 
  foodstuffs.
  
  The Raven’s Call
  10
  8. Dock
  This is the giant crab’s favorite place to lurk and await bits of 
  meat, old bread, and other offerings from the people of the 
  village. See The Trained Giant Crab on page 7 for details.
  RESCUE AT THE BARN
  The Great Barn is large and obvious, a wooden building with 
  a roof of thatch and shingles. The interior is split into two 
  levels, one for the livestock and a higher level for hay, grain, 
  and straw. Right now, it is the prison of most of the villagers. 
  Read the following:
  The building smells of hay and animals, an earthy sort of 
  smell. You see an upper loft full of straw, and the lower 
  space is full of villagers working on a loom, carding wool, 
  and a few of them skinning a butchered sheep.
  The villagers work downstairs during the day, and they are 
  kept up in the loft at night.
   
  Guards: 8 kobolds and 1 trollkin leader. These guards are 
  fairly lazy most of the time, though they beat their captive 
  thralls if they think someone is shirking.
  MORGEOTH THE TROLLKIN RAIDER   CR 1
  XP 400
  hp 12 (see page 18)
  8 KOBOLD GUARDS  CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary, page 183)
  Fire Bad: Everything in the barn is fairly flammable, from 
  the wool to the straw to the wooden timbers and thatch roof. 
  Any use of fire in combat is likely to burn the place down.
  Livestock: The sheep of the village were kept here, but have 
  almost all been eaten. About 20 chickens and a single mule 
  remain. Feel free to put the flock of chickens and the mule on 
  the map as obstacles. 
  THE TROLLKIN 
  SHAMAN
  The Mossback Reavers would all say that their war chief 
  and leader is Coalkell, but if anyone asks who actually leads 
  the trollkin and who founded the Reavers, well, that’s old 
  Wormwood, a trollkin shaman who has long wandered the 
  woods seeking great wisdom and greater power. She’s not 
  much for fighting (she has warriors for that), but she’s nasty in 
  a fight, and her help means that the Mossback Reavers usually 
  make good decisions about when and where to go raiding.
   
  She knows of a powerful artifact hidden in the area (see 
  the Mythic Javelins of Thor sidebar on page 18). She talked 
  Coalkell into raiding Nargenstal, but now Coalkell has 
  taken over the Frost Maiden Inn and won’t let her search 
  the building. Wormwood has searched the rest of the village 
  and used both blood divination and Bristle’s commune with 
  spirits ability, all of which indicate the javelins are hidden 
  somewhere in the inn.
   
  If the PCs visit the docks or the Great Barn, they might 
  run into Wormwood there with either 2 kobold bodyguards 
  or her trollkin consort of the moment. Read the following:
  The trollkin you see is more human than most, though 
  covered in heavily beaded jerkin and ornaments, a silver 
  necklace hung with claws, and a brownish banner attached 
  to the spear she carries.
  SHAMAN: KNOWLEDGE (RELIGION) SKILL CHECK
  DC
  RESULT
  11 or 
  less
  You don’t know much about shamans. Maybe they 
  are like clerics?
  12
  A shaman has a spirit guide and is a sort of nature 
  priest.
  16
  A shaman is a healer and diviner, and able to take 
  on animal forms.
  20
  This shaman seems to have a badger spirit. Badger 
  spirit animals are dangerous in combat, and 
  strengthen a shaman’s claws.
  24+
  A shaman’s secrets can make her invisible, can 
  reveal her enemies whereabouts, and can even 
  read the entrails of a freshly-killed animal to 
  strengthen herself and her followers.
  WORMWOOD  CR 4
  XP 1,200
  Female trollkin shaman 3  
  (New Paths: The Expanded Shaman)
  N Medium humanoid
  Init +0; Senses darkvision 60 ft. ; Perception +3
  DEFENSE
  AC 17, touch 10, flat-footed 17 (+3 natural, +4 armor)
  hp 27 (4d8+8); fast healing 1 (acid or fire)
  Fort +5, Ref +1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee +1 spear +3 (1d6+1/x3), bite +0 (1d4) or 2 claws +2 
  (1d4), bite +2 (1d4)
  Ranged javelin +2 (1d6)
  Shaman Spells Known (CL 3rd; Concentration +5)
  1st (6/day)—ant haul*, bloody claws, bristle*, obscuring 
  mist
  Orisons (at will)—detect magic, guidance, read magic, 
  spark, virtue
          *From Pathfinder RPG Advanced Player’s Guide.
  
  11
  MA3
  STATISTICS
  Str 10, Dex 10, Con 14, Int 10, Wis 12, Cha 15
  Base Atk +2; CMB +2; CMD 12
  Feats Improved Shaman’s Touch, 
  Multiattack
  Skills Handle Animal +13, Heal 
  +10, Knowledge (nature) +9, 
  Perception +3, Survival +3; Racial 
  Modifiers +4 Handle Animal
  Languages Draconic, Giant, 
  Northern Tongue
  SQ nature lore, shaman’s touch, 
  spirit animal (Bristle the Badger), 
  totem secrets (blood divination, 
  invisibility), wild empathy, 
  woodland step
  SPECIAL ABILITIES
  Blood Divination (Ex) See sidebar.
  Fast Healing (Ex) A trollkin regains 
  1 hp/round, though not fire or 
  acid damage, nor damage due to 
  starvation or exhaustion. A trollkin 
  gains no hit points from fast healing in 
  any round when it suffers fire or acid damage.
  Invisibility (Su) As a standard action, Wormwood becomes 
  invisible as the invisibility spell. She can remain invisible 
  for 1 minute/day per shaman level. This ability must be 
  used in 1-minute increments, but these minutes need not 
  be consecutive.
  Nature Lore (Ex) Shamans gain a +2 bonus to Knowledge 
  (nature) and Heal checks.
  Shaman’s Touch (Sp) Wormwood can heal 1d8+3 damage 
  as a cure light wounds spell 2 times/day. Thanks to the 
  Improved Shaman’s Touch feat, any die results of 1 or 2 
  are treated as a 3 instead, so Wormwood will always heal 
  at least 6 damage with this ability.
  Wild Empathy (Ex) As the druid ability.
  Woodland Step (Ex) Wormwood can move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown 
  areas, and similar terrain) at her normal speed and without 
  taking damage or suffering any other impairment. Thorns, 
  briars, and overgrown areas magically manipulated to 
  impede motion, however, still affect her. In addition, she 
  leaves no trail in natural surroundings and cannot be 
  tracked. She can choose to leave a trail if desired.
  BRISTLE THE BADGER (SPIRIT ANIMAL)
  N Small magical beast (New Paths: The Expanded Shaman)
  Init +3; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
  hp 20 (3d8+6)
  Fort +5, Ref +6, Will +2
  Defensive Abilities evasion
  Shamans can read the future in the entrails of a 
  freshly killed animal or humanoid. If a shaman 
  spends 10 minutes studying the entrails of an 
  animal or humanoid killed in the last hour, he 
  or she gains an insight bonus equal to his or her 
  Charisma modifier on one saving throw. At 10th 
  level, shamans can study the entrails of any animal 
  for the same effect. 
   
  Alternatively, by observing and interpreting the 
  flights of birds for 10 minutes, shamans can apply 
  a +10 competence bonus to any one skill check. 
  Finally, by spending 10 minutes charting marks 
  in dirt or stone or observing the patterns of sand 
  thrown into the wind, shamans gain a +4 insight 
  bonus to one initiative check. These bonuses must 
  be used in the next 24 hours, and shamans must 
  declare they are using the bonus before rolling the 
  check or saving throw. Shamans can use blood 
  divination (in any combination) 1/day plus 1/day 
  for every four shaman levels. Wormwood can use 
  this ability only once per day.
  BLOOD DIVINATION
  
  The Raven’s Call
  12
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee bite +5 (1d4), 2 claws +3 (1d6)
  Special Attacks rage (as a barbarian for 6 rounds per day)
  STATISTICS
  Str 10, Dex 17, Con 15, Int 10, Wis 12, Cha 10
  Base Atk +2; CMB +1; CMD 14
  Feats Multiattack, Weapon Finesse
  Skills Perception +3, Stealth +8
  SQ commune with spirits, empathic link, share spells
  SPECIAL ABILITIES
  Commune with Spirits (Su): Bristle can act as an 
  intermediary between Wormwood and the spirit realm. 
  Wormwood must enter a trance lasting for 1 minute, 
  which must be uninterrupted and during which she can 
  take no other actions, after which she gains the benefits 
  of an augury spell with 90% effectiveness. This spell effect 
  requires no material components. Bristle must remain 
  within 120 ft. of Wormwood during the entire trance or 
  the effect is ruined and the trance must be restarted.
  Empathic Link (Su): Shamans have an empathic link with 
  their animal spirit guides to a distance of 120 ft. Shamans 
  can communicate emphatically with their animal spirit 
  guides, but cannot see through their eyes. Because of 
  the link’s limited nature, only general emotions can be 
  shared. Shamans have the same connection to an item or 
  place that an animal spirit guide does.
  Share Spells (Ex): Shamans can cast a spell with a target 
  of “You” on their animal spirit guides (as a spell with a 
  range of touch) instead of on themselves. A shaman 
  can cast spells on his or her animal spirit guide even if 
  the spells normally do not affect creatures of an animal 
  spirit guide’s type (magical beast). This ability does not 
  allow the animal spirit guide to share abilities that are not 
  spells, even if they function like spells.
  Treasure: Wormwood keeps a 150 gp silver necklace set with 
  owlbear claws as a personal adornment, and also carries a +1 
  spear (included in the stats above).
  Story Development: If Wormwood is defeated, the trollkin 
  leave the village, abandoning the kobolds and Coalkell.
  BLOOD PRICE
  The trollkin are few in number and each death is a loss keenly 
  felt. They rage against each death of their number, and from 
  the very first trollkin slain, the shaman Wormwood demands 
  a blood price of 100 gp for such a death to be forgiven. She 
  shouts this out to the woods or at the party if they show 
  themselves in the village.
   
  Failure to pay (or retreat to a distant safe haven) means 
  that Wormwood sends her spirit familiar (Bristle the badger) 
  to visit the party at night and demands blood money for these 
  trollkin deaths. This makes rest difficult for spellcasters while 
  it continues (DC 14 Fort save required for successful rest 
  when interrupted by spirits).
   
  If three or more trollkin are slain, the shaman uses her 
  blood divination totem secret to determine the PC’s location, 
  and she convinces Coalkell of the value of a counterattack 
  (see page 13)
  It can be tough to figure out where all the villagers, raiders, and monsters are in the village at any given time. Here’s a 
  chart that can help, though in cases of doubt, the GM is always right.
   
  Frost Maiden 
  Watchtower 
  Dock 
  Barn 
  On Patrol 
  Coalkell + 1 Trollkin Bodyguard  
  100% 
  — 
  — 
  — 
  —
  Wormwood the Shaman 
  60% 
  10% 
  10% 
  10% 
  10%
  3 Trollkin Warriors 
  40% 
  — 
  20% 
  20% 
  20%
  2 Kobold Crab Handlers 
  10% 
  10% 
  80% 
  —  
  — 
  3 Kobold Scouts 
  30% 
  40% 
  — 
  — 
  30%
  8 Kobold Barn Guards 
  30% 
  — 
  — 
  70% 
  —
  8 Kobold Raiders 
  10% 
  — 
  — 
  20% 
  70%
  8 Kobold Frost Maiden Guards 
  100% 
  — 
  — 
  — 
  — 
  2 Kobold Day Scouts 
  — 
  30% 
  — 
  — 
  70%
  2 Kobold Night Scouts 
  — 
  30% 
  — 
  — 
  70%
  2 Kobold Cooks 
  80% 
  10% 
  — 
  10% 
  — 
  20 Captured Village Women 
  10% 
  — 
  — 
  90% 
  — 
  15 Village Children 
  — 
  — 
  — 
  100% 
  — 
  WHO IS WHERE WHEN?
  
  13
  MA3
  COUNTERATTACK:  
  TROLLKIN NIGHT 
  RAIDERS
  If the PCs raid the town, rescue some villagers, kill a patrol, 
  or simply scare off a cawing mass of ravens, two trollkin and 
  eight kobolds are sent out by night to hunt and kill these 
  unwelcome visitors: Coalkell the ogre declines to lead the 
  raiding party, but does consult the shaman about it. She points 
  to the general direction of the PC camp using her blood 
  divination ability and spirit guide to scout it out.
   
  That night, the trollkin attack by surprise if they can, 
  attacking when a human or other race without night vision is 
  on guard, aiming all sling stones at the guard, and attempting 
  to kill the whole party in its sleep. The odds of success with 
  this tactic are low, but it’s not a completely horrible plan. 
  Here’s how it plays out:
  Round 1: Seven kobolds throw sling stones at the guard on 
  duty. If there is a campfire, the eighth kobold rushes into 
  the camp with a bucket of water. If there is no fire, he rushes 
  forward with a knife to cut the hobbles or traces of any mule, 
  donkey, horse or other pack animal the party has.
  Round 2: If the guard is still standing, four kobolds use their 
  slings again, while three more rush into battle with a trollkin 
  in the lead. The kobold with the bucket of water douses the 
  campfire, if any, or cuts the hobbles of a horse and leads it 
  away from the camp. 
  Round 3: The four remaining kobolds and the other trollkin 
  attack from the opposite direction as the first group, 
  hoping to catch enemies by surprise and flanking them. 
  They attack a wizard or other spellcaster by preference, 
  and will throw a net if they can. They want a second PC 
  incapacitated this round.
  Round 4: Confusion and combat. Kobolds and trollkin try to 
  work together to take down a third character.
  Round 5: Any surviving trollkin demands the surrender 
  of surviving PCs at the start of the round. If that fails, the 
  raiders retreat in good order at the end of the round—a 
  trollkin throws a vial of demonfire oil to cover the retreat.
  Cowardly Raiders: If the kobolds ever lose 5 or more of their 
  number, or if both trollkin are dead or incapacitated, the rest 
  of the Mossback Raiders flee immediately.
  THE FROST  
  MAIDEN INN
  This stone-walled building predates the rest of the village by 
  at least a century; it was a fortified traveller’s rest at the river 
  ford long before anyone thought to keep sheep and fish here. 
  The outer walls are covered with lichen, the interior has been 
  made snug and safe, and its heavy rafters, posts, and timbers 
  are all capable of holding up a heavy roof of slate. It is, in other 
  words, a small fortress.
   
  In summer, at the height of trade and travel season, it 
  is often full. In winter, it is always empty but for one or two 
  locals. The tavern’s shingle shows a young woman in blue 
  cloak and golden hair, holding a drinking horn in one hand. 
  A. Front Door. Stout oak banded with iron and chased with 
  silver, this door is warded and difficult for undead and 
  fey to enter. 
  B. Tavern Room. The main tavern room has a warm 
  ceramic hearth in one corner, where coals can keep the 
  whole room warm. The pillars are blackened by smoke 
  and age. This room may have been cozy once. Now it is 
  clearly an ogre lair, with cracked bones and flayed sheep 
  skulls in the corners, draped entrails on some of the 
  rafters, and chewed hide strips everywhere. Coalkell has 
  made it his throne room.
  C. Pantry. Beans, grain, ceramic pots, wooden bowls, and 
  similar simple items are stored here.
  D. Kitchens. With room to keep bread in the oven and 
  two fire pits, and multiple tables for chopping fish or 
  lamb, the kitchen is also the village bakery, butchershop, 
  and smokehouse. Currently the hangout of the raiding 
  kobolds.
  E. Harbor Door. Almost as stout as the front door, but 
  without the silver or the enchantments. Leads directly to 
  the fish drying racks outside.
  F. Common Sleeping Room. Hammocks and bedding fill 
  the space when visitors are plentiful. Right now, it’s the 
  ogre-lord’s room, and haunches of lamb and cracked 
  bones litter the floor.
  G. Private Guest Rooms. Nicely appointed, but currently 
  empty.
  H. Cellars and Slabs. The cellar of the inn contains many 
  barrels of ale and a few small casks of mead, as well as 
  In most adventures, counterattacks by the monsters 
  while the party rests are quite unusual, and your 
  players may consider it wildly unfair. Remind the 
  players of the many, many times their adventurers 
  have caught a monster by surprise, and also remind 
  them that kobolds are nocturnal.
   
  The odds of success for the attack are actually fairly 
  low (the kobolds are terrible combatants and break 
  easily), but if the party is defeated and one or two are 
  killed, the trollkin calls for a surrender. The PCs are 
  stripped of weapons, armor, and boots (to prevent 
  running away), and taken prisoner in the Great Barn 
  (area 4, page 8). The adventure just got a lot tougher, 
  but either Wormwood or Vinder Gandelossen might 
  prove an unlikely ally against Coalkell.
  GM NOTE
  TABLES TURNED
  
  The Raven’s Call
  14
  The FrostMaiden Inn
  
  15
  MA3
  rations that the ogre’s followers have not yet tried much 
  of: onions, a sack of millet and another of rye flour, a sack 
  of turnips, and a range of heavily smoked and salted fish. 
  Beyond that, there are three large stone slabs in the cellar, 
  which predate the site’s use as an inn. If anyone brushes 
  aside the dirt to read the inscriptions on them, they say:
  1. Captain Hengir Lokisson, beloved of the Fishing God
  2. Mottia Almasdottir, daughter of Sif and beloved of Freya
  3. Thornar von Runkelstad, Mage and Smith, Eye of Volund
  Digging out the slabs to rob the graves is hours of work: 
  getting through the flagstones and packed mud of the 
  floor, cracking the caskets, and shifting a lot of dirt. None 
  of these three were buried with more than a few rings and 
  trinkets, worth about 20 gp each. Digging them up offends 
  all the villagers, though, who fear ghostly wrath.
  I. False Beam. This secret cache hasn’t been opened in over 
  a century. See the Mythic Javelins of Thor, page 18.
  THE OGRE LORD
  The ogre Coalkell is holed up in the Frost Maiden Inn, where 
  the common room has rafters high enough that he can stand 
  up straight, and the cellar is not yet quite empty of ale and 
  mead. Coalkell spent the first day or two after the raid drunk, 
  and his trollkin likewise. 
   
  Coalkell is now planning his next move, and waiting to 
  hear from three ogre cousins. Once they join the Mossbacks, he 
  wants to take a longship raiding, or maybe sack a nearby druid’s 
  grove or temple. Read the following when the PCs scout it:
  This is a small but cozy inn from the outside: slate roof 
  is mossy and slick, the two windows on the ground floor 
  are shuttered closed, the front door looks like stout 
  wood, the walls are stone and 
  mortar, and the three 
  gabled windows on the 
  upper floor are not 
  shuttered.
  If they make a DC 20 Perception check, add:
  The chimney is barely smoking: maybe a peat fire or embers, 
  not a full fire. Also, you think you saw someone watching out 
  of one of the open windows on the upper floor.
  The Inn itself is not terribly difficult to get into. The common 
  room has two windows, the upper floor has three more, and 
  there are three doors into the building. The kobolds on guard 
  duty are not very sharp in daylight, and even at night a magic 
  missile or a well-placed archer’s shot can take one out. Reward 
  a plan to catch the ogre lord by surprise with success. 
  Back Door: Is only latched, requires a DC 12 Open Locks 
  to open, but opens into the kitchen, where three kobolds 
  cooks butcher sheep in a vain attempt to keep up with 
  Coalkell’s appetite.
  Front Door: Is barred and requires a DC 18 Strength check 
  to break down; taking more than one attempt to break it down 
  means that the element of surprise is definitely lost. 
   
  In addition to plunder, the ogre Coalkell always lusts 
  for meat and is a terrible glutton. After the first night of the 
  raid, he commanded his kobold cooks to furnish him with 
  meat and lots of it. He sends his trollkin hunting down the 
  villager’s sheep, and he devours every 
  piece of lamb, pig, chicken, or fresh fish 
  offered, plus venison, rabbit, and even 
  some donkey meat. The inn stinks 
  of butchery and blood pudding, but 
  Coalkell’s hunger continues.
  
  The Raven’s Call
  16
  Read the following once the PCs are in.
  The inside of the inn is dark but warm, with the smell 
  of blood and rotting meat. Animal skulls are littered 
  around the room, none of them fully stripped of flesh, 
  most only a few days old. Cracked bones lie underfoot, 
  mostly sheep and pig. Intestines loop over one of the 
  rafters. A trio of kobolds bring bread, meat pies, and a 
  horn of ale into the room. 
   At the far end of the room sits an ogre, deeply fat with 
  a grease-smeared chin. He is using a throwing ax to pick 
  his tusk-like teeth, and a giant spear leans on the wall 
  behind him.
  COALKELL, THE OGRE LORD      CR 3
  XP 800
  CE Large humanoid (giant)
  Init -1; Senses darkvision 60 ft., low-light vision; 
  Perception +2
  DEFENSE
  AC 17, touch 8, flat-footed 17 (+4 armor, -1 Dex, +5 
  natural, -1 size)
  hp 28 (4d8+12)
  Fort +6, Ref +0, Will +3
  OFFENSE
  Speed 30 ft.
  Melee longspear +7 (2d6+7/x3)
  Ranged throwing axe +1 (1d8+5)
  Space 10 ft.; Reach 10 ft. (15 ft. with longspear)
  TACTICS
  Coalkell hurls axes over the heads of his short minions 
  before engaging with his longspear.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness
  Skills Climb +7, Perception +2
  Languages Giant, Northern Tongue
  TROLLKIN BODUGUARD       CR 1
  XP 400
  hp 12 (see page 18)
  8 KOBOLD GUARDS    CR 1/4
  XP 100 each
  hp 5 each (Pathfinder RPG Bestiary, page 183)
  Playing with Fire: One kobold carries a flask of oil that he 
  will light and throw at a PC spellcaster. It takes one round to 
  light and one round to throw the flask. This is a desperation 
  measure that may very well burn down the Frost Maiden and 
  everything in it: the 5’ square where the fire lands will burn for 
  1 round, then spread to 4 more squares the following round, 
  then 4 more squares the round after that. If no one takes 
  While slaughtering every single kobold, trollkin, 
  and leader in the village is certainly effective, it’s not 
  required to make the raiders go away (and may provoke 
  them to kill hostages). Killing more than 3 kobolds does 
  lead to retaliation, in the form of an elderly woman and 
  a young boy being hanged from the watchtower until 
  dead, and shouted warnings.  
   
   
  Killing 10 or more kobolds convinces the raiders 
  to retreat.
   
  Killing one or more trollkin is worse, as this brings 
  the wrath of the shaman Wormwood down on the 
  party. See the Blood Price sidebar on page 12.
   
  A few ways to drive off the raiders are killing 
  Coalkell, summoning the Sea King’s crab swarm (see 
  page 6) freeing the villager hostages (who may seek a 
  violent revenge on the raiders for their mistreatment), or 
  breaking the monsters’ morale through trickery or bluff. 
   
  The PCs may invent other equally effective solutions.
  DRIVING OFF  
   THE RAIDERS
  action to put out the fire, it burns quickly in the scattered and 
  dry rushes of the inn’s floor, and quickly sets wooden chairs 
  and benches alight. Burning squares cause 1d4 fire damage to 
  anyone standing in them at the start of their turn.
  Treasure: The raiders have amassed a fair bit of coin over the 
  years, including 230 sp and 20 gp, all kept in a small, locked 
  iron casket. The inn’s remaining mead (in the cellar) is also 
  worth a small fortune (200 gp), though properly it belongs 
  to the villagers. Give an extra 500 XP as a story award to any 
  party that returns the mead to the villagers.
  EVENT: A STRANGER 
  COMES TO CALL
  The adventure can easily seem too direct and too 
  straightforward to jaded players of long experience, so there’s 
  an NPC twist. The Mossback Reavers are not the only ones 
  interested in the little village of Nargenstal. The place has also 
  attracted the attention of a dhampir bandit named Vinder 
  Gandelossen, a nasty fellow who claims to have questions 
  for the shaman Wormwood, but whose real goal is to find 
  and take the Mythic Javelins of Thor for his own use, and 
  for the great glory of his Dark God (the Hunter, see Midgard 
  Campaign Setting, page 259).
   
  Vinder can show up any time, though he prefers to travel 
  by night, and he’s a perfect GM tool to adjust the storyline’s 
  pace as long as he doesn’t become the antihero of the 
  adventure.
   
  For instance, if the PCs are having trouble getting into the 
  village and refuse to work with the dwarven mercenary or 
  gather information, Vinder can show up and offer to help in 
  
  17
  MA3
  exchange for first pick of the loot. If the PCs are about to be 
  wiped out, he might appear in exchange for some blood from 
  the strongest fighter, which will cause 3 points Con damage. 
  And if the finale goes too easily, he might easily appear as a bit 
  of a twist to keep the PCs from just stomping everything too 
  easily: he has been observing the PCs, and steps forward just 
  when the party is about to start healing and looting, hoping 
  for maximum leverage. When Vinder shows up is up to you 
  (and you could skip him if the adventure is more satisfying 
  without him). When he does show, read the following:
  The figure before you wears a red hood and a patchwork 
  of animal skins, well-tanned mink, beaver, deer, and wolf 
  pelts. He carries a boar spear, and his hobnailed boots are 
  somewhat clean.
   
  Vinder is here as a representative of the Hunter, his patron 
  god, seeking to recover the Mythic Javelins of Thor beneath the 
  Frost Maiden. These weapons were given to the mortal world 
  by the divine hand of Mavros or Perun or Thor, depending on 
  who you believe, but they were hidden a century or more ago 
  and only recently have the spirits told Wormwood and Vinder 
  about them. Both wish to claim the items. 
  VINDER GANDELOSSEN,  THE RED  
  HUNTER     CR 2
  XP 600
  Male dhampir fighter 3
  CE Medium humanoid (dhampir)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +3
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 
  Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +2, Will +0; +3 vs. disease and 
  mind-affecting effects, +1 vs. fear
  Defensive Abilities bravery +1, negative 
  energy affinity, resist level drain
  Weakness light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee boar spear +7 (1d8+3)
  Ranged longbow +4 (1d8/x3)
  Spell-Like Abilities (CL 3rd)
  3/day—detect undead
  STATISTICS
  Str 17, Dex 13, Con 10, Int 10, Wis 
  8, Cha 16
  Base Atk +3; CMB +6; CMD 17
  Feats Mounted Combat, Ride-By 
  Attack, Toughness, Weapon Focus 
  (boar spear)
  Skills Bluff +6, Intimidate +7, 
  Perception +3, Ride +5, Survival +3; 
  Racial Modifiers +2 Bluff, +2 Perception
  Languages Trade, Northern Tongue
  SQ armor training 1
  Gear boar spear, longbow with 20 arrows, hide armor
  SPECIAL ABILITIES
  Resist Level Drain (Ex) A dhampir takes no penalties from 
  energy draining effects, though he can still be killed if he 
  accrues more negative levels then he has Hit Dice. After 
  24 hours, any negative levels a dhampir takes are removed 
  without the need for an additional saving throw.
  The Treasured Steed: Vinder’s only real treasure is his 
  horse, a dappled grey animal named Pearl that is a 
  remarkable steed, an aggressive Krakovan Dappled light 
  warhorse, and rather badly injured from a run-in with a 
  
  The Raven’s Call
  18
  pack of nasty dwarven mercenaries. Vinder has hidden 
  this animal somewhere in the vicinity and dares not bring 
  it into town. However, Pearl is easily worth 400 gp, and its 
  harness and military saddle are of excellent red leather, 
  set with silver bells and a studded with fine silver rivets. 
  This makes the horse’s tack worth at least 60 gp by itself. 
  The saddlebags contain only finger bones, claws, and bits 
  of fur and hair, trophies of Vinder’s many hunts.
  PEARL, KRAKOVAN LIGHT WARHORSE  CR 1
  XP 400
  hp 16 (Midgard Campaign Setting, page 149)
  CONCLUSION: A 
  VILLAGE RECLAIMED
  If the heroes drive off the Mossback Raiders, hurray! The 
  villagers are profoundly grateful and pull together 200 sp in 
  treasure, fill their backpacks with rations and give them all 
  the ale they can drink. If the PCs are interested, they might 
  also be given a map to the Ogre Cave up in the hills, or told 
  about a friendly sea-captain in Barsella who would love to 
  buy a giant crab... Which leads directly to MA1, To the Edge 
  of the World.
   
  If the PCs drive off the Raiders but Wormwood survives, 
  she might return in a more peaceful guise, tell the PCs 
  that the raiding was all Coalkell’s idea, and note that she’s 
  interested in providing them with some spiritual guidance 
  and the answers to life’s most daunting questions if the heroes 
  will forgive her and do her just one little favor… Cue your 
  favorite next adventure!
  FURTHER 
  ADVENTURES: UNDER 
  THE KEEP AND THE 
  OGRE’S COUSINS
  Three further ogres lurk nearby, and the villagers might have 
  heard of Coalkell’s cousins. If any of the raiders escaped, this 
  might turn into a bit of a feud, and the villagers can’t handle 
  that. They need a few more soldiers, or some real heroes, to 
  go win the feud for them. 
   
  The villagers lie shamelessly about a hoard of raider’s gold 
  that the ogres found in the ruins of Valdtor Keep, hoping 
  to entice the PCs to go slay the ogre’s uncle and cousins, or 
  perhaps more gold may be found deeper underneath Valdtor 
  Keep. The details of these adventures are up to the GM.
  TROLLKIN
  With a mottled green and grey skin and a ridge or crest along 
  its spine, the trollkin resembles a strange cross of troll and 
  lizard. Its hissing speech is disturbing, but the trollkin are not 
  always evil, and are more inclined to look after their own 
  interests than to serve dark gods.
  TROLLKIN   CR 1
  XP 400
  N Medium humanoid 
  Init +0; Senses darkvision 60 ft. ; Perception +2
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+3 natural, +2 armor)
  hp 11 (2d8+2); fast healing 1 (acid or fire)
  Fort +2, Ref +2, Will +1
  OFFENSE
  Speed 30 ft.
  Melee longspear +2 (1d6+1/x3), bite +0 (1d4) or 2 claws 
  +2 (1d4+1), bite +2 (1d4+1)
  Ranged javelin +1 (1d6+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  STATISTICS
  Str 12, Dex 10, Con 14, Int 9, Wis 12, Cha 10
  Base Atk +1; CMB +2; CMD 12
  Feats Multiattack
  Skills Handle Animal +5, Perception +2; Racial Modifiers 
  +4 Handle Animal
  Languages Draconic, Giant, Northern Tongue
  ECOLOGY
  Environment any forests or hills
  Organization solitary, pair, company (3–12), or clan 
  (13–60)
  Treasure NPC gear (leather armor, longspear, 3 javelins)
  These are javelins of lightning with an additional 
  thundering property, and when the thunder effect 
  happens on a critical hit they are always consumed in 
  use. They can be found by anyone casting detect magic 
  in the Frost Maiden Inn’s cellar; 3 of them are hidden 
  within a false beam in the ceiling, easily opened once 
  discovered. The javelins themselves make the wielder’s 
  hair all stand on end until thrown, and the wielder 
  glows with a multicolored nimbus like the northern 
  lights, brighter and dimmer by turns.
   
  Thor himself (or Perun, or Mavros) has many 
  such javelins, which he hurls against giants for sport. 
  They are, however, extremely rare in the mortal world 
  outside the Storm Court (see Midgard Campaign 
  Setting, page 19). Merely owning them provides +1 
  Status to the owner.
  MYTHIC JAVELINS 
  OF THOR
  
  19
  MA3
  SPECIAL ABILITIES
  Fast Healing (Ex) A trollkin regains 1 hp/round, though 
  not fire or acid damage, nor damage due to starvation or 
  exhaustion. A trollkin gains no hit points from fast healing 
  in any round when it suffers fire or acid damage.
  In the frozen climes of the inhospitable northlands, ogres, 
  trolls or even fey sometimes take human mates. The offspring 
  of these pairings are called trollkin, though the exact nature 
  of their inhuman ancestry is often difficult to determine at 
  a glance. Typically tall and lanky with a brutish outward 
  appearance, trollkin who forsake living among their 
  humanoid parents often find themselves outcasts among 
  the civilized races of the north.
   
  With a thick hide of green or rich brown, the trollkin 
  are superficially similar to dragonkin or kobolds. 
  While many trollkin share a rough-hewn and unkempt 
  appearance, their inhuman lineage can take a wide 
  variety of forms. Some female trollkin can even appear 
  quite beautiful except for an outward sign of their 
  monstrosity such as stone-grey skin or talon-tipped fingers.
   
  The trollkin are not especially numerous, but they are 
  feared throughout the Northlands, where they once ruled a 
  kingdom called Trollheim. Their influence has waned greatly 
  with the decline of the giants.
   
  Fear and hostility often force trollkin into a life of solitary 
  wandering or roaming in small groups as bandits, but a few 
  make a place for themselves in the civilized world by using 
  their natural gifts to their advantage. Mercenary captains are 
  quick to hire trollkin soldiers to serve as shieldbreakers or 
  frontier scouts, and more than one thieves’ guild employs a 
  trollkin debt collector.
   
  Some trollkin have a natural affinity for sorcery or 
  witchcraft, inheriting a natural sensitivity to ley line 
  energies from their monstrous parent. These trollkin 
  often find themselves leading humanoid bands or 
  working in the employ of bandit lords who are 
  eager to turn their powers into profit.
   
  Trollkin excel at brawling, 
  intimidation, tracking, and stealth. 
  They make canny fighters and 
  excellent shamans, with a 
  keen ability to speak with 
  spirits and animal 
  totems. Trollkin 
  typically choose shaman as a favored class, though barbarians, 
  fighters, rangers, and rogues are common as well. They are 
  often employed as scouts and skirmishers among the vicious 
  little wars and feuds of the north, and can be counted on to 
  fight with honor and skill. Their skill at handling wild and tame 
  animals is widely known, and they often hunt with dogs, wolves, 
  dogmoles, even bears and falcons when conditions permit.
   
  Trollkin often work with humans, dragonkin, kobolds, 
  true trolls, ogres, and giants. They are implacable enemies of 
  dwarves, and the two races despise one another. Trollkin get 
  along surprisingly well with the fey, especially 
  the shadow fey, gnomes, and lorelei.
  
  The Raven’s Call
  20
  The following text is the property of Wizards of the Coast, Inc. 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard Adventures 3 - The Ravens Call.pdf