TEXT: Hall of Judgment
  Hall of Judgment
  Dómstóllinn
  By Douglas H. Cole
  By Douglas H. Cole
  
  Hall of Judgment
  markwisst tom
  
  i
  Playtesters and Proofers
  Alex Prewett, Christopher R. Rice, Cody Norton, Emily Smirle, Ernest Rowland, Euan Hastie, Jeremy Re, Joseph 
  Reynolds, Kevin Smyth, Kyle Norton, Luke Campbell, Merlin Avery, Peter Dell’Orto, Tim Ponce
  ISBN: 978-0-9983354-9-0 (Softcover); 978-0-9983354-6-9 (PDF)
  Design and Writing
  Douglas Cole (Lead Author)
  Euan Hastie (Additional Material)
  Timothy Ponce (Additional Material) 
  Christopher R. Rice (Additional Material)
  Kevin Smyth (Additional Material)
  Production
  Todd Crapper (Layout Template)
  Douglas Cole (Layout Execution)
  Todd Crapper (Graphic Design)
  Douglas Cole (Art Direction)
  Art and Maps
  Douglas Cole 
  (Cover Design)
  Juan Ochoa 
  (Front Cover)
  Glynn Seal 
  (Cartography)
  Bogie Maps 
  (Dan Roy)
  Hall of Judgment © Gaming Ballistic, LLC 2018
  The following is designated as product identity of Gaming Ballistic: Gaming Ballistic, Hall of Judgment, and Norðlond are trademarks of Gaming Ballistic, LLC. The Norðlond 
  setting and all proper names, storylines, history, plots, locations, and characters relating thereto are copyright 2018, Gaming Ballistic, LLC.
  The Dungeon Fantasy Roleplaying Game™, Powered by GURPS®, GURPS®, and the names of all products published by Steve Jackson Games Incorporated are trademarks or 
  registered trademarks of Steve Jackson Games Incorporated, and used under license. The Dungeon Fantasy Roleplaying Game™ and all derived works © 2017 by Steve Jackson 
  Games Incorporated. All rights reserved. 
  The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. 
  Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights 
  is appreciated.
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  Hall of Judgment
  Hall of Judgment
  Domstollinn
  
  iiii
  Hall of Judgment
  TABLE OF CONTENTS
  KicKstarter BacKers �������������������������������� iv
  NorðloNd Glossary ��������������������������������������v
  Foreword ����������������������������������������������������� vi
  PreFace ������������������������������������������������������� vii
  A Modest ProPosAl ������������������������������vii
  revisiting the hAll ������������������������������viii
  of lengi lAs ekki ��������������������������������viii
  More Where this CAMe froM ���������������viii
  isFjall �������������������������������������������������������������1
  the MountAin of iCe �����������������������������1
  history ��������������������������������������������������1
  geogrAPhy And resourCes ������������������������3
  MAgiC ����������������������������������������������������3
  the norðlonders ������������������������������������3
  high And Mighty ���������������������������������4
  JArls, kArls, And thrAlls ����������������������� 4
  Clergy And religion ��������������������������������5
  guilds And MerChAnts ��������������������������� 6
  isfJAll City life ����������������������������������� 8
  visitor’s guide �������������������������������������� 8
  lAW And (dis)order ������������������������������� 8
  festivAl of the Week ���������������������������� 9
  goods to Buy And sell ��������������������������� 12
  serviCes AvAilABle �������������������������������� 15
  helP WAnted �������������������������������������16
  odd JoBs ����������������������������������������������16
  ruMors: Mission CritiCAl ��������������������16
  the lost hAll of JudgMent �����������������17
  the jourNey ������������������������������������������������19
  the loWlAnds ����������������������������������� 20
  hills And vAlleys ������������������������������ 20
  the frosthArroW �������������������������������21
  enCounter desCriPtions ����������������������21
  Wilderness survivAl �������������������������� 26
  eAting And drinking �����������������������������26
  field dressing gAMe �����������������������������26
  WeAther And teMPerAture ��������������������27
  CliMAte in isfJAll ������������������������������� 29
  loGiheimli ruiNs ����������������������������������������� 31
  the fortress And BArroWs �������������������� 31
  the gAtes ��������������������������������������������32
  livestoCk enClosure �����������������������������32
  the teMPle: logihóll ���������������������������32
  living And visitors QuArters �����������������33
  longhouses And sMithy��������������������������33
  the BArroW gAte �������������������������������� 34
  the honored Questors �������������������������35
  villAger’s rest�������������������������������������35
  A sturdy door �������������������������������������36
  dómstólliNN ������������������������������������������������39
  the roPe Bridge �����������������������������������39
  sPloosh����������������������������������������������� 40
  the ridge PAth ����������������������������������41
  rivAl ClAiM ������������������������������������������41
  grAsPin’ AsPen, sPruCe noose ��������������� 42
  dreAd river �������������������������������������� 43
  the rAPids �������������������������������������������43
  dire strAits ���������������������������������������� 44
  hoBs on PAtrol ������������������������������������45
  the vAlley PAth ��������������������������������46
  When norðAlfAr AttACk ���������������������� 46
  the CliMB ��������������������������������������������47
  the dóMstóllinn �������������������������������48
  the sACrifiCe gAte ������������������������������� 48
  the strong gAte ���������������������������������� 48
  inside the hAll �������������������������������������50
  overWhelMed! �������������������������������������52
  Journey hoMe ���������������������������������������53
  NorðalF warreNs �������������������������������������55
  south WArren ����������������������������������� 56
  
  iii
  iii
  outer entrAnCe ������������������������������������56
  inner foyer (trAP A) ����������������������������56
  trAP B �������������������������������������������������56
  CoMMon rooM ��������������������������������������56
  BoWling for Boulders (trAP C) ��������������57
  sleePing ChAMBers (A And B) �����������������57
  ClAn leAder’s rooM ������������������������������57
  treAsure ChAMBer ��������������������������������59
  north WArren ���������������������������������� 59
  entrAnCe����������������������������������������������59
  AMBush ������������������������������������������������59
  sleePing ChAMBers ������������������������������� 60
  CoMMon rooM ������������������������������������� 60
  glAdiAtor ArenA ��������������������������������� 60
  Chief’s CounCil ChAMBer ���������������������� 60
  MAgiC CirCle ��������������������������������������� 60
  treAsure hoArd �����������������������������������61
  FaNtastic duNGeoN GraPPliNG �����������������62
  grAPPling AttACks ��������������������������������62
  grAPPling defenses �������������������������������63
  grAPPling effeCts ���������������������������������63
  After A grAPPle ���������������������������������� 64
  Monster trAits ��������������������������������� 65
  Bestiary ������������������������������������������������������66
  Monster ClAsses �����������������������������������66
  AuroChs (Wild Bull)�����������������������������67
  BAndit ������������������������������������������������ 68
  BAndit Chief ��������������������������������������� 69
  BeAsts of Burden ����������������������������������70
  BoAr, Wild ������������������������������������������ 71
  deer (fAlloW) ��������������������������������������72
  (drunk) WArrior ����������������������������������73
  elk (red deer) �������������������������������������74
  fAerie noBle ����������������������������������������75
  ghoul ��������������������������������������������������76
  hrogn ��������������������������������������������������77
  hulder ������������������������������������������������78
  iCe Alf �������������������������������������������������79
  krABBAri ��������������������������������������������� 80
  krABBAri (Cont’d) ��������������������������������81
  MountAin CAt ���������������������������������������82
  MountAin goAt �������������������������������������83
  MountAin sheeP ����������������������������������� 84
  MylJA orMur ����������������������������������������85
  norðAlfAr vAriAnts���������������������������� 86
  norðAlf �����������������������������������������������87
  stórAlf ����������������������������������������������� 88
  elder stórAlf ������������������������������������� 89
  hoB ���������������������������������������������������� 90
  skeleton ����������������������������������������������91
  skeleton WArhorse ������������������������������92
  solitAry trAPPer ����������������������������������93
  thurs ������������������������������������������������� 94
  ÚlfJArl ������������������������������������������������95
  vAettr ������������������������������������������������ 96
  vAknAtré ���������������������������������������������97
  Wolf �������������������������������������������������� 98
  ZoMBie (vAettrhrogn) �������������������������� 99
  samPle characters ��������������������������������100
  Be PrePAred ���������������������������������������100
  sAMPle ChArACters 
   ���������������������100
  lisBet vinsdottir �������������������������������� 101
  gArJA hArsdottir �������������������������������102
  Jóngeirr leonhArdsson������������������������104
  guðMunder BJörgólfsson �������������������� 105
  horie �������������������������������������������������106
  kAMilAh, dAughter of sABAh ���������������� 107
  rAgnAr rAgnArsonsson������������������������108
  rAngold stArrisdottir ������������������������ 110
  rAngold stArrisdottir ������������������������� 111
  Pálni MAkAntisson ������������������������������112
  gAreth “the egg MAn” BAdAPPle ����������113
  toMAs hildirsson ������������������������������� 114
  vrin iken “the fireBrAnd” �������������������115
  hrothgirr riffinBruður �����������������������116
  CAeCiliA sChWertfeger �������������������������117
  skAði tóMurMAkki �������������������������������118
  viggo WiglAnd ������������������������������������119
  iNdex ����������������������������������������������������������120
  taBle oF coNteNts
  
  iv
  iv
  Hall of Judgment
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  J.C. Connors
  J. Evans Payne
  Jacob Dresch
  James A Robertson
  James S. McCoy
  jamie
  Jared Buntain
  Jared Groth
  Jason Buchanan
  Jeff Eppenbach
  Jeff Lees
  Jeremy Wilkerson
  Jeromy French
  Johan Svenson
  John B Harmon IV
  John Buczek
  John ‘johnkzin’ 
  Rudd
  Jonathan Maw
  Jonathan Watts
  Joseph Fries
  Juan Cruz Balda 
  Berrotarán
  Justin Yoder
  Jörg Hoss
  Jürgen Hubert
  Karl Bergman
  Ken Finlayson
  Ken Foubert
  Kevin Mitcham
  Kevin Myers
  Kevin Patterson
  Korrey Furler
  Kris Zaragoza
  Leandro Batista 
  Gomes
  Linsolv
  Ludovic Chabant
  Luke Watt
  MA Lloyd
  Marcus Orealias
  Mark A. Schmidt
  Mark Carter
  Mark Mealman
  Mark Z
  Martha 
  Crutchfield
  Martin Blake
  Mathis Ommen
  Matthew Nelson
  Matthew Scott 
  Schultz
  Matthew Winslow
  Matthieu Clog
  Mehrkat
  Merlin Avery
  Michael Cavanagh
  Michael Dingler
  Michael Hahn
  Michael Kelley
  Michael Kiai
  Mike Bloy
  Mike Welham
  Neil Coles
  Paul May
  Paul Myers
  Paul O’Connor
  Peter Sturges
  Peter V. Dell’Orto
  Philip Roy 
  Rezanow
  Phil Norfleet
  Pierre-Sébastien 
  Pouliot
  Pragmatic
  Randy Woods
  rayario
  Raymond Irvin
  Rev. Keith Johnson
  Richard Teijema
  Rich Spainhour
  RJ ‘Crispy’ Tatge
  Robert Fisher
  Ronald Whitehead
  Rory Fansler
  Rupert Boleyn
  S. A. Fisher
  Scot Ryder
  Scott Sostack
  Sean Nicolson
  Seannon Michael 
  O’Daniel
  Seth Klein
  Shai
  Simon Fox-Mella
  sjard
  Skean
  SMIF
  speedknob
  Staffan Björk
  Stephen Gill
  Stevekraken
  Steven Lord
  Steve Sweet
  Stuart Whitehouse
  T B
  Terry Olson
  Timothy Baker
  Timothy Ponce
  Tom ffrench
  Turbiales
  Walter F. Croft
  Wes Fournier
  William Eric Nail
  William S. Toll
  Wyatt Sheffield
  
  v
  Term
  Pronunciation
  Notes
  Alf
  AHLF
  A generic term for faerie in Norðlond
  Alfar
  AHLF-ahr
  Plural of alf
  Alþingi 
  AHL-ting-yay
  Town council meeting
  Ána Rottur
  AHL-nah Roh-tyr
  River rat; those that ply the waters be-
  tween Isfjall and the rest of Norðlond seek-
  ing riches through commerce
  Braeðralag
  BREYE-dthra-lach
  Brotherhood. The loose organization of 
  Torengur who worship a common Aesir in 
  a settlement
  Dánarhátið
  DAHL-nar-hal-tidth
  The Valor Festival, held in late fall/early 
  winter
  Eðlafolk
  EYE-dth-la-folk
  Lizard folk; servitors and warriors for the 
  true dragons
  Einmannafjall
  AYN-mahn-nah-fyath
  Lonely mountain
  Firkinbarn
  FYEER-kehn-barn
  “Child firkin,” a barrel of liquid with roughly 
  seven gallons capacity
  Gangaeðla
  GONG-eyedth-lah
  Lesser dragonkin; "leg-lizards." Kobolds.
  Gestur
  GUESS-tur
  Guest, visitor, or tourist
  Guðrun
  GUDTH-ruun
  God’s secret lore; messages and command-
  ments from the Norðlond gods
  Hafura
  HAH-vur-ah
  Tall Pine forest. Oddly enough, also “goat”
  Hrogn
  HROH-ken
  Spawn; used for small demons and the 
  manifestations or creations of certain 
  undead
  Hulder 
  HUHL-duhr
  A beautiful faerie with subtle animal fea-
  tures, such as a cow’s tail or furry legs, and 
  often an opening on her back the consist-
  ency of bark.
  Huskarls
  HOOS-kar-uhls
  The pledged military retainers of a jarl. Not 
  necessarily always warriors (they may be 
  spellcasters)
  Idunite
  IH-doon-ite
  The clerics of the Goddess of Renewal are 
  sometimes referred to as Idunite priests
  Isfjall
  EYEZ-fyath
  Ice Mountain. A town in the northwest 
  corner of Norðlond
  Jarl
  YARL
  The chiefs of Norðlond; more broadly, a 
  generic term for the noble class, or “folks 
  in charge.”
  Jökull 
  YER-kull
  Literally “glacier.” Refers to those that stay in 
  Isfjall year round.
  Karl
  KAHRL
  The bulk of the Norðlond people, neither 
  chiefs (jarls) nor slaves (thralls). Indicates a 
  free yeoman, landowner, or equivalent
  Krabbari 
  KRA-ba-ree
  A crab-like demon with giant pincer claws. 
  It appears in this glossary for no particular 
  reason. Really.
  Lögfræðingur
  LUGH-fra-dthing-uhr
  The Law Bringer. A powerful enchanted 
  sword.
  Logiheimli
  LOW-yi-haym-lee
  Law Home. A fortified town, lying in ruins 
  for over 500 years.
  Muspelheim,
  MUHS-pell-haym
  The realm of fire, home of demons
  Term
  Pronunciation
  Notes
  Mylja Ormur
  MEEL-ya Orm-uhr
  Crushing worm. A writhing, poisonous 
  degenerate dragonspawn
  Norðalf
  NORDTH-ahlf
  A small, capricious, malicious faerie found 
  in Norðlond, especially near the Frost-
  harrow
  Norðlond
  NORDTH-lund
  The barbarian lands in the far north of the 
  continent. 
  Seax
  SAY-acks
  A term used for a long, single-edged 
  knife or a short single-edged sword. The 
  Norðlonders don’t much distinguish.
  Sérstakt Konar 
  Heimskur
  SEE-ehrr-staht CONE-ahr 
  HAYM-skoor
  “A special kind of stupid.” In Isfjall, used 
  nearly exclusively for those that wander 
  alone in the wilds near the Frostharrow.
  Slátrun
  SLAU-troon
  Slaughter. The annual meat harvest of do-
  mestic animals, held in October.
  Snjófugl
  SNYOH-vigk
  “Snow-bird.” A nickname given to those 
  who live in Isfjall only during the summer, 
  and “fly home” to warmer weather in win-
  ter. Only the rich can afford this.
  Stóralfar
  STOHR-ahlf-ahr
  “Large” or “Big” faerie. Man-sized alfar.
  Svartalfheim
  SVAHRT-ahlf-haym
  Dark elf home. The spirit realm of faerie 
  pocket dimensions
  Thegn
  THAYNE
  A particularly well-respected or wealthy 
  karl. The word conveys a sense of personal 
  power and influence and is a descriptor, 
  rather than a title.
  Thurs
  THURZ
  A large faerie, related to trolls
  Úlfjarl
  UHLF-yarl
  Wolf-lord. A Norðlond term for dire wolves
  Vaettr
  VIE-tyrr
  Literally “spirits.” The undead corpse of a 
  fallen, angry warrior refused entry into the 
  afterlife and very bitter about the whole 
  thing
  Vaettrhrogn
  VIE-tyrr-hroh-ken
  Spirt-spawn. A type of zombie formed 
  when a vaettr kills a foe
  Vaknatré
  VAHK-nah-tray
  Awakened trees. Also here for no particular 
  reason.
  Vatnvikur 
  VAHT-ehn-vik-uhr
  Water week. A barrel holding seven gallons 
  of water, enough for one active person for 
  one week.
  Veiddarlond
  VAY-tahr-lund
  The Hunted Lands. A region in Norðlond 
  that is overrun with faerie
  Vesturham
  VEST-uhr-hahm
  The mountain range that forms the 
  western border of Norðlond. The north-
  ern reaches of the Vesturham range are 
  towering peaks, home to faerie, called The 
  Frostharrow
  Viðskipti
  VIDTH-skip-tee
  Bronze blades used to barter for one’s life if 
  caught by faerie alone. A taboo subject.
  Weregild
  VEHR-yeld
  Payment to an injured party as redress for 
  a crime or slight
  Wodenheim
  WOH-dinh-haym
   A town on the east shore of Lake Odin
  Ýlir
  EEE-lihr
  The name of the Allfather’s Hunt, a festival 
  and bonfire ending with the Winter Solstice
  NORÐLOND GLOSSARY
  Glossary
  The glossary gives Norðlond terms used in Hall of Judgment, their pronunciation, and a brief description 
  of the word or phrase’s meaning.
  
  vi
  vi
  Hall of Judgment
  FOREWORD
  by Sean Punch
  I’m the designer of the dungeon fantasy Roleplaying 
  game, so it should come as no surprise that when 
  the game got the green light on January 18, 2016, 
  I was thrilled! Steve Jackson Games kept the 
  project largely under wraps at first. Still, we knew 
  we’d need our loyal freelancers onside to create 
  supporting content, so we let them in on the secret 
  almost at once.
  The first author to express an interest in boosting 
  the signal—within the week, in fact—was Douglas 
  Cole, mastermind of Gaming Ballistic. He proposed 
  interviewing SJ Games staff about the game on 
  Gaming Ballistic’s “Firing Squad.” We agreed, and 
  Doug interviewed CEO Phil Reed on August 31, 
  2016, and Yours Truly on September 7, 2016.
  Doug also put his money where his mouth was, 
  backing the dungeon fantasy Roleplaying game 
  Kickstarter at the “Private Game Session at Gen 
  Con 2017” level. That was the opposite of cheap—
  especially because it meant Doug had to travel to 
  and attend Gen Con in August 2017. There, he and 
  I discussed the possibility of future support for the 
  game, but SJ Games wanted to see how the game did 
  before committing to anything.
  Doug remained a high-profile supporter as 
  summer became autumn became winter. Then in 
  January 2018, discussion began in earnest between 
  SJ Games and Gaming Ballistic: Doug proposed 
  adapting lost Hall of tyR as Hall of Judgment, a 
  licensed mini-setting and scenario for the dungeon 
  fantasy Roleplaying game.
  At SJ Games, we don’t issue many third-party 
  licenses for our games because we have exacting 
  standards. We agree to partnerships only with 
  people we know and trust. As it happens, Doug was 
  known to us as a longtime playtester, as a regular 
  contributor to our ‘zine, Pyramid, and as the author 
  of guRps maRtial aRts: tecHnical gRappling. He 
  earned our trust by doing a great job, being on time 
  and organized, and always keeping us posted on the 
  progress of his projects.
  Thus, when the people who make decisions asked 
  those who work on games, “Is this a risk worth 
  taking?”, our answer was, “Yes!” That didn’t settle 
  the question, but it improved already-good odds: 
  We owed Doug for all the support he had given 
  us over the years—in particular for being one of 
  the loudest unpaid voices promoting the dungeon 
  fantasy Roleplaying game—and we knew he was 
  someone who could deliver.
  Which brings us to where we are today: Hall 
  of Judgment, designed by Douglas H. Cole and 
  crowdfunded by you. And by backing this project, 
  you’ve done something else: You’ve sent a message 
  to SJ Games that there are lots of gamers willing 
  to buy third-party content for the dungeon fantasy 
  Roleplaying game.
  So what does that actually mean?
  For one thing, it bodes well for Doug. tHe Hall of 
  Judgment Kickstarter was fully funded on opening 
  day and is past the 400% mark as I write this. 
  Nothing succeeds like success, so odds are that 
  if Gaming Ballistic asks SJ Games for a license to 
  publish more dungeon fantasy Roleplaying game 
  content, we’ll agree. Enthusiastically.
  For another, it bodes well for dungeon fantasy 
  Roleplaying game fans and fans of SJ Games products 
  in general. We now have evidence that licensing 
  third-party publishers to crowdfund content for 
  our games pays off. That isn’t a guarantee we’ll agree 
  to every proposal—our standards remain exacting, 
  and we still prefer people we know and trust—but it 
  means we’ll listen. Intently.
  But here’s the final and most important test: Do you 
  like Hall of Judgment? I think it’s cool, and I hope 
  you’ll agree!
  Sean Punch,
  GURPS Line Editor,
  Steve Jackson Games
  July 9, 2018
  
  vii
  vii
  PREFACE
  PREFACE
  I wrote lost Hall of tyR for GenCon 2017 to showcase 
  the rules in dungeon gRappling (released in 2016). 
  dungeon gRappling is an OGL product for several 
  versions of the lead fantasy RPG. It makes grappling as 
  important, exciting, and enjoyable as it has appeared 
  since the first stories told by humans, all the way up to 
  pulp action and onto the silver screen. It is also based 
  on my prior work for Steve Jackson Games—guRps 
  maRtial aRts: tecHnical gRappling. While that book 
  is conceptually solid, repeated noodling and play 
  experience allowed me to improve it, though not for 
  guRps or poweRed by guRps. At least not yet.
  a modest ProPosal
  I mentioned to Steve himself that I thought the project 
  I was working on—an adventure for my dRagon HeResy 
  game—would work well for the dungeon fantasy 
  Roleplaying game. He seemed interested, and I filed 
  that under “ask again later.”
  Then the dungeon fantasy Roleplaying game hit the 
  streets. The boxed set was beautiful and playable. It 
  had great production values. Sales, on the other hand, 
  didn’t show the breakout behavior that demands 
  follow-up print runs. The PDFs, on the other hand, 
  are available and support in the form of pyRamid full 
  issues and articles continues.
  I decided to ask for a license to convert lost Hall of 
  tyR into a dungeon fantasy Roleplaying game product, 
  and ultimately Steve Jackson Games was interested 
  enough to allow a proposal. My pitch was “I have a 
  published book that was a 2-4 hour one-shot; I’d like 
  to turn this into explicit dungeon fantasy Roleplaying 
  game support and expand it to provide more options, 
  more agency, and more awesome.”
  Then I waited. Patiently, I swear. Much to my 
  amazement, they said yes, and we agreed April 1 
  was a delightfully horrible date to announce third-
  party support for a core RPG product, in this case, 
  the dungeon fantasy Roleplaying game boxed set. 
  The responses were at times extremely colorful, but 
  ultimately folks were pleased at the development.
  I spent a lot of frantic time putting the dRagon HeResy 
  Rpg into its finished state. I sent it to the printers on 
  June 18, launching the Hall of Judgment Kickstarter 
  on June 19: the very next day. The response to Hall of 
  Judgment blew me away—thanks for that!
  
  viii
  viii
  Hall of Judgment
  revisitiNG the hall
  The expansion of the adventure enabled me to revisit 
  some of the concepts of lost Hall of tyR. It would 
  get an expansion and mini-setting. I loved dungeon 
  fantasy: caveRntown and “Town” in this game got the 
  same treatment.
  The journey to the Hall was now a core adventure 
  segment. This encouraged me to ask Glynn Seal if he’d 
  do cartography (he said yes). Now there’s an amazing 
  map the players can consult to figure out how to get 
  from A to B…plus four more!
  More agency! Less Linear! That required reworking 
  plot devices, plus I tossed in three mini-dungeons. Yay, 
  content.
  The main adventure got a rework for geography, and 
  the magic in the dungeon fantasy Roleplaying game 
  enables different things than the original work. That 
  was actually strongly beneficial.
  oF leNGi las eKKi
  That’s “too long, did not read” in Icelandic.
  The adventure is in several parts:
  Town (called Isfjall). Whether the players are locals 
  or visitors, Isfjall has something for you. Having the 
  party wander into town in the middle of a festival 
  was a great introductory device. There’s always 
  something important going on culturally. That also 
  allows the collection of rumors, and there’s some key 
  information that should fall into the player’s hands in 
  the table for ruMors: Mission CritiCAl.
  Travel. The journey to the Hall is long, and 
  reaches into the Frostharrow, a stronghold of the 
  winter faerie. Random encounters by terrain type, and 
  a wilderness survival section that is fast and simple to 
  resolve, but makes “man vs. nature” a real thing. You’ll 
  be glad for your barbarian or scout. And a cleric or 
  druid with Purify Food and Purify Water.
  Explore the Ruins. Easily bypassed…but if the 
  players come to Logiheimli, there’s great info to be had 
  there as to why rediscovering and opening the Hall is 
  important to Norðlond itself. Maybe the whole world, 
  because “that’s always the story.” (tHe mummy RetuRns, 
  2001)
  The Dómstóllinn. More Icelandic. Dómstóllinn is 
  pretty much literally “seat, hall, or throne of judgment” 
  in that language, and it’s a magical place. Why would 
  the God of Law come down to the mortal realm to chat 
  with even his favorite priests? The Hall of Judgment is 
  actually in the realm of the gods itself. And somehow, 
  a demon got in. So the Law God, with help from the 
  God of Thunder, and the Lord of Warding (and yeah: 
  that’s Tyr, Thor, and Heimdallr with the serial numbers 
  lightly etched off for portability) sealed off this vital 
  conduit to their people, and Norðlond has suffered 
  ever since. If the players can redress the balance, the 
  reward will be…well, more well than you can imagine.
  (Say it with me: “I don’t know: I can imagine quite 
  a lot!”)
  more where this came From
  As one might imagine, this isn’t my only idea, nor my 
  only adventure set in Norðlond. If it continues to do 
  well for me and for Steve Jackson Games, I hope to 
  do more. In fact, I hope that it does so well for both 
  that the demand for such things is insatiable, at 
  least insatiable by only me. A rising tide lifts all 
  longships, so grab your axe and come on board. 
  There’s raiding to be done!
  
  1
  Isfjall
  ISFJALL
  Nestled at the feet of the Vesturham mountain 
  range, deep in the midst of the Norðlond realm, is 
  a prosperous but isolated settlement called Isfjall. 
  It’s population oscillates between a “town” and a 
  “city,” depending on the season. During the summer, 
  population swells as folks surge into the area, 
  harvesting the natural resources of the area. In the 
  winter, these “snowbirds” flee, as the winters are 
  harsh and cruel even for the hardy Norðlonders. The 
  permanent residents like to say “Many are cold; few 
  are frozen.” The snowbirds disagree.
  Regardless, it is a seat of commerce, sitting on a river 
  that is navigable for nearly its entire length. It is also 
  dangerously close to the Frostharrow, stronghold of 
  the winter faerie.
  the mouNtaiN oF ice
  Isfjall isn’t quite the most geographically isolated 
  prosperous town in Norðlond—the city of Hvammr, 
  some hundreds of miles to the south, carries that 
  honor. It does hold the dubious honor of being the 
  most extreme in terms of geography and climate. The 
  Isfjall residents are obsessively—and loudly—proud 
  of this fact.
  history
  The town, like most in Norðlond, was created when 
  the Norðlonders fled south from a greater threat: an 
  ancient empire of dragons and other creatures that 
  had enslaved the humanoid populations. When that 
  empire fell, the now-freed population moved south 
  out of the conflict. Situated at the tip of a lake nearly 
  fifteen miles wide (and thousands of feet deep; the 
  lake’s origin is not entirely natural) that teems with 
  fish, Isfjall and Wodenheim (across the lake) vied for 
  supremacy in a not-entirely-friendly rivalry.
  
  2
  Hall of Judgment
  
  3
  Isfjall
  That rivalry was eventually settled the way most are 
  in Norðlond: by violence ending in marriage. The 
  Norðlonders are funny that way. The raiding died 
  down, but the victorious jarl in Isfjall had the time, 
  money, and interest to invest in the town. The jarl 
  constructed a dwarf-hewn long-keep and permanent 
  stone docks, and a walled, multiply-ringed town grew 
  around it.
  GeoGraPhy aNd resources
  While it gets extremely cold in the winter, driving 
  many of the residents (the wimpy ones, assert the 
  hard-core) to seek residences elsewhere, the natural 
  resources of the area make for a prosperous town. The 
  broad plain to the south of Isfjall is quite fertile, and 
  Lake Odin provides ample protein (some of the fish 
  are large enough to swallow a small boat, let alone 
  a fisherman).
  The lake is fed by the runoff from a spur of the 
  Vesturham mountain range, which looms over Isfjall 
  to the North, and a singular isolated ice-capped 
  peak—Einmannafjall—to the west.
  The hills to the north contain ample deposits of a 
  type of granite much sought-after in the south, called 
  goldstone, and the broad, deep Wodenain River allows 
  transport of the goods produced by Isfjall to several 
  large cities, flowing all the way to Raven’s Bay on the 
  Reiður Sea.
  In short, they produce ample food during a restricted 
  growing season whose yield is boosted by the inherent 
  magic of Lake Odin. Isfjall has access to luxury stone 
  goods, ample wood from the Hafura forest to the south 
  by way of Wodenheim. The prosperity of the town and 
  its substantial defensive fortifications help it thrive. 
  Víðir Stefánsson, the hajarl (high chief) of Isfjall is a 
  profoundly wealthy individual (see high And Mighty).
  maGic
  The use of magic of all sorts is important to Isfjall 
  and Norðlond in general. It’s a cold place with short 
  growing seasons, so druids (trevinur) and clerics, 
  plus the odd hedge wizard, work tirelessly to boost 
  crop yields, decrease growing times, and keep the 
  area prosperous.
  lAke odin
  Partially due to natural geography, and partially due to 
  supernatural tampering long ago, Lake Odin provides 
  a stabilizing and nourishing influence over the area. 
  Spells that are designed to upset the local climate, 
  such as hostile weather spells, are resisted by the lake’s 
  magic field as if it had HT 20. This field extends from 
  Wodenheim to the foot of Einmannafjall, for the largest 
  width of the lake itself.
  Food, Plant, and Water college spells are cast at +5, and 
  critical failures are treated as normal failures.
  the NorðloNders
  The Norðlonders are considered barbarians elsewhere, 
  but like any society, they have rules and customs that 
  they live and thrive by. Though in many ways the 
  Norðlond customs are coarse by other standards, it’s a 
  culture that works well for a people in a harsh climate 
  sitting on the border of the stronghold of treacherous 
  and deadly faerie to the north.
  In Isfjall, there are—broadly speaking—four types 
  of people.
  glACiers (Jökull)
  Those that live permanently in Isfjall are referred to as 
  jökull, or “glaciers.” Visitors who purposefully refer to 
  these hardy folks as ‘yokels’ are in for a four-knuckled 
  attitude adjustment.
  The jökull are stubborn, tough, and proud of their 
  chosen lives. They farm, fish, engage in wood-crafting 
  during the winter, and delight in stories of revelry 
  from (exaggerated?) tales of winter festivals, and 
  equally harrowing stories of raids of the norðalfar that 
  sweep out of the Frostharrow while the population of 
  the town is low.
  snoWBirds (snJófugl)
  “When the snow falls, the birds fly south.” The cyclical 
  population of Isfjall that leaves during the long, 
  frozen winter are referred to as “snowbirds,” and they 
  embrace the name. While somewhat derogatory, in 
  order to be a proper snjófugl, you have to be wealthy 
  or successful enough to be able to afford to leave during 
  the winter. That might be heading into the south on a 
  longship for raiding, moving to an alternate dwelling, 
  or other activities that keep a person busy through the 
  cold winter.
  
  4
  Hall of Judgment
  Even beyond the obvious (the winter is ridiculously 
  cold), a town such as Isfjall requires a huge influx of 
  materials that are much less expensive elsewhere. 
  Weapons and armor from Vopnferð and farther south, 
  grains, fruits and vegetables from the lush fields 
  and crops from central Norðlond, metalworking 
  necessities such as raw iron, steel, finished nails and 
  hardware, and other trade goods come to Isfjall in a 
  giant surge as the deep, isolating snows of winter fade.
  river rAts (ánA rottur)
  Connecting the snowbirds with the glaciers are the 
  “river rats.” These itinerant traders ply the deep 
  Wodenain river conducting trade between the five 
  major cities and countless villages along the river 
  itself. These water-folk are clannish and prone to 
  violence. They have to be—the culture of raiding and 
  plundering hits these sailors hard, as there can be a 
  huge amount of wealth in the holds of the deep-keeled 
  cargo ships that row along the Wodenain.
  Some river rats will winter in Isfjall itself (they are 
  usually affiliated with the shipping guild), while others 
  will maintain one or more dwellings along the river.
  visitors
  The rest of the population of Isfjall are the visitors 
  (gestur). They don’t live there, and frequently come 
  from outside even Norðlond, but are mostly welcome 
  nonetheless. They might be traders from far away, or 
  adventurers. The permanent residents of Isfjall are 
  wealthy but sometimes don’t seem to have much time to 
  enjoy their wealth: you can’t eat coin, and food, shelter, 
  and safety must still be provided against the very real 
  threats from natural and supernatural threats.
  As such, there are always things to do (see helP 
  WAnted) in Isfjall for those willing to do them. And if 
  the Norðlonders are a bit clannish and suspicious of 
  outsiders at first, much like their longhouses, the cold 
  exterior has a warm fire in the hearth inside.
  hiGh aNd miGhty
  The society of Norðlond is relatively “flat,” with 
  little differentiation between kinds of noble. 
  Personal honor, face, and influence provide informal 
  differentiation within the few formal hierarchical 
  levels. You can usually tell the “mighty” by looking at 
  them: Norðlonders tend to wear their wealth in the 
  form of embellished weapons and armor, jewelry, and 
  fine clothing.
  jarls, Karls, aNd thralls
  There are three levels to Norðlond society: jarls, karls, 
  and thralls.
  JArls
  Feudal duties flow to the royal house from the jarls 
  (chiefs, or nobles) to maintain their peerage status. 
  Each title reflects the duty that noble must pay to the 
  crown. There are only four noble titles in Norðlond: 
  hajarl (high earl or high chief), jarl (earl, or chief), 
  herra (lord), and riddar (rider, or landed knight). Both 
  men and women can hold primary title over a land 
  and rule in their own right. Only the royal house can 
  raise and maintain a standing army, with the other 
  nobles restricted to thegns, sometimes called huskarls. 
  Thegn may refer to any person that makes their living 
  as a professional warrior, proven dangerous in real 
  combat, while huskarl implies sworn allegiance to a 
  particular noble, who will provide arms and armor in 
  exchange for service.
  While titles are hereditary, they are not necessarily 
  permanent. Misrule to the extent that it threatens the 
  security of the kingdom, or a disruption in the revenue 
  flow that is so critical to Norðlond, could cause the 
  royal house to first have a stern conversation with the 
  noble in question, and if that fails, provide the title to 
  someone else. Thus far, Víðir, the hajarl of Isfjall has 
  given the king of Norðlond no reason to complain.
  The nobles may not maintain standing armies, but they 
  must provide guards and security to their cities, keep 
  their lands under control, deal with any marauders 
  (either monsters or monstrous people), and defend 
  against raids or punitive expeditions from other 
  houses and realms. One of the reasons that visiting 
  adventurers are so welcome in Norðlond—and Isfjall 
  in particular—is that providing such defense is a full-
  time job that stretches a jarl’s finances and resources 
  to their limit.
  
  5
  Isfjall
  kArls
  A freeman with their own land or property is called a 
  karl. They make up the bulk of the Norðlond society. 
  Prosperous karls may work many farmsteads, own 
  many businesses, and may be more influential than 
  some low-grade jarls.
  thrAlls
  The underclass in Norðlond are the thralls. Thralls are 
  considered valuable objects, and a person who is both 
  thrall and outlaw can be killed on a whim with no more 
  consequence than one might have over crushing an 
  insect under a hard-soled boot.
  Thralldom is not necessarily permanent: the thralls 
  are indentured rather than chattel slaves. They work 
  the land, act as porters and laborers, and stay part 
  of the thrall caste until their debt is paid. One of the 
  more common causes of thralldom is punishment 
  for a crime, especially killing in a non-righteous or 
  dishonorable manner.
  clerGy aNd reliGioN
  The religion of Norðlond is one of worship and 
  veneration for the pantheon (really an extended 
  family) headed by The Allfather and his wife The 
  Queen of the World. It is a truly polytheistic practice, 
  and the worship of any one particular god indicates 
  that one has an affinity with that deity’s realm 
  or area of influence, or the deity’s demeanor and 
  attitude towards life and conflict. It does not indicate 
  a disavowal of the power or existence of the other 
  gods. It is not considered polite (or wise) to speak ill of 
  another’s affiliation. Doing so can result in a challenge 
  to judicial combat as a matter of honor; extreme cases 
  might invite the gods themselves to intervene.
  Those that share a common affinity to a particular god 
  gather together to form a Braeðralag, or Brotherhood, to 
  share in the Guðrun: “God’s secret lore,” communicated 
  by the gods to their followers through the clerics.
  The worship of the Norðlond gods is a personal and 
  immanent connection. The gods are real, occasionally 
  walk the world, and converse with their followers 
  and their clerics. To be an atheist in Norðlond is to 
  be deluded, blind to the reality of the world. The 
  brotherhoods exist to provide connection between 
  those with a common interest in advancing the cause 
  of the gods with which they feel an affinity.
  Some important braeðralag are found in service of:
  The Allfather. Father of all the gods, patron of 
  foresight, wisdom, and knowledge. Beloved by bards 
  and sages.
  Goddess of Death. She rules over the underworld 
  and ensures that deceased Norðlonders are properly 
  sorted into the right destination in the afterlife. The 
  Goddess of Death also is the patron of old age.
  Druidism. The tree-friends, or trevinur, have a 
  multitude of spirits and divine beings to whom they 
  pay respects. Particularly important in Isfjall is the 
  Goddess of Springtime, the Goddess of the Harvest, 
  and The Lifegiver, god of fertility and prosperity.
  The Fates. These three goddesses hold great import 
  in Isfjall, and fortune, both good and ill, is laid at 
  their feet.
  God of Law. The patron of fair play, justice, and self-
  sacrifice. The cleric and holy warriors of the God of 
  Law are permitted to act as judges in judicial duels.
  Lady of Life. The goddess of renewal, healing, youth, 
  and springtime. Her followers are renowned as healers 
  of great skill. Her holy warriors are charged with the 
  aggressive protection of beauty, innocence, and peace.
  VÍÐIR STEFÁNSSON, HAJARL 
  OF ISFJALL
  The current hajarl (high lord) of Isfjall is Víðir 
  Stefánsson, of house Pennisverð. He is most 
  known for his skills as an administrator and 
  one of the more successful jarls in making 
  limited resources stretch to their utmost. 
  He is in his late fifties, immensely wealthy, 
  even given his high rank, and his public 
  persona is sober and serious: dwarves love 
  doing business with him.
  In private, he is jovial and displays a quick 
  and ready wit; he also displays a casual 
  facility with rune-based spellcasting that 
  most would never surmise.
  
  6
  Hall of Judgment
  God of Mischief. The lord of trickery, patron of 
  change, and king of revels. At least in Isfjall, there is 
  a famous yearly festival featuring a pun-off and prank 
  contest, which happen concurrently, much to visitors’ 
  consternation.
  Queen of the World. Wife to the Allfather, goddess 
  of magic, beauty, love, and transcendence. Lover of all 
  things valorous, her handmaidens seek out the bravest 
  dying actions amongst the living and reward them in 
  the afterlife.
  The Snow Queen. Goddess of winter and vengeance 
  served cold. And skiing! Harsh, unyielding but fair, 
  she provides a counterpoint to the dispassionate 
  perspective of the God of Law. She is considered the 
  patron of the Winter Games held every February.
  God of Thunder. Jovial and wild, the lord of storms 
  is considered to be the protector of mankind. Reckless 
  bravery in the Thunder-god’s name is praiseworthy 
  in Norðlond.
  Lord of Warding. The protector and gatekeeper, 
  sounder of the battle horn. Patron of commanders 
  and those that stand watch to safeguard others. Holy 
  Warriors of the Lord of Warding are accorded great 
  respect. His battle horn will summon gods and men to 
  battle at need, and throughout Norðlond, sounding a 
  horn is always construed as a warning or call for help.
  God of Wind and Sea. The patron of commerce as 
  well, those that follow him ply the winds and waters 
  in search of wealth. Contracts made in his name are 
  considered especially trustworthy. Also the patron of 
  death on the water.
  Guilds aNd merchaNts
  The hajarls have the power to 
  give licenses to merchants to 
  conduct trade to Norðlonders, 
  and that has mostly been 
  delegated to merchant guilds.
  Guilds seek to encourage 
  the growth and protection 
  of their kind of work, steer 
  apprenticeship and training, 
  and ensure the preservation of 
  crafting methods. A network of 
  crafting bards (iðnskalds) help 
  circulate this knowledge from 
  town to town (not always with 
  the guild’s strict approval). Craft 
  and professional guilds create 
  important social ties between 
  villages, towns, and cities, 
  providing common ground 
  and networking.
  They also regulate trade—
  sometimes brutally.
  iMPortAnt guilds
  The top guilds to contend with in Isfjall are:
  Directors of the Board. There is a cartel of 
  manufacturers of high-quality furniture that meets 
  each fall to discuss supply of these luxury items. Each 
  potential crafter petitions to make certain pieces, 
  secures needed materials, and makes commitments 
  to pay for those materials during a highly raucous 
  series of meetings held three or four weeks after the 
  fall equinox.
  CHANGE OF CASTE
  The Norðlond culture is based on that of the Vikings in Iceland, 
  more or less. While the society was flatter than in many other 
  places—including other Scandinavian lands such as the more-
  stratified Norway—it still had the lowest strata of society 
  occupied by thralls: slaves.
  That’s deservedly repugnant. What to do if that’s not right for 
  your game?
  Indentured Servitude. While harsh and brutal, an indentured 
  servant is at the very least not property. Since thralldom can be 
  part of a punishment, make the status of thrall more akin to a 
  prisoner. They have basic rights to their own body and cannot 
  be murdered or have other gross violations inflicted upon 
  them. It’s supposed to be a harsh life, but you can draw the line 
  such that it fits within your campaign’s expectations.
  Freedom! The natural instinct for most modern gamers 
  confronted with slaves is to free them. Run with this, recognizing 
  that that’s a major societal upheaval. May you fare better than 
  Spartacus and his allies!
  
  7
  Isfjall
  Mining Guild. This guild oversees the extraction 
  and sale of goldstone and valuable minerals from 
  the quarries north of Isfjall. The goldstone trade, in 
  particular, is heavily regulated. The practice of Earth 
  magic for the purpose of mineral extraction is handled 
  by the Mining guild, not the Wizard’s Guild.
  Mixologist’s Guild. The guild that regulates alchemy 
  and the making, sale, and identification of magical 
  and herbal potions calls itself the Mixologist’s Guild. 
  Much like the Directors of the Board, this is more of a 
  cartel or association than a licensing body. Potions are 
  brewed in the cold months of winter.
  Shipping Guild. The shipping guild keeps the docks 
  operating and regulates trade in and out of Isfjall. 
  They oversee loading and unloading of cargo (and will 
  provide crews) and own a considerable fleet of deep-
  hulled trading vessels ranging in size from 30 feet to 
  80 feet long, with cargo capacities from 15 to 100 tons 
  of goods.
  Wizard’s Guild. Naturally, there is a wizard’s guild 
  that oversees trade in magic items, provides magical 
  services, and keeps tabs on the magic emanating from 
  Lake Odin. As most magic, whether clerical, divine, 
  or otherwise in Norðlond is cast through the use of 
  magical runes to facilitate spells, any magic-user in 
  Isfjall is welcome to join this guild. Guest membership 
  for Norðlonders from outside of Isfjall is inexpensive, 
  and reciprocal membership with guilds in other 
  Norðlonder cities is arranged personally on a one-for-
  one basis by sponsorship.
  not guilds
  There are several crafts, trades, or practices that are 
  not regulated by guilds.
  Adventuring. The culture of Norðlond strongly 
  encourages acts of bravery, and seafaring (lake-
  faring) and raiding are common pastimes. There is no 
  adventurer’s guild, and every Norðlonder is expected 
  to be an adventurer at heart. The reality, of course, is 
  that fewer than 10% of any given population wanders 
  out seeking to be potentially killed and eaten by 
  monsters in return for vast glory. Nonetheless, that’s 
  the ideal. As such, private purchase and sale of found 
  loot is essentially unregulated.
  Fishing. Much like woodworking, fishing is simply a 
  way of life, and everyone who wishes to do so can build 
  or buy a boat and hit Lake Odin for take-out seafood.
  Healing. There are no guilds for healing services. The 
  clerics of the Goddess of Renewal are the best healers 
  in Isfjall (in truth, in all Norðlond), but these Idunite 
  clerics do not form a guild. They will provide (for a 
  modest fee; see heAling) healing services to anyone 
  who has a local sponsor, which means that adventurers 
  that cannot take care of healing themselves will need 
  to get in good with at least one local. Better make it 
  several, just to be sure.
  Woodworking. Nearly everyone in Isfjall seems 
  to be an expert—or at least has basic skills—in 
  wood-crafting. Norðlond is a historically metal-poor 
  realm, and while mining is ridiculously challenging 
  in the Norðlond winters, a healthy stock of fallen 
  trees kept to season allows woodworking safe and 
  warm indoors. While production of trade goods is 
  mediated through the furniture-making cartel, nearly 
  everything else, from shield-making to boat-building 
  to the construction of longhouses, is done by the 
  inhabitants themselves.
  unliCensed CoMMerCe
  The buying and selling of merchandise under the 
  purview of a guild is a jealously guarded ability. 
  Unlicensed trade undermines the ability for guild 
  members to make a living and is regarded as theft in 
  Norðlond society.
  Theft is bad. Very bad. Kill someone and take their 
  stuff honorably, sure…but don’t steal.
  Guilds tend to deal with violators with a simple 
  escalation process (first offered up as policy by Njáll 
  Stephenson and approved by the Alþingi of Isfjall):
   ¤
  A polite warning on first discovery, and a fine of 
  50% of the value of the sale. After all, perhaps 
  you didn’t know.
   ¤
  The second trespass will find the lawbreaker 
  cornered in a dark alley and beaten to within an 
  inch of their life.
   ¤
  The third time? There are truly monstrous fish 
  in the depths of Lake Odin, and your friends will 
  never find your tasty, tasty remains.
  
  8
  Hall of Judgment
  isFjall city liFe
  Isfjall, the city located at the foot of the perpetually 
  ice-covered solitary mountain to the west, is a bit of 
  a bimodal city. The hustle and bustle of the warmer 
  summer weather is transformed to comparative 
  isolation during the winter. The “glaciers” who 
  remain throughout the entire year are very proud 
  of their tenacity. The “snowbirds” that come and go 
  wonder whether the “glaciers” are entirely sane. A 
  mostly-friendly rivalry between the two groups is 
  always simmering.
  visitor’s Guide
  During the “spring,” summer, and early autumn, Isfjall 
  is a bustling trading down whose population can swell 
  to over 15,000 people. During the seemingly endless 
  winter, that value drops to perhaps 5,000 inhabitants, 
  as the snjófugl (snowbirds) flee the frigid cold and deep 
  snowfall for more temperate locales.
  During the summer, there is a lot going on. Trade of all 
  sorts and seemingly endless toil in the fields and crops, 
  as farmers attempt to get in more than one round of 
  magically-assisted crops before the winter sets in.
  There’s always something for adventurers and 
  freelancers to do (see helP WAnted).
  not More thAn one steP
  The Allfather has very specific advice for Norðlonders 
  where it comes to weapons and armor: Don’t leave 
  home without them. “A man in the country must not go 
  more than one step from his weapons; one can never 
  be sure when a spear will be needed by a warrior.” 
  Even more than in most places where delvers frequent, 
  the Norðlonders go about their day’s work armed and 
  (in many cases) armored. The tendency for arguments 
  and issues to be settled by anything from a genial 
  fistfight or wrestling match to a full-on blood feud 
  that extends to sometimes not-so-close family means 
  that one never quite knows who’s attacking whom 
  at any given moment. Men, women, and sometimes 
  adolescents will nearly always carry at least a long 
  knife or dagger, if not a short sword or fighting axe; 
  weapons that are also tools are favored for this. 
  “Casual” clothing is as often light mail or heavy leather 
  as cloth or wool, but the weapons are stipulated in the 
  texts, not armor. Going about armed is very normal, 
  though “armed for battle” versus “capable of protecting 
  yourself” are two different things.
  A side-effect of this is that those that go about 
  visibly unarmed (a wizard’s staff counts as visible 
  armament) will be tested for bravery and valor given 
  any opportunity. A quick stop in a tavern or for 
  conversation might bring a potential challenger who 
  might offer a probing insult or deliberate bump while 
  passing. To refuse this challenge is a sign of cowardice; 
  to accept and win considered a fine thing. The loser 
  may well invite the winner to an inn for a drink!
  Instead of arms and armor screaming “I’m a 
  troublemaker!” (adventuReRs, p. 110), failure to be 
  armed with at least a short weapon will bring -4 to 
  reactions. Wearing armor but not carrying an obvious 
  weapon will invite challenges to wrestling matches (-2 
  to reactions). Being armed for battle (shields, helmets, 
  full coverage, long weapons) as opposed to self-defense 
  is worth -0 to -4, depending on how impractical the kit 
  (a small shield, skull cap, mail, and sword might be 
  looked as OK; full plate, a spear, and a kite shield is -4).
  law aNd (dis)order
  All people in Norðlond are expected to follow the 
  guidelines of appropriate behavior and traditional 
  culture—even the royal house. When disputes arise, 
  they usually fall into two categories: affairs of wealth, 
  or affairs of honor.
  Affairs of wealth usually involve fair apportionment 
  of profits or ownership, where there’s a legitimate 
  conflict about how to interpret the same facts. These 
  disputes are usually brought to the hajarl’s city 
  court or an appropriate clerical one, although final 
  authority on matters of wealth lies with the hajarl, and 
  ultimately the king.
  Criminal acts, such as theft, murder, and unjust 
  violence are considered matters of honor. Simple 
  assaults and fights—“honest brawls between folk”—
  are to be handled personally, so long as no permanent 
  impairments result.
  Judicial combat is a possibility in Norðlond, with either 
  the wronged parties or their designated champions 
  fighting to prove who is in the right. A cleric or holy 
  warrior of Law or Winter (see Clergy And religion) 
  
  9
  Isfjall
  must witness the fight. The witness may allow or forbid 
  the use of champions to one or both parties, to tamp 
  down abuses.
  Crime, Weregild, and Judicial Combat. Weregild 
  payments (payment to an injured party as redress 
  for a crime), even for violations as serious as murder, 
  settle most criminal claims. When the accused and 
  the accuser cannot come to an agreement, the dispute 
  often leads to feuds between the families of the 
  involved parties. It is in the interest of the jarls to 
  encourage settlement before things get to this point. 
  Nevertheless, vengeance for a crime is considered 
  justifiable; it is the responsibility of the family to seek 
  appropriate redress.
  The most serious crimes have the penalty of thralldom 
  and outlawry—the criminal is no longer considered a 
  person in the eyes of the law. Anyone can do anything 
  to a convicted outlaw and will not be punished for 
  the act.
  Matters of honor (crime as well as personal insult and 
  injuries to reputation) can be decided by judicial duel. 
  A disputant must find an official witness as judge, 
  declare the matter, and make terms. Each combatant 
  can nominate a champion, and the judge can accept 
  or reject those champions. Combatants unwilling 
  to accept the terms of judicial duel will be under 
  great social pressure to come to a non-violent end. 
  Spellcasting is perfectly acceptable in judicial duels. 
  Such duels are fought before witnesses and depending 
  on the nature of the insult or issue end anywhere from 
  “first wounds taken” to “smoldering corpse.”
  A practice known as honor coin allows a wronged party 
  to sell the right to extract vengeance—in short, a 
  contractor or bounty hunter pays the wronged party 
  for the right to extract vengeance or justice on their 
  behalf. This is done when the party that feels wronged 
  is not capable of pursuing the claim. The contractor is 
  obligated to seek satisfaction through a magistrate or 
  religious tribunal first, and if that is unsatisfactory, 
  may pursue redress through judicial combat.
  Paying to kill another is murder, and dishonorable. 
  The honor coin is paid to the wronged party before an 
  approved witness/judge, and the pact recorded and 
  communicated to the jarls. It can be a fine line.
  Festival oF the weeK
  Life in Norðlond is hard, even so, on the average there’s 
  some sort of civic or holy celebration, feast, festival, 
  or commemoration every six days, and a substantial 
  festival every three or four weeks.
  From the players’ perspective, a festival is a fantastic 
  time to socialize, get to know the townsfolk, participate 
  in the local culture, and generally explore the town. 
  From the GM’s perspective, various competitions are 
  a nice, usually non-fatal way to introduce new players 
  to the particulars of fighting and struggle using the 
  dungeon fantasy Roleplaying game rules. It’s a great 
  opportunity for roleplaying and showing off the 
  abilities of the heroes.
  City-wide festivals will feature one or more or all 
  of combat competitions (brawling, wrestling, staff 
  fighting, axe throwing, knife throwing, knife catching, 
  archery, and simulated or not-so-simulated combat), 
  feats of strength, demonstrations of skaldic poetry 
  and song, crafting, cooking, ritual exchanges of formal 
  insults, punning, singing, swimming, belching, foot 
  races, boat races, sled races, ale-quaffing, fire-pepper 
  eating, dancing, climbing a greased pole, kissing, 
  polemics, cooking, and anything else that can be 
  thought of, argued over, or wagered on.
  There are at least two festivals or holy days each month 
  that would bring the people of Isfjall into the town 
  square, onto Lake Woden, each other’s homes, or into 
  their braeðralag for celebration, feasting, sacrifice, and 
  games. Some of the common ones are here, using the 
  conventional modern calendar for reference.
  The Norðlond year begins in March, with the equinox 
  recognized as the time of renewal and rebirth. It is a 
  time to take stock of the future and mourn those that 
  did not survive the winter.
  The Alþingi. The Alþingi is a gathering of much 
  consequence, where matters of law, honor, commerce, 
  and civics are discussed freely. It is not a governing 
  body as much as it is an open town hall meeting. The 
  Alþingi begins on the equinox or solstice and goes for 
  not more than a week; it ends when business is done or 
  the week comes to a close. It serves as institutionalized 
  peer pressure in matters of law and honor: If Sigrun 
  feels she’s been wronged by Olaf, she will state her case. 
  If the general consensus of the Alþingi is that Sigrun 
  
  10
  10
  Hall of Judgment
  was in fact wronged, Olaf and his family/faction will 
  feel great pressure to come to a settlement—if Sigrun 
  and her family decide to feud over the issue, many 
  will join her. If the crowd leans the other way, Sigrun 
  and her faction would be encouraged to let the matter 
  drop or come to a lesser settlement. In rare cases, the 
  hajarl will actually encourage or authorize a feud or 
  duel, feeling that the matter was so egregious that only 
  death will suffice to answer. The Alþingi can be lively.
  Equinox Festival (March). The equinox festival 
  marks the beginning of the Norðlond year, and the 
  long-anticipated (long, long anticipated in Isfjall) end 
  of winter. It is marked by religious celebrations and 
  the sacrifice of small amounts of seed grains to mark 
  the beginning of new things. Any children born in the 
  winter are recognized and celebrated at the Equinox. 
  If you come across a child named Byrjun, Jólabarn, 
  Borgny, or Dagne, they were probably born near the 
  equinox (likely a result of activities during the Solstice 
  Festival in midsummer).
  Festival of Storms (March). Honoring the God of 
  Thunder, this one-day festival is held a week after the 
  equinox. It is celebrated with outdoor games featuring 
  skiing and ice skating on frozen lakes and rivers. The 
  competitions are held regardless of weather—and 
  the worse the weather, the more “blessed” the event. 
  It ends with an intimate meal with extended family, 
  featuring music and dancing, poetry, and storytelling. 
  And mead. So much mead.
  Jester’s Week (April). This week-long event is 
  an Isfjall original. During the week, folks try and 
  outdo each other with pranks and jokes. Visitors and 
  transients are considered fair game. The jokes tend 
  to be embarrassing, gross, physical, or all of the 
  above. The week culminates in a town-wide punning 
  competition, a ritual contest of insults (single 
  elimination!), and the awarding of a cask of mead or 
  ale for the best prank of the week.
  Day of the World Tree (April). This festival 
  celebrates the connectedness of all things. Families 
  divide and join other families for a meal. Each 
  guest brings enough food to feed themselves—and 
  traditionally a small bag of nuts in honor of The Great 
  Squirrel (don’t ask)—with the expectation that they will 
  share. Sacrifices are made in the name of the Allfather 
  to bring wisdom and insight for the coming year. The 
  day ends with music, storytelling, and dancing. It is 
  also an informal occasion for matchmaking. Visitors 
  and travelers can be welcomed into these gatherings if 
  they are friendly with a local. Occasionally they leave 
  married; some are too intoxicated to recall, always a 
  cause of great hilarity.
  Festival of Renewal (May). One of the holiest days 
  of the year, the festival of renewal asks the blessings 
  of the Lady of Life upon the coming planting. Clerics 
  and Druids circulate through fields, pastures, and will 
  attempt to bless anything that will grow in the coming 
  season. Sacrifices are offered from living things.
  Planting (May). Less a festival than a time of great 
  toil. During the month of May, most karls and all 
  thralls are involved in backbreaking labor. It can be 
  challenging to hold the attention of any Norðlonder 
  unless your business has to do with this task. The 
  labor of the day gives way to singing and dancing and 
  drinking during the night. It is traditional for a city-
  dweller or merchant to buy a farmer or herdsman their 
  first drink (usually a small one in a silver cup) to thank 
  them for their work in growing food.
  Festival of Blood (June). A week after planting 
  ends, usually in early June, the Festival of Blood is 
  celebrated. Combat tournaments are conducted, along 
  with other violent sports and games. It is dedicated to 
  the gods of war (there are many), and is effectively a 
  giant try-out for the summer raiding season.
  Summer Solstice Festival (June). A day of dancing, 
  feasting, merriment, and romance that starts at 
  daybreak and continues late into the night. Normal 
  strictures are relaxed on the solstice. It is also a time 
  of powerful magic, and those that follow druidic 
  (trevinuric) traditions celebrate their holy rites and 
  consecrations on this day.
  Water Festival (July). Conducted during the hottest, 
  most humid days in the summer, where the crops 
  are planted, the herds are doing their thing, most 
  folks just want to melt, and the weather is happy to 
  assist them. Originally water was sprinkled on others 
  as a sign of good luck, but that didn’t last long. The 
  three-day festival is one giant, wet party. All sorts 
  of water sporting competitions are held, and the 
  unwary are likely to be doused. Frequently. Ideally 
  with water magically chilled to just above freezing. 
  Locals react in good fun, and children are forcibly 
  reminded if necessary to be good-spirited if drenched. 
  Visitors reacting to being soaked negatively may 
  find themselves poorly thought of for several weeks 
  (worsening reactions if buying and selling).
  
  1111
  Isfjall
  Aurochs Festival (July). This festival celebrates 
  wild passions, bravery, and strength; it is a favorite 
  of followers of the God of Storms. Those brave or 
  foolhardy enough to do so are offered the opportunity 
  to wrestle with a wild bull or angry aurochs without 
  weapons. As rational people will not do this, they are 
  encouraged to do so with alcohol, promises of rewards, 
  and other enticements. The current hajarl’s parents 
  were famously married after the high lady promised 
  to marry the hajarl’s father if he could not just survive 
  but defeat the animal. He succeeded spectacularly and 
  served the fallen bull for their wedding feast. They are 
  still known as the happiest couple in Isfjall.
  Harvest Festival (August). The harvest month 
  of August is as busy a month, if not more so, than 
  planting in May. Constant work and toil begins in 
  the heat of summer, but temperatures begin to cool 
  (mostly) toward the end of the month. The “festival” 
  is a month-long celebration and thanksgiving for the 
  bounty of the land. A spectacular feast, accompanied 
  by much gift-giving, marks the end of harvest, on a 
  day declared each year by the hajarl. For the last decade 
  or more, the hajarl has paid for the entire festival out 
  of his own deep pockets.
  Equinox Festival (September). The Equinox in 
  fall marks the turn into winter, as days get colder and 
  shorter. Things stand in the balance, with day and 
  night of equal length. The day is marked by prayers 
  and druidic celebrations of the harvest past, with 
  meals mainly of vegetables. The day is given over to 
  asking the Fates to reveal themselves, and visitors 
  may be surprised to find out that many decisions 
  are made by flipping a coin (the highest value coin 
  the person possesses). Businesses do no trade on the 
  Equinox festival.
  Remembrance Day (October). This somber day 
  is given to honor the spirit and memory of departed 
  ancestors. Storytelling with much embellishment, 
  costumed parties, and dressing up in the guise of 
  spirits and monsters is common. This is also a day to 
  offer sacrifices to the small faerie that exist throughout 
  Norðlond that are not of the nasty, violent, and cruel 
  variety (but are nonetheless unforgiving of trespasses 
  and slights).
  Winter Sacrifice (October). On this day, 
  Norðlonders make sacrifices of live animals to the 
  Snow Queen for a mild winter. These sacrifices initiate 
  the Slátrun. The Snow Queen is also the goddess of cold 
  revenge, and during the Winter Sacrifice, grievances 
  are aired in front of magistrates and witnesses. The 
  grievances are settled by ritual non-lethal combat—
  wrestling or fisticuffs—which provides an escape 
  valve for tensions and arguments that can otherwise 
  turn into feud. One can offer a formal apology in the 
  form of a challenge without losing face during the 
  winter sacrifice.
  Slátrun (October). Following Winter Sacrifice, the 
  livestock to be turned into food are slaughtered.
  Valor Festival (November). In the middle of 
  November is the Valor Festival (Dánarhátið). The day 
  brings combative contests of all sorts, some of which 
  can lead to crippling injury or death. At the end, a 
  town-wide set of celebrations is held honoring martial 
  deeds of those present and those departed. It is a day 
  of great storytelling, embellishment, and drunken 
  violence. Good times.
  The Allfather’s Hunt (December). This festival 
  occupies the twelve days leading up to the Winter 
  Solstice, and is also called Ýlir. It is an extended hunt, 
  consecrated each night in front of a blazing bonfire. 
  Sacrifices of live animals (to the Allfather) and 
  valuable objects (given to the clergy and braeðralag) 
  are traditional. By day, hunters stream out into the 
  wilderness seeking wild goat, boar, and bear, in order 
  to bring them down with spears—and only spears. It 
  celebrates the Wild Hunt, and this is a very dangerous 
  time to be a visitor in Norðlond, as not only are the 
  hunters inhibitions low and bloodlust high, but the 
  undead and faerie are more active during this time.
  Festival of the Bells (December). The winter 
  solstice festival honors the Lord of Warding for 
  standing watch through the depths of the winter and 
  protecting the town and its citizens from harm. At 
  the moment of solstice, bells and chimes are rung 
  in every household, building, and steading in the 
  region. Gifts are exchanged, typically weapons or 
  replicas of weapons. At the evening meal, every head 
  of household will spill a drink, and pledge in the name 
  of the Lord of Warding to be vigilant and  stand fast 
  before evil. The meal is traditionally mutton.
  
  12
  12
  Hall of Judgment
  Snow War (January). Another holiday unique to 
  Isfjall, held one month after the Winter Solstice. The 
  town divides randomly into two teams, designated by 
  colored cloth given to each (purple or green). Each day 
  for three days, teams will meet on the fields of battle, 
  armed with a padded wooden buckler and a snowball 
  launcher. As the “fields of battle” can be nearly 
  anywhere, visitors must be cautious lest they find 
  themselves in a swirling but merry snowball fight. The 
  victors of the three-day war are given a copper farthing 
  stamped with the runic symbol R; no one is quite sure 
  why. The farthings from repeat 
  victories are typically strung 
  onto a necklace and worn as 
  casual adornment.
  Husband’s Day (January). 
  The culmination of the Snow 
  War ends with “Husband’s 
  Day,” a tradition where wives 
  will pamper their husbands 
  with a special meal, an 
  evening on the town, or other 
  kindnesses. For the unmarried, 
  a small weaving or carving 
  might be given to a prospective 
  partner, indicating interest 
  or favor.
  Valiblot (February). Also 
  known as the festival of 
  love, this is celebrated with 
  a cold meal washed down 
  only with water: cups of ale 
  or mead are filled, then poured out in sacrifice. The 
  gatherings are usually very small, with only immediate 
  family present. A toast is offered to lost love and 
  companions. Each member of a family is expected to 
  state grievances and insults that have been suffered, 
  and pledge to let one go unremarked and unavenged, 
  and to attempt peaceful redress for another. The day 
  honors the Queen of the World.
  Wives’ Day (February). The weekend following 
  Valiblot is Wives’ day. Husbands and prospective 
  partners will gift their wives or love interests with 
  flowers and hand-made craft pieces of little practical 
  value, but of great artistic and personal worth.
  Winter Games (February). An entire week, starting 
  one month before the equinox is spent in riotous 
  competition. Nearly anything that can be competed 
  against, or for, will occur, with extensive wagering 
  and trash-talk occurring all week. The final day of the 
  games is celebrated with a famous boat race, beginning 
  in Wodenheim and ending at the docks of Isfjall. The 
  victorious team is richly rewarded by the hajarl…and 
  hotly sought after in the next season’s summer raids!
  Goods to Buy aNd sell
  The Norðlonders are top-shelf mercantilists. They 
  journey, buy, sell, and trade all over the world, using 
  surprisingly fit deep-hulled ships (called knarr) to 
  voyage over long distances.
  The price lists, rules for used and new items, and 
  which items available are as listed in cHapteR 7 of 
  adventuReRs, with the following notes.
  WeAr your WeAlth
  Norðlonders love their bling. Golden torcs, weapons 
  engraved with runes or embellished with non-
  functional silver inlay, and fine clothes with precious 
  metals or gems sewn into them as ornamentation, or 
  as jewelry, are ostentatiously worn and appreciated.
  Frugal adventurers will be given a gimlet eye; wearing 
  “serviceable” gear while a bulging purse belies your 
  status is frowned upon.
  
  13
  13
  Isfjall
  As such, while “serviceable” items of basic cost and 
  quality are of course available in every shop that 
  sells such, adventures will find Ornate items much 
  more commonly offered. It is legitimately fine work. 
  Weapons and armor of high quality and great beauty 
  are quite common. The trick can be finding basic gear, 
  especially if one is looking for cheap items.
  Shopping Notes: Status-implying items such 
  as weapons, armor, clothes, and adornments 
  on display have an additional cost factor of 
  1d-1 in common stores, and 2d-2 in high-
  end ones. This will be a combination of 
  Balanced (+4 CF), Dwarven (+4 CF), Fine 
  (+2, +3 for swords and fencing weapons, +9 
  for other cutting or melee weapons). The 
  Ornate modifier is extremely common. 
  It’s cheaper to get “blinged-out” weapons 
  and armor in Isfjall and Norðlond than in 
  other places: apply a 15% price reduction 
  to mundane items with the modifiers 
  above; this does not affect value (for 
  example, its capacity as a Power Item). 
  Silver-Coated (+2 CF) weapons are 
  common, but the silver is deeply inlaid in 
  knotwork and other patterns rather than a 
  uniform coating.
  This is A shield!
  Most shields in Norðlond are made with a buckler 
  grip rather than strapped to the arm. They tend to be 
  round or kite-shaped, with an iron boss, and a handle 
  or leather straps used as a handle. The fighting style is 
  very distinctive.
  The Norðlonders take great pride in their shield-
  making, and will discuss the particulars of different 
  types of wood, methods of crafting, which animal skin 
  makes the best facing and edging, handle shape, and 
  can very easily drone on and on about the ins and outs 
  of the craft with an alarming regularity.
  Shopping Notes: Regular strapped shields cost 
  100% more and are available by special order. 
   
  Norðlond Battle Shield. The typical Norðlond 
  shield is very light and very well made, with 
  thin plies of wood butted together with 
  animal or milk glue, tapered at the edge, and 
  faced, backed, and edged with parchment-
  thick animal hide. They are very light and 
  very expensive. Treat it as a Fine Medium 
  Shield: $600; 8 lbs.
  A PLACE LIKE ANY OTHER
  The notes under Goods to Buy and sell are 
  designed to add cultural flavor to the place by 
  making some items rarer than others, along 
  with some bargains to be had. They’re based 
  on a vaguely Viking-ish sense of what was 
  used and what wasn’t, with a dose of fantasy 
  and “could have been” mixed in. This means a 
  lot of embellished weapons and armor, very 
  little plate, and remarkably few two-handed 
  swords, for starters.
  If that’s not what you want or need, just use 
  the price lists and availability from Adventurers 
  unmodified and get on with the game!
  Regardless, do not apply any price changes to 
  the cost of starting gear!
  
  14
  14
  Hall of Judgment
  WhAt kind of sWord?
  Norðlonders use two-handed axes and two-handed 
  spears, but a two-handed sword is very unusual. They 
  are available, but always Ornate (+1 at least).
  Shopping Notes: Bastard swords and long 
  swords cost 50% more as a base price, 
  beyond the additional factor that they are 
  made as ornate luxury items. A true two-
  hander costs 100% more! Fencing weapons 
  (rapiers and estocs) and the unusual curved 
  katana are treated as collectible art objects 
  by most, rather than weapons.
  CAn you Move in thAt?
  The people of Norðlond have very definite opinions 
  about armor (about everything, really). A history as 
  a metal-poor society (even though that has changed) 
  leads them to look at segmented plate and plate armor 
  as an overly-lavish use of material, all the while 
  stipulating the utility of such well-protecting armor. 
  Really, you should be a good enough warrior to not 
  need it.
  Shopping Notes: Norðlonder armorers 
  charge a 50-100% premium on plate and 
  segmented plate armor; this also increases 
  the price of such items when sold.
  hMM…don’t hAve one of theM
  Ornate, fine, and balanced weapons can be found at 
  nearly every shop of quality; the trick is affording them. 
  Serviceable, mundane weapons are also available, of 
  course…they’re just not as prominently displayed.
  Shopping Notes: For non-magical items with 
  modifiers other than Ornate, Fine, and 
  Balanced, make a Merchant skill roll at 
  -5 to find a seller. Each +10 CF for those 
  modifiers adds another -1 to the penalty. 
  Success finds a seller after a day of looking; 
  critical success locates the item in an hour.
  thAt there’s An AlfAr BlAde
  Tucked into the corner of most weapon shops is 
  a selection of blades that are obviously not steel 
  construction. They are usually knives, shortswords, or 
  falchions, but are occasionally of broadsword length. 
  The Norðlonders will not openly discuss them, even 
  when buying and selling, instead calling them viðskipti, 
  simply “trade.”
  Their purpose is as a sacrifice or blood-price if a 
  Norðlonder is caught in the open by a marauding group 
  of faerie. Alfar will not use iron or steel weapons, and 
  prefer bronze or orichalcum if they can get it. They 
  will occasionally accept an offer of a bronze blade 
  (plus an embarrassing and debasing surrender, and 
  often a promise of a favor-debt) to let an over-matched 
  traveler live. These blades are kept and carried for such 
  occasions, but it is considered a grave insult to any 
  Norðlonder’s bravery to mention it.
  Shopping Notes: These weapons are made of 
  bronze, are +1 to breakage (they bend and 
  become useless on a failure, rather than 
  snap), and are only 50% of the cost of a 
  normal weapon of that type.
  PACk AniMAls
  Getting to and fro in Norðlond can require a lot of gear. 
  Consider putting it on a horse, mule, or to the great 
  amusement of the gestur, a reindeer
  All of the animals listed here have Temperature 
  Tolerance 1 (Cold). See BeAsts of Burden in the BestiAry 
  for details.
  Carry Capacity is set at 2× Basic Lift; this is Medium 
  encumbrance (×0.6 to Move). Animals suffer the usual 
  loss of FP due to encumbrance during loaded travel 
  (See Fatigue, exploits pp. 63-65).
  PACk 
  AniMAl
  Cost
  CArry 
  CAPACity
  BAsiC 
  Move
  Donkey
  1100
  105
  8/12
  Draft Horse
  2000
  230
  6/12
  Mule
  1900
  210
  7/14
  Pack Horse
  1900
  210
  7/14
  Pack Pony
  1600
  175
  7/14
  Reindeer
  900
  80
  7/14
  
  15
  15
  Isfjall
  liQuidAting loot
  Various factors, shops, and individuals will gladly help 
  delvers take loot off their hands. The acquisition of 
  fine items of interesting provenance is of immense 
  pride to Norðlonders.
  Some Enchanted Object. Magical items are 
  particularly sought after, and as a result are not 
  often available in stores for purchase. Someone, 
  be it a wealthy karl or a noble of any rank, will have 
  attempted to acquire a found magical item for their 
  collection, or to wear and use.
  The best way to obtain such an item is not by purchase, 
  and definitely not by theft. Norðlonder nobles are very 
  generous with gifts to those that perform valuable 
  services for them. Gain favor with a noble, or win a 
  contest of ritual insults, or a wrestling competition 
  at an important festival, and you might find yourself 
  gifted a very shiny reward.
  services availaBle
  Isfjall is a trading town, which means not only is there 
  stuff to be had, but lots of folks will provide services 
  and skills as well, for a price or bartered favor.
  A PlACe to stAy
  Isfjall has a large, frequently itinerant population, 
  with 2/3 the maximum population absent from town 
  in the winter months, and the place stuffed to the gills 
  during the busy summers.
  House Rental. During the late fall through early 
  spring, roughly half the homes in Isfjall are empty; 
  Factors will facilitate renting a house; the price is 
  the normal cost of living given the quality of the 
  home rented.
  Inns. These may be the only option during the time 
  from late spring to early fall that the population of 
  Isfjall swells to its peak, and thousands of people come 
  and go as quickly as possible. During the flush times, 
  roll 3d; on a roll of 10 or less, there’s a vacancy at an 
  inn at the usual cost of living fees. If the roll is between 
  11-14, there’s a vacancy, but it’s near the docks (loud), 
  the tannery (stinky), or otherwise not where one would 
  choose to sleep. If the roll is 15 or higher, there are no 
  lodgings to be found; find space in the stables, above 
  the common room of an inn, or other temporary 
  abode, but at $85 per night. You may check for new 
  weekly vacancies each day.
  Ale And MeAd
  The folks in Isfjall work hard, and there are 
  establishments of all stripes in all locations to help 
  unwind. People have their favorites, and some places 
  are more likely to have the patrons bait or tease visitors 
  than others (see not More thAn one steP).
  We CAn do MAgiC
  Magical services are one of the things in Isfjall 
  protected by guild control. Freelancing is discouraged, 
  strongly. Special items may be created by the guild 
  using the rules for adding enchantments to items from 
  adventuReRs (pp. 117-18).
  heAling
  These services are provided at the temples dedicated 
  to the Lady of Life. They are offered to all, as the Lady’s 
  followers consider it their calling to help those who 
  are injured. Use the prices in exploits (pp. 62-63) with 
  one exception.
  Resurrection. The Lady of Life does not bring folks 
  back from the dead. For that you need to speak to the 
  priests of the Goddess of Death. This is a complicated 
  process, as the Norðlonders believe that a person 
  killed in righteous, brave battle delights the gods, 
  and is headed to a glorious afterlife. The Fates must 
  be consulted, and the Death-priests convinced that 
  bringing the adventurer back helps fulfill a greater 
  destiny. This requires a favorable reaction roll and 
  $5,000. Each extra $2,000 in sacrifices adds +1 to the 
  reaction roll, to a maximum of +5.
  kArl for hire
  The Norðlonders love a good adventure, and those 
  with free time actively go raiding in the summers, an 
  especially-favorite pastime of young men and women 
  with no family attachments as of yet (or a nice, bloody 
  get-away for a pair of newlyweds: The family that slays 
  together, stays together).
  Finding Hirelings is therefore relatively easy, assuming 
  folks aren’t busy. Use the rules for Hirelings (exploits, 
  p. 90) as written to find and hire extra help.
  
  16
  16
  Hall of Judgment
  helP waNted
  In a town as hard-working as Isfjall, there’s always a 
  lot to do. The population fluctuates such that those that 
  are in town are very busy. Further, the area is currently 
  in a state of great unrest, and the usual compliment of 
  warriors and guards (known as huskarls when they’re 
  in service to a jarl, and thegns when they’re working 
  for hire) is much reduced. Rumors are flying as to why 
  this is the case, but it’s not normal.
  odd joBs
  Many of the tasks that would normally be done by 
  the population living under the hajarl’s rule fall to 
  outsiders and freelancers, as the adventuring-capable 
  population is frequently otherwise occupied.
  Bandit Booty. Bandits have acquired a family 
  heirloom from a local Jarl. This is a simple wooden 
  game board (or other fairly inconsequential thing) but 
  it has value to the family. A reward is offered.  (Add it to 
  the loot in the BAndit CAMP).
  Faerie Eviction. Some annoying but persistent faerie 
  have taken up residence on the land of a karl outside 
  of town. They must be removed before their presence 
  allows other faerie to use their powers to form a faerie 
  gate, bring in ever-larger groups, and wreak havoc.
  Hunting Party. During the winter months, securing 
  food is an issue, especially meat. The townspeople need 
  help in bringing in game. This can be a very individual 
  request, with particular families needing help to get 
  through the harsh winter.
  Monster Problems. Any sort of wandering monster, 
  with norðalfar, troll-kin and dragon-kin being 
  common, might decide to make an incursion into the 
  lands surrounding Isfjall. Particularly dangerous are 
  groups of gangaeðla (use dinomen, monsteRs p. 20) 
  and eðlafolk (use lizaRd-men, monsteRs p. 41), as they 
  are looking to expand their territory. Eðla incursions 
  usually occur to the north-east of the town; faeries to 
  the north and west.
  The Verminator. While basements are uncommon, 
  some exist, and a once-prosperous shop has been 
  closed for business. Perhaps there’s an infestation of 
  rodents causing problems? Because i smell a Rat.
  Wild Animals. A pack of wolves, a particularly 
  wily mountain cat, or a giant hungry bear is causing 
  problem in the outlying farms and needs to be 
  dealt with.
  rumors: missioN critical
  The stories and news that follow contain important 
  hints as to some of the threats on the quest. While not 
  all of them are needed to survive, the more carousing 
  and gossip the players can scrounge up, the better.
  1. 
  Geirolf Tyrthegn has been censured by the 
  priesthood of the Law God for driving thegns and 
  even some huskarls to venture north on some 
  foolish quest.
  2. 
  A group of thegns, including a holy warrior 
  and the champion of last years Valor Festival 
  sword competition, ventured into the wilds a few 
  months ago. All were slain, but one made it nearly 
  to Isfjall, and was brought into town carrying 
  powerful artifacts.
  3. 
  A small hamlet 20 miles northeast of Isfjall 
  was completely wiped out. Shocked survivors 
  described the dead arriving in the middle of the 
  night and slaughtering the villagers in their beds.
  4. Druids, priests, and wizards alike have said that 
  the magic in the lake, and the lands north, has 
  started to become unstable and unpredictable.
  5. 
  Over 50 members of a demon cult were recently 
  discovered performing a ritual designed to 
  weaken the boundaries between the Nine Realms.
  6. 
  The archivists in Isfjall have been complaining 
  about the theft of some centuries-old 
  manuscripts and maps.
  7. 
  Ylva Hreintrödd, noted skald and entertainer, 
  was killed after performing an edda about “The 
  Law Giver,” a legendary magical sword lost 
  centuries ago.
  8. 
  The holy warriors and clerics of Warding 
  are spread very thin chasing down demon-
  worshiping cults in the area.
  
  17
  17
  Isfjall
  9. 
  The Veiddarlönd (The Hunted Lands) are so 
  overrun with dangerous faerie that the hajarls 
  of Isfjall, Mosfell, and even the Castellan of 
  Northwatch have denuded their cities of huskarls 
  to pacify the area.
  10. Travelers are warned to steer clear of stone circles 
  and dark clefts in old trees, lest they fall into a 
  norðalf warren
  11. All Norðlonders are well advised to carry iron and 
  steel weapons at all times; wood or bronze is of 
  little to no use against faerie.
  12. Some demons—the powerful ones—and certain 
  undead can only be injured or killed by magical 
  weapons. 
  the lost hall oF judGmeNt
  The search for the Lost Hall likely begins when 
  rumors around town lead to Geirolf Tyrthegn, a 
  cleric of the God of Law who is convinced, against all 
  counterargument, that the artifact and sword recently 
  returned from the slain holy warrior Gyrid portend 
  dire consequences and events in the Frostharrow, and 
  perhaps in all of Norðlond.
  Geirolf is in possession of both sword and relic (which 
  he calls a tiwstakn); he is also in possession of the 
  stolen manuscripts and maps from the Isfjall archives. 
  He is actively looking for another group of thegns to 
  rediscover the Lost Hall (the original Norðlond word 
  thegn means a freeman warrior, also interpreted as 
  “thegn (n): person who can kick butt and take names by 
  any means, mundane or magical. See also: adventurer, 
  delver, monster-chow.”)
  Isfjall and its surrounds are hard-pressed. This is 
  always the case: the town is prosperous but the 
  life is hard, and its location near the Hunted Lands 
  (Veiddarlönd) as well as the Frostharrow pose a 
  constant threat. The Veiddarlönd has been particularly 
  active of late, and if that’s not bad enough, reports 
  of a surge in the dead rising have reached the hajarl. 
  If there is manpower to be spared, Víðir Stefánsson 
  wants it applied to preserving his jarldom, and none 
  blame him.
  Nonetheless, Geirolf is looking for a few good thegns. 
  He is at odds with the other priests and wardens of the 
  Law God: they believe that while the Hall of Judgment 
  is a powerful legend whose rediscovery would be 
  valuable, now is not the time. Geirolf feels that the 
  uprising, demon-cult activity and the finding of the 
  relic are connected. The last meeting of the Alþingi was 
  somewhat boisterous.
  Norðlonders love a good conspiracy theory and story, 
  however, and tales of questors seeking the Hall have 
  begun to become popular again. Skalds have started 
  retelling old tales. Some are tragic, some triumphant, 
  but the town is buzzing with possibilities.
  Geirolf has taken to frequenting the inns and taverns 
  that adventurers like to visit. He is looking for the right 
  mix of outsiders and locals who can survive the trip 
  into the wild north of the Frostharrow, but won’t be 
  swayed by the town’s opinions against him.
  He will offer the last remaining fortune he has in the 
  form of four pack ponies (four gold coins each!) each 
  with a week’s worth of water in a vatnvikur (a 7-gallon 
  barrel) and 20 meals worth of concentrated rations. 
  This leaves him destitute.
  Geirolf’s discovery and theft of the old map is fairly 
  recent, and he will invite the adventurers to examine it 
  for clues with him.
  He is loathe to part with the tiwstakn, but will do so, as 
  his perusal of the stolen historical documents revealed 
  references to them in conjunction with questors 
  seeking the Lost Hall.
  If the PCs ask, he will also allow them to take Gyrid’s 
  sword, a rare two-handed blade forged in Vopnferð 
  of pattern-welded steel. He claims it was blessed by 
  the gods: He’s correct. It bears runes that glow faintly 
  green by moonlight. Translating them will reveal an 
  inscription “Who worships evil, beware my power.” It 
  is an Ornate +2, Fine, Balanced bastard sword (5 lbs, 
  $34,000), blessed with Affect Spirits.
  Geirolf is convinced that the time is ripe to rediscover 
  the Hall, and that the Hall, the activity of faerie in the 
  frostharrow, the surge of demonic cult activity, and 
  the growing instability of the magic of Lake Odin 
  are connected.
  Pro tip: He’s right.
  
  18
  18
  Hall of Judgment
  
  19
  19
  ThE JOuRNEY
  ThE JOuRNEY
  The first stretch of the trip to find the Hall of Judgment 
  is an overland journey. As a famous halfling once said: 
  “There’s nothing for it.” Unless extreme magic can be 
  utilized to bypass the journey’s most difficult stages, 
  it’s time to pack up and schlep.
  The delvers will need the “big three” each day: about 
  a gallon of water, 2-3 pounds of food, and a safe, 
  relatively comfortable place to rest. Water is the 
  bulkiest and heaviest of the staples: a vatnvikur (also 
  called a firkinbarn) is a barrel that contains 7 gallons of 
  water: enough for one person for one week. It weighs 
  100 lbs when full, and 40 lbs empty. Pack animals are 
  a good idea.
  Geirolf can provide a very old map of the area 
  north of Isfjall. He claims that the map was said to 
  bear the location of the Hall, but that it faded over 
  time. Nonetheless, he is convinced that the Hall is 
  somewhere in the north portion of the map.
  the relic: tiwstaKN
  Geirolf is correct: the map does bear the location of 
  the Lost Hall. To bring out the knowledge:
  • 
  One must state in the name of the God of Law 
  that they seek the Hall of Judgment
  • 
  They must be holding or wearing the relic 
  that Geirolf now possesses, called a tiwstakn 
  or skilti.
  • 
  Someone must cast the Pathfinder spell 
  (spells, p. 44) as the other recites the prayer.
  There’s not much of an adventure if the players can’t 
  find the Hall! There are other clues in Logiheimli 
  ruins; Geirolf knows the fort was important to 
  questors in the past and can direct the group there.
  Alternately: Geirolf has already done the 
  required ritual and provides a map; it’s just no one 
  believes it’s real, or even if it is real, it won’t help 
  with the current issues for Isfjall.
  
  20
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  Hall of Judgment
  the lowlaNds
  Travel through the lowlands 
  (green on the map) takes 
  the party through plains, 
  low hills, and the tail ends 
  of forests. It is reasonably 
  passable terrain: Take the 
  slowest encumbered Move of 
  the party or walking animals, 
  multiply by ×0.75 to account 
  for the terrain, and that gives 
  the party’s average speed 
  in mph. Halve that again if 
  it’s raining or snowing. In 
  truly horrific weather (Dire 
  Weather on the encounter 
  table), 
  travel 
  becomes 
  impossible, unwise, or a 
  trudging march at no more 
  than a horrible 1 mile per hour.
  Each day, roll 1d twice on the loWlAnd enCounters 
  table (1d for row, 1d for column), and consult the 
  Encounter Descriptions section for details. It might be 
  possible to avoid a hazardous encounter, or steer into 
  a beneficial one (such as happening across a herd of 
  red deer waiting to be turned into venison). As always, 
  you should substitute your own good ideas in place of 
  those below!
  hills aNd valleys
  Travel through the hills and 
  valleys below the Frostharrow 
  (colored yellow on the map) 
  takes the party through the 
  beginnings of mountains. The 
  terrain is difficult even if it’s 
  not constantly sheathed in ice 
  like the Frostharrow. Take the 
  slowest encumbered Move of 
  the party or walking animals, 
  multiply by ×1/3 to account 
  for the terrain, and that gives 
  the speed of travel in miles per 
  hour. Halve that again if it’s 
  raining or snowing. In truly 
  horrific weather (Dire Weather 
  on the encounter table), travel 
  becomes impossible, unwise, 
  or a trudging march at no more than a horrible 1 mile 
  per hour.
  Each day, roll on the hills And vAlleys enCounters 
  table (1d for row, 1d for column), and consult the list 
  for details.
  loWlAnd enCounters
  1-3
  4-5
  6
  ANIMALS AND 
  MEN
  LOCATIONS AND 
  WEATHER
  CONFLICT! 
  1
  Ruined Hut
  Sudden Downpour 
  (Dire Weather)
  Hulder
  2
  Epic Animal 
  Abandoned 
  Longhouse
  Predator
  3
  Howling wolves
  Impassible Terrain
  Eðlafolk
  4
  Herd of elk or reindeer
  Stream Crossing
  Bandits
  5
  Brown Bear
  Circling Ravens
  Hostile Faerie
  6
  Wild Boar
  Giant’s Skull
  Skeletons
  hills And vAlleys enCounters
  1-3
  4-5
  6
  ANIMALS AND 
  MEN
  LOCATIONS AND 
  WEATHER
  CONFLICT! 
  1
  Drunk Warrior
  Allfather’s Riddle
  Thurs
  2
  Solitary Trapper
  Cursed Hall
  Lake of Illusion
  3
  Bearly There
  Severed Dreams
  Hobs
  4
  Herd of Elk or Reindeer
  Impassable Terrain
  Vaettr/Zombies
  5
  Bandit Camp
  Sudden Downpour 
  (Dire Weather)
  Death Valley
  6
  Watching Wolves
  No Campsite
  Questors
  
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  ThE JOuRNEY
  the Frostharrow
  Travel 
  through 
  the 
  Frostharrow (red on the 
  map) takes the party through 
  mountains 
  and 
  more 
  mountains, and also ice-
  capped mountains. The group 
  is hiking through enemy 
  territory, and the odds of 
  meeting something powerful, 
  hungry, or both are high.
  The terrain is treacherous 
  and difficult, even more 
  so for pack animals than 
  humanoids. Take the slowest 
  encumbered Move of the 
  party or walking animals, 
  multiply by ×1/6 to account for the terrain, and that 
  gives the speed of average travel in miles per hour 
  spent. Halve that again if it’s raining or snowing. In 
  truly horrific weather (Dire Weather on the encounter 
  table), travel simply becomes impossible.
  Each day, roll on the frosthArroW enCounters table (1d 
  for row, 1d for column), and consult the details. This is 
  the most difficult and dangerous stage of the journey. 
  Even were it not filled with faerie who want to torture 
  or kill the players, the mountains themselves, snow-
  capped year round, are inherently challenging.
  eNcouNter descriPtioNs
  Consult the ideas below for the results of the table, or 
  simply choose your favorites and adjust to taste.
  Abandoned Longhouse. An old farmstead or 
  hunting lodge, in surprisingly good repair. There are 
  no goods to be found within, but it has a stone fireplace 
  hearth and will make a comfortable and defensible 
  place to shelter for the night.
  Abandoned Mine. The remains of a small, forgotten 
  quarry. Some low tunnels carved into the rock reveal 
  that the rock itself consists of “goldstone,” a valuable 
  decorative rock that is sought after by the artisans of 
  Isfjall. The rock of course weighs 170 lbs per cubic foot 
  and requires specialized tools or magic to extract.
  Allfather’s Riddle. A stone slab sits at the foot of 
  a gigantic old oak tree. On it in the Norðlonder runic 
  language is carved: “What creature is that which 
  cradles men, bears a bloody back, and shelters fighters 
  from shaft and point, gives life to some, and lays itself 
  inside a soldier’s grasp? Guess my riddle.” The answer 
  is “a shield,” and if a shield is placed upon the slab 
  as the sun rises, it will become enchanted (+1 DB) for 
  3d days. After the first shield is enchanted, the runes 
  will fade.
  Bandit Camp. This one time, at bandit camp, there 
  were 3d+6 bandits and a bandit chief. This is a “home 
  base” for a group of raiders that have been plaguing 
  the area, and the source for other encounters involving 
  bandits. They have set up in a cave complex where they 
  store their armaments and (limited) loot, plus some 
  ramshackle longhouses. They will have patrols out 
  consisting of two pairs of bandits each. Not all bandits 
  are simple fighters, and there are likely spellcasters 
  among the group.
  Bandits. The party comes across 1d+3 bandits. They 
  are hungry, dispirited, and unevenly armed, but 
  dangerous and unpredictable nonetheless.
  Bearly There. As the group crests a rise, they will 
  begin to hear the screams of a young woman. If they 
  follow, they will find a beautiful village girl up in a tree. 
  Her throat is hoarse from shrieking, and she appears 
  frosthArroW enCounters
  1-3
  4-5
  6
  ANIMALS AND 
  MEN
  LOCATIONS AND 
  WEATHER
  CONFLICT! 
  1
  Mountain Goats
  Rockslide!
  Faerie Lady
  2
  Bandits
  Hot Spring
  Predator
  3
  Flush Birds
  Difficult Climb
  Hostile Faerie
  4
  Corpse(s)
  Impassable Terrain
  Thurs
  5
  Abandoned Mine
  Dire Weather
  Ice Alf
  6
  Druid Shack
  No Campsite
  Mylja Ormur
  
  22
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  Hall of Judgment
  to be fleeing higher and higher into the reaches of a tall 
  tree, clearly trying to escape something on the ground. 
  There’s nothing there; the poor girl resisted the 
  advances of a persistent faerie lord too successfully; 
  he cursed her and she sees a monstrous bear trying to 
  climb the tree to get her.
  Brown Bear. A hungry brown bear (monsteRs, pp. 
  16-17) charges the pack animals with the intent to 
  down one and make off with the provisions and water 
  contained in the packs.
  Circling Ravens. Two ravens are seen circling a 
  location perhaps a mile off of the current path. If 
  the group investigates, they will find a natural spring 
  bubbling out of a cleft in a large rock in the ground, 
  flowing down a sluice in the stone, and then soaking 
  the ground. There’s nothing magical or sinister about 
  it: it’s a source of clear, clean water. The two ravens are 
  omens of being watched by the Allfather. If thanks 
  and a small sacrifice to Allfather are proffered, a single 
  penny will fall from the sky; on it is stamped the ansuz 
  rune (a). It is not the recognized coin of any realm; 
  the bearer gains +1 to Perception while carrying the 
  raven’s penny.
  Corpses. 1d humanoid skeletons are found along the 
  trail. Their weapons are rusted, their clothing rotted, 
  and the food long-ago spoiled or eaten. One skeleton’s 
  leg has clearly been broken in many places, and near 
  one hand lies a stone carved with the words “Still Lost.”
  Cursed Hall. In the valley between hills is an 
  impressive longhouse in good repair. Around it are 
  numerous rock piles, on top of each are multiple runic 
  warnings for “curse,” “bear,” “jarl,” and “faerie.” Inside, 
  a well-dressed jarl is being kept from a table piled high 
  with delicious-smelling food by two spectral bears (use 
  the entry for Bear, monsteRs pp. 16-17, but the class is 
  Undead, and add Diffuse to the trait list). If the party 
  can kill the bears, the jarl will reward each character 
  with an ornate silver torc (0.65 lbs) worth $650 for the 
  metal; a successful Merchant roll determines their 
  actual value at $2,000 and the jarl will also invite them 
  to dinner. The jarl will urge them to depart before 
  sunrise, as the curse is eternal; the party have only 
  bought one day’s meal—but it is the first the jarl has 
  had in over 200 years. At sunrise, the entire longhouse 
  and all the markers will fade and disappear; if the 
  party remains, they will each take 2d FP damage as the 
  house fades.
  Death Valley. A necromancer has taken up residence 
  in a secluded valley in the hills. Entering the valley 
  will reveal skeletons of men and animals littering 
  the valley floor. The entire area is considered High 
  Mana for Necromantic spells, but Low Mana for 
  everything else. Sanctity is Low, and Nature’s Strength 
  is considered as if the entire valley were defiled (see 
  spells, p. 5-8). The Necromancer was banished from 
  Isfjall and the braeðralag of the Goddess of Death, and 
  has been luring in travelers and questors ever since.
  Difficult Climb. The heights of the Frostharrow are 
  the definition of challenging terrain. The pathway over 
  a ridge requires scaling 3d×10 feet of near-vertical 
  terrain. If the party is unwilling or unable to make the 
  climb, it will take another 1d days to find a safer, less 
  difficult path, halved with a successful Navigation roll.
  Dire Weather. A heavy, wet snowfall is followed by 
  a significant (but short-lived) temperature drop (one 
  level lower than it is currently; if it is already lethally 
  cold, HT or Survival rolls are at a further -3) that lasts 
  for 4d hours. 1d feet of snow will fall.
  Druid Shack. Tucked into a cleft in the rock is a snug 
  little shelter that, upon inspection, used to house a 
  solitary druid. There’s nothing left in the shack other 
  than long-ago abandoned implements of little value. 
  It will, however, make an excellent place to stay the 
  night, especially in tough weather.
  Drunk Warrior. The party bumps into a befuddled 
  warrior who claims to have met another fellow along 
  the trail not far away. He is pleasant, not aggressive, 
  obviously drunk, and smells of mead. He tells a tale of 
  an encounter with a red-haired man with a thunderous 
  laugh and a seemingly endless capacity for drink. 
  If pressed, he will indicate a direction. If the party 
  searches, they will find the remains of a campfire, 
  strips of cooked goat, and an impression in bare rock 
  left by the head of an impressively heavy war-hammer. 
  No traces of the red-bearded man can be found. If it 
  is raining, the traveler will fail to notice that everyone 
  else is getting rained on but himself. This encounter is 
  best when immediately following a thunderstorm.
  Eðlafolk. A group of 2d eðlafolk have made it into 
  Norðlond on an expedition. They are scouting new 
  territory. Their usual stomping grounds are hundreds 
  of miles to the northeast; if they are allowed to return, 
  a full invasion with a complete tribe will follow. They 
  must be destroyed.
  
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  ThE JOuRNEY
  Epic Animal. The party finds unmistakable signs of 
  a gargantuan creature. Something large enough that 
  the entire party could shelter in a footprint. A giant. A 
  dragon with wings that blot out the sun. A mammoth 
  the size of a hill.
  Faerie Lady. A powerful faerie noblewoman comes 
  across the party. She is thousands of years old and 
  in the mood for sport. Offering violence would be…
  unwise. She may be satisfied by an offer of a bronze 
  blade and a debasing surrender.
  Flush Birds. As the party passes, a flock of game 
  birds bursts from concealment to flee. Animals and 
  delvers alike must make a fright check; the party might 
  snag a bird or three if traveling prepared…or have to 
  chase down panicked pack animals that are suddenly 
  expressing a desire to be anywhere else.
  Giant’s Skull. Recent weather has unearthed the 
  skull of a giant. The skeleton will reveal itself as mildly 
  magical, and if a palm full of bone powder is used to 
  aid the casting of magic having to do with healing and 
  growth, it will give +1 to the spell’s skill roll.
  Herd of Elk or Reindeer. The party comes across a 
  grazing herd of elk, reindeer, or some other wild prey 
  animal. A typical small herd is 4d animals, while a 
  large one could number hundreds. Mmm. Meat.
  Hobs. A group of 1d+2 hobs is venturing out of the 
  Frostharrow to ravage the lowlands. They travel at 
  night and will hide during the day unless the weather 
  permits travel without exposure to sunlight. The most 
  likely encounter is thus the hobs attacking the party 
  between dusk and dawn. They will seek to eliminate 
  the sentry (if there is one) and then murder the rest as 
  they sleep.
  Hostile Faerie. A wandering troop of stóralf comes 
  across the party’s path. If they detect the party first, 
  they veil themselves and set an ambush. If the party 
  detects them first, the tables can be turned. This 
  encounter will not take place during daylight hours.
  Hot Spring. The party comes across a cave out of 
  which steam flows merrily (the steam might be visible 
  for miles if it’s close to the top of a ridge or could 
  only be visible if passing close by if down in a valley). 
  Inside the air is warm and moist, and in the depths 
  of the cave a hot spring can be found. It’s not a trap 
  or trick: it’s a natural hot spring, and a good place for 
  a bath and to shed winter gear for a short rest. The 
  humid environment makes for damp clothing and 
  gear, though—unless the delvers dry off outside by a 
  fire, they will be subject to being considered wet for 4d 
  hours! (see Wind And WAter)
  
  24
  24
  Hall of Judgment
  Howling Wolves. During the night, the party’s 
  campsite is stalked and surrounded by 2d+3 wolves. 
  They will circle the campsite, occasionally drawing 
  near, and howl and make noise all night. They will not 
  attack unless attacked first, but they’re loud and the 
  characters will find no rest that night.
  Hulder. The party encounters a hulder. The faerie will 
  wander out of the forest and pretend to be lost, asking 
  to be guided home (which will be 1d miles away). 
  They will lead adventurers down a wandering path, 
  where they will have ample opportunities to step on a 
  beehive, trip over a viper, wander under a dead tree—
  only to have it fall on them—or other potentially 
  harmful pranks. Once arriving at its home, the hulder 
  will attempt to charm the party member with the 
  highest reaction bonus.
  Ice Alf. Despite its name, the Ice Alf isn’t alfar, but 
  rather a form of ice elemental. They are universally 
  hostile and resemble icicles when not trying to freeze 
  or impale adventurers. 1d Ice Alfs will attack once half 
  the party has passed.
  Impassible Terrain. A rockslide, flood, avalanche, 
  not-entirely-stable lake, or other terrain feature blocks 
  the way. It will take 1d days to scout a new pathway; a 
  successful Navigation roll halves this time.
  Lake of Illusion. The group approaches an isolated 
  lake. A shiny object can be seen on the shore of a small, 
  low island rising from the lake. If the party can see it, 
  they will perceive a silver and gold piece of jewelry 
  wrapped around the neck of a skeleton wrapped in fine 
  clothes and bearing quality armor and weaponry. The 
  jewelry is real; the weapons and armor are not: they’re 
  illusions. The lake is a No Mana zone, and will remain 
  liquid even in Lethally Cold temperatures. If the group 
  attempts to swim to retrieve the jewelry or weapons, 
  grasping vines will grapple the swimmer from below 
  with ST 14, attempting to drown them.
  Mylja Ormur. A medium-sized MylJA orMur (crushing 
  worm) lunges from out of its burrow in a nearby tree 
  or rock outcropping at the either last party member in 
  line, or one of the pack animals (if present).
  No Campsite. As night falls, there is no good land 
  on which to make camp. The top of the hill or ridge 
  is not suitable, and the valley is deep and dark. Does 
  the party make what fitful camp they can on the top 
  of the ridge, or proceed into the valley below? If they 
  proceed, they will be attacked by a thurs that has taken 
  up living in the valley below.
  Predator. A MountAin CAt will stalk the party, and 
  attack if it can approach animals or a straggler within 
  pouncing distance. If it is attacked or after 1d×1d 
  hours, it will lose interest and leave the area.
  Questors. The player characters aren’t the only ones 
  looking for the Lost Hall. Grab 3-6 characters not 
  currently in use and roll 1d.
   ¤
  (1-3) The group is friendly but not interested in 
  cooperation; they may exchange rumors and 
  legends with the PCs, but otherwise will bid them 
  good day after sharing a meal. They will fight if 
  attacked, but not otherwise.
   ¤
  (4-5) The group is neutral and opportunistic. If 
  they can, they will rob the party. If not, they may 
  attempt to shadow the PCs unless convinced they 
  are outmatched.
   ¤
  (6) The other party is hostile and will attempt to 
  kill and loot the PCs. They will set an ambush if 
  they can, or resort to main force if they cannot. 
  3am is always a nice time for a raid.
  Rockslide! The weather, the delvers animal’s 
  footsteps, or a capricious faerie triggers an avalanche 
  or rockslide that will directly threaten the characters. 
  Each delver must take shelter behind something very 
  solid (a man-sized boulder would do) or risk being 
  swept down a steep slope. Those caught in the open 
  must make an Acrobatics roll or suffer 2d crushing 
  damage due to the impact of rocks and ice (DR 
  protects normally).
  
  25
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  ThE JOuRNEY
  Ruined Hut. The travelers come across a ruined hut 
  or trapper’s shed. It may be empty, contain a corpse, or 
  a sleepy or startled bear! If empty of animals or other 
  occupants (and if it isn’t haunted), it may contain 1d 
  meals worth of preserved rations or a full sealed 
  vatnvikur of water.
  Severed Dreams. Each of the party has horrible 
  nightmares. In them, a one-armed man places his one 
  good hand on a large, flat stone. A creature that shifts 
  between a beautiful man, woman, and a slavering 
  fiend steps up wielding a flaming sword in one hand 
  and a thorned whip in the other. The creature raises 
  the sword, and…
  Skeletons. A group of skeletons shamble into 
  the party’s camp or line of march and will attack 
  mindlessly the first characters they encounter. These 
  fallen warriors hail from Logiheimli, and characters 
  that can speak with the dead can discover the location 
  of the village from them.
  Solitary Woodsman. As the group travels, they 
  come across a solitary trapper, hunter, or shepherd. 
  Roll 1d:
   ¤
  (1) They are desperate for any food that isn’t meat, 
  and will trade for fruits or vegetables at 4× the 
  fruit’s value in animal pelts.
   ¤
  (2) The trapper is jovial and invites the party 
  to share a meal. While eating, the trapper 
  will attempt to get the party blind drunk and 
  rob them.
   ¤
  (3) The trapper is desperate for company, and 
  will offer a fine meal in exchange for stories, 
  especially from a bard or skald. The best wine 
  (and it really is quite excellent) is brought out 
  and shared, but the trapper will get so intoxicated 
  that the meat will be undercooked. Each dinner 
  guest—including the trapper—must make a HT 
  roll at -2 or become nauseated for 4d hours.
   ¤
  (4) The trapper is very knowledgeable about the 
  current area, and will answer questions with Area 
  Knowledge-15.
   ¤
  (5) The shepherd’s flock was scattered by a 
  predator, and has only recently been re-flocked. 
  They may be willing to trade or sell animals to 
  the party.
   ¤
  (6) The hunter is jovial, friendly, and has a 
  campsite nearby that is the best ground in the 
  area. Unfortunately, their last bath was many, 
  many months ago.
  Stream Crossing. A fast-moving shallow stream 
  blocks the best travel path. Make a DX or Acrobatics 
  roll or plunge into the water. Animals will have no 
  trouble crossing, but wheeled vehicles risk breaking a 
  wheel against the rocks.
  Sudden Downpour. A heavy, soaking rain is 
  accompanied by a significant (but short-lived) 
  temperature drop (one level lower than it is currently; 
  if it is already lethally cold, HT or survival rolls are at 
  a further -3) that lasts for 4d hours. 1d/2 inches of rain 
  will fall; multiply that by 1d+1 to determine snowfall 
  depth if it’s Uncomfortably Cold!
  
  26
  26
  Hall of Judgment
  Thurs. A small group of 1d/2 thurs has taken up 
  residence in a shadowed valley. Well-hidden and 
  inactive during the day, they emerge at night to 
  attack the party. They will strike from ambush, but 
  their tactics tend towards “thurs smash!” rather than 
  stick-and-move.
  Vaettr/Zombies. A group of ZoMBies shamble out of 
  the night into the camp and attack the first characters 
  they encounter. After 1d rounds of combat, the vAettr 
  commanding them will make an appearance. 
  Watching Wolves. The head of a Wolf pack of 3d 
  animals approaches the party either as they make 
  camp or are traveling. The wolf is curious, not hostile, 
  and may even approach close enough to touch. If 
  the party reacts violently, the wolf will dodge with 
  surprising agility and he and his pack will leave 
  the area.
  Wild Boar. The party spooks a Wild BoAr; If the party 
  loses a contest of Intimidation, the boar attacks!
  wilderNess survival
  Traveling overland, especially if schlepping your own 
  gear, is hard, hard work. The rules below will help when 
  circumstances dictate the ancient plotline of “man vs. 
  nature” takes on immensely immediate relevance.
  eatiNG aNd driNKiNG
  The simplest wilderness challenge is also the most 
  basic, and the most important: The requirement for 
  food while adventuring in temperate weather is the 
  equivalent of 1.5 pounds (three meals) of concentrated 
  rations and eight pounds of water per day. If you 
  cannot forage off the land, the requirement for 
  prepared food and water is on the order of 70 lbs per 
  week per person. This makes the ability to obtain food 
  and find and procure fresh water absolutely critical.
  Game animals such as deer can be assumed to provide, 
  as a rule of thumb, one third to one half their live 
  weight in meat suitable for consumption, but they 
  have less energy content than more domesticated 
  meats. Treat 1 pound of fresh deer meat (or similar) or 
  0.75 pounds of beef or bison (or similar) as equivalent 
  to one meal if the party cannot supplement with 
  grains or other starches. If the party can supplement 
  with beans, hard-tack, or other high-energy starches, 
  drop the daily (raw) meat requirement by half. For 
  simplicity, treat each 3 pounds of meat and other 
  foodstuffs as one day’s rations—20 lbs per week of 
  travel per person traveling is required in good weather.
  Water is rather easier to figure, in that you need about 
  a gallon of it per day—just over eight pounds, and 
  that’s where most of the required weight of provisions 
  comes from (60 lbs per person-week!). So long as 
  someone in the group knows Purify Water, they can be 
  sure that any water they gather from streams, rivers, 
  and puddles can be rendered potable.
  The party does have access to this spell, right? 
  Right? There are several other spells that make such 
  necessities far easier to gather, including Create Food, 
  Create Water, Essential Food, and more.
  Magical purification of food and drink makes one of 
  the most severe hazards of low-technology overland 
  travel and survival suddenly more about hunting and 
  finding, and a lot less about long, painful, lingering 
  death from disease and toxicity. Lacking this ability 
  within the party, overland travel and survival becomes 
  much more difficult—and that’s just where eating and 
  drinking are concerned.
  Field dressiNG Game
  If the party successfully brings down game such 
  as a deer (the red deer native to the region average 
  around 300-400 lbs), all the inedible bits need to be 
  removed in a way that does not cause the meat to be 
  contaminated. As shorthand, if the party is not in 
  danger of running out of food or it’s not critical to the 
  plot, assume that an animal provides about 40% of its 
  live weight as edible meat and get on with the game.
  If it is critical—hunting and feeding the party has 
  become a major plot point—amp up the drama by 
  asking for Survival rolls to turn the animal carcass 
  into edible food. Make a Survival skill roll at +2 to get 
  any good meat at all, obtaining 20% of the animal’s 
  live weight as easily-accessible delver chow. Increase 
  the food obtained by 5% per point of margin of 
  success, to a maximum of 70%.
  
  27
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  ThE JOuRNEY
  If the party has access to Purify Food, and they fail the 
  basic Survival roll, they can still get 1/5 of the animal’s 
  live weight in food but must cast the spell on the meat 
  or else they risk disease—they’ve contaminated the 
  meat with nasty bits from the entrails or something 
  equally disgusting.
  If they’re fortunate enough to know a spellcaster with 
  Prepare Game, you get 70% the weight as food and the 
  other 30% of the animal’s weight neatly partitioned 
  out into usable bits. Sinew for cordage and bow-
  making, cleanly-scraped rawhide (if that’s what you 
  want) or a fur pelt (if that’s what you want), hooves 
  for rendering into glue, intestines for stuffing to make 
  sausage, etc. Even the poop is given to you as a small 
  pile of fertilizer.
  Preserving MeAt
  Meat spoils quickly if not preserved. The field- 
  expedient method to do this is to immediately cut it 
  into thin strips and smoke it using a fire, wet wood or 
  greens, and an enclosed mini-tent (often a tepee-like 
  construction). An expert can do this in four hours by 
  making a Survival roll at +2. If they succeed by 1, it 
  only takes two hours; success by 4 or more gets the 
  job done in but one hour. Increase the difficulty in bad 
  weather, due to limited supply of wood, or suitable fuel 
  (-2 to Skill for each negative condition).
  Freeze-Dry. An expedient that trades time for 
  skill in cold weather is freeze-drying. Make the 
  same skill rolls, but increase the time taken by 10 in 
  Uncomfortably Cold weather, and by 4 in Lethally 
  Cold weather. Just be sure you’re alive to eat it.
  weather aNd temPerature
  There is an old proverb: “There is no such thing as bad 
  weather, only inappropriate clothing.” (Quoting this 
  proverb during the winter is said to be a leading cause 
  of death by blunt fist trauma in the region. That too is 
  an old proverb.)
  In the lowlands in the summer, it can get hot and, on 
  very, very rare occasions in July, dangerously so…but 
  usually only for a few days.
  hAZArdous teMPerAture
  Any temperature outside of the comfortable zone is 
  considered hazardous temperature: hot weather 
  describes hazardous elevated temperature, while cold 
  weather indicates hazardous low temperature.
  In hazardous temperature, make a HT roll at 
  the end of each 12 hour period, or if continuous 
  activity stops. After a four-hour hike through 
  uncomfortably hot weather, after setting up camp, 
  or after a night’s sleep, make a HT roll at a penalty 
  indicated on the teMPerAture Zones table. The HT 
  roll is modified by activity level, clothing, shelter, 
  traits, and—for hot weather—water intake.
  Activity Level. Activity in hot weather is 
  assumed; add +5 to HT rolls if the character 
  is lounging about in the shade during the day. 
  During cold weather, activity such as hiking 
  provides +5 to HT rolls. Deliberately moving 
  around a campsite to keep warm provides 
  the same bonus but costs 1 FP per +2 bonus 
  to the roll.
  
  28
  28
  Hall of Judgment
  Clothing. In hot weather, clothes come off. Wearing 
  winter clothing is -4 to the HT roll; arctic clothing is -10. 
  Light summer clothes are at no penalty. Buck naked 
  is at -1 due to poor evaporation. In the wintertime, 
  summer clothes are at -2, while nakedness is -3. Winter 
  clothing or basic clothing with a heavy cloak is at no 
  penalty, clothing and heavy cloak or blanket gives +2. 
  Stacking layers over normal clothing is the simplest 
  and traditional way to deal with cold weather. Each 
  layer of warm clothing (up to six) costs $50 and weighs 
  2.5 lbs (blankets count as a layer and weigh 4 lbs); this 
  can represent warmer wool coveralls, a heavy cloak, 
  a parka, etc (see adventuReRs p.109). You get +1 to HT 
  rolls to resist cold temperatures for each layer, but this 
  eventually gets bulky and inconvenient. If you have +4 
  or more in bonuses from warm clothing, you suffer a -1 
  to DX. At +6, you have -2 to DX. This is cumulative with 
  any penalty for Layered Armor (adventuReRs, p.109).
  Shelter. Finding the right campsite (a successful 
  Survival roll) adds +1 to HT; in cold weather, having a 
  decent tent provides +2. Fine and Very Fine equipment 
  add a further +1 and +2, respectively. Sharing 
  a tent with others lends body heat (assuming 
  warm-blooded biology!) and provides an extra 
  +2 in cold weather. A roaring campfire also 
  provides +2 to the HT roll.
  Traits. Fit provides +1 to HT. Outdoorsman 
  provides +1 to HT per level. Temperature 
  Tolerance provides +1 to HT per level in the 
  appropriate weather condition.
  Water Intake. The water requirement while 
  adventuring is about a gallon per day. In hazardous 
  hot weather, halve HT penalties if you drink an extra 
  gallon per day in Uncomfortably Hot weather, or 4 
  gallons per day in Dangerously Hot temperature. 
  Drinking less than 1 gallon in hot weather is -5 to HT; if 
  you drink less than ½ gallon, the roll is at a further -10.
  night And dAy
  Assume that during the night, in the lowlands 
  and hills the temperature is roughly 15-25F 
  lower than during the day; in the mountains 
  or the desert, increase that range to 30-40F. 
  This may cause the temperature zone to 
  change, requiring different preparations 
  for settling down at night, or even traveling 
  during the night and sheltering during the day 
  in hot weather.
  Wind And WAter
  These temperature conditions are either worsened or 
  moderated by two other factors: wind and water. Wind 
  lowers felt temperature, and in the wintertime, strong 
  winds can drive felt temperatures down by as much 
  as 50ºF.
  Wind. The harder the wind blows, the colder it feels. 
  Strong winds constitute a good reason for the GM to 
  lower the temperature range.
  Water. Wet comes in three types: humidity, 
  precipitation, and immersion.
  Excessive humidity increases the effective felt 
  temperature by 3d ºF, potentially pushing it over 
  the edge to a new range. What would otherwise be 
  Comfortable weather can become Uncomfortable, etc.
  Being wet makes any climate condition one level 
  colder. If a character is immersed in cold water, 
  increase the frequency of HT rolls to avoid FP based on 
  the table below.
  heAtstroke, sunBurn, And frostBite
  If a HT roll due to hazardous temperature is critically 
  failed, the victim suffers injury as well: Add 1d+2 
  burning damage to an exposed location (straight injury 
  for heatstroke). Frostbite can cripple an extremity! 
  WATER 
  TEMPERATURE
  ROLL 
  FREQUENCY
  HT 
  MODIFIER
  Warm (60-80°F)
  Every 4 hours
  +1
  Cold (40-60°F)
  Every hour
  -1
  Near-freezing (32-40°F)
  Every 5 
  minutes
  -3
  teMPerAture Zones
  TEMP ZONE
  RANGE
  HT 
  PENALTY
  FAIL
  Dangerously Hot
  105ºF+
  -10
  1d+2 FP
  Uncomfortably Hot
  90-105ºF
  -4
  1d+2 FP
  Comfortable
  32-90ºF
  No roll
  No roll
  Uncomfortably Cold
  -10-32ºF
  -4
  1d+2 FP
  Lethally Cold
  < -10ºF
  -10
  1d+2 FP
  
  29
  29
  ThE JOuRNEY
  climate iN isFjall
  Isfjall is considered north even in Norðlond, and the 
  temperature rarely rises beyond the Comfortable zone 
  for more than a few days.
  Consult the isfJAll CliMAte table for guidelines on 
  temperature and precipitation.
  Determine Temperature. Start by rolling 3d to 
  determine a temperature range given the month of 
  the year. Isfjall is very rarely so hot that it’s dangerous 
  to be out and about if one is hydrated and healthy, like 
  a good adventurer should be. It is frequently lethally 
  cold in the wintertime, where exposure without proper 
  clothing can rapidly turn to frostbite, hypothermia, 
  and Delvercicle Syndrome.
  Could be Raining. Once temperature has been 
  determined, roll 3d again to see if it rains or snows. If 
  the roll is less than or equal to the entry for “Rain,” you 
  get soggy. It snows if the temperature is Uncomfortably 
  Cold; if the temperature is Comfortable, but the roll is 
  at the top end of the range (rolling a 10 in November), 
  it snows, but it’s a nasty, wet, uncomfortable mix of 
  snow that melts and just makes mud, freezing rain, 
  or sleet.
  Snow Base. This row tells how much permanent snow 
  is on the ground, in inches: It may well snow in May or 
  June, but it won’t last. This is a guideline, and can vary 
  by location, but if there’s assumed to be three feet of 
  snow on the ground, a snowfall will simply add to it.
  It’s Cold Up There. Adjust the 3d roll for temperature 
  by +3 in the Hills and Valleys regions, and +6 in 
  the Frostharrow. It’s cold there, and that cold isn’t 
  always strictly natural. Note some of the rolls on the 
  encounter tables can drive temperatures into true 
  extremes, including extremes in snowfall.
  isfJAll CliMAte
  Month
  MAr APr MAy Jun
  Jul Aug seP oCt nov deC JAn
  feB
  Dangerously Hot
  —
  —
  —
  —
  3-4
  —
  —
  —
  —
  —
  —
  —
  Uncomfortably Hot
  —
  3-6
  3-7
  3-8
  5-9
  3-8
  3-7
  3-5
  —
  —
  —
  —
  Comfortable
  3-10
  7-12
  8-12
  8-16
  10-18
  8-18
  8-13
  8-12
  3-10
  3-9
  3-8
  3-9
  Uncomfortably Cold
  11-13
  13-18
  13-18
  17-18
  19-22
  19-22
  14-18
  13-18
  11-14
  10-12
  9-12
  10-12
  Lethally Cold
  14+
  19+
  19+
  19+
  23+
  23+
  19+
  19+
  15+
  13+
  13+
  13+
  Rain?
  8
  8
  9
  8
  7
  8
  8
  8
  9
  9
  9
  8
  Snow Base
  30
  12
  0
  0
  0
  0
  0
  0
  4
  16
  27
  33
  Daylight Hours
  12
  14
  15
  16
  16
  14
  12
  11
  9
  8
  9
  10
  
  30
  30
  Hall of Judgment
  
  31
  31
  LOGIhEImLI RuINS
  LOGIhEImLI RuINS
  Sitting against the first significant line of hills on the 
  western border of Norðlond, at the very edge of the 
  Vsturham range, lies the ruins of a village and fortress. 
  Hundreds of years of erosion, weathering, and neglect 
  have reduced the once sturdy settlement into a shadow 
  of its former self. A shadow haunted by the walking 
  dead. The area is sparsely forested, but low shrubs 
  and other wild growth have covered what was once 
  one of the principal holy sites in Norðlond…and is 
  now a wasted ruin.
  the Fortress aNd Barrows
  There are two important areas around Logiheimli: the 
  fortified village itself, and the nearby barrow complex 
  made for those that left on quest for the Lost Hall, and 
  never returned. Not every building holds danger or a 
  surprise, but some do.
  Approaching the ruins, the most prominent feature 
  is the eroded low wall. The ruins are vaguely oval 
  in shape, but hundreds of years of erosion and 
  weathering have left relatively few distinct “men built 
  this” signs. One sees the wall itself, the stone pillars 
  that held the gates, and the classic ditch structure.
  When the ruin was thriving, it would have been a 
  formidable barrier; now, only remnants of trails (less 
  vegetation and bramble) remain, plus those features 
  that water, wind, and time could not destroy.
  Challenge. The ruins are infested with undead, 
  including ghouls. The skeletons and zombies are 
  powered by the force of evil runes that were carved 
  into three obelisks by demon cultists. The ghouls and 
  skeletons will try and kill any living creature that 
  gets too close; ghouls in particular long to feast on 
  human flesh.
  waNderiNG BoNes
  The dead at Logiheimli are rather more active than 
  they should be. This “danger zone” extends to 1.5 
  miles for each hour of darkness: roughly 12 miles 
  during the height of summer, and 24 miles from the 
  ruins in winter. Roll every night for an encounter: the 
  party will encounter a group of 1d skeletons on a roll 
  of 8 or less on 3d. 
  
  32
  32
  Hall of Judgment
  Concealed. The livestock and ghouls are the 
  remains of a demon cult that was sent on a mission 
  to undermine the fortress. They struck while the 
  Warden and his wife, the High Prestess of the Law 
  God, and their top retainers were meeting with a jarl 
  at Odinheim.
  The fortress of Logiheimli (Law Home) was once an 
  important waypoint for questors seeking the Hall 
  of Judgment. The forces of demonkind dispatched a 
  heavily armed and trained cult to pose as questors. In 
  the night, while the warden was away, they entered 
  the temple, desecrated it, and breathed life into an 
  obelisk that caused the dead to rise each night. There 
  are three such stones: one in the temple, which covers 
  the fortress proper, and two more in the outer barrow.
  These runes cause the area to be Low Sanctity, Low 
  Mana, and Supernaturally Defiled. A spellcaster 
  who detects the lowered power levels can make an 
  Occultism or Naturalist roll to determine that the 
  weakened strength is due to an outside force; critical 
  success gives the character an indication of which 
  direction they come from. Deactivating any one 
  obelisk will increase Nature’s Strength to normal; two 
  will restore the mana level to Normal; eliminating all 
  three will restore the sanctity level to Normal.
  Reward. The temple has clues to the precise location 
  of the Hall of Judgment. The barrows hold the former 
  jarl and high priestess of the Law God, and their 
  weapons and equipment are of the finest make.
  the Gates
  There are four “gates” in the oval wall, each of which 
  used to form a tunnel perhaps 6-7 feet high through 
  which visitors would pass to enter the fort. Each 
  was formed of four stone posts, which both held 
  the wooden doors and the supports for the ceiling. 
  Over time, the timber has eroded away and the roof 
  and walls collapsed, leaving an uneven cleft in what 
  remains of the wall.
  The corner posts are obviously artificial, and still 
  remain, providing evidence that this area is not a 
  natural feature.
  Concealed. There is nothing untoward or malign 
  about the collapsed gates.
  livestocK eNclosure
  The “enclosure” is marked only by stone posts, some 
  collapsed, some still present. Whatever fencing or 
  roofing that used to protect the animals of Logiheimli 
  have long since disintegrated.
  While no structures still stand, the remnants of the 
  livestock itself, in the form of skeletal remains, can 
  be seen.
  Challenge. Defeat the undead skeletal warhorses that 
  will rise so long as the sun is not in the sky (night or 
  overcast days).
  Concealed. Several of the old skeletons are exactly 
  what they appear to be, but the more recent remains 
  are clearly wild animal skeletons, which have been 
  crushed (roll Naturalist at -2).
  Four sets of remains are in fact the animated skeletons 
  of warhorses. These highly trained mounts will charge 
  at the nearest PC that enters the enclosure by passing 
  the stone posts. Once animated, the skeleton WArhorses 
  can absolutely pass the enclosure boundaries. They 
  will attempt to slam, trample, and stomp living 
  creatures in rough order of “who’s closest?”
  Alternatives. The skeletons will rise instantly 
  (treat as if standing from prone) when the first living 
  character passes the enclosure if the sun is not in the 
  sky (it is overcast, or from dusk to dawn). They will 
  not rise if the sun is shining, and are susceptible to 
  sunlight, the Sunlight spell, and Sunbolt.
  the temPle: loGihóll
  In the center of the fortress sits the former temple of 
  the Law God. The stone foundations are still present, 
  as are timbers that should have long since rotted 
  away but have not (they were blessed and turned into 
  essential wood; they would have lasted forever save for 
  the evil obelisk now in the basement).
  Challenge. Defeat the ghouls that will attack once 
  the party is distracted. Un-curse or dispel the obelisk 
  in the basement.
  Concealed. Ghouls roam the ruins, and there is a 
  stone obelisk in the basement that is defiling Nature’s 
  Strength inside Logiheimli. There are twelve ghouls 
  in the temple itself, and they will attack in groups of 
  three from different places within the ruin.
  
  33
  33
  LOGIhEImLI RuINS
  The temple was collapsed from within by a powerful 
  (and long-destroyed) talisman after the ritual to 
  enchant the runes on the obelisk were activated. The 
  ghouls in the temple are the undying cultists that 
  originally cursed the temple.
  Rewards. Deactivating the obelisk will start the 
  process of re-balancing the mana, sanctity, and 
  nature’s strength of the region. Delvers can deactivate 
  an Obelisk with Remove Curse or Exorcism resisted 
  by Skill-12 (this was once much more powerful, but has 
  faded over the years).
  Delvers lacking either method can just smash it (DR 
  6, 90 HP)—but doing so releases a wave of demonic 
  energy that drains 2d+6 HP from anyone in the room!
  Inside the basement there are several clues to how to 
  find and travel to the Hall of Judgment.
   ¤
  A polished stone slab contains an etching of the 
  hall itself that will give bonuses to Navigation 
  and the first real image of the Lost Hall in 
  recent memory.
   ¤
  A stone plinth that sits empty, but if the History 
  spell is cast on it, will provide a faint image 
  of a book into which the stories of individual 
  questors have been written. The visible page 
  makes mention of tiwstakn provided to questors, 
  and later recovered either by its return, or by 
  Logiheimli huskarls sent to retrieve them.
  liviNG aNd visitors Quarters
  The living quarters for those that lived in Logiheimli 
  are located in area X, while those assigned to questors 
  and other transients are at Y. As with all the longhouses 
  in the ruins, there is a mix of stone, sod, and timber 
  that has long since eroded into the barest remnants 
  of structure.
  Challenge. Skeletons will rise and attack any who 
  draw near the buildings. There were 10-20 people in 
  each of the longhouses
  Concealed. The skeletons lie dormant in the ruins 
  until a living creature approaches within 10 yards, 
  then they spring up and attack.
  Alternatives. Wise parties will be wary of undead 
  once they’re attacked the first time, likely by the 
  skeletal warhorses. A cleric or holy warrior will be 
  able to keep most of them at bay, or even completely 
  vanquish them. Destroying all three obelisks will de-
  animate the skeletons without a fight.
  Rewards: If the skeletons are armed, the party can 
  recover well-preserved weaponry in remarkably 
  good condition given their age (full value; the ritual 
  that animated the skeletons preserved the weapons). 
  Characters who take the time to scrounge through the 
  ruins thoroughly (at least an hour) can roll as a group 
  against Scrounging (or Perception -5); each building 
  ruin will have 3d×(1+Margin of Success) coins worth 
  of valuables buried in it. Roll 1d: on a 1-3, the coin type 
  is copper, on a 4-5 it’s billon, while on a 6, it’s silver.  
  On a critical success, it’s tumbaga instead (exploits, 
  p. 73)! The loot can be in coins or objects, at the GM’s 
  discretion. Also, for each ruin, a scrap of parchment, 
  clay or stone tablet, or an item that can be used as the 
  subject of the History spell which reveal the pathway 
  to the bridge across the river leading to the Lost Hall.
  loNGhouses aNd smithy
  This set of buildings is marked by the remains of 
  what clearly was a smithy. The building had a stone 
  foundation and walls, and the remains of the anvil are 
  still present.
  Challenge. More skeletons!
  Concealed. The skeletons rest beneath the ruins of 
  the longhouses and will run out and strike at party 
  members if they can. There were 10-20 people, turned 
  into corpses and then into skeletons by the force of the 
  cultists’ ritual, in each abandoned longhouse.
  Rewards. The bones of a dwarven smith lay where 
  he was killed; a Hidden Lore (Undead) roll will reveal 
  that the evil ritual did not affect him and suggest that 
  Summon Spirit might work.
  The smith’s ghost resists with Will 5 (he is friendly), but 
  he’s been dead more than 400 years. He is willing to 
  provide the location of a buried strongbox containing 
  2 gold and 60 silver coins under the rotted anvil.
  He will tell how the wardens of the fort retreated to the 
  barrows to attempt to free the land from evil influence. 
  Eventually they were forced to seal themselves inside; 
  their bones (and spirits) are still present inside. Reveal 
  the specified Concealed info from the BArroW gAte if 
  the characters speak to the dwarven smith.
  
  34
  34
  Hall of Judgment
  the Barrow Gate
  These heavy wooden doors are still largely 
  intact, having been constructed of essential 
  wood and bound with iron. They are intact, 
  but not attached to the hinges: the doors 
  have been ripped off the entryway to the 
  barrow. This fact is visible from the eroded 
  western wall of the Logiheimli fortress.
  Other than the shattered entryway, there 
  is nothing hidden or buried at the gates. 
  The tunnel proceeding into the tomb is 
  lined with torch-holders, but the torches 
  have long since rotted away. The somewhat 
  rusted remains of the holders (they will 
  still support a torch) are placed every three 
  or four paces.
  Concealed. If the delvers enter the crypt, 
  they will come to a vertical stone marker at 
  the intersection of three sub-passages. On 
  top of the marker a message was chiseled 
  in the runic language of ancient Norðlond: 
  “Truth has Consequences.”
  After the marker in the middle of the 
  intersection, the delvers see, down each 
  of the north and south corridors, the faint 
  outline of another marker. The markers 
  to the North and South emit a pale, sickly 
  green light. The third passage does not have 
  a marker and ends at a well-constructed set 
  of double doors.
  The dWArven sMith will reveal that the 
  barrow was dug for the purposes of 
  interring questors that perished during 
  their attempt to reach the hall. The Huskarls 
  would periodically scout the then-known 
  ways to and from the Hall and bring back 
  tiwstakn and the remains of any deceased. 
  Those that perished without leaving other 
  instructions were buried in one barrow, 
  huskarls that perished were buried adjacent 
  to the Warden’s Tomb, and those villagers 
  and priests that lived in Logiheimli were 
  buried in an interior chamber.
  
  35
  35
  LOGIhEImLI RuINS
  the hoNored Questors
  The barrows reserved for the questors occupy the 
  northernmost section of the tomb. The marker placed 
  halfway down the corridor glows with a green light and 
  is the second obelisk upon which the dark spell that 
  curses Logiheimli was placed. The marker is inscribed 
  “Valiant,” though that is obscured by the Evil Runes.
  The dead are laid out in a simple set of small passages, 
  and the bodies are laid in alcoves perhaps three feet 
  deep and a foot high, spaced like shelves.
  Challenge. This tomb is filled with animated 
  skeletons, but they are cursed to wander the land at 
  night. There are quite a few skeletons that come and go 
  as the sun sets and rises.
  Concealed. Every single skeleton in the barrow has 
  been animated by the dark power of the obelisks that 
  have cursed the village. There are 24 burial areas, and 
  each has room for 4 bodies, though not all were filled. 
  This makes about 50 skeletons, most of which are 
  armed with rotted shields (DB +1 instead of more) and 
  rusted swords (consider them short swords).
  The skeletons return to their resting place daily, and 
  they remain there from sunup to sundown, unless 
  the sun is hidden behind the clouds, or there is an 
  eclipse, or a mysterious supernatural fog that appears 
  seemingly out of nowhere. Small chance of that, but 
  you never know.
  At dusk, the dead walk and wander, and can range for 
  a shocking distance each night and still return. They 
  will stroll at Move 2 seeking things to kill. The area 
  is most dangerous at dusk (when 50-80 skeletons are 
  commuting to work) and dawn (reverse commute).
  Note that the doors to the Warden’s chamber 
  (the westernmost passage) are holy/blessed, and 
  skeletons will not proceed more than halfway down 
  that passageway.
  Rewards. Deactivating each obelisk will restore 
  first nature’s strength, then mana, then sanctity to 
  “normal” levels. 
  The valuables for some of the wealthier questors are 
  buried in a small niche beneath each body. For each 
  search, roll 3d; on a roll of 8 or less, there’s something 
  valuable still present, worth 6d×10 silver marks.
  Any character who makes a Religious Ritual or 
  Savoir-Faire roll at +2 will understand that looting 
  these tombs would be a desecration; delvers with 
  Greed may not care!
  For each tomb pillaged, roll 3d again…on a roll of 6 
  or less, the skeleton’s animated spirit is enraged, and 
  the creature transforms from a bound skeleton to an 
  unbound vaettr, which can walk as it will. It somehow 
  knows who stole its stuff, and will attempt to intercept 
  and kill the thieves. Barrow pillaging is lucrative but 
  perilous in Norðlond.
  villaGer’s rest
  The barrows reserved for those that served and died 
  in Logiheimli in service of the Lord of Law were set 
  to rest in the southernmost section of the tomb. The 
  marker placed halfway down the corridor also glows 
  with the curse, and on top is chiseled “Servants of Law.” 
  The dead are laid out in a simple set of small passages, 
  and the bodies are laid in alcoves perhaps three feet 
  deep and a foot high, spaced like shelves.
  Challenge. Unlike the wandering skeletons of 
  questors, these are likely to be found wandering the 
  tomb itself.
  Concealed. Much as with the questors, these remains 
  are also animated each night as skeletons. There are 
  fewer of them (only 20-30), and the magic of the 
  curse was not strong enough to overwhelm the rites by 
  which these servants of Law were laid to rest. They rise 
  reluctantly and will not pass the outer doors.
  If encountered, roll 1d, and on a roll of 1-3, the skeleton 
  will turn and walk away: they are reluctant to attack 
  the living, seeking only to return to their rest. If one is 
  driven to attack, all others within line of sight will also 
  turn and attempt to destroy interlopers.
  The doors to the Warden’s chamber (the westernmost 
  passage) are blessed, and skeletons will not proceed 
  more than halfway down the passage.
  Rewards. There are no niches or valuables to be found 
  here, though holy symbols of the Lord of Law are 
  plentiful in the alcoves.
  Deactivating each obelisk will restore first nature’s 
  strength, then mana, then sanctity to “normal” levels.
  
  36
  36
  Hall of Judgment
  a sturdy door
  The westernmost fork of the passage terminates 
  at a set of still-whole double doors. They are well 
  preserved, bound with iron, and the iron bands are 
  etched in runes.
  Challenge. Enter the chambers beyond.
  Concealed. The doors are magically locked and serve 
  as a ward against the approach of the undead. The 
  curse animating the skeletons is too weak to drive 
  them more than halfway down the passageway; a 
  vaettr will not be so constrained.
  The door was locked with Magelock at skill 20; if a 
  spellcaster has a tiwstakn, the resistance drops to 
  Magelock-10.
  The runes on the door are again in ancient Norðlond. 
  They read “Law Over All.”
  Alternatives. The door must be magically 
  opened, but if Lockmaster or Counterspell are 
  unavailable, the characters can Pray (Exploits, 
  p.90) for divine intervention to open the door, 
  at +10 if they are carrying a tiwstakn; this roll 
  automatically fails if they have pillaged the 
  graves of villagers or questors in the barrows.
  inner ChAMBer
  Passing the door, the inner chamber of the 
  Warden’s barrow seems to have also served 
  as a war room. The huskarls guard the way 
  as ghosts. They will know instantly if the 
  delvers have pillaged the tomb (see below 
  for consequences). If not, they will permit 
  the party to speak with the Warden and 
  High Priestess, whose ghosts wait in their 
  inner chamber.
  Challenge. Communicate with the ghosts of 
  the warden, high priestess, and huskarls.
  the huskArls
  The huskarls of the Warden were picked 
  warriors, each a hero in their own right. Each a 
  holy warrior of credible power, they maintain the 
  warding against the undead in the outer chamber.
  Challenge. The huskarls will not attack or threaten 
  the delvers in any way so long as they have not pillaged 
  the bodies of the villagers or questors.
  Concealed. If the delvers have pillaged the tomb, 
  the huskarls will bar the way to the Warden’s tomb 
  and point the delvers back to the questor’s tomb. A 
  successful Religious Ritual, Occultism, or Hidden Lore 
  (Undead) will inform the miscreants that the stolen 
  valuables must be returned before conversation with 
  the Warden can occur.
  Rewards. Each of the six huskarl warriors is wearing 
  an Ornate (+1 CF) heavy mail hauberk (DR 5/3 covering 
  the body and arms; $3,720, 28 lbs), carries a Norðlond 
  battle shield ($600, 8 lbs) in surprisingly good 
  condition, and is laid to rest with Ornate (+1), Fine 
  weapons: a knife, a spear, and a one-handed sword 
  or axe. Each carries a Blessed Holy Symbol of the Law 
  God (adventuReRs, p.114).
  If the obelisks are un-cursed, the gear remains and the 
  huskarls will allow the party to trade their own gear for 
  that of the huskarls. They will object to full-on looting.
  
  37
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  LOGIhEImLI RuINS
  the WArden And high Priestess
  Concealed. Upon returning from their journey to 
  the cities in the south, the Warden, High Priestess (his 
  wife), and their huskarls found the village and fortress 
  a smoking ruin and the curse heavily upon the land 
  around it. They retreated to the barrow, and magically 
  sealed the door against entry. They prayed to the Law 
  God, who intervened with the Goddess of Death: the 
  spirits of the group would be allowed to linger until the 
  ruins were cleansed.
  Rewards. At worst, the Warden and Priestess will 
  grant the party the meistaratakn, the master relic that 
  can be used to locate the other tiwstakn wherever they 
  are. Two are unaccounted for according to the Warden. 
  One is the relic that Geirolf possessed, and the other 
  is in the far north, which will give the party solid 
  directions to the Hall of Judgment itself.
  The Warden and High Priestess will not discuss the 
  challenges faced by any Questor in the Hall. They will 
  tell the party the following:
   ¤
  The Hall is not just lost; it is closed to farsight. 
  Something is wrong at the Hall that might 
  threaten the Gods themselves
   ¤
  The cultists that ruined the village were part 
  of some grander plan; the demons have been 
  scheming for centuries
   ¤
  The faerie also seek to possess the Hall, and are 
  looking to gain entry and take possession of it for 
  their own reasons; they will repeat the obvious: 
  do not make deals with the faerie in this matter 
  (nor any other)
   ¤
  The High Priestess will note that removing the 
  curse on the three obelisks will allow the area to 
  return to a proper balance.
  If asked for aid, the Warden will grant permission 
  for each party member to take a single item from the 
  barrow of the huskarls; the other ghosts will look a bit 
  put out by this. If a holy warrior is present, the warden 
  will offer to trade his sword for theirs.
  Lögfræðingur. The warden’s sword is The Law Giver, 
  a blade of storied legend. It is an Ornate (+1), Fine, 
  Balanced broadsword. Its enchantments allow it to 
  damage spirits, even when incorporeal (blessed with a 
  permanent Affect Spirits spell, spells p.59), as well as 
  Accuracy +1. ($25,100; 3 lbs)
  Note: Affect Spirits as an enchantment costs 
  the same as Ghost Weapon (exploits, p. 79): 
  $5,000 per lb of weapon weight.
  
  38
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  Hall of Judgment
  
  39
  39
  DómSTóLLINN
  DómSTóLLINN
  The approach to the area containing the Hall itself 
  requires crossing a deep gorge through which flows 
  a fast-moving river. The most obvious method of 
  crossing can be found in the form of a dilapidated 
  rope bridge, directly southeast of the peak containing 
  the Dómstóllinn.
  the roPe BridGe
  The party arrives at a deep gorge, through which a 
  swiftly-flowing river has cut a torturous path. The 
  gorge is 80’ across at its narrowest point, which is 
  where a bridge spans the gorge. The gorge plunges 100 
  feet from the lowest point of the drooping bridge to 
  the water below.
  The dilapidated rope bridge strung across the chasm 
  has seen better days. It is very obviously in poor 
  condition, with missing and rotting boards, frayed 
  ropes, and other issues that more or less scream “I am 
  in terrible shape” to even a casual observer.
  The river below is moving quickly but, at least under 
  the immediate area of the bridge, is deep and not 
  inherently dangerous from a rapids-and-boulders 
  perspective. If the eagle-eyed make a Perception roll, 
  they can see the beginning of whitewater—a sure sign 
  of rocks and pain—beginning downstream.
  Challenge. Cross the bridge without falling. Pack 
  animals are too heavy to cross the bridge naturally.
  Concealed. It is possible to cross the bridge. It will 
  support 150 lbs + 3d×10 lbs (180-330 lbs), but because 
  of the nature of the bridge’s decay and how the 
  ropes and boards will move, roll once when the first 
  individual steps on to the bridge. Re-roll the capacity 
  of the bridge every time the weight changes, such as 
  an additional adventurer stepping onto the bridge. 
  Obviously the carrying capacity of the bridge doesn’t 
  change, but the dynamic load of a crossing is more 
  easily represented by changing the failure criteria.
  Mules weigh on the order of 950 lbs  (if it’s important, 
  an individual is 750 + 3d×20 lbs). Their journey stops 
  at the gorge unless clever means are employed to allow 
  them to cross.
  If the weight of those crossing exceeds the carrying 
  capacity of the bridge even for a moment, the bridge 
  will partially give way. The break happens after the 
  
  40
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  Hall of Judgment
  lead character has traveled (1d+1)×10 feet across the 
  bridge. A character who causes a bridge failure must 
  make an Acrobatics roll at -3. If the check is failed, he 
  falls into the water and will be swept downstream by 
  the current, which moves at 3 yards per second in this 
  part of the gorge. If a check is failed by 4 or more, the 
  bridge fails completely and the ropes snap, the boards 
  fall away. That’s it for the bridge.
  If the Acrobatics roll is successful, re-roll the 
  carrying capacity immediately. If it’s greater than 
  the character’s weight, he’s dangling from the bridge 
  by 1d/2 limbs (choose at random). If it’s lower, it fails 
  again, calling for yet another Acrobatics check, this 
  time at -4. If the second try also results in a too-low 
  weight limit, the character simply goes into the drink.
  Alternatives. There are several ways to deal with 
  crossing the rickety bridge. Some options follow, and 
  clever players will find other ways.
   ¤
  Making and Breaking. The Find Weakness 
  spell will allow the caster to know just how sad 
  shape the bridge is in, including the safety limit 
  of “less than 180 lbs” implied by the random roll 
  above. Rejoin and Repair will take a lot of energy 
  and a lot of time, but with sufficient rope and 
  wood, the bridge could even be made anew.
   ¤
  Martial Arts. A regular jump won’t do it unless 
  you can naturally clear 27 yards or more. But a 
  jump boosted by Power Blow will succeed if the 
  jumper has Jumping-18 or higher! The chi-expert 
  can also use Light Walk to reduce their weight on 
  the bridge.
   ¤
  Movement Spells. There are several Movement 
  college spells that will aid the traverse. 
  Apportation, Flight, Levitation, Light Tread, 
  and Lighten Burden might all prove useful. Slow 
  Fall will allow a full 25-30 seconds to contemplate 
  their impending trip down the river.
   ¤
  New Ropes. The characters may string new ropes 
  across the 80’ gorge. New rope is better than old 
  rope. Add 125 lbs to the carrying capacity of the 
  bridge for each rope strung. Unless there is a 
  helper or some magical assistance on the far side 
  to tie off any ropes that make it, a ranged weapon 
  cannot be used to string new ropes.   
   ¤
  Rafts and Boats. It’s possible the players 
  will decide to build some sort of boat or raft. 
  If they can do it, let them, the raft will take the 
  brunt of the wrath of the rapids downstream. 
  Transporting logs and ropes downstream, 
  staging the raft in the calm part of the river, 
  and poling or pulling the group across would be 
  possible, though would represent a lot of work 
  and a lengthy delay.
   ¤
  Trebuchet. If the players wish to build some 
  sort of siege engine to throw themselves across, 
  let them. It’s awesome so long as they can manage 
  the landing: treat as a 30-yard fall. Plus, you still 
  have to get the last person across. Don’t mention 
  this fact ahead of time.
   ¤
  Water Spells. Resist Water, Walk on Water, 
  and Swim are all spells that minimize the impact 
  of landing in the river…and would come in very 
  handy if a party member is swept downstream.
  If some fall and some do not, the PCs left at the top 
  of the cliff may follow the drifting/swimming players 
  downstream. At that point, the far bank is level with 
  the stream, but the near one is still a 60’ tall cliff.
  sPloosh
  If a party member goes into the drink, they will suffer 
  no damage from the fall. But can they swim? With all 
  of their gear?
  As per exploits, p. 21, swimmers take double 
  encumbrance penalties, and between delveRs to go! 
  and the sAMPle ChArACters in this book, only five of 
  the 13 templates from have Swimming. Does your 
  character have Swimming?
  If not, Swimming defaults to HT-4, and most delvers 
  HT is in the 11-13 range, resulting in Swimming-3 to 
  Swimming-5 with Medium encumbrance. Failure on a 
  Swimming roll means you inhale water and lose 1 FP. 
  Roll again every five seconds until you succeed, drown, 
  or are rescued. At 0 FP, you lose 1 HP per FP and must 
  make a Will roll every second or fall unconscious; see 
  Suffocation (exploits, p. 70).
  
  41
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  DómSTóLLINN
  the ridGe Path
  The pathway to the Strong Gate lies along a fairly 
  well-defined trail running through the woods. It is 
  obvious, but disused, with many bends and turns (the 
  path to justice is a twisted one?). This provides several 
  opportunities for close encounters.
  rival claim
  The faerie lords and ladies—and one faerie sorceress 
  in particular—wish to possess the hall to enhance 
  their status among the Winterfae nobility.
  The opposite side of the rickety bridge across the 
  gorge places the group on the crest of a wide sway of 
  hilly and forested terrain. The pathway and the hills 
  vary between lightly and heavily wooded. There is not 
  enough foliage to completely obscure the trail; neither 
  is there so little that a clear path all the way to the 
  tower can be seen.
  The trail bends and turns from hill to hill, occasionally 
  dipping into a low section between hills before coming 
  back to the top. It is in one of these valleys that a faerie 
  sorceress has her minions lay an ambush.
  Challenge. The sorceress can’t interact with mortals 
  herself, for reasons having to do with how the tiwstakn 
  relic and the holy sword came to Geirolf in Isfjall. 
  Instead, she has chosen a single stórAlf elder, along 
  with three brutish thurs (a type of mountain troll) to 
  ambush the party as they pass. The ambush has been 
  set less than a half-mile from the foot of the bridge.
  The stóralf elder is present to keep the thurs on target 
  since they’re none too bright. He will not engage 
  directly in battle, only observing and reporting. The 
  stóralf will use his faerie glamour and stealth skills to 
  remain hidden if possible. He has been given a glass-
  and-bronze bead that, if crushed, will not only render 
  himself invisible (though it will end if any aggressive 
  action is taken, per the spell), but will help foil the 
  effects of See Invisible, requiring a Perception check 
  at -10 to notice the stóralf even with See Invisible (the 
  Winterfae are excellent at this sort of thing)! He uses 
  this to aid escape, not to engage in combat.
  
  42
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  Hall of Judgment
  The thurs will begin widely separated, with two 
  throwing heavy rocks at the party from ahead, to draw 
  their attention. At an opportune moment, the final 
  thurs shrugs off its glamour and charges into the rear 
  of the party, first slamming with its greatclub, and then 
  closing the distance to grapple, claw, and bite. If the 
  initial grapple fails, it will pummel the target into jelly 
  with its club. As soon as the third thurs emerges, the 
  other two cease throwing rocks and engage in melee.
  The thurs are brutes, and if brought to lower than 
  10-20% of their hit points, may break and flee. Make 
  a Will roll for the thurs at +3; success has their fear of 
  their faerie masters overcoming their fear of death 
  and they’ll stay in the fight. Failure means they flee 
  the valley and become someone else’s problem as a 
  wandering monster…or the players’ problem again on 
  the way out.
  Alternatives. Go around. The ambush is set at the 
  foot of the bridge, and assumes that the delvers will 
  take the easy way down the trail. The stóralf and 
  thurs will need to make Perception rolls to notice 
  the characters detouring around the ambush site…
  and then it’s a contest between the best scout of each 
  party…and thurs just ain’t that subtle. The thurs will 
  start attacking from concealment if they can, but poor 
  perception and low stealth—even with the faerie veil— 
  gives the players a very real chance to either avoid the 
  encounter or stage a counter-ambush.
  Intimidating the thurs will be challenging: they use 
  ST-based Will rolls to make and resist Intimidation 
  checks as bullies. Bargaining with them will run into 
  the leadership of the stóralf elder and their fear of 
  Elunad the faerie sorceress.
  Reward. The three thurs carry $3 in copper, $8 in 
  copper, and 1 lb. of cooking spices worth $10. The 
  stóralf has a bronze mace in addition to a bronze 
  shortsword and compact short bow, and has a 
  bloodstone pendant worth $250 around his neck. The 
  charm that will cast Invisibility (at Skill-20), but will 
  only work on those with faerie ancestry but is worth 
  $1000 if intact.
  GrasPiN’ asPeN, sPruce Noose
  Continuing past the encounter with the thurs, the trail 
  continues first down a hill, and then makes a steep 
  climb, with occasional switchbacks. The mountain 
  again becomes visible coming around the bend of the 
  trail next to a hill Partway up the mountain, keen eyes 
  (Perception at -3) might detect a feature that might 
  contain an entrance. The party must cross a broad, flat 
  valley filled with aspen and spruce trees, then ascend a 
  rocky grade to what looks to be a set of stairs branching 
  off the trail.
  As they pass through a strand of trees, make 
  Perception rolls at -2. Anyone who succeeds notices 
  some irregular shapes and lumps scattered about 
  the trail.
  If the party stops, they will see the remains of a 
  humanoid pelvis, a few vertebrae, and some fragments 
  of the top of a creature’s skull.
  Challenge. As the party sees the edge of the ridge 
  PAth, and the final phase of the journey, some of the 
  trees start “walking” with undulating motions of their 
  uprooted roots, and move remarkably quickly towards 
  the closest target. Use as many trees as characters.
  Concealed. The trees are not faerie creatures or set by 
  an evil power. They are normal trees animated by the 
  power of The God of Law and form the challenge of 
  the Strong Gate. They are called vAknAtré, and react to 
  anyone approaching the forest’s edge on the way to the 
  Strong Gate.
  Whomever is closest to the remains will draw the 
  attention of 1d  vaknatré immediately. The remainder 
  attack other party members randomly.
  The trees will double-team the adventurers where 
  possible. One attempts to grapple—first to immobilize, 
  and then to crush—while the others move in to closer 
  range (within their 3-yard range for bludgeoning 
  distance) and attempt to incapacitate the target. 
  They focus on whomever is closest to them, and do 
  not distinguish between “targets that can harm them 
  with fire or axe” and “targets ineffectually trying to 
  pincushion them with arrows.”
  
  43
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  DómSTóLLINN
  The trees are resistant to control damage—root and 
  branch are very secure—and the best way to get free 
  of their strong grapple is to hack at the tree limbs with 
  cutting weapons. Remove control equal to half the 
  cutting injury on any successful strike.
  Alternatives. The trees are a divine test of mettle, 
  and the doors would normally be closed to those that 
  fail the test. In this case, there’s something rather 
  wrong with the doors (see the strong gAte), so simply 
  fleeing faster than the trees can keep up will avoid 
  the encounter.
  They will pursue mindlessly. If any character can 
  win a Quick Contest of Stealth-2 vs. the vaknatré’s 
  Perception-10 in an appropriate place (ducking behind 
  other trees, for example), the tree loses track of them 
  and either pursue someone else, or simply stops 
  moving, rooted in place once more.
  Reward. The God of Law’s permission to enter the 
  Tower. A lot of firewood.
  dread river
  It’s not the fall that kills you. Probably.
  This segment is for those who enter the river, willingly 
  or unwillingly and then get carried downstream. There 
  are three challenges: staying afloat and getting bashed 
  around a bit by boulders and rapids for the first, and 
  then when the party drags itself from the river, there’s 
  an opportunistic pack of dire Wolves that want to 
  come calling. Finally, a troop of hoBs (more brutal and 
  stronger than stóralfar) is wandering around. They 
  may be fought or avoided en route to the Strong Gate.
  the raPids
  Anyone that falls in the water will be carried 
  downstream at Move 3 (6 mph). The river at the gorge is 
  quite deep—perhaps 100’—but gets rocky and shallow 
  very quickly, forming brutal whitewater stretches that 
  surge forward at Move 6 (a mile every five minutes).
  
  44
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  Hall of Judgment
  Challenge. The primary challenge is surviving 
  the river. Resolve time in the river as “rounds,” 
  each a minute long. Each round represents time 
  swimming, floating, or being dashed into pulp. The 
  first five rounds, the struggle is to merely stay afloat; 
  subsequently the worry is being pulped to death as the 
  swift current smashes folks onto rocks.
  Note: The Swimming rules call for a roll every 
  5 seconds; this lower resolution method 
  substitutes a single roll per minute at -1 in lieu 
  of multiple sequential rolls, to keep things 
  exciting but not drag the game. This makes up 
  for the fact that as one is swept down the river, 
  the swift current, passing over rocks, can “help” 
  the swimmer to the surface as well as pulling 
  them down.
  Each round, the water tries to pull each swimmer 
  underwater, calling for a Swimming roll at -1. 
  Successfully making the skill roll will keep the 
  character above water; a failure subjects them to a 
  minute of suffocation, taking 2d FP. Once suffocation 
  reduces FP to 0, the struggle enters combat time, 
  and five-second rounds start, using the Swimming 
  and Suffocation rolls as written. Friends can assist 
  a drowning person, and if they can reach their 
  companion, they can make complimentary skill rolls 
  (exploits, p. 6) to help their comrade stay afloat, or bear 
  their entire weight as encumbrance using lifesaving 
  techniques (read: “swim really hard and really fast.”)
  Once the rapids start, each minute the river “attacks” 
  twice: once to try and drown a swimmer (but roll at -2 
  per round instead of -1) and again to bash them against 
  the rocks. The character must again make a Swimming 
  roll, at -3, and a failure results in 1d+2 crushing 
  damage (DR protects normally)
  Once the ten “rounds” have elapsed, the current will 
  deposit the character (or their unconscious or dead 
  body) at a shallow bend in the river, wide and flat, 
  perhaps knee-deep.
  Alternatives. The gorge is steep and narrow. 
  Swimming to the sides will not help. If the party is 
  traveling down the river on a raft, the water attacks 
  the raft instead. Treat a raft as if it had ST 25 (Basic 
  Lift 125 lbs), 25 HP, and Swimming-14. If piloted by 
  someone with Boating, they may make complimentary 
  skill rolls.
  dire straits
  After (hopefully) surviving passage down the river, or 
  bypassing it, survivors come ashore on a spit of land 
  that protrudes into the river, which jogs around it. It is 
  wide, flat, and formed of gold and black sand, clearly 
  the product of erosion from the gorge upstream. The 
  sloped strand stretches for a few dozen yards, and then 
  blends into thick forest.
  Challenge. As the party washes up on the shore, a 
  pack of dire wolves watches them, waiting to attack. 
  There are 1d+3 animals in the pack. Each minute 
  that a PC washes up on the beach, the wolves roll 
  Perception at -3, +1 for each party member washed up 
  on the beach; if they succeed, they know that dinner is 
  served. Once the dire wolves detect the party, they will 
  maneuver for a minute (Perception at -1 to detect their 
  motion and soft growls), and then attack. The wolves 
  always attempt to double-team a victim at a minimum.
  Dire wolves are bad news, but they are animals. They 
  are looking for a meal, not a battle. Under the following 
  conditions, a wolf must make a roll vs. Will at +3 as a 
  morale check, and if it fails, it will break and flee.
   ¤
  If any other wolf fails a morale check, the entire 
  pack must also check morale that round
   ¤
  If any wolf is killed, the pack makes a 
  morale check
   ¤
  If any wolf is forced to make a HT roll due to a 
  loud noise, such as the Thunderclap spell, the 
  pack makes a morale check
   ¤
  If any wolf is outnumbered three-to-one, that 
  wolf must check morale
   ¤
  If any wolf takes burning damage, that wolf must 
  check morale
  This will tend to snowball; once the pack starts to run, 
  eventually they will break. If that happens, make 
  one final Will roll (no penalty). If they succeed, they 
  will shadow the PCs, and will try again later in the 
  same day or evening. If they fail, they will slink off, 
  becoming a wandering monster.
  During the fight, the wolves attempt to surround a 
  target, attacking from both front and back. One will 
  surge in, while the other, attacks to seize a limb or a 
  throat, doing both control and crushing damage. Then 
  the other darts in to savage the grappled target. If the 
  control damage is insufficient to bring the foe to more 
  
  45
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  DómSTóLLINN
  than 1/3 the control maximum, they disengage, and 
  then lunge in to attack again, hopefully achieving a 
  dominant position.
  The worst-case scenario for the players is that they 
  arrive scattered or unconscious at the strand. This 
  is legitimately bad news and could easily result in 
  character fatalities. Each round, 1d-2 (minimum 1) 
  wolves will attack an incapacitated target.
  Alternatives. The easiest alternative method to a 
  straight-up fight is to try and frighten the wolves away 
  with fire or noise.
  hoBs oN Patrol
  The party approaches the Strong Gate directly if they 
  manage to cross the bridge. If they fail, they approach 
  the gate from the lower reaches of the sloping valley. It 
  is shallow and comes upwards from the lower riverbed 
  to the gate. As with the surrounding terrain, the area 
  below the mountain containing the tower is heavily 
  populated with coniferous forest.
  Challenge. Elunad is not the only faerie seeking the 
  Hall, but as yet only she has located a tiwstakn. Parties 
  of hobs, particularly nasty norðalfar bred for battle, 
  have been sent to harry anyone approaching the Hall. 
  Unlike the encounter with the thurs, this is a case of 
  the hobs patrolling the area while veiled, eager to 
  ambush and harass the party.
  The hobs are actively searching for trouble. Their 
  Perception-10 is unimpressive: They are easy to 
  surprise if the party can detect them first. But that will 
  be tricky given their skill with the faerie veil and stealth 
  they maintain: treat it as -3 to the PC’s perception 
  if done passively, or a Quick Contest vs. the hobs’ 
  Stealth-14 if they actively try to hide or disappear.
  There are perhaps two or three dozen hobs scattered 
  throughout the valley. They will be encountered in 
  groups of 1d+2.
  Concealed. If the hobs can detect the PCs, they will 
  absolutely lay an ambush. A pair of hobs will start 
  firing arrows from a distance, and at an opportune 
  moment, the others cast off their veils and move into 
  combat range with the rear of the PC’s formation. The 
  hobs try and knock their foes prone first, and then lay 
  
  46
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  Hall of Judgment
  into them with axes. Once revealed, the hobs are of 
  the “all the carnage, all the time” school of tactics, and 
  only grapple to render a foe prone.
  If the PCs find the hobs first, they will note that they 
  tend to travel in pairs, with perhaps 5 yards between 
  each pair. They will deploy one or two scouts with bows 
  10-20 yards ahead of the rest of the group.
  The gate to the Hall itself can be seen across a heavily 
  wooded area spanning the valley from the river strand 
  to the back side of the mountain into which the hall 
  is built. The mountain is always visible, rising like a 
  leopardess above the valley.
  the valley Path
  The pathway to the sacrifice gate is unmarked—the 
  characters will need to find their way to the back side 
  of the mountain by dead reckoning and orienteering.
  Challenge. Trekking to the base of the cliff requires a 
  Navigation roll, or some other method of finding the 
  way. The valley is choked with vegetation, and there 
  are many dense thickets and hedges. Success on the 
  check allows the party to cross the valley in two hours, 
  critical success finds the path to the CliMB in one 
  hour. Failure means two hours of wandering, making 
  no progress.
  Concealed. If the party loses a contest of the party’s 
  worst Stealth versus norðalfar’ Perception, they will be 
  attacked by a group of them (When norðAlfAr AttACk).
  The valley is disorienting and annoying, and astute PCs 
  (A roll at -2 vs Naturalist, Survival, or Thaumatology) 
  will realize that it has been “enhanced” by faerie to 
  provide cover and concealment for warrens and lairs. 
  The size and nature of the alterations to the terrain 
  suggest norðalfar, rather than their larger kin.
  Alternatives. If the players have had quite enough 
  of mazes of twisty pine trees and thick bramble, they 
  may back out, and attempt to come around back to the 
  Strong Gate. This may run them into the thurs ambush 
  (rivAl ClAiM) and will force them to deal with the 
  awakened trees again (grAsPin’ AsPen, sPruCe noose).
  wheN NorðalFar attacK
  The thickets and brambles of the valley below the 
  Sacrifice Gate conceal two norðAlf WArrens.
  Challenge. The norðalfar are canny and numerous: 
  2d+9 of them maraud around looking for trouble (16 
  on the average). They mostly move at night, but the 
  deep shadows of the “enhanced” forest allow them to 
  be active at any time of day. 
  One-third hide in the trees and harass the party 
  with arrow fire. The others attempt to swarm and 
  dogpile their victims with grappling attacks, striving 
  to achieve at least 3-1 odds. They will first target any 
  elves or part-elves. Once they amass sufficient control 
  to exceed 2/3 the Control Maximum, they will attack 
  to inflict damage instead of extra control. When the 
  opportunity presents itself, norðalfar will spend 
  control points for additional injury.
  Should half their number be incapacitated or slain, 
  they attempt to break off and disappear.
  Concealed. The norðalfar come bolting out of nooks, 
  hidden tunnels,  and shadows in the ground to either 
  side of the party. A successful Perception roll at -3 is 
  required to detect them before they emerge from their 
  tunnels and blinds: they are veiled with glamour.
  If any magic is brought to bear that can penetrate or 
  counter the glamour (norðalfar get +3 to resist such 
  spells), detecting the norðalfar without the benefit of 
  their veil is a flat contest of Perception vs. the norðalf’s 
  Stealth-14.
  It is possible to either follow a norðalf back to one of 
  the two warrens that serve as their home in the valley, 
  or to come across one by accident. If this occurs, 
  consult the norðAlf WArrens for a bit of micro-
  dungeon fun.
  Reward. Other than the bronze weapons they carry, 
  each has a pouch full of copper and silver ($1d×10 
  worth). Additionally, roll 3d, and on a roll of 6 or less, 
  a goblin will possess a piece of jewelry taken from a 
  fallen adventurer or other questor of surprising value: 
  1d×$100.
  
  47
  47
  DómSTóLLINN
  the climB
  If the players can survive the norðalf encounter and 
  any follow-up attacks by survivors, they face a sheer 
  cliff face. Studying the cliff face shows a ledge at the 
  top of the climb; a doorway is visible to all.
  Challenge. The 150’ vertical wall must be scaled to 
  reach the doorway of the Sacrifice Gate.
  The climb is conducted in three stages, all are at -4 vs 
  Climbing; it’s a supernaturally difficult climb. Unless 
  a single climber is executing the task, roll vs. the 
  group’s worst Climbing skill; everyone else must make 
  Complimentary skill rolls. Remember Climbing is 
  penalized by encumbrance!
   ¤
  Stage 1 is 60’ of textured vertical surface, with 
  reasonable hand and footholds. Scaling the 
  surface requires two minutes per climber.
   ¤
  Stage 2 is another 60’ of distance, with very 
  sparse hand and footholds. It requires four 
  minutes per climber. The anti-magic zone (below) 
  occurs 20’ into this climb.
   ¤
  Stage 3 has an inverted climb profile: the slope 
  leans outwards, requiring substantially more 
  skill and grip (roll at -6). It is only 30’ of distance 
  and requires four minutes per climber.
  If a climbing test is successful, the segment is traversed 
  in the listed time without incident; delvers can use 
  Extra Time (exploits, p. 6) to boost skill levels, trading 
  speed for success.
  If the party is cautious and/or sane, they will tie 
  themselves together for safety. If so, double the time 
  per climb segment to account for pausing to regroup.
  Note: Again, the time scale of the tests is 
  compressed to have enough uncertainty to be 
  interesting, but not be an exercise in waiting for 
  the pizza to arrive while each of five players and 
  three henchmen make per-second die rolls.
  On a failed climbing roll, a mishap occurs 1d×10% 
  of the way into the node. Each climber rolls their 
  own individual Climbing skill: the lowest margin of 
  success and anyone that fails the roll begins to fall. See 
  AlternAtives below, for how to arrest a fall. The node 
  must be tried again until it is complete.
  
  48
  48
  Hall of Judgment
  Concealed. The God of Law isn’t stupid: he is well 
  aware of magical spells. There is a No Mana zone 
  halfway up the climb (75’) that will neutralize any 
  active spells passing through the zone. The disc-
  shaped area of effect extends to a 200 yard (!) radius 
  from the cliff wall. Do not mess with the God of Law.
  Alternatives. While the climb can be accomplished 
  with patience and skill, there are several methods to 
  help out.
  Setting ropes for each node, or even the entire length 
  of the climb, will give +2 to Climbing rolls. Magic can 
  be used to levitate or assist with some of the nodes, but 
  that runs afoul of the anti-magic zone in node 2.
  If a fall occurs, characters below the plummeting 
  adventurer can try and grab their now-ballistic 
  fellow. Make grappling attacks at -5 to snag a falling 
  comrade; on a hit, the character is arrested safely if the 
  cumulative control damage is equal to or greater than 
  1/3 the target’s ST!
  If the party employs safety ropes to secure climbers 
  together, the grappling attacks automatically succeed, 
  but the fall is only arrested if the control damage rolled 
  exceeds the totals listed above for each plummeting 
  climber. Multiple climbers may combine successful 
  control point rolls.
  the dómstólliNN
  The tower itself has been cunningly built into the 
  mountainside, such that a viewer must know what 
  is present to see the structures clearly. The structure 
  itself is simple, as befitting a temple. An entranceway 
  with a gate, a waiting chamber down below, a winding 
  stair to the upper chamber, which is carved as one floor 
  into the top of the tower. The approach is overgrown, 
  having fallen into disuse for many years.
  the sacriFice Gate
  At the top of the sheer cliff at the back of the tower lies 
  a flat area with a sandy, slippery floor. It has a jagged, 
  crumbling edge, and is perhaps 20 feet wide and 10 
  feet deep. In the face of the mountain sits a stone door. 
  Runes are prominently carved on its exterior: u V r w.
  To the left of the door lies a heavy stone, marked with 
  the eihwaz rune (E) for strength; to the right sits a 
  stone marked with (k) kauno, the rune of fire.
  Challenge. The door will not open for the characters 
  unless they have demonstrated through sacrifice and 
  strength that they are worthy to pass the gate.
  Concealed. The door will remain barred unless a 
  sacrifice is made. The runes u v r w—uruz, thurisaz, 
  raidho, wunjo—roughly translate as “willpower 
  through suffering increases joy.” If a character was 
  injured in the climb and remains unhealed, simply 
  touching the door opens it. Otherwise, a lone character 
  must successfully lift the eihwaz stone, or touch the 
  kauno stone.
  The eihwaz stone weighs 500 lbs if a single 
  individual tries to lift it and will not move under any 
  circumstances if folks team up. The fire stone will 
  inflict 4d burning damage if touched; armor will not 
  protect, though natural DR vs fire will.
  Alternatives. The God of Law may accept a sacrifice 
  of wealth, or a challenge of law or justice, should the 
  GM wish to allow mental suffering and challenge 
  to be substituted for physical suffering. Physical 
  suffering (the Allfather’s eye, The God of Law’s hand) 
  is very strongly associated with rites of passage, so it’s 
  thematically appropriate to offer up that sacrifice.
  the stroNG Gate
  The gate itself has been ripped from its hinges, and 
  the heavy wood-and-metal doors are lying inside the 
  inner waiting room. The metal hinges are unrusted, 
  but have been sundered by tremendous force. Study 
  reveals the entryway of the waiting room, but there is 
  no light from within.
  Challenge. There are fiendish “guardians” of the 
  temple gateway, placed there by the demon trapped in 
  the upper floor. The hrogn serve as a warning system, 
  brought from Muspelheim, the realm of fire, by the 
  krabbari dwelling inside.
  Concealed. The doorway and waiting chamber are 
  not trapped or dangerous in any way. The hrogn are 
  sneaky, ill-tempered, and invisible, using their powers 
  to get the jump on an incoming party.
  
  49
  49
  DómSTóLLINN
  Roll 1d. On a roll of 1-2, the hrogn swarm and attack 
  the party as they get within 40 feet of the doorway; 
  on a roll of 4-6, they wait until the party is within the 
  confines of the waiting room.
  The hrogn approach invisibly, hopefully unseen, 
  shape-shifted to look like a centipede (during 
  daylight), or a bat (during twilight or at night). They 
  are not terribly intelligent but know danger when 
  they see it: they attack the unarmored or lightly 
  armored immediately, and use Terror on those coated 
  in metal. They cannot see or sense dexterity, martial 
  arts chi powers, or magical enhancement of DR; they 
  may make a poor choice in attacking an unarmored 
  martial artist or barbarian, or a high dexterity thief or 
  swashbuckler with lighter armor.
  To the extent possible, they attack until threatened, 
  then disengage, turn invisible, and approach unseen 
  again. They may grapple to present a difficult target 
  (you can’t hit the fiend without risking your friends), 
  but mostly hit and run, letting poison and attrition do 
  the work.
  Enslaved and controlled by the krabbari in the upper 
  chamber, they will not break and flee, and must 
  be destroyed.
  Alternatives. The fiends cannot be bargained with 
  by those without demonic ancestry and ties; a cleric or 
  druid so pledged, or an eldhuð on good terms with its 
  ancestors, would need to have established a pact with 
  a demon, and be a credible threat to simply command 
  the hrogn to obey. The hrogn have only moderate 
  perception and poor intellect; luring them with a 
  diversion is feasible, as would be catching them in a 
  net or other snare. Avoiding them entirely will require 
  a distraction sufficient to remove them from the inner 
  waiting chamber, followed by moving quickly outside 
  of their view. Even then, the hrogn wander upstairs 
  to communicate with the krabbari on a roll of 1 on 1d, 
  moving a dangerous fight with flying creatures into a 
  narrow stairway.
  Reward. A careful search of the area around the 
  entranceway reveals a smattering of weapons and 
  armor, some bronze and clearly of faerie origin, and 
  some iron and steel, rusted or in poor repair (roll 1-2 
  on 1d and they can be made as new with Making and 
  Breaking college spells). A smattering of coinage and 
  non-magical loot is also lying around for the finding. 
  There are 2d areas where loot might be found; finding 
  one requires success at a Perception roll at -3 (make 
  the roll once, for the best active searcher). Roll on the 
  following table to determine what is there, or use a 
  low-level individual treasure of your own making.
  2D
  COINS
  STUFF
  2
  $7
  Rotted cloth armor, sacks, and other unusable goods
  3
  $150
  Two long seaxs (treat as shortswords) and a rusted breastplate; the coins are 
  platinum
  4
  $6.5
  5
  $300
  The coins are made of platinum
  6
  $0.6
  3 bronze knives, small bracers that would fit a norðalf
  7
  $8
  iron spikes and a tarnished silver mirror
  8
  $4.5
  A broken pan-flute, some bone dice, and an iron crowbar in remarkably good shape
  9
  $160
  A well-preserved magnifying glass and a crushed abacus; the coins are made of 
  electrum
  10
  $140
  The coins are made of electrum
  11
  —
  A rotted (empty) scroll case and a very well-preserved steel battleaxe head with 
  deep silver inlay ($3lbs, $150, treated as silver coated)
  12
  $0.7
  —
  
  50
  50
  Hall of Judgment
  iNside the hall
  The hall itself is a very simple affair. It consists of a 
  lower level, with a large waiting area carved from  the 
  stone of the mountain itself, off of which branch eight 
  short hallways leading to anterooms clearly meant 
  for discussions and negotiations. Each hall had a 
  wooden door (long since rotted away) at each end of 
  the passage. Remnants remain of the tapestries that 
  would have concealed the doors from the waiting 
  chamber. There is nothing of value in the anterooms 
  or the lower chamber, and other than the massive 
  stone doors that were thrown inward by the krabbari’s 
  might, the only remains of the room from its heyday 
  are bits of furniture and other accessories that would 
  have been present when the fiend came calling.
  In the back of the room, a landing to a circular 
  staircase can be seen. This winding passage is roughly 
  80’ tall and has three landings. The bottom landing, 
  a middle passage leading to the Sacrifice Gate’s stone 
  double door, and the end of the staircase at the top of 
  the tower.
  The upper landing leads to a large trapezoidal open 
  chamber, filled with ruined and smashed furniture of 
  sculpted stone, which have been scattered about. There 
  are two open archways to the left and right of the top 
  of the staircase landing, and an ornate door, in perfect 
  condition in the center.
  All three doorframes are covered with runes, 
  which are glowing, and scintillating through every 
  color imaginable.
  Challenge. A fiend—a krabbari demon—is trapped 
  by the protective runes on the other side of the right-
  most archway (D). It may not pass the arch, and must 
  be defeated before the doors to the primary chamber 
  housing The God of Law’s writings can be accessed. If 
  the demon is not destroyed or removed from the Hall, 
  the doors to the primary temple will not open.
  Concealed. Somewhere between where the Sacrifice 
  Gate intersects with the spiral staircase and the 
  opening to the upper chambers, the staircase actually 
  shifts from being inside the mountain…to the realm of 
  the gods themselves. It is for this reason the demons 
  and faerie both wished to possess the Hall: The God 
  of Law did not come to Norðlond to treat with his 
  
  51
  51
  DómSTóLLINN
  people…they came to him. When the krabbari demon 
  breached the Hall, the Lord of Law had no choice but 
  to seal off a piece of the Divine Realm to prevent easy 
  access for any more fiends. That way lies a Ragnarök.
  The field is divine in nature, and The God of Law 
  placed it there himself—the field may not be undone 
  by any action of demon or faerie, nor will The God of 
  Law respond to request to lower the barrier.
  Foolish mortals are another story. These powerful 
  runes can simply be scraped off by a willing mortal. 
  The krabbari will do its best to convince the adventures 
  to do exactly that.
  The field extends in a 30’ radius from the far doors 
  and creates a No Mana Zone from wall to wall. Magical 
  energy will not pass through this field; spells cast 
  into, through, or from within the area simply fail. 
  Enchanted weapons remain potent and do not lose 
  their efficacy (The Law God mocks the strictures on 
  p. 8 of spells).
  The krabbari fills the area around the entrance with 
  it’s Aura of Darkness, forcing adventurers into a 
  blind zone. It will use Whispers of the Damned 
  each turn, starting with 
  creatures that seem to be of 
  particular threat—a holy 
  warrior with a magical sword 
  or an overly-clever wizard 
  or cleric are good targets. 
  If it can stun a foe, it will 
  immediately attempt to make 
  it a Demonic Puppet.
  In melee, the demon rushes 
  a likely victim, seizing it in 
  its pincers, and following 
  up with rending bites. It 
  grapples and bites a foe 
  until it is incapacitated and 
  then dispatched. If it senses 
  an opportunity for a fatal 
  flourish, it expends control 
  points in one large chunk to 
  cause enough injury to rend 
  its grasped victim asunder; 
  this will force a Fright Check 
  if it’s visible to the other PCs.
  The demon will do everything 
  it can to keep the battle under 
  cover of magical darkness.
  The demon found the place accidentally, as its 
  immunity to illusion and mind control allowed it to 
  bypass the illusions protecting the place. It blasted 
  through the lower chamber, killed and destroyed all 
  within, and then attempted to replicate that strategy in 
  the upper chamber. As it passed one of the archways, 
  the Gods of Law and Warding snapped the barrier into 
  place, trapping it.
  Alternatives. The krabbari wants out. It is willing 
  to bargain for release, but the adventurers must be 
  persuaded to remove the runes trapping the demon. 
  The walls of the hall are impenetrable, and deep 
  gouges and scratches in the walls, floor, and ceiling 
  attest to centuries of attempts by the fiend to tunnel 
  out to no avail. If the players grant the krabbari escape, 
  that is good for the demon, but bad for Norðlond. It 
  will, however, restore the Hall to “active” status…but 
  that just means the Law God himself will show up and 
  crossly demand why the party let the demon go. Is that 
  what the Heroes of Norðlond have come to in all this 
  time? Why, back in his day…
  
  52
  52
  Hall of Judgment
  overwhelmed!
  The krabbari demon is 
  a 
  deliberately 
  difficult 
  encounter. It’s designed to 
  challenge a party of 4-6 
  beginning 
  delvers, 
  and 
  “challenge” means “could kill 
  a few if they’re incautious 
  or unprepared.”
  The krabbari regenerates 10 
  HP per turn. It’s kung fu is 
  strong (Skill-22 and excellent 
  grappling 
  and 
  crushing 
  damage and a vicious bite). It 
  has a Terror-inducing roar 
  when it gets hurt, surrounds 
  itself in darkness, and more. 
  Legit bad news.
  If the players simply charge 
  in, and have no plan and no 
  foreknowledge of the demon’s 
  capabilities, some may die.
  Frankly, they should. The 
  demon has been there for 
  hundreds of years, trapped. It’s not going anywhere. 
  The characters have time to plan, or even withdraw 
  back to Isfjall and get reinforcements. What to do?
  Prepare. Hidden Lore (Demons) is your friend here, 
  and successful tests reveal some of the krabbari’s 
  traits. Demonic vulnerability to magical and blessed 
  attacks (weapons and spell damage) is probably 
  the first hint. The lore of its magical darkness, and 
  capability to take over the minds of its foes could be 
  in nearly-forgotten stories. Key spells’ utility (see 
  PunCture) is also good intel.
  Protect. The Protection from Evil spell is a huge help 
  against the krabbari’s powers, giving +1 DR and +2 
  Magic Resistance against its attacks.
  Perceive. The krabbari’s magical Aura of Darkness is 
  hard to counter, but since they are magical creatures, 
  and also Truly Evil, Mage Sight will light them up for 
  the spell recipient, as will Aura. Dark Vision will see 
  through the Aura of Darkness.
  Puncture. Massive mundane damage, all in one 
  turn, can kill the demon. That means Great Haste. 
  Any magical or holy damage, whether from spells 
  or weapons, will not regenerate: Casting spells like 
  Icy Weapon or Flaming Missiles on weapons will 
  do the trick. Affect Spirits will turn any weapon into 
  something that the krabbari cannot heal! (Demons are 
  spirits per Spirit Empathy, see adventuReRs p. 53.)
  the vault oF law
  The vault door will not open with the demon still in the 
  tower, as part of the magical protections on the place. 
  Should the party vanquish the fiend, the door will 
  open easily to anyone wearing one of The God of Law’s 
  tiwstakn (they still have it, right?).
  A pristine metal-cased chest, eighteen inches deep, 
  two feet wide, weighing 25 lbs, lies on a polished 
  goldstone pedestal in the center of the room. Inside 
  the chest is a 35-lb hand-illuminated book, bound in 
  goat skin (particularly astute theologians will surmise 
  this is the skin of the God of Thunder’s goats). In it are 
  records of discussions of points of Norðlond law. Like 
  any ancient tome, the book is fragile.
                                 D
  
  53
  53
  DómSTóLLINN
  The room is designed as a library or study. Three stone 
  tables with ornate and well-preserved chairs (made 
  of ash, should it matter) sit with a comfortable space 
  between them, to enable discussion and conversation 
  of the many illuminated works contained on the 
  walls. The books contain poetry and prose, essays 
  and opinions, records of discussions. The books look 
  fragile, however, and if the party attempts to handle 
  one, it will start to crumble or crack—best leave the 
  work to a real clerical staff to re-copy the books, or 
  use magic: Rejoin, Repair, Shatterproof, and Stiffen 
  will all help get the book safely into a travel container. 
  Enough uses of Copy will be able to duplicate the book 
  as well.
  Reward. That does not mean the heroes that have 
  freed the Hall of Judgment will leave unrewarded. 
  With a sound of rushing air and the stirring of a fresh 
  breeze, a stunningly beautiful woman will appear 
  before the party. She carries a full complement of 
  weaponry, each of which clearly carry so much power 
  they cause the air to warp and shimmer. Her hair looks 
  like pure gold (in fact, it is pure gold). She will offer a 
  strand of it to each hero; with a furtive and amused 
  glance, she will also quickly approach the party 
  member with the highest Reaction bonus and kiss 
  that person full on the lips. It will, doubtlessly, be the 
  best kiss this person has ever received. (Best not tell 
  anyone, though: she’s married to the God of Thunder).
  The Lady of the Harvest will instruct the party to 
  wrap the stand around their arm; once they do, it will 
  transform into an exquisitely crafted torc of pure gold 
  weighing 0.25 lbs. The value of the metal is $5,000, 
  and as a Power Item can hold 12 FP and also acts as 
  a permanently enchanted Protection from Evil spell 
  (+1 DR, +2 Magic Resistance).
  jourNey home
  The journey home will reverse the path taken on 
  the way in. Encounters will also include surviving 
  monsters from the journey in. The “cleansing” of the 
  hall will radiate through the valley, and faerie will start 
  to avoid the location instead of setting up camp.
  
  54
  54
  Hall of Judgment
  
  55
  55
  NORÐALF WARRENS
  NORÐALF WARRENS
  Two tribes of norðalfar have made their home on the 
  back side of the ridge containing the Dómstóllinn 
  itself. The link to Svartalfheim (the dark-elf shadow 
  dimension and faerie world) was established a long 
  time ago by a faerie noble, and the norðalfar have been 
  plaguing the back entrance to the Dómstóllinn for 
  hundreds of years.
  The warrens represent a significant challenge for a 
  party of delvers. It is faerie home turf, the quarters 
  are very tight, and the norðalfar can use passageways 
  denied to mortal folk without the right lineage, gifts, 
  or spells. They will ruthlessly defend their home, and 
  employ the vicious traps and ambush tactics to destroy 
  any interlopers…and have a gloriously fun time doing 
  so. They’re like that; it’s what makes them faerie.
  Those who can find the entrances and who dare 
  enter may attempt to clear the local environment 
  of norðalfar by destroying the inhabitants. The 
  warrens are not physical locations, but rather pocket 
  dimensions into Svartalfheim, the dark-elf-home that is 
  part of the faerie demesne.
  There are two such warrens, and the norðalfar have 
  been bringing loot from fallen questors and (recently) 
  targets of opportunity inside for centuries. Their 
  reluctance to use iron weaponry means each warren 
  is a literal treasure trove…but also that those dwelling 
  within have access to some fairly powerful weapons.
  Any conversation about norðalfar with the inhabitants 
  of Isfjall will have led the party to have heard of the 
  capricious, vicious, and savage nature of this type of 
  faerie. They will gleefully engage in torture, murder, 
  fatal and vicious pranks, and any and all sorts of 
  other uncivilized behavior, especially at night, and 
  especially if they catch a person alone wandering in 
  faerie territory. That’s called “a special kind of stupid” 
  (sérstakt konar heimskur in Norðlonder) to the locals. The 
  constant wonder is which is scarier: folks going off 
  alone into the Frostharrow, or that it happens so often 
  there’s actually a term for it.
  
  56
  56
  Hall of Judgment
  South Warren
  The particular clans of norðalfar occupying this 
  warren go in for traps and ambush and slow torture 
  rather than direct confrontation. They will strike and 
  then fade into the shadow-realm part of their lair, 
  inflicting a wound or two unless they feel they can 
  strike a mortal blow.
  The warrens of the norðalfar are not entirely in the 
  same world as the mortal realm, and they extend into 
  Svartalfheim, the shadow-realm of the faerie. The faerie 
  can use these hidden tunnels to seemingly disappear 
  into nothingness, and it takes the right kind of magic 
  for non-alfar to follow.
  OUTER ENTRANCE
  The southern warren’s entrance is concealed beneath 
  an old oak tree, whose twisted and gnarled roots form 
  a portal made of dark and shadow. The dense foliage 
  very nearly blots out the sun at full noon, and it will be 
  impossibly dark during the night.
  Challenge. Enter the warren.
  Concealed. The entrance is under a Faerie Veil and is 
  at -3 to Perception to see. It is entirely possible to walk 
  through the door accidentally. Detect Magic, Know 
  Illusion, Mage Sight, and Seek Magic will all reveal 
  the presence of the entryway.
  Reward. Entry to the norðalf warren, if you can 
  consider walking into a faerie realm filled with hostile 
  and cruel norðalfar a reward.
  INNER FOYER (TRAP A)
  The inner room on the other side of the door, to all 
  outward appearances, is a branch and root-filled cave, 
  perhaps a tunnel or hollow under the large oak tree. 
  The footing is obviously treacherous and prone to 
  snag limbs, weapons, and anything else. The passage is 
  slightly too short for humans, perhaps 5’ high, but can 
  be traversed easily at a crouch. It is about six to eight 
  feet wide.
  Concealed. The entire foyer is riddled with traps. 
  Certain roots are pressure sensitive, and there are a lot 
  of roots. For each yard of motion, make a DX roll at -2; 
  failure means you jostle a root enough to trigger a trap.
  Alternatives. If the players have access to flight 
  magic, such as Apportation, Levitation, and the like, 
  they can traverse the passageway. The target needs to 
  make a DX roll (or Body Sense, if it’s better) to keep 
  arms, legs, weapons, and gear inside the tunnel center 
  at all times.
  Traps. There are several traps installed in the Foyer 
  as a disincentive for mortals to go any farther. Possible 
  traps include: Scattershot, Spiked Branch, Fiendish 
  Flung Axe (or spear), and Needle Floor. (See dungeon 
  fantasy tRaps.)
  TRAP B
  Proceeding out of the foyer leads to a much more 
  norðalf-sized corridor, barely 3-4 feet wide and 4’ tall. 
  It zigs and zags for a short distance before emerging 
  into a larger room.
  Concealed. If the characters listen closely (Hearing 
  roll at -2), they will hear voices and echoes from the 
  room beyond. They will hear these noises even if the 
  common room is empty: they’re magical sendings 
  meant to lure the party onward.
  Traps. The corridor is trapped with a modification of 
  the Obvious Swinging Blade (dungeon fantasy tRaps, 
  p. 24). Moving more than 2 yards into the tunnel will 
  cause illusions of spears and scythes of bronze to 
  shoot out from cracks and folds in the tunnel walls; all 
  are at a height that would allow a crawling norðalf to 
  pass. On the far side of the passage is a root that is the 
  only dangling, protruding part of the tunnel: a not-so-
  hidden lever.
  Casting See Secrets will reveal that the root connects 
  to areas extending to the blades and spears in 
  the tunnel.
  The root, however, is the trap. Touching it will result in 
  4d HP of injury per touch, ignoring DR.
  COMMON ROOM
  The common room of the warrens contains low tables 
  and seating, weapons, and knickknacks of bronze, 
  stone, and wood. It is a complete mess. It is diffusely 
  and dimly lit (-3 to Vision rolls), and there are three 
  
  57
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  NORÐALF WARRENS
  obvious norðalf-sized passages that lead out of it; one 
  has a wooden door on it.
  Challenge. A whole lotta norðalfar.
  Concealed. The common area is where the norðalfar 
  gather for whatever it is they do when they’re not out 
  terrorizing the countryside. Eating, torturing captives, 
  and other pastimes.
  There are two troops of norðalfar in the south warrens, 
  each with roughly 10-12 members. During the daylight 
  hours, half will be sleeping and half in the common 
  area engaging in light carousing. During the night, 
  three-quarters will be out roaming the forest looking 
  for prey.
  There are many shadow-passages leading in and out 
  of the entire warren, and the norðalfar will use these 
  to strike and fade, retreating into their sleeping areas.
  If the fight goes well, they will press their advantage. 
  If it goes poorly, they will use the shadow passages to 
  flee to the outside and scatter.
  BOWLING FOR BOULDERS (TRAP C)
  The mundane passageway from the common area to 
  the clan leader’s room is of course multiply trapped. 
  The door itself has a poison needle in the lock, and the 
  passage itself is a trap: once the door opens, if it closes 
  again (which it will do if someone doesn’t actively hold 
  it open), a 5-ton stone sphere will roll down the 5’ 
  diameter corridor (See dungeon fantasy tRaps, p. 8).
  SLEEPING CHAMBERS (A AND B)
  The sleeping chamber is broad and low, with perhaps 
  4’ tall ceilings. The floors are coated with animal skins 
  of dubious quality and cleanliness: the norðalfar are 
  not terribly expert tanners There’s nothing doubtful 
  about the smell.
  Any norðalfar that are not outside or in the common 
  room will be found here, sleeping or doing whatever 
  faerie do in their spare time. The low ceiling and 
  tight quarters make it ideal terrain to fend off full-
  sized intruders.
  This chamber connects through at least one shadow 
  passage to both the foyer and the common room, 
  which the norðalfar use aggressively to either 
  surround intruders or run away as needed.
  CLAN LEADER’S ROOM
  The leader of the norðalfar is nastier, larger, and more 
  vicious than the rest. The leader gets its own room, 
  which of course leads to the adjoining treasure hoard.
  The clan leader is a norðalf with +2 ST, +2 DX, and the 
  skill increases that come with it.
  
  58
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  Hall of Judgment
  
  59
  59
  NORÐALF WARRENS
  TREASURE CHAMBER
  There’s loot to be found in the treasure chamber. 
  Go figure.
  Coins. 30 silver coins ($600, 0.6 lbs); 15 billon coins 
  ($150, 0.3 lbs); 4 tumbaga coins ($240, 0.08 lbs); 25 
  electrum coins ($5,000, 0.5 lbs); 5 gold coins ($2,000, 
  0.1 lbs); 3 platinum coins ($2,400, 0.05 lbs).
  Total value is $10,390 and all the coins together weigh 
  1.7 lbs.
  Stuff. In addition to the precious metals, there are 
  item of note:
   ¤
  Gem of Healing ($400, neg)
   ¤
  Scroll Case (with one scroll inside) ($75,1 lb)
   ¤
  Universal Charged Scroll of Missile Shield ($500, 
  0.05 lbs)
   ¤
  Chest, Wooden ($100, 18 lbs)
   ¤
  Ornate (+3) Blowing Horn ($900, 2 lbs)
  north Warren
  The clans of the north warren make their way through 
  the application of spectacular violence. They are more 
  numerous and less crafty than their cousins to the 
  south but make up for it in ferocity. They take delight 
  in capturing questors or other creatures that wander 
  too close, pitting them against each other in death 
  matches. They use powerful magic to convince pairs of 
  fighters that they are facing their most-hated enemies.
  The entrance to their warren butts up against the 
  ridge that holds the Dómstóllinn, perhaps two miles 
  south of the Sacrifice Gate. It is marked by a pattern of 
  stones on the ground, entered by stepping within.
  The north warren makes extensive use of the uncertain 
  orientation within the faerie shadow realms, and 
  many corridors that seem straight or connected are no 
  such thing: a group might think they have walked 30 
  yards straight north, only to find that they have in fact 
  walked 10 yards north, and then 20 yards east without 
  noting a turn. Much more than the south warren, the 
  northern one is confusing to navigate (the other is 
  mostly just annoyingly low).
  ENTRANCE
  The entrance is a vertical drop of perhaps eight feet; 
  effectively the bottom of a pit. The key is boldness: a 
  leap into the middle of the stone circle will bring the 
  jumper down in a bed of spongy moss and sand. The 
  edges are hard rock and an unprepared adventurer 
  must resist a fall of 3 yards. The magical barrier 
  separating the real world from the faerie world does 
  not pass sound through it: shouting a warning will 
  not work.
  There are hidden stairs only accessible to faerie or one 
  that can access the faerie dimension of Svartalfheim 
  that will allow exit.
  AMBUSH
  The area of the passage away from the entrance is built 
  to human-scale. To mundane travelers, it’s just a wide 
  corridor, narrowing to an opening on the far side that 
  marks a smaller tunnel-like passage. To the faerie, 
  the walls, floor, and ceiling are riddled with passages 
  and nooks that allow for norðalfar to hide within 
  in ambush.
  There are always at least nine norðalfar waiting here 
  for the unwary to enter the ambush site. They are bored 
  and malicious, and strike with poisoned weapons 
  designed to incapacitate rather than kill.
  They rush in and wound delvers, rendering them 
  unconscious for sport. If successful, they will bring 
  them to cages underneath the stands of the gladiatorial 
  arena. If a character is wounded, roll HT each turn for 
  one minute. The first failure causes nausea; the second 
  retching until the minute ends (exploits p. 65-66).
  
  60
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  Hall of Judgment
  SLEEPING CHAMBERS
  Each sleeping chamber (there are three) is low, with 
  3-4’ ceilings, and much like the south warren, covered 
  with knick-knacks and rotting animal skins. Each 
  chamber holds roughly a dozen norðalfar when full, 
  though they never are: 3 from each chamber will be on 
  watch at the ambush site, and the rest will be either out 
  marauding during the night, or biding their time until 
  sunset during the day, splitting time (and numbers) 
  between the common area and the sleeping chambers.
  The exception is when there’s bloodsport to be had. 
  Then the entranceway is magically closed, and 
  everyone turns out for the spectacle.
  COMMON ROOM
  The common area is replete with low tables, a food 
  preparation area (which resembles an abattoir 
  more than a restaurant, it’s worth noting), a flowing 
  spring, and areas for gambling, wrestling, and other 
  raucous behavior. Weapons and armor of bronze 
  are stored here as well, though even more are in the 
  gladiatorial arena.
  GLADIATOR ARENA
  This large oval area has black stone walls, benches 
  or bleachers, and is very definitely a parody of the 
  Grand Arena in the Norðlond capital of Konungshöll 
  for those that have been there. Unlike the rest of the 
  warren, the ceilings here are very tall, perhaps 20’ tall.
  There are two breaks in the walls visible to mortal 
  eyes. The first is the pathway from the ambush site. 
  The second is a tunnel leading to the MAgiC CirCle. 
  That tunnel is human-high: six or seven feet tall and 
  perhaps four feet wide, the only large passageway 
  other than the ambush site.
  The room is ringed with cages that are set into the 
  stone around the walls; these cages can also be hoisted 
  into the air dangle suspended 10-15 feet in the air.
  CHIEF’S COUNCIL CHAMBER
  The chief’s chamber is attached to the magic circle and 
  is where the leaders of both clans meet when called by 
  the faerie lords that created the warrens. They had not 
  been seen for decades, perhaps centuries, but within 
  the last few years have started to make their presence 
  known again.
  The chamber bears a much stronger resemblance to a 
  human conference call in deference to the faerie. An 
  ornate throne is seated against one wall and no norðalf 
  will ever sit on it (a non-faerie that sits in the chair will 
  take 2d HP of injury, DR offers no protection).
  If the norðalf chief is in the house, it will be found here.
  Rewards. There are objects of value scattered through 
  the room. All are of obvious faerie make, and are 
  cunningly wrought or carved mundane objects: 
   ¤
  A set of ornately carved wooden eating utensils 
  worth $20.
   ¤
  Four silver-handled knives with bronze blades, 
  each depicting one of the four seasons carved 
  into the grip: $200 each; a collector would buy the 
  set for $1000.
  MAGIC CIRCLE
  Inset into the floor in this chamber is a magic circle 
  of faerie origin. It gives +5 to skill for spellcasting 
  for those of alfar origin. It is used to invoke powerful 
  charm and illusion magic so that the alfar can delight 
  in having friends and allies try and disembowel 
  each other.
  It is also the portal used when the faerie nobility come 
  to the valley.
  Concealed. The magic circle in this warren is the 
  anchor for the faerie presence so close to the Hall of 
  Judgment. The Hall predates the Frostharrow as the 
  stronghold of faerie in the world, but long ago the 
  faerie were able to anchor a portion of Svartalfheim to 
  the valley The faerie presence near the hall has been 
  impossibly strong ever since.
  
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  NORÐALF WARRENS
  To remove the circle requires a combination of Nature, 
  Magical, and Holy power: if a wizard, a druid, and a 
  cleric each cast Dispel Magic simultaneously with 
  Magery, Power Investiture, and Nature’s Strength of 
  4 or higher as a ritual, the circle’s connection from 
  Svartalfheim will be severed.
  The circle, of course will strike back: It will first cast 
  Forgetfulness-18 at all within the chamber as soon as 
  the casters start to work their magic; if the spell takes 
  effect, the casters forget Dispel Magic! If the casters 
  come back for a second attempt, it will strike with pure 
  raging injury for 4d damage, armor doesn’t protect.
  Reward. The Allfather and Queen of the World have 
  been concerned about this linkage for hundreds if 
  not thousands of years. The casters’ Magery, Power 
  Investiture, or Nature’s Strength each go up by 1 as 
  the Queen of the World bestows her blessings on the 
  casters as a token of the gods’ gratitude. This blessing 
  can raise Magery, Power Investiture, or Nature’s 
  Strength to higher than 6.
  TREASURE HOARD
  The hoard represents the takings from years of the 
  norðalfar killing adventurers and wanderers on the 
  trail, or gladiator-style in their horrible games. It’s a 
  substantial haul, but in order to get it, the delvers will 
  have had to defeat numerous traps, conquer dozens 
  of norðalfar on their home turf, brave the traps, and 
  somehow get to Svartalfheim, where the hoard has 
  been stashed.
  If they can claim it, they’ve earned it!
  Coins. 21 silver coins ($420, .4 lbs); 2 billon coins ($20, 
  0.04 lbs); 15 tumbaga coins ($900, 0.3 lbs); 27 electrum 
  coins ($5,400, 0.54 lbs); 6 gold coins ($2400, 0.12 lbs); 
  7 platinum coins ($5,400, 0.14 lbs).
  Total value is $11,740 and all the coins together weigh 
  1.56 lbs.
  Stuff. In addition to the precious metals, there are 
  item of note:
   ¤
  Balanced, Ornate +1, Silver-Coated Axe ($400, 
  4 lbs)
   ¤
  Bronze Balance and Weights ($35, 3 lbs)
   ¤
  Small Box lined with padding to hold 10 vials 
  ($50, 5 lbs)
   ¤
  8 vials of spices in the box: Cinnamon, 
  Peppercorns, Nutmeg, Mustard, Ginger, 
  Cardamom, Clove, Fennel.  ($800  2.25 lbs)
   ¤
  1 Suit (Open Face) of Mail (mounted on the wall as 
  a trophy) ($2,700, 45 lbs)
  
  62
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  Hall of Judgment
  FANTASTIC DUNGEON GRAPPLING
  Grappling is a core function of both armed and unarmed combat, and nearly every combat style employs 
  techniques to manipulate your foe. Animals and monsters are particularly fond of grappling, as it is a 
  necessary part of eating your face.
  This section enhances grappling combat within the dungeon fantasy Rpg. The rules follow a few basic 
  principles, and the first and most important is that grappling uses the same kinds of die rolls and 
  mechanics as primary weapons, notably including the damage roll. These rules replace those for grappling 
  found  in exploits pp. 40-41.
  GraPPliNG attacKs
  If you have an empty hand or a suitable weapon, you 
  can grab foes or their equipment. You must be able to 
  reach your foe to grapple!
  Each attempt requires an Attack, All-Out Attack, or 
  Move and Attack maneuver, and is considered an 
  attack where that matters. If your opponent is lying 
  down, kneeling, or sitting, you must kneel or lie down 
  unless your rival’s Size Modifier is two or more greater 
  than yours or you have grappled one of their limbs. You 
  may crouch, kneel, or lie down as the step (exploits, p. 
  33) component of any flavor of maneuver that allows 
  a step.
  Unarmed Grappling Attack. Roll against DX or a 
  grappling skill—Judo, Sumo Wrestling, or Wrestling—
  to hit. There are no hit location penalties to develop an 
  already-established grapple.
  Armed Grappling Attack. Roll against DX-2 or an 
  appropriate Melee Weapon Skill-2 to hit. The weapon 
  must have a suitable hook or grappling feature in order 
  to retain control in the face of a retreating foe.
  
  63
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  FaNtastic duNGeoN GraPPliNG
  Modifiers: Instead of standard modifiers 
  for hit locations and weapons, apply 0 to 
  hit the torso; -1 for an arm or leg; -2 for a 
  hand or foot; -3 for the neck or head; or -4 
  for something someone is holding (like 
  a weapon).
  Long-Distance Grapples. Some weapons and 
  monsters may grapple from beyond Close Combat 
  range. Axes, halberds, and pollaxes are capable 
  of persistent grapples from the weapons’ reach; 
  monsters’ reach when grappling will be listed in their 
  stat block.
  Weapon/Shield Bind. Other weapons, and shields 
  held in the hand rather than strapped, can perform 
  a limited grapple called a bind. Offensively, treat it as 
  a standard grapple: you may attack to gain control or 
  break free of an opposing grapple.
  Size Modifier. If your Size Modifier exceeds your 
  foe’s, add your SM difference as a bonus on your 
  attack roll.
  Number of Limbs. Look up the number of grappling 
  limbs on the Linear Measurement column of the Size 
  and Speed/Range Table. Add the Size Modifier to the 
  grappling damage (a peshkali with 6 limbs hugs for 
  an extra 2 control points per attack). A two-handed 
  creature grappling with one hand is –2 to control 
  point rolls.
  GraPPliNG deFeNses
  You may defend normally against grappling attacks. 
  Active defenses against grappling attacks are subject 
  to the rules for Close Combat (exploits, p. 51).
  You may dodge normally; while a shield’s DB still adds 
  to active defenses, you may only parry or block if:
   ¤
  You are using an empty hand or Reach C 
  weapon (like a dagger).
   ¤
  You are defending against a Long-Distance 
  Grapple with a weapon or shield and are not 
  currently engaged in Close Combat.
  Grappling someone doesn’t give you defense penalties, 
  either. However, you can’t parry strikes with a limb 
  without releasing its hold on your victim—and 
  to retreat (exploits, p. 50) farther away than your 
  grappling reach, you must let go with all of your limbs!
  Retreat from Bind. Breaking free from a bind may 
  be accomplished simply by retreating or normal 
  movement away from the binding attacker so long as 
  nothing (such as a regular grapple or a nearby cliff) 
  prevents you from doing so.
  Airborne. If a flying creature is carrying a foe that 
  cannot also fly, the victim is at an additional -5 to DX 
  (including -2 to defense rolls).
  GraPPliNG eFFects
  Just as with melee attacks, if a grappling attack is 
  successful, the attacker gets to make a damage roll. The 
  damage type for grappling attacks is control.
  grAPPling dAMAge
  A successful hit deals damage as control points (CP). 
  CP damage is thr, based on Lifting ST, and adjusted by 
  the attacker’s skill as follows: 
   ¤
  Judo or Melee Weapon. +1 per die control 
  points at DX+4; +2 per die at DX+10
   ¤
  Sumo Wrestling. +1 per die control points at 
  DX+2; +2 per die at DX+7
   ¤
  Wrestling. +1 per die control points at DX+1; 
  +2 per die at DX+4
  A creature with one or more control points applied to 
  them is considered grappled; both the attacker and 
  defender are grappling. Being in Close Combat (in 
  the same 1-yard area) is not the same as grappling!
  Control Maximum. Every creature has a Control 
  Maximum (CM) equal to their Lifting ST. You may not 
  apply more total CP on other creatures than your CM; 
  it also sets the thresholds for DX penalties when you 
  are grappled. Apply ST increases due to Wrestling and 
  Sumo Wrestling (see adventuReRs pp. 92-93) to ST (and 
  thus Lifting ST) for determining Control Maximum.
  
  64
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  Hall of Judgment
  DX Penalties. Sum all CP on a 
  creature from all grapples and binds; 
  the victim suffers DX penalties based 
  on the applied CP relative to their 
  Control Maximum as shown on the 
  Control Point effeCts table. Prefigure 
  the thresholds before play begins for 
  easy reference.
  Grappling and Movement. While 
  grappling, you may only move as part 
  of an attack: this precludes Change 
  Posture. If you successfully make a 
  grappling attack (including winning 
  the Quick Contest in Frog March or Grab and Go) 
  you may utilize your step (exploits, p. 33) to go from 
  a kneeling posture to a standing one or rotate one 
  hex side. Moving to another hex requires breaking 
  free, Frog March or Grab and Go (each hex-side of 
  rotation costs 1 Movement Point).
  Grappled and Ungrappled Body Parts. You may 
  grapple as many body parts on your foe as you have 
  limbs. The head/neck, torso, and each limb count 
  as a part, inclusive of extremities. Body parts not 
  specifically grappled take half DX penalties.
  Dogpile. Multiple attackers may combine control 
  points on a single victim, each up to their own Control 
  Maximum. The combined CP are additive when 
  determining Control Point effects; each grapple is 
  resolved separately, though effects stack.
  sPending Control Points
  Control Points may be spent to increase the 
  effectiveness of a fighter in melee combat. For each 
  control point spent, you may increase your effective 
  skill by 1 for a single roll. This can be used to increase 
  chances to hit, enable attack options, counteract hit 
  location penalties or target armor chinks, or add to a 
  defense roll (2 CP per +1 to an eligible active defense). 
  It may also be used to add to a Quick Contest. See inJure 
  the foe (grAPPling) for options to enhance injury.
  aFter a GraPPle
  These are some possible actions after a 
  grapple. Some are resolved as attacks, 
  others are Quick Contests.
  Attack 
  (Grapple/Counter-
  Grapple). Attack to increase or 
  remove control. Make a grappling 
  attack; the defender is subject to any 
  penalties from an existing grapple. If 
  you hit, roll damage, and freely apply 
  it to either increase control on the foe 
  or reduce control on yourself.
  Disarm. Make a grappling attack at -4 to target a foe’s 
  weapon unless you already have grappled the limb or 
  weapon. If the control rolled is greater than ¼ your 
  target’s Control Maximum, their weapon is Unready. 
  If the damage rolled is greater than ½ the Control 
  Maximum, it is dropped or taken (choose!). You may 
  spend already-established CP to aid the disarm CP roll.
  Free Actions. You may also perform these free actions 
  at any time:
   ¤
  Release your grip with one or more hands
   ¤
  Drop a ready weapon
  Frog March. To move a foe against their will, roll 
  a Quick Contest of each combatant’s best ST-based 
  grappling skill, at -1 for each CP inflicted on them. This 
  counts as an attack. If you win, you may take a step or 
  change facing to any direction. If a lone combatant 
  is trying to move many small foes, he must beat 
  their combined margin to win! Multiple combatants 
  may Wait in order to all attack at the same time and 
  combine their margins to push a stronger foe.
  Grab and Go. Attempt to move more than a step, 
  change posture or facing while grappled, or pick up 
  and carry one or more foes who are grappling. This 
  counts as a Move and Attack, or the attacker may give 
  up defenses and movement options as per All-Out 
  Attack and roll the contest at +4. Roll a Quick Contest 
  of your Lifting ST vs your foe’s combined ST+4, each 
  side penalized as per DX if they have CP inflicted on 
  them. If you win, you may move your full move if the 
  combined ST of your foes is less than 1/2 your Lifting 
  ST; half your move if it is less than your Lifting ST, or 
  a step if their ST exceeds yours, up to 1.5 times your 
  Lifting ST.
  CONTROL 
  POINT EFFECTS
  CP Inflicted
  DX 
  Penalty
  Up to 1/10 CM
  —
  Up to 1/3 CM
  -2 to DX
  Up to 2/3 CM
  -4 to DX
  Up to CM
  -8 to DX
  Greater than CM
  -16 to DX
  
  65
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  FaNtastic duNGeoN GraPPliNG
  DR AND GRAPPLING
  Injure the Foe (Grappling) can represent 
  everything from joint locks to pulling your 
  foe onto a knife. DR is treated differently 
  depending on the nature of the attack.
   ¤
  DR from armor applies normally when 
  adding damage to a melee strike; to be 
  more effective, spend CP to increase skill 
  while targeting armor chinks.
   ¤
  DR from armor does not usually apply 
  when applying damage from an attack 
  with a grappling skill
   ¤
  Monster DR does apply if the creature is 
  Homogeneous. This represents superior 
  construction or lack of easily targetable 
  joints (such as the Obsidian Jaguar or 
  Stone Golem).
  Injure The Foe (Grappling). Spend accumulated 
  control to cause injury. Make any close combat attack. 
  If your foe fails to defend, you may inflict damage (or 
  add to the damage of a melee attack) at 1d crushing 
  per 3 CP spent. DR usually doesn’t protect, but see dr 
  And grAPPling).
  Example: A fighter has accumulated 9 control 
  points on a foe. After a successful grappling 
  attack roll, she elects to spend 6 of them, 
  rolling 2d crushing damage.
  Strangle. To strangle you must be grappling the Neck. 
  Roll a quick contest of ST vs the best of your foe’s ST or 
  HT. You may spend CP to influence the contest. If you 
  win, you may do damage equal to the margin of victory, 
  inflict 1 FP on the target, or both. See suffocation, 
  exploits, p. 70 for the effects of suffocation due 
  to strangulation.
  Takedown. Roll a Quick Contest of ST, DX, or best 
  grappling skill. If you win, you may change your foe’s 
  posture to kneeling, crawling, face-up, or face-down 
  as you choose. If you have grappled a creature’s leg, CP 
  spent to influence the Quick Contest count double.
  moNster traits
  Some monsters have special abilities that make them 
  more interesting grapplers.
  Arm ST. Some creatures have extra-powerful 
  limbs. These add to ST when calculating the control 
  point damage for a creature, and the maximum 
  control a creature can inflict. It doesn’t increase 
  Control Maximum for the purpose of determining 
  DX penalties.
  Constriction Attack. A creature of equal or greater 
  SM than its victim can execute a Strangle even if not 
  grappling the neck.
  Diffuse. The maximum control that can be applied to 
  a diffuse creature is 2 (Exploits, p. 55); all grapples are 
  treated as binds.
  Homogeneous. Creatures that are homogeneous 
  apply their innate DR against attempts to cause injury 
  using grappling skills.
  No (Location). Creatures with no location cannot be 
  subjected to grapples on that location, or special effects.
  Slippery. Add the levels of Slippery to a creature’s DX 
  when attacking to break free of grapples.
  Super Jump. A creature with Super Jump may  jump 
  with a grappled creature as per grAB And go. Treat 
  their effective flying maximum move as their vertical 
  jump, calculated as if their basic Move was equal to the 
  Super Jump distance, adjusted for encumbrance.
  
  66
  66
  BESTIARY
  This chapter contains most of the monsters and foes that are noted as encounters in Hall of 
  Judgment. A few (skeletons, dire wolves) are referenced directly out of the monsteRs book included 
  in the dungeon fantasy Roleplaying game boxed set.
  moNster classes
  Each creature is given a class, and the relevant classes 
  and clarifying notes are listed below.
  Animal. Affected by Animal Empathy, Animal 
  Handling, Disguise (Animal), Mimicry, Animal College 
  spells except Hybrid Control, and Repel Hybrids: 
  instead use Control (Animal) and Repel (Animal). 
  Subject to spells that affect the living.
  Dire Animal. Requires a Naturalist roll to identify. 
  Rolls to influence dire animals are at -5. Cannot be 
  created using Create Animal. Otherwise as Animal.
  Giant Animal. Large versions of normal animals; 
  otherwise treat as Dire Animal.
  Demon. Affected by Banishment. Demons are 
  also Spirits (see Spirit Empathy, adventuReRs, p. 
  53). Detects as Evil. Not subject to spells that affect 
  the living.
  Elemental. Affected by Control Elemental and 
  similar spells. Elementals are also Spirits (see Spirit 
  Empathy, adventuReRs, p. 53). Not Subject to spells that 
  affect the living.
  Faerie. Affected by Seek Magic, Pentagram, and 
  similar spells. Subject to spells that affect the living.
  Hybrid. Affected by a special subclass of Animal 
  Handling skills, Hybrid Control, and Repel Hybrids. 
  Unaffected by Control (Animal) and Repel (Animal). 
  Otherwise treat as Animal.
  Mundane.  Subject to spells that affect the living.
  Plant. Affected by Plant Empathy and Plant College 
  spells. Subject to spells that affect the living.
  Spirit. Affected by Seek Magic, Pentagram, and 
  similar spells. Affected by Spirit Empathy, Affect 
  Spirit, and spirit control spells. Not subject to spells 
  that affect the living.
  Undead. Subject to True Faith. Not subject to spells 
  that affect the living.
  
  67
  67
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  aurochS (Wild Bull)
  Animal (SM +1)
  The Aurochs is a very large bovine (cow) animal that has 
  been partly domesticated in Norðlond. It is very tall, with 
  long, spindly legs, and will range from five to six feet tall 
  at the shoulder. It has ridiculously impressive horns, which 
  are used aggressively in fights, especially in mating season. 
  Even the cows fight, and these fights can be lethal. Really, 
  whomever decided that domesticating this animal was 
  a good idea probably did it while drunk, on a bet. Likely a 
  losing bet.
  They vary in size quite a bit, with the shorter ones “only” 
  being 1,600 lbs, while the largest males might top 3,000 
  lbs. In the wild, they gather in herds of up to three 
  dozen animals.
  Full-grown aurochs mostly worry about giant animals (dire 
  wolves, cave lions, etc), but their calves are considered fair 
  game. Bringing down or slaughtering a single 2,000-lb 
  aurochs will likely produce enough meat to feed a party for 
  a month or so.
  The stats given are for a 2000-lb creature. Weight typically 
  varies from 1,600-2,500 lbs.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12
  2d+1 cr
  C
  Weak bite relative to ST
  Horns-12
  2d+5 imp
  C, 1
  Treat horns as weapons; 
  +2 for “impaling spear” 
  and +1 per die for 
  Brawling skill
  Grapple-9
  2d+1
  C, 1
  Grapples with horns at -2, 
  usually All-Out (+4)  for 
  slam or takedown
  Kick-9
  2d+5
  C,1
  Usually done backwards 
  if being chased
  Attacks
  • Brawling-11
  • Intimidation-10
  • Stealth-9
  • Survival-12
  • Sumo Wrestling-11
  Skills
  Monster Notes
  The aurochs has good hearing and smell, but poor vision for details which is modeled 
  as high Perception, but poor vision (Per (Vision)-10); nonetheless, their eyes are dark-
  adapted, and so ignore the first -4 in darkness penalties thanks to night vision.
  When in mating season, Aurochs bulls and cows are just ornery. Their self-control roll for 
  Bad Temper drops to 8 and they’re best avoided then. Really.
  • Bad Temper (12)
  • Horizontal
  • Night Vision 4
  • Peripheral Vision
  • Poor Vision -4
  • Quadruped
  • Temperature Tolerance 1 
  (Cold)
  • Terrain Adaptation 
  (Snow)
  • Tough Skin 2
  • Wild Animal
  Traits
  24
  11
  4
  9
  8
  2
  —
  8
  2
  8
  25
  24
  16
  11
  24
  5.00
  8
  14
  10
  2d+1/4d+2
  115
  8
  1
  
  68
  68
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Bandit
  Mundane (SM: 0)
  Bandits rove in gangs and are sometimes led by much more 
  capable miscreants.
  Not all bandits are strictly and selfishly evil. Oppression, 
  drought, disease, or famine can often drive otherwise honest 
  folk to a life of banditry. Some grow to love it, though—and 
  they are evil, with traits like Bloodlust, Callous, and Sadism 
  being common.
  While the fighting itself is not considered dishonorable 
  so long as the victims are slain in battle, bandits are the 
  universal targets of vengeance pacts, and while not strictly 
  in the same class as thralls, are usually killed on sight 
  if possible.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Axe-12 
  1d+4 cut
  1
  Parry-9U*
  Spear-12 
  1d+1 imp
  1
  Parry-9*
  Short Bow-12 
  1d-1 imp/ 1d-1 
  pi(2)
  180/240
  Acc 1; Shots 
  1(2); Bulk -6
  Punch-12
  1d-2 cr
  C
  Parry-9*
  Kick-10 
  1d-1 cr
  C,1
  No parry
  Grapple-11 
  1d-1 ctrl
  C
  2H Parry-8
  Attacks
  • Axe/Mace, Bow, or 
  Spear-12
  • Brawling-12
  • Intimidation-9
  • Knife-12
  • Scrounging-10 
  • Shield (Buckler)-12
  • Stealth-10
  • Streetwise-9
  • Survival (Mountain)-10
  • Survival (Woodlands)-10
  • Wrestling-11
  Skills
  • Bad Temper (12) 
  • Bloodlust (12)
  • Bully (12) 
  • Code of Honor (Outlaw’s) 
  Traits
  12
  11
  10
  11
  9U*
  2
  10
  7*
  1
  4
  13
  12
  8
  11
  12
  5.5
  5
  8
  8
  1d-1/1d+1
  29
  4 (light enc)
  1
  Item
  Value
  Weight
  Heavy Leather Armor
  $450
  36 lbs
  Pick one of
     Axe or
  $50
  4 lbs
     Spear and
  $40
  2 lbs
     Small Buckler
  $40
  8 lbs
    or
     Shortbow and
  $40
  1.5 lbs
      Quiver + 20 Arrows
  $55
  3.5 lbs
  Equipment and Treasure
  
  69
  69
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Bandit chief
  Mundane (SM: 0)
  Through misfortune or malfeasance, the bandit has been 
  labeled an outcast by society and must live by preying on it. 
  This is well beyond the normal “I went raiding this summer” 
  behavior common and accepted by all Norðlonders; they 
  did something wrong.
  The bandit chief has assembled a motley gang of followers. 
  Some troops are only a few individuals; larger troops of 
  up to 20 are possible (that’s the crew of a medium-sized 
  longship) but unusual.
  The chief himself is going to be a canny, vicious individual 
  with limited scruples and a vast sense of greed. They are 
  capable, tactically wise (or else they’d be dead already), and  
  have a keen sense of survival.
  The bandit chief presented here is has a mix of mundane 
  and magical abilities, just to shake things up. The spells are 
  mostly survival-oriented rather than combative; they help 
  the troop deal with food, water, and warmth. Plus Wizard 
  Eye for recon.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Axe-16
  2d+2 cut
  1
  Parry-12U*
  Knife-13 (thr/sw)
  1d imp/ 
  2d-1 sw
  C, 1
  Parry-9F*
  Spear-16
  1d+2 imp
  1
  Parry-12*
  Punch-14
  1d-1 cr
  C
  Parry-11*
  Kick-12
  1d cr
  C,1
  No parry
  Grapple-13
  1d ctrl
  C
  2H Parry-10
  Thrown Axe-15
  2d+2 cut
  14/21
  Acc 2; Bulk -3
  Attacks
  • Armoury (Melee 
  Weapons)-13
  • Axe/Mace-16
  • Brawling-14
  • Intimidation-11
  • Leadership-12
  • Main Gauche-13 
  • Observation-11
  • Scrounging-12
  • Shield (Buckler)-15
  • Spear-16
  • Stealth-12
  • Streetwise-11
  • Survival (Mountain)-12
  • Survival (Woodlands)-12
  • Tactics-11
  • Thrown Weapon (Axe)-15
  • Wrestling-13
  Skills
  Monster Notes: Bandit Chief
  The bandit chief is wearing brigandine on the torso, but only heavy cloth (DR 2) on the 
  legs, but a DR 6 plate helm for a total DR 8 on the skull. His axe has a lanyard and he 
  will start with spear and shield at range, and if things get dicey, will drop the spear and 
  Ready the axe.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  If more variety is sought, the bandit chief was built on 200 points…anything goes!
  • Combat Reflexes
  • Magery 1
  • Bad Temper (12) 
  • Bloodlust (12)
  • Bully (12) 
  • Code of Honor (Outlaw’s) 
  Traits
  14
  12
  12
  13
  12U*
  5
  13
  9*
  1
  4
  15
  14
  9
  12
  14
  6.25
  6
  13
  13
  1d/2d
  39
  4 (light enc)
  1
  Monster Notes: Bandit
  The bandit is meant to be a solid “mookish” threat, mostly dangerous in ambushes and 
  in large numbers. Weak bandits simply die in the wastes of Norðlond. For more variety, 
  use any 50-point humanoid character as a basic bandit.
  The bandits are usually patrolling or marauding in groups of 2d individuals, and they 
  take much care to hit and run where real warriors cannot find them. The bandits here 
  represent those raiding farmers; a successful hit on a small group of warriors might 
  yield a few more shields, a mail shirt or three, and better weapons.
  *The Small Buckler adds its +1 DB to this active defense when readied.
  • Apportation-11
  • Create Fire-11 
  • Decay-11 
  • Ignite Fire-11 
  • Keen Vision-11 
  • Purify Food-11 
  • Purify Water-11 
  • Seek Water-11 
  • Test Food-11 
  • Wizard Eye-11
  Spells
  Item
  Value
  Weight
  Brigandine (DR5)
  $1,890
  21 lbs
  Heavy Cloth (Legs; DR 2)
  $112
  9 lbs
  Plate Helmet (Head; DR 6)
  $625
  5 lbs
  Norðlond Battle Shield (Buckler; DB +2)
  $600
  8 lbs
  Axe
  $50
  4 lbs
  Spear
  $40
  4 lbs
  Short seax (Long Knife)
  $120
  1.5 lbs
  Equipment and Treasure
  
  70
  70
  Carry Capacity
  Weight
  Cost
  Carry Capacity
  Weight
  Cost
  DX
  IQ
  HT
  ST
  DX
  IQ
  HT
  ST
  DX
  IQ
  HT
  ST
  DX
  IQ
  HT
  ST
  DX
  IQ
  HT
  ST
  DX
  IQ
  HT
  ST
  4
  4
  4
  4
  4
  4
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  HP
  Lift ST
  Move
  Dodge
  Will
  Per
  FP
  Speed
  Carry Capacity
  Weight
  Cost
  Carry Capacity
  Weight
  Cost
  Carry Capacity
  Weight
  Cost
  Carry Capacity
  Weight
  Cost
  BeaStS of Burden
  Venturing into the wilds is always treacherous, and the 
  need for food and water weighing more than 70 lbs per week 
  means that doing so comfortably requires help in the form 
  of pack animals.
  These working animals are sturdy and all of them are cold 
  adapted. They’re also tame. Fighting skills are absent.
  Consult the entries below for details on each animal’s game 
  stats. Some use a particular trait: Enhanced Move 0.5, which 
  means instead of doubling the long-distance Move when 
  they sprint, their gait only allows a lower figure, though still 
  50% higher than the basic movement rate.
  The traits and skills apply to each creature.
  • Jumping-12
  • Mount-12
  • Stealth-11
  • Survival-10
  • Swimming-10
  Skills
  • Chummy
  • Discriminatory Smell
  • Enhanced Move 0.5 or 1
  • Quadruped
  • Temperature Tolerance 1 
  (cold)
  • Terrain Adaptation 
  (undergrowth)
  • Tough Skin 1
  Traits
  doNKey
  PacK PoNy
  reiNdeer
  mule
  draFt horse
  PacK horse
  Animals (SM: +1)
  14
  11
  11
  20
  10
  9
  24
  10
  8
  18
  10
  9
  19
  10
  11
  14
  11
  11
  14
  16
  8/12
  8
  10
  12
  11
  5.5
  20
  23
  7/14
  7
  10
  12
  10
  4.75
  24
  24
  6/12
  7
  10
  12
  10
  4.5
  18
  21
  7/14
  7
  10
  12
  10
  4.75
  14
  14
  7/14
  8
  10
  12
  11
  5.5
  19
  23
  7/14
  8
  10
  12
  10
  5.25
  105 lbs
  450 lbs
  $1,100
  230 lbs
  2,200 lbs
  $2,000
  210 lbs
  950 lbs
  $1,900
  210 lbs
  1,200 lbs
  $1,900
  175 lbs
  875 lbs
  $1,600
  75 lbs
  375 lbs
  $900
  
  71
  71
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Boar, Wild
  Animal (SM: 0)
  These wild swine are not your typical domestic pig. They 
  have longer legs, larger tusks, upright ears, straight tails, 
  more compact and muscular bodies, and are covered by 
  thick, shaggy, bristly hair. Like pigs, they have small, beady 
  eyes, cloven hooves, and a flexible pad on the end of their 
  nose. They grunt to communicate among themselves and 
  squeal when alarmed or excited. Young boar are striped, but 
  they become a uniform gray-brown as they mature.
  Wild boars are fast and nimble creatures. Most will flee from 
  danger if at all possible. A cornered, trapped, or wounded 
  boar will attack, as will a sow defending her piglets or a 
  male in rut. They are notorious for bursting from cover 
  and slashing with their tusks as they run past, often while 
  knocking over their assailant. A frightened boar will then 
  run away, but one that is aggressive will continue to attack 
  with repeated charges as long as its foe is still moving.
  Wild swine can range from a portable 50-lbs to over 1,000 
  lbs The example here is for a 500-lb boar.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Charge-11
  1d+3 imp
  C
  Resolve as slam; target 
  also gets +3 per die on 
  their damage roll
  Tusk-11
  1d+1 imp
  C
  Attacks
  • Brawling-12
  • Survival (Woodlands)-12
  Skills
  Monster Notes
  Mostly wild boar will try and run, and when they attack, they tend to go All-Out, 
  rendering defenses moot. A particularly canny and ornery boar that actually employs 
  parries and dodges against an attacker’s spear would be fun. At least for the GM.
  Wild boar have excellent senses of smell, but poor vision. As with many animals, they 
  have much better dark-adaptation for vision than humans.
  • Acute Smell 2
  • Bad Temper (12)
  • Combat Reflexes
  • Discriminatory Smell
  • Hard to Subdue 2
  • High Pain Threshold
  • Night Vision 4
  • No Fine Manipulators
  • Peripheral Vision
  • Poor Vision -2
  • Quadruped
  • Temperature Tolerance 1 
  (Cold)
  • Tough Skin 1
  • Wild Animal
  Traits
  14
  12
  5
  11
  10
  1
  —
  9
  1
  4
  15
  14
  9
  12
  13
  5.75
  7
  12
  10
  1d/2d
  34 lbs
  7
  1
  
  72
  72
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  deer (falloW)
  Animal (SM: +0)
  Fallow deer are a spotted, medium sized deer that live in 
  small herds. These deer are primarily grazers, but will 
  browse. The bucks grow flattened antlers for the breeding 
  season that resemble those of moose During the breeding 
  season, they establish and vigorously defend mating 
  territories. The most common coloration is a chestnut-
  colored coat with white dappled spots.
  Fallow deer weigh 80-100 lbs.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-15
  1d-3 cr
  C
  -2 damage due to Weak 
  Bite
  Kick-13
  1d-1 cr
  C, 1
  Antlers-15
  1d+1 imp
  1
  Treat as weapon
  Grapple-12
  1d ctrl
  C, 1
  -2 for “armed” grapple 
  with antlers
  Attacks
  • Brawling-15
  • Intimidation-10
  • Jumping-13
  • Stealth-13
  • Survival-12
  • Swimming-11
  • Wrestling-14
  Skills
  Monster Notes
  Fallow deer are the most numerous deer species in Norðlond, and represent the primary 
  source of non-domesticated land protein. They travel in fairly large herds of up to 150. 
  They are in rut (and thus aggressive) or heat for about three to four months; their 
  orneriness is most acute in late October.
  A male fallow deer has moose-like antlers and will typically weigh 200 lbs; the females 
  are much smaller (100 lbs) and do not have antlers.
  • Chummy
  • Discriminatory Smell
  • Enhanced Move 1
  • Quadruped
  • Temperature Tolerance 1 
  (cold)
  • Terrain Adaptation 
  (undergrowth)
  • Tough Skin 1
  • Wild Animal
  Traits
  12
  11
  4
  13
  10
  1
  —
  9
  1
   4
  13
  12
  8
  11
  11
  6.00
  8
  12
  10
  1d-1/1d+2
  29
  8/16
  1
  
  73
  73
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  (drunk) Warrior
  Mundane (SM: +0)
  Perhaps encountered in the wilds, looking for adventure; 
  otherwise warriors such as this can frequently be found in 
  small groups (1d/2 pairs would be normal) helping to keep 
  the Hunted Lands at least vaguely safe. Fighters such as 
  this are usually in service as a huskarl to a jarl or hajarl, or 
  acting as thegns in return for the hopes of lavish rewards 
  and recognition.
  This particular warrior was chasing bandits as part of a 
  judicial duel and feud gone wrong. Acting as an agent for 
  the “honor price” (the bandit killed her husband; she was 
  given the right to take the bandit as a thrall by the Alþingi…
  and the bandit had quite enough of that and skipped town.
  Our hero had killed his quarry in a surprisingly rage-
  filled fight, and was coming back to Isfjall when he was 
  approached in his camp by a giant, red-bearded fellow with 
  a merry laugh, a hefty hammer, and a ridiculous capacity 
  for mead and bawdy jokes.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Axe-16
  2d+2 cut
  1
  Parry-12U*
  Spear-16
  1d+2 imp
  1
  Parry-12*
  Punch-14
  1d-1 cr
  C
  Parry-11*
  Kick-12
  1d cr
  C,1
  No Parry
  Grapple-13
  1d ctrl
  C
  2H Parry-10
  Thrown Axe-15
  2d+2 cut
  14/21
  Acc 2; Bulk -3
  Thrown Spear-15
  1d+3 imp
  14/21
  Acc 2, Bulk -6
  Attacks
  • Armoury (Melee 
  Weapons)-13
  • Axe/Mace-16
  • Brawling-14
  • Intimidation-11
  • Main Gauche-13 
  • Leadership-13
  • Observation-11
  • Shield (Buckler)-15
  • Spear-16
  • Survival (Mountain)-12
  • Survival (Woodlands)-12
  • Tactics-12 (IQ-1) [2]
  • Thrown Weapon (Axe)-15
  • Thrown Weapon 
  (Spear)-15
  • Wrestling-13
  Skills
  Monster Notes
  The Thegn’s Code of honor is essentially (1) always seek out great deeds, (2) never refuse 
  a challenge, especially to a fight, and (3) keep your word.
  This particular warrior is based off the Bandit Chief but with Magery removed. He is 
  ridiculously, hopelessly drunk when encountered: -4 to DX and -2 to IQ untl he sobers up.
  Our Thegn has DR 5 versus cut/imp, but only DR 3 vs crushing due to a mail shirt. He 
  wears a stout helmet, and has heavy quited cloth on arms and legs.  In battle, he will 
  hold the axe and shield in his left hand and fight with the spear in his right. If given 
  the opportunity, he will throw the spear and ready the axe; the seax is reserved for 
  close-combat.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  • Combat Reflexes
  • Bloodlust (12)
  • Code of Honor (Thegn) 
  • Perk (Trained to hold axe 
  haft and shield grip in 
  same hand)
  Traits
  14
  12
  12
  13
  12U*
  5/3
  13
  9*
  1
  4
  15
  14
  9
  12
  14
  6.25
  6
  13
  13
  1d/2d
  39
  4 (light)
  1
  Item
  Value
  Weight
  Mail Shirt (DR 5/3; torso)
  $1,260
  19 lbs
  Heavy cloth arms and 
  leggings (DR 2; legs)
  $190
  15 lbs
  Plate helmet (Dr 6; Head)
  $625
  5 lbs
  Battle Shield (DB 2)
  $600
  8 lbs
  Axe
  $50
  4 lbs
  Spear
  $40
  4 lbs
  Long seax (shortsword)
  $400
  2 lbs
  Equipment and Treasure
  
  74
  74
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  elk (red deer)
  Animal (SM: +1)
  A larger deer of the uplands, migrating to lower areas 
  in winter. Although primarily forest dwellers, they can 
  be found in moors and open areas. The males have large 
  branchy antlers, and roar loudly during the rut to claim their 
  harem and announce their presence. In fall and winter, they 
  develop a shaggy coat giving them the appearance of a mane.
  Elk weigh 450-700lbs.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-14
  1d-1 cr
  1
  -2 damage due to Weak 
  Bite
  Kick-14
  1d+1 cr
  1
  Antlers-14
  1d+3 imp
  1
  Grapple-11
  1d+2 ctrl
  -2 for “armed” grapple 
  with antlers
  Attacks
  • Brawling-14
  • Intimidation-10
  • Jumping-12
  • Stealth-12
  • Survival-12
  • Swimming-11
  • Wrestling-13
  Skills
  Monster Notes
  Elk are slightly larger than red deer; both only have their antlers in autumn and 
  winter. They tend to panic if startled, as prey animals, unless they’re in mating season 
  (rut, occurring in September to October), in which case you get Animals Gone Wild 
  pretty fast.
  They have excellent hearing (Hearing-14) but are color blind (-2 to Vision where color 
  discrimination matters). They have a weak bite, reflected in a lowered bite damage for 
  their ST.
  • Acute Hearing 2
  • Bad Temper(12)
  • Chummy
  • Discriminatory Smell
  • Enhanced Move 1
  • Quadruped
  • Temperature Tolerance 1 
  (cold)
  • Terrain Adaptation 
  (undergrowth)
  • Tough Skin 1
  • Wild Animal
  Traits
  17
  11
  4
  12
  10
  1
  —
  8
  1
  5
  18
  17
  11
  11
  17
  5.75
  7
  12
  10
  1d+1/3d-1
  58
  7/14
  —
  
  75
  75
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  faerie noBle
  Faerie (SM: 0)
  There are many types of faerie, and all are tricksome, 
  chaotic, and other. The nobility of the faerie are all of that, 
  and dangerously magical, ridiculously proud, and something 
  to be avoided by most.
  This particular faerie lady’s name is Elunad. She’s been 
  active in the Norðlond for some time now, and is obsessed 
  with finding and possessing the Hall of Judgment. She was 
  recently bested in a riddle contest by a Holy Warrior of the 
  Law God, which lost her possession of a tiwstakn—she’s 
  likely to hold a grudge about that for a very long time.
  Forever, in fact.
  17U
  10
  —
  13
  1
  4
  13
  12
  8
  14
  12
  9.00
  11
  18
  18
  1d-1/2d-1
  29 lbs
  11
  2
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-22
  1d+1
  C
  Parry-15
  Judo-22
  1d ctrl
  C
  Parry-15
  Bow-26
  1d+5 (2) imp
  280/350
  Includes Icy 
  Weapon
  Knife-24
  1d+4 (5) imp
  C
  Very Fine, Icy 
  Weapon; Parry-16
  Glaive-26 
  (thr/sw)
  1d+4 (2) imp/ 
  2d+4 (2) cut
  1-3*/2,3*
  Includes Icy 
  Weapon; Parry-17U
  Rapier-26 
  (thr/sw)
  1d+2 (2) imp/ 
  2d+3 (2) cut
  1,2
  Very Fine; 
  Orichalcum; Icy 
  Weapon; Parry-17F
  Attacks
  • Acrobatics-22
  • Acting-20
  • Body Control-16
  • Bow-26
  • Camouflage-20
  • Dancing-26
  • Detect Lies-20
  • Diplomacy-20
  • Herb Lore-20
  • Hidden Lore-20
  • Hiking-14
  • Interrogation-16
  • Intimidation-22
  • Judo-22
  • Karate-22
  • Knife-24
  • Leadership-20
  • Light Walk-22
  • Mental Strength-22
  • Mind Block-22
  • Parry Missile Weapons-22
  • Performance-20
  • Polearm-26
  • Poisons-16
  • Psychology-20
  • Rapier-26
  • Sex Appeal-18
  • Stealth-26
  • Strategy-18
  • Tactics-18
  • Thaumatology-24
  • Tracking-16
  • Weather Sense-16
  Monster Notes
  “This foe is beyond any of you. Fly, you fools!” applies to this encounter. Elunad may 
  appear slight (and in fact she is not inherently strong), but a ridiculous level of magical 
  ability and thousands of years of practice make up for that nicely.
  Her armor is enchanted orichalcum epic plate, glamoured strongly to appear as a flimsy 
  and revealing gown. Her orichalcum enchanted glaive is also one of several power 
  items: this one holds 40 FP. Her Epic Plate holds 85 FP. If fresh, Elunad starts with 175 
  FP on tap.
  While she is a very capable melee combatant, mostly she will rely on magic, which she 
  wields with a casual competence born of millenia of practice.
  Her first spell in combat will be Great Haste, to double her action capability. Faeries 
  love to play with their food, so “flawless victory” may take second fiddle to  “confuse, 
  confound, and humiliate.”
  • Absolute Direction
  • Appearance (Very 
  Beautiful) (+6)
  • Combat Reflexes
  • Compartmentalized 
  Mind 1
  • Darkvision
  • Dependency (Mana)
  • Energy Reserve 50
  • Faerie Veil 10
  • Indomitable
  • Injury Reduction (not-iron 
  or steel) 2
  • Magery 6
  Traits
  Skills
  12
  14
  16
  22
  Elunad knows entire spell colleges rather than individual spells!
  • Air Spells-22
  • Healing Spells-22
  • Illusion Spells-30
  • Knowledge Spells-26
  • Light and Darkness 
  Spells-26
  • Meta-Spells-26
  • Mind Control Spells-30
  • Movement Spells-26
  • Water Spells-22
  • Weather Spells-22
  Spells
  Item
  Value
  Weight
  Orichalcum Epic Plate 
  (Lighten 2)
  $370,000
  16 lbs
  Orichalcum Glaive 
  (Penetrating Weapon (2); Icy 
  Weapon)
  $30,000
  8 lbs
  Balanced Elven Composite 
  Bow (ST 14; Penetrating 
  Weapon (2)
  $28,900
  4 lbs
     20 Arrows (Icy Weapon)
  $77 each
  0.1 lbs each
  Orichalcum Edged Rapier
  $30,000
  3 lbs
  Dagger (Very Fine, Balanced, 
  Orichalcum; Displacement 
  enchantment)
  $67,000
  0.25 lbs
  Equipment and Treasure
  
  76
  76
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Ghoul
  Undead (SM: +0)
  Ghouls are undead formed when a creature willingly feeds 
  on, and enjoys, the flesh of other intelligent creatures. 
  The ghoul is sustained, but never nourished, by the 
  consumption, and lives for eternity so long as it can feed. 
  Ghouls pursue living creatures to create such food if they 
  must; carrion will do, but isn’t desirable.
  Ghouls resemble bloated and starving humanoid creatures. 
  They carry the stench of rotting flesh, and their hairless, 
  sagging skin has an oily pallor. They have long, distorted 
  hands with claws or claw like appendages. Ghouls derived 
  from those lost or drowned at sea are puffy and eternally 
  waterlogged instead of saggy.
  These creatures emerge in locations that have been 
  depopulated due to starvation, as the temptation to indulge 
  in the only available food supply becomes irresistible. They 
  take up residence or swarm around recently-populated 
  burial mounds or bogs where corpses were disposed. The 
  tendency for the recently-dead to attract ghouls and other 
  undesirable creatures is responsible for the custom of 
  burning the dead in Norðlond.
  The ghoul is animated and driven by its hunger, and attacks 
  any living creatures that it encounters unless it has recently 
  fed. While not weakened by sunlight, they move around 
  during the night. Ruins with many shadows are a good 
  compromise, as are long-forgotten barrow complexes. And 
  dungeons. 
  Attack-[Skill]
  Damage
  Reach
  Notes
  Grisly Claw-15
  1d-1 cut
  C
  Follow-up: Paralyzing 
  Touch.
  Bite-15
  1d-2 cr
  C
  Will AoA (two attacks) 
  on a paralyzed target
  Slam-15
  1d-1 cr
  C
  Grapple-13 (DX)
  1d-1 ctrl
  C
  Knobbed Club-9
  1d+2 cr
  1
  All-Out Attack (+4 to 
  hit) from behind!
  Attacks
  • Brawling-15
  • Climbing-13
  • Stealth-13
  • Tracking-8
  Skills
  Monster Notes
  Paralyzing Touch. If a ghoul hits or parries with its Brawling skill, it inflicts a 
  momentary paralysis on the target. Roll HT-2; on a failure, the target is stunned. 
  Roll HT-2 again each turn; on a success you act normally on your next turn. Armor and 
  shields do not protect.
   Ghouls use their paralyzing touch to freeze their opponent, then they slam or grapple to 
  knock it down. Then they start to eat…
  Ghouls are not skilled weapon fighters, and they only use their club to attack the head 
  with surprise, hopefully stunning the target and making the paralyzing touch an easy 
  follow-up.
  • Appearance (Monstrous)
  • Doesn’t Breathe
  • Doesn’t Sleep
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to Mind Control
  • Immunity to Poison
  • Indomitable
  • Infravision
  • Mute
  • Paralyzing Touch 
  (see Monster Notes)
  • Temperature Tolerance 5 
  (Cold)
  • Temperature Tolerance 5 
  (Heat)
  • Unfazeable
  • Unhealing (Total)
  • Unliving
  Traits
  11
  10
  8
  13
  10
  —
  —
  8
  1
  3
  12
  11
  7
  —
  11
  5.75
  5
  10
  10
  1d-1/1d+1
  24
  5
  —
  
  77
  77
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  hroGn
  Demon (SM: -3)
  These small demons are the playthings, messengers, and 
  servants of their more powerful brethren. Extremely varied 
  in appearance, they perform simple tasks and act as scouts 
  and nuisances around demon lairs and dwellings. When 
  encountered in the wilds, they will shapeshift into one of 
  their concealed forms, frequently maintaining invisibility 
  as well.
  The hrogn are advance scouts and spies; a “Wizard Eye” that 
  can’t be detected by wizards—but it does have that demon 
  thing going on, so things that can detect demons will know 
  something’s afoot. Hrogn will be sent out in large numbers to 
  scout out prospective cult members or recruits in advance of 
  a krabbari or other demon’s arrival on the scene.
  They’re considered entirely expendable by their masters.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Claw-12
  1d-4 cut
  C
  +1d toxic follow-up; Roll 
  HT-2 or Nauseated for 1d 
  minutes
  Attacks
  • Detect Lies-10
  • Lip Reading-10
  • Observation-10
  • Search-10
  • Shadowing-10
  • Tracking-10
  Skills
  Monster Notes
  These are the most minor of demons, but they are still demons. Most things that affect 
  people don’t affect hrogn. They are robust to non-magical damage, but spells and magic 
  weapons work just fine—and holy weapons will usually serve them up extra-crispy.
  They can turn their invisibility on and off, and spend a lot of time with it on. They are 
  not combatants, and with very low damage, any injury or debilitating conditions they 
  inflict are incidental.
  When transformed, they are much slower, but can easily blend in with their 
  surroundings, and the alternate forms are much smaller even than the hrogn’s native 
  form (SM -7).
  • Dark Vision
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • Dread 
  (Holy objects 5 yards)
  • Flight (Move 5)
  • Immunity to Disease
  • Immunity to Poison
  • Infravision
  • Injury Reduction 2 
  (non-magical damage)
  • Invisibility (selective)
  • Magic Resistance 3
  • No Blood
  • No Brain
  • No Neck
  • Terror (once per day)
  • Vulnerability 
  (Holy Weapons ×2) 
  Traits
  6
  11
  12
  12
  10
  2
  10
  11
  1
  3
  12
  11
  7
  —
  11
  8.00
  8
  11
  10
  1d-1/1d+1
  24
  8*
  (see notes)
  The hrogn can shapeshift its form cosmetically into that of a bat (allowing flight at Move 5), 
  a (large) centipede (Move 1; Climbing-16), or a toad (Move 2; Swimming-16; Amphibious).
  The alternate shapes are disguises, but thorough ones. It retains its ability to “claw” (or bite, 
  sting, etc) for 1d-4 damage plus its toxic follow-up in all forms.
  Alternate Forms
  
  78
  78
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  hulder
  Faerie (SM: +0)
  The hulder, or hidden folk, are wardens of the wildlands and 
  secretive dwellers in untamed places.
  Hulder appear as very beautiful men (huldrekall) or women 
  (huldra) with either the long tail of some animal (such as an 
  ox or wolf) or legs covered in thick fur.
  Hulder live in wild areas, walking among enchanted glens, 
  bathing in pure mountain streams, and dancing under the 
  full moon. Hulder make the entrance to their faerie homes 
  in massive gnarled old trees, rock outcrops, standing stones, 
  mushroom circles, and hill-mounds. Their chambers are 
  elegantly furnished and comfortable, made of natural 
  substances and incorporating native rocks and trees directly 
  into the structure.
  Capricious by nature, hulder can be helpful to those in need 
  who are respectful of the wild lands around them. They can 
  likewise be mischievous and cruel, playing harmful pranks 
  for their amusement. Those harming the environment 
  around their home, or showing it disrespect, earn their 
  wrath. If a huldra sees an attractive young man, or a 
  huldrekall a beautiful young woman, it charms the object 
  of its interest and keeps him or her for its pleasure. Hulder 
  do not like to show their physical animal traits (tail or furry 
  legs), disguising these features using their glamour.
  9
  2
  —
  9
  1
  4
  14
  13
  9
  12
  13
  6.25
  6
  14
  12
  1d-1/2d-1
  34
  6
  1
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-13 (DX)
  1d-1 cut
  C
  No Parry
  Punch-13 (DX)
  1d-2 cr
  C
  Parry-9
  Kick-11 (DX)
  1d-1 cr
  C
  No Parry
  Light club-13
  2d-1 cr
  1
  Parry-9
     +Elf Shot
  +2d tox
  Adds to any melee 
  strike
  Elf Shot-15
  2d tox
  25/50
  Acc 1; 0 FP to use
  Attacks
  • Dancing-16
  • Light Walk-16
  • Mimicry-16
  • Sex Appeal-16
  • Shortsword-13
  • Stealth-16
  • Survival (Woodlands)-16
  • Traps-16
  Monster Notes
  Hulder’s weapons are not usually physical; they are tricksome, seductive, and go all-in 
  on lures and mind-influence. They do possess several unusual powers, including skin 
  that has the toughness of thick bark; that bark shows through on the huldra’s back!
  Elf Shot. By spending 1 FP, the hulder can add 2d toxic damage to any attempt to 
  cause injury, whether it be a brawling or grappling attack, or a weapon strike. This is 
  follow-up injury, and requires no hit roll. Hulder may also throw the elf-shot. Treat as 
  Innate Attack-15, Acc 1, 1/2D 25, Max 50. The Elf Shot comes instantly to hand and does 
  not require preparation: the hulder just chucks it.
  Entrancing Dance. Some of the hulder’s spells are cast as part of an alluring 
  sensual dance. The hulder must be dancing to cast Charm, Daze, Foolishness, Sleep, 
  or Stun. Any conditions that interfere with the hulder’s Dancing skill reduce their 
  spellcasting ability by a like amount. Don’t roll twice! The dance is the spell.
  • Appearance (Beautiful) 
  (+4)
  • Dependency (Mana)
  • Faerie Veil 5
  • Indomitable
  • Injury Reduction 
  (not-iron or steel) 2
  • Night Vision 6
  • Magery 3
  • Tough Skin 2
  Traits
  Skills
  13
  12
  12
  13
  • Charm-16
  • Complex Illusion-16
  • Daze-16
  • Foolishness-16
  • Hinder-16
  • Illusion Shell-16
  • Itch-16
  • Pain-16
  • Perfect Illusion-16
  • Simple Illusion-16
  • Sleep-16
  • Sound-16
  • Spasm-16
  • Stun-16
  Spells
  
  79
  79
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  ice alf
  Elemental (SM: -1)
  The ice alf, like the fire elemental, is one of those rare 
  elementals that wants to be stomping around the world 
  rather than back at home. It is not an “alf ” at all—it has no 
  relationship to the faerie, other than being of similar size 
  to a norðalf.
  The Ice Alf resembles a semi-humanoid cluster of icicles 
  that settle naturally into a form indistinguishable from 
  other ice formations around it when still. Ice alfs dwell 
  near cliffs where icy runoff forms icicles and mounds 
  of ice on the ground, taking advantage of the terrain to 
  lay ambushes.
  These elementals are “native” to the Frostharrow, but are 
  found in any region where ice encrusts the land.
  Universally hostile, ice alfs attack any warm-blooded 
  creatures that come near. They do not attack powerful 
  faerie, nor elves (half-elves seem to inspire no fear or 
  aversion in them) if other potential targets are available.
  11*
  5
  13
  8*
  1
  5
  16
  15
  10
  12
  15
  5.75
  6
  12
  12
  1d+1/2d+1
  45
  6
  —
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-16
  1d+1 cut
  C
  No Parry
  Punch-16
  1d cr
  C
  Parry-11*
  Kick-14
  1d cr
  C, 1
  No Parry
  Attacks
  • Brawling-16
  • Innate Attack (Beam)-16
  Monster Notes
  The ice alf hangs out in snow-covered mountain passes looking like an icicle or other ice 
  formation until an opportune moment. It will open up with Avalanche! to knock a party 
  about, follow up with Ice Bind to freeze them in place, then pummel and skewer them 
  with Icy Spear and Snowball Fight.
  The ice alf is very vulnerable to dehydration and fire, for obvious reasons. It’s a 
  nasty ambush predator and hard to spot thanks to Chameleon. It will pull ice from 
  its surroundings to heal, but has enough weaknesses that it will only pose a brief 
  challenge.  It’s almost more of a trap than a monster.
  *Defenses increase by +2 DB when the Ice Shield is activated.
  • Brittle
  • Dependency 
  (Uncomfortably 
  Cold Environment)
  • Chameleon 5 
  (Ice and Snow Terrain)
  • Damage Resistance 5
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • Homogeneous
  • Immunity to Cold/Ice
  • Immunity to Disease
  • Immunity to Poison
  • No Blood
  • No Brain
  • No Vitals
  • Regeneration 
  (Only on Ice; 3 HP/turn)
  • Slippery 5
  • Terrain Adaptation 
  (Ice/Snow)
  • Vulnerability 
  (Dehydration attacks ×2)
  • Vulnerability 
  (Fire/Heat attacks ×2)
  Traits
  Skills
  15
  12
  9
  11
  Avalanche! Costs 2 FP per use. A nearby embankment of 
  snow and ice (and there is always a nearby embankment 
  of snow and ice when there is an ice alf present) collapses 
  and rushes to the party in a line 10 yards wide, travelling 
  50 yards. You can only get out of the attack’s pathway (or 
  fly upwards!). Creatures are subject to 6d crushing for 
  knockback only. Movement costs double in the now snow-
  and-ice covered terrain (naturally the Terrain Adapted ice 
  alf is not affected).
  Ice Bind. Costs 1 FP per use. Delvers’ feet become frozen to 
  the ground. Treat as a grappling attack for 1d+1 control that 
  automatically hits any body parts touching the ground.
  Ice Shield. Costs 1 FP per use. The ice alf produces an icy 
  shield that it uses with Shield-16. It has DR 10 and shatters 
  if the DR is exceeded. It forms instantly when a block is 
  attempted. The ice alf’s Parry and Dodge both increase by +2 
  once the shield is formed (it’s already included in Block).
  Icy Spear (16). 2d (0.5) imp. Ranged, with Acc 4, 1/2D 20, 
  Max 50.
  Snowball Fight (16). Fires a flurry of hard-packed ice 
  spheres each doing 1d (0.5) cr in a cone with maximum range 
  of 30 yards, maximum width 15 yards. Every creature in 
  the cone is attacked 2d times (roll for each victim). You may 
  Block or Dodge, reduce the number of hits by the defender’s 
  margin of success.
  Abilities
  
  80
  80
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  KraBBari
  Demon (SM: +2)
  A beast as fearsome as the krabbari could get a lot of mileage 
  out of simply ripping foes to bits. This particular species of 
  demon goes the extra mile, sowing chaos through temptation 
  and ruin as much as through direct action.
  The krabbari stands eight to ten feet tall, with four limbs, 
  only two of which vaguely resemble something humanoid. 
  The demon is coleopteran in nature—like a crab—with 
  a hard, layered carapace on its back. Slabs of chitin and 
  husk serve as effective armor. The humanoid limbs are two 
  powerful arms, used for fine manipulation and striking. 
  The other two are crablike, with powerful snapping pincers 
  that will grapple and crush. It walks on oddly-hinged but 
  thick legs.
  While the krabbari is a fearsome combatant, it prefers to use 
  its spellcasting abilities to confuse, hide, and stun its foes. It 
  will rely on dispel magic and its innate magical resistance to 
  deal with spellcasters, casting stun on them when it can, and 
  picking off foes one by one, from within magical darkness. 
  In melee, it will grapple with its pincers and rip or pummel 
  its victim to death.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Pincer 
  Claw-22
  2d+6 cr + 
  ctrl
  C-2
  Treat as weapon; does 
  crush and control 
  simultaneously.
  Bite-22
  2d+3 imp
  C
  Massive 
  Tail-18
  2d+6 cr
  C,1
  Can’t strike directly 
  forward; Treat as weapon; 
  Parry-12; don’t forget 
  knockback!
  Slam-22
  2d+3
  Add per-die bonus 
  (exploits, p. 44)
  Attacks
  • Brawling-22
  • Fast-Talk-14
  • Stealth-16
  • Wrestling-22
  Skills
  • Combat Reflexes
  • Dark Vision
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • Extra Arms 2
  • Extra Attack 1
  • Compartmentalized Mind
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to Illusions
  • Immunity to Mind Control
  • Immunity to Poison
  • Indomitable
  • No Blood
  • No Brain
  • No Neck
  • Peripheral Vision
  • Regeneration 
  (special ability)
  • Temperature Tolerance 10 
  (Heat)
  • Unkillable 
  (Achilles Heel, magical or 
  blessed weapons)
  Traits
  25
  12
  14
  14
  15
  4
  —
  11
  1
  8
  26
  25
  17
  12
  30
  7.00
  8
  14
  16
  3d/5d+2
  24
  8
  1
  The krabbari is rather unsubtle in its demon form. Unfortunately for the world at large, it’s 
  also a shapeshifter. It will go about when it wishes to sow chaos on a social level in the form 
  of an attractive human (Charisma 3). When in human form, it has ST 10-14 as suiting its 
  needs (it might be a ST 14 shieldmaiden, or a ST 10 innkeeper), DX, IQ, and HT stay as listed 
  above. It can (and does) summon other demons, notably the seductive falleglygi, to aid its 
  ability to spread chaos.  It has the following skills in its alternate form (it still has them in 
  demon form, but some are rather less applicable).
  • Acting-16
  • Carousing-12
  • Dancing-12
  • Detect Lies-16
  • Diplomacy-14
  • Fast-Talk-14
  • Filch-12
  • Interrogation-12
  • Intimidtation-16
  • Lip Reading-14
  • Lockpicking-12
  • Observation-12
  • Pickpocket-12
  • Psychology-16
  • Public Speaking-14
  • Savoir-Faire-16
  • Sex Appeal-16
  • Shadowing-16
  Alternate Form
  
  81
  81
  Monster Notes
  On a target of SM+0 or smaller, the pincer claws also automatically grapple, inflicting 
  2d+6 control.
  The Krabbari will attempt to GraB and Go (p.65) with any delver lighter than 
  250 lbs (its Light Encumbrance limit). Picking up anyone heavier than 125 lbs reduces 
  Move to 6 and Dodge to 10. The Krabbari has two large pincers and can attack (and 
  parry) with either one! The Krabbari will bite any creature it has grappled at Reach C, 
  and spend control points to increase damage (see Injure the Foe, p. 65). 
  The tail can attack any hex but the one directly in front of the krabbari and can parry 
  attacks with a Parry of 12. This is also treated as a weapon, not an unarmed attack! The 
  krabbari’s base slam damage is 2d+3, with a per-die bonus based on distance moved. It 
  can (and will) use Overruns on standing foes (and then Trample them if knocked down); 
  see exploits p.40 for details.
  For delvers making active defense rolls, the krabbari’s claws and tail count as 
  25-pound weapons for the purposes of  pArrying HeAvy WeApons 
  (exploits. p.49) and its slam is a 125-pound weapon: parrying this creature 
  is contraindicated. Even a Shatterproof or Orichalcum blade is knocked from 
  the wielder’s hand if it weighs 3 lbs or less, though it won’t break.
  GM’s Note: this is a big, bad, boss monster that has a lot of “moving parts.” 
  It doesn’t have spells, it has “special abilities” because monsters get to cheat. It has 
  compartmentalized mind, so it should use one of its powers each turn, plus trying to 
  pummel foes.
  It may very well shapeshift into a helpless-looking child, damsel in distress, or 
  obviously-injured scion of a jarl to tempt the delvers past the magical barrier into the 
  killing zone, er, room where it’s trapped.
  The krabbari is hard to kill without magic. No key hit locations (demon), immune to 
  trickery and weakness. It regenerates 10 HP each turn unless the damage was inflicted 
  by magic or holy weapons. You can kill it with mundane means…but it’s tricky.
  Aura of Darkness. The krabbari is surrounded by an aura 
  that dims all light sources within 10 yards (both natural and 
  magical) to a -6 darkness penalty. Night Vision functions 
  normally (provided there’s some light!) and Dark Vision sees 
  through the aura, but torches, lanterns, and even Continual 
  Light spells provide no better than -6 to vision rolls.
  Demonic Puppet. As a Concentrate action, the krabbari 
  can take over the mind of any Stunned or Mentally Stunned 
  enemy. This requires a Quick Contest of Will (Resist Evil, 
  Magic Resistance, and Mind Shield definitely apply); if the 
  krabbari wins, the target is affected as if by a Charm spell 
  (Spells, p.53) for minutes equal to their margin of failure 
  (minimum 1 minute) and will attempt to defend the krabbari 
  as soon as it recovers from being stunned.
  Regeneration. The krabbari regenerates 10 HP per turn 
  unless reduced to -10xHP (do not multiply this by 3 for its 
  30 HP; it just regenerates 10 per turn!). It cannot regenerate 
  damage caused by magical or blessed weapons, including 
  any weapon wielded by a character with the Rest in Pieces 
  advantage. If it heals a crippling injury, the crippled body 
  part is restored immediately.
  Roar of a Thousand Years’ Fury. Any time the krabbari 
  takes a Major Wound, it roars in pain; anyone within earshot 
  must make an immediate Fright Check at -2. Reduce the 
  penalty by 1 each time an individual hears the roar.
  Whispers of the Damned. As a Concentrate action, the 
  krabbari targets one creature with IQ 6+ within sight who 
  begins to hear the voices of damned souls in their mind. 
  After three seconds of this treatment, the target is Mentally 
  Stunned and must roll Will each turn to snap out of it. There 
  is no resistance roll against this power, but the krabbari can 
  only use it once on each target in a given encounter.
  Special Abilities
  kraBBari (cont’d)
  
  82
  82
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Mountain cat
  Animal (SM: +1)
  Mountain cats are big, tawny cats with a robust build 
  and tufted tails. They live in woodlands, hills, and low 
  mountains. Mountain cats live in social groups called prides 
  of to up to a dozen.
  During the day they are usually lazing about, they do most 
  (but not all) of their hunting at night. They often hunt in 
  groups, with pride members creeping under stealth to 
  cut off escape routes, and then several lions charging and 
  driving their prey into ambush. The lions will single out the 
  most vulnerable victim if there are multiple targets (use the 
  lion’s Perception skill for this). A hunting lion will try to 
  drag its victim down with its claws (grapple for a takedown) 
  and then bite.
  Mountain cats rarely intentionally hunt people, but anyone 
  out after dark in lion territory risks being taken as a target 
  of opportunity. They are a far greater threat to livestock 
  and mounts.
  They weigh 300-450 lbs, but like most predators, they’re 
  not terribly tasty.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-15
  1d+1 imp 
  and ctrl
  C, 1
  Equal control damage 
  if the cat also wishes to 
  grapple
  Claw-15
  1d+1 cut 
  and ctrl
  C, 1
  Equal control damage 
  if the cat also wishes to 
  grapple
  Pounce-19
  1d+6
  1
  See Exploits, p. 40; 
  Damage includes 
  full-move
     + Grapple
  1d+2 ctrl
  C
  Free grapple with Pounce
  Grapple-13
  1d+2 ctrl
  C
  Develop grapple made 
  with claw or bite
  Attacks
  • Brawling-15
  • Climbing-15
  • Running-13
  • Stealth-13
  Skills
  Monster Notes
  Mountain cats are fairly sneaky and seek to ambush traveling party members—more 
  specifically, their pack animals. They pounce from hiding to knock a foe down and 
  achieve a grapple, then strike for the neck and bite/grapple for both strangulation and 
  HP damage. If unmolested, they will build up max CP and wait until the prey bleeds out 
  or asphyxiates. Mountain cats have enhanced move 1, but cannot sustain that speed for 
  long: they lose 1 FP for each turn of sustained maximum speed.
  • Enhanced Dodge 2
  • Enhanced Move 1
  • Flexibility
  • Laziness (12)
  • Night Vision 5
  • Penetrating Voice
  • Quadruped
  • Temperature Tolerance 1 
  (Cold)
  • Wild Animal
  Traits
  18
  11
  4
  13
  —
  1
  —
  11
  1
  6
  19
  18
  12
  11
  18
  6.00
  6
  12
  11
  1d+2/3d
  65
  6/12
  1
  
  83
  83
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Mountain Goat
  Animal (SM: +0)
  Mountain goats seem to be magical when they’re in their 
  native environment, moving up sheer near-vertical surfaces 
  and never putting a hoof wrong. They are grazers that eat 
  the foliage that sprouts from mountainsides.
  The males are solitary and belligerent, and may attack 
  without warning. The females tend to travel in small herds 
  with their young.
  A male goat will typically weigh about 200 lbs; a female 
  about 150 (ST/HP 11, -1 to all damage).
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-14
  1d-2 cr
  C
  Weak bite
  Horns-14
  1d+1 imp
  C, 1
  Strike to skewer; may 
  spring to Ram as well
  Ram-13
  1d
  C
  Added to skewer attack
  Attacks
  • Brawling-14
  • Climbing-14
  • Intimidation-10
  • Jumping-14
  • Stealth-12
  • Survival-12
  • Sumo Wrestling-13
  Skills
  Monster Notes
  Goats are amazingly nimble jumpers and climbers. They get knocked down, but they 
  get up again. You’re never going to keep them down. With DX 12 and Perfect Balance, 
  as long as there are footholds, they’re rolling vs Climbing-20 to keep their feet. Don’t 
  bother rolling unless they’re knocked around or the ground is unstable.
  They are ornery and will protect their territory, attacking out of sheer spite with a Sumo 
  Wrestling slam at ST 13; they’re prodigious leapers, so slams are at full Move 7 (+3 per 
  die to both sides) and also count as a shield bash (1d+1  imp) due to the horns.
  Mountain goats have a thick skull, which is DR 3 from the front.
  • Discriminatory Smell
  • Enhanced Move 1
  • Night Vision 4
  • Perfect Balance
  • Peripheral Vision
  • Quadruped
  • Temperature Tolerance 1 
  (Cold)
  • Tough Skin 1
  • Wild Animal
  Traits
  12
  12
  4
  12
  10
  1
  —
  9
  1
  4
  14
  13
  9
  12
  12
  6.00
  7
  12
  10
  1d-1/1d+2
  29
  7/14
  1
  
  84
  84
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Mountain Sheep
  Animal (SM: +1)
  Mountain sheep, as with their fellow climbers the mountain 
  goat, are grazers that eat the foliage that sprouts from 
  mountainsides. They are solid and powerfully built, 
  sporting large, backward-curved horns that promise pain 
  and suffering to those that provoke a head butt.
  The males are mostly harmless unless it’s mating season, 
  where they will engage in ramming contests with other 
  males, or convenient adventurers.
  A male sheep will typically weigh about 240 lbs; a female 
  about 150 (ST/HP 11, -1 to damage).
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12 (DX)
  1d-4 cr
  C
  Very weak bite
  Horns-12
  1d+1 cr
  C,
  Ram-12
  1d
  C
  +3 to both sides damage 
  due to leaping slam
  Attacks
  • Climbing-14
  • Jumping-14
  • Stealth-12
  • Sumo Wrestling-12
  • Survival-12
  Skills
  Monster Notes
  Mountain sheep have the same climbing adaptations as goats (splayed hooves with 
  clawed grippers inside) they’re rolling vs Climbing-20 to keep their feet. Don’t bother 
  rolling unless they’re knocked around or the ground is unstable.
  Even wild sheep are curious and nosy, and will butt in to anything they feel like where 
  they don’t detect a threat. Like goats, they’re prodigious leapers, so slams are made at 
  Sumo Wrestling-12, and are at full Move 7 (+3 per die to both sides) and also count as a 
  shield bash (1d+2 cr) due to the large, blunt back-curved  horns.
  Mountain sheep  have a thick skull, which is DR 3 from the front.
  • Discriminatory Smell
  • Enhanced Move 1
  • Night Vision 4
  • Perfect Balance
  • Peripheral Vision
  • Quadruped
  • Temperature Tolerance 2 
  (Cold)
  • Tough Skin 1
  • Wild Animal
  Traits
  13
  12
  4
  12
  9
  1
  —
  9
  1
  4
  14
  13
  9
  12
  12
  6.00
  7
  12
  10
  1d/2d-1
  29
  7/14
  1
  
  85
  85
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  A toxic, serpentine 7-10 yard-long horror, the mylja 
  ormur is a slithery menace. Thick scales coat its body with 
  hardened scutes along its back. The craggy head has jaws 
  lines with jutting snaggly, envenomed teeth, and a forked 
  tongue flicks in and out of its mouth.
  Mylja orma lurk in thickets and rocky jumbles; anywhere 
  that is likely to impede the mobility of its prey while it can 
  move freely. They are excellent swimmers and climbers.
  An mylja ormur prefers to strike from ambush and envelop 
  its victim while ripping with its venomous fangs. A typical 
  attack occurs by surprise while the ormur is under cover. It 
  will strike and drag its victim back so that it can be wrapped 
  up in the ormur’s coils. Once immobilized, the ormur will 
  squeeze, converting control to damage, until its victim’s 
  heartbeat and breathing stop.
  The mylja ormur is actually a form of degenerate 
  dragonspawn, but classed as a dire animal.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Grapple-16
  2d+3 ctrl
  C
  +4 to hit vs SM +0 due to 
  size
  Bite-14
  2d imp
  C
  +1d toxic follow-up (1d per 
  10 sec, repeats for 6 cycles)
  Attacks
  • Brawling-14
  • Climbing-16
  • Intimadation-12
  • Stealth-14 (16 vs. Hearing, 
  18 if motionless)
  • Survival (Mountains)-12
  • Wrestling-16.
  Skills
  Monster Notes
  Alger Ormur venom can be harvested with a successful Poisons roll. Each corpse yields 
  1d doses of venom which do 1d toxic damage on a successful HT roll, or 2d if it fails. Add 
  +2 to the roll if it never successfully bit a target. Selling the venom yields $100 (or twice 
  that to the right buyer).
  Any hit allows an immediate roll to grapple, even if it doesn’t penetrate DR. This is a free 
  action! Toxic damage in excess of 1/3 the target’s HP means they are nauseated 
  (exploits, p. 65) until a Neutralize Poison spell is cast or the HP are fully restored.
  • Amphibious
  • Catfall
  • Combat Reflexes
  • Constriction Attack
  • Extra Attack 1
  • Flexibility
  • Infravision
  • Nictitating Membrane 2
  • Silence 2
  • Subsonic Hearing
  • Terrain Adaptation 
  (Rocky)
  • Vermiform
  • Vibration Sense (Air)
  • Wild Animal.
  Traits
  20
  12
  5
  12
  —
  7
  —
  10
  1
  6
  21
  20
  13
  12
  20
  6.00
  6
  11
  10
  2d-1/3d+2
  80
  6
  —
  Mylja orMur
  Dire Animal (SM: +4)
  
  86
  86
  Nasty-spirited minor faerie, the norðalfar act as thugs, 
  minions, and troops for powerful faerie (all norðalfar 
  are faerie; not all faerie are norðalfar). Left to their own 
  devices, they become menaces and hooligans—with 
  mischief ranging from cruel tricks and theft to murder 
  and, in large gangs, raids and warfare. The norðalfar 
  consist of the norðAlf, the larger stórAlf, and the hoB.
  Those not under the command of a greater faerie lair 
  in faerie worlds made up of networks of tunnels or 
  caverns suited to their size. They are not particularly 
  fancy: mazes full of hidden doors and secret passages, 
  well defended with murder-holes, gates, and 
  magic tricks.
  They are mischievous and cruel. They delight in leading 
  people into sucking bogs, getting them hopelessly lost, 
  kidnapping people, and stealing babies. Those they 
  capture are tormented gleefully. Under the hand of a 
  strong leader, they form the backbone of faerie armies.
  All faerie have certain limited powers of deception and 
  guile. These magical powers, called glamours, are most 
  frequently encountered as the faerie veil, a clouding of 
  the mind to not see what is there.
  Dependency (Mana). Faerie are inherently magical 
  creatures, and lose 1 HP per minute in a No Mana zone.
  Faerie Veil. Each level of this trait gives +2 to Stealth 
  while standing still, or +1 to Stealth while moving. 
  This is a combination of Chameleon (monsteRs, p.10) 
  and Silence (adventuReRs, p.35). If the creature is not 
  adjacent to any foes when it begins its turn, it may 
  roll a Quick Contest of Stealth against any observers’ 
  Perception to hide as a Concentrate maneuver.
  Inside their warrens, the Concentrate can be used to 
  move in and out of the faerie dimension, effectively 
  becoming both invisible and insubstantial when such 
  pathways are available.
  Iron and Faerie. The faerie are sensitive to iron, and 
  as magical creatures they are hard to kill or injure with 
  just about any type of weapon. They are given Injury 
  Reduction against all other weapons (wood, bronze, 
  etc) instead of extra damage against the most common 
  wielded by adventurers (steel and iron) to speed play.
  Water. Most faerie have Dread (Running Water) 
  and will not  willingly swim or cross flowing  water.
  NORÐALFAR VARIANTS
  hall oF judGmeNt
  
  87
  87
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  norðalf
  Faerie (SM: -1)
  The smallest of the norðalfar, norðalfar tend to be fast, 
  sneaky, and clever. Consummate trap-makers, norðalfar 
  have the skills to make delvers’ lives very awkward: Norðalf 
  lairs are riddled with traps.
  Norðalfar will indulge in trickery and “games” as well 
  as overt mayhem and slaughter. They delight in luring 
  unsuspecting travelers into deadfalls, crevasses, and other 
  natural hazards, using mimicry to replicate a hurt animal or 
  injured child. If an Elder Stóralf is nearby, he will provide an 
  illusion to match!
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12
  1d-3 cut
  C
  Punch-12
  1d-4 cr
  C
  Kick-10
  1d-3 cr
  C
  Long Knife-12
  1d-3 imp/
  cut
  C
  imp on a thrust; cut for 
  swing; +1 point toxic 
  follow-up
  + Backstab
  1d imp/1d-1 
  cut
  C
  add +3 to damage of 
  other attack types
  Bow-12
  1d-2 imp
  100/150
  Can’t be used to 
  backstab; +1 point toxic 
  follow-up
  Axe-12
  1d-1 cut
  1
  +1 point toxic follow-up
  Spear-12
  1d-1 imp
  1
  +1 point toxic follow-up
  Grapple-12 
  (DX)
  1d-3 ctrl
  C
    +Backstab
  1d ctrl
  C
  Attacks
  • Brawling-12
  • Climbing-14
  • Escape-13
  • Garotte-12
  • Knife-12
  • Mimicry-14
  • Poisons-13
  • Shield-12
  • Stealth-14
  • Traps-14
  • one of:
     Axe/Mace-12
     Bow-12
     Spear-12
  Skills
  Monster Notes
  The norðalf is a small, belligerent creature given to cruelty and malicious sadism. They 
  attack and fall back, inflicting wounds, usually with poisoned weapons, until a foe is 
  weak enough to dogpile and finish off…or simply drag them back to their home warren 
  for unpleasant fun.
  They are sensitive to sunlight, and where most creatures take penalties in darkness, 
  norðalf are at -6 in full sunlight, -4 in overcast daylight, and -2 at dusk or twilight.
  The norðalf can freely switch between the faerie pocket dimensions and normal reality 
  while they’re in their warrens, but not outside.
  Norðalf shields are small (DB +1, included in their defenses) and made with hide or 
  wood (what hide is always best left unasked).  
  All norðalfar carry a shield and long knife (cheap, bronze). Additionally, they will 
  carry a spear, bow, or hatchet-sized axe. Their weapons are universally tainted with 
  poison. They are fierce backstabbers if they can catch a foe defenseless. They wear 
  leather armor.
  The norðalf’s backstab ability can only be used when the foe is truly defenseless, 
  including if reduced to below DX 0 via control point penalties.
  *The buckler adds +1 DB to this active defense when readied.
  • Absolute Direction
  • Appearance (Hideous) (-4)
  • Bad Temper
  • Bully
  • Cast-Iron Stomach
  • Cowardice (12)
  • Dependency (Mana)
  • Dread (Running Water)
  • Expert Backstabber 7
  • Faerie Veil 5
  • Indomitable
  • Injury Reduction (not-iron 
  or steel) 2
  • Night Vision 6
  • Sadism
  • Short Attention Span
  Traits
  7
  10
  11
  12
  9*
  1
  10
  8*
  1
  2
  8
  7
  4
  10
  7
  5.50
  5
  11
  11
  1d-3/1d-2
  10
  5
  —
  
  88
  88
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Stóralf
  Faerie (SM: 0)
  A stóralf is essentially a man-sized norðalf. Stóralfar 
  are cruel and clever, delighting in causing mayhem and 
  accidents. Like norðalfar, stóralfar love to set traps, cause 
  mischief and sadistic pain, and otherwise live to torment the 
  living non-faerie world.
  Stóralfar are not just larger norðalfar. They have a more 
  settled disposition than their smaller cousins, which enables 
  them to apply themselves to study and learning in a way that 
  their diminutive cousins cannot. The elder stóralfar (next 
  page) take that tendency to an extreme, learning magic that 
  compliments the natural tendencies of the norðalfar, as well 
  as aping their mighty alfar masters in the use of glamour, 
  illusion, and other mind-bending power.
  13
  11
  12
  11
  9*
  2
  10
  8*
  1
  4
  14
  13
  8
  11
  13
  5.50
  5
  12
  12
  1d-1/2d-1
  34
  5
  —
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12
  1d-1 cut
  C
  Punch-12
  1d-2 cr
  C
  Kick-10
  1d-1 cr
  C
  Shortsword-12
  1d imp/ 
  2d-1 cut
  C
  imp on a thrust; cut for 
  swing; +1 point toxic 
  follow-up
  + Backstab
  2d imp/ 
  4d-1 cut
  C
  add +1d thr/+2d sw 
  to damage of other 
  attack types
  Bow-12
  1d+1 imp
  200/250
  Can’t be used to 
  backstab; +1 point 
  toxic follow-up
  Hatchet-12
  2d-1 cut
  1
  +1 point toxic 
  follow-up
  Spear-12
  1d+1 imp
  1
  +1 point toxic 
  follow-up
  Grapple-11 (DX)
  1d-1 ctrl
  C
    +Backstab
  2d-1 ctrl
  C
  Attacks
  • Brawling-12
  • Climbing-14
  • Escape-13
  • Garotte-12
  • Mimicry-14
  • Poisons-14
  • Shield-12
  • Shortsword-12
  • Stealth-14
  • Traps-14
  • one of:
     Axe/Mace-12
     Bow-12
     Spear-12
  Monster Notes
  The stóralfar are larger belligerent creatures given to cruelty and malicious sadism. 
  Where they hit-and-fade, they are dangerous. When they press the attack with the 
  vigor of a warrior, they are horrifying.
  They are sensitive to sunlight, and where most creatures take penalties in darkness, 
  nordalfar including the stóralf are at -6 in full sunlight, -4 in overcast daylight, and -2 
  at dusk or twilight.
  The stóralf may not easily shift between svartalfheim (the faerie pocket dimensions) 
  and the mortal world.
  Stóralfar use small, heavy shields in a buckler grip (DB +1, included in their defenses), 
  made with hide or wood. Recently some have been seen strapping a shield to their arm 
  instead—must be all that foreign influence.  
  Stóralfar weapons are universally tainted with poison (a follow-up of 1 point of damage 
  per hit).  They are fierce backstabbers if they can catch a foe defenseless. They wear 
  heavy leather armor. The backstab ability can only be used when the foe is truly 
  defenseless, including if reduced to below DX 0 via control point penalties.
  *The buckler adds +1 DB to this active defense when readied.
  • Absolute Direction
  • Appearance (Hideous) (-4)
  • Bad Temper
  • Bully
  • Cast-Iron Stomach
  • Cowardice (12)
  • Dependency (Mana)
  • Dread (Running Water)
  • Expert Backstabber 7
  • Faerie Veil 3
  • Indomitable
  • Injury Reduction 
  (not-iron or steel) 2
  • Night Vision 6
  Traits
  Skills
  
  89
  89
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  elder Stóralf
  Faerie (SM: 0)
  The elder stóralfar are chosen by faerie nobility as being a 
  cut above the rest. Fearsome combatants, they nonetheless 
  tend to eschew battle, serving as reliable eyes and ears for 
  their powerful masters. They are more tricksome and have 
  more powerful glamours than their stóralf kin.
  They are almost never unaccompanied, and travel with 
  other faerie depending on their mission. They might 
  travel with a troop of hobs on a punitive raid where stiff 
  resistance is found, or as a guide for troll-kin when for 
  whatever reason the alfar wish to see trolls rampaging 
  through Norðlond.
  In other respects, they are halfway between true alfar and 
  lowly norðalfar. They have never lost their lust for chaos 
  and pain, but take a more strategic approach to gaining 
  them. They lack the alfar’s refined manners and sense of 
  courtesy, but retain their regal manner—at least among 
  other norðalfar.
  11
  3
  —
  8
  1
  4
  14
  13
  8
  11
  13
  5.50
  5
  13
  13
  1d-1/2d-1
  34
  5
  —
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12
  1d-1 cut
  C
  Punch-12
  1d-2 cr
  C
  Kick-10
  1d-1 cr
  C
  Shortsword-16
  1d imp/ 
  2d-1 cut
  C,1
  imp on a thrust; cut 
  for swing; +1 point 
  toxic follow-up
  + Backstab
  2d imp/ 
  4d-1 cut
  C,1
  add +1d thr/+2d sw 
  to damage of other 
  attack types
  Hatchet-12
  2d-1 cut
  1
  +1 point toxic 
  follow-up
  Dueling 
  Glaive-16
  1d+2 imp/ 
  2d+1 cut
  1,2
  +1 point toxic 
  follow-up
  + Backstab
  2d+2 imp/ 
  4d+1 cut
  1,2
  Grapple-12 
  (DX)
  1d-1 ctrl
  C
    +Backstab
  2d-1 ctrl
  C
  Bow-12
  1d+1 imp
  195/260
  Acc 2, Shots 1 (2), 
  Bulk -7
  Attacks
  • Brawling-12
  • Climbing-14
  • Escape-13
  • Garotte-12
  • Mimicry-15
  • Poisons-15
  • Polearm-16
  • Shortsword-16
  • Stealth-16
  • Tactics-13
  • Traps-16
  • one of:
     Axe/Mace-12
     Bow-12
     Spear-12
  Monster Notes
  The elder stóralf is smarter than the stóralf, trained in tactics and spellcasting by the 
  alfar. All of the other notes that apply to the stóralf also apply to the elder stóralf.
  As a beneficiary of extra attention from the alfar, they are provided with much better 
  stuff, and trained how to use it. Their Axe, Bow, and Spear skills are legacy from their old 
  days before being tapped for alfar special forces.
  They are given a suit of orichalcum light segmented plate (15.5 lbs; DR 3, $54,000) and 
  an orichalcum shortsword ($12,000). They will typically use a bronze-headed dueling 
  glaive as a weapon in two hands, in lieu of a shield. It is also their power item ( holds 2 
  FP) and wizard’s staff.
  • Absolute Direction
  • Appearance (Hideous) (-4)
  • Bad Temper
  • Bully
  • Cast-Iron Stomach
  • Dependency (Mana)
  • Dread (Running Water)
  • Expert Backstabber 7
  • Faerie Veil 3
  • Indomitable
  • Injury Reduction 
  (not-iron or steel) 2
  • Night Vision 6
  • Magery 3
  Traits
  Skills
  13
  11
  13
  11
  • Charm-16
  • Complex Illusion-16
  • Daze-16
  • Foolishness-16
  • Hinder-16
  • Illusion Shell-16
  • Itch-16
  • Pain-16
  • Pain-16
  • Perfect Illusion-16
  • Simple Illusion-16
  • Sleep-16
  • Sound-16
  • Spasm-16
  • Stun-16
  Spells
  
  90
  90
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  hoB
  Faerie (SM: 0)
  A Hob is a specific lineage of stóralf bred for battle. Hobs are 
  martial, brutal, and better at following orders, maintaining 
  discipline, and keeping to a plan than most of their 
  norðalfar kin. Hobs live in martial groups, often under the 
  command of a more powerful faerie. In appearance, they 
  tend to be muscular, hairy, with protruding tusks, recessed 
  black beady eyes, and large, pointed ears.
  Skills
  Monster Notes
  The hob is man-sized and bred for war with humanoids. They are frequently 
  encountered and greatly feared in Norðlond raiding out of the Frostharrow.
  They are sensitive to sunlight, and where most creatures take penalties in darkness, 
  norðalf are at -6 in full sunlight, -4 in overcast daylight, and -2 at dusk or twilight.
  Hob shields are larger, built for war; they will use Norðlond shields if they can get them  
  (DB +2, included in their defenses) and made with hide or wood (what hide is always 
  best left unasked).  
  All hobs carry a shield and shortsword (cheap, bronze). Additionally, they will carry a 
  spear, bow, or war axe. They are fierce backstabbers if they can catch a foe defenseless. 
  They wear bronze mail armor.
  The hob’s backstab ability can only be used when the foe is truly defenseless, including 
  if reduced to below DX 0 via control point penalties.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  • Absolute Direction
  • Appearance (Hideous) (-4)
  • Bad Temper
  • Bully
  • Cast-Iron Stomach
  • Combat Reflexes
  • Dependency (Mana)
  • Dread (Running Water)
  • Expert Backstabber 7
  • Faerie Veil 3
  • Indomitable
  • Injury Reduction 
  (not-iron or steel) 2
  • Night Vision 6
  Traits
  14
  11
  10
  11
  10*
  3
  12
  9*
  1
  3
  16
  15
  7
  11
  14
  5.50
  5
  10
  12
  1d/2d
  39
  6
  —
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-12
  1d-1 cut
  C
  Punch-12
  1d-1 cr
  C
  Kick-10
  1d cr
  C, 1
  Shortsword-12
  1d+1 imp/2d 
  cut
  C, 1
  imp on a thrust; cut 
  for swing
  + Backstab
  2d+1 
  imp/4d-1 
  cut
  C, 1
  Target must be 
  defenseless or DX 0
  Bow-12
  1d+2 imp
  200/300
  No backstab
  Axe-12
  2d+2 cut
  1
  Parry-11U
  Spear-12
  1d+2 imp
  1
  Grapple-12
  1d+1 control
  C
  +1 ST and +1/die from 
  Wrestling
    + Backstab
  2d+2 ctrl
  C
  +1 ST and +1/die from 
  Wrestling
  Attacks
  • Brawling-12
  • Climbing-13
  • Escape-12
  • Knife-12
  • Mimicry-14
  • Poisons-13
  • Shield-12
  • Stealth-14
  • Tactics-10
  • Traps-14
  • Wrestling-12
  • one of:
     Axe/Mace-12
     Bow-12
     Shortsword-12
     Spear-12
  
  91
  91
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Animated skeletons are among the lowliest of necromantic 
  servitors. Though utterly loyal and incorruptible, they lack 
  initiative, are unable to learn, and can’t even speak.
  Thus, they’re mostly good for fighting, which they do as 
  well as any warrior with similar stats. While Unliving and 
  tough (DR 2), they suffer double injury from crushing blows 
  and are Unnatural (dispelled at -1×HP).
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bony Claw-14
  1d-1 cr
  C
  Longbow-14
  1d+1 imp
  Ranged
  Acc 3; 1/2D 165; Max 220;  
  Shots 1(2), Bulk -8.
  Shield Bash-14
  1d-1 cr
  1
  Weapon-14
     Axe
  1d+3 cut
  1
     Shortsword
  1d+1 cut
  1
     Small mace
  1d+3 cr
  1
     Spear
  1d+1 imp
  1
  Attacks
  • Bow-14
  • Brawling-14
  • Climbing-13
  • Shield-14
  • Stealth-13
  • one of:
     Axe/Mace-14
     Shortsword-14
     Spear-14 
  Skills
  Monster Notes
  Skull DR is still only 2. Unaffected by Death Vision or Sense Life, but susceptible to 
  Pentagram, Sense Spirit, and Turn Zombie. This skeleton is made from a bandit, castle 
  guard, militiaman, or other low-end warrior, and equipped as a skirmisher and archer: 
  one-handed melee weapon, small shield (DB 1), longbow, and 10-20 arrows. More 
  impressive fighters can have better combat stats and gear – maybe even armor fit for 
  a skeleton! Though not truly evil, the magic animating it usually is. No undead servitor 
  will negotiate or reveal useful information.
  *The shield adds +1 DB to this active defense when readied.
  • Appearance (Monstrous)
  • Automaton
  • Brittle
  • Cannot Float
  • Cannot Learn
  • Dependency (Loses 1 
  HP per minute in No 
  Mana areas)
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to Mind Control
  • Immunity to Poison
  • Indomitable
  • Mute
  • No Blood
  • No Brain
  • No Eyes
  • No Sense of Smell/Taste
  • No Vitals
  • Reprogrammable
  • Single-Minded
  • Skinny
  • Temperature Tolerance 5 
  (Cold)
  • Temperature Tolerance 5 
  (Heat)
  • Unfazeable
  • Unhealing (Total)
  • Unliving
  • Unnatural
  • Vulnerability 
  (Crushing ×2)
  Traits
  11
  12
  8
  13
  10*
  2
  11
  11*
  1
  3
  12
  11
  7
  —
  11
  8.00
  8
  8
  8
  1d-1/1d+1
  24
  8
  —
  Skeleton
  Undead (SM: 0)
  
  92
  92
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Skeleton WarhorSe
  Undead (SM: +1)
  Animated skeletons are among the lowliest of necromantic 
  servitors. Though utterly loyal and incorruptible, they lack 
  initiative, are unable to learn, and can’t even speak.
  Thus, they’re mostly good for fighting, which they do as 
  well as any warrior with similar stats. While Unliving and 
  tough (DR 2), they suffer double injury from crushing blows 
  and are Unnatural (dispelled at -1×HP).
  The skeletal warhorse either rises due to being created 
  by necromantic magic, or through a poorly conducted or 
  rejected sacrifice by impious scoundrels burying a coward 
  or other damned soul. This particular mount was a sacrifice 
  offered by a demon cult, and animated by the power of a 
  dark ritual. The powerful animal knows how to fight, and 
  really, what else is there for a skeletal warhorse?
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-14
  2d-2 cr
  C
  Weak Bite
  Kick-12
  2d+4 cr
  C, 1
  Slam-14
  2d cr
  C
  Foe adds +2 to their damage 
  roll to resist slam
     +Trample
  +1d+1 cr
  C
  Slam resulting in knockdown 
  applies trample on SM 0 or 
  smaller foe
  Attacks
  • Brawling-14
  • Sumo Wrestling-14
  Skills
  Monster Notes
  Skull DR is a thick 3. Unaffected by Death Vision or Sense Life, but susceptible to 
  Pentagram, Sense Spirit, and Turn Zombie. This skeleton is made from a sacrificed 
  warhorse as part of a dark ritual. Though not truly evil, the magic animating it 
  definitely was. Such creatures can also arise from rejected sacrifices for the impious or 
  unworthy dead.
  In combat, they will charge, trample, and strike out with their hooves, and make active 
  use of legs and head for parrying. This is a combat-trained mount, and it remembers 
  those skills.
  • Appearance (Monstrous)
  • Automaton
  • Brittle
  • Cannot Float
  • Cannot Learn
  • Combat Reflexes
  • Dependency (Loses 1 
  HP per minute in no-
  mana areas)
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • Enhanced Move 1
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to 
  Mind Control
  • Immunity to Poison
  • Indomitable
  • Mute
  • No Blood
  • No Brain
  • No Eyes
  • No Sense of Smell/Taste
  • No Vitals
  • Peripheral Visoin
  • Quadruped
  • Reprogrammable
  • Single-Minded
  • Skinny
  • Temperature Tolerance 5 
  (Cold)
  • Temperature Tolerance 5 
  (Heat)
  • Unfazeable
  • Unhealing (Total)
  • Unliving
  • Unnatural
  • Vulnerability
  • (Crushing ×2) 
  Traits
  21
  10
  4
  10
  11
  3
  —
  9
  2
  7
  22
  21
  14
  —
  21
  5.00
  6
  8
  8
  2d/4d-1
  24
  6/12
  —
  
  93
  93
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Solitary trapper
  Mundane (SM: +0)
  The Norðlonders are already strongly individualistic, 
  and the solitary trapper takes that tendency to extremes. 
  Eschewing even the rough society of Isfjall, they wander 
  the countryside trapping animals for their meat and pelts. 
  They provide much-needed animal products to folks, and 
  a source of rumor and information about the goings-on in 
  the wilds. All Norðlonders know that what goes on in the 
  frontier eventually slithers, stomps, or phase-shifts into the 
  more civilized parts of town.
  The trappers tend to venture into the extensive woodlands 
  north and east of Isfjall, and can be encountered at any time 
  of year: their hardiness and survival skills are legendary.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bow-16
  1d+2 imp
  260/325
  Acc 3; Shots 1(2); ST 13; 
  Bulk -8
  Spear-13
  1d+2 imp
  1,2
  Parry-9
  Punch-12 (DX)
  1d-2 cr
  C
  Parry-9
  Kick-10 (DX)
  1d-1 cr
  C,1
  No Parry
  Wrestling-13
  1d-1 ctrl
  C
  2H Parry-9
  Attacks
  • Bow-16
  • Camouflage-13
  • Cartography-11
  • Climbing-11
  • Fast-Draw (Arrow)-12
  • Gesture-11
  • Hiking-12
  • Mimicry (Bird Calls)-10
  • Navigation-14
  • Observation-14
  • Shadowing-11
  • Spear-13
  • Stealth-11
  • Survival (Woodlands)-15
  • Tracking-16
  • Traps-11
  • Weather Sense-10
  • Wrestling-13
  Skills
  Monster Notes
  The solitary trapper is a significantly toned-down Scout template built on effectively 
  just over 150 points. The trapper is a very capable survival specialist and guide, and 
  knows Bow and even Spear well enough to be credible. The character lacks some 
  adventuring-critical advantages (Heroic Archer and Combat Reflexes), but would make 
  an excellent hireling. Wrestling was added as an off-template skill to allow dealing 
  with wounded animals. The trapper’s Control Maximum is boosted by 1 due to having 
  wrestling at DX+1.
  • Absolute Direction
  • Extra Basic Move (1)
  • Fit
  • Outdoorsman (1)
  • Intolerance (Urbanites)
  • Loner (12)
  • Odious Personal Habit 
  (“Rarely bathes”)
  • Overconfidence (12)
  • Strongbow
  • Stubbornness (12)
  • Temperature Tolerance 
  (Cold) 1
  • Vow (Never sleep indoors)
  Traits
  11
  12
  10
  12
  9
  1
  —
  7
  1
  4
  13
  12
  8
  14
  11
  6.0
  7
  10
  10
  1d-1/1d+1
  28
  4 (med enc)
  1
  Item
  Value
  Weight
  Fur Armor (Full Suit)
  $150
  18
  Bow
  $100
  2
  Spear
  $40
  4
  Hatchet
  $40
  2
  Backpack, Frame
  $100
  10
     Rations (7 days)
  $14
  3.5
     1 quart water in skin
  $10
  2.25
     Personal basics
  $5
  1
  1d animal skins/furs
  $25 each
  3 lbs each
  Equipment and Treasure
  
  94
  94
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  thurS
  Faerie (SM: +2)
  These troll-kin are dull-witted brutes. Although very violent, 
  they can often be tricked by the quick thinking. They dress 
  in rude furs and usually carry large clubs. Many will happily 
  serve powerful masters in exchange for regular food, a 
  comfortable place to sleep, and better equipment.
  Thurs are dangerous, with a proclivity for kidnapping and 
  eating people, thieving, and raiding homesteads. They shun 
  sunlight, and mostly come out when it is twilight or overcast. 
  mid- and high-caste faerie often use them as guards or 
  warriors, but thurs are more solitary and independent than 
  norðalfar: they are willful and hard to control.
  Monster Notes
  These guys aren’t too bright, but they do love throwing 30-50-lb stones at folks. Out to 
  36 yards, they can hit a person for 2d cr so long as there is a rock kickin’ around. Or a 30-
  50-lb norðalf, which the norðalf does not appreciate, but the thurs finds high-larious.
  They have the strength to strike with the inevitable humongous club every turn. The 
  thurs’ DR 4 comes from a combination of hides (DR 2) and tough skin (DR 2).
  They are somewhat sensitive to sunlight, and where most creatures take penalties 
  in darkness, thurs are at -3 in full sunlight, -2 in overcast daylight, and -1 at dusk 
  or twilight.
  Thurs are barely magical enough to stay together outside of faerie; they must be 
  escorted in and out of faerie realms. Like all faerie, they will not swim or cross 
  running water.
  Thurs are sometimes abandoned to the wilds after whatever purpose a faerie has with 
  one is finished. Their limited survival skill is just enough to make them a menace to 
  pretty much everything. Very dangerous; kill on sight.
  24
  13
  6
  9
  9
  4
  —
  8
  2
  8
  25
  24
  16
  13
  24
  5.50
  8
  8
  8
  2d+1/4d+2
  115 lbs
  8
  —
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-10
  2d cr
  C
  blunt teeth
  Punch-10
  2d cr
  C,1
  Humongous 
  Club-12
  4d+9 cr
  1,2
  Does not become 
  unready after 
  attack
  Rock-12
  2d cr
  39 yds
  28-58-lb rock
  Grapple-9 (DX)
  2d+1 ctrl
  C
  Attacks
  • Brawling-10
  • Lifting-14
  • Survival-8
  • Throwing-12
  • Two-Handed Axe/Mace-12
  Skills
  • Appearance (Hideous) (-4)
  • Bad Temper
  • Bully
  • Cast-Iron Stomach
  • Dependency (Mana)
  • Dread (Running Water)
  • Faerie Veil 2
  • Indomitable
  • Injury Reduction 
  (not-iron or steel) 2
  • Night Vision 6
  • Short Attention Span
  • Tough Skin 2
  Traits
  
  95
  95
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Úlfjarl
  Giant Animal (SM: +1)
  Larger than normal wolves, úlfjarl (wolf lords) target larger 
  and more powerful prey using the same pack tactics of 
  their smaller brethren. They will attack humanoids if they 
  are hungry.
  Úlfjarl are skilled coursing predators that have been 
  feared and hated since before the dawn of history for their 
  depredations on livestock and occasional attacks on people. 
  Large, rangy, covered in shaggy hair, with upright ears 
  and intimidating yellow eyes, the úlfjarl has an unnerving 
  feral look about it. They walk with an easy lope that covers 
  ground quickly. Wolves use penetrating, eerie howls to 
  establish pack boundaries and to contact other members 
  of their pack over long distances. They growl and snarl in 
  threat, and whine in distress or to show submission, but 
  they do not bark.
  Despite their size and keen intellect (for wolves), the úlfjarl 
  is not a mutant or dire animal.  The real difference between 
  the úlfjarl and the related dire wolf is that the úlfjarl hasn’t 
  (yet) developed a taste for human flesh, so their behavior is 
  more akin to their smaller wolfy cousins.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-14
  1d+1 cut 
  and ctrl
  C, 1
  Can bite for damage or 
  damage and control  
  Grapple-12
  1d+1 ctrl
  C
  Use this skill to follow up 
  and develop an existing 
  grapple
  Attacks
  • Brawling-14
  • Tracking-14
  • Wrestling-12
  Skills
  Monster Notes
  While not sapient, úlfjarl use effective pack tactics (Monsters, p. 7). Each pack has 
  an alpha male with ST 18, IQ 5, HP 18, Will 12, Per 15, damage 1d+2 cutting and control, 
  and Tactics-12.
  A favored tactic is to strike for the legs in order to cripple; accomplishing this, several 
  wolves will swarm in and go for the neck or other vital areas, while the rest of the pack 
  ensures that they are not interrupted by attacking anyone coming to the rescue.
  Wolves of all sorts can be scared away by fire or (very) loud noises; they cause Fright 
  Checks.
  • Discriminatory Smell
  • Night Vision 2
  • Quadruped
  • Temperature Tolerance 1 
  (Cold)
  • Tough Skin 2
  • Wild Animal
  Traits
  17
  12
  5
  12
  10
  2
  —
  9
  1
  5
  18
  17
  11
  12
  17
  6.00
  9
  14
  11
  1d+1/3d-1
  58
  9
  —
  
  96
  96
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Vaettr
  Undead (SM: +0)
  A vaettr is the restless corpse of a warrior animated by 
  bloodlust and hatred. The vaettr is created when a warrior 
  is so fond of killing, maiming, and fighting without a good 
  cause, that upon its death the choosers of the slain reject 
  even its presense in the Death God’s domain. Clinging to its 
  lust for violence, it rises each night to claim more victims.
  They are withered husks of fallen warriors, but with plenty 
  of flesh remaining. They do not rot naturally, nor do they 
  heal. The wounds taken in life (and in undeath) lie gaping 
  upon them. They are grey-colored, with tattered, wispy hair. 
  Many wear armor made of scavenged pieces—treat DR as 
  half its usual value.
  These restless dead dwell in ancient burial mounds during 
  the day. They know instinctively how far from their barrow-
  home they may roam at night until they must return to avoid 
  the rising sun.
  Vaettr rise at twilight and roam freely at night, searching 
  for new fights and new death. They attempt to kill anything 
  living, drawn to warriors first, seeking to add new corpses to 
  their own throng.
  Vaettr are intelligent and angry. They cannot be bargained 
  with. They employ tactics befitting their weaponry, and 
  engage in ambushes and withdrawals. Vaettr are determined, 
  dangerous fighters, and keep coming at a party until the 
  vaettr are destroyed. Destruction of the vaettr is most 
  frequently and most effectively accomplished by burning 
  them in daylight. Vaettr destroyed in body, but whose spirit 
  is not quenched by daylight fire, rise as haturljós.
  If a vaettr that has amassed a retinue of vaettrhrogn is killed, 
  the zombies head off in random directions. If they encounter 
  a living creature, they attack it. Wandering zombies continue 
  this behavior until they are destroyed. 
  Attack-
  [Skill]
  Damage
  Reach
  Notes
  Punch-16
  1d+1 cr
  C
  Inflicts Health Drain 
  on a hit
  Kick-14
  1d+3 cr
  C, 1
  Inflicts Health Drain 
  on a hit
  Grapple-14
  1d+2 ctrl
  C
  Inflicts Health Drain 
  on a hit
  Shield 
  Bash-16
  1d+1 cr
  1
  Weapon-16
     Axe
  2d+3 cut
  1
     
  Broadsword
  1d+3 imp/ 
  2d+2 cut
  1
  imp on a thrust; cut for 
  swing
     Spear
  1d+3 imp
  1
  Knife-14
  1d+1 imp/ 
  2d cut
  C,1
  imp on a thrust; cut for 
  swing
  Attacks
  • Axe/Mace-16
  • Brawling-16
  • Broadsword-16
  • Intimidation-12
  • Knife-14 
  • Shield (Buckler)-16
  • Spear-16
  • Tactics-12 (IQ-1) [2]
  • Thrown Weapon (Axe)-16
  • Wrestling-14
  Skills
  Monster Notes
  The vaettr’s DR 2 represents formerly-good armor in a state of shocking disrepair, in this 
  case scale armor on its body and arms. It carries a DB +2 shield that is in a similar state.
  If it can close to close combat distance, it will drop its primary weapon and seek to grab 
  or punch its target, inflicting HT drain.
  Health Drain. If the vaettr can make a successful brawling attack with its empty 
  hand, it can cast a version of the Frailty spell. Treat it as Frailty-20, and HT loss if the 
  target is affected is 1d-1 HT. A creature that is reduced to HT 0 dies, and will rise the 
  following night as a vaettrhrogn under the vaettr’s control. HT recovers at 1 point per 
  hour of rest.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  • Bad Smell
  • Bad Temper (12)
  • Bloodlust (12)
  • Combat Reflexes
  • Dark Vision
  • Dependency (Rest in own 
  tomb 1/3 of each day or 
  lose 1 HP/hour)
  • Doesn’t Breathe
  • Doesn’t Eat or Drink
  • Dread (Sunlight)
  • Frightens Animals
  • Health Drain
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to Poison
  • Indomitable
  • Intolerance (The living)
  • No Blood
  • Single-Minded
  • Temperature Tolerance 5 
  (Cold)
  • Temperature Tolerance 5 
  (Heat)
  • Unhealing (Total)
  • Unkillable (Total)
  • Weakness (Full Daylight; 
  1d injury per second)
  Traits
  15
  13
  11
  13
  12*
  2
  14
  10*
  1
  5
  16
  15
  10
  —
  15
  6.5
  7
  12
  14
  1d+1/2d+1
  45
  8
  —
  
  97
  97
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Vaknatré
  Plant (SM: +4)
  A vaknatré is an ordinary tree given sentience and mobility 
  by the awaken spell or similar magic. They may be used as 
  a defense mechanism or as a detection or surveillance tool. 
  Their much larger size than awakened shrubbery means 
  that not only can they provide useful information, but 
  they’re a threat to human-sized creatures as well.
  Awakened trees may have other attack modes based on 
  their natural configuration. Coniferous trees can have 
  potent ranged cutting attacks, and willow trees are found in 
  both “whipping” and “whomping” varieties.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Grapple-16
  3d+8 ctrl
  C, 1-4
  Includes boosts to 
  damage from Wrestling 
  skill; +4 to hit SM +0 foe
  Branch-16
  3d+3 cr
  C, 1-4
  Includes bonus to 
  damage from Brawling
  Slam-16
  3d-1 cr
  C
  3d-7 at Move 1; 3d+2 at 
  Move 3; 3d+5 at Move 
  4-5.
  Attacks
  • Brawling-16
  • Wrestling-16
  Skills
  Monster Notes
  This is a regular tree animated by magic; it’s not a construct and when it’s not animated, 
  it doesn’t just look like a tree: it is a tree. It’s not listed as having Camouflage or Limited 
  Camouflage because until the will of the gods infuses it for the test of valor that is 
  required for entry via the Strong Gate, it is merely a tree.
  Lifting ST for grappling is ST 33 for Wrestling skill, and control points are boosted by +2 
  per die due to Wrestling at DX+2 or better.
  • Constriction Attack
  • Dependency 
  (Soil/Water Monthly)
  • Doesn’t Breathe
  • Extra Arms 4
  • Extra-Flexible
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to Poison
  • Indomitable
  • Injury Tolerance 
  (Homogeneous)
  • Lifting ST 5
  • No Blood
  • No Head
  • No Eyes
  • No Neck
  • No Vitals
  • Slippery 2
  • Unfazeable
  • Vibration Sense (Air)
  • Vulnerability (Fire ×2)
  • Weakness (Takes 2d from 
  Shape Plant)
  Traits
  31
  12
  10
  8
  11
  4
  —
  8
  3 11
  34
  33
  22
  12
  31
  5.00
  5
  10
  10
  3d+1/6d-1
  192 lbs
  5
  —
  
  98
  98
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  Wolf
  Animal (SM: +0)
  11
  4
  5.75
  6
  15
  11
  Wolves are skilled coursing predators that have been 
  feared and hated since before the dawn of history for its 
  depredations on livestock and occasional attacks on people. 
  Large, rangy, covered in shaggy hair, with upright ears 
  and intimidating yellow eyes, the úlfjarl has an unnerving 
  feral look about it. They walk with an easy lope that covers 
  ground quickly. Wolves use penetrating, eerie howls to 
  establish pack boundaries and to contact other members 
  of their pack over long distances. They growl and snarl in 
  threat, and whine in distress or to show submission, but 
  they do not bark.
  Their usual prey is deer and other meat animals common 
  to humans, which is why humans find them a threat and a 
  pest. Plus there’s that whole Fenrir thing. They will attack 
  humanoids if they are hungry.
  The typical Norðlond wolf weighs about 150 lbs.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Bite-14
  1d cut 
  and ctrl
  C, 1
  Strong Bit; Can bite for 
  damage or damage and 
  control  
  Grapple-14
  1d+1 ctrl
  C
  Use this skill to follow up 
  and develop an existing 
  grapple
  Attacks
  • Brawling-14
  • Intimidation-11
  • Running-11
  • Stealth-12
  • Survival-12
  • Tracking-16
  • Wrestling-14
  Skills
  Monster Notes
  While not sapient, wolves use effective pack tactics (Monsters, p. 7). Each pack has 
  an alpha male with ST 11 IQ 5, HP 11, Will 12, Per 16, damage 1d cutting and control, 
  and Tactics-12.
  A favored tactic is to strike for the legs in order to cripple; accomplishing this, several 
  wolves will swarm in and go for the neck or other vital areas, while the rest of the pack 
  ensures that they are not interrupted by attacking anyone coming to the rescue.
  Wolves of all sorts can be scared away by fire or (very) loud noises; they cause Fright 
  Checks.
  • Cast Iron Stomach
  • Combat Reflexes
  • Discriminatory Smell
  • Night Vision 4
  • Quadruped;
  • Temperature Tolerance 1 
  (Cold)
  • Tough Skin 1
  • Wild Animal
  Traits
  10
  12
  11
  1
  —
  10
  1
  3
  10
  9
  6
  11
  9
  1d-1/1d
  16
  6/12
  —
  
  99
  99
  dx
  iQ
  ht
  st
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  ZoMBie (VaettrhroGn)
  Undead (SM: +0)
  Vaettrhrogn (wight-spawn) are a particular type of zombie. 
  Unlike arcane zombies, which are the product of purposeful 
  dark magic, the vaettrhrogn arise because the animating 
  power of a vaettr binds the spirit of a slain victim to the 
  vaettr. They become animate corpses, preserved to serve in 
  mute barbarism at the vaettr’s command.
  Vaettrhrogn lose their spellcasting abilities when they 
  become zombies, and are less effective combatants: Reduce 
  ST to 10, DX and HT to 10, but increase IQ to 9.  Weapon 
  skills drop to 11, and are Staff, Shortsword, or Knife instead 
  of the more martial suite given in the writeup.  They do not 
  know Shield. This also results in Parry-8 and Dodge-7.
  When the vaettr commanding the zombies die, the zombies 
  wander off randomly, killing everything in their path.
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-13
  1d-1 cr
  C
  Parry-9*
  Shield Bash-13
  1d cr
  1
  Block-11
  Weapon-13
     Axe
  2d+1 cut
  1
     Broadsword
  1d+2 imp/ 
  2d cut
  1
  imp on a thrust; cut 
  for swing
     Spear
  1d+1 imp
  1
  Attacks
  • Brawling-13
  • Shield (Buckler)-13
  • Wrestling-13
  one of
  •    Axe/Mace-13
  •    Broadsword-13
  •    Spear-13
  Skills
  Monster Notes 
  Unaffected by Death Vision or Sense Life, but susceptible to Pentagram, Sense Spirit, 
  and Turn Zombie. Effective grappling ST is 14, thanks to Wrestling. This zombie is made 
  from a slain huskarl, and equipped as such: one-handed melee weapon, medium shield 
  held in a buckler grip (DB 2), and heavy leather armor (DR 2, included above). This results 
  in Light encumbrance, which is already figured into the stats. The magic preserving the 
  vaettrhrogn preserves the flesh as well; they will not turn into skeletons nor burn like 
  mummies. Unlike zombies raised or created as servitors, vaettrhrogn are inherently evil, 
  as their progenitor is binding the spirits of the slain into the dead bodies; this angers the 
  gods and the spirit, both. They are bound not to reveal any useful information.
  *The medium shield adds +2 DB to this active defense when readied.
  • Appearance (Monstrous)
  • Automaton
  • Bad Smell
  • Cannot Learn
  • Dependency (Loses 1 
  HP per minute in no-
  mana areas)
  • Disturbing Voice
  • Doesn’t Breathe;
  • Doesn’t Eat or Drink
  • Doesn’t Sleep
  • High Pain Threshold
  • Immunity to Disease
  • Immunity to 
  Mind Control
  • Immunity to Poison
  • Indomitable
  • No Blood
  • No Sense of Smell/Taste
  • Reprogrammable
  • Single-Minded
  • Temperature
  • Tolerance 5 (Cold)
  • Temperature Tolerance 5 
  (Heat)
  • Unfazeable
  • Unhealing (Total)
  • Unliving
  • Unnatural
  Traits
  13
  12
  8
  12
  9*
  2
  11
  8*
  1
  3
  14
  13
  7
  —
  11
  6.00
  6
  8
  8
  1d/2d-1
  24
  4 (light enc)
  —
  
  100
  100
  SaMple characterS 
  SAMPLE CHARACTERS
  Every adventure has a beginning, and for the dungeon 
  fantasy Roleplaying game,  the beginning starts with 
  making characters. The templates in adventuReRs make 
  this much simpler, but making characters can still take 
  time, and perhaps even dissuade from getting started.
  Presented here are 16 pre-generated characters 
  designed to cover important niches in game play. 
  There are seven templates right out of the adventuReRs 
  book, plus (in honor of fantastic dungeon gRappling)  a 
  Wrestler, from pyRamid #3/111: combat ii. Eight more 
  were contributed by sponsors.
  neW trAit
  One of the sample characters makes use of a new trait. 
  Check with your GM before going off-template!
  Specialist Magery (requires Magery 3)
  6 points/level
  Extensive study of a single chosen college makes that 
  type of magic easier for you. Add Specialist Magery to 
  your Magery for spells of the chosen college, or when 
  detecting related magic. The maximum Magery + 
  Specialist Magery is 6, but you can upgrade Specialist 
  Magery to Magery for an additional 4 points/level.
  Be PrePared
  There are certain basic adventuring tasks that you will 
  have to face. Be ready for them. Be able to…
   ¤
  see in dark places.
   ¤
  get past locked doors.
   ¤
  fight dangerous enemies from a distance.
   ¤
  punch through DR 10+.
   ¤
  deal with diffuse and other oddly-built foes.
   ¤
  fight enemies with very high active defenses.
   ¤
  move a very heavy object.
   ¤
  have enough food and water to survive the trip.
   ¤
  heal injury (restore HP or remove crippling)
   ¤
  replenish consumables (arrows, paut, potions)
   ¤
  do all of the above, in a No Mana, no-sanctity, or 
  no-nature’s-strength zone
  If you can’t do these things as a group, be prepared to 
  rapidly reassess the tactical situation when faced with 
  one of them (Translation: Run Away!).
  Also remember that bad things happen. If your only 
  healer gets knifed first-thing…what then?
  With that in mind: Adventure awaits, for those bold 
  enough to seize it.
  
  101
  101
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  14
  10
  13
  15
  liSBet VinSdottir
  250-point Human Wrestler
  A Jökull from one of Isfjall’s poorer families, Lisbet’s 
  hardworking mother kept her family from thralldom. 
  Competition in the lower classes is as fierce as that 
  between rich families—and the lower classes fight dirty. 
  Lisbet learned the lessons of Isfjall’s streets very well, but 
  unfortunately one of those street scrapes went a little too 
  far and she nearly twisted the arm off of some jarl’s son. 
  With her mother’s blessing, she’s decided to take up a life 
  of adventuring in part to get away from the embarrassed 
  lordling’s revenge.
  Despite a hard-knock life (or perhaps because of it), Lisbet is 
  friendly, outgoing, and always willing to spend time blowing 
  off steam in the local tavern. She never backs down from a 
  fight—and has set a goal of wrestling an actual honest-to-
  goodness dragon into submission, reasoning that wrestling 
  people is no longer that hard. She’s a dutiful daughter, 
  periodically sending money home and treating any insult to 
  her mother as an excuse to really hurt the person saying it. 
  She starts her adventuring career with very little: the clothes 
  on her back, some basic adventuring gear, three days worth 
  of food, and a stout stick for knocking things over the head 
  when grabbing them would be inappropriate.
  [50]
  [30]
  [0]
  [80]
  (Wrestling)
  17
  • Combat Reflexes [15]
  • Tough Skin 3 [9]
  • Enhanced Parry 3 (Bare 
  Hands) [15]
  • Lifting ST 6 [18]
  • Luck [15]
  • Magic Resistance 3 [6]
  • Trademark Move [1]
  • Wrestling Master [10]
  Advantages
  • Chummy [-5]
  • Compulsive Carousing (12) 
  [-5]
  • Obsession (Wrestle a Dragon 
  Into Submission)(12) [-5]
  • Overconfidence (12) [-5]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Vow (Never refuse a challenge 
  to combat) [-10]
  • Wealth (Poor) [-15]
  Disadvantages
  • Exceptionally broad frame—can’t wear non-custom armor without 
  refitting [-1]
  • Periodically sends money back home to take care of her mother [-1]
  • Thinks elves are all lecherous hedonists [-1]
  • Views any insult to her mother as a challenge to fight [-1]
  • Will always spare a coin for hungry children [-1]
  Quirks
  • Axe/Mace-14 [2]
  • Brawling-16 [4]
  • Carousing-14 [2]
  • Hiking-13 [2]
  • Immovable Stance-14 [4]
  • Intimidation-10 [2]
  • Judo-14 [4]
  • Lifting-13 [2]
  • Push-14 [4]
  • Streetwise-10 [2]
  • Wrestling-21 [28]
  Skills
  Item
  Quantity
  Weight
  Value
  Ordinary Clothes
  1
  2
  $0 
  Knobbed Club
  1
  2
  $20 
  Backpack, Small (26.75 lbs, 
  $147)
  1
  3
  $60 
     Rations
  9
  4.5
  $18 
     Sleeping Fur
  1
  8
  $50 
     Torch
  3
  3
  $9 
     Wineskin (8.25 lbs, $10)
  1
  0.25
  $10 
      Water (per gallon)
  1
  8
  $0 
  Pouch (1.51 lbs, $33)
  1
  0.2
  $10 
     Alchemist's Matches (box 
  of 10)
  1
  0.25
  $15 
     Copper Coin
  3
  0.06
  $3 
     Personal Basics
  1
  1
  $5 
  Equipment [32.26 lbs, $200 (No Encumbrance)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-16
  1d+1 cr
  C
  Parry-15
  Bite-16
  1d+1 cr
  C
  —
  Kick-14
  1d+2 cr
  C, 1
  —
  Knobbed Club-14
  2d+2 cr
  C, 1
  Parry-11
  Wrestling-21
  3d+5 ctrl
  C
  Parry-17
  Attacks
  Designer’s Notes
  Like any Wrestler, Lisbet prefers to get in close and attempt to twist her opponent into 
  a viking-flavored pretzel. Thanks to Wrestling Master and her high Wrestling skill, she 
  has an effective ST of 28 when contests of ST are called for in Wrestling, and inflicts 
  a phenomenal 3d+5 control when she grabs someone! Her Quirk points purchased 
  an extra level of Wrestling and her Trademark Move, which is a rapid strike: a leg 
  grapple (at skill-15, inflicting 3d+5 control) followed by a Takedown (see p.65) 
  where she can leverage her high effective ST and spend CP for double effect to put her 
  opponents in the dirt despite the -6 from the Rapid Strike. An early priority for her 
  once she scores some loot from delving (and ideally has someone ELSE do the selling) 
  is armor; she’s got encumbrance to spare, and Wrestling isn’t affected by armor weight 
  (though Judo is!).
  (Tough Skin)
  3
  —
  10
  2
  29
  28
  18
  9
  15
  13
  1d+1/2d+1
  88 lbs
  6
  1
  10
  10
   6
  6.75
  
  102
  102
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  13
  15
  11
  10
  250-point Half-elf Wizard
  Garja was raised by her (human) mother, in the isolated 
  wilds near Hafoss Lake. Her mother was also her teacher in 
  magic, sharing secrets that she claimed to have learned from 
  the Alfar. It wasn’t until the half-elf’s sixteenth birthday that 
  she met her father—or, at least, an elf that claimed to be her 
  father—who offered to take her away for a life of adventure 
  on the road. She refused: her mother was old, who would 
  care for her? And what did she owe this man she’d never 
  met? He returned for three nights, and she refused him 
  three times; after the third he vanished, spitting a curse that 
  her life would never be normal again.
  And since then, it hasn’t; while life that near the Hunted 
  Lands was never what one would call ‘serene’, Garja’s life 
  after her ‘father’ vanished has been an endless string of 
  weird happenings and strange coincidences. Eventually, her 
  mother passed away; Garja has decided to go on the road 
  and take up a life of adventuring, hoping to find some way 
  to break the elf’s curse. Her upbringing has left her woefully 
  unprepared for any kind of a social life, but she’s a powerful 
  wizard and thoroughly versed in faerie lore.
  [0]
  [10]
  [100]
  [60]
  (Staff)
  12
  • Energy Reserve 5 
  (Magical) [15]
  • Magery 3 [35]
  • Serendipity 1 [15]
  Advantages
  • Clueless [-10]
  • Loner (12) [-5]
  • One Eye [-15]
  • Social Stigma 1 (Half-Breed) 
  [-5]
  • Stubbornness (12) [-5]
  • Weirdness Magnet [-15]
  Disadvantages
  • Missing eye glows blue when she’s concentrating on a spell [-1]
  • Never drinks alcohol [-1]
  • Never uses fire (or fire magic) indiscriminately [-1]
  • Says a prayer to the Allfather before each meal [-1]
  • Sleeps poorly due to strange dreams [-1]
  Quirks
  • Alchemy-15 [8]
  • Cartography-14 [1]
  • Climbing-12 [1]
  • Fast-Draw (Potion)-13 [1]
  • Fast-Draw (Scroll)-13 [1]
  • Hazardous Materials 
  (Magical)-14 [1]
  • Hidden Lore (Faeries)-15 [2]
  • Hidden Lore (Magical 
  Writings Lore)-14 [1]
  • Hiking-10 [1]
  • Innate Attack (Projectile)-15 
  [4]
  • Meditation-14 [2]
  • Occultism-15 [2]
  • Physiology (Faeries)-13 [1]
  • Research-14 [1]
  • Scrounging-15 [1]
  • Speed-Reading-14 [1]
  • Staff-14 [8]*
  • Stealth-12 [1]
  • Survival (Woodlands)-14 [1]
  • Thaumatology-15 [1]
  • Writing-14 [1]
  *Staff skill includes the -1 penalty from ‘One Eye’
  Skills
  Item
  Quantity
  Weight
  Value
  Light Mail Vest (DR 3/1, Body Only)
  1
  12.6
  $525 
  Wizard's Staff
  1
  4
  $40 
  Backpack, Small (14 lbs, $140)
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Scribe's Kit
  1
  2
  $50 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
  Potion Belt (1.5 lbs, $195)
  1
  1
  $60 
     Paut
  1
  0.5
  $135 
  Pouch (2.75 lbs, $100)
  1
  0.2
  $10 
     Elven Rations
  3
  1.5
  $45 
     Personal Basics
  1
  1
  $5 
     Uncharged Wizardly Scroll 
  (Prepare Game)
  1
  0.05
  $40 
  Equipment [34.85 lbs, $1000 (Light Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12
   1d-3 cr
   C
  Incl One Eye
  Kick-10
   1d-2 cr
   C,1
  Incl One Eye
  Grapple-13
   1d-2 ctrl
   C
   Parry-9
  Wizard's Staff (Swing)-14
   1d+2 cr
   1,2
   Parry-12
  Wizard's Staff (Thrust)-14
  1d cr
  1,2
   Parry-12
  Concussion-15
  1d cr/2FP
   20/40
  Acc:1; 2 FP/die
  Stone Missile-15
  1d+1 cr/FP
  20/40
  Acc:2; 1 FP/die
  Attacks
  (Light Mail)
  3/1
  —
  (light enc)
  8
  1
  11
  10
  6
  3
  10
  11
  1d-2/1d
  20 lbs
  4 (light enc.)
  1
  15
  15 
   6
  6.00
  Garja harSdottir
  
  103
  103
  • Analyze Magic-16 [1]
  • Cold-16 [1]
  • Concussion-16 [1]
  • Continual Light-16 [1]
  • Create Air-16 [1]
  • Create Earth-16 [1]
  • Create Fire-16 [1]
  • Create Water-16 [1]
  • Detect Magic-16 [1]
  • Earth to Stone-16 [1]
  • Freeze-16 [1]
  • Frostbite-16 [1]
  • Great Haste-15 [1]
  • Haste-16 [1]
  • Heat-16 [1]
  • Identify Spell-16 [1]
  • Ignite Fire-16 [1]
  • Lend Energy-16 [1]
  • Light-16 [1]
  • Mage Sight-16 [1]
  • Mystic Mist-16 [1]
  • Purify Air-16 [1]
  • Purify Water-16 [1]
  • Recover Energy-16 [1]
  • Seek Earth-16 [1]
  • Seek Water-16 [1]
  • Shape Air-16 [1]
  • Shape Earth-16 [1]
  • Shape Fire-16 [1]
  • Shape Water-16 [1]
  • Shield-16 [1]
  • Sound-16 [1]
  • Stone Missile-16 [1]
  • Thunderclap-16 [1]
  Spells
  Designer’s Notes
  Garja makes a couple of changes from the basic Wizard template, including a very high 
  Perception, some freedom in disadvantage choices, and dropping the Teaching skill in 
  favor of Survival (Woodlands) to reflect her generally antisocial wilderness upbringing.
   Skill choices also reflect her background: she’s actually reasonably capable of taking 
  care of herself on the road (or off it), but fairly inexperienced with town life.
  Her spells focus on the elemental colleges, with some other choices for utility, self-
  defense, and to buff her allies in a fight.
  Quirk points were spent for additional spells and to provide one extra Advantage point 
  to buy up her Energy Reserve. Her Power Item is her mail vest, holding 6 FP.
  
  104
  104
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  13
  10
  13
  17
  jónGeirr leonhardSSon
  250-point Human Barbarian
  Jóngeirr is the second son of a herra (lord) from one of 
  Hvildana’s more prominent families. He was always the 
  largest among his peers, and in another life would probably 
  have ended up married, serving as a huskarl in his father’s 
  or some other noble’s household. Fate, however, had other 
  plans: during what should have been a friendly sporting 
  match, Jóngeirr’s temper got the better of him; by the time 
  the red mist cleared, a jarl’s son was dead and the blood was 
  on his hands. There had already been a feud between their 
  families and the alþingi was not kind with the settlement; 
  their judgment beggared Jóngeirr’s family, and that shame 
  sent him on the road seeking a new life.
  Jóngeirr runs counter to the ‘Barbarian’ stereotype: he is 
  thoughtful, generally quiet, and rarely eager to start a fight 
  (even if he’s more than capable of ending one). Despite his 
  best efforts to keep his head, when he suffers a wound or 
  sees an ally harmed the rage takes over and all bets are off. 
  [70]
  [30]
  [0]
  [60]
  (Axe)
  12U*
  • Combat Reflexes [15]
  • Tough Skin 3 [9]
  • High Pain Threshold [10]
  • Outdoorsman 2 [20]
  • Luck [15]
  • Trademark Move [1]
  Advantages
  • Berserk (12) [-10]
  • Code of Honor (Outlaw’s) [-5]
  • Ham-Fisted 2 [-10]
  • Selfless (12) [-10]
  • Sense of Duty 
  (Companions) [-5]
  • Social Stigma 
  (Criminal Record) [-5]
  • Wealth (Struggling) [-10]
  Disadvantages
  • Doesn’t trust wizardly magic (“it’s unnatural!”) [-1]
  • Gets the shakes after any fight in which he goes berserk [-1]
  • Never tries to be the leader; prefers to take orders [-1]
  • Always wants to have a plan before rushing into a situation [-1]
  • Starts a lot of stories with “One time, my brother and I…” then trails 
  off and gets sad. [-1]
  Quirks
  • Axe/Mace-16 [12]
  • Brawling-13 [1]
  • Camouflage-12 [1]
  • Carousing-13 [1]
  • Climbing-12 [1]
  • Disguise (Animals)-12 [2]
  • Fishing-14 [1]
  • Hiking-12 [1]
  • Intimidation-10 [2]
  • Mimicry (Bird Calls)-10 [1]
  • Naturalist-10 [1]
  • Navigation-12 [2]
  • Observation-11 [1]
  • Running-12 [1]
  • Shield (Buckler)-16 [8]
  • Skiing-11 [1]
  • Stealth-13 [2]
  • Survival (Arctic)-13 [1]
  • Swimming-13 [1]
  • Thrown Weapon 
  (Axe/Mace)-15 [4]
  • Tracking-13 [1]
  • Weather Sense-12 [2]
  • Wrestling-13 [2]
  Skills
  Item
  Quantity
  Weight
  Value
  Heavy Furs (DR 1, Full Suit)
  1
  18
  $150 
  Ordinary Clothes
  1
  2
  $0 
  Knobbed Club
  1
  2
  $20 
  Axe
  1
  4
  $50 
  Medium Shield (Buckler)
  1
  15
  $60 
  Backpack, Frame (32.75 lbs, $184)
  1
  10
  $100 
     Sleeping Fur
  1
  8
  $50 
     Rations
  7
  3.5
  $18 
     Wineskin (8.25 lbs, $10)
  1
  0.25
  $10 
      Water (per gallon)
  1
  8
  $0 
     Torch
  2
  3
  $6 
  Pouch (1.24 lbs, $36)
  1
  0.2
  $10 
     Copper Coin
  1
  0.02
  $1 
     Personal Basics
  1
  1
  $5 
     Silver Coin
  1
  0.02
  $20 
  Equipment [74.99 lbs, $500 (Light Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-13
   1d+1 cr
   C
   Parry-10*
  Kick-11
   1d+2 cr
   C,1
  No parry
  Grapple-13
   1d+2 ctrl
   C
   Parry-10*
  Axe-16
   3d+1 cut
   1
   Parry-12U*
  Knobbed Club-16
  3d cr
  1
   Parry-12*
  Attacks
  (Furs/Skin)
  4
  12*
  (light enc.)
  9*
  1
  18
  17
  11
  5
  22
  13
  1d+2/3d-1
  58 lbs
  4 (light enc.)
  1
  10
  12 [10]
   6
  6.5
  [10]
  Designer’s Notes
  Social Stigma (Minority Group) doesn’t make a lot of sense for Barbarians who are native 
  to Norðlond; instead, Jóngeirr has Social Stigma (Criminal Record) and his Code of Honor. 
  If he’s adventuring in the southern lands, it might be best to switch these back to the 
  standard Social Stigma: nobody outside Norðlond knows about his past, and he doesn’t 
  extend southlanders the courtesy of honorable treatment. In a fight, Jóngeirr is very 
  straightforward: point him at the enemy and swing away with his axe. His Trademark 
  Move is a high, overhand cut to try and disable an opponent’s shield arm – that is, an 
  Axe Swing to the Arm, done as a Deceptive Attack at Skill-13 for 3d+1 cutting damage 
  (opponents have -1 to defend). If he’s got time to remove his heavy backpack before 
  a fight he drops to No Encumbrance: his Move becomes 6 and his Dodge rises to 12.   
  *The shield increases these defenses by +2 when readied.
  
  105
  105
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  14
  10
  13
  15
  GuðMunder BjörGólfSSon
  245-point Human Knight
  Guðmundur Björgólfsson is a young man setting out to 
  make his mark in the world. His ancestors have always been 
  great jarls and warriors, pledged in service to the Hajarls 
  of Isfjall.
  Guðmundur has inherited his grandfather’s sword Legbir 
  (leg-biter), and Skeggöx, his father’s legendary bearded axe.
  As a young boy, Guðmundur and his mother were attacked 
  by wolves. Guðmunder survived; his mother didn’t. During 
  the attack, he was badly wounded in the left shoulder, 
  leaving him with impressive scars and an intense hatred of 
  wolves. Afterwards, he was raised by his uncle, a sea captain 
  on Lake Odin.
  Guðmundur will throw Skeggöx at the first foe that closes 
  to seven yards range, and then draw Legbir. True to its 
  name, the first strike from Legbir will be to the leg, as his 
  grandfather used to say “It’s hard to fight while sitting on 
  your rassinn!”
  [50]
  [30]
  [0]
  [80]
  (Legbir)
  14*
  • Armor Mastery [5] 
  • Born War Leader 2 [10] 
  • Combat Reflexes [15] 
  • High Pain Threshold [10] 
  • Shield-Wall Training [1] 
  • Signature Gear (Legbir) [1] 
  • Signature Gear (Skeggöx) [1] 
  • Striking ST 2 [10] 
  • Wealth (Comfortable) [10] 
  • Weapon Bond (Legbir) [1] 
  • Weapon Bond (Skeggöx) [1]
  • Weapon Master (Broadsword) 
  [20]
  Advantages
  • Code of Honor (Chivalry) 
  [-15] 
  • Overconfidence [-5] 
  • Sense of Duty [-10] 
  • Wounded [-5]
  Disadvantages
  • “I’m gonna give you to the count of 10…” [-1] 
  • “My father the Jarl says…” [-1] 
  • Always counts 1, 2, 10 [-1] 
  • Hatred of Wolves [-1] 
  • Sings in combat (badly) [-1]
  Quirks
  • Armory (Body Armor)-11 [4]
  • Axe/Mace-15 [2]
  • Brawling-15 [2]
  • Broadsword-20 [20]
  • Climbing-12 [1]
  • Connoisseur (Weapons)-12 [2]
  • Fast-Draw (Sword)-15 [1]
  • Hiking-12 [1]
  • Knife-14 [1]
  • Leadership-12 [2]
  • Navigation-10 [2]
  • Riding (Horse)-13 [1]
  • Savoir-Faire-13 [2]
  • Seamanship-11 [2]
  • Shield (Buckler)-15 [2]
  • Strategy-11 [2]
  • Swimming-12 [2]
  • Tactics-11 [2]
  • Thrown Weapon 
  (Axe/Mace)-17 [2]-
  • Wrestling-14 [2]
  Skills
  Item
  Quantity
  Weight
  Value
  Heavy Cloth Armor (DR 2 Full Suit)
  1
  36
  $450 
  Heavy Mail Skullcap (DR 5/3, Skull Only)
  1
  4.5
  $300 
  Legbir - Broadsword (Fine)
  1
  3
  $2,400 
     Lanyard Chain
  1
  0.5
  $15 
  Skekköx - Throwing Axe (Fine, 
  Balanced)
  1
  4
  $840 
  Medium Shield (Buckler)
  1
  15
  $60 
  Quick-Release Backpack (26.85 lbs, 
  $435)
  1
  3
  $300 
     Billon Coin
  1
  0.02
  $10 
     Copper Coin
  1
  0.02
  $1 
     Blanket
  1
  4
  $10 
     Clothing
  1
  2
  $0 
     Personal Basics
  1
  1
  $5 
     Rations
  7
  3.5
  $14 
     Rope (3/4", 10 yds)
  1
  5
  $25 
     Silver Coin
  1
  0.06
  $60 
     Wineskin (8.25 lbs, $10)
  1
  0.25
  $10 
      Water (per gallon)
  1
  8
  $0 
  Equipment [89.85 lbs, $4500 (Light Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-15
  1d+1 cr
  C
  Parry-11*
  Kick-14
  1d+2 cr
  C, 1
  —
  Grapple-14
  1d+1 ctrl
  C
  Parry-11*
  Legbir-20
  1d+7 imp/ 
  3d+7 cut
  1
  Parry-14*
  Skeggöx (Melee)-15
  3d+2 cut
  1
  Parry-11U*
  Skeggöx (Thrown)-17
  3d+2 cut
  15/22
  Acc 2; Bulk -3
  Norðlond Battle 
  Shield-15
  1d+2 cr
  1
  Block-11*
  Attacks
  Designer’s Notes
  The Wealth advantage plus five points from quirks have been used to purchase 
  equipment. Signature gear and weapon bond have been used on both of his fine 
  weapons. Head DR  7/6  from 4/3 (scale helmet) + 1 (Armor Mastery) + 2 (skull).
  Some minor points tweaking from template has been used to give nautical skills 
  consistent with back story.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  (Heavy Cloth)
  3
  11*
  (light enc.)
  9*
  1
  16
  15
  10
  5
  15
  13
  1d+2/3d-1
  45 lbs
  4 (light enc.)
  1
  10
  10
   6
  6.00 [-15]
  
  106
  106
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  16
  10
  12
  11
  horie
  250-point Human Martial Artist
  Horie learned her combat skills not in a remote monastery 
  or studying at the feet of an old master, but from the 
  whispers of animal spirits.
  She has heard their voices since she was a little girl. From 
  the humble croak of a toad to the sneaky crawl of a spider 
  across the walls, every animal has a secret and is willing to 
  teach it to those willing to listen.
  Druids think she is just crazy because there’s no way she 
  can understand the language of birds and insects as she 
  claims; more likely, Horie would be some kind of wild 
  talent, able to improvise astounding feats through sheer 
  force of will.
  Whatever the truth, Horie felt that her unusual gift could 
  save her family from a life of abject poverty, so she left 
  home in search of gold and glory, not to mention the chance 
  to learn new secrets from exotic and dangerous beasts 
  living in the wilderness.
  [10]
  [20]
  [0]
  [120]
  (Staff)
  14
  • Combat Reflexes [15]
  • Chi Talent 2 [30]
  • Mantis Strike [9]
  • Spider Climb [18]
  • Trained by a Master [30]
  Advantages
  • Disciplines of Faith 
  (Chi Rituals) [‐10]
  • Obsession (Perfect my art at 
  any cost!) (12) [‐10]
  • Overconfidence (12) [-5]
  • Stubbornness (12) [-5]
  • Vow (Vegetarianism) [-5]
  • Wealth (Poor) [‐15]
  Disadvantages
  • Leaves small offerings to the animal spirits. [‐1]
  • Pokes suspicious things with her staff. [‐1]
  • Often complains that she will never get married and have children. 
  [‐1]
  • Meditates upside down, hanging from the ceiling like a bat. [‐1]
  • Distrusts druids. [‐1]
  Quirks
  • Acrobatics-15 [2]
  • Blind Fighting-10 [2]
  • Body Control-12 [2]
  • Esoteric Medicine (Chi)-11 [2]
  • Hiking-11 [1]
  • Intimidation-10 [1]
  • Judo-16 [4]
  • Jumping-16 [1]
  • Karate-16 [4]
  • Kiai-13 [2]
  • Light Walk-17 [2]
  • Meditation-10 [2]
  • Mental Strength-14 [2]
  • Observation-9 [1]
  • Parry Missile Weapons-17 [2]
  • Power Blow-12 [2]
  • Staff-17 [4]
  • Swimming-12 [1]
  • Stealth-15 [1]
  • Tactics-10 [4]
  • Throwing-15 [1]
  Skills
  Item
  Quantity
  Weight
  Value
  Ordinary Clothes
  1
  2
  $0 
  Quarterstaff
  1
  4
  $10 
  Backpack, Small (18 lbs, $133)
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     Chi Rations
  10
  5
  $40 
     Torch
  1
  1
  $3 
  Pouch (1.28 lbs, $57)
  1
  0.2
  $10 
     Copper Coin
  2
  0.04
  $2 
     Personal Basics
  1
  1
  $5 
     Silver Coin
  2
  0.04
  $40 
  Equipment [25.28 lbs, $200 (Light Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-16 (Karate)
  1d-1 cr
   C
   Parry-11
  Kick-14
  1d cr
   C,1
  —
  Judo-16
  1d ctrl
   C
   Parry-11
  Quarterstaff-17 
  (thr/sw)
  1d+2 cr/2d+1 cr
  1,2
   Parry-14
  Attacks
  —
  —
  (lgt enc.)
  10
  1
  12
  11
  7
  3
  11
  12
  1d/2d-1
  24 lbs
  6 (light enc.)
  1
  11 [5]
  10
   8  [5]
  7.00
   
  Designer’s Notes
  Horie might not be a combat monster, but she is versatile! Her preferred tactic is to 
  combine Light Walk with Spider Climb to sneak over her enemies’ heads, then hit them 
  from above (Attacking from Above, Exploits p.38). Quirk Points purchased additional 
  skills (Swimming, Esoteric Medicine) and filled in the cost of her Advantages.
  Dropping her backpack reduces her to No Encumbrance: Ground Move 8 and Dodge-11, 
  and Parry scores for Judo and Karate.
  
  107
  107
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  14
  12
  13
  12
  kaMilah, dauGhter of SaBah
  247-point Cat-folk Holy Warrior
  Kamilah comes to Norðlond from a land far to the south, one 
  with sand and heat instead of snow and cold, with camels 
  and palm trees instead of reindeer and pines, following the 
  trail of a powerful demon that was responsible for some 
  terrible event back home that she doesn’t discuss. Her god is 
  strange, a hawk-headed sun deity that nobody’s ever heard 
  of, and her appearance—a humanoid cat!—is even stranger 
  to the Norðlonders, who tend to give her a chilly reception 
  that has nothing to do with their miserable weather.
  Despite that, she persists. Even rude Norðlonders deserve 
  protection from foul demons; while they may not respect her 
  faith, they do respect her skill at arms. Perhaps eventually 
  she’ll track down the demon lord she’s been hunting and 
  she can return home to a land warmed by the sun, but until 
  she can find signs of the creature’s trail she’s got to make a 
  living somehow and delving into dungeons (possibly full of 
  other demons!) keeps her fed. At least these Norðlonders 
  have interesting food! Kamilah carries the basics necessary 
  for survival on the road, as well as the tools of her trade: a 
  variety of weapons (because demons and undead come in 
  all forms), her holy symbol and a healer’s kit, as well as holy 
  water and light armor.
  [20]
  [30]
  [40]
  [80]
  (Axe or Mace)
  13U*
  • Catfall [10]
  • Claws (Sharp Claws) [5]
  • Combat Reflexes [15]
  • Higher Purpose 3 (Slay Demons) [15]
  • Higher Purpose 2 (Slay Undead) [10]
  • Holiness 2 [10]
  • Night Vision 5 [5]
  • Rest in Pieces [1]
  • Striking ST 2 [10]
  • Teeth (Sharp Teeth) [1]
  • Temperature Tolerance 1 (Cold) [1]
  • Trademark Move [1]
  Advantages
  • Code of Honor 
  (Chivalry) [-15]
  • Discipline of Faith 
  (Ritualism) [-5]
  • Impulsiveness (12) [-10]
  • Obsession (Track down and 
  destroy a demon lord) (12) 
  [-5]
  • Laziness [-10]
  • Phobia  
  (Entering Water) (15) [-2]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Social Stigma
  • (Minority Group) [-10]
  • Vow (Own no more than 
  horse can carry) [-10]
  Disadvantages
  • Always interested in trying new and interesting food or drink [-1]
  • Collects the ears of demons she kills in battle [-1]
  • Complains constantly about Northland weather [-1]
  • Exceptionally literal-minded [-1]
  • Sets up camp as far away from the group as she can [-1] 
  Quirks
  • Armory (Melee Weapons)-11 [1]
  • Axe/Mace-17 [12]
  • Brawling-15 [2]
  • Climbing-13 [1]
  • Esoteric Medicine (Holy)-11 [1]
  • Exorcism-14 [4]
  • Hidden Lore (Demon Lore)-12 [2]
  • Hidden Lore (Undead Lore)-12 [2]
  • Hiking-12 [1]
  • Intimidation-13 [1]
  • Leadership-12 [1]
  • Meditation-12 [1]
  • Physiology (Demons)-12 [2]
  • Physiology (Undead)-11 [4]
  • Psychology (Demons)-12 [2]
  • Psychology (Undead)-11 [4]
  • Religious Ritual-10 [1]
  • Shield-17 [8]
  • Stealth-13 [1]
  • Strategy-11 [2]
  • Tactics-11 [2]
  • Theology-10 [1]
  • Thrown Weapon (Axe/Mace)-16 [4]
  • Wrestling-15 [4]
  Skills
  Item
  Quantity
  Weight
  Value
  Light Scale Armor (DR 3/2 Full Suit)
  1
  48
  $960 
  Ordinary Clothes
  1
  2
  $0 
  Axe (Silver-Coated, Balanced)
  1
  4
  $350 
  Mace (Balanced)
  1
  5
  $250 
  Medium Shield
  1
  15
  $60 
  Backpack, Small (33 lbs, $364)
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     Healer's Kit
  1
  10
  $200 
     Rations
  12
  6
  $24 
     Tent, 1-Man
  1
  5
  $50 
  Belt (4.5 lbs, $85)
  1
  0.5
  $15 
     Hatchet
  2
  2
  $40 
     Holy Water
  2
  2
  $30 
  Pouch (1.62 lbs, $181)
  1
  0.2
  $10 
     Copper Coin
  6
  0.12
  $6 
     Personal Basics
  1
  1
  $5 
     String of Demon Ears
  1
  0.25
  $0 
     Universal Uncharged Scroll of Major 
  Healing (4 FP)
  1
  0.05
  $160 
  Holy Symbol, Blessed
  1
  1
  $250 
  Equipment [114.12 lbs, $2500 (Heavy Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-15
  1d-1 cut
  C
  Parry-11*
  Bite-15
  1d-1 cut
  C
  —
  Kick-13
  1d cut
  C, 1
  —
  Wrestling-15
  1d+1 ctrl
  C
  Parry-11
  Axe-18
  2d+2 cut
  1
  Parry-13U*
  Hatchet-17
  2d cut
  1
  Parry-12*
  Mace-18
  2d+3 cr
  1
  Parry-13U*
  Shield Bash-17
  1d cr
  1
  —
  Shield Rush-17
  slam+2
  C
  —
  Thrown Hatchet-16
  2d cut
  21/35
  Acc 1; Bulk -2
  Thrown Mace-17
  2d+3 cr
  7/14
  Acc 1; Bulk -4
  Attacks
  Designer’s Notes
  Kamilah is intended to be something of a an inversion of the usual Barbarian trope; instead of the 
  chivalrous sun-worshiping holy warrior being the ‘norm’ she’s the outsider, with the opportunity to 
  play up her unfamiliarity with Norðlond’s culture and people. She can hold her own in any fight, but 
  will (appropriately!) shine against demons and the undead, with +2 on all rolls vs Undead, and +3 
  vs. demons! She’s departed from the usual Holy Warrior template to ensure she can fight both types 
  of traditional enemies, losing Born War-Leader in favor of more Higher Purpose and splitting skill 
  points spent on Physiology and Psychology between the two. She spent three of her Quirk points on 
  cash to afford nice armor, a blessed Holy Symbol, and her Healer’s Kit to enable Esoteric Medicine; 
  the remaining two points were spent on Armoury (Melee Weapons) and her Trademark Move, 
  which is a simple Mace Swing to the Face (Effective Skill-14) for 2d+3 crushing damage. In combat 
  she’d be well-advised to drop her heavy backpack, which brings her up to Medium Encumbrance.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  (Light Scale)
  3/2
  12*
  (hvy. enc.)
  7*
  1
  13
  12
  8
  4
  12
  13
  1d/2d
  29 lbs
  2 (Hvy. enc.)
  MROWR!!
  14 [10]
  13 [5]
   6
  6.75
  
  108
  108
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  14
  10
  14
  raGnar raGnarSonSSon
  245-point Dwarf Knight
  Ragnar Ragnarsonsson (his grandfather was also Ragnar) 
  is not a proper dwarf. He’s bald, which is normal enough, 
  but also doesn’t have a beard (though bringing this fact up 
  is a good way to start a brawl). He doesn’t like ale. And he’s 
  greedy—not just in the usual grasping dwarven way, but 
  so greedy that the other dwarves felt that lad had a bit of a 
  problem. He’s no fan of mining, either, despite a great talent 
  for it. There’s really only one thing for an unpopular, most-
  undwarflike Dwarf to do: take up a life of adventuring.
  He was going to get right on that one of these decades, 
  too, but then his relatives dug a little too deep and a giant 
  demon lord laid waste to his ancestral home. The big bugger 
  also snapped Ragnar’s leg, a wound that has never quite 
  healed properly, and he’s vowed revenge. He took up his 
  grandfather’s axe, and some provisions, and scrounged up 
  a bunch of useful tools, and some pieces of armor that the 
  Home Guard didn’t need anymore, and a right big shield, 
  and a wheelbarrow to carry it all, and took off for fortune 
  and glory.
  But mostly fortune.
  [40]
  [0]
  [80]
  (Axe)
  14*
  • Armor Mastery [5]
  • Born War-Leader 2 [10]
  • Combat Reflexes [15]
  • Tough Skin 1 [3]
  • Dwarven Gear [1]
  • High Pain Threshold [10]
  • Lifting ST 2 [6]
  • Night Vision 5 [5]
  • Penetrating Voice [1]
  • Pickaxe Penchant 4 [20]
  • Rallying Cry [5]
  • Resistant to Poison 6 [6]
  • Sacrificial Block [1]
  • Sacrificial Parry [1]
  • Shield-Wall Training [1]
  • Trademark Move [1]
  • Weapon Master 
  (Axe and Shield) [25]
  Advantages
  • Code of Honor (Soldier’s) 
  [-10]
  • Compulsive Carousing (12) 
  [-5]
  • Greed (6) [-30]
  • Obsession (Slay Demons) 
  (12) [-5]
  • Overconfidence (12) [-5]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Stubbornness [-5]
  • Wounded [-5]
  Disadvantages
  • “A *proper* Dwarf would have <insert wild exaggeration here>” [-1]
  • Bald as an egg and can’t grow a beard.. [-1]
  • ..and will absolutely get all in your face if you bring it up. [-1]
  • Doesn’t Like Ale (prefers wine) [-1]
  • Over-prepares for any expedition [-1]
  Quirks
  • Armoury (Body Armor)-11 [4]
  • Axe/Mace-19† [4]
  • Brawling-15 [2]
  • Carousing-14 [1]
  • Climbing-13 [1]
  • Connoisseur (Weapons)-12* 
  [2] 
  • Fast-Draw (Knife)-15** [1]
  • Forced Entry-18† [1]
  • Hiking-13 [1]
  • Knife-14 [1]
  • Leadership-12* [2]
  • Prospecting-14† [2]
  • Shield (Shield)-16 [4]
  • Strategy (Land)-11* [2]
  • Tactics-11* [2]
  • Thrown Weapon (Axe/Mace)-
  19† [2]
  • Two-Handed Axe/Mace-19† 
  [4]
  • Wrestling-15 [4]
  *Includes: +2 from ‘Born War-Leader’
  **Includes: +1 from ‘Combat Reflexes
  †Includes: +4 from ‘Pickaxe Penchant’
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-15
  1d-1 cr
  C
  Parry-11*
  Kick-13
  1d cr
  C, 1
  —
  Wrestling-15
  1d+2 ctrl
  C
  Parry-11
  Axe (1H)-20
  2d+8 cut
  1
  Parry-14*
  Axe (2H)-20
  2d+9 cut
  1
  Parry-14
  Shield Bash-16
  1d+2 cr
  1
  —
  Shield Rush-16
  slam+5 cr
  C
  —
  Attacks
  12*
  (light enc)
  10*
  1
  17
  11
  5
  14
  1d+2/3d-1
  51 lbs
  4 (light enc.)
  1
  10
  10
  14
  [40]
  (See Notes)
  8
  17
   6 [-5]
  7.00
  [9]
  18
  
  109
  109
  Item
  Quantity
  Weight
  Value
  Heavy Leather Armor (DR 2, 
  Full Suit)
  1
  36
  $450 
  Segmented Plate Breastplate 
  (DR 4 Body, Front Only)
  1
  12.6
  $473 
  Segmented Plate Gauntlets 
  (DR 4, Hands Only)
  1
  2.4
  $90 
  Segmented Plate Helmet (DR 4, 
  Skull Only)
  1
  6
  $225 
     Helmet Lamp
  1
  2
  $100 
      Oil (per pint)
  1
  1
  $2 
  Segmented Plate Sollerets (DR 
  4, Feet Only)
  1
  8.4
  $315 
  Axe (Fine, Balanced, Dwarven)
  1
  4
  $810 
  Hatchet
  1
  2
  $40 
  Large Shield
  1
  25
  $90 
  Pouch (1.52 lbs, $183)
  1
  0.2
  $10 
     Copper Coin
  8
  0.16
  $8 
     Personal Basics
  1
  1
  $5 
     Silver Farthing
  8
  0.16
  $160 
  Wheelbarrow (165 lbs, $722)
  1
  18
  $60 
     Backpack, Frame (33 lbs, 
  $355)
  1
  10
  $100 
      Elven Rations
  9
  4.5
  $135 
      Oil (per pint)
  1
  1
  $2 
      Rations
  9
  4.5
  $18 
      Sleeping Fur
  1
  8
  $50 
      Tent, 1-Man
  1
  5
  $50 
     Barrel (60 lbs, $65)
  1
  20
  $65 
      Water (per gallon)
  5
  40
  $0 
     Crowbar
  1
  3
  $20 
     Group Basics
  1
  20
  $50 
     Pickaxe
  1
  8
  $15 
     Rope, 3/4" (10 yds)
  1
  5
  $25 
     Sack
  4
  12
  $120 
     Shovel
  1
  6
  $12 
  Equipment [265.92 lbs, $3500 (Medium Enc*)]
  Designer’s Notes
  Ragnar hasn’t spent as many points on weapon skills as the Knight template normally 
  allows; instead he’s put those point into Pickaxe Penchant, raising multiple skills more 
  efficiently—he’s still just as skilled as you might expect a Knight to be. His five quirk 
  points were all spent on gear; he’s got very impressive armor for a starting Delver 
  (enhanced by his Armor Mastery advantage) and is well-equipped for carrying loot 
  out of a dungeon. Greed is his overriding personality trait; this is a Dwarf who will only 
  ever pass up an opportunity for coin if it means betraying a companion (something he’ll 
  never do).
  Ragnar’s armor is somewhat complicated. He has Tough Skin (DR 1) as a base. Then 
  wears layered Heavy Leather (DR 2), and segmented plate (DR 4) on the front of his body, 
  his head, hands, and feet. Armor Mastery adds +1 DR to that. His net DR is 8 on the front 
  of the torso, hands, and feet, and DR 4 everywhere else but his head, which benefits 
  from the extra DR 2 of the skull. 
  Ragnar’s Encumbrance levels reflect only the gear he is wearing; see WHeelbArroW, 
  Adventurers p.112.
  *The large shield adds +3 DB to this active defense when readied.
  
  110
  110
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  12
  14
  11
  ranGold StarriSdottir
  250-point Eldhuð Bard
  Rangold is an Eldhuð, one of the half-demons who form 
  a small segment of the Norðlond population. Her father 
  was a Skald of some fame and dubious virtue; her mother 
  a demoness (the sort that’s attracted to Skalds of some 
  fame and dubious virtue) who left the baby with the father 
  and hasn’t been seen since. She grew up on the road taking 
  the good with the bad—one night a farmer is mistaking 
  you for a vagabond and setting the dogs on you, another 
  night some druid is denouncing your father for a life of 
  sin and waste. Both of those are actually bad, but Rangold 
  remains optimistic.
  Growing up with an Eldhuð’s social advantages and the 
  benefit of training under a true master of the craft has set 
  Rangold up to be one of the great Skalds of her generation, 
  but she’s missing one thing: adventures to write songs 
  about. Fortunately, there’s no shortage of adventure to be 
  had in Norðlond. With her father settling down in his old 
  age she took his harp and her own singing voice on the road, 
  strapped on a big sword she’d won from some Huskarl in a 
  dice game, and went looking for a group of delvers to offer 
  her services to. She’s certain that their adventures will be 
  larger than life; if they’re not, she’s at least sure she can 
  make them *sound* that way.
  [10]
  [80]
  [40]
  (Bastard Sword)
  10U*
  • Appearance (Beautiful) [12]
  • Bardic Talent 3 [30]
  • Born Entertainer 2 [10]
  • Charisma 2 [10]
  • Extinguishing Touch [2]
  • Fire Resistance 5 [15]
  • Penetrating Voice [1]
  • Song of Humiliation [4]
  • Voice [10]
  • Wealth (Comfortable) [10]
  Advantages
  • Chummy [-5]
  • Compulsive Gambling (12) 
  [-5]
  • Curious (12) [-5]
  • Impulsiveness (12) [-10]
  • Phobia (Canines) (12) [-5]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Trickster (12) [-15]
  • Unnatural Feature 2 (Eldhuð 
  horns & tail) [-2]
  • Xenophilia (12) [-10]
  Disadvantages
  • Doesn’t like Druids or other Nature Priests [-1]
  • Gets really bad hangovers after a night on the town [-1]
  • Greatly exaggerates her companions’ accomplishments [-1]
  • Owes the Thieves’ Guild a Favor [-1]
  • Rarely spends a night in town in her own bed [-1]
  Quirks
  • Acting-16* [2]
  • Broadsword-14 [8]
  • Carousing-13 [2]
  • Connoisseur (Luxuries)-13 [1]
  • Current Affairs-14 [1]
  • Dancing-13* [1]
  • Detect Lies-12 [1]
  • Diplomacy-14** [1] 
  • Fast-Talk-15** [1]
  • Gambling-13 [1]
  • Heraldry-13 [1]
  • Hidden Lore 
  (Demon Lore)-13 [1]
  • Hiking-11 [1]
  • Interrogation-13 [1]
  • Intimidation-13 [1]
  • Merchant-13 [1]
  • Musical Composition-15† [1] 
  • Musical Instrument 
  (Harp)-16† [2]
  • Observation-13 [1]
  • Performance-17*,** [1]
  • Poetry-13 [1]
  • Propaganda-13 [1]
  • Public Speaking-19*,**,‡ [1]
  • Savoir-Faire-14 [1]
  • Sex Appeal-17**,(a) [1]
  • Shield (Buckler)-14 [4]
  • Singing-19*,**,† [1]
  • Stealth-12 [2]
  • Streetwise-13 [1]
  • Throwing-12 [2]
  *Includes: +2 from Born Entertainer
  **Includes: +2 from Voice
  †Includes: +3 from Bardic Talent
  ‡Includes: +2 from Charisma
  (a)Includes: +4 from Appearance
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12 (DX)
  1d-2 cr
  C
  Parry-9*
  Kick-10 (DX)
  1d-1 cr
  C, 1
  —
  Grapple-12 (DX)
  1d-1 ctrl
  C
  Parry-9
  Bastard Sword-14 
  (thr/sw)
  1d+1 imp/ 
  1d+2 cut
  2/ 1, 2
  Parry-10*/10U*
  Shield Bash-14
  1d-1 cr
  1
  —
  Attacks
  10*
  7*
  1
  11
  7
  3
  11
  1d-1/1d+1
  24 lbs
  3 (med enc.)
  1
  14
  14
  12
  [20]
  (Light Leather)
  1
  12
   6 
  6.00
  12
  
  111
  111
  • Analyze Magic-15 [1]
  • Bravery-15 [1]
  • Command-15 [1]
  • Daze-15 [1]
  • Detect Magic-15 [1]
  • Fear-15 [1]
  • Foolishness-15 [1]
  • Forgetfulness-15 [1]
  • Identify Spell-15 [1]
  • Mind-Reading-15 [1]
  • Mind-Sending-15 [1]
  • Protection from Evil-15 [1]
  • Sense Emotion-15 [1]
  • Sense Evil-15 [1]
  • Sense Foes-15 [1]
  • Telepathy-14 [1]
  • Terror-15 [1]
  • Truthsayer-15 [1]
  Spells
  Equipment [73.865 lbs, $ (Medium Enc)]
  Item
  Quantity
  Weight
  Value
  Light Leather Armor (DR 1 Full Suit)
  1
  18
  $150 
  Ordinary Clothes
  1
  2
  $0 
  Bastard Sword
  1
  5
  $750 
  Small Shield (Buckler)
  1
  8
  $40 
  Backpack, Small
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     Tent, 2-Man
  1
  12
  $80 
     Torch
  3
  3
  $9 
  Potion Belt
  1
  1
  $60 
     Alchemist's Fire
  1
  1
  $100 
     Paut
  2
  1
  $270 
  Pouch
  1
  0.2
  $10 
     Billon Coin
  1
  0.02
  $10 
     Copper Coin
  6
  0.12
  $6 
     Elven Rations
  3
  1.5
  $45 
     Personal Basics
  1
  1
  $5 
     Quarter-Gold Coin
  1
  0.005
  $100 
     Silver Coin
  1
  0.02
  $20 
  Harp
  1
  3
  $250 
  Pole, 6'
  1
  3
  $5 
  Designer’s Notes
  Rangold is a consummate performer and can take great advantage of Scoring Extra 
  Cash (exploits, p.14) to pay her way in town; while she rarely sleeps in her own bed, 
  this doesn’t affect her cost of living! When it comes time to sell the party’s haul, she 
  really shines: her Wealth guarantees her a better price, and she can take advantage of 
  her Performance skill and high Appearance (bolstered by her Eldhuð Gifts) to virtually 
  guarantee a good reaction for an even better bargain. In a fight she’s unlikely to be 
  successful on the front line, but with a stout defender or two between herself and the 
  enemy she can use her Song of Humiliation and Mind Control spells to great effect on 
  intelligent foes. She’s taken some liberties with her skill choices and between that and 
  her spells, she can assist the party in a fight against enemies of demonic origin. Her 
  sword is her Power Item, holding 7 FP. Quirk points were spent for additional spells and 
  on an additional Eldhuð Gift.
  *The buckler adds +1 DB to this active defense when readied.
  Racial Template: Eldhuð (20 points)
  The Eldhuð are the hybrid offspring of humans and demons—either the result of 
  experiments or a more “natural” union. Despite this, however, they are not out of favor 
  with the Gods or their priests. In Norðlond they tend to have a reputation as lecherous and 
  evil even if they aren’t strictly Unholy: a reputation that isn’t wholly undeserved given that 
  they’re all so damn pretty and tend to have poor impulse control.
  • Appearance (Attractive) [4]
  • Eldhuð Gifts* [8]
  • Fire Resistance 5** [15]
  • Charisma 1 [5]
  • Impulsive [-10]
  • Infernal Features 2 [-2]†
  * Spend 8 points on the following; you can also spend points from Quirks on these gifts, or 
  purchase them later in your career!
  [5]
  Nimble Tail. All eldhuð have a tail, but yours is unusually dexterous 
  and can pick up and hold objects as if you had a third hand. It is not, 
  however, strong enough to make attacks or assist in grapples. It can 
  throw objects it is holding, though! This is mostly useful for drawing 
  potions, scrolls, or ammunition (and can use Fast-Draw skills) when your 
  hands are otherwise full.
  [5, 6, or 8]
  Imp’s Tail. The tip of your tail is pointed and sharp enough to pierce 
  flesh, usable for attacks with Brawling skill at reach C. It deals thrust 
  damage, at +1/die (in addition to any bonuses from high skill). For 5 
  points, damage is piercing; for 6 points, large piercing; for 8 points, 
  impaling. Treat this as a weapon—Hurting Yourself (Exploits, p.40) 
  doesn’t apply!
  [5 or 8]
  Demon’s Horns. all eldhuð have horns; yours are strong enough to 
  hurt people! You can use your horns in Close Combat, with Brawling 
  skill. They deal thrust damage at +1/die (in addition to any bonuses 
  from high skill). For 5 points, damage is crushing; for 8 points, impaling. 
  Treat this as a weapon—Hurting Yourself (Exploits, p.40) doesn’t apply!
  [8]
  Succubus’ Features. Upgrade Appearance to Handsome/Beautiful.
  [1/level]
  Temperature Tolerance. Identical to the Barbarian ability of the same 
  name (Adventurers, p.16)
  [2]
  Flaming Touch. You can deal 1 point of burning damage with a touch. 
  This *does* add to your unarmed attacks, but a target with any DR 
  ignores it! This is mostly useful for setting tinder alight.
  [2]
  Extinguishing Touch. You only ever need one Ready action to put out 
  burning clothing, even if wholly aflame (see Exploits, p.68); you can 
  even perform this action for an adjacent ally. Objects you are holding in 
  your hands do not take damage from large-area burning injury.
  [5]
  Sharp Claws. Identical to the Cat-Folk racial ability of the same name 
  (Adventurers, p.43)
  [1 or 2]
  Sharp Teeth. For 1 point, identical to the Cat-Folk racial ability of 
  the same name (Adventurers, p.43); for 2 points, your bites inflict 
  impaling damage instead! 
   
  ** Fire Resistance provides Damage Resistance that is only effective against heat and fire. This 
  does not protect your equipment!
  † You have -2 to Disguise yourself as anything but another Infernal, and -2 to Shadowing rolls; 
  in addition, any supernatural attempt to determine your nature gets +2.
  ranGold StarriSdottir
  250-point Eldhuð Bard (continued)
  
  112
  112
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  12
  14
  12
  pálni MakantiSSon
  250-point Human Cleric
  Pálni Makantisson is a priest of the Goddess of Death—a 
  patron of the old, responsible for sorting dead Norðlonders 
  to their proper places in the afterlife. Pálni’s male line have 
  all been clerics, a family tradition going back centuries. 
  Pálni expects that his son (should he ever have one) will 
  also be a priest, as is right and proper. Pálni likes when 
  everything is in its designated place. His designated place 
  was at the temple in Hvildana, assisting in daily rites and 
  providing comfort and advice to those who came seeking it. 
  His goddess, it seemed, had other plans.
  Pálni has been sent on a quest by the head of his order: 
  “go out into the world, and your fate will be made clear”. 
  Pálni is beginning to suspect that simply remaining in the 
  (generally) safe communities of Norðlond is not what his 
  goddess had in mind, and so has decided to seek slightly 
  more stimulating work with a company of delvers. Pálni 
  understands people and their motivations, and is an 
  experienced healer, but he is uncomfortable outside the 
  ordered halls of the temple, and has no experience with the 
  terrors that wait in dark places. While he’d rather return 
  to his quiet life of research and prayer, he’s determined to 
  fulfill his Goddess’ commands—though he’d be happier if 
  he knew exactly what those commands were.
  [20]
  [80]
  [40]
  (Staff)
  12
  • Clerical Investment [5]
  • Contingency Casting 1 [14]
  • Energy Reserve 3 [9]
  • Power Investiture 3 [30]
  • Turning [24]
  Advantages
  • Charitable (12) [-15]
  • Honesty (12) [-10]
  • Selfless (12) [-5]
  • Sense of Duty (Co-
  religionists) [-10]
  • Skinny [-5]
  • Truthfulness (12) [-5]
  Disadvantages
  • Almost never raises his voice.. [-1]
  • .. but becomes acerbically assertive when tending to wounded people 
  [-1]
  • Doesn’t like the term ‘undead’ and finds various euphemisms for it 
  [-1]
  • Takes extra time to make sure he’s perfectly groomed, even on the 
  road [-1]
  • Terrible rider; has no idea how to handle horses [-1]
  Quirks
  • Diagnosis-12 [1]
  • Esoteric Medicine-14 [4]
  • Exorcism-14 [4]
  • First Aid-15 [1]
  • Hidden Lore (Undead)-13 [1]
  • Hiking-11 [1]
  • Meditation-12 [1]
  • Occultism-13 [1]
  • Physiology (Undead)-12 [1]
  • Public Speaking-13 [1]
  • Religious Ritual-12 [1]
  • Research/TL3-13 [1]
  • Savoir-Faire-14 [1]
  • Staff-15 [12]
  • Surgery-12 [2]
  • Teaching-13 [1]
  • Theology-12 [1]
  • Throwing-13 [4]
  • Writing-13 [1]
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12 (DX)
  1d-2 cr
  C
  Parry-9
  Kick-10 (DX)
  1d-1 cr
  C, 1
  —
  Grapple-12 (DX)
  1d-1 ctrl
  C
  Parry-9
  Quarterstaff-15 (thr/sw)
  1d cr/1d+3 cr
  1,2
  Parry-12
  Ice Dagger (Holy)-15
  1d-1 imp per FP
  30/60
  Acc 3
  Attacks
  —
  (Med. enc.)
  7
  1
  12
  8
  4
  12
  1d-1/1d+2
  29 lbs
  3 (Med. enc.)
  1
  14
  14
  12
  [20]
  (See Notes)
  3/2
  12
   6
  6.00
  13
  • Affect Spirits-15 [1]
  • Awaken-15 [1]
  • Bravery-15 [1]
  • Command-15 [1]
  • Continual Light-15 [1]
  • Create Food-15 [1]
  • Create Water-15 [1]
  • Cure Disease-15 [1]
  • Detect Magic-15 [1]
  • Final Rest-15 [1]
  • Ice Dagger-15 [1]
  • Icy Weapon-15 [1]
  • Lend Energy-15 [1]
  • Major Healing-14 [1]
  • Protection from Evil-15 [1]
  • Recover Energy-15 [1]
  • Resist Acid-15 [1]
  • Resist Cold-15 [1]
  • Resist Fire-15 [1]
  • Resist Lightning-15 [1]
  • Resist Pain-15 [1]
  • Shield-15 [1]
  • Stop Bleeding-15 [1]
  Spells
  Designer’s Notes
  Pálni is built with a focus on dealing with the undead, healing, and protecting the 
  group with spells. Two spells diverge from the standard Clerical spell list: in place of 
  Sunbolt he has Icy Dagger, and in place of Flaming Weapon he has Icy Weapon, both of 
  which suit the Norðlond death-goddess. Contingency Casting allows any spell on the 
  Clerical list once per session, even those for which he doesn’t have the requisite Power 
  Investiture! Some off-template skill choices reinforce his role as the party’s expert on 
  the formerly-living. He’s not a front-line fighter, instead a useful supporting character 
  for any delving group, especially those worried about the walking dead. His Power 
  Item is his armor, which holds 6 FP.
  Pálni wears a light scale hauberk covering his body and arms, heavy boots, but no 
  protection on his legs or hands; he has not yet even acquired a helmet, which would 
  be a wise purchase
  Item
  Quantity
  Weight
  Value
  Anti-Garrote Collar
  1
  1
  $35 
  Light Scale Hauberk (DR 3/2, Body & Arms Only)
  1
  24.8
  $496 
  Heavy Leather Boots (DR 2 Feet)
  1
  4.2
  $52 
  Ordinary Clothes
  1
  2
  $0 
  Quarterstaff
  1
  4
  $10 
  Backpack, Small (31.5 lbs, $341)
  1
  3
  $60 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     Healer's Kit
  1
  10
  $200 
     Rations
  9
  4.5
  $18 
     Sleeping Fur
  1
  8
  $50 
     Torch
  1
  1
  $3 
  Pouch (1.22 lbs, $16)
  1
  0.2
  $10 
     Copper Coin
  1
  0.02
  $1 
     Personal Basics
  1
  1
  $5 
  Holy Symbol
  1
  1
  $50 
  Equipment [69.72 lbs, $1000 (Medium Enc)]
  
  113
  113
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  15
  11
  13
  9
  Gareth “the eGG Man” Badapple
  247-point Halfling Scout
  Gareth Badapple—“Eggy” to his friends, for reasons he 
  doesn’t explain—is a Halfling, a rare sight in the frozen 
  north. While he likes to claim that he’s up here ‘to see the 
  sights, take in the atmosphere, enjoy your fine northern 
  food’, the truth is that the Family (when he says it, you 
  can hear the uppercase ‘F’) sent him up here following the 
  infamous “Second Sling-Man” assassination a few years 
  back, “just until the heat dies down”, they said. Norðlonders 
  by and large don’t care about that sort of thing—they just 
  treat Eggy like an outsider regardless of his past.
  Of course, being stuck up here in this frigid and inhospitable 
  land (they haven’t even heard of cannoli!) doesn’t mean that 
  Eggy can’t keep his skills sharp, and he hires himself out 
  to delving groups as a point man, sharpshooter, and guide. 
  He’s acquired a decent map of the region, a really good bow 
  (being a bit over 3’ tall, he tends to fire it held sideways), and 
  makes sure to keep his arrows nice and sharp.
  [-10]
  [30]
  [20]
  [100]
  (Long Knife)
  12F
  • Acute Vision 2 [4]
  • Halfling Marksmanship 2 [10]
  • Heroic Archer [20]
  • Honest Face [1]
  • Night Vision 5 [5]
  • Outdoorsman 2 [20]
  • Silence 2 [10]
  • Striking ST 2 [10]
  • Strongbow [1]
  • Weapon Master (Bow) [20]
  Advantages
  • Callous [-5]
  • Code of Honor (Outlaw’s) [-5]
  • Gluttony (12) [-5]
  • Greed (12) [-15]
  • Kleptomania (12) [-15]
  • Sense of Duty (Adventuring 
  Companions & Family) [-5]
  • Social Stigma (Minority 
  Group) [-10]
  • Vow (Own no more than what 
  can be carried) [-10]
  Disadvantages
  • “Dead or alive, you’re coming with me.” [-1]
  • Chews weird herbs recreationally [-1]
  • Doesn’t like cats—figures they’re planning to eat him [-1]
  • Has bright blue hair; claims this is due to Elvish ancestry [-1]
  • Hates being crowded while he works [-1]
  Quirks
  • Armoury (Missile 
  Weapons)-10 [1]
  • Boating-14 [1]
  • Bow-21* [16]
  • Camouflage-14** [2]
  • Cartography-12 [4]
  • Climbing-14 [1]
  • Fast-Draw-15 [1]
  • Gesture-12 [2]
  • Hiking-13 [2]
  • Main-Gauche-18 [12]
  • Mimicry (Bird Calls)-12** [2]
  • Navigation-12** [1]
  • Observation-16† [2]
  • Scrounging-14 [1]
  • Seamanship-11 [1]
  • Shadowing-12 [4]
  • Stealth-15 [2]
  • Survival (Woodlands)-15** [1]
  • Throwing-16* [1]
  • Tracking-15** [1]
  • Traps-12 [4]
  • Weather Sense-10 [1]
  • Wrestling-16 [4]
  * Includes: +2 from Halfling Marksmanship
  ** Includes: +2 from Outdoorsman
  † Includes: +2 from Acute Vision
  Skills
  Item
  Quantity
  Weight
  Value
  Ordinary Clothes (Dungeon 
  Camouflage)
  1
  2
  $240 
  Composite Bow (ST 13)
  1
  4
  $900 
  Long Knife
  1
  1.5
  $120 
  Backpack, Small (16.5 lbs, $735)
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Dwarven Whetstone
  1
  1
  $500 
     Elven Rations
  7
  3.5
  $105 
     Tent, 1-Man
  1
  5
  $50 
  Hip Quiver (3 lbs, $155)
  1
  1
  $15 
     Cutting Arrow (Fine)
  5
  0.5
  $50 
     Bodkin Arrow (Fine)
  15
  1.5
  $90 
  Pouch (2.06 lbs, $228)
  1
  0.2
  $10 
     Copper Coin
  3
  0.06
  $3 
     Face Paint
  1
  0.2
  $10 
     Giant Spider Silk Cord (10 yds)
  1
  0.5
  $100 
     Map of Isfjall & Surrounding 
  Regions
  1
  0.1
  $100 
     Personal Basics
  1
  1
  $5 
  Shoulder Quiver (1.7 lbs, $82)
  1
  0.5
  $10 
     Arrow (Fine)
  12
  1.2
  $72 
  Sundial, Miniature
  1
  1
  $40 
  Equipment [31.76 lbs, $2500 (Light Enc)]
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-15
  1d-2 cr
  C
  Parry-10
  Kick-13
  1d-1 cr
  C, 1
  —
  Wrestling-16
  1d ctrl
  C
  Parry-11
  Long Knife-18 (thr/sw)
  1d-1 cut/1d cut
  C, 1
  Parry-12F
  Composite Bow-21 (ST 13)
  1d+3 imp
  260/325
  Acc 3; RoF 1; Shots 1 
  (2); Bulk -7
  Attacks
  Designer’s Notes
  Gareth’s strengths (DX, bow skill, very sneaky) cover a Halfling’s weaknesses (low ST) 
  to deliver a decent Scout. Off-template Striking ST and his Strongbow perk help, and an 
  Elven bow would help even further. He should shoot from hidden places using Stealth. 
  If he can drop to No Encumbrance it helps even more. He’s a more-than-capable tracker 
  and navigator. Quirk points were spent on money, Scrounging skill (to recover his 
  arrows) and more Stealth. Gareth carries Fine arrows which he sharpens with a Dwarven 
  Whetstone before use, for +2 to damage above the listing in Attacks. Gareth’s bodkin 
  arrows do 1d+3 (2) pi instead of imp (good for armor); his cutting arrows do 1d+3 cut 
  (good for homogeneous creatures or other foes resistant to imp and pi).
  —
  —
  9
  1
  11
  10
  6
  3
  11
  13
  1d-1/1d+1
  16 lbs
  4 (Light. enc..)
  1
  11
  14 [15]
   6 [-5]
  7.00
  [4]
  
  114
  114
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  16
  13
  11
  toMaS hildirSSon
  249-point Half-Elf Thief
  Tomas claims to have been raised by the Alfar, learning to 
  fight from his father—a prince among the faeries—and 
  then escaped to take up a life of wild adventure. The truth 
  is that his elf blood is a couple of generations diluted 
  (resulting in pointed ears, vividly-colored hair, and a knack 
  for magic) and that he grew up on the streets of Midgard, 
  in the shadow of Audreyn’s wall: a thief and con-man since 
  he could walk and talk. That sort of thing rubs the average 
  Thegn or Huskarl the wrong way, and after crossing the 
  wrong man, Tomas took up a life on the road. It’s not exactly 
  ‘safer’, but at least it’s more interesting than getting his 
  arms broken by some over-muscled swordsman.
  Tomas is well aware of his limitations in a stand-up fight; 
  he’d generally prefer to talk his way out of trouble, but when 
  it can’t be avoided he’ll vanish into the shadows, wait for an 
  opportune moment, and then put his knife into some poor 
  fool’s vital areas. His magical tricks—such as they are—
  help him see trouble before it sees him and get quietly into 
  places he shouldn’t. He’s got a deep (and probably incorrect) 
  belief that the God of Mischief is looking out for him, ever 
  since that time he had to impersonate a holy warrior for a 
  full month; he still carries the holy symbol, believing it’ll 
  bring him luck.
  [10]
  [60]
  [120]
  (Long Knife)
  11F
  • Flexibility [5]
  • High Manual Dexterity 1 [5]
  • Magery 0 [5]
  • Night Vision 5 [5]
  • Perfect Balance [15]
  Advantages
  • Compulsive Gambling (12 or 
  less, *1) [-5]
  • Greed (12 or less, *1) [-15]
  • Overconfidence (12 or less, 
  *1) [-5]
  • Social Stigma 1 (Half-Breed) 
  [-5]
  • Trickster (12 or less, *1) [-15]
  • Vow (Own no more than 
  horse can carry) [-10]
  Disadvantages
  • Believes the God of Mischief will keep him safe [-1]
  • Disdainful of muscle-bound warrior types [-1]
  • Large (SM+1 or bigger) humanoids make him very nervous [-1]
  • Never tells the truth when a lie won’t hurt [-1]
  • Shameless flirt (but rarely inappropriately so) [-1]
  Quirks
  • Acrobatics-15* [1]
  • Brawling-16 [1]
  • Carousing-11 [1]
  • Climbing-19*,** [1]
  • Connoisseur (Luxuries)-12 [1]
  • Counterfeiting-12 [2]
  • Escape-17** [1]
  • Fast-Talk-12 [1]
  • Filch-16 [2]
  • Forced Entry-16 [1]
  • Forgery-12 [2]
  • Gambling-12 [1]
  • Gesture-13 [1]
  • Holdout-13 [2]
  • Lockpicking-18† [4]
  • Main-Gauche-16 [2]
  • Pickpocket-16† [2]
  • Scrounging-14 [1]
  • Search-14 [2]
  • Shadowing-13 [2]
  • Sleight of Hand-15† [1]
  • Smuggling-13 [2]
  • Stealth-19 [12]
  • Streetwise-13 [2]
  • Throwing-15 [1]
  • Traps-14 [4]
  • Urban Survival-14 [2]
  *Includes: +1 from ‘Perfect Balance’
  **Includes: +3 from ‘Flexibility’
  †Includes: +1 from ‘High Manual Dexterity’
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-16
  1d-2 cr
  C
  Parry-11
  Kick-14
  1d-1 cr
  C, 1
  —
  Grapple-16 (DX)
  1d-1 ctrl
  C
  Parry-11
  Long-Knife-16 (thr/sw)
  1d-1 imp/1d cut
  C, 1
  Parry-11F
  Attacks
  —
  (light enc.)
  9
  1
  11
  7
  3
  11
  1d-1/1d+1
  24 lbs
  6 (light enc.)
  1
  13
  14 [5]
  11
  [10]
  0
  11
   8 [5]
  7.00 [5]
  12
  • Keen Vision-11 [1]
  • Sense Foes-11 [1]
  • Silence-11 [1]
  • Sound-11 [1]
  Spells
  Designer’s Notes
  Tomas is built along the standard Thief lines—which means that, absent another 20 
  points of character advancement, he’s got no real business in a face-to-face fight. Leave 
  that to the Huskarls: Tomas’ job is to spot and deal with traps, to scout ahead stealthily 
  and report on what he sees, and to make a few extra dollars in town. Quirk points were 
  spent to buy his limited spell selection, with one point for cash purchasing the tools of 
  his trade. 
  Item
  Quantity
  Weight
  Value
  Clothing (Dungeon Camouflage)
  1
  2
  $240 
  Long Knife
  2
  3
  $240 
  Backpack, Small (20.5 lbs, $178)
  1
  3
  $60 
     Rations
  9
  4.5
  $18 
     Sleeping Fur
  1
  8
  $50 
     Tent, 1-Man
  1
  5
  $50 
  Delver's Webbing (5 lbs, $570)
  1
  3
  $160 
     Face Paint
  1
  0.2
  $10 
     Giant Spider Silk Cord (10 yds)
  1
  0.5
  $100 
     Holy Symbol
  1
  1
  $50 
     Lockpicks, Good
  1
  0.5
  $250 
     Trap-Finder's Kit
  1
  2
  $250 
  Pouch (1.34 lbs, $22)
  1
  0.2
  $10 
     Copper Coin
  7
  0.14
  $7 
     Personal Basics
  1
  1
  $5 
  Equipment [34.04 lbs, $1500 (Light Enc)]
  
  115
  115
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  13
  16
  7
  Vrin iken “the fireBrand”
  250-point Halfling Wizard
  Iken grew up in the slums, and she has vague impressions 
  of a mother and running with a gang. Her earliest true 
  memories are of Este, a wizard who spotted her potential 
  talents and “adopted” her as an apprentice. She was 6 or 7 
  at the time.
  The next few years were somewhat idyllic: She got a decent 
  education while serving as a living mana battery. Este 
  wasn’t a bad mistress, but didn’t particularly lavish her 
  “apprentices” with luxury.
  Iken was fascinated by fires and when she heard the 
  Firebrands, a school of fire mages, were running a ritual for 
  new ascendants she threw herself at the opportunity. She 
  was unprepared for the ritual. She survived the experience, 
  but it scarred and traumatized her deeply. The Firebrands 
  trained and helped her with both physical and mental 
  rehabilitation, but it’s still ongoing. She has thrown herself 
  into adventuring, hoping to learn to control her desire to 
  burn things down when they don’t go her way.
  [-30]
  [120]
  [60]
  (Staff)
  9
  • Energy Reserve 3 (Magical) [9]
  • Fire Magery 3 [18]
  • Halfling Marksmanship 2 [10]
  • Honest Face [1]
  • Magery 3 [35]
  • Silence 2 [10]
  Advantages
  • Bad Temper (12) [-10]
  • Gluttony (12) [-5]
  • Kleptomania (12) [-15]
  • Overconfidence (12) [-5]
  • Pyromania (12) [-5]
  • Skinny [-5]
  Disadvantages
  • Always tries to keep her word [-1]
  • Is a bit sadistic (in a consensual way) [-1]
  • Sleeps poorly due to fire trauma [-1]
  • Uses fire magic indiscriminately [-1]
  • Visible Scarring from Firebrand Ritual [-1]
  Quirks
  • Alchemy-15 [8]
  • Cartography-15 [1]
  • Climbing-12 [1]
  • Fast-Draw (Potion)-13 [1]
  • Hazardous Materials 
  (Magical)-15 [1]
  • Hidden Lore (Magical Items 
  Lore)-15 [2]
  • Hiking-11 [1]
  • Innate Attack (Beam)-15 [4]
  • Innate Attack (Projectile)-13 
  [1]
  • Meditation-13 [2]
  • Occultism- 16 [2]
  • Research-15 [1]
  • Scrounging-13 [1]
  • Speed-Reading-14 [1]
  • Staff-15 [8]
  • Stealth-12 [1]
  • Survival (Woodlands)-12 [1]
  • Teaching-15 [1]
  • Thaumatology-16* [1]
  • Thrown Weapon (Dart)-15** 
  [1]
  • Writing-15 [1]
  *Includes: +3 from ‘Magery’
  **Includes: +2 from ‘Halfling Marksmanship’
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-13 (DX)
  1d-4 cr
  C
  Parry-9
  Kick-11 (DX)
  1d-3 cr
  C, 1
  —
  Grapple-13 (DX)
  1d-3 ctrl
  C
  Parry-9
  Wizard’s Staff-15 (thr/sw)
  1d-1 cr/1d cr
  1,2
  Parry-12
  Burning Touch (Staff)-15
  1d burn (× energy)
  1,2
  1-3 energy
  Burning Touch (Hand)-13
  1d burn (× energy)
  C
  1-3 energy
  Flame Jet-15
  1d burn (× energy)
  1 (× energy)
  1-3 energy
  Explosive Fireball-13
  1d burn ex (× eng/2)
  25/50
  Acc 1; 2-6 energy
  Fireball-13
  1d burn (× energy)
  25/50
  Acc 1; 1-3 energy
  Attacks
  —
  (hvy. enc.)
  6
  —
  7
  4
  2
  10
  1d-3/1d-2
  9.8 lbs
  2 (hvy. enc..)
  1
  14 [-10]
  13 [-15]
  12
  [20]
  (See Notes)
  3/1
  12
   5 [-5]
  6.25
  8
  • Analyze Magic—17 [1]
  • Apportation—17 [1]
  • Burning Touch—20 [1]
  • Create Fire—20 [1]
  • Deflect Missile—17 [1]
  • Detect Magic—17 [1]
  • Ethereal Body—16 [1]
  • Explosive Fireball—20 [1]
  • Extinguish Fire—20 [1]
  • Fireball—20 [1]
  • Fireproof—20 [1]
  • Flame Jet—20 [1]
  • Flaming Missiles—20 [1]
  • Flaming Weapon—20 [1]
  • Flight—16 [1]
  • Great Haste—16 [1]
  • Haste—17 [1]
  • Heat—17 [1]
  • Identify Spell—17 [1]
  • Ignite Fire—20 [1]
  • Lend Energy—17 [1]
  • Levitation—17 [1]
  • Mage Sight—17 [1]
  • Might—17 [1]
  • Mystic Mist—17 [1]
  • Recover Energy—17 [1]
  • Resist Fire—20 [1]
  • Seek Magic—17 [1]
  • Shape Fire—20 [1]
  • Shield—17 [1]
  Spells
  Designer’s Notes
  Vrin’s low ST means that even basic adventuring gear puts her at Heavy Encumbrance 
  unless someone can carry her pack (which puts her at Light Encumbrance, Move 4/Dodge 
  8). Her Quirk points were spent on Fire Magery (see specIalIst MaGery, p. 100) and 
  to buy an additional Hit Point. Her mastery of Fire Magic means that she can cast a 3-die 
  Fireball or Burning Touch spell for just 1 energy, and she prefers to keep the range open 
  and use those spells from a distance with her staff.
  Item
  Quantity
  Weight
  Value
  Light Mail Vest (DR 3/1, Body Only)
  1
  12.6
  $525 
  Ordinary Clothes
  1
  2
  $0 
  Wizard's Staff
  1
  4
  $40 
  Backpack, Small (15.5 lbs, $146)
  1
  3
  $60 
     Blanket
  1
  4
  $20 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     Rations
  3
  1.5
  $6 
     Scribe's Kit
  1
  2
  $50 
  Potion Belt (1.5 lbs, $195)
  1
  1
  $60 
     Paut
  1
  0.5
  $135 
  Pouch (1.64 lbs, $94)
  1
  0.2
  $10 
     Copper Coin
  19
  0.38
  $19 
     Personal Basics
  1
  1
  $5 
     Silver Coin
  3
  0.06
  $60 
  Equipment [37.24 lbs, $1000 (Heavy Enc)]
  [6]
  
  116
  116
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  12
  14
  11
  hrothGirr riffinBruður
  249-point Human Druid
  A beastmaster inhabiting the lowlands north of Isfjall, 
  Hrothgeirr survives by hunting the red deer, trading any 
  surplus meat and hides at Isfjall for basic supplies and 
  personal items. He always leaves the entrails for the ravens 
  as an offering.
  Hrothgeirr is at a disadvantage in town. He is uncomfortable 
  around others, preferring the guilelessness of the beasts in 
  the wild. Others take advantage of the hunter’s inability to 
  conceal his emotions and intent, purchasing his hunting 
  goods well below market without Hrothgeirr realizing it. 
  Hrothgeirr unconsciously depends on his appearance to 
  overcome these disadvantages, as others are swayed by his 
  impressive good looks.
  Hrothgeirr uses druidic magic to communicate with 
  animals, who he sees as worthy companions. He scouts 
  his surroundings before revealing himself to others, using 
  Rider Within to witness the environment through one 
  of the ravens which hang around him, which he can both 
  summon and create.
  [10]
  [80]
  [40]
  (Spear)
  10
  • Animal Empathy [5]
  • Animal Friend 1 [5]
  • Appearance (attractive, 
  impressive) [4]
  • Green Thumb 1 [5]
  • Outdoorsman 1 [10]
  • Power Investiture (Druidic) 
  4 [40]
  • Signature Gear (Raven fetish) 
  [1]
  Advantages
  • Disciplines of Faith 
  (Ritualism) [-5]
  • Easy to Read [-10]
  • Intolerance (Urbanites) [-5]
  • Loner (12-) [-5]
  • Overconfidence (12-) [-5]
  • Paranoia [-10]
  • Sense of Duty (Adventuring 
  companions) [-5]
  Disadvantages
  • Always feeds birds grain
  • Always leaves part of a kill for the ravens
  • “I am an excellent trader”
  • Talks to ravens and reacts as if they respond
  • Always wears crude clothing fashioned with raven feathers, bones, 
  and animal skins
  Quirks
  • Animal Handling (Birds)-14† 
  [1]
  • Animal Handling 
  (Mammals)-14† [1]
  • Camouflage-15* [1]
  • Climbing-12 [2]
  • Disguise (Animals)-15*† [1]
  • Esoteric Medicine 
  (Druidic)-15 [4]
  • Herb Lore-14‡ [4]
  • Hidden Lore (Nature 
  Spirits)-13 [1]
  • Hiking-12 [1]
  • Innate Attack 
  (Projectile)-12[1]
  • Knife-12 [1]
  • Mimicry (Bird Calls)-14*† [1]
  • Naturalist-15*‡ [2]
  • Pharmacy-13‡ [1]
  • Religious Ritual (Druidic)-12 
  [1]
  • Spear-15 [12]
  • Stealth-12 [2]
  • Survival (Mountain)-15* [1]
  • Survival (Woodlands)-14 [1]
  • Theology (Druidic)-12 [1]
  • Thrown Weapon (Spear)-14 
  [4]
  • Tracking-14 [1]
  • Veterinary-13† [1]
  • Weather Sense-14* [1]
  * includes +1 from Outdoorsman
  † includes +1 from Animal Friend
  ‡ includes +1 from Green Thumb
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12 (DX)
  1d-2 cr
  C
  Parry-9
  Kick-10 (DX)
  1d-1 cr
  C, 1
  —
  Grapple-12 (DX)
  1d-1 ctrl
  C
  Parry-9
  Large Knife-12 (thr/sw)
  1d-1 imp/1d-1 cut
  C/C, 1
  Parry-9
  Spear-15
  1d+1 imp
  1,2
  Parry-10
  Attacks
  —
  (light enc.)
  9
  1
  11
  7
  3
  11
  1d-1/1d+1
  24 lbs
  4 (light enc.)
  1
  14
  15 [5]
  13
  [30]
  1
  13
   6
  6.00 [-5]
  12
  • Animal Control (Bird)-16 [1]
  • Animal Control (Mammal)-16 
  [1]
  • Beast Link-16 [1]
  • Beast Possession-16 [1]
  • Beast Seeker-16 [1]
  • Beast Soother-16 [1]
  • Beast Speech-16 [1]
  • Beast Summoning-16 [1]
  • Create Animal-16
  • Lightning-16 [1]
  • Master-16 [1]
  • Mystic Mist-16 [1]
  • Pathfinder-16 [1]
  • Protect Animal-16 [1]
  • Purify Food-16 [1]
  • Purify Water-16 [1]
  • Repel Animal (Bird)-16 [1]
  • Repel Animal (Mammal)-16 
  [1]
  • Rider-16 [1]
  • Rider Within-16 [1]
  • Warmth-16 [1]
  • Windstorm-16 [1]
  Spells
  Hrothgirr is heavily focused on dealing with animals and the outdoors, and 
  is a great asset on The Journey (Chapter 2). In a fight he can rely on summoned or 
  created animals to harass foes, leveraging the reach of his spear and giving ground to 
  keep a foe at bay. His quirk points were spent on additional skills (including Tracking, 
  which is normally off-template for Druids but suits his hunter’s background) and for 
  some extra spells. His Ornate leather armor includes a raven fetish made with raven 
  feathers, bones, and animal skins: it is his power item, and holds 6 FP.
  Item
  Quantity
  Weight
  Value
  Light Cloak
  1
  2
  $20 
  Light Leather Armor (DR 1 Full Suit, 
  Ornate +2); Raven Fetish (6 FP)
  1
  18
  $750 
  Ordinary Clothes
  1
  2
  $0 
  Large Knife
  1
  1
  $40 
  Spear
  1
  4
  $40 
  Sack (16 lbs, $135)
  1
  3
  $30 
     Sleeping Fur
  1
  8
  $50 
     Tent, 1-Man
  1
  5
  $50 
  Pouch (1.2 lbs, $15)
  1
  0.2
  $10 
     Personal Basics
  1
  1
  $5 
  Pole, 6'
  1
  3
  $5 
  Equipment [47.2 lbs, $1000 (Light Enc)]
  
  117
  117
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  12
  15
  10
  caecilia SchWertfeGer
  250-point Dwarf Wizard
  Not all wizards start out as child prodigies. Caecilia had 
  already pledged service to the Dwarf King  when her 
  magical gift became obvious. Instead of a scholar in an ivory 
  tower she was apprenticed to a quartermaster mage and 
  began her studies by learning spells that were important for 
  day-to-day army life. Magical missiles and defenses took a 
  backseat to things that improved morale like Ignite Fire, 
  Purify Water and Umbrella.
  However, she earned her nickname—“the Blind 
  Mapmaker”—not for her spell-work, but her lovingly 
  crafted maps that leave out “the boring parts.” The loss 
  of her right eye during campaigning only cemented her 
  reputation. Since her honorable discharge from the army 
  Caecilia has been busy using her magic as a way to indulge 
  her other passion: treasure-hunting!
  Still young for a dwarf and a veteran campaigner, she is 
  quick to pounce on lucrative-sounding opportunities, 
  especially when ancient civilizations and intricate 
  underground architecture are known to be involved.
  [0]
  [100]
  [40]
  (Axe)
  10U*
  • Dwarven Gear [1]
  • Energy Reserve (Magical) 3 [9]
  • Lifting ST 2 [6]
  • Magery 3 [35]
  • Night Vision 5 [5]
  • Pickaxe Penchant 1 [5]
  • Resistant to Poison 6 [6]
  • Tough Skin 1 [3]
  Advantages
  • Curious (12) [-5]
  • Greed (12) [-15]
  • Honesty (15) [-5]
  • One Eye [-15]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Stubbornness (12) [-5]
  Disadvantages
  • Always uses her own drinking implements, even in public venues. [-1]
  • Easily distracted by both maps and intricate ornamentation. [-1]
  • Secretly quite fond of bards, even elven ones. [-1]
  • Somewhat face-blind. Has trouble recognizing people she’s met only a few 
  times. [-1]
  • Tends to omit obvious but “boring” features when drawing maps. [-1]
  Quirks
  • Alchemy-15 [8]
  • Axe/Mace-14*,** [8]
  • Cartography-14 [1]
  • Climbing-11 [1]
  • Fast-Draw (Scroll)-12** [2]
  • Forced Entry-13* [1]
  • Gesture-15 [1]
  • Hazardous Materials-14 [1]
  • Hidden Lore (Lost Civilizations)-14 
  [1]
  • Hidden Lore (Magic Items)-14 [1]
  • Hidden Lore (Magical Writings)-14 
  [1]
  • Hiking-11 [1]
  • Innate Attack (Projectile)-14 [4]
  • Meditation-14 [2]
  • Occultism-15 [2]
  • Research-14 [1]
  • Scrounging-11 [1]
  • Shield (Shield)-12** [2]
  • Speed-Reading-14 [1]
  • Stealth-11 [1]
  • Strategy-13 [1]
  • Swimming-12 [1]
  • Tactics-13 [1]
  • Teaching-14 [1]
  • Thaumatology-16† [2]
  • Writing-14 [1]
  * includes: +1 from ‘Pickaxe Penchant’
  ** includes -1 from ‘One Eye’
  † includes: +3 from ‘Magery’
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12 (DX)
  1d-4 cr
  C
  Parry-9*
  Kick-10 (DX)
  1d-3 cr
  C, 1
  —
  Grapple-12 (DX)
  1d-3 ctrl
  C
  Parry-9
  Axe-14
  1d+2 cut
  1
  Parry-10U*
  Shield-Bash-12
  1d-2 cr
  1
  Stone Missile-14
  1d+1 cr (× energy)
  40/80
  Acc 2; 1-3 energy
  Attacks
  9*
  (light enc.)
  8*
  1
  12
  8
  4
  10
  1d-2/1d
  29 lbs
  4 (light enc.)
  1
  15]
  11 [-20]
  12
  [20]
  (Leather; Skin)
  3
  15
   5 [-5]
  6.00
  13
  • Analyze Magic-16 [1]
  • Apportation-16 [1]
  • Armor-16 [1]
  • Aura-16 [1]
  • Counterspell-16 [1]
  • Create Earth-16 [1]
  • Detect Magic-16 [1]
  • Dispel Magic-16 [1]
  • Earth to Stone-16 [1]
  • Earth Vision-16 [1]
  • Entombment-16 [1]
  • Glue-16 [1]
  • Grease-16 [1]
  • Haste-16 [1]
  • Identify Spell-16 [1]
  • Ignite Fire-16 [1]
  • Know Location-16 [1]
  • Lend Energy-16 [1]
  • Levitation-16 [1]
  • Light-16 [1]
  • Mage Sight-16 [1]
  • Measurement-16 [1]
  • Purify Water-16 [1]
  • Quick March-16 [1]
  • Seek Earth-16 [1]
  • Seek Water-16 [1]
  • Shape Earth-16 [1]
  • Shield-16 [1]
  • Stone Missile-16 [1]
  • Tell Position-16 [1]
  • Umbrella-16 [1]
  Spells
  Despite her army background, Caecilia is no heavy hitter. If buffed by the Armor 
  spell she can withstand a little punishment, but Stone Missile, her main way to deal 
  damage, is either a bit slow or chancy due to One Eye. She can, however, remove a single 
  enemy from combat by Entombment, control the battlefield with Glue or Grease and 
  buff allies with Haste and Shield. Her knowledge spells shine whenever magical riddles 
  or hidden treasures are to be found.
  *The medium shield adds +2 DB to this active defense when readied.
  Item
  Quantity
  Weight
  Value
  Light Leather Armor (DR 1, Body, Skull, 
  Leggings, Feet)
  1
  14.4
  $120 
  Ordinary Clothes
  1
  2
  $0 
  Axe
  1
  4
  $50 
  Hatchet
  1
  2
  $40 
  Medium Shield
  1
  15
  $60 
  Backpack, Small (15 lbs, $171)
  1
  3
  $60 
     Dwarven Rations
  8
  8
  $36 
     Scribe's Kit
  1
  2
  $50 
     Paper, 20 sheets
  1
  1
  $20 
     Personal Basics
  1
  1
  $5 
  Lantern (3 lbs, $22)
  1
  2
  $20 
     Oil (per pint)
  1
  1
  $2 
  Pouch (0.52 lbs, $197)
  1
  0.2
  $10 
     Copper Coin
  7
  0.14
  $7 
     Silver Coin
  9
  0.18
  $180 
  Scroll Belt (1.2 lbs, $340)
  1
  1
  $60 
     Uncharged Wizardly Scroll (Continual Light)
  1
  0.05
  $40 
     Uncharged Wizardly Scroll (Daze)
  1
  0.05
  $60 
     Uncharged Wizardly Scroll (Lockmaster)
  1
  0.05
  $60 
     Uncharged Wizardly Scroll (Mass Sleep)
  1
  0.05
  $120 
  Equipment [57.12 lbs, $1000 (Light Enc)]
  [9]
  
  118
  118
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  15
  10
  11
  Skaði tóMurMakki
  247-point Human Swashbuckler
  Skaði was raised in cold, rocky Norðlond by a loving but 
  sickly father. Her mother was a war heroine who was often 
  away on raids, and Skaði grew up idolizing her. Although 
  her mother was rarely around, her returns brought the 
  family much needed wealth, as well as stories of adventure. 
  Skaði was incredibly ambitious, and quickly became one 
  of the most skillful members of her community. She was 
  surpassed only by her childhood friend Boris, who she later 
  learned had been cheating using his inborn magical talents. 
  This betrayal, as she saw it, led her to be very mistrustful of 
  wizards and magic in general.
  Skaði lives by the motto “everyone deserves a second 
  chance, but not a third”. She sees her signature weapon, the 
  glaive, as the ultimate embodiment of this code. One end is 
  dull, which can be used to spare life, and the other is sharp, 
  used as justice when the chances have been used up. Skaði 
  is deceptively polite and courteous, the sort of person who 
  would smile graciously at a gloating foe -- and literally stab 
  the person in the back as they walked away. Her hair is a 
  dark blonde and rather short, with a small single braid that 
  she never takes out. The braid entwines her hair with both 
  her mother’s and father’s, which makes her feel as though 
  they’re always watching over her.
  [10]
  [0]
  [100]
  (Glaive)
  16
  • Combat Reflexes [15]
  • Enhanced Parry 2 (Polearm) 
  [10]
  • Great Void [10]
  • Luck [15]
  • Signature Gear (Fine, 
  Balanced, Dwarven Dueling 
  Glaive) [1]
  • Striking ST 2 [10]
  • Trademark Move [1]
  • Weapon Bond (Dueling 
  Glaive) [1]
  • Weapon Master (Dueling 
  Glaive) [20]
  Advantages
  • Code of Honor (Outlaw’s) [-5]
  • Greed (12) [-15]
  • Impulsiveness (12) [-10]
  • Overconfidence (12) [-5]
  • Sense of Duty (Adventuring 
  companions) [-5]
  • Vow (Never refuse a challenge 
  to combat) [-10]
  Disadvantages
  • “Everyone deserves a second chance, but not a third.” [-1]
  • Doesn’t trust wizards [-1]
  • Especially polite to people she’s planning to kill [-1]
  • Keeps her hair short except for a braid that includes locks of her 
  parents’ hair [-1]
  • Uses the blunt end of her glaive unless she’s trying to kill someone. 
  [-1]
  Quirks
  • Acrobatics-15 [4]
  • Brawling-16 [2]
  • Carousing-13 [1]
  • Climbing-14 [1]
  • Fast-Draw (Knife)-16* [1]
  • Gesture-10 [1]
  • Hiking-12 [1]
  • Intimidation-9 [1]
  • Jumping-15 [1]
  • Main-Gauche-16 [4]
  • Polearm-19 [16]
  • Savoir-Faire-11 [2]
  • Scrounging-10 [1]
  • Seamanship-10 [1]
  • Search-9 [1]
  • Staff-15 [1]
  • Stealth-14 [1]
  • Throwing-15 [2]
  • Wrestling-15 [2]
  * Includes: +1 from Combat Reflexes
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-16
  1d-1 cr
  C
  Parry-12
  Kick-14
  1d cr
  C, 1
  —
  Wrestling-15
  1d-1 ctrl
  C
  Parry-11
  Long Knife-16
  1d+1 imp/2d-1 cut
  C,1
  Parry-12F
  Glaive-21
  1d+6 imp/2d+6 cut
  1,2*
  Parry-16†
  Glaive (Blunt End)-17
  1d+2 cr/2d+1 cr‡
  1,2
  Parry-12
  * Requires ready maneuver to change reach
  † Includes +2 from Enhanced Parry: Polearm
  ‡ Weapon master does not enhance damage (skill not DX+2 or higher)
  Attacks
  —
  12
  1
  11
  7
  3
  11
  1d/2d-1
  24 lbs
  10 (light enc.)
  2
  10
  10
  12
  Skaði eschews the usual sword weapons of the swashbuckler, instead being 
  a master of defense with her dueling glaive. Her extremely high Basic Speed and 
  Basic Move provide her an unencumbered Dodge score of 12 and a natural Step of 
  two hexes (see ‘Zoom!’, exploits p.33). Great Void means that when she Retreats, 
  her Step is 3 hexes—enough to avoid many large-area attacks! This speed helps 
  compensate for her weak armor (she wears DR 1 light leather that does not cover her 
  arms, hands, or skull). On the road, with her backpack, Skaði is at Light Encumbrance 
  (Move 8, Dodge 11); however, she can (and generally should!) drop the Quick-Release 
  Backpack as a Free Action to regain her mobility for a fight. Quirk points were traded 
  for money (to purchase her weapon), Signature Gear (to ensure she doesn’t lose it), 
  and for her Trademark Move, a Glaive thrust to the Vitals (performed as a deceptive 
  attack at Skill-14, dealing 1d+6 damage, and giving her opponent -2 to defend).
  13
  [30]
  (Lgt Leather)
  1
  13
   11 [15]
  8.00 [20]
  Item
  Quantity
  Weight
  Value
  Light Leather Armor (DR 1 Body, Legs, 
  Feet)
  1
  12.9
  $107 
  Dueling Glaive (Fine, Balanced, 
  Dwarven)
  1
  6
  $1,440 
  Long Knife (Fine)
  1
  1.5
  $480 
  Pouch (1.32 lbs, $40)
  1
  0.2
  $10 
     Copper Coin
  5
  0.1
  $5 
     Personal Basics
  1
  1
  $5 
     Silver Coin
  1
  0.02
  $20 
  Quick-Release Backpack (25 lbs, $433)
  1
  3
  $300 
     Rations
  12
  6
  $24 
     Sleeping Fur
  1
  8
  $50 
     Tent, 1-Man
  1
  5
  $50 
     Torch
  3
  3
  $9 
  Equipment [46.72 lbs, $2500 (Light Enc)]
  
  119
  119
  dX
  iQ
  ht
  St
  Damage
  Basic Lift
   HP
  Will
  Per
  Ground Move
  Water Move
  Basic  Speed
  Basic Move
   FP
  Parry Dodge Block
  Control Thresholds 
  1/10 
  1/3
  2/3
  CM
  >CM
  DR
  12
  14
  12
  ViGGo WiGland
  247-point Human Cleric
  Viggo was taken in by the Temple of Justice at a young 
  age—his concept of ‘family’ IS the church. The church has 
  always ignored any truths or knowledge pertaining to blood 
  relatives whenever he was curious. Gently conditioned to 
  not ask those questions anymore, he’s a devoted follower, 
  lucky, and gifted with the grace under pressure to be able 
  to pull off otherwise impossible spell castings at the right 
  time. He holds Justice’s Favor, and Justice’s Favor holds him.
  Recently, Viggo was tasked with traveling to Isfjall to 
  investigate the rumors around the Lost Hall (and put them 
  to rest). His travels to town were rough—he was the only 
  one of his traveling party to make it (a fact that distresses 
  him greatly, since he was unable to save any of them). 
  Although it pales in comparison, he also lost a good bit of 
  gear and is less prepared for his upcoming adventures than 
  he’d like to be.  Still, he’s determined to see Justice through 
  to the end.
  [20]
  [80]
  [40]
  (Flail)
  9*
  • Clerical Investment [5]
  • Contingency Casting-2 [28]
  • Luck [15]
  • Power Investiture 3 [30]
  • Signature Gear [2]
  Advantages
  • Honesty (12) [-10]
  • Intolerance (“Evil” Religions) 
  [-5]
  • Sense of Duty (Coreligionists) 
  [-10]
  • Charitable [-15]
  • Compulsive Generosity [-5]
  • Sense of Duty (Adventuring 
  Companions) [-5]
  Disadvantages
  • “Justice will find a way” [-1]  
  • Doesn’t believe in literal Ragnarok and loves to argue about it [-1]  
  • Wears an eyepatch unecessarily sometimes [-1]  
  • (Overly) frequently inquires about his companions’ health and well-being [-1]  
  • Sets up his campsite exactly the same way every night. Exactly. [-1]  
  Quirks
  • Diagnosis-12 [1]
  • Esoteric Medicine (Holy)-14 
  [4]
  • Exorcism-14 [4]
  • First Aid-14 [1]
  • Flail-13 [8]
  • Hidden Lore (Demons)-13 [1]
  • Hidden Lore (Spirits)-14 [2]
  • Hiking-11 [1]
  • Innate Attack (Projectile)-14 
  [4]
  • Meditation-12 [1]
  • Observation-13 [1]
  • Occultism-13 [1] 
  • Public Speaking-13 [1]
  • Religious Ritual-12 [1]
  • Research-14 [2] 
  • Scrounging-14 [1]
  • Search-13 [1]
  • Shield-14 [4]
  • Surgery-12 [2]
  • Teaching-13 [1]
  • Theology-12 [1]
  Skills
  Attack-[Skill]
  Damage
  Reach
  Notes
  Punch-12
  1d-2 cr
  C
  Parry-9*
  Kick-10
   1d-1 cr
  C, 1
  —
  Morningstar-13
  1d+5 cr
  1
  Parry-9*
  Shield Bash-14
  1d-1 cr
  1
  Block-10*
  Grapple-12 (DX)
  1d-1 ctrl
  C
  Parry-9
  Attacks
  10*
  (med enc.)
  7*
  1
  12
  8
  4
  12
  1d-1/1d+2
  29 lbs
  3 (med enc.)
  1
  14]
  14
  12
  [20]
  (Hvy Cloth)
  2
  12
  6
  6.00
  13
  • Affect Spirits-15 [1]
  • Armor-15 [1]
  • Cleansing-15 [1]
  • Continual Light-15 [1]
  • Detect Magic-15 [1]
  • Dispel Possession-15 [1]
  • Flaming Weapon-15 [1]
  • Great Healing-14 [1]  [VH]
  • Major Healing-14 [1]  [VH]
  • Minor Healing-15 [1]
  • Neutralize Poison-15 [1]
  • Protection from Evil-15 [1]
  • Purify Food-15 [1]
  • Purify Water-15 [1]
  • Recover Energy-15 [1]
  • See Secrets-15 [1]
  • Shield-15 [1]
  • Stop Bleeding-15 [1]
  • Sunbolt-15 [1]
  • Turn Spirit-15 [1]
  • Warmth-15 [1]
  Spells
  Viggo is not a great combatant, but can block and parry (or try to) each turn.  
  If he can drop his gear pack, he ends up under the 59 lb threshold for medium 
  encumbrance for Move 4, Dodge-8*. (don’t forget to pick it up again!). Viggo is an 
  excellent cleric for Hall of Judgment: he can heal, buff, and deal with spirits and 
  the undead.
  He has a broad selection of spells, mostly focused on healing, but also being able to 
  “divinely channel” ANY two spells each day via Contingency Casting. This substitutes 
  for hard, long-duration spells like Restoration or Great Healing in a pinch.
  His signature gear is his antique morningstar and his ornate holy symbol. His holy 
  symbol is his power item, holding 5FP.
  *The Norðond Battle Shield adds +2 DB to this active defense when readied.
  Item
  Quantity
  Weight
  Value
  Heavy Cloth Armor (DR 2 Full Suit)
  1
  36
  $450 
  Hatchet
  1
  2
  $40 
  Morningstar (Dwarven)
  1
  6
  $400 
  Norðlond Battle Shield
  1
  8
  $600 
  Pouch
  1
  0.2
  $10 
     Copper Coin
  9
  0.18
  $9 
     Bandages
  1
  1
  $10 
     Chalk
  1
  0.25
  $1 
     Elven Rations
  3
  1.5
  $45 
     Personal Basics
  1
  1
  $5 
     Silver Coin
  1
  0.02
  $20 
  Quick-Release Backpack
  1
  3
  $300 
     Canteen (5 lbs, $10)
  1
  3
  $10 
      Water (per quart)
  1
  2
  $0 
     First Aid Kit
  1
  2
  $50 
     Scribe's Kit
  1
  2
  $50 
  Holy Symbol, Blessed (Ornate +1)
  1
  1
  $500 
  Equipment [69.15 lbs lbs, $2500 (Medium Enc)]
  
  120
  120
  Hall of Judgment
  INDEX
  A
  Alþingi 
  V, 7, 9, 10, 17, 73
  C
  Climate In Isfjall 
  28
  Control Maximum 
  63
  D
  Dómstóllinn 1, Ii, Viii, 39, 
  48, 55, 59
  Dire Straits 
  44
  Graspin’ Aspen, Spruce 
  Noose 
  42
  Hobs On Patrol 
  45
  Inside The Hall 
  50
  Journey Home 
  53
  Overwhelmed! 
  52
  Rival Claim 
  41
  Sploosh 
  40
  The Climb 
  47
  The Rapids 
  43
  The Rope Bridge 
  39
  The Sacrifice Gate 
  48
  The Strong Gate 
  48
  When Norðalfar Attack 
  46
  E
  Equipment
  Armor 
  14
  Finding Intesting Items 
  14
  Liquidating Loot 
  15
  Norðlond Battle Shield 
  13
  Pack Animals 
  14
  Status-Implying Items 
  13
  Swords 
  14
  Viðskipti (Bronze Blades) 
  14
  F
  Festivals
  Alþingi 
  9
  Aurochs Festival (July) 
  11
  Day Of The World Tree (April)
   
  10
  Equinox Festival (March) 
  10
  Equinox Festival (September)
   
  11
  Festival Of Blood (June) 
  10
  Festival Of Renewal (May) 10
  Festival Of Storms (March). 10
  Festival Of The Bells 
  (December) 
  11
  Harvest Festival (August) 
  11
  Husband’s Day (January) 
  12
  Jester’s Week (April). 
  10
  Planting (May) 
  10
  Remembrance Day (October)
   
  11
  Slátrun (October) 
  11
  Snow War (January) 
  12
  Summer Solstice Festival 
  (June) 
  10
  The Allfather’s Hunt 
  (December) 
  11
  Valiblot (February) 
  12
  Valor Festival (November) 11
  Water Festival (July) 
  10
  Winter Games (February) 
  12
  Winter Sacrifice (October) 11
  Wives’ Day (February) 
  12
  Frostharrow 3, 19, 21, 29, 
  55, 60, 79, 90, 122
  G
  Geirolf Tyrthegn 16, 17, 19, 
  37, 41
  Gods And Goddesses
  Allfather, The 
  5
  Atheist 
  5
  Death 
  5
  Druidism 
  5
  Fates 
  5
  Law 
  5
  Life 
  5
  Mischief 
  6
  Queen Of The World 
  6
  Snow Queen 
  6
  Thunder 
  6
  Trevinur 
  5
  Warding 
  6
  Wind And Sea 
  6
  Grappling
  After A Grapple 
  64
  Armed Grappling 
  62
  Change Posture Or Facing 64
  Control Maximum 
  63
  Disarm 
  64
  Dr And Grappling 
  65
  Dx Penalties 
  64
  Frog March 
  64
  Grab And Go 
  64
  Grappling Attacks 
  62
  Grappling Damage 
  63
  Grappling Defenses 
  63
  Grappling While Airborne 63
  Long-Distance Grapples 
  63
  Monster Traits 
  65
  Move A Foe Against Their 
  Will 
  64
  Move More Than A Step 
  64
  Number Of Limbs 
  63
  Pick Up And Carry One Or 
  More Foes 
  64
  Size Modifier 
  63
  Spending Control Points 
  64
  Strangle 
  65
  Takedown 
  65
  Unarmed Grappling 
  62
  Weapon/Shield Bind 
  63
  Gyrid’s Sword 
  17
  H
  Healing Services 
  15
  Resurrection 
  15
  Heatstroke And Frostbite
   
  28
  Hirelings 
  15
  Huskarls 
  4
  I
  Important People
  Hajarl Of Isfjall 
  5
  Víðir Stefánsson 
  3
  Isfjall
  Einmannafjall 
  3
  Isfjall Residents
  Ána Rottur 
  4
  Gestur 
  4
  Glaciers 
  3
  Hajarl Of Isfjall 
  5
  (Jökull) 
  3
  River Rats 
  4
  Snjófugl 
  3
  Snowbirds 
  3
  Is Green! 
  12
  I Smell A Rat 
  16
  Is Purple! 
  12
  J
  Judicial Champion
  Law And Custom 
  9
  L
  Lake Odin 
  3
  Magic Enhancement 
  3
  Law And Custom
  Bearing Arms 
  8
  Honor Coin 
  9
  Judicial Combat 
  9
  Wear Your Wealth 
  12
  Weregild 
  9
  Liquidating Loot 
  15
  Logiheimli 
  Ii, V, Viii, 19, 
  25, 31, 32, 33, 34, 35
  Dwarven Smith 
  33
  Dwarven Smith 
  34
  Fortress And Barrows 
  31
  Honored Questors 
  35
  Inner Chamber 
  36
  Livestock Enclosure 
  32
  Living Quarters 
  33
  Logihóll 
  32
  Longhouses 
  33
  Smithy 
  33
  The Barrow Gate 
  34
  The Gates 
  32
  The Huskarls 
  36
  The Temple 
  32
  Villager’s Rest 
  35
  Visitors Quarters 
  33
  Warden And High Priestess 37
  M
  Magical Items 
  As Treasure
  Gem Of Healing 
  59
  Gyrid’s Sword 
  17
  Lögfræðingur 
  V, 37
  The Law Giver 
  16, 37
  Universal Charged Scroll Of 
  Missile Shield 
  59
  Muspelheim 
  V, 48
  N
  No Mana Zones 
  24, 48
  Norðland Social Strata
  Jarls 
  4
  Karls 
  5
  Thralls 
  5
  North Norðlf Warren
  Ambush 
  59
  Chief’s Counsel Chamber 60
  Common Room 
  60
  Entrance 
  59
  Gladiator Arena 
  60
  Magic Circle 
  60
  Sleeping Chambers 
  60
  Treasure Hoard 
  61
  Not Guilds 
  7
  Adventuring 
  7
  Fishing 
  7
  Healing 
  7
  Woodworking 
  7
  O
  Organizations
  Braethralag 
  V, 5
  Brotherhoods (Braethralag) 5
  Directors Of The Board 
  6
  Guilds And Merchants 
  6
  Mining Guild 
  7
  Mixologist’s Guild 
  7
  Shipping Guild 
  7
  Wizard’s Guild 
  7
  Overwhelmed! 
  52
  R
  Rumors 
  16
  S
  Services
  Ale And Mead 
  15
  Healing 
  15
  Hirelings 
  15
  Inns And Taverns 
  15
  Lodging 
  15
  Magical Services 
  15
  South Norðlf Warren
  Bowling For Boulders (Trap 
  C) 
  57
  Clan Leader’s Room 
  57
  Common Room 
  56
  Inner Foyer (Trap A) 
  56
  Outer Entrance 
  56
  Sleeping Chambers (A And B)
   
  57
  Trap B 
  56
  Treasure Chamber 
  59
  Survival 
  26, 27
  Eating And Drinking 
  26
  Field Dressing Game 
  26
  Preserving Meat 
  27
  Wind And Water 
  28
  Svartalfheim V, 55, 56, 59, 
  60, 61
  T
  Temperature
  Activity Level 
  27
  Character Traits 
  28
  Clothing 
  28
  Hazardous Temperature 
  27
  Heatstroke And Frostbite 
  28
  Lethally Cold 
  24, 27, 28, 29
  Night And Day 
  28
  Shelter 
  28
  Uncomfortably Cold 
  25, 27, 
  28, 29, 79
  Water Intake 
  28
  Wind And Water 
  28
  Thegns 
  4
  Thralls 
  5
  Tiwstakn 17, 19, 33, 34, 36, 
  37, 41, 45, 52, 75
  U
  Unlicensed Commerce 7
  Useful Spells
  Affect Spirits 17, 37, 52, 112, 119
  Apportation 40, 56, 69, 115, 117
  Aura 
  51, 52, 81, 117
  Counterspell 
  36, 117
  Create Food 
  26, 112
  Create Water 
  26, 103, 112
  Detect Magic 56, 103, 111, 112, 
  115, 117, 119
  Dispel Magic 
  61, 117
  Essential Food 
  26
  Find Weakness 
  40
  Flaming Missiles 
  52, 115
  Flight 
  40, 77, 115
  Great Haste 
  52, 75, 103, 115
  Icy Weapon 
  52, 112
  Know Illusion 
  56
  Levitation 
  40, 56, 115, 117
  Light Tread 
  40
  Lockmaster 
  36
  Magelock 
  36
  Mage Sight 52, 56, 103, 115, 117
  Pathfinder 
  19, 116
  Prepare Game 
  27
  Protection From Evil 
  52, 111, 
  112, 119
  Purify Food Viii, 27, 69, 116, 119
  Purify Water Viii, 26, 69, 103, 
  116, 117, 119
  Rejoin 
  40, 53
  Repair 
  40, 53
  Resist Water 
  40
  See Invisible 
  41
  Seek Magic 
  56, 66, 115
  See Secrets 
  56, 119
  Shatterproof 
  53, 81
  Slow Fall 
  40
  Stiffen 
  53
  Summon Spirit 
  33
  Swim 
  40
  Thunderclap 
  44, 103
  Walk On Water 
  40
  V
  Veiddarlond 4, 16, 17, 33, 
  34, 36, 37
  
  Hall of Judgment
  markwisst tom
  
  335469
  780998
  9
   
  ISBN 9780998335469
  50999 >
  Deep in the glacial peaks northwest of Isfjall, past the 
  northwest border of the realm, a band of adventurers 
  is deceived and nearly destroyed by a powerful Alfar 
  sorceress as they pursue raiding stóralfs. Through 
  bravery and sacrifice, they retrieve and return a lost 
  holy relic. The Tiwstakn: key to finding the legendary 
  Hall of Judgment.
  With most of the hajarl’s warriors and freeholders 
  out trying to restore order to Norðlond, a priest of the 
  God of Law calls for stalwart thegns to venture into 
  the Frostharrow, rediscover the Lost Hall, and return 
  balance to the land. They must journey into the wilds, 
  guided only by their wits, old legends, and a warning:
  Strength and Sacrifice from those  
  who seek the Domstollinn
  Hall of Judgment is an adventure designed 
  for the Dungeon Fantasy Roleplaying Game 
  by Steve Jackson Games. Within the book you 
  will find:
  • 
  the toWn of isfJAll, its CustoMs, Culture, And of 
  Course, things to Buy And sell
  • 
  rules for Wilderness survivAl And A long Journey 
  to find the hAll
  • 
  the Adventure to find the hAll, inCluding full-
  Color MAPs for nAvigAtion And enCounters
  • fantastic dungeon gRappling, A griPPing 
  rules QuiCk-stArt
  • 
  16 sAMPle ChArACters And A BestiAry With 30 
  CoMPlete CreAtures
  Survive the journey
  Vanquish your foes
  Rediscover the Lost Hall
  Claim your reward
  a challeNGiNG adveNture For 4 to 6 250-PoiNt characters
  THE WAY TO
  THE LOST HALL
  IS FOUND
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Dungeon Fantasy (GURPS)/GURPS 4e - Dungeon Fantasy Hall of Judgement.pdf