TEXT: TM
  The
  WOLFGANG 
  BAUR
  Raven’s 
   Call
  
  1
  credits
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  Copyright © 2015 Open Design.
  www.koboldpress.com
  a midgard adventure
  An Adventure of Justice and Vengeance
  For 4 or 6 characters of 3rd Level
  Design: Wolfgang Baur
  Conversion to 5th Edition: Dan Dillon
  Editing: Jim White
  Cover Art: Aaron Miller
  Interior Art: Michael Perry 
  Cartography: Alyssa Faden 
  Art Direction & Design: Marc Radle 
  Layout: Chris Huth
  Raven’s 
    Call
  The
  Playtesters: Ryan Biafore, Thor Biafore, Craig Denham, Stephen “Guppy” Getty, 
  Michael Corwin Getty, James Goodwin, Laura Goodwin, Chris Hamilton,  
  Nate Hamilton, Chris Haskins, Andrew Haskins, Andrew Hitchcock,  
  Alex Kammer, Frank Prassel
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  2
  T
  he Raven’s Call is an introductory adventure 
  for the Midgard Campaign Setting, designed for 
  use with six level 3 player characters; characters 
  appropriate to the setting are included at the back. 
  The adventure moves through several main sections: 
  1. 
  Smoke in the distance, and an early 
  encounter with Sraiders
  2. 
  The discovery of the village of Nargenstal and 
  some scouting of what has befallen the villagers 
  3. 
  A counterattack by trollkin by night
  4. 
  An optional dark visitor to the town
  5. 
  A confrontation with the ogre lord Coalkell.
  6. 
  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 against the 
  Mossback Reavers. The reavers themselves are a 
  band of over 30 kobolds, 6 trollkin including a 
  powerful 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. 
  4 HOOKS:  
  THE CALL ARRIVES
  As the DM 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, and combine 
  it with the Smoke on the Horizon” description to 
  begin play with more or less magical overtones. 
  note: The closer you start the party to the 
  village, the less exploring and investigation this 
  adventure will entail; combat has a tendency to 
  snowball once the heroes can see the village. 
  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—show a hostage and have the Reavers 
  threaten them. Second, it means 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
  The Raven’s Call: A powerful divine weapon rests within 
  the ruins of Nargenstal. Fate intervenes when 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 Javelin of Thor (see page 19) 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, sorcerers, or any PC with the sage or hermit 
  backgrounds might know it depending on the results 
  of an Intelligence (Arcana) skill check, see table.
  SHADOW ROADS:  
  INTELLIGENCE (ARCANA) SKILL CHECK
  DC
  RESULT
  10
  A shadow road is a magical 
  conduit between two points.
  14
  Walking a shadow road is often 
  dangerous, and monsters favor them.
  16
  Once on a shadow road, you cannot turn 
  back. They move in one direction only. 
  20+
  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.
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  3
  Loki’s Wolf: After the smoke is spotted but before full 
  dark, a wolf appears on the road and speaks to any scout, 
  barbarian, druid, rogue, or similar chaotic or nature-
  oriented character. The wolf is arrogant and bossy, but 
  promises a “great reward” if the party will go retrieve 
  “my brother’s javelins”--hidden within the village--and 
  throw them into the sea. As a part of that promise of 
  riches, the wolf offers the first character to accept his 
  offer a magical wolf-pelt cloak (+1 to Armor Class).
  This wolf is Loki in disguise, and he badly wants Thor’s 
  javelins for himself, to mock his divine brother with and 
  to use in further mischief. However, he is a creature of 
  his word: if the party does throw the javelins into the 
  sea, he rewards them with a boon, called Loki’s Rune. 
  This transforms anyone into a much larger and stronger 
  creature, somewhat like an ogre or giant, for up to 1 day, 
  and grants a +4 Strength bonus while in that form.
  Catlike Curiosity: A PC has an animal familiar, 
  companion, or other animal friend that seems upset 
  about something. Communication with the animal 
  makes it clear 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.
  Young Sigvaldi Pleads for 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 
  1. 
  Find a pair of oxen grazing in a field. They 
  might be used to lower the drawbridge in town.
  2. 
  Meet the grey bearded 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. 
  3. 
  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. 
  4. 
  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 rough waters is quite dangerous, 
  but perhaps it could be done (three DC 12 
  Strength (Athletics) checks, and see Going 
  Swimming on page 8 for fatigue effects).
  5. 
  5. 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.
  6. 
  Meet a friendly crow, raven, or other 
  totem animal of the party’s barbarian, 
  shaman, druid, or ranger.
  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 (treat as harpies with 
  40 ft. swim speed in place of flight, and 
  spear in place of club, MM page 181). 
  Make DC 11 Wisdom saving throws 
  to resist the creatures’ luring song.
  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 violet faerie dragon (MM 133) 
  or a group of needle blights (MM 32).
  12 ADVENTURE OPTIONS
  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 as they approach the distant smoke.
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  4
  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.
  SMOKE  
  ON THE HORIZON
  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. 
  As the sun begins to set, 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. 
  The smoke is from the village of Nargenstal, 
  about 4 or 5 miles away up the coastal road 
  through the woods. Getting there on foot before 
  dark is difficult, and the smoke is primarily a bit of 
  foreboding that something is wrong up the coast.
  Forced March to Village: If the heroes do attempt 
  a forced march after sunset, it’s a bit more than 2 
  hours to get there. The forced march requires two 
  Constitution checks, one at DC 11 and then one at 
  DC 12. Failing a check means the character suffers 1 
  level of exhaustion per failed check. However, 
  the party avoids the next encounter and 
  avoids all incidental encounters like 
  the Mercenaries and various 
  animals with a forced march.
  A TROLLKIN IN 
  THE MIST 
  A trollkin and three kobolds are patrolling far 
  from the village, looking to round up stragglers 
  or capture villages and livestock that escaped 
  them earlier. The fog coming off the bay lightly 
  obscures the area and cuts visibility dramatically. 
  At night, Ornfisk the trollkin and his scouts can 
  find the party relatively easily if the adventurers light 
  a visible campfire. They approach stealthily through 
  the fog, capitalizing on the disadvantage imposed 
  on the party’s passive Wisdom (Perception).
  During daylight hours the scouts patrol slowly, 
  utilizing Stealth to try and cover for the kobolds’ 
  disadvantage on Wisdom (Perception) checks. If the 
  raiders’ Dexterity (Stealth) beats the party’s passive 
  Wisdom (Perception) they strike with 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. PCs 
  that move at a slow pace to utilize Stealth have an edge 
  over the patrol, and may well turn the surprise tables.
  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!
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  5
  ORNFISK THE TROLLKIN RAIDER CR 1
  hp 78; see page 18
  6 KOBOLD SCOUTS CR 1/8
  hp 5; MM page 195
  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 Charisma 
  (Intimidation) check, or a clever bit of questioning 
  and cajoling (DC 15 Charisma (Persuasion) check). 
  Ornfisk is a tougher character, but a DC 17 Charisma 
  (Intimidation) check will get him to talk (with advantage 
  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. 
  1. The boss is Coalkell the Ogre, and he has 5 
  more trollkin and dozens of kobolds at his service.
  2. 
  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. 
  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 won’t breathe a word about 
  Wormwood the Shaman (see The Trolkin Shaman, 
  page 11 unless specifically asked. They’re 
  more afraid of her than they are of the ogre.
  TROLLKIN:  
  INTELLIGENCE (HISTORY) SKILL CHECK
  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. They are most likely encountered 
  on the road, but might also be met near the village if the 
  party suffers serious reversals or casualties in their attack.
  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 heroism 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 tavern. 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 oak 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 50 gp each, and may barter for the same value in 
  other useful equipment or supplies if plied with a DC 
  15 Charisma (Persuasion) or (Intimidation) check.
  DEMONFIRE
  Demonfire is a volatile alchemical substance 
  that functions as alchemist’s fire in most 
  regards. The true difference is in the poisonous 
  fumes released when the substance burns. 
  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 Constitution save or 
  become poisoned. The poisoned creature is unconscious. 
  The creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. If it fails three saves the poisoned condition 
  lasts for 8 hours. During this time the poisoned 
  creature wakes up if it takes damage, or if another 
  creature takes an action to shake it awake. Even if it 
  wakes early the creature is groggy and disoriented (the 
  poisoned condition persists for the full duration).
  DC
  RESULT
  11 or 
  less
  Not a creature you know. Humanoid, though.
  12
  A trollkin is a hardy fighter 
  of the northern lands.
  14
  Trollkin are tougher than goblins, and they fear 
  fire. Said to be the get of trolls and humans.
  18
  Their wounds knit so quickly they are 
  extremely difficult to kill, that’s why fire 
  scares them. They can’t regenerate burns. 
  20+
  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.
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  6
  APPROACHING 
  THE VILLAGE
  Ask the players for a DC 13 Wisdom (Perception) 
  check. If someone succeeds, they notice that around the 
  smoke, near the ground, there’s dozens or even hundreds 
  of 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.
  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 Fastvi and Hildigunn 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.
  9. Young Sigvaldi has been missing since 
  the raid. They hope he escaped!
  10. The trollkin have a woman with them, 
  a witch or shaman of their kind.
  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 
  disadvantage on Wisdom (Perception) checks. 
  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 raiders 
  left out, and 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, imposing disadvantage on 
  Dexterity (Stealth) checks made to approach unnoticed.
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  7
  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. Most attacks 
  against the crab while swimming suffer disadvantage 
  (Underwater Combat, PHB page 198). The villagers have 
  been tortured to give up the trained crab’s commands.
  SVETVIK THE TROLLKIN RAIDER 
  CR 1
  hp 78; see page 18
  4 KOBOLD KEEPERS 
  CR 1/8
  hp 5; MM page 195
  EXECLACTAS THE SEA KING CRAB
  Medium beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  1 (-5)
  9 (-1)
  3 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned
  Senses blindsight 30 ft., passive Perception 9
  Languages —
  Challenge 2 (450 XP)
  Amphibious. Execlactas can breathe air and water.
  Actions
  Multiattack. Execlactas makes two claw attacks.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage and target 
  is grappled (escape DC 13). A claw holding a grappled 
  foe may only attack that creature.
  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 two humans or half 
  a dozen kobolds to keep watch. It is made of stone and 
  built into the palisade; a ladder goes up and down to 
  the top, which at 30 feet high is the highest point in 
  the village. The top has excellent archer’s nooks and 
  shelter from the wind. Halfway down, the tower is 
  connected to a narrow walkway along the palisade.
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  8
  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 
  10) 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 
  with a DC 14 Charisma (Persuasion) check. 
  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.
  SWARM OF CRABS
  Large swarm of Tiny beasts, unaligned
  Armor Class 14 (natural armor)
  Hit Points 55 (10d10)
  Speed 20 ft., swim 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  11 (+0)
  1 (-5)
  8 (-1)
  2 (-4)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, 
  paralyzed, petrified, prone, restrained, stunned
  Senses blindsight 30 ft., passive Perception 9
  Languages —
  Challenge 4 (1,100 XP)
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny crab. 
  The swarm can’t regain hit points or gain temporary 
  hit points.
  Amphibious. The swarm can breathe air and water.
  Actions
  Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., 
  two different targets in the swarm’s space. Hit: 14 
  (4d6) bludgeoning damage, or 7 (2d6) bludgeoning 
  damage if the swarm has half of its hit points or fewer.
  GOING SWIMMING
  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 
  Strength (Athletics) check to negotiate the swift-
  flowing water— DC 10 for the moat, and DC 
  12 for the Grunvale River or Valfish Bay. The 
  frigid water eventually takes its toll on careless 
  swimmers. (Frigid Water, DMG page 110).
  For an added challenge, set this adventure 
  in the dead of winter. Characters not wearing 
  sufficient warm clothing (or perhaps if their 
  clothing is soaked by taking a dip) must 
  contend with mounting exhaustion levels every 
  hour (Extreme Cold, DMG page 110). 
  THE CRAB SWARM AND SEA GOD’S TOUCH
  Guards and Lookouts: 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.
  Hiding: Creatures on watch here are well-
  concealed and make Dexterity (Stealth) checks 
  with advantage to hide from intruders. 
  Cover: Creatures on watch have three-
  quarters cover, granting them +5 to their 
  Armor Class and Dexterity saving throws.
  6 KOBOLD SCOUTS 
  CR 1/8
  hp 5; MM page 195
  2A. MOAT AND DRAWBRIDGE 
  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 
  (Athletics) 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 1 on page 3). 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 with a DC 15 Strength (Athletics) check. 
  2B. FORD AND GATE
  The Grunvale River ford is rocky and difficult to cross 
  at speed, but it is also shallow and safe. Creatures 
  cannot take a double move in the ford, and the water 
  is about a foot deep, two feet at the edges of the ford.
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  9
  The gate itself is closed and watched by at least one 
  trollkin during the day, and four kobolds by night. 
  They are not very attentive: anyone approaching 
  the gate with a modicum of stealth can reach the 
  gate—but the stout timbers are barred from the 
  inside, and it takes a Strength check of 20 or better 
  to crack one of the timbers. Alternately, using an 
  ax or similar tool to chop at the gate is successful if 
  the attacks on it do a total of 30 hp damage or more, 
  creating a hole for a single creature to pass through.
  The crosspiece barring the gate is heavy, 
  but can be lifted from the inside as a standard 
  action with a DC 12 Strength check or better. 
  Opening the heavy doors is a separate action.
  A scaffold and ladder above the gate allow 
  defenders to drop skull-sized rocks on anyone 
  standing outside the gate. These 100-pound stones 
  do 1d12 bludgeoning damage if they hit.
  Climbing the Palisade: The wood is old, slick, and 
  somewhat mossy in spots, but the 8-foot-high wall can 
  be scaled with a DC 15 Strength (Athletics) 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 
  13 Constitution 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 magical healing. 
  Treasure: A large strongbox is buried under the floor, 
  but finding it requires a DC 19 Wisdom (Perception) 
  or Intelligence (Investigation) check (to spot the 
  disturbance under the ashes), and then a DC 17 Strength 
  (Athletics) 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, a gold-inlaid drinking horn worth 100 gp, two 
  silver daggers (102 gp each), and a magnificent silvered 
  greataxe with garnets set in the flat of the blade (320 gp).
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  10
  4. THE GREAT 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. 
  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 the cattle were 
  always given space in the Great Barn, along with 
  animals belonging to merchants and travelers.
  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.
  Hostages: 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 Frey 
  and Freya, who has expended all his healing on 
  villagers. The villagers work downstairs during the 
  day, and they are kept up in the loft at night. 
  One grandmother, Hildigunn, knows about the hidden 
  crown of the sea, a magic item that permits the wearer to 
  speak with sea animals, because she 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 8
  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.
  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
  hp 78; see page 18
  8 KOBOLD GUARDS CR 1/8
  hp 5; MM page 195
  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.
  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 other homes of the town are currently 
  abandoned. All have been thoroughly looted of 
  all valuables and most of their foodstuffs.
  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.
  9. SHEPHERD HUT
  The sheep enclosure and shepherd hut just outside 
  the village palisade are currently both empty.
  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 relic hidden in the area (see 
  the Javelins of Thor sidebar on page 19). 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 blood divination and 
  detect magic, all of which indicate the javelin is hidden 
  somewhere in the inn. It is only by sheer chance that she 
  detected the javelin’s magic at the inn before searching 
  the Great Barn. As such, she still doesn’t know about 
  the crown of the sea (see the Great Barn, above).
  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:
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  11
  The trollkin you see is more human than most, 
  though covered in a heavily beaded jerkin 
  and ornaments, a silver necklace hung 
  with claws, and a brownish banner 
  attached to the spear she carries.
  SHAMAN: INTELLIGENCE 
  (RELIGION) SKILL CHECK
  WORMWOOD
  Medium humanoid (trollkin) shaman, neutral
  Armor Class 13 (hide armor)
  Hit Points 45 (7d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  15 (+2)
  12 (+1)
  16 (+3)
  15 (+2)
  Skills Medicine +5, Nature +3, Perception +5, Survival +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Druidic, Giantish, Northern Tongue
  Challenge 3 (700 XP)
  Blood Divination. See sidebar.
  Innate Spellcasting. Wormwood’s innate spellcasting 
  ability is Wisdom. She can innately cast the following 
  spells, requiring no material components. 
  1/day: find familiar (familiar may take badger form, and 
  counts as a beast for purposes of Wormwood’s spells)
  Regeneration. Wormwood regains 1 hit point at the start 
  of her turn. If she takes acid or fire damage, this trait 
  doesn’t function at the start of her next turn. Wormwood 
  dies only if she starts her turn with 0 hit points and does 
  not regenerate.
  Spellcasting. Wormwood is a 5th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). She has the following druid spells 
  prepared. (shamans gain invisibility, and spirit guardians 
  prepared as druid spells).
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): cure wounds, entangle, thunderwave
  2nd level (3 slots): animal messenger, barkskin, heat 
  metal, invisibility, spike growth
  3rd level (2 slots): call lightning, spirit guardians
  Spirit Speech. The spirits of Wormwood’s ancestors 
  whisper secrets from beyond the veil of death. Before 
  making an ability check or saving throw, she can heed 
  the wisdom of the spirits to gain advantage on the roll. 
  She cannot use this feature again until she finishes a 
  long rest.
  Actions
  Multiattack. Wormwood makes one bite attack and two 
  claw attacks.
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage.
  Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) slashing damage.
  Produce Flame. Ranged Spell Attack: +5 to hit, 30 ft., 
  one target. Hit: 9 (2d8) fire damage.
  Quarterstaff +1. Melee Weapon Attack: +3 to hit (+6 
  with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  or 5 (1d8 + 1) bludgeoning if used with both hands or 8 
  (1d8 + 4) bludgeoning with shillelagh.
  DC
  RESULT
  11 or 
  less
  You don’t know much 
  about shamans. Maybe 
  they are like clerics?
  12
  A shaman has a spirit guide 
  familiar and is a sort of druid.
  16
  A shaman is a diviner 
  and guide of her people, 
  often a respected leader.
  20
  A shaman’s secrets can make her invisible, 
  conjure spirits to slay her enemies, and can 
  even read the entrails of a freshly-killed animal 
  to strengthen herself and her followers.
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  12
  BRISTLE, BADGER FAMILIAR
  hp 3; MM page 318
  Treasure: Wormwood keeps a 150 gp silver necklace set 
  with owlbear claws as a personal adornment, and also 
  carries a quarterstaff +1 (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) to visit 
  the party at night and demands blood money for these 
  trollkin deaths by means of her animal messenger spell. She 
  locates the party by having Bristle track them by smell (with 
  advantage on the check) from the last known area where 
  they killed her people (Tracking, DMG page 244). She then 
  turns Bristle into a mobile form such as a raven or owl. The 
  familiar harasses the party while they camp by screeching, 
  darting in to steal small items, wake sleeping spellcasters, 
  and taunt the characters into chasing it away. 1 hour of such 
  treatment interrupts the rest (Long Rest, PHB page 186).
  If three or more trollkin are slain, the shaman 
  uses the above tactics to determine the PC’s 
  location, and she convinces Coalkell of the 
  value of a counterattack (see right).
  Shamans can read the future in the entrails of a 
  freshly killed animal or humanoid. The shaman 
  may cast the augury spell as a ritual, even if she 
  does not have it prepared, using the entrails of 
  an animal or humanoid killed within the last 
  hour as the material component for the spell. 
  Additionally, by observing and interpreting 
  the flights of birds for 10 minutes, the shaman 
  can roll 1d20 and record the result. She can 
  replace any attack roll, saving throw, or ability 
  check made by her or a creature that she can 
  see with this divination roll. She must choose 
  to do so before the roll. She regains use of this 
  ability after finishing a long rest, and an unused 
  divination roll from the previous day is lost.
  BLOOD DIVINATION
  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 DM is always right.
  WHO IS WHERE WHEN?
  FROST 
  MAIDEN
  WATCH
  TOWER
  DOCK
  BARN
  ON  
  PATROL
  Coalkell + 1 Trollkin Bodyguard
  100%
  —
  —
  —
  —
  Wormwood the Shaman
  60%
  10%
  10%
  10%
  10%
  3 Trollkin Raiders 
  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%
  —
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  13
  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 spellcasting and 
  tracking ability, and her familiar 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 
  swarm 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 shrine and then 
  a fortified traveler’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, 
  the Frost Maiden inn 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.
  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 Wisdom (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 two 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 10 Dexterity 
  check with thieves’ tools 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 
  (Athletics) 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.
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  14
  The FrostMaiden Inn
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  15
  A. FRONT DOOR. 
  Stout oak banded with iron and chased with 
  silver, this door is magically warded and difficult 
  for undead and fey to enter (DC 20 Charisma 
  saving throw to cross the threshold).
  B. TAVERN ROOM. 
  Read the following once the PCs enter.
  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, draped in rusting 
  and blood-smeared chain armor. He is using 
  a throwing ax to pick his tusk-like teeth, and 
  a giant spear leans on the wall behind him.
  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.
  The ogre Coalkell is holed up here because 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:
  COALKELL, THE OGRE LORD 
  CR 2
  hp 59; Armor Class 16 (chain mail);  Pike. Melee 
  Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 
  15 (2d10 + 4) piercing damage; MM page 237
  TROLLKIN BODYGUARD 
  CR 1
  hp 78; see page 18
  8 KOBOLD GUARDS 
  CR 1/8
  hp 5; MM page 195
  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 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. 
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  16
  DM NOTE:
  TABLES TURNED
  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 call for their 
  surrender. The PCs are stripped of weapons, 
  armor, and boots (to prevent running away), 
  and taken prisoner in the Great Barn (area 4, 
  page 10). The adventure just got a lot tougher, 
  but either Wormwood or Vinder Gandelossen 
  might prove an unlikely ally against Coalkell.
  DRIVING OFF 
  THE RAIDERS
  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 Blood Price on page 12.
  A few ways to drive off the raiders are killing 
  Coalkell, summoning the Sea King’s crab 
  swarm (see page 8) 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.
  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.
  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, butcher shop, 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 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—the stone walls were 
  originally laid as part of a temple to Thor, later abandoned. 
  When the site was re-settled, the stone foundations 
  became first a chieftain’s house and then an inn. 
  If anyone brushes aside the dirt to read 
  the inscriptions on them, the slabs 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. Questioning the three 
  spirits makes it clear they were heroes and leaders 
  long ago, but they know nothing of current events. 
  I. FALSE BEAM. 
  This secret cache is marked with runes reading 
  “Here lie the hammers and javelins of the Lord of 
  Thunder.” The cache hasn’t been opened in over 
  a century. See the Javelins of Thor, page 19.
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  17
  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 Javelin 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 DM 
  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 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 (1d6) necrotic damage. 
  The blood donor must make a DC 10 
  Constitution save, failure indicates that 
  his maximum hit points are reduced 
  by the amount of necrotic damage 
  taken until he finishes a long rest. 
  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. Whether Vinder 
  shows up is up to you 
  (and you could skip 
  him if the adventure is 
  more satisfying without 
  him). If  he does show, 
  read the following:
  The figure before you 
  wears a red hood and 
  a patchwork of animal 
  skins, well-tanned mink, 
  deer, and wolf pelts over a 
  simple breastplate. 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 Javelin of Thor 
  beneath the Frost Maiden. This weapon was given 
  to the mortal world by the divine hand of Mavros 
  or Perun or Thor, depending on who you believe, 
  but it was hidden a century or more ago and only 
  recently have the spirits told Wormwood and Vinder 
  about it. Both wish to claim the weapon.
  EVENT: A STRANGER COMES TO CALL
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  18
  VINDER GANDELOSSEN, THE RED HUNTER
  Medium humanoid (dhampir) veteran, chaotic evil
  Armor Class 16 (breastplate)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  Skills Athletics +6, Deception +5, Persuasion +5, 
  Perception +3
  Damage Resistances necrotic
  Senses darkvision 120 ft., passive Perception 13
  Languages Northern Tongue, Trade Tongue
  Challenge 3 (700 XP)
  Innate Spellcasting Vinder’s innate spellcasting 
  ability is Charisma (+5 to hit with spell attacks). He can 
  innately cast the following spells, requiring no material 
  components:
  1/rest: detect evil and good
  1/day: vampiric touch
  Undead Resistance. Vinder has advantage on saving 
  throws against disease.
  Sunlight Sensitivity. While in sunlight Vinder has 
  disadvantage on attack rolls and on Wisdom (Perception) 
  checks that rely on sight.
  Actions
  Multiattack. Vinder makes two melee attacks, or two 
  ranged attacks. If he has a shortsword drawn when he 
  makes melee attacks, he can also make a shortsword 
  attack.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 30/60, one target. Hit: 7 (1d6 + 4) or 8 
  (1d8 + 4) piercing if used with both hands, or 7 (1d6 + 4) 
  piercing if thrown.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4)
  Longbow. Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 30/60, one target. Hit: 4 (1d8 + 3)
  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 
  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
  hp 19; as warhorse, but +5 to hit with hooves;  
  MM page 340.
  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...
  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 DM.
  TROLLKIN RAIDER
  Medium humanoid (trollkin), neutral
  Armor Class 14 (hide armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  12 (+1)
  14 (+2)
  9 (–1)
  12 (+1)
  10 (+0)
  Skills Animal Handling +3, Insight +3, Nature +1, 
  Perception +3, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Northern Tongue
  Challenge 1 (200 XP)
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  19
  Regeneration. The trollkin regains 1 hit point at the start 
  of its turn. If the trollkin takes acid or fire damage, this 
  trait doesn’t function at the start of the trollkin’s next turn. 
  The trollkin dies only if it starts its turn with 0 hit points 
  and does not regenerate.
  Thick Hide. The trollkin’s skin is thick and tough, 
  granting it a +1 bonus to Armor Class.
  Actions
  Multiattack. The trollkin makes two spear attacks, or one 
  bite attack and two claw attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) slashing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 30/60, one target. Hit: 4 (1d6 + 
  1) or 5 (1d8 + 1) piercing if used with both hands, 
  or 4 (1d6 + 1) piercing if thrown.
  These mighty weapons are  javelins of lightning that 
  bestow bestow great favor upon their owners. One 
  of these fabled weapons may be found by anyone 
  casting detect magic in the Frost Maiden Inn’s cellar; 
  it is hidden within a false beam in the ceiling, easily 
  opened once discovered. Locating the hidden 
  cache without magic requires a DC 20 Wisdom 
  (Perception) check. Characters who specify that they 
  search the ceiling have advantage on the check. 
  Unlike a standard javelin of lightning, 
  a javelin of Thor bestows a charm upon 
  the first character who attunes it:
  Charm of the Stormrider: This charm has 3 
  charges. As an action you can expend a charge to 
  gain resistance to lightning and thunder damage 
  for 1 hour. A javelin of Thor will not bestow a 
  second charm until its current owner dies, or it is 
  lost and reclaimed by the worthy hand of another. 
  The javelin itself makes 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.
  THE JAVELINS OF THOR
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  Acrobatics: +1
  Animal Handling: +3 [P]
  Arcana: +0
  Athletics: +5 [P]
  Deception: -1
  History: +0
  Insight: +1
  Intimidation: -1
  Investigation: +0
  Medicine: +1
  Nature: +0
  Perception: +3 [P]
  Performance: -1
  Persuasion: -1
  Religion: +0
  Sleight of Hand: +1
  Stealth: +1
  Survival: +3 [P]
  Passive Wisdom 
  (Perception): 13
   y
  Shield
   y
  Wolf bone necklace
   y
  Healing potion (2d4+2)
   y
  Hunting trap
   y
  Explorer’s Pack (backpack, bedroll, 
  mess kit, tinderbox, 10 torches, 10 days 
  rations, waterskin, 50 ft. hemp rope)
   y
  Darkvision 60 ft.
   y
  Dwarven Resilience (You have advantage 
  on saving throws against poison, and you 
  have resistance against poison damage.)
   y
  Dwarven Combat Training
   y
  Tool Proficiency
   y
  Stonecunning (Add double proficiency 
  bonus to Intelligence (History) 
  checks related to stonework.)
   y
  Rage: 2/rest (Enter rage as bonus 
  action, lasts 1 min. Benefits:
   y
  Advantage on Str checks and saves. 
  +2 damage to melee weapon attacks 
  using Str. Resistance to bludgeoning, 
  piercing and slashing damage. Rage 
  ends if you are unconscious, use a bonus 
  action to end it, or if at the end of your 
  turn you haven’t attacked an enemy 
  or taken damage since last turn.)
   y
  Unarmored Defense (Dex + Con 
  bonuses to AC if wearing no armor.)
   y
  Reckless Attack (When you make 
  your first attack in a turn you may gain 
  advantage on all melee weapon attacks 
  using Str that turn, but attacks against you 
  have advantage until your next turn.)
   y
  Danger Sense (Advantage on Dex 
  saves against effects that you can see. 
  Lose this benefit if you are blinded, 
  deafened, or incapacitated.)
   y
  Spirit Seeker (you may cast the 
  beast sense and speak with animals 
  spells, but only as rituals.)
   y
  Totem Spirit: Wolf (While raging your 
  allies have advantage against any 
  hostile creature within 5 feet of you.)
   y
  Wanderer: You can always recall the 
  general layout of terrain, settlements, and 
  other features around you. In addition, 
  you can find food and fresh water for 
  yourself and up to five other people 
  each day, provided that the land offers 
  berries, small game, water, and so forth.
  Age: 54
  Height: 4’ 5”
  Weight: 175
  Eyes: Golden
  Skin: Tanned
  Hair: Black 
  with gray 
  streaks
  KOLBEINN 
  WOLFHEART
  Class & Level: Barbarian (Totem Warrior) 3
  Race: Mountain Dwarf
  Background: Outlander (Outcast)
  Alignment: Neutral
  Strength
  17
  (+3)
  Saving Throw
  +5 [P]
  Dexterity
  13
  (+1)
  Saving Throw
  +1
  Constitution
  16
  (+3)
  Saving Throw
  +5 [P]
  Intelligence
  10
  (+0)
  Saving Throw
  +0
  Wisdom
  12
  (+1)
  Saving Throw
  +1
  Charisma
  8
  (-1)
  Saving Throw
  -1
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  16
  maximum: 35
  HIT POINTS
  HIT DICE
  total: 3d12
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  Battleaxe
  +5
  1d8+3
  S
  —
  1
  Javlin
  +5
  1d6+3
  P
  30/60
  4
  Handaxe
  +5
  1d6+3
  S
  —
  2
  INITIATIVE
  25
  feet
  +1
  – unarmored defense
  – shield
  SPEED
  LANGUAGES
   y
  Carpenter’s tools, 
  Pan flute
   y
  Simple and martial 
  weapons
   y
  Medium armor and shields
  OTHER PROFICIENCIES 
  Northern Tongue, 
  Dwarvish, Giant
  EQUIPMENT
  TREASURE
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  Acrobatics: +3 [P]
  Animal Handling: +0
  Arcana: +1
  Athletics: +7 [P]
  Deception: +3
  History: +1
  Insight: -1
  Intimidation: +3
  Investigation: +1
  Medicine: -1
  Nature: +1
  Perception: +1 [P]
  Performance: +1 [P]
  Persuasion: +3
  Religion: +0
  Sleight of Hand: +3
  Stealth: +5 [P]
  Survival: -1
  Passive Wisdom 
  (Perception): 11
   y
  Chain shirt
   y
  Shield
   y
  Disguise kit
   y
  Drum
   y
  Entertainer’s pack (backpack, 
  bedroll, 2 costumes, 5 candles, 
  5 days rations, waterskin)
   y
  Darkvision 60 ft.
   y
  Dwarven Resilience (You have advantage 
  on saving throws against poison, and you 
  have resistance against poison damage.)
   y
  Dwarven Combat Training
   y
  Tool Proficiency
   y
  Stonecunning (Add double proficiency 
  bonus to Intelligence (History) 
  checks related to stonework.)
   y
  Bardic Inspiration: 2/day(Bonus action, 
  choose another creature in 60’ who 
  can hear you. Creature gains 1 bardic 
  inspiration die (1d6). Within 10 minutes 
  the creature can roll the die to add to an 
  attack, ability check or save it makes, after 
  seeing the d20 roll. A creature can only 
  have 1 bardic inspiration die at a time.)
   y
  Jack of All Trades (1/2 proficiency 
  bonus added to any ability check 
  that doesn’t already use it)
   y
  Song of Rest (A friendly creature who 
  can hear you, that regains any hp during a 
  short rest regains an additional 1d6 hp.)
   y
  Expertise (double prof. bonus 
  on Athletics and Stealth)
   y
  Bonus Proficiencies (medium 
  armor, shields, martial weapons)
   y
  Combat Inspiration (A creature with 
  your bardic inspiration die can add 
  that die to a weapon damage roll it just 
  made. Or it may use its reaction to add 
  the die to its armor class after seeing 
  the d20 roll of an attack against it)
   y
  By Popular Demand (You can always 
  find lodging and food equal to a modest or 
  comfortable standard of living, as long as 
  you perform each night. Additionally your 
  performance makes you something of a 
  local figure. When strangers recognize 
  you in a town where you have performed, 
  they typically take a liking to you.)
  Age: 68
  Height: 4’ 5”
  Weight: 140
  Eyes: Brown
  Skin: Swarthy
  Hair: Black
  JORLEIV 
  JORENSSON
  Class & Level: Bard (College of Valor) 3
  Race: Mountain Dwarf
  Background: Entertainer (Epic Poet)
  Alignment: Lawful Neutral
  Strength
  17
  (+3)
  Saving Throw
  +3
  Dexterity
  13
  (+1)
  Saving Throw
  +3 [P]
  Constitution
  14
  (+2)
  Saving Throw
  +2
  Intelligence
  10
  (+0)
  Saving Throw
  +0
  Wisdom
  8
  (-1)
  Saving Throw
  -1
  Charisma
  14
  (+2)
  Saving Throw
  +4 [P]
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  16
  maximum: 24
  HIT POINTS
  HIT DICE
  total: 3d8
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  War Pick
  +5
  1d8+3
  P
  —
  1
  Handaxe
  +5
  1d6+3
  S
  —
  3
  Light Crossbow
  +3
  1d8+1
  P
  80/320
  1 (20 bolts)
  INITIATIVE
  25
  feet
  +2
  – chain shirt
  SPEED
  LANGUAGES
   y
  Brewer’s supplies
   y
  Disguise kit
   y
  Drums
   y
  Martial weapons
   y
  Medium armor and shields
  OTHER PROFICIENCIES 
  Northern Tongue, Dwarvish
  EQUIPMENT
  TREASURE
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  JORLEIV 
  JORENSSON
  CANTRIPS
  Blade Ward: 1 action. V, S. For 1 
  round, you have resistance to 
  bludgeoning, piercing and slashing 
  damage dealt by weapon attacks. 
  Vicious Mockery: 1 action, 60’ range. 
  V. A target you can see, and that can 
  hear you must pass a Wisdom save 
  or it takes 1d4 psychic damage and 
  has disadvantage on the next attack It 
  makes before the end of its next turn. 
  1ST LEVEL SPELL SLOTS: 4
  SPELLS
  Faerie Fire: 1 action. 60’ range. V. 
  Concentration up to 1 minute. Each object 
  in a 20-foot cube within range is outlined 
  in blue, green, or violet light. Creatures in 
  the area are outlined if they fail a Dexterity 
  save. Outlined things shed dim light out 
  to 10 feet. Attack rolls against an affected 
  creature or object have advantage if the 
  attacker can see it, and outlined creatures 
  gain no benefit from being invisible.
  Healing Word: Bonus action. 60’ range. V. 1 
  target you can see heals 1d4+2 points of 
  damage. No effect on undead or constructs. 
  If you cast this spell with a 2nd level spell 
  slot it heals 2d4+2 points of damage.
  Heroism: 1 action. Touch. V, S. Concentration 
  up to 1 minute. A willing creature is 
  imbued with bravery. Immune to being 
  frightened, and gains 2 temporary hit 
  points at the start of its turn. Any remaining 
  temp hps vanish when the spell ends. If 
  you cast this spell with a 2nd level spell 
  slot you can target two creatures. 
  SPELL  
  SAVE DC
  12
  SPELL ATTACK 
  BONUS
  SPELLCASTING 
  CLASS
  Charisma
  14 (+2)
  Bard
  SPELLCASTING 
  ABILITY
  +4
  Detect Thoughts: 1 action. V, S, M (a copper 
  piece). Concentration up to 1 minute. You 
  can read the thoughts of certain creatures. 
  When you cast the spell and as your action 
  on subsequent turns, you can focus your 
  mind on one creature you can see within 
  30 feet. If the creature has Int 3 or lower, or 
  doesn’t speak any language, the creature 
  is unaffected. You learn what is on the 
  creature’s mind at that moment. As an 
  action you can either shift your attention to 
  another creature, or you can try to probe 
  deeper in to the same creature’s mind. If 
  you probe, the target must make a Wisdom 
  saving throw. If it fails you gain insight into 
  its reasoning (if any), its emotional state, 
  and something that looms large in its 
  mind (such as something it worries over, 
  loves, or hates). If it succeeds on the save 
  the spell ends. Either way it knows you 
  are probing its thoughts, and unless you 
  shift your attention to another creature’s 
  thoughts, the creature can use its action 
  on its turn to make an Intelligence check 
  opposed by your Intelligence check; 
  if the creature wins the spell ends. 
  Questions verbally directed at the target 
  creature naturally direct its thoughts, 
  very effective during interrogation. 
  You can also use this spell to detect the 
  presence of thinking creatures that you 
  can’t see. When you cans the spell or as 
  your action during the duration, you can 
  search for thoughts within 30 feet of you. 
  The spell can penetrate barriers, but 2 feet 
  of rock, 2 inches of any metal other than 
  lead, or a thin sheet of lead blocks you. You 
  can’t detect a creature with an Intelligence 
  of 3 or lower, or one that doesn’t speak any 
  language. Once you detect the thoughts 
  of a creature in this way, you can read 
  its thoughts for the rest of the duration 
  as described above, even if you can’t 
  see it, but it must still be within range.
  Invisibility: 1 action. Touch. V, S, M (eyelash 
  in gum Arabic). Concentration up to 1 
  hour. Creature becomes invisible until the 
  spell ends. Anything the target is wearing 
  or carrying is invisible as long as it is on 
  the target’s person. The spell ends for 
  a target that attacks or casts a spell. 
  Shatter: 1 action. 60’ range. V, S, M (a chip 
  of mica). A sudden, loud ringing noise 
  erupts from a point of your choice within 
  range. Each creature in a 10-foot radius 
  sphere centered on that point must make 
  a Constitution saving throw. A creature 
  takes 3d8 thunder damage on a failed 
  save, or half as much on a successful 
  save. A creature made of inorganic material 
  such as stone, crystal, or metal has 
  disadvantage on the save. A nonmagical 
  object that isn’t being work or carried also 
  takes the damage if it’s in the spell’s area.
  2ND LEVEL SPELL SLOTS: 2
  SPELLS:
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  Acrobatics: -1
  Animal Handling: +3
  Arcana: +0
  Athletics: +1
  Deception: +2
  History: +2 [P]
  Insight: +5 [P]
  Intimidation: +2
  Investigation: +0
  Medicine: +5 [P]
  Nature: +0
  Perception: +5 [P]
  Performance: +2
  Persuasion: +4 [P]
  Religion: +0
  Sleight of Hand: -1
  Stealth: -1 disadv
  Survival: +6 [P]
  Passive Wisdom 
  (Perception): 15
   y
  Chain mail
   y
  Shield (holy emblem)
   y
  Healer’s kit
   y
  Dice set
   y
  Explorer’s pack (backpack, bedroll, 
  mess kit, tinderbox, 10 torches, 10 days 
  rations, waterskin, 50 ft. hemp rope)
   y
  Signet ring
   y
  Skill Proficiency: Perception
   y
  Feat: Lucky (3 luck points. After making an 
  attack roll, ability check, or saving throw 
  you may spend 1 luck point to roll another 
  d20, choose which result to use. When you 
  are attacked, after the roll you may spend 
  1 luck point to roll a d20. Choose which 
  result the attacker uses. Regain spent 
  luck points after finishing a long rest.)
   y
  Ability Score Improvement (+1 
  Constitution, +1 Strength)
   y
  Acolyte of Nature (Learn druid cantrip: 
  Shillelagh, proficiency in Survival.)
   y
  Channel Divinity 1/rest (Turn undead.)
   y
  Charm Animals and Plants (Spend channel 
  divinity, present holy symbol. Beast or plant 
  creature within 30’ that can see you must 
  make a Wisdom save or be charmed by 
  you for 1 minute, or until it takes damage. 
  Friendly to you and any you designate.)
  Age: 22
  Height: 6’ 4”
  Weight: 190
  Eyes: Blue
  Skin: Pale
  Hair: Blond
  AUSTMAR 
  SOLVERSSON
  Class & Level: Cleric (Nature) 3
  Race: Human
  Background: Noble
  Alignment: Lawful Good
  Strength
  12
  (+1)
  Saving Throw
  +1
  Dexterity
  8
  (-1)
  Saving Throw
  +1
  Constitution
  14
  (+2)
  Saving Throw
  +2
  Intelligence
  10
  (+0)
  Saving Throw
  +0
  Wisdom
  16
  (+3)
  Saving Throw
  +5 [P]
  Charisma
  14
  (+2)
  Saving Throw
  +4 [P]
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  18
  maximum: 24
  HIT POINTS
  HIT DICE
  total: 3d8
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  Club
  +3
  1d6+1
  B
  —
  1
  Club w/ shillelagh
  +5
  1d8+3
  B
  —
  1
  Light Crossbow
  +1
  1d8-1
  P
  80/320
  1 (20 bolts)
  INITIATIVE
  30
  feet
  -1
  – chain mail
  – shield
  SPEED
  LANGUAGES
   y
  Dice
   y
  Simple weapons
   y
  Heavy armor and shields
  OTHER PROFICIENCIES 
  Northern Tongue, 
  Dwarvish, Elvish
  EQUIPMENT
  TREASURE
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  AUSTMAR 
  SOLVERSSON
  CANTRIPS
  Guidance: 1 action. Touch. V, S. Concentration 
  up to 1 minute. Once before the spell ends, 
  the target can roll 1d4 and add the number 
  rolled to one ability check of its choice. 
  It can roll the die before or after making 
  the ability check. The spell then ends. 
  Light: 1 action. Touch. V, M (a firefly or 
  phosphorescent moss), 1 hour. You touch 
  one object that is no larger than 10 feet 
  in any dimension. Until the spell ends the 
  object sheds bright light in a 20-foot radius, 
  and dim light for an additional 20 feet. The 
  light can be colored as you like. Completely 
  covering the object with something opaque 
  blocks the light. The spell ends if you cast 
  it again or dismiss it as an action. If you 
  target an object held or worn by a hostile 
  creature, that creature must succeed on a 
  Dexterity saving throw to avoid the spell. 
  Sacred Flame: 1 action. 60’ range. V, 
  S, Flame-like radiance descends on 
  a creature that you can see within 
  range. The target must succeed on 
  a Dexterity saving throw or take 1d8 
  radiant damage. The target gains no 
  benefit from cover for the saving throw. 
  Shillelagh: 1 bonus action. Touch. V, S, M 
  (mistletoe, a shamrock leaf, and a club or 
  quarterstaff), 1 minute. The wood of a club 
  or quarterstaff you are holding is imbued 
  with nature’s power. For the duration you 
  can use your spellcasting ability instead of 
  Strength for the attack and damage rolls 
  of melee attacks using that weapon, and 
  the weapon’s damage die becomes d8. 
  The weapon also becomes magical, if it 
  isn’t already. The spell ends if you cast 
  it again or if you let go of the weapon. 
  SPELL  
  SAVE DC
  13
  SPELL ATTACK 
  BONUS
  SPELLCASTING 
  CLASS
  Wisdom
  16 (+3)
  Cleric
  SPELLCASTING 
  ABILITY
  +5
  1ST LEVEL SPELL SLOTS: 4
  SPELLS
  Animal Friendship: 1 action. 30’ range. V, 
  S, M (a morsel of food). 24 hours. The 
  spell lets you convince a beast that you 
  mean it no harm. Choose a beast that 
  you can see within range. It must see and 
  hear you. If the beast’s Intelligence is 4 
  or higher, the spell fails. Otherwise, the 
  beast must succeed on a Wisdom saving 
  throw or be charmed by you for the spell’s 
  duration. If you or one of your companions 
  harms the target, the spell ends.
  Speak with Animals (Ritual): 1 action. V, 
  S. 10 minutes. You gain the ability to 
  comprehend and verbally communicate 
  with beasts for the duration. The knowledge 
  and awareness of many beasts is limited 
  by their intelligence, but at minimum, 
  beasts can give you information about 
  nearby locations and monsters, including 
  whatever they can perceive or have 
  perceived within the past day. You might 
  be able to persuade a beast to perform a 
  small favor for you, at the DM’s discretion.
  Bless: 1 action. 30’ range. V, S, M (a 
  sprinkling of holy water). Concentration 
  up to 1 minute. You bless up to three 
  creatures of your choice within range. 
  Whenever a target makes an attack roll 
  or a saving throw, the target can roll 
  1d4 and add the number rolled to the 
  attack roll or saving throw. When you 
  cast this spell using a 2nd level spell slot 
  you can target up to four creatures. 
  Cure Wounds: 1 action. Touch. V, S. A 
  creature you touch regains 1d8+3 hit 
  points. No effect on constructs or undead. 
  If you cast this spell with a 2nd level spell 
  slot the creature heals 2d8+3 hit points. 
  Healing Word: Bonus action. 60’ range. V. 1 
  target you can see heals 1d4+3 points of 
  damage. No effect on undead or constructs. 
  If you cast this spell with a 2nd level spell 
  slot it heals 2d4+3 points of damage.
  2ND LEVEL SPELL SLOTS: 2
  SPELLS:
  Barkskin: 1 action. Touch. V, S, M (a handful 
  of oak bark). Concentration up to 1 hour. 
  Target creature’s skin takes on a rough, 
  bark-like appearance. The lowest your AC 
  can be is 16 (calculate your AC normally. 
  If it would be 15 or lower, set it to 16). 
  Spike Growth: 1 action. 150’ range. V, S, M 
  (seven sharp thorns or seven small twigs, 
  each sharpened to a point). Concentration 
  up to 10 minutes. The ground in a 20-
  foot radius centered on a point twists 
  and sprouts hard spikes and thorns. The 
  area becomes difficult terrain for the 
  duration. When a creature moves into 
  or within the area, it takes 2d4 piercing 
  damage for every 5 feet it travels. The 
  transformation is camouflaged. A creature 
  that can’t see the area when the spell is 
  cast must succeed at a DC 13 Wisdom 
  (Perception) check to recognize the 
  terrain as hazardous before entering. 
  Lesser Restoration: 1 action. Touch. V, 
  S. You touch a creature and end either 
  one disease or one condition afflicting 
  it. The condition can be blinded, 
  deafened, paralyzed, or poisoned. 
  Silence (Ritual): 1 action. 120’ range. V, S. 
  Concentration up to 10 minutes. Choose 
  a point within range. No sound can be 
  created within, or pass through a 20-foot 
  radius sphere centered on that point. 
  Any creature or object entirely inside the 
  sphere is immune to thunder damage, 
  and creatures are deafened while fully 
  inside it. Casting a spell that requires a 
  verbal component is impossible there.
  Spiritual Weapon: 1 bonus action. 60’ range. 
  V, S. 1 minute. You create a floating, 
  spectral weapon within rage that lasts 
  for the duration or until you cast this 
  spell again. When you cast the spell you 
  can make a melee spell attack against 
  a creature within 5 feet of the weapon. 
  On a hit, the target takes 1d8+3 force 
  damage. As a bonus action on your 
  turn you can move the weapon up to 20 
  feet and repeat the attack roll against a 
  creature within 5 feet of it. The weapon 
  takes whatever form you choose. 
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  Acrobatics: +1
  Animal Handling: +0
  Arcana: -1
  Athletics: +5 [P]
  Deception: +2
  History: -1
  Insight: +2 [P]
  Intimidation: +4 [P]
  Investigation: -1
  Medicine: +0
  Nature: -1
  Perception: +2 [P]
  Performance: +2
  Persuasion: +4 [P]
  Religion: -1
  Sleight of Hand: +1
  Stealth: +1 disadv
  Survival: +0
  Passive Wisdom 
  (Perception): 12
   y
  Chain mail
   y
  Shield (holy emblem)
   y
  Healing potion (2d4+2)
   y
  Explorer’s pack (backpack, bedroll, 
  mess kit, tinderbox, 10 torches, 10 days 
  rations, waterskin, 50 ft. hemp rope)
   y
  Skill Proficiency: Perception
   y
  Feat: Alert (+5 bonus to Initiative. You 
  always act, even when surprised. 
  Enemies do not gain advantage 
  for striking you while unseen.)
   y
  Ability Score Improvement (+1 
  Strength +1 Charisma)
   y
  Divine Sense 3/day (Action, until the 
  end of your next turn you know the 
  location of any celestial, fiend, or undead 
  within 60’ of you that is not behind 
  total cover. You know the type, but not 
  identity. Within 60’ you can also sense 
  a consecrated or desecrated area.)
   y
  Lay on Hands (15 points in healing pool. 
  Touch a creature as an action to spend 
  points from your pool to heal that much 
  damage. Or spend 5 points to cure 
  one disease or neutralize one poison. 
  Can cure multiple with one action.)
   y
  Fighting Style: Protection (While 
  using shield, use reaction to impose 
  disadvantage on an attack against an ally 
  within 5’ if you can see the attacker.)
   y
  Divine Smite (When you hit a creature with 
  a melee weapon attack you can expend a 
  paladin spell slot to deal radiant damage 
  to the target. 2d8 plus 1d8 for every spell 
  level above 1st. The damage increases by 
  1d8 if the target is an undead or a fiend)
   y
  Divine Health (Immune to disease.)
   y
  Channel Divinity 1/rest: Abjure 
  enemy, Vow of enmity.
   y
  Abjure Enemy (Action, choose 1 creature 
  you see within 30’. Creature is frightened 
  for one minute unless it passes Wisdom 
  save. Speed 0 while frightened. If it passes 
  the save speed is halved for 1 round. Either 
  effect ends if creature takes damage.
   y
  Vow of Enmity (Bonus action, target 
  creature you can see within 10’. Advantage 
  on attack rolls against it for 1 minute or 
  until it drops to 0 hp or falls unconscious.)
  Age: 29
  Height: 5’ 9”
  Weight: 162
  Eyes: Brown
  Skin: Scarred, 
  tan
  Hair: Black
  VALGERD 
  MAGNUSDOTTIR
  Class & Level: Paladin (Vengeance) 3
  Race: Human
  Background: Soldier
  Alignment: Lawful Neutral
  Strength
  16
  (+3)
  Saving Throw
  +3
  Dexterity
  12
  (+1)
  Saving Throw
  +1
  Constitution
  14
  (+2)
  Saving Throw
  +2
  Intelligence
  8
  (-1)
  Saving Throw
  -1
  Wisdom
  10
  (+0)
  Saving Throw
  +2 [P]
  Charisma
  14
  (+2)
  Saving Throw
  +4 [P]
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  18
  maximum: 30
  HIT POINTS
  HIT DICE
  total: 3d10
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  Warhammer
  +5
  1d8+3
  B
  —
  1
  Javelin
  +5
  1d6+3
  P
  30/60
  5
  Dagger
  +5
  1d4+3
  P
  —
  1
  INITIATIVE
  30
  feet
  +6
  – chain mail
  – shield
  SPEED
  LANGUAGES
   y
  Dice set
   y
  Land vehicles
   y
  Martial weapons
   y
  Heavy armor and shields
  OTHER PROFICIENCIES 
  Northern Tongue, Dwarvish
  EQUIPMENT
  TREASURE
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  Bane: 1 action. 30’ range. V, S, M (a drop 
  of blood). Concentration up to 1 minute. 
  Up to three creatures of your choice 
  that you can see must make Charisma 
  saving throws. Whenever a target that 
  fails this save makes an attack roll 
  or saving throw, the target must roll 
  1d4 and subtract the number rolled 
  from the attack roll or saving throw. 
  Bless: 1 action. 30’ range. V, S, M (a 
  sprinkling of holy water). Concentration 
  up to 1 minute. You bless up to three 
  creatures within range. Whenever a 
  target makes an attack roll or saving 
  throw, it also rolls 1d4. Add the number 
  rolled to the attack roll or saving throw. 
  SPELL  
  SAVE DC
  12
  SPELL ATTACK 
  BONUS
  SPELLCASTING 
  CLASS
  Charisma
  14 (+2)
  Paladin
  SPELLCASTING 
  ABILITY
  +4
  Compelled Duel: 1 bonus action. 30’ range. 
  V. Concentration up to 1 minute. You 
  attempt to compel a creature into a duel. 
  One creature that you can see within 
  range must make a Wisdom saving throw. 
  On a failed save, the creature is drawn to 
  you, compelled by your divine demand. 
  For the duration , it has disadvantage on 
  attack rolls against creatures other than 
  you, and must make a Wisdom saving 
  throw each time it attempts to move to 
  a space that is more than 30 feet away 
  from you; if it succeeds on this saving 
  throw, this spell doesn’t restrict the target’s 
  movement for that turn. The spell ends 
  if you attack any other creature, if you 
  cast a spell that targets a hostile creature 
  other than the target, if a creature friendly 
  to you damages the target or casts a 
  harmful spell on it, or if you end your turn 
  more than 30 feet away from the target. 
  Detect Magic (Ritual): 1 action. V, S. 
  Concentration up to 10 minutes. For 
  the duration you sense the presence of 
  magic within 30 feet of you. If you sense 
  magic in this way, you can use your 
  action to see a faint aura around any 
  visible creature or object in the area that 
  bears magic, and you learn its school of 
  magic, if any. The spell can penetrate 
  most barriers, but it is blocked by 1 foot 
  of stone, 1 inch of common metal, a thing 
  sheet of lead, or 3 feet of wood or dirt. 
  Hunter’s Mark: 1 bonus action. 90’ range. V. 
  Concentration up to 1 hour. You choose 
  a creature you can see within range and 
  mystically mark it as your quarry. Until 
  the spell ends, you deal an extra 1d6 
  damage to the target whenever you hit 
  it with a weapon attack, and you have 
  advantage on any Wisdom (Perception) 
  or Wisdom (Survival) check you make 
  to find it. If the target drops to 0 hit 
  points before this spell ends, you can 
  use a bonus action on a subsequent 
  turn of yours to mark a new creature.
  VALGERD 
  MAGNUSDOTTIR
  1ST LEVEL SPELL SLOTS: 3
  SPELLS
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  Acrobatics: +5 [P]
  Animal Handling: +0
  Arcana: +2
  Athletics: +1 [P]
  Deception: +4 [P]
  History: +2
  Insight: +0
  Intimidation: +2
  Investigation: +4 [P]
  Medicine: +0
  Nature: +2
  Perception: +2 [P]
  Performance: +2
  Persuasion: +4 [P]
  Religion: +2
  Sleight of Hand: +5 [P]
  Stealth: +7
  Survival: +0
  Passive Wisdom 
  (Perception): 12
   y
  Studded leather
   y
  Thieves’ tools (+7)
   y
  Poisoner’s kit
   y
  Disguise kit
   y
  Dice set
   y
  Burglar’s pack (backpack, bag of 1,000 ball 
  bearings, 10 ft. of string, bell, 5 candles, 
  2 crowbars, hammer, 10 pitons, hooded 
  lantern, 2 flasks of oil, 5 days rations, 
  tinderbox, waterskin, 50 ft. hemp rope)
   y
  Ability Score Increase (+2 
  Dexterity, +1 Intelligence)
   y
  Ambusher (You gain advantage on attack 
  rolls against a creature you have surprised.) 
   y
  Mimicry. (Ravenfolk can mimic any 
  sound they have heard. Make a 
  Charisma (Deception) check against 
  the passive Wisdom (Insight) of any 
  listeners. Success indicates they believe 
  the sound you created was real.)
   y
  Trickster. (You gain proficiency in 
  the Deception and Stealth skills.) 
   y
  Expertise (double proficiency  bonus 
  with Thieves’ tools, and Stealth)
   y
  Sneak Attack (Once per round, 
  +2d6 damage if you hit a target with 
  advantage, or when you have an 
  ally within 5 feet of the target.)
   y
  Cunning Action (Bonus action to 
  Hide, Disengage, or Dash)
   y
  Assassinate (You have advantage 
  on a surprised creature, any hit you 
  score against a surprised creature 
  is automatically a critical hit.)
  Age: 13
  Height: 5’ 0”
  Weight: 82
  Eyes: Glossy 
  Black
  Skin Black 
  Feathers
  ERLENDR
  Class & Level: Rogue (Assassin) 3
  Race: Ravenfolk
  Background: Criminal (Highway Robber)
  Alignment: Chaotic Neutral
  Strength
  8
  (-1)
  Saving Throw
  -1
  Dexterity
  17
  (+3)
  Saving Throw
  +5 [P]
  Constitution
  12
  (+1)
  Saving Throw
  +1
  Intelligence
  14
  (+2)
  Saving Throw
  +4 [P]
  Wisdom
  10
  (+0)
  Saving Throw
  +0
  Charisma
  14
  (+2)
  Saving Throw
  +2
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  15
  maximum: 21
  HIT POINTS
  HIT DICE
  total: 3d8
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  Shortsword
  +5
  1d6+3
  P
  —
  1
  Offhand 
  Shortsword
  +5
  1d6
  P
  —
  5
  Bonus action to 
  strike when taking 
  Attack action, no Str 
  bonus to damage
  Light Crossbow
  +5
  1d8+3
  P
  80/320 1 (2o bolts)
  INITIATIVE
  30
  feet
  +3
  – studded leather
  SPEED
  LANGUAGES
   y
  Dice set
   y
  Land vehicles
   y
  Martial weapons
   y
  Heavy armor and shields
  OTHER PROFICIENCIES 
  Northern Tongue, Huginn’s 
  Speech, Thieves’ Cant
  EQUIPMENT
  TREASURE
  Marcus Mclendon - eliwoodtachi@gmail.com - 37695
  
  Acrobatics: +2
  Animal Handling: +3 [P]
  Arcana: -1
  Athletics: +0
  Deception: +3
  History: -1
  Insight: +1
  Intimidation: +3
  Investigation: -1
  Medicine: +1
  Nature: -1
  Perception: +3 [P]
  Performance: +3
  Persuasion: +5 [P]
  Religion: -1
  Sleight of Hand: +2
  Stealth: +4 [P]
  Survival: +3 [P]
  Passive Wisdom 
  (Perception): 13
   y
  Component pouch
   y
  Healing potion (2d4+2)
   y
  Leatherworker’s tools
   y
  Explorer’s pack (backpack, bedroll, 
  mess kit, tinderbox, 10 torches, 10 days 
  rations, waterskin, 50 ft. hemp rope)
   y
  Skill Proficiency: Perception
   y
  Feat: Spell Sniper (cantrip: fire bolt, ignore 
  cover less than total when you make 
  ranged spell attacks, double spell’s range)
   y
  Ability Score Improvement  
  (+1 Charisma +1 Constitution)
   y
  Dragon Ancestor (Gold. Learn Draconic. 
  Double proficiency bonus when using 
  proficient Charisma skills with dragons)
   y
  Draconic Resilience (+1 hp/level, Scales: 
  when unarmored AC = 13 + Dex mod)
   y
  Font of Magic: 3 Sorcery Points
   y
  Flexible Casting (Bonus action, create 
  a spell slot by spending sorcery points: 
  2 for 1st level, 3 for 2nd. Or, as bonus 
  action spend spell slot to create sorcery 
  points equal to the slot’s level.)
   y
  Metamagic: Twinned spell (when you 
  cast a spell that targets only one creature 
  and doesn’t have range of self, spend 
  sorcery points equal to the spell’s 
  level (1 for cantrip) to target a second 
  creature in range with the same spell)
   y
  Heightened Spell (when you cast a 
  spell that forces a creature to make a 
  saving throw to resist its effects, spend 
  3 sorcery points to give one target 
  of the spell disadvantage on its first 
  saving throw made against the spell)
  Age: 19
  Height: 5’ 4”
  Weight: 134
  Eyes: Green
  Skin: Glittering 
  golden 
  scales
  Hair: Auburn
  BRITTA 
  GLEAMSCALE
  Class & Level: Sorcerer (Draconic) 3
  Race: Human
  Background: Folk Hero
  Alignment: Neutral Good
  Strength
  10
  (+0)
  Saving Throw
  +0
  Dexterity
  14
  (+2)
  Saving Throw
  +2
  Constitution
  14
  (+2)
  Saving Throw
  +4 [P]
  Intelligence
  8
  (-1)
  Saving Throw
  -1
  Wisdom
  12
  (+1)
  Saving Throw
  +1
  Charisma
  16
  (+3)
  Saving Throw
  +5 [P]
  +2
  Proficiency bonus
  ABILITIES
  SKILLS
  FEATURES & TRAITS:
  ARMOR CLASS
  15
  maximum: 20
  HIT POINTS
  HIT DICE
  total: 3d6
  DEATH SAVES
  ATTACKS AND SPELLCASTING
  successes: —— 
  failures: ——
  name
  modifier
  damage
  tyPe
  range
  number
  note
  Fire bolt
  +5
  1d10
  fire
  340
  1
  Dagger
  +4
  1d4+2
  P
  —
  2
  Light Crossbow
  +4
  1d8+2
  P
  80/320
  1 (20 bolts)
  INITIATIVE
  30
  feet
  +2
  – scales
  SPEED
  LANGUAGES
   y
  Leatherworker’s tools
   y
  Daggers, darts, 
  slings, quarterstaffs, 
  light crossbows
  OTHER PROFICIENCIES 
  Northern Tongue, Draconic
  EQUIPMENT
  TREASURE
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  SPELL  
  SAVE DC
  13
  SPELL ATTACK 
  BONUS
  SPELLCASTING 
  CLASS
  Charisma
  16 (+3)
  Sorcerer
  SPELLCASTING 
  ABILITY
  +5
  BRITTA 
  GLEAMSCALE
  Acid Splash: 1 action. 60’ range. V, S. You 
  hurl a bubble of acid. Choose one creature 
  within range, or choose two creatures 
  within range that are within 5 feet of each 
  other. A target must succeed on a Dexterity 
  saving throw or take 1d6 acid damage. 
  Fire Bolt: 1 action. 120’ range (240 with 
  spell sniper). V, S. You hurl a mote of 
  fire at a creature or object within range. 
  Make a ranged spell attack against the 
  target. On a hit the target takes 1d10 fire 
  damage. A flammable object hit by this 
  spell ignites if it isn’t being worn or carried. 
  Mage Hand: 1 action. 30’ range. V, S. 1 
  minute. A spectral, floating hand appears at 
  a point you choose within range. The hand 
  lasts for the duration or until you dismiss 
  it as an action. The hand vanishes if it is 
  ever more than 30 feet away from you or if 
  you cast this spell again. You can use your 
  action to control the hand. You can use 
  the hand to manipulate an object, open an 
  unlocked door or container, stow or retrieve 
  an item from an open container, or pour 
  the contents out of a vial. You can move 
  the hand up to 30 feet each time you use 
  it. The hand can’t attack, activate magic 
  items, or carry more than 10 pounds. 
  Prestidigitation: 1 action. 10’ range. V, 
  S. 1 hour. This spell is a minor magical 
  trick that novice spellcaster use for 
  practice. You create one of the following 
  magical effects within range:
   y
  You create an instantaneous, 
  harmless sensory effect, such as 
  a shower of sparks, a puff of wind, 
  faint musical notes, or an odd odor. 
   y
  You instantaneously light or snuff out a 
  candle, a torch, or a small campfire. 
   y
  You instantaneously clean or soil an 
  object no larger than 1 cubic foot. 
   y
  You chill, warm, or flavor up to 1 cubic 
  foot of nonliving material for 1 hour.
   y
  You make a color, a small mark, 
  or a symbol appear on an object 
  or a surface for 1 hour.
   y
  You create a nonmagical trinket 
  or an illusory image that can fit 
  in your hand and that lasts until 
  the end of your next turn.
  If you cast this spell multiple times, you can 
  have up to three of its non-instantaneous 
  effects active at a time, and you can 
  dismiss such an effect as an action.
  Shocking Grasp: 1 action. Touch. V, S. 
  Lightning springs from your hand to 
  deliver a shock to a creature you try to 
  touch. Make a melee spell attack against 
  the target. You have advantage on the 
  attack roll if the target is wearing armor 
  made of metal. On a hit, the target takes 
  1d8 lightning damage, and it can’t take 
  reactions until the start of its next turn.
  1ST LEVEL SPELL SLOTS: 4
  SPELLS
  Ray of Sickness: 1 action. 60’ range. V, S. 
  A ray of sickening greenish energy lashes 
  out toward a creature within range. Make 
  a ranged spell attack against the target. 
  On a hit, the target takes 2d8 poison 
  damage and must make a Constitution 
  saving throw. On a failed save, it is also 
  poisoned until the end of your next turn. 
  Shield: 1 reaction, which you take when 
  you are hit by an attack, or targeted by 
  the magic missile spell. V, S. 1 round. An 
  invisible barrier of magical force appears 
  and protects you. Until the start of your 
  next turn you have a +5 bonus to AC, 
  including against the triggering attack, and 
  you take no damage from magic missile.
  2ND LEVEL SPELL SLOTS: 2
  SPELLS:
  Scorching Ray: 1 action. 120’ range (240’ with 
  spell sniper). V, S. You create three rays of 
  fire and hurl them at targets within range. 
  You can hurl them at once target or several. 
  Make a ranged spell attack for each ray. 
  On a hit, the target takes 2d6 fire damage. 
  Suggestion: 1 action. 30’ range. V, M 
  (a snake’s tongue and either a bit of 
  honeycomb or a drop of sweet oil). You 
  suggest a course of activity (limited to a 
  sentence or two) and magically influence 
  a creature you can see within range that 
  can hear and understand you. Creatures 
  that can’t be charmed are immune to this 
  effect. The suggestion must be worded 
  in such a manner as to make the course 
  of action sound reasonable. Asking the 
  creature to stab itself, throw itself onto a 
  spear, immolate itself, or do some other 
  obviously harmful act ends the spell.
  CANTRIPS
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  KOLBEINN WOLFHEART
  Personality 
  Traits:
  I am driven by a wanderlust 
  that led me away from home. 
  I feel far more comfortable 
  around animals than people.
  Ideals: I strive for balance between 
  my personal needs, and the 
  needs of the world around me.
  Bonds: I suffer awful visions of a 
  coming disaster and will 
  do anything to prevent it.
  Flaws: I remember every insult I’ve 
  received and nurse a silent 
  resentment toward anyone 
  who’s ever wronged me.
  CHARACTER BACKSTORY
  Kolbeinn felt the call his entire life, and just 
  after he came of age it became an undeniable 
  howl. The spirits of the forest surrounding 
  his home had marked the young dwarf for 
  their own. Save for Jorleiv the bard, his 
  fellows never quite understood him, and he 
  never felt whole until he entered the wilds. 
  After several years of living off the land, 
  Kolbeinn has sealed his bond to the spirits with 
  a totem necklace of wolf bones. Through it, 
  the spirits gift him their strength and cunning. 
  The barbarian has recently found a sense of 
  purpose and belonging with Austmar and his 
  companions. Kolbeinn took the exiled noble in 
  and provided shelter and food for his band. 
  Recently he has begun to dream of some 
  great calamity, visions from the spirits. 
  Kolbeinn is certain that what happened to 
  Austmar is at the center of these events, and 
  so he travels with the cleric to learn more, 
  and oppose the dark tidings on the horizon.
  JORLEIV JORENSSON
  Personality 
  Traits:
  I know a story relevant to 
  almost any situation.
  Whenever I come to a 
  new place I collect local 
  rumors and spread gossip.
  Ideals: Tradition. The stories, legends, 
  and songs of the past must 
  never be forgotten, for they 
  teach us who we are.
  Bonds: I idolize a hero of the old 
  tales and measure my deeds 
  against that person’s.
  Flaws: I have trouble keeping my 
  true feelings hidden. My sharp 
  tongue lands me in trouble.
  CHARACTER BACKSTORY
  Jorleiv apprenticed to the skald of his 
  village, and has dedicated his studies to 
  preserving the tales of worthy heroes from 
  his people’s history. He finds truth in the 
  tales, and molds his life according to the 
  ideals laid down by his ancestors. Though 
  he is a bard, he embraces the life and skills 
  that saw history’s heroes through to victory.
  He is one of the only people from his 
  home that was able to get close to Kolbeinn, 
  the totem warrior. Jorleiv recognized the 
  spirits’ call that sounds to the barbarian, 
  and the two become unlikely friends. 
  When Kolbeinn encountered Austmar 
  and his companions seeking safety in the 
  woods, Jorleiv resolved to travel with them 
  and chronicle their unfurling destiny.
  AUSTMAR SOLVERSSON
  Personality 
  Traits:
  Despite my noble birth, I do not 
  place myself above other folk. 
  We all have the same blood.
  I judge people by their 
  actions, not their words.
  Ideals: Charity. I always try to help 
  those in need, no matter 
  the personal cost.
  Bonds: I will bring terrible wrath 
  upon the evil doers who 
  stole my homeland.
  Flaws: My family’s lands were 
  seized and we were cast 
  out. Those responsible still 
  search for me, so I can’t 
  return until I am strong 
  enough to confront them.
  CHARACTER BACKSTORY
  Austmar is a cleric of Yarila and Porevit, 
  and a displaced scion of a noble house 
  recently fallen into ruin. Rivals attacked and 
  killed the jarl, Austmar’s father, and drove 
  the young man into hiding. Only Valgerd, 
  a loyal housecarl to the noble house, 
  escaped with her charge into the forest. 
  Austmar and Valgerd wandered for a time, 
  hiding from the patrols of men searching for 
  the young noble and living off the land thanks 
  to the blessings bestowed upon the cleric. 
  In the course of their travels Austmar won 
  the loyalty of a diverse group of adventurers, 
  and they follow him to find fortune, glory, 
  and to help win back his birthright.
  VALGERD MAGNUSDOTTIR
  Personality 
  Traits:
  I’ve lost too many friends, and 
  I’m slow to make new ones.
  I face problems head-on. 
  A simple, direct solution is 
  the best path to success.
  Ideals: Responsibility. I do what I 
  must and obey just authority.
  Bonds: I would lay down my life to 
  see my jarl’s family restored.
  Flaws: I was lax, and my mistake 
  allowed the raiders to strike 
  us unaware. I will spend my 
  life making up for that lapse.
  CHARACTER BACKSTORY: 
  Valgerd was a housecarl (bodyguard) to a 
  recently slain jarl and his family. She feels 
  responsible for the attack on her home as 
  she was on watch and missed the assailants. 
  Valgerd has sworn the Oath of Vengeance, and 
  protects the jarl’s son, Austmar, with her life. 
  The paladin travels with her younger 
  charge and the diverse companions they 
  have assembled in the hopes of restoring her 
  honor, and she lives in dread that Austmar 
  will discover that it was her mistake that led to 
  the fall of the nobleman’s home and family.
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  ERLENDR
  Personality 
  Traits:
  I always have a plan for what 
  to do when things go wrong.
  I would rather make a new 
  friend than a new enemy.
  Ideals: Freedom. Chains are 
  meant to be broken, as are 
  those who forge them.
  Bonds: Something important 
  was taken from me, and 
  I aim to steal it back.
  Flaws: An innocent person is in 
  prison for a crime I committed. 
  I’m okay with that.
  CHARACTER BACKSTORY: 
  Erlendr is a study in  contradictions. He is kind, 
  but ruthless. He is generous with the needy, but 
  fantastically greedy. The ravenfolk is jovial and 
  affable with his friends, and an unrepentant 
  killer. Like all ravenfolk, Erlendr is drawn to 
  wealth (and anything shiny, really) but with him 
  it is a displacement for something priceless 
  he once had. He won’t talk about it much with 
  anyone, but he’s searching for something. 
  Erlendr spent much of his young life 
  as part of a band of robbers preying upon 
  victims traveling secluded trade routes. 
  When a particular caravan’s guards 
  BRITTA GLEAMSCALE
  Personality 
  Traits:
  If someone is in trouble I’m 
  always ready to lend help.
  I have a strong sense 
  of fair play and always try 
  to find the most equitable 
  solution to arguments.
  Ideals: Sincerity. There’s no 
  good in pretending to be 
  something I’m not.
  Bonds: My tools are symbols of my 
  past life. I carry them so that 
  I’ll never forget my roots.
  Flaws: I’m convinced of the 
  significance of my destiny, 
  and blind to my shortcomings 
  and the risk of failure.
  CHARACTER BACKSTORY: 
  Britta was a simple village girl until her destiny 
  was revealed on her 17th birthday. At dawn 
  that morning she woke from a strange dream 
  to find her skin covered in fine, glittering 
  golden scales. Her mother gravely told her the 
  family secret, that they are descended from 
  a gold dragon, and every five generations 
  one is born who carries the dragon’s legacy.
  The village elders knew the tale and 
  Britta was greeted warily, but warmly when 
  she emerged. She spent years learning 
  to control her powers and defending 
  her village from minor threats. 
  overwhelmed them, that was nearly the end. 
  It was only by mimicking one of his erstwhile 
  comrade’s voice to “confess” that he was 
  able to escape during the confusion. 
  Since then Erlendr has honed his 
  ambushing skills to a deadly edge, and he 
  has taken a liking to Kolbeinn and Jorleiv, 
  the dwarf companions of Austmar. The 
  ravenfolk proved himself to the band by saving 
  them from a bandit ambush with a counter 
  ambush of his own after following them for 
  nearly a week, mostly out of curiosity.
  When she encountered Austmar and 
  his companions she knew her destiny 
  loomed near. She bid her parents farewell 
  and joined the exiled nobleman on his 
  quest. She is completely fascinated with 
  Erlandr the ravenfolk and gets along with 
  all of the companions easiest of anyone, 
  despite their disparate personalities.
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE 
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Pathfinder Advanced Players Guide. Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  Pathfinder Ultimate Magic Copyright 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder Roleplaying Game: Ultimate Equipment  Copyright 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen K C Stephens, 
  Russ Taylor, and numerous RPG Superstar contributors
  Kobold Quarterly issue 21,Copyright 2012, Open Design LLC.
  New Paths: The Expanded Shaman Copyright 2012, Open Design LLC.; 
  Author: Marc Radle.
  The Raven’s Call.Copyright 2013, Open Design LLC. Author: Wolfgang Baur.
  The Raven’s Call 5th Edition © 2015 Open Design; Authors: Wolfgang Baur 
  and Dan Dillon.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
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  $14.99
  TM
  Midgard and Kobold Press are trademarks 
  of Open Design LLC. All rights reserved.
  Meet the 
      Trollkin...  
   And Drive 
    Them Into  
       the Sea!
  The trollkin and their shaman have come to a village by the sea, stormed its walls, and taken all the 
  villagers as slaves and property. They have eaten their way through the saltfi sh, devoured the herd of 
  sheep, and might be planning to eat the PCs next. Then, one escaped villager begs strangers on the road 
  for help... And gives them the chance to shine as true heroes striking down raiders of pure evil.
  “The Raven’s Call” is an introductory adventure that brings mythic power and a true rescue story for 3rd-
  level characters in the 5th Edition of the world’s first roleplaying game, and introduces locales and NPCs 
  that players will never forget. It offers new monsters and new magic in the unique style of Wolfgang Baur, 
  one of the leading roleplaying game adventure designers.
  Includes 6 pre-generated characters for immediate play or for use as NPCs.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Ravens-Call-5e.pdf