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D&D 5e Creatures from Fairy Tale and Myth

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Published by rip656, 2023-02-22 13:25:16

D&D 5e Creatures from Fairy Tale and Myth

D&D 5e Creatures from Fairy Tale and Myth

101 Richard Harris (Order #28855998)


102 Effigy “I could see helmed men working the fields...no man I knew had might enough to pull a plough so swift and sure and steadily, the length of a field without stopping, nor to carry trees the length and height of those intact trunks I saw stolidly marched to the block. And then clouds parted, and the sun shone more brightly, and I saw why. What I had taken for helmed men all in gray were stone! Carved stone statues, yet moving like living men! Magic, to be sure!” ~Orvar Grimsson, missionary, looking upon the work of Oswin Hart, former Crusader of the White God, turned hermit and Galdr Richard Harris (Order #28855998)


103 Effigy Myth Servants starve in Fimbulwinter. They tire and need food, shelter, and warmth. Not so for Effigies. A poor Galdr may only be able to invest a hand-held Effigy of simple material with animation. It would follow only a simple, literal, crude instruction. A powerful Galdr, casting well and with favourable stars above, could imbue a large Effigy of complex material with some measure of creative thinking. It is with wonder that one beholds the golden Effigies of Asgard, perhaps the finest example of casting skill. They are charged to protect the realm from intruders. To the un-learned, gold is a soft metal, and so suggests a poor substance for the make-up of warriors. Yet, gold is for noble purposes, and what more noble purpose than this? Such understanding of the runes surely bespeaks a complex casting! The rune caster who made them—perhaps Odin himself—was a master of the art. In comparison, the Rime Jotuns did not understand this process well. Once, Thor was set to duel with Hrungnir, mightiest of the Jotuns. The Rime Jotuns feared their reputation would suffer should Hrungnir lose. So, they worked a day and a night drawing clay from riverbed of Grjotunagardar, and made a “Mokkurkalfi”, a colossal Effigy who was nine-leagues in height and three leagues across from arm-pit to arm-pit. The Jotuns hoped that such a massive and fearful thing Richard Harris (Order #28855998)


104 would frighten the thunder god. They placed inside Mokkurkalfi the heart of a fierce mare, hoping that in this way they could circumvent the art of careful instruction to the Effigy, and give the clay warrior some measure of cunning. Unfortunately for the Jotuns, to have an Effigy made of something other than solid material weakens its conviction. During the duel, when Mokkurkalfi heard the whoosh of Thor’s magic hammer Mjolnir coming towards its master Hrungnir, the clay Effigy wet itself. Though tall and mighty, Mokkurkalfi turned coward. It was easily and ingloriously defeated, not even by Thor but by his servant, Thialfi, hacking at its legs. The challenge in making an Effigy from a single material is that its purpose must be carefully chosen. Many are the tales of foolish Galdrs whose casting was too literal, the instruction too inflexible, or who lacked foresight towards its implications. For instance, there is a folktale of a Galdr who made an Effigy to be a blacksmith. The Effigy worked all day and all night continuously. When the raw materials in the shop were exhausted, it began smelting tools to compensate, then dismantled the workshop and began hunting the surrounding area for metals to smith. An Effigy’s creation, then, is an undertaking of permanent intention. They never learn; they gain no experience; they never change, because they do not live. For this, Effigies are seen as taboo by followers of the White God and their Church, a mockery of their god’s gift of life. What the followers of the White God fail to understand is that these carvings, brought to physical animation by an uncanny casting of runes, are wondrous things. Though an Effigy is carved to be rigid, still it moves in a human-like fashion. Somehow it walks with legs, knowing the bends of the joints even though they were never carved to be there. Such is the intuition of the runes! A pity; the servants of Lords following the White God must surely starve in Fimbulwinter. Further Reading • Grimm, Jacob (2004), Teutonic Mythology, translated by Stallybrass, James S., Dover Publications • Prose Edda, Skaldskaparmal Effigy Lore Description An Effigy is a human-looking creature carved from a natural material, and animated by the magic of etched runes. Effigies are most commonly made from wood, stone, or metal. They are depicted crudely and without splayed limbs, often holding an object denoting their purpose. The runes carved upon them are what animate them. Effigies are typically small in stature, ranging from hand-held to knee-high, but its maximum size is relative to the rune caster’s ability. Effigies cannot utter words, reason, interact, or think beyond their appointed task. They are not alive; a stone Effigy has more in common with a rock than with the warrior it depicts. Environment Effigies are subject to their physical make-up. Nearly all suffer no effect from cold, are unhampered by day or night, and could operate as well underwater as on land. However, this works to its detriment as well. For instance, a wooden Effigy would burn in Muspelheim, and a metal one could not exist past its melting point. Vulnerabilities • Cannot act outside of the purpose imbued at creation. If given unclear instruction with a clumsy casting of the runes, may run amok • Complications may arise if the conditions change around the Effigy’s purpose, such that it is no longer possible to achieve • Lacks creative reasoning. If given a route to logically achieve their purpose, will act on it even if that will lead to unforeseen consequences • If the runes carved into the Effigy are damaged, its purpose and instructions may change in unexpected ways • If the runes are destroyed, the Effigy loses all animation Richard Harris (Order #28855998)


105 Habits Better-known habits • Tireless. Does not sleep or relent • Some materials lend themselves more easily to different tasks in Effigies. Wood makes for nimble errand-runners. Stone makes for good heavy labourers. Gold is for those carved for noble purposes Lesser-known habits • Combat ability requires social complexity, and is difficult for a rune caster to invest in an Effigy. Only the most skilled Galdr can make warriors • Its purpose, once set, cannot be altered, except by the original creator who may only tinker. New instructions must fit the parameters of the Effigy’s original purpose, and cannot conflict with the runes carved upon it Nearly-unknown habits • Not all Effigies are made to a rough human shape. Some imitate animals, but these are more difficult to carve and to cast runes upon Quest Idea • Local Karl Tryggr, a renowned Galdr, has a problem. Tryggr made an army of wooden Effigies to fight his enemy Karl Uffi. The war is long over, but the wooden army continues to ravage the countryside. • The war began when Tryggr and Uffi were young men, over the love of the same woman named Matts. Matts and Tryggr were to be wed, but Uffi stole her and her heart. • Historically Karl Uffi had the larger and richer kingdom, so young Karl Tryggr sought his revenge by using the runes. His etching of the runes to make Effigies did not grant him outright victory, however. • The Karls Uffi and Tryggr are now old men, and only want peace. Matts succumb to sickness several years ago. Both Karls have sons and wish for their children to inherit their kingdoms. • Now the Karls are aligned against the rogue Effigy army, but even aligned their forces are too depleted for victory, and there is dissent in both camps. • Tryggr’s two sons, Rolfr and Rugga, do not want peace. They see a way to expand the kingdom to include Uffi’s lands. • The commander of Karl Uffi’s forces, the proud Gjafarr, has vowed revenge on Tryggr and his kingdom for the continued hostilities; that the monstrous Effigies of war continue on, even after peace, and it is Uffi’s lands that pay the price. Richard Harris (Order #28855998)


SOCIAL ACTIONS 106 EQUIPMENT & TREASURE SKILLS Tier 1 Tier II Tier III Tier IV Tier V Treasure Type none none none none none Tier I Tier II Tier III Tier IV Tier V Perception Insight Survival Athletics Intimidation Aspects: No need for sleep, food/drink or breath; Immutable form, immune to spells that alter your form; Advantage on saving throws vs spells and magical effects; Your attacks are magical Senses: Darkvision 120’; Advantage on all Perception and Insight rolls Resistances: Nonmagical, Bludgeoning, Slashing, Piercing Damage Immunities: Force, Psychic, Radiant Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned Special Abilities: Telepathy with other Effigies; Base AC bonus +7 Secrets & Weaknesses: Magical rune powers you, if destroyed you lose animation. Requires called shot to foot AC 21, HP 20 (or roll on the Body Part table). If the rune is damaged, you cannot use legendary actions. Repair 1 hp/hour. ACTIONS Physical Pounding (Melee Attack): Punches deal 1d10 bludgeoning damage +1d10 force damage per Tier. Magical Eye Beams (Recharge 4-6): deal 2d12 radiant damage +1d12 per Tier to a victim up to 60’ away (DEX save for half damage) Tier I Calm: Passion saves gain a +1 bonus Cool Head: Provoke Defense +2 saving-throw bonus Cool Head: Provoke Defense +2 saving-throw bonus Tier II Calm: Passion saves gain a +1 bonus Tier III Cool Head: Provoke Defense +2 saving-throw bonus Tier IV Calm: Passion saves gain a +1 bonus Tier V Cool Head: Provoke Defense +2 saving-throw bonus Characteristics - Neutral Personality: as programmed Ideal: as programmed Flaw: Literal understanding Bond: Its creator Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 9 11 13 16 17 Proficiency Bonus +2 +2 +3 +3 +4 Size S M M L L Speed 20’ 25’ 25’ 30’ 30’ Strength* +1 +2 +3 +3 +5 Dexterity +1 +1 +1 +2 +2 Constitution* +1 +2 +3 +3 +4 Intelligence* +1 +2 +3 +3 +3 Wisdom +1 +1 +1 +2 +2 Charisma 0 0 0 +1 +1 Initiative +1 +1 +1 +2 +2 Hit Points 54 77 104 128 153 AC 18 18 18 19 19 Power/Spell DC 11 12 14 14 17 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +3 +4 +6 +6 +9 Damage bonus +1 +2 +3 +3 +5 Legendary Actions 1 1 1 1 1 Save vs. Passion* +3 +3 +4 +5 +6 Save vs. Reason +1 +2 +3 +3 +3 Languages: Common, Terran, and any languages programmed by the creator Construct Effigy Richard Harris (Order #28855998)


POWER DICE ACTIONS 107 Tier I to V Using a legendary action, choose one effect: - 2 un-merged Effigies can merge into a single effigy that is 1 Tier stronger (current HP remain). - 2 merged effigies can un-merge, splitting remaining HP in half, but also healing 1d6 HP and removing 1 condition affecting you. Tier I 1 Absorb Element Self Reaction Action Choose 1 damage type (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder), when you take damage from the element, you heal that amount instead. This lasts until you next roll a power die. 2 Activate Defensive Shields Self Bonus Action You cannot move nor be knocked back. Your or an adjacent ally’s AC is boosted by +3 per Tier. If you chose to defend an adjacent ally, when they move, you move with them. These effects last until you next roll a power die. 3 Battering Ram Range Free Action Perform a Weak move action followed by an Attack action. Damage to inorganic items deals +1d10 damage. 4 Arsenal Self Bonus Action Transform one of you hands into a basic or martial weapon. This transformation persists for 1 minute. Tier II 5 Arcane Absorption Self, 60’ Radius Bonus Action Heal a number of HP equal to the level of spells cast within the radius. This effect lasts for 1 minute. 6 Magic Beacon 10’ Radius Bonus Action Whenever an ally within a 10’ radius casts a spell, there’s a 1in 4 chance that the spell slot is not consumed. This effects last until you next roll a power die. Tier III 7 Alter Element Self Bonus Action The next spell you cast (that deals damage), or next attack you perform, has an element associated to the damage (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder). Any existing elements are replaced by your choice. 8 Explosion 30’ Radius Bonus Action If you are reduced to 0 HP while this is in effect, you explode, dealing 8d10 damage to everyone in a 30’ radius. This effects last until you next roll a power die. Tier IV 9 Diamond Eyes 30’ Radius Bonus Action You see all combatants with 60’ radius, they lose their hidden status versus you and your allies. This effect lasts 1 minute. 10 Flight Self Bonus Action You gain flight until you next roll a power die. Tier V 11 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + INT modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 12 Healing Aura Self, 60’ Radius Free Action Heal 1d8 per Tier to self and allies within 60’. LEGENDARY and/or LAIR ACTIONS Richard Harris (Order #28855998)


108 Richard Harris (Order #28855998)


109 Fairy Queen ie. Even within the same court, their kingdoms differ greatly. The Fairy Queen Beira’s kingdom rests in perpetual winter, while Aine’s is associated with the sun and summer. Fairy Queens themselves do not look similar to each other, either. The beautiful and diminutive Fairy Queen Mab could fit in a thimble. Gloriana was human by appearance, though radiant and statuesque. Beira, on the other hand, is the giant of Alba, nearly the size of a mountain, white-haired and one-eyed with dark blue skin, and rust-coloured teeth. Nicnevin—who heads a cavalry of fairies on flying supernatural steeds kidnapping mortals—also chooses a hag’s guise, the opposite of the beautiful queens like Mab or Titania. Similarly, the Queen’s subjects, though all Fairies, take on all shapes and forms. The Fairies’ diverse appearance may be due to their frequent mixing with human blood. Fairies frequently bring humans to their realm, willing or unwilling, and Fairy Queens are known particularly for taking on mortal lovers. The Fairy Queen Aine is a known descendant “A presence drifted towards me from behind, and I turned to find an impossibly handsome woman suddenly there. She was tall, not unnaturally so, but standing next to her, I felt somewhat small in her presence. Her skin bore a dew-like sheen, her limbs were long and delicate, her motions were subtle and f luid, and she wore a sheer veil of starlight, her hair shimmering opalescent, shrouding features that were ageless and impassive.” ~Myndil, hapless missionary of the White God, upon meeting the Fairy Queen of Elfhame Fairy Queen Myth A Fairy Queen is the ruler of her Fairy kingdom. The Fairies— this strange and magical branch of Alfar—are divided into warring courts; the Seelie and the Un-SeelRichard Harris (Order #28855998)


110 of many noble families of Eiru. Sometimes being a Fairy Queen’s lover goes well for a mortal, such as with Thomas the Rhymer, a poet and Laird in Alba, returned from Fairyland after seven years with the gift of prophecy. More typically, however, humans suffer for the contact, such as Tam Lin who—after being a Fairy Queen’s lover for seven years—narrowly escaped being the payment to Hel as the kingdom’s tithe, when he was rescued by the Princess Janet of Carterhaugh. The signs of Fairy blood mixing with human can be frequently seen among mortals, as the seventh child of a seventh child in a mortal family is said to be “fey”. Such was the case with Morgan le Fay, a sorceress who rose to be the Fairy Queen of Avalon. Aloof and unapproachable, a Fairy Queen’s motivations are often unknowable. Beira, with her magic hammer, smashed into existence the mountains of Alba. Morgan le Fay generously restored the youth of the hundredyear-old hero Ogier the Dane, although at the cost of his memory. The Fairy Queen Erl wickedly bewitched over seven-thousand young women into nightingales, until the hero Joringel stopped her. As monarch, a Fairy Queen is above reproach and her taciturn nature is applauded by her subjects. Women who wish to study esoteric knowledge can sometimes strike a bargain with a Fairy Queen to visit her court and learn under her scholars. The mortal Alesoun Peirsoun struck such a bargain with Queen Una, also known as the Queen of Elphame, and returned to Alba with the knowledge of medicine, herbalism, and alchemy. She used this knowledge to help the ailing Bishop of St. Andrews. However, once cured, Bishop ordered Alesoun burned at the stake for consorting with fairies. Some say that humans are the source of Fairy magic, but for the mortal’s sake, consorting with Fairies rarely comes to any good. Further Reading • The Ballads of Anna Gordon • Illuminated Edda • Daemonologie, by James VI of Scotland, 1591 • English and Scottish Ballads, by Robert Graves, 1963 • The Faerie Queene, by Edmund Spencer, 1590 • Hildur, Queen of the Elves: And Other Icelandic Legends, by J. M. Bedell, 2007 • Icelandic Legends, by Jon Arnason, 1864 • A Midsummer Night’s Dream, by William Shakespeare, 1605 • “Tam Lin”, from The English and Scottish Popular Ballads, by Francis James Child, 1890 • “Thomas the Rhymer”, from The English and Scottish Popular Ballads, by Francis James Child, 1892 • Studies in the Fairy Mythology of Arthurian Romance, by Lucy Allen Paton, 1903 • Jorinda and Joringel, by the Brothers Grimm, 1884 Fairy Queen Lore Description The matriarchs of the Fairy Folk are known to be striking in their image, stately, and powerful. The skin of a Fairy Queen may be naturally red, blue, or green, or pale. She can appear old or young as she pleases. Usually of human height, she can also alter her size from giantess to minuscule. Some Fairy Queens display wings on their backs. The Seelie and Unseelie courts each have their fashion trends, but the garb of a Fairy Queen depends most on her own kingdom’s traditions. While the Fairy Queen of one kingdom may wear a white petticoat, ostentatious and clean snow-white linens; another would wears a skirt of grass-green silk and a velvet mantle. Richard Harris (Order #28855998)


111 Environment The location of the Fairylands is secret, although folklore suggests they lie in Alfgard, or beyond the veil to the Otherworld. Fairylands can only be entered through Sidhe mounds. To get there a mortal must follow a Fairy, then survive a series of trials such as to: ford a river of blood, or walk through an orchard of fruits that would damn you if eaten. Mortals who have been to a Fairyland report that it is a beautiful city and rich in nature, but subterranean, and that much of what is there—or perhaps even all—was the stuff of illusion and enchantment. The time current of Fairyland differs from other realms. After spending one day in Fairyland, a year may pass in Midgard. Vulnerabilities • Cold iron • Magically bound to all contracts and agreements • Pays a tithe to a death god (Hel, Mananan, Donn, Morrigan, or even Giltine, depending on the court and kingdom) every 7 years at midnight on Halloween, sacrificing one of her subjects or a mortal lover Habits Better-known habits • Her presence alone is so awe-inspiring that mortals may feel compelled to obey. To touch the skin of a Fairy Queen, and especially to kiss, is to be charmed by her instantly • Powers of illusion, sleep, and to transform others into animals or objects Lesser-known habits • At the beginning of the summer celebration of Beltane, or May Queen Day, is when a Fairy Queen goes looking for mortal lovers • May come into Midgard to act as a magical patron, a “Fairy Godmother” to a mortal • On Holy Rood Day in mid-September, and throughout the month of May, Fairy Queens ride marvellous steeds, leading barely-visible processions of Fairy Folks across Midgard Nearly-unknown habits • Fairy Queen curses are especially powerful and long-lasting, particularly ones made on one Fairy by another • In the event of her death, her King may rule until another, suitable Queen is found by ritual, omens, and signs Quest Ideas • The mountain-sized Fairy Queen Beira walks the lands of Alba again. Instead of a hammer to smash the mountains, this time she bares a broom. With it she sweeps the Fimbulwinter snow into the ocean. • Caught in the bristles of her great broom are herds of livestock, and whole towns and villages. They are swept out to sea along with the snow. • Icebergs crowd the ocean where the snow was swept, preventing sea travel, as the long journey is more ice-breaking than rowing. • The land Beira leaves behind is green and beautiful, although lined with score-marks from her great broom’s bristles. A few survivors try to avoid her. • The King of Northumbria calls on your Jarl for aid, saying some monster is devastating the lands to the north. “Whole kingdoms are being swept away,” he says. Without context the Denizens probably imagine this as hyperbole. • Beira says she is tidying her front steps, as any homeowner has the right to do. She has no interest in the lands of mankind. Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 112 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Treasure Type 1d20x10 gp, F F x2 G x2 H x2 I Tier I Tier II Tier III Tier IV Tier V Persuasion Deception Nature, Arcana Insight, Perception Intimidation Tier I Assertive: Your Social Attacks gain +1 DC Dig Deep: A successful Question attack gains +1 String Curious: Perform a Question Attack with +2 DC Tier II Agitator: Perform a Provoke Attack with +2 DC Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Resolute: Compel Defense +2 saving-throw bonus Physical Feywild Dagger +2 (Melee Weapon Attack): deals 1d4 piercing damage. Someone taking damage from the blade must make a successful CHA saving throw or be stunned for 1 round. Attack once per Tier. Magical Detect Thoughts (Recharge 2-6): Victim must succeed at an INT save, otherwise you can read their current thoughts. In either case, the victim is unaware of the attempted power. Dominate (Recharge 4-6): Victim must succeed at a WIS save, otherwise they are charmed for 1 minute Aspects: Advantage on saving throws against spells and magical effects Senses: Darkvision 60’ Vulnerabilities: Necrotic, Nonmagical Weapons Resistances: Force, Psychic, Magical Weapons, Spells Damage Immunities: Radiant Condition Immunities: Charmed, Paralyzed, Petrified, Stunned vSpecial Abilities: Add CHA to initiative, AC and social saves; Greater Invisibility at will as a free action Secrets & Weaknesses: While within 10’ of cold iron she loses her special abilities (or roll on the Materials table). In the Fate of the Norns universe, if she is within 60’ of a holy symbol of the White God, she loses all special abilities. Languages: Common, Sylvan, Elvish, and the ability to speak with beasts and plants Fey Tier I II III IV V Challenge Rating 7 9 11 13 15 Level/Hit Dice 18 22 23 26 27 Proficiency Bonus +3 +3 +4 +4 +5 Size S S S S S Speed 40’ 45’ 50’ 55’ 60’ Strength 0 0 +1 +1 +2 Dexterity* +3 +4 +4 +5 +5 Constitution +1 +1 +2 +2 +3 Intelligence +2 +2 +3 +4 +4 Wisdom* +3 +4 +4 +4 +4 Charisma* +3 +4 +4 +5 +6 Initiative +6v +8v +8v +10v +11v Hit Points 108 138 163 183 213 AC 16v 18v 18v 20v 21v Power/Spell DC 14 15 16 17 19 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +6 +7 +8 +9 +10 Damage bonus +3 +4 +4 +5 +5 Legendary Actions 3 3 4 4 5 Save vs. Passion* +6v +7v +8v +8v +9v Save vs. Reason* +5v +5v +7v +8v +9v Characteristics - Lawful Neutral Personality: Personal goals trump everything else Ideal: Strive for power and dominion Flaw: Vanity, resists dissenting voices Bond: Self interest alone Fairy Queen Richard Harris (Order #28855998)


POWER DICE ACTIONS 113 Tier I to V Using a lair action, choose one effect: - Your flying servants pick you up and grant you flight this round. - Your spell-caster servants heal you 4d8 HP. - Cast Hallucinatory Terrain, Phantasmal Killer or Major Image. LEGENDARY ACTIONS Tier I to V Using a legendary action, choose one effect: - After taking damage, you may teleport up to 120’. - After taking damage, cast Hypnotic Pattern as a free action. - If you fail a saving throw, you succeed instead. Tier I 1 Aura of Domination 120’ radius Bonus Action Creatures of lower level within 120’ lose immunity to charm or illusions. These effects last until you next roll a power die. 2 Alter Size Self Bonus Action You may decrease your size to Tiny, gaining +4 AC, or increase to Medium adding +1 to-hit and damage bonus. If you are already at medium or larger, you can increase your size again by adding a cumulative +1 to-hit and damage bonus (max size G). 3 Prismatic Daggers Area 60’ cone Bonus Action Deal 1d12 radiant damage per Tier. Those in the area of effect must make a DEX saving throw or be blinded. 4 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + CHA modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. Tier II 5 Radiant Touch Self or adjacent Bonus Action Clear all conditions that affect you or an adjacent ally. 6 Dispel Magic Range 30’ Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. Tier III 7 Lesser Clones Self Bonus Action You create 3 illusion clones of yourself. If you are targeted, roll a d4, on a roll of 4 you are successfully targeted, otherwise the attack or spell fails to connect. These effects last until you next roll a power die. 8 Sunder Magic 5’ Radius Bonus Action Roll to-hit against all equipped magic items within a 5’ radius (one roll vs all AC’s) dealing 1d12 damage on a successful hit. Any item reduced to 0 HP becomes unusable. If a magic item is reduced to 0 HP, it loses all powers permanently and you heal 1d8. Tier IV 9 Radiant Wrath 60’ Radius Bonus Action Deal 2d12 radiant damage per Tier to all within the area of effect, CON save to take half damage. 10 Aura of Chaos Radius 120’ Bonus Action Perception and space is warped within the area of effect. All targets are chosen randomly for attacks, spells and effects. These effects last until you next roll a power die. Roll a WIS save with disadvantage to negate. Tier V 11 Greater Clones Range Bonus Action You create 5 illusion clones of yourself. If you are targeted, roll a d6, on a roll of 6 you are successfully targeted, otherwise the attack or spell fails to connect. These effects last until you next roll a power die. 12 True Polymorph Range 30’ Bonus Action Cast True Polymorph. LAIR ACTIONS Richard Harris (Order #28855998)


114 Fomorian Myth The strange and mismatched race called the Fomorians fancy themselves guardians of the Emerald Isle, but behave more like terrible landlords. They claim they grew the island of Éire out of the sea to be their home. Others whisper that the sea giants found Éire empty after a great flood, and claimed it. For whatever reason, the Fomorians have a deep love and express a jealous protection of Éire and the western coast of Alba. To have people dwelling upon the land, the Fomorians believe, is like having someone living on your roof. The Fomorians periodically emerge from the waves to challenge whoever should attempt to settle Éire. Ciocal Gricenchos, the footless, led the Fomorians to victory over the Partholon settlers. Ciocal exacted cruel and crushing taxes each Samhain, demanding two-thirds of all corn, milk, cattle, and children born. The Partholon, of course, rebelled, and the Fomorians were forced back under the waves. Then, the Fomorians sat back and waited for the plague of the isle to take the intruders. And so it did. Fomorian Richard Harris (Order #28855998)


115 It is not known if the Fomorians made the toxic smoke that permeates the land of Éire, or if it preceded their coming. To this toxin they alone are immune, and the smell of the nauseous gas lingers upon them. This miasma causes sickness and plague to all else, helping free Éire of unwanted tenants. The quest of the Dual-Kings Gann and Segann to lead the Fomorians as shoreline raiders also helped. Eventually tiring of rising from the seas to chase away settlers, the Champion-King Conand built Tory Tower just off the Donegal coast. Here Bres (the unusually handsome) encouraged his people to branch out into shoreline agriculture, and keep sheep. From Tory Tower and several stone shoreline forts, the Champion-King Morc defeated and ruled over the next settlers of Éire, the Nemedians. However, as the Fomorians repeatedly demonstrate, they have the strength to seize power, but not the patience to hold it. Nemed rallied his people to victory over the Fomorians, defeating King Conand in single combat. The sea giants retreated back under the waves, and waited again for plague to claim the settlers, as it did again. The Nemedians’ descendants, the Fir Bolg fared no better, as they were conquered by the final settlers, the Tuatha de Dannan, before the Fomorians even rose from the waves to show a care. The Fomorians, in turn, enslaved the Tuatha. Richard Harris (Order #28855998)


116 Woefully disorganized, the Fomorians are nonetheless powerful. Each seems to control some harmful and destructive power of nature: chaos, darkness, death, blight, storm, fog, wind, decay, winter, pestilence, drought, and so on. This magic was sufficient enough to belay the most powerful magicians of the Tuatha De Danann during their settlement. Some Fomorians seem only to have the power of ugliness, like Lota, whose magical ability was to have four eyes on her back, and her chest swelled with lips. Then there are Fomorians like Balor of the Evil Eye. The eye of Balor, when opened, spat a poisonous stream that could destroy two-hundred men at a squint, a thousand at a glare. It was strong enough to slay gods and giants in its gaze. Balor needed to keep his eyelid closed to contain the ceaseless beam. The eye remained a powerful weapon even when torn out by his grandson Lugh, a half-Fomorian, half-Tuatha. Lugh lead the Tuatha De Danann to a final victory over the Fomorians. Though the sea giants have again retreated under the waves, they retain close and good relations with the Tuath, now called the Aos-Si, and frequently intermarry. Curiously, the miasma that should be clearing Éire of settlers once again, seems instead to be slowly lifting. Further Reading • Annals of the Four Masters, by Bernadette Cunningham, 1630s • Battle of Mag Tuired Saga • Cath Maige Tuired • Destruction of Da Derg House Saga • Lebor Gabala Erren • Lebor na hUidre • Illuminated Edda Fomorian Lore Description The Fomorians are a race of weird and ugly sea giants. They appear approximately human, or Jotun, but set side-by-side no two Fomorians look alike. Some have different numbers of eyes and extremities, others are lop-sided, misshapen images of horror. Some look alive and some already dead. Body parts may be found in strange places, like eyes on chests, or hands where feet should be. Some have many heads or the heads of animals, or mismatched parts cobbled together onto one hodgepodge form, utterly unique, utterly hideous. A horde of Fomorians is a menagerie of physical possibilities. Some may even be beautiful. Their appearance runs the gamut of all things. Environment A Fomorian’s natural home is beneath the waves, not far out to sea, hugging the coast in deep underwater caverns. Eventually, the Fomorians built castles along the shore-rock to dissuade land-settlement. There they lived on fish and fowl, and acted as terrible and oppressive landlords to the people who settled the land. Whenever the Fomorians are defeated by land-dwelling peoples, they retreat again under the waves. There they wait for a plague to cleanse the land, as it always does. Scholars debate if the pestilence of the Emerald Isle comes from the malevolent magic of the aquatic giants, or is something coming up from the land itself. Vulnerabilities • Cannot resist mocking others, as they feel frequently mocked for their appearance • Greatly amused by clownish behaviour and body humour • Easily distracted; attention constantly wandering; unaware of the passing of time Richard Harris (Order #28855998)


117 • Get nervous when beyond sight of the sea, or without the smell of coastal air Habits Better-known habits • Crude and unrefined in behaviour • Each naturally wields a different kind of magic, some powerful and some incidental • Habitual shoreline raiders • Rarely seen alone Lesser-known habits • Prefer to square off in one-on-one duels, prescribing great value to individual ability • Immune to all poisons and diseases Nearly-unknown habits • Those who face Fomorians in battle may grow sick and later die from exposure • Their magic is so powerful that Druids imitate the Fomorian technique Quest Idea 1 • Along the coast of Eiru, monsters have been raiding villages. • A Jarl from Eriu has sent a request for aid to your Jarl, who for reasons of his own, has accepted and dispatched the denizens to aid mankind on the Emerald Isle. • When the denizens arrive, they find a village where everyone is dead, seemingly due to a plague. • Leading out from the village the denizens follow a track of trampled snow and rotted plants. They find a valley leading to the shoreline. The valley is filled with a dense green miasma. Deep and throaty laughter rises up from the valley. Quest Idea 2 • Your Karl has made a treaty with the Fomorians from the Isle of Eiru. • You are charged to safeguard their ambassadors as they visit your Jarl and discuss the finer points of the treaty’s terms. • The Fomorian ambassadors are all beautiful to the eye, but have extra and irregular features. • The warriors who escorted the Fomorian ambassadors have all fallen ill, as have all the servants who attended to them. • How will your Jarl survive the negotiations? Quest Idea 3 • Fomorians, traditionally settled beneath the waves along the Isle of Eiru, are lurching towards the shorelines of Norveig, apparently expanding their territory. • Worse still, they seem to have brought the curse of the isle with them- the green deadly miasma trails them along Norveig’s coastline. • The Formorian raider’s leader, Slaugh, is undefeated in single combat. The Fomorian stands as tall as two men, and on his chest, four arms protrude, and in each of them wields a sword. It is also said that should he crack his jaw, lightning shoots from his teeth. Slaugh seems invincible in combat. What are the forces of mankind to do? • Slaugh’s daughter, Dasa, is his aid. Dasa is beautiful to the eyes, but her skin is made of copper, and the tips of her hair are barbed and hooked like fishhooks. She cannot be affected by normal violence. Dasa is sent in advance of the Fomorian army to the human lands to threaten the kingdoms into surrender. Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 118 Tier I Tier II Tier III Tier IV Tier V History, Survival Perception, Insight Nature Intimidation Religion Physical Dual Wield Attack (Melee Weapon Attack): Two attack rolls dealing 2d12 bludgeoning/piercing damage per Tier. Magical Toxic Cloud (Recharge 5-6): Deal 1d6 poison damage per hit dice to all non-Fomorians within 30’ (CON save for half damage). Opponents with poison immunity are resistant, and those with poison resistance take full effect from this poison attack. ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Coral armour AC +4 1d20x10 gp, F Coral weapons +2 G Coral weapons +2 G x2 Coral weapons +3 H Coral weapons +3 H x2 Coral weapons +3 Giant Tier I II III IV V Challenge Rating 6 10 14 18 22 Level/Hit Dice 10 14 17 20 22 Proficiency Bonus +3 +4 +5 +6 +7 Size L H H H G Speed 30’ 35’ 35’ 35’ 40’ Strength* +5 +5 +7 +8 +9 Dexterity* +1 +2 +3 +4 +5 Constitution* +5 +6 +7 +8 +9 Intelligence 0 +1 +2 +3 +4 Wisdom 0 +1 +3 +5 +7 Charisma 0 +1 +1 +1 +1 Initiative +6v +7v +8v +9v +10v Hit Points 100 154 204 260 308 AC 20v 21v 22v 23v 24v Power/Spell DC 16 17 20 22 24 Reach/Range 5’ 10’ 10’ 10’ 15’ To-hit bonus +10 +11 +15 +17 +19 Damage bonus +7 +7 +10 +11 +12 Legendary Actions 1 2 3 3 3 Save vs. Passion* +3 +5 +8 +11 +14 Save vs. Reason 0 +1 +2 +3 +4 Aspects: No need for breath; Swim speed 60’ Senses: Darkvision 120’, in water Tremorsense 200’ Vulnerabilities: Lightning (or roll on the Damage Type table) Resistances: Bludgeoning, Slashing, Piercing Damage Immunities: Fire, Poison Condition Immunities: Charmed, Disease, Paralyzed, Petrified, Poisoned, Stunned vSpecial Abilities: While underwater gain +5 to initiative and AC Secrets & Weaknesses: If attacked by weapons made from a material found in Éire (or roll on the Materials table), ignore Resistances and negate underwater AC bonus Tier I Resolute: Compel Defense +2 saving-throw bonus Cool Head: Provoke Defense +2 saving-throw bonus Bully: Grant nearby allies +1 Social Attack DC Tier II Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Tier III Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Tier IV Discipline: Grant nearby allies +2 Provoke Defense saving throws Tier V Unified: Grant nearby allies +2 Question Defense saving throws Personality: Fiercely territorial Ideal: Subjugate the weak Flaw: Lack imagination Bond: Their sacred island known as Éire Characteristics - Neutral Evil Languages: Common, Primordial, Aquan, Giant Fomorian Richard Harris (Order #28855998)


119 POWER DICE ACTIONS LEGENDARY ACTIONS Tier I to V Using a legendary action, choose one effect: - After taking damage, eject giant fish-bone quills in a 30’ radius, dealing 3d8 piercing damage per size category above medium. - After taking damage, your attack damage gains a cumulative +1 bonus for 1 minute. At the end of a minute, it resets. - If your HP reduces to zero, recharge and release a Toxic Cloud. Tier I to V Any deep body of water in and around Éire is considered a potential Fomorian lair. The lair automatically gets 20 initiative, choose and execute each action: - Water turns to acid, dealing 2d6 acid damage to non-Fomorians. - Water heals Fomorians 4d12. - You may choose 1 saving throw this round have advantage. Tier I 1 Mobility Self Bonus Action Perform a disengage move action. 2 Regeneration Self or adjacent Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 3 Blinding Bile Self Bonus Action Your attack actions this turn apply the blind condition (DEX save to negate). 4 Riposte Reach Reaction Action After being attacked, gain a free attack action to the opponent who attacked you (if within reach). Tier II 5 Grapple Reach and range 30’/120’ Bonus Action You automatically grapple a smaller opponent within reach. You may throw that opponent instead of performing a weapon attack, range 30’/120’, dealing 1d12 damage to the target and the projectile opponent per 5’ of distance traveled. 6 Fomorian Taint Reach Free Action Your next attack action bestows the taint (CON save to negate). Fomorian Taint: receive 1d6 damage per hour that reduces maximum HP by that amount. After a long rest you roll a d6, on a roll of 1, remove this condition. Tier III 7 Living Shield Range Bonus Action You automatically grapple a smaller opponent within reach and use them as a shield (1 equipped weapon is sheathed). All damage you receive is split in half, half to you and half to your unfortunate meat shield. You may throw that opponent instead of performing a weapon attack, range 30’/120’, dealing 1d12 damage to the target and the projectile opponent per 5’ of distance traveled. 8 Swallow Weapon Reach Bonus Action You disarm an opponent’s weapon within reach (DEX save to negate). You swallow it, taking the weapon damage without added modifiers. Each round the weapon takes 1d12 damage. Any item reduced to 0 HP becomes unusable (even magical). Tier IV 9 Acidic Bile Range 30’ cone (60’ underwater) Bonus Action Deal 3d12 acid damage per Tier (DEX for half-damage) to all in the area of effect. 10 Hex Eye Line of sight Free Action Victim rolls disadvantage on saves, attacks and skill checks (WIS save to negate) until you next roll your power die. Tier V 11 Greater Empowered Eye Line of sight Bonus Action Roll for a random level 8 spell, then choose a target. Whomever you look at is targeted by the effect. 12 Toxic Cloud Self, does not move with you, lasts 1 hour/hit-die Bonus Action The space you occupy and 10’ around become toxic to others, if they enter that space, CON save or become poisoned. LAIR ACTIONS Richard Harris (Order #28855998)


120 Richard Harris (Order #28855998)


121 Fossegrimen Myth A Fossegrimen is a water-spirit who sits alone under a waterfall, playing his fiddle. The magic of the music—or perhaps just the message of loneliness, hopelessness, longing for salvation, and for deeds unknown—woos maidens, raises the envy of the greatest musicians, and lures mortals who hear it to drown in the water. Women reportedly fall easily in love with the handsome and talented Fossegrimen. The water-spirit may reciprocate and even move from his waterfall to live with her, but will eventually miss the rushing waters and leave in the night without a word. There was once a mortal musician who challenged a Fossegrimen to a musical duel to win back the heart of his enamoured fiancée. The desperate man set his harp against the Fossegrimen’s fiddle. Though no mortal musician could be a match for a water-spirit, the Fossegrimen was impressed enough with the man’s skill to offer him a lesson. A Fossegrimen is keen to teach, provided a proper offering is rendered. Some mortals attempt to shorten the period of a Fossegrimen’s lessons by dangerous methods. There was a man who set his fiddle down on the Fossegrimen’s banks. Later, when returned there, he found two fiddles. The Fossegrimen had tuned both. Should the man recognize their own fiddle, the Fossegrimen would teach him at an incredible pace. Should the man take up the wrong fiddle, his lungs would immediately fill with water. Crippled by decision, the man waited there forever. Other mortals attempt to cheat the Fossegrimen by giving him a meatless bone in exchange for a lesson. When this happens, the Fossegrimen takes the “uppermost” appendage of a student as the payment, which usually means the head. One quick-thinking student hastily raised his pinky finger of his bow hand above his head, and so lost only that. Some believe the Fossegrimen’s malady is spiritual, and that the water-spirit is not responsible for the effect his music has in others. There is a curious story of two boys playing by the water when they spotted a Fossegrimen strumming a harp. Rather than be fearful, one boy approached the Fossegrimen and said: “What is the use of you sitting there playing? You will never be saved.” The Fossegrimen, in despair, cried out, wept bitterly, and sank into his waterfall. The boys were later chastised by their father, the local priest, for their cruelty. When later they returned to the waterfall they said to the Fossegrimen: “Do not grieve so; our father says that you have a redeemer also!” To this, the water-spirit took up his harp, and played long and sweetly. No one knows the reason for a Fossegrimen’s guilt. Sources • Chorographia Bahusiensis, by Johan Odman, 1746 • The Folk Tale “Heer Halewijn” • Nacken, by Jochum Stattin, 1984 • Northern Mythology: Comprising the Principal Popular Traditions and Superstitions of Scandinavia, North Germany, and the Netherlands, by Benjamin Thorpe, 1851 • Teutonic Mythology, by Jacob Grimm, 1880 Fossegrimen Richard Harris (Order #28855998)


122 Fossegrimen Lore Description A Fossegrimen is a water spirit renowned for his skill in music, specifically the fiddle. There is some troll blood in their heritage, but Fossegrimens, or “Grim” as they are known, are more obviously fey in appearance—beautiful, lean, angular, and sharp featured. Their skin may be green, blue, or on the spectrum between. Typically male, they rarely wear clothes, and are known to charm and seduce mortal women with the power of their music. Environment Fossegrimens live alone at places of moving water, usually waterfalls and water-mills. A Fossegrimen sits where the water rushes upon him to play his fiddle. He appears to have no need of shelter or nourishment. Vulnerabilities • Grows despondent if separated from the sound of running water • If out of water they are still perpetually wet • Must play music once per day, or his body begins to stiffen. Too long without playing music, and the Fossegrimen is paralyzed, then dies • If his fiddle strings are cut, any spell worked by him is broken Habits Better-known habits • Crashing water does not affect their music; they can play or sing just as well underwater or within the torrent of a waterfall • Their music has power over nature, making not just trees dance, but winds redirect and waterfalls stop • Those who hear the music feel compelled to drown themselves in the Fossegrimen’s water. The music is most affecting to pregnant women and unbaptised children • Most active during Midsummer’s Night, on Christmas Eve, and on Thursdays • Willing to teach music to anyone in exchange for a secret offering, usually of food Lesser-known habits • Suitable offerings include: cooked meat, three drops of blood, a black animal (usually a lamb or cat), the alcohol called “brannvin”, or wet snuff • If the offering is satisfactory, he will lead the pupil’s hand across the fiddle’s strings until their fingers bleed. If it is not, he will only teach how to tune the fiddle Nearly-unknown habits • Best food offerings include: a white male goat thrown into a waterfall that flows northwards with its head turned away, or smoked mutton stolen from a neighbor four Thursdays in a row • The song he teaches is called “Alvastraged”. If played by mortal hands more than 5 times, then everyone who hears it will dance their way to the river and drown • Some can shift their genders, going from male to female or something in-between Quest Idea 1 • When staying at an inn the denizens overhear the most delightful fiddle music coming from one of the guests. • They meet Gulbrand, a young skald, well-dressed and courteous. Gulbrand has coin, and wants to hire the denizens for an errand. • Having entertained all the Jarls and Kings with his music, from the remote north of Finnmark to strange southern kingdoms in Outer-Midgard, Gulbrand has reached the peak of musical ability. His dream is to play so well that Freya herself will Richard Harris (Order #28855998)


123 take ear. To do this, he must exceed his own mortality, and play supernaturally well. So Gulbrand has come to this town because of the fame of its nearby Girmwood, within which is supposed to live a legendary Fossengrimen. • Gulbrand, makes up an excuse, because he lacks the bravery to enter the Grimwood alone. Gulbrand wishes to hire the denizens to escort him into the Grimwood, ensure his safety, and rescue him should the Fossegrimen prove malevolent. For this he offers a heavy bag of gold. • Part of this is discovering the rumours about the Fossegrimen, finding out what offerings will most please it, and what needs to be known to ensure Gulbrand’s magical music lesson does not turn deadly. • Local rumours reveal, at the very least, that this Fossegrimen lives by a waterfall, is named “Zaire”, and has been here several generations. Periodically skalds travel here. Some never leave the Grimwood, others return with supernatural musical ability. • The way through the Grimwood is perilous. Other forests in Fimbulwinter have decayed, been burned away, or crumbled against the ceaseless cold. The Grimwood, though blanketed in snow, appears as a healthy forest in winter, not touched by Fimbulwinter. Perhaps this is the power of the Fossengrimen. Regardless, such a place has attracted both prey (the place is full of game) and hunters (some terrible and strange). • The denizens hear music coming from near a waterfall. As they come upon the waterfall, they find a Fossegrimen standing beside a mortal human. Gulbrand gasps—it is “Tad”—his musical rival! Tad appears to have already enlisted the Fossegrimen ‘s tutelage. • Tad and Gulbrand learned under the same Skald, the legendary Bragi Boddasson the Old. Since Bragi’s passing both Tad the Sweet and Gulbrand have distinguished themselves, but one has never had clear advantage over the other. Perhaps this is Gulbrand’s true motivation in seeking out the Fossegrimen? • Gulbrand demands the Denizens kill Tad, so he could reign supreme. Quest Idea 2 • This is an adventure if there is a Skald/Bard among the denizens. • The denizens are approached by Hrefna, a cobbler’s daughter, who has a quest for the denizens, for which she will pay them with a golden hairpin, an heirloom handed down in her family. The quest must, however, be kept secret, and she will only reveal the details upon an oath. • Hrefna is in love with a Fossegrimen who lives by a waterfall in the woods. The Fossegrimen, named “Odowater”, returns her affections. To Hrefna he is the kindest, gentlest of souls. Yet, something prevents them from experiencing true happiness. • Odowater bares some terrible guilt or remorse, the cause of which he will not reveal to Hrefna. • Hrefna has overheard, in the past, Odowater open up to his students on such matters that he does not feel comfortable telling her. Matters such as his failing health and other subjects he finds embarrassing. • She would give everything she has of value to know the cause of Odowater’s ails, to cure them, and to grant him all the happiness he is capable of achieving in this life. Richard Harris (Order #28855998)


124 EQUIPMENT & TREASURE SOCIAL ACTIONS SKILLS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Fiddle (string instrument) A, B, C 1d10 x 10 gp A, B, C, D E 1d10 x 100 gp F 1d10 x 1000 gp F x2 1d12 x 1000 gp H 1d20 x 1000 gp Tier I Tier II Tier III Tier IV Tier V Perform, Craft Persuasion Deception Nature, Survival Perception Physical Shale Dagger +1 (Melee Weapon Attack): deal 1d4+1 magical piercing damage. Tier IV and V get 2 melee attacks per round. Magical Fiddle Ditty (Recharge 2-6): Choose 1 Spell Song: • Deal 2d6 thunder damage per Tier to all within 30’ cone (CON save for half damage) • Cast Irresistible Dance • Taunt enemies within 60’ to attack you, WIS save to negate otherwise enemies must spend actions to get into melee reach with you Aspects: No need for food or breath; Swim speed 70’; Powers that are designated as “Spell Songs”, are spells not powers (see page 35 for complete rules). Spells: Cast spells as a Bard of equal level/hit-dice (see page 126 for spells known and spell slots). All spells are Spell Songs. Senses: Darkvision 60’, in water Tremorsense 120’ Vulnerabilities: Fire, Lightning Resistances: Acid, Cold, Force, Radiant Damage Immunities: Thunder Condition Immunities: Charmed, Silenced, Stunned vSpecial Abilities: Double dexterity bonus; +3 CHA bonus; grant Perform skill proficiency to a pupil after a week of study (sacrifice required) Secrets & Weaknesses: If you cannot play music for 24 hours, or your instrument is broken, all special abilities are lost (or roll on the Activity table) Tier I Pragmatic: Reason saves gain a +1 bonus Dig Deep: A successful Question attack gains +1 String Curious: Perform a Question Attack with +2 DC Tier II Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier III Agitator: Perform a Provoke Attack with +2 DC Tier IV Persuasive: Perform a Compel Attack with +2 DC Tier V Seduction: Perform a Provoke to Desire/Lust with a +3 DC bonus Characteristics - Chaotic Neutral Personality: Cunning charmer & scoundrel Ideal: Develop powerful spell songs Flaw: Demands sacrifice and obedience Bond: Personal instrument (fiddle) Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 7 12 17 19 23 Proficiency Bonus +2 +2 +2 +3 +3 Size M M M M M Speed 35’ 35’ 35’ 35’ 35’ Strength 0 0 0 +1 +1 Dexterity* +2v +4v +6v +6v +6v Constitution 0 0 0 +1 +1 Intelligence 0 +1 +2 +2 +3 Wisdom* 0 0 0 +1 +2 Charisma* +5v +6v +7v +7v +8v Initiative +2v +4v +6v +6v +6v Hit Points 35 60 85 114 138 AC 12v 14v 16v 16v 16v Power/Spell DC 15v 16v 17v 18v 19v Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +4v +6v +8v +9v +9v Damage bonus +2v +4v +6v +6v +6v Legendary Actions 1 1 1 2 2 Save vs. Passion* +2 +2 +2 +4 +5 Save vs. Reason +1 +2 +3 +3 +4 Languages: Common, Aquan, Sylvan Fey Fossegrimen Richard Harris (Order #28855998)


POWER DICE ACTIONS 125 Tier I to V Using a legendary action, choose one effect: - After you’re attacked, water currents change and move you up to 60’ within water. - After you’re attacked, water currents move opponents 60’, STR save vs DC 15 for half. - Water vortex, all enemy movement is Weak (halved) in water. Tier I 1 Aura of Domination 60’ Radius Bonus Action Creatures of lower level within 120’ lose immunity to charm or illusions. These effects last until you next roll a power die. 2 Mesmerizing Song Self radius 60’, CHA save to negate Bonus Action Anyone caught in the area of effect must successfully save or be charmed for 1 minute. 3 Retreat Self Free Action Perform a disengage action. 4 Nature’s Restoration Self or range 30’ Bonus Action Heal 1d8 per tier and remove 1 condition affecting you. Tier II 5 Redirection (spell song) Self, WIS save to negate Bonus Action The next attack against you is redirected to another target of your choice. The target must be valid (i.e. reach, etc.) 6 Celerity (spell song) Self Bonus Action Until your action in the next round, every time you take damage, you may perform a free move action. Tier III 7 Loyal Minions (spell song) Range 5’ Bonus Action When you take damage, adjacent combatants charmed by you take half the damage and you take half damage as they shield you with their available reaction actions. These effects last until you next roll a power die. 8 Water Shield (spell song) Self Bonus Action After you’re attacked, while in water, a water shield surrounds you, granting AC +3 per Tier until you next roll your power die. Tier IV 9 Tactician (spell song) Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier. 10 Eternal Thrall (spell song) 30’ Radius Bonus Action Anyone who has already been charmed by you, have the charmed duration changed to “permanent”. Only a wish spell will negate the charm duration. Tier V 11 Song of Damnation (spell song) 120’ Radius Bonus Action If someone without legendary actions hears this 6 second song more than 5 times over a period 5 days, on the 5th day they must make a CON save or fall into a coma for 5 days after which they will die. Only a wish spell will negate the coma. 12 Song of Rebirth (spell song) Self Bonus Action If you are reduced to 0 HP while you are singing this song, you will revert to water upon death and reform 5 days later at the closest body of water to your place of death. If this is your bonus action, you cannot use your fiddle for another Spell Song. LEGENDARY ACTIONS Tier I to V The body of water that is considered the lair of the Fossegrimen grants you and your allies advantage on skills, attacks, and saves and applies a disadvantage on enemy skills, attacks, and saves. Lair action: an enemy downed to 0 HP drowns and dies (no death saves). LAIR ACTIONS Richard Harris (Order #28855998)


126 Bard Spells Cantrips (0 Level) Dancing Lights Light Mage Hand Mending Message Minor Illusion Prestidigitation True Strike Vicious Mockery 1st Level Animal Friendship Bane Charm Person Comprehend Languages Cure Wounds Detect Magic Disguise Self Faerie Fire Feather Fall Healing Word Heroism Hideous Laughter Identify Illusory Script Longstrider Silent Image Sleep Speak with Animals Thunderwave Unseen Servant 2nd Level Animal Messenger Blindness/Deafness Calm Emotions Detect Thoughts Enhance Ability Enthrall Heat Metal Hold Person Level Features Known 1 2 3 4 5 6 7 8 9 1 Spellcasting, Bardic inspiration 4 2 2 Jack of all trades, Song of rest 5 3 3 Bard college, Expertise 6 4 2 4 Ability score improvement 7 4 3 5 Bardic inspiration, Font of Inspiration 8 4 3 2 6 Countercharm, Bard college feature 9 4 3 3 7 - 10 4 3 3 2 8 Ability score improvement 11 4 3 3 3 9 Song of rest 12 4 3 3 3 1 10 Bardic inspiration, Expertise, Magical secrets 14 4 3 3 3 2 11 - 15 4 3 3 3 3 1 12 Ability score improvement 15 4 3 3 3 3 1 13 Song of Rest 16 4 3 3 3 3 1 1 14 Magical secrets. Bard college feature 18 4 3 3 3 3 1 1 15 Bardic inspiration 19 4 3 3 3 3 1 1 1 16 Ability score improvement 19 4 3 3 3 3 1 1 1 17 Song of Rest 20 4 3 3 3 3 1 1 1 1 18 Magical Secrets 22 4 3 3 3 3 1 1 1 1 19 Ability score improvement 22 4 3 3 3 3 2 1 1 1 20 Superior inspiration 22 4 3 3 3 3 2 2 1 1 Bard Richard Harris (Order #28855998)


127 Invisibility Knock Lesser Restoration Locate Animals or Plants Locate Object Magic Mouth See Invisibility Shatter Silence Suggestion Zone of Truth 3rd Level Bestow Curse Clairvoyance Dispel Magic Fear Glyph of Warding Hypnotic Pattern Major Image Nondetection Plant Growth Sending Speak with Dead Speak with Plants Stinking Cloud Tiny Hut Tongues 4th Level Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Polymorph 5th Level Animate Objects Awaken Dominate Person Dream Geas Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Planar Binding Raise Dead Scrying Seeming Teleportation Circle 6th Level Eyebite Find the Path Guards and Wards Irresistible Dance Mass Suggestion Programmed Illusion True Seeing 7th Level Arcane Sword Etherealness Forcecage Magnificent Mansion Mirage Arcane Project Image Regenerate Resurrection Symbol Teleport 8th Level Dominate Monster Feeblemind Glibness Mind Blank Power Word Stun 9th Level Foresight Power Word Kill True Polymorph Irresistible Dance 6th- --level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute. Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. Richard Harris (Order #28855998)


128 Richard Harris (Order #28855998)


129 Glaistig Myth Glaistigs are monstrous women whose humanity is constantly at odds with their supernatural heritage. Many think they are ghosts, fauns, or water-spirits, but the Glaistig’s true origin is much stranger. Long ago an Alfar-descended Fomorian named “Glaistig” fell in love with a mortal man, and from that lineage descend all Glaistig, and their male equivalent, the Urisk. Urisks are even more isolated than their sisters, such as Miming, who lived in an inaccessible snowy valley and crafted the bracelet “Draupnir” that lead its owner to riches, and the magic sword “Mistletoe”, the only blade capable of killing Baldr. For use of the blade, Miming was stabbed and robbed by the god Hod. Since then, Glaistigs keep all their inventions secret. Glaistigs and Urisks do not consort, each too ashamed of their Fomorian lineage, preferring to masquerade as human. This usually involves the Glaistig hiding her legs beneath a green dress—always green, for reasons known only to the Glaistigs—and marrying a mortal man. Many Glaistigs are desperate enough in the loneliness of their immortality they will take any token as an affirmation of commitment, and will immediately seize the man with supernatural strength, and drag them off to be wed. This was how Ferniehurst Castle in Jedburgh gained its Glaistig when Lord Thomas Kerr chanced upon the grey-faced lady walking one night, and offered her an apple. Glaistigs are also known to stalk suitably noble male travelers at night, throwing stones to direct them off the path, just so she can rescue him, and begin courtship. Glaistigs only settle in luxurious castles where a ready water source is within the castle walls. A Glaistig must drink great quantities of water—or, their preferred drink: milk—lest they lose their visibility. The strange things a Glaistig sees while invisible are not always pleasing. Some Glaistigs may wish to avoid invisibility so desperately they are near-constantly drinking liquid, and at times of rage their monstrous Fomorian tendencies may rear, and drinking human blood will suffice. A castle that has a Glaistig is well-tended. At Ardnadrochit castle on the Isle of Mull the Glaistig there is the guardian of the Lamont family and protects the castle from unwanted intruders. The locals, too, know a Glaistig’s worth. The town of Ach-na-Creige holds a tradition that on the first day the cows will be outside for a night in the New Year, milk is left for the local Glaistig, poured into the cavity of a stone. The human villagers probably think Glaistigs are fey. Though they are wholly corporeal, and not fey, Glaistigs have a good relationship with fairies, perhaps from similar insight into the invisible. Glaistigs do not lose their beauty or show any sign of age, but they do lose their reason, and their control over the gifts of their Fomorian heritage. The Green Lady of Fyvie, having lived too long, lost her will to drink and spent most of her time invisible, appearing only once a decade. At Dunstaffnage Castle near Oban in Argyle, the Glaistig there only appears at times of great importance once in a score of years, and her voice echoes strangely, with a lisp, and in verse. Spending so long invisible strengthens the Glaistig’s omens, but saps their sense. The Knock Castle Glaistig can only weep eerily if she wants to communicate ill portents. Glaistig Richard Harris (Order #28855998)


130 Eventually a Glaistig, once ruler of her castle, is forgotten but for her terrifying appearance on dark nights in unused hallways, wearing her recognizable green dress, only to whisper eerie omens and be gone again. Further Reading • Encyclopedia of Fairies in World Folklore and Mythology, by Theresa Bane, 2013 • Encyclopedia of Goddess and Heroines, by Patricia Monaghan, 1979 • Faeries, by Brian Froud, 2002 • The Fairy Tradition in Britain, by Lewis Spence, 1948 • Gesta Danorum • Illuminated Edda • Popular Tales of the West Highlands, by John Francis Campbell, 1862 • Scottish Folk-Lore and Folk-Life, by Donald Mackenzie, 1935 • Scottish Ghosts, by Lily Seafield, 1999 • Spirits, Fairies, Leprechauns and Goblins, by Carol Rose, 1996 • Superstitions of the Highlands and Islands of Scotland, by John Gregorson Campbell, 1900 Glaistig Lore Description A Glaistig, or a “green lady”, is a monstrous woman with the top half of a woman and the legs and hooves of a goat, hidden under a long green dress. Her skin is grey. Her very long, golden, shaggy hair goes down to her feet. Glaistigs are mistaken for ghosts because they spend much of their time invisible, but they are always corporeal. A Glaistig may also shapechange into animals that are familiar to her. Environment Glaistigs live solitary lives in inhospitable and nigh-inaccessible locations in Alba, usually near a pool, lake, waterfall, or in the cove of a loch. In her territory she hunts and herds cattle. When she marries she gives up isolation and assumes stewardship of her husband’s castle. Vulnerabilities • Fear of dogs • Immortal, but may still suffer a violent death by fire or very hot metal • Allergic to holly. A sprig kept above a door may ward her • While invisible, the footsteps of her cloven hooves are audible • Requires a great volume of liquids to drink in a day • Drawn to penumbra, but frightened by umbra Habits Better-known habits • Voice has special qualities. Though it may be high and soft, it can be heard far-off as though it is very close. It can be thrown, can be unnatural loud to the point of deafening, and can be near-enchanting in the sweetness of its singing. However, a Glaistig always has a lisp, of varying severity. Some speak in verse • Guardians of cattle, children, and the elderly. Enjoys playing games with children • Master crafters of wondrous objects, the pioneers of the Albion love of engineering Lesser-known habits • Strength beyond mortal muscle • If a hunter in a Glaistig’s woods kills a doe, she will lead all other game away Richard Harris (Order #28855998)


131 Nearly-unknown habits • Sees refracted light so well she can gaze around corners • While invisible, perceives beyond mortal ken. The more time she spends invisible, the more strongly she is affected by what she sees, and may bring back omens • Though not Fey themselves, they have treaties and may call upon armies of their lesser kind Quest Idea 1 • The denizens get lost in Alba, in the Norse woods of Orkney (which everyone knows is Norseman territory.) • Should any male denizen be separated from the group and lost in these forests, he will chance upon a blonde haired woman with greyish skin. She wears a green dress and carries a bow. When she speaks, her voice has a lisp. • This is a Glaistig, nominally hunting game but in heart hunting a husband. • The Glaistig, named Morningstar, will offer to lead the denizen back to their group, and she knows these woods well and hunts here often. • Morningstar will remark how hungry she is. Should the denizen offer her any physical token, including food, Morningstar will enthusiastically accept, apparently gleeful, and grapple him with her tremendous strength and carry him off to marry. • This quest works especially well if the Denizen owns property. Morningstar, like all Glaistigs, are excellent stewards to any land. She expects to be left at home to run the estate with an iron fist, and will double any profit from the estate or business regardless of Fimbulwinter’s conditions or any other hardship. Quest Idea 2 • In Orkney there are reports of a ghost haunting the halls of Craigg castle, foretelling doom. The Sinclair family in the castle are terrified. • When the Denizens stay the night in Castle Craigg, they will hear a wailing in the night, then a sing-song rhyme told in lisp, warning of the coming of White God’s invaders, and that the doors will remain open for them. • In the history of the castle there was a matron, Lady Ainsley, ancestor to the current family. She was known for bringing prosperity to clan Sinclair. • Ronald Sinclair, Laird of Castle Craigg and head of Clan Sinclair, has secretly made a deal with Hakon the Good to use the Castle as a landing place for Hakon’s invasion of Orkney. Richard Harris (Order #28855998)


SOCIAL ACTIONS 132 ACTIONS EQUIPMENT & TREASURE SKILLS Languages: Common, Aquan, Giant, Sylvan Giant Tier 1 Tier II Tier III Tier IV Tier V Treasure Type B x2 B x2, C x2 B x3, C x3, F B x3, C x3, F, G B x4, C x4, F, G, H Tier I Tier II Tier III Tier IV Tier V Persuasion Craft Perception Arcana History Aspects: Strong desire to drink; Cannot die from old age; Your voice can be heard by anyone you look at (not limited by distance) Senses: Truesight 120’; At dusk, dawn, candlelight, you can see around corners Vulnerabilities: Fire Resistances: Lightning, Psychic, Nonmagical Damage Immunities: Cold Condition Immunities: Charmed, Paralyzed, Petrified, Stunned vSpecial Abilities: Add CON bonus to AC; Add +3 to STR modifier; Omens can see the future (players must declare their actions to the DM at the start of round). Secrets & Weaknesses: Loses all special abilities if within 100’ of a canine (dog) or if exposed to Holly (herb) within 20’ (or roll on the Materials table) Physical Fey Staff (Melee Weapon Attack):Reach 10’, deal 1d6 Radiant damage and the victim must make a CHA save or be deafened for 1 minute. Tier V can make 2 attacks per round. Magical Fey Staff (1d6 Charges per day): Spend a charge to: • Arctic storm, deal 3d6 cold damage to a 30’ cone, CON save to take half damage • Heal 2d8 HP to self or an ally within reach • Teleport 50’ Tier I Resolute: Compel Defense +2 saving-throw bonus Cool Head: Provoke Defense +2 saving-throw bonus Tight Lipped: Question Defense +2 saving-throw bonus Tier II Curious: Perform a Question Attack with +2 DC Tier III Agitator: Perform a Provoke Attack with +2 DC Tier IV Persuasive: Perform a Compel Attack with +2 DC Tier V Pragmatic: Reason saves gain a +1 bonus Personality: Seek out meaning and belonging Ideal: Secrecy Flaw: Self-loathing species Bond: Attachment to adopted family Characteristics - Chaotic Good Tier I II III IV V Challenge Rating 3 5 7 9 11 Level/Hit Dice 10 12 14 15 18 Proficiency Bonus +2 +2 +3 +3 +4 Size M M M M L Speed 30’ 30’ 30’ 30’ 35’ Strength +4v +4v +5v +6v +7v Dexterity +1 +2 +3 +4 +5 Constitution* +1 +2 +3 +4 +4 Intelligence* 0 +1 +1 +2 +3 Wisdom* +3 +2 +1 0 -1 Charisma 0 +1 +2 +2 +3 Initiative +1 +2 +3 +4 +5 Hit Points 60 84 112 135 162 AC 12v 14v 16v 18v 19v Power/Spell DC 10 11 12 13 15 Reach/Range 10’ 10’ 10’ 10’ 15’ To-hit bonus +6 +6 +8 +9 +11 Damage bonus +4 +4 +5 +6 +7 Legendary Actions 1 1 1 1 2 Save vs. Passion* +5 +4 +4 +3 +3 Save vs. Reason* +2 +3 +4 +5 +7 Glaistig Richard Harris (Order #28855998)


POWER DICE ACTIONS 133 LEGENDARY and/or LAIR ACTIONS Tier I to V Using a legendary action, choose one effect: - After you are attacked, chill the attacker, they must make a WIS save or be stunned for 1 round - After you are targeted with a spell, you can recast it, choosing new targets. Tier I 1 Glaistig Blood Self Free Action Gain Greater Invisibility until the end of combat or until magically dispelled. 2 Ephemeral Presence Self Bonus Action Non-magical attacks against you are made at a disadvantage. These effects last until you next roll a power die. 3 Celerity Self Free Action Until your action in the next round, every time you take damage, you may perform a free move action. 4 Beast Shape Self Bonus Action Shapechange into a beast of lesser CR. Gain all powers, abilities and spells, but you also retain your power die actions. Tier II 5 Regeneration Self or reach Bonus Action Heal 2d12 per Tier to self or an adjacent combatant. 6 Lunging Attack Reach Bonus Action Perform a move action followed by an attack action. Tier III 7 Power Attack Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier. 8 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets). Tier IV 9 Dark Juxtaposition Range 120’, DEX save to negate Bonus Action Switch places with another combatant in range. As a reaction or legendary action: you may switch locations with the same combatant. 10 Beckon the Night Self, 30’ radius Bonus Action Create magical darkness for the duration of the round. Celestial and plants in the area-of-effect suffer the exhaustion condition at 3 intensity (CON save to negate). Magical light will reduce the darkness to regular darkness allowing darkvision to function. Leaving and re-entering the darkness does not stack the exhaustion effect, and leaving does not reduce the intensity. Tier V 11 Arboreal Menace Range 90’, CR 6 or less Bonus Action Cast “Conjure Fey” as an innate spell with a casting time 1 bonus action. You may dispel the fey/beast as a free action. 12 Song of Madness Self radius 60’, CHA save to negate Bonus Action Anyone caught in the area of effect must successfully make a WIS save or be afflicted by a madness (roll on the madness table). After a long rest roll a d6, a result of 1 removes the madness. Richard Harris (Order #28855998)


134 Haugbui “I saw what I saw, by its full light: the tall man in farmer’s garb facing them was but a shadow around a skull, a few ribs hanging in the air, and a few fingerbones in the hand outstretched to menace them.” ~Bryndis Ragnarsdottir, “the Child of Eirikkjarr” Richard Harris (Order #28855998)


135 Haugbui Myth A Haugbui is a spirit of the dead, bound to its burial mound. Graveyards are rare, so most corpses are buried in small ancestral plots on the family’s property. Though families will often share the same grave, to have more than one Haugbui active in the same barrow is rare. Richard Harris (Order #28855998)


136 A Haugbui grows weaker the farther it travels from where it was buried, so it will harass travellers who happen upon its grave site, stealing from them any valuables or using supernatural strength to drag them underground and kill them. The mortal hero Thorstein found the tomb of a local Haugbui furnished lavishly, with mead-benches and piled gold. As the power and confidence of the Haugbui increase, it can wander farther from its grave, up to the borders of its former property. The greatest danger a Haugbui presents is to the people living on the land of its former life. It is enraged over any redrawing of property lines, land segregation, and especially angered should its descendants relocate. The Haugbui will terrorise the new inhabitants. The “Hogboy” of Maeshowe in Orkney was incensed when a new mistress of the farm at Hellihowe took up residence. She did not show proper respect for the ancestral spirit, such as offering the first milk from a new cow, the first ale brewed in a new household, or by leaving the best cuts of meat outside. The Haugbui frightened her livestock to death and drove her from the house. Blood sacrifices may be necessary to appease the grumpiest Haugbui, or to bury a portion of income in their mound. There are tales of heroes attempting to seek out the Haugbui in its barrow to extinguish the thing, but such a situation favours the spirit. It is usually better to come to accord with the restless spirit than to try to destroy it. However, a Haugbui spirit is difficult to settle. The purpose that drove it to reject rest usually has some unattainable aspect. Resentments in life do not usually become more attainable in death. For instance, to seek revenge on someone else, who is already dead; to regain lost love; to have things go back to the way they used to be. Should the Haugbui’s nigh-impossible demands be resolved the spirit would move on. More commonly, however, enough time passes that the old Haugbui has forgotten their lives and some even their names, but still hold on to the resentment that bound them to the earth, even if they’ve forgotten why. Some, however, do attain a measure of peace. If good mannered, the Haugbui can be a useful thing. They will often do farm chores or other household duties. There is a story of a woman whose spinning-wheel was broken, so she left it overnight on her Haugbui’s mound. In the morning she found it repaired and in good working order. A good-natured Haugbui enjoys attending weddings of the family, and will grant good luck to the new couple. Haugbui may even come to peace with their death, and can serve as protective spirits. Further Reading • Eyrbyggja saga • Grettirs saga • Gull-thoris saga • Haralds saga harfagra, by Snorri Sturluson • Norse Ghosts: A Study in the Draugr and the Haugbui, by Nora K. Chadwick, 2012 • Olafs saga Tryggvasonar Haugbui Lore Description A Haugbui is the animated spirit of a dead mortal. Its body, which may be wholly or mostly destroyed, lies in its grave as its spirit haunts the burial mound. Haugbui usually appear as the person they were in life, but moments of intense emotion will warp their appearance, perverting their human characteristics. When the candlelight flickers the right way, they are revealed as mostly insubstantial, yet some physical aspect may be left floating in its form; a hand, some pieces of rib, or its skull. Environment Haugbuis make their homes in the graves or tombs where they were buried. Typically their grave is a stonewalled underground structure with wooden rafters, covered with a mound of earth, and marked with a large grey stone or boulder. Many Haugbui expand these original Richard Harris (Order #28855998)


137 structures and make great halls beneath their mounds. Though it may grow magnificent, a Haugbui’s grave is not a place of peace. Animals feeding near it are driven mad, and birds that land on the mound fall dead. Vulnerabilities • Grows weaker the farther it is from its grave • Must return underground at the early hours of dawn • Cannot go above ground until nightfall • The emotions or commands that keeps them animated can be used against them Habits Better-known habits • Has an unfinished goal from life, is cursed, or has failed at some great task, and the passion of what is unresolved turns a spirit into a Haugbui • Not inherently hostile, but often bad-tempered and with little patience • Tremendous supernatural strength • Territorial, and if slighted will drag victims into their barrows • Selfishly preoccupied with the treasure that was buried with them and with amassing more Lesser-known habits • May be confused or insane as a result of their death • Magically able to summon fog, shadows, darkness or twilight • Have an all-seeing sense they cast beyond their mounds to the surrounding area, and can appear there as an image • At midnight its gravesite glows with foxfire • When buried at sea they will swim alongside passing boats Nearly-unknown habits • Some Haugbui are accompanied by cat-like familiars called “ketta”, or with some twisted version of the hawk, hound, or horse with which they were buried • Reluctant soldiers of Hel, trapped into her service, although she is a negligent commander and the Haugbui may be left on its own for hundreds of years • Sometimes Haugbui are manipulated into being by the sinister curse of a Seithkona or Galdr, in order to trick it into being an effective though unwilling guardian of a particular place Quest Idea • The Arnott family, once wealthy and powerful, have been hit hard by Fimbulwinter. The tenant farmers of the Arnott estate have left or starved. The Arnot land is barren, and the family are desperate. They must sell the estate, Kincross, and its grounds. • The problem lies in the famed Haugbui of Clan Arnott, Muir Arnott, who has watched over the clan and its estate for 300 years since his death. • Clan Arnott is spending the last of its once great fortune on hiring the denizens to appease old Muir the Haugbui, or set him peacefully to rest. Richard Harris (Order #28855998)


Undead Characteristics - Lawful Evil Languages: Common, Infernal SOCIAL ACTIONS 138 SKILLS EQUIPMENT & TREASURE ACTIONS Personality: Diverse spectrum of personalities Ideal: Driven to resolve the unfinished work Flaw: Cannot leave its lair Bond: Bound by an unresolved event or curse Tier 1 Tier II Tier III Tier IV Tier V Tier III and IV wield +1 weapon; Tier V wields +2 1d4 x100 gp A, B, C 1d6 x100 gp A, B ,C, D 1d8 x100 gp A, B ,C, D, E 1d10 x100 gp A, B ,C, D, E, F 1d12 x100 gp A, B ,C, D, E, F, G Tier I Tier II Tier III Tier IV Tier V Intimidation Perception Arcana Athletics Survival Physical Spear (Melee Weapon Attack): deal 1d8 piercing damage and 1d10 necrotic damage per attack (CON save for half necrotic damage). Tier III & IV attacks twice per round, Tier V attacks 3 times per round. Magical Dark Immolation (Recharge 3-6): Target must make a DEX saving throw to negate, otherwise they are enveloped in dark flames dealing 1d4 +1d4 per Tier necrotic damage every round for 1 minute. Tier I Resolute: Compel Defense +2 saving-throw bonus Steadfast: Social Defense +1 saving-throw bonus Assertive: Your Social Attacks gain +1 DC Tier II Cool Head: Provoke Defense +2 saving-throw bonus Tier III Calm: Passion saves gain a +1 bonus Tier IV Pragmatic: Reason saves gain a +1 bonus Tier V Agitator: Perform a Provoke Attack with +2 DC Aspects: No need for sleep, food/drink or breath; Cannot leave lair; Automatic saving throw success vs spells and effects originating from outside your lair Senses: Truesight in lair Vulnerabilities: Radiant and roll once on the random Damage Type table Resistances: roll once per Tier on the random Damage Type table Damage Immunities: Necrotic and roll once on the random Damage Type table Condition Immunities: Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned vSpecial Abilities: Damage reduction 4 per Tier Secrets & Weaknesses: During the day, you lose all special abilities (or roll on the Time table) Tier I II III IV V Challenge Rating 1 4 7 10 13 Level/Hit Dice 8 13 16 19 21 Proficiency Bonus +2 +2 +3 +4 +4 Size M M M M M Speed 25’ 25’ 25’ 25’ 25’ Strength* +2 +4 +5 +6 +7 Dexterity 0 +1 +1 +2 +3 Constitution* 0 +1 +2 +3 +4 Intelligence 0 +1 +1 +2 +2 Wisdom* +1 +1 +3 +4 +5 Charisma 0 0 0 0 0 Initiative 0 +1 +1 +2 +3 Hit Points 40 78 112 152 189 AC 10v 11v 11v 12v 13v Power/Spell DC 11 11 14 16 17 Reach/Range 10’ 10’ 10’ 10’ 10’ To-hit bonus +4 +6 +8 +10 +11 Damage bonus +2 +4 +5 +6 +7 Legendary Actions 1 1 2 2 3 Save vs. Passion* +4 +4 +7 +9 +10 Save vs. Reason +1 +2 +4 +5 +6 Haugbui Richard Harris (Order #28855998)


POWER DICE ACTIONS 139 LEGENDARY ACTIONS Tier I to V A Haugbui’s lair will be their burial barrow, site of cremation, location of death or their home. Each Haugbui’s lair will depend on how they died and if they were given funeral rites. The size is usually no less than 300’ radius. Lair action: 1 enemy must make a WIS save vs DC 10+Tier or be Frightened (the Haugbui is the target of the fright) Tier I to V Legendary action: After you take damage, whomever dealt damage takes 1d4 necrotic damage per Tier (CON save for half) When a Haugbui is reduced to 0 HP, they arise anew in 1 minute. A destroyed body will re-coalesce in their lair. The only way to end the Haugbui’s existence is to remove the curse or help it resolve a task it seeks to carry out in order to find rest. Tier I 1 Summon Darkness Self, 30’ radius Bonus Action Create magical darkness for the duration of the round. Celestial and plants in the area-of-effect suffer the exhaustion condition at 3 intensity (CON save to negate). Magical light will reduce the darkness to regular darkness allowing darkvision to function. Leaving and re-entering the darkness does not stack the exhaustion effect, and leaving does not reduce the intensity. 2 Penumbral Miasma Range 120’, 30’ radius, INT save to negate Bonus Action Bring forth the essence of Shadowfell, creating an area that inflicts Blind and Frightened for 1 minute. 3 Power Attack Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier 4 Death Reaper Self, 60’ radius Bonus Action Heal 1d12 per downed combatant in range (0 HP or less) multiplied by your Tier. Tier II 5 Summon Fog Self, 30’ radius Bonus Action Create a dense fog that obscures line of sight beyond 10’, making spells and ranged attacks impossible. 6 Siphon Soul Range 30’, CON save to negate Bonus Action The target’s CON score is reduced by 1d4. The target dies if this reduces its CON to 0. A long rest restores CON to the original value. For each point drained, you heal 1d12 HP. Tier III 7 Summon Shadows 20’ Radius Bonus Action Enemy shadows are animated. Every enemy in the area of effect must succeed a WIS save or else their shadow attacks them with any weapons that they have equipped. 8 Hex Eye Line of sight Bonus Action Choose a target upon the battlefield, they roll disadvantage on saves, attacks and skill checks (WIS to negate) this round Tier IV 9 Animate Dead 30’ Radius Bonus Action Summon 1 skeleton or zombie per Tier 10 Teleportation Range 150’ Bonus Action You may teleport to a destination within line of sight, or a location you are intimately familiar with. Tier V 11 Maddening Gaze Range 120’ Bonus Action Victim must successfully make a WIS save or be afflicted by a madness (roll on the madness table). After a long rest roll a d6, a result of 1 removes the madness. 12 Time Stop Self Free Action The world freezes while you move, gain +1 additional action per Tier this turn LAIR ACTIONS Richard Harris (Order #28855998)


140 Richard Harris (Order #28855998)


141 Hrokkvir Myth The largest and most ancient plants in the forest may awaken to become Hrokkvir. A Hrokkvir is not a Vaettir—a spirit of nature—but a naturally developed being rising to consciousness over thousands of years. A Hrokkvir could be any plant that has attained awareness, but most commonly they are oak, linden, ash, holly, rowan, yew, or elm trees. Druids with their art of Verwandlung—the Vaettir-imitating magic of mastering nature essence—value the diversity of Hrokkvir tree species, and their varying powers. An ash Hrokkvir in Asgard named Glasir is famed for its golden leaves. It stands before the doors of Valhalla, and is known as the most beautiful tree among gods and men. A rowan named Mimameidr has branches that are said to reach to every land, and that travelling upon them one could walk anywhere. It bears fruit that, if eaten by a pregnant woman, will ensure healthy, perhaps supernaturally strong, children. In its highest bough lives the rooster Vidofnir, who shines like lightning. In Midgard, the Hrokkvir oak Barnstokkr allowed King Volsung’s hall to be built around it. Barnstokker was the vehicle whereby Odin, in disguise, passed a magic sword to the hero Sigmund. Odin intruded on the marriage feast of King Volsung’s daughter Signy and King Siggeir, being held around Barnstokkr, and thrust a magic sword into the mighty Hrokkvir. Odin challenged any to pull out the sword and attain greatness. According to Odin’s wishes, Barnstokker held the sword tight as all tried to free it, then released easily at the pull of Sigmund, starting his adventures. Just as humans are prone to affect a Hrokkvir’s forest, a Hrokkvir is not above mincing in human politics by granting good fortune to those who sacrifice at its roots. In this way a Hrokkvir ash assisted the ascension of King Svein of Sweden. Svein was the former King’s brotherin-law, but a horse sacrificed at the Hrokkvir’s roots granted him sufficient power to overthrow and drive away the White God worshipping King Ingi to Vastergotland. The Church of the White God would have its revenge upon Hrokkvirs, however, in a place called Gaesmere. There, an oak named Donar was cut down by St. Boniface the crusader to assert the dominance of the White God over all supernatural forces. When Donar fell it split into four complete trees. Each were harvested to build a church. Then there was Caill Tomair, a sacred grove of elm Hrokkvir dedicated to Thor, located near Dublin. It was destroyed by Brian Hrokkvir “It was impossibly tall, its trunk thickset and well-rooted, its green beard a crosshatch of autumnal leaves, its arborous limbs garlanded with shoots and boughs. It stalked the woodland, its terebinthine breath hanging on the wind and tingeing the air its crown oscillating precariously with every step.” ~Myndil, hapless missionary of the White God Richard Harris (Order #28855998)


142 Boru of Munster, to discourage worship, and for Brian Boru to claim dominance over the area. Fimbulwinter’s scarcity of wood has reduced the natural forests, forcing humans to log in forests previously unknown and come into conflict with Hrokkvir. Druids have been forced to mediate such conflicts. However, it is the Hrokkvir who will triumph in the end, as the Norns predict they will survive Ragnarok. Rumour has it the gods Lif and Lifthrasir already hide inside the trunk of the Hrokkvir named Hoddmimis. They consume the tree’s morning dew as sustenance. Hoddmimis is apparently immune to fire of even of Surt’s magnitude. From there, Lif and Lifthrasir hope to wait out the end of days, and survive to the time beyond. Only time will tell. Further Reading • Bjarkamal • Fjolsvinnsmal • Gesta Hammaburgensis Ecclesiae Pontificum, by Adam of Bremen, est. 1073 • Hervarar saga • Poetic Edda, Grimnismal • Poetic Edda, Helgakvida Hjorvardssonar • Poetic Edda, Vafthrudnismal • Prose Edda, Gylfaginning • Prose Edda, Skaldskaparmal • St. Boniface, by Francis Mershman, 1913 • Volsunga saga Hrokkvir Lore Description Most are trees, but Hrokkvir is the name for any plant that has developed a living consciousness. Though they can move, talk, walk, and perceive, the difference between a Hrokkvir and an ordinary, ancient tree is invisible to mortal eyes unless looked at very closely, in the right light, and under the right stars. If so, the Hrokkvir may reveal a human-like face, like a carving upon it of a wise-looking old man. Other Hrokkvirs are awakened vines, mosses, rare flowers, some carnivorous plants, or some other arboreal oddity. A Hrokkvir can grow to monstrous size. Environment There may be only one powerful Hrokkvir in a forest, or there may be a glade of several Hrokkvir facing each other. A forest inhabited by a Hrokkvir can be discerned by being more beautiful than the same land just a few yards away. This phenomenon can create a noticeable boundary. A Hrokkvir and its forest stand pristine and lush as in springtime, even though three years of Fimbulwinter have already passed. Some Hrokkvirs live on after their forests have been cut or burned away—by humans, the misfortunes of nature, or some fire-breathing monster— and form the centre of human villages, a temple, or other important site. Vulnerabilities • May lose their consciousness if they venture too far from where they first grew • Slow to action, slow to change, slow to understand, and slow to anger—but once momentum builds their adaptability is tremendous • The oldest Hrokkvir tire easily, and do not walk often or far • The presence of a church or abbey causes Hrokkvir to sleep Richard Harris (Order #28855998)


143 Habits Better-known habits • Guardians of all plant life within their realm • Even so, their society is ruled by survival of the fittest. The tallest branches get the best sunlight; the deepest roots the best minerals; only the oldest and strongest become Hrokkvir • It is the job of the nearest village to name the Hrokkvir of the forest • Often worshipped by humans, and may make agreements for resources Lesser-known habits • Can animate and command lesser plants if necessary • The rustling of leaves is the chatter between Hrokkvirs • Breaking a twig or a leaf from a Hrokkvir will cause bad luck • Most are immune to fire. The most powerful of them are also immune to metal Nearly-unknown habits • Druid’s Verwandlung—the hierarchy of woods to craft wands and staves—prizes Hrokkvir wood above all. Druids will negotiate with a Hrokkvir over years for a twig • In secret, Hrokkvirs grow a magic plant called a “Raskovnik”, which can unlock anything locked or closed. Only hedgehogs can find this plant in the woods Quest Idea 1 • There is a village that still has the appearance of spring, although Fimbulwinter has clung to the land for 3 long years. • At the center of the village is a mighty Hrokkvir named “Groa”, who, in harmony with mankind, has blessed the land to remain in vital springtime. • Here fruits and vegetables grow, perhaps the last of their kind in the northlands. • Economically the village has natural resources the rest of Midgard cannot imagine, the most important of which is food. • Though the Hrokkvir “Groa” commands lesser trees to the defense of its people, the village cannot fortify fast enough. Warlords and even neighbouring villages have taken up arms against the village for their wealth. • The village is in need of protection, and they can pay in something more precious than gold: the taste of fresh fruit. Quest Idea 2 • A local village has always enjoyed a good relationship with the Hrokkvir who lives in the grove in the neighbouring woods. • From the Hrokkvir’s magic these woods have maintained the state of spring, even during Fimbulwinter, and are the main food source for the village. • The village chief has received word that a new Hrokkvir has awakened in the woods. • It is the village’s duty to name a new Hrokkvir, but the village is fearful they will name poorly and anger their supernatural ally. In these perilous times, the grace of a Hrokkvir may be all that keeps the village from starvation. • The chief urges the Denizens to take on this responsibility on behalf of the village, venture into the heart of the woods (where no villager goes, but untold dangers are rumoured) and treat with the Hrokkvir. Perhaps, get to know the young Hrokkvir? Then name it with a suitable and pleasing name so that it will look favourably upon the village and its inhabitants. Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS 144 SOCIAL ACTIONS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Treasure Type 1d6 x10 cp, A 1d6 x10 sp, B 1d6 x10 gp, C 1d8 x10 gp, F 1d10 x10 gp, G Tier I Tier II Tier III Tier IV Tier V Nature History Perception Survival Intimidation Physical Slap (Melee Attack): Make 1 attack per Tier dealing 1d6 per Tier bludgeoning damage. Victim makes a DEX save or is grappled and restrained. Strangle (Melee Attack): Roll damage on all of your restrained combatants, 1d10 constricting damage per Tier. Magical Force of Nature (Recharge 5-6): 1d12 force damage per Tier to every non-plant creature in a 60’ radius. Tier I Calm: Passion saves gain a +1 bonus Pragmatic: Reason saves gain a +1 bonus Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Tier II Unified: Grant nearby allies +2 Question Defense saving throws Tier III Discipline: Grant nearby allies +2 Provoke Defense saving throws Tier IV Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Tier V Bully: Grant nearby allies +1 Social Attack DC Aspects: No need for sleep, food/drink or breath; Bark base AC+4; You may continue to attack even while grappling multiple opponents. Senses: Blindsight 60’ Vulnerabilities: Acid, Slashing Resistances: Cold, Fire, Thunder, Piercing Damage Immunities: Radiant, Psychic, Bludgeoning Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Prone, Restrained, Stunned vSpecial Abilities: Cannot be impeded by natural terrain and vegetation Secrets & Weaknesses: At night, cannot gain advantage (or roll on the Time table); During the winter half movement and attacks are Weak Tier I II III IV V Challenge Rating 3 5 7 9 11 Level/Hit Dice 8 11 13 16 17 Proficiency Bonus +2 +2 +3 +3 +4 Size L H H H G Speed 20’v 25’v 25’v 25’v 30’v Strength* +3 +3 +4 +5 +6 Dexterity -1 0 0 +1 +2 Constitution* +3 +3 +4 +4 +5 Intelligence* 0 +1 +2 +3 +3 Wisdom +1 +2 +2 +2 +2 Charisma 0 0 0 0 0 Initiative -1 0 0 +1 +2 Hit Points 64 88 117 144 170 AC 13 14 14 15 16 Power/Spell DC 11 12 13 14 15 Reach/Range 15’ 20’ 20’ 20’ 25’ To-hit bonus +5 +5 +7 +8 +10 Damage bonus +3 +3 +4 +5 +6 Legendary Actions 1 1 1 1 2 Save vs. Passion +2 +3 +3 +3 +3 Save vs. Reason +1 +2 +3 +4 +4 Personality: Slow to anger, but wrathful Ideal: Protects its kind from lumberjacks Flaw: Tends to be lazy Bond: Social with other plants Characteristics - Neutral Languages: Arboreal, Druidic, Sylvan, Terran Plant Hrokkvir Richard Harris (Order #28855998)


POWER DICE ACTIONS 145 LAIR ACTIONS Tier I to V A hrokkvir’s lair ensures that it is never alone, and always in the company of many trees. A hrokkvir can animate and manipulate them as a free action, making them deadly traps. Using a lair action as a reaction, choose one effect: - Any creature moving within 300’ of the hrokkvir is tripped by a root and becomes prone if they fail a DEX save vs DC 13 - Any creature casting a spell with a somatic component fail and lose their spell if they fail a DEX save vs DC 13 due to vines Tier I to V Using a legendary action, choose one effect: - After you attacked by a weapon, you may attempt to grapple the weapon, do an opposed STR check, winner wrests the weapon from the loser. - After you take damage, increase your damage dealt for 1 minute by a cumulative +1. At the end of a minute, you lose this bonus. - If you get knocked backwards, you may choose not to be knocked backwards. Tier I 1 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) 2 Minor Nature Invocation Special Bonus Action Cast a level 1 Druid spell (no V, S nor M required) 3 Verdant Restoration Self or range 30’ Bonus Action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range. 4 Shield Self Bonus Action Grant yourself or an ally +2 AC per Tier. This lasts until you next roll a power die. Tier II 5 Nature Invocation Special Bonus Action Cast a level 2 Druid spell (no V, S nor M required) 6 Power Amplification 30’ Radius Bonus Action Other allies within 30’ can reroll their Power Die but musk keep the second result Tier III 7 Major Nature Invocation Special Bonus Action Cast a level 3 Druid spell (no V, S nor M required) 8 Awaken Trees 20’ Range Bonus Action Animate a tree into a friendly Tier I Hrokkvir that joins the fight on your side. Tier IV 9 Grapple Reach and range 30’/120’ Bonus Action You automatically grapple a smaller opponent within reach. You may throw that opponent instead of performing a weapon attack, range 30’/120’, dealing 1d12 damage to the target and the projectile opponent per 5’ of distance traveled. 10 Exalted Nature Invocation Special Bonus Action Cast a level 3 Druid spell (no V, S nor M required) and cannot cast Blight Tier V 11 Refocus 30’ Radius Bonus Action Automatically recharge your powers and those belonging to allies within 30’ 12 Arcane Vengeance Self, any range Reaction Action Add up all damage dealt to you this round until you release it. After you are affected by a hostile spell, release an arcane feedback wave that blasts the caster for the total amount (including possible damage from this spell). The caster may take half damage if they succeed a WIS saving throw. At the end of round, if the power was not used, the damage pool dissipates. LEGENDARY ACTIONS Richard Harris (Order #28855998)


146 Richard Harris (Order #28855998)


147 “Something was not right about her: her back was stiff and hollow, rather like a robbed-out tree, and a vulpine tail emerged from her skirt and wrapped around her legs. I had seen creatures like her before.” ~Myndil, hapless missionary of the White God Huldra Myth The Huldras were originally human. The change happened when the goddess “Holda” made it known she was visiting the cottage of a peasant woman. The peasant woman rushed to prepare her house for the goddess, and ran out of time to wash her children. So, she washed only half of them, and forced the other half to hide, ashamed of how dirty they were. When Holda came, she sensed the hidden children, and declared that these rejected ones would instead fall under her care. They became the first Huldra, as their backs suddenly hollowed out, and tails sprouted from them. Holda still patronises the Huldra. Once per year, for 12 days, she shelters them from Odin’s Wild Hunt. This mass exodus of Huldras from towns sometimes betrays who among the local wives are not human. To maintain their secrecy, the Huldra and friends of Huldra will all don masks and leave together, so no one in the town will know who left and who did not. Huldras consort with humans often, mostly over the Huldra’s famous over-active sex drive. The males of their kind are hideous creatures called “Tussers” or “Huldrekall” and have crooked backs and long noses, so most Huldras seek out humans to be their husbands, or as amusements while they tend herds of deer near their mountain homes. To human males, a Huldra is exceptionally friendly, provided the young man does not share stories of their private time among his fellows. In Sigdal there was a Huldra who heard of her young lover doing just that, and so she beat him around the ear with her cow’s tail until he lost both his hearing and his wits for the remainder of his life. Huldras reciprocate respect. In Tiveden one afternoon a young man was fishing on a lake to no avail. Then, a stunningly beautiful woman walked out from the forest. The young man saw a fox tail poking out from beneath her skirt. Fearful of offending her, he bowed to her and said: “Milady, I see that your petticoat shows below your skirt”. The Huldra blushed, thanked him, hid her tail, and suggested he should fish on the other side of the lake instead. When he did, the young man reeled in a fish whenever he tossed his line. Being immune to its negative effects, Huldras have a fascination with fire. They are known to be kind to charcoal makers—people who burn wood to make charcoal. When they sleep the Huldra tends the fire, and wake them if there is any trouble. The charcoal makers are wise to repay this kindness with sweet meats. As a Huldra ages she becomes as ugly as she was beautiful in youth, but increasingly kind and gentle. The fiery spirit of her youth leaves her and is replaced with great generosity. Further Reading • Deutsche Mythologie, by Jacob Grimm, 1888 • The Fairies in English Tradition and Literature, by K. M. Briggs, 1967 Huldra Richard Harris (Order #28855998)


148 • Fairy tale “Mother Hulda” • Nordisk Familjebok, 1909 • Icelandic Folktales and Legends, by Jon Arnason, 1862 • Sturlunga saga • Ynglinga saga Huldra Lore Description A Huldra is a seductive nature spirit. From the front a Huldra is an unusually beautiful young woman, naked or dressed as a milk maid. She tries to hide her back because it is hollowed out like the trunk of a tree, and she has a tail like that of a cow or a fox. Environment A Huldra co-habitates with her immediate family in great halls hidden within mountains labyrinths. Huldras guard mountain forests and shepherd herds of deer. Unless they find a trespasser pleasing, a Huldra will take great exception to human encroachment. Human miners will be lead to their deaths through the complex mountain caves where the Huldra live. Huldras will outhunt hunters, and trick lost wanderers into darker paths leading to starvation. A Huldra only moves from her mountain home if she falls in love with a mortal man and leaves to marry. Vulnerabilities • If her tail is seen, her tremendous strength is halved • Fascinated by fire, and can spend long hours staring at it Habits Better-known habits • Spends her maiden days minding herds and idly singing, and seducing hunters and young farm boys who trespass. She rewards those who please her. Those who do not are never seen again • If treated well are renowned as excellent wives. If treated poorly, their scorn is equally renowned • Can charm a huntsman’s bow by kissing it, and it will never miss thereafter • Immune to the effects of fire and flame • Kind to charcoal makers, helping them keep the fires stoked when they sleep Lesser-known habits • Supernaturally strong • Gets along well with trolls, as they share similar mountain habitats • There are Voelva and Seithkona among the Huldra Nearly-unknown habits • Can leave their bodies behind and go traveling with their spirits alone • For 12 days during Yule, all Huldra leave their homes to congregate under the protection of the goddess Holda, to hide from Odin’s Wild Hunt, lest they be made its victims • If married in a Church of the White God, a Huldra’s tail falls off, her back fills in, and she becomes human Quest Idea 1 • At Yule, while staying at a strange inn in a far off village, the denizens catch sight of a tail poking out from under the dress of a barmaid. • If the denizens mention this to any of the villagers, they pretend not to hear the question. • That night, all the adult women of the town don Richard Harris (Order #28855998)


149 masks and march through the village streets carrying candles. • The Denizens can see that the men of the village stand in their doorways, handing their women prepared bags. • The parade of masked women slowly walk out of town and into the nearby woods. • If the Denizens remain in the village they witness another amazing sight on the next day. A second parade passes through town, this one comprised of Valkyries, Vargr, and Einherjar. Leading the parade is the All-Father, the god Odin, himself. • If the Denizens follow the procession they will see the women come to a longhouse in the middle of the forest that seems specially prepared for this procession. • The women will stay in this cabin for 12 days, sharing stories, eating the food their husbands prepared for them, carving sculptures of art, and sharing visions from the powders burned on the hearth. • The Huldra among them do not stay, but will continue on through the forest to a portal of light. Beyond the portal is a palace made of a crystal and a shining, stately woman stands to greet them. • The goddess Holda will keep the Huldra safe for the 12 days of Yule while Odin conducts his Wild Hunt. • During the 12 days of Yule the men of the village will renovate their houses, do repairs, clean, and make their homes ready for the new year and the wives they love. • If asked about the procession and masked women, the men of the village explain that this is an ancient custom observed in the village to ensure healthy and happy marriages. Quest Idea 2 • It is true that since Fimbulwinter game has been scarce, but never as scarce as this. When the denizens hunt in the forest they find no game that day, but when they turn back they find a huntress, longbow drawn, standing on a high rock. • The huntress warns the denizens that this forest has been over-hunted, and will be hunted no more. She says that she will warn the animals when hunters come, such that they will flee to the other side of the forest. Any hunters in these woods, she says, will spend the day cold, and return home hungry. • If the denizens choose to chase down the huntress after she disappears, she will run at greater and greater speed until the line of denizens thins, and they are separated from one another. Then, she will start hunting the denizens with her longbow. • The only thing that will alley her hunting vengeance is if one of the denizens is especially handsome and charismatic, in which case her attention may be more towards flirting with that denizen, rather than hunting his fellows. Quest Idea 3 • Mountain miners eking out a miserable profit in the depths of the world have broken through in their work to an unknown chamber. • All mining has stopped. None of the miners have the courage to explore the chamber beyond, nor to take up a pick while the chamber is open to them. • This is deep into the mountain, so the chamber beyond is unlikely to be a Haugbui’s barrow. However, there are legends of Huldra in these mountains, and this may be their labyrinth. • A Hulda’s labyrinth is said to contain traps, guarding monsters, and untold dangers. At the center of a family of Huldra make their home. • Huldra are not unreasonable, but a mining deal will need to be negotiated with the Huldra for the miners to continue their work. Richard Harris (Order #28855998)


EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 150 ACTIONS Tier 1 Tier II Tier III Tier IV Tier V 1d20x10 sp B B x2 B x3 B x4, F B x4, F x2 Tier I Tier II Tier III Tier IV Tier V Stealth Deception Persuasion Perception Survival Aspects: Advantage on saving throws against spells and magical effects Senses: Darkvision 60’ Vulnerabilities: Thunder Resistances: Spells Damage Immunities: Fire Condition Immunities: Charmed, Paralyzed, Petrified, Stunned vSpecial Abilities: Proficiency bonus added to initiative and you may roll initiative with advantage; Add CHA to AC; Secrets & Weaknesses: If your tail is visible, you perform Weak attacks; Distracted by Fire, when in your field of view, you lose your reaction action (or roll on the Damage Type table for a suitable replacement) Physical Shortbow (Ranged Weapon Attack): deal 1d6 piercing damage at a range of 80/320 Magical Weaken the Mind (Recharge 4-6): Target opponent suffers disadvantage on INT, WIS, CHA and Social saving throws for 1 minute if they fail a CHA save. Tier I Seduction: Perform a Provoke to Desire/Lust with a +3 DC bonus Assertive: Your Social Attacks gain +1 DC Persuasive: Perform a Compel Attack with +2 DC Tier II Curious: Perform a Question Attack with +2 DC Tier III Coax: If the victim suffers from Desire/Lust, then perform a Question with +3 DC Tier IV Beguile: If the victim suffers from Desire/Lust, then perform a Compel with +3 DC Tier V Sinister: A successful Compel attack can ignore 1 Characteristic limitation Characteristics - Chaotic Neutral Personality: Flirt, benevolent but fickle Ideal: Beauty and safety from the hunt Flaw: Distracted by fire Bond: Sisterhood in a community Fey Languages: Common, Sylvan Tier I II III IV V Challenge Rating 2 3 4 5 6 Level/Hit Dice 10 12 15 17 20 Proficiency Bonus +2 +2 +2 +2 +3 Size M M M M M Speed 35’ 35’ 35’ 35’ 35’ Strength* +2 +2 +2 +2 +3 Dexterity +1 +1 +1 +1 +1 Constitution 0 0 0 0 0 Intelligence* 0 0 +1 +1 +2 Wisdom 0 0 +1 +1 +1 Charisma* +2 +3 +3 +4 +4 Initiative +3v +3v +3v +3v +4v Hit Points 50 60 75 85 100 AC 13v 14v 14v 15v 15v Power/Spell DC 12 13 13 13 15 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +4 +4 +4 +4 +6 Damage bonus +2 +2 +2 +2 +3 Legendary Actions 1 1 1 1 1 Save vs. Passion* +2 +2 +3 +3 +4 Save vs. Reason* +2 +2 +3 +3 +5 Huldra Richard Harris (Order #28855998)


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