TEXT: The Barbarian Invasion
  T h r e a t  
  E f f e c t s :
  1
  A boastful barbarian warrior comes to the char-
  acters’ home village and issues a challenge to combat. If 
  the PCs are home, one of the may accept the challenge and 
  fi ght it out, or, should they decline, the Invasion’s Immi-
  nence increases by one, as the reputation of the barbarians’ 
  warriors grows. If the PCs are not home, one NPC in the 
  village is slain.
  2
  A barbarian champion forms a warband and goes 
  raiding far and wide. The next random encounter the PCs 
  have will be with a barbarian warband.
  3
  Hungry for loot and sustenance, the barbarians send 
  many raiders out from their own territory. The two 
  human settlements closest to barbarian lands are raided and 
  plundered. Goods there will be scarce, and an NPC known 
  to the characters may be dead or injured.
  4
  The barbarians make a small inroad in their inva-
  sion. The GM should advance the barbarian territory by a 
  single hex in four diff erent locations.
  5
  The barbarians push forward in a particular direc-
  tion, settling lands and attacking those in their way. The 
  GM should advance the barbarian territory by a single hex 
  along the entire edge of the map from which they entered. 
  Imminence increases by one.
  6
  The barbarians make impressive inroads, moving 
  their border two hexes forward across the entire edge of the 
  map from which they entered. Imminence increases by one.
  Imminence
  Warlord's Name:
  Average Army Strength:
  Barbarian War Leaders:
  Villagers Lost to the Horde:
  BARBARIAN ARMY
  Barbaric Warriors
  Hit Dice: 1d8 (5 HP)
  AC: 13
  Attack: +1 to hit, 1d8 (axe)
  Alignment: Chaotic
  XP: 20
  Barbaric Champion
  Hit Dice: 2d10 (11 HP)
  AC: 13
  Attack: +3 to hit, 1d8+2(axe)
  Alignment: Chaotic
  XP: 50
  Notes: Martial Inspiration (the turn after he wounds an enemy, his 
  followers gain +1 to hit)
  Wild Tracker
  Hit Dice: 2d8 (9 HP)
  AC: 15
  Attack: +3 to hit, 1d6 damage (bow)
  Alignment: Chaotic
  XP: 50
  Notes: Keeper of Beasts (a pack of six loyal dogs who receive+1 to 
  hit and damage while she leads them)
  War Dogs
  Hit Dice: 2d6 (7 HP)
  AC: 13
  Attack: +1 to hit, 1d4+1 damage (bite)
  Alignment: Neutral
  XP: 45
  Notes: Pack Bonded (as long as three or more dogs from the same 
  pack are in the fi ght, each gets +1 to to hit and damage)
  Rune Master
  Hit Dice: 3d6 (11 HP)
  AC: 11
  Attack: +1 to hit, 1d6 damage (staff )
  Alignment: Chaotic
  XP: 150
  Notes: Spellcasting (13 Int and Wis;  Casts at 3rd level; Spells, 
  perhaps: Abjuration, Mystical Shield, and Terrifying Presence; 
  Rituals, perhaps: Circle of Protection, Magic Stones, and Summoning)
  Barbarian Ruler
  Hit Dice: 4d8 (18 HP)
  AC: 16
  Attack: +4 to hit, 1d+8+2 damage (enchanted blade)
  Alignment: usually Chaotic
  XP: 170
  Notes: Lead from the Front (while the barbarian ruler is leading in 
  combat, all followers receive a +4 bonus to all saving throws and +1 
  AC; however, should the barbarian ruler fall, all followers will lose 
  these benefi ts and suff er a -1 to hit and damage for the remainder 
  of the combat) 
  Common Foes
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Threat Pack Worksheets/Beyond the Wall The Barbarian Invasion Threat Worksheet.pdf