TEXT: AN ADVENTURE FOR 4 PCS  
  OF 2ND-3RD LEVEL BY LOU ANDERS
  The WhiTe Worg Accord
  The WhiTe Worg Accord
  
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  Open Game Content: The Open Content in this adventure includes the trollkin 
  bandit and raider and stat blocks.
  © 2020 Open Design
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  very temporary alteration in their typical methods while he 
  moves trade goods back and forth across the Nieder Straits 
  until he has enough capital to recreate his fleet.
  With this in mind, the noble dwarf seeks adventurers to 
  travel on his one remaining ship to the clan’s village. Vom 
  Meer seeks to enlist the PCs to protect his vessel against any 
  threats at sea and, upon reaching the White Worg Reavers, 
  to negotiate as his representatives for the loan of two 
  longships and their crew. Vom Meer offers 500 gp to anyone 
  willing to undertake this task. However, unbeknownst 
  to vom Meer, the Wolfheim clan have troubles of their 
  own—a group of trollkin bandits known as the Mossback 
  Raiders have been competing with the White Worgs for 
  territory west of Wolfheim. Their rivalry is coming to a 
  head. When the PCs arrive at the White Worg homestead, 
  they learn that the reaver dwarves are recovering from a 
  recent attack. Their homestead has been sacked and vom 
  Meer’s relation, Knud Stoneson, has been slain. Without a 
  family connection, Revna Ravenstone, the clan’s chief, will 
  only agree to vom Meer’s proposal if the PCs will help rid 
  them of this troublesome band of trollkin who have been a 
  persistent thorn in the clan’s side. If the PCs are to succeed 
  in their task and aid vom Meer in his return to fortune, then 
  a reavin’ they must go. 
  THE WHITE WORG ACCORD
  Design: Lou Anders
  Editing: Scott Gable, Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  One year ago, the great dragon Visandred the Horse-
  Eater dropped from the sky and burned the once-famous 
  Stannasgard shipyards and docks to ash. Many lost their 
  fortunes that day, but one of the most crucial blows was 
  suffered by the noble dwarf Wulfstan vom Meer whose fleet 
  of merchant ships were nearly all docked at Stannasgard that 
  day. Vom Meer lost every vessel save for one ship mercifully 
  under sail at the time, and the once proud owner of a grand 
  fleet now teeters on the brink of financial ruin.
  Vom Meer still has trading contacts across the Nieder 
  Straits with business relations in the ports of Donnermark, 
  Gemport, Cassadega, Bemmea, Maillon, and many more. 
  But without the ships to move goods, he is helpless to 
  rebuild his wealth and influence. Now he plans to restore 
  his trading empire by borrowing longships from a clan of 
  young reaver dwarves in Wolfheim known as the White 
  Worg Reavers. Reavers are not known for their conciliatory 
  manners, but vom Meer has an edge. He claims a tenuous 
  relation with the White Worgs, a second cousin named 
  Knud Stoneson. Bolstered by this family relation and aided 
  by the gift of several casks of the finest ale his remaining 
  gold can buy, he hopes to persuade the reavers to allow this 
  
  3
  Adventure Summary
  Here are some ways to involve PCs in this adventure: 
  • An acquaintance of the PCs tracks them down with news 
  that a noble dwarf of Stannasgard is seeking adventurers. 
  • The PCs have come to Stannasgard to partake in 
  Volundag, the feast of Volund, god of smiths and fire, held 
  one day each week in the Järnhall (see “Feast Halls of the 
  Northlands,” Warlock Grimoire or Warlock #9: The World 
  Tree). While there, they make the acquaintance of vom 
  Meer. Impressed with the PCs, vom Meer enlists them for 
  his quest. Or perhaps they offended the dwarven noble 
  or his kinfolk in some way and must instead work off the 
  insult in conciliatory service. Or perhaps vom Meer asked 
  the Grindstone Oracle how to best rebuild his wealth, and 
  that sacred stone named the PCs in its response.
  • Vom Meer is a relative of a dwarf in the party who 
  sends a courier asking his kinfolk for help in rebuilding 
  the family name and fortune after the devastation of 
  Visandred’s attack. 
  • The PCs are seeking passage east out of the port at 
  Donnermark, and vom Meer offers them transport in 
  exchange for service. 
  Trouble at Sea
  This adventure begins as the PCs board vom Meer’s ship, 
  Wellenreiter, a fully crewed sailing ship under the captaincy 
  of a dwarf named Torsten Meeresohn (use the statistics of 
  a scout). In addition to the regular stores for the trip, vom 
  Meer has sent three casks of fine beer intended to help 
  smooth negotiations with the reaver dwarves. He may also, 
  at the GM’s discretion, offer the PCs one or more potions of 
  healing to help safeguard them through the dangers ahead. 
  The journey from Stannasgard to the western coast of 
  Wolfheim is over three hundred miles. Traveling east by boat 
  through the Nieder Straits will take approximately six and a 
  half days. If desired, the PCs may engage in such downtime 
  activities as the ship permits. Regardless, roll once a day for 
  an encounter at sea or simply choose two to three encounters 
  from the list. 
  SEA ENCOUNTERS
  d20 
  Encounter and Tactics
  1–14 
  No encounter occurs. 
  15 
  Two sahuagin climb onto the deck of the 
  Wellenreiter during the night and creep below decks 
  in search of loot. 
  16 
  A severe storm washes several sailors overboard. 
  The captain calls “all hands on deck” to help 
  navigate the waters. PCs must make a DC 15 group 
  Wisdom (Survival) check or add 1 additional day of 
  travel time. 
  17 
  A pack of rum gremlins (see Tome of Beasts) are 
  discovered ransacking the beer barrels meant for 
  the reaver dwarves. The pesky fairies need to be 
  dealt with before they drink their way through all 
  the stores. 
  18 
  A dwarven vættir (see Tome of Beasts) rises from 
  the Drownstone Road, from below the Nieder 
  Straits, and demands tribute of 100 gp. If rebuffed, 
  the vættir casts bestow curse on the party member 
  of highest status, targeting an ability score. It will 
  only remove the curse if the party member pays its 
  tribute, either immediately or on the return journey. 
  The vættir does not stay to fight after the curse has 
  been bestowed. 
  (Note, for GMs without access to the Tome of 
  Beasts, replace this encounter with a sea hag. She 
  rises from the depths and climbs aboard the ship, 
  disguised as a trollkin. She seeks out the PC with the 
  highest Charisma score. Concocting a story about 
  having escaped from pirates, she tries to lure them 
  away for a private conversation where she can attack 
  them in an attempt to mar their comeliness.)
  19 
  Mutineers decide to take the ship for themselves. 
  2d4 sailors (use bandits) plan to kill everyone 
  and dump the bodies in the sea. They surrender 
  or flee by jumping overboard if reduced to half 
  their number.
  20 
  A will-o-wisp appears circling the mast, attacking a 
  sailor in the crow’s nest. Even if driven off, the sailors 
  think this an ill omen. They are keen to blame any 
  elves traveling with the party for this apparition as 
  well. Add one day of travel time after the attack to 
  account for failed nerves and silly superstitions.
  CONTINUED ADVENTURING
  One of the two hooks for the Warlock Lair #13: Bastion of 
  Rime & Salt proposes that the PCs are hired by a noble 
  family of Stannasgard looking to claim the abandoned 
  fortress of Binalric. These two adventures can be linked if 
  vom Meer is that same noble who sought to restore Binalric 
  as a way of bolstering his reputation or if he is another noble 
  who heard of their exploits in service to a fellow family of 
  Stannasgard and now wants to enlist the PCs for a second 
  task to benefit his city.
  
  4
  Longships Attack
  Irrespective of other encounters, once the Wellenreiter is 
  within a day of Wolfheim’s western coast, the ship will be 
  attacked by two longships bearing eight trollkin bandits (see 
  Appendix). If the PCs are below decks, Captain Meeresohn 
  calls them up to help repel the invaders. When they are all 
  above deck, read or paraphrase the following: 
  Two longships are approaching you out of the northeast. 
  Powered by long oars in strong arms, they come speeding 
  across the waves and overtake you in mere moments. As 
  they near, you see that the dragonhead carvings on their 
  bows are not these vessel’s fiercest aspect: they are crewed by 
  mottled, green-and-gray-skinned raiders of a fierce lineage—
  the trollkin. Protected by the shields mounted to the sides of 
  their vessels, they bear down upon you, rowing hard to come 
  up along the port and starboard sides of the Wellenreiter. 
  “Prepare to repel enemy boarders,” shouts Captain Meeresohn. 
  “Adventurers,” cries the salty dwarf, “time to earn your pay!”
  These trollkin are part of the same group of Mossback 
  Raiders who attacked the White Worgs. They are junior 
  members of the outlaw group known as trollkin bandits 
  (see Appendix). Trollkin bandits are not as strong as 
  the more powerful trollkin raiders and reavers but still 
  a threat. As they approach, the longships move to either 
  side of the Wellenreiter. The shields mounted to their sides 
  give the trollkin half cover against any attacks from the 
  Wellenreiter, three-quarters cover against attacks from a 
  level position (such as from one longship to another or from 
  someone walking on the water, should such a circumstance 
  arise). Each trollkin bandit carries two handaxes. They 
  will throw one when they are alongside vom Meer’s ship, 
  retaining the second handaxe for melee combat when they 
  board (climbing up the Wellenreiter’s sides takes one full 
  movement). Once they reach the Wellenreiter’s deck, the 
  trollkin will attempt to subdue any and all defenders before 
  heading belowdecks to raid the ship’s stores. The trollkin will 
  not surrender when wounded, trusting to their regeneration 
  to stay in the fight. However, if the trollkin bandits are 
  reduced to less than half their number, they will flee (without 
  disengaging), attempting to all board one ship and leaving 
  the other behind. 
  If any of the Mossback Raiders are captured alive, they are 
  tight-lipped and will only speak after a successful Charisma 
  (Intimidation) or Charisma (Persuasion) check. However, 
  the threat of fire grants advantage to any such check.
  CHARISMA (INTIMIDATION) OR CHARISMA 
  (PERSUASION)
  Check 
  Result 
  10–14 
  The trollkin are part of the Mossback Raiders, several 
  allied clans operating in the Northlands. 
  15–19
  Most recently, the Mossbacks attacked a homestead 
  of reaver dwarves, making off with two of their 
  longships and plenty of their stores. They killed 
  several of the reaver dwarves in the fight.
  20
  These particular Mossback Raiders have a 
  compound on the western shore of Wolfheim, a 
  small village once belonging to a group of humans. 
  Their leader has a powerful magic item that protects 
  her from harm. It is a necklace known as the baleful 
  eye of Chernobog, and its powers affect dwarves (see 
  Appendix).
  Ruins of the White Worg  
  Reaver Village
  The morning following the trollkin attack, the Wellenreiter 
  arrives at the White Worg Reaver homestead, a small 
  cluster of longhouses between woods and shoreline. Read or 
  paraphrase the following: 
  You see the smoke billowing from the land before you see the 
  homestead. A collection of four longhouses stand to the north 
  side of a small river, emptying quietly into the sea, but three 
  of the longhouses are burning, and the planks of the small 
  wooden pier are shattered near its end. Something has gone 
  down here recently, and it didn’t go well for the dwarves. 
  You see several of them now moving about the homestead, 
  putting out fires and clearing debris without much speed or 
  enthusiasm. Captain Meeresohn orders the Wellenreiter to 
  drop anchor and instructs his crew to ready a rowboat to 
  carry you to shore. “I don’t know what happened here, but 
  your mission may be over before it starts,” the captain tells 
  you. “Or who knows, perhaps the White Worgs will be more 
  open to diplomacy after whatever setback they have suffered. 
  Be what may, may Volund aid you in your quest.”
  When the players step ashore, they will be greeted without 
  much enthusiasm by Revna Ravenstone, the leader of 
  the White Worg Reavers. She will inform them that their 
  homestead was recently hit by the Mossback Reavers, a 
  band of trollkin that have been invading the White Worgs’ 
  territory for some time. The Mossbacks slew several dwarves, 
  including vom Meer’s relation, Knud Stoneson. They stole 
  
  5
  the dwarves’ longships and also made away with an albino 
  worg pup, which the reavers view as something between a 
  sacred animal and a mascot. 
  What Revna Ravenstone will not volunteer easily is that 
  the White Worgs did not acquit themselves bravely in the 
  raid on their homestead. Instead, several of the dwarves 
  became uncharacteristically frightened and ran from the 
  attack. Revna does not know that the trollkin possess 
  a magical item known as the baleful eye of Chernobog 
  that specifically targets dwarves. She would be extremely 
  relieved to know that their performance at the battle had 
  everything to do with dark magic and nothing to do with 
  natural cowardice.
  In addition to Ravenstone, there are seven other dwarves, 
  four men and three women, left in the White Worg Reavers. 
  Their names are Skarde Cleft Chin, Gorm the Pious, Frode 
  Foul-Farter, Thordis Sound-Filler, Randi All-Men’s-Sister, 
  Hilda Twist Breeks, and Tora Wild Bear. Revna Ravenstone 
  uses the statistics of a veteran, but she carries a battleaxe 
  instead of a longsword. The other dwarves all use the 
  statistics of a thug, though also with a battleaxe in place of 
  the usual mace. (Note, for GMs with access to the Tome of 
  Beasts, use the statistics of a Wolf Reaver Dwarf for Revna 
  Ravenstone instead if preferred.)
  When the PCs present vom Meer’s proposal, Revna 
  will inform them that as the Mossback Raiders stole their 
  longships, the White Worgs have no vessels to offer and 
  aren’t able to agree to the noble dwarf’s terms even if 
  they were inclined to, which they aren’t since their only 
  connection to vom Meer was just slain. However, Revna has 
  a counter proposal. She wants her ships, her worg pup, and 
  her loot returned, and she desperately wants the chance to 
  regain her lost honor. Revna would like to make a retaliatory 
  raid against the trollkin, but she doesn’t think she has the 
  numbers on her own after this attack. If the PCs are willing 
  to become honorary members of the White Worg Reavers, 
  she feels that together they’d have sufficient strength to 
  pay the Mossbacks back for their transgressions. After a 
  successful attack on the trollkin, Revna would certainly 
  reconsider vom Meer’s proposal, seeing as how it would 
  come from honorary clan members who had shed blood and 
  cracked trollkin skulls alongside her brothers and sisters.
  If the players agree to Revna’s suggestion, she invites 
  them into the one remaining intact longhouse for a pre-
  battle feast, during which they will become honorary clan 
  members through the act of drinking, brawling, and gaming 
  alongside the reaver dwarves. (What better way could there 
  be?) It is not necessary for all the PCs to participate in all the 
  activities. However, they should partake in some of them, or 
  the White Worgs will become suspicious of their honor and 
  commitment. Winning at these games is not as important 
  as bravery, willingness, and being a good sport. The White 
  Worgs put a lot of stock in bravado and participation as 
  well as in smiling broadly as you take your lumps. Note that 
  being caught cheating at anything will result in a severe loss 
  of respect from Revna and her clan with the cheater being 
  subject to disadvantage on any ability checks for social 
  interaction with the dwarves going forward.
  If the players refuse Revna’s proposal, and unless they 
  have a really compelling alternative proposition, Revna will 
  become unfriendly and suggest the PCs leave her alone to 
  see to her ransacked home. Should dialogues break down 
  further, it’s even possible that the White Worg Reavers 
  may decide that the best course of action for them is to 
  subdue the party and take the Wellenreiter for themselves. 
  However, before things descend into such a sour turn, 
  GMs might decide that the Mossback Raiders return for a 
  second attack, nipping dwarf/PC hostilities in the bud before 
  things go too far.
  Not surprisingly, the reaver dwarves enjoy feats of 
  strength, games of skill and luck, and heavy imbibing of 
  alcohol. The following optional rules are offered for brawling 
  (essentially boxing), drinking, and playing a game of ten 
  pins (essentially bowling) for GMs who want to roleplay 
  the evening’s festivities. GMs are free to substitute their 
  own games and rules in place of these or ignore all of this 
  altogether and simply cut ahead through to the next morning 
  with a bit of flavorful description and montage. Regardless, 
  it should be an evening to remember, even if the PCs aren’t 
  capable of recalling it all in the morning! 
  STATUS IN THE NORTHLANDS
  If you use the optional Midgard Worldbook rule for status, 
  Revna Ravenstone will address her comments to the PC 
  with the highest status rank. Furthermore, every PC who 
  participates in the evening’s festivities will gain 1 status 
  point in the Northlands and another point after participating 
  successfully in the raid alongside the reavers. Being caught 
  out in a lie, cheating at any game or sport, or stealing from 
  the White Worgs will result in the immediate loss of 2 status 
  points and may result in violence as well.
  
  6
  OPTIONAL RULE: INEBRIATION
  • A PC may imbibe a number of drinks equal to 1 plus 
  double their Constitution modifier (minimum 1) without 
  suffering any debilitating effects. This number resets 
  after a short rest. For every drink over this limit, the PC 
  must succeed on a DC 10 Constitution saving throw 
  against poison or gain one level of exhaustion. Failure 
  by 5 or more means the character also passes out and is 
  unconscious.
  • Particularly strong alcohol may count as more than one 
  drink. Weaker alcohol, such as watered-down ale, only 
  counts as half a drink. (The DC of the Constitution saving 
  throw against poison is only 5 for watered-down ale and 
  can be as high as 15 for stronger drinks.)
  • After finishing a long rest, an inebriated character loses all 
  but one level of exhaustion they gained from drinking.
  The three casks of fine ale that vom Meer sent as a gift to 
  the White Worg clan will be much appreciated additions 
  for the evening’s festivities. Each mug of ale from the cask 
  counts as one drink, and the Constitution saving throw 
  after the limit of allowed drinks is set as DC 10. However, 
  at a certain point in the evening, Hilda Twist Breeks will 
  bring out some special honey mead that she insists is made 
  from “mad magic bees” and attempt to entice one or more 
  of the PCs to sample it. Whatever the veracity of her claims, 
  each mug of this honey mead counts as two drinks and 
  the Constitution saving throw is DC 12 after the allowed 
  limit is reached.
  Travel to the Trollkin Compound 
  The morning after the feast, Revna Ravenstone wakes 
  everyone with the sun, insisting on an early start. She leaves 
  half the reavers to guard the homestead, taking Gorm 
  the Pious, Frode Foul-Farter, and Tora Wild Bear with 
  her on the raid.
  The trollkin compound is three days journey north along 
  the Wolfheim coast. Lacking their longships and believing 
  the Wellenreiter too slow and too large to make a stealthy 
  approach, Revna suggests the party trek along the coastline, 
  using the forest for cover as needed. Roll once a day for an 
  encounter as the party travels overland or simply choose 
  one to two encounters from the list. Note, these encounters 
  assume the White Worg Reavers are participating in combat 
  alongside the PCs. If this is not the case, GMs might consider 
  halving the number of creatures in each encounter.
  OPTIONAL RULE: BRAWLING
  • A match is 5 rounds.
  • Combatants choose Strength (Athletics) or Dexterity 
  (Acrobatics) as their fighting style.
  • Combatants roll against each other. Highest number wins 
  the round. Ties are rerolled.
  • A critical hit or a win by more than 5 points is a 
  possible knockout with the losing combatant making a 
  Constitution roll to avoid being rendered unconscious—
  either at a DC equal to the knockout roll or at DC 15 
  (whichever is higher).
  • Between rounds, combatants can choose to make a 
  Charisma (Intimidation) or Dexterity (Sleight of Hand) 
  roll to try to gain an advantage in the next round (angering 
  or frightening the opponent, slipping a rock into a glove 
  unnoticed, and so on). Combatants may make a Charisma 
  (Performance) roll to try to get the spectators on their side 
  for that extra boost of confidence that a cheering crowd 
  grants a competitor.
  • Combatants with the Tavern Brawler feat can add a 
  d4 to their roll. The Battle Master subclass can spend a 
  superiority die to add it to a check. A barbarian can rage 
  for advantage on a Strength check. Other bonuses may 
  apply at the GM’s discretion. 
  • A knockout wins automatically; otherwise a win is best 3 
  out of 5 rounds.
  OPTIONAL RULE: TEN PINS (BOWLING)
  • Any number of contestants can play.
  • Contestants choose either Strength (Athletics) or Dexterity 
  (Acrobatics) as their bowling style. 
  • A d20 is rolled with appropriate modifiers added.
  • The result divided by 2 (rounded down) is the number of 
  pins knocked over (maximum of 10). 
  • A 1 is an automatic gutter ball, a Critical Hit is a strike and 
  the contestant gets to add 10 points to his/her next score.
  • The highest score after 5 rounds is the winner. Ties are 
  resolved by additional rolls. Or perhaps more likely by 
  brawling. 
  
  7
  can spy on the village without being seen. When they reach 
  this vantage point, read or paraphrase the following.
  Peering through the trees, you see that you are on a slight hill, 
  looking down at a small village. Six longhouses are clustered 
  to either side of a river, which empties into the sea where three 
  longships are docked. A lookout tower stands at the water’s 
  edge. A trollkin woman atop the tower makes a slow rotation, 
  casting glances alternately at the forest and at the sea. Beyond 
  the village, a trail leads into the woods, but where it goes you 
  can’t ascertain.
  Revna will recommend the party split up, with the PCs 
  approaching from one direction while the dwarves approach 
  from another. She is open to discussing strategies however 
  and sees the wisdom in any suggestion to remove the lookout 
  in the tower before mounting an assault on the compound. 
  Privately, Revna is still shaken from the failure of the 
  dwarves’ nerves in the raid on their homestead. She’ll readily 
  agree to any strategy that sees the PCs leading the assault 
  and may prefer to send the PCs in first stealthily, waiting to 
  charge to their support when the fighting breaks out.
  WOLFHEIM OVERLAND ENCOUNTERS 
  d20 
  Location and Tactics 
  1–14 
  No encounter occurs. 
  15 
  Three dire wolves burst from the woods and attack 
  the party. The wolves are famished, or they wouldn’t 
  behave so desperately to attack a large force. They 
  fight until one wolf remains. However, due to their 
  hunger, they can be easily distracted by food.
  16 
  Two ettercaps attack the party, making web attacks 
  from out of the cover of the woods. They retreat if 
  outnumbered, but if chased, the ettercaps lead their 
  pursuers into a web where three giant wolf spiders 
  await. The remains of a previous victim include a 
  pouch with 16 sp and a diamond ring worth 15 gp.
  17 
  Six ice mephits disguised as shards of ice wait for 
  the PCs to walk between them. The mephits then 
  summon a fog cloud before launching an attack. 
  18 
  A lone barrow stands on a promontory overlooking 
  the sea. A rusted broadsword is driven into the 
  stone door, blocking the entrance. If the broadsword 
  is removed—DC 10 Strength check—a specter 
  of an ancient dwarf appears, attacking those who 
  disturbed his resting place. Inside the grave are 130 
  gp and an ornately wrought but heavily tarnished 
  crown. If cleaned up and polished, it would be worth 
  250 gp. The broadsword however is too rusted to be 
  of any use or value.
  19 
  Four trollkin bandits are spotted foraging for food 
  for their tribe. They flee after only two rounds of 
  combat but must be stopped lest they alert the 
  Mossbacks of the impending raid.
  20 
  A white dragon wyrmling named Isstormr, flying 
  overhead, spots the party and lands to investigate. 
  She wants to know what they can give her to buy 
  their lives and safe passage in her territory. A 
  hapless coward, Isstormr is bluffing. 
  The Trollkin Compound
  As the PCs near the Mossback compound, Revna Ravenstone 
  will suggest they move into the forest for cover. She will lead 
  them over a slight slope to the edge of the woods where they 
  ASSAULT ON THE COMPOUND
  GMs have a choice in how they want this to go. If you prefer, 
  you can allow your players to each control one reaver dwarf 
  as well as their own player character. This can make for a 
  fun opportunity to engage in a fight with less concern for 
  a character’s wellbeing (something perfectly suited to the 
  reaver dwarves’ personalities). However, if you’d rather 
  not split a player’s focus and you don’t want to roll for the 
  reaver dwarves attack actions, then you can simply say that 
  Revna Ravenstone leads her three followers in an attack on 
  Longhouse 6. She will be successful in slaying all the trollkin 
  therein, but she will lose one of her own number. This 
  conflict can preoccupy the dwarves while the players explore 
  the rest of the compound, or the dwarves may see to the 
  recovery of their longships after this assault. They can be 
  as present or as absent as situations demand, coming in to 
  save PCs should a fight prove too difficult or being rendered 
  unconscious if their aid isn’t necessary.
  
  8
  Trollkin Compound Features 
  The Mossback Raiders have made their compound in a 
  once human village the trollkin “liberated” for their own 
  use. It sits between the waters of a small bay and the forest. 
  A lookout tower and two longhouses fall to one side of a 
  stream while four longhouses cluster together on the other 
  side. The stream has no bridge but is shallow enough to 
  be forded where the two paths converge on opposite sides 
  of its bank. (Crossing here counts as difficult terrain for 
  movement purposes.) A little way from the compound, a 
  cave in the hillside affords the Mossbacks a secure place 
  to retreat when they are under threat. It is here they have 
  secured the loot from their raiding as well as temporarily 
  sequestered their young.
  TROLLKIN COMPOUND LOCATIONS
  The following locations correspond to the 
  numbers on the map.
  Lookout Tower. The 30-foot-tall stone tower might once 
  have been a lighthouse. A shattered wooden door on the 
  village side gives access to the ground level. A central spiral 
  staircase runs upward through broken floors to the rooftop. 
  However, 5 feet below the stair’s summit, the flagstones 
  have crumbled away and been deliberately replaced in a 
  precariously unstable position. Anyone failing a DC 10 
  Wisdom (Perception) check falls through the staircase, 
  dropping 10 feet onto the steps below and taking 1d6 
  bludgeoning damage. Failing a subsequent DC 10 Dexterity 
  check here means they roll down the next 10 feet of steps 
  for an additional 1d4 bludgeoning damage. Regardless, the 
  noise alerts the trollkin bandit above who will sound the 
  alarm by blowing a large horn and take the Ready action at 
  the top of the staircase. Otherwise, the trollkin maintains her 
  solitary vigil until interrupted. It takes her roughly 5 minutes 
  to meander a full circuit around the rooftop as she diligently 
  studies the ocean and the forest. If she spots intruders 
  approaching on the ground, she will sound the alarm before 
  hurling a handaxe at any interlopers within range, and then 
  she will charge down the staircase to engage. If accosted on 
  the rooftop however, she will forget to sound the alarm and 
  merely attack. 
  Longhouses. The longhouses are sod-roofed, wooden 
  dwellings, each roughly 20 feet wide and 20–40 feet long. 
  The ceiling runs from 6 feet at the sides to 15 feet at the apex. 
  The longhouses all have a fire pit in their exact center and a 
  hole cut out in the rooftop overhead as an egress for smoke. 
  The hole is wide enough to allow Small or Medium creatures 
  to crawl through into the rafters. All but one of the firepits 
  (Longhouse 2) are not in use.
  LONGHOUSE 1
  Three worgs have been penned up in this longhouse. They 
  will whine and bark if they detect any intruders sneaking 
  alongside the walls or standing immediately outside the 
  doorway. The worgs are often noisy, and their commotion 
  isn’t loud enough to alert any of the nearby trollkin. 
  However, if the door is opened, the worgs will come 
  bounding out to attack. With more than two rounds of 
  combat, the trollkin in Longhouse 2 will come to investigate. 
  The stream is sufficiently noisy for a dustup not to attract any 
  attention from the longhouses across the water however. 
  LONGHOUSE 2
  Smoke can be seen wafting from the hole in the rooftop of 
  this longhouse. Inside, two trollkin bandits and one trollkin 
  raider (see Appendix) are very cautiously grilling a fish 
  over a fire in the center of the room. When they spot the 
  intruders, the raider, Broke Tooth, will order one of the two 
  bandits to use an action to put out the fire while he and the 
  other bandit attack. If extinguished, the fire can be rekindled 
  in a single round due to how recently it was burning.
  Treasure. The trollkin here carry nothing of value, but a 
  tarnished weapon mounted on a crossbeam is actually a +1 
  handaxe in need of a good polish. The weapon can be spotted 
  easily in any detailed search of the longhouse and does not 
  require an ability check to find, though its magical nature 
  will not be immediately obvious.
  LONGHOUSE 3
  Two trollkin bandits, named Hates Bears and Burps Loudly, 
  are sleeping off a bender in this longhouse. They celebrated 
  too much after the recent raid and are all but dead to the 
  world. They lie in filthy cots, one snoring loudly while the 
  other sings incoherently in his sleep. Hates Bears and Burps 
  Loudly each have three levels of exhaustion (speed halved 
  and disadvantage on ability checks, attack rolls, and saving 
  throws). Their weapons are on a table on the opposite side of 
  the room from their cots. A coin purse hidden in the hollow 
  leg of Hates Bears cot—DC 14 Wisdom (Perception) to 
  spot—contains 20 sp and a golden tooth worth 2 gp. In the 
  event that Hates Bears encounters a werebear, bearfolk, or 
  druid shapeshifted into bear form, he will become furious, 
  targeting all of his attacks on that character regardless of the 
  wisdom of this strategy. If the fight goes against them, the 
  trollkin will attempt to flee to the caverns.
  LONGHOUSE 4
  Anyone within 10 feet of this longhouse will be surprised to 
  hear a beautiful song emanating from inside, accompanied 
  by vicious laughter and rude heckling. The song comes from 
  Golden Throat, a trollkin bandit blessed with a magnificent 
  singing voice that she insists is a gift from the northern god 
  
  9
  Baldur. Whether this is true or not, Golden Throat dreams of 
  becoming an actual bard one day. She has been considering 
  freeing the bard prisoner, Bragi Skallagrimsson (see 
  Longhouse 5), with whom she has spoken, and fleeing with 
  him to Skaldholm. Thus far, her fear of how a trollkin will be 
  received in Skaldholm has forestalled any such attempt. 
  The other trollkin bandits, two men and one woman, 
  believe Golden Throat to be insane and tease and torment 
  her for getting above her station. If a fight breaks out, Golden 
  Throat won’t join in but will instead close her eyes and sing 
  loudly, hoping that the PCs will recognize her value and 
  if not help her at least leave her be to pursue her dream. If 
  allowed to pass unmolested, she will muster the nerve to 
  travel to Longhouse 5 and attempt to free Bragi. Remarkably, 
  while Revna Ravenstone wants to put all other trollkin to the 
  axe, if she hears Golden Throat’s story, she will agree to spare 
  the wannabe bard as she reveres Baldur and would rather not 
  chance offending the god if she can help it.
  LONGHOUSE 5
  This longhouse is empty save for a prisoner. Bragi 
  Skallagrimsson is a bard of Skaldholm (human, 1st-level 
  bard, neutral good). He is bound and gagged and tied to a 
  cot. The gag is fairly loose however as Golden Throat has 
  removed and replaced it several times. The other Mossbacks 
  would have tortured and killed Bragi already, but he knows a 
  secret about their cave, which he’s used as a bargaining chip 
  to keep himself alive thus far. If freed, Bragi, an inveterate 
  coward when it comes to combat, will not fight. He will 
  however be willing to cast cure wounds or heroism on a 
  member of the party. He promises a reward of 300 gp if he is 
  returned safely to Skaldholm. He doesn’t have any money on 
  him of course but is sure that he can get it.
  Bragi’s Secret. Bragi knows of an entrance to the shadow 
  road Shield Maiden’s Fancy. The entrance is located in 
  Cavern 3. Bragi once heard a song in Skaldholm that told of 
  the existence of the entrance as well as how to activate it. He 
  traveled here to find out if the verses are true, unwittingly 
  stumbling into the trollkin compound in the process. The 
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  1
  2
  3
  4
  5
  6
  Tower
  Tower
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  10
  song also hints at an intermittently appearing shadow 
  road that connects Shield Maiden’s Fancy with the Raven’s 
  Road. If accurate, Bragi might be able to use it to return to 
  Skaldholm, something he would very much like to do.
  LONGHOUSE 6
  Three trollkin play dice games at a table. One of them, Cleft 
  Ear, is winning, much to the annoyance of the other two. 
  Cleft Ear was the one who found Bragi Skallagrimsson first. 
  When he did, he lifted a gold bar worth 50 gp off the bard 
  that Bragi brought as a requirement for the ritual to activate 
  the ley line and open the shadow road. The gold bar is in a 
  satchel hidden under a stone in the floor of the longhouse—
  DC 15 Wisdom (Perception) to spot. The other two trollkin 
  are becoming suspicious at the way Cleft Ear keeps glancing 
  nervously at it. If the fight goes against them, all three 
  trollkin will flee to the caverns, but Cleft Ear will attempt to 
  recover the bar on the way out.
  HILLSIDE CAVERNS
  The small cave system in the hillside is really a winding 
  tunnel that loops back under itself, widening in places 
  into three caverns along its length and at its terminus. 
  The tunnel is roughly 10 feet wide with ceilings 10 feet 
  overhead. The ceiling rises in the caverns to a height of 15 
  feet. Just inside the entrance, the passageway forks with 
  the right hand passage leading down some rough-hewn 
  stone steps to Cavern 2 while the left hand passage travels 
  forward, descending more steps and broadening to form 
  Cavern 1 until passing under itself to reach Caverns 2 and 3. 
  Torches have been set in the walls of each cavern, affording 
  decent illumination and casting the tunnels between 
  them in dim light.
  A well-trodden path through the woods leads to a cavern 
  entrance set into the side of the hill. How far it goes into the 
  ground, you can’t tell, but it is obvious from the footprints 
  that trollkin have come and gone this way quite often and 
  quite recently.
  Two trollkin bandits are stationed here, guarding the 
  cave. They stand one to either side of the entrance way, 
  just inside and lurking in the shadows—DC 15 Wisdom 
  (Perception) to notice them. If a commotion has broken out 
  in the compound, they will take the Ready action, prepared 
  to strike any non-trollkin entering. They have been tasked 
  to remain here and won’t leave this station. However, if they 
  can tell that the fight has gone against the Mossbacks and 
  they haven’t been reinforced by any trollkin fleeing from the 
  longhouses, they might try to bargain for their safe passage 
  with the treasure in Cavern 3, in which case they will try to 
  trick the PCs into taking the stairs down where the captured 
  owlbear awaits in area 2. 
  CAVERN 1
  Two trollkin are here, protecting a group of five trollkin 
  children who range in age from toddler to young teen. Also 
  present is the albino worg pup stolen from the White Worg 
  Reavers. The children are playing with the puppy when the 
  PCs arrive. The trollkin adults offer only a token resistance 
  before begging the PCs not to harm their children. However, 
  if she learns about the children, Revna Ravenstone will want 
  to slay them all to prevent the start of a blood feud. If the 
  PCs intend to prevent the children’s deaths, it will require 
  some very persuasive argument to sway Revna’s mind, 
  possibly even invoking wergild of the trollkin before she 
  will agree to let them go (see Midgard Worldbook for more 
  information on wergild).
  CAVERN 2
  In one of their forays into the forests, the Mossback Raiders 
  managed to capture an owlbear. They’ve chained the 
  creature at the foot of the steps leading into this cavern. 
  The chain allows the owlbear to reach and attack anyone 
  coming down the steps. However, its range of movement 
  doesn’t extend to the tunnel leading from Cavern 1 or into 
  Cavern 3. The Mossbacks know this and always enter and 
  exit by taking the longer route. They’ve also been taunting 
  and starving the unfortunate owlbear, hoping to make it 
  particularly vicious. The owlbear is smart enough to know 
  who its persecutors are however, so if freed and within sight 
  of a trollkin, things might not go as the Mossbacks expect. 
  CAVERN 3 
  The leader of this branch of the Mossback Raiders is a 
  trollkin raider named Swift Death. She is here, studying the 
  far wall of the cavern in a futile attempt to understand the 
  magic that opens the shadow road entrance. She hopes to 
  be able to utilize the shadow road to extend her territory 
  and further her ambition to raid across the Northlands. She 
  keeps a not-fully-tamed giant boar named Snot Snout as 
  a pet and who follows her heels like a dog but isn’t above 
  taking the occasional bite out of other Mossbacks. She wears 
  a magical necklace known as the baleful eye of Chernobog 
  (see Appendix). 
  When accosted, Swift Death will first use the baleful eye 
  on any dwarves in the party before attacking along with her 
  giant boar. The boar doesn’t respond to her commands, but 
  Snot is a savage creature that doesn’t require provocation 
  
  11
  to attack intruders. Rather, it is preventing the boar from 
  attacking that might prove difficult.
  Shadow Road Entrance. Bragi Skallagrimsson is correct 
  that there is indeed a shadow road entrance here. In a 
  natural alcove in the far wall of the cavern, there is a symbol 
  carved into the stone that resembles a winged wolf. On the 
  floor in front of this carving is a perfectly symmetrical hole. 
  If not less than 50 gp worth of gold is melted down and 
  poured molten into the hole, the far wall of the cavern will 
  dematerialize for 1 minute before returning to solid stone 
  (3d10 force damage to creatures standing in the space of the 
  cavern wall when it rematerializes). Anyone passing through 
  the wall at this time enters a tributary of Shield Maiden’s 
  Fancy that swiftly ascends a mountain pass. What’s more, 
  entering Shield Maiden’s Fancy from this passage and only 
  this passage, allows travelers to spot an otherwise hidden 
  mithral bridge that reveals itself after a day’s travel and links 
  this shadow road with the Raven’s Road. The bridge was 
  built by the elves long ago and has been forgotten in all but 
  the bard’s song.
  Treasure. A locked chest in the corner—DC 14 Dexterity 
  check to open—contains the results of the trollkin’s raiding. 
  They have amassed 1,800 cp, 1,100 sp, 50 gp, eight gems 
  worth 50 gp each, a spell scroll containing the cantrip acid 
  splash, a potion of climbing, and three potions of healing.
  Conclusion 
  Once the trollkin have been killed, captured, or run off, the 
  PCs will have earned an ally in the White Worg Reavers 
  and have the beginnings of a reputation in Wolfheim. 
  Meanwhile, Revna Ravenstone will be in a good mood, 
  feeling that honor has been satisfied. She’ll be especially 
  amenable should she learn of the baleful eye of Chernobog’s 
  powers as it absolves her guilt at what she thought was 
  weakness of heart in her reavers. Regardless, Revna will 
  gladly agree to the loan of two longships to vom Meer, 
  tasking several reaver dwarves to accompany the ships on 
  their return with the Wellenreiter. She may, at the GM’s 
  discretion, lay claim to some of the treasure stored in the 
  cave if it was found since some of it was taken in the raid 
  upon the White Worg compound. Or she may feel that the 
  PCs have earned it for their aid. Revna will also lay claim 
  to the trollkin compound as it will make a new base of 
  operations for the White Worg Reavers, though she would 
  gladly share it with her new honorary members if they wish 
  to claim it as well. 
  Further Adventures 
  If the PCs wish to continue following the threads of this 
  story, they can seek to track down more Mossback Raiders. 
  The trail might lead them to the village of Nargenstal, the 
  setting of the adventure “The Raven’s Call” and another 
  encounter with the trollkin. Alternatively, vom Meer may 
  wish to enlist their aid in another quest. He may send them 
  to Skogarholm in the Wolfmark to negotiate safe passage 
  for his ships, or perhaps he has trade interests in Björnrike 
  or seeks to bolster his reputation by finding a lost dwarven 
  relic rumored to be in an abandoned hold deep inside 
  Huldramose. Finally, should they survive, either Bragi or 
  Golden Throat or both may enlist the PCs to escort them 
  safely to Skaldholm.
  APPENDIX
  To make your life easier, some of the bits used in this 
  adventure are provided here.
  TROLLKIN BANDIT
  Medium humanoid, neutral
  Armor Class 14 (hide armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Senses passive Perception 10
  Languages Common, Trollkin
  Challenge 1/4 (50 XP)
  Regeneration. The trollkin regains 1 hp 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 hp and 
  doesn’t regenerate.
  Thick Hide. The trollkin’s skin is thick and tough, granting 
  it a +1 bonus to armor class. This bonus is included in 
  the trollkin’s AC.
  Actions
  Handaxe. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 1) 
  slashing damage.
  
  12
  TROLLKIN RAIDER
  Medium humanoid (trollkin), neutral 
  Armor Class 14 (hide armor)
  Hit Points 32 (5d8 + 10)
  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 Common, Trollkin
  Challenge 1 (200 XP)
  Regeneration. The trollkin regains 1 hp 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 hp 
  and doesn’t regenerate.
  Thick Hide. The trollkin’s skin is thick and 
  tough, granting it a +1 bonus to armor 
  class. This bonus is included in 
  the trollkin’s AC.
  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 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage or 5 (1d8 + 1) piercing damage if used with two 
  hands to make a melee attack.
  BALEFUL EYE OF CHERNOBOG
  Magic item, uncommon, requires attunement
  A ruby orb set into a golden circle, the pendant of this 
  necklace somewhat resembles a malicious eye with the lids 
  draped across the ruby. The baleful eye has five charges. 
  Using an action, its bearer may expend a charge to cause 
  the eye to open. When this happens, all dwarves within 60 
  feet of the bearer must succeed on a DC 15 Wisdom saving 
  throw or behave as if under the effects of a fear spell. After all 
  charges have been expended, the baleful eye loses its power 
  and becomes an ordinary if ghastly necklace valued at 200 gp 
  to the right collector. 
  
  13
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