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A tiny village and surrounding homesteads have been razed by a pack of orcs.

The
two wolf riders have a chain gang of women and children ready to move but not
before they plan to set fire to the trembling old and infirm they have piled in the
village square.
3 Trolls sitting at a campfire eating an animal they have slain today.
A lightning elemental trying to get back to it’s home: inside Thor’s Hammer.
A young man claims to be the son of Odin and is backing up that claim by conquering
nearby townships. He wields a +3 spear that flies back into his hand after he
throws it and give him True Sight (it’s a relic he found)
A booming sound is heard over the sea during a storm, but it does not sound like
thunder. The storm giants are fighting and their battles are causing endless storms
and floods. Sail into the heart of the sea, through this weather, and stop them
Dwarves under a mountain are crafting an item that looks like a giant ruby. If they
complete it, it will allow fire giants to obey their commands. The ice giants are
not pleased about this
Two dragons attack each other over a viking village. Both die in the battle. Now
the villagers are going to go to war with each other, as two leaders want the
corpses for themselves.
Giant Elk rutting as a neutral one but still dangerous
A dwarf named Fafnir is running away with an otter skin full of cursed gold,
depending on the difficulty you’re after have him slowly turning into a black
dragon. At a minimum he’s almost a half dragon.
A rumor is heard about a mysterious well (Mimir’s well) that grants magical boons
to those who sacrifice something to it. (Or the players stumble upon the well.)
Raiders need some more muscle on a pillage!
As the players are threatened with freezing to death on a mountain pass, a
welcoming cave turns out to be the entrance to a formidable Jotun community. Or a
bear den depending on level.
A woman in a bar reveals her self to be a fallen Valkyrie. She needs your help to
return to Asgard (or your world equivalent) and prove her honor. Turns out she’s
“fallen” for a reason and getting her back to Asgard would be disastrous.
A famous bard has been replaced by a servent of Loki, and now walks the land
twisting the myths and tales of old, spreading all the wrong lessons to the wrong
people, causing chaos all the while.
A local Jarl’s son has been captured and the Jarl wants him rescued. The son is
being held in a pit. If the players enter the pit, it fills with (highest character
level) x d8 constrictor snakes and the illusion of the Jarl’s son fades.
Rumors are abound that the dwarves in the nearby mountains are at work at a great
golem, one which will claim them alone victory at Ragnarok.
The draugr have risen and are attacking the countryside. The Jarls and lords
protect their cities with powerful runes. But they will only hold for so long. Find
the source of these draugr and end this madness
A strange man comes from faraway shores, preaching a lord beyond all the gods, a
lord of vengeance and mercy, of blood and wine. A lord encircled in vines and
nailed to a beam. He has gained quite a following, performing miracles of this
foreign god
A madman wanders from township to township, claiming to have returned from Helheim.
Such a thing is impossible, but the man is said to see ghosts, and is as cold as
the grave.
A group of dragons, chromatic and metallic, have gathered in concert for one
purpose: To kill the world serpent, and if they’re lucky, Niddhog also
The cults of Loki are determined to give their god a weapon that can match the
might of Mjolnir. They have gathered the best smiths and enchanters they can to
craft the weapon for their god.
A fleet of longboats made of strange, black wood has been spotted upon the coasts.
They are demanding the first born from every village as tribute, or else they shall
burn the countryside to ashes.
A mysterious saga stone has appeared overnight with glowing runes written in a
strange language that none of the locals can identify.
A lycan is killing hunters and wanderers in the name of Fenrir, hoping this will
break his chains early
A dark wizard, a necromancer, has found a way to turn trolls into draugr, and now
aspires to amass an army
A spirit that was to be taken up by the Valkyries to Valhalla has broken loose from
their grasp and now possesses mighty warriors to be a warrior again here on
midgard.
An old woman throws runes in her shack on the edge of a pine forest. The bones
scream of portent and woe. Darkness falling over the land and a chill winter that
hasn’t been seen in 100 years. As she weaves her prophecy the party is quietly
surrounded by 1d6 Ice Spiders.
You stumble onto an empty dragon horde cave that is camp to a raiding party of
Duergar. They think you’d make excellent slaves.
Near a cemetery 1d20 skeletons rise looking for glory. Their Jarl stole their
treasure horde and ran off. Two gold coins each is enough to send their poor souls
to the afterlife victorious. They give you the cursed family name of the thieving
former Jarl.
A Jötunn (Giant) determines he wants to taste any exotic members of the party. The
patchwork furs, skull belt, dwarf armor necklace, and massive stone club make for a
very convincing argument.
You find a wounded shield maiden with her dead compatriots in zombie form closing
in on her. Two of the zombies are on fire.
Cultists have a magically restrained Valkyrie on a sacrificial altar in the rib
cage of a long dead god. They chant as they pour blood in her mouth to suppress her
divinity. The ten cultists summon 1d4 Fire Elementals, but if the Valkyrie screams
she can kill half of them. She begs the party to get her to the nearby ruined
temple of Odin.
An empty long boat is scuttled on the shore. There’s zombies tied to the mast and
one stuck in some fish nets. Ten more in chainmail armor walk out of the water
towards the ship and the party.
A small dwarf woman is being chased by a hell hound. Her father the Jarl had
recently passed away and her uncle seeks to usurp the land she inherited.
You stumble upon a horde being buried. The 1d6 Vikings were about to sacrifice a
boy and girl to protect the treasure from the afterlife.
A herd of elk run past you. The party discovers a grizzly bear, fur black with
shadow, and eyes glowing red with rage barreling towards them.
A ghost begs them to return her skull to her nearby body on a stone throne. Her
chainmail covered body animates and raises 1d6 skeleton warriors to show her thanks
as she covers the party in darkness.
Dark magics are at work when a pair of two-headed, undead dire wolves attack.
A child of Fenris stalks the party. A great wolf in her own right, about 15 feet at
the shoulder, she begins to creep ever slowly towards the PCs. If the party runs to
the end of the forest she reverts to a harmless human form as her magic is bound to
the woods.
A whisper and a giggle is heard coming from the woods. The spirit of a dead Viking
girl is seen as she summons 1d6 skeletal wolves. She was intentionally poisoned and
fed to this particularly savage pack in life and now she commands them in death.
A small fishing village is raided by 1d4 pale orcs while the fishermen were out on
the lake. They’ve already slaughtered half the village, small fires have broken
out. One stupidly fell into a net.
An unnatural fog rolls into the path from the woods. Far off into the woods you
hear a witch cackle as 1d4 will-o’-wisps attack the party
You find a boat maker and his family at his mooring being surrounded by Drow. They
want to drag him to the Underdark to make boats so they can lay siege to an island
on an underground lake that is protected by blind merfolk…and home to a great and
dangerous treasure some say was buried deep in the earth by the god of the sea
himself.
Four dwarf lumberjacks bursts from the treeline being chased by 1d4 demon-possessed
Treants. They are not happy and one is missing a chunk from their leg.
You come upon a flaming boat going down a peaceful river. The occupant, however,
has other plans as a flaming corpse claws towards you screaming as his hemp rope
bonds burn away. You wish the water could have been a little deeper
A lone Viking holding a battle ax stands at the end of a bridge you must cross.
Silent and covered in a berserkers balm you know he is planning to kill all of you.
A Tiefling Viking is ending an argument with a friend by pointing at her horns and
yelling, “Yeah! Well at least mine are real!!!” Shocked to see someone this far out
here they decide to rob you.
A golden stag of Freya has been murdered by a pair of mountain trolls. These
stockier cousins of your garden variety troll are known for their cruelty and
affinity for throwing large stones and blocks of ice to tenderize their food before
eating. Burning the stags body in a proper funeral pyre would really put you on
Freya’s good side.
A fox being chased by four mastiffs is looking tired. Seeing the party she jumps
into the biggest member’s arms and reverts to her human form. The red haired girl
pleads for help just as 4 Vikings and a priest ride up to the party. “The child is
an omen of evil! She is a witch and must be judged!” If asked how the riders
dismount and draw their weapons shouting, “By iron!” When saved the girl thanks the
party and introduces herself as Siggi Lokisdötter.
A dwarf smith has been murdered while delivering his commission to a nearby temple.
An orc stands over his corpse while unwrapping a spear that pulses with
electricity. His raid bellow alerts the other orc band nearby as he rushes towards
you.
The stones crack open as a yawning portal from Hel opens and out screams a pale
fallen Valkyrie with jet black hair. She was sent to kill a member of the party,
but if overwhelmed she goes after a random family member or loved one and holds
them hostage.
A raven of Odin warns you that a Jarl was recently murdered nearby and to just keep
walking. The thanes fighting for power have separated into two main factions. Any
side the party chooses will have a distinct advantage over the other. After the
battle the winning faction murders the women and children of the defeated side.
Leaving the bodies out for the ravens.
A young shield maiden battles a necromancer in a fight to the death down in a
frozen moor. Her mirrored shield redirects the wizard’s spells as he smashes down
hard with a hand ax. Her friends (of every local race) held by dead hands, forced
to watch her die. The three hundred ghouls surround the two fighters, growls and
groans echo in the ice flats as ravens fly aloft in a darkened sky. If the party
doesn’t kill the necromancer in 4 turns the shield maiden sacrifices herself to
land the killing blow, dispelling all the zombies (and creating a pact of peace
between all the denizens of the North).
A camp nearby is bragging about a recent successful raid. They toast and prepare to
open the 1d4 chests they stole from an exotic land. One chest shoots out a cloud of
acid and the other ones are mimics.
The anger of the gods manifests in the shape of blood and thunder. This is gonna be
messy.
Whalers have landed a large whale. They just began to harvest the blubber when 1d4
Ice Trolls caught the scent of blood. Half the whalers are already dead.
A giant and aggressive Wild Boar defending its shotes from the group
A cart full of farmers fly by with torches and spears. The ones in the back call
for help as they yell for you follow them. A king troll has been seen along the
Eastern borderlands.
Twin Viking siblings (boy and girl) run into the party. Their family has fallen on
tough times and they were sold into slavery. The new master beat them bloody and
one of them within an inch of death so they ran. Two hounds, the master and a
handful of farmhands are in pursuit. If it’s discovered he beat them so bad he
faces dire consequences from the Jarl.
A bonfire in the woods reveal ten Vikings and a cage full of Tieflings. One has
already been blood eagle’d as another corpse burns on the pyre.
A group of Brownies run into the party and are being chased by an angry
necromancer. They stole his skulls. They give you open invitations to trade at
their invisible villages that dot the countryside.
A little elf girl runs up to the party begging for help. Her ear has been cut off.
A group of Vikings need her ears to bless their long boat. They are not leaving
without it.
Three masked Jötunn ice giants have ripped a boar apart on a two story jagged ice
crystal and are drinking the blood by wringing out the corpse. They see you.
A Treant and a raccoon are having a conversation in a clearing. A one eyed Tempest
cleric with a hammer attacks the party. His name is Röht and he looks pissed. They
carry a very impressive gem.
The snow becomes thicker and heavier as you travel. An Ice Elemental freezes the
last victim of a previous adventuring party. As she lets out her last scream you
realize you are in the middle of a grizzly statue garden of at least 50 frozen
corpses.
A child of the World Serpent thinks you’d make a nice snack. Don’t worry it’s only
a baby…at only 30 feet long
Black magic permeates the air as you see a human sacrifice taking place at a blood
covered altar before a human-faced dire-elk. It has human arms dangling off the
side of his head under his antlers. The cultists call him a “Child of Loki”.
Hel spits open and four goblin skeletons with hellhound mounts come for the soul of
a party member
A hag is seen chasing an animated suit of chainmail armor. It begs you to help it.
Eventually it will want to be turned back into a human.
A Hill Giant carrying off four sheep can be seen stomping onto the path. He spits
out the shepherd’s leg and heads towards you with a crooked, bloody smile.
The wreckage of a wagon is seen on the trail. A ghost appears and begs you to help
his family. Off in the distance two women and a boy are screaming as they are about
to be sacrificed to Loki by some cultists.
Six enslaved Yakfolk pull a great sled for a Fire Giant. She uses her flame whip to
convince you to serve her.
A group of Hill Giants have made camp up ahead and are preparing dinner. The 12
course meal of peasants would like to be uninvited, if possible.
The rain begins to hammer down along with the thunder and lightning. A bolt of
black lightning hits the ground and 5-10 skeletons begin to rise up out of the mud.
A group of dark dwarves waylay a trading caravan of regular dwarves and Tabaxi.
They have a blind pale Hill Giant helping them. Two of the guards have been killed
and one of them eaten.
A mourning family drags a shrouded body of a woman along the path. It is still
moving. They wrestle the corpse near the open grave with a large runed cover stone.
It’s hands are bound and mouth stuffed with straw. Her lover shows up and tries to
steal her away before being sealed away by the protective magics. If you save the
corpse she thanks you by biting your necks.
Drums are heard in the distance. A group of Vikings are blowing horns and calling
the goddess Hel to this realm. They are about to offer a blood sacrifice of a
Valkyrie and five red headed maidens. Dark magic begins to dance along the bones of
a long dead Red Dragon skeleton. The fires are starting to grow…
A viking is seen training a horde of goblins and hobgoblins to fight in a shield
wall. He smiles as he sends them at you for practice.
The weather begins to worsen as a freak snowstorm begins to blow in. A crying blond
Viking girl with one glove runs into you and begs you to leave her alone. She
unleashes a large ice golem and a tiny animated snowman at the group. After the
battle the girl’s sister runs up asking which direction she ran off to. Fortunately
there’s a lovely sauna and comfy cabins nearby where you can let it go.
A black drake crashes down and tries to make a meal of the party. Black smoke
billows from its eyes and mouth. Someone is controlling it.
A volcanic fissure opens in front of you. Six elemental lava zombies crawl out of
the flaming maw heading towards you.
A one horned female Tiefling is being chased by Vikings looking for a war horn.
Blood steadily flows from their broken stub with bruises and cuts covering their
battered body. She begs you for mercy.
In a dark fen a great sword rests embedded in a dais of stone. Great brambles grow
around it. This was known as the Fey Slayer and drove the Fey from this land ages
ago. Two guardian shadow dryads watch over it, killing any they deem unworthy.
A trio of Mountain Trolls are about to eat an Asimar Wizard, a halfling, and 13
dwarves. The troll horde nearby is as epic as the smell.
A Viking has slain his friends. He says the armor he wears is cursed and made him
do it. “Kill me, before I kill you too.” as he fights back tears and makes his way
towards you. A dark spirit does reside within the armor.
An old great grandmother sits by her slain family on the side of the road near her
burning cottage. Pale orcs laugh at her feeble attacks with her arthritic hands.
The farm burns and animals cry as they are set alight by the spreading flames in
their paddocks. “Odin grant me vengeance. Odin grant me justice.” she cries as an
Orc Raider punches her in the gut, dropping her to her knees. The rolling thunder
and freak storm begins to form. The air is heavy as she gets up one last time to
lay her curse. “Valkyria!” is her last gasp before passing out…you are all suddenly
possessed by battle hardened spirits under sway of the All Father and you have only
one driving urge: kill the orcs.
A warrior named Sven of Orkney and his archer wife are being chased by his uncle’s
men. He is the true heir to the nearby hold. A necromancer amongst the thugs
demands Sven’s blood. Sven has travelled and has wonderful stories to tell if you
save him.
An elf Berserker in a bear skin cloak stuffs a handful of mushrooms into her mouth
and runs at the party with her glowing red battle axe.
The earth beneath your feet reverberates and you hear something heading to the
surface. A black ooze bleeds up and forms a gelatinous cube. A little digging
reveals it was made to guard a buried treasure horde.
Red-eyed Ice Genasi and a Frost Giant pierce the Bifrost to invade the realm. This
is just a scouting party. You are the only thing stopping a full scale invasion of
the realm from happening.
Four hooded Raven Kenku jump out of a nearby potters field, necromantic energy at
the ready. They are easily distracted by shiny objects.
You find a baby crying in the middle of the road. His mother dead next to a dire
wolf corpse, sword plunged to the hilt in the beast. The baby radiates a magical
aura. A two headed dire wolf approaches. The hammer pendant around his neck points
to who might be his father.
A tiny prince is about to be murdered by an unusually tall orc. The orc reveals his
uncle paid for him to kill the child. If you save the child the Jarl will offer you
the title of Thane should you eliminate the uncle and his vassals.
A red dragon whelp cries as it is being lashed and tied to a wagon by a group of
Duergar. They have broken one wing already and knocked out a fang. Mom can’t be too
far away…
A Sorcerer has been attacked by the Jarl’s men. Beaten, stabbed, shot with arrows,
and castrated they are preparing to drown him. He promises you great rewards if you
help him. Rasputin Vordav will be eternally in your debt.
Three warring Holds have met on their contested borderlands just out of arrow range
of each other. In the middle a necromancer has captured five druids in a forbidden
ritual. The corrupted life magic of the druids sends out a wave of death energy
that instantly kills all three armies. Quietly a new undead army begins to rise.
Kill the necromancer to break the spell and return the people to normal.
The road takes you through the ruins of a massive mead hall. The dwarven support
columns are ornately carved, telling the story of a great Jarl that united his
people of all races against foreign invaders. The stone walls have been melted by
dragon fire. Three red dragonborn attack the party.
A wedding party is bringing the bride-to-be to her new husband. The political
marriage would bring two warring Holds together. The pale orcs, fearing a united
enemy, have dispatched four wolf riders to kill the wedding party and plant weapons
of the other Hold on the bodies.
A party of Drow head towards a cave after attacking a group of travelling merchants
and their carts. These Drow are different, blind, unable to speak a discernable
language, and more feral than their regular cousins. The bound slaves beg for help.
Their chitinous armor and weapons are quite unique to any surface dweller, as they
haven’t been seen in 200 years.
You find Loki casually sitting on a rock next to the path. He wants to make a deal
with the group that ultimately involves killing another god.

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