Wolf & Raven

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PLACE IMAGE HERE

A Viking-inspired Supplement

It is time to set sail, drengr! Gather your companions, climb aboard your new
longship, and raid every stronghold you come across! This supplement will
add a new type of stronghold along with hirelings and functions, several new
general talents, rules for alcohol consumption, and much more! Dive into the
Forbidden Lands like never before — like a Viking!

by KENNY STEWART

Some artwork © 2020 Kabouter Games, used with permission. All rights reserved.
Special thanks to my wife Kaitlynn, and my friends Chris F., David L., Jackson G., and John M.
INTRODUCTION NEW STRONGHOLD:
The wind is howling. The sound of the sea ebbing and flow- THE LONGSHIP
ing from the shore echoes in the distance. One by one, your
comrades join your side — axes and shields in hand, beating It is time to leave the relative familiarity of the Forbid-
them rhythmically together. You plant your spear into the den Lands behind and set sail on the open sea. To do that,
frosted ground to rub your hands together, warming them you will need a few things — first of which is a ship. Be-
up for the coming fight. A raven circles the sky above you. A
low are rules for a new kind of stronghold: the longship.
sign from the gods. You grip your spear and hold it to your
All the normal rules for strongholds found in the
shield before shouting “Shield wall!” A thunderous noise of
20 Vikings clamours together, raising their shields in unison Player’s Handbook still apply to the longship unless noted
with yours. You stand your ground as the frost giant takes its otherwise. You can find the rules for Sea Travel and sail-
first massive step toward you, lead by a bloodthirsty pack of ing on pages 156 and 157 of the Player’s Handbook. Addi-
wolves. tionally, while sailing your new longship, some unex-
pected events may occur. More information on that can
Welcome and thank you for buying Wolf &
be found on pages 10 and 11.
Raven. This supplement for the Forbidden Lands role-
playing game was a labour of love. If you are a fan of the
mythic north, of Vikings, and of the Nordic sagas, I
hope that you will find this document a joy to read. If
FINDING OR BUILDING
you’re new to these kinds of ideas and references, then I
hope it inspires you to dig further into the sources of A LONGSHIP
these rules and maybe even read through a few of the sa- As with a regular stronghold, it is possible to find a dere-
gas yourself! If you do find this document at all useful, lict or abandoned longship along the coast, or even
please do me a favour and leave a review wherever you floating amidst the waves. If you find a longship, it may
bought it. If it at all goes well, I hope to make more
also have a flaw. If so, you may roll randomly on the ta-
products like this in the future, as well as continue to
update them in an effort to make sure all the rules are ble below to discover what flaw it has.
concise, well-written, and well-tested. Again, thank you You may also choose to build your own long-
for purchasing this product, and I hope you have as ship according to your own dimensions and purposes. A
much fun reading it as I did writing it! Enjoy! typical longship costs about 3x as much as a Sailing Boat
in time, materials, and gold, and can hold 20 human-
sized characters as well as 400 items. See page 190 of the
Player’s Handbook for more.

LONGSHIP FLAWS

D6 EFFECT

1 The hull leaks.

2 The longship is missing a sail.

3 Someone else has claims on the longship.

4 A monster has made this ship its home.

5 The ghost of a viking haunts this ship.

6 A sea serpent has targeted this ship and will randomly attack it in open water! See page 116 of
the Gamemaster’s Guide.

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WOLF & RAVEN
LACKING LONGSHIP UPKEEP

D6 EFFECT

1 A weakness in the hull suddenly gives way, splitting the ship in two! Also, roll D6 for each hireling on
the longship — a roll of 1 means that the hireling drowns in the confusion.

2 A random function breaks, collapses, catches fire, or is ruined in some other way. The function
needs to be rebuilt to be used again.

3 A hireling has a nasty fall, hits their head on the mast, or falls overboard. Make a roll on the critical
hit table for blunt trauma.

4 The oars begin to rot and snap apart. Reduce the speed of your ship by 1. Making new oars
requires 2D6 units of WOOD, a Quarter Day of work, and a successful CRAFTING roll.

5 Rats have made their way onto the ship, infesting the food stores, consuming 2D6 units of FOOD if
there is any onboard.

6 The longship remains intact, despite the lack of upkeep.

UPKEEP ❖

TIME: One day
EFFECT: While sailing, you will never lose your
way. If you must roll on the Sea Travel Mishaps ta-
Just like normal strongholds, your longship requires
ble (page 156 of the Player’s Handbook), a result of 1
regular maintenance and tending to. Oars get broken, is negated. You do not need to roll again on this table
hulls become damaged, sails get torn, and even more for that Quarter Day.
disastrous things can befall you in the open ocean. This
work follows the same rules that you will find in the FISHING TRAWL
Player’s Handbook page 165. In addition to the normal This large net drags behind your longship, helping you
keep your crew fed.
rules, you may hire out a MASTER BOAT BUILDER,
❖ REQUIREMENT: The FISHER talent, a ship
who acts as a ship’s HANDYMAN. More information
❖ RAW MATERIALS: 10 CLOTH
this hireling can be found on page 4. ❖ TOOLS: Knife, Needle and Thread
❖ TIME: One week
❖ EFFECT: The FISHING TRAWL can be har-
FUNCTIONS vested once per day be a PC or NPC with the
FISHER talent. If harvested during the Morning
To build or create a function for your stronghold requires or Evening, you can harvest up to 10 units of FISH.
all the same rules that you will find in the Player’s Hand- If harvested during the Day or Night, you can har-
vest D6 units of FISH. Harvesting FISH takes one
book — however, you will find here a new list of functions
Quarter Day of work. Weather, season, and other en-
for your new longship. Some of these are based off his- vironmental effects may alter these results. The GM
torical research, and some are not. You may find yourself has final say. Additionally, roll one Gear Die per
ill-suited for a life at sea and need to get creative to find week of use. If you roll a BANE, the net rips and
food or fresh water, though outfitting your must be repaired with a successful CRAFTING roll
longship with all the functions listed here would make by a PC or NPC with the FISHER talent before us-
ing again.
for an independent vessel!

CLUNKER-BUILT HULL
INSTRUMENT NAVIGATION The ship has been re-built using overlapping boards,
You have learned to use a sun compass and sun stone to strengthening the ship’s resolve.
help you navigate the open waters of the sea. ❖ REQUIREMENT: The BUILDER talent, or a
❖ REQUIREMENT: The SAILOR talent MASTER BOAT BUILDER
❖ RAW MATERIALS: 2 STONE, 1 WOOD, 1 ❖ RAW MATERIALS: 50 WOOD
CRYSTAL ❖ TOOLS: Saw, hammer
❖ TOOLS: - ❖ TIME: One week

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WOLF & RAVEN
❖ EFFECT: Gives +1 to the Defense Rating of the ❖ Salary: 6 copper
longship. ❖ Supply: Common

COOKING STATION JOURNEYMAN COOK


The ship has been outfitted with a black, iron cauldron
Responsible for cooking and ensuring enough food and
which hangs over a small brazier fit for cooking simple
stews and soups. water are stored for the journey. Staffs the COOKING
❖ REQUIREMENT: FORGE, the SMITH talent STATION.
❖ RAW MATERIALS: 10 IRON ❖ Salary: 12 copper
❖ TOOLS: - ❖ Supply: Common
❖ TIME: 1 Day
❖ EFFECT: Each Quarter Day the COOKING STA-
BARBER-SURGEON
TION is staffed by a PC or NPC with the CHEF talent,
or by a Journeyman Cook hireling, up to a dozen Equipped with tweezers, surgical knives, bone saws, and
units of FISH, MEAT, or VEGETABLES can be con- other medical instruments. BARBER-SURGEONS’
verted into an equal number of units of FOOD. HEALING rolls succeed automatically, with one suc-
cess.

HIRELINGS ❖ Salary: 1 silver

Below are a range of different types of hirelings. Salary ❖ Supply: Uncommon

indicates how much the hireling is to be paid each day. BARD


Supply indicates how difficult it is to find the hireling in Storytellers and poets. A BARD’S PERFORMANCE
question while visiting a VILLAGE. If the hireling is rolls succeed automatically, with one success.

common, many of them may be found in the village. If ❖ Salary: 1 silver


the hireling is uncommon, roll a D6. If the result is a 4 ❖ Supply: Uncommon

or higher, one of them may be found in the village.


MASTER BOAT BUILDER
Master boat builder who can build functions on the long-
SHIP DIRECTOR
Usually chosen by the king to hire the crew for the long- boat, so you don’t have to do it yourselves. The MAS-

ship and is responsible for the longship itself, ensuring TER BOAT BUILDER has the BUILDER talent

the laws are obeyed and the destination is reached. This (Player’s Handbook page 74) and access to all the tools on

task can fall to a PC or and NPC, as the story dictates. page 192 of the Player’s Handbook. The MASTER BOAT

❖ Salary: - BUILDER automatically succeeds at building a func-

❖ Supply: - tion. No dice are rolled.


❖ Salary: 2 silver
❖ Supply: Uncommon
MARINERS
Young, unmarried men chosen by the SHIP DIREC-
TOR. They operate on fixed watches and supply the ship’s JOMSVIKING
Viking mercenaries known for their prowess in combat.
crew with weapons and shields. MARINERS can also
Jomsvikings affect the Defense Rating and Attack Rating
take up other jobs while on the longship.
of your longship, as well as your Raid Rating while par-
❖ Salary: 6 copper
ticipating in raids. A Jomsviking is always on guard, even
❖ Supply: Common
when off duty. A Jomsviking typically has the same stats
as a town guard, armed with an axe, a spear, or a bow.
LOOKOUT
❖ Salary: 1 silver
A MARINER who also acts as a LOOKOUT. A LOOK-
❖ Supply: Uncommon
OUT’S SCOUTING rolls succeed automatically, with
one success.

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WOLF & RAVEN
BATTLES AT THE The Defense Rating and Attack Rating tables
presented in this section assume that all forces involved
have access to ranged weapons to attack with and shields
STRONGHOLD (or other source of cover) to defend with, although Vi-
There may come a time when your longship comes un- kings rarely had naval battles in this way, instead opting
der attack by raiders, other Vikings, or even monsters! to lash their ships together with hooks and ropes to
When this happens, the battle plays out as it normally fight in melee combat. If this happens in your game,
would according to the rules on page 175 of the Player’s you may either continue using these tables for a cine-
Handbook. However, instead of using the Defense Rat- matic battle or play out the rest of the events using the
ing and the Attack Rating tables in the Player’s Hand- normal combat rules.
book, use the ones found in this section.

LONGSHIP DEFENSE RATING

PCs take part in the defense +1 (regardless of number)

Every 5 crew members on the longship (round up) +1 (to a maximum +5)

The crew are hungry -1

JOMSVIKING takes part in the defense +1 per Jomsviking (to a maximum of +3)
Every 5 shields (round up) +1 (to a maximum of +5)

Ship has the CLINKER-BUILT HULL function +1

LONGSHIP ATTACK RATING

PCs take part in the attack +1 (regardless of number)

Every 5 crew attackers on the longship (round up) +1 (to a maximum of +5)

Attackers have grappling hooks -1

JOMSVIKING takes part in the attack +1 per Jomsviking (to a maximum of +3)
The attackers have a monster in their force +1 per monster

Some of the attackers can fly +1

LOSSES ❖ The longship’s hull is damaged. They suffer a -1


Just like at a normal stronghold, each round will likely modification to their Defense Rating.
result in losses for either the attackers or the defenders. ❖ A damaged hull is now destroyed, and the ship be-
The side suffering the loss gets to decide what each lost
gins to take on water. Defense rating suffers a -2
point of Defense or Attack Rating means. Instead of us-
Modification and the ship will sink in one turn.
ing the tables on page 176 of the Player’s Handbook, use
❖ A Jomsviking is Broken. Roll for critical injuries as
the following: the attackers and the defenders of the long-
ship can choose between these losses: needed.
❖ A monster is defeated.
❖ Five CREW in the longship are Broken. Roll for
critical injuries as needed.

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WOLF & RAVEN
this bonus is active, your Melee rolls have a -2 Mod-
NEW GENERAL ification.
❖ RANK 2: As per rank 1, but you gain an additional
TALENTS +1 to your Armor Bonus for each ally within Arm’s
Reach, so long as those allies also have a large shield
PATH OF THE DRENGR
equipped.
You’re a real badass and one day everyone is gonna know
❖ RANK 3: As per rank 2 but using Path of the Shield
it! At the end of the day, you’re here to do two things:
Wall instead becomes a Fast Action.
seek glory and die fighting!
❖ RANK 1: By spending a point of Willpower in com-
PATH OF THE VIKING
bat, you may force an enemy within the same zone
You have spent your life raiding, and nothing gets your
as you to target you for its next attack. This does not
blood pumping faster! You can smell treasure from a mile
count as an action.
away and pinpoint the best locations for hiding all the
❖ RANK 2: As per rank 1, but you may force a number
best goods.
of enemies to target you equal to the amount of
❖ RANK 1: By spending a point of Willpower, you may
Willpower you spend.
reroll one result from the Raider’s Spoils table after
❖ RANK 3: As per rank 2, but for every point of Will-
a successful raid. The highest roll counts.
power you spend in this manner, you regain a point
❖ RANK 2: As per rank 1, but you may also reverse the
of Strength. Additionally, when you reach rank 3 in
D66 roll for the Raider’s Spoils — a roll of 15 be-
this talent, your reputation increases by one step.
comes 51, for example.
❖ RANK 3: When you successfully raid a stronghold,
PATH OF THE DRUNKARD
Not a day goes by where you don’t have a drink. Celebrat- you may choose the first result from the Raider’s

ing, mourning, winning, or losing — there’s always a Spoils table freely instead of rolling randomly. You

reason to have a horn-full of mead! You can find the rules may not choose artifacts.

for alcohol below.


❖ RANK 1: You may consume 1 unit of alcohol beyond
your Strength attribute in a Quarter Day without
having to make an Endurance roll. ALCOHOL USE
❖ RANK 2: As per rank 1, but you also receive a +1 You can consume a number of units of alcohol per Quar-
Modification to all Endurance rolls related to con- ter Day equal to your Strength attribute. For each unit of
suming strong alcohol. alcohol consumed in a Quarter Day beyond your
❖ RANK 3: As per rank 2, but any damage that would Strength attribute, you must succeed at an Endurance
break you from consuming strong alcohol can be ne- roll or suffer 1 damage to both Wits and Agility. If you
gated by spending a point of Willpower. suffer damage in this way, you also gain a +1 Modifica-
tion to Performance rolls until that damage is recovered.
PATH OF THE SHIELD WALL If your character becomes Broken in this way, they
You are trained in the ways of the Viking, able to with- simply pass out and are treated as if they have suffered a
stand devastating blows while locked in a defensive posi- non-lethal critical injury from Pushed Damage. When
tion with your allies. they awake, all tests involving Wits and Agility suffer a -
❖ RANK 1: While holding a large shield, you may use 1 Modification for that Quarter Day.
a Slow Action to add the Gear Bonus of that large
shield to your Armor Rating. This bonus lasts until
the beginning of your next turn. Additionally, while

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WOLF & RAVEN
STRONGHOLD & DEFENSES

RAIDING D3 TYPE OF NUMBER OF DEFENSIVE


There are some in the Forbidden Lands who do not sow STRONGHOLD STRUCTURES
seeds, harvest wood, or cut stone. There are some who
1 Monastery D3+1
choose instead to take what they need from those who
have it. The following rules allow you to quickly gener- 2 Outpost D2+1
ate NPC strongholds which are rife for such plunder!
Strongholds generated in this way are usually quite 3 Village D3+2
small, perfect for a group about 20 Vikings!
To generate a stronghold quickly and effec- DEFENSIVE STRUCTURE DEFENSIVE RATING BONUS
tively, first choose or roll randomly for the type of
stronghold the PCs will encounter. Each type of strong- Ramparts +2
hold has a certain number of defensive structures,
Guard Tower +1
which can be chosen from the Defensive Structure ta-
ble. Once you have your type of stronghold and its de- Moat +1
fences selected, then you roll to see how many guards
are stationed at the stronghold, and finally, any unex- Portcullis +1
pected qualities that the stronghold might have.
When you raid a stronghold, it plays out very
similar to a BATTLES AT THE STRONGHOLD D3 NUMBER OF GUARDS DEFENSE RATING BONUS
(page 175 of the Player’s Handbook), except that the
NPCs are the defenders and the PCs are the attackers! By 1 10 +1
using the tables below, you can generate a Defense Rat- 2 20 +2
ing for the defending stronghold, but your PCs will
need a Raid Rating, which you can calculate using the 3 30 +3
table on page 8.
Random events may also occur during the
raid, making it as dynamic and interesting as a battle at
D6 UNEXPECTED QUALITY OF STRONGHOLD
the stronghold! Roll randomly or choose from the Ran-
dom Raid Events table to see what happens! Remember 1 A MONSTER defends the Stronghold (+1
that raids are chaotic and often brutal events, so check Defense Rating)
with your players before describing anything that might
make anyone uncomfortable! 2 Add 1D6+1 GUARDS to the Stronghold

3 A powerful commander is stationed here


(+1 Defense Rating)

4 The Stronghold’s defenses are under


construction (-1 Defense Rating)

5 The Stronghold is experiencing a food


shortage (-1 Defense Rating, NPCs are
HUNGRY)

6 The Stronghold holds a vast amount of


wealth. If you successfully raid the
stronghold, either by military victory or
by surrender, you may roll 1 additional
result on the Raider’s Spoils table.

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WOLF & RAVEN
RAID RATING

PCs take part in the raid +1 (regardless of number)

Every five raiders (rounding up) +1 (to a maximum of +5)

Raiders have a battering ram +1

Raiders have the element of surprise +2 for the first round, and +1 for the following D3 rounds

A Jomsviking takes part in the raid +1 per Jomsviking (to a maximum of +3)

Raiders have a monster in their force +1 per monster

RANDOM RAID EVENTS

D6 EVENT

1 A hail of arrows is loosed upon the raiders. Roll for the attack with ten Base Dice (Weapon Damage
1, piercing) against all PCs.

2 A burning roof suddenly collapses, trapping a PC. They must succeed a Move roll -1. Failure means
they take 1 non-typical damage, ignoring armor. The PC must continue making Move rolls until they
either succeed or become Broken.

3 A PC is suddenly surrounded by D3+1 enemies. They must stand their ground for two rounds of
combat before help arrives.

4 A PC leads a small group of raiders around the chaos. Make a Stealth roll. Success means the
raiders ambush the enemy’s flanks, gaining a +2 Attack Rating during the next round.

5 Two PCs confront a powerful enemy together. It can be a monster or the commander of the
stronghold’s defenses. This should happen in a dramatic location at the stronghold.

6 A PC finds a secret stash! They immediately roll on the Raider’s Spoils table. This roll is not affected
by the Path of the Viking talent.

RESOLUTION The NPC defenders of the stronghold can choose be-


Follow the rules for BATTLES AT THE STRONG- tween these losses:
HOLD (page 175 of the Player’s Handbook) to play out ❖ 5 Guards in the stronghold are Broken. Roll for crit-
the raid with the PCs acting as the attackers and the GM ical injuries as needed.
playing the part of the stronghold defenders. However, ❖ The RAMPARTS of the stronghold are damaged.
instead of choosing from the Losses section on pages 176
Reduce the Defense Rating of the stronghold by 1.
and 177, choose from the following:
❖ Damaged RAMPARTS are breached. Reduce the
Defense Rating of the stronghold by 1.
❖ The PORTCULLIS of the stronghold is destroyed.
The raw materials remain. Reduce the Defense Rat-
ing of the stronghold by 1.
❖ A monster is defeated.
❖ The commander of the stronghold is defeated. Roll
for critical injuries as needed.

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WOLF & RAVEN
The Raiders can choose between these losses: SPOILS OF WAR
❖ Five raiders are Broken. Roll for critical injuries Should the PCs successfully raid a stronghold — either
as needed. by military victory or surrender, roll on the Raider’s
❖ A Jomsviking is Broken. Roll for critical inju- Spoils table below once for each point of the stronghold’s
ries as needed. initial Defense Rating. For example, a stronghold with a
❖ The raiders’ battering ram is destroyed. Defense Rating of 5 would yield 5 rolls on the Raider’s
❖ A monster is defeated. Spoils table. Using the results, explain how the PCs find
❖ A PC suffers a critical injury. the valuables of the stronghold, perhaps in a hidden
chest, a storehouse, or on the corpse of a fallen foe.

RAIDERS SPOILS

D66 FIND VALUE WEIGHT

11-31 2D6 Copper Value of copper -

32 Copper Plate Value of copper -

33 Bronze Pot 3D6 copper Normal

34 Bronze Bracelet 3D6 copper Tiny

35 Bronze Earring 4D6 copper Tiny

36 Simple Gemstone 6D6 copper Tiny

37 Bronze Belt Buckle 6D6 copper Tiny

38 Embroidery 4D6 silver Normal

39 10D6 Units of Tallow (raw material) 6 copper per unit 1 per unit

40 10D6 units of Bread (raw material) 1 silver per unit 1 per unit

41 9D6 units of Herbs (raw material) 2 silver per unit 1 per unit

42 9D6 units of Grain (raw material) 3 copper per unit 1 per unit

43 9D6 units of Meat (raw material) 6 copper per unit 1 per unit

44 8D6 units of Vegetables (raw 3 copper per unit 1 per unit


material)

45 8D6 units of Fish (raw material) 5 copper per unit 1 per unit

46 8D6 units of Pelts (raw material) 8 copper per unit 1 per unit

47 5D6 units of Stone (raw material) 2 copper per unit 1 per unit

48 5D6 units of Wood (raw material) 3 copper per unit 1 per unit

49 7D6 units of Flour (raw material) 6 copper per unit 1 per unit

50 5D6 units of Wool (raw material) 4 copper per unit 1 per unit

51 5D6 units of Leather (raw material) 12 copper per unit 1 per unit

9
WOLF & RAVEN
52 5D6 units of Cloth, Silk (raw 1 gold per unit 1 per unit
material)

53 5D6 units of Cloth, Wool (raw 8 copper per unit 1 per unit
material)

54 5D6 units of Glass (raw material) 8 silver per unit 2 per unit

55 6D6 units of Iron Ore (raw material) 4 copper per unit 2 per unit

56 5D6 units of Iron (raw material) 1 silver per unit 2 per unit

57 5D6 units of Silver (raw material) 1 gold per unit 2 per unit

58 Closed helmet with gold and silver 5D6 silver 2


details

59 Silver drinking chalice 4D6 silver Light

60 Silver religious jewelry 4D6 silver (24 gold to a follower Light


of the same religion)

61 Silver brooch with sapphires 5D6+1 silver Light

62 Bone arm ring with gold details 2D6+1 silver Normal

63 Drinking horn cased in gold 2D6+2 silver Normal

64 Crown with precious gemstones 4d6+2 silver Light

65 Golden religious statue 7d6+4 gold (46 gold to follower 8


of the same religion)

66 Artifact* (page 128 Gamemaster’s See Artifact See Artifact


Guide)

your crew. Even on the most peaceful of days, the wind


has an impact on how quickly you can travel across the
waves. These tables can be combined with or augmented

EVENTS WHILE by the weather tables presented in the Bitter Reach or can
be used on their own.
SAILING Every Quarter Day you may roll on the Unex-
pected Events on Open Water table to check for random
The Forbidden Lands are a harsh and unforgiving land- events while sailing on a hex containing open water.
scape, and it is no different at sea. Rogue waves, sudden These events can happen at any time during that day and
windstorms, and even hurricanes can rip through the are a great way to break up an otherwise uneventful ride
ocean at any moment causing serious issues for you and across the ocean waves.

10
WOLF & RAVEN
2D6 UNEXPECTED EVENTS ON OPEN WATER

2 Roll a die. If that roll is a 1, a hurricane has formed in your path! See the rules for Hurricanes
below. If the roll is a 2 or more, that Quarter Day is uneventful.

3 A rogue wave appears, crashing into the longship! Roll an attack using ten Base Dice. A
success means the ship takes damage. Reduce the movement of the longship by 1.
Repairing the ship takes one Quarter Day of work and a successful CRAFTING roll.

4 A powerful gust of wind rips through the sea! The next time the longship would move into a
hex, randomly determine its movement instead.

5 A heavy rain begins to pour. Everyone on board must succeed an ENDURANCE roll every
Quarter Day or become COLD. If it is Fall or Winter, the ENDURANCE roll has a -2 Modifier.

6 The ship thuds against wreckage! If the PCs spend 1 Quarter Day searching the wreckage,
they may roll on the Raider’s Spoils table for treasure. This roll is not affected by the Path of
the Viking talent.

7 The wind favors you! Adjust your sailing speed by +1.

8 A school of fish can be spotted nearby! All fishing rolls for that Quarter Day gain a +1
Modification.

9 The ship passes through a bed of seaweed! Foraging tests may be made this Quarter Day,
and also gain a +1 Modification.

10 A heavy fog looms in the area. All LEAD THE WAY and KEEP WATCH rolls suffer a -2
Modification. The fog lasts 1d6 Quarter Days.

11 It is a clear and beautiful day! All LEAD THE WAY and KEEP WATCH rolls gain a +1
Modification.

12 A sea serpent attacks the ship! See page 116 of the Gamemaster’s Guide.

ROUND TWO
HURRICANES The waves begin to crash upon you! This round is
If you are unfortunate enough to have a hurricane form treated as if you had rolled a 3 on the Unexpected Events
in your path, the following rules will help you play out a on Open Water table.
cinematic and dangerous event which could result in
disaster for anyone on board. ROUND THREE
Hurricane encounters last for several rounds The hurricane is upon you! If there is a Skipper on
while the PCs roll tests to avoid being tossed overboard, board, they must succeed a MIGHT roll with a -2 Mod-
destroying the ship, or worse. Although initiative cards ification to control the ship. If there is no Skipper on
do not need to be drawn, it may be useful to do so if you board, one PC must take the helm and make the roll in
need to know exactly what order certain things are hap- their place. Failure means D3 functions on the ship are
pening. destroyed. All other players must succeed an ENDUR-
ANCE roll with a -2 Modification. For every failure,
ROUND ONE D6 hirelings are thrown overboard, sucked up into the
A mighty storm is upon the longship! This round is hurricane, or otherwise killed in the mayhem. If a hire-
treated as if you had rolled a 5 on the Unexpected Events ling would be killed in this manner but there are no
on Open Water table.

11
WOLF & RAVEN
more hirelings left, that PC instead suffers a critical in- ❖ Elves and dwarfs also play well into the
jury from the Blunt Force table. themes of the sagas. There is a wealth of infor-
mation on the kinds of tropes and themes be-
hind these creatures specifically, and I encour-
age you to look amongst those resources and

WHAT TO FIGHT choose for yourself what kind of roles these


creatures play in your game.
There is plenty of blood to be shed within the Forbidden
Lands, be it human, monster, or your own. However,
choosing the right enemies is important for setting the
right tone for a game inspired by the sagas of the Vi-
kings. Below is a list of recommended monsters for use ANIMAL TRAINING
in a game themed around the sagas and stories of the Vi-
If you have an animal companion or mount in your
kings.
party, you may endeavour to teach that animal a Trick.
To teach your animal companion a new Trick costs
❖ The Drakewyrm would be a familiar and terri-
3XP. It also requires a Quarter Day of training with your
fying sight to the mythical Viking. These are
animal and a successful ANIMAL HANDLING roll.
flightless dragons often taking on the personi-
An animal companion can know a number of tricks
fication of death. The hero Sigurd slew the
equal to its owner’s ANIMAL HANDLING skill level.
dragon Fafnir in the Saga of the Volsungs, and
Once your animal companion knows a Trick,
the wyrm Nidhogg curls at the roots of Ygg-
you can activate it by spending one point of Willpower.
drasil itself.
Activating a Trick in combat is a Fast Action, and your
❖ Ghosts, Restless Dead, Zombies, and Skele-
animal companion must be able to see or hear you to
tons are common foes to the Vikings who seek
carry out your command. Your animal companion can
treasure and glory. Typically, these creatures
learn from the following list of Tricks:
are all grouped together under the name
❖ ATTACK: The trained animal attacks an en-
“Draugr,” but may also be called “Haugbúi”
emy in the same zone until it is either Broken,
(barrow-dwellers), or “aptrganga” (again-
commanded otherwise, or the target enemy is
walker).
Broken.
❖ Giants are another common element in the
❖ DEFEND: The trained animal defends a
Norse sagas, especially the Jötunn, or Frost
friendly character or area, attacking any ene-
Giants. Ymir himself was a giant, from whose
mies that get within Near range of the de-
corpse the realm of Midgard was made.
fended character or area.
❖ Sea serpents are known to the Vikings as well,
❖ FETCH: The trained animal collects a target
the most famous of which is Jörmungandr the
object within a short range that it can carry
world serpent. It is known that at Ragnarök
and brings it back to its master. Note that all
mighty Thor will meet his end after being poi-
normal rules for movement and encumbrance
soned by Jörmungandr.
apply to the trained animal.
❖ Trolls and troll-wives also have a place in Wolf
❖ FLEE: The trained animal flees combat fol-
& Raven. Typically mean, nasty, unpleasant,
lowing the normal rules.
and sometimes even riding upon the backs of
wolves, these creatures are never to be trusted.
The skald Bragi Boddason is said to once have
encountered a troll!

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WOLF & RAVEN
CHAINS OF THE WOLF
There exists an enormous wolf who will one day devour the
ARTIFACTS world. Many tales have been told about the binding of the
The Vikings were no strangers to magical weapons. Great Wolf and how, eventually its chains will break, lead-
ing to the twilight of the gods. Through the ages, many of
Many of the best tales from Norse mythology revolve
links of this chain have fallen to the Forbidden Lands and
around these artifacts, their creation, and their use. Be-
are said to be unbreakable.
low are three examples of artifacts inspired by those ta-
les. APPEARANCE
The Chains of the Wolf are a 3-meter length of bright,
shimmering chrome with subtle spikes along their
THUNDER-CALLER smooth curves. Each link is perfectly crafted and harder
The legends speak of a great hammer that could call down than steel, impervious to any weapon known to the For-
thunder and lightning from the sky. It is said to belong to an bidden Lands.
ancient god and enemy of giants, granting whoever wields it
an immense amount of power.
EFFECTS
The Chains of the Wolf grant a D10 Artifact Die to a
APPEARANCE MIGHT roll used to bind a creature or object with the
Thunder-Caller is a one-handed axe with intricate knot- chains. The chains themselves will never break, and any-
work carved into its stone head. The shaft is short in thing attempting to escape the chains must succeed a
length and looks to be cut from the wood of an ash tree. MIGHT roll with a -3 Modification.
Deep red leather winds about the shaft to make for a
strong and comfortable grip.

EFFECTS FEATHER CLOAK


Thunder-Caller is a warhammer with Weapon Legend has it that an ancient goddess once owned a cloak
Bonus +2, Weapon Damage 2, and Artifact Die D10 made from the feathers of hawks. With it, she could trans-
(D12 against giants). Once every Quarter Day, the form herself into a hawk to fly wherever she wished. One
wielder can call down a bolt of lightning to the hammer. day, the trickster god stole the cloak from her, and in his fool-
Every character in the same zone as the wielder, besides ishness, dropped it to the Forbidden Lands, where now it
the wielder themselves, suffers d6+2 damage and is lays hidden.
knocked prone.
APPEARANCE
DRAWBACKS A cloak made from the feathers of many kinds of hawks.
Thunder-Caller holds an ancient hatred of giants. If a The cloak is long and graceful, with feather colours
character holds Thunder-Caller at the beginning of
ranging from blues, greys, browns, and reds. No matter
combat and there are any giants in that combat, the PC
what is done to it or with it, it never loses a feather.
wielding Thunder-Caller may only attack the giant until
it is either Broken, or they are.
EFFECTS
The Feather Cloak allows a wearer to transform into a
hawk once per Quarter Day. In combat, using the cloak
is a Fast Action. The wearer’s clothes, gear, and any-
thing else they are carrying transform along with them
but count as zero encumbrance and cannot be used until
the wearer transforms back into their normal form.
While in the form of a hawk, the wearer’s attributes

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WOLF & RAVEN
and skills become those of a hawk’s (see eagle on page ❖ Harsh storms of the sword
127 of the Gamemaster’s Guide).
BLOOD
DRAWBACKS ❖ Of the carrion-pool
The power to transform into a hawk is intoxicating to ❖ The sweat of injuries
the wearer. When the wearer is in the form of a hawk ❖ Sea of wounds
and wishes to turn back, they must roll a D6. If the re- ❖ Raven/Wolf-wine
sult of that roll is a 6, they cannot turn back into their ❖ The dew of a dead man
normal self and must remain as a hawk for the next D6
turns, when they can attempt to turn back into their
CORPSE
true self once again. If the wearer fails 3 consecutive ❖ Of the wolf’s mouthful
rolls, they remain as a hawk forever. Their gear is lost, ❖ Wolves’ barley
along with the cloak, and it’s time to make a new char- ❖ Food of the eagle
acter! ❖ The sword-cloven slaughter-food

GIANT
❖ The mountain-jarl
❖ The lord of the cave

KENNINGS ❖

Food of the eagle
The very bold enemy of the earth
The Vikings were well known and celebrated for being
great wordsmiths. Odin and Thor had their famous bat- GOLD
tle across the river using only their wit and words, and ❖ The fire of the waves
of course the skalds or warrior poets are well-known to ❖ The field of serpents
any who have investigated the culture of the Vikings. ❖ Fafnir’s land
This section is designed to help you role-play as a Vi-
king, speak as one, and immerse yourself in a romanti-
SHIP
❖ The horse of the sea
cized version of the world from by using kennings.
❖ The sea-wolf
Kennings are poetic synonyms, often calling ❖ The elk of the waves
back to a saga or legend involving the subject. For in- ❖ The steed of the prow
stance, when referring to a grave, we may instead call it
a “corpse fjord.” There are thousands of kennings found SWORD
within the sagas and poems of the Norse people (which ❖ The corpse-candle
❖ The thorn of scabbards
you can find online!) but presented here are some that
❖ The serpent of carrion-channels
are particularly useful for those who wish to get the
❖ The reed of the shield
most out of this supplement.
WARRIOR
AXE ❖ User of wolf-wounds
❖ The Wolf of Wounds ❖ Wolf-sater
❖ The norn of the shield ❖ The battle-granter
❖ Monsters of shields ❖ The sword-reddener

WOUND
BATTLE ❖ The path of the storm-blade
❖ The spear/sword assembly
❖ Spear-storms
❖ Showers of weapons
❖ Meetings of metal

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WOLF & RAVEN

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