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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 2 Luck and Turn / Rebuke Undead 4
Adventure Summary 2 Stand alone Luck Checks 4
Preparation 2 Opposed Luck Checks 4
Quick Play 2 Optional Luck rule 4
Campaign Integration 2 Restoring Luck 4
How to use this Book 2 Normal regeneration of ability points 5
Using Maps & Miniatures 2 Magical means - spells and potions 5
Discretionary Awards by the DM. 5
Luck 3 Scenario Awards 5
New Ability Score 3 Monsters and Luck 5
Standard Point Buy Method 3
Using Luck 3 Caverns of the Snow Witch 5
Luck Difficulty Class 3 For the DM 5
Minimum Luck Score 3 Background 5
Saving Throws & Luck 3 The Dungeon 7
Skills & Luck 3 Into the Wilderness 19
Opposed Skill Checks & Luck 4
Checks Without Rolls & Luck 4 Appendix 1 - New Monsters 26
Combat & Luck 4 Appendix 2 - New Magic 34
Using Luck to hit an opponent 4 Appendix 3 - Campaign Play 36
Using Luck to increase the damage dealt 4 Appendix 4 - Characters 36
Using Luck to reduce the damage taken 4
Luck and Magic 4

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 permis-
sion. 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 con-
version 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

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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 the same way, providing you with everything we can
so that you can get on and play the game without hav-
Caverns of the Snow Witch was the ninth of the ing to spend ages preparing. Simply hand out the pre-
Fighting Fantasy™ series of books. First published in generated characters, get your dice and start playing.
1984, this revolutionary new idea, part book part Detailed dungeon floor plans, pregenerated charac-
game, gave the reader a unique experience - a fantasy ter sheets with rules' summaries and character and
adventure where you are the hero. monster tokens are available free to owners of this
The Fighting Fantasy™ series has 59 titles to date book and can be downloaded from
and has sold over 15 million copies worldwide and www.myriador.com
has been translated into over 20 languages. The Notes are included in the back of this book to help
Warlock of Firetop Mountain alone sold over 2 million you integrate this scenario into an ongoing campaign,
copies. Now the Fighting Fantasy™ books are being or visit our website: www.myriador.com where more
re-released allowing a new generation of players to information can be found about Titan™, the Fighting
explore the Citadel of Chaos, confront the Warlock of Fantasy™ world.
Firetop Mountain or get lost in the Forest of Doom.
This book is a conversion of Caverns of the Snow Campaign Integration
Witch into a D20 role-playing game scenario. The Although this scenario is designed to be played as a
original books were a solo experience; we have writ- stand-alone adventure using the pregenerated charac-
ten this scenario to allow players to challenge the ters provided or a party of newly created 8th level
Snow Witch on their own or as part of a group of characters, there is no reason why it couldn't be used
adventurers. The inclusion of the new Luck rules give as a part of an on-going campaign. Guidelines and
the single player a good chance of success without advice are included in the appendices to help you
making groups of players too powerful. integrate this scenario into an on-going campaign and
The Fighting Fantasy™ books could be picked up suggestions are included about adjusting difficulty
and played with a minimum of preparation, we have levels (see Appendix 3 - Campaign Play).
written this scenario to reflect this including pregen-
erated characters, full colour maps and other play aids How to use this Book
to get you started quickly. For more information about The first pages of this scenario contain background
Roleplay games, Fighting Fantasy™ and the Caverns information for the DM. Later pages contain the rules
of the Snow Witch visit the Myriador website: for the new (optional) Luck ability, these rules should
www.myriador.com be studied by the DM and the players. Towards the
back of the book you will find summaries of new
Adventure Summary monsters, spells and magic items as well as advice
The Snow Witch dwells within the Crystal Caverns. about integrating this adventure into your campaigns.
These fabled Caverns are located in the frozen heights The bulk of the book contains the scenario informa-
of the Icefinger Mountains on Allansia. tion. Each location entry in the scenario is shown on
You are working as a caravan guard for Big Jim Sun the main map provided, a full colour 1" = 5 feet map
when the outpost you are headed to is attacked by a of each location can be obtained free from: www.myr-
savage monster. Tracking this monster takes you into iador.com A description of each location is provided
a the long lost labyrinth of the Crystal Caverns ... and for the DM detailing its contents and any monsters
beyond. present. The shaded text boxes contain information
Caverns of the Snow Witch is an adventure designed that the DM can either read out or paraphrase to the
for single adventurers or small adventuring groups players. Other information should be kept secret from
based on the Fighting Fantasy™ book of the same the players until they discover it. Descriptions of how
name each monster is likely to react are included in the
room descriptions. The DM controls all the creatures
Preparation within the adventure except the player characters and
In addition to the books required (as stated on the is free to change their behaviour as he / she sees fit.
cover of this product), which will be referred to as the The DM is advised to read through the scenario at
DMG, PHB and MM, a set of polyhedral dice (D4, D6, least once before you play.
D8, D10, D12 and D20) is also needed to play. Pull out
Character sheets of the four pre-generated characters Using Maps & Miniatures
can be found in Appendix 4 - Characters. Using maps and miniature figures adds a whole new
Full colour maps and pre-generated character sheets dimension to playing this game, they help the DM to
can be downloaded free from www.myriador.com 'set the scene' and players to see where characters and
monsters are, what the dungeon looks like and make
Quick Play combat more exciting and realistic.

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One of the great attractions of the Fighting Fantasy™ Full colour maps, pregenerated character sheets and
series of books is that it is very easy to pick up a book character and monster tokens are all available free to
and start playing, everything you need is provided in owners of this book from; www.myriador.com (make
the books, you just need to grab a pencil to get straight sure you have your copy of this book available when
into the action. We have tried to write this scenario in downloading these free extras)
Luck Ability Luck check = D20 + Ability Modifier (Luck)
against DC10
Luck was a major factor in the Fighting Fantasy™ A total roll of 10 will give you a +1 bonus. For every
series of books. The d20 system includes a range of 2 points over 10 that you roll you gain +1 to the out-
skills that are used where Luck was in the original come that Luck was used to affect (i.e. 10 = +1; 12 = +2;
books. However, we wanted to keep the overall tone & 18 = +5 etc…).
feel of the Fighting Fantasy™ books so we have If the Character fails his Luck check by up to 5, there
included Luck as a new Ability score. is no penalty. However, if the character fails by 6 or
This scenario is aimed at small parties of players more, he will suffer a -2 penalty to the outcome that
(mini-groups). The inclusion of Luck gives them an Luck was used to affect.
edge that makes up for their lack of numbers. Players Example: Ellion G'aarak decides to test her Luck to
are be encouraged to use Luck as often as possible - it help her fight 2 Orcs by giving a modifier to hit them.
may make the difference between success and failure! She rolls a D20 and adds her Luck ability modifier get-
To reflect this, it is easier for characters to recover ting a total of 13, success! Ellion now adds +2 to her
Luck than it is for other attributes, methods of restor- next attack roll against the Orcs and her Luck is tem-
ing Luck are given under the heading: Restoring Luck. porarily reduced by 1.
Later in the same fight Ellion decides to test her Luck
New Ability Score to add to her attack roll again, this time she rolls a total
Luck is determined in the same way as other ability of 4. Ellion has failed to make the required DC10 by 6.
scores. There are several options available (see DMG Ellion now suffers a -2 penalty to her attack roll and
Chapter 2, Ability Scores Generation). The maximum her Luck is temporarily reduced by 1. If she had rolled
possible starting Luck score is 18 regardless of race. a total of 7, she would still have failed in her Luck
A character's starting Luck score can only be check but not suffered a penalty. However, her Luck
increased by magical means or by spending attribute would still have been temporarily reduced by 1.
points gained as the characters become more experi-
enced. Minimum Luck Score
Luck will be treated as an Ability score in every When a character's Luck score reaches 0 they can no
respect i.e. lost ability scores are regained at the rate of longer choose to test their Luck. Luck cannot be low-
one per day (see DMG Chapter 3, Running the game, ered further than 0, and cannot be used again until it
ability score loss). is raised to at least 1.

Standard Point Buy Method Saving Throws & Luck


Because there are now 7 ability scores instead of the Luck can be used to modify the result of a saving
normal 6, the amount of starting points is increased to throw using the same method as described above
30 rather than 25 (See DMG Chapter 2, Ability Scores (under the heading: Luck Difficulty Class). The char-
Generation, Standard Point Buy). acter makes a Luck check and than applies the result
as a modifier to their saving throw.
Using Luck
A character may use Luck to change or influence Skills & Luck
events, reducing the damage taken from an enemies Luck can be used to modify the result of skill checks
attack for instance, or increasing their chance of pick- using the same method as described above (under the
ing a lock. Luck can be used to modify a character's heading: Luck Difficulty Class). The character makes a
skill checks, saving throws, attack rolls, and melee/ Luck check and then applies the result as a modifier to
ranged damage dealt. You can also use your Luck to their skill check.
reduce the damage you take from an enemies attack. e.g. Rhana Quinn has fallen off a rickety bridge into
Luck checks must be resolved BEFORE the action a fast flowing river. The DM determines that a skill
that they are affecting is undertaken (exception: (Swim) check (DC15) is required for Rhana to safely
reducing damage taken in melee/ ranged). The result swim to the nearby riverbank. Rhana is not a good
of the Luck check is applied as a modifier to the swimmer having only a skill of 1, which is reduced by
action. You may only check Luck once per action -7 because of her equipment (-1 per 5lbs carried). This
undertaken and the result only affects that action. means that the best she can hope to do is 20 + 1 - 7 = 14
A character's Luck score is temporarily reduced by 1 meaning she can't succeed! She decides to use her
every time Luck is checked. Luck to help her reach the riverbank safely. Rhana
Luck cannot be used to give a character feats or spe- rolls a D20 getting 15 and adds her Luck ability mod-
cial abilities that she would not normally have. i.e. a ifier (+2 from an Ability score of 14) for a total of 17.
fighter cannot use Luck to allow her to turn / rebuke She has succeeded by 7 so she may add +4 to her Swim
Undead. check. She now makes her Swim skill check D20 + 1

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(Swim skill) -7 (equipment carried) +4 (Luck). She rolls
Luck Difficulty Class a 17 giving her a final check result of 15. Rhana just
Luck is checked against a Difficulty Class (DC). (See manages to scramble to the riverbank. Rhana reduces
PHB Chapter 4, skills, using skills, Difficulty Class). her Luck temporarily by 1.
The base DC for Luck is 10.
If Rhana had failed her Luck check, for instance ness. i.e. Luck may be applied to the Turning Check
rolling a 3 on her D20 (+2 Ability modifier) = 5, her Result, but cannot be used to increase the maximum
Swim check would then have been D20 +1 (Swim skill) hit dice affected, or the number of HD affected.
-7 (equipment carried) +0 (Luck check result) giving e.g. Ellion G'aarak is a 4th level Cleric. Entering a
her a maximum possible result of only 14. She would room Ellion encounters 4 zombies, she decides to
start to drown. Of course she could use Luck again in attempt to turn them and to use Luck in her attempt.
the next round to help her survive. Ellion makes a Luck check, the result of which is
added to her Turning check result which may make
Opposed Skill Checks & Luck her more likely to succeed. However, Luck cannot be
Luck can be used to modify the result of opposed skill used to change the maximum effectiveness of her
checks using the same method as described above turning attempt, she can still only possibly affect
(under the heading: Luck Difficulty Class). The char- Undead with 8HD or less. Neither does Luck affect
acter makes a Luck check and then applies the result the number of such Undead she can affect.
as a modifier to their opposed skill check, which is
then compared to their opponent's check as normal. Stand alone Luck Checks
There will be situations within the adventure when
Checks Without Rolls & Luck Luck can be used to determine the outcome.
You cannot 'take 10' or 'take 20' with Luck saves Depending on the situation the DM may appoint a
higher or lower Luck DC. The DM must never use
Combat & Luck Luck to replace a saving throw or skill check that
Luck can be used in combat in three ways. To increase already exists. In the example below an unsuccessful
your chance of hitting an opponent, to increase the Luck check would then require a Reflex save to avoid
damage you deal to an opponent, or to reduce the falling in the water.
damage taken from an opponent's blow. An example of a stand alone Luck check: If the char-
acters are walking over a rickety old wooden bridge,
Using Luck to hit an opponent
does a rotten plank break under the weight of one of
A character may make a Luck check (as described
the players? The DM decides that the characters will
under the heading: Luck Difficulty Class) the result of
have to be particularly Lucky to avoid all the rotten
which is then added or subtracted to her next attack
planks and gives this situation a Luck DC of 15. As
roll to hit an opponent.
with all Luck checks, once a stand alone Luck check
Using Luck to increase the damage dealt has been made (whether successful or not) the charac-
When a character has successfully hit an opponent, he ter must temporarily reduce his Luck score by 1.
may make a Luck check (as described under the head- Opposed Luck Checks
ing: Luck Difficulty Class) and add or subtract the
Two characters are sitting at the table playing cards.
result to the damage dealt by his attack. The Luck
Who will win? The simple solution to this is for the
check must be made before damage is rolled. Luck
characters to make an opposed Luck check. Both char-
damage is never multiplied by a critical success.
acters roll a D20 and add their Luck modifier. The
Using Luck to reduce the damage taken character with the highest Luck result wins. Each
When a character has been hit by an opponent's character that made the opposed Luck check must
attack, she may make a Luck check (as described temporarily reduce his Luck score by 1.
under the heading: Luck Difficulty Class) and apply Optional Luck rule
the result to reduce or increase the damage she suffers
If a character rolls a natural 1 on the Luck roll the DM
from the attack. Damage reduced by a Luck check can
may rule that that character has been so unlucky that
never be reduced to less than 0. She can decide to
he automatically fails whatever he was attempting to
make the Luck check before or after damage has been
use Luck with: if he was using Luck to modify his
rolled.
attack roll then the attack automatically misses; if he
Luck and Magic was using Luck to modify his chance to Pick a lock,
Luck cannot be used to increase or decrease the effec- the attempt automatically fails; if he was using Luck to
tiveness of a spell or magical effect. modify his melee damage roll, he scores no damage at
Luck can be used to increase the chance of hitting all; If he was using Luck to modify his opponent's
with a magical attack such as a ray by modifying the melee damage roll, his opponent does full damage.
to-hit roll, or it could be used to modify the result of a Restoring Luck
Spellcraft check to help identify a spell being cast.
Luck can be restored in a number of ways. Luck can-
Similarly it could be used to increase the chance of
not be increased past its starting value except by mag-
making a successful saving throw to counter a spells
ical means (see Appendix 2 - New Magic, New
4 effect.

Luck and Turn / Rebuke Undead


Spells). Any excess Luck points that would take a
character's Luck score above the original value are
Luck can be used to increase the chance of turning / lost.
rebuking Undead but cannot increase the effective-
Normal regeneration of ability points Background
(see DMG chapter 3, ability score loss) The following text should be read aloud
Winters in northern Allansia are always cruel and
Magical means - spells and potions bitter; the snow falls thick and the icy wind blows
Any spell that restores Ability points can be used to hard, chilling everybody to the bone. For the past
restore Luck points. Examples include: Lesser few weeks you have been hired by a merchant called
Restoration; Restoration and Fortune (see Appendix 2 Big Jim Sun to protect his trading caravans as they
- New Magic, New Spells) roll their way north to the frozen outposts.
Any potion that restores Ability points can be used
to restore Luck points. It is nearing midday as you walk ahead of the six
carts across a frozen lake. In the distance you can
Discretionary Awards by the DM. see the snow-capped peaks of the Icefinger
DM's can choose to award Luck points to characters Mountains jutting out of a low cloud. Your destina-
for particular acts of daring or heroism. It should be tion lies at the base of the mountains where the
remembered that Luck is an extremely powerful abil- Northmen meet to trade. Snow is falling, but not
ity that can allow characters to succeed at tasks that heavily, suddenly the shrill call of a hunting horn
they normally wouldn't be able to achieve. Care breaks the silence.
should be taken when awarding Luck points, don't Big Jim calls you over to his wagon; his bright blue
give the characters too much or you could make any eyes scan the horizon, searching for signs of life. In a
scenario too easy, but don't be too stingy with your deep voice he says, "Sounds like that came from the
Luck awards or the characters will probably fail. outpost. You'd better go and investigate. Could be
Scenario Awards trouble. And get back quick!"
At various points in this adventure Luck points are Two hours later you reach the outpost at the base of
awarded to characters. These Luck awards can be the Icefinger Mountains. The snow is red with blood;
increased / decreased at the DM's discretion. Luck the Northmen's wooden huts are smashed and torn
awards are to the party as a whole, it is up to the DM down. Six men lie dead, their bodies torn apart, bro-
to determine how they are divided amongst the char- ken axes lying at their sides in the snow. Judging by
acters. E.g. if a party of 3 characters are awarded 2 the size of the footprints, the creature that attacked
Luck points, the DM can give 1 point each to 2 of the the outpost must have been enormous!
players or 2 points to one of them at the DM's discre-
There is nothing you can do for the unfortunate
tion - award the points to the characters who played
Northmen and there is nothing salvageable from the
the most significant role in gaining them.
outpost, so you head back towards Big Jim's cara-
Monsters and Luck van to report the news reaching them just as day-
Luck is a player character specific ability. Monster and light is fading. After telling Big Jim about the car-
NPC's do not gain the Luck Ability score. nage at the Northmen's outpost, he orders the carts
to be drawn into a circle to protect his men during

Caverns of the Snow the night. A large fire is built in the centre of the cir-
cle and you sit down beside it to talk to Big Jim. In
Witch 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
For the DM track down the beast, but only for a share in the
This adventure takes place on the continent of profits. You estimate that to be around 3000gp. Big
Allansia, In the Fighting Fantasy™ world of Titan™. Jim's jaw drops open, and it takes a great deal of
The first part of the adventure takes place on the persuasion before he agrees to your demands. The
Icefinger Mountains and within the Crystal Caverns snow finally stops falling as you settle down for the
(please refer to Map 1). The characters are hired by Big night; sleep is a long time coming, for your mind is
Jim Sun to kill a Monster that has slaughtered every- active with thoughts of the impending hunt.
one at a trading outpost. While looking for this crea-
ture, the characters discover the Crystal Caverns and When you awake just after dawn, the fire is reduced
uncover a plot by the Snow Witch to bring about to dying embers. You walk over to where Big Jim is
another Ice Age and take over the World. sleeping and tap him on the shoulder. He wakes with
The second part is set in the wilderness (please refer a start and you tell him that you are setting off and
to the wilderness map). The characters have been hope to be back later in the day. As you leave you
affected by an ancient Death spell and must travel to wave to the guards. The snow starts to fall again,
the heart of the Moonstone Hills to find the only and you make your way back to the outpost…
known cure. 5
The Dungeon this bonus to other characters as well (see PHB
All rooms and corridors in the Glacier section have Chapter 4 for more information). Any characters that
12ft. ceilings. Corridors and rooms are rough-cut ice receive subdual damage have frostbite and are con-
either 5ft. or 10ft. wide (please refer to the overlay sidered fatigued (see DMG Chapter 3, Condition sum-
map). mary for more information).
All rooms and corridors in the Mountain section If any of the characters make a skill (Spot) check
have 22ft ceilings. Corridors and rooms are rough-cut (DC15 - remember to include the -4 penalty due to the
stone work either 5ft. or 10ft. wide (please refer to the snow) read them the following:
overlay map). Just ahead of you, a huge dark shape looms out of
Doors are wooden (good) and are unlocked unless the curtain of snow. A huge hairy Mammoth stands
otherwise stated. Any locked doors have average before you its long tusks curving out threateningly.
locks unless otherwise stated. The dungeon is unlit Although the edge of the Crevasse is quite wide,
unless otherwise stated. there is no way around the creature. It lumbers for-
Doors: Good Wooden; 1½ inches thick; Hardness 5; ward menacingly.
Hit points 20; Break DC25 If the characters turn and flee back to the Bridge, the
Locks: Average lock; Open lock DC25 Mammoth will not follow. If they stay where they are
Listen checks: All Listen check DC are calculated the Mammoth will ready to charge the first person
with the character standing in the adjacent square to who comes into range.
the door (2½ ft. away) unless stated in the text. If a Mammoth: hp 101(see Appendix 1- New Monsters)
character actively listens at a door (presses his ear to If the characters either kill the Mammoth or find a
the door) then reduce the Listen DC by 2. way to get past it, they may continue around the edge
Northmen Outpost (EL 0) of the Crevasse. Read them the following:
The distance to the Outpost from the Caravan is 6500ft It takes just under 20 minutes of hard walking to
(1.23 miles) and will take the characters just over 43 reach to edge of the Crevasse. You are now able to
minutes to walk there. follow a path that climbs steeply up the mountain.
By the time you reach the Outpost again, the bodies Ice Bridge (EL 2)
are blanketed with snow and the beast's footprints
are covered over. The visibility is poor as you set off The natural Ice Bridge is quite narrow and looks
towards the mountains where you hope to find the very slippery. However, it also appears to cut quite
abominable killer beast. The snow on the mountain- a distance out of your journey.
side is soft and you sink up to your knees as you The Ice Bridge is 10ft. wide and 40ft. long. Any char-
climb slowly upwards. Soon, you find yourselves at acter attempting to cross the Ice Bridge must make a
the edge of a Crevasse, which is spanned by an Ice skill (Balance) check (DC15). If unsuccessful, they fall
Bridge. 30 ft. to a ledge below (which juts out of the south side
The deep snow reduces movement rates by half of the Crevasse) and take 3D6 falling damage. The
ledge is 120 ft. long and 15 ft. wide. The fallen charac-
The Crevasse (EL 8) ter may climb up the rock face by making a skill
Distance from encounter 1 is 7250ft. (1.37 miles). It will (Climb) check (DC15). If a character fails their Climb
take the characters just over 48 minutes to walk this check they fall, a successful ability (Luck) check
distance in the snow. (DC10) means they land back on the ledge, failure
When the characters arrive at the Crevasse, read means they plummet 2000ft to the bottom of the
them the following: Crevasse and are killed
The Crevasse is quite wide, the wind starts to howl Snow Wolves (EL 4)
and blows flurries of snow into your faces.
As the last person has crossed the Bridge the wind
The howling (strong) wind and snow will make the
starts to howl. As it picks up speed it blows flurries
going tough for the characters. Listen checks will
of snow into your faces.
incur a -2 penalty (due to the wind) and spot checks
will incur a - 4 penalty (due to the blown snow). In The howling (strong) wind and snow will make the
addition, characters using ranged weapons also incur going tough for the characters. Listen checks will
a penalty of -6 to hit (-2 for the wind and -4 for the incur a -2 penalty (due to the wind) and Spot checks
snow) and any unprotected flames (like torches) will will incur a - 4 penalty (due to the snow). In addition,
be extinguished. The deep snow reduces movement characters using ranged weapons also incur a -6 to hit
rates to one half normal. (-2 for the wind and -4 for the snow) and any unpro-
The icy cold wind and snow also has its effects on tected flames (like torches) will be extinguished. The
the characters. Unprotected characters (those that deep snow reduces movement to one half normal.
have not sought shelter and warmth) must make If any character succeeds at a skill (Listen) check

7
Fortitude saves (DC15, +1 per previous check) every (DC12 - remember to include the -4 penalty due to the
hour, taking 1D6 of subdual damage on every failure. snow) read them the following:
Characters with the Wilderness lore skill receive a
bonus to this saving throw and may be able to apply
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 bliz-
zard is starting. The door to the cabin is frozen shut. If any character
The blizzard will last two hours, during which the wishes to open it they will have to make an ability
following effects apply: visibility is reduced to three (Strength) check (DC13).
quarters, -8 penalty to Spot, Search and Listen checks. If a character enters the cabin or looks through one of
Missile fire is impossible, unprotected flames are the windows, read them the following:
extinguished; protected flames such as hooded There is only one room inside the log cabin. Animal
lanterns have a 50% chance of being extinguished. traps, furs and sacks are stacked in the northwest
Characters not in warm shelter must make a Fortitude corner. A wooden bed is positioned in the centre of
save (DC15 + 1 per previous check) every 10 minutes the north wall while a table and single chair are cen-
or take 1d6 subdual damage (Cold), characters with tred in the room. The fireplace has embers glowing in
the Wilderness Lore skill receive a bonus (see PHB its hearth and a pot of stew hangs over it. There are
Chapter 4 for more information). Any character taking some sheets of parchment on the table, with a quill
damage suffers frostbite and is considered fatigued and inkpot.
(see DMG Chapter 3, Condition summary for more
This cabin belongs to a Trapper by the name of
information).
Brogan. Brogan has spent most of life up here in the
The blizzard lasts for 2 hours, after which the weath-
mountain trading furs at the Northmen outpost to
er calms considerably. The wind is still blowing strong
earn a living. Five years ago he heard rumours that the
(-2 to Ranged Attacks and Listen checks), but it has
legendary Crystal Caves were located somewhere in
stopped snowing for the time being.
this mountain and he has spent most of his spare time
6. The Trappers Log Cabin (EL 0) since searching for the entrance.
Distance from encounter 5 is 5000ft. (0.95 miles). It will If any characters read the note, read the following:
take the characters just over 33 minutes to walk this The parchment has been written on in the common
distance in the snow. language and reads:
Underneath an overhanging rock, you can see a
I hope someone finds this letter before it is too late!
small wooden cabin built against the side of the
mountain. Its roof is piled high with snow and long I have discovered the entrance to the legendary
icicles hang down from the window ledges. Crystal Caverns. The minions of the Snow Witch, a
beautiful yet evil sorceress, have carved these caves
8
Characters investigating the outside of the cabin
making a successful skill (Search) check (DC10) will out of a glacier. I have discovered that she is trying
find a partially covered set of human footprints lead- to bring on an Ice Age so that she can rule supreme
ing from the cabin up the mountain. over the whole world!
The entrance to the Crystal Caverns is located high Wooden Shield, a +1 Shortsword, 50ft of Rope, a warm
up on this very mountain. It is open, but shrouded by Wolf Fur Cloak, 5 days worth of Trail Rations & 20gp
an illusion. This I know because I have seen one of 8. Avalanche! (EL 10)
the Snow Witches minions seemingly walk through Distance from encounter 7 is 4000ft. (0.75 miles). It
the Ice Wall. will take the characters just over 26 minutes to walk
I am leaving now, to put an end to the Snow Witches this distance in the snow.
plan. I hope that who ever finds this letter will pur- Now that the snow has stopped falling and the wind
sue me up the mountain to help me rid the world of has died down to a gentle breeze, the sky is clear and
this evil before it is too late! I have left a piece of fur blue. The air is cold and crisp and the snow crunch-
hanging over the entrance so that you will be able to es beneath your feet. Slowly you continue up the
locate the Crystal Caverns. mountainside looking for the entrance marker left by
Brogan Brogan the trapper. Suddenly you hear a distant
rumbling from above. Looking up you can see great
The dying fire can easily be revived using the fire- cascades of snow tumbling down the mountainside
wood in the cabin. There is enough of the tasty stew in your direction.
for four people to enjoy a substantial meal. Staying in
the warm cabin for an hour will cure any subdual The terrifying noise is an Avalanche. If the characters
damage caused by the cold weather. look around they see an outcrop under which they
Any character making a skill (Search) check (DC10) could shelter, but they will have to move fast to get
of the cabin will find a War-hammer and a Spear there safely.
under the bed. Both weapons are masterwork (see In order for the characters to make the outcrop
PHB Chapter 7, Special and Superior items for more before the Avalanche is upon them they must move
information). quickly across the snow. To avoid falling over in the
deep snow, characters must make a skill (Balance)
7. Brogan and the Yeti (EL 7) check (DC10). If they are successful, they reach the
Distance from encounter 6 is 5000ft. (0.95 miles). It will shelter of the outcrop and the Avalanche harmlessly
take the characters just over 33 minutes to walk this over them. If they are unsuccessful the mass of ice and
distance in the snow. rock falls upon them and they suffer 5D6 impact dam-
The high altitude and thin atmosphere make you age, Reflex save (DC15) for half damage.
pant for breath as you continue your steady climb up 9. The Crystal Caves (EL 0)
the mountain. Distance from encounter 8 is 7000ft. (1.33 miles). It
As they approach ask the characters to make a skill will take the characters just over 46 minutes to walk
(Listen) check (DC10 remember to include the -2 this distance in the snow.
penalty due to the wind). If successful they can hear You make your way ever onwards up the Mountain
the cry of a human followed by a ferocious roar. until you reach a rock face that is too steep to climb.
If the characters make a skill (Spot) check (DC12) Walking around the side of the rock face you can see
read them the following: a massive wall of ice that completely blocks a gully
Just ahead you can see a fur trapper fighting for his between two peaks of the mountain - the glacier.
life against a large bear-like beast with long white Hanging on the ice is a small animal fur.
fur and sharp teeth protruding from its jaws. This The entrance to the Crystal Caves has an Illusory
could be the killer beast that slew the Northmen Wall spell (see PHB Chapter 11 for more information)
traders at the outpost. As you watch, the creature's cast on it to make it appear to be just an Ice Wall. If the
claws gash the unfortunate trapper and he falls face characters feel along the wall they will find the cave
first into the snow. entrance easily enough. Once the location of the
This is indeed the creature responsible for the car- Illusory Wall spell is known the characters can make a
nage at the outpost. The creature is a Yeti. It spots the Will saving throw (DC17) to disbelieve it.
characters and advances menacingly. Inside the cave is a tunnel that has been carved from
Yeti: hp 49 (see Appendix 1 - New Monsters) the ice. The tunnel leads into darkness.
The trapper is Brogan. It was his cabin that the char- If the characters continue up the passage, they come
acters saw further back down the mountain. Brogan to a T-junction leading east west.
has been killed by the Yeti and cannot be revived. If 10. Anti-freeze Potion (EL 0)
the characters kill the Yeti they are faced with two
Upon entering the cavern read the following:
choices; either they can take evidence of the snow
beast's death back to Big Jim at the caravan and claim The tunnel opens out into a cavern. The cavern is
their 3000gp reward, or they can continue on up the empty apart from a brass bowl resting on top of an
mountain to locate the Crystal Caves and slay the ice plinth.

9
Snow Witch. The brass bowl contains a yellow liquid and a ladle.
Searching Brogan's body the characters will find the The yellow Liquid is a potion of Endure Elements,
following equipment: a Cold Weather Outfit (see PHB cold (see DMG, Chapter 8, Potions for more informa-
Chapter 7, Equipment for more information), a suit of tion). In addition to the normal effects of the potion,
Studded Leather Armour (medium sized), a small
this will also cure any subdual damage (frostbite) that If Hagen is killed the characters will notice that the
has been incurred due to the cold weather. collar around his neck stops glowing and turns black.
The potion is here to ward the evil minions of the The Witch will be aware that Hagen has died and
Snow Witch against the cold elements. There are 30 sends two Goblins to investigate. The Goblins come
doses of the potion in the bowl. running from room 16, their approach can be heard on
11. A Mountain Elf (EL 5/ 7) a successful listen check (DC14). The Goblins will
Characters who make a successful skill (Listen) check attack the characters on sight.
(DC16) can hear footsteps coming down the corridor. Brak and Gorgok, male goblins (2) Ftr4 (Both): CR
The footsteps are being made by a Mountain Elf 4 each; Size S (3 ft., 6 in. tall); HD 4d10+12; hp 44, 39;
coming down the corridor, if the characters wait Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC
where they are they will surprise him when he comes 15 (+1 Dex, +1 Size, Leather +1); Attack +5 melee
round the corner, otherwise read them the following: (Longsword 1D8 +2); face/ reach: 5ft. by 5ft. / 5ft.; SV
Fort +2, Ref +1, Will +0; AL NE; Str 9, Dex 13, Con 11,
The tunnel bends round to the right. As you turn the Int 10, Wis 11, Cha 8; Languages Spoken: Goblin;
corner you almost bump into a tall pale skinned Skills and feats: Hide +6, Listen +3, Move silently +4
humanoid coming the other way. He is wearing a and Spot +3; Alertness, Dodge, Improved initiative,
white cloak with a hood pulled over his head. You Weapon focus (Longsword), Weapon specialisation
recognise the male as a Mountain Elf. (Longsword). Equipment: Both Goblins wear Leather
"Who are you? And where are you going?" he asks in +1 and both have Longswords +1, both wear a Collar
the common tongue. of Obedience (see Appendix 2- New Magic) see MM
Hagan is patrolling the corridors; characters can for more information on Goblins.
attempt to bluff their way past him by making a suc- 12. Pit Trap (EL 3)
cessful opposed skill (Bluff/Sense motive) check, in Trap: A pit trap 10ft. long, 50ft deep, spanning the
which case he will continue his patrol. If they fail or entire width of the corridor has been dug here and a
otherwise raise his suspicions he will attack. thin layer of ice has been laid over the pit to camou-
Hagen, male elf (Mountain) Ftr5: CR 5; Size M (4 ft., flage it. The ice covering is very thin and will break if
8 in. tall); HD 5d10+10; hp 50; Init +6 (+2 Dex, +4 anyone stands on it. The walls of the pit are hard ice,
Improved initiative); Spd 30 ft.; AC 18 (+2 Dex, +2 and are very hard to climb (DC20).
Studded Leather, Buckler); Attack +10 melee Pit Trap (50ft.): CR 3; No attack roll (5D6); Reflex
(Shortsword 1D6 +6); SV Fort +6, Ref +3, Will +1; AL save (DC20) avoids; Search (DC22); Disable (DC 20).
NG (NE with collar); Str 14, Dex 15, Con 15, Int 10, Wis 13. Frozen Orc (EL 5)
11, Cha 14. Languages Spoken: Common, Elven.
Skills and feats: Hide +2, Listen +4, Move silently +2, The tunnel opens out into a cave. In front of you is a
Search +2, Sense motive +4, Spot +4; Alertness, strange sight. There are two small pools in the floor
Improved initiative, Power attack, Weapon focus with steam gently rising from them; protruding from
(Shortsword), Weapon specialisation (Shortsword). one pool is the hilt of a sword, from the other, the
Equipment: Studded Leather +2, Winter Cloak, shaft of a spear. The frozen body of an Orc lies
Shortsword +2, Pouch with 16gp, Collar of Obedience against the wall, its arm rigid and pointing towards
(see Appendix 2- New Magic) the sword hilt.
If Hagen is reduced to 3 or fewer hit points (and still
conscious) or he is subdued, read the following:
"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 If any character makes a successful skill (Search)
knew no better. check (DC12) read them the following:
Hagen is in a lot of pain and cannot talk for much A rhyme has been carved into the ice floor by the
longer. He asks the characters not to heal him, because pools. It reads:
Sword or spear, Strength or fear, How you choose,

10
he would then be unable to resist attacking them
again. The only other information that he can tell the Win or loose.
characters is that when they reach the end of this cor- The frozen Orc is long dead and poses no threat. If
ridor they should turn right, not left. the characters search the Orc they will find a worth-
less pair of old sandals and a mouldy loaf of bread in
its backpack. A successful skill (Search) check (DC30) (Dagger). Equipment: Studded Leather +2, Dagger +3,
will reveal an iron key in the mouldy loaf of bread. Collar of Obedience (see Appendix 2- New Magic)
The key is important and is linked to encounter 19. If the characters are victorious, they are free to look
Award the party 2 Luck points for finding the key around and search the kitchen, read the following:
The sword can easily be pulled from the pool, it is a The cupboards are full of pots, pans, bowls and
Magical Longsword +3 spoons. There is one cupboard that is locked.
Trap: The spear is cursed. Any player who touches
To force the cupboard open the characters must
the spear will suffer a terrible vision of monsters and
make an ability (Strength) check (DC10). Inside the
demons.
cupboard are the cook's possessions: A silver flute, a
Cursed spear trap: CR 10; No Attack; Will save
rune carved stick painted with blue and yellow hoops,
(DC20) or suffer -2 Wisdom (permanent) and -2 Luck
an old withered rose and an old leather bound book
(permanent).
with a metal clasp on the side entitled 'The Secret of
If any character attempts to pull the spear from the
Toads'.
pool, read them the following:
The silver flute is Magical and is called Tomah's
As you grasp the shaft of the spear, terrible visions Flute (see Appendix 2- New Magic)
of nightmarish creatures invade your thoughts. The The Rune stick is non-magical. This item can be used
visions seem very real to you indeed. later in the adventure as a wooden steak to aid in the
The spear is firmly embedded in the ice and cannot defeat of the Vampire Snow Witch (encounter 24).
be removed unless dug out. The withered rose is magical and is called 'The
14. The Kitchen (EL 8) Healing Rose' (see Appendix 2- New Magic).
Ask the characters to make a skill (Listen) check Trap: The leather bound book has a metal clasp on
(DC5). If they are successful, they can hear shouting the side. On the underside of the clasp is a poison nee-
within the cave. Someone appears to be yelling incom- dle. Anyone who opens the clasp without disarming
prehensible orders to another. the trap will prick themselves on the needle.
If the characters look in the cave, read the following: Poison needle trap: CR 4; No attack roll (damage 1+
shadow essence poison); Reflex Save (DC20) to avoid;
At the back of this cave you can see a Neanderthal Search (DC15); Disable (DC15).
stripping the skin off of a moose. He appears to be Shadow essence poison: Injury; Fortitude save
working rather slowly and is being yelled at by a (DC17); Initial: - 1 Str (permanent), Secondary: 2D6
man dressed in a white apron and waving a wooden Strength (See DMG Chapter 3; table 3-16 Poisons for
spoon about in the air. There is a large stew pot sim- more information)
mering on an open fire in the centre of the room. If anyone opens the book they find no writing, just a
The man will not notice the characters unless they recess cut in the pages that holds a Talisman on a gold-
walk into his crude kitchen. If the characters move en chain.
silently into the room, they must make opposed skill While the Talisman is worn, the player gains +2
(Move silently/Listen) checks with the man, the resistance bonus to Will save.
Neanderthal is too busy to notice them
15. The Bard (EL 7)
If the characters are spotted entering the kitchen,
Any character that comes within 20ft. of the cavern
read them the following:
entrance must make a skill (Listen) roll (DC10). If they
The man turns to you and shouts, "Get out! Dinner are successful they can hear soft, beautiful stringed
won't be ready for two hours yet. You'll hear the bell music emanating from the cavern.
when it's ready. Mind you, you all look a little As the characters approach the cave from which the
worse for wear. Have a stale cake each and be on music is coming, read them the following:
your way".
At the end of this corridor is an archway covered by
If the characters do not have adequate clothing to animal furs.
cover their necks, the man will make a skill (Spot)
The music is being played by Rillion the musician.
check (DC12). If successful, he notices that they don't
Rillion is in charge of fitting the Collar of Obedience to
have collars on and orders the Neanderthal to attack.
new 'recruits'.
Neanderthal: hp 19; Collar of Obedience (see
If anyone looks into the room, read the following:
Appendix 1 - New Monsters)
Glom, male human Ftr5: CR 5; Size M (6 ft., 0 in. You can see a human sat on a chair at the rear of the
tall); HD 5d10+10; hp 48; Init +6 (+2 Dex, +4 Improved room. The man is dressed in purple and green hose
initiative); Spd 30 ft.; AC 17 (+2 Dex, Studded Leather and vest and pointed red slippers. The man is play-
+2); Attack +13 melee (Dagger 1D4 +7), or +11 ranged ing a lute and singing. He is very talented. To his left
(Dagger 1D4 +7); SV Fort +6, Ref +3, Will +0; AL NE; are two large clay pots on a shelf.
Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 13. If Rillion spots anyone entering the room he will stop
Languages Spoken: Common. Skills and feats: Climb
+8, Hide +2, Jump +6, Listen +3, Move silently +2, Spot
+4; Alertness, Dodge, Improved initiative, Power
playing and ask them what they want. If compliment-
ed on his musical abilities he will thank the characters
and play a jolly tune that incorporates a Cure Light
11
attack, Weapon focus (Dagger), Weapon specialisation Wounds spell (1d8 + 2) on the nearest injured charac-
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 wor-
shipers are praying to the demon in a rhythmical
chant.
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 out-
raged 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.
ter. Otherwise Rillion will be wary of any intruders tall); HD 2d8+2; hp 14; Init +0; Spd 30 ft.; AC 18 (Chain
and ready to fight. shirt +2, Buckler +1); Attack +4 (War-hammer 1D8 +3);
"Come back again for more treatment", say's Rillion SV Fort +4, Ref +0, Will +5; AL CE; Str 13, Dex 10, Con
smiling. He continues to play. 12, Int 7, Wis 15, Cha 10. Languages Spoken:
If the characters walk into the cavern and do not Common, Orc. Skills and feats: Concentrate +2, Hide
mention Rillion's vocal and musical talents he is very +0, Listen +2, Move silently +1, Spot +2; Martial
wary of them. He readies a Charm Person spell with weapon proficiency (War-hammer). Equipment: War-
the trigger being if anyone comes within 5ft. of him. hammer +2, Chain shirt +2, Winter Cloak and Buckler
Rillion, male human Ftr7: CR 7; Size M (6 ft., 1 in. +1, Collar of Obedience (see Appendix 2- New Magic)
tall); HD 7d10+7; hp 60; Init +4 (+4 Dex); Spd 30 ft.; AC Cleric Domains: Evil, Chaos. Cleric spells Per Day:
18 (+4 Dex, Leather Armour +2); Attack +14 /+9 melee 4/3+1 (see PHB Chapter 11 Spells, Cleric Domains for
(Rapier 1D6 + 5); SV Fort +6, Ref +7, Will +2; AL NE; Str a list of Cleric Domain spells)
13, Dex 19, Con 13, Int 11, Wis 7, Cha 17. Languages Spells revised: 0 level-- Cure Minor Wounds x3,
Spoken: Common. Skills and feats: Climb +8, Hide +3, Virtue. 1st Level-Inflict Light Wounds x2, Shield of
Listen +3, Move silently +10, Perform (Lute) +10, Spot Faith
+5, Swim +5; Dodge, Mobility, Spring attack, Weapon Orcs (6): hp 8, 8, 7, 8, 6, 6; Longsword (1D8 +3),Collar
finesse (Rapier), Weapon focus (Rapier), Weapon spe- of Obedience (see Appendix 2- New Magic)
cialisation (Rapier). Equipment: Rapier +2, Leather +2, Goblins (4): hp 5, 7, 6, 4; Shortsword (1D6 -1), Collar
a Lute and a Collar of Obedience (see Appendix 2- of Obedience (see Appendix 2- New Magic)
New Magic). T'armeru, Ice Demon: hp 47 (see Appendix 1- New
Rillion can use the following spell like abilities twice Monsters)
per day each: Cure Light Wounds, Cure Serious If the Ice Demon T'armeru is defeated, Adolynn and
Wounds and Charm Person. the Orcs and Goblins will flee the area via the west
Tactic: If attacked, Rillion will cast Charm Person on door. They will flee out of the caverns and down the
the strongest looking character and ask them not to mountainside and not be seen again during this
harm him. Rillion will then attack the remaining char- adventure.
acters with his rapier and attempt to subdue them. He Secret Door: If the characters make a successful skill
will then attach the Collars of Obedience once all the (Search) check (DC15) along the north wall, they will

12
characters are either charmed or subdued. find the secret door that leads to the pit viewing area
Any character collared by Rillion is completely (encounter 17) 10ft. above the pit. If they proceed up
under the control of the Snow Witch and should be the stairs, ask them to make a skill (Listen) check
treated as an NPC until released. (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 throw- This is Yorgar the Prism Mage. He guards the
ing chunks of rock and ice at a Dwarf who has fallen entrance to the Snow Witches personal caverns.
in the pit below. If the Goblins spot the characters they It is impossible for the characters to bluff their way
will attack: past Yorgar, he knows that no-one is allowed past
Goblins (4): hp 6, 7, 5, 6; all Goblins wear Collar's of him, only the Snow Witch herself and her personal
Obedience (see Appendix 2- New Magic) and have servants all of which he knows very well. Regardless
Longsword's (1d8 -1) (see MM for more information of the yarn the characters attempt to spin, Yorgar
on Goblins). agrees to them passing onward and tells them the
17. The Pit (EL 0) Snow Witches personal quarters are along the left
Any character moving within 20ft. of the Pit must hand passage. The left passage leads to a trap.
make a skill (Listen) check (DC9). If they are success- Yorgar, knowing that the characters are not sup-
ful, they can hear shouts for help in the common posed to be here, is holding out in front of him the
tongue that seem to be coming from a Pit at the end of Prism of Illusion (see Appendix 2- New Magic). He
the corridor. has readied a Mirror Image spell with the trigger
If the characters investigate, read the following: being anyone who comes within 5ft.
DM's note: If the characters have found the secret Yorgar, male half-elf Sor6: CR 6; Size M (5 ft., 4 in.
door in encounter 16 they may already have killed the tall); HD 6d4+6; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC
4 Goblins that are throwing rocks at Ulgrad. If this is 14 (+2 Dex, Amulet of natural Armour +2); Attack +6
the case, only read the passage up to the asterisk. melee (Dagger 1D4 +3), or +7 ranged (Dagger 1D4 +3);
SV Fort +3, Ref +4, Will +5; AL CE; Str 13, Dex 14, Con
At the bottom of the 20ft. Pit is a Dwarf. The unfor- 13, Int 16, Wis 11, Cha 15; Languages Spoken:
tunate humanoid is trying desperately to climb up Common, Draconic, Dwarven, Elven. Skills and feats:
the slippery sides of the Pit wall*. The floor of the Balance +4, Concentration +9, Hide +5, Listen +4,
Pit is covered with large ice boulders that are being Move silently +4, Search +4, Spot +5; Dodge, Silent
continually thrown by humanoid creatures at the spell, Still spell. Equipment: Amulet of natural
top of the shaft. One lands on the Dwarf's shoulder, Armour +2, Collar of Obedience (see Appendix 2-
to which you hear loud cheers from above. The New Magic) Prism of Illusion (see Appendix 2- New
Dwarf tumbles back down to the bottom of the Pit. Magic), 2x Daggers +2 and a Purse with 3D4 gold
He looks up at you and says, "Curse you strangers if Sorcerer Spells Known (6/7/6/3): 0th -- Dancing
you do not help me". Lights, Detect Magic, Ghost Sound, Light, Mage
If the characters throw a rope down to the Dwarf he Hand, Prestidigitation, Read Magic. 1st -- Charm
climbs up, much to the annoyance of the creatures Person, Chill Touch, Magic Missile, Shield. 2nd -
above. The Dwarf hurriedly introduces himself as Mirror Image, Invisibility. 3rd -- Lightning Bolt.
Ulgrad and says that now he is free he must get back
19. The left hand passage (EL 1)
to his village as soon as possible. He thanks the char-
Trap: A pressure plate spans the corridor (marked
acters for rescuing him and hands them a bag in
19.A on the map). If anyone stands on the pressure
which is a sling and 3 metal slingshots. He runs down
plate, a heavy Iron Portcullis drops at the passage
the corridor and turns right (towards the Ice Demon's
entrance (marked 19.B on the map).
temple). As he does so, he shouts back, "Beware the
Lifting the Portcullis requires an ability (Strength)
White Rat!"
check (DC25). If successful, it lifts 3ft before sticking.
The sling and metal slingshots are magical: sling +1
Pressure plate trap: CR 1; No attack roll (no dam-
and 3 metal slingshots +3
age); Search (DC20); Disable (DC20).
Award the party 1 Luck point for rescuing Ulgrad
If the characters continue, read them the following:
and receiving his warning.
The passage bends to the right, continues for 30ft.
18. The Prism Mage (EL 6) and ends at a large iron door, which spans the entire
As the characters move from the corridors inside the passageway. The door has a single keyhole.
glacier into the mountain, read them the following: The door is locked. If the players found the key in the
The ice corridors that you are following soon lead bread (encounter 13), it fits and opens the door. If not,
into the mountain itself. The walls of the corridors the door can either be forced open by a successful abil-
change from ice to bare rock. ity (Strength) check (DC28); Broken down: hardness
If the characters continue into the cavern, read them 10, Hp 60 or the lock can be picked by a successful
the following: skill (Open locks) check (DC35)

The passageway opens into a large cavern. There are 20. The right hand passage (EL 1)
three exits; one on the left, one on the right and the Trap: A pressure plate spans the corridor (marked
main one straight ahead which has been carved as a 20.A on the map). If anyone stands on the pressure
giant skull. As you look, an ugly man steps out of plate, a heavy Iron Portcullis drops at the passage

13
the mouth of the skull, holding a glass prism in his entrance (marked 20.B on the map).
out-stretched hands. "Turn back" he commands, Lifting the Portcullis an ability (Strength) check
"Only the Snow Witches personal servants are (DC25). If successful, it only lifts 3ft before sticking.
allowed inside the mountain". Pressure plate trap: CR 1; Search (DC20); Disable
device (DC 20).
If the characters continue, read them the following: The 'man' is a Zombie. The Zombie attacks anyone
The passage bends to the left and continues for 60ft. who enters the storeroom.
before bending to the left again, but blocking your Zombie: hp 17 (See MM for more information on
advance, 30ft. along the passage, is a heavy Zombies, medium sized)
portcullis. A successful skill (Search) check (DC14) of the room
will reveal the following: on a roll of exactly 14 they
If the characters examine the portcullis, ask them to
find a jar of pickled lizard tails, which weighs 1lb (the
make a skill (Spot) check (DC15). If successful, they
pickled tails have no use in this adventure). For every
can see a small button 10ft. farther along the wall
additional 2 points above 14, the characters find items
beyond the portcullis. In order to throw an object at
in the following order: some garlic a box full of assort-
the button the players make a successful ranged
ed teeth weighing 1lb (the teeth have no use in this
attack. The button is AC18 (due to its size). If the but-
adventure) four large dragon eggs which weigh 5lbs
ton is pressed or hit by an object the portcullis opens.
each (the eggs can be used much later in the adventure
21. The Frost Giant (EL 9) by the healer - see encounter 22 in the Wilderness sec-
If the characters go through the central skull shaped tion) and a jar full of Powder with a note in it. The note
door, read them the following: describes the contents of the jar and its use. The jar is
The passage widens into a large rectangular cavern. Szordrins dust (see Appendix 2 - New Magic), and
Moving around in the cavern is a Giant Man who can be used in encounter 24 to stop the White Rat
stands about 15ft. tall. The man has white skin with changing back into a Dragon.
dirty yellow hair, and he wears thick animal furs. As 24. The Snow Witch (EL 11)
you watch, the Giant is lifting a large chest on to a The tunnel ends at a large pair of double doors. The
high shelf. doors are unlocked. No sound can be heard from the
The giant is Frasor, this is his lair. If he spots the char- other side. If the characters open the doors, read them
acters he hurls the heavy chest at them +9 Ranged the following:
(chest 2D4+9) before charging them with his huge Beyond the door is a large high-ceilinged (50ft high)
Greataxe. There is no bargaining with Frasor. He chamber , which ends in a massive wall of ice. In the
fights to the death. centre of the chamber is an open marble sarcophagus
Frost Giant: hp 121 (see MM, Giants for more infor- with its lid propped up against its side. As you
mation on Frost Giants) watch, a tiny White Rat jumps out of the sarcopha-
The chest contains 3 Rings and a potion of Cure seri- gus and sits on the floor. The Rat starts to grow and
ous wounds that heals 3D8 +10 hit points labelled in change shape!
common.
If the players have found Szordrins Dust from
Note: If the Frost Giant hurled the chest then the
encounter 23, they could use this on the polymorph-
potion bottle has been shattered and the potion
ing creature. If they do, the Dragon remains as a White
ruined.
Rat, use the stats below:
The three rings are: A golden ring, which is a ring of
Icefang in rat form: CR 3; Size T (1ft. long); HD
Major Elemental (Cold) resistance (see DMG Chapter
15D12; hp 67; Init +2 (+2 Dex); Spd 15 ft., Climb 15ft.;
8, Rings for more information); a silver ring, which is
AC 14 (+2 size, +2 Dex); Attack +15 melee (Bite 1D3 -4);
a Ring of The Vampires Curse (see Appendix 2- New
Face/Reach: 2 ½ft. by 2½ ft./ 2 ½ft. SA spell like abili-
Magic) and a copper ring, which is a Ring of Warrior
ty: Freezing fog - 3x/day; Other spell like abilities:
Summoning (see Appendix 2- New Magic)
Gust of wind, Fog cloud, Wall of ice - 3/day, Control
22. The Crystal Warrior (EL 4) weather - 1/day; SQ Cold subtype, Ice walking,
As the characters approach, read the following: Frightful presence Will save (DC16), Spell resistance
Blocking the passageway ahead is a tall humanoid (SR16), Dragon immunities, Blind slight 150ft., Keen
who appears to be made of Clear Quartz. The senses, Darkvision 500ft. ; SV Fort +9, Ref +12, Will +9;
Crystal Warrior carries a quartz spear, which it AL CE; Str 2, Dex 15, Con 10, Int 8, Wis 11, Cha 8.
readies for combat. Languages Spoken: Draconic. Skills and feats: Listen +
The only way to pass is to fight the Crystal Warrior. 15, Spot +15 and search +15; Alertness, Power attack,
Crystal Warrior: hps 35 (see Appendix 1 - New Weapon focus (Bite). Equipment: None (see MM,
Monsters). Dragon, White Dragon for more information on
Young Adult White Dragons)
23. The Zombie Store Man (EL 1) If not the Rat polymorphs into its true self; a Young
The corridor ends at a locked door. If any character Adult White Dragon called Icefang. He is the Snow
makes a skill (Listen) check (DC14), they can hear Witches personal guard.Icefang attacks the characters.
shuffling footsteps coming from the other side. Icefang, young adult White Dragon: CR 7; Size L (15
If the characters open the door, read the following: ft. tall); HD 15D12 +45; hp 112; Init +0; Spd 60 ft., fly

14 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
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
white eyes and a club in his hand shuffles his way 1D6+2 each) and +13 melee (tail slap 1D8 +6);
towards you. Face/Reach: 5ft. by 10ft./ 10ft. SA Breath weapon (40ft.
cone of cold, 5D6 damage, Reflex save (DC20) for half ing 5, Vampire weakness. SV Fort +2, Ref +9, Will +5;
damage, Spell like ability: Fog Cloud 1/day; SQ Cold AL CE; Str 15, Dex 18, Con 0, Int 12, Wis 10, Cha 21.
subtype, Ice walking, Frightful presence Will save Skills and feats: Bluff +13, Concentration +10, Hide +9,
(DC16), Spell resistance (SR16), Dragon immunities, Listen +10, Move silently +10, Search +9, Sense motive
Blind slight 150ft., Keen senses, Darkvision 500ft. ; SV +8, Spellcraft +9, Spot +10; Alertness, Combat reflexes,
Fort +12, Ref +9, Will +9; AL CE; Str 19, Dex 10, Con 17, Dodge, Improved initiative, lightning reflexes, Scribe
Int 8, Wis 11, Cha 8. Languages Spoken: Draconic. scroll, Still spell and Silent spell.
Skills and feats: Listen + 15, Jump +6, Spot +15 and Sorcerer spells per day (6/8/7/5): 0th -- Dancing
search +15; Alertness, Power attack ,Weapon focus Lights, Detect Magic, Ghost Sound, Light, Mage
(Bite) and Weapon focus (Claw). Equipment: None Hand, Prestidigitation, Read Magic. 1st -- Mage
(see MM, Dragon, White Dragon for more information Armour, Magic Missile, Shield, Silent Image, and
on Young Adult White Dragons) Sleep. 2nd -- Blur, Scare and See Invisibility. 3rd - Fly
If the characters defeat Icefang read the following: and Slow.
A woman's eerie laughter echoes around the cham- (See MM Appendix 3 for more information on
ber. A beautiful woman wearing white furs slowly Vampires and see PHB Chapter 3, Sorcerer for more
rises out of the sarcophagus. She looks in your direc- information)
tion and smiles. Not an ordinary smile for she has Lying in the bottom of the sarcophagus is a torn and
huge fangs. stained scrap of paper with the words "… gold against
gold, gem against gem, you must hold what you wish
The Snow Witch is a Vampire of considerable power.
to defeat …" written in common.
In her former life she was a Sorcerer. All of her magi-
Map location A: If any character looks around the
cal abilities remain with her in her Undead state.
cavern, ask him or her to make a skill (Search) check
The Snow Witch attacks. If slain the Witch becomes
(DC20). If successful, read them the following:
gaseous and returns to the sarcophagus to regenerate.
You can see an ornate trunk that has been frozen
Snow Witch, Vampire, medium sized Undead (sor7
inside the Ice Wall. The trunk is buried at least 2 ft.
base creature): CR 9; Size M (5 ft., 8 in. tall); HD 7d12;
inside the wall.
hp 60; Init +8 (+4 Dex, improved initiative); Spd 30 ft.;
It will take couple of hours to dig the trunk from the
AC 20 (+4 Dex, +6 natural armour); Attack +5 melee
Ice Wall, but it will be worth the effort. The trunk is
(slam 1D6+2 +energy drain); Special attacks: Charm,

15
unlocked and not trapped. If the characters open the
Energy drain, Blood drain, Children of the night,
trunk, read them the following:
Create spawn. Special Qualities: Undead, damage
reduction 15/+1, Cold and electricity reduction 20, The trunk is filled to the brim with coins. Several
Gaseous form, Spider climb, Alternate form, Fast heal- gems can also be seen protruding from the hoard, but
the 10" long golden idol, which lies on top of the Trap: The footprints are trapped. Anyone touching
money, catches your eye. the white footprints activates an Ice Storm spell (see
The statue is in fact a guardian Sentinel. If anyone PHB Chapter11 for more information). Anyone touch-
touches the statue (except the Snow Witch) it instant- ing the black footprints activates an Inflict Serious
ly transforms into a Sentinel and attacks. wounds spell.
Sentinel: hp 55 (see Appendix 1- New Monsters) Magical white footprints trap: CR 4; No attack roll;
If the characters defeat the Sentinel, they are free to 20ft. radius of large hail stones and ice (5D6 damage);
take the treasure: 600gp, 10 Gems (value: 10gp, 20gp Reflex save (DC16) avoids; Search (DC29); Disable
X3, 50gp X 4, 100gp X2) and 3 potions of Cure Light (DC29). This trap resets immediately.
Wounds that heal 1d8 +2 each. Magical black footprints trap: CR 2; No attack roll
If the characters find and unearth the trunk, then (3D8 +5 damage); Reflex save (DC14) avoids; Search
read them the following after they have defeated the (DC28); Disable (DC28). This trap resets immediately.
Sentinel. If they do not find the trunk read the follow- 26. The Orb of Energy (EL 0)
ing before they try to leave the room. If the characters take the left hand passage, read them
The floor begins to shake and small rocks drop from the following;
the cavern roof. An almighty crash echoes through Lying on the floor in the corner of the corridor is a
the room, its source appears to have come from the small glass ball.
passage beyond the double doors. The rumbling This is an Orb of Energy (see Appendix 2 - New
stops, but the noise has alerted you to the double Magic)
doors, which are opening.
27. Iron Casket (EL 4)
A Wood Elf and a Dwarf appear at the double doors, As the characters walk up the passage, read them the
"You've killed her" shouts the Elf. "We are free! Soon following:
we will be able to remove our Collars of Obedience"
Lying against the left hand wall of the passage is an
The Wood Elf introduces himself as Redswift and the Iron Casket. The Casket seems ordinary enough. It
Dwarf as Stubb. They tell the characters that they have has a brass handle in the shape of a serpent.
just returned from outside the caverns where the
Trap: The brass handle is laced with a contact poi-
Witch had sent them scouting. The passage behind
son. There is a secret button located on the rear of the
them has collapsed almost killing them, the cave-in
box to open it. The characters need to make a skill
was (map location 22) probably due to the Snow
(Search) check (DC18) to find the button.
Witches demise. Redswift shows the characters the
Contact poison trap: CR 3; No attack roll required
Illusionary wall (map location B) saying that he knew
(no damage +Terinav root poison); Search (DC18);
it existed, but he does not know where the passage
Disable (DC18).
beyond it leads. Redswift and Stubb's pullout Non-
Terinav root poison: Contact; Fortitude save (DC16);
player character sheets are included in Appendix 4 -
Primary 1D6 Dex, Secondary 2D6 Dex.
Characters.
Inside the casket is a pair of Boots of Elven kind (see
25. Footprints (EL 4) DMG Chapter 8, Wondrous Items).
If the characters take the right hand passage, read
28. Caveman (EL 3)
them the following:
Just before the characters reach the T-junction, ask
Two pairs of human sized footprints run parallel them to make a skill (Listen) check (DC8). If success-
down the corridor. One set is black the other is ful, they can hear padding footsteps coming down the
white. left-hand corridor.
It is possible to walk down the narrow corridor with- The footsteps are being made by a Neanderthal cave-
out stepping on either of the sets of footprints. To do man. If he spots the characters he will attack.
so each character must make a successful skill If a fight ensues, Redswift and Stubb panic and run
(Balance) check (DC10). If failed roll a D6, on an odd off down the right hand passage. They will not stop
number the character has accidentally touched one of unless forced to. They continue through the door (see
the white footprints, an even number means they have encounter 29).
touched one of the black footprints. Neanderthal: hp 18; belt pouch containing a star-
shaped metal disk (See Appendix 1 - New Monsters).
*The metal disk is used in encounter 33.
Award the party 2 Luck points for finding the star-
shaped disk.
29. The Brain Slayer (EL 7)
If Redswift and Stubb have already entered the room

16
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 Redswift has just read an ancient Death spell (see
illuminations provide the lighting. In the centre of Appendix 2 - New Magic for more information on the
the room Redswift and Stubb are kneeling in sub- Death spell). The spell will start affecting the charac-
mission to a horrible robed creature with an octo- ters when they reach Stonebridge.
pus-like head. Two of its tentacles are wrapped If the characters ask Redswift what was on the
around each of your friends' heads. parchment, he tells them that it was ancient Death
If the Brain Slayer spots the characters, it releases its spell and he fears that all the party are now infected.
grip on Redswift and Stubb and advances to attack. Read the characters the following:
Redswift and Stubb act as if Stunned for 4 rounds, if The Death spells effects are like that of a magical
they recover before the Brain Slayer is killed they will disease. It can start at any time. Only one person
join the fight against it. knows the cure, he is Yoritar the Healer. Luckily, my
Brain Slayer: hp 45 (see Appendix 1- New brother Ash and I grew up near to his home. The
Monsters) Healers cave is by Jovik Peak in the Moonstone
After killing the Brain Slayer the characters can Hills. We will need to get there as soon as possible.
search the room. The strange illumination comes from If anyone opens the door read the following:
moss growing on the walls; a successful skill (Search)
Beyond the door is a large natural cavern. Water
check (DC15) will reveal 2 clay pots in a recess in the
drips from Stalactites that hang from the cavern
cavern wall. One pot contains a square metal disc (this
roof.
item is used in encounter 33), the other pot contains a
scroll with the Divine spell Protection form Elements The liquid that drips continuously is not water but a
(Electricity) scribed upon it. deadly corrosive acid. For every round that the char-
Award the party 2 Luck points for finding the acters are exposed to the acid they take 1D6 points of
square-shaped disk. damage (see DMG Chapter 3, Other Dangers). It is
impossible to cross the cavern without being hit by the
30. Animated Dagger (EL 1) dripping acid. The door at the opposite end of the cav-
The corridor ends at a door, which has an ordinary ern is locked.
looking dagger sticking in it.
The Dagger is a tiny animated object, which has 33. Cavern of the Snow Witch (EL 5)
become stuck in the door. Should any of the characters The tunnel ends at a pair of double door. The doors
free the Dagger with an ability (Strength) check (DC8), are unlocked and not trapped. If anyone opens the
it will attack the person that freed it. double doors, read them the following:
Tiny animated object (Dagger): hp2; Hardness 10 The walls of this circular cavern are covered ice. In
(see MM for more information on Animated Objects). 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 invisi-
ble 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 infor-
mation 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

17
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.
of an ice plinth. An Orc runs into the cavern from the Here are the rules: One of you must pick a shaped
doors opposite and the Orb immediately starts to disk and conceal it in your hand. I will call out a
glow. The outline of a face takes shape in the Orb, shape. A square beats a circle, a circle beats a star
and you recognise the face of the Snow Witch! Her and a star beats a square. If you win, I will grant
encased head starts to laugh, then she speaks, you the chance to escape but if you loose you will
"Although you have killed me, you have not defeat- die. If we both choose the same shape, we will play
ed me. My spirit can still defeat you. Watch careful- again.
ly". The Orc, who is standing by the Orb, grips the The Snow Witch will select Circle for the first round
metal collar around his neck and cries out, gasping of the game, then Star for the second round and
for breath. His green face bulges as he desperately Square for the third round, if any characters are left
tries to stop the collar from tightening. The Snow alive or the Snow Witch has not been beaten she will
Witches image sneers contemptuously and says, "I repeat her sequence of choices.
have no use for servants any longer". With that, The first time a character draws with the Snow Witch
Redswift and Stubb clutch at their throats. she grows angry and tells the characters that the rules
The spirit of the Snow Witch now inhabits the magi- have changed; if there is a tie again … she wins!
cal Orb. In this form she can cast Lightning Bolt (8D6 If a character loses a round of the game a yellow ray
damage, Reflex save DC18 for half) and Ray of of light springs forth from the Orb and strikes the
Enfeeblement (ranged touch attack +4 to hit, 1D6 + 5 character. The stricken character must make a
enhancement penalty to Strength, Fortitude save Fortitude save DC25 or die.
DC16 to negate) one time each per round. If a character wins a round of the game read them
The Snow Witch will cast her spells at anyone who the following:
attacks the Orb. The Orb starts to fill with white smoke and shatters.
The Orb has AC18, 20 hit points and Damage reduc- The vision of the Snow Witch disappears. Her shrill
tion 20/+4. If the Orb shatters, the cavern starts to col- cry fills the cavern. The Snow Witch is truly defeat-
lapse. The characters must move quickly over the ice ed, but your joy is short lived. The cavern shakes and
in order to escape. A successful Reflex save (DC15) is starts to collapse!
required to escape the cavern before it collapses. If
The characters must move quickly over the ice in
anyone fails read them the following:
order to escape. A successful Reflex save (DC15) is
The ice-covered floor slows your escape from the required to escape the cavern before it collapses. If
collapsing cavern. A huge chunk of ice glances off anyone fails please refer to rules regarding escaping
your shoulder sending you crashing to the floor. the collapsing cavern given earlier in this encounter
Seconds later, hundred's of tons of more ice and rock As soon as the Orb shatters Redswift and Stubb will
bury you in your frozen tomb. Your adventure ends recover and run for the exit, they will both successful-
here… ly escape from the caverns.
If any of the characters attacked the Orb and were If the characters escape the doomed Crystal Caverns,
struck by the Snow Witches Lightning Bolts, or the read them the following:
characters do not attack read the following: By some miracle, you are not hit by the falling debris
"I am enjoying watching you and your friends suffer. that was once the Crystal Caverns. Looking around
I wish to prolong all of your agonies", announces the you are surprised to see the welcome sight of blue
Snow Witch. She loosens the grip she holds on skies above, down the mountain side everything
Redswift and Stubb long enough for them to draw a looks tranquil. It isn't even snowing. As you begin
good breath into their lungs. Two figures shuffle your decent, you remember Big Jim Sun and the cir-
their way in through the door opposite. One is a cumstances that led you to enter the Caverns of the
Dwarf and the other an Elf. Both have grey skin and Snow Witch. You expect that Big Jim will think that
vacant stares. "Fight my slaves while I think of a you died on the mountain, and besides you are
game for us to play" says the Snow Witch, "A fair affected with the ancient Death spell and need to
game, that may result in your freedom?". visit the Healer who dwells within the Moonstone
The two unfortunate souls are Zombies. They Hills.
advance and attack the characters. Redswift and Stubb Stubb speaks, "My town is called Stonebridge", he
are too busy trying to get free of their collars to aid the says, "It is a couple of days travel from here and on
characters in any way. the way to the Moonstone Hills. When we arrive I
Zombies, Medium (2): hp 22, 21 (see MM for more promise you a hero's welcome".
information on Zombies).
If the Zombies are defeated, read them the following: You all set off down the mountain trail.
"I have a game that we can play", cackles the Snow

18
Witch. "I hope that during your travels through my
Crystal Caves that you have found some of my
shaped metal disk's?
Into the Wilderness +2); SV Fort +7, Ref +6, Will +0; AL CE; Str 17, Dex 19,
Con 12, Int 10, Wis 7, Cha 7. Languages Spoken:
This section of the adventure takes place outside. Common, Elven, and Undercommon. Skills and feats:
Please refer to the Wilderness map Hide +13, Jump +10, Listen +5, Move silently +8,
1. The River Kok (EL 3/ 9) Search +5, Spot +6; Dodge, Endurance, Improved ini-
tiative, Point blank shot, Far shot, Weapon finesse
Your journey south is long and arduous. Two (Rapier), Weapon focus (Rapier), Weapon specializa-
uneventful days after leaving the Ice Caverns, you tion (Rapier). Equipment: Leather +3, Rapier +3,
reach the River Kok. Redswift explains that 50 miles Amulet of natural armour +2, Longbow +2, 15 Arrows
west up-river lies Fang, the town where Baron +1, Potion of cure serious wounds (3D8+6) (see PHB
Sukumvit's notorious Deathtrap Dungeon awaits Chapter 3, Fighters for more information)
its challengers each year for the Trial of Champions.
However, at this time of year Fang is unlikely to be 2. Bandits! (EL 10)
anymore interesting than any other river town. Ask the characters to make a skill (Listen) check
Stubb informs you that in order to get to Stonebridge (DC18). If they are successful, they can hear the sound
the party must find a way across the river Kok. of horses approaching.
There is plenty of scrub to hide in should the charac-
Redswift suggest that the characters all head down-
ters not want to be seen. The scrub will add a +2 cir-
stream for the time being. The river shallows a few
cumstance bonus to the characters hide checks.
miles down and if the worst comes to the worst, we
The noise is made by an approaching band of
can all wade across.
Centaurs. If the characters do not hide (or are spotted),
After a mile or so, ask the characters to make a skill
the Centaurs approach them, read the following:
(Spot) check (DC12). If they are successful, read them
the following: The thundering noise of galloping hooves grows
louder and four Centaurs come into view. Each one
Down by the riverbank, you can see a large raft with
has a bow slung over his shoulder and carries a
a man asleep in it.
spear and a shield. The Centaurs approach and form
If the characters call to the man and then ask him to a line in front of you. One of the creatures addresses
ferry them across the river, he replies that it's his day you. He has an ugly blue scar running down his face
off and that he is enjoying his rest. and chest and he wears a horned helmet. "I am
If the characters offer Garin a sizable amount of Rangard. What are you doing on the Pagan
money to ferry them across the river Kok, He will Plains?". His voice is deep and menacing.
agree (a sizable amount is at least 5gp each).
Rangard and his band are nothing more than ban-
If attacked, Garin will defend himself
dits. They see the characters as easy pickings
Garin, male human male human Ftr2: CR 2; Size M
If the characters talk to Rangard, he is blunt and
(6 ft., 1 in. tall); HD 2d10+4; hp 20; Init +6 (+2 Dex, +4
unhelpful. He asks where they have come from, and
Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack
where they are going. If anyone mentions that they
+5 melee (Unarmed strike 1D3 +3 Subdual damage);
have been adventuring in the Crystal Caverns,
SV Fort +5, Ref +2, Will +1; AL N; Str 17, Dex 15, Con
Rangard looks interested. He surreptitiously motions
14, Int 13, Wis 12, Cha 6. Languages Spoken:
to the other 3 Centaurs and they start to ready their
Common; Skills and feats: Hide +4, Jump +4, Listen +3,
weapons. A successful skill (Spot) check (DC10) will
Move silently +2, Spot +3 and Swim +7; Alertness,
allow characters to recognise their actions.
Dodge, Improved initiative, Improved unarmed
Rangard will question the characters closely about
strike. Equipment: boat mending equipment:
the Crystal Caverns and will order his Centaurs to
Hammer, Nails and odd bits of Wood.
attack if he thinks the characters are carrying treasure.
If the characters continue down the river bank they
Rangard, male centaur Ftr4: CR 7; Size L (7 ft., 8 in.
will spot a boat tied to a tree 200ft further on. The boat
tall); HD 4d8+16 + 4d10+16; hp 81; Init +6 (+2 Dex, +4
belongs to a Dark Elf called Sorric who is hidden in
Improved initiative); Spd 50 ft.; AC 15 (+2 Dex, -1 Size,
the bushes nearby - opposed Spot / Hide to see him,
+2 Natural, +2 Large Wooden Shield); Attack +12
Sorric gains a +4 circumstance bonus to his hide roll
melee (2 hooves 1D6 +5) and +15 melee (Short spear
due to cover. If the characters try to steal the boat
1D8 +5), or +10 ranged (Longbow 1D8); Face/reach:
Sorric will attack them when they start rowing away.
5ft. by 10ft./ 5ft; SV Fort +9, Ref +7, Will +4; AL LE; Str
If the characters spot Sorric and try to hire his boat he
21, Dex 15, Con 19, Int 12, Wis 9, Cha 15. Languages
will flatly refuse attacking the characters if they are
Spoken: Common, Elven and Sylvan. Skills and feats:
persistent. Sorric will not attack the characters if he is
Hide -2, Listen +2, Move silently +4, Spot +2; Improved
not spotted and the characters do not steal his boat.
initiative, Power attack, Weapon focus (short spear),
Three miles further down river the water becomes
Weapon focus (Longbow). Equipment: Short spear +2,
shallow enough to wade across.
Large Wooden Shield.
Sorric, male Elf (Dark) Ftr8: CR 9; Size M (5 ft., 2 in.
tall); HD 8d10+8; hp 71; Init +8 (+4 Dex, Improved ini-
tiative); Spd 30 ft.; AC 21 (+4 Dex, Leather +3, Amulet
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);
19
of natural Armour +2); Attack +16/ +11 melee (Rapier
Attack +10 melee (2 hoofs 1D6 +5), or +11 melee (Short
1D6 +8/ 18-20/x2), or +14/ +9 ranged (Longbow 1D8
spear 1D8 +5), or +7 ranged (Longbow 1D8); SV Fort
+7, Ref +7, Will +4; AL LE; Str 20, Dex 16, Con 16, Int "Oh yes we have", replies Redswift solemnly, "but
12, Wis 10, Cha 8. Languages Spoken: Elven, Dwarven you don't want to see them like that". He points to
and Sylvan. Skills and feats: Balance +5, Hide +2, a boulder about 150ft. west. The bloodied body of a
Listen +3, Move silently +5, Spot +3; Blind-fight, Dwarf lies propped up against it, his head slumped
Weapon focus (Short spear), Weapon focus forward and his body motionless. The Dwarf still
(Longbow). has his axe in his hand.
3. An old man (EL 0) Stubb runs up to the Dwarf wailing in grief. "Its
Ask the characters to make a skill (Spot) check (DC14). Morri the ironsmith", he says. "This looks like the
If successful they see an old man approaching from work of Hill Trolls. We need to get to Stonebridge as
the South. soon as possible, but we must bury Morri first".
If the characters stop and talk, read the following: Once Morri is buried, and his grave marked with his
The person approaching is a little old man carrying helmet and axe, Stubb leads the way to Stonebridge.
a sack over his shoulder. "Put your weapons away,
7. Night Watch (EL 5)
there is no point in killing me. The only thing I have
to offer is information - and that will cost you 2gp. You have been walking all day and night is fast
I promise you wont regret it". approaching. Redswift scouts ahead to look for a
place to camp.
If the players pay Corin for his information, he tells
them to beware. The Waterhole located due south has Redswift has found a suitable campsite and has a fire
been poisoned. Do not drink from it! going by the time the characters reach him. During the
Corin, male human Fighter1 (age 78): CR 1; Size M night (2pm) the camp will be attacked by a hunting
(5 ft., 9 in. tall); HD 1d10-1; hp 6; Init -2 (-2 Dex); Spd Werewolf (in Hybrid form), any character on guard
30 ft.; AC 8 (-2 Dex); Attack -1 melee (Unarmed strike can make an opposed skill (Listen / Move Silently)
1D3 -2); SV Fort -1, Ref -2, Will +2; AL NG; Str 6, Dex check to hear the Werewolf's approach. If not detected
7, Con 8, Int 13, Wis 14, Cha 10. Languages Spoken: the Werewolf will attack.
Common, no skills or feats. Equipment: A sack full of Werewolf in hybrid form (Rog5): CR 5; Size M (6 ft.,
leaves and twigs 4 in. tall); HD 5d6+10; hp 35; Init +9 (+5 Dex, improved
initiative); Spd 50 ft.; AC 17 (+5 Dex, +2 natural);
4. Aerial Assault (EL 4) Attack +11 melee (bite 1D6 +4) or +7 melee (Unarmed
If any character makes a skill (Spot) check (DC12), strike 1D3 +4 subdual); SA: Trip and curse of lycan-
read them the following: thrope SQ: Wolf empathy, Scent, Damage reduction
Circling above you are four winged creatures. They 15/ silver. SV: Fortitude +5, Ref +9, Will +4; AL CE; Str
are green and have membranous wings as well as 18, Dex 20, Con 15, Int 17, Wis 13, Cha 8. Languages
arms and legs. They appear to be getting closer. Spoken: Common, Draconic, Dwarven, Elven, Giant
The creatures are Bird-men. The sun glistening off and Gnoll. Skills and feats: Balance +8, Climb +8, Hide
the characters equipment has attracted them. The +10, Listen +16, Move silently +15, Pick pocket +15,
creatures tuck their wings behind them and dive Search +16, Spot +16, Tumble +13; Alertness, Blind
towards the party. fight, Dodge, Improved initiative and weapon finesse
Bird-men (4): hp 20, 16, 19 and 17 (see Appendix 1- (Bite). Equipment: none (See PHB Appendix 3,
New Monsters) Lycanthrope for more information on Werewolves)
5. Water Hole (EL 1) 8. Hill Trolls (EL 7)
Ahead, the land subsides and a natural Water Hole By mid-morning Stubb has become quite excited,
has formed. An Ogre is lying motionless facedown in knowing that he will soon be home. His face then
the water. saddens at the thought of his dead friend Morri and
This Water Hole has become lethally contaminated he shakes his fist in the air. "Curse the Hill Trolls!",
(see below). The Ogre is dead. His possessions have he spits.
long since been taken and parts of him have been An hour later Redswift points out the distant wisps
eaten. of smoke rising into the sky. "Stonebridge!", yells
Poison (Filthy water): Ingested; Fortitude save Stubb and he starts to run towards his home.
(DC16); Primary and Secondary damage 1D10
Constitution Stubb then stops dead in his tracks. Redswift runs to
Disease (Filth Fever variant): Contact; Fortitude catch him up. "Look there", Stubb shouts. "Hill
save (DC12); Incubation 1d3 days; Damage 1D3 Dex Trolls heading toward Stonebridge!".
and Con. A war party of 6 Hill Trolls are indeed heading for
6. Morri the Dwarf. RIP (EL 0) Stonebridge. Their goal is a to kill as many farmers
and Dwarfs as they can on the outskirts of the town.
Read the characters the following:

20
Stubb insists that the characters help him to dispatch
"We should reach Stonebridge early on the morrow" the Hill Trolls and runs off in their direction.
announces Stubb, "But I am surprised that we have Hill Trolls (6): hp 40, 38, 50, 49, 37 and 42 (see
not encountered any of my kin yet". Appendix 1- New Monsters)
9. Stonebridge (EL 0) becomes weaker, until eventually he passes out. You
The walled town of Stonebridge is before you. set him down on the ground but it is too late for your
Elven companion. The Death spell has won over him
Stubb leads you into the town greeting many friends. and Redswift has died.
You soon discover that the fabled War-hammer of
king Gillibran of the dwarves has been stolen, the You bury the Elf, and for the rest of the day you con-
Dwarven inhabitants of the town are dismayed by tinue along the river toward the hills.
its loss. Stubb, concerned about the dwarves loss of 11. A Rope Bridge (EL 0)
morale leads you to The Smithies Forge, an inn Read the characters the following:
owned by his friend Bigleg. After seeing you seated
You are now in the Moonstone Hills. To the north
and given food and beer Bigleg tells you that the
looms the leviathan known as Firetop Mountain. Its
War-hammer was snatched by an eagle and dropped
rose red summit making it look like an erupting vol-
somewhere in Darkwood forest. Hearing this Stubb
cano. To the south, a Rope Bridge spans the Red
cries "Then we must find it Bigleg, and we must
River at a narrow point and to the east the river
leave immediately!" he bids you farewell and leaves
continues to its source.
with Bigleg.
The characters have the choice of either turning
Redswift, who is beginning to look rather unwell, south and crossing the Rope Bridge, or continuing
sighs." The Death spell is beginning to affect me. We east along the river and following it to the base of the
don't have time to finish this meal. We need to get to northern Moonstone Hills.
the Moonstone Hills and fast!". Redswifts words If they cross the Rope Bridge they find themselves in
are beginning to slur. He stands, wobbles slightly the western Moonstone Hills. A track leads south-east
steadying himself on the table. "Please, quickly!". for a short distance, then turns east in-between two
With that Redswift heads for the door and leaves. hills (see encounter 17).
If the characters remind Stubb that he is suffering 12. Hollow Tree Stump (EL 4)
from a Death Spell he will tell them that some things Read the characters the following:
are more important than living. The honour of the
Dwarves is one such thing, without the War-hammer To your left, about 25ft. away, you can see a large
their honour is lost. He cannot be persuaded to give Hollow Tree Stump.
up the hunt for the War-hammer. Ask the characters to make a skill (Spot) check
(DC10). If successful read them the following:
10. The Death Spell! (EL5)
There is a thick piece of vine tied to its roots which
If the characters follow Redswift, read the following:
runs up the side and into the hollowed out Stump.
Redswift walks out of Stonebridge and follows the Anyone who investigates the Stump will see that the
Red River east towards the Moonstone mountains. vine disappears inside the stump and into blackness.
After about a mile he stops and motions you to keep If a character pulls up the vine, read the following:
quiet. "Look there", he points to some trees 60ft. to
As you pull the vine into the light, you can see it is
your left. In the trees are three Hill Trolls sharpening
crawling with revolting maggots the size of your
their weapons against a rock.
thumb. One of the maggots moves towards your
If the characters don't wish to fight the monsters they hand.
can easily skirt around the trees without being spot-
If the character allows the maggot to touch his hand,
ted. If the characters openly approach the Hill Trolls
it attacks. The revolting maggots are in fact Flesh
or attempt to sneak closer, the Hill Trolls will attack as
Grubs (see Appendix - 1 New Monsters). If the Flesh
soon as they spot the characters.
Grubs hits, it automatically uses its special attack to
Hill Trolls (3): hp 40, 40, 38 (see Appendix 1- New
attach itself to its victim. If the character pulls the
Monsters)
attached Flesh Grub from his hand they take an addi-
If the characters either kill the Hill Trolls or avoid
tional 1 hp damage. Once removed, the Flesh Grub
them, read them the following:
can be easily killed without needing an attack roll.
Redswift finds a quiet spot by the Red river and he If a character climbs down the vine he must make a
sits down, motioning for you to do the same. skill (Climb) check (DC5). If he is successful, read him
Redswifts face is white and he has beads of perspi- the following:
ration dripping from his forehead. "The sands of my
As you climb down the make shift rope into the dark
time here on Allansia are running out… fast".
depths of the hollowed out Stump, you suddenly feel
"The Healer lives in the Moonstone Hills, as I have cold clammy, clammy maggot-like larvae on the
mentioned before. In case I do not make it, Jovik vine. They are as big as your finger and they crawl
peak is located in the Southern Hills. You will have onto your arms and body. You feel a sharp pain in
to find a way across the river". Redswift tries to your hand as one of these creatures sinks its hook-
stand, but cannot. He smiles weakly, "Please help
me up. My strength is failing".
like teeth into you.
The character on the vine takes one point of damage
21
You continue your walk along the river while sup- from the Flesh Grub, which is now attached to them
porting Redswift between you. With each step he (see Appendix 1 - New Monsters). There are 1D6 +2
Flesh Grubs on the character, all of which attack, and If the characters make a successful skill (Search)
an additional 1D6 +2 climb onto the character from the check (DC12), they find Raast's savings; a small wood-
vine every round (to a maximum of 200) until the en box with 22 copper coins in.
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 max-
imum of 200) and attack the character.
There are only scattered human and humanoid
bones lying at the bottom of the pit.
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: 14. Stepping Stones (EL 4)
The Footpath twists and turns for about 200ft. Ask the characters to make a skill (Spot) check (DC10).
before ending at a wooden hut. If they are successful read them the following:
Looking through the window the characters can see Between small gaps in the rocks you can see the trees
an old man asleep in a wooden chair, the shelves in on the other side of the river. There is a smoke rising
the hut are lined with jars of herbs and berries. from a fire, but you cannot see anyone.
Anyone entering the hut will awaken the sleeping The river runs very fast here, but it is also narrow.
man who introduces himself as Raast. Raast is down Large rocks jut out of the river and it looks possible to
on his luck at the moment, if the characters mention cross by jumping from rock to rock.
they are looking for a healer he will attempt to con- There are three large rocks in the middle of the river,
vince them that he by jumping from one to the next a character can make
is the one they seek - an opposed skill (Bluff / Sense their way to the far bank.
Motive) check will reveal his lie. If successful Raast The first rock is 13ft from the bank; there is enough
will attempt to sell the characters various worthless room to for a good run up. The next rock is 5ft further
herbs and berries that he insists will cure the disease, away, the third 6ft further on. From the third rock it is
he charges 10gp per person for this ineffectual cure. only 7ft to the far riverbank.
As soon as the characters depart Raast will flee to While characters have plenty of room for a run-up to
Stonebridge to spend his ill gotten gains. jump onto the first rock, none of the rocks are big
If the bluff is unsuccessful, or he is threatened, Raast enough to allow running jumps from them - standing
comes clean. He apologises saying that he is only a jumps only are allowed.
herbalist and he does not know the location of the Any character that fails their jump check may fall in
Healer. the water. If the character fails by their Jump check by
If attacked Raast will defend himself to the best of 1 they may make a Reflex save (dc12), success allows
his ability: them to scramble onto the rock they were attempting
Raast the herbalist, male human Sor3: CR 3; Size M to jump to. Failing the Jump check by more than 1
(5 ft., 9 in. tall); HD 3d4+9; hp 18; Init +1 (+1 Dex); Spd means the character has fallen into the river and now
30 ft.; AC 11 (+1 Dex); Attack +1 melee (Dagger 1D4), must make a successful skill (Swim) check (DC15) to
or +3 ranged (Dagger 1D4); SV Fort +4, Ref +2, Will +3; reach the nearby rock or the river bank.
AL CN; Str 9, Dex 13, Con 16, Int 16, Wis 10, Cha 14. If the characters make it to the other side they find a
Languages Spoken: Auran, Common, Dwarven, small campfire with a delicious looking duck roasting
Elven. Skills and feats: Bluff +2, Concentrate +2, Hide on a spit. An animal skin bedroll is also present.
+1, Listen +2, Spellcraft +5, Spot +2; Alertness, Hiding near his camp is a wild hill man. He has lived
Empower spell, Heighten spell. Equipment: Sorcerer alone in the wild all of his life and has no name. As the
robes, Dagger +1 characters approach his camp he runs at them scream-
Sorcerer Spells Known (6/6): 0th -- Dancing Lights, ing. He is wearing animal furs and wields a club.
Detect Magic, Flare, Light, Mage Hand. 1st -- Shield, Wild Hill Man, male human Ftr3: CR 3; Size M (6 ft.,
Spider Climb, Summon Monster I.
22
3 in. tall); HD 3d10+6; hp 26; Init +7 (+3 Dex, +4
Raast has various berries and herbs in jars on his Improved initiative); Spd 30 ft.; AC 13 (+3 Dex); Attack
shelf. There are enough berries to make a frugal meal +6 melee (Club 1D6 +2); SV Fort +5, Ref +4, Will +1; AL
for one character keeping them fed for one day. 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 The evil Hilltrolls cut the bridge before you can
lock +2, Spot +2; Alertness, Dodge, Endurance, make your way across to the other side. The bridge
Improved initiative, Weapon focus (Club). disappears beneath your feet and you plummet 250ft.
Equipment: Furs, Club, Fish bone necklace worth 1gp to the rocks below. Your adventure ends here…
Beyond the wild mans camp is an old goat path that 16. Death Hawk (EL 1)
leads up a hill. Ask the characters to make a skill (Spot) check (DC12).
The path is the only way onwards. If the characters If successful they manage to spot the large Hawk div-
choose not to take this path they must either jump or ing at them. If they fail the Spot check, the Death
swim back across the river. Hawk gains a partial action due to surprise.
15. Ash (EL 0) Death Hawk: hp 7 (see Appendix 1 - New
Monsters)
Through the trees to your left you can see a Wood
Elf. He wears a green cloak and leather armour. He 17. Dark Cave in the Hills (EL 6)
is sitting by a tree carving arrow shafts from While the characters are walking along the hill path,
branches. He looks similar in appearance to ask them to make a skill (Spot) check (DC15). If suc-
Redswift. cessful read them the following:
If the players ask the Elf if he knows where the You can see a cave entrance further up the hill, but
Healer lives, he asks why they want to know? there is no path leading to it.
If the characters tell their tale about being effected by The cave is very dark inside. Characters without
the Death spell and mention the deceased Redswift, Darkvision will require a light source to investigate it.
read the following: If the characters decide to venture into the cave they
"Redswift!", cries the Elf. "He is my brother. He will need to make a skill (Climb) check (DC5).
went missing from our village several months ago. I When inside the cave, read the following:
feared the Snow Witch held him captive. My name is A light source can be seen swaying from side to side
Ash. I have been looking for him. Can you please tell inside the cave. It is moving in your direction.
me where he is?" There is no cover to hide behind inside the cave. If
If the characters explain where Redswift is, Ash the characters wait to see who is coming up from
decides to help before going to mourn his brother. inside the cave, read the following:
"I will help you find the Healer, but you will have to The figure holding the lantern comes into view and
face him alone, because he will only make contact you can see its horrific features. Its face is ashen and
with the sick. He was disfigured and cursed with its eyes are just two folds of skin sunken into their
disease and pain by the Dark Ones, the evil spirits of sockets. It smiles at you and you can see a mouth
the night, for ridding a wizard names Nicodemus of full of over sized razor sharp teeth.
a Death spell they had cast on him. Now he practices The creature is a Night Stalker. Any character that
his work in the solitude of the hills. Follow me, as looks at the creature must make a Will save (DC15). If
we have no time to lose." they fail, they succumb to the creatures 'frightful pres-
Ash walks ahead constantly alert for danger. You ence' and suffer a -2 moral penalty to all attack rolls,
climb up the valley for an hour or so before you come skill checks and saving throws. The penalty lasts until
to a rope bridge across the river. "We must cross here", the creature is slain or the characters escape.
says Ash The creature drops its lantern and charges the near-
The characters must cross the 80ft long bridge in sin- est character.
gle file. As the last person is half way across the Night Stalker: hp 40 (see Appendix 1 - New
bridge, ask them to make a skill (Listen) check (DC10). Monsters)
If successful, they can hear shouts behind them. Read If the characters slay the Night Stalker they are free
the following: to search the rest of the cave. The cave is 80ft. long. At
Two Hilltrolls are cutting the supports to the bridge. the rear lies the creature's last victim. The remains of a
Any character who was actively watching for trouble male human lie on the floor, his possessions thrown
sees the Hilltroll approach, it will take the Hilltroll into the corner. They are: A non-magical spear, a suit
two combat rounds to reach the end of the bridge. of ruined leather armour and a backpack. Inside the
Once there, any characters left on the bridge must backpack is a potion of lesser restoration (labelled in
hurry to reach the other side before it collapses. common).
Titan Hilltrolls (2): hp 35, 40 (see Appendix 1 - New 18. Rattlesnake (EL 1)
Monsters) While the characters are walking down the hill path
Each character on the bridge must make a skill there is a chance they may not notice the Rattlesnake
(Balance) check (DC10). If they are successful they on the path.
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
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
23
suffer their fate. If they fail, read the following: the party.
Snake, small viper: hp 4 (See MM Appendix 1, 21. The Healer's Cave (EL 8)
Animals for more information on Snakes) Ask the characters to make a skill (Spot) check (DC14).
Snake, small viper poison: Bite; Fortitude save If successful, read them the following:
(DC11); Initial and secondary damage: 1D6 Off to your right, almost hidden amongst the rocks,
Temporary constitution. is a huge slab of granite with an elaborately carved
19. A Tree House (EL 6) picture of a magnificent bird surrounded by fire
If the characters make a successful skill (Spot) check etched on to it. Beyond the slab are rough-carved
(DC15) they can see a rope ladder hanging from a tree stone steps leading upwards to a cave entrance.
to their left. A closer inspection will reveal a small Tree If the characters climb the steps and peer into the
House about 20ft. up in the tree. cave entrance, read them the following:
Shouting up to the Tree House doesn't elicit a
Peering into the cave, you see that it runs deep into
response, although it will have alerted Drasshk the
the side of the hill. Torches cast an eerie light inside
man-Orc who lives there.
the cave, illuminating wooden carvings and masks
Climbing the rope ladder requires a skill (Climb)
that are hanging on the walls. Sitting on the floor
check (DC5).
with his back to you is a man with white robes on.
The occupant, Drasshk the Man-Orc, will be alerted
as soon as someone climbs his ladder. He will attack Without turning around, the mysterious man sat on
the first person that enters his tree house. the floor says, "I am the Healer. If you have come to
Drasshk, male man-Orc Ftr6: CR 6; Size M (5 ft., 7 be healed, stand before me now."
in. tall); HD 6d10+6; hp 41; Init +5 (+1 Dex, +4 If the characters who are affected by the Death spell
Improved initiative); Spd 30 ft.; AC 14 (+1 Dex, stud- stand in front of the Healer, read them the following:
ded leather); Attack +9/+4 melee (Battleaxe 1d8 +4); SV
Your heart beats faster as you walk over and stand
Fort +6, Ref +5, Will +0; AL CE; Str 14, Dex 12, Con 13,
in front of the man. As you get closer you can see
Int 5, Wis 7, Cha 8. Languages Spoken: Common,
that he is horribly disfigured, his body terribly
Giant, Orc. Skills and feats: Hide +1, Listen +0, Move
twisted, but he sits there proudly although pain reg-
silently +1, Spot +0; Alertness, Blind-fight, Combat
isters on his face. "What Illness has befallen you",
reflexes, Improved initiative, Lightning reflexes,
asks the Healer.
Weapon focus (Battleaxe), Weapon specialisation
(Battleaxe). Equipment: Battleaxe and Studded If the characters tell the Healer that they believe they
Leather. have been affected by an ancient Death spell, read
Drasshk is skilled in surviving in the wilderness. His them the following:
Tree House is full of skinned animals and salted The Healer responds, "The power of an ancient
meats. Apart from the animal pelts the only other Death spell is difficult to destroy. I have only man-
items of interest are a silver tinderbox and 3 candles aged it once before and it was not easy. A ritual
(These items are useful in encounter 22). must be performed which you may not survive. Still,
20. The Barbarian (EL 8) you must try. I will help you as much as I can
Ask the characters to make a skill (Listen) check The healing ritual that the characters need to follow
(DC14). If successful, they hear someone snoring guided by the Healer is a dangerous and complex one
loudly. The noise appears to coming from behind involving several stages. The Healer will ask if the
some large rocks about 20ft. away. A Barbarian by the characters are ready to proceed, if they are he will fol-
name of Uthdar is sleeping on the other side of the low the steps described below. Any character that
rocks. If the characters try to pass without waking him refuses to follow the ritual will not be cured. (para-
they must make opposed skill (Move silently/Listen) graphs in italics should be read to the players)
checks with Uthdar (who suffers a -6 penalty for being A. The Mask of Life:
asleep). If the Barbarian wakes, he will attack The Healer will give each infected character a Sun
Uthdar, male human Ftr8: CR 8; Size M (5 ft., 8 in. Mask from his supply hanging on the wall. Characters
tall); HD 8d10+24; hp 90; Init +6 (+2 Dex, +4 Improved who choose not to wear a Mask must make a Will save
initiative); Spd 20 ft. (Hide armour) base 30ft.; AC 18 (DC21) or suffer 1D6 Con (permanent) damage. Those
(+2 Dex, Hide armour +3); Attack +17 /+12 melee that don a Mask must make a Will save (DC12) or take
(Longsword 1D8 +10); SV Fort +11, Ref +4, Will -1; AL 1D6 Con (permanent) damage.
NE; Str 20, Dex 14, Con 17, Int 10, Wis 4, Cha 8.
As you don the Mask, you feel as though your body
Languages Spoken: Common. Skills and feats: Hide
is being torn apart from the inside, outwards. "Later
+2, Listen +2, Move silently +2, Spot -3; Alertness,
stages of the process are also very dangerous, but the
Dodge, Endurance, Great fortitude, Improved critical
dangers can be reduced if you have discovered some
(Longsword), Improved initiative, Power Attack,
specific items on your journey. My help from now on
Weapon Focus (Longsword), Weapon specialisation
will be limited, you will have to journey to another
24
(Longsword). Equipment: Longsword +3, Hide
place to break the Death spell completely. Please
armour and small wooden shield. Shortbow and 20
follow me", asks the Healer.
arrows. An engraved copper armband (+1 strength
enhancement while it is worn) and a leather pouch Unaffected characters and NPC's may follow the
with 6 silver arrow heads in (worth 4sp each). infected party members through the ritual but are
warned by the Healer that they must not interfere or You can hear a woman howling in the depths of the
the cure may be ruined - Will save (DC35) or infected tunnel. The Healer whispers to you that the cries
character aided loses 2D6 + 6 Con (permanent) come from a Banshee. He tells you that if you walk
B. Crossing the Bridge: by her without fear, you will come to no harm. "Do
not speak to her, touch her or even acknowledge her
The Healer walks further into the cave leading you presence. She cannot harm you if you obey my
to the edge of the pit. There is almost no light here. instructions."
"A log spans the pit before you and you must walk
across it to reach the inner cave. Walking in the dark Infected characters must make a Will save (DC20) to
is dangerous. Do you possess a candle? If you do, overcome their fear of the Banshee. Characters that
you may light it to help you cross. The candle repre- have drunk the soothing dragon's egg potion made by
sents your faint glimmer of hope". The Healer effort- the Healer reduce the DC to 10. Characters that pass
lessly walks over the log. their Ability check may walk past the Banshee unmo-
lested those that fail are attacked.
Infected characters must walk across the Bridge; if If other characters come to their embattled friends
they are holding a lit candle they must make a skill aid, one extra Banshee will appear per character aid-
(Balance) check (DC12), the DC is 20 without a candle. ing the first.
Characters that fail fall 150ft (15D6 damage). Banshee: hp 60 (see Appendix 1 - New Monsters)
Unaffected characters can cross by any means If the Banshee is killed another will appear to test the
C. Calmness: next diseased character that passes.
"Now you must prepare yourself for the next stage. D. Wings of Hope
In order to survive, you must remain totally calm. You walk on in silence until you can see sunlight
Do you possess a Dragons egg? If you do, I can make streaming through a crack at the end of the cave.
you a relaxing concoction."
Once everyone is outside, read them the following:
The Healer will make a calming brew from the drag-
on eggs and special herbs and tells the characters to The Healer joins you outside. "This is as far as I go",
drink it all. One egg provides enough potion for one he says. "The final part of this ritual you must face
character. The Healer will then tell the characters to without me. Wearing your mask, you must be at the
proceed one at a time down a narrow passage, summit of Firetop Mountain before dawn to watch
reminding them to remain calm.
As the characters walk in to the tunnel, read them
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
the following:
thing made of silver, we will be able to attract some ters, whether diseased or not, receive this dream from
Pegasus to fly you there". the Healer):
Any silver object will do, a coin, jewellery or even You sleep very, very deeply and dream strange
the silver arrowheads. If the characters do not pos- dreams, full of vivid and strange things.
sess anything silver, read the following: Unbeknown to you, the moon has passed overhead
and sunrise is just a few moments away. A tiny
"I am very sorry", says the Healer. "Then the only image disturbs your dreams but it is difficult to
option would have been for you to walk to Firetop make out; it grows steadily larger, until the flashing
Mountain and climb to the summit, but you do not image fills your mind. A bird with a long beak and
have enough time. Firetop Mountain is half a day's fine plumage is trying to fly out of a circle of flames.
walk from here and to ascend to the summit would It seems the Healer is trying to wake you.
take the most experienced climber two days. The
Ask each of the characters to secretly write down
Death spell will win over you first light tomorrow".
what they think the bird is. Those who write down the
The Healer removes the Sun Mask and returns to his word 'Phoenix' (or an approximate spelling) will wake
cave. You have no options left. Your life on Allansia immediately. Read the following:
will end by morning and no one can stop it now… The first rays of the morning sun rise up above the
Your adventure ends here hills of Kay-Pong in the east. The warmth of the sun
If each of the diseased characters do possess some- fills your body. You are cured of the Death spell. The
thing made of silver, read the following: Pegasus are waiting to take you back to the
You hand the silver to the Healer. He stands on the Moonstone Hills. Again, your thoughts wander to
open plain with the metal object held above his think of Stubb and the Dwarfs of Stonebridge.
head, sunlight glistens off the silver. The Healer puts Maybe you should go there to see if you could help?
his fingers to his mouth and whistles very loudly. A The Snow Witch is defeated and the Death spell is
few moments later you hear the flapping of wings beaten. You deserve a long rest. Whether you get it or
and a magnificent white winged horse lands several not, is another story…
feet from where the Healer is stood. Those that do not know the name of the bird from
which the Healer draws his power will remain asleep
"Tie the silver to its mane and command it to take
unless they make a Will save (DC20) (and cannot be
you to Firetop Mountain. Pegasus will take you
awakened by any means) dying several days later
anywhere for silver. This is where we say goodbye.
from lack of food and water.
Good luck, and I hope you make it".
22. Too Far (EL 0/ 10)
The Healer will repeat his call until enough Pegasus
If the characters either pass the Healer's cave without
have arrived to carry all the characters to the moun-
noticing it or decide to ignore it and continue on into
tain (provided each character has some silver)
the hills, they will notice that the hills are becoming
You tie the silver to its mane and climb up on its very dense and steep, very difficult to walk up.
back. Leaning forward, you say to the beast, "To The The Death spell begins to take its toll. Its effects
summit of Firetop Mountain". And with that, the should now be applied. (see Appendix 2: New Magic)
Pegasus flaps its huge wings and is airborne. The hills will become impassable after 5 miles of
The Pegasus flies high in the sky. Westward, in the travel. The characters will have to turn back.
distance, you can see the huge arboreal expanse
known as Darkwood Forest and you can't help but Appendix 1- New
wonder how Stubb and his kin are doing in their
search for King Gillibran's fabled War-hammer. Monsters
Ahead of you, Firetop Mountain grows bigger and
bigger. The Pegasus circles the summit looking for a Banshee
place to land, then descends on top of the Infamous Medium Undead
Hit Dice: 10d12 (65 hp)
Mountain. Sunrise is several hours away, so you sit
Initiative: +0 (Dex)
on the soft red covering that gives Firetop Mountain Speed: 30 ft.
its name and wait… AC: 16 (+6 natural)
The Pegasus will wait for the characters until after Attacks: 2 claws +9 melee and bite +4 melee
sunrise, then take them back to the Moonstone Hills. Damage: Claw 1d6+4, bite 1d4+2
Firetop Mountain's summit is covered in a strange Face/Reach: 5ft. by 5ft./ 5ft.
red grass. This is the only place on Allansia where it SA: Wail
SQ: Undead
grows. The grass emits an undetectable gas that
Saves: Fort +3, Ref +5, Will +9
makes any creature (except Pegasus) fall unconscious.
26
Abilities: Str 19, Dex 10, Con --, Int 4, Wis 15,
Ask the characters to make a Will save (DC35). If Cha 12
they are unsuccessful, they fall unconscious on the red Skills: Climb +14, Jump +14, Spot +12
grass. Read the following (please note that all charac- Feats: Cleave, Lightning Reflexes, Power
Attack
Skills: Climb +7, Jump +7, Spot +6*
Climate/Terrain: Any wilderness or ruins Feats: Multidexterity
Organisation: Solitary
Challenge Rating: 6 Climate/Terrain: Any hills
Treasure: None Organisation: Solitary, Gang (2-6) or Tribe
Alignment: Always Chaotic Evil (10-30)
Advancement: 11 - 16 HD (medium) Challenge Rating: 1
Banshees are hideous Undead creatures often heard, Treasure: Standard
but rarely met, in the forsaken wastelands in which Alignment: Often Chaotic Neutral
they dwell. They Advancement: 4 - 5 HD (medium)
are chiefly known Tribes of Bird-Men are found in mountainous areas
across the whole of Allansia and Kakhabad, perched
for the soul-shred-
in villages and caves in the highest peaks. They are
ding wail that they short and
constantly howl, sinewy, with
both day and night, especially
as they wander the powerful chest
wastes. The ghastly m usc le s ,
spectres are which support
thought to be a wide pair of
human spirits, feathered
trapped on this wings. Their
mouths are
plane and unable to
sharp, hooked
rest, as punishment beaks, and
for some horrific both arms and
crime committed legs end in
when they were alive. cutting talons.
In it's new form, a Banshee appears as a shrivelled, They are cov-
knotted old man or woman, with long unkempt hair, ered in short,
one large nostril and a single tooth. It's eyes are ringed almost feath-
red; all the creature's sorrow and anger is reflected in ery hair, which
them, if anyone dares to look. It's terrible wail can varies in
cause opponents to become transfixed with fear, mak- colour from
ing them easy meat for the monster's claws. green through
Combat brown to grey
and black,
The Banshee attacks directly, wailing at all times. If an
according to
enemy succumbs to it's wail, it will concentrate attacks
their tribe.
on that victim. The Banshee will attack in this way Bird-Men talk in strange chirruping voices that can
until it is destroyed or it has killed all of it's enemies. change into disconcerting piercing shrieks as they
Wail (Su) wheel down out of the sky to attack their foes.
The constant howling of the Banshee causes a sonic, The tribes of the Moonstone Hills in northern
mind-affecting fear effect in all who can hear within a Allansia are quite primitive for their race. Attracted by
60 ft. spread. The victims must make a Will save metal objects, which they consider great status sym-
(DC17) or cower for 1 round. They must continue to bols, they will attack lone adventurers in great num-
save each round they are exposed to the wailing. bers. They are rather cowardly creatures, though, and
Undead a display of strength by their victim can often drive
Immune to mind-influencing effects, poison, sleep, them off in search of easier prey.
paralysis, stunning, and disease. Not subject to critical
Combat
hits, subdual damage, ability damage, energy drain,
A favoured tactic of Bird-Men is to snatch up their vic-
or death from massive damage.
tims and carry them into the air, and then drop them
Bird-Man, Moonstone Hills to the rocks far below. They will otherwise dive on
Medium Monstrous Humanoid enemies and withdraw again repeatedly, slashing
Hit Dice: 3d8+3 (16 hp) with their talons and weapons.
Initiative: +3 (Dex) Dive (Ex)
Speed: 20 ft. or Fly 50 ft. (average) A Bird-Man who charges from above onto a target
AC: 14 (+3 Dex, +1 natural) may attack with 2 additional claws at the same attack
Attacks: 2 claws +4 Melee bonus they usually use.
Damage: Claw 1d4+1
Face/Reach: 5ft. by 5ft./5ft.
Power Lift (Ex)

27
Bird-Men can beat their wings furiously to enable
SA: Dive, Power Lift
them to lift a creature of up to medium-size into the
SQ: None
air. They can maintain this for up to 30
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 13, Dex 16, Con 13, Int 6, Wis 11,
Cha 8
Brain Slayer Mental Drain (SU)
Large Aberration If the Brain Slayer manages to hit a stunned opponent
Hit Dice: 7d8+14 (45 hp) with a tentacle attack, it grasps their head in it's loath-
Initiative: +8 (+4 Dex, +4 improved initiative) some coils. Anyone held by the Brain Slayer's tentacle
Speed: 30ft is subjected to a temporary ability drain of 1d4 points
AC: 18 (-1 size, +4 Dex, +5 natural) of Intelligence, Wisdom and Charisma each round
Attacks: 6 Tentacles (+9 melee) they are held. If they recover from the stun effect, they
Damage: Tentacle 1d4+2 may pull free of the tentacle as a free action, as it can-
Face/Reach: 5ft. by 5ft./10ft. not use it's tentacles to constrict effectively.
SA: Hypnotic Gaze, Mental Drain
SQ: None Crystal Warrior
Saves: Fort +4, Ref +6, Will +7 Medium Construct
Abilities: Str 15, Dex 18, Con 15, Int 10, Wis 15, Hit Dice: 6D10 (33 hp)
Cha 14 Initiative: +0 (Dex)
Skills: Climb +7, Escape Artist +9, Jump +4, Speed: 20ft (Can not run)
Listen +7, Spot +7 AC: 25 (+15 natural)
Feats: Weapon Finesse (Tentacle), Attacks: Slams (+8 melee)
Multidexterity Short Spear +8, 1d8 + 6, 20/x3
Damage: Slam 1D8 +4
Climate/Terrain: Any underground Face/Reach: 5ft. by 5ft./5ft.
Organisation: Solitary SA: None
Challenge Rating: 6 SQ: Construct, Damage Reduction
Treasure: Standard 15/Bludgeoning, Elemental
Alignment: Always Chaotic Evil Resistance, Sonic Vulnerability
Advancement: 8 - 12 HD (large) Saves: Fort +2, Ref +2, Will +2
Many are the references in the legends of the subter- Abilities: Str 19, Dex 10, Con --, Int -, Wis 11,
ranean races to horrifically Cha --
evil, horrendously foul-look- Skills: None
ing creatures called Brain Feats: None
Slayers. They dwell in isolat-
ed colonies deep in the Climate/Terrain: Any
earth, far below even the Organisation: Solitary or patrol (2 - 4)
furthest explorations of the Challenge Rating: 4
inquisitive Dwarfs, and rarely Treasure: None
venture towards the surface. Alignment: Always Neutral
They detest light, warmth and Advancement: 7-8 HD (medium), 9-12 HD
indeed life itself; never was (large)
there a race more suited to the One of the hindrances a Warlock faces in pursuing his
darkness. chosen craft is the amount of time spent in tedious rit-
Their appearance is bizarre, it is as uals and frustrating research, and the corresponding
lack of time avail-
though an octopus were somehow grafted to
able for learning
the torso of a powerful humanoid. Their skin is slick the arts of the
with slime and mucus, and is coloured a stomach- w a r r i o r .
churning purple-green. As they move, their tentacles C o n s e q u e n t l y,
whip around in a frenzy, as if they were trying some- many wizards are
how to sniff out living creatures to feed upon. They very weak and
dress in long flowing robes patterned with odd prone to all kinds
designs. To look into the eyes of a Brain Slayer, it is of attack. To
said, is to gaze into pure, unsullied hatred. It is also counter this, a
extremely unwise, as their eyes carries their most number of
potent weapons - a powerful hypnotic gaze that can defences have
been invented;
transfix a man and swiftly draw him into range of
one is the Crystal
their tentacles. Warrior. After a
Combat lengthy sculpting
Brain Slayers will first try to hypnotise opponents, and animating
and then proceed to encircle their heads with it's ten- process, the
tacles and begin to drain their minds. If this does not resulting Crystal Warrior is set to work patrolling the
incapacitate their enemies, they will flail with their passages and chambers of the wizard's stronghold
tentacles to try to ensnare them again - but if they are Combat
seriously harmed they will flee, for they are cowardly Anyone who is not recognised by a patrolling or

28
at heart. guarding Warrior is attacked mercilessly. Crystal
Hypnotic Gaze (SU) Warriors have no sense of self-preservation, and no
A gaze weapon with a range of 30 ft., anyone meeting fear.
the gaze of the Brain Slayer must make a Will save
against DC 15 or be stunned for 1d6 rounds.
Construct The Death Hawk is a natural predator, seeking out
Immune to mind-influencing effects, poison, disease, fresh meat to feed its self and its young. They resem-
and similar effects. Not subject to critical hits, subdual ble normal Hawks but have a
damage, ability damage, energy drain, or death from longer wing span (7ft.). The
massive damage. creatures gain their name
Damage Reduction (EX) because they are not
Crystal Warriors are very difficult to hurt with slash- scared to attack any crea-
ing or piercing weapons, they reduce all damage from ture. Many caravan parties
these weapons by 15 points. Bludgeoning and force- travelling through the
based attacks (magic missile) affect them normally. Trolltooth pass have
Elemental Resistance (EX) reported being
Because of their construction, Crystal Warriors are attacked by Death
very resistant to normal elemental attacks. They have Hawks.
acid, cold, electrical and fire resistance of 10.
Combat
Sonic Vulnerability (EX) Death Hawks combine both claws into a single attack
Their crystalline structure is vulnerable to sonic
attacks. On a failed saving throw, the Crystal Warrior Skills
takes double damage from a sonic attack. Death Hawks gain a +8 racial bonus to Spot in day-
Construction light. This bonus is not reflected in the creatures stats.
The sorcerer first takes a large block of pure quartz
and fashions it into human form with a specially treat-
Flesh Grub
Fine Aberration
ed hammer and chisel. The statue is then temporarily
Hit Dice: 1 hit point
animated by a lengthy ritual, which bears many simi-
Initiative: +0 (Dex)
larities to that used in the creation of a Golem. Upon
Speed: 5 ft. cannot run
completion, the Crystal Warrior can memorise the
AC: 18 (+8 size)
faces of two people, or remember a particular symbol;
Attacks: Bite +3 melee
these people or anyone bearing the symbol will be
Damage: 1 point
allowed to pass. All others will be attacked on sight by
Face/Reach: 5ft. by 5ft./ 5ft.
the Warrior. The magical rituals of animation take 1
SA: Attach
week to complete, and the sorcerer must labour for at
SQ: Blind sight 10ft.
least 8 hours per day of the rituals. The character must
Saves: Fort +2, Ref +0, Will +0
have the Craft Magical Arms and Armour feat and the
Abilities: Str 1, Dex 10, Con 11, Int 2, Wis 11,
Craft Wondrous Item feat. The materials needed cost
Cha 2
20,000gp (10,000 of which is for the quartz).
Skills: Climb +4
Creation Feats: None
Creating the body requires a Craft (sculpture) check
DC 16. The creator must be 10th level and able to cast Climate/Terrain: Any underground, any
arcane spells. Completing the ritual drains 500xp from swamp / marsh
the creator and requires the spells Endurance, Organisation: Mass (1-200)
Challenge Rating: 1/6
Geas/Quest, Polymorph Other and Stoneskin.
Treasure: None
Death Hawk Alignment: Always Neutral Evil
Tiny Animal Advancement: ----
Hit Dice: 1D8 (4hp) Mooching about in old tombs or dungeons may be the
Initiative: +3 (+3 Dex) best way for an adventurer
Speed: 10 ft., fly 60ft. (Average) to gain fame and fortune,
AC: 17 (+2 size, +3 Dex, +2 natural) but it is not without it's
Attacks: Claws +5 melee hazards. As well as the
Damage: Claws 1D4 -2 larger creatures, there are
Face/Reach: 2 ½ ft. by 2 ½ ft./ 2 ½ ft. many smaller dangers,
SA: None such as Flesh Grubs. These
SQ: None disgusting maggot-like
Saves: Fort +2, Ref +5, Will +2 worms lurk writhing in
Abilities: Str 6, Dex 17, Con 15, Int 2, Wis 12, rotten debris and other
Cha 6 hidden corners, waiting
Skills: Listen +6, Spot +6* for the tell-tale scent of
Feats: None human flesh to waft by.
They are blind, but can
Climate/Terrain: Any forest, plains, hills and easily smell out their tar-
mountains get before latching on to it
Organisation:
Challenge Rating:
Solitary or pair
1/3
with barbed teeth.
Combat 29
Treasure: None The Flesh Grub usually attacks someone who has dis-
Alignment: Always Neutral turbed it's resting place, perhaps searching a rotten
Advancement: ---- coffin or something similar. They bite on, and hang
onto the flesh consuming it rapidly. The Flesh Grubs sacrifices. The raiders are surprisingly disciplined,
will drop off of their own accord if left to eat, inflict- and it is widely thought that they are ruled over by an
ing 3 points of damage per Grub. evil lord who has trained them. In fact, their leader is
a powerful Ice Demon, called to the Earthly Plane by
Attach (Ex)
his devoted acolytes.
If the Flesh Grub hits it's victim it is automatically con-
For most of the time, the beast simply squats, as
sidered to have attached itself to the flesh. Thereafter,
motionless as a statue carved from the ice, watching
it deals an automatic point of damage each round,
and listening to it's worshippers. It can communicate
until it has inflicted 3 points at which time it will drop
telepathically with the shaman who rules them, order-
off, gorged on fresh meat. If it is pulled off, it will do
ing attacks and sacrifices as it desires. When a cap-
another point of damage as it is torn away from the
tured human is brought before it for sacrifice, the
skin. The Flesh Grub is easily removed and crushed -
Demon will come to life and attack, rows of icicles
a character can remove and kill six each round.
snapping from its limbs as its great body lumbers for-
Blind-Sight (Ex) wards. The Ice Demon stands at least 20 feet tall, and
Flesh Grubs use their advanced sense of smell to 'see' is fat and strong. It's grim head supports two huge,
anything within 10 feet of them. curving ram's horns. Behind it, a wide pair of bat-like
Skills wings spread for almost 30 feet. The Ice Demon is
completely white, and appears to be made from the
Flesh Grubs use their Dexterity modifier for Climb
ice itself.
checks, rather than their Strength modifier.
Combat
Ice Demon (T'armeru) The Ice Demon strikes with it's two massive fists,
Huge Outsider (Chaos, Cold, Evil) while breathing clouds of freezing mist onto it's ene-
Hit Dice: 10d8+10 (55 hp) mies. Should the Demon be defeated, it's body will
Initiative: -1 (Dex) shatter like a block of ice, and it's spirit will be ban-
Speed: 30 ft. or Fly 40 ft. (poor) ished back to Hell.
AC: 17 (-2 size, -1 Dex, +10 natural) Cold-Subtype (Ex)
Attacks: 2 Slams (+16 melee) Immune to cold. On a failed saving throw, the Ice
Damage: Slam 1D10 +6 Demon takes double damage from fire attacks.
Face/Reach: 10 ft. by 10 ft./ 15ft.
SA: Icy Breath Icy Breath (Su)
SQ: Cold-Subtype, Damage Reduction As a free action, the Ice Demon exhales a cloud of
10/+1, Telepathy freezing mist, surrounding it in combat in a 10 ft.
Saves: Fort +10, Ref +6, Will +8 radius. All creatures within the mist must make a
Abilities: Str 23, Dex 8, Con 13, Int 8, Wis 13, Fortitude save against a DC of 16 or sustain 1d6 points
Cha 12 of cold damage. This save must be made each round
Skills: Climb +16, Jump +16, Listen +11, the victim is in the mist.
Sense motive +11, Spot +11, Swim +16 Telepathy (Su)
Feats: Cleave, Great Cleave, Power Attack As a free action, the Ice Demon can communicate tele-
pathically with any creature within 100 ft. that has a
Climate/Terrain: Any cold land language.
Organisation: Solitary
Challenge Rating: 8 Mammoth
Treasure: Standard Huge Animal
Alignment: Always Chaotic Evil Hit Dice: 11D8 +55 (104 hp)
Advancement: 11-16 HD (huge) Initiative: +0 (Dex)
The trappers of the Icefinger Mountains talk in Speed: 40ft
hushed whispers of a certain sheltered valley high in AC: 15 (-2 Size, +7 natural)
the mountains, from where streams of fanatical Orcs, Attacks: Slam (+16 melee), 2 stamps (+11
Goblins and Neanderthals have been known to pour Melee) or Gore (+16 melee)
out, to raid trading posts and villages for slaves and 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: Any cold land


Organisation: Solitary or herd (2-10)

30 Challenge Rating:
Treasure:
Alignment:
8
None
Always Neutral
Advancement: 12 - 22 HD (huge)
Mammoths are huge shaggy-haired animals, similar a religious totem or statue. They
to elephants but dwelling chiefly in cooler climes. look like thin, filthy humans, with
They are rare creatures, encountered most frequently wild hair and untrimmed claw-
on the barren northern plains around the Icefinger like nails on their hands and
Mountains, but a few scattered herds have been toes. They will be carrying crude
reported spears and knives, and may be
in other decorated with poorly made
i c y pendants, bracelets, and studs in
regions. their ears and noses. They are
They are unintelligent beings and will
usually sometimes be found in the serv-
coloured a ice of a clever leader - an Orc,
d e e p Goblin, or maybe even an evil
brown, human. Neanderthals have a
with large whole pantheon of primitive
curving Gods, for they worship every-
t u s k s thing they don't understand from the sun to a moun-
extending tain. One member of a tribe may be a shaman, dressed
out in up with bones, feathers and rattles and covered in
front of bizarrely painted designs. They have no special pow-
them. They are fairly docile, and wander in small ers except a great sense of theatre and ritual - anyone
herds in search of vegetation to feed up on. demonstrating real magic to a Neanderthal tribe can
Mammoths are hunted by many of the northern expect to be treated as nothing less than a God!
tribes, both Human and Toa-suo, for their meat, ivory There are even more primitive tribes of
and warm shaggy pelts. Folk-legend tells of a time Neanderthals who dwell primarily in caverns and
where mammoths roamed the lush plains. Huge underground, these primitives are often referred to as
herds were not uncommon, but such times are long Cavemen. They rarely wear armour, and more often
gone. The Mammoth is being hunted to extinction.
make use of simple clubs than spears.
Combat Neanderthal Characters
In an attack, a Mammoth will rear up on its hind legs
Neanderthals are a brutish bunch, and typically those
brandishing its tusks menacingly, and attempting to
who excel within their primitive culture are
knock over and trample its opponent.
Barbarians.
Trample (EX) Combat
A Mammoth can trample creatures of medium size or
Neanderthals are uninspired when it comes to battle-
smaller for automatic Gore damage. Any opponent
tactics; they tend to run towards the enemy yelling
who does not take an attack of opportunity can make
and screaming incomprehensible war cries.
a Reflex save (DC20) for half damage.
Occasionally, when hungry, they may try to creep up
Neanderthal (caveman) on an unawares enemy and then proceed to rush from
Medium Humanoid concealment, attacking in their usual fashion. They
Hit Dice: 2d8+4 (13 hp) favour crude spears and improvised blunt weapons,
Initiative: +0 (Dex) as they lack the ability to make iron weapons.
Speed: 20 ft. (hide armour); base 30 ft.
AC: 14 (+1 natural, hide armour)
Night Stalker
Large Monstrous Humanoid
Attacks: Club +2 melee or Short spear +2 melee
Hit Dice: 9d8+9 (49 hp)
Damage: Club 1d6+1 or Short spear 1d8+1
Initiative: +1 (Dex)
Face/Reach: 5ft. by 5ft./ 5ft.
Speed: 40 ft.
SA: None
AC: 19 (-1 size, +2 Dex, +8 natural)
SQ: None
Attacks: 2 claws +15 melee and bite +10 melee
Saves: Fort +5, Ref +0, Will +0
Damage: Claw 1d8+6, bite 1d6+3
Abilities: Str 13, Dex 10, Con 15, Int 6, Wis 11,
Face/Reach: 5ft. by 5ft./ 10ft.
Cha 8
SA: None
Skills: Climb +4, Jump +3
SQ: Frightful Presence, Immunities
Feats: Power Attack
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 23, Dex 14, Con 13, Int 10, Wis 13,
Climate/Terrain: Cold plains and mountains,
Cha 12
underground
Skills: Climb +10, Jump +10, Listen +6,
Organisation: Solitary, Pair, Hunting group
Wilderness lore +8
(3-10), tribe (11-60)
Feats: Great Fortitude, Power Attack, Track
Challenge Rating: ½
Treasure: None
Climate/Terrain: Any underground
Alignment: Always Chaotic Neutral
31
Organisation: Solitary
Advancement: By character class
Challenge Rating: 6
The brutish semi-humans known as Neanderthals are
Treasure: None
a primitive and violent race to be found in many areas.
Alignment: Always Neutral Evil
They will usually be encountered as hunting-party or
Advancement: 10-15 HD (large)
in a settlement - typically a crude circle of huts around
In the dank, forbidding depths of dungeons deep Organisation: Solitary
below the ground, many perils stalk the darkness in Challenge Rating: 10
search of their next meal. The Night Stalkers were per- Treasure: None
haps human once, but Alignment: Always Neutral
they are something Advancement: ----
less than human now. There are many methods employed by wizards and
Bent over from their noblemen to protect their vast treasure hoards, includ-
endless wanderings in ing Golems, Crystal Warriors, and Sentinels. First cre-
the oppressive tun- ated by a sorcerer in the service of Baron Kognoy of
nels, they are sinewy Kaypong, a province
beings covered in to the east of Fang,
folds of leathery grey they are powerful,
skin. Their facial fea- near-invisible
tures are gruesome - guardians. Unlike
eyes sunk deep into many such
sockets and perma- guardians, they are
nently squinting, teeth quite easy for their
as long as a man's little master to control.
finger, skin wrinkled They are created by
and warty. Their arms pouring a specially
are long and thin, and formulated magical
end in large, clawed hands that can split stone or skills potion over a gem-
with equal ease. They may be carrying a small lantern stone or piece of
to guide their unceasing patrols - even though they metal, in order to
can see perfectly in the darkness, the lantern ensures create a Sentinel of
their prey can look upon their foul features and hope- the same basic mate-
fully be cowed into submission. They may wear petty, rial. The potion-cov-
worthless trinkets stolen from past victims for the nice ered material, typically a gold coin or a small dia-
way they sparkle in the wan lantern light. mond, will retain it's form until touched by living
Combat flesh. When creating a Sentinel, it is advisable to use
A Night Stalker will ceaselessly pursue it's prey, and tongs!
then attack silently, clawing chunks of meat straight The potion-drenched object is usually secreted near
from the bones of it's terrified victim. Night Stalkers the top of a pile of treasure, where it will hopefully be
are ceaseless in their attacks, and never make any picked up by a thief. Once touched, it transforms
complaint at their injuries, fighting to the death. immediately into a large, fearsome warrior. The
Sentinel cannot be harmed by blows unless the oppo-
Frightful Presence (Su) nent is in contact with a piece of material from which
Any creature within 30 ft. that looks upon the features the Sentinel was formed. Thus, to damage a Gold
of a Night Stalker must make a Will save against DC Sentinel it's opponent must be holding a piece of gold
15 or become shaken (-2 morale penalty to all attack in it's hand. If defeated, the Sentinel shifts back to it's
rolls, skill checks and saving throws) until the Night original form and will not transform again.
Stalker is slain or the victim escapes. This save is nec-
essary only once. This ability is the reason Night
Combat
The Sentinel will relentlessly attack any living thing it
Stalker's like to carry lanterns!
can see. If it runs out of targets, it will simply wait for
Immunities (Ex) more to arrive or until an hour has passed, when it
Night Stalkers are immune to mind-affecting spells reverts to it's ordinary form to await the next hapless
and abilities. This includes all forms of Fear and thief.
Charm spells, as well as Illusions.
Construct
Sentinel, Metal Immune to mind-influencing effects, poison, disease,
Medium Construct and similar effects. Not subject to critical hits, subdual
Hit Dice: 12d10 (66 hp) damage, ability damage, energy drain, or death from
Initiative: +0 (Dex) massive damage.
Speed: 20ft (Can not run) Damage Ward (Ex)
AC: 24 (+14 natural) The Sentinel has Damage Reduction 30 against any
Attacks: Longsword +10 / +5 melee attack unless the attacker is holding a piece of materi-
Damage: Longsword 1d8+4 al which the Sentinel is made from.
Face/Reach: 5ft. by 5ft./5ft.
SA: None Snow Wolf
SQ: Construct, Damage Ward Large Animal
Saves: Fort +4, Ref +4, Will +4 Hit Dice: 4D8 +4 (22 hp)
Abilities: Str 19, Dex 10, Con --, Int --, Wis 11, Initiative: +2 (Dex)

32
Cha -- Speed: 50ft
Skills: None AC: 14 (+1 Dex, +4 natural, -1 size)
Feats: None Attacks: Bite (+5 melee)
Damage: Bite 1D6 +5
Climate/Terrain: Any Face/Reach: 5ft. by 10ft./5ft.
SA: Trip Attacks: Short spear +9 melee; or greataxe +9
SQ: Scent melee; or slam +9 melee
Saves: Fort +5, Ref +5, Will +1 Damage: Short spear 1d8+5, Greataxe 1d12+5,
Abilities: Str 21, Dex 13, Con 15, Int 2, Wis 12, Slam 1d4+5
Cha 6 Face/Reach: 5 ft. by 5 ft./ 10ft..
Skills: Hide +6*, Listen +6, Move silently +5, SA: None
Spot +6, Wilderness lore +2* SQ: None
Feats: Weapon finesse (bite) Saves: Fort +8, Ref +2, Will +2
Abilities: Str 21, Dex 10, Con 17, Int 8, Wis 11,
Climate/Terrain: Any cold lands, hills, plains Cha 8
and mountains Skills: Climb +10, Jump +7, Wilderness lore
Organisation: Solitary, pair or pack (7 - 16) +3
Challenge Rating: 2 Feats: Cleave, Power Attack
Treasure: None
Alignment: Always Neutral Climate/Terrain: Temperate hills, mountains
Advancement: 5 HD (large) Organisation: Solitary, pair, war band (3-8)
In the extreme north of Allansia, the species known as or tribe (10-30)
the Snow Wolf may be encountered. They are larger Challenge Rating: 3
than normal wolves, and are savage killers, which fear Treasure: Standard
nothing. Covered all Alignment: Usually Chaotic Evil
over in shaggy white Advancement: By character class
fur they are all but The inter-
indistinguishable minable
from their surround- w a r s
ings. Only their between
hunger crazed red t h e
eyes will give them Dwarfs
away. The Toa-suo and the
keep trained Snow Hill Trolls
Wolves with which have con-
they hunt Yeti and tinued
Frost Giants. s i n c e
Combat before his-
The Snow Wolf will tory was
use its natural surroundings to hide in while moving recorded, for the two races loathe each other. Hill
closer to its prey. The Snow Wolf will attempt to trip Trolls are warlike beings, who provide endless haz-
its opponent them bite with its huge teeth. ards to travellers and settlers in the higher regions.
They are the largest of all Trolls, usually dressed in
Trip (EX) furs and leathers, their long hair braided with bones
A Snow Wolf who scores a successful bite attack can and jewellery. Their favourite weapons are spears and
attempt to trip an opponent as a free action (see PHB axes, and they also use shields and odd scraps of
Chapter 8, Trip for more information) without making armour to protect themselves. They dwell in tribal vil-
a touch attack or provoking an attack of opportunity. lages high in the hills, from where they can sweep
Skills down into the valleys to attack the settlements of
A Snow Wolf receives a +8 racial bonus to Hide when Dwarfs and humans alike.
in the snow and a +6 racial bonus to Wilderness lore Troll Characters
when using its scent to track. Those Trolls that rise above the general thuggish rab-
ble of their fellows usually aspire to become Fighters.
Titan Trolls
Trolls are large, ugly humanoids related to Ogres, Yeti
Orcs, Goblins, and a variety of lesser crossbreeds. Large Magical Beast (Cold)
They may be found in many lands, but always doing Hit Dice: 6d10+18 (52 hp)
what they most enjoy - being thoroughly evil! From Initiative: +0 (Dex)
the civilised Troll mercenaries of Port Blacks and to Speed: 40ft
the savage Trolls of the Moonstone Hills and beyond, AC: 17 (-1 size, +8 natural)
these creatures delight in torture, death and worse. Attacks: 2 claws (+11 melee), bite (+6 melee)
There are a number of different types of Troll, found Damage: Claw 1d6 +5 plus 1 cold, bite 2d4 +3
in different areas of the world. plus 1 cold
Face/Reach: 5ft. by 5ft./10ft.
Titan Hilltroll SA: Freezing touch
Large Humanoid SQ: Cold Subtype, Scent
Hit Dice: 6d8+18 (46 hp) Saves: Fort +10, Ref +5, Will +3

33
Initiative: +0 (Dex) Abilities: Str 21, Dex 10, Con 17, Int 4, Wis 13,
Speed: 30 ft Cha 10
AC: 18 (-1 size, +5 natural, Leather Armour Skills: Climb +7*, Hide +1*, Move silently +4,
and Shield) Wilderness lore +5
Feats: Great Fortitude, Track
Climate/Terrain: Any cold land Appendix 2- New Magic
Organisation: Solitary
Challenge Rating: 6 New Spells
Treasure: Standard
Alignment: Always Neutral Evil
Ancient Death Spell
Necromancy; Level: Sor 5; Components: V,S,M;
Advancement: 7-10 HD (large), 11-14 HD
(huge) Casting Time: 1 hour; Range: close (25 ft.); Area Effect:
All creatures within 25ft. emanation; Duration:
In the desolate mountain-
Permanent; Saving Throw: None; Spell Resistance: No
ous wastes of northern
Allansia, where the snow This spell infects the recipient with a magical disease
falls thick and the wind that causes a slow and agonising death as the infected
cuts like an icy dagger, creature wastes away. The disease can take several
hunters huddle around days to manifest any symptoms and is thus very diffi-
their campfires and cult to spot. A successful skill (Heal) check (DC25) will
speak in hushed, fearful determine that the infected creature is suffering from
voices of the Yeti. Their an unusual disease. A subsequent skill (Spellcraft)
folk-tales say that long check (DC25) will determine that the illness is magical
ago they were the rulers and reveal it's cause.
of this craggy, inhos-
Creatures affected go through 4 stages of illness:
pitable land. With the
coming of man and Stage 1: Incubation - the magical disease takes up to
dreaded fire, the beasts 1D6 days before it has any noticeable affect on the
retired to the higher infected creature. At the end of this stage the creature
slopes, emerging only must make a Fortitude save DC10 or immediately lose
occasionally to prey on 1 point of constitution permanently. At this point the
men. creature will be aware they are ill.
Standing more than 13 feet tall when rearing fully Stage 2: The disease intensifies it's attack upon it's
upright, these huge monsters are covered in masses of hosts body, 24 hours after stage 1 ends the infected
thick white fur, a pelt most prized by hunters - often creature must make a Fortitude save DC14 or lose 1D4
selling for 1,000 gp or more. Like a cross between the
points of constitution permanently.
most savage of apes and most fearsome of bears, they
are equipped for hunting with a mouth brimming Stage 3: The disease is now rampant in the infected
with sharp tusks and razor-like teeth, and paws full of creature’s body, 24 hours after stage 2 has ended the
claws each as long as a man's hand! Furthermore, their infected creature must make a Fortitude save DC18 or
touch imparts a deadly freezing chill into their victim. lose 1D6 points of constitution permanently.
Unlike most of the mountain creatures, Yeti do not Stage 4: the disease is now entering it's final deadly
need to hibernate in even the harshest winters, for phase, 24 hours after stage 3 the infected creature
they can withstand even the worst blizzards in their must make a Fortitude save DC35 or lose 2D6 + 6
relentless hunt for food. points of constitution permanently.
Combat If the infected creature's constitution score is reduced
These massive beasts are not very intelligent, but they to 0 at any stage of the diseases progress the creature
possess an animal cunning. They silently track their immediately dies.
prey, usually by scent alone. They may follow an The disease cannot be cured by any means (includ-
unwary man for days before choosing to strike. They ing the Remove Disease spell) except for a complicat-
do so quickly, ripping their victim to shreds with their ed ritual that is only known by certain Master Healers
massive claws and teeth. If seriously wounded, they
scattered across the world.
will usually lope away into the snowy wastes and
climb up into the freezing mountains where no-one Material Components: Crushed gems worth 2000gp
can follow.
New Magic Items
Cold Sub-type
Yeti are immune to cold damage. They are vulnerable Collar of Obedience
to fire, taking double damage on a failed saving throw Collars of Obedience are magical items that are used
against fire attacks. to enslave and control the creatures wearing them.
Freezing Touch (Su) Collars are attuned to their creator who can exercise
The touch of a Yeti inflicts 1 point of cold damage. limited control over those wearing them.
This damage is applied to each hit from a Yeti's natu- The Collar gives the controller crude telepathic aware-
ral weaponry, and to any creature that strikes a Yeti ness of any creature wearing one, the controller is
with a natural weapon.
aware of whether the wearer is alive or dead and can
Skills send simple commands to a creature up to 5 miles
Yeti have a +4 bonus to tracking checks when using away. Creatures wearing a Collar cannot voluntarily

34
the Scent special ability. They also receive a +8 racial
move more then 5 miles away from their controller.
bonus to Hide checks when among ice and snow, and
they ignore the penalty to Climb checks for icy sur- The controller must concentrate to send commands
faces. These bonuses are not included in the statistics to wearers and cannot communicate with more than 4
block.
wearers at any one time although they retain aware- Aragose cannot be healed by any means. Once his hit
ness of all those wearing their Collars. points are reduced to 0, Aragose, his equipment and
The wearer of the Collar must make a Will save the copper ring will crumble to dust.
(DC25) whenever a command is issued to them by Aragose the Defender, male human Ftr10: Size M (6
their controller. Failure means that the command must ft., 0 in. tall); HD 10d10 +40; hp 61 (from 122); Init +6
be followed without hesitation. Success allows the (+2 Dex, +4 Improved initiative); Spd 20 ft. (Full Plate
wearer to ignore the command if desired. mail armour ) base 30ft.; AC 25 (+1 Dex -due to
The controller can inflict pain to any wearer by mak- armour, Full Plate mail +2, Large steel shield +2);
ing the Collar constrict around their throats, if desired Attack +19/ +14 melee (Longsword 1D8 +10); SV Fort
the Collar can be tightened enough to strangle the +7, Ref +6, Will +5; AL N; Str 20, Dex 15, Con 18, Int 10,
wearer causing 2D6 damage per round. Wis 10, Cha 10. Languages Spoken: None (but
A Collar of Obedience cannot be removed by it's Aragose understands all language). Feats: Blind-fight,
wearer while the controller lives, if the controller dies Cleave, Great cleave, Dodge, Improved initiative,
the Collar turns black and crumbles to dust. Collars Power attack, Toughness, Weapon focus (Longsword),
can be removed by another creature upon a successful Weapon specialisation (Longsword). Equipment: Full
casting of a Remove Curse spell. Plate mail +2, Large Steel Shield +2, Longsword +3
Wearing the Collar grants Darkvision 60ft.. Caster Level: 11th; Prereq.: Planar Ally, Greater Magic
Caster Level: 10th; Prerequisites: Craft Wondrous Weapon, Magic Vestment, Forge Ring; Price 30,000
Item, Dominate Person, Darkvision and Telepathic Szordrins Dust
Bond; Price 6000pg, weight 4lb This Magic Dust was created by a powerful Sorcerer
Potion of Fortune named Szordrin who dwells within the city of Khare
When the contents of this bottle have been imbued, on the continent of Kakhabad (also known as the old
the recipient may restore 1D4+3 Luck points. world). If the Dust, which is made from ground
Caster Level: 4th; Prerequisites: Brew Potion, Restore Minotaur's horn, is sprinkled on a transforming crea-
Luck; Market price 300 gp. ture - such as a polymorphed creature; a man chang-
Prism of Illusion ing into a Werewolf etc… - the targeted creature will
This Item is only usable by Wizards or sorcerers. remain in its current form for 2D6 hours.
This clear Prism measures 10 inches from top to bot- If the Dust is sprinkled on a transforming target, it
tom. The Prism can be used to store up to 10 levels of must make a Fortitude save (DC20) or remain in its
spells (from the school of Illusion only) in it. The spells current form for 2D6 hours.
must be cast into the Prism by a Wizard or Sorcerer. A full jar of Szordrin's Dust typically has 4 applica-
There they will remain until recalled. The Wizard or tions of the Dust within it.
Sorcerer can recall any spell stored within the Prism as Caster Level: 7th; Prerequisites: Polymorph Other ;
a standard action. Price 4000gp (1000 gp per application)
Caster Level: 7th; Prerequisites: Craft Wondrous The Healing Rose
Item, Imbue with spell ability; Price 25,000gp, Wt. 5lb This item appears to be an old, dying and withered
Ring of the Vampire's Curse rose whose colour has faded to a dirty red.
This silver ring appears to be of plain design, without A creature that sniffs the Rose will have a Cure
any markings at all. Moderate Wounds spell bestowed up on them healing
Any character who wears this ring on any finger 2D8 +5 hit points. The Healing Rose's power only
must make a Fortitude save (DC20) or suffer 2 nega- works once per day.
tive levels whilst wearing the ring. Only a Remove Caster Level: 5th; Prerequisites: Craft Wondrous
Curse spell allows the wearer to remove the ring. Item, Cure moderate wounds; Price 4000gp,
Caster Level: 7th; Prerequisites: Forge Ring, Bestow The Orb of Energy
Curse, Enervation ; Price 2,000gp This circular glass measures 10 inches in diameter.
Ring of Warrior Summoning Looking into the Orb, the viewer will see swirling
This copper ring is inscribed both inside and out. The mists within.
markings are written in an ancient language long for- Any creature that holds the Orb in both hands will
gotten that reads: Aragose the Defender have 1D8 points of cold damage healed. Damage from
Anyone who wears the ring on any finger will know other sources is not healed.
the rings power. Once per week the wearer of the ring The Orb has 100 charges when made, but is typical-
can summon forth Aragose the Defender. Aragose will ly found with 10D6 charges remaining.
appear as an ancient male warrior, clad in ornate Full Caster Level: 5; Prerequisites: Craft Wondrous Item,
Plate mail armour and carrying a Longsword and Cure Light Wounds, Endure Elements; Price 500gp
Shield. Aragose will attack any creature or person Tomah's Flute

35
specified by the wearer of the ring. Once the creature This Flute is silver, and quite ordinary in appearance.
or person is slain, Aragose will return to the ring. If a creature without the Perform skill holds the Flute
Aragose will not surrender any of his equipment to to their lips and attempts to play a tune, they will be
anyone. Attempts to force him to do so will cause him, amazed, for a wonderful tune will come forth.
his equipment and the ring to crumble to dust.
The creature using the Flute will gain the skill
Perform (Flute) +10 while playing the Flute. A creature appendix 4 - characters
that already has the skill Perform (Flute) will gain a +5
Redswift and Stubb - NPCs
enhancement bonus to the Perform (Flute) skill while
playing the Flute. Name: Redswift
Race/Sex: Wood Elf / male
Caster Level: 4th; Prerequisites: Craft Wondrous
Class/Level: Fighter / 7
Item, Skill Perform (flute) 10 ranks; Price 750gp, Hit Dice: 7D10+7 (hp55)
Weight 2lb Initiative: +8 (+4 Dex, +4 Imp. init)
Speed: 30ft. (6 squares)
Appendix 3- Campaign Play AC: 18 (+4 Dex, Studded leather +1)
touch 14, flat-footed14
This section has been added to Caverns of the Snow Attacks: +10/+5 melee (Longsword 1D8 +2)
Witch for those DM's amongst you that wish to incor- or +12/+7 ranged (Longbow 1D8+2)
porate this scenario into your ongoing campaign, Saves: Fort +6, Ref +6, Will +4
rather than play the 'quick version'. Abilities: Str 15(+2), Dex 19(+4), Con 13(+1),
Int 13(+1), Wis 14(+2), Cha 14(+2)
Party Levels Skills: Hide +4, Jump +5, Listen +4, Move
This scenario is designed for a party of three charac- silently +4, Search +3, Spot +4
ters of 8th level. The party would benefit from having Feats: Combat reflexes, Improved initiative,
Quick draw, Wpn focus(Longbow),
a good aligned cleric along for the adventure.
Wpn focus (Longsword), Weapon
Scaling the Adventure specialisation (Longbow)
Equipment: Studded Leather +1, Leather boots,
As mentioned before, The Caverns of the Snow Witch Collar of Obedience Longbow and 20
is designed to be played with three pre rolled 8th level Arrows, Winter cloak
characters. However, it can be adjusted for lower or Languages: Common, Elven, Goblin
higher level parties with a few modifications. Some
examples are given below. Name: Stubb
Race/Sex: Dwarf / male
Party Levels 5th - 7th Class/Level: Fighter / 7
Consider allowing the PC's to find some extra healing, Hit Dice: 7d10+14 (hp 79)
maybe potions or scrolls, and make sure they have Initiative: Init +5 (+1 Dex, +4 Improved init.)
plenty of opportunities to rest and fully recuperate Speed: 20ft. (4 squares)
between encounters. AC: 16 (+1 Dex, Chain shirt +1) touch
11, flat-footed 15
Encounters of EL6 or greater should be tweaked to
Attacks: +12/+7 melee (Battleaxe 1D8 +6), or
increase the parties chance of survival: Dungeon +8/+3 ranged (Light crossbow 1D8)
adventure: encounter 4 - replace the Mammoth with 2 Saves: Fort +7, Ref +3, Will +2
Snow Wolves; encounter 7 - reduce the Yeti to 5HD ; Abilities: Str 18(+4), Dex 12(+1), Con 14(+2), Int
encounter 11 - reduce the Mountain Elf to a 3rd level 12(+1), Wis 10(+0), Cha 9(-1).
fighter and the Goblins to 2nd level Fighters; in Skills: Appraise +3, Hide +3, Jump +4,
encounter 14 - reduce the human chef to a 5th level Listen +2, Move silently +1, Spot +2
Barbarian; encounter 15 - reduce Rillion to a 2nd level Feats: Alertness, Combat reflexes,
Fighter/Sorcerer; encounter 16 - reduce the Orc Cleric Improved initiative, Power attack,
to 3rd level and make the Orcs and Goblins normal Weapon focus (Battleaxe), Weapon
focus (Light Crossbow), Weapon
monsters without Fighter levels. Reduce the Ice
specialisation (Battleaxe)
Demons to 8HD; encounter 21 - reduce the Frost Giant Equipment: Chain Shirt +, Battleaxe, Winter
to 8HD and reduce his Strength to 20 (+5); encounter Cloak, Collar of Obedience
24 - reduce the White Dragon's age to very young and Languages: Common, Dwarven, Elven
make the Snow Witch a Vampire Spawn; encounter 29
- reduce the Brain Slayer to 5HD. Wilderness adven-
ture: 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
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 dun-

36 geon 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.
Combat
Rhana Quinn ellion g’aarak
In order for Rhana to hit her opponent, she must do the following; Roll a D20 and add her com- Combat
bat modifier for the weapon she is using (+6 for her Quarterstaff). If the result is equal to or In order for Ellion to hit her opponent, she must do the following: Roll a D20 and add her
greater than her opponents Armour class (AC), then she has hit. Rhana then rolls her damage combat modifier for the weapon she is using (+13 for her Heavy mace). If the result is
for the weapon she is using (1D6 +2 for her Quarterstaff).
equal to or greater than her opponents Armour class (AC), then she has hit. Ellion then
If a monster's roll to hit is equal to or greater than Rhana's AC, then the monster has scored a hit
rolls her damage for the weapon she is using (1D8+7 Heavy mace).
and Rhana looses hit points (hp).
When Rhana's hp reaches 0, she is unconscious. If they reach -10, she is dead.
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).
Skills
Rhana has a number of skills that she can use during the course of this adventure. In order for
When Ellion's hp's reach 0, she is unconscious. If they reach -10, she is dead.
Rhana to succeed at a skill, she must roll equal to or greater than the Difficulty Class (DC) num- Skills
ber for the skill in question on a D20 while adding the skill modifier. An example of this would Ellion has a number of skills that she can use during the course of this adventure. In order
be that Rhana is listening at a door. In order to hear the conversation on the other side she must for Ellion to succeed at a skill, she must roll equal to or greater than the Difficulty Class
make a skill (Listen) check (DC15). She rolls a D20 and adds the listen modifier (+7). (DC) number for the skill in question on a D20 while adding the skill modifier. An exam-
Rhana's swim skill, which is separated by the slash, (+2/ -5) is her modifier to swim with all of ple of this would be that Ellion is listening at a door. In order to hear the conversation on
her equipment on (-1 to Swim checks for every 5lbs carried). the other side she must make a skill (Listen) check (DC15). She rolls a D20 and adds her
Balance- Use this skill when you need to keep your balance on a ledge etc listen modifier (+6).
Climb- Use this skill to climb the tallest mountain or descend the deepest pit Note that some of Ellion's skills have a slash separating two figures (i.e. Climb +7/ +1). The
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat first number given is Ellion's modifier without her Armour penalty (-2 for her shield and -
Hide- use this skill to sink into the shadows and remain unseen 4 for her breast plate). Ellion's swim skill, which is separated by the slash, (+5/ -10) is her
Jump- Use this skill to leap over pits, vault low fences or leap onto tables modifier to swim with all of her equipment on (-1 to Swim checks for every 5lbs carried).
Listen- Use this skill to hear approaching enemies or to listen at doors Balance- Use this skill when you need to keep your balance on a ledge etc
Move silently- you can sneak up on an enemy, or slink away without being heard Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Search- you can find simple traps, hidden doors, and other details not readily apparent
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
Hide- use this skill to sink into the shadows and remain unseen
Swim- you can swim
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Feats
Listen- Use this skill to hear approaching enemies or to listen at doors
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:
Move silently- you can sneak up on an enemy, or slink away without being heard
Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast spells Search- you can find simple traps, hidden doors, and other details not readily apparent
on the defensive Spellcraft- you can identify a spell being cast or a spell effect.
Silent spell- you can cast a spell without the verbal component. The spell is cast as if it were one Spot- Use this skill to spy a rogue hiding in the shadows or a Camouflaged monster
level higher. Swim- you can swim
Maximise spell- You can cast a 1st level spell to maximum effect. The spell is cast as if it were 3 Feats
levels higher. Feats are features that give Ellion special capabilities, or improve ones that she already
Racial abilities: has. Listed below are Ellion's feats and a brief description of each one.
Low light vision- half elves can see twice as far as humans in starlight, moonlight and similar Alertness- +2 bonus on listen and spot checks
conditions Combat casting- you are adept at casting spells in combat. +4 to concentrate checks to cast
Immune to magical sleep- half elves are immune to magical induced sleep spells on the defensive
+2 save against enchantment- half elves gain a +2 bonus against enchantment spells or effects Weapon Focus (Heavy mace)- You are especially good with the Heavy mace. You add +1
Familiar to your attack roll with this weapon.
Rhana has a magically summoned creature called a familiar. His name is Milano and he is a rat. Turn undead - You can turn undead as a supernatural ability
Milano and Rhana can communicate empathically up to a range of one mile or they can talk to Spells
each other. Ellion worships the Deity Sindla. Her God grants her the use of spells.
Milano can also speak with other rats.
Spells per day are: 0 level- 6; 1st level- 5 +1; 2nd level- 4 +1 3rd level 3 +1 and 4th level 2 +1.
While Milano is within arms reach, Rhana gains the feat Alertness (+2 to Listen and Spot checks)
Her domains are: Good (all good spells are cast at +1 level) and Luck (use good fortune
At Rhana's discretion, any spell that she casts on herself (mage Armour for example) can affect
Milano if he is within 5ft.
once a day and re-roll a dice roll you just made)
Milano can deliver Rhana's touch effect spells Spontaneous casting
Milano has the feat improved evasion. This means that any attack that would cause Milano to Ellion can channel any spell revised into a cure spell
make a reflex save, he takes no damage. Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of Fortune will restore 1d4 +3 Luck.
Fortune will restore 1d4 +3 Luck.
Ellion G’arrak Hit Points
50 Luck
16 Rhana Quinn Hit Points
48 Luck
14
Size: Medium (6ft. 5 in) Size: Medium (5ft. 3 in)
Race/Sex: Half-Orc / female Race/Sex: Half-elf / female
Class/Level: Cleric / 8 Class/Level: Sorcerer / 8
Hit Dice: 8D8+0 (hp 50) Hit Dice: 8D4+24 (hp 48)
Initiative: +0 Initiative: +2 (+2 Dex)
Speed: 20ft. while wearing Speed: 30ft. (6 squares)
Breastplate armour Armour Class: 15 (+2 Dex, Amulet of
(4 squares), base 30ft. natural armour +3) touch 12, flat-footed 13
Armour Class: 20 (Breastplate armour +1 and large wooden shield Attacks (Damage): +6 melee (Quarterstaff 1D6 +2) or +7 melee (Dagger 1D4 +3) or +8
+2) touch 10, flat-footed 20 ranged (Dagger 1D4 +3)

Attacks (Damage): +14/ +9 melee (Heavy mace 1D8+7) or +6 ranged Special Qualities: Low light vision, Immune to magical sleep, +2 saves against enchant

(Light crossbow 1D8) ment spells and effects

Special Qualities: Dark Vision 60 ft. Saves: Fort +5, Reflex +4, Will +8

Saves: Fort +6, Reflex +2, Will +8 Abilities: Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 14 (+2), Wis 14 (+2), Chr 18
(+4) Luck 14 (+2)
Abilities: Str 20 (+5), Dex 10 (+0), Con 11 (+0), Int 12 (+1), Wis 15
Skills: Balance +5, Climb +3, Concentration +11, Hide +3, Jump +4, Listen
(+2), Chr 9 (-1) Luck 16 (+3)
+7, Move silently +4, Search +4, Spellcraft +11, Spot +4, Swim +2/ -5
Skills: Balance +6/ +0, Climb +7/ +1, Concentrate +11, Hide
Feats: Combat casting, silent spell and Maximise spell
+2/ -4, Jump +6/ +0, Listen +6, Move silently +0/ -6,
Spells: Spells castable per day (6/7/7/6/4); base DC = 14+ spell level):
Search +6, Spellcraft +11, Spot +8, Swim +5/ -10
0 level- Arcane Mark, Daze, Detect Magic, Disrupt Undead, Ghost
Feats: Alertness, Combat casting and Weapon focus (Heavy
Sound, Open/ Close, Ray of Frost and Read Magic; 1st Level- Ray of
mace)
Enfeeblement, Burning Hands, Endure Elements, Expeditious Retreat and
Bonus Feats: Turn undead, Spells, Spontaneous casting
Mage Armour; 2nd Level- Bull's Strength, Mirror Image and Melf's Acid
Spells: Spells per day: (6 /5 +1/4 +1/3 +1/2 +1)
Arrow; 3rd Level: Flame Arrow and Haste; 4th Level: Minor Globe of
Equipment: Heavy mace +2 (12 lbs), light crossbow (6 lbs) 10 bolts
nvulnerability.
(1lb total) Breastplate armour +1 (20 lbs), large wood
Equipment: Wand of magic missiles (5th level, 20 charges),
en shield +2 (10lbs), Explorers outfit (8lbs), backpack
Quarterstaff +1(4lb), Dagger +2 in boot (1lb), Dagger +2 in belt
(2lbs): winter blanket (3lbs), torches x3 (3lbs total),
scabbard (2lb), explorers outfit (8lbs), sorcerer's robes (2lbs) Amulet
50ft. silk rope (5lbs), sacks x2 (1lb total), pitons x6 (3lb
of natural armour +3, backpack (2lbs): winter blanket (3lbs), scroll
total), small hammer (2lbs), rations for four days (2lbs
case (0.5lbs), Bullseye lantern (3lbs), 50ft. silk rope (5lbs), sacks x2 (1lb
total), Flint and steel (1lb), 2x Potions of Cure
total), pitons x6 (3lb total) small hammer (2lbs), rations for four days (
Serious wounds and a potion of Good Fortune.
lbs total), Flint and steel (1lb), 2x Potions of Cure Serious wounds
Encumbrance: Light load carried (weight carried 79 lbs)
and a potion of Good Fortune.
Languages: Common, Goblin, Orc
Encumbrance: Light load carried (weight carried 37.5lbs)
Deity: Sindla (Titan Goddess of Luck)
Languages: Common, Elven, Orc
Domains: Luck and Good

Notes
Race:
Milano - Rhana’s familiar
Rat (tiny animal)
hit points
24
HD: 8 (24 hit points)
AC: 18 (+2 size, +2 Dex, +4 Natural)
Atk: Bite +4 melee (Bite 1D3 -4)
Saves: Fort +2, Reflex +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 9, Wis 12, Chr 6
SQ: Scent
Special: Alertness, Improved evasion, Share spells, Empathic link,
Speak with master and Touch.
Skills Balance +10, Climb +12, Hide +18, Listen +1, Move silently
+10, Spot +1
Feats: Weapon finesse (bite)
Dekion strom sarian jax
Combat
Combat
In order for Sarion to hit his opponent, he must do the following: Roll a D20 and add his
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 (+8 for his Shortsword). If the result is equal
combat modifier for the weapon he is using (+15 for his scimitar). If the result is equal to
to or greater than his opponents Armour class (AC), then he has hit. Sarion then rolls his
or greater than his opponents Armour class (AC), then he has hit. Dekion then rolls his
damage for the weapon he is using (Shortsword 1D6 +2).
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 Sarion's AC, then the monster has
If a monster's roll to hit is equal to or greater than Dekion's AC, then the monster has
scored a hit and Sarion looses hit points (hp).
scored a hit and Dekion looses hit points (hp).
When Sarion's hp reaches 0, he is unconscious. If it reaches -10, he is dead.
When Dekion's hp reaches 0, he is unconscious. If they reach -10, he is dead.
Skills
Skills
Sarion has a number of skills that he can use during the course of this adventure. In order
Dekion has a number of skills that he can use during the course of this adventure. In
for Sarion to succeed at a skill, he must roll equal to or greater than the Difficulty Class
order for Dekion to succeed at a skill, he must roll equal to or greater than the Difficulty
(DC) number for the skill in question on a D20 while adding the skill modifier. An exam-
Class (DC) number for the skill in question on a D20 while adding the skill modifier. An
ple of this would be that Sarion is listening at a door. In order to hear the conversation on
example of this would be that Dekion is listening at a door. In order to hear the conversa-
the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds his lis-
tion on the other side he must make a skill (listen) check (DC15). He rolls a D20 and adds
ten modifier (+10).
the listen modifier (+4).
Sarion's Swim skill, which is separated by the slash, (+2/ -5) is his modifier to swim with
Note that some of Dekion's skills have a slash separating two figures (i.e. Climb +11/ +7).
all of his equipment on (-1 to Swim checks for every 5lbs carried).
The first number given is Dekion's modifier without his Armour penalty (-2 for his Chain
Appraise- Use this skill to determine the approximate value of an item.
mail shirt and -2 for his Large steel shield). Dekion's swim skill, which is separated by the
Balance- Use this skill when you need to keep your balance on a rocking boat etc
slash, (+10/ -6) is his modifier to swim with all of his equipment on (-1 to Swim checks for
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
every 5lbs carried).
Disable devise- use this skill to disable traps both mechanical and magical
Balance- Use this skill when you need to keep your balance on a ledge etc
Hide- use this skill to sink into the shadows and remain unseen
Climb- Use this skill to climb the tallest mountain or descend the deepest pit
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Concentrate- Use this skill when you need to focus your mind or cast a spell in combat
Listen- Use this skill to hear approaching enemies or to listen at doors
Hide- use this skill to sink into the shadows and remain unseen
Move silently- you can sneak up on an enemy, or slink away without being heard
Jump- Use this skill to leap over pits, vault low fences or leap onto tables
Open lock- Sarion can open locks with the aid of lock picks
Listen- Use this skill to hear approaching enemies or to listen at doors
Pick pockets- Sarion can steal from people without them knowing
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
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
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
Swim- you can swim
Feats
Feats
Feats are features that that give Dekion special capabilities, or improve ones that he
feats are features that give Sarion special capabilities, or improve ones that he already has.
already has. Listed below are Dekion's feats and a brief description of each one.
Listed below are Sarion'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.
Alertness- Due to your keen senses you gain a +2 bonus to Listen and Spot checks.
Cleave- If you kill a creature with your sword, your blow follows through to possibly
Dodge- you are adept at dodging blows. Designate an opponent and receive a +1 bonus to
strike another opponent within immediate reach.
AC against attacks from that opponent.
Dodge- You are adept at dodging blows. Designate an opponent and receive a +1 bonus to
Improved initiative- +4 to initiative roll
AC against attacks from that opponent.
Point Blank shot- You gain a +1 to hit and damage with ranged weapons up to 30ft.
Power attack- You can make exceptionally powerful attacks. You may take a penalty on
Sneak attack- If Sarion catches his opponents flatfooted he gains additional damage
your to hit roll and add that score to your damage (if you hit).
(+4D6)
Sunder- You are skilled at attacking another's weapon. This does not provoke an attack of
Evasion- any attack that would require a save for half damage deals no damage (if the
opportunity (see PHB page 136)
save was successful)
Weapon focus (Scimitar)- You are especially good with the scimitar. You add +1 to your
Uncanny dodge- you can never be caught flatfooted, nor can you be flanked.
attack roll with this weapon.
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Weapon specialisation (Scimitar)- Your extra training allows you to gain +2 damage with
this weapon. Fortune will restore 1d4 +3 Luck.
Potions: Potions of Cure Serious Wounds will heal 3D8 +1 hit points. Potion of
Fortune will restore 1d4 +3 Luck.
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Sarian Jax Hit Points
48 Luck
16 Dekion Strom Hit Points
90 Luck
13
Size: Medium (5ft. 10 in) Race/Sex: Human / male
Race/Sex: Human / male Size: Medium (6ft. 2in)
Class/Level: Rogue / 8 Class/Level: Fighter / 8
Hit Dice: 8d6+8 (hp 48) Hit Dice: 8D10+24 (hp 90)
Initiative: +3 (+3 Dex)
Initiative: +8 (+4 Dex,
Speed: 20ft. (4 squares)
Improved initiative)
base 30ft.
Speed:30ft. (6 squares)
AC: 20 (+5 Dex, leather armour +3); touch 15, flatfooted 15 Armour Class: 23 (+3 Dex, Chainmail +2 and Large steel shield +1)
Attacks: +8/ +3 melee (Shortsword 1D6 +2) or +12/ +7 ranged touch 13, flat-footed 20
(shortbow 1D6 +1) or +7/ +2 melee (Dagger 1D4 +1) or Attacks: +15/ +10 melee (Scimitar 1D6 +8) or +13/+8 melee
ranged +11/+6 (Dagger 1D4 +1) (Dagger 1D4 +7) or +14/ +9 ranged (Dagger 1D4 +7)
Special Attacks: Sneak Attack +4D6 or +11 ranged (Light crossbow 1D8)

Saves: Fort +3, Ref +10, Will +5 Saves: Fort +9, Reflex +5, Will +3
Abilities: Str 13 (+1), Dex 20 (+5), Con 13 (+1), Int 15 (+2), Wis 17
(+3), Cha 10, Luck 16 (+3) Abilities: Str 18 (+4), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 12
Skills: Appraise +10, Balance +15, Climb +10, Disable (+1), Chr 11 (+0) Luck 13 (+1)
device +10, Hide +10, Jump +9, Listen +10, Move
silently +15, Open lock +15, Pick pockets +8, Search Skills: Balance +8/ +4, Climb +11/ +7, Hide +6/ +2, Jump
+10, Spot +10, Tumble +10, Swim+2/ -5 +15/ +11, Listen +4, Move silently +6/ +2, Search +6,
Feats: Alertness, Dodge, Point blank shot and improved Spot +6, Swim +10/ -6
Feats: Blind fighting, Cleave, Dodge, Power attack, Sunder,
initiative
Weapon focus (Scimitar), Weapon specialisation
Bonus Feats: Evasion, Uncanny dodge, Sneak Attack
(Scimitar)
Equipment: Scimitar +2 (4lbs), light crossbow (6lbs), 10 bolts (1lb
Equipment: Short sword +1(3lbs), short bow +1(2lbs), 20 arrows in total), Chain mail shirt +2 (25lbs), large steel shield
quiver(3lbs), dagger (1lb), and leather Armour +3 +1(15lbs), Dagger +3 in belt scabbard (2lb), explorers
(15), backpack(2lbs): winter blanket (3lbs), torches x2 outfit (8lbs), backpack (2lbs): winter blanket (3lbs),
(2lbs total), masterwork thieves' tools (1lb), 50ft. silk Bullseye lantern + oil (3lbs total), 50ft. silk rope (5lbs),
rope (5lbs), Flint and steel, 2xPotions of Cure sacks x2 (1lb total), pitons x6 (3lb total), small hammer
Serious wounds and a potion of Good Fortune. (2lbs), rations for four days (2lbs total), flint and steel
Encumbrance: Total weight 38lbs (light encumbrance) (1lb), 2x Potions of Cure Serious wounds and a
Languages: Common potion of Good Fortune.
Encumbrance: Light load carried (weight carried 82 lbs)
Languages: Common, Elven, Goblin

Notes Notes
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