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caverns of the snow witch

Based on the Fighting Fantasy book by


Ian Livingstone

Credits
Author: Jamie Wallis
Editor: Sean Borthwick
Producer: Mike Dymond
Art Director: Martin McKenna
Cover Illustration: Les Edwards
Internal Illustrations: Janine Johnston
Graphic Design: Martin McKenna
Cartography: Martin McKenna and Jamie Wallis
Typography: Jamie Wallis
Project Manager: Geoff Oades
Finance Planning: Nigel Dixon
Lead Playtester: Tim Birkbeck
Playtesters: Chris Gooch, Karen McDonald, Mike Wilson

TABLE OF CONTENTS
Introduction

Adventure Summary
Preparation
Quick Play
Campaign Integration
How to use this Book
Using Maps & Miniatures

2
2
2
2
2
2

Luck

New Ability Score


Standard Point Buy Method
Using Luck
Luck Difficulty Class
Minimum Luck Score
Saving Throws & Luck
Skills & Luck
Opposed Skill Checks & Luck
Checks Without Rolls & Luck
Combat & Luck
Using Luck to hit an opponent
Using Luck to increase the damage dealt
Using Luck to reduce the damage taken
Luck and Magic

3
3
3
3
3
3
3
4
4
4
4
4
4
4

Luck and Turn / Rebuke Undead


Stand alone Luck Checks
Opposed Luck Checks
Optional Luck rule
Restoring Luck
Normal regeneration of ability points
Magical means - spells and potions
Discretionary Awards by the DM.
Scenario Awards
Monsters and Luck

Caverns of the Snow Witch


For the DM
Background
The Dungeon
Into the Wilderness

Appendix 1 - New Monsters


Appendix 2 - New Magic
Appendix 3 - Campaign Play
Appendix 4 - Characters

4
4
4
4
4
5
5
5
5
5

5
5
5
7
19

26
34
36
36

legal notice
The d20 conversion of Caverns of the Snow Witch is 2003 Myriador Ltd, all rights reserved. 'Myriador' and the Myriador logo are trademarks of
Myriador Ltd. 'Fighting Fantasy' and the Fighting Fantasy logo are trademarks of Steve Jackson and Ian Livingstone and are used with permission. Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used with permission. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and
are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20. The d20 conversion of Caverns of the Snow Witch is presented under v1.0a of the Open Game License (OGL) and as required a copy of the OGL can be found
at the rear of this publication. All game mechanics and statistics derived from Open Game Content (OGC, as defined by the OGL) and the System
Reference Documents are to be considered OGC. Everything in the following sections, apart from Product Identity listed below (as defined by the
OGL) is also to be considered OGC: Luck, Appendix 1 New Monsters and Appendix 2 New Magic. All place names, character names, monster
names, art work, cartography, trade marks, trade dress and other elements as defined in section 1(e) of the OGL are to be considered Product
Identity, this includes but is not limited to: Fighting Fantasy, Myriador, Firetop Mountain, Gilford, Fang, River Kok, Red River, Allansia, Titan,
Icefinger Mountains, Pagan plains, Crystal Caverns, Stonebridge, Moonstone Hills, Firetop Mountain, Darkwood Forest, Sarian Jax, Ellion G'aarak,
Rhana Quinn, Dekion Strom, Big Jim Sun, Brogan, Hagan, Brak and Gorgok, Glom, Rillion, T'armeru, Adolynn, Ulgrad, Yorgar the Prism mage,
Frasor, Icefang, The Snow Witch, Redswift, Stubb, Baron Sukumvit, Deathtrap Dungeon, Trial of Champions, Garin, Sorric, Rangard, Kollos,
Morri, Raast the herbalist, Ash, Drasshk the Man-Orc, Uthdar, King Gillibran, Bigleg, Banshee, Bird-man, Brain Slayer, Crystal Warrior, Death
Hawk, Flesh Grub, Ice Demon, Night Stalker, Sentinel, Snow Wolf, Titan Trolls., Titan Hilltroll.

Introduction
Caverns of the Snow Witch was the ninth of the
Fighting Fantasy series of books. First published in
1984, this revolutionary new idea, part book part
game, gave the reader a unique experience - a fantasy
adventure where you are the hero.
The Fighting Fantasy series has 59 titles to date
and has sold over 15 million copies worldwide and
has been translated into over 20 languages. The
Warlock of Firetop Mountain alone sold over 2 million
copies. Now the Fighting Fantasy books are being
re-released allowing a new generation of players to
explore the Citadel of Chaos, confront the Warlock of
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Caverns of the Snow
Witch into a D20 role-playing game scenario. The
original books were a solo experience; we have written this scenario to allow players to challenge the
Snow Witch on their own or as part of a group of
adventurers. The inclusion of the new Luck rules give
the single player a good chance of success without
making groups of players too powerful.
The Fighting Fantasy books could be picked up
and played with a minimum of preparation, we have
written this scenario to reflect this including pregenerated characters, full colour maps and other play aids
to get you started quickly. For more information about
Roleplay games, Fighting Fantasy and the Caverns
of the Snow Witch visit the Myriador website:
www.myriador.com

Adventure Summary
The Snow Witch dwells within the Crystal Caverns.
These fabled Caverns are located in the frozen heights
of the Icefinger Mountains on Allansia.
You are working as a caravan guard for Big Jim Sun
when the outpost you are headed to is attacked by a
savage monster. Tracking this monster takes you into
a the long lost labyrinth of the Crystal Caverns ... and
beyond.
Caverns of the Snow Witch is an adventure designed
for single adventurers or small adventuring groups
based on the Fighting Fantasy book of the same
name

Preparation
In addition to the books required (as stated on the
cover of this product), which will be referred to as the
DMG, PHB and MM, a set of polyhedral dice (D4, D6,
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters
can be found in Appendix 4 - Characters.
Full colour maps and pre-generated character sheets
can be downloaded free from www.myriador.com

Quick Play

One of the great attractions of the Fighting Fantasy


series of books is that it is very easy to pick up a book
and start playing, everything you need is provided in
the books, you just need to grab a pencil to get straight
into the action. We have tried to write this scenario in

the same way, providing you with everything we can


so that you can get on and play the game without having to spend ages preparing. Simply hand out the pregenerated characters, get your dice and start playing.
Detailed dungeon floor plans, pregenerated character sheets with rules' summaries and character and
monster tokens are available free to owners of this
book
and
can
be
downloaded
from
www.myriador.com
Notes are included in the back of this book to help
you integrate this scenario into an ongoing campaign,
or visit our website: www.myriador.com where more
information can be found about Titan, the Fighting
Fantasy world.

Campaign Integration
Although this scenario is designed to be played as a
stand-alone adventure using the pregenerated characters provided or a party of newly created 8th level
characters, there is no reason why it couldn't be used
as a part of an on-going campaign. Guidelines and
advice are included in the appendices to help you
integrate this scenario into an on-going campaign and
suggestions are included about adjusting difficulty
levels (see Appendix 3 - Campaign Play).

How to use this Book


The first pages of this scenario contain background
information for the DM. Later pages contain the rules
for the new (optional) Luck ability, these rules should
be studied by the DM and the players. Towards the
back of the book you will find summaries of new
monsters, spells and magic items as well as advice
about integrating this adventure into your campaigns.
The bulk of the book contains the scenario information. Each location entry in the scenario is shown on
the main map provided, a full colour 1" = 5 feet map
of each location can be obtained free from: www.myriador.com A description of each location is provided
for the DM detailing its contents and any monsters
present. The shaded text boxes contain information
that the DM can either read out or paraphrase to the
players. Other information should be kept secret from
the players until they discover it. Descriptions of how
each monster is likely to react are included in the
room descriptions. The DM controls all the creatures
within the adventure except the player characters and
is free to change their behaviour as he / she sees fit.
The DM is advised to read through the scenario at
least once before you play.

Using Maps & Miniatures


Using maps and miniature figures adds a whole new
dimension to playing this game, they help the DM to
'set the scene' and players to see where characters and
monsters are, what the dungeon looks like and make
combat more exciting and realistic.
Full colour maps, pregenerated character sheets and
character and monster tokens are all available free to
owners of this book from; www.myriador.com (make
sure you have your copy of this book available when
downloading these free extras)

Luck
Luck was a major factor in the Fighting Fantasy
series of books. The d20 system includes a range of
skills that are used where Luck was in the original
books. However, we wanted to keep the overall tone &
feel of the Fighting Fantasy books so we have
included Luck as a new Ability score.
This scenario is aimed at small parties of players
(mini-groups). The inclusion of Luck gives them an
edge that makes up for their lack of numbers. Players
are be encouraged to use Luck as often as possible - it
may make the difference between success and failure!
To reflect this, it is easier for characters to recover
Luck than it is for other attributes, methods of restoring Luck are given under the heading: Restoring Luck.

New Ability Score


Luck is determined in the same way as other ability
scores. There are several options available (see DMG
Chapter 2, Ability Scores Generation). The maximum
possible starting Luck score is 18 regardless of race.
A character's starting Luck score can only be
increased by magical means or by spending attribute
points gained as the characters become more experienced.
Luck will be treated as an Ability score in every
respect i.e. lost ability scores are regained at the rate of
one per day (see DMG Chapter 3, Running the game,
ability score loss).

Standard Point Buy Method


Because there are now 7 ability scores instead of the
normal 6, the amount of starting points is increased to
30 rather than 25 (See DMG Chapter 2, Ability Scores
Generation, Standard Point Buy).

Using Luck
A character may use Luck to change or influence
events, reducing the damage taken from an enemies
attack for instance, or increasing their chance of picking a lock. Luck can be used to modify a character's
skill checks, saving throws, attack rolls, and melee/
ranged damage dealt. You can also use your Luck to
reduce the damage you take from an enemies attack.
Luck checks must be resolved BEFORE the action
that they are affecting is undertaken (exception:
reducing damage taken in melee/ ranged). The result
of the Luck check is applied as a modifier to the
action. You may only check Luck once per action
undertaken and the result only affects that action.
A character's Luck score is temporarily reduced by 1
every time Luck is checked.
Luck cannot be used to give a character feats or special abilities that she would not normally have. i.e. a
fighter cannot use Luck to allow her to turn / rebuke
Undead.

Luck Difficulty Class


Luck is checked against a Difficulty Class (DC). (See
PHB Chapter 4, skills, using skills, Difficulty Class).
The base DC for Luck is 10.

Ability Luck check = D20 + Ability Modifier (Luck)


against DC10
A total roll of 10 will give you a +1 bonus. For every
2 points over 10 that you roll you gain +1 to the outcome that Luck was used to affect (i.e. 10 = +1; 12 = +2;
18 = +5 etc).
If the Character fails his Luck check by up to 5, there
is no penalty. However, if the character fails by 6 or
more, he will suffer a -2 penalty to the outcome that
Luck was used to affect.
Example: Ellion G'aarak decides to test her Luck to
help her fight 2 Orcs by giving a modifier to hit them.
She rolls a D20 and adds her Luck ability modifier getting a total of 13, success! Ellion now adds +2 to her
next attack roll against the Orcs and her Luck is temporarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
to add to her attack roll again, this time she rolls a total
of 4. Ellion has failed to make the required DC10 by 6.
Ellion now suffers a -2 penalty to her attack roll and
her Luck is temporarily reduced by 1. If she had rolled
a total of 7, she would still have failed in her Luck
check but not suffered a penalty. However, her Luck
would still have been temporarily reduced by 1.

Minimum Luck Score


When a character's Luck score reaches 0 they can no
longer choose to test their Luck. Luck cannot be lowered further than 0, and cannot be used again until it
is raised to at least 1.

Saving Throws & Luck


Luck can be used to modify the result of a saving
throw using the same method as described above
(under the heading: Luck Difficulty Class). The character makes a Luck check and than applies the result
as a modifier to their saving throw.

Skills & Luck


Luck can be used to modify the result of skill checks
using the same method as described above (under the
heading: Luck Difficulty Class). The character makes a
Luck check and then applies the result as a modifier to
their skill check.
e.g. Rhana Quinn has fallen off a rickety bridge into
a fast flowing river. The DM determines that a skill
(Swim) check (DC15) is required for Rhana to safely
swim to the nearby riverbank. Rhana is not a good
swimmer having only a skill of 1, which is reduced by
-7 because of her equipment (-1 per 5lbs carried). This
means that the best she can hope to do is 20 + 1 - 7 = 14
meaning she can't succeed! She decides to use her
Luck to help her reach the riverbank safely. Rhana
rolls a D20 getting 15 and adds her Luck ability modifier (+2 from an Ability score of 14) for a total of 17.
She has succeeded by 7 so she may add +4 to her Swim
check. She now makes her Swim skill check D20 + 1
(Swim skill) -7 (equipment carried) +4 (Luck). She rolls
a 17 giving her a final check result of 15. Rhana just
manages to scramble to the riverbank. Rhana reduces
her Luck temporarily by 1.

If Rhana had failed her Luck check, for instance


rolling a 3 on her D20 (+2 Ability modifier) = 5, her
Swim check would then have been D20 +1 (Swim skill)
-7 (equipment carried) +0 (Luck check result) giving
her a maximum possible result of only 14. She would
start to drown. Of course she could use Luck again in
the next round to help her survive.

Opposed Skill Checks & Luck


Luck can be used to modify the result of opposed skill
checks using the same method as described above
(under the heading: Luck Difficulty Class). The character makes a Luck check and then applies the result
as a modifier to their opposed skill check, which is
then compared to their opponent's check as normal.

Checks Without Rolls & Luck


You cannot 'take 10' or 'take 20' with Luck saves

Combat & Luck


Luck can be used in combat in three ways. To increase
your chance of hitting an opponent, to increase the
damage you deal to an opponent, or to reduce the
damage taken from an opponent's blow.

Using Luck to hit an opponent


A character may make a Luck check (as described
under the heading: Luck Difficulty Class) the result of
which is then added or subtracted to her next attack
roll to hit an opponent.

Using Luck to increase the damage dealt


When a character has successfully hit an opponent, he
may make a Luck check (as described under the heading: Luck Difficulty Class) and add or subtract the
result to the damage dealt by his attack. The Luck
check must be made before damage is rolled. Luck
damage is never multiplied by a critical success.

Using Luck to reduce the damage taken


When a character has been hit by an opponent's
attack, she may make a Luck check (as described
under the heading: Luck Difficulty Class) and apply
the result to reduce or increase the damage she suffers
from the attack. Damage reduced by a Luck check can
never be reduced to less than 0. She can decide to
make the Luck check before or after damage has been
rolled.

Luck and Magic

Luck cannot be used to increase or decrease the effectiveness of a spell or magical effect.
Luck can be used to increase the chance of hitting
with a magical attack such as a ray by modifying the
to-hit roll, or it could be used to modify the result of a
Spellcraft check to help identify a spell being cast.
Similarly it could be used to increase the chance of
making a successful saving throw to counter a spells
effect.

Luck and Turn / Rebuke Undead


Luck can be used to increase the chance of turning /
rebuking Undead but cannot increase the effective-

ness. i.e. Luck may be applied to the Turning Check


Result, but cannot be used to increase the maximum
hit dice affected, or the number of HD affected.
e.g. Ellion G'aarak is a 4th level Cleric. Entering a
room Ellion encounters 4 zombies, she decides to
attempt to turn them and to use Luck in her attempt.
Ellion makes a Luck check, the result of which is
added to her Turning check result which may make
her more likely to succeed. However, Luck cannot be
used to change the maximum effectiveness of her
turning attempt, she can still only possibly affect
Undead with 8HD or less. Neither does Luck affect
the number of such Undead she can affect.

Stand alone Luck Checks


There will be situations within the adventure when
Luck can be used to determine the outcome.
Depending on the situation the DM may appoint a
higher or lower Luck DC. The DM must never use
Luck to replace a saving throw or skill check that
already exists. In the example below an unsuccessful
Luck check would then require a Reflex save to avoid
falling in the water.
An example of a stand alone Luck check: If the characters are walking over a rickety old wooden bridge,
does a rotten plank break under the weight of one of
the players? The DM decides that the characters will
have to be particularly Lucky to avoid all the rotten
planks and gives this situation a Luck DC of 15. As
with all Luck checks, once a stand alone Luck check
has been made (whether successful or not) the character must temporarily reduce his Luck score by 1.

Opposed Luck Checks


Two characters are sitting at the table playing cards.
Who will win? The simple solution to this is for the
characters to make an opposed Luck check. Both characters roll a D20 and add their Luck modifier. The
character with the highest Luck result wins. Each
character that made the opposed Luck check must
temporarily reduce his Luck score by 1.

Optional Luck rule


If a character rolls a natural 1 on the Luck roll the DM
may rule that that character has been so unlucky that
he automatically fails whatever he was attempting to
use Luck with: if he was using Luck to modify his
attack roll then the attack automatically misses; if he
was using Luck to modify his chance to Pick a lock,
the attempt automatically fails; if he was using Luck to
modify his melee damage roll, he scores no damage at
all; If he was using Luck to modify his opponent's
melee damage roll, his opponent does full damage.

Restoring Luck
Luck can be restored in a number of ways. Luck cannot be increased past its starting value except by magical means (see Appendix 2 - New Magic, New
Spells). Any excess Luck points that would take a
character's Luck score above the original value are
lost.

Normal regeneration of ability points


(see DMG chapter 3, ability score loss)

Magical means - spells and potions


Any spell that restores Ability points can be used to
restore Luck points. Examples include: Lesser
Restoration; Restoration and Fortune (see Appendix 2
- New Magic, New Spells)
Any potion that restores Ability points can be used
to restore Luck points.

Discretionary Awards by the DM.


DM's can choose to award Luck points to characters
for particular acts of daring or heroism. It should be
remembered that Luck is an extremely powerful ability that can allow characters to succeed at tasks that
they normally wouldn't be able to achieve. Care
should be taken when awarding Luck points, don't
give the characters too much or you could make any
scenario too easy, but don't be too stingy with your
Luck awards or the characters will probably fail.

Scenario Awards
At various points in this adventure Luck points are
awarded to characters. These Luck awards can be
increased / decreased at the DM's discretion. Luck
awards are to the party as a whole, it is up to the DM
to determine how they are divided amongst the characters. E.g. if a party of 3 characters are awarded 2
Luck points, the DM can give 1 point each to 2 of the
players or 2 points to one of them at the DM's discretion - award the points to the characters who played
the most significant role in gaining them.

Monsters and Luck


Luck is a player character specific ability. Monster and
NPC's do not gain the Luck Ability score.

Caverns of the Snow


Witch
For the DM
This adventure takes place on the continent of
Allansia, In the Fighting Fantasy world of Titan.
The first part of the adventure takes place on the
Icefinger Mountains and within the Crystal Caverns
(please refer to Map 1). The characters are hired by Big
Jim Sun to kill a Monster that has slaughtered everyone at a trading outpost. While looking for this creature, the characters discover the Crystal Caverns and
uncover a plot by the Snow Witch to bring about
another Ice Age and take over the World.
The second part is set in the wilderness (please refer
to the wilderness map). The characters have been
affected by an ancient Death spell and must travel to
the heart of the Moonstone Hills to find the only
known cure.

Background
The following text should be read aloud
Winters in northern Allansia are always cruel and
bitter; the snow falls thick and the icy wind blows
hard, chilling everybody to the bone. For the past
few weeks you have been hired by a merchant called
Big Jim Sun to protect his trading caravans as they
roll their way north to the frozen outposts.
It is nearing midday as you walk ahead of the six
carts across a frozen lake. In the distance you can
see the snow-capped peaks of the Icefinger
Mountains jutting out of a low cloud. Your destination lies at the base of the mountains where the
Northmen meet to trade. Snow is falling, but not
heavily, suddenly the shrill call of a hunting horn
breaks the silence.
Big Jim calls you over to his wagon; his bright blue
eyes scan the horizon, searching for signs of life. In a
deep voice he says, "Sounds like that came from the
outpost. You'd better go and investigate. Could be
trouble. And get back quick!"
Two hours later you reach the outpost at the base of
the Icefinger Mountains. The snow is red with blood;
the Northmen's wooden huts are smashed and torn
down. Six men lie dead, their bodies torn apart, broken axes lying at their sides in the snow. Judging by
the size of the footprints, the creature that attacked
the outpost must have been enormous!
There is nothing you can do for the unfortunate
Northmen and there is nothing salvageable from the
outpost, so you head back towards Big Jim's caravan to report the news reaching them just as daylight is fading. After telling Big Jim about the carnage at the Northmen's outpost, he orders the carts
to be drawn into a circle to protect his men during
the night. A large fire is built in the centre of the circle and you sit down beside it to talk to Big Jim. In
a low voice, Big Jim asks you if you will hunt down
the terrible creature, otherwise his business will be
ruined forever. You smile and reply that you will
track down the beast, but only for a share in the
profits. You estimate that to be around 3000gp. Big
Jim's jaw drops open, and it takes a great deal of
persuasion before he agrees to your demands. The
snow finally stops falling as you settle down for the
night; sleep is a long time coming, for your mind is
active with thoughts of the impending hunt.
When you awake just after dawn, the fire is reduced
to dying embers. You walk over to where Big Jim is
sleeping and tap him on the shoulder. He wakes with
a start and you tell him that you are setting off and
hope to be back later in the day. As you leave you
wave to the guards. The snow starts to fall again,
and you make your way back to the outpost

The Dungeon
All rooms and corridors in the Glacier section have
12ft. ceilings. Corridors and rooms are rough-cut ice
either 5ft. or 10ft. wide (please refer to the overlay
map).
All rooms and corridors in the Mountain section
have 22ft ceilings. Corridors and rooms are rough-cut
stone work either 5ft. or 10ft. wide (please refer to the
overlay map).
Doors are wooden (good) and are unlocked unless
otherwise stated. Any locked doors have average
locks unless otherwise stated. The dungeon is unlit
unless otherwise stated.
Doors: Good Wooden; 1 inches thick; Hardness 5;
Hit points 20; Break DC25
Locks: Average lock; Open lock DC25
Listen checks: All Listen check DC are calculated
with the character standing in the adjacent square to
the door (2 ft. away) unless stated in the text. If a
character actively listens at a door (presses his ear to
the door) then reduce the Listen DC by 2.

Northmen Outpost (EL 0)


The distance to the Outpost from the Caravan is 6500ft
(1.23 miles) and will take the characters just over 43
minutes to walk there.
By the time you reach the Outpost again, the bodies
are blanketed with snow and the beast's footprints
are covered over. The visibility is poor as you set off
towards the mountains where you hope to find the
abominable killer beast. The snow on the mountainside is soft and you sink up to your knees as you
climb slowly upwards. Soon, you find yourselves at
the edge of a Crevasse, which is spanned by an Ice
Bridge.
The deep snow reduces movement rates by half

The Crevasse (EL 8)


Distance from encounter 1 is 7250ft. (1.37 miles). It will
take the characters just over 48 minutes to walk this
distance in the snow.
When the characters arrive at the Crevasse, read
them the following:
The Crevasse is quite wide, the wind starts to howl
and blows flurries of snow into your faces.
The howling (strong) wind and snow will make the
going tough for the characters. Listen checks will
incur a -2 penalty (due to the wind) and spot checks
will incur a - 4 penalty (due to the blown snow). In
addition, characters using ranged weapons also incur
a penalty of -6 to hit (-2 for the wind and -4 for the
snow) and any unprotected flames (like torches) will
be extinguished. The deep snow reduces movement
rates to one half normal.
The icy cold wind and snow also has its effects on
the characters. Unprotected characters (those that
have not sought shelter and warmth) must make
Fortitude saves (DC15, +1 per previous check) every
hour, taking 1D6 of subdual damage on every failure.
Characters with the Wilderness lore skill receive a
bonus to this saving throw and may be able to apply

this bonus to other characters as well (see PHB


Chapter 4 for more information). Any characters that
receive subdual damage have frostbite and are considered fatigued (see DMG Chapter 3, Condition summary for more information).
If any of the characters make a skill (Spot) check
(DC15 - remember to include the -4 penalty due to the
snow) read them the following:
Just ahead of you, a huge dark shape looms out of
the curtain of snow. A huge hairy Mammoth stands
before you its long tusks curving out threateningly.
Although the edge of the Crevasse is quite wide,
there is no way around the creature. It lumbers forward menacingly.
If the characters turn and flee back to the Bridge, the
Mammoth will not follow. If they stay where they are
the Mammoth will ready to charge the first person
who comes into range.
Mammoth: hp 101(see Appendix 1- New Monsters)
If the characters either kill the Mammoth or find a
way to get past it, they may continue around the edge
of the Crevasse. Read them the following:
It takes just under 20 minutes of hard walking to
reach to edge of the Crevasse. You are now able to
follow a path that climbs steeply up the mountain.

Ice Bridge (EL 2)


The natural Ice Bridge is quite narrow and looks
very slippery. However, it also appears to cut quite
a distance out of your journey.
The Ice Bridge is 10ft. wide and 40ft. long. Any character attempting to cross the Ice Bridge must make a
skill (Balance) check (DC15). If unsuccessful, they fall
30 ft. to a ledge below (which juts out of the south side
of the Crevasse) and take 3D6 falling damage. The
ledge is 120 ft. long and 15 ft. wide. The fallen character may climb up the rock face by making a skill
(Climb) check (DC15). If a character fails their Climb
check they fall, a successful ability (Luck) check
(DC10) means they land back on the ledge, failure
means they plummet 2000ft to the bottom of the
Crevasse and are killed

Snow Wolves (EL 4)


As the last person has crossed the Bridge the wind
starts to howl. As it picks up speed it blows flurries
of snow into your faces.
The howling (strong) wind and snow will make the
going tough for the characters. Listen checks will
incur a -2 penalty (due to the wind) and Spot checks
will incur a - 4 penalty (due to the snow). In addition,
characters using ranged weapons also incur a -6 to hit
(-2 for the wind and -4 for the snow) and any unprotected flames (like torches) will be extinguished. The
deep snow reduces movement to one half normal.
If any character succeeds at a skill (Listen) check
(DC12 - remember to include the -4 penalty due to the
snow) read them the following:

Above the howling of the wind, you have suddenly


become aware of another sound - the howling of
wolves.
The howl belongs to two Snow Wolves. The Wolves
are searching for food for their young and have picked
up on the character's scent. The Snow Wolves use their
skill (Hide) to approach within striking distance.
To see the approaching Snow Wolves, the characters
must make opposed skill (Hide/ Spot) checks with the
wolves. If the characters are unsuccessful the wolves'
gain a partial action (due to surprise) before initiative
is rolled for combat.
If the characters are successful, read the following:
As if out of nowhere two Wolves appear. Both are
completely white part from their blood red eyes.
Their colouring makes them difficult to see against
the snowy background.
The Snow Wolves attack:
Snow Wolves (2): hp's; 15, 20 (see Appendix 1- New
Monsters)

5. Blizzard (EL 2)
Distance from encounter 4 is 7000ft. (1.33 miles). It will
take the characters just over 48 minutes to walk this
distance in the snow.
As you ascend the mountain the snow begins to fall
heavily and the wind blows so hard that you find it
difficult to keep your balance. It looks like a blizzard is starting.
The blizzard will last two hours, during which the
following effects apply: visibility is reduced to three
quarters, -8 penalty to Spot, Search and Listen checks.
Missile fire is impossible, unprotected flames are
extinguished; protected flames such as hooded
lanterns have a 50% chance of being extinguished.
Characters not in warm shelter must make a Fortitude
save (DC15 + 1 per previous check) every 10 minutes
or take 1d6 subdual damage (Cold), characters with
the Wilderness Lore skill receive a bonus (see PHB
Chapter 4 for more information). Any character taking
damage suffers frostbite and is considered fatigued
(see DMG Chapter 3, Condition summary for more
information).
The blizzard lasts for 2 hours, after which the weather calms considerably. The wind is still blowing strong
(-2 to Ranged Attacks and Listen checks), but it has
stopped snowing for the time being.

6. The Trappers Log Cabin (EL 0)


Distance from encounter 5 is 5000ft. (0.95 miles). It will
take the characters just over 33 minutes to walk this
distance in the snow.
Underneath an overhanging rock, you can see a
small wooden cabin built against the side of the
mountain. Its roof is piled high with snow and long
icicles hang down from the window ledges.

Characters investigating the outside of the cabin


making a successful skill (Search) check (DC10) will
find a partially covered set of human footprints leading from the cabin up the mountain.

The door to the cabin is frozen shut. If any character


wishes to open it they will have to make an ability
(Strength) check (DC13).
If a character enters the cabin or looks through one of
the windows, read them the following:
There is only one room inside the log cabin. Animal
traps, furs and sacks are stacked in the northwest
corner. A wooden bed is positioned in the centre of
the north wall while a table and single chair are centred in the room. The fireplace has embers glowing in
its hearth and a pot of stew hangs over it. There are
some sheets of parchment on the table, with a quill
and inkpot.
This cabin belongs to a Trapper by the name of
Brogan. Brogan has spent most of life up here in the
mountain trading furs at the Northmen outpost to
earn a living. Five years ago he heard rumours that the
legendary Crystal Caves were located somewhere in
this mountain and he has spent most of his spare time
since searching for the entrance.
If any characters read the note, read the following:
The parchment has been written on in the common
language and reads:
I hope someone finds this letter before it is too late!
I have discovered the entrance to the legendary
Crystal Caverns. The minions of the Snow Witch, a
beautiful yet evil sorceress, have carved these caves
out of a glacier. I have discovered that she is trying
to bring on an Ice Age so that she can rule supreme
over the whole world!

The entrance to the Crystal Caverns is located high


up on this very mountain. It is open, but shrouded by
an illusion. This I know because I have seen one of
the Snow Witches minions seemingly walk through
the Ice Wall.
I am leaving now, to put an end to the Snow Witches
plan. I hope that who ever finds this letter will pursue me up the mountain to help me rid the world of
this evil before it is too late! I have left a piece of fur
hanging over the entrance so that you will be able to
locate the Crystal Caverns.
Brogan
The dying fire can easily be revived using the firewood in the cabin. There is enough of the tasty stew
for four people to enjoy a substantial meal. Staying in
the warm cabin for an hour will cure any subdual
damage caused by the cold weather.
Any character making a skill (Search) check (DC10)
of the cabin will find a War-hammer and a Spear
under the bed. Both weapons are masterwork (see
PHB Chapter 7, Special and Superior items for more
information).

7. Brogan and the Yeti (EL 7)


Distance from encounter 6 is 5000ft. (0.95 miles). It will
take the characters just over 33 minutes to walk this
distance in the snow.
The high altitude and thin atmosphere make you
pant for breath as you continue your steady climb up
the mountain.
As they approach ask the characters to make a skill
(Listen) check (DC10 remember to include the -2
penalty due to the wind). If successful they can hear
the cry of a human followed by a ferocious roar.
If the characters make a skill (Spot) check (DC12)
read them the following:
Just ahead you can see a fur trapper fighting for his
life against a large bear-like beast with long white
fur and sharp teeth protruding from its jaws. This
could be the killer beast that slew the Northmen
traders at the outpost. As you watch, the creature's
claws gash the unfortunate trapper and he falls face
first into the snow.
This is indeed the creature responsible for the carnage at the outpost. The creature is a Yeti. It spots the
characters and advances menacingly.
Yeti: hp 49 (see Appendix 1 - New Monsters)
The trapper is Brogan. It was his cabin that the characters saw further back down the mountain. Brogan
has been killed by the Yeti and cannot be revived. If
the characters kill the Yeti they are faced with two
choices; either they can take evidence of the snow
beast's death back to Big Jim at the caravan and claim
their 3000gp reward, or they can continue on up the
mountain to locate the Crystal Caves and slay the
Snow Witch.
Searching Brogan's body the characters will find the
following equipment: a Cold Weather Outfit (see PHB
Chapter 7, Equipment for more information), a suit of
Studded Leather Armour (medium sized), a small

Wooden Shield, a +1 Shortsword, 50ft of Rope, a warm


Wolf Fur Cloak, 5 days worth of Trail Rations & 20gp

8. Avalanche! (EL 10)


Distance from encounter 7 is 4000ft. (0.75 miles). It
will take the characters just over 26 minutes to walk
this distance in the snow.
Now that the snow has stopped falling and the wind
has died down to a gentle breeze, the sky is clear and
blue. The air is cold and crisp and the snow crunches beneath your feet. Slowly you continue up the
mountainside looking for the entrance marker left by
Brogan the trapper. Suddenly you hear a distant
rumbling from above. Looking up you can see great
cascades of snow tumbling down the mountainside
in your direction.
The terrifying noise is an Avalanche. If the characters
look around they see an outcrop under which they
could shelter, but they will have to move fast to get
there safely.
In order for the characters to make the outcrop
before the Avalanche is upon them they must move
quickly across the snow. To avoid falling over in the
deep snow, characters must make a skill (Balance)
check (DC10). If they are successful, they reach the
shelter of the outcrop and the Avalanche harmlessly
over them. If they are unsuccessful the mass of ice and
rock falls upon them and they suffer 5D6 impact damage, Reflex save (DC15) for half damage.

9. The Crystal Caves (EL 0)


Distance from encounter 8 is 7000ft. (1.33 miles). It
will take the characters just over 46 minutes to walk
this distance in the snow.
You make your way ever onwards up the Mountain
until you reach a rock face that is too steep to climb.
Walking around the side of the rock face you can see
a massive wall of ice that completely blocks a gully
between two peaks of the mountain - the glacier.
Hanging on the ice is a small animal fur.
The entrance to the Crystal Caves has an Illusory
Wall spell (see PHB Chapter 11 for more information)
cast on it to make it appear to be just an Ice Wall. If the
characters feel along the wall they will find the cave
entrance easily enough. Once the location of the
Illusory Wall spell is known the characters can make a
Will saving throw (DC17) to disbelieve it.
Inside the cave is a tunnel that has been carved from
the ice. The tunnel leads into darkness.
If the characters continue up the passage, they come
to a T-junction leading east west.

10. Anti-freeze Potion (EL 0)


Upon entering the cavern read the following:
The tunnel opens out into a cavern. The cavern is
empty apart from a brass bowl resting on top of an
ice plinth.
The brass bowl contains a yellow liquid and a ladle.
The yellow Liquid is a potion of Endure Elements,
cold (see DMG, Chapter 8, Potions for more information). In addition to the normal effects of the potion,

this will also cure any subdual damage (frostbite) that


has been incurred due to the cold weather.
The potion is here to ward the evil minions of the
Snow Witch against the cold elements. There are 30
doses of the potion in the bowl.

11. A Mountain Elf (EL 5/ 7)


Characters who make a successful skill (Listen) check
(DC16) can hear footsteps coming down the corridor.
The footsteps are being made by a Mountain Elf
coming down the corridor, if the characters wait
where they are they will surprise him when he comes
round the corner, otherwise read them the following:
The tunnel bends round to the right. As you turn the
corner you almost bump into a tall pale skinned
humanoid coming the other way. He is wearing a
white cloak with a hood pulled over his head. You
recognise the male as a Mountain Elf.
"Who are you? And where are you going?" he asks in
the common tongue.
Hagan is patrolling the corridors; characters can
attempt to bluff their way past him by making a successful opposed skill (Bluff/Sense motive) check, in
which case he will continue his patrol. If they fail or
otherwise raise his suspicions he will attack.
Hagen, male elf (Mountain) Ftr5: CR 5; Size M (4 ft.,
8 in. tall); HD 5d10+10; hp 50; Init +6 (+2 Dex, +4
Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, +2
Studded Leather, Buckler); Attack +10 melee
(Shortsword 1D6 +6); SV Fort +6, Ref +3, Will +1; AL
NG (NE with collar); Str 14, Dex 15, Con 15, Int 10, Wis
11, Cha 14. Languages Spoken: Common, Elven.
Skills and feats: Hide +2, Listen +4, Move silently +2,
Search +2, Sense motive +4, Spot +4; Alertness,
Improved initiative, Power attack, Weapon focus
(Shortsword), Weapon specialisation (Shortsword).
Equipment: Studded Leather +2, Winter Cloak,
Shortsword +2, Pouch with 16gp, Collar of Obedience
(see Appendix 2- New Magic)
If Hagen is reduced to 3 or fewer hit points (and still
conscious) or he is subdued, read the following:

If Hagen is killed the characters will notice that the


collar around his neck stops glowing and turns black.
The Witch will be aware that Hagen has died and
sends two Goblins to investigate. The Goblins come
running from room 16, their approach can be heard on
a successful listen check (DC14). The Goblins will
attack the characters on sight.
Brak and Gorgok, male goblins (2) Ftr4 (Both): CR
4 each; Size S (3 ft., 6 in. tall); HD 4d10+12; hp 44, 39;
Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC
15 (+1 Dex, +1 Size, Leather +1); Attack +5 melee
(Longsword 1D8 +2); face/ reach: 5ft. by 5ft. / 5ft.; SV
Fort +2, Ref +1, Will +0; AL NE; Str 9, Dex 13, Con 11,
Int 10, Wis 11, Cha 8; Languages Spoken: Goblin;
Skills and feats: Hide +6, Listen +3, Move silently +4
and Spot +3; Alertness, Dodge, Improved initiative,
Weapon focus (Longsword), Weapon specialisation
(Longsword). Equipment: Both Goblins wear Leather
+1 and both have Longswords +1, both wear a Collar
of Obedience (see Appendix 2- New Magic) see MM
for more information on Goblins.

12. Pit Trap (EL 3)


Trap: A pit trap 10ft. long, 50ft deep, spanning the
entire width of the corridor has been dug here and a
thin layer of ice has been laid over the pit to camouflage it. The ice covering is very thin and will break if
anyone stands on it. The walls of the pit are hard ice,
and are very hard to climb (DC20).
Pit Trap (50ft.): CR 3; No attack roll (5D6); Reflex
save (DC20) avoids; Search (DC22); Disable (DC 20).

13. Frozen Orc (EL 5)


The tunnel opens out into a cave. In front of you is a
strange sight. There are two small pools in the floor
with steam gently rising from them; protruding from
one pool is the hilt of a sword, from the other, the
shaft of a spear. The frozen body of an Orc lies
against the wall, its arm rigid and pointing towards
the sword hilt.

"Mercy!" cries the wounded Mountain Elf as he


slumps to the floor.
If the characters spare his life, read the following:
He pulls back his hood and reveals a metal collar
around his neck, glowing in the semi-darkness.
"Obedience Collar", he stammers in pain. "Makes us
do whatever she wishes. If I die the collar will loose
its energy but she will know and send others to
investigate. Mountain Elves would not serve that
vile Witch of our own free will. Kill her and we are
free. I bear you no grudge for attacking me, for you
knew no better.

10

Hagen is in a lot of pain and cannot talk for much


longer. He asks the characters not to heal him, because
he would then be unable to resist attacking them
again. The only other information that he can tell the
characters is that when they reach the end of this corridor they should turn right, not left.

If any character makes a successful skill (Search)


check (DC12) read them the following:
A rhyme has been carved into the ice floor by the
pools. It reads:
Sword or spear, Strength or fear, How you choose,
Win or loose.
The frozen Orc is long dead and poses no threat. If
the characters search the Orc they will find a worthless pair of old sandals and a mouldy loaf of bread in

its backpack. A successful skill (Search) check (DC30)


will reveal an iron key in the mouldy loaf of bread.
The key is important and is linked to encounter 19.
Award the party 2 Luck points for finding the key
The sword can easily be pulled from the pool, it is a
Magical Longsword +3
Trap: The spear is cursed. Any player who touches
the spear will suffer a terrible vision of monsters and
demons.
Cursed spear trap: CR 10; No Attack; Will save
(DC20) or suffer -2 Wisdom (permanent) and -2 Luck
(permanent).
If any character attempts to pull the spear from the
pool, read them the following:
As you grasp the shaft of the spear, terrible visions
of nightmarish creatures invade your thoughts. The
visions seem very real to you indeed.
The spear is firmly embedded in the ice and cannot
be removed unless dug out.

14. The Kitchen (EL 8)


Ask the characters to make a skill (Listen) check
(DC5). If they are successful, they can hear shouting
within the cave. Someone appears to be yelling incomprehensible orders to another.
If the characters look in the cave, read the following:
At the back of this cave you can see a Neanderthal
stripping the skin off of a moose. He appears to be
working rather slowly and is being yelled at by a
man dressed in a white apron and waving a wooden
spoon about in the air. There is a large stew pot simmering on an open fire in the centre of the room.
The man will not notice the characters unless they
walk into his crude kitchen. If the characters move
silently into the room, they must make opposed skill
(Move silently/Listen) checks with the man, the
Neanderthal is too busy to notice them
If the characters are spotted entering the kitchen,
read them the following:
The man turns to you and shouts, "Get out! Dinner
won't be ready for two hours yet. You'll hear the bell
when it's ready. Mind you, you all look a little
worse for wear. Have a stale cake each and be on
your way".
If the characters do not have adequate clothing to
cover their necks, the man will make a skill (Spot)
check (DC12). If successful, he notices that they don't
have collars on and orders the Neanderthal to attack.
Neanderthal: hp 19; Collar of Obedience (see
Appendix 1 - New Monsters)
Glom, male human Ftr5: CR 5; Size M (6 ft., 0 in.
tall); HD 5d10+10; hp 48; Init +6 (+2 Dex, +4 Improved
initiative); Spd 30 ft.; AC 17 (+2 Dex, Studded Leather
+2); Attack +13 melee (Dagger 1D4 +7), or +11 ranged
(Dagger 1D4 +7); SV Fort +6, Ref +3, Will +0; AL NE;
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 13.
Languages Spoken: Common. Skills and feats: Climb
+8, Hide +2, Jump +6, Listen +3, Move silently +2, Spot
+4; Alertness, Dodge, Improved initiative, Power
attack, Weapon focus (Dagger), Weapon specialisation

(Dagger). Equipment: Studded Leather +2, Dagger +3,


Collar of Obedience (see Appendix 2- New Magic)
If the characters are victorious, they are free to look
around and search the kitchen, read the following:
The cupboards are full of pots, pans, bowls and
spoons. There is one cupboard that is locked.
To force the cupboard open the characters must
make an ability (Strength) check (DC10). Inside the
cupboard are the cook's possessions: A silver flute, a
rune carved stick painted with blue and yellow hoops,
an old withered rose and an old leather bound book
with a metal clasp on the side entitled 'The Secret of
Toads'.
The silver flute is Magical and is called Tomah's
Flute (see Appendix 2- New Magic)
The Rune stick is non-magical. This item can be used
later in the adventure as a wooden steak to aid in the
defeat of the Vampire Snow Witch (encounter 24).
The withered rose is magical and is called 'The
Healing Rose' (see Appendix 2- New Magic).
Trap: The leather bound book has a metal clasp on
the side. On the underside of the clasp is a poison needle. Anyone who opens the clasp without disarming
the trap will prick themselves on the needle.
Poison needle trap: CR 4; No attack roll (damage 1+
shadow essence poison); Reflex Save (DC20) to avoid;
Search (DC15); Disable (DC15).
Shadow essence poison: Injury; Fortitude save
(DC17); Initial: - 1 Str (permanent), Secondary: 2D6
Strength (See DMG Chapter 3; table 3-16 Poisons for
more information)
If anyone opens the book they find no writing, just a
recess cut in the pages that holds a Talisman on a golden chain.
While the Talisman is worn, the player gains +2
resistance bonus to Will save.

15. The Bard (EL 7)


Any character that comes within 20ft. of the cavern
entrance must make a skill (Listen) roll (DC10). If they
are successful they can hear soft, beautiful stringed
music emanating from the cavern.
As the characters approach the cave from which the
music is coming, read them the following:
At the end of this corridor is an archway covered by
animal furs.
The music is being played by Rillion the musician.
Rillion is in charge of fitting the Collar of Obedience to
new 'recruits'.
If anyone looks into the room, read the following:
You can see a human sat on a chair at the rear of the
room. The man is dressed in purple and green hose
and vest and pointed red slippers. The man is playing a lute and singing. He is very talented. To his left
are two large clay pots on a shelf.
If Rillion spots anyone entering the room he will stop
playing and ask them what they want. If complimented on his musical abilities he will thank the characters
and play a jolly tune that incorporates a Cure Light
Wounds spell (1d8 + 2) on the nearest injured charac-

11

16. Temple of the Ice Demon (EL 10/ 12)


As the characters approach the cavern they can hear
rhythmic chanting emanating from a crowd within. If
the characters look into the cavern, read the following:
Kneeling down before an ice effigy in the shape of a
demon are several hooded humanoids. The worshipers are praying to the demon in a rhythmical
chant.

12

ter. Otherwise Rillion will be wary of any intruders


and ready to fight.
"Come back again for more treatment", say's Rillion
smiling. He continues to play.
If the characters walk into the cavern and do not
mention Rillion's vocal and musical talents he is very
wary of them. He readies a Charm Person spell with
the trigger being if anyone comes within 5ft. of him.
Rillion, male human Ftr7: CR 7; Size M (6 ft., 1 in.
tall); HD 7d10+7; hp 60; Init +4 (+4 Dex); Spd 30 ft.; AC
18 (+4 Dex, Leather Armour +2); Attack +14 /+9 melee
(Rapier 1D6 + 5); SV Fort +6, Ref +7, Will +2; AL NE; Str
13, Dex 19, Con 13, Int 11, Wis 7, Cha 17. Languages
Spoken: Common. Skills and feats: Climb +8, Hide +3,
Listen +3, Move silently +10, Perform (Lute) +10, Spot
+5, Swim +5; Dodge, Mobility, Spring attack, Weapon
finesse (Rapier), Weapon focus (Rapier), Weapon specialisation (Rapier). Equipment: Rapier +2, Leather +2,
a Lute and a Collar of Obedience (see Appendix 2New Magic).
Rillion can use the following spell like abilities twice
per day each: Cure Light Wounds, Cure Serious
Wounds and Charm Person.
Tactic: If attacked, Rillion will cast Charm Person on
the strongest looking character and ask them not to
harm him. Rillion will then attack the remaining characters with his rapier and attempt to subdue them. He
will then attach the Collars of Obedience once all the
characters are either charmed or subdued.
Any character collared by Rillion is completely
under the control of the Snow Witch and should be
treated as an NPC until released.

This is the temple of the Ice Demon T'armeru. The


worshippers consist of 10 Goblins and Orcs and
Adolynn an Orc Cleric.
If the characters walk boldly through the cavern
Adolynn the Cleric will challenge them. She is outraged that they have walked through without paying
homage to the Frozen one. If Adolynn makes a skill
(Spot) check (DC12) she notices that they do not have
Collars of Obedience on and orders the mass of
Goblins and Orcs to seize them.
If the characters attempt to bluff their way past
Adolynn, they will have to make opposed skill
(Bluff/Sense motive) checks with her. If the characters
have found the magical silver flute from the crude
kitchen (encounter 14) and they show it to Adolynn
saying that have to play the flute for the Snow Queen,
give the players a +4 bonus to their bluff roll.
If a fight ensues, Adolynn orders the Ice Demon
T'armeru to attack the characters.
Adolynn, female Orc Clr2: CR 2; Size M (5 ft., 3 in.
tall); HD 2d8+2; hp 14; Init +0; Spd 30 ft.; AC 18 (Chain
shirt +2, Buckler +1); Attack +4 (War-hammer 1D8 +3);
SV Fort +4, Ref +0, Will +5; AL CE; Str 13, Dex 10, Con
12, Int 7, Wis 15, Cha 10. Languages Spoken:
Common, Orc. Skills and feats: Concentrate +2, Hide
+0, Listen +2, Move silently +1, Spot +2; Martial
weapon proficiency (War-hammer). Equipment: Warhammer +2, Chain shirt +2, Winter Cloak and Buckler
+1, Collar of Obedience (see Appendix 2- New Magic)
Cleric Domains: Evil, Chaos. Cleric spells Per Day:
4/3+1 (see PHB Chapter 11 Spells, Cleric Domains for
a list of Cleric Domain spells)
Spells revised: 0 level-- Cure Minor Wounds x3,
Virtue. 1st Level-Inflict Light Wounds x2, Shield of
Faith
Orcs (6): hp 8, 8, 7, 8, 6, 6; Longsword (1D8 +3),Collar
of Obedience (see Appendix 2- New Magic)
Goblins (4): hp 5, 7, 6, 4; Shortsword (1D6 -1), Collar
of Obedience (see Appendix 2- New Magic)
T'armeru, Ice Demon: hp 47 (see Appendix 1- New
Monsters)
If the Ice Demon T'armeru is defeated, Adolynn and
the Orcs and Goblins will flee the area via the west
door. They will flee out of the caverns and down the
mountainside and not be seen again during this
adventure.
Secret Door: If the characters make a successful skill
(Search) check (DC15) along the north wall, they will
find the secret door that leads to the pit viewing area
(encounter 17) 10ft. above the pit. If they proceed up
the stairs, ask them to make a skill (Listen) check
(DC5). If successful, they can hear jeering and cursing
(in the Goblin tongue) from further along the passage.

The noise is being made by 4 Goblins who are throwing chunks of rock and ice at a Dwarf who has fallen
in the pit below. If the Goblins spot the characters they
will attack:
Goblins (4): hp 6, 7, 5, 6; all Goblins wear Collar's of
Obedience (see Appendix 2- New Magic) and have
Longsword's (1d8 -1) (see MM for more information
on Goblins).

17. The Pit (EL 0)


Any character moving within 20ft. of the Pit must
make a skill (Listen) check (DC9). If they are successful, they can hear shouts for help in the common
tongue that seem to be coming from a Pit at the end of
the corridor.
If the characters investigate, read the following:
DM's note: If the characters have found the secret
door in encounter 16 they may already have killed the
4 Goblins that are throwing rocks at Ulgrad. If this is
the case, only read the passage up to the asterisk.
At the bottom of the 20ft. Pit is a Dwarf. The unfortunate humanoid is trying desperately to climb up
the slippery sides of the Pit wall*. The floor of the
Pit is covered with large ice boulders that are being
continually thrown by humanoid creatures at the
top of the shaft. One lands on the Dwarf's shoulder,
to which you hear loud cheers from above. The
Dwarf tumbles back down to the bottom of the Pit.
He looks up at you and says, "Curse you strangers if
you do not help me".
If the characters throw a rope down to the Dwarf he
climbs up, much to the annoyance of the creatures
above. The Dwarf hurriedly introduces himself as
Ulgrad and says that now he is free he must get back
to his village as soon as possible. He thanks the characters for rescuing him and hands them a bag in
which is a sling and 3 metal slingshots. He runs down
the corridor and turns right (towards the Ice Demon's
temple). As he does so, he shouts back, "Beware the
White Rat!"
The sling and metal slingshots are magical: sling +1
and 3 metal slingshots +3
Award the party 1 Luck point for rescuing Ulgrad
and receiving his warning.

18. The Prism Mage (EL 6)


As the characters move from the corridors inside the
glacier into the mountain, read them the following:
The ice corridors that you are following soon lead
into the mountain itself. The walls of the corridors
change from ice to bare rock.
If the characters continue into the cavern, read them
the following:
The passageway opens into a large cavern. There are
three exits; one on the left, one on the right and the
main one straight ahead which has been carved as a
giant skull. As you look, an ugly man steps out of
the mouth of the skull, holding a glass prism in his
out-stretched hands. "Turn back" he commands,
"Only the Snow Witches personal servants are
allowed inside the mountain".

This is Yorgar the Prism Mage. He guards the


entrance to the Snow Witches personal caverns.
It is impossible for the characters to bluff their way
past Yorgar, he knows that no-one is allowed past
him, only the Snow Witch herself and her personal
servants all of which he knows very well. Regardless
of the yarn the characters attempt to spin, Yorgar
agrees to them passing onward and tells them the
Snow Witches personal quarters are along the left
hand passage. The left passage leads to a trap.
Yorgar, knowing that the characters are not supposed to be here, is holding out in front of him the
Prism of Illusion (see Appendix 2- New Magic). He
has readied a Mirror Image spell with the trigger
being anyone who comes within 5ft.
Yorgar, male half-elf Sor6: CR 6; Size M (5 ft., 4 in.
tall); HD 6d4+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC
14 (+2 Dex, Amulet of natural Armour +2); Attack +6
melee (Dagger 1D4 +3), or +7 ranged (Dagger 1D4 +3);
SV Fort +3, Ref +4, Will +5; AL CE; Str 13, Dex 14, Con
13, Int 16, Wis 11, Cha 15; Languages Spoken:
Common, Draconic, Dwarven, Elven. Skills and feats:
Balance +4, Concentration +9, Hide +5, Listen +4,
Move silently +4, Search +4, Spot +5; Dodge, Silent
spell, Still spell. Equipment: Amulet of natural
Armour +2, Collar of Obedience (see Appendix 2New Magic) Prism of Illusion (see Appendix 2- New
Magic), 2x Daggers +2 and a Purse with 3D4 gold
Sorcerer Spells Known (6/7/6/3): 0th -- Dancing
Lights, Detect Magic, Ghost Sound, Light, Mage
Hand, Prestidigitation, Read Magic. 1st -- Charm
Person, Chill Touch, Magic Missile, Shield. 2nd Mirror Image, Invisibility. 3rd -- Lightning Bolt.

19. The left hand passage (EL 1)


Trap: A pressure plate spans the corridor (marked
19.A on the map). If anyone stands on the pressure
plate, a heavy Iron Portcullis drops at the passage
entrance (marked 19.B on the map).
Lifting the Portcullis requires an ability (Strength)
check (DC25). If successful, it lifts 3ft before sticking.
Pressure plate trap: CR 1; No attack roll (no damage); Search (DC20); Disable (DC20).
If the characters continue, read them the following:
The passage bends to the right, continues for 30ft.
and ends at a large iron door, which spans the entire
passageway. The door has a single keyhole.
The door is locked. If the players found the key in the
bread (encounter 13), it fits and opens the door. If not,
the door can either be forced open by a successful ability (Strength) check (DC28); Broken down: hardness
10, Hp 60 or the lock can be picked by a successful
skill (Open locks) check (DC35)

20. The right hand passage (EL 1)


Trap: A pressure plate spans the corridor (marked
20.A on the map). If anyone stands on the pressure
plate, a heavy Iron Portcullis drops at the passage
entrance (marked 20.B on the map).
Lifting the Portcullis an ability (Strength) check
(DC25). If successful, it only lifts 3ft before sticking.
Pressure plate trap: CR 1; Search (DC20); Disable
device (DC 20).

13

If the characters continue, read them the following:


The passage bends to the left and continues for 60ft.
before bending to the left again, but blocking your
advance, 30ft. along the passage, is a heavy
portcullis.
If the characters examine the portcullis, ask them to
make a skill (Spot) check (DC15). If successful, they
can see a small button 10ft. farther along the wall
beyond the portcullis. In order to throw an object at
the button the players make a successful ranged
attack. The button is AC18 (due to its size). If the button is pressed or hit by an object the portcullis opens.

21. The Frost Giant (EL 9)


If the characters go through the central skull shaped
door, read them the following:
The passage widens into a large rectangular cavern.
Moving around in the cavern is a Giant Man who
stands about 15ft. tall. The man has white skin with
dirty yellow hair, and he wears thick animal furs. As
you watch, the Giant is lifting a large chest on to a
high shelf.
The giant is Frasor, this is his lair. If he spots the characters he hurls the heavy chest at them +9 Ranged
(chest 2D4+9) before charging them with his huge
Greataxe. There is no bargaining with Frasor. He
fights to the death.
Frost Giant: hp 121 (see MM, Giants for more information on Frost Giants)
The chest contains 3 Rings and a potion of Cure serious wounds that heals 3D8 +10 hit points labelled in
common.
Note: If the Frost Giant hurled the chest then the
potion bottle has been shattered and the potion
ruined.
The three rings are: A golden ring, which is a ring of
Major Elemental (Cold) resistance (see DMG Chapter
8, Rings for more information); a silver ring, which is
a Ring of The Vampires Curse (see Appendix 2- New
Magic) and a copper ring, which is a Ring of Warrior
Summoning (see Appendix 2- New Magic)

22. The Crystal Warrior (EL 4)


As the characters approach, read the following:
Blocking the passageway ahead is a tall humanoid
who appears to be made of Clear Quartz. The
Crystal Warrior carries a quartz spear, which it
readies for combat.
The only way to pass is to fight the Crystal Warrior.
Crystal Warrior: hps 35 (see Appendix 1 - New
Monsters).

23. The Zombie Store Man (EL 1)

14

The corridor ends at a locked door. If any character


makes a skill (Listen) check (DC14), they can hear
shuffling footsteps coming from the other side.
If the characters open the door, read the following:
Jars and bottles of various shapes and sizes sit on
shelves that line the walls. Boxes and barrels are
stacked up on the floor. A grey skinned man with
white eyes and a club in his hand shuffles his way
towards you.

The 'man' is a Zombie. The Zombie attacks anyone


who enters the storeroom.
Zombie: hp 17 (See MM for more information on
Zombies, medium sized)
A successful skill (Search) check (DC14) of the room
will reveal the following: on a roll of exactly 14 they
find a jar of pickled lizard tails, which weighs 1lb (the
pickled tails have no use in this adventure). For every
additional 2 points above 14, the characters find items
in the following order: some garlic a box full of assorted teeth weighing 1lb (the teeth have no use in this
adventure) four large dragon eggs which weigh 5lbs
each (the eggs can be used much later in the adventure
by the healer - see encounter 22 in the Wilderness section) and a jar full of Powder with a note in it. The note
describes the contents of the jar and its use. The jar is
Szordrins dust (see Appendix 2 - New Magic), and
can be used in encounter 24 to stop the White Rat
changing back into a Dragon.

24. The Snow Witch (EL 11)


The tunnel ends at a large pair of double doors. The
doors are unlocked. No sound can be heard from the
other side. If the characters open the doors, read them
the following:
Beyond the door is a large high-ceilinged (50ft high)
chamber , which ends in a massive wall of ice. In the
centre of the chamber is an open marble sarcophagus
with its lid propped up against its side. As you
watch, a tiny White Rat jumps out of the sarcophagus and sits on the floor. The Rat starts to grow and
change shape!
If the players have found Szordrins Dust from
encounter 23, they could use this on the polymorphing creature. If they do, the Dragon remains as a White
Rat, use the stats below:
Icefang in rat form: CR 3; Size T (1ft. long); HD
15D12; hp 67; Init +2 (+2 Dex); Spd 15 ft., Climb 15ft.;
AC 14 (+2 size, +2 Dex); Attack +15 melee (Bite 1D3 -4);
Face/Reach: 2 ft. by 2 ft./ 2 ft. SA spell like ability: Freezing fog - 3x/day; Other spell like abilities:
Gust of wind, Fog cloud, Wall of ice - 3/day, Control
weather - 1/day; SQ Cold subtype, Ice walking,
Frightful presence Will save (DC16), Spell resistance
(SR16), Dragon immunities, Blind slight 150ft., Keen
senses, Darkvision 500ft. ; SV Fort +9, Ref +12, Will +9;
AL CE; Str 2, Dex 15, Con 10, Int 8, Wis 11, Cha 8.
Languages Spoken: Draconic. Skills and feats: Listen +
15, Spot +15 and search +15; Alertness, Power attack,
Weapon focus (Bite). Equipment: None (see MM,
Dragon, White Dragon for more information on
Young Adult White Dragons)
If not the Rat polymorphs into its true self; a Young
Adult White Dragon called Icefang. He is the Snow
Witches personal guard.Icefang attacks the characters.
Icefang, young adult White Dragon: CR 7; Size L (15
ft. tall); HD 15D12 +45; hp 112; Init +0; Spd 60 ft., fly
200ft. (poor), swim 60ft., burrow 30ft.; AC 23 (-1 size,
+14 natural); Attack +19 melee (bite 2D6 +4) and +14
melee (2 claw 1D8 +2 each) and +13 melee (2 wings
1D6+2 each) and +13 melee (tail slap 1D8 +6);
Face/Reach: 5ft. by 10ft./ 10ft. SA Breath weapon (40ft.

cone of cold, 5D6 damage, Reflex save (DC20) for half


damage, Spell like ability: Fog Cloud 1/day; SQ Cold
subtype, Ice walking, Frightful presence Will save
(DC16), Spell resistance (SR16), Dragon immunities,
Blind slight 150ft., Keen senses, Darkvision 500ft. ; SV
Fort +12, Ref +9, Will +9; AL CE; Str 19, Dex 10, Con 17,
Int 8, Wis 11, Cha 8. Languages Spoken: Draconic.
Skills and feats: Listen + 15, Jump +6, Spot +15 and
search +15; Alertness, Power attack ,Weapon focus
(Bite) and Weapon focus (Claw). Equipment: None
(see MM, Dragon, White Dragon for more information
on Young Adult White Dragons)
If the characters defeat Icefang read the following:
A woman's eerie laughter echoes around the chamber. A beautiful woman wearing white furs slowly
rises out of the sarcophagus. She looks in your direction and smiles. Not an ordinary smile for she has
huge fangs.
The Snow Witch is a Vampire of considerable power.
In her former life she was a Sorcerer. All of her magical abilities remain with her in her Undead state.
The Snow Witch attacks. If slain the Witch becomes
gaseous and returns to the sarcophagus to regenerate.
Snow Witch, Vampire, medium sized Undead (sor7
base creature): CR 9; Size M (5 ft., 8 in. tall); HD 7d12;
hp 60; Init +8 (+4 Dex, improved initiative); Spd 30 ft.;
AC 20 (+4 Dex, +6 natural armour); Attack +5 melee
(slam 1D6+2 +energy drain); Special attacks: Charm,
Energy drain, Blood drain, Children of the night,
Create spawn. Special Qualities: Undead, damage
reduction 15/+1, Cold and electricity reduction 20,
Gaseous form, Spider climb, Alternate form, Fast heal-

ing 5, Vampire weakness. SV Fort +2, Ref +9, Will +5;


AL CE; Str 15, Dex 18, Con 0, Int 12, Wis 10, Cha 21.
Skills and feats: Bluff +13, Concentration +10, Hide +9,
Listen +10, Move silently +10, Search +9, Sense motive
+8, Spellcraft +9, Spot +10; Alertness, Combat reflexes,
Dodge, Improved initiative, lightning reflexes, Scribe
scroll, Still spell and Silent spell.
Sorcerer spells per day (6/8/7/5): 0th -- Dancing
Lights, Detect Magic, Ghost Sound, Light, Mage
Hand, Prestidigitation, Read Magic. 1st -- Mage
Armour, Magic Missile, Shield, Silent Image, and
Sleep. 2nd -- Blur, Scare and See Invisibility. 3rd - Fly
and Slow.
(See MM Appendix 3 for more information on
Vampires and see PHB Chapter 3, Sorcerer for more
information)
Lying in the bottom of the sarcophagus is a torn and
stained scrap of paper with the words " gold against
gold, gem against gem, you must hold what you wish
to defeat " written in common.
Map location A: If any character looks around the
cavern, ask him or her to make a skill (Search) check
(DC20). If successful, read them the following:
You can see an ornate trunk that has been frozen
inside the Ice Wall. The trunk is buried at least 2 ft.
inside the wall.
It will take couple of hours to dig the trunk from the
Ice Wall, but it will be worth the effort. The trunk is
unlocked and not trapped. If the characters open the
trunk, read them the following:
The trunk is filled to the brim with coins. Several
gems can also be seen protruding from the hoard, but

15

the 10" long golden idol, which lies on top of the


money, catches your eye.
The statue is in fact a guardian Sentinel. If anyone
touches the statue (except the Snow Witch) it instantly transforms into a Sentinel and attacks.
Sentinel: hp 55 (see Appendix 1- New Monsters)
If the characters defeat the Sentinel, they are free to
take the treasure: 600gp, 10 Gems (value: 10gp, 20gp
X3, 50gp X 4, 100gp X2) and 3 potions of Cure Light
Wounds that heal 1d8 +2 each.
If the characters find and unearth the trunk, then
read them the following after they have defeated the
Sentinel. If they do not find the trunk read the following before they try to leave the room.
The floor begins to shake and small rocks drop from
the cavern roof. An almighty crash echoes through
the room, its source appears to have come from the
passage beyond the double doors. The rumbling
stops, but the noise has alerted you to the double
doors, which are opening.
A Wood Elf and a Dwarf appear at the double doors,
"You've killed her" shouts the Elf. "We are free! Soon
we will be able to remove our Collars of Obedience"
The Wood Elf introduces himself as Redswift and the
Dwarf as Stubb. They tell the characters that they have
just returned from outside the caverns where the
Witch had sent them scouting. The passage behind
them has collapsed almost killing them, the cave-in
was (map location 22) probably due to the Snow
Witches demise. Redswift shows the characters the
Illusionary wall (map location B) saying that he knew
it existed, but he does not know where the passage
beyond it leads. Redswift and Stubb's pullout Nonplayer character sheets are included in Appendix 4 Characters.

25. Footprints (EL 4)


If the characters take the right hand passage, read
them the following:
Two pairs of human sized footprints run parallel
down the corridor. One set is black the other is
white.
It is possible to walk down the narrow corridor without stepping on either of the sets of footprints. To do
so each character must make a successful skill
(Balance) check (DC10). If failed roll a D6, on an odd
number the character has accidentally touched one of
the white footprints, an even number means they have
touched one of the black footprints.

Trap: The footprints are trapped. Anyone touching


the white footprints activates an Ice Storm spell (see
PHB Chapter11 for more information). Anyone touching the black footprints activates an Inflict Serious
wounds spell.
Magical white footprints trap: CR 4; No attack roll;
20ft. radius of large hail stones and ice (5D6 damage);
Reflex save (DC16) avoids; Search (DC29); Disable
(DC29). This trap resets immediately.
Magical black footprints trap: CR 2; No attack roll
(3D8 +5 damage); Reflex save (DC14) avoids; Search
(DC28); Disable (DC28). This trap resets immediately.

26. The Orb of Energy (EL 0)


If the characters take the left hand passage, read them
the following;
Lying on the floor in the corner of the corridor is a
small glass ball.
This is an Orb of Energy (see Appendix 2 - New
Magic)

27. Iron Casket (EL 4)


As the characters walk up the passage, read them the
following:
Lying against the left hand wall of the passage is an
Iron Casket. The Casket seems ordinary enough. It
has a brass handle in the shape of a serpent.
Trap: The brass handle is laced with a contact poison. There is a secret button located on the rear of the
box to open it. The characters need to make a skill
(Search) check (DC18) to find the button.
Contact poison trap: CR 3; No attack roll required
(no damage +Terinav root poison); Search (DC18);
Disable (DC18).
Terinav root poison: Contact; Fortitude save (DC16);
Primary 1D6 Dex, Secondary 2D6 Dex.
Inside the casket is a pair of Boots of Elven kind (see
DMG Chapter 8, Wondrous Items).

28. Caveman (EL 3)


Just before the characters reach the T-junction, ask
them to make a skill (Listen) check (DC8). If successful, they can hear padding footsteps coming down the
left-hand corridor.
The footsteps are being made by a Neanderthal caveman. If he spots the characters he will attack.
If a fight ensues, Redswift and Stubb panic and run
off down the right hand passage. They will not stop
unless forced to. They continue through the door (see
encounter 29).
Neanderthal: hp 18; belt pouch containing a starshaped metal disk (See Appendix 1 - New Monsters).
*The metal disk is used in encounter 33.
Award the party 2 Luck points for finding the starshaped disk.

29. The Brain Slayer (EL 7)

16

If Redswift and Stubb have already entered the room


ask the characters to make a skill (Listen) check
(DC12). If successful, they can hear moaning coming
from the other side of the door. If they open the door,
read them the following:

The door opens into a strange room. Dim purple


illuminations provide the lighting. In the centre of
the room Redswift and Stubb are kneeling in submission to a horrible robed creature with an octopus-like head. Two of its tentacles are wrapped
around each of your friends' heads.
If the Brain Slayer spots the characters, it releases its
grip on Redswift and Stubb and advances to attack.
Redswift and Stubb act as if Stunned for 4 rounds, if
they recover before the Brain Slayer is killed they will
join the fight against it.
Brain Slayer: hp 45 (see Appendix 1- New
Monsters)
After killing the Brain Slayer the characters can
search the room. The strange illumination comes from
moss growing on the walls; a successful skill (Search)
check (DC15) will reveal 2 clay pots in a recess in the
cavern wall. One pot contains a square metal disc (this
item is used in encounter 33), the other pot contains a
scroll with the Divine spell Protection form Elements
(Electricity) scribed upon it.
Award the party 2 Luck points for finding the
square-shaped disk.

30. Animated Dagger (EL 1)


The corridor ends at a door, which has an ordinary
looking dagger sticking in it.
The Dagger is a tiny animated object, which has
become stuck in the door. Should any of the characters
free the Dagger with an ability (Strength) check (DC8),
it will attack the person that freed it.
Tiny animated object (Dagger): hp2; Hardness 10
(see MM for more information on Animated Objects).

Redswift has just read an ancient Death spell (see


Appendix 2 - New Magic for more information on the
Death spell). The spell will start affecting the characters when they reach Stonebridge.
If the characters ask Redswift what was on the
parchment, he tells them that it was ancient Death
spell and he fears that all the party are now infected.
Read the characters the following:
The Death spells effects are like that of a magical
disease. It can start at any time. Only one person
knows the cure, he is Yoritar the Healer. Luckily, my
brother Ash and I grew up near to his home. The
Healers cave is by Jovik Peak in the Moonstone
Hills. We will need to get there as soon as possible.
If anyone opens the door read the following:
Beyond the door is a large natural cavern. Water
drips from Stalactites that hang from the cavern
roof.
The liquid that drips continuously is not water but a
deadly corrosive acid. For every round that the characters are exposed to the acid they take 1D6 points of
damage (see DMG Chapter 3, Other Dangers). It is
impossible to cross the cavern without being hit by the
dripping acid. The door at the opposite end of the cavern is locked.

33. Cavern of the Snow Witch (EL 5)


The tunnel ends at a pair of double door. The doors
are unlocked and not trapped. If anyone opens the
double doors, read them the following:
The walls of this circular cavern are covered ice. In
the centre of the cavern a large glass Orb sits on top

31. The Shield (EL 5)


If the characters walk up this corridor, they can see a
large Steel Shield hanging on the wall. The Shield has
no crest on it, but it has been polished to a high sheen.
Trap: The first person to touch the Shield hanging
on the wall will activate cause an invisible large Air
Elemental held by a Lesser Planar Binding (Air) spell
to attack the characters. Characters able to see invisible creatures will easily be able to see the Elemental
lurking in the corridor before the shield is touched..
Lesser Planar Binding Trap: CR 5; No attack roll
required (no damage); Search (DC32); Disable device
(DC32).
Air Elemental, large: hp 70 (see MM for more information on Air Elementals).
Once the characters have defeated the Air
Elemental, they can easily take the Shield. The Shield
is a large Steel Shield +3.

32. Acid Stalagmites (EL3)


The tunnel ends at another door. The door is not
locked, but there is a piece of parchment pinned to
the door. Read the following:
Redswift unpins the parchment from the door and
reads it. As he does so his eyes widen with terror.
"Look", says the Wood Elf holding up the parchment
for all to see, "The words are fading away. By the
Gods of Titan, what have I done?". Redswift drops
to his knees.

17

of an ice plinth. An Orc runs into the cavern from the


doors opposite and the Orb immediately starts to
glow. The outline of a face takes shape in the Orb,
and you recognise the face of the Snow Witch! Her
encased head starts to laugh, then she speaks,
"Although you have killed me, you have not defeated me. My spirit can still defeat you. Watch carefully". The Orc, who is standing by the Orb, grips the
metal collar around his neck and cries out, gasping
for breath. His green face bulges as he desperately
tries to stop the collar from tightening. The Snow
Witches image sneers contemptuously and says, "I
have no use for servants any longer". With that,
Redswift and Stubb clutch at their throats.
The spirit of the Snow Witch now inhabits the magical Orb. In this form she can cast Lightning Bolt (8D6
damage, Reflex save DC18 for half) and Ray of
Enfeeblement (ranged touch attack +4 to hit, 1D6 + 5
enhancement penalty to Strength, Fortitude save
DC16 to negate) one time each per round.
The Snow Witch will cast her spells at anyone who
attacks the Orb.
The Orb has AC18, 20 hit points and Damage reduction 20/+4. If the Orb shatters, the cavern starts to collapse. The characters must move quickly over the ice
in order to escape. A successful Reflex save (DC15) is
required to escape the cavern before it collapses. If
anyone fails read them the following:
The ice-covered floor slows your escape from the
collapsing cavern. A huge chunk of ice glances off
your shoulder sending you crashing to the floor.
Seconds later, hundred's of tons of more ice and rock
bury you in your frozen tomb. Your adventure ends
here
If any of the characters attacked the Orb and were
struck by the Snow Witches Lightning Bolts, or the
characters do not attack read the following:
"I am enjoying watching you and your friends suffer.
I wish to prolong all of your agonies", announces the
Snow Witch. She loosens the grip she holds on
Redswift and Stubb long enough for them to draw a
good breath into their lungs. Two figures shuffle
their way in through the door opposite. One is a
Dwarf and the other an Elf. Both have grey skin and
vacant stares. "Fight my slaves while I think of a
game for us to play" says the Snow Witch, "A fair
game, that may result in your freedom?".
The two unfortunate souls are Zombies. They
advance and attack the characters. Redswift and Stubb
are too busy trying to get free of their collars to aid the
characters in any way.
Zombies, Medium (2): hp 22, 21 (see MM for more
information on Zombies).
If the Zombies are defeated, read them the following:

18

"I have a game that we can play", cackles the Snow


Witch. "I hope that during your travels through my
Crystal Caves that you have found some of my
shaped metal disk's?

Here are the rules: One of you must pick a shaped


disk and conceal it in your hand. I will call out a
shape. A square beats a circle, a circle beats a star
and a star beats a square. If you win, I will grant
you the chance to escape but if you loose you will
die. If we both choose the same shape, we will play
again.
The Snow Witch will select Circle for the first round
of the game, then Star for the second round and
Square for the third round, if any characters are left
alive or the Snow Witch has not been beaten she will
repeat her sequence of choices.
The first time a character draws with the Snow Witch
she grows angry and tells the characters that the rules
have changed; if there is a tie again she wins!
If a character loses a round of the game a yellow ray
of light springs forth from the Orb and strikes the
character. The stricken character must make a
Fortitude save DC25 or die.
If a character wins a round of the game read them
the following:
The Orb starts to fill with white smoke and shatters.
The vision of the Snow Witch disappears. Her shrill
cry fills the cavern. The Snow Witch is truly defeated, but your joy is short lived. The cavern shakes and
starts to collapse!
The characters must move quickly over the ice in
order to escape. A successful Reflex save (DC15) is
required to escape the cavern before it collapses. If
anyone fails please refer to rules regarding escaping
the collapsing cavern given earlier in this encounter
As soon as the Orb shatters Redswift and Stubb will
recover and run for the exit, they will both successfully escape from the caverns.
If the characters escape the doomed Crystal Caverns,
read them the following:
By some miracle, you are not hit by the falling debris
that was once the Crystal Caverns. Looking around
you are surprised to see the welcome sight of blue
skies above, down the mountain side everything
looks tranquil. It isn't even snowing. As you begin
your decent, you remember Big Jim Sun and the circumstances that led you to enter the Caverns of the
Snow Witch. You expect that Big Jim will think that
you died on the mountain, and besides you are
affected with the ancient Death spell and need to
visit the Healer who dwells within the Moonstone
Hills.
Stubb speaks, "My town is called Stonebridge", he
says, "It is a couple of days travel from here and on
the way to the Moonstone Hills. When we arrive I
promise you a hero's welcome".
You all set off down the mountain trail.

Into the Wilderness


This section of the adventure takes place outside.
Please refer to the Wilderness map

1. The River Kok (EL 3/ 9)


Your journey south is long and arduous. Two
uneventful days after leaving the Ice Caverns, you
reach the River Kok. Redswift explains that 50 miles
west up-river lies Fang, the town where Baron
Sukumvit's notorious Deathtrap Dungeon awaits
its challengers each year for the Trial of Champions.
However, at this time of year Fang is unlikely to be
anymore interesting than any other river town.
Stubb informs you that in order to get to Stonebridge
the party must find a way across the river Kok.
Redswift suggest that the characters all head downstream for the time being. The river shallows a few
miles down and if the worst comes to the worst, we
can all wade across.
After a mile or so, ask the characters to make a skill
(Spot) check (DC12). If they are successful, read them
the following:
Down by the riverbank, you can see a large raft with
a man asleep in it.
If the characters call to the man and then ask him to
ferry them across the river, he replies that it's his day
off and that he is enjoying his rest.
If the characters offer Garin a sizable amount of
money to ferry them across the river Kok, He will
agree (a sizable amount is at least 5gp each).
If attacked, Garin will defend himself
Garin, male human male human Ftr2: CR 2; Size M
(6 ft., 1 in. tall); HD 2d10+4; hp 20; Init +6 (+2 Dex, +4
Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack
+5 melee (Unarmed strike 1D3 +3 Subdual damage);
SV Fort +5, Ref +2, Will +1; AL N; Str 17, Dex 15, Con
14, Int 13, Wis 12, Cha 6. Languages Spoken:
Common; Skills and feats: Hide +4, Jump +4, Listen +3,
Move silently +2, Spot +3 and Swim +7; Alertness,
Dodge, Improved initiative, Improved unarmed
strike. Equipment: boat mending equipment:
Hammer, Nails and odd bits of Wood.
If the characters continue down the river bank they
will spot a boat tied to a tree 200ft further on. The boat
belongs to a Dark Elf called Sorric who is hidden in
the bushes nearby - opposed Spot / Hide to see him,
Sorric gains a +4 circumstance bonus to his hide roll
due to cover. If the characters try to steal the boat
Sorric will attack them when they start rowing away.
If the characters spot Sorric and try to hire his boat he
will flatly refuse attacking the characters if they are
persistent. Sorric will not attack the characters if he is
not spotted and the characters do not steal his boat.
Three miles further down river the water becomes
shallow enough to wade across.
Sorric, male Elf (Dark) Ftr8: CR 9; Size M (5 ft., 2 in.
tall); HD 8d10+8; hp 71; Init +8 (+4 Dex, Improved initiative); Spd 30 ft.; AC 21 (+4 Dex, Leather +3, Amulet
of natural Armour +2); Attack +16/ +11 melee (Rapier
1D6 +8/ 18-20/x2), or +14/ +9 ranged (Longbow 1D8

+2); SV Fort +7, Ref +6, Will +0; AL CE; Str 17, Dex 19,
Con 12, Int 10, Wis 7, Cha 7. Languages Spoken:
Common, Elven, and Undercommon. Skills and feats:
Hide +13, Jump +10, Listen +5, Move silently +8,
Search +5, Spot +6; Dodge, Endurance, Improved initiative, Point blank shot, Far shot, Weapon finesse
(Rapier), Weapon focus (Rapier), Weapon specialization (Rapier). Equipment: Leather +3, Rapier +3,
Amulet of natural armour +2, Longbow +2, 15 Arrows
+1, Potion of cure serious wounds (3D8+6) (see PHB
Chapter 3, Fighters for more information)

2. Bandits! (EL 10)


Ask the characters to make a skill (Listen) check
(DC18). If they are successful, they can hear the sound
of horses approaching.
There is plenty of scrub to hide in should the characters not want to be seen. The scrub will add a +2 circumstance bonus to the characters hide checks.
The noise is made by an approaching band of
Centaurs. If the characters do not hide (or are spotted),
the Centaurs approach them, read the following:
The thundering noise of galloping hooves grows
louder and four Centaurs come into view. Each one
has a bow slung over his shoulder and carries a
spear and a shield. The Centaurs approach and form
a line in front of you. One of the creatures addresses
you. He has an ugly blue scar running down his face
and chest and he wears a horned helmet. "I am
Rangard. What are you doing on the Pagan
Plains?". His voice is deep and menacing.
Rangard and his band are nothing more than bandits. They see the characters as easy pickings
If the characters talk to Rangard, he is blunt and
unhelpful. He asks where they have come from, and
where they are going. If anyone mentions that they
have been adventuring in the Crystal Caverns,
Rangard looks interested. He surreptitiously motions
to the other 3 Centaurs and they start to ready their
weapons. A successful skill (Spot) check (DC10) will
allow characters to recognise their actions.
Rangard will question the characters closely about
the Crystal Caverns and will order his Centaurs to
attack if he thinks the characters are carrying treasure.
Rangard, male centaur Ftr4: CR 7; Size L (7 ft., 8 in.
tall); HD 4d8+16 + 4d10+16; hp 81; Init +6 (+2 Dex, +4
Improved initiative); Spd 50 ft.; AC 15 (+2 Dex, -1 Size,
+2 Natural, +2 Large Wooden Shield); Attack +12
melee (2 hooves 1D6 +5) and +15 melee (Short spear
1D8 +5), or +10 ranged (Longbow 1D8); Face/reach:
5ft. by 10ft./ 5ft; SV Fort +9, Ref +7, Will +4; AL LE; Str
21, Dex 15, Con 19, Int 12, Wis 9, Cha 15. Languages
Spoken: Common, Elven and Sylvan. Skills and feats:
Hide -2, Listen +2, Move silently +4, Spot +2; Improved
initiative, Power attack, Weapon focus (short spear),
Weapon focus (Longbow). Equipment: Short spear +2,
Large Wooden Shield.
Male centaur (3) Ftr2: CR 5 (each); Size L (7 ft., 9 in.
tall); HD 4d8+12 + 2d10+6; hp 53, 45, 41; Init +3 (+3
Dex); Spd 50 ft.; AC 14 (+3 Dex, -1 Size, +2 Natural);
Attack +10 melee (2 hoofs 1D6 +5), or +11 melee (Short
spear 1D8 +5), or +7 ranged (Longbow 1D8); SV Fort

19

+7, Ref +7, Will +4; AL LE; Str 20, Dex 16, Con 16, Int
12, Wis 10, Cha 8. Languages Spoken: Elven, Dwarven
and Sylvan. Skills and feats: Balance +5, Hide +2,
Listen +3, Move silently +5, Spot +3; Blind-fight,
Weapon focus (Short spear), Weapon focus
(Longbow).

3. An old man (EL 0)


Ask the characters to make a skill (Spot) check (DC14).
If successful they see an old man approaching from
the South.
If the characters stop and talk, read the following:
The person approaching is a little old man carrying
a sack over his shoulder. "Put your weapons away,
there is no point in killing me. The only thing I have
to offer is information - and that will cost you 2gp.
I promise you wont regret it".
If the players pay Corin for his information, he tells
them to beware. The Waterhole located due south has
been poisoned. Do not drink from it!
Corin, male human Fighter1 (age 78): CR 1; Size M
(5 ft., 9 in. tall); HD 1d10-1; hp 6; Init -2 (-2 Dex); Spd
30 ft.; AC 8 (-2 Dex); Attack -1 melee (Unarmed strike
1D3 -2); SV Fort -1, Ref -2, Will +2; AL NG; Str 6, Dex
7, Con 8, Int 13, Wis 14, Cha 10. Languages Spoken:
Common, no skills or feats. Equipment: A sack full of
leaves and twigs

4. Aerial Assault (EL 4)


If any character makes a skill (Spot) check (DC12),
read them the following:
Circling above you are four winged creatures. They
are green and have membranous wings as well as
arms and legs. They appear to be getting closer.
The creatures are Bird-men. The sun glistening off
the characters equipment has attracted them. The
creatures tuck their wings behind them and dive
towards the party.
Bird-men (4): hp 20, 16, 19 and 17 (see Appendix 1New Monsters)

5. Water Hole (EL 1)


Ahead, the land subsides and a natural Water Hole
has formed. An Ogre is lying motionless facedown in
the water.
This Water Hole has become lethally contaminated
(see below). The Ogre is dead. His possessions have
long since been taken and parts of him have been
eaten.
Poison (Filthy water): Ingested; Fortitude save
(DC16); Primary and Secondary damage 1D10
Constitution
Disease (Filth Fever variant): Contact; Fortitude
save (DC12); Incubation 1d3 days; Damage 1D3 Dex
and Con.

6. Morri the Dwarf. RIP (EL 0)

20

Read the characters the following:


"We should reach Stonebridge early on the morrow"
announces Stubb, "But I am surprised that we have
not encountered any of my kin yet".

"Oh yes we have", replies Redswift solemnly, "but


you don't want to see them like that". He points to
a boulder about 150ft. west. The bloodied body of a
Dwarf lies propped up against it, his head slumped
forward and his body motionless. The Dwarf still
has his axe in his hand.
Stubb runs up to the Dwarf wailing in grief. "Its
Morri the ironsmith", he says. "This looks like the
work of Hill Trolls. We need to get to Stonebridge as
soon as possible, but we must bury Morri first".
Once Morri is buried, and his grave marked with his
helmet and axe, Stubb leads the way to Stonebridge.

7. Night Watch (EL 5)


You have been walking all day and night is fast
approaching. Redswift scouts ahead to look for a
place to camp.
Redswift has found a suitable campsite and has a fire
going by the time the characters reach him. During the
night (2pm) the camp will be attacked by a hunting
Werewolf (in Hybrid form), any character on guard
can make an opposed skill (Listen / Move Silently)
check to hear the Werewolf's approach. If not detected
the Werewolf will attack.
Werewolf in hybrid form (Rog5): CR 5; Size M (6 ft.,
4 in. tall); HD 5d6+10; hp 35; Init +9 (+5 Dex, improved
initiative); Spd 50 ft.; AC 17 (+5 Dex, +2 natural);
Attack +11 melee (bite 1D6 +4) or +7 melee (Unarmed
strike 1D3 +4 subdual); SA: Trip and curse of lycanthrope SQ: Wolf empathy, Scent, Damage reduction
15/ silver. SV: Fortitude +5, Ref +9, Will +4; AL CE; Str
18, Dex 20, Con 15, Int 17, Wis 13, Cha 8. Languages
Spoken: Common, Draconic, Dwarven, Elven, Giant
and Gnoll. Skills and feats: Balance +8, Climb +8, Hide
+10, Listen +16, Move silently +15, Pick pocket +15,
Search +16, Spot +16, Tumble +13; Alertness, Blind
fight, Dodge, Improved initiative and weapon finesse
(Bite). Equipment: none (See PHB Appendix 3,
Lycanthrope for more information on Werewolves)

8. Hill Trolls (EL 7)


By mid-morning Stubb has become quite excited,
knowing that he will soon be home. His face then
saddens at the thought of his dead friend Morri and
he shakes his fist in the air. "Curse the Hill Trolls!",
he spits.
An hour later Redswift points out the distant wisps
of smoke rising into the sky. "Stonebridge!", yells
Stubb and he starts to run towards his home.
Stubb then stops dead in his tracks. Redswift runs to
catch him up. "Look there", Stubb shouts. "Hill
Trolls heading toward Stonebridge!".
A war party of 6 Hill Trolls are indeed heading for
Stonebridge. Their goal is a to kill as many farmers
and Dwarfs as they can on the outskirts of the town.
Stubb insists that the characters help him to dispatch
the Hill Trolls and runs off in their direction.
Hill Trolls (6): hp 40, 38, 50, 49, 37 and 42 (see
Appendix 1- New Monsters)

9. Stonebridge (EL 0)
The walled town of Stonebridge is before you.
Stubb leads you into the town greeting many friends.
You soon discover that the fabled War-hammer of
king Gillibran of the dwarves has been stolen, the
Dwarven inhabitants of the town are dismayed by
its loss. Stubb, concerned about the dwarves loss of
morale leads you to The Smithies Forge, an inn
owned by his friend Bigleg. After seeing you seated
and given food and beer Bigleg tells you that the
War-hammer was snatched by an eagle and dropped
somewhere in Darkwood forest. Hearing this Stubb
cries "Then we must find it Bigleg, and we must
leave immediately!" he bids you farewell and leaves
with Bigleg.
Redswift, who is beginning to look rather unwell,
sighs." The Death spell is beginning to affect me. We
don't have time to finish this meal. We need to get to
the Moonstone Hills and fast!". Redswifts words
are beginning to slur. He stands, wobbles slightly
steadying himself on the table. "Please, quickly!".
With that Redswift heads for the door and leaves.
If the characters remind Stubb that he is suffering
from a Death Spell he will tell them that some things
are more important than living. The honour of the
Dwarves is one such thing, without the War-hammer
their honour is lost. He cannot be persuaded to give
up the hunt for the War-hammer.

10. The Death Spell! (EL5)


If the characters follow Redswift, read the following:
Redswift walks out of Stonebridge and follows the
Red River east towards the Moonstone mountains.
After about a mile he stops and motions you to keep
quiet. "Look there", he points to some trees 60ft. to
your left. In the trees are three Hill Trolls sharpening
their weapons against a rock.
If the characters don't wish to fight the monsters they
can easily skirt around the trees without being spotted. If the characters openly approach the Hill Trolls
or attempt to sneak closer, the Hill Trolls will attack as
soon as they spot the characters.
Hill Trolls (3): hp 40, 40, 38 (see Appendix 1- New
Monsters)
If the characters either kill the Hill Trolls or avoid
them, read them the following:
Redswift finds a quiet spot by the Red river and he
sits down, motioning for you to do the same.
Redswifts face is white and he has beads of perspiration dripping from his forehead. "The sands of my
time here on Allansia are running out fast".
"The Healer lives in the Moonstone Hills, as I have
mentioned before. In case I do not make it, Jovik
peak is located in the Southern Hills. You will have
to find a way across the river". Redswift tries to
stand, but cannot. He smiles weakly, "Please help
me up. My strength is failing".
You continue your walk along the river while supporting Redswift between you. With each step he

becomes weaker, until eventually he passes out. You


set him down on the ground but it is too late for your
Elven companion. The Death spell has won over him
and Redswift has died.
You bury the Elf, and for the rest of the day you continue along the river toward the hills.

11. A Rope Bridge (EL 0)


Read the characters the following:
You are now in the Moonstone Hills. To the north
looms the leviathan known as Firetop Mountain. Its
rose red summit making it look like an erupting volcano. To the south, a Rope Bridge spans the Red
River at a narrow point and to the east the river
continues to its source.
The characters have the choice of either turning
south and crossing the Rope Bridge, or continuing
east along the river and following it to the base of the
northern Moonstone Hills.
If they cross the Rope Bridge they find themselves in
the western Moonstone Hills. A track leads south-east
for a short distance, then turns east in-between two
hills (see encounter 17).

12. Hollow Tree Stump (EL 4)


Read the characters the following:
To your left, about 25ft. away, you can see a large
Hollow Tree Stump.
Ask the characters to make a skill (Spot) check
(DC10). If successful read them the following:
There is a thick piece of vine tied to its roots which
runs up the side and into the hollowed out Stump.
Anyone who investigates the Stump will see that the
vine disappears inside the stump and into blackness.
If a character pulls up the vine, read the following:
As you pull the vine into the light, you can see it is
crawling with revolting maggots the size of your
thumb. One of the maggots moves towards your
hand.
If the character allows the maggot to touch his hand,
it attacks. The revolting maggots are in fact Flesh
Grubs (see Appendix - 1 New Monsters). If the Flesh
Grubs hits, it automatically uses its special attack to
attach itself to its victim. If the character pulls the
attached Flesh Grub from his hand they take an additional 1 hp damage. Once removed, the Flesh Grub
can be easily killed without needing an attack roll.
If a character climbs down the vine he must make a
skill (Climb) check (DC5). If he is successful, read him
the following:
As you climb down the make shift rope into the dark
depths of the hollowed out Stump, you suddenly feel
cold clammy, clammy maggot-like larvae on the
vine. They are as big as your finger and they crawl
onto your arms and body. You feel a sharp pain in
your hand as one of these creatures sinks its hooklike teeth into you.
The character on the vine takes one point of damage
from the Flesh Grub, which is now attached to them
(see Appendix 1 - New Monsters). There are 1D6 +2

21

Flesh Grubs on the character, all of which attack, and


an additional 1D6 +2 climb onto the character from the
vine every round (to a maximum of 200) until the
character lets go of the vine either by falling or by
climbing back out of the stump.
A character can remove one Flesh Grub per combat
round with each free hand, anyone who is climbing
the vine can only use one hand or they will fall.
If the player falls to the bottom of the pit he takes
2D6 damage for the 20ft. fall. While at the bottom of
the pit 3D6 Flesh Grubs arrive every round (to a maximum of 200) and attack the character.
There are only scattered human and humanoid
bones lying at the bottom of the pit.

If the characters make a successful skill (Search)


check (DC12), they find Raast's savings; a small wooden box with 22 copper coins in.

13. Narrow Footpath (EL 2)


To your left you can see that the Footpath you are
following along the river branches off into some
trees to the north.
If the characters follow this new Footpath to the
north, read them the following:

22

14. Stepping Stones (EL 4)

The Footpath twists and turns for about 200ft.


before ending at a wooden hut.

Ask the characters to make a skill (Spot) check (DC10).


If they are successful read them the following:

Looking through the window the characters can see


an old man asleep in a wooden chair, the shelves in
the hut are lined with jars of herbs and berries.
Anyone entering the hut will awaken the sleeping
man who introduces himself as Raast. Raast is down
on his luck at the moment, if the characters mention
they are looking for a healer he will attempt to convince them that he
is the one they seek - an opposed skill (Bluff / Sense
Motive) check will reveal his lie. If successful Raast
will attempt to sell the characters various worthless
herbs and berries that he insists will cure the disease,
he charges 10gp per person for this ineffectual cure.
As soon as the characters depart Raast will flee to
Stonebridge to spend his ill gotten gains.
If the bluff is unsuccessful, or he is threatened, Raast
comes clean. He apologises saying that he is only a
herbalist and he does not know the location of the
Healer.
If attacked Raast will defend himself to the best of
his ability:
Raast the herbalist, male human Sor3: CR 3; Size M
(5 ft., 9 in. tall); HD 3d4+9; hp 18; Init +1 (+1 Dex); Spd
30 ft.; AC 11 (+1 Dex); Attack +1 melee (Dagger 1D4),
or +3 ranged (Dagger 1D4); SV Fort +4, Ref +2, Will +3;
AL CN; Str 9, Dex 13, Con 16, Int 16, Wis 10, Cha 14.
Languages Spoken: Auran, Common, Dwarven,
Elven. Skills and feats: Bluff +2, Concentrate +2, Hide
+1, Listen +2, Spellcraft +5, Spot +2; Alertness,
Empower spell, Heighten spell. Equipment: Sorcerer
robes, Dagger +1
Sorcerer Spells Known (6/6): 0th -- Dancing Lights,
Detect Magic, Flare, Light, Mage Hand. 1st -- Shield,
Spider Climb, Summon Monster I.
Raast has various berries and herbs in jars on his
shelf. There are enough berries to make a frugal meal
for one character keeping them fed for one day.

Between small gaps in the rocks you can see the trees
on the other side of the river. There is a smoke rising
from a fire, but you cannot see anyone.
The river runs very fast here, but it is also narrow.
Large rocks jut out of the river and it looks possible to
cross by jumping from rock to rock.
There are three large rocks in the middle of the river,
by jumping from one to the next a character can make
their way to the far bank.
The first rock is 13ft from the bank; there is enough
room to for a good run up. The next rock is 5ft further
away, the third 6ft further on. From the third rock it is
only 7ft to the far riverbank.
While characters have plenty of room for a run-up to
jump onto the first rock, none of the rocks are big
enough to allow running jumps from them - standing
jumps only are allowed.
Any character that fails their jump check may fall in
the water. If the character fails by their Jump check by
1 they may make a Reflex save (dc12), success allows
them to scramble onto the rock they were attempting
to jump to. Failing the Jump check by more than 1
means the character has fallen into the river and now
must make a successful skill (Swim) check (DC15) to
reach the nearby rock or the river bank.
If the characters make it to the other side they find a
small campfire with a delicious looking duck roasting
on a spit. An animal skin bedroll is also present.
Hiding near his camp is a wild hill man. He has lived
alone in the wild all of his life and has no name. As the
characters approach his camp he runs at them screaming. He is wearing animal furs and wields a club.
Wild Hill Man, male human Ftr3: CR 3; Size M (6 ft.,
3 in. tall); HD 3d10+6; hp 26; Init +7 (+3 Dex, +4
Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack
+6 melee (Club 1D6 +2); SV Fort +5, Ref +4, Will +1; AL
N; Str 14, Dex 17, Con 14, Int 11, Wis 11, Cha 9.
Languages Spoken: Common. Skills and feats:

Balance +5, Hide +3, Listen +2, Move silently +3, Open
lock +2, Spot +2; Alertness, Dodge, Endurance,
Improved initiative, Weapon focus (Club).
Equipment: Furs, Club, Fish bone necklace worth 1gp
Beyond the wild mans camp is an old goat path that
leads up a hill.
The path is the only way onwards. If the characters
choose not to take this path they must either jump or
swim back across the river.

15. Ash (EL 0)


Through the trees to your left you can see a Wood
Elf. He wears a green cloak and leather armour. He
is sitting by a tree carving arrow shafts from
branches. He looks similar in appearance to
Redswift.
If the players ask the Elf if he knows where the
Healer lives, he asks why they want to know?
If the characters tell their tale about being effected by
the Death spell and mention the deceased Redswift,
read the following:
"Redswift!", cries the Elf. "He is my brother. He
went missing from our village several months ago. I
feared the Snow Witch held him captive. My name is
Ash. I have been looking for him. Can you please tell
me where he is?"
If the characters explain where Redswift is, Ash
decides to help before going to mourn his brother.
"I will help you find the Healer, but you will have to
face him alone, because he will only make contact
with the sick. He was disfigured and cursed with
disease and pain by the Dark Ones, the evil spirits of
the night, for ridding a wizard names Nicodemus of
a Death spell they had cast on him. Now he practices
his work in the solitude of the hills. Follow me, as
we have no time to lose."
Ash walks ahead constantly alert for danger. You
climb up the valley for an hour or so before you come
to a rope bridge across the river. "We must cross here",
says Ash
The characters must cross the 80ft long bridge in single file. As the last person is half way across the
bridge, ask them to make a skill (Listen) check (DC10).
If successful, they can hear shouts behind them. Read
the following:
Two Hilltrolls are cutting the supports to the bridge.
Any character who was actively watching for trouble
sees the Hilltroll approach, it will take the Hilltroll
two combat rounds to reach the end of the bridge.
Once there, any characters left on the bridge must
hurry to reach the other side before it collapses.
Titan Hilltrolls (2): hp 35, 40 (see Appendix 1 - New
Monsters)
Each character on the bridge must make a skill
(Balance) check (DC10). If they are successful they
make it across the bridge before it collapses. It is
impossible to pass another character on the bridge so
if one fails their Balance check those behind them also
suffer their fate. If they fail, read the following:

The evil Hilltrolls cut the bridge before you can


make your way across to the other side. The bridge
disappears beneath your feet and you plummet 250ft.
to the rocks below. Your adventure ends here

16. Death Hawk (EL 1)


Ask the characters to make a skill (Spot) check (DC12).
If successful they manage to spot the large Hawk diving at them. If they fail the Spot check, the Death
Hawk gains a partial action due to surprise.
Death Hawk: hp 7 (see Appendix 1 - New
Monsters)

17. Dark Cave in the Hills (EL 6)


While the characters are walking along the hill path,
ask them to make a skill (Spot) check (DC15). If successful read them the following:
You can see a cave entrance further up the hill, but
there is no path leading to it.
The cave is very dark inside. Characters without
Darkvision will require a light source to investigate it.
If the characters decide to venture into the cave they
will need to make a skill (Climb) check (DC5).
When inside the cave, read the following:
A light source can be seen swaying from side to side
inside the cave. It is moving in your direction.
There is no cover to hide behind inside the cave. If
the characters wait to see who is coming up from
inside the cave, read the following:
The figure holding the lantern comes into view and
you can see its horrific features. Its face is ashen and
its eyes are just two folds of skin sunken into their
sockets. It smiles at you and you can see a mouth
full of over sized razor sharp teeth.
The creature is a Night Stalker. Any character that
looks at the creature must make a Will save (DC15). If
they fail, they succumb to the creatures 'frightful presence' and suffer a -2 moral penalty to all attack rolls,
skill checks and saving throws. The penalty lasts until
the creature is slain or the characters escape.
The creature drops its lantern and charges the nearest character.
Night Stalker: hp 40 (see Appendix 1 - New
Monsters)
If the characters slay the Night Stalker they are free
to search the rest of the cave. The cave is 80ft. long. At
the rear lies the creature's last victim. The remains of a
male human lie on the floor, his possessions thrown
into the corner. They are: A non-magical spear, a suit
of ruined leather armour and a backpack. Inside the
backpack is a potion of lesser restoration (labelled in
common).

18. Rattlesnake (EL 1)


While the characters are walking down the hill path
there is a chance they may not notice the Rattlesnake
on the path.
Ask the characters to make a skill (Spot) check (DC28
- this score includes the snakes hide skill of +15). If
unsuccessful the Rattlesnake attacks the first person in
the party.

23

Snake, small viper: hp 4 (See MM Appendix 1,


Animals for more information on Snakes)
Snake, small viper poison: Bite; Fortitude save
(DC11); Initial and secondary damage: 1D6
Temporary constitution.

19. A Tree House (EL 6)


If the characters make a successful skill (Spot) check
(DC15) they can see a rope ladder hanging from a tree
to their left. A closer inspection will reveal a small Tree
House about 20ft. up in the tree.
Shouting up to the Tree House doesn't elicit a
response, although it will have alerted Drasshk the
man-Orc who lives there.
Climbing the rope ladder requires a skill (Climb)
check (DC5).
The occupant, Drasshk the Man-Orc, will be alerted
as soon as someone climbs his ladder. He will attack
the first person that enters his tree house.
Drasshk, male man-Orc Ftr6: CR 6; Size M (5 ft., 7
in. tall); HD 6d10+6; hp 41; Init +5 (+1 Dex, +4
Improved initiative); Spd 30 ft.; AC 14 (+1 Dex, studded leather); Attack +9/+4 melee (Battleaxe 1d8 +4); SV
Fort +6, Ref +5, Will +0; AL CE; Str 14, Dex 12, Con 13,
Int 5, Wis 7, Cha 8. Languages Spoken: Common,
Giant, Orc. Skills and feats: Hide +1, Listen +0, Move
silently +1, Spot +0; Alertness, Blind-fight, Combat
reflexes, Improved initiative, Lightning reflexes,
Weapon focus (Battleaxe), Weapon specialisation
(Battleaxe). Equipment: Battleaxe and Studded
Leather.
Drasshk is skilled in surviving in the wilderness. His
Tree House is full of skinned animals and salted
meats. Apart from the animal pelts the only other
items of interest are a silver tinderbox and 3 candles
(These items are useful in encounter 22).

20. The Barbarian (EL 8)

24

Ask the characters to make a skill (Listen) check


(DC14). If successful, they hear someone snoring
loudly. The noise appears to coming from behind
some large rocks about 20ft. away. A Barbarian by the
name of Uthdar is sleeping on the other side of the
rocks. If the characters try to pass without waking him
they must make opposed skill (Move silently/Listen)
checks with Uthdar (who suffers a -6 penalty for being
asleep). If the Barbarian wakes, he will attack
Uthdar, male human Ftr8: CR 8; Size M (5 ft., 8 in.
tall); HD 8d10+24; hp 90; Init +6 (+2 Dex, +4 Improved
initiative); Spd 20 ft. (Hide armour) base 30ft.; AC 18
(+2 Dex, Hide armour +3); Attack +17 /+12 melee
(Longsword 1D8 +10); SV Fort +11, Ref +4, Will -1; AL
NE; Str 20, Dex 14, Con 17, Int 10, Wis 4, Cha 8.
Languages Spoken: Common. Skills and feats: Hide
+2, Listen +2, Move silently +2, Spot -3; Alertness,
Dodge, Endurance, Great fortitude, Improved critical
(Longsword), Improved initiative, Power Attack,
Weapon Focus (Longsword), Weapon specialisation
(Longsword). Equipment: Longsword +3, Hide
armour and small wooden shield. Shortbow and 20
arrows. An engraved copper armband (+1 strength
enhancement while it is worn) and a leather pouch
with 6 silver arrow heads in (worth 4sp each).

21. The Healer's Cave (EL 8)


Ask the characters to make a skill (Spot) check (DC14).
If successful, read them the following:
Off to your right, almost hidden amongst the rocks,
is a huge slab of granite with an elaborately carved
picture of a magnificent bird surrounded by fire
etched on to it. Beyond the slab are rough-carved
stone steps leading upwards to a cave entrance.
If the characters climb the steps and peer into the
cave entrance, read them the following:
Peering into the cave, you see that it runs deep into
the side of the hill. Torches cast an eerie light inside
the cave, illuminating wooden carvings and masks
that are hanging on the walls. Sitting on the floor
with his back to you is a man with white robes on.
Without turning around, the mysterious man sat on
the floor says, "I am the Healer. If you have come to
be healed, stand before me now."
If the characters who are affected by the Death spell
stand in front of the Healer, read them the following:
Your heart beats faster as you walk over and stand
in front of the man. As you get closer you can see
that he is horribly disfigured, his body terribly
twisted, but he sits there proudly although pain registers on his face. "What Illness has befallen you",
asks the Healer.
If the characters tell the Healer that they believe they
have been affected by an ancient Death spell, read
them the following:
The Healer responds, "The power of an ancient
Death spell is difficult to destroy. I have only managed it once before and it was not easy. A ritual
must be performed which you may not survive. Still,
you must try. I will help you as much as I can
The healing ritual that the characters need to follow
guided by the Healer is a dangerous and complex one
involving several stages. The Healer will ask if the
characters are ready to proceed, if they are he will follow the steps described below. Any character that
refuses to follow the ritual will not be cured. (paragraphs in italics should be read to the players)

A. The Mask of Life:


The Healer will give each infected character a Sun
Mask from his supply hanging on the wall. Characters
who choose not to wear a Mask must make a Will save
(DC21) or suffer 1D6 Con (permanent) damage. Those
that don a Mask must make a Will save (DC12) or take
1D6 Con (permanent) damage.
As you don the Mask, you feel as though your body
is being torn apart from the inside, outwards. "Later
stages of the process are also very dangerous, but the
dangers can be reduced if you have discovered some
specific items on your journey. My help from now on
will be limited, you will have to journey to another
place to break the Death spell completely. Please
follow me", asks the Healer.
Unaffected characters and NPC's may follow the
infected party members through the ritual but are

warned by the Healer that they must not interfere or


the cure may be ruined - Will save (DC35) or infected
character aided loses 2D6 + 6 Con (permanent)

B. Crossing the Bridge:


The Healer walks further into the cave leading you
to the edge of the pit. There is almost no light here.
"A log spans the pit before you and you must walk
across it to reach the inner cave. Walking in the dark
is dangerous. Do you possess a candle? If you do,
you may light it to help you cross. The candle represents your faint glimmer of hope". The Healer effortlessly walks over the log.
Infected characters must walk across the Bridge; if
they are holding a lit candle they must make a skill
(Balance) check (DC12), the DC is 20 without a candle.
Characters that fail fall 150ft (15D6 damage).
Unaffected characters can cross by any means

C. Calmness:
"Now you must prepare yourself for the next stage.
In order to survive, you must remain totally calm.
Do you possess a Dragons egg? If you do, I can make
you a relaxing concoction."
The Healer will make a calming brew from the dragon eggs and special herbs and tells the characters to
drink it all. One egg provides enough potion for one
character. The Healer will then tell the characters to
proceed one at a time down a narrow passage,
reminding them to remain calm.
As the characters walk in to the tunnel, read them
the following:

You can hear a woman howling in the depths of the


tunnel. The Healer whispers to you that the cries
come from a Banshee. He tells you that if you walk
by her without fear, you will come to no harm. "Do
not speak to her, touch her or even acknowledge her
presence. She cannot harm you if you obey my
instructions."
Infected characters must make a Will save (DC20) to
overcome their fear of the Banshee. Characters that
have drunk the soothing dragon's egg potion made by
the Healer reduce the DC to 10. Characters that pass
their Ability check may walk past the Banshee unmolested those that fail are attacked.
If other characters come to their embattled friends
aid, one extra Banshee will appear per character aiding the first.
Banshee: hp 60 (see Appendix 1 - New Monsters)
If the Banshee is killed another will appear to test the
next diseased character that passes.

D. Wings of Hope
You walk on in silence until you can see sunlight
streaming through a crack at the end of the cave.
Once everyone is outside, read them the following:
The Healer joins you outside. "This is as far as I go",
he says. "The final part of this ritual you must face
without me. Wearing your mask, you must be at the
summit of Firetop Mountain before dawn to watch
the sun rise. You must sit cross-legged facing east.
You will be totally cured the moment the first rays of
sunlight come up over the horizon. If you have some-

25

thing made of silver, we will be able to attract some


Pegasus to fly you there".

ters, whether diseased or not, receive this dream from


the Healer):

Any silver object will do, a coin, jewellery or even


the silver arrowheads. If the characters do not possess anything silver, read the following:

You sleep very, very deeply and dream strange


dreams, full of vivid and strange things.
Unbeknown to you, the moon has passed overhead
and sunrise is just a few moments away. A tiny
image disturbs your dreams but it is difficult to
make out; it grows steadily larger, until the flashing
image fills your mind. A bird with a long beak and
fine plumage is trying to fly out of a circle of flames.
It seems the Healer is trying to wake you.

"I am very sorry", says the Healer. "Then the only


option would have been for you to walk to Firetop
Mountain and climb to the summit, but you do not
have enough time. Firetop Mountain is half a day's
walk from here and to ascend to the summit would
take the most experienced climber two days. The
Death spell will win over you first light tomorrow".
The Healer removes the Sun Mask and returns to his
cave. You have no options left. Your life on Allansia
will end by morning and no one can stop it now
Your adventure ends here
If each of the diseased characters do possess something made of silver, read the following:
You hand the silver to the Healer. He stands on the
open plain with the metal object held above his
head, sunlight glistens off the silver. The Healer puts
his fingers to his mouth and whistles very loudly. A
few moments later you hear the flapping of wings
and a magnificent white winged horse lands several
feet from where the Healer is stood.
"Tie the silver to its mane and command it to take
you to Firetop Mountain. Pegasus will take you
anywhere for silver. This is where we say goodbye.
Good luck, and I hope you make it".
The Healer will repeat his call until enough Pegasus
have arrived to carry all the characters to the mountain (provided each character has some silver)
You tie the silver to its mane and climb up on its
back. Leaning forward, you say to the beast, "To The
summit of Firetop Mountain". And with that, the
Pegasus flaps its huge wings and is airborne.
The Pegasus flies high in the sky. Westward, in the
distance, you can see the huge arboreal expanse
known as Darkwood Forest and you can't help but
wonder how Stubb and his kin are doing in their
search for King Gillibran's fabled War-hammer.
Ahead of you, Firetop Mountain grows bigger and
bigger. The Pegasus circles the summit looking for a
place to land, then descends on top of the Infamous
Mountain. Sunrise is several hours away, so you sit
on the soft red covering that gives Firetop Mountain
its name and wait

26

The Pegasus will wait for the characters until after


sunrise, then take them back to the Moonstone Hills.
Firetop Mountain's summit is covered in a strange
red grass. This is the only place on Allansia where it
grows. The grass emits an undetectable gas that
makes any creature (except Pegasus) fall unconscious.
Ask the characters to make a Will save (DC35). If
they are unsuccessful, they fall unconscious on the red
grass. Read the following (please note that all charac-

Ask each of the characters to secretly write down


what they think the bird is. Those who write down the
word 'Phoenix' (or an approximate spelling) will wake
immediately. Read the following:
The first rays of the morning sun rise up above the
hills of Kay-Pong in the east. The warmth of the sun
fills your body. You are cured of the Death spell. The
Pegasus are waiting to take you back to the
Moonstone Hills. Again, your thoughts wander to
think of Stubb and the Dwarfs of Stonebridge.
Maybe you should go there to see if you could help?
The Snow Witch is defeated and the Death spell is
beaten. You deserve a long rest. Whether you get it or
not, is another story
Those that do not know the name of the bird from
which the Healer draws his power will remain asleep
unless they make a Will save (DC20) (and cannot be
awakened by any means) dying several days later
from lack of food and water.

22. Too Far (EL 0/ 10)


If the characters either pass the Healer's cave without
noticing it or decide to ignore it and continue on into
the hills, they will notice that the hills are becoming
very dense and steep, very difficult to walk up.
The Death spell begins to take its toll. Its effects
should now be applied. (see Appendix 2: New Magic)
The hills will become impassable after 5 miles of
travel. The characters will have to turn back.

Appendix 1- New
Monsters
Banshee
Medium Undead
Hit Dice:
10d12 (65 hp)
Initiative:
+0 (Dex)
Speed:
30 ft.
AC:
16 (+6 natural)
Attacks:
2 claws +9 melee and bite +4 melee
Damage:
Claw 1d6+4, bite 1d4+2
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
Wail
SQ:
Undead
Saves:
Fort +3, Ref +5, Will +9
Abilities:
Str 19, Dex 10, Con --, Int 4, Wis 15,
Cha 12
Skills:
Climb +14, Jump +14, Spot +12
Feats:
Cleave, Lightning Reflexes, Power
Attack

Climate/Terrain:
Any wilderness or ruins
Organisation:
Solitary
Challenge Rating:
6
Treasure:
None
Alignment:
Always Chaotic Evil
Advancement:
11 - 16 HD (medium)
Banshees are hideous Undead creatures often heard,
but rarely met, in the forsaken wastelands in which
they dwell. They
are chiefly known
for the soul-shredding wail that they
constantly howl,
both day and night,
as they wander the
wastes. The ghastly
spectres
are
thought
to
be
human
spirits,
trapped on this
plane and unable to
rest, as punishment
for some horrific
crime committed
when they were alive.
In it's new form, a Banshee appears as a shrivelled,
knotted old man or woman, with long unkempt hair,
one large nostril and a single tooth. It's eyes are ringed
red; all the creature's sorrow and anger is reflected in
them, if anyone dares to look. It's terrible wail can
cause opponents to become transfixed with fear, making them easy meat for the monster's claws.

Combat
The Banshee attacks directly, wailing at all times. If an
enemy succumbs to it's wail, it will concentrate attacks
on that victim. The Banshee will attack in this way
until it is destroyed or it has killed all of it's enemies.

Wail (Su)
The constant howling of the Banshee causes a sonic,
mind-affecting fear effect in all who can hear within a
60 ft. spread. The victims must make a Will save
(DC17) or cower for 1 round. They must continue to
save each round they are exposed to the wailing.

Undead
Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical
hits, subdual damage, ability damage, energy drain,
or death from massive damage.

Bird-Man, Moonstone Hills

Medium Monstrous Humanoid


Hit Dice:
3d8+3 (16 hp)
Initiative:
+3 (Dex)
Speed:
20 ft. or Fly 50 ft. (average)
AC:
14 (+3 Dex, +1 natural)
Attacks:
2 claws +4 Melee
Damage:
Claw 1d4+1
Face/Reach: 5ft. by 5ft./5ft.
SA:
Dive, Power Lift
SQ:
None
Saves:
Fort +2, Ref +6, Will +3
Abilities:
Str 13, Dex 16, Con 13, Int 6, Wis 11,
Cha 8

Skills:
Feats:

Climb +7, Jump +7, Spot +6*


Multidexterity

Climate/Terrain:
Organisation:

Any hills
Solitary, Gang (2-6) or Tribe
(10-30)
Challenge Rating:
1
Treasure:
Standard
Alignment:
Often Chaotic Neutral
Advancement:
4 - 5 HD (medium)
Tribes of Bird-Men are found in mountainous areas
across the whole of Allansia and Kakhabad, perched
in villages and caves in the highest peaks. They are
short
and
sinewy, with
especially
powerful chest
m usc le s ,
which support
a wide pair of
feathered
wings. Their
mouths
are
sharp, hooked
beaks,
and
both arms and
legs end in
cutting talons.
They are covered in short,
almost feathery hair, which
varies
in
colour from
green through
brown to grey
and
black,
according to
their
tribe.
Bird-Men talk in strange chirruping voices that can
change into disconcerting piercing shrieks as they
wheel down out of the sky to attack their foes.
The tribes of the Moonstone Hills in northern
Allansia are quite primitive for their race. Attracted by
metal objects, which they consider great status symbols, they will attack lone adventurers in great numbers. They are rather cowardly creatures, though, and
a display of strength by their victim can often drive
them off in search of easier prey.

Combat
A favoured tactic of Bird-Men is to snatch up their victims and carry them into the air, and then drop them
to the rocks far below. They will otherwise dive on
enemies and withdraw again repeatedly, slashing
with their talons and weapons.

Dive (Ex)
A Bird-Man who charges from above onto a target
may attack with 2 additional claws at the same attack
bonus they usually use.

Power Lift (Ex)


Bird-Men can beat their wings furiously to enable
them to lift a creature of up to medium-size into the
air. They can maintain this for up to 30

27

Brain Slayer
Large Aberration
Hit Dice:
7d8+14 (45 hp)
Initiative:
+8 (+4 Dex, +4 improved initiative)
Speed:
30ft
AC:
18 (-1 size, +4 Dex, +5 natural)
Attacks:
6 Tentacles (+9 melee)
Damage:
Tentacle 1d4+2
Face/Reach: 5ft. by 5ft./10ft.
SA:
Hypnotic Gaze, Mental Drain
SQ:
None
Saves:
Fort +4, Ref +6, Will +7
Abilities:
Str 15, Dex 18, Con 15, Int 10, Wis 15,
Cha 14
Skills:
Climb +7, Escape Artist +9, Jump +4,
Listen +7, Spot +7
Feats:
Weapon Finesse (Tentacle),
Multidexterity
Climate/Terrain:
Any underground
Organisation:
Solitary
Challenge Rating:
6
Treasure:
Standard
Alignment:
Always Chaotic Evil
Advancement:
8 - 12 HD (large)
Many are the references in the legends of the subterranean races to horrifically
evil, horrendously foul-looking creatures called Brain
Slayers. They dwell in isolated colonies deep in the
earth, far below even the
furthest explorations of the
inquisitive Dwarfs, and rarely
venture towards the surface.
They detest light, warmth and
indeed life itself; never was
there a race more suited to the
darkness.
Their appearance is bizarre, it is as
though an octopus were somehow grafted to
the torso of a powerful humanoid. Their skin is slick
with slime and mucus, and is coloured a stomachchurning purple-green. As they move, their tentacles
whip around in a frenzy, as if they were trying somehow to sniff out living creatures to feed upon. They
dress in long flowing robes patterned with odd
designs. To look into the eyes of a Brain Slayer, it is
said, is to gaze into pure, unsullied hatred. It is also
extremely unwise, as their eyes carries their most
potent weapons - a powerful hypnotic gaze that can
transfix a man and swiftly draw him into range of
their tentacles.

Combat

28

Brain Slayers will first try to hypnotise opponents,


and then proceed to encircle their heads with it's tentacles and begin to drain their minds. If this does not
incapacitate their enemies, they will flail with their
tentacles to try to ensnare them again - but if they are
seriously harmed they will flee, for they are cowardly
at heart.

Hypnotic Gaze (SU)


A gaze weapon with a range of 30 ft., anyone meeting
the gaze of the Brain Slayer must make a Will save
against DC 15 or be stunned for 1d6 rounds.

Mental Drain (SU)


If the Brain Slayer manages to hit a stunned opponent
with a tentacle attack, it grasps their head in it's loathsome coils. Anyone held by the Brain Slayer's tentacle
is subjected to a temporary ability drain of 1d4 points
of Intelligence, Wisdom and Charisma each round
they are held. If they recover from the stun effect, they
may pull free of the tentacle as a free action, as it cannot use it's tentacles to constrict effectively.

Crystal Warrior

Medium Construct
Hit Dice:
6D10 (33 hp)
Initiative:
+0 (Dex)
Speed:
20ft (Can not run)
AC:
25 (+15 natural)
Attacks:
Slams (+8 melee)
Short Spear +8, 1d8 + 6, 20/x3
Damage:
Slam 1D8 +4
Face/Reach: 5ft. by 5ft./5ft.
SA:
None
SQ:
Construct, Damage Reduction
15/Bludgeoning, Elemental
Resistance, Sonic Vulnerability
Saves:
Fort +2, Ref +2, Will +2
Abilities:
Str 19, Dex 10, Con --, Int -, Wis 11,
Cha -Skills:
None
Feats:
None
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Any
Solitary or patrol (2 - 4)
4
None
Always Neutral
7-8 HD (medium), 9-12 HD
(large)
One of the hindrances a Warlock faces in pursuing his
chosen craft is the amount of time spent in tedious rituals and frustrating research, and the corresponding
lack of time available for learning
the arts of the
w a r r i o r .
C o n s e q u e n t l y,
many wizards are
very weak and
prone to all kinds
of attack. To
counter this, a
number
of
defences
have
been invented;
one is the Crystal
Warrior. After a
lengthy sculpting
and
animating
process,
the
resulting Crystal Warrior is set to work patrolling the
passages and chambers of the wizard's stronghold

Combat
Anyone who is not recognised by a patrolling or
guarding Warrior is attacked mercilessly. Crystal
Warriors have no sense of self-preservation, and no
fear.

Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.

Damage Reduction (EX)


Crystal Warriors are very difficult to hurt with slashing or piercing weapons, they reduce all damage from
these weapons by 15 points. Bludgeoning and forcebased attacks (magic missile) affect them normally.

Elemental Resistance (EX)


Because of their construction, Crystal Warriors are
very resistant to normal elemental attacks. They have
acid, cold, electrical and fire resistance of 10.

Sonic Vulnerability (EX)


Their crystalline structure is vulnerable to sonic
attacks. On a failed saving throw, the Crystal Warrior
takes double damage from a sonic attack.

Construction
The sorcerer first takes a large block of pure quartz
and fashions it into human form with a specially treated hammer and chisel. The statue is then temporarily
animated by a lengthy ritual, which bears many similarities to that used in the creation of a Golem. Upon
completion, the Crystal Warrior can memorise the
faces of two people, or remember a particular symbol;
these people or anyone bearing the symbol will be
allowed to pass. All others will be attacked on sight by
the Warrior. The magical rituals of animation take 1
week to complete, and the sorcerer must labour for at
least 8 hours per day of the rituals. The character must
have the Craft Magical Arms and Armour feat and the
Craft Wondrous Item feat. The materials needed cost
20,000gp (10,000 of which is for the quartz).

Creation
Creating the body requires a Craft (sculpture) check
DC 16. The creator must be 10th level and able to cast
arcane spells. Completing the ritual drains 500xp from
the creator and requires the spells Endurance,
Geas/Quest, Polymorph Other and Stoneskin.

Death Hawk
Tiny Animal
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
SA:
SQ:
Saves:
Abilities:
Skills:
Feats:

1D8 (4hp)
+3 (+3 Dex)
10 ft., fly 60ft. (Average)
17 (+2 size, +3 Dex, +2 natural)
Claws +5 melee
Claws 1D4 -2
2 ft. by 2 ft./ 2 ft.
None
None
Fort +2, Ref +5, Will +2
Str 6, Dex 17, Con 15, Int 2, Wis 12,
Cha 6
Listen +6, Spot +6*
None

Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Any forest, plains, hills and


mountains
Solitary or pair
1/3
None
Always Neutral
----

The Death Hawk is a natural predator, seeking out


fresh meat to feed its self and its young. They resemble normal Hawks but have a
longer wing span (7ft.). The
creatures gain their name
because they are not
scared to attack any creature. Many caravan parties
travelling through the
Trolltooth pass have
reported
being
attacked by Death
Hawks.

Combat
Death Hawks combine both claws into a single attack

Skills
Death Hawks gain a +8 racial bonus to Spot in daylight. This bonus is not reflected in the creatures stats.

Flesh Grub

Fine Aberration
Hit Dice:
1 hit point
Initiative:
+0 (Dex)
Speed:
5 ft. cannot run
AC:
18 (+8 size)
Attacks:
Bite +3 melee
Damage:
1 point
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
Attach
SQ:
Blind sight 10ft.
Saves:
Fort +2, Ref +0, Will +0
Abilities:
Str 1, Dex 10, Con 11, Int 2, Wis 11,
Cha 2
Skills:
Climb +4
Feats:
None
Climate/Terrain:

Any underground, any


swamp / marsh
Organisation:
Mass (1-200)
Challenge Rating:
1/6
Treasure:
None
Alignment:
Always Neutral Evil
Advancement:
---Mooching about in old tombs or dungeons may be the
best way for an adventurer
to gain fame and fortune,
but it is not without it's
hazards. As well as the
larger creatures, there are
many smaller dangers,
such as Flesh Grubs. These
disgusting
maggot-like
worms lurk writhing in
rotten debris and other
hidden corners, waiting
for the tell-tale scent of
human flesh to waft by.
They are blind, but can
easily smell out their target before latching on to it
with barbed teeth.

Combat
The Flesh Grub usually attacks someone who has disturbed it's resting place, perhaps searching a rotten
coffin or something similar. They bite on, and hang

29

onto the flesh consuming it rapidly. The Flesh Grubs


will drop off of their own accord if left to eat, inflicting 3 points of damage per Grub.

Attach (Ex)
If the Flesh Grub hits it's victim it is automatically considered to have attached itself to the flesh. Thereafter,
it deals an automatic point of damage each round,
until it has inflicted 3 points at which time it will drop
off, gorged on fresh meat. If it is pulled off, it will do
another point of damage as it is torn away from the
skin. The Flesh Grub is easily removed and crushed a character can remove and kill six each round.

Blind-Sight (Ex)
Flesh Grubs use their advanced sense of smell to 'see'
anything within 10 feet of them.

Skills
Flesh Grubs use their Dexterity modifier for Climb
checks, rather than their Strength modifier.

Ice Demon (T'armeru)

Huge Outsider (Chaos, Cold, Evil)


Hit Dice:
10d8+10 (55 hp)
Initiative:
-1 (Dex)
Speed:
30 ft. or Fly 40 ft. (poor)
AC:
17 (-2 size, -1 Dex, +10 natural)
Attacks:
2 Slams (+16 melee)
Damage:
Slam 1D10 +6
Face/Reach: 10 ft. by 10 ft./ 15ft.
SA:
Icy Breath
SQ:
Cold-Subtype, Damage Reduction
10/+1, Telepathy
Saves:
Fort +10, Ref +6, Will +8
Abilities:
Str 23, Dex 8, Con 13, Int 8, Wis 13,
Cha 12
Skills:
Climb +16, Jump +16, Listen +11,
Sense motive +11, Spot +11, Swim +16
Feats:
Cleave, Great Cleave, Power Attack

Climate/Terrain:
Any cold land
Organisation:
Solitary
Challenge Rating:
8
Treasure:
Standard
Alignment:
Always Chaotic Evil
Advancement:
11-16 HD (huge)
The trappers of the Icefinger Mountains talk in
hushed whispers of a certain sheltered valley high in
the mountains, from where streams of fanatical Orcs,
Goblins and Neanderthals have been known to pour
out, to raid trading posts and villages for slaves and

30

sacrifices. The raiders are surprisingly disciplined,


and it is widely thought that they are ruled over by an
evil lord who has trained them. In fact, their leader is
a powerful Ice Demon, called to the Earthly Plane by
his devoted acolytes.
For most of the time, the beast simply squats, as
motionless as a statue carved from the ice, watching
and listening to it's worshippers. It can communicate
telepathically with the shaman who rules them, ordering attacks and sacrifices as it desires. When a captured human is brought before it for sacrifice, the
Demon will come to life and attack, rows of icicles
snapping from its limbs as its great body lumbers forwards. The Ice Demon stands at least 20 feet tall, and
is fat and strong. It's grim head supports two huge,
curving ram's horns. Behind it, a wide pair of bat-like
wings spread for almost 30 feet. The Ice Demon is
completely white, and appears to be made from the
ice itself.

Combat
The Ice Demon strikes with it's two massive fists,
while breathing clouds of freezing mist onto it's enemies. Should the Demon be defeated, it's body will
shatter like a block of ice, and it's spirit will be banished back to Hell.

Cold-Subtype (Ex)
Immune to cold. On a failed saving throw, the Ice
Demon takes double damage from fire attacks.

Icy Breath (Su)


As a free action, the Ice Demon exhales a cloud of
freezing mist, surrounding it in combat in a 10 ft.
radius. All creatures within the mist must make a
Fortitude save against a DC of 16 or sustain 1d6 points
of cold damage. This save must be made each round
the victim is in the mist.

Telepathy (Su)
As a free action, the Ice Demon can communicate telepathically with any creature within 100 ft. that has a
language.

Mammoth
Huge Animal
Hit Dice:
11D8 +55 (104 hp)
Initiative:
+0 (Dex)
Speed:
40ft
AC:
15 (-2 Size, +7 natural)
Attacks:
Slam (+16 melee), 2 stamps (+11
Melee) or Gore (+16 melee)
Damage:
Slam 2D6+10, stamp 2D6 +5; gore 2D8
+15
Face/Reach: 10ft. by 20ft./10ft.
SA:
Trample 2D8 +15
SQ:
Scent
Saves:
Fort +12, Ref +7, Will +4
Abilities:
Str 30, Dex 10, Con 21, Int 2, Wis 13,
Cha 7
Skills:
Listen +6 and Spot +6
Feats:
None
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Any cold land


Solitary or herd (2-10)
8
None
Always Neutral
12 - 22 HD (huge)

Mammoths are huge shaggy-haired animals, similar


to elephants but dwelling chiefly in cooler climes.
They are rare creatures, encountered most frequently
on the barren northern plains around the Icefinger
Mountains, but a few scattered herds have been
reported
in other
i
c
y
regions.
They are
usually
coloured a
d e e p
brown,
with large
curving
t u s k s
extending
out
in
front
of
them. They are fairly docile, and wander in small
herds in search of vegetation to feed up on.
Mammoths are hunted by many of the northern
tribes, both Human and Toa-suo, for their meat, ivory
and warm shaggy pelts. Folk-legend tells of a time
where mammoths roamed the lush plains. Huge
herds were not uncommon, but such times are long
gone. The Mammoth is being hunted to extinction.

Combat
In an attack, a Mammoth will rear up on its hind legs
brandishing its tusks menacingly, and attempting to
knock over and trample its opponent.

Trample (EX)
A Mammoth can trample creatures of medium size or
smaller for automatic Gore damage. Any opponent
who does not take an attack of opportunity can make
a Reflex save (DC20) for half damage.

Neanderthal (caveman)

Medium Humanoid
Hit Dice:
2d8+4 (13 hp)
Initiative:
+0 (Dex)
Speed:
20 ft. (hide armour); base 30 ft.
AC:
14 (+1 natural, hide armour)
Attacks:
Club +2 melee or Short spear +2 melee
Damage:
Club 1d6+1 or Short spear 1d8+1
Face/Reach: 5ft. by 5ft./ 5ft.
SA:
None
SQ:
None
Saves:
Fort +5, Ref +0, Will +0
Abilities:
Str 13, Dex 10, Con 15, Int 6, Wis 11,
Cha 8
Skills:
Climb +4, Jump +3
Feats:
Power Attack
Climate/Terrain:

Cold plains and mountains,


underground
Organisation:
Solitary, Pair, Hunting group
(3-10), tribe (11-60)
Challenge Rating:

Treasure:
None
Alignment:
Always Chaotic Neutral
Advancement:
By character class
The brutish semi-humans known as Neanderthals are
a primitive and violent race to be found in many areas.
They will usually be encountered as hunting-party or
in a settlement - typically a crude circle of huts around

a religious totem or statue. They


look like thin, filthy humans, with
wild hair and untrimmed clawlike nails on their hands and
toes. They will be carrying crude
spears and knives, and may be
decorated with poorly made
pendants, bracelets, and studs in
their ears and noses. They are
unintelligent beings and will
sometimes be found in the service of a clever leader - an Orc,
Goblin, or maybe even an evil
human. Neanderthals have a
whole pantheon of primitive
Gods, for they worship everything they don't understand from the sun to a mountain. One member of a tribe may be a shaman, dressed
up with bones, feathers and rattles and covered in
bizarrely painted designs. They have no special powers except a great sense of theatre and ritual - anyone
demonstrating real magic to a Neanderthal tribe can
expect to be treated as nothing less than a God!
There are even more primitive tribes of
Neanderthals who dwell primarily in caverns and
underground, these primitives are often referred to as
Cavemen. They rarely wear armour, and more often
make use of simple clubs than spears.

Neanderthal Characters
Neanderthals are a brutish bunch, and typically those
who excel within their primitive culture are
Barbarians.

Combat
Neanderthals are uninspired when it comes to battletactics; they tend to run towards the enemy yelling
and screaming incomprehensible war cries.
Occasionally, when hungry, they may try to creep up
on an unawares enemy and then proceed to rush from
concealment, attacking in their usual fashion. They
favour crude spears and improvised blunt weapons,
as they lack the ability to make iron weapons.

Night Stalker

Large Monstrous Humanoid


Hit Dice:
9d8+9 (49 hp)
Initiative:
+1 (Dex)
Speed:
40 ft.
AC:
19 (-1 size, +2 Dex, +8 natural)
Attacks:
2 claws +15 melee and bite +10 melee
Damage:
Claw 1d8+6, bite 1d6+3
Face/Reach: 5ft. by 5ft./ 10ft.
SA:
None
SQ:
Frightful Presence, Immunities
Saves:
Fort +6, Ref +8, Will +7
Abilities:
Str 23, Dex 14, Con 13, Int 10, Wis 13,
Cha 12
Skills:
Climb +10, Jump +10, Listen +6,
Wilderness lore +8
Feats:
Great Fortitude, Power Attack, Track
Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Any underground
Solitary
6
None
Always Neutral Evil
10-15 HD (large)

31

In the dank, forbidding depths of dungeons deep


below the ground, many perils stalk the darkness in
search of their next meal. The Night Stalkers were perhaps human once, but
they are something
less than human now.
Bent over from their
endless wanderings in
the oppressive tunnels, they are sinewy
beings covered in
folds of leathery grey
skin. Their facial features are gruesome eyes sunk deep into
sockets and permanently squinting, teeth
as long as a man's little
finger, skin wrinkled
and warty. Their arms
are long and thin, and
end in large, clawed hands that can split stone or skills
with equal ease. They may be carrying a small lantern
to guide their unceasing patrols - even though they
can see perfectly in the darkness, the lantern ensures
their prey can look upon their foul features and hopefully be cowed into submission. They may wear petty,
worthless trinkets stolen from past victims for the nice
way they sparkle in the wan lantern light.

Combat
A Night Stalker will ceaselessly pursue it's prey, and
then attack silently, clawing chunks of meat straight
from the bones of it's terrified victim. Night Stalkers
are ceaseless in their attacks, and never make any
complaint at their injuries, fighting to the death.

Frightful Presence (Su)


Any creature within 30 ft. that looks upon the features
of a Night Stalker must make a Will save against DC
15 or become shaken (-2 morale penalty to all attack
rolls, skill checks and saving throws) until the Night
Stalker is slain or the victim escapes. This save is necessary only once. This ability is the reason Night
Stalker's like to carry lanterns!

Immunities (Ex)
Night Stalkers are immune to mind-affecting spells
and abilities. This includes all forms of Fear and
Charm spells, as well as Illusions.

Sentinel, Metal

32

Medium Construct
Hit Dice:
12d10 (66 hp)
Initiative:
+0 (Dex)
Speed:
20ft (Can not run)
AC:
24 (+14 natural)
Attacks:
Longsword +10 / +5 melee
Damage:
Longsword 1d8+4
Face/Reach: 5ft. by 5ft./5ft.
SA:
None
SQ:
Construct, Damage Ward
Saves:
Fort +4, Ref +4, Will +4
Abilities:
Str 19, Dex 10, Con --, Int --, Wis 11,
Cha -Skills:
None
Feats:
None
Climate/Terrain:

Any

Organisation:
Solitary
Challenge Rating:
10
Treasure:
None
Alignment:
Always Neutral
Advancement:
---There are many methods employed by wizards and
noblemen to protect their vast treasure hoards, including Golems, Crystal Warriors, and Sentinels. First created by a sorcerer in the service of Baron Kognoy of
Kaypong, a province
to the east of Fang,
they are powerful,
near-invisible
guardians. Unlike
many
such
guardians, they are
quite easy for their
master to control.
They are created by
pouring a specially
formulated magical
potion over a gemstone or piece of
metal, in order to
create a Sentinel of
the same basic material. The potion-covered material, typically a gold coin or a small diamond, will retain it's form until touched by living
flesh. When creating a Sentinel, it is advisable to use
tongs!
The potion-drenched object is usually secreted near
the top of a pile of treasure, where it will hopefully be
picked up by a thief. Once touched, it transforms
immediately into a large, fearsome warrior. The
Sentinel cannot be harmed by blows unless the opponent is in contact with a piece of material from which
the Sentinel was formed. Thus, to damage a Gold
Sentinel it's opponent must be holding a piece of gold
in it's hand. If defeated, the Sentinel shifts back to it's
original form and will not transform again.

Combat
The Sentinel will relentlessly attack any living thing it
can see. If it runs out of targets, it will simply wait for
more to arrive or until an hour has passed, when it
reverts to it's ordinary form to await the next hapless
thief.

Construct
Immune to mind-influencing effects, poison, disease,
and similar effects. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from
massive damage.

Damage Ward (Ex)


The Sentinel has Damage Reduction 30 against any
attack unless the attacker is holding a piece of material which the Sentinel is made from.

Snow Wolf

Large Animal
Hit Dice:
4D8 +4 (22 hp)
Initiative:
+2 (Dex)
Speed:
50ft
AC:
14 (+1 Dex, +4 natural, -1 size)
Attacks:
Bite (+5 melee)
Damage:
Bite 1D6 +5
Face/Reach: 5ft. by 10ft./5ft.

SA:
SQ:
Saves:
Abilities:
Skills:
Feats:

Trip
Scent
Fort +5, Ref +5, Will +1
Str 21, Dex 13, Con 15, Int 2, Wis 12,
Cha 6
Hide +6*, Listen +6, Move silently +5,
Spot +6, Wilderness lore +2*
Weapon finesse (bite)

Any cold lands, hills, plains


and mountains
Organisation:
Solitary, pair or pack (7 - 16)
Challenge Rating:
2
Treasure:
None
Alignment:
Always Neutral
Advancement:
5 HD (large)
In the extreme north of Allansia, the species known as
the Snow Wolf may be encountered. They are larger
than normal wolves, and are savage killers, which fear
nothing. Covered all
over in shaggy white
fur they are all but
indistinguishable
from their surroundings. Only their
hunger crazed red
eyes will give them
away. The Toa-suo
keep trained Snow
Wolves with which
they hunt Yeti and
Frost Giants.

Attacks:
Damage:
Face/Reach:
SA:
SQ:
Saves:
Abilities:

Climate/Terrain:

Combat
The Snow Wolf will
use its natural surroundings to hide in while moving
closer to its prey. The Snow Wolf will attempt to trip
its opponent them bite with its huge teeth.

Trip (EX)
A Snow Wolf who scores a successful bite attack can
attempt to trip an opponent as a free action (see PHB
Chapter 8, Trip for more information) without making
a touch attack or provoking an attack of opportunity.

Skills
A Snow Wolf receives a +8 racial bonus to Hide when
in the snow and a +6 racial bonus to Wilderness lore
when using its scent to track.

Titan Trolls

Trolls are large, ugly humanoids related to Ogres,


Orcs, Goblins, and a variety of lesser crossbreeds.
They may be found in many lands, but always doing
what they most enjoy - being thoroughly evil! From
the civilised Troll mercenaries of Port Blacks and to
the savage Trolls of the Moonstone Hills and beyond,
these creatures delight in torture, death and worse.
There are a number of different types of Troll, found
in different areas of the world.

Titan Hilltroll

Large Humanoid
Hit Dice:
6d8+18 (46 hp)
Initiative:
+0 (Dex)
Speed:
30 ft
AC:
18 (-1 size, +5 natural, Leather Armour
and Shield)

Skills:
Feats:

Short spear +9 melee; or greataxe +9


melee; or slam +9 melee
Short spear 1d8+5, Greataxe 1d12+5,
Slam 1d4+5
5 ft. by 5 ft./ 10ft..
None
None
Fort +8, Ref +2, Will +2
Str 21, Dex 10, Con 17, Int 8, Wis 11,
Cha 8
Climb +10, Jump +7, Wilderness lore
+3
Cleave, Power Attack

Climate/Terrain:
Organisation:

Temperate hills, mountains


Solitary, pair, war band (3-8)
or tribe (10-30)
3
Standard
Usually Chaotic Evil
By character class

Challenge Rating:
Treasure:
Alignment:
Advancement:
The interminable
w a r s
between
t
h
e
Dwarfs
and
the
Hill Trolls
have continued
s i n c e
before history was
recorded, for the two races loathe each other. Hill
Trolls are warlike beings, who provide endless hazards to travellers and settlers in the higher regions.
They are the largest of all Trolls, usually dressed in
furs and leathers, their long hair braided with bones
and jewellery. Their favourite weapons are spears and
axes, and they also use shields and odd scraps of
armour to protect themselves. They dwell in tribal villages high in the hills, from where they can sweep
down into the valleys to attack the settlements of
Dwarfs and humans alike.

Troll Characters
Those Trolls that rise above the general thuggish rabble of their fellows usually aspire to become Fighters.

Yeti

Large Magical Beast (Cold)


Hit Dice:
6d10+18 (52 hp)
Initiative:
+0 (Dex)
Speed:
40ft
AC:
17 (-1 size, +8 natural)
Attacks:
2 claws (+11 melee), bite (+6 melee)
Damage:
Claw 1d6 +5 plus 1 cold, bite 2d4 +3
plus 1 cold
Face/Reach: 5ft. by 5ft./10ft.
SA:
Freezing touch
SQ:
Cold Subtype, Scent
Saves:
Fort +10, Ref +5, Will +3
Abilities:
Str 21, Dex 10, Con 17, Int 4, Wis 13,
Cha 10
Skills:
Climb +7*, Hide +1*, Move silently +4,
Wilderness lore +5
Feats:
Great Fortitude, Track

33

Climate/Terrain:
Organisation:
Challenge Rating:
Treasure:
Alignment:
Advancement:

Any cold land


Solitary
6
Standard
Always Neutral Evil
7-10 HD (large), 11-14 HD
(huge)
In the desolate mountainous wastes of northern
Allansia, where the snow
falls thick and the wind
cuts like an icy dagger,
hunters huddle around
their campfires and
speak in hushed, fearful
voices of the Yeti. Their
folk-tales say that long
ago they were the rulers
of this craggy, inhospitable land. With the
coming of man and
dreaded fire, the beasts
retired to the higher
slopes, emerging only
occasionally to prey on
men.
Standing more than 13 feet tall when rearing fully
upright, these huge monsters are covered in masses of
thick white fur, a pelt most prized by hunters - often
selling for 1,000 gp or more. Like a cross between the
most savage of apes and most fearsome of bears, they
are equipped for hunting with a mouth brimming
with sharp tusks and razor-like teeth, and paws full of
claws each as long as a man's hand! Furthermore, their
touch imparts a deadly freezing chill into their victim.
Unlike most of the mountain creatures, Yeti do not
need to hibernate in even the harshest winters, for
they can withstand even the worst blizzards in their
relentless hunt for food.

Combat
These massive beasts are not very intelligent, but they
possess an animal cunning. They silently track their
prey, usually by scent alone. They may follow an
unwary man for days before choosing to strike. They
do so quickly, ripping their victim to shreds with their
massive claws and teeth. If seriously wounded, they
will usually lope away into the snowy wastes and
climb up into the freezing mountains where no-one
can follow.

Cold Sub-type

Yeti are immune to cold damage. They are vulnerable


to fire, taking double damage on a failed saving throw
against fire attacks.

Freezing Touch (Su)

The touch of a Yeti inflicts 1 point of cold damage.


This damage is applied to each hit from a Yeti's natural weaponry, and to any creature that strikes a Yeti
with a natural weapon.

Skills

34

Yeti have a +4 bonus to tracking checks when using


the Scent special ability. They also receive a +8 racial
bonus to Hide checks when among ice and snow, and
they ignore the penalty to Climb checks for icy surfaces. These bonuses are not included in the statistics
block.

Appendix 2- New Magic


New Spells
Ancient Death Spell
Necromancy; Level: Sor 5; Components: V,S,M;
Casting Time: 1 hour; Range: close (25 ft.); Area Effect:
All creatures within 25ft. emanation; Duration:
Permanent; Saving Throw: None; Spell Resistance: No
This spell infects the recipient with a magical disease
that causes a slow and agonising death as the infected
creature wastes away. The disease can take several
days to manifest any symptoms and is thus very difficult to spot. A successful skill (Heal) check (DC25) will
determine that the infected creature is suffering from
an unusual disease. A subsequent skill (Spellcraft)
check (DC25) will determine that the illness is magical
and reveal it's cause.
Creatures affected go through 4 stages of illness:
Stage 1: Incubation - the magical disease takes up to
1D6 days before it has any noticeable affect on the
infected creature. At the end of this stage the creature
must make a Fortitude save DC10 or immediately lose
1 point of constitution permanently. At this point the
creature will be aware they are ill.
Stage 2: The disease intensifies it's attack upon it's
hosts body, 24 hours after stage 1 ends the infected
creature must make a Fortitude save DC14 or lose 1D4
points of constitution permanently.
Stage 3: The disease is now rampant in the infected
creatures body, 24 hours after stage 2 has ended the
infected creature must make a Fortitude save DC18 or
lose 1D6 points of constitution permanently.
Stage 4: the disease is now entering it's final deadly
phase, 24 hours after stage 3 the infected creature
must make a Fortitude save DC35 or lose 2D6 + 6
points of constitution permanently.
If the infected creature's constitution score is reduced
to 0 at any stage of the diseases progress the creature
immediately dies.
The disease cannot be cured by any means (including the Remove Disease spell) except for a complicated ritual that is only known by certain Master Healers
scattered across the world.
Material Components: Crushed gems worth 2000gp

New Magic Items


Collar of Obedience
Collars of Obedience are magical items that are used
to enslave and control the creatures wearing them.
Collars are attuned to their creator who can exercise
limited control over those wearing them.
The Collar gives the controller crude telepathic awareness of any creature wearing one, the controller is
aware of whether the wearer is alive or dead and can
send simple commands to a creature up to 5 miles
away. Creatures wearing a Collar cannot voluntarily
move more then 5 miles away from their controller.
The controller must concentrate to send commands
to wearers and cannot communicate with more than 4

wearers at any one time although they retain awareness of all those wearing their Collars.
The wearer of the Collar must make a Will save
(DC25) whenever a command is issued to them by
their controller. Failure means that the command must
be followed without hesitation. Success allows the
wearer to ignore the command if desired.
The controller can inflict pain to any wearer by making the Collar constrict around their throats, if desired
the Collar can be tightened enough to strangle the
wearer causing 2D6 damage per round.
A Collar of Obedience cannot be removed by it's
wearer while the controller lives, if the controller dies
the Collar turns black and crumbles to dust. Collars
can be removed by another creature upon a successful
casting of a Remove Curse spell.
Wearing the Collar grants Darkvision 60ft..
Caster Level: 10th; Prerequisites: Craft Wondrous
Item, Dominate Person, Darkvision and Telepathic
Bond; Price 6000pg, weight 4lb

Potion of Fortune
When the contents of this bottle have been imbued,
the recipient may restore 1D4+3 Luck points.
Caster Level: 4th; Prerequisites: Brew Potion, Restore
Luck; Market price 300 gp.

Prism of Illusion
This Item is only usable by Wizards or sorcerers.
This clear Prism measures 10 inches from top to bottom. The Prism can be used to store up to 10 levels of
spells (from the school of Illusion only) in it. The spells
must be cast into the Prism by a Wizard or Sorcerer.
There they will remain until recalled. The Wizard or
Sorcerer can recall any spell stored within the Prism as
a standard action.
Caster Level: 7th; Prerequisites: Craft Wondrous
Item, Imbue with spell ability; Price 25,000gp, Wt. 5lb

Ring of the Vampire's Curse


This silver ring appears to be of plain design, without
any markings at all.
Any character who wears this ring on any finger
must make a Fortitude save (DC20) or suffer 2 negative levels whilst wearing the ring. Only a Remove
Curse spell allows the wearer to remove the ring.
Caster Level: 7th; Prerequisites: Forge Ring, Bestow
Curse, Enervation ; Price 2,000gp

Ring of Warrior Summoning


This copper ring is inscribed both inside and out. The
markings are written in an ancient language long forgotten that reads: Aragose the Defender
Anyone who wears the ring on any finger will know
the rings power. Once per week the wearer of the ring
can summon forth Aragose the Defender. Aragose will
appear as an ancient male warrior, clad in ornate Full
Plate mail armour and carrying a Longsword and
Shield. Aragose will attack any creature or person
specified by the wearer of the ring. Once the creature
or person is slain, Aragose will return to the ring.
Aragose will not surrender any of his equipment to
anyone. Attempts to force him to do so will cause him,
his equipment and the ring to crumble to dust.

Aragose cannot be healed by any means. Once his hit


points are reduced to 0, Aragose, his equipment and
the copper ring will crumble to dust.
Aragose the Defender, male human Ftr10: Size M (6
ft., 0 in. tall); HD 10d10 +40; hp 61 (from 122); Init +6
(+2 Dex, +4 Improved initiative); Spd 20 ft. (Full Plate
mail armour ) base 30ft.; AC 25 (+1 Dex -due to
armour, Full Plate mail +2, Large steel shield +2);
Attack +19/ +14 melee (Longsword 1D8 +10); SV Fort
+7, Ref +6, Will +5; AL N; Str 20, Dex 15, Con 18, Int 10,
Wis 10, Cha 10. Languages Spoken: None (but
Aragose understands all language). Feats: Blind-fight,
Cleave, Great cleave, Dodge, Improved initiative,
Power attack, Toughness, Weapon focus (Longsword),
Weapon specialisation (Longsword). Equipment: Full
Plate mail +2, Large Steel Shield +2, Longsword +3
Caster Level: 11th; Prereq.: Planar Ally, Greater Magic
Weapon, Magic Vestment, Forge Ring; Price 30,000

Szordrins Dust
This Magic Dust was created by a powerful Sorcerer
named Szordrin who dwells within the city of Khare
on the continent of Kakhabad (also known as the old
world). If the Dust, which is made from ground
Minotaur's horn, is sprinkled on a transforming creature - such as a polymorphed creature; a man changing into a Werewolf etc - the targeted creature will
remain in its current form for 2D6 hours.
If the Dust is sprinkled on a transforming target, it
must make a Fortitude save (DC20) or remain in its
current form for 2D6 hours.
A full jar of Szordrin's Dust typically has 4 applications of the Dust within it.
Caster Level: 7th; Prerequisites: Polymorph Other ;
Price 4000gp (1000 gp per application)

The Healing Rose


This item appears to be an old, dying and withered
rose whose colour has faded to a dirty red.
A creature that sniffs the Rose will have a Cure
Moderate Wounds spell bestowed up on them healing
2D8 +5 hit points. The Healing Rose's power only
works once per day.
Caster Level: 5th; Prerequisites: Craft Wondrous
Item, Cure moderate wounds; Price 4000gp,

The Orb of Energy


This circular glass measures 10 inches in diameter.
Looking into the Orb, the viewer will see swirling
mists within.
Any creature that holds the Orb in both hands will
have 1D8 points of cold damage healed. Damage from
other sources is not healed.
The Orb has 100 charges when made, but is typically found with 10D6 charges remaining.
Caster Level: 5; Prerequisites: Craft Wondrous Item,
Cure Light Wounds, Endure Elements; Price 500gp

Tomah's Flute
This Flute is silver, and quite ordinary in appearance.
If a creature without the Perform skill holds the Flute
to their lips and attempts to play a tune, they will be
amazed, for a wonderful tune will come forth.

35

The creature using the Flute will gain the skill


Perform (Flute) +10 while playing the Flute. A creature
that already has the skill Perform (Flute) will gain a +5
enhancement bonus to the Perform (Flute) skill while
playing the Flute.
Caster Level: 4th; Prerequisites: Craft Wondrous
Item, Skill Perform (flute) 10 ranks; Price 750gp,
Weight 2lb

Appendix 3- Campaign Play


This section has been added to Caverns of the Snow
Witch for those DM's amongst you that wish to incorporate this scenario into your ongoing campaign,
rather than play the 'quick version'.

Party Levels
This scenario is designed for a party of three characters of 8th level. The party would benefit from having
a good aligned cleric along for the adventure.

Scaling the Adventure


As mentioned before, The Caverns of the Snow Witch
is designed to be played with three pre rolled 8th level
characters. However, it can be adjusted for lower or
higher level parties with a few modifications. Some
examples are given below.

Party Levels 5th - 7th


Consider allowing the PC's to find some extra healing,
maybe potions or scrolls, and make sure they have
plenty of opportunities to rest and fully recuperate
between encounters.
Encounters of EL6 or greater should be tweaked to
increase the parties chance of survival: Dungeon
adventure: encounter 4 - replace the Mammoth with 2
Snow Wolves; encounter 7 - reduce the Yeti to 5HD ;
encounter 11 - reduce the Mountain Elf to a 3rd level
fighter and the Goblins to 2nd level Fighters; in
encounter 14 - reduce the human chef to a 5th level
Barbarian; encounter 15 - reduce Rillion to a 2nd level
Fighter/Sorcerer; encounter 16 - reduce the Orc Cleric
to 3rd level and make the Orcs and Goblins normal
monsters without Fighter levels. Reduce the Ice
Demons to 8HD; encounter 21 - reduce the Frost Giant
to 8HD and reduce his Strength to 20 (+5); encounter
24 - reduce the White Dragon's age to very young and
make the Snow Witch a Vampire Spawn; encounter 29
- reduce the Brain Slayer to 5HD. Wilderness adventure: encounter 1 - reduce the Dark Elf to a 5th level
Fighter; encounter 2 - Make all the Centaurs 1st level
Fighters; encounter 8 - reduce the amount of Hill
Trolls from 6 to 3.

Encounter 28

36

In the original Caverns of the Snow Witch Fighting


Fantasy book by Ian Livingstone, the corridor at
encounter 28 continues on to another part of the dungeon that is never explored. You, the DM might want
to expand the caverns at this point. It could lead to an
underground city of Brain Slayers, or just be a single
room. The choice is yours.

appendix 4 - characters
Redswift and Stubb - NPCs
Name:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Saves:
Abilities:
Skills:
Feats:

Equipment:
Languages:
Name:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Saves:
Abilities:
Skills:
Feats:

Equipment:
Languages:

Redswift
Wood Elf / male
Fighter / 7
7D10+7 (hp55)
+8 (+4 Dex, +4 Imp. init)
30ft. (6 squares)
18 (+4 Dex, Studded leather +1)
touch 14, flat-footed14
+10/+5 melee (Longsword 1D8 +2)
or +12/+7 ranged (Longbow 1D8+2)
Fort +6, Ref +6, Will +4
Str 15(+2), Dex 19(+4), Con 13(+1),
Int 13(+1), Wis 14(+2), Cha 14(+2)
Hide +4, Jump +5, Listen +4, Move
silently +4, Search +3, Spot +4
Combat reflexes, Improved initiative,
Quick draw, Wpn focus(Longbow),
Wpn focus (Longsword), Weapon
specialisation (Longbow)
Studded Leather +1, Leather boots,
Collar of Obedience Longbow and 20
Arrows, Winter cloak
Common, Elven, Goblin
Stubb
Dwarf / male
Fighter / 7
7d10+14 (hp 79)
Init +5 (+1 Dex, +4 Improved init.)
20ft. (4 squares)
16 (+1 Dex, Chain shirt +1) touch
11, flat-footed 15
+12/+7 melee (Battleaxe 1D8 +6), or
+8/+3 ranged (Light crossbow 1D8)
Fort +7, Ref +3, Will +2
Str 18(+4), Dex 12(+1), Con 14(+2), Int
12(+1), Wis 10(+0), Cha 9(-1).
Appraise +3, Hide +3, Jump +4,
Listen +2, Move silently +1, Spot +2
Alertness, Combat reflexes,
Improved initiative, Power attack,
Weapon focus (Battleaxe), Weapon
focus (Light Crossbow), Weapon
specialisation (Battleaxe)
Chain Shirt +, Battleaxe, Winter
Cloak, Collar of Obedience
Common, Dwarven, Elven

Combat

Rhana Quinn

In order for Rhana to hit her opponent, she must do the following; Roll a D20 and add her combat modifier for the weapon she is using (+6 for her Quarterstaff). If the result is equal to or
greater than her opponents Armour class (AC), then she has hit. Rhana then rolls her damage
for the weapon she is using (1D6 +2 for her Quarterstaff).
If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hit
and Rhana looses hit points (hp).
When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead.

Skills
Rhana has a number of skills that she can use during the course of this adventure. In order for
Rhana to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would
be that Rhana is listening at a door. In order to hear the conversation on the other side she must
make a skill (Listen) check (DC15). She rolls a D20 and adds the listen modifier (+7).
Rhana's swim skill, which is separated by the slash, (+2/ -5) is her modifier to swim with all of
her equipment on (-1 to Swim checks for every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim

Feats
Feats are features that that give Rhana special capabilities, or improve ones that she already has.
Listed below are Rhana's feats and a brief description of each one:
Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast spells
on the defensive
Silent spell- you can cast a spell without the verbal component. The spell is cast as if it were one
level higher.
Maximise spell- You can cast a 1st level spell to maximum effect. The spell is cast as if it were 3
levels higher.
Racial abilities:
Low light vision- half elves can see twice as far as humans in starlight, moonlight and similar
conditions
Immune to magical sleep- half elves are immune to magical induced sleep
+2 save against enchantment- half elves gain a +2 bonus against enchantment spells or effects

Familiar
Rhana has a magically summoned creature called a familiar. His name is Milano and he is a rat.
Milano and Rhana can communicate empathically up to a range of one mile or they can talk to
each other.
Milano can also speak with other rats.
While Milano is within arms reach, Rhana gains the feat Alertness (+2 to Listen and Spot checks)
At Rhana's discretion, any spell that she casts on herself (mage Armour for example) can affect
Milano if he is within 5ft.
Milano can deliver Rhana's touch effect spells
Milano has the feat improved evasion. This means that any attack that would cause Milano to
make a reflex save, he takes no damage.

Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.

ellion gaarak
Combat
In order for Ellion to hit her opponent, she must do the following: Roll a D20 and add her
combat modifier for the weapon she is using (+13 for her Heavy mace). If the result is
equal to or greater than her opponents Armour class (AC), then she has hit. Ellion then
rolls her damage for the weapon she is using (1D8+7 Heavy mace).
If a monster's roll to hit is equal to or greater than Ellion's AC, then the monster has scored
a hit and Ellion looses hit points (hp).
When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.
Skills
Ellion has a number of skills that she can use during the course of this adventure. In order
for Ellion to succeed at a skill, she must roll equal to or greater than the Difficulty Class
(DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would be that Ellion is listening at a door. In order to hear the conversation on
the other side she must make a skill (Listen) check (DC15). She rolls a D20 and adds her
listen modifier (+6).
Note that some of Ellion's skills have a slash separating two figures (i.e. Climb +7/ +1). The
first number given is Ellion's modifier without her Armour penalty (-2 for her shield and 4 for her breast plate). Ellion's swim skill, which is separated by the slash, (+5/ -10) is her
modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spellcraft- you can identify a spell being cast or a spell effect.
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim
Feats
Feats are features that give Ellion special capabilities, or improve ones that she already
has. Listed below are Ellion's feats and a brief description of each one.
Alertness- +2 bonus on listen and spot checks
Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast
spells on the defensive
Weapon Focus (Heavy mace)- You are especially good with the Heavy mace. You add +1
to your attack roll with this weapon.
Turn undead - You can turn undead as a supernatural ability
Spells
Ellion worships the Deity Sindla. Her God grants her the use of spells.
Spells per day are: 0 level- 6; 1st level- 5 +1; 2nd level- 4 +1 3rd level 3 +1 and 4th level 2 +1.
Her domains are: Good (all good spells are cast at +1 level) and Luck (use good fortune
once a day and re-roll a dice roll you just made)
Spontaneous casting
Ellion can channel any spell revised into a cure spell

Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.

Ellion Garrak

Hit Points

50

Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:
Speed:

Luck

Medium (6ft. 5 in)


Half-Orc / female
Cleric / 8
8D8+0 (hp 50)
+0
20ft. while wearing
Breastplate armour
(4 squares), base 30ft.
Armour Class:
20 (Breastplate armour +1 and large wooden shield
+2) touch 10, flat-footed 20
Attacks (Damage):
+14/ +9 melee (Heavy mace 1D8+7) or +6 ranged
(Light crossbow 1D8)
Special Qualities:
Dark Vision 60 ft.
Saves:
Fort +6, Reflex +2, Will +8
Abilities:
Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15
(+2), Chr 9 (-1) Luck 16 (+3)
Skills:
Balance +6/ +0, Climb +7/ +1, Concentrate +11, Hide
+2/ -4, Jump +6/ +0, Listen +6, Move silently +0/ -6,
Search +6, Spellcraft +11, Spot +8, Swim +5/ -10
Feats:
Alertness, Combat casting and Weapon focus (Heavy
mace)
Bonus Feats:
Turn undead, Spells, Spontaneous casting
Spells:
Spells per day: (6 /5 +1/4 +1/3 +1/2 +1)
Equipment:
Heavy mace +2 (12 lbs), light crossbow (6 lbs) 10 bolts
(1lb total) Breastplate armour +1 (20 lbs), large wood
en shield +2 (10lbs), Explorers outfit (8lbs), backpack
(2lbs): winter blanket (3lbs), torches x3 (3lbs total),
50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb
total), small hammer (2lbs), rations for four days (2lbs
total), Flint and steel (1lb), 2x Potions of Cure
Serious wounds and a potion of Good Fortune.
Encumbrance:
Light load carried (weight carried 79 lbs)
Languages:
Common, Goblin, Orc
Deity:
Sindla (Titan Goddess of Luck)
Domains:
Luck and Good

Notes

Rhana Quinn

16

Hit Points

Size:

Medium (5ft. 3 in)

Race/Sex:

Half-elf / female

Class/Level:

Sorcerer / 8

Hit Dice:

8D4+24 (hp 48)

Initiative:

+2 (+2 Dex)

Speed:

30ft. (6 squares)

Armour Class:

15 (+2 Dex, Amulet of

48

14

Luck

natural armour +3) touch 12, flat-footed 13


Attacks (Damage):

+6 melee (Quarterstaff 1D6 +2) or +7 melee (Dagger 1D4 +3) or +8


ranged (Dagger 1D4 +3)

Special Qualities:

Low light vision, Immune to magical sleep, +2 saves against enchant


ment spells and effects

Saves:

Fort +5, Reflex +4, Will +8

Abilities:

Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18
(+4) Luck 14 (+2)

Skills:

Balance +5, Climb +3, Concentration +11, Hide +3, Jump +4, Listen
+7, Move silently +4, Search +4, Spellcraft +11, Spot +4, Swim +2/ -5

Feats:

Combat casting, silent spell and Maximise spell

Spells:

Spells castable per day (6/7/7/6/4); base DC = 14+ spell level):


0 level- Arcane Mark, Daze, Detect Magic, Disrupt Undead, Ghost
Sound, Open/ Close, Ray of Frost and Read Magic; 1st Level- Ray of
Enfeeblement, Burning Hands, Endure Elements, Expeditious Retreat and
Mage Armour; 2nd Level- Bull's Strength, Mirror Image and Melf's Acid
Arrow; 3rd Level: Flame Arrow and Haste; 4th Level: Minor Globe of
nvulnerability.

Equipment:

Wand of magic missiles (5th level, 20 charges),


Quarterstaff +1(4lb), Dagger +2 in boot (1lb), Dagger +2 in belt
scabbard (2lb), explorers outfit (8lbs), sorcerer's robes (2lbs) Amulet
of natural armour +3, backpack (2lbs): winter blanket (3lbs), scroll
case (0.5lbs), Bullseye lantern (3lbs), 50ft. silk rope (5lbs), sacks x2 (1lb
total), pitons x6 (3lb total) small hammer (2lbs), rations for four days (
lbs total), Flint and steel (1lb), 2x Potions of Cure Serious wounds
and a potion of Good Fortune.

Encumbrance:

Light load carried (weight carried 37.5lbs)

Languages:

Common, Elven, Orc

Milano - Rhanas familiar


Race:
HD:
AC:
Atk:
Saves:
Abilities:
SQ:
Special:
Skills
Feats:

hit points

Rat (tiny animal)


8 (24 hit points)
18 (+2 size, +2 Dex, +4 Natural)
Bite +4 melee (Bite 1D3 -4)
Fort +2, Reflex +4, Will +1
Str 2, Dex 15, Con 10, Int 9, Wis 12, Chr 6
Scent
Alertness, Improved evasion, Share spells, Empathic link,
Speak with master and Touch.
Balance +10, Climb +12, Hide +18, Listen +1, Move silently
+10, Spot +1
Weapon finesse (bite)

24

Dekion strom
Combat
In order for Dekion to hit his opponent, he must do the following; Roll a D20 and add his
combat modifier for the weapon he is using (+15 for his scimitar). If the result is equal to
or greater than his opponents Armour class (AC), then he has hit. Dekion then rolls his
damage for the weapon he is using (1D6 +8 for his Scimitar).
If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has
scored a hit and Dekion looses hit points (hp).
When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead.
Skills
Dekion has a number of skills that he can use during the course of this adventure. In
order for Dekion to succeed at a skill, he must roll equal to or greater than the Difficulty
Class (DC) number for the skill in question on a D20 while adding the skill modifier. An
example of this would be that Dekion is listening at a door. In order to hear the conversation on the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds
the listen modifier (+4).
Note that some of Dekion's skills have a slash separating two figures (i.e. Climb +11/ +7).
The first number given is Dekion's modifier without his Armour penalty (-2 for his Chain
mail shirt and -2 for his Large steel shield). Dekion's swim skill, which is separated by the
slash, (+10/ -6) is his modifier to swim with all of his equipment on (-1 to Swim checks for
every 5lbs carried).
Balance- Use this skill when you need to keep your balance on a ledge etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Swim- you can swim
Feats
Feats are features that that give Dekion special capabilities, or improve ones that he
already has. Listed below are Dekion's feats and a brief description of each one.
Blind-fight - you know how to fight in melee without being able to see your foes.
Cleave- If you kill a creature with your sword, your blow follows through to possibly
strike another opponent within immediate reach.
Dodge- You are adept at dodging blows. Designate an opponent and receive a +1 bonus to
AC against attacks from that opponent.
Power attack- You can make exceptionally powerful attacks. You may take a penalty on
your to hit roll and add that score to your damage (if you hit).
Sunder- You are skilled at attacking another's weapon. This does not provoke an attack of
opportunity (see PHB page 136)
Weapon focus (Scimitar)- You are especially good with the scimitar. You add +1 to your
attack roll with this weapon.
Weapon specialisation (Scimitar)- Your extra training allows you to gain +2 damage with
this weapon.

Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.

sarian jax

Combat
In order for Sarion to hit his opponent, he must do the following: Roll a D20 and add his
combat modifier for the weapon he is using (+8 for his Shortsword). If the result is equal
to or greater than his opponents Armour class (AC), then he has hit. Sarion then rolls his
damage for the weapon he is using (Shortsword 1D6 +2).
If a monster's roll to hit is equal to or greater than Sarion's AC, then the monster has
scored a hit and Sarion looses hit points (hp).
When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.
Skills
Sarion has a number of skills that he can use during the course of this adventure. In order
for Sarion to succeed at a skill, he must roll equal to or greater than the Difficulty Class
(DC) number for the skill in question on a D20 while adding the skill modifier. An example of this would be that Sarion is listening at a door. In order to hear the conversation on
the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds his listen modifier (+10).
Sarion's Swim skill, which is separated by the slash, (+2/ -5) is his modifier to swim with
all of his equipment on (-1 to Swim checks for every 5lbs carried).
Appraise- Use this skill to determine the approximate value of an item.
Balance- Use this skill when you need to keep your balance on a rocking boat etc
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Disable devise- use this skill to disable traps both mechanical and magical
Hide- use this skill to sink into the shadows and remain unseen
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Listen- Use this skill to hear approaching enemies or to listen at doors
Move silently- you can sneak up on an enemy, or slink away without being heard
Open lock- Sarion can open locks with the aid of lock picks
Pick pockets- Sarion can steal from people without them knowing
Search- you can find simple traps, hidden doors, and other details not readily apparent
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Tumble- Sarion can use his acrobatics to avoid combat.
Swim- you can swim
Feats
feats are features that give Sarion special capabilities, or improve ones that he already has.
Listed below are Sarion's feats and a brief description of each one.
Alertness- Due to your keen senses you gain a +2 bonus to Listen and Spot checks.
Dodge- you are adept at dodging blows. Designate an opponent and receive a +1 bonus to
AC against attacks from that opponent.
Improved initiative- +4 to initiative roll
Point Blank shot- You gain a +1 to hit and damage with ranged weapons up to 30ft.
Sneak attack- If Sarion catches his opponents flatfooted he gains additional damage
(+4D6)
Evasion- any attack that would require a save for half damage deals no damage (if the
save was successful)
Uncanny dodge- you can never be caught flatfooted, nor can you be flanked.

Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.

Hit Points

48

Luck

16

T
C
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tri
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an
co
pr
te
de
ot
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2.
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ri

Sarian Jax

Dekion Strom

Hit Points

90

Luck

Medium (5ft. 10 in)


Human / male
Rogue / 8
8d6+8 (hp 48)
+8 (+4 Dex,
Improved initiative)
Speed:30ft. (6 squares)
AC:
20 (+5 Dex, leather armour +3); touch 15, flatfooted 15
Attacks:
+8/ +3 melee (Shortsword 1D6 +2) or +12/ +7 ranged
(shortbow 1D6 +1) or +7/ +2 melee (Dagger 1D4 +1) or
ranged +11/+6 (Dagger 1D4 +1)
Special Attacks:
Sneak Attack +4D6

Race/Sex:
Size:
Class/Level:
Hit Dice:
Initiative:
Speed:

Attacks:

23 (+3 Dex, Chainmail +2 and Large steel shield +1)


touch 13, flat-footed 20
+15/ +10 melee (Scimitar 1D6 +8) or +13/+8 melee
(Dagger 1D4 +7) or +14/ +9 ranged (Dagger 1D4 +7)
or +11 ranged (Light crossbow 1D8)

Saves:
Abilities:

Saves:

Fort +9, Reflex +5, Will +3

Abilities:

Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 12


(+1), Chr 11 (+0) Luck 13 (+1)

Skills:

Balance +8/ +4, Climb +11/ +7, Hide +6/ +2, Jump
+15/ +11, Listen +4, Move silently +6/ +2, Search +6,
Spot +6, Swim +10/ -6
Blind fighting, Cleave, Dodge, Power attack, Sunder,
Weapon focus (Scimitar), Weapon specialisation
(Scimitar)
Scimitar +2 (4lbs), light crossbow (6lbs), 10 bolts (1lb
total), Chain mail shirt +2 (25lbs), large steel shield
+1(15lbs), Dagger +3 in belt scabbard (2lb), explorers
outfit (8lbs), backpack (2lbs): winter blanket (3lbs),
Bullseye lantern + oil (3lbs total), 50ft. silk rope (5lbs),
sacks x2 (1lb total), pitons x6 (3lb total), small hammer
(2lbs), rations for four days (2lbs total), flint and steel
(1lb), 2x Potions of Cure Serious wounds and a
potion of Good Fortune.
Light load carried (weight carried 82 lbs)
Common, Elven, Goblin

Size:
Race/Sex:
Class/Level:
Hit Dice:
Initiative:

Skills:

Feats:
Bonus Feats:
Equipment:

Encumbrance:
Languages:

Fort +3, Ref +10, Will +5


Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15 (+2), Wis 17
(+3), Cha 10, Luck 16 (+3)
Appraise +10, Balance +15, Climb +10, Disable
device +10, Hide +10, Jump +9, Listen +10, Move
silently +15, Open lock +15, Pick pockets +8, Search
+10, Spot +10, Tumble +10, Swim+2/ -5
Alertness, Dodge, Point blank shot and improved
initiative
Evasion, Uncanny dodge, Sneak Attack
Short sword +1(3lbs), short bow +1(2lbs), 20 arrows in
quiver(3lbs), dagger (1lb), and leather Armour +3
(15), backpack(2lbs): winter blanket (3lbs), torches x2
(2lbs total), masterwork thieves' tools (1lb), 50ft. silk
rope (5lbs), Flint and steel, 2xPotions of Cure
Serious wounds and a potion of Good Fortune.
Total weight 38lbs (light encumbrance)
Common

Armour Class:

Feats:

Equipment:

Encumbrance:
Languages:

Notes

Human / male
Medium (6ft. 2in)
Fighter / 8
8D10+24 (hp 90)
+3 (+3 Dex)
20ft. (4 squares)
base 30ft.

Notes

13

OPEN GAME LICENSE Version 1.0a


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Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and
Dave Arneson.
The d20 conversion of Caverns of the Snow Witch Copyright 2003, Myriador Ltd; Author Jamie
Wallis, based on original material by Ian Livingstone.

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