### u/t0talsundae Presents
# Fight for the Everforge
#### A fifth edition supplement for Five 4th level adventurers
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# Fight for the Everforge
### Tips for the Dungeon Master
- This adventure is read from the top down, meaning that I have attempted to provide all the necessary information for you to understand the entire layout of this adventure is just the first few pages. It is densely worded but useful.
- This is **your** adventure. What I have designed is merely a mold that is made to be broken and shaped. When I make adventures for my campaign I often write at length in advance, but when I actually run the adventure I make drastic changes throughout the players' journey. You are master of your gaming world and this just a small document to help you start your campaign off.
- The goal of this adventure is to leave your players in a rich and open world setting that both you and them can explore.
###
- The encounters designed for this adventure had my own players in mind, and if you find that the encounter is too difficult, or not difficult enough you should change the encounter and make it more practical.
- If you have the ability to play music while running this one-shot, I highly recommend the *God of War* OST.
- The **Background** section of this document is merely a suggestion for how you could portray the world, but the **Overview** section is absolutely necessary for running the adventure.
- Remember that the ultimate goal of a one-shot is for you and your players to have fun! If you're having fun while running and your players while playing, then everything is being run correctly.
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##### Table Of Contents
- **[2 Fight for the Everforge](#p2)**
- [2.1 Tips for the Dungeon Master](#p2)
- **[4 Background](#p4)**
- [4.1 Flow Map](#p5)
- [4.2 Grim Rules Variants](#p5)
- **[6 Overview](#p6)**
- [6.1 NPCs](#p6)
- [6.2 Encounters](#p6)
- **[7 Encounters](#p7)**
- [7.1 Rival Rendezvous](#p7)
- [7.2 Treading the Steppes](#p7)
- [8 Fording the Mountain Pass](#p8)
- [9 Ódrönd's Descent](#p9)
- [10 Battle of the Norsemen](#p10)
- [11 Harald's Betrayal](#p11)
- [12 Fighting the Everforge](#p12)
- **[12 Conclusion](#p12)**
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# Background
Welcome to the world of Vindrheim, the gods are dead leaving all mortals to their own devices. Arcane and divine magicks are nearly non-existent in practice and the machines of great wars have been left behind to curse the world of the material. Vindrheim's tale is one of survival, discovery, and mystery. Vindrheim is an attempt at a Vikings meet the Ice Age setting.
### Locations and Terrain
Vindrheim is home to many wastelands and perilous mountains, but there are some pockets amongst its barren overworld that harbor evergreen forests, expansive fjords, and beautiful groves.
Your first step in worldbuilding for the party is to come up with a tribe name. For the purposes of this section, the clan's name will be referred to as **Hyrrstar**. The party's home clan will be the prime location where the party will feel safest. Hyrrstar is located at the western base of **Mt. Galeskier** and the surrounding area at the base of the mountain is a harsh tundra.
The rival clan of **Hegemod** is located due west of Hyrrstar and both have an intense history of war. As winters become worse and worse the clans eventually managed to broker peace in the effort of finding a common enemy that they could both prey upon. Hegemod is found on the neighboring mountain of **Farkeim** where they reside within its expansive cave systems.
Another nearby clan is **Sekef**. Sekef resides in an estuary to the north of Hyystar and have traded with Hyrrstar in the past, but will not accept a roaming band for such barters. Their territory is harshly guarded against the threat of Norsemen.
**The Valdrlands** is a dense evergreen forest that is home to fierce animals like dire wolves. Its oasis-like nature makes it a perfect building ground for things for the potential feywild or beastlands inclusion in your world.
### Races
The races of Vindrheim can differ greatly from places like the Forgotten Realms, things like the name of a race might be replaced with another, or various physical descriptions might be changed to emulate a more historical or mythological aspect. An easy way to make your campaign more unique and push it outside the normal boundaries of fantasy is by just renaming races to other things and mixing various ideas together. The Dwarves don't have to be Dwarves, but instead can be Dwarmir and unlike their Dwarven knockoffs, they have horns and glowing blue eyes. I use two examples in this section.
##### Wolfkin
Wolfkin are very similar to half-orcs in both physical and physiological description, but with the exception of a charcoal-blue skin tone and more human-like features. Wolfkin attempt to take the idea that nature has bred its own version of humanity that is more capable of being one with nature.
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##### Jotun
Jotun are half-giants that use the Goliath statistics, they are stocky like dwarves and stand as tall as a goliath would. Jotun have large horns that protrude from their head like antlers. Their both stocky and tall appearance leave them to be large in size, and able to wield oversized weapons with ease.
### Classes
By introducing a world without things like gods or arcane magic comes the obvious restriction of certain races and classes. By no means should you bar the possibility for these classes to be played, but by indoctrinating your players into the theme of the campaign they need a few restrictions to aid their immersion. In the attempt to make it obvious that the gods are dead, all arcane and divine classes for the purposes of this one-shot are removed. This sentiment is shared within the list below:
##### Removed Classes
- Cleric
- Paladin
- Sorcerer
- Warlock
- Wizard
##### Class Restrictions
- Bard can only reach level 3 and in college of Valor/Swords
- Druid can only reach level 5
- Eldritch Knight removed
- etc.
Each of the class restrictions implemented should be taken with a grain of salt, and if you want to implement more strict restrictions remember to talk with your players beforehand. As a one-shot, having restrictions can be fun outside of a normal D&D experience, but implementing major race and class restrictions in a campaign can be exhausting for a player to work with.
### Enemies
By the standard definition of *the* enemy, there is only one type of enemy presented in this one-shot, all others can be reasoned with or tamed.
##### Norsemen
The Norsemen are the servants of a primordial who had fought the gods and won, now that this being has complete control over the realm, his engines of war lie dormant still waiting for a war that will never come to them.
Norsemen can be described as bulky humanoids with hollow eyes filled with a blue eminence and clad in either hide armor or frosted half-plate. They are cold to the touch and are about as personable as a suit of armor. The only sounds they make are grunts, yells, and screams as they have no natural ability to communicate with mortals. Norsemen can communicate with one-another though. Norsemen are extremely dangerous having primordial origins and can be considered a threat no matter where they reside.
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### Flow Map
The provided map is only a small window into the world you will draw for your players. This map is a helpful guide to show you both the path and distances the players travel to get to their final destination. There are markers at each encounter location including (bottom) where the players first begin their adventure by meeting up with the Envoy of Hegemod, and (top) where the Players reach a Norsemen encampment and find the location of the Everforge.
Use this map as a light guide for your players' journey and exaggerate it however you please. The orange path drawn between these encounters doesn't have to be followed down to the rail but serves as a helpful guide.
### Everforge
The Everforge is rumored as a forge whose flame never dies, serving as an eternal beacon of warmth and prosperity. Scouts from both clans Hyrrskar and Hegemod have traveled far to view the Norsemen and their movements, and after staying many nights on watch they notice the flames of their forges never rest nor waver. Rumors of the Everforge have come to greater light where without a necessary source of fuel great settlements could arise in places with more plentiful resources of iron and gold.
The Everforge is actually a creature, a Remorhaz (MM pg. 258) . A Remorhaz is an incredibly dangerous creatures who can be found in extremely cold climates underneath the snow and ice. Their internal organs are like a furnace and their blood like hot lava. Remorhaz are captured by the Norsemen and used as their forges, but must be fed and maintained regularly in fear of its escape. A Remorhaz is captured while young and its body isn't too hot. Then it's carried back to the Norsemen's encampment where a stone kiln in the shape of a coffin and about 30ft. long is made for the Remorhaz to grow into. A large cast iron mold-holder is bolted to the top of the kiln and the kiln is then suspended by dozens of iron chains over a pulley and rooted deep into the earth.
The Remorhaz is banded with tempered cast iron then placed into the kiln while it is still small enough to fit and the chains that hold the Remorhaz are bounded to the chains that hold the kiln in place.
### Grim Rules Variants
There are some rules that you can implement in order to increase the amount of realism applied to the game. Here are some of those optional rules that you can implement.
- Characters cannot expend hit dice during short rests, only during long rests. Long rests do not restore hit points at all unless hit dice are spent.
- If a character would be reduced to zero hit points, they gain a level of *exhaustion*. A long rest restores 1 level of *exhaustion*.
- A short rest is 3 days and a long rest is 1 week.
- Language proficiency for both writing and speaking that language are separate.
- Whenever a critical hit is scored on a character, that character's maximum health points are reduced by half of the damage dealt by the resulting attack, and a long-rest restores the character to their original maximum health.
It should be stated that by implementing grittier rules like these will make your players play slower and smarter, and feel like there is more on the line. If you are running this adventure as a stand-alone one-shot I would recommend leaving out these rules in the interest of time.
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# Overview
## NPCs
#### Harald of Hegemod
Harald of Hegemod is the leader of clan Hegemod's envoy to find and secure the Everforge, he is the villain of the one-shot and is first introduced as a rival to the party. Harald's clan has a deep hatred for the party's clan and that same hatred is deeply seeded into Harald.
Harald plans to kill the party before they reach the Everforge via sabotage, and if they survive plans to kill them himself in the Norselands. Harald is motivated by greed and vengeance and cannot be reasoned with under normal circumstances. Harald's biggest motivator that he keeps secret is his desire to use the leverage of the Everforge to become the leader of clan Hegemod and conquer the party's clan once he has control.
Harald's intentions are truly evil, but at the beginning of the adventure, his motives aren't intended to be obvious. By attempting to make Harald known as a dense and dismissive individual is key in order for the party to suspect that he does not want anything to do with the party and that he may or may not be evil. Harald sees no individual as worthy as he is for both head of his clan and ownership of the Everforge. Harald isn't smart, but is clever and will use any leverage he gains against his opposition no matter what the cost.
Harald is brash and brutish. When portrayed he is somewhat of a meathead who can be quite clever. I like to think of Harald to have the intent of a noble without actually having the intonation or demeanor of one. Harald is a human with pale skin and long straight hair that barely brushes his shoulders. He brandishes a thin mustache-goatee combination that forces his reddish face into a constant state of either disagreement or anger.
#### ódrönd of the Valdrlands
Ódrönd(*oh-drooned*) is a Wolfkin Druid who lives as a hermit in the Valdrlands. Ódrönd is the protector of the forest and serves as the pack leader of all dire wolves found in the Valdrlands. Ódrönd is a feral individual who can be considered insane by the party. His very nature will breed the start of a combat encounter, but as the fight goes on it will be clear that his madness is only stirred by misunderstanding, and that if he were treated more like an animal he can be reasoned with.
Ódrönd has grey-blue skin with fangs protruding downward from his upper bite. His grisly black hair tangles and cascades down his shoulders. Ódrönd also has a long black beard that fetters outward with intensely wiry curls. Ódrönd will act like a wolf protecting its territory when met with the players.
#### Elder Gorithath
Despite his age, Gorithath is filled with wanderlust. His deep connection to nature, being a wolfkin, allows him to have a certain innate understanding of it. With a slight hunch held up by his cane and a long grisly white beard, he holds both the look and role of a wise elder in the party's clan.
With his charcoal-grey skin and tusk-like fangs protruding from his face he still stands clad in armor with a resting face of sadness. Gorithath is wise and insightful and while not admiring the rolling hills of Vindrheim he serves as the advisor for the party before they leave on their great journey.
## Encounters
#### Rival Rendezvous
The introduction to the one-shot places the party as they are about to leave for their great journey and they meet Harald's group for the first time, setting both the tone and nature of competitiveness that the party should uphold for the duration of the adventure. At which point they set off and begin to see the first legs of their adventure
#### Treading the Steppes
The party begins to stretch into the mountains and important decisions must be made. The terrain itself will prove as a challenge for the group. Harald instigates a few sabotage attempts that set the party back somewhat.
#### Fording the Mountain Pass
Beset by a wide river and steep cliffsides the party will eventually discover that the best course of action is to ford the river in order to finally escape the mountains.
#### ódrönd's Descent
Once entering the Valdrlands the party will find themselves ahead of Harald and his group. Ódrönd will appear before the party and begin to lash out at the party. Depending on how the party handles the fight Ódrönd can be subdued and be a handy ally despite his unstable nature.
#### Battle of the Norsemen
Upon leaving the Valdrlands the party travels within sight of Harald's through Paradyse and finds great struggle in the desolate land. Eventually, the party reaches the rumored Norsemen village that is said to hold an undying forge. When a fight breaks out and Norsemen begin to swarm the group and Harald's party joins into the fight and pulls them to victory.
#### Harald's Betrayal
Reaching the Everforge fills both groups with glee, but they will soon find Harald of Hegemod exchanging verbal blows with the party before finally announcing his plan for vengeance to the group, cutting some of the chains on the Everforge and rushing to attack the group.
#### Fighting the Everforge
The caged Everforge breaks free from its hold and begins to attack everything it sees. The party will have to use everything they have gained from diplomacy if they are to win, otherwise, it may escape or even worse, kill them outright.
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# Encounters
## Rival Rendezvous
### Setting
We open from the perspective of Elder Gorithath as he watches the Envoy of Hegemod approach the rendezvous point. The following scene will unfold.
> *Screeching winds pound against these cursed hills like the unclaimed souls of the dead soldiers that once fought on this battlefield. I watched the once lush green grasses of these hills turn grizzled and tinted red as brothers fought one another. We have not come to do battle like our ancestors have for ages, but for a greater cause. Two envoys from two rival clans march together against their better judgments, thanks to the promise of prosperity. *
>
> He watches as the **Envoy of Hegemod** approaches, its well-armored men cloaked in slate colors to match their mountains' hue.
>
> *Though for a meeting to celebrate our truce and future prosperity, I do not understand why 'he' is here.*
>
> The Wolfkin's eyes fixate onto a figure in the front as they march down the scarred hill. His gritted complexion and worn hide compliment the look of distaste on his face as his group approaches.
>
> Gorithath turns to the envoy. *"I curse the gods that you return to us alive, know that even though your mission is to retrieve such a treasure that I believe your lives mean more than that."*
>
> The man looking at you is none other than your envoy's advisor and respected clan Elder, Gorithath.
As Harald approaches from the west, the party is given some time to discover the world around them as directed in the **Scene** section. Describe Gorithath and allow him to be asked a few quick questions before Harald approaches.
>
> As the Envoy of Hegemod finally climbs up the hill to meet the group you see the gritted figure the Elder spoke of previously stand tall facing the party. The look of distaste on his face has grown into anger as he scowls toward the Elder and the group. He spits at the very ground you stand on before speaking.
>
> *"So this is all they could cobble together huh? You can forget this little cooperative operation you planned on here because you'll be dead weight following our pace."*
Harald insults the party and perhaps gets into a small incursion with them, to which both the Elder and Harald's party attempt to hold one-another back hoping not to allow a conflict to brew. Regardless, Harald will storm off after a small exchange of information between him and Gorithath.
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### Scene
After Harald leaves the party has some time to ask Gorithath questions. If your party doesn't really care about where they need to go and just want to be autopiloted, then they probably won't ask where they are supposed to go and will instead just follow along with the railroad. The more information they ask for, the more you can introduce to them and the more agency you can put in their hands. Here are some important notes they hopefully want to hit if they are to succeed in the future. Expect some of these questions to be asked:
- What is the Everforge?
- Where the Everforge?
- Who are the Norsemen?
- Who is Harald?
- Who is Gorithath?
- Why do both clans hate one-another?
- How did the clans reach peace?
- How many days travel is the Everforge?
- etc
When a question is posed, check to see if Gorithath would know the answer, then if the answer isn't in this document then it is up to you to come up with your own answer. How many days travel is the Everforge? That is your decision. I merely provide encounters for you to fill your adventure with, and the distance between each event is arbitrary.
## Treading the Steppes
### Setting
After traveling in the rolling hills for some time the mountains of the horizon soon become massive beacons of challenge that the party could choose to endure.
> *Surrounding you is no longer a menagerie of hills but a collection of mountains that have slowly worked their way into your world. Once beauties of the horizon these monumental fixtures of nature serve as beacons of ice and wind.*
>
> *The Envoy of Hegemod can be seen climbing up to the mountain's pass to the northeast leaving the party far behind them should they choose to take the path around the range.*
### Scene
Each prompt represents a portion of the skill challenge for climbing the mountain. Broken into separate portions.
##### Challenge 1
> Climbing up the snowcapped cliffs proves to be more difficult than one might expect.
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> *At one failure.* Your pitons hold gives way to loose rock and you find yourself falling before being caught by an ally, slowing everyone down.
> *At one success.* Upon reaching the top you notice a pocket of icy rock where your pitons had broken off due to loose rock and it appears to be broken in a somewhat unnatural way. Many stab marks litter the edge of the icy cliff.
##### Challenge 2
> While traveling along the mountain path a rumbling is heard from above, an avalanche cascades down from the mountain. After rushing to find cover you find a cave. Once the avalanche hits the rocks and snow rushs into the cave the group is overwhelmed.
>
> You become cold and wet from the sheer amount of snow.
##### Challenge 3
> After spending some amount of time in the cave recuperating from the avalanche the snow begins to melt. After a long rest, you awaken to find yourselves in the home of an angry brown bear who begins to push you towards the edge of the cliff.
>
>It snarles and thrashes at you. While standing in 2 feet of snow you appear to be cornered by the beast, do you scare it away or communicate with it?
### Challenge
Should they choose to take the mountain pass, the resulting skill challenge will be used in order to measure their success:
Total Failures needed: 7
If all characters would fail one check, the challenge ends.
- DC 15 Athletics
- DC 17 Constitution Saving Throw
- One DC 14 Animal Handling OR Intimidation OR Use Fire
Upon failing the challenge the party continues on the mountain path, but the time they could've gained is now lost. Nor do they reap the benefits of the mountain's tactical advantage of being able to monitor Harald's progress.
Use this opportunity to reward the party with a few items they could find in a cave.
## Fording the Mountain Pass
### Setting
> *Trailing behind the Envoy of Hegemod eventually leads you northward to Gorcusm Pass, a severance between two mountains by a wide river that trails off into the east. While on the southern peak of this pass you notice jagged rocks and rolling waterfalls block your most natural passage*
>
> *Even still though, you spot Harald and the rest of his envoy attempting to cross these jagged rocks from a couple of miles away. One of you quickly suggests fording the river as Harald's group makes it look more difficult than it initially appears.*
> *After swiftly marching down the mountainside you find yourself faced with river rapids and treacherous rocks jetting out of the water.*
### Scene
##### Challenge 1
> You begin scouring either side of the river for a much more shallow, thin, and calm portion that is perfect for fording.
##### Challenge 2
> You begin to wade into the waters and find the pull of current surprise you. Do you grasp for rocks or do you hold your ground?
##### Challenge 3
> Once you find a vantage point to begin your crossing a large surge of water falls over you midway through your ford.
##### Challenge 4
>Once near the edge you've gotten accustomed to the current's pull on your body. Slippery and cragged rocks await you on the other side of the river, how do you find your way up?
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##### Bonus
> After intense scouring of the eastern bank you find a ruined boat on the same bank as you.
The boat can be repaired with the *Mending* cantrip or they can simply repair it themselves, a simple DC 13 Artisan Tools (Survival) check.
##### Failure
> You desperately thrash towards the nearest rock and your hand slips off of its surface. Your head dips into the water and you bruise yourself in the process.
### Challenge
Should they choose to ford the river, the resulting skill challenge will be used in order to measure their success:
Failures needed per Player: 3
- Two DC 13 Perception
If 16 or above see **Bonus** in **Scene** and below.
- DC 14 Athletics/Acrobatics
Upon failing the check, all succeeding party members who rolled a 16 or above save a failing player, any other players left behind must be saved. See **Failure**.
- DC 12 Strength Saving Throw
Same conditions apply to the previous check, with the saving check being a 16 still.
- DC 14 Athletics/Acrobatics
Same conditions apply to the previous check, with the saving check being a 16 still.
##### Bonus
- DC 13 Survival (Water Vehicles)
On a success, the party succeeds the Skill Challenge, on a failure they are placed on Challenge 3.
##### Failure
If a party member fails one of the challenges and is not saved by an ally who rolled high enough they begin traveling towards the waterfall. They repeat the same challenge until they get 3 failures total or complete the challenge.
Any player may choose not to proceed with a successful check to attempt to save that player, they gain advantage on the same challenge and if they would roll a 16 or higher that player is saved and both progress.
At 3 failures the character is found at the bottom of the waterfall near death, they will start the 4th encounter with 3 exhaustion, and the 5th encounter with 2.
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### Reward
If no player failed the skill challenge 4 rare herbs are found at the base of the waterfall where they would find the defeated player. One rare herb is equivalent to a Greater Healing Potion after a Druid's Appraisal.
Upon Fording the river the party is significantly ahead of Harald and his party. They are seen still crossing the jagged rocks as the party ventures into the wastes.
## ódrönd's Descent
### Setting
> *The wastes prove to be harsh, but you had prepared for it. Rushing into the Valdrlands your horizons are suddenly filled with tall evergreen trees that eventually span all of your vision. Lush green grasses and bushes line a forest floor. Birds begin to accompany your every breath as you slowly begin to rest. *
>
> *But... All is not well in the forest around you. During the night howls are heard, dark red eyes are seen in your surrounding camp, and in the morning you are met with the strangest of encounters in the beast-ruled forest.*
>
> *A man hurriedly steps out of the bushes meeting your presence and nearly runs into one of your blades. A tall wolfkin stands before you with grey-blue skin and fangs that protrude downward from his upper bite. His grisly black hair tangles and cascades down his shoulders. A long black beard accompanies him and fetters outward with intensely wiry curls. With a stirred look on his face he mumbles to himself in what seems like an incomprehensible tongue.*
### Scene
As the party communicates with Ódrönd it will become painfully obvious that he is not well. He will make schizophrenic statements and growl at the most sudden of movements. He will speak of his family being murdered in cold blood and blame 'men' for the incident. At first, there will be no convincing, though they may try. Eventually, he will start transforming into a Dire Wolf.
> The druid begins to howl and as he does his voice deepens and his body begins to crack, malform, and distort. After just a few moments hair grows on his body, along with razor sharp teeth and serrated claws. Spines protrude from his back leaving his wolf-like state to appear more monstrous.
The forest terrain in the area will be covered with difficult terrain that Ódrönd can exploit. Using hit and run tactics in order to hopefully ward off the players. If he would reach low health he will back off and begin to whimper. Once back into his wolfkin form he can be diplomacised with.
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### Challenge
___
> ## ódrönd
>*Large Beast, Chaotic Good*
> ___
> - **Armor Class** 16
> - **Hit Points** 100 (13d10 + 15)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|16 (+3)|4 (-2)|12 (+1)|7 (-2)|
>___
> - **Damage Resistancs** bludgeoning, piercing, and slashing from nonmagical weapons
> - **Senses** passive Perception 16
> - **Challenge** 7 (2900 XP)
> ___
> ***Keen Hearing and Smell.*** Ódrönd has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Regeneration.*** At the beginning of Ódrönd's turn he regains 5 hit points. If Ódrönd would take fire or acid damage this effect is mitigated until the start of its next turn.
>
> ***Aggressive*** As a bonus action, Ódrönd can move up to his speed towards a hostile creature he can see.
> ### Actions
> ***Multiattack.*** Ódrönd makes three attacks, two with his claws and one with his bite.
>
> ***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 10 (1d10 + 3)
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 15 (2d8 + 5)
>
> ***Howl.*** Each creature that can hear Ódrönd within 30 feet makes a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Ódrönd is within line of sight, ending the effect early on a success. On a success the target is immune to Ódrönd's Howl for 24 hours.
### Reward
If the party manages to subdue and make Ódrönd friendly, he will ask that the party rescue any of his family that was captured by the Norsemen. As well as escort the partyoutside of the Valdrlands safely.
Note that if you are not running this as a stand-alone one-shot then I would suggest that Ódrönd rewards the party with a *Staff of the Adder*.
*Paradyse is a flat desolate wasteland filled with dead trees. It is rumored that those who are left stranded are lost in its hypnotic wastelands for eternity, so much so that the soul remains even in death.*
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## Battle of the Norsemen
### Setting
> *As you travel through the desolate wastelands of Paradyse you notice its flat horizon begins to turn to a familiar sight to the north, rolling hills. After several days travel you manage to meet Harald and his envoy at sight' edge of the Norsemen camp.*
Some time may be spent deliberating with Harald. He appears willing to fight the Norsemen so that the Everforge may fall into the group's hands. He will pride himself on how many he has managed to slay previously.
> *As you reach the top of the last of Paradyse's hills, the Norselands stare straight back. Lights beckon from the dimly lit sky for miles. A small camp on the outskirts of the mountainous terrain beckons a red glow from one of its tents that can be seen for miles.*
>
> *How will you prepare for the battle?*
### Scene
[Full Image](https://imgur.com/a/Ru9x0Rq)
Norsemen are incredible tactical and will use formations in order to subdue the players. The Norsemen will arrive in waves based on how close the party is to the tents. The first wave will be outside, the following waves entering from the most adjacent tents.
### Challenge
Three Waves of Norsemen appear from different buildings every 2-3 rounds.
- *First Wave: *6 Guard (MM pg. 347), 1 Veteran (MM pg. 350)
- *Second Wave: *6 Guard, 2 Scout (MM pg. 349), 2 Veteran
- *Third Wave: *5 Guard, 1 Scout, 1 Thug (MM pg. 350), 3 Knight (MM pg. 347)
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## Harald's Betrayal
### Setting
Assuming you've arranged the party correctly, Harald should've arrived into the tent first, allowing this scene to play out correctly. If he didn't, then make sure he slips past the players in this cinematic moment.
> *Once inside the Great Hall of the Norsemen encampment the Everforge can be seen suspended by chains attached to the walls and ceiling of the hall. Up a small stairwell with an open railing at the opposite end of the entrance leads up to the forge.*
>
> *Scattered across various shelves and wall mounts is armor, weapons, and other treasures. Two workbenches lie in the middle of the room with various half-finished pieces of armor and weapons scattered among the various tools used to finely tune them.*
>
> *The heat of the forge can be felt from the entrance of the room. As you finish soaking in your victory Harald is already visting the forge. His first swing at the forge's chains set you aback.*
>
> *The forge rumbles around and cries out, its heart vibrating with intense red heat.*
> *Harald cackles with glee and proclaims. "This is even better than I thought, its real! It's actually real! I must say, brothers, this is a fine day. With so much blood spilled today, I doubt they'll care if we spill a little more." Harald turns towards you with an evil grin as his party draws their weapons.
### Scene
[Full Image](https://imgur.com/HjdLAMf)
Harald's party will fight defensively while Harald heats up his metal weapons on the forge as a bonus action to deal an addition 1d6 fire damage and uses them on both the players. While nobody is adjacent to Harald, he will choose to cut one of the Everforge's chains instead of using a ranged weapon attack.
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### Challenge
Use Harald's party in the previous encounter, and any leftover members from the Norsemen fight will carry over to this fight. Both groups should get a short rest before the next fight (or at least some healing).
___
> ## Harald
>*medium humanoid*, chaotic evil
> ___
> - **Armor Class** 16
> - **Hit Points** 50 (5d8 + 25)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|15 (+2)|10 (+0)|12 (+1)|13 (+1)|
>___
> - **Saving Throws** Str +5, Dex +4, Con +4
> - **Skills** Athletics +7, Intimidation +3
> - **Senses** passive Perception 11
> - **Languages** Common
> - **Challenge** 3 (700 XP)
> ___
> ***Brute.*** A melee weapon deals one extra die of its damage when Harald hits with it (included in the attack).
> ### Actions
> ***Multiattack.*** Harald makes 2 melee attacks or 1 ranged attack.
>
> ***Shortword.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 12 (2d6 + 4) slashing damage
>
> ***Spear.*** *Melee Weapon Attack:* +5 to hit, reach 5ft. and range 20/60 ft., one target. *Hit* 12 (2d6 + 4) piercing damage
>
> ***Shield Bash.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 9 (2d4 + 4) bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
> ### Reactions
> ***Parry.*** Harald adds 3 to his AC against one melee attack that would hit him. To do so, Harald must see the attacker and be wielding a melee weapon.
1 Scout (MM pg. 349) and 2 Thug (MM pg. 350)
When placing Harald's party I would put the thugs at the base of the stairs, Harald at the forge and the Druid/Scout near the railing.
The party can use the workbenches placed in the room for cover, as well as hide against the railing wall. If Harald dies, the remainder of his party will cease fighting and beg for mercy. They are usable for the next fight.
\page
___
> ## Druid
>*medium humanoid, any alignment*
> ___
> - **Armor Class** 11
> - **Hit Points** 17(2d4 + 11)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|12 (+1)|13 (+1)|12 (+1)|15 (+2)|11 (+0)|
>___
> - **Skills** Medicine +4, Nature +3, Perception +4
> - **Senses** passive Perception 14
> - **Languages** Common, Druidic
> - **Challenge** 1 (200 XP)
> ___
> ***Spellcasting.*** The druid is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
>
> Cantrips (at will): *produce flame, shillelagh*
>
> 1st level (3 slots): *entangle, thunderwave*
> ### Actions
> ***Quarterstaff.*** *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5ft., one target. *Hit:* 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage with *shillelagh* or if wielded with two hands.
## Fighting the Everforge
### Scene
> The Everforge rumbles violently as it bangs against the side of the hall. Eventually, what looks like lava begins to pour out of the Everforge's fuel-hole as it rams itself once more into the wall, cracking its stone exterior open.
>
> The Everforge wriggles bits of stone off of itself to reveal its true form, a blue centipede-like creature with red-hot spines running down its back. Hundreds of legs begin to unfold along with large frills that accompany its massive form. Its maw opens wide to reveal 4 massive clamping teeth and hundreds of teeth behind it. Its emerald-green bug eyes stare back at you as it roars.
### Challenge
*Remorhaz* via MM pg. 258.
Start at half health with only 2d6 damage dealt from *Heated Body* and let the Remorhaz attack indiscriminately until it has the opportunity to escape. Since the ground isn't made of ice, the Remorhaz can't burrow and is therefore at a massive disadvantage.
Because the Remorhaz smashed itself open on the walls of the Great Hall, all of the weapons, armor, and various items on the shelves, workbenches, and walls have fallen off onto the ground. Use this opportunity to better equip your players in whatever way you see fit.
The Remorhaz will probably wipe out a few characters very quickly. If any of Harald's party members remain from the previous fight, they will have a chance at victory, otherwise, it is best to just let it go until either the party dies or it runs. This is not meant to be an easy fight.
## Conclusion
Whether or not the players are faced with victory of defeat, watch the smiles on their faces and the exasperated looks you garner with each passing description. Upon travelling back to their clan's village they should garner a customized ending based on their achievements thus far. If they helped Ódrönd then by all means give them that victory.
> Congratulation Players! you have successfully completed ***Fight for the Everforge***. In these next moments recall what your favorite moments from this one-shot are and compliment your DM on his effectiveness for running this game. May the next adventures you have bring much fun and I hope you all roll well.
***Voted for by the Marmadas group for the 3rd Annual Player's Choice One-Shot; Written by Tyler Titsworth***