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Tuesday, January 13, 2015

1d10 Magical Chalice Table For The Astonishing Swordsmen and Sorcerers of Hyperborea rpg System and Your Old School Systems

There are treasures of ancient workmanship and strange aspect which are the focus of adoration for dread rites and forbidden magics. They are the source of extraordinary power and the focus for dangerous cults, many have been left behind after the power of their gods fades and yet legends and myths grow around them creating the central focus for adventures.
Heroes, rogues, and adventurers seek their power, wizards lust for mystic might, and indeed empires are forged from the center of their droughts. 

File:Ardagh chalice.jpg
Photo by Kglavin
1d10 Random Magical Chalice Table 

  1. Alkandut - From Old Earth, this chalice has been known as king maker, the widow cup, and by many names from throughout time. The chalice magically reads the heart and soul of its drinker after wine is poured into its cup. The user gains 1d4 points to attributes and +2 to wisdom. The cup may once a month grant a cure light wounds spell and it has a 30% chance of sealing a dimensional breech. The cup will do 3d6 points of damage per round to those not of lawful good alignment who handle it. An ancient elemental spirit of fertility dwells within its metal confines. 
  2. Angorugu - The Cup of The Stars, this chalice is the focus for several astrological gods and grants its user the ablity to see beyond and open the doors between planes. The chalice may grant this if spring water from a lower valley spring is poured within it. It may open or seal  a dimensional door once per day. Used more then once a day and the power of the chalice will rip the user apart as the cup's spirit takes offense and 4d6 points of damage pours into the fool. 
  3. Bakaulo- The Blood Cup, this chalice magically fills with the blood of a lesser saint Bakaulo who quested for this chalice back in the days of Old Earth. The chalice grants its owner the ability to heal land and people of wounds of the soul allowing a barren land to yield 1d4 seasonal harvests and healthy infant mortality rates. It may also grant a vision every 1d6 weeks. 
  4. Cagitua- The Emperor's Bane, this chalice has a long and bloody history of royal linage until it found its way to its current holding place. The chalice allows one to hear the thoughts and wishes of the people he rules. It also grants one a vision from beyond, a communion with the ruler's god once per month. There is a blemish upon the cup, for those who use it have a 2% chance of attracting fate and for someone close to the owner to betray and try to murder the owner of the cup for possession of it. And so it goes 
  5. Laulan -The Hunter's Moon, this cup allows its owner to assume the guise and shape of a hunter or animal of prey once per moon after blood of the kill is poured into it. The owner of this cup will have incredible insight into the nature and mind of animals as well as the powers that watch over them. The owner must dedicate every third hunt to the spirits of the cup or bad luck is sure to follow. The owner will find 1d6 extra kills per month from the cup's influence and other tribes of hunters will look to the owner for wisdom and insight. 
  6. Drotundu - This chalice was the center of worship for a group of knights from Old Earth who sought a refuge for their wives and families. The chalice's spirit  is able to provide insights, guidance, and wisdom in the form of dreams and illusions every new moon but the owner of the chalice must engage in prayer and rites of the chalice every day. They must forgo marriage and procreation for the rest of their lives. The spirit demands fidelity in its owners for the good of the familial lines and once every 1d8 years calls these families together to observe the travels it has made. The cup is now lost. 
  7. Fangoru - The cup of ancient kings, this cup has passed from ruler to ruler across the centuries and all of their spirits reside within. Those who drink from this cup may experience their wisdom, memories, and lives within the visions the chalice grants. The chalice will also grant 1d10 extra years of life to the owner and insure that the owner is fertile and gains an heir. But there are those who whisper that it is the chalice's children who rule in the stead of the owner and a blood curse follows in its wake. 
  8. Otundur -This chalice once belonged to a cult of the moon goddess Otundur but it was stolen by a necrotic cult who twisted its spirit and now serves dark forces. The cup will grant undeath to those who taste of its dark icor as the cup magically fills each new moon. The thing may create one vampire or 1d20 zombies under the command of the spirit's cup. The rites of this chalice are far too awful to writ down here. Once per new moon, the chalice may summon a minor demon of low aspect who will demand a blood sacrifice and serve the owner of the cup. Those who handle the cup will be tainted by it. And will become of low undeath aspect after death. 
  9. Hagodrimanguna - This cup will change and liquid poured into it to pure spring water. The cup of prophecy as it is known has yet to have its powers unlocked and waits its rightful owner. It has been known in the past to heal, grant wishes, and destroy armies with its might. But for now it sleeps in legend and has been lost to the mists of time. 
  10. The Vangorca - This cup belongs to a long tradition of blood sacrifice and war, the cup of warriors demands the blood of the vanquished. It grants its owner a temporary increase of 1d6 points for stats but lasts as long as the battle. Once over the cup will offer new visions of conquest and war but the spirit of the cup always demands this,eternally. The cup may create 1d8 berserk from ordinary men by causing them to be possessed by the dark warrior guardian spirits who serve the cup. There is a legacy of blood and thunder associated with this cup.  

Monday, January 12, 2015

The Giant Leopard Seal For The Astonishing Swordsmen And Sorcerer of Hyperborea Rpg

File:Leopard Seal 1844.jpg
Number Encountered: 1(1d4)
Alignment: Neutral Evil.
Size: L 
Movement:30(60 swim)
Dexterity: 9 
Armor Class: 5 
Hit Dice: 5 
Number of Attacks: 1 bite
Damage 2d6 
Saving Throw: 14 
Morale: 9 
Experience: 400 
Treasure: -- 

A superior predator on the ice and water surrounding the arctic seas of Hyperborea, the giant leopard seal is without peer on or below the ice. They are dangerous and vicious creatures who are superior prime opportunists who stalk, hunt, and bring down prey of an incredible variety.
These monsters were originally bred as a food source by the Elder Things and used for centuries  as a stock animal. These vicious animals  that roamed the seas only to be brought down by Elder Thing hunting parties as sport. With the virtual extinction of the Elder Things these giant horror's numbers have exploded. 
These monsters are far more vicious and dangerous then their none gene engineered smaller brethren upon whom they feed as well. They are a vicious and dangerously vindictive animal with a mean streak about them. Some of the locals believe that they retain a bit of the tainted magic of their Elder Thing masters because of their almost malignant hunting habits. They never give up once they find easy prey. Packs have been known to pursue a man across the ice for days at a clip and never seem to give up the hunt.
These monsters are highly prized for their blubber, fat, and bones by locals in the polar areas.
The monsters stalk prey, hunt namely human and surrounding tribes in the areas where they live, and the mutant penguins of the polar regions of the Hyperborean seas.

Friday, January 9, 2015

1d10 Weird & Minor Ancient Amulets Table For Astonishing Swordsmen And Sorcerers of Hyperborea or Your Old School Swords and Sorcery Campaigns

File:FĂ­bula anular del primer tesoro de Arrabalde (2).JPG
Photo by Outisnn
Something glints in the darkness of  the torchlight, a gold or bronze piece hidden for hundreds of years comes into the light. Ancient treasures worth a small fortune tempt adventurers to risk all for the reward of some incredible treasure. Here then are a small list of 1d10 minor bits of magic which can make men and women green with envy or even murder.

1d10 Weird & Minor Ancient Amulets Table 
  1. A  aurichalcum amulet sacred to the ancient tiger diet Hmu protector of children and mothers. The amulet allows its wearer to have low light vision twice per day and eyes of the eagle as per the spell.The wearer can blink once a day and instinctively knows the where about of small children in their charge. 
  2. The Amulet of Ru, this amulet is twisted throughout with weird and strange alloyed wire fashioned into the web of a spider. Ru is an ancient spider god, a protector of hearth and home. Once per day the owner may spider climb, has the ability cast a web spell once a week, and may use a shocking grasp every new moon. The amulets were used by body guards of certain rich and royal families. 
  3. Amulet of Hadrin - This amulet has been made from an ancient old Earth coin from the time of Hadrin. This amulet commemorates the Sons of Hadrin who safely escaped one of Old Earth's deluges, once per new moon the owner may call upon the spirit of the Emperor to impart some ancient bit of wisdom or grant a dream of prophecy of some important event. The activation of the amulet requires a wisdom roll for the dream of prophecy to occur.
  4. Amulet of the Beetle god - This amulet has been created from the ancient shell of a giant assassin beetle shell. The thing allows the owner to peer into the nether reaches of the insect's dream realms allowing the owner to access ancient power. 
    The owner may twice per week use a flesh to stone like power as per the spell. The owner may also have the sense of taste of the insect things allowing an acute sense of touch and taste. The amulet will also grant infravision. But these powers come with a price. The owner will smell as fresh churned beetle rolling in human dung each time a power is used.  -5 on all Charisma based rolled. 
  5. Amulet of The Web - This amulet has been made from a strand of web of the ancient spider goddess who spins her web between the planes of existence. No web spell or spider bite will affect the user. Praying to the goddess of the web will instantly teleport the owner into the  presence of the goddess who will eat and dine upon the soul of the owner. 
  6. Amulet of Ancient Wasting - This amulet allows the owner to sleep for a thousand years as if it was only a day. The owner will think its another amulet and the effect is almost instant only by using pearl of healing or the kiss of a true love can the owner awaken. 
  7. Amulet of the Cursed - This amulet allows the owner to capture a curse within the Orichalcum designed cage of the amulet. After twelve such curses the cage of the amulet turns to gold and the amulet must be cast into the sea. Failure to do so releases all of the curses upon the owner all at once. The amulet may also cast a cure light wounds once per week but they must also wash the amulet after this use in a sacred pool. 
  8. Amulet of Cthulhu - This amulet allows the owner to detect the presence of the tentacled god and his minions. The owner may  drive back the followers of the god once per week but there is a 20% each time that this ability is used of the amulet breaking. 
  9. Amulet of Saturn - This amulet has been created in the winds of ancient Saturn and is forged from aurichalcum from the ancient wind tossed temple structure of the mad ones. The amulet allows the owner to pull the thoughts from entities of the Outer Darkness once per week. The owner may create a sign of insanity and despair once per month. There are those who hunt these amulets to destroy them citing their connection to an ancient cult of assassins and murderers who killed with the rising of Saturn basking in the madness of the planet. 
  10. Amulet of the Ancient Mother - This amulet is dedicated to the ancient mother goddess of mankind and it allows the wearer to know if a child will be healthy and in good health for its lifetime. The amulet wearer can detect the fertility of male or female friends and relatives and the best places to plant crops. Every twelve months the amulet must be bathed in the blood of a specially slaughtered ox or cow. 


Thursday, January 8, 2015

1d10 Minor Hoards Table for The Astonishing Swordsmen and Sorcerers of Hyperborea Rpg And Your Old School Sword and Sorcery Campaigns

There are ancient and time worn crypts where forgotten treasures and halls of antiques lay far underground. Here then is a quick list of random hoards of more then mere gold coins in the long forgotten dark and queer underground worlds where the dead and desperate departed have left forgotten loot and strange legacies in the dark. 



1d10 Minor Hoards Table 
  1. 1d20X100 Ancient bronze and gold covered prehistoric feline skulls of a dangerous & predatory cat thing. The eyes of these items glow with an inner fox fire of rime and fungus in the dark. 
  2. 300 pounds of ivory taken from the most aggressive and dangerous mammoths of some long forgotten valley. The ivory is marked with weird and wild symbols of lost barbarian tribes. 
  3.  100 ancient spears made from long forgotten fossilized woods. The spears bronze and iron heads are marked with weird and strange symbols on the heads. 
  4. 600 iron ingots of a rare and pure type, these are prized by weapon smiths and sword makers. 
  5. 100 tightly packed jars of rare Earth soils,elements, and powders from far off and mysterious lands. The jars are sealed with a black wax and marked with protective wards against evil spirits. 
  6. 300 pounds of semi precious stones sealed in cut crystal jars each marked with ancient symbols 
  7. 600 skulls of some ancient race of giants heads adorned with copper crowns and iron scepters. The crown glow in the darkness. 
  8. A pile of ancient gold axes now fused by age and time. These were never meant for human hands. The gold is a mix of bronze and gold. 
  9. A gigantic pile of 10000 copper buttons each with a Yellow Sign on them, the signs seem to swim and ungulate in the torch light. 
  10. 600 yellow and red gold bells that will sound if even lightly touched. These things were used in ancient forbidden rites to summon long dead and dreaming demons.



Tuesday, January 6, 2015

Winds of the Ice Forest From Random Order Creations Adapted To Your Sword and Sorcery Campaigns As Well As The Astonishing Swordsmen And Sorcerers of Hyperborea Rpg System




Grab It Right HERE  As A Pay What You'd Like Title
Winds of the Ice Forrest is perfect for a romp through the wilds of a barbarian themed land. I kept thinking about some of Conan's home land's comments and of Fafnar's ice themed realm whilst clawing my way through the concise and well written text.
This is a pretty nicely done Labyrinth Lord Adventure for PC's first through third level and a nice round number of PC's is going to be needed to navigate through the ins and out of this snow bound affair of a module. The maps are well done and the adventure makes excellent use of it's snow bound environs. Echoes of many old school tropes round this adventure out and it handles itself with wit and style.
From The Drivethru blurb: 
he dreaded Ice Forest! Once a safe passage to the north, now the forest's evil magic seeks to trap and confuse travelers with ever-shifting paths full of terrible dangers. New monsters, new magic items, new magics!
This adventure for character levels 1-3 was designed for Labyrinth Lord but can be used with any old school dungeon-crawling RPG. It is a drop-in locale that can be played through in a few hours or in a much longer session...per the needs of your gaming group.

Winds of The Ice Forrest is devided into parts with Entering the Forrest giving all of the basics and making good solid use of the adventures content and the set up. We've got the Ice Forrest Rumor table. A quick series of encounters with back story and set up. Hazards and boom the PC's are right in the middle of the action.
Part Two The Ice Forrest is the heart and soul of the adventure placing the PC's right into harms way and bring in some of the heavy gun monsters of the module. Here's where men and barbarians get separated. Nicely thought out and well written the authors do a fine job bring in the action with some rough and tumble encounters. Don't let the artwork fool you into comfort here. The Labyrinth Lord monsters are analogous to their AD&D counterparts. They can easily be substituted for use with a 1st edition AD&D style take on this module. Or for use with the LL's Advanced Companion.
Maps here are nice, simply designed, and straight to the point of use. The treasures seem well balanced here with an OD&D style of flavor in the offering. There are multiplicity of adventure locations woven into the fabric of the module and adventure.
Part III Escape From The Forrest  - Here's that one final push of nastiness and its very dangerous. Have a care right here.
The Appendix are interesting with a nice little sample party thrown in.
New spells which have a definitive sword and sorcery flavor. 
Plenty of Winter themed monsters to draw from for LL 
New Magic items with a wintry sword and sorcery taste to them. 
Another take on the Barbarian class for LL as well pretty sweetly balanced. 
Monster list for even more random encounter action. 

I really like the cover art as well. So yeah I do think this is a module well worth picking up. Just one little note there's an NPC who when defeated will be a 'treasure load' character for the PC's. DM's you'll know em when you see 'em. 
Just decrease the amount of loot and your ready to roll!
Adapting Winds of the Ice Forrest For
Astonishing Swordsmen and Sorcerers of Hyperborea.

Believe it or not while reading through Winds Of The Ice Forrest I kept thinking about where I would place this adventure within Astonishing Swordsmen and Sorcerers of Hyperborea. The module screams sword and sorcery to me. Don't let the artwork fool you, in fact I think its part of its awesome charm.
For AS&SH I'd place this module either within the bounds of Mt Yimir or within Xin. Both of these ice bound freezer boxes have the right feel.
The monsters and horrors of the adventure are easily found within the Referee's Manual for the game and substituting the magic items from the module are a snap. All in all this is a pretty damn good mating of OSR material in my opinion giving Winds of the Ice Forrest even more utility. 

Tuesday, December 30, 2014

A Red & Pleasant Land By Zak S. From Lamentations Of The Flame Princess



Zak_Smith_Red_&_Pleasant_Land

Grab It Right
HERE

I recently asked for a copy of a Red and Pleasant from James Raggi of Lamentations Of The Flame Princess after reading Tim Brananan's blog's review of the book on his blog HERE and for the life of me I've been trying to process the whole of this  book. Its part campaign setting, part art book, and part deep end launch into Zak Smith's pick up of the Alice In Wonderland books as well as legends and fairy tales surrounding the Lewis Carroll books shoved into a blender with classic Dracula and set on nightmare and the dream setting.






What's the book about? Well to be honest the back cover explanation doesn't convey half of the feel of the campaign kit/setting. It covers in broad strokes and artful descriptions a battle that has raged across 
A terrible Red King wars with an awful Queen, and together they battle into being a rigid, wrong world… and this book has everything you need to run it. (And any other place in your first, second, third, fourth or fifth edition game that might require intrigue, hidden gardens, inside-out-rooms, scheming monarchs, puzzles or beasts, liquid floors, labyrinths, growing, shrinking, dueling, broken time, Mome Raths, blasphemy, croquet, explanations for where players who missed sessions were, or the rotting arcades and parlors of a palace that was once the size of a nation.)
Zak S, game master on I Hit It With My Axe and author of the multi award-winning Vornheim: The Complete City Kit now brings the same do-it-yourself tables-and-toolkits approach and eerie magic to an entire distorted continent.

Voivodja is an old land with its own all encompassing setting and its old, rotten to the core , and damned as well as dangerous. The place is thick with vampire courts, heroes, heroines, and things they get up to all bound within a unconventional book. Many of the characters of Alice in Wonderland and Through The Looking Glass have been re imagined as ancient creatures out of European legend. Very old and very strange vampires of royalty with their own agendas and view points of events surrounding the brand new character class that shapes the events within , 'The Alice'.  'The Alice' is a new take on the 'Specialist' from The Lamentations of the Flame Princess as a heroine lightning rod for the adventure  events surrounding Voivodja. The Alice plugs into every single heroine and princess of every dream like fairy tale and pop culture fantasy that streams through the collective unconscious. 


The OSR produces tons and tons of random tables and A Red & Pleasant land has over thirty pages of them but this book implements the tables as key parts of the setting narrative guiding the PC's into the workings of the adventure setting. They range from the general encounter style ones, to one the spot adventure creation tables that happen on the fly, there are NPC generators, and more all tied neatly back into the Voivodja setting. This happens over and over again tying the PC's into the narrative of the dreamlike decayed fairy tale setting.

I've been reading reviews of A Red and Pleasant Land over and over the last few days then referencing back to the PDF. One thing that strikes me is how each person sees their own version of the setting of the Land of Unreason. This fact highlight's the phantasmagorical  nature of  Voivodja as a campaign. The factions are at each other's throats and warfare here can take the form of a game of crochet or the exploration of the setting's adventure locations. These are not simple dungeons in the conventional sense nor are they mega dungeons with their own ecologies  instead  they're almost artifacts of some old fairy tale echoing from older dreams as well as nightmares given a DYI D&D slant. 

The book is filled top to bottom with Zak Smith's artwork which set's the tone for the entire book from top to bottom marking it as an art book as well as a roleplaying campaign setting. The book is very well done in the graphic's regard. Its a brutal art book and it takes no prisoners with its dark, decadent artwork reflecting the feel of the dreamlike land of Unreason.

We're given a tour of this setting with options to look into niches,crannies, and the dark spots but there's plenty of room to get into the deepest recesses of the dream like realm. NPC's have motives and reasons as well as complex chess like takes on the state of things in the Land Of Unreason. Sometimes these goals and grudges stretch back centuries.



One thing about Voivodja, every single DM I showed this pdf in my circles of players and DM's has a different view of the setting.  Some see it as an other classic take on the Alice novels and the vampire literature. Still others have told me that its a gate way drug setting to a brand new take on using fairy tales as campaign settings. Still others have stated that this is a breath of fresh air for the Lamentations of the Flame Princess rpg system and boosts the powerful hero PC take that the game has had lurking in the backdrop since its release. A Red and Pleasant Land simply gives validation to this ideal with bells.


Voivodja is a mix of all of the above and then some. Does it break new ground? Yes and it does it with style as a campaign setting. Do I think that it will set the world on fire? Perhaps as a way to show other game companies that there is more then a few ways of creating graphic design as a gateway for presenting your game as a both an exhibit for your product ideals and as a character within the campaign setting. A Red and Pleasant Land is as much an rpg artifact as a campaign setting.


The longer I read a Red and Pleasant Land the more the setting plays and begs to be run. There are bits of horror, fairytale, and lurking spillage of a world that runs right below the mirrors and places of shadow right behind our own world. The setting has as much of the modern running through its narrative as an alternative dimension as a it is a D&D setting.
There are so many hooks lurking in the back drop of the book that it begs to be connected with the rest of the Lamentations of The Flame Princess system but it could really be used with a great variety of other retroclones as well.
There are so many ways that this book could be plugged into games as a horror setting or as a completely different take on fairy tales. The author gives the DM everything he needs to take this setting and use it as everything from tool kit to complete campaign. The book can be dipped into a bit at a time or taken as a whole and used completely. My advice is to take the PC's there for a short visit and let them kick the tires of the setting and then see where this book takes them.

There is enough conflict for several years worth of play at least here with plenty to deal with if not more.


I don't think that A Red and Pleasant Land is a perfect role playing book but I do think that its one of the best to come out for 2014. Its a good and solid hit for the Lamentations of The Flame Princess.
Do I think that you should buy this book? Yes and I'm going to purchase a physical copy as soon as possible. 



Saturday, December 27, 2014

'Beyond The Silver Threshold' - A Supernatural Horror Adventure Encounter For BASH & Call Of Cthulhu


Sitting on a shelf in a back water museum in a small New England Town is a terrible secret surrounding a centuries old Pictish artifact taken by Viking raiders in the 6th century. This silver artifact is part of ancient hoard containing ancient secrets including the location of a legendary monster god thing and its Viking warrior servants. Discovered in Nova Scotia and taken back to the small New England town museum of your choice. This piece has been stolen and is now up on the auction block. The theft has activated a strange curse summoning back the brine drenched ghosts and guardians of the god thing to slain whomever comes in contact with the artifact. Now its a race against time as the silver artifact passes from hand to hand spreading its blood curse to those who would defy the ancient god serpent monster. The thing who even now feeds upon the souls of those its minion slay in its name. There have been eight victims of the drowned Viking king and his warriors. The police seem helpless to stop the trail of bloodshed. 


Photo by Johnbod 

The last person to handle the item is Lowel Henderson, a local historian and antique dealer. He's been found slain in his west side home by neighbors who found the beloved historian with multiple stab wound and the police are at a loss. The players are called in to help identify strange symbols and whirls found made with his blood. Mr. Henderson has a book underneath some splintered book shelves which might offer a clue about the legend of the silver plaque called 'Viking Mysteries and Legends of Nova Scotia - An Account of the Supernatural Myths and Legends Of Vikings In The New World'. This book was written by Mr. Henderson's great grand father who tangled with the so called 'Drowned Kings and Warriors of Old'. The book goes on to describe that the Drowned Kings are servants and victims of the supernatural evil of the Sea Wyrm forever tied spiritually to the thing for all time due to the curse. Henderson was trying to trace down the 'whirl map' made up of the mystic symbols on the plaque that lead to the supernatural realm of the sea wyrm! But the drowned kings ended his life before he could open a gateway to the sea wyrm's realm & lift the curse. The silver plaque is part of a cursed Pict hoard of stolen silver artifacts and booty. The hoard bares a blood curse upon it for the terrible evil done for its possession whose betrayers fled to the New World but whose souls were pledged to the Sea Wyrm. They serve the thing beyond the grave even now and for all eternity.
The small silver plaque has been stolen by one of the ne
ighbor's children who found the body. The magick of the blood curse compelled little Jimmy Throghu to take the shiny silver plaque because of its incredible shiny and supernaturally intricate design. The ghostly undead Viking warriors things are even now on their way.

Tracking down little Jimmy shouldn't be too hard at all as a dangerous and horrid storm of supernatural aspect moves into the neighbor hood surrounding  the Throghu household. The storm increases as the Veil between worlds begins to thin and the warriors move in.
A supernatural rip between worlds has been created as schism is created leading to the storm lashed sea  world where the wyrm waits to claim its latest victim's soul. The PC's must return the silver Pict plaque to the world of the Wyrm in order to end the curse. Or the blood shed will continue or worse will happen.


Returning the silver plaque to the realm of the Sea Wyrm will end the blood curse for now but there are many other artifacts from the hoard of the 'Drowned Kings' still circulating out in the world. The cycle of blood shed and supernatural slavery won't simply end with the saving of one or two lives. The PC's may have only seen the tip of the supernatural iceberg.

The Sea Wyrm for  Call of Cthulhu 
STR     85
CON    60
SIZ       80
INT      20
POW   30
DEX     12
HP       85
Armour:  8 points of scaly skin
Move:  4/ 12 Swimming
Damage Bonus: +9d6          
Weapons: His Majesty may bite each round, unless it is attempting to initiate a Grapple. Ongoing Grapple checks do not prevent His Majesty from biting.

Bite – 60%, 2d8+ Damage Bonus, If a target is bitten and survives, His Majesty will attempt a STR vs. STR roll to pull the unfortunate victim into its coils to Grapple, and  ‘Crush’.

Crush – His Majesty can automatically Crush each round that it maintains a grapple on an individual. It can also automatically Grapple any object, including boats with Hit Points up to ½ its SIZ. Use the Vehicle table on p. 285, of ‘Call of Cthulhu, 6 th edition, as a guide for judging the Hit Points for Marine craft. A ship that is ‘Crushed’ sustains half of the rolled damage bonus each round. When all of the ship’s Hit Points are gone it breaks up and begins to sink.

Swallow Whole – On a special or critical hit a target that is size 20 or smaller may be swallowed whole, in which case it takes half
More details on this monster can be found on Clint Staples blog HERE
For Call of Cthulhu the silver plaque is an artifact of the Draugr of Woden-lithi with deep ties to a particularly disgraced clan of these undead sorcerer warriors. Not merely undead viking warriors these things are something far more dangerous with ties to the Sea Wyrm and a deep as well as abiding curse upon them. 
STR 28
CON 25
SIZ 16 [for bloated/ gigantic, add +4d6]
INT 17
POW 27
DEX 15
APP 2
HP 21 [for bloated/ gigantic, add half of therolled 4d6 for greater SIZ]
Move 7
Damage Bonus: _2d6 ot +3d6 depending on SIZ.
Weapons: Witchbronze Blessed Keening Blade [Enchanted with Enchant Cane] 90%, 1d10+1 Damage + damage bonus.
Armor Points - Dead Flesh 3 AP + 1d10 – Skin Charm.
Skills: Astronomy 80%, Cthulhu Mythos 51%, Hide 55%. Antideluvian History, 50%, Mining 80%, Bronzesmithing 90%, Occult 84%, Sneak 69%;
Spells – Augur, Black Binding, Bless Blade, Cause/ Cure Blindness, Call Nightgaunt, Contact Nodens, Death Spell, Evil Eye, Dominate,
You can also find out more about these supernatural sorcerer things right over HERE

'Viking Mysteries and Legends of Nova Scotia - An Account of the Supernatural Myths and Legends Of Vikings In The New World'.
This book is the vanity press creation of Dr. D.D. Henderson from 1919 from his deep studies of the Pictish hoards taken from the wilds of some of the isle settlements  surrounding Norway taken by the Vikings and certain artifacts found in Nova Scotia. 
It contains the accounts of mythological legends concerning the dealing of the Vikings with the Draugr of Woden-lithi, Nodens, Odin, and the god thing known as the Sea Wyrm. The book is part archaeological journal, part occult treatise, and part sea account chronicling the author's journey into the world of the supernatural and his confrontation with the Sea Wyrm.  There were only twenty three copies at the time of pressing. Only four remain in the world. 



Spells Within The Viking Mysteries The book contains some very intricate spells drawn from antiquity mapped and steeped in deep symbolic language of the original author's view of the occult. There are spells such as call/dismiss Draugr of Woden-lithi, Contact Nodens, Call Odin, Bless Blade, Contact Sea Wyrm, Create Doorway To The Realm. 
There are still more secrets within the Mysteries and the DM can add in more mysteries as he sees fit to the book.
Special thanks To Clint Staples for his creations and conversions of the film Ragnarok