Northlandssaga Springrites20235e
Northlandssaga Springrites20235e
Northlandssaga Springrites20235e
By KEN SPENCER
PROJECT MANAGER: FRONT COVER ART: LAYOUT:
Jeff Harkness Quentin Soubrouillard Giordano Manes, Jeff Harkness
In collaboration with
http://kaizokupress.it/english
info@kaizokupress.it
© 2022 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden.
Frog God Games, and the Frog God Games logo, Spring Rites is a trademark of Frog God Games. All rights reserved. All characters,
names, places, items, art, and text herein are copyrighted by Frog God Games. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned.
NOTES ON THE NORTHLANDS Jarl. A local ruler. Becoming a jarl is not just inheritance,
for they must prove themselves worthy of being sworn to. As the
Nørsk are free people, if they find a jarl unacceptable, they are free
If you are unfamiliar with the Northlands, here is a short list of
terms you will want to remember: to leave or remove them.
Kennings. A poetic compound expression with a metaphorical
Aglæcwif. A magic-user of doubtful intentions and suspect meaning.
honesty. Aglœwifs are considered mad and often dabble in dark Nørsk. The human people of the Northlands, they speak Nørsk
forces. as their common tongue and their written language is Runic. There
Althunak. The Demon-God of Ice and Cold, Althunak was is great diversity among the Nørsk as their far sailing ways have
driven from the Northlands a generation ago. Yet his cults pop up brought all manner of strangers to their lands. Mostly, the Nørsk
from time to time, and it is said the Demon-God broods on his icy are farmers, fishers, merchants, and tradesfolk.
throne somewhere in the Far North. Mind’s-worth. A kenning meaning honor.
Andøvan. A long-dead civilization that once occupied the North Sea. The great sea at the center of the Northlands.
area now known as the Northlands. They built massive stone Nûklander. The reindeer herding and riding elf-like people
monuments and burial mounds and are said to possess powerful of the tundra and taiga north of Estenfird.
magics. Ring Giver. A kenning meaning generous.
Estenfird. A wild frontier across the North Sea. Shieldwall. The common battle formation of the Nørsk is a
Gatland. Home of the powerful Gat clan. densely packed line of warriors three ranks deep with interlocked
Gats. Traditionalists, the Gat clan rules a third of the shields. Up to five creatures carrying shields can form a shieldwall
Northlands. They are rivals of the Hrolfs. as an action, with the entire formation chancing its initiative order
Godi. A holy person who can talk to the gods. Clerics and to that of the last person to join. While in this formation, all receive
druids are the usual classes that become godi, but anyone with a +1 bonus to their AC for attacks from the front, but the formation
the favor of the gods are called godi. Godi are part-time priests can move only at half speed.
who spend the majority of their time farming, fishing, or working Sif’s Hair. A kenning meaning gold.
a trade. Skald. A storyteller, lore keeper, and musician.
Hacksilver (hs). None of the rulers of the Northlands mint Spear-din. A kenning meaning battle.
their own coins. Instead of coins, hacksilver is the unit of measure Storstrøm Vale. The heart of the Northlands, this peaceful
that is used, with 1 hs equal to 1 gp. Hacksilver takes many forms region lies south of the North Sea and east of Hordaland. The
such as foreign coins, broken pieces of jewelry, and even metal Great Godi House is here as well as many of the oldest settlements.
shavings. Trondheim, the oldest city in the North is the capital of the Vale.
Hordaland. A peninsula that juts out of the southern coast Thing. A democratic legislative and judicial gathering of all
of the North Sea, home to Silvermeade Hall and the setting of this adult landholders in an area. All may speak, all may vote, but the
adventure. Thing has no power to enforce its decisions.
Hrolfs. One of the two most powerful clans in the Northlands, Vastavikland. This rugged, mountainous land in the west of
the Hrolfs have been adopting Southlander ways such as mounted the Northlands is known for three things: its many volcanoes, its
warriors, heavy armor, lances, crossbows, and serfdom. poor soil, and its aggressive people. Vastaviklander is synonymous
Hrolfland. Easternmost of the lands of the North, Hrolfland is with raider in many parts of the world.
the home of the Hrolf clan. They dissolved the Things and Althing Whale Road. A kenning meaning sea.
of Hrolfland and rule as petty lords. Wound-Sea. A kenning meaning blood or battle.
Huscarl. An oathbound warrior or another important retainer Wyrd. A person’s fate or destiny as decided by the Norns at
of a jarl. their birth.
2 - T ABLE OF C ONTENTS
Spring Rites
–•–
Our heroes, or would-be heroes as the case may be, are retainers,
ADVENTURE BACKGROUND
The Northlanders have many words for a those who practice the daughters, Jarl Olaf thought his life truly blessed by the gods for
dark arts: galdricge, seiðkona, or often simply aglæcwif. Unlike his bravery and honor, but when it came time for the birthing of
the mysterious, but respected, cunning folk who are accepted his third daughter, his wyrd took a dark turn indeed. The jarl’s
into Northlander society for the wisdom they bring and their beloved wife labored for more than a day, struggling, losing blood,
connection to the world’s unseen, an aglæcwif exists on the very unable to deliver the child. The godi and cunning women of his
fringes of society. They lurk in the shadows, universally reviled, hall were unable to help and, when after a night and a day, his
subsisting on what little they can find, ever wary of an angry mob wife took fever, the jarl truly despaired. It was then in his fear
or vengeful jarl who holds them responsible for a bad accident, and desperation that he turned to powers he never would have
a blighted crop, or simply poor luck on a voyage. Despite all been willing to entertain. He recalled an ancient crone who lived
of these disadvantages, there are always those willing to make upon the Moors not far from his hall at Silvermeade. Sending his
whatever sacrifice is necessary to embrace the unnatural power huscarls upon his fastest horses, Jarl Olaf summoned the aglæcwif
had by trafficking in such things. And sometimes, if a Northlander Sibbe the Unkempt to attend his wife’s birthing chamber.
is desperate enough, they might be willing to have dealings with Sibbe the aglæcwif was dragged unceremoniously to the jarl’s
such matters themselves. But there is always a price, for no one hall and told in no uncertain turns that if the jarl’s wife and child
can dabble in the dark arts and hope to escape without at least died, her own life would be forfeit shortly thereafter. With that
some small taint of the shadow clinging to them. threat over her head, she attended to the delivery and by the next
Jarl Olaf Henrikson is a man of power and honor, respected evening the child was born alive, and the mother’s fever had
among his peers, carrying a reputation as a fierce warrior and wise broken. Mother and child were fine, and if the newborn babe bore
leader, and ruler of the largest and wealthiest settlement in all the a dark birthmark across her face, her grateful parents saw only a
Northlands. Even a man of such stature, however, can find himself healthy baby where before they saw only tragedy (though more
at the mercy of his wyrd and be truly desperate enough to try to than one householder whispered of the mark as a sign of ill omen
cheat even fate if it be in his power. The father of two beautiful for trying to challenge one’s wyrd).
S PRING R ITES - 3
Sibbe said not a word as the jarl expressed his gratitude for the
miracle she had performed and gave her a fat pouch of silver for You have been ordered to appear before your jarl,
her troubles as well. This she took and headed out alone back to Olaf Henrikson, jarl of Halfstead, greatest city of
the Northlands. For young members in service to
the Moors, soon forgotten by the jarl. But her stone-faced visage
his household or visitors who have wintered there
hid much from the jarl’s household as she left. They thought her but have no plans for pursuing their wyrd, this is a
forced intervention a benevolent act, but she knew better. She moment of hope and fear. Hope that he assigns you
knew her magic had left its taint on the child and that the two were a glorious task to prove your mettle but tinged with
now connected. She did not know what she would do with this fear of his wrath should you fail. Your jarl is a good
connection, but she knew something would come of it for her own man, strong and battle-tested, with many famed
purposes someday. heroic deeds to his name.
After making yourself presentable, you and a few of
ADVENTURE SUMMARY his other retainers and guests walk through the gates
of the great hall’s stockade and present yourselves
to the guards at the carved wooden doors that mark
The initial section begins with our heroes sent to escort and the main entrance. After exchanging a few jests with
guard their jarl’s three daughters as they gather flowers for the these household warriors that you have known for as
Feast of Freyja. The daughters themselves present a bit of a long as you’ve been a part of the jarl’s household, Ari
challenge, being headstrong, having their own agendas, and in Hrokson, your jarl’s herald, comes for you.
general causing trouble. During the morning ride through calm, “I needn’t remind you to keep polite and let the jarl
settled areas of Hordaland near the jarl’s hall, the girls act up a speak first. And do not keep too much of his time,
bit, allowing for ample roleplaying opportunities. Once at the this is a busy day,” the old skald states. He then
meadows, there are a few small events, and one major event announces you to the jarl.
presaging events in Vengeance of the Long Serpent.
Foul magic and a kidnapping interrupt the tranquil scene in Our heroes are announced in order of precedence by their
the meadows. The aglæcwif Sibbe the Unkempt plans to capture status. The order is as follows: anyone of noble birth, warriors,
the girls and sacrifice them to reap their life essence and use it godi, skaldi, arcane casters, and finally foreigners. Once the
to bring back her lost youth and increase her arcane power. She introductions are complete, continue with the following.
uses powerful ancient magic to put everyone in the meadow into
a magical sleep while her minions grab the girls. Once they are The hall is dimly lit, for this is a normal day and
captured, she takes the three girls to an ancient site of power in the not a cause for feasting. Only a few huscarls stand
nearby Barrow Lands to be sacrificed. about the room, but several thralls busy themselves
Upon regaining consciousness, the party finds that the girls are putting up garlands of flowers and green boughs,
gone, their horses are scattered, and their day has taken a dark preparations for the upcoming Feast of Freyja. The
turn. Clues point to Sibbe the Unkempt taking the girls, as well jarl is seated at the end of the feasting table in
as her nefarious plot and her likely destination. Our heroes must his chair, an ornate piece of work carved from the
choose how they plan to reach the stone circle in order to rescue trunk of an oak. He is leaning in and talking with a
stranger, a well-dressed man with the bearing of an
the girls along one of three possible routes: through the Barrow
envoy. As you approach, you hear the jarl say, “… and
Lands, across the Trollfist Hills, or along the forest trails. The thirty-five cattle, that’s all her dowry will be.”
route through the Barrow Lands is the fastest route, but the undead
residents of that haunted region do not take kindly to trespassers. The jarl turns to you. “Good, you have come quickly
The Trollfist Hills present a slow-but-safer route, as the jarl and and well comported. This speaks kindly of you and
your kin. Sit and partake of an early meal; you will
his huscarls have cleared out the resident trolls. Finally, there
need it, for I have a task for you. My three daughters,
is the middle-length route along the paths that lead through the Inga, Fastvi, and Runa, wish to go out this afternoon
forest, which is not as swift as the hills, but not as dangerous as and gather flowers for the feast. As this is a rightful
the Barrow Lands. thing for young folk to do, I am allowing it. They need
Following one of these three routes, our heroes make their way to be guarded, and this is the task I set before you.
to the stone ring deep in the Barrow Lands where Sibbe intends to “I know you have longed for a chance to prove
conduct her sacrifice. They must arrive before dawn of the vernal yourselves and rise in my favor as well as allow your
equinox to stop the ceremony and rescue the daughters of their jarl mind’s-worth to shine, but there is no spear-din today
and bring them home safely. and no chance to shed battle-dew. All I have is this
task: Spend a spring afternoon watching young folk
as they pick flowers in the meadows. When you have
BEGINNING ADVENTURE
your own halls and have seen the swans of blood sip
THE on many a foeman’s wound-sea, such a day as this
will be a boon beyond naming. So remember it well
The adventure begins as our heroes gather in the jarl’s hall at and pray you have many more like it. Now, let us eat.
Silvermeade. He is about to give them their first assignment to But before that, allow me to introduce our bread-
work together and plant the seeds for a life of adventure. This brother this morning, Ottar Gundrikson, skald and
is a heady moment and should set the nature for the rest of the herald to the Jarl Ref Solumundson of the Vale.
campaign.
4 - S PRING R ITES
Our heroes may ask any questions they wish, but they need to
make DC 10 Charisma (Persuasion) checks to get a polite word in You arrive at the stockade wall to find the gate
between the two older men’s telling of tales of battles and adventures open and three young women waiting impatiently
astride fine horses. The oldest wears a dress of blue
past without making fools of themselves by interrupting. They
linen with a squared border of small yellow flowers
may also make a DC 10 Intelligence (History) check to find out embroidered around the neck, cuffs, and hem. She
something about Jarl Ref Solumundson of the Vale. This jarl is a is tall and fair of face, her golden hair coiled about
landholder of middling importance in the Storstrøm Vale but more her head in braids and covered in a silver net. Her
importantly is joined by blood though his wife to the powerful face favors her father, and she is introduced by
Gat family, one of the two most-powerful clans in the Northlands. your escort as Inga [commoner], the Jarl’s oldest
Jarl Ref Solumundson has three sons of marrying age, all well daughter. Next to her upon a skittish mare sits a girl
accomplished in deeds. Considering that Jarl Henrikson’s eldest of perhaps 13. Her dress is a plain green smock, and
daughter is 19, and thus of marrying age, our heroes should realize her hair and eyes are dark like her mother’s. She is
they have likely intruded upon a discussion over her dowry. An named to you as Fastvi [commoner].
alliance between Halfstead and the Gats would be beneficial but The third girl is the smallest, perhaps nine or 10
would also put the rival Hrolf clan at a disadvantage. Adding to years old, with a distant and dreaming look on her
this, all our heroes know that Hordaland’s køenig recently passed face. Her hair is fair like her older sister’s, but the
away, leaving a child on the throne. As Jarl Olaf supports the child, resemblance ends there. You have heard the rumors
he needs allies in the event of a civil war. of Little Runa’s [commoner] troubled birth near 10
After an early lunch of black bread, butter, the last of the winters ago whispered around the hearth fires out of
the jarl’s hearing. The truth of these tales seems to be
winter’s pickled flounder, fresh spring greens (cooked with white
told in the angry red birthmark that covers her face
beans and a ham hock), and several pints of beer, our heroes from left ear to chin, the girl seemingly unaware of
are sent away to meet the daughters. Before joining them at the the rough, wrinkled texture or the ill portent it marks.
gates of the stockade, they should stop by the stables and pick Worse from the standpoint of omens are her eyes, one
up any mounts they have (any of our heroes without a mount is blue and one pale green, the eyes of the aglæcwif.
loaned a Trondheim pony for the day). The three girls are waiting Nevertheless, though dreamy and precocious, the
impatiently at the front gate. jarl and his wife have loved Little Runa dearly, and
she has enjoyed the privileges and upbringing of a
devoted family despite the ill omens of her birth. If
anything can overcome the spinning of wyrd at her
birth, it would have to be the good Jarl Henrikson, a
man favored by fate as much as any man can claim.
S PRING R ITES - 5
After the introductions are made, our heroes have time to get to and her older sister to bicker for several minutes before Fastvi
know the girls in their charge as they turn their mounts and head enters a long sulk.
west down the road toward the Meadows, a location Little Runa is a different story altogether. She is nine years old,
well known to the inhabitants of Silvermeade. spoiled, and precocious, and (unknown to our heroes) also tainted.
Inga is a young woman of 16 winters. She is of Our heroes have heard rumors that her birthing was a difficult
marriageable age and has been known to practice using her wiles one. Rumors say that at Runa’s birth, the midwives of the holdfast
on the men of the household. As a result, she petulantly expects to were afraid that both child and mother would be lost. Fearing the
be able to charm anyone. Inga is prone to behavior that could best worst, the jarl sent his best huscarls across the Moors and into the
be termed haughty but plays out more like insolence. The hero Barrow Lands to seek out a seiðkona – an evil worker of magic
with the highest status is treated with coy respect, while the others – named Sibbe the Unkempt. They found the filthy, rag-covered
are ordered about. The young woman is unmindful of the fact that woman and brought her back to aid in the birthing. The aglæcwif
her father’s householders are not hers and that she has no status ’s magic saved Runa and her mother, but the child was never quite
save that of birth (and birth is regarded, but not overly regarded, right, marked by fate for the sorcerous interference at her birth.
in the Northlands). Furthermore, she seems to see and hear things that are not there
Fastvi, the middle daughter, is just starting to bloom into and has on more than one occasion spoken of things she could
womanhood, but has not yet laid aside her wild, childish ways. not know of or of things that occurred well before they happened.
The young girl, barely 13, is friendly where her older sister Still, the jarl and his wife love the girl and dote on her a great deal
is imperious, reckless where the elder is cautious (at least with of time – at least until recently. With the birth of the jarl’s first son
regard to physical risk), and open where her sister is coy. For last year, that mewling babe has garnered the most attention, and
today’s outing, she has donned a tunic and trousers unseen beneath Runa has been acting up and causing trouble. The girl is clad in a
her plain dress and smock. As soon as she is out of sight of the simple dress whose subtle embroidery denotes her status, but the
holdfast, she pulls the dress off and glares a challenge at anyone dress becomes dirty and disheveled within minutes of reaching
who so much as raises an eyebrow in disapproval. This leads her the meadows.
6 - S PRING R ITES
Chapter One:
A–•–
Fine Spring Day
EVENTS DURING
It is only an hour’s ride through farmland and well-coppiced
woods to the Meadows where the girls want to pick flowers. The
EVENT 8. THE ATTACK woods, leaving our heroes unconscious, or fled. With the two
unconscious girls draped over mounts and Little Runa obediently
As mentioned at the beginning of the adventure, Sibbe the following in a daze, the group rides for the Moors, where they
Unkempt assisted in the birthing of Runa Olafsdottir, and in the skirt the Trollfist Hills and head south for the Tor (area 15).
process, she managed to corrupt the girl. Sibbe was called in when
ENCOUNTER AREAS
it looked as if the child would die and, although mother and child
were saved, Sibbe planted the seeds of her own discord in the girl.
In the decade since, Sibbe has been continuing her research among
the ancient stones and lost Andøvan magic in the Barrow Lands to The following areas are encountered on the way to and upon
find some way to increase her own power, and she intends to use reaching the Meadows. The events described previously occur in
the subtle hexes she implanted in young Runa. Now her research and among these areas, so be sure to coordinate the events that
has borne fruit. Using a powerful ritual of the Ancient Ones at the occur with the appropriate areas.
spring equinox will allow her to replenish her youth and grow
greatly in her magical abilities. All it requires is the sacrifice of a
virgin of noble blood, and she knew just where to find one.
Using the strange empathic influence that Sibbe has over Runa,
1. ONE-EYED SVEN’S SPRING
she implanted in the girl’s mind the idea to come to the Meadows
to pick flowers for the equinox festival. Runa, long affected by The main Coast Road crosses your trail here at
strange moods and an unsettling wyrd, does not consciously know One-Eyed Sven’s Spring. Named for the old huscarl
of the aglæcwif ’s influence upon her. She subtly put the idea of the who enlarged this natural spring and ringed it with
girls going to the Meadows into her parents’ heads, which resulted stones as a service to travelers and others taking the
main road, the spring is the best watering hole in the
in the girls and a few unsuspecting retainers coming straight into
area. An older fellow sits and whittles under a lean-
the trap prepared by Sibbe. to by this spring pool, a small pile of wood shavings
After about an hour of picking flowers and our heroes dealing at his feet. It is the huscarl One-Eyed Sven
with the girls, Inga stumbles over to the character with who tends this spring when not called by
whom she has been flirting and collapses into his arms. his duties in Jarl Olaf’s hall. He hails
Have everyone roll for initiative. On 17, Fastvi falls you as you ride up.
out of a tree, unconscious; on 8, Runa starts walking
toward the edge of the meadow, her eyes wide and One-Eyed Sven ((huscarl) is semi-retired
vacant, beckoned by her link to Sibbe and, as a in his service to Jarl Olaf. When not on
result, unaffected by the aglæcwif ’s spell. duty at the hall, he can often be found
At the start of their turn, each of our heroes and resting here under a lean-to, whittling, and
any mounts they might have with them must succeed chatting with passers-by. He is a friendly
at a DC 15 Wisdom saving throw or be rendered sort, fatherly toward the girls and younger
unconscious as if struck in the head by a mighty blow. If householders in a rather sympathetic way. If our
successful, they are merely knocked prone and rendered heroes act in friendly manner, he engages them
incapacitated by the magic of Sibbe’s runestone. Those in conversation.
incapacitated can observe the goings-on in the meadow
from their perspective but may not act. “Morning young folk, care for some dried apples?
Each round the DC increases by 1 until all our heroes are Well, it’s a nice day to travel, and I envy you a
knocked out. Let them run around in a panic, trying to figure out peaceful task for it. I have to head back to the hall
what is happening until they are all unconscious. Any who stay this afternoon and see what ol’ Olaf is planning for
conscious for more than one round likely look for the source of the season. Probably going whaling. The godi and
the attack (see Event 7 above). Detect magic reveals a powerful cunning women are talking about a dry summer, and
enchantment over the meadow. If our heroes have a reroll boon that means a poor harvest.”
from Area 2, don’t let them waste it here as it ultimately is futile.
Either give them another one later or advise them that their If our heroes respond kindly and ask for advice or traveling
attempt to use the boon is unsuccessful on this occasion due to conditions (a commonplace thing on the muddy roads) or even
some cosmic twist of fate. seem like they’ll bend half an ear, he relates the following as well.
The source of this magical effect is Sibbe the Unkempt (an
aglæcwif, see Appendix One: New Monsters) and her two “You young folks should keep an eye out. I heard
henchmen, Njarni the Traitor (berserker) and Gufti the Clever that a couple of outlaws have been spotted out on
(bandit). Sibbe used the magic from the stone tablet she discovered the Moors, not to mention the trouble that Jasil the
Nûklander ran into in the forest – damned fairies.
in the Barrow Lands. Once read, the Andøvan runes on the tablet
And keep a look out for troll sign. We may not have
render living creatures in a broad area unconscious as if they had got them all when we burned ’em out of the hills last
received a powerful blow to the head. The area of effect covers the winter. Oh, and keep an eye on the weather. I’ve got an
entire meadow and even knocks out insects and birds. awful crick in my back, sure sign of a storm coming.”
Once all opponents are dealt with, the henchmen gather up the
A CURSE
news as he heard it from other travelers, but there are nevertheless
several good hints that may be of use to our heroes later.
The old man’s one good eye gleams at you with
THE MOORS
and would prefer to grab an easy meal. However, horse is almost
as tasty as cattle (at least to a troll) and humans are even more so.
If the party is not making any attempt to conceal themselves, the
troll lurks out of sight, doing its best to hide among the rocks and
brambles. It attacks the weakest-looking member of the party if Muddy, heath-covered, and dotted with small bogs,
an opportunity presents itself or if the prey appears to be leaving the Moors run from the coast to the Forest of Woe
the hills, at which point a desperate action on the part of the troll far to the south, interrupted only by the Stonefist
is called for. The swamp troll does not fight to the death and flees Hills, forested areas, and occasional barrow fields of
if reduced to 10 hp, unless a member of the party calls on Donar’s the ancient Andøvan peoples. Only the barest hints
name during the battle (either as a war cry or in casting a divine of green have begun to spring up among the broken
rocks and muddy hollows. The winds of a recent
spell). If that occurs, the enraged troll sacrifices its life to slay the
winter still blow across this flatland and chill through
offender. all but the heaviest cloaks. The occasional bog pool
still has a rime of fragile ice around its edges. There
is no cover on the Moors, leaving you feeling exposed
6. CATTLE THIEVES and vulnerable to any watching eyes.
1d6 Encounter Shifting Trails: The trail shifts before our heroes’ very
1–2 No encounter eyes, changing direction in front and behind them. They must
make a successful DC 15 Wisdom (Survival) check to find
3 Bandits
their way back onto the right route through the forest. If the
4 Shifting trails check succeeds, the party loses only half an hour while lost;
5 Boar if failed, they continue to be lost for another 1d4 – 1 hours
6 Bear (minimum 1 hour).
PAYMENT IN KIND
The feast is one of otherworldly fare and beauty. Dainty cups 11. BANDIT HIDEOUT
made of flowers are filled with mead brewed from faerie bees and A band of outlaws resides in the forest, and their hideout lies
water from secret magical streams. Steaming hunks of roast pork upon the game trail that our heroes follow. The presence of the
as well as other savory dishes are brought out on platters of bark. bandits may be learned from a random encounter above, or the
The bread is light and airy, yet filling, and both sweet and hearty party may pick up signs that they are not the only mortals in the
as needed. The conversation, to say nothing of the company, is forest. If they learn of the bandits, or even suspect them to be
beyond words, and the party soon finds themselves swept away on present, the party has to decide if they are going to move slowly
a tide of wonder. All it takes is one character to be rude, to refuse and with stealth as they pass through the forest or risk discovery
to eat and drink, or otherwise to be poor guests for the whole party during their midnight ride. Even if our heroes do not directly
to find themselves lost (again, see the Lost! sidebar). The feast encounter the bandits in the forest, they may wish to return after
continues for hours, and after it is done, the stag speaks again, rescuing the jarl’s daughters to deal with the outlaws.
this time in a voice like sultry summer winds blowing through Astrid the Mad is an outlaw from the Vale who was sentenced on
fully leafed trees. It says, “As you have enjoyed our fare, let us what she considers trumped-up charges for murdering her cousin.
enjoy yours. What do you offer us in return for our hospitality? According to Astrid, her cousin just happened to die near her,
Songs, stories, dances? What entertainment can you show stumbled into her, and thus got his blood on her clothes and hands
your hosts that befits the food and drink you have consumed?” (plus, she drew the dagger out of his chest to try and save him). In
Each of our heroes needs to provide some form of gift in exchange. her mind, the true reason behind her prosecution and conviction was
Perform checks for storytelling, singing, dancing, or playing of that she had begun showing signs of having arcane powers. Fleeing
instruments are called for, and as long as an honest attempt is justice, she headed off into the wilds and eventually met up with
made, it is sufficient payment. Special care needs to be made with other outlaws and began rampaging along the edges of the Vale.
regard to the content of the performance; any character making or Last fall, Astrid led her bandits north into Hordaland, hoping that
conducting a performance needs to be specific about what the theme their relative obscurity would allow them a chance to either restart
and plot of his song, story, and playing is about lest they offend their lives or, better, evade the families of their victims. Instead,
their host. Glorifying the forest, tales of heroes who fell into tragic they found the Forest of Woe and struck a deal with the King of
love affairs (especially with faeries), and such are appropriate, as the Forest and the faeries who reside there. In exchange for safe
would be poems or orations praising the Forest King and his court. passage and freedom to build a hideout in the forest, the bandits
Anything that paints the natural world or fey in general in a poor give the faeries a young adult female at each of the four corners
11B. CAVE MOUTH promise will cause Astrid to fall madly in love with him and allow
him to take control of the bandits and gain the young woman’s
A successful DC 13 Wisdom (Perception) check is needed to affections once he brings them enough victims. Each bandit has
find this entrance. 2d6 hs.
REWARDS
Character Types Complete Success Partial Success
Warriors (barbarians, fighters, monks, A fine weapon gilt in gold with amber An armband
paladins, rangers) decoration (valued at 450 hs) (valued at 200 hs)
A ring
Godi (clerics and druids) a runescroll (a spell scroll with a 1st-level spell)
(valued at 100 hs)
A ring
Runecasters (wizards) a runestick (a randomly rolled wand)
(valued at 100 hs)
A fine musical instrument (grants advantage on A fine cloak with gold
Skaldi (bards) Charisma [Performance] checks used with it; thread embroidery
valued at 300 hs) (valued at 100 hs)
A fine cloak with silver
a runescroll (a spell scroll with a 1st-level spell) A
Cunning folk (sorcerers, warlocks) thread embroidery
ring (valued at 100 hs)
(valued at 75 hs)
a fine tunic
Outlanders (any non-Northlander) a ring (valued at 200 hs)
(valued at 50 hs)
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Curse Glare (recharge 5–6). The aglæcwif targets one
creature she can see and curses them. The target must
succeed at a DC 14 Charismas saving throw or suffer one
of the following curses. The Aglæcwif cannot curse the
same person twice in one day.
Curse of Blood. The target’s wounds bleed profusely and
cause them to suffer 1d4 necrotic damage every time they
lose hit points. When they do so, the Aglæcwif regains 1d4
hp.
Curse of Death. The target dies after failing two death
saves. This effect lasts until the moon sets or rises.
Curse of Ill-Luck. The target suffers disadvantage on
their attack rolls and saving throws until the moon
sets or rises.
A PPENDIX O NE : N EW C REATURES - 31
BARROW SKELETON, CHIEFTAIN
The stones rolled away from the barrow and a skeletal figure sauntered
out as if he owned the place. Well, he did. In life, he was a noble of some
kind, clad in green-tinted bronze armor, bearing a two-handed sword
with an antler-shaped crosspiece. The regal plumage that once adorned
his helmet was faded and tattered, but that did not detract from his regal
bearing. Silently he pointed one hand toward us then whipped his great
blade up in a challenge.
The Andøvan peoples who once inhabited the Northlands left behind
great stone circles and sealed burial mounds. These barrows are said
to be haunted, and with good cause. While not all barrow mounds are
enchanted to animate their occupants, those that contain the remains and
burial goods of the Andøvan chieftains certainly are. When disturbed,
and this may be as easy to do as walking past one, the chieftains
awaken and lead their entourage out to drive off the living or
to bring justice to tomb robbers. While fearsome foes clad
in ancient armor and bearing often magical weapons, the
chieftains are honorable and often let mere trespassers go
with a warning and a single pass of arms.
Actions
Multiattack. The chieftain makes two Broadsword attacks.
Broadsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
32 - A PPENDIX O NE : N EW C REATURES
BARROW SKELETON, WARRIOR
It crawled out of the ooze between the barrows, a risen Andøvan
warrior in tarnished bronze armor hanging from its skeletal
frame. Without a word, it stood erect and grabbed one of the
ancient spears decorating the tomb. Armed and ready, it waited
for us to violate the burial, standing an eternal watch over the
resting place of its chieftain.
Actions
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
A PPENDIX O NE : N EW C REATURES - 33
HOUND, BOG
It rose out of the mire, muck and slime dripping from its head.
The beast looked like a large dog but shrunk and preserved by the
magic that laid it low and the acidic bog it long rested in. Its hide
was like old leather and creaked as it moved. Those eyes though,
they were alive with red anger, and centuries in the swamp had not
dulled its sharp teeth.
HOUND, BOG
MEDIUM UNDEAD, UNALIGNED
Skills Perception + 4
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft, scent, passive Perception 14
Languages Cannot speak but understands Andøvan
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) acid damage.
34 - A PPENDIX O NE : N EW C REATURES
HUSCARL
Jarl’s keep a set of household retainers known as huscarls. Most
of these are warriors who strengthen the shieldwall and form a
bodyguard for the jarl. During times of peace, they are the jarl’s
officers empowered to represent their jarl in all affairs pertaining
to the administration of the jarldom such as keeping the peace
and pursuing justice. Most huscarls have long served their jarl and
risen to high rank through skill in battle and demonstration of their
wisdom in peace.
HUSCARL
MEDIUM HUMANOID (HUMAN), LAWFUL NEUTRAL
Actions
Multiattack. The huscarl makes two spear or great axe attacks.
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Great Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.
A PPENDIX O NE : N EW C REATURES - 35
PONY, TRONDHEIM
I had to laugh at this shaggy beast, barely 12 hands tall. It was
a stout little fellow, like a full-sized horse but shorter. Sure enough,
a grown adult could ride one. He never moved faster than a hard
trot and certainly was no jumper, but he was a fine steed to get
around the rocky terrain of Hordaland. His name was Hesten.
PONY, TRONDHEIM
MEDIUM BEAST, UNALIGNED
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) bludgeoning damage.
36 - A PPENDIX O NE : N EW C REATURES
TROLL, SWAMP SWAMP TROLL
LARGE GIANT, CHAOTIC EVIL
This large hulking brute has long, thick arms and legs, both
of which end in sharpened and filthy claws. Its body is covered Armor Class 14 (natural armor)
with moss and fungus, and its hair is dark brownish-green. Large,
upward-curving fangs jut from its lower jaw. Hit Points 63 (6d10 + 30)
Speed 30 ft., swim 30 ft.
Swamp trolls are large, stocky, dark gray or brown, hunched
humanoids. Their flesh is slick and slimy like moss. Swamp trolls STR DEX CON INT WIS CHA
make their lairs deep in swampland and marshes away from more 18 (+4) 14 (+2) 20 (+5) 6 (–2) 9 (–1) 4 (–3)
settled areas, but not far enough away where they cannot hunt
humans if game and other food run scarce in the swamps.
Skills Athletics +8, Perception +1, Stealth +4 (+6 in
Swamp trolls are seven-foot-tall, hunched humanoids and
swampy terrain)
weigh about 400 pounds.
Swamp trolls are aggressive predators that attack living creatures Senses darkvision 60 ft., passive Perception 11
on sight (especially when a swamp troll is hungry). When hunting, Languages Giant
a swamp troll moves quietly along, easing closer to its prey and
then finally striking with its claws and bite when within range. Challenge 2 (450 XP)
Swamp trolls rarely fight to the death unless threatened or hungry.
Keen Smell. The swamp troll has advantage on Wisdom
(Perception) checks that rely on smell.
Regeneration. The troll regains 3 hit points at the start of
its turn. If the troll takes acid or fire damage, this trait doesn’t
function at the start of the troll’s next turn. The troll dies only if it
starts its turn with 0 hit points and doesn’t regenerate.
Slimy. The swamp troll is covered swampy muck. Creatures
attempting to grapple a swamp troll have disadvantage.
Swamp Stride. The swamp troll ignores nonmagical difficult
terrain caused by swamp water or vegetation.
Actions
Multiattack. The swamp troll
makes one bit attack and two
claw attacks.
Bite. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 14
(3d6+4) piercing damage.
Claw. Melee Weapon Attack: +6
to hit, reach 10 ft., one target. Hit:
11 (2d6+4) piercing damage.
A PPENDIX O NE : N EW C REATURES - 37
Appendix Two:
New
–•–
Magic Item
ANDØVAN BARRROW CHARM
grounds without being disturbed by any of the undead that may
inhabit those lands. The undead are aware of the individuals but do
WONDROUS ITEM, UNCOMMON
not consider them interlopers. This does not mean, however, that
the undead follow the wearer’s commands. In addition, any traps
This necklace is made of small animal bones and laced with left by the ancient Andøvan will not be triggered by the wearer
dead roses surrounding a faintly glowing blue crystal. Despite or those designated for protection. Most known Andøvan burial
its obvious age, the delicate bones and flowers that comprise the grounds are located in the Barrow Lands of the Hord Peninsula
necklace are still in good repair – every dried rose petal remains in the Northlands. It is possible that this charm could function at
in place as if locked in time. The wearer of this charm and anyone other Andøvan burial sites as well, but this has not been tested.
designated within 30 feet can pass through ancient Andøvan burial The charm protects its wearer from sleep and charm-type magic.
38 - A PPENDIX O NE : N EW CMREATURES
AGIC I TEM
Legal
–•–
Appendix
Product Identity: The following items are transformed, or adapted; (c) “Distribute” means copying, modifying, or distributing, and You must
hereby identified as Frog God Games LLC’s to reproduce, license, rent, lease, sell, broadcast, add the title, the copyright date, and the copyright
Product Identity, as defined in the Open Game publicly display, transmit, or otherwise distribute; holder’s name to the COPYRIGHT NOTICE of any
License version 1.0a, Section 1(e), and are not (d) “Open Game Content” means the game mechanic original Open Game Content you Distribute.
Open Game Content: product and product line and includes the methods, procedures, processes, and 7. Use of Product Identity: You agree not to
names, logos and identifying marks including routines to the extent such content does not embody Use any Product Identity, including as an indication
trade dress; artifacts; creatures; characters; stories, the Product Identity and is an enhancement over the as to compatibility, except as expressly licensed in
storylines, plots, thematic elements, dialogue, prior art and any additional content clearly identified another, independent Agreement with the owner of
incidents, language, artwork, symbols, designs, as Open Game Content by the Contributor, and each element of that Product Identity. You agree
depictions, likenesses, formats, poses, concepts, means any work covered by this License, including not to indicate compatibility or co-adaptability
themes and graphic, photographic and other visual translations and derivative works under copyright with any Trademark or Registered Trademark in
or audio representations; names and descriptions law, but specifically excludes Product Identity; (e) conjunction with a work containing Open Game
of characters, spells, enchantments, personalities, “Product Identity” means product and product line Content except as expressly licensed in another,
teams, personas, likenesses and special abilities; names, logos, and identifying marks including trade independent Agreement with the owner of such
places, locations, environments, creatures, dress; artifacts; creatures and characters; stories, Trademark or Registered Trademark. The use of
equipment, magical or supernatural abilities or storylines, plots, thematic elements, dialogue, any Product Identity in Open Game Content does
effects, logos, symbols, or graphic designs; and incidents, language, artwork, symbols, designs, not constitute a challenge to the ownership of that
any other trademark or registered trademark clearly depictions, likenesses, formats, poses, concepts, Product Identity. The owner of any Product Identity
identified as Product Identity. Previously released themes, and graphic, photographic, and other visual used in Open Game Content shall retain all rights,
Open Game Content is excluded from the above list. or audio representations; names and descriptions title, and interest in and to that Product Identity.
Notice of Open Game Content: This product of characters, spells, enchantments, personalities, 8. Identification: If you distribute Open Game
contains Open Game Content, as defined in the Open teams, personas, likenesses, and special abilities; Content, You must clearly indicate which portions
Game License, below. Open Game Content may only places, locations, environments, creatures, of the work that you are distributing are Open Game
be Used under and in terms of the Open Game License. equipment, magic or supernatural abilities or effects, Content.
Designation of Open Game Content: Subject logos, symbols, or graphic designs; and any other 9. Updating the License: Wizards or its
to the Product Identity Designation herein, the trademark or registered trademark clearly identified designated Agents may publish updated versions of
following material is designated as Open Game as Product Identity by the owner of the Product this License. You may use any authorized version of
Content. (1) all monster statistics, descriptions of Identity, and which specifically excludes the Open this License. You may use any authorized version
special abilities, and sentences including game Game Content; (f) “Trademark” means the logos, of this License to copy, modify, and distribute any
mechanics such as die rolls, probabilities, and/or names, mark, sign, motto, designs that are used by Open Game Content originally distributed under
other material required to be open game content a Contributor to identify itself or its products or the any version of this License.
as part of the game rules, or previously released associated products contributed to the Open Game 10. Copy of this License: You MUST include a
as Open Game Content, (2) all portions of spell License by the Contributor; (g) “Use”, “Used”, or copy of this License with every copy of the Open
descriptions that include rules-specific definitions of “Using” means to use, Distribute, copy, edit, format, Game Content You Distribute.
the effect of the spells, and all material previously modify, translate, and otherwise create Derivative 11. Use of Contribute Credits: You may not
released as Open Game Content, (3) all other Material of Open Game Content; (h) “You” or market or advertise the Open Game Content using
descriptions of game-rule effects specifying die rolls “Your” means the licensee in terms of this agreement. the name of any Contributor unless You have written
or other mechanic features of the game, whether in 2. The License: This License applies to any Open permission from the Contributor to do so.
traps, magic items, hazards, or anywhere else in the Game Content that contains a notice indicating that 12. Inability to Comply: If it is impossible
text, (4) all previously released Open Game Content, the Open Game Content may only be Used under for You to comply with any of the terms of this
material required to be Open Game Content under and in terms of this License. You must affix such License with respect to some or all of the Open
the terms of the Open Game License, and public a notice to any Open Game Content that you Use. Game Content due to statute, judicial order, or
domain material anywhere in the text. No terms may be added to or subtracted from this governmental regulation then You may not Use any
Use of Content from Tome of Horrors Complete: License except as described by the License itself. Open Game Material so affected.
This product contains or references content from the No other terms or conditions may be applied to any 13. Termination: This License will terminate
Tome of Horrors Complete and/or other monster Open Game Content distributed using this License. automatically if You fail to comply with all terms
Tomes by Frog God Games. Such content is used 3. Offer and Acceptance: By Using the Open herein and fail to cure such breach within 30 days of
by permission and an abbreviated Section 15 entry Game Content You indicate Your acceptance of the becoming aware of the breach. All sublicenses shall
has been approved. Citation to monsters from the terms of this License. survive the termination of this License.
Tome of Horrors Complete or other monster Tomes 4. Grant and Consideration: In consideration 14. Reformation: If any provisions of this
must be done by citation to that original work. for agreeing to use this License, the Contributors License is held to be unenforceable, such provision
OPEN GAME LICENSE Version 1.0a grant You a perpetual, worldwide, royalty-free, shall be reformed only to the extent necessary to
The following text is the property of Wizards of non-exclusive license with the exact terms of this make it enforceable.
the Coast, Inc. and is Copyright 2000 Wizards of the License to Use, the Open Game Content. 15. COPYRIGHT NOTICE
Coast, Inc. (“Wizards”). All Rights Reserved. 5. Representation of Authority to Contribute: Open Game License v 1.0a Copyright 2000,
1. Definitions: (a) “Contributors” means the If You are contributing original material as Wizards of the Coast, Inc. System Reference
copyright and/or trademark owners who have Open Game Content, You represent that Your Document 5.0 Copyright 2016, Wizards of the
contributed Open Game Content; (b) “Derivative Contributions are Your original creation and/or You Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Material” means copyrighted material including have sufficient rights to grant the rights conveyed by Chris Perkins, Rodney Thompson, Peter Lee, James
derivative works and translations (including into this License. Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
other computer languages), potation, modification, 6. Notice of License Copyright: You must update Sims, and Steve Townshend, based on original
correction, addition, extension, upgrade, the COPYRIGHT NOTICE portion of this License material by E. Gary Gygax and Dave Arneson.
improvement, compilation, abridgement, or other to include the exact text of the COPYRIGHT Spring Rites, Copyright 2023, Frog God Games,
form in which an existing work may be recast, NOTICE of any Open Game Content You are Author Ken Spencer.
L EGAL A PPENDIX - 39
Enjoy A deadly SpringTime in the north
It is a time for festivals in honor of the gods and the end of a long winter.
The jarl needs heroes to guard his daughters as they gather flowers for the
feast of Freyja. What could be easier than that?
Come meet haughty Inga, troublesome Fastvi, and Little Runa, whose
very birth was accompanied by dark omens and unfulfilled prophecy. Will
the heroes protect the jarl’s daughters when the spring day turns dark and
deadly, or will this first trusted task be their last?
Spring Rites is designed for new characters and can be played on its own
as an introduction to the dangerous Northlands setting.